359 reviews liked by luminosity


they 'fixed' the MP5 and shotgun so instead of needing to rely on a whole arsenal of explosives, traps and weirdo guns you can just handle every single fight with two guns
they 'fixed' the HECU marines so instead of erratic freaks they just kinda stand around and impose a health tax if you look around a corner
they 'fixed' xen by making it look like it was trending on art station and replacing all the weird cool levels with Half-Life 2 puzzles for some godforsaken reason

when i was 14 I accidentally clicked "save state" instead of "load state" and got sent from the final world with final form unlocked, all the way to fucking JACK SKELLINGTON WORLD and i never have forgiven this game. Even though it was my fault. Fuck Tim Burton and fuck Kingdom Hearts 2.

Bold and ambitious in a way that Final Fantasy has been lacking in for decades, Final Fantasy VII Rebirth is the ultimate fulfillment of the promise that was made when the Remake project was announced. I have no notes; this is simply one of the best games I've ever played.

ugh.

so i played this what.... 6 years ago at this point??? damn.. yet i have close to zero memory of that experience. (the moment i first played smb 3 some 24 years ago is still as vivid as ever) i got the thing that's collected about as much dust as my wii u pretty much just to try this, and ended up just using that as a portable neo turf masters/espgaluda 2/virtua racing/outrun machine in the long run, which i don't mind. (which is probably more indicative of my proclivities than anything else, the only first party-ish games i've got for that thing are this, bayonetta 2 [which i later found out isn't really my vibe but i respect it] and the arcade archives port of super punch out).

the competence at which the plastic makers in kyoto produce video games is certainly remarkable, and perhaps people study and obsess over it a bit too much, and cling on to it like so many fellow millenials cling on some half baked wizard-school books that use a lot of words to say a whole lot of nothing (ursula k. le guin did it first AND at least 20 times better). mario odyssey, and pretty much everything from nintendo post-gamecube is so well made that it coalesces into a lukewarm soup of well executed mechanics that don't even meet half of their potential. it's just frictionless and dull. when you try to appeal to absolutely every permutation of a possible audience, something gets lost in the process, all edges sanded down until it can be handled with utmost safety. jumping man nintendo, swording twink nintendo and spacer woman nintendo are basically this medium's equivalent of princess disney, cape disney and space disney at this point. something for everyone eventually means for no-one.

receiving any collectible in this game feels like if a crowd were to appear from behind the bushes and strip mall buildings to applaud you for crossing a stroad at the one marked and designated crosswalk per quarter mile. all reward, no risk. thanks, i guess. while i certainly didn't feel a borderline negative amount of gratification for completing this, as i did when i made it the final world of super mario 3d land with upwards of 60 lives to spare, there are parallels with this and the other Jumping Man amusement parks that have surfaced since the Super Mario Bros. went "New".

there are also parallels between this, Sonic Adventure and Sonic the Hedgehog (2006), except sonic team never really put their gemstones through rock tumblers because they were afraid someone might get a small cut, instead opting to serve it raw, straight off the geode with the dirt intact. that's just another thing nintendon't, but i wish nintenwould.

mario odyssey is basically cocomelon for people who hear this and genuinely go "just like me For real".

i dunno, let's keep this quick. to say it's a bit clumsy is an understatement - and there are certainly aspects of the overall narrative i struggle with - but the depths of its sincerity won me over. i have no particular attachment to yakuza 7 either, and in fact i find much of that game to be very awkward, stilted, and grating so ultimately no one's more stunned than myself here.

