I think I just no-lifed SaGa Emerald Byond harder than any game I've ever played before, even as a kid on summer break. Much less as a working adult in my late 30s.

I'll get a few basics out of the way before jumping into my rants on what I like.

This is a budget game. The character models and UI design really show the lack of money. Voice acting is very sparse.

This is not a narrative tour de force. The storylines are schlocky B-movie kitchen-sink nonsense, but, if you like that type of thing, it's very fun and frequently funny. I had an absolute blast with it. I love singing robots and saving molemen and helping plant people bloom, but I can easily see people being put off.

This is not a standard JRPG with dungeons and exploration. You move from event to event on a pop-up book like map, engaging with visual novel type sections or combat. It's a stripped down experience in many ways. As with the narrative, I enjoy this and relish the change of pace, but can easily see how others might not.

Kenji Ito delivered another banger soundtrack. This might be the thing Emerald Beyond has most in common with its higher budget cousins from Square.

With that out of the way, I'll dig into the real meat of what I love about Emerald Beyond. There are two main factors: the combat and the new-game plus cycle.

The combat is absolutely excellent, and sits as my favorite JRPG combat, maybe even surpassing SaGa Scarlet Grace. Much like Scarlet Grace, it's all about timeline manipulation and features a shared action point pool for your party. The specifics of how "united attacks" work has changed and is easier to perform -- for both you and your enemies. More importantly, there's far more variety in your characters -- humans with a ton of weapon types and magic, mechs that scale off equipment and get unique abilities from it, monsters that absorb enemy skills, and ephemerals who get more powerful as they cyclically die and are reborn. The systems are so much fun. Well, except for trading, but I'll circle back to that.

The most mind-blowing thing about the game is its new-game plus structure. There are 5 characters with their own stories and 17 worlds, each also with their own story. All of these stories -- characters and worlds -- can change across successive playthroughs. You can make different choices on who to help, sometimes new options are simply available to you, sometimes you get an entirely different story. Sometimes you recruit entirely different allies. The second playthrough for some characters is almost a sequel to their initial playthrough. It's so cool to see the huge variety in ways things can possible play out as you come back for successive runs. All of the games systems are made to work over multiple 5-20 hour runs, so your overall strength and progress is moving forward even when you restart with a new character.

My biggest complaint about the game is the aforementioned trading system. Essentially, once unlocked, after each and every battle, you have the option to 'sell' items for a random choice from several items, and the option to 'buy' items in fixed deals. These deals are all based on your trading rank, which takes hundreds of trades to level up. The best way to do this is to constantly trade high level weapons for other high level weapons that you then trade for more and so on. It's nothing but tedium, and I don't even have it maxed out after 75 hours of play. The UI is slow, requires a ton of clicks, and is just overall miserable to interact with. Unfortunately, it's the best and most consistent way to get crafting materials, so if you choose to ignore it, you are putting yourself at a huge disadvantage. It wasn't enough to knock the game out of favorite territory for me, but it was extremely annoying and unnecessary -- they could have just tied the trades to your battle rank and had the interface be an option directly at the end of battle screen. I guess it wouldn't be a SaGa game without at least one terrible system, though.

So, uh, rant about trading aside, Emerald Beyond has made its way right to the top of my favorites list. I never enjoy a game for 75 hours and still have plans to come back for more after a break. That just doesn't happen for me. I'm literally considering figuring out of I can mod trading out of the game. Give the demo a try. You'll probably hate it, but you might love it as much as I do.

I didn't play Dragon's Dogma until the PC release of Dark Arisen, but, after a rocky start, it ended up becoming one of my favorite games of all time. I came into Dragon's Dogma II with high expectations, and left with mixed feelings.

I was going to write a big review going into depth on my thoughts, but I just don't want to spend any more time on the game right now, so I'll just write out some of my thoughts off the cuff.

None of the first games problems were fixed, and the conveniences added in Dark Arisen (e.g. eternal ferrystone) are absent as well.

