986 reviews liked by lightningzero


Slowly this year is becoming the year of great reimagined “casino” games. Buckshot Roulette takes the simple premise of Russian Roulette and makes it an indie horror gem.

Gameplay is primarily passing a loaded shotgun back and forth between yourself and a dealer while using a mix of items and luck to turn the odds in your favor. A general run will involve chipping away at your opponent’s health bar before taking away life support to really up the ante. Once a run has been won you will unlock a double or nothing mode that spice ups items and become essentially endless if you are prepared to take the risk for bragging rights.

Buckshot Roulette seems to take place in some kind of secret backdoor Russian nightclub that lends itself greatly to the twisted washed-out horror aesthetic. All runs begin in a dirty bathroom as you pass through a walkway with loud thumping techno music before entering the dealer’s den. At all times you can almost always hear the music muffled through the walls as the sound design is honestly fantastic.

The simple premise makes it easy to pick up and the addictive double or nothing mode is great to try for a high score. With such a low asking price I can’t recommend Buckshot Roulette enough.

Nobody is invalidated, but nobody is right.

You don't need me to explain why MGS2 is a banger so I won't waste your time. In terms of actual hands-on gameplay it's a bit lacking, but you're here for Kojima and this is peak Kojima.

What struck me this time around is how its focus on "context" is somehow, unfortunately, more relevant now than ever. I don't know if this is the result of pure coincidence or supernatural prescience, I just know it hits. Death Stranding's themes surprised a lot of people but its narrative framework was here over a decade before.

It's also genuinely hilarious throughout. Inspired decision for a game with such complex ideas to also give you a button so Raiden can (internally) talk shit mid-conversation whenever you want. Kojima is king.

Hi-Fi Rush is incredible. I'm here to mourn Tango's passing, and to tell a story.

I graduated from high school in 2010, got into my second choice college, and lasted exactly 1 semester before getting thrown out. Long story, it was only partially my fault. Point is, coming back home after that was weird. Working full time, doing community college, making and losing friends, meeting the woman I'd eventually marry, I was busy. Busy meant a lot of driving. Driving meant listening to a lot of music. Music meant listening to the local indie station, who, among many other bands, started playing a little Welsh rock group called The Joy Formidable. Of everything they gave airtime, it was their work that resonated with me the most.

As I was playing through Hi-Fi Rush for the first time over a couple sitdowns I joked with friends that the game felt personalized for me and me alone. Rhythm character action cel-shaded comedy? You couldn't concoct a more Demetri-ass concept without also serving me a hot gyro. I enjoyed every single decision made, particularly in the audio department. So imagine my reaction when I get to the surprisingly impactful climax and its gorgeous, massive construction zone, only for one of the most emotionally charged songs of my entire life to start thumping in my ears.

There's not an ounce of embarrassment in my heart when I tell you that I teared up hearing Whirring in the final level of Hi-Fi Rush, and I wouldn't have dared pause to wipe them away. I cannot think of another video game level that made me feel so much so strongly so quickly. I don't know anybody at Tango Gameworks, but I feel like I do. Or should. At the very least I want to thank them personally.

Hi-Fi Rush may not be perfect for everyone, but it is for me. Together we're unstoppable.

Friends, loved ones, we gather here today to remember our good friend Hi-Fi Rush

The cliche saying "life comes at you fast" is apt to describe Hi-Fi Rush. It simultaneously announced and released at the end of what I would generously describe as a very mid Xbox game presentation in January 2023 to the delight of half-asleep gamers watching everywhere.

Hi-Fi Rush is rhythm-based character action game that had unique gameplay. It was forgiving to casual audiences so as to acclimate them to rhythm aspects of the game, but had aspects about it that made it the most hardcore character action game out there if you wanted it to be. If you wanted the highest ranking. If you wanted Chai to be holding a real guitar, you had to earn that shit in blood.

The game embraced a fun cast of characters. Embraced a saturday morning cartoon setting and story. It made Xenogears references when half-jokingly describing running out of budget for the last act of the game. It had licensed music from bands like Nine Inch Nails. Hi-Fi Rush was truly a hi-fi rush that made thousands of people think the game was tailor-made for them. Simply by being more in line with what people actually like. It was nice to see as such cases of personality and life being that it was rare to see such on a major publisher level.

Hi-Fi Rush was pushed out into the world to be loved, and to help boost a rapidly dying gaming platform, but actually mostly that first thing...

