how did i never realise jk simmons was cave johnson

This review contains spoilers

i was starting to write a review but i dont think i can summarize my thoughts in any way that is concise or all-encompassing of what i truly feel about this game. yes, it has issues with it's storytelling & how it treats some of its characters, but i truly think the story will resonate especially if you are within the age range of these characters and feel like the world is against you.

for every issue with the game that i might have, i have like 10 positives to counterbalance it. while i dislike the jokes they make about ann after her arc with kamoshida, i subsequently think their handling of that same idea in her confidant incredibly powerful and sweet and wholly great. the combat feels fluid and fun, even 110 hours into it when i was facing another multi-phase boss, with the same team i'd been running since the characters were all available. i love the characters in this game, and i love all of their confidants (except maybe hifumi. sorry. youre just boring).

if you have never played a game by atlas, i definitely recommend it. i dont consider myself a big rpg fan as much as i might wish i was. i dont like grinding in video games, and even pokemon is a game that is too much for me to stomach but persona was different. mementos, their grinding area, was still fun and felt fresh just because of the fact that the requests exist. they give me a break between killing shadows mindlessly, and made me feel like i had a reason to grind that didnt actually feel like grinding, because i was still unlocking and completing fun sidequests. and even when that is so tedious, you are able to minimize grinding even FURTHER by just befriending your in game bestie who is actually funny, and who has a fun storyline to boot. its great!!

i love the character designs for the bosses, the phantom thieves, and even just the random secondary characters you can follow the plots of while they stand around in like, kichijoji.

im overall so glad to have played this game. there is a lot of cut content i think that would have enhanced my experience with it, but i am still happy with what i received. i am excited to play it again, and it has honestly invaded my thoughts since i first started playing it. i am excited to play more of the persona series, and i look forward to the spinoffs in my library and that are to be released. i hope they can capture the magic that personal 5 royal had for me again.

genuinely one of the better roguelikes ive played in a long time. at one point, i got 3 dashes and felt like i was flying. the image of my crab doing continuous frontflips made me laugh so hard, i couldn't focus on the game and subsequently died in a horde island.

my only and i mean ONLY caveat with this game, is how unbalanced it is. i havent played enough to really say just how bad it is or what specifically needs improvement, but it does hinder my enjoyment of it. i really look forward to the updates that help this.

the base co-op levels were way too easy, so this is a welcome surprise! this dlc manages to still be just as funny as portal 2, and ramps up the difficulty to a 10 for a final hurrah. great to play with a friend.

i dont know how i didnt catch this before now, but i'm so glad to have completed it finally. what a treat.

this game is everything i hoped for when security breach released. it is longer than i expected, but still moved quickly through all the areas. very happy with answers about glamrock bonnie, and for it finally addressing the elephant in the room for the die hard fans (tales from the pizzaplex officially being canon!!?). it really felt like steel wool knew what they wanted to do this time around and really executed it. i've had a lot of difficulty with the way the franchise has been operating since scott stepped back, but this has truly given me a lot of faith in steel wool again. i am nervous, but excited, for them to follow up ruin with help wanted 2. the first was and still is my favorite fnaf game, and ruin is a close second at the moment.

i may come back to update this, as i still don't have a great way to summarize my thoughts. depending on how this marinates in my head, it will either become 5 stars or 3 stars.

she came to serve cunt and she succeeded

really charming, i like the early levels. the designs of the actual world feels a bit cluttered and hard to read sometimes. think this would have been much improved if they cut at least 50% of these levels and instead worked to polish up what was left over. enjoyed it nonetheless.

some of the puzzles were fun and pretty satisfying, but others felt so unintuitive it ruined the experience partially

unorganized thought dump ahead, so don't expect anything nearly as thought out as my usual reviews... also, no spoiler tag, but i will go over tiny hints of spoilers (the furthest being who the antagonists/protagonists of the chapter are)

i'm not sure what it was about this chapter, but the humor didn't really land for me. well, okay, let me rephrase that. i enjoyed it a lot, but less so than chapter 1. i'm not sure if i've just generally outgrown toby fox's style, but a lot of the quirkiness didn't stand out for me as my personal highlights the way it seems to have hit for the general internet. for me, this is most obvious with spamton. i like his lore significance, but didn't care for him THAT much as a character besides how much his dialogue style gave me a headache to read through lol. his miniboss fight was VERY cool, but much like jevil in chapter 1, i would never have found this on my own. i think i'm just an idiot? BUT WHATEVER!! it was super fun, and truthfully every character fight in this game reinforces just how creative and brilliant toby fox is as a game designer. each bullet pattern was unique and incredibly fun. i beat the fight on my first try, but knowing how scrappy i got by, i just want to fight it over and over again to really master it. a lot like how i always felt fighting sans!