The story lost its fun campiness, but still failed to deliver a solid narrative. Player and NPC motivations needed way more exploration.

My favorite vocations (strider, ranger, assassin) don't really exist this time around and that was a big bummer. Augments are less effective now, which is also a bummer. Combat is still a lot of fun, though.

The exploration itself is good, but travel can be an obnoxious slog. It's a bit baffling that Itsuno was insulting games with fast travel for being uninteresting, but his idea of interesting travel is fighting the same five enemy types every 10 feet. I think a lot of my negative feelings toward the game come from built up annoyance about the travel wasting my time.

The quest design was straight up bad. More clear writing would have gone a long way, but there were some serious missed opportunities to have taverns and the fortune teller give hints for quests. I don't need map markers, but I also don't want to deal with moon logic in a game this big. Undercover quests in particular feel out of place, as they did in the first game.

To sum up my feelings, it's a fun action and exploration game, but everything outside of that is either subpar or actively frustrating. I think I had my hopes set too high. If there's a big DLC/expansion at some point, I'll come back and give it another go. I'll probably include some mods to reduce the tedium the second time around, though. I didn't play the first game before Dark Arisen, and maybe I wouldn't have liked it if I had.

Magicube is one of the simplest and hardest puzzle games I've ever played. You play a wizard who can push blocks, jump 1 tile high, and shoot a magic cube that comes into existence against whatever object it hits and replaces any previous magic cube you had made. The goal is to get the magic cube on a pedestal. There's a handful of mechanics introduced as the levels progress -- skulls that stop bricks but not you, buttons that make barriers appear while something is on top of them, etc, but that's it.

The levels are tiny and look like they'll be easy, but they almost never are. The solutions to the levels require you to understand every interaction (e.g. what happens if you're standing in a barrier when it's created?) and frequently seem impossible at first glance. It legitimately feels excellent when you finally figure it out, though!

It's taken me 12 hours to finish 34/50 puzzles, but I've started hitting the point where I'll turn on the game for half an hour and feel like I haven't achieved anything. I really like the game and plan to eventually finish it, but I'm going to at least shift the focus of my puzzle time to some easier games for now.

I remember going over to a friend's dorm and watching him do a speed run of Portal when it first came out, yet somehow I forgot that I'd actually played it myself until I was over halfway through the game this time around. Weird how memory works.

Anyway, it's just as great of a game as I didn't remember it being.

Portal does a great job of teaching mechanics, has a great central conceit, and has great humor. There's only a couple of small things that keep it from five stars for me. Primarily, the game just doesn't go quite far enough with the concepts for my tastes. I'd like a bit more of a challenge and to see the ability used in a couple more ways. The only other complaint is that the portals are a bit skinny which makes some execution slightly more annoying than is necessary. That's really a nitpick, though.

A certified classic.

Man, I really wanted to like Unlimited SaGa. I gave it the better part of 15 hours to grow on me, going through the majority of Ventus’ scenario to my understanding, but I honestly just think it’s not a well made game.

I actually love the board game style exploration in concept. Unfortunately, the interface is just awful and really drags down the entire game. For example, chests take way too many button presses to deal with – search with the sharpeye skill, deal with the traps, then unlock, then handle the magic lock, then maybe use the fortune teller skill a few times, then open. Each of which requires multiple presses to open the action menu, select the chest, select the character, scroll to the ability, activate the ability, do the reel. Also, some basic party management isn’t even available in cities and has to be done on the adventure map, which is weird. Doubly because you can’t save outside of town.

Very nice art and music, generally speaking. Everything in battle looks great and has a lot of character – the sprite work is extremely good! I really do enjoy the character and monster designs. The dungeons themselves have almost no detail on the map, which stinks since you spend so long looking at it. There’s artwork off the side, but the interface is very intrusive and frequently blocks a portion of the art. The whole thing is just ugly and low effort. While I love the combat theme, most of the music is just kind of there.

