This game is torture-perfected. If slop had an image in the dictionary it would be this, next time someone mentions cock and ball torture I will only think of this, if ever I hear about CIA torture methods this game must be involved.

To talk about Memories of Celceta it is important to speak of Celceta's journey into modernity. Due to Falcom's incredibly storied history, Adol's adventure in Celceta has always had a layer of uncertainty. To keep it brief, Falcom was approached by Hudson for plans to develop a sequel to Ys III, however, due to poor upper management and mass resignations following Ys I, Ys II and Ys III Falcom was unable to develop a new entry. Due to this, Falcom pursued partnerships with other developers to create a Ys IV sequel for various consoles. Falcom would ultimately provide the framework for Ys IV's scenario (including characters, setting, story, soundtrack, etc.) and allow Hudson and Tonkin Soft to create Ys IV: Dawn of Ys (PC Engine/TurboGrafx-16) and Ys IV: Mask of the Sun (SNES) respectively.

Then, in 2005 Taito ported Ys IV (along with other Ys titles) to PS2 under the title Ys IV: Mask of the Sun: A New Theory. These three titles all shared similarities in setting, characters, and other aspects of Falcom's original design doc but with a few notable changes such as the primary antagonist.

Among these, Ys IV: Dawn of Ys was always considered "canonical" due to being released first and Ys IV coming about as a result of Hudson's initial proposal. However, in 2003 Falcom published an official Ys timeline which marked Ys IV: Mask of the Sun as the proper interpretation of Adol's adventure as it closely matched the original design and vision Falcom sought.

Thankfully though, in 2012 Falcom released their interpretation of Adol's time in Celceta with Ys: Memories of Celceta for the PS Vita.

This game is the definitive interpretation of Adol's journey in Celceta and was well worth such a turbulent history. Ys: Memories of Celceta is such a treat to play. Memories of Celceta takes the foundation of Ys Seven and elevates it to an entirely new level by refining many of the systems introduced in Ys Seven creating a tighter, more robust experience. In every way, this game surpasses Ys Seven on a technical level. You can tell Falcom critically thought about Ys Seven and the players, and aimed to make a better experience from the map design, to the increasingly thorough map itself, to the material gathering, to the weapon crafting, to the skill design and so much more.

And as per Falcom standard, the story, characters, settings, and soundtracks all remain immensely memorable. There are moments throughout that are inspired by Falcom's love for Ys I + II with locations and camera views that call back so emotionally to Adol's most recent adventure in Esteria. Memories of Celceta also take things one step further by acting to consolidate the Eldeen lore and mythos that were so prominent early on in Adol Christin's journey. This game was crafted with consideration for every aspect of Adol's journey, going so far as to flesh out characters and events that have yet to happen chronologically that we as players have already experienced. Part of Ys' appeal is that Adol Christin's travelogues are told "out of order", as they are discovered, which makes Celceta such an important story to experience. This game is the origin of Adol giving meaning to his journey through the title of "Adventurer" and this incredibly pivotal moment is one that makes this game so beautiful. This, on top of setting the stage for Adol's future encounters.

In sum, Memories of Celceta is a great game that deserves its place among Adol's travelogue and one that is important to experience as the definitive interpretation of his time in Celceta. It is a game that I love, as I do with every other Ys entry and one that I think is important to play for any fan of Adol's journey.

I cannot emphasize enough how important Ys Seven is as a game. Ys Seven is a game that took what made Ys so endearing from prior titles and transitioned amazingly to a 3D environment telling a beautiful and personal story while drawing out the best aspects of Adol's journey. Fueled by Enami's stunning art and Falcom Sound Team's timeless composers, Ys Seven delivers an experience that oozes nothing less than passion and love for the franchise. Add to this Altago, teased as far back as Ys I's manual, which finally comes to fruition through its memorable characters and jaw-dropping settings. Ys Seven is easily one of my favorite entries in this franchise allowing you to regale an adventure so purely Ys it keeps drawing you back for more. It's a game that I think everyone should play, fan or otherwise. Seven is easily one of Adol's most memorable adventures and so important to who he is and what "Ys" as a series means.

Ys II takes everything about Ys I that worked and dials it up by 100. It's a phenomenal sequel with a grandiose scale that keeps you begging for more. As the starting point of Adol's adventure, it embodies Ys at its core and gives insight into the fundamental aspects of this franchise that continue to persist to this day. It's an excellent game and nothing short of it. I mean.. it's Ys, it's going to be a 5/5.

Girls Frontline is a franchise that has meant a lot to me over the last ~7 years. I distinctly remember the announcement of Codename: Bakery Girl remake in January 2018 and being filled with indescribable excitement at the idea of that game being fully realized. It has been almost 6 years since and I can say with no uncertainty that this game surpassed my expectations and is one of the best games I have ever played.

Reverse Collapse takes the original Codename: Bakery Girl and elevates it to an entirely new level. It is a phenomenal remake that surpasses the original in every regard. Every character, story beat, dialogue, interaction, character sprite, artwork, CG, soundtrack, and map/level design is filled with love and attention. You can feel the passion and love for this franchise oozing through every second of this adventure. It is filled with authentic zeal to tell its story reminiscent of Bakehouse and ambition to deliver an engaging experience reminiscent of Codename: Bakery Girl. It is the best parts of Girls Frontline, Girls Frontline: Neural Cloud, Girls Frontline 2, the original Bakehouse, and Codename: Bakery Girl. It is a love letter not only to this franchise and its original vision but also to the fans who have and continue to dedicate themselves to one of the most ambitious stories told.

