4402 Reviews liked by letshugbro


Very spellbound by Yakuza 7's early game. Broad shifts for the series that nicely complement the themes of the story - about the difficulty of starting over in a new place, and it never being too late to look to the future. Further complemented by the fact that you are ripped out of not only the familiar Kamurocho, but also the genre. The fact that it unflinchingly (albeit clumsily) touches on topics like homelessness in Japan, the sex work industry, and immigration mindfully... It's really fucking incredible. I won't gush, but I love the cast and their themes. I cried a lot.

The shift to turn-based was the stim injection I needed after growing weary of the mashy brawler combat of 0, K1+2. It's incredible that a combat system that has been iterated on for over a decade has been immediately blown out of the water by something that almost feels like a science experiment. A genuinely informed genre shift that means items and equipment finally matter, as well as meaning you can now operate an entire party of characters while completely maintaining the old original pacing. My vote for personal GOTY.
https://www.youtube.com/watch?v=VV1lOo-T15I

Managed to finish the story pretty quickly, it was ok, i didnt really connect with any characters or find any of them very memorable, its better than the BF2 campaign but its still just a completely average star wats story in my opinion. I do enjoy the gameplay and the feeling of being in that cockpit is just really cool. The visuals as well are really nice, the lighting especially is so clean and the way it creates these beautiful dynamic shadows and shines of of surfaces is gorgeous. Ive yet to try the larger scale game mode for the multiplayer tho. The customisation is kind of alright? But there isn’t really a great sense of progression. Its fun but i enjoy battlefront 2 more 🤷‍♂️.

I hate the radial spell system. Who's idea was this

The Lego Star Wars Complete Saga of Halo.

Edit: i was playing today on the custom browser that got added and i bumped into an old friend from original Halo Reach. today has been amazing

It's a game of sadists and masochists, and you know which one you are.

Dusk

2018

i am 130 years old they just don't make games like this anymore

Replayed for the first time since launch to see what the famous Updates were about. They must be good, people never stopped bringing them up every time Hello Games added a new type of fern.

All these years and the game is still an exercise in prefab asset tourism - once the novelty wears thin and the artifice sets in, you come to realise that all of the tension comes in the form of anticipating what colour the trees are going to be on the planet you're leisurely approaching. No Man's Sky does about as poor a job of conveying information to the player as Destiny 2. This thing is now a hulking behemoth of retrofitted mechanics that gracelessly clash together, and poorly explain themselves with a haphazard collage of tutorials and tooltips leaving the first thirty minutes of this game with the UI looking like fucking a ransom note. Way to make space travel feel like homework.

this is halo 3, but with a metal case that opens on BOTH sides and comes with a flash game

A complicated mess that requires a more complicated assessment than my tiny brain can offer. It is VERY clearly unfinished, you can practically feel the lingering absence of certain mechanics - almost as if the game is riddled with holes from when they were ripped out during the crunch phase. What awful turbulent development did this game go through for it to take 7~8 years to make what is essentially just Rage 2. It's neither a pointed immersive sim or a sprawling interactive open world.

There's stuff to like here, I'm immensely endeared to the sheer level of detail in Night City's design. It's not often an open world lends itself to a sense of verticality with wonderfully designed multi-level roads and walkways that bob and weave haphazardly through the skyline, entirely different styles of colour scheme and architecture when you across districts. Walk from one end of a street to another and be greeted with a new vista. It's genuinely gorgeo. Keanu gives his best performance since Bill & Ted and I'm not even kidding.

I just hate Borderlands DPS-FPS design so much. A litter tray of skill tree perks that make invisible percentile changes and shooting guys just to watch numbers pop out of their heads until they die. It’s never been satisfying, I never win an encounter with a sense of accomplishment, just that I had a gun powerful enough for the task at hand. Why have we done nothing but regress from what FEAR 1 accomplished?

The narrative design is weak overall, each character archetype being funnelled into the same canned timeskip sequence and starting point is about all you need to know you're not freely role playing at all. I love going to undiscovered side gigs with the flavour text "Who knows what you might find?" only for a phone call to completely spell out the entire mission when I enter its proximity. Really keeps any sense of adventure and wonder intact. The only sidequest I didn't complete was the one that I couldn't get working, which it turns out was about a character voiced by Grimes lol. Fuck outta here. What really takes the cake is that every significant-feeling moral choice I've made has absolutely no payoff ingame, and essentially feel like DLC bait. The game aint fucking done.

Is it the best often-delayed and buggily released open world game where you play as a person with a bunch of tricked-out gadgets who is fighting against time to remove a parasitic person in their head who appears as a snarky vision that leans on walls and makes fun of you, but is actually going to end up replacing you and has a bunch of unnecessary driving segments that nobody really likes I've ever played? No, that's Arkham Knight.

Considering the game is riddled with as many craters as the moon, I'm trying to cut some slack and credit the creators for what they ACTUALLY accomplished in spite of soulcrushing crunch. This is the forty-hour sunk cost fallacy sinking in;-

Being worse off financially for taking moral high roads in missions, cops being so ineffective that they pay you to do their work for them (of course the wanted system is shit, they can't chase you if they wanted to). Living ethically is a luxury you don't always have a choice to make. You have to shred your humanity to pieces with body augmentations just to stand a chance. When the game isn't trying to be a visual wonder or a David Jaffe-esque piece of tryhard shit, its systems compound into something a little more meaningful than I think I gave it credit for in the beginning. There's stuff here, it's hard to stomach, but I like that they did it.
Cyberpunk speaks clearly against the way society dehumanises us, it points a condemnatory finger to the corrupt systems that nourish it, and does everything in its power to make you feel chained to your complacency. It tells you again and again that the system doesn't work, it shows the people who idolise it dying senselessly and unceremoniously, it's telling you that we should do better - that the monolith of human achievement in the form of 2077's Night City is a smoke and mirrors act that disguises the same problems plaguing our world today. I'm no genre genius, but if this is "Cyberpunk", then go the fuck off. Some of these questlines struck a nerve, genuinely good pieces of writing, they just didn't need to be in a game that is this fucking bloated.

Haven

2020

I hoped playing this with my partner would have been the ideal way to experience a co-op title about two lovers exploring the stars, but Haven constantly found ways to wedge inbetween the intimate experience a plethora of elements that drag the journey down to earth.

Haven not only struggles to deliver the adventure it alludes to, it is a co-op game where the other player is only made to feel like a hindrance. The fact that players control a single given character, yet we both have to agree on each other's dialogue options - that only one player gets to direct the actual journey while the other merely collects starbits Mario Galaxy style - the way you each control a single looming third person camera within the house. It constantly finds new ways to feel impersonal, which betrays the intimate and adult love story of Yu and Kay so much. The moment the journey feels like it's finally abound, the momentum is halted by tutorial prompts, redundant battles, and dialogue that could really have been part of traversal.

Haven masquerades as a fun road trip for two, but it's really just a tour boat with Haven at the helm. There's one passenger seat that the players have take turns to sit on, and you're not entirely convinced Haven even knows where he's taking us. Big respect to these devs for taking such a huge departure from Furi, though.

Dusk

2018

I went very fast, I clowned cultists, and I spun weapons.

The best artstyle a Sonic game has ever had. Bellies look like dart boards. Logging as "mastered" to avoid becoming a laughing stock.

if you have Never played Wii Sports you're probably a cop

The A-side story is a great wee platforming romp. Currently going through the tougher B-sides and if you fancy yourself a platforming king they're worthy of the challenge.