just learned this game was made by a gambling guy hmm

A cynical liquefaction of Bloodborne. It has the vague trappings of a dying world and knows that addictive gameplay loop inherent to Souls-similar third person action rpgs. On the surface perfectly competent, but ultimately a collection of half understood tropes and overwrought boss battles to rage at (or watch others do so).

I could give it credit for enemy variety, the weapon dissembling system, or the legion arms and say it made Lies of P memorable but I'd be lying.

As slippery and skatey as The Surge without any of the interesting story hooks.

Do not believe Remap Radio's lies.

This review contains spoilers

A beautiful and perfunctory RPG experience. Perhaps the most disappointing experience you will have this year.

Sea of Stars has no good reason to be an rpg other than back of the napkin ideas the devs must have had since childhood. Equipment are all small incremental flat stat increases, with only certain accessories even broaching the idea of customizability. One of them (the abacus, which lets you see enemy HP) is so vital though that there is little point in thinking about it. Characters are flat and largely unexciting, dialogue is uninventive and exists in the same space as settlements in this game. They need to exist, and in large quantities, to check the right rpg boxes, but they're superficial pitstops with little to admire besides the art. Eastward and Chained Echoes do so much more in a similar genre space with their settlements that I cannot give Sea of Stars a pass.

Combat itself is serviceable, but SoS gives neither the tension of difficulty or resource management, nor the thrill of customization and experimentation (your characters will still only have about 3 skills to use apiece by the end of the game). If this was a simple action rpg it might have received lower scores, but it would be a healthier game simply from the surgical removal of unnecessary fat.

Boss encounters are actually structured cleverly enough but even on Hard they never hit hard enough to seriously endanger your party, healing is plentiful, and even a stray KO is only a temporary inconvenience since your party member will self-revive with half health after only a couple of turns.

Dungeons and puzzles, such as they are, are busywork lovingly crafted to trigger the bespoke animations that are the actual heart of the game. More often it felt like I was plodding through Mario Maker autorunner levels, or a Sony game's climbing section.

The story is atrocious. Anything attached to the writing is nails on a chalkboard. It is in desperate search of conflict of any kind, but refuses to develop its MCs and their buoyant tagalong sidekick as anything other than the most bland genre versions of themselves. So you get a situation, with no conflict and no pushback, where the game has to pull conflict directly from its rear in deeply unsatisfying ways, falling into jrpg tropes disseminated, dissembled, and parodied decades ago and doing them in the most bland ways you can imagine. The character assassination required to do this is YiiKian in nature but even YiiK had the foresight to engender some kind of conflict to move the story forward, instead of just-so macguffin scenarios and jiu jitsu ass pulls.

The journey becomes predictable in its unpredictableness, a stale bowl of refried bean jrpg pastiche.

So, now the positives (with caveats).

Sea of Stars is the prettiest game released this year. I don't think it's particularly close. If you want to play a spectacle game, avoid FF16 and play this. It is arguably the best looking 2d rpg I have played.

But there are two exceptions to SoS immaculate graphics. First, the portraits are amateur, ill-fitting and immersion breaking. The problem is not necessarily the artistic skill at work, but the game's entire lack of identity. Chrono Cross has a divisive art style for its portraits, as an example, but it all coheres much better than SoS. Second, animated cutscenes play at random intervals of the story. They remind me of the CGI cutscenes inserted into SNES classics by Square when they ported the games to the PSX. Unnecessary and distracting. The pixels can more than speak for themselves and with how underwhelming the rest of the game is, they have to.

Boring and largely uninteresting but gives the same satisfaction as popping bubble wrap. The minute it asked me to do anything more than be on autopilot I was out.

sadly, they forgot to make the game fun.

The sites are all very cleverly written and its top notch environmental storytelling, but it doesn't carry the whole handful of hours as much as I would have hoped. Much easier to just watch a funny youtubeman complete the game instead.