But mostly that second thing, actually.

The cancer of corporate consolidation and power, a time when optimal financialization is the only language those unrightfully holding the reigns of the industry speak. That is what killed a moderately successful game studio. Lack of passion or enthusiasm didn't kill Hi-Fi Rush. A financial officer running numbers and determining a sequel would make X amount of dollars less than a Call of Duty skin killed Hi-Fi Rush.

So as we lay them down to rest, we celebrate Hi-Fi Rush as it reminded gamers of a time when all games both big and small were released to be enjoyed unconditionally; with the upfront price tag of exceptional games were the beginning, middle and end of what was asked to own it.

Sadly, those days are snuffed out. You must now rent and subscribe to begin to be pumped with complicit, tedious gameplay trends that feel more diluted with every repackaging. Will we die with capitalism? Probably. Shit crazy out here, b.

Whether or not you cherished the life of Tango, or it's products like Evil Within or Hi-Fi Rush, you must understand that gaming on consoles is dead. Dead until the console platform holders release their own Steam Deck and it's probably going to be lame as fuck compared to a Steam Deck if your name is not Nintendo, but whatever rest in piece Hi-Fi Rush.

DISCLAIMER: This is a re-edited review of Stellar Blade. Just telling you now, I'm going to be talking about more about the dark sides of gooner culture than the game itself because Stellar Blade is a lynch pin for things I find fascinating about the internet as it stands in the month of May, 2024.

We been spendin' most our lives living in a gooners paradise.

I am fascinated by Stellar Blade and what this game might mean for the future for video games. It's going to sound like I hate this game, but I don't. I think it's Fine™.

If it wasn't obvious, this game wants to be Nier Automata Souls Asura's Wrath Bayonetta. The intro of the game is VERY similar how Asura's Wrath started just swapped with Korean mobile game models usually reserved for Gacha-pull auto-battlers -- doing orbital drops onto the Earth doing Bayonetta moves before getting torn to pieces like Gears of War characters by Infernal Demons. There are other games you could pull into the conversation that Stellar Blade reminds you of and you'd be on the money. The game is a homunculus of other game ideas. Stellar Blade is just the title that dared to glue every game it worships together like this. It feels like an astounding ripoff with enough effort put in it's distinctions for me to not feel mad about it.

My only two real criticisms that I care about is that the parrying is BAD. DELAYED FRAME WINDOWS FOR PARRYING IS BAD. If you are going to have parrying in your game, and the parry timing is not finely tuned to the animation of an attack, then the game is going to suffer because of it. Lies of P did this shit, too. We are half a decade removed from the release of Sekiro. Make the parry windows make sense.

Secondly, the plot and characters are just so bad that I find it cannot be enjoyed even in an ironic way. This game is so earnest in it's stupidity, turning on my brain to pay attention to the game's narrative actually felt like it was my fault. You play as android woman named EVE and you meet a guy named ADAM and you two are basically the last people on EARTH.
It's not deep. It is in fact stupid as fuck. But, at the end of the day, I like the fact that Stellar Blade THINKS it is deep. But who cares what I think. Thinking is for people who are not edging to Stellar Blade in between unemployment checks. Just shut the fuck up, me. You cuck-pilled kink-shame-maxxing soyboy. I'll kill you.

After the intro, the game settles into being Nier Automata with Souls gameplay. You know what? That mix sounds pretty damn nice. It IS pretty nice sometimes. It needs a lot of fucking work in the plot department. I only care because the game wants you to care about the whole lot of nothing happening 90% of the time. Only one character has an arc worth bring a first-monitor amount of attention to, but that goes nowhere too after faking out the audience that it WILL go somewhere and it's just like what the fuck are we doing, people. What the fuck is this. What and why do you want me to care. I demand someone answer me. And why is everything sticky?

I love the checkpoint system, I really like the PS2/PS3 platformer style exploration of the environments. The hair physics are too much and it actually affects the performance of gameplay, but IT IS fun to have Eve walk under a waterfall and her becoming wet and her hair wrapping itself her body so you look like a bog witch. Very funny. I struggle to talk about the gameplay itself. It's a goddamn Souls game with platforming. You can autofill what to expect from there.