generally, i liked chapter 2. the dark world here was super fun, although the puzzles felt really random and a lot more boring than every puzzle in chapter 1 and undertale combined. i did like the word, spelling, maze-y puzzle though. wish they had used it more than the mice. queen was awesome, and i liked seeing lancer and all the darkners from chapter 1 again. rouxls card supremacy, as ALWAYS. loved his character and i can't wait for him to continue to shine. berdly and noelle were great additions to this chapter. noelle is cute, and i like her a lot but oh man i just love irritating characters because I FUCKING ADORE BERDLY!!!!!!!!! anyways. that's all i have to say there. also, queen is cool.... i can't say much without wanting to gush, especially in reference to her AMAZING BOSS FIGHT that i do not want to ruin for anyone else whatsoever.

what else can i talk about? oh yeah. the music is pretty good here too, but that's to be expected with anything toby fox touches. my personal standouts are going to be hip shop and, you guessed it, "BIG SHOT." Love the use of leitmotifs from previous undertale songs (especially mettaton neo, who, for obvious reasons, spamton reminded me a lot of while playing).

final thoughts: the alternate route that can be played in this chapter is super sick. love it. had no idea it existed when doing my blind playthrough, so opening up the wiki to see what easter eggs i might have missed only to see a WHOLE OTHER ROUTE was awesome. again don't want to say much without spoilers especially since the game is so fresh in my mind and i think i might come back with more fleshed out opinions eventually.

im excited for the rest of deltarune to release, especially since the next release will come with 3 chapters rather than toby drip feeding the fanbase one chapter at a time. with this though, i am equally excited for things to change massively. i like the dark world a lot, but after 2 whole chapters it stills feels infinitely small, and i look forward to a deviation that can spark some new life into the formula otherwise i think it will very quickly become tiring.

this barely feels like it counts as a game

Okay, I think I will eventually come back to this and try to progress a lot further than I did but I just... felt so underwhelmed a disappointed in this game especially as someone who LOVES shopkeeping-style tycoons and dungeon-crawlers. The idea of tackling complex dungeons with multiple floors to ransack for items to sell in town had me HOOKED. Unfortunately, while the premise is great, the concept ultimately just falls flat.

First of all, a minor(?) nitpick but who the HELL releases a game on steam with no actual keyboard controls? I literally could not navigate the menu because it was so unintuitive that I had to google controls on steam discussions to start. The devs even acknowledge this and explicitly have said they do NOT want to accommodate for keyboard & mouse players, and that the game was designed for controllers. I feel like I wouldn't usually care, except like? You're on steam, appealing to pc gamers, and don't explicitly tell me on the steam page that I won't have fun without a controller. Straight up wtf LOL

But whatever, you know. Its really not that big of a deal and I mean I had a controller anyways so oh well. Except... the dungeon elements were incredibly, incredibly easy after just 2 or 3 runs. I died to the boss maybe once before I was able to beat the first floor every single time & went on to clear the subsequent levels just as easily. Its not like I expected Hollow Knight levels of difficulty or anything, but this definitely feels like you will only find challenge/fun in the dungeoneering if you are new to the genre. I also want to say that I DO consider myself decently good at games that test pattern-recognition and reflexes like bullet hells, so take my experience with a grain of salt.

Despite this, I still felt okay with the game at first. I honestly didn't explore too far after a couple attempts since on top of feeling too easy for me, the combat was kind of clunky, but it was passable enough. Weapons aside from the sword/spear felt not great to me, but I also generally dislike bows in video games especially in a top down where I can't really aim comfortably. But while in dungeons, you're main goal is typically fighting and exploring for loot to sell in your shop. To me, this could have EASILY redeemed the game for me. Instead, in my little time with the game the store aspect felt really... boring? Easy. Also a little confusing? I just kinda want to sigh when I think back on it.