I have negative feelings about the combat system, even discounting the barrier to entry. I absolutely do not like the implementation of HP/LP here. HP is really just a probabilistic buffer to LP damage – sometimes you’ll take an LP from a scratch and it just feels bad. Since you don’t go down at 0 HP and sometimes you take LP damage at high health, it sometimes feels like your decisions in combat don’t matter. Combat became a frustration that I wanted to avoid since there weren’t any immediate rewards, just a chance for a better tile at the end of the mission – which is crucial, so you really don’t want to avoid too much combat. The challenge is in being slowly worn down over the course of overly long dungeons, which I simply don’t find enjoyable. The majority of the tactics in fights revolves around knowing which units to move first (and thus make more likely to be targeted) and which ones to let sit out to recover HP, which is neat, but I wish the abilities were more interesting to support it. Otherwise, you’re generally just selecting which attack reels to use based on whether you need HP or LP damage more. Magic is really hard to come by, so chances are you won’t have a whole lot of choice there unless you really gun for it and know what you are doing. Many of the low level spells also just boost your ability to cast magic with that school or provide a detection spell for a certain kind of enemy, so you really have to luck out to actually get anything useful. It would also be nice to have more information visible in combat, such as how many LP an enemy has and such.

I really don’t like the growth tile system. Being forced to take a tile and replace one you already have every mission means that you’re actually making your character slightly weaker after a mission sometimes. Further, the tiles offered are randomized, and sometimes the ones you need just don’t drop, despite taking the actions that make them more likely to drop. It’s another place where the basic idea is interesting, but the actual execution ends up being more frustrating than enjoyable.

I’m not a big fan of the reel system, but I think it’s fine design-wise. Just not to my taste.

Like I said – I really wanted to like Unlimited SaGa, and I gave it more than its fair shake to grow on me. There really are a lot of neat ideas here, and there's nothing quite like it. I think a remake that fixes the interface annoyances, makes magic more available, tweaks the growth tile system in the way mentioned, and totally reworks the HP/LP system could actually be a pretty darn awesome game.

Much like the first game, the story and humor are on point in Portal 2. Wheatley is a great counterpart for GLaDOS. The mechanics are substantially expanded from the first game with the various types of goo, and I enjoyed the variety of new puzzles that provided.

The intro to the game really drags on, though, with lots of incredibly easy puzzles and loading screens. I would have preferred if it jumped into more challenging puzzles much more quickly. I liked the general idea of the non-puzzle areas, but I did get a bit tired of hunting around for the little bit of wall that I could put a portal on.

Those are just minor complaints, though. While Portal 2 isn't necessarily a personal favorite, I can see why it's generally rated among the best games of all time.

Geneforge 2: Infestation is, unsurprisingly, a direct sequel to Geneforge 1: Mutagen. All of the things I liked about that game hold true here as well: great exploration, world building, factions, choice and consequence, and so on. It nails the core RPG experience. My review for the first game describes the setting and why I like it so much, so I'll skip writing that out again.

In Geneforge 1, I burned out because there was just too much meaningless combat, and quit 30 hours in. That didn't happen this time around. Geneforge 2 simply makes combat more rewarding. There were more useful equipment upgrades to find. Most spells and abilities in from the first game received some tweaks, resulting in more viable combat options. There is also a whole extra tier of creations and spells to unlock late game. This helped keep things a bit more varied. I still did hit the point where I was ready to finish, but, luckily, I was just a few hours away from being able to complete the main quest at that time. I did leave a whole heap of sidequests unfinished, but that's perfectly fine.

The ending itself was very satisfying. I'm glad I was able to stick it through this time. Great game.

Milk Oustide... offers a very interesting look into the life and thoughts of a late-teens girl suffering from serious mental illness and trauma. You play as a sort of self-talk, inner voice of the protagonist, generally representing the more rational side of her thoughts. Sometimes you are presented with only irrational choices, though. It creates a very interesting dynamic where you're both playing as the protagonist and not; trying to help her cope but sometimes not able to. It's a clever framing that captures the hopelessness the protagonist can experience at times. I enjoyed the metatextual element of the main character viewing you as a person playing a visual novel/point and click game.