Stellar Blade should be something more aligned with how it paints itself. I waited for something beneath the veneer of this game to make itself known, only to let myself down when it didn't really happen. This shit REALLY ain't that deep. Which is ok, but why go through the effort of pretending? You know? Hello? Are you listening? It still feels like I'm not being heard right now. You know what? Fuck it, whatever. Let's move on.

My real fascination with Stellar Blade is the cultural impact. Sometimes I wonder how detrimental it is being a perpetually online, horny weirdo in the long-term. I genuinely wonder how much have mobile games that inspired the character design of Stellar Blade conditioned porn-addled individuals to latch onto this game like a big-titted, zero personality octopus dragging a victim into the ocean? How much was the sexiness of Eve was factored into the marketing equation as a distraction from Stellar Blade's unpolished elements? It's straight up nefarious how mentally ill Twitter people who want to jerk their dicks off their body and continue to jerk off the flesh mass on the ground until it is giblet paste -- will tie their sexual freedoms to a corporate product. That's just the state of the world I guess.

I don't want to see cultural zeitgeists eventually revert back to prudishness when it comes to sex, but what I see online from those defending Stellar Blade from being seen as anything other than the best game of forever -- is cumming from a place of defense for unapologetic gooner-maxxing instead of objective reverence for the game itself. Eve isn't real (yet). Her pussy isn't going to vacuum your internal organs out of your genitalia (yet). Gooners, please. Divest 10% of the blood of your penises back into your brain. I need you with me, buddy.

On the flip side, seeing a character like Eve on the cover and the game not being a complete waste of time is an unironic step forward for the gaming industry. The cover looks like fucking Onechanbara spin-off. I do believe we are close to a real gooner game with undeniable quality. Stellar Blade is in many aspects SO close to classic status.

Still, the game is good, not incredible. Bayonetta 1 is incredible. Nier Automata is incredible. Those two games are gooner games with brain cells in them. Though the guy who directed Nier Automata is saying that Stellar Blade is better than fucking NIER AUTOMATA.. I don't know if this is a work so Mr. Taro can direct the next game from this studio, which would be hilarious, or if he is at heart just a gooner. Guess we'll see.

Stellar Blade has led me to be fascinated with the "pussy over everything" mindset and how much fetishization will override any objective discussion. Loneliness and desire to quell that loneliness with sex has defined the present and most certainly will define the future. Defending women who are not real in a time where real women don't even secure reproductive rights is fucking hilarious. I know none of you care, I do. I enjoy laughing about the state of affairs because it keeps me from going insane.

So yeah whatever I just know half of you reading are saying "shut the fuck up loser smelly bad gay slur-coded cuck and let me teach my semen a lesson that it should be in a jar and not my body." or even better, the other half going "what are you even talking about" crowd. Because the latter are so pure and don't read up on what goes on in the day-to-day discussions on gaming. You innocent sons of bitches. I really, truly wish I was you. I am a man witnessing madness and devolving affairs and speaking on it and you can just tell me I'm crazy and allow my review to pass over you. The innocence of ignorance. You don't know the gooners will be at your doorstep, soon. They'll come for you and your mom's retirement checks that you use to buy Jujustsu Kaisen figures. Truly, willful centrism is your zion.

My real message here: Jerk your dick to your heart's content, just don't let your jerk bait define you.

Stellar Blade, everyone.

I think my brain has a problem.

Everytime I think about this game or say it's name outloud I always misread the name as "Backshot Roulette" instead of it's real name. It started off as a joke one of my friends said and now it's the just the name of the game in my mind, it's gotten so bad that now most of my friend group also just call it Backshot Roulette and now I think one of my friends wants to fuck the Dealer! please send help I think me and my friend group have been infected by the woke mind virus!!!!

Oh yeah umm game really fun, love the visual aesthetic and the Dealer has the perfect blend of charming and creepy that you'd want from a game like this. Overall really solid and great all around.

Alan Wake is a very special game for me. Along with the lesser-known Guns, Gore & Cannoli, it's what got me back into video games in 2020 after five 'wilderness years' where I thought I was done with this hobby. It brought me so much joy in a way that simply doesn't come when you're a habitual player. Far be it from me to claim it works for everyone, but I genuinely believe video games cured my depression, and Alan Wake was the game that started this return.

I could not have chosen a better game to get back into the hobby, because even non-gamers would find a lot to appreciate here. Alan Wake has an intriguing story, beautiful graphics and a kick-ass soundtrack. Also, its gameplay isn't very good. So it fulfills all the requirements for a classic survival horror title.