when it's not luxuriating in this chilled-out ocean's twelve vibe which i loved, infinite wealth is written with far more intentionality and consideration than most entries in the series; while one might accuse of it of verging on threadbare or cloying for its strict emphasis on theme, i think the game trusts its audience to take some of the emotional leaps necessary to make the storytelling work. character writing for the leads and the party members has seen a dramatic improvement across the board. ichiban as usual brings a lot of levity to the table - thankfully none of it quite as irritating in the zany sense as 7 liked to employ - but kiryu's portions of the game are comparatively sobering. collecting memoirs has a weird psychological effect at times but the series has earned the right to do this by this point given how much of the kiryu saga can feel siloed or compartmentalized - in the same vein as gaiden, the game almost damns him for this, for never taking a chance to stop and reflect, for the consequences of his interminable martyr complex

that tendency to bury the past is only contrasted further by infinite wealth being maybe the most direct sequel the series has seen yet - the events of that game are still fresh in everyone's mind and sets the stage for the overarching conflict and everyone's investment in said conflict. it's a surprisingly natural extension of a lot of 7's themes, and i found it worked better for me this time. 7 often felt more gestural than anything else - to me it balanced far too much as this metaphorical (and literal) tearing down of the old ways, handling the introduction of a new protagonist, paying lipservice to series veterans and setting up parallels to the original ryu ga gotoku. infinite wealth to me feels more fully-formed, more confident; i think the team was able to use this title's unique hook and premise to really bring the most out of 7s promise of something new, and it could only have achieved it by taking the time to reflect on the past.

to this end: they made the game a JRPG this time, that counts for something. and not just a JRPG but one that feels as close to traditional RGG action as possible. some excellent systems this time with a lot of fascinating interplay and the level curve is fantastic. not necessary to sum up all the changes, you've seen them, but they really promote a lot of dynamic decision-making with respect to positioning and once you figure out how status effects can correlate with them you feel like your third eye's opening. very fond memories here of navigating around a crowd of enemies - some of whom have been put to sleep - and figuring out how best to maximize damage without waking anyone drowsy up. lots more strategy and enjoyment to be had here than pretty much anywhere in 7.

that said, i know RGG prides themselves on the statistics relating to players completing their titles, but they could really afford to take a few more risks with enemy waves in the main campaign. i felt like my most interesting encounters were usually street bosses or main story bosses, but the main campaign's filled with trash mobs. and i'm not saying every fight has to be some tactician's exercise - in fact i think that's the opposite of what people actually would enjoy - but i really wish the game took the time to play around even more with positioning. there are some exciting scenarios in the game that are too few and far in-between. stages that split up the party, encounters with unique mechanics...would really liked to have seen more in that vein.

some extra notes - would like to dig a bit deeper into the strengths of the narrative as well as some additional hangups but i can't be assed to write more
- honolulu's great, it gets probably a little too big for its own good but it's a real breath of fresh air for most of the game
- yamai is the best new character they've introduced in years
- dondoko island feels like a classic yakuza minigame in the best possible way, might even represent the apex of this kind of design. not obscenely grindy but just something casual and comfortable with enough layers to dig into without being overwheming and enough versatility to express yourself. shame you can't really say the same for sujimon!
- kiryu's party is disarmingly charming and they have some insanely good banter
- despite what some have said, i think this is a good follow-up to gaiden. it's not explicit about it but this is still very much a reckoning with kiryu's character and his mentality; it is every bit as concerned and preoccupied with the series mythos, the core ideas and conflicts driving a lot of installments
- honestly found the pacing to be on-par for the average RGG title if not better. i can concede that the dondoko island introduction was a bit too long but that is the most ground i can afford. if we can accept y5 into our hearts we can accept infinite wealth; IW makes y5 look deranged for its intrusiveness despite both titles occupying a similar length. if any of it registers as an actual problem, i think people would benefit from revisiting yakuza 7 to find it is almost exactly the same structurally if not worse
- IW is home to maybe the best needle drop in the medium
- played in japanese, like i usually do, so no real interest in commenting on the english dub since it's not real to me but i will say that what i listened to seemed like a bit of a step back from the dub quality in previous RGG games. yongyea isn't a convincing kiryu either and while i could be a bit more of a hater here all i will say is there is a STAGGERING whiplash involved in casting a guy like that as the lead in a game with themes like this. in a grouchier mood, i think it would genuinely be a bit difficult to look past this and it does leave me feeling sour, but ultimately the dub doesn't reflect my chosen means of engaging with the title and it never will
- what is difficult to look past is the game's DLC rollout, which arbitrarily gates higher difficulties, new game +, and a postgame dungeon. i acquired these through dubious means (which i highly recommend you also do) so i feel confident in saying they're really not at all worth the money unless you had a desire to spend more time in this world, but what a colossal and egregious failure to price it in this fashion. new game + specifically has tons of bizarre issues that make me believe a revision of some kind was necessary.
- you will not regret downloading this mod that removes the doors in dungeons