The biggest selling point is perhaps the absolutely unique atmosphere. The art does an excellent job of shifting to match the mental state of the protagonist. The color palette, detail, and even overall style change between many of the scenes in the game to create this effect. The music was similarly on point in creating the feelings of dread and joy that the protagonist could quickly bounce between. There are a couple of tracks in the game that would fight right in on an atmospheric doom metal album (e.g. Sunn O))) ), which fit the themes perfectly and was very cool to hear in a video game.

My main criticism is just that I wanted a bit more. The entire game takes place over the course of the main character getting ready for bed, and takes 1-2 hours to play, depending on how many endings you go for. Even combined with the original game and its 30 minute runtime, it's just not quite enough time to really get to get to know and empathize with the protagonist to the degree I wanted. However, that doesn't keep the Milk duology from being a worthwhile and unique way to spend an evening.

Bethesda's best when it comes to quests and writing as far as I'm concerned. Not the best when it comes to exploration, world building/lore, and just hanging out in the world, though. Gun play wasn't amazing, but it was more fun than what you usually get in a Bethesda joint. Still, I got more than enough enjoyment out of it and I'll be back for DLC and mods plenty of times in the future, I'm sure.

I picked this up thinking it might scratch that Legend of Mana itch -- action RPG combat with lots of systems to play with. I should have looked into it a bit more, since it's not really that. It's a fairly straightforward Secret of Mana-style action RPG with a rather normal skill tree. There is a pet system, which is why I got my hopes up for something Legend of Mana-esque, but they just function as passive bonuses. Totally my fault for not doing enough research on that end. Still, I like action RPGs, so I didn't let that deter me.

Unfortunately, I really don't enjoy the writing. It has that very referential late 2000s internet humor that simply doesn't work for me. I find it to be a bit grating regularly, and it only made me laugh in a couple of spots.

This could all still be saved for me if the gameplay was excellent, but it was just alright. Certainly not bad, but the movement felt a bit stiff and I found most of the special abilities to be awkward to use or just not that exciting. I respecced a number of times, but just couldn't find a build that excited me.

The collectathon aspect of it is enjoyable and well done, if a bit grindy (as the games name alludes to). If I liked the combat a bit more, I could see hunting down all of the loot motivating me to complete the game.

All in all, it's not a terrible game, and I can see how some people may really enjoy it. I'm just having an 'ok' time at best, so after ~7 hours, I think I'll just move on.

I love the idea of combining SaGa mechanics and blobbers, but this one is a bit too minimalistic for my tastes. There's no inventory/equipment, no influencing stat increases or skills/magic learned, and random encounters scale based on your stat increases. I think if magic was customizable as in most SaGa games and/or the random encounters didn't scale, I may have come out positive on this one. Unfortunately, as is, it feels too grindy for how little strategic interaction is available. I dropped the game after 4 hours.

My brother got upset at me last week due to a misunderstanding and bought me Citizens of Earth as an apology. Totally and completely not necessary, but the gesture was absolutely appreciated - especially since I'd been having trouble committing to a game.

Citizens of Earth is a corny, quirky indie JRPG. There's a lot of clear Earthbound inspiration and homages, but it has more of a parody feel to it. You play as the Vice President of the Earth -- an absolute boob who got the position almost entirely because of his good hair. Strange things are happening on the Earth, and with some cajoling from your Mother and Brother, you set out to figure out what's happening.

It's a very goofy romp, which is honestly what I needed with all of the stress in my life right now. There's nothing really wowing here, but it made me smile fairly consistently. There's a huge roster of character to recruit, each feeling surprisingly unique within the games standard menu-based JRPG combat. All of the characters have at least some voice-acting, which is surprisingly well done for a budget title. The character interactions are very enjoyable as well.

The soundtrack was surprisingly good. One battle theme in particular, Otherworldly Battle, hit some chilled-out synthwave vibes and really wormed its way into my brain.