The first two words spoken in this game are 'Stephen King.' Alan Wake is a love letter to the campy, commercial horror that makes up so much of his work. There are shot-for-shot homages to his film adaptations, and the protagonist directly lampshades his knack for turning innocuous objects into horror stories. And just as with some of Stephen King's favourite heroes, the main character is an author. A tweed-suited author, unshaven and unassuming, who can't run three steps without running out of breath. He seems to be have written a story that is coming true, word for word. This gives us such brilliantly meta passages as, "He took out his hip flask when he reached the page that described how he reached the page that made him take out his hip flask." Sam Lake is a great writer himself.

It was an incredible feeling to explore this game's world, and remember how entertaining video games are - I'd forgotten. The chief gameplay gimmick is illumination - in the light you're safe, in the dark they get you. This makes every unlit spot in the game feel like a threat, and street lamps are safe havens. It's tense, and was even more so when I replayed this game because I accidentally selected Hard difficulty without realizing it. The gameplay isn't going to win any awards, however. Alan sucks at cardio, and for a game that heavily advertises Energizer batteries, all it taught me was that they can't even power a dinky torch for 5 seconds. It's a repetitive game, and vestiges of its scrapped open-world design still shine through in the nigh-pointless driving segments.

Yet it still brought me so much joy. The development team might not have known how to make movement feel good, or the gunplay satisfying, but they definitely knew how to create a moment. Fighting off dark demons with the power of heavy metal, fireworks exploding everywhere, is a memory I will treasure forever. Even the small things - the in-game TV programmes, the NPCs in the loony bin and the thermoses you pick up because Alan's body is 75% black coffee - they made me so happy. This re-ignited a video game addiction that has still to subside 4 years later. So thank you, Remedy, and thank you Sam Lake. Now do the face.

I feel so sorry for all non-Spanish speakers who will never understand just how funny the name ‘’Señor Chirridos’’ is; like… is not a bad translation of Mr. Scratch by any means, but it’s so fucking funny and it surprises me even more they just didn’t keep the original name… but I’m so glad they didn’t.

If Alan Wake is the main TV series, then American Nightmare feels like a Halloween special, which seems to be exactly what they were going for. Despite the original game having such an open finale and this going directly after it, it doesn’t really build upon the pre-established narrative beyond Alan’s character and his conflict with his doppelgänger, and that’s fine! I’m totally up for a shorter, more fast-paced story in this world, and American Nightmare does have a super interesting premise.

I actually liked how the combat worked in the first game, so expanding on that with more weapons and enemies while using the backdrop of a Night Springs episode and introducing a time-loop is the kind of craziness I can get behind, and AM does succeed at creating more interesting combat encounters than the original game ever did… but doesn’t try to go for more than that despite its many opportunities.

It does show a promising start; the three main areas of Arizona are interesting and fun to go through and a perfect excuse to battle the Taken, getting more manuscript pages, see more of Mr. Scratch and the little interactions with each of the characters, while not as natural as any of the conversations with the fellas of Bright Falls, are pretty neat. With the addition of a couple of weapons and enemies, this feels like the kind of combat sections they wanted to make the first time around; they even took out the driving section! We are freed from this accursed blight!

And we even get to hear how Barry and the Old Gods of Asgard are doing, glad to know they are still putting out pure fire!

It’s a pretty good time, a simple one, but it has some cool moments, I really liked the battles, and overall is just an entertaining time!... and then the second loop begins.

I absolutely love the idea of time-loops as a gameplay system, getting to learn more of the world and levels and using that knowledge to do tasks way faster and m is the best, however, poorly implemented time-loops can turn into doing the exact same thing x amount of times only with a different objective or two and with some new enemies… guess what American Nightmare decides to do. Each time loop is shorter than the last one, but not because you actively take decisions that make things speed up, but because either what were multiple objectives is only one now or because a NPC did the thing way before you. It doesn’t help that the major set-pieces don’t change at all; watching the petrol extractor is a cool sequence, but not one I would have liked to go through three times, and no, putting rock songs, as good as hey sound, doesn’t make it different or better.

Going through the motions the first time was fine, but having to walk through the same rope two other times is a chore, even if gets shorter every time. Worst part is that they really could have given you more openness if they really wanted; the NPCs you encounter also remember the time loops and no matter what, you can only truly win at the end of the last one, so diving you more lenience on how you deal with things wouldn’t have really affected thing at all, and we have here is just an excuse to turn 3 levels into 9.