long story short, ryu ga gotoku's journey began in 2005 with a simple motif: to live is to not run away. so much of infinite wealth is about taking that notion to its furthest extent. it couldn't have possibly hit at a better time for me. at times it might be a classic case of this series biting off a bit more than it can chew for a sequel, but i don't think there's anything you can reliably point to that would make me think this is one step forwards, two steps back.

also awesome to have a game that posits that hawaii is filled with the fire monks from elden ring and then you have to travel to the resident evil 4 island to beat them up

I HATE WHITE WOMEN AND THE ONLY THING I HATE MORE THAN WHITE WOMEN IS SLIDING BLOCK PUZZLES GRAAAAAAAAAAAAAAH

I'm writing this review barely an hour after having Infinite Wealth. Normally I'd wait a bit and let it sit in my mind as I try to pick it apart, and I know I'll realise that the edges are rougher, I know that...but right now I want my memory of this to remain as untainted as possible. I know that sometime in the future I'll look at this review with tainted eyes, cringing at my self but I want to write this right now so I can look back and see that I genuinely loved this game deeply.

It took nine whole games to get here, and I'm at the end of it with my emotions being a complete mess. It takes so much hard work to sell a character, much less the same one around eight times over, and each time I've fallen in love deeply with Kiryu Kazuma all over again.

"They all treat you as if you're some hero. If we ended up just like you...the illusions of the yakuza life would be stronger than ever."

Piece by piece for eight whole games, we've been building up the legend of the Dragon of Dojima alongside him. Every admiration thrown towards Kiryu doesn't feel like just cheap talk, it feels earned because you yourself earned it.

Infinite Wealth isn't an erasure of every misstep this franchise has taken, it doesn't hide it but instead puts it on full display, it shows just how much you have impacted the world around you for so long to the point where at the end of Kiryu's life, the only question that remains was "Was it worth it? Was it a life worth living?"

It's hard having the courage to do something. It's even harder to be the one to give that courage to others but this common trait, this link that runs deeper than the dragons on their backs, is exactly why Infinite Wealth isn't just talk. You've seen that exact event take place time and time again, and now all that remains is the end of Yakuza as you know it. It asks you to be brave and head towards an unfamiliar future, and let the burdens of the past be a weight on your shoulders no more.

I wish I had something more meaningful to say, and in the future I probably will, but I want a record of my feelings as they are now. A public if not embarrassing declaration of my utmost love for this entry in the series, guess I'm taking a page out of Ichiban's book in doing this. Not that it matters, I think we can all benefit by being a bit more like Ichiban Kasuga.

It’s about making the most of your short time in life yet it’s 82 hours long? Hypocrisy much?

it's a sad day for fighting game fans as katsuhiro harada announced the long-running tekken series would be laid to rest earlier this morning. this comes mere hours after news that competitor under night in-birth II sys:celes sold over one birthillion copies, leaving many to question why bandai namco chose to go head-to-head with the anime juggernaut

chaos later erupted at the funeral when kamone serizawa unexpectedly leapt from the casket mid-eulogy. armed with steel chair he wasted no time incapacitating michael murray before removing his shirt, shotgunning several cans of beer, and climbing back into the mahogany box. witnesses say he refuses to leave, stating it "belongs to [him] now"

virtua fighter creator yu suzuki was seen fleeing the scene and while he declined to comment on recent events, he revealed he's been hard at work trimming down shenmue's story and now expects it to conclude within the next six or seven games

when we return we'll have more breaking news on the dark side of accessorizing, the closure of ed hardy, and why some are calling this an unprecedented golden age for planet earth

stay tuned