When I think of an amazing capitalism simulator, I think of Recettear. It also has a very mid dungeon system, but MAN the actual store aspect is so fun. I cant help but compare them to a degree. One thing that came to mind in my playthrough is the idea that different customers of different wealth brackets can shop, & you can sell things to each person with different prices because of what they are willing to accept. Similarly, there is a sort of supply and demand system that comes into effect that shows you if things are being sold for higher or lower than normal retail, and I would like it but I felt like. A little lost? In deciphering when it changes, by how much, etc. You have to FIND what the range of prices is for an item through trial and error which is totally okay, but when the specific item is being sold at market none of your recordings are saved in the log book and you arent given any type of ballpark estimate for the resources worth that you find. For example, in Recettear, if you sell a short sword, putting it in your display and selling to a customer will bring up a default price of say 500 gold, and you can adjust to 120% markup or 80% discounted rate or adjust to whatever arbitrary number or percentage you like & work within that system to find the sweet spot in different customer demographics, sales, price drops, etc. It is a really indepth system that takes something simple but elevates it. Moonlighter attempts to do the same and honestly does, but worse. When you find an item, you have no clue if you are pricing something at 100 gold when it should really be 8. This sounds like not a big deal, except the price ranges between items on the first floor alone goes from 3 coins to over 1k. How am I supposed to guess anywhere near accurately? Especially when pricing things poorly also reflects on your relationships with different classes or affects the popularity of items. Its really frustrating.

To speak more on the sales aspect, I really, really dislike the actual ui for it. I like the little idea of setting up items in the boxes you want and customising your store. Its really cute!! Recettear did similar and I truly loved it. Unfortunately, I feel compelled to compare the 2 once again to accurately demonstrate my issue with the games approaches to fulfilling the actual sales. In Moonlighter, an NPC will approach the box with an item, inspect it, then make a face that shows how happy or upset with a price they are. They will then leave the store angry, or leave money at your register and dip. In Recettear, the npc approaches the item, and then prompts a screen where you see the person who wants to buy, the base price of the item/what they are offering, & then are given the option to adjust and haggle. They give dialogue to indicate their feelings and leave either successfully paying or in anger. These function very similarly, but Moonlighter takes the individual sale out of the equation which circles back to the idea of different classes having different budgets and hurts that part of the system. It is impossible to tell who is going to buy what. NPCs approach multiple items and pick what they are going to buy, and you cant adjust the prices in preparation for each customer. It is just so hard to do that. Not to mention that in my experience, distinguishing who is wealthy or poor or what was so HARD for me. In Receattear, you are told what the person wants to buy, they clearly are wearing tattered clothing if they are poor, fancy clothes and dresses if rich, etc and you can engage accordingly and react. In Moonlighter, I could not do this effectively. I struggle to find the proper words, but the system just felt unsatisfying. This piece of interesting depth felt like something I couldn't actually play around, and I wish that wasnt the case.

This game very clearly has so much love in it and so much attention to detail that I want to like it. The art is very pretty, and the various character designs are very cute. I like the aesthetics and the feeling of the town and I love that your business helps the town flourish too. I like that the dungeoneering and the store front feel equally important, and I like the thought put into it. Unfortunately, the balancing and minor flaws add up for me in this game and ultimately made my experience feel like a boring slog, where I never actually had a piece of the game I could appreciate. If 1/2 of the systems were very good, I could rate this well. But for me, I just couldnt enjoy it. It was incredibly underwhelming. I hope you can find more fun with this than I, but unless you are very new to these systems in games, I think your experience will be sullied by its minor but additive flaws.

i laughed when stinger flynn said "who asked" to banban in the fever dream roadtrip sequence

Started playing this and have less time in it than I would normally like for a review on this site, but I really was impressed by the launch! I am slightly biased, because I came from MHY's sister game Genshin Impact already a fan of their games, but I also tried Honkai Impact 3rd a while ago because of Genshin and wasn't impressed.

This game is the culmination of what I think both Honkai and Genshin do well, but with the apparentness that Honkai is the series MHY loves the most. They definitely leaned harder into the time sink/grind aspect of Genshin that isn't my favorite, but because the game is so new I'm not sure if it will end up much worse of any better. In HI3, the game was more of a beat 'em up style game with, what felt like to me, very little emphasis on strategy. The story was very good, and the characters had so much love in them. In genshin, there is a lot more emphasis on strategy and team building, and I really like the blend of the two in this turn-based RPGish style. While I will always have a gripe with gacha systems in games, I am trying to refrain from passing judgement since it's so early in the game's life cycle, but it seems to be leaning heavily to the genshin style which... I don't feel positive about at all. Though I don't really have much experience with HI3 like I said before.

Anyways, just kinda dumping my thoughts after getting past all the tutorials and completing some of their dungeons & my fair few of fights. Really love the character design and the humor is actually funny. When I saw the Honkai Star Rail booth at anime expo last year, I didn't expect to ever play it or even enjoy it, so hopefully I will continue to enjoy my experience with it in the future!

I won't say that this game is good nor bad. All I can say is that this is a game. The concept is indeed conceptualized. The developers have developed this game. And, it was published to the public.

everything about this game is just so good i dont care about anything else