4192 Reviews liked by max_q


This was pretty cool! Enjoyed the dual-direction shooting and the relatively few, but clever, ways it was put to use. I guess peoples' problem with this one is just that the sequel totally outshines it, so I'm glad I played it first.

Lastly, I love the intro — it's surprising, and rad, to see kick-ass female protagonists in a game from '91.

Cool music, great atmosphere for an NES game, rock-solid mechanics, kicked off a classic series, etc etc... It's just too cheap to be fun past a certain point.

Metroid Dread is, fittingly, a spellbinding fusion of everything the series has tried to be in its various iterations over almost four decades — marrying fluid and kinetic movement and design with a vast world and fast, instinctive combat. It's a captivating piece of science-fiction with moments of wonder, terror, and everything in between.

This might actually be the slightest of the new style Resident Evils for me so far (have not played 3 remake yet). Gameplay design is primo survival horror stuff, but I think I tend to like these more when they're experimenting than when they're acting out of homage. Mostly just makes me want to track down the original and play it, which I have never played

All due respect, but M2 giving this the gadget treatment and putting it on a physical cartridge in a box with rad artwork is like someone dressing their 93-year-old grandpa in clothes from H&M and bringing him to a college party and earnestly introducing him to everyone like “isn’t he the coolest?” while he just smiles vacantly and pees himself.

I tend to be bad at puzzle games so it's no surprise that towards the end I got a bit stuck. Otherwise it was basically a perfect experience.

The inventory management is killer, causing playing as Jill to be so much more enjoyable than Chris. Fantastic puzzles, areas, and enemies - The outdated mechanics add to the charm and horror.

It's neat! Always have a lot of respect for a game that knows what it wants to do and just does it. Appreciate the "Pokemon Snap in a Roger Dean painting" aesthetic

Dusk

2018

Nothing but nice things to say about the Switch port, New Blood really spent their time on it and it shows. Super well-optimized while also making basically no compromises to the wild level design and geometry that makes Dusk so great. Still an all-timer FPS campaign.

I’m overwhelmingly glad that I stuck with this game through to the end, because I very nearly didn’t. True to what other people have said - Eastward is glacial; largely disinterested with stringing the player along with explosive story beats, overarching goals and villains. While the game shares many similarities to Zelda: Minish Cap and Mother 3 in its aesthetics, dungeon schema and quirky ensemble cast, it feels closer in spirit to Moon: Remix RPG. Eastward is primarily a story of a journey, a potpourri of emotions and vignettes, and it expects you to inhabit the communities of the microworlds you visit on your trip. I wish I had known this going in, and I’d like to start my review by stating as such as a primer for anyone reading because when I clocked what Eastward’s intentions were and met it halfway, I finally found myself sinking in.

Eastward is an adventure RPG revolving around the story of John, a stoic, taciturn miner and his mysterious wide-eyed adoptive daughter named Sam - each born into an isolated town deep beneath the surface. The narrative is ostensibly a one-way ticket on a train powered by Sam’s positive energy and curiosity as she yearns to see the sun for the first time with a thoroughly convincing and endearing childlike wonderment. Upon reaching the surface, I was right there with her.

The world is presented through the dichotomy of John and Sam’s polar opposite personalities. Sam is contagiously cheerful and childishly chatty, but she often fails to perceive the more adult dramas and contradictions. Despite John being ghoulishly silent throughout the game, he exhibits warmth and intelligence at points that the player can fill in themselves. This is particularly noticeable in moments like when Sam and John encounter incubators for artificial human beings hidden deep within ruins for the first time. For Sam, those seem almost like hyper-technological playgrounds, while for John, and consequently also for the player, their mysterious and threatening nature is very evident. It’s all surprisingly effective as far as Game Dad character interactions go.

Eastward is a post-apocalyptic setting fraught with danger, but dotted along the tracks are pockets of humanity small and large, towns and cities with cultures cultivated over time in isolation. Each is inhabited by characters that are of course quirky, but surprisingly fleshed out and genuinely memorable. It’s been a very long time since a game world has felt so alive and well-told down to its minute details, helped in no small part to the stellar pixel work in the meticulously realised characters and environments. Some of the best pixel art I have ever seen. Honestly, it left me genuinely inspired - to take in every inch of the world, but also to create for myself.

I often found myself thinking back to the steps on the path I had already walked, about the characters I could no longer return to, and wondering what they were doing while I was not there to watch. Personally speaking, I can ask nothing more of a game. Eastward acted as a beacon of positive vibrations and inspiration to me. As someone who has never grown out of pinning himself to a train window and imagining the lives of the people in the towns I zoom by, the experience of this game was incisive to something I hold dear. Favourite game of 2021 by far.

After getting a decent way into the game, I had so many items on my to-do list and people to talk to and checks to retry and stats to consider and inventory stuff to interact with and thoughts to think or forget that I found myself feeling completely separated from the narrative thread, and brilliant dialogue, that I was so compelled by in the game’s first few hours.

It’s incredibly smart, and well-written, and charming—but, in my opinion, it spreads itself too thin.

This dopey trout has three pairs of underwear and five hundred journals. What are you writing about? Swamp ass?

What's fairly interesting to me about this game is the ambient storytelling explored as you progress through the acts. What the faceless and wordless protagonist chooses to bring with her and return to as she travels through time, and the wear & tear they each experience as they cling to their passions through young adulthood. A fresh new undecorated house offering you free reign to personalise as if you've just bought a new Habbo Hotel apartment would often be preceded by a move with roommates, where the living space is shared and belongings need to be negotiated and respected. Unpacking really can be surprisingly stressful for a game that purports itself to be a zen little experience.

What ultimately holds the game back for me is the bizarre rules you're made to follow before a level counts as clear. As the last box is unfurled, red highlights activate throughout the house and they rarely ever seem to be for good reason - you can't even leave mugs on coasters.

I like games that are tight little clockwork rubix cubes. This game does that well enough. Some parts, especially near the end, are a little eye-rolling. But you'll certainly have an solidly entertaining time. It's fine ok! There's nothing really special to say about this one!

Kinda weird playing this for the first time, working backwards from Village and seeing how that game advanced from it. The atmosphere is great, genuinely scary in places even. Love the original Texas Chainsaw Massacre vibes. It unfortunately loses me a bit from the boat onwards, but a great game marred by dumb bits is still pretty good.