-the world tour mode is weird, janky and leaves you with an incomplete idea of how moves string together. you play for a few hours with a hobbled version of a real moveset fighting street ruffians rejected from a Yakuza game and then you go play the real modes

-the hub is a very silly attempt at shoehorning more mtx fomo that fighting games have been chasing, luckily there is a proper matchmaking system and custom rooms mode

-no matchmaking preference to filter out modern control users, and vice versa. rubbing my fingies raw to do manon's grapple is my choice ofc but i dont want to fight the people who can do it with a single button, and im not sure modern control folks want to fight against sweats who do automatic 20% more damage

Mr. President, we must not let there be a jpeg waifu gap between us and Communist China.

More than halfway through the story content released so far and this is a marked improvement on most turn-based rpgs in the pace and depth of its combat, customization, characterization and mature storytelling. Tropes exist to supplement interesting themes, not as a substitute for them. Not a vent, headpat or hot spring in sight.

Sometimes, though, I want to play more of the game but I need to reach an arbitrary "Trailblazer Level" that requires management of daily doled out 'energy' to grind "Trailblazer EXP". This is about the only time I remember this is a f2p/mobile game and it's a bit of a bummer. But I get over it.

I fucking can't man. The game looks bad and plays astonishingly bad. Every moment I waste on this low energy Far Cry clone is a moment I could have spent doing literally anything else.

Liminal horror has been big the last few years and maybe someone smarter than me can write a thesis on why, but Basilisk does a wonderful job understanding what exactly "liminal" should be.

I'm gonna be thinking on this one for a bit...probably until I explore Basilisk 2000.

Nobody plays God Hand randomly in the year 2023. Picking it up in a 5 dollar bin and discovering one of the best action games of the generation was for when we were younger men. So if you're playing it now, it's hard to not squint and look around every corner for the greatness gamer know-it-alls talk about.

I definitely see it. God Hand is snappy, satisfying and responsive. Animation legibility is prioritized above all else, and maybe more than any other brawler or even fighting game I've played God Hand wants to nudge you into Gaming Good with its systems. Mashing buttons might manipulate Lvl 1 goon AI but after a while, you'll find yourself at Lvl 2 or high and getting blocked, countered and embarrassed.

This game is a marathon though. Health pick ups are random as are the spawning of demons from defeated enemies. These HP jacuzzies will waste your special moves and meter unless you're completely on the ball with your combos. It's a little annoying to have a run of a mission or even a boss ruined by this random element, but also silly that restarting is probably a viable strategy.

I'm gonna go back to it though. God Hand rules where it matters most, making me sweat through my cheap ass Target t-shirts at 11 pm.

josh sawyer's love for history was so deep and convincing it was actually making me tear up

Even when I finish a chapter it's more like "thank god that's over" than "wow that was awesome". Slippery platforming, annoying camera controls, objectification and nonsense as a rule (uncomplimentary) means I ain't sweating out the other half of this game.

I'm optimistic for NG2. Apparently they just take out all the bad stuff from this one.

Wanted: Dead is not that weird, a lot of popular games have just become too buttoned down.

W:D works in that margin of utterly compelling amateur game efforts. They have a handful of genre and story ideas that they're ready to follow to the grave, but the rest is up in the air. Will the next cutscene be in-engine or will it be anime? What annoying rhythm minigame will be featured in between the next mission? Why is there a jukebox of obscure European covers of old pop songs?

It's a damn videogame. You can do whatever you want. Without blanching at the audacity of games to be absurd, there's not much left to criticize here. The story is a properly bloody wink wink quick shot of violent adrenaline, the action is snappy fun and rewarding. I just wanted: more of it.


An interesting followup/expansion to the first Armored Core, with a lot of frustrating whiffs.

Instead of an implied climb through the world leaderboards through the story missions, you get to actually fight rival AC's head on in battle. These battles are either mindlessly easy or ridiculously difficult to the point where you will run to look up cheese strats (as people did in 1997 and continue to do today).

The mission design is mostly uninspired compared to AC1 with a less mysterious story (help Sumika, who is a girl AC pilot which you know because its pink, stop the use of the evil technology thingy) and the only threatening enemy is the jobber AC "Stinger" who shows up in a few missions.