As the loops go on, more enemies get introduced, and… listen, I really do like the combat way more on here, and some of the new enemies are pretty interesting; the Taken that throws projectiles and explosives and the one that divides each time you shine light on him are super cool ideas from a gameplay-wise and as ideas on their own but the rest of them… in many ways they feel like a waste. The enemies that replace the birds from the original game are faster to deal with but just as annoying, the giants are bullet sponges with no interest move-sets on their own, and the spiders are cool story wise, since they apparently are not part of the Taken perse and instead are part of the Dark Place fauna, but they being just big spiders feels like a wasted opportunity to create something way more cool and alien, and alsoWHY THE FUCK DID THEY HAVE TO BE SPIDERS OH MY GOD-

American Nightmare doesn’t create challenges by throwing enemies with interesting sets of moves, it just throws at you guys that really know how to take damage or a ton of them at the same time, best exemplified on the Arcade mode. I do know and understand that this is a more gameplay-focused entry, but when in the main story you go through the same beats over and over with some minor alterations, and the arcade mode —which by the way, has some unique level themes that I would have preferred to see much more in the main story instead of going through the Observatory three times — is just Wake against waves of enemies and see what score you can get… at a certain point the game loses me, and it doesn’t pull from the creativeness that I know it has and can have to keep me glued to it.

The Taken stay completely silent, and the creepy charm that was found on hearing their grunts and lines amongst the trees is completely gone; the manuscript pages are way less interesting this time around, and the opportunity of this being based around and taking place in a Night Springs episode Alan wrote isn’t taken advantage of at any point, making for a way less interesting story, and use of the reality- bending pages.

In the end, the thing that really kept me more intrigued and wanting to see the game to the finale was, who else, Mr. Scratch himself. I enjoyed most of the villains in the original Alan Wake, but NONE feel like Mr. Scratch; the sound distorting every time Wake says his name, the way he taunts Alan and how he ENJOYS being the worst of him, a true monster all the way through, it’s a disturbing delight every time he’s on screen (literally) and the uneasiness he carries is one I didn’t expected to be done so well. I wished he and Alan had more opportunities to bounce each other, ‘cause every time they did it was a delight, and luckily it seems that American Nightmare isn’t that important to the overall Alan Wake narrative, so hopefully he didn’t kick the bucket, I’d love to see more of him…

There’s still that Alan Wake attention to detail and story in here, but it didn’t go as deep as it could have, and we have is a story that, while fun at times and with some cool extras and secrets, it still is what is: a Halloween special that doesn’t want to be a real successor or groundbreaking, but it also doesn’t take advantage of the potential it itself sets, and it can drag on at times… Still fun and funny at times, tho!

We’ll meet again, Champion of Light

I’ll see you soon, Herald of Darkness

Wow, it's the first game I ever worked on professionally! I'm marking this game as "mastered" considering I spent 2 years of my life working on it.

Look, there are other former Volition coworkers of mine that have guested on podcasts and talked about some of the issues this game's development went through. This game was supposed to be doing a lot more, originally. The ideas were too lofty to be pulled off by a team of Volition's size, poor management and meddling from the publisher damaged team morale, and a whole host of other things contributed to the poor final product.

The game was originally more of a loot-based, co-op action RPG with three open world cities that would update over time. The map updates were kind of like Fortnite's, but smaller and on a more frequent basis. New events would happen every so often that featured community goals, the kind you currently see happening in Helldivers 2. The ideas were neat, but it all felt very pie-in-the-sky.

The newly updated engine and tools Volition was using at the time were designed with this original game in mind... which means the tools needed to make a single player open world game with linear missions did not really exist. There were no cinematics tools and no tools for linear, checkpointed missions. So that's why the game launched with a shitload of bugs that would break mission progression.

Also here's a nitpick I have with the game that no one has ever pointed out. There are multiple areas in the game where way more scientist NPCs spawn than any other type and it's really jarring. Also all of the civilian NPCs look like they were built on a slightly different scale than the player characters. All of the civilians are kind of tiny looking, even when put next to the playable characters that are also on the small side.

I have no clue if this is still the last bastion of our culture war or if it’s too woke now so I’m giving it a 5/10 to average those two possibilities out