Unfortunately, Citizens of Earth really suffered from having too many encounters with basic enemies. JRPG combat is simply not interesting or even engaging when you're just selecting the same ability every round. So many otherwise good games are absolutely ruined by this. I legitimately think the average JRPG would be improved by removing all combat except for boss fights, and citizens of Earth is no exception. It only hit the point of being maddening in the final couple of zones here, so I stuck it out, but it's frustrating to have an otherwise good experience tarnished.

Anyway, I'd recommend Citizens to people who want some dumb humor and don't mind a bit of repetitive JRPG combat alongside it.

Stasis: Bone Totem is, without a doubt, my favorite horror adventure game. It nearly perfectly lands all of the important bits -- narrative, character moments, environment, and gameplay.

You play as Mac and Charlie, a husband and wife running a salvaging operation. They stumble upon a deep sea oil rig and decide to investigate, as it may give them a way out of their crippling debts. Of course, this is a sci-fi horror game, and everything on the rig is terrible, both man made and not. This set up quickly evolves into a very dense narrative with tons of well done twists and turns -- most of which are excellently foreshadowed through environmental story telling or logs that are optionally available to read.

The character development and overall characterizations in Bone Totem are a huge leap forward from the original Stasis. It's hard to talk about with avoiding spoilers, but I was very pleasantly surprised by how much the game made me care about some rather non-traditional characters. Bone Totem also grappled with quite a bit more philosophy than the original Stasis, though it's not quite as in your face about it as some of my other favorites like Primordia and The Swapper.

The environments you explore in Bone Totem are probably the best I've ever seen in an isometric game. There's excellent and disgusting detail throughout every screen of the game, with lighting that adds a ton to the mood. The sound design and music are all excellent, with the main characters having slightly different variations on the same themes for each section of the game -- a very nice touch. The voice acting is also top notch, making the big moments of the story hit that much harder. I'm very impressed with the presentation for an indie game with a team of this size.

It's tough to land the gameplay in adventure games, but Stasis: Bone Totem delivers here too. By and large, you have your expected set of environmental and item based puzzles, which, other than a small exception or two, are very well done and help you engage with the world. There are a couple of features that really push it to being at the top of the genre, though. First is the accessibility. You can always right click to 'ping' the surroundings, revealing all descriptions and interactable objects on the current screen -- no pixel hunting necessary, if you so choose. There are also optional hints available for the puzzles like many games. Each interactable object has a separate screen that pops up for the puzzle, and all items are used in these screens, which reduces the need to try each item on every object in the environment that happens in many adventure games. The second, and more important feature, is that you are playing as multiple main characters, with inventories that are connected via the 'quantum storage device'. This gives the game a very unique and fun flow, where, if you get stuck with one character, you can switch to another. Each character also has some unique way they can interact with objects or they environment -- breaking things down, combining items, or hacking. This is both nice for variety, and allowing you to have something else to do when you're getting annoyed with a particular puzzle.

Anyway, that's enough gushing about the game. If the game appeals to you at all -- give it a try. You may also come away with a new favorite.

The Secret of Varonis is a spiritual successor to the original Gameboy SaGa trilogy (aka Final Fantasy Legend), having originally grown out of a fan game. The mechanics are essentially a combination of the first two SaGa games, with a decent amount of modern quality of life thrown in. The story is very similar to the first couple of games, seeing you climb a tower, visit worlds, and fight gods, though it's more focused and fleshed out than what you'd expect from a SaGa game. I actually rather enjoyed it by the end. While there's nothing particularly new here, everything is just a bit bigger, better, and smoother to play than the old games, creating an experience that I think even modern JRPG fans without nostalgia would have a great time with.

Fun music and a cool surreal vibe. I'm not sure there's a whole lot to take away from the ~40 minutes I spent with Off-Peak, but I enjoyed it as a sort of experimental mood piece and the price (free) was right. I'll definitely check out Cosmo D's other games in the future.