It's amazing just how deeply I fell in love with the cast: Mendo, Jefuty, Atena, Jevon, and Carl are all such charismatic characters. I can genuinely say I love them all. Jefuty and Mendo in particular are so phenomenal, presenting such engaging chemistry that you can't help but root for them through each story beat. I thoroughly enjoyed the villains and each twist and turn through the Caucasus Mountain region. I loved all the collectibles referencing older characters or events. I loved all the confidential files that took advantage of Girls Frontline's amazing and intricate world. I cannot stress enough how excited I was seeing certain entries. I loved seeing the culmination of this journey and wish so desperately I could experience it for the first time again.

I could go on and on and on and on about Reverse Collapse but ultimately, Reverse Collapse is a game about love, sacrifice, hope, despair, and unyielding determination. It is about doing right by those you love and choosing the impossible, enduring unending tragedy so those you love can live happily and freely. It is a beautiful story about choice and the consequences of it.

To Yuzhong, to Shaonian, to MICA and its talented devs, to XD and everyone involved in this project thank you for delivering an experience so beautiful it will remain with me for years.

And once more to Yuzhong, and MICA, thank you so much for continually writing stories that resonate with so many people. Thank you for Girls Frontline, Neural Cloud, Reverse Collapse and all the stories you've shared in this beautiful world you've crafted.

Star Ocean: First Departure R is a game that shows its age but despite it conveys an incredibly fun adventure that is reminiscent of pure old-school RPG fun. I was most appreciative of how many hidden tasks there were in this game and just how varied your cast can get by the end depending on your choices. It helps that the game is relatively short, meaning, you can replay it and have a radically different experience each time. I thoroughly enjoyed the cast but felt a particular affinity for Ronyx and Ilia. I felt that the game was at its narrative excellence when it refocused to give us their interpretation of this world. I very distinctly recall the conversation both Ronyx and Ilia had regarding the differences between their belief in the religious, spiritual, and technological and how this clashed with what the people of this world believed. Star Ocean is unique in that each person has their path in life influenced by how and where they grew up as each world is so distinct.

In general, the OST was simple but effective. I felt that the combat was fun though my only two complaints are how fast some mages would fire spells at you and the difficulty in attacking some characters as the positioning system would take my playable character all over the place. I wasn't too bothered by the back-tracking in the second half of the game but did feel that the encounter rate can be a bit overwhelming at times. I enjoyed the specialty system a lot and felt that it added so much nuance to the world as well as the game systems. Symbology is a core part of the world you're exploring and so nurturing various techniques which reflect one's attunement with it felt so appropriate. The feeling of gaining a very useful "quality of life" through leveling different skills/specialties was great. I just wish the game did a better job of explaining it and guiding you through it. I think this particular aspect of the game served its purpose well when it was first released because players would likely share different techniques in person leading to moments such as, "Did you hear? If you level x and y, you get the z specialty which lets you open a shop anywhere on the map!" These moments were seminal for older RPGs and likely had a great impact on players back then. Finally, I would like to bring attention to the art. Enami is one of my favorite artists of all time. She brings each work to life in such a beautiful way and it's no different with Star Ocean. The amount of soul and passion in each character's art is astounding.

Otherwise, it's hard to criticize this game. It's a great pocket of adventure with so much soul. And I must end this review with: Phia and Mavelle are top 1.

I spent three hours troubleshooting this game. Found out it doesn't work on Bluestacks or LDplayer but Mumu. Went to Mumu and found out it's only compatible with NVIDIA GPU's.

Excellent game HyperGryph. Thanks.

GE3 is a wonderful game. It’s a love letter to the franchise that stays true to its core while telling a story so emotionally connective you can’t help but cheer and cry with each story beat. I felt somewhat disconnected from the events in God Eater 2: Rage Burst but God Eater 3 does an excellent job of tapping into what makes God Eater such an effective story- and tells it. It's a beautiful game that stands as a testament that the franchise belongs in the contemporary gaming space. Thank you Project GE.

GE2:RB is an excellent sequel to GE:R. Upon replaying it, I continue to adore this game as much as I used to but I felt some of the characters and story elements didn’t resonate with me as much as they did years ago. Despite this, it’s still a lovely game. I attribute some of the change to being older so different characters resonated with me differently being 24 now compared to 18. But I would still recommend this game to anyone. And I feel obligated to add that Ciel and Livie are the greatest.

Despite how God Eater Resurrection has aged it continues to be an incredibly emotional story with captivating characters and a beautiful message. Project GE is something very special.

ANNO: Mutationem is a beautifully crafted game that uses phenomenal pixel art to bring to life a world that is so rich you want to keep coming back. It's a game that combines incredibly fun exploration, combat, world-building, characters, beautiful art direction, and stunning sound design to such a degree that the 10-20 hours I spend with this game just isn't enough. It's such an incredible hidden gem that I encourage everyone to pick up and play.

The most common criticism I see about ANNO: Mutationem is a lackluster story. I understand this complaint to a degree because if a player tends to avoid the extra in-game articles, data logs, and lore/world-building information there will be a disconnect from what occurs in the story to what you should have learned through other material in-game. If I had any criticisms at all, they would just be to implement a dash mechanic for overworld traversal to make back-tracking during collectible hunting more efficient. I'm very hopeful for a sequel and if we were to get one I would be incredibly grateful (and excited) and appreciate side quests that genuinely touched upon some of the world-building elements present in the game and a better incorporation of the extra lore hidden around the world into the main story. Otherwise, even despite this, I continue to enjoy my time with this excellent title.

I had originally played ANNO: Mutationem some time ago because I had heard Vanguard Sounds was responsible for the OST and I continue to not be disappointed at all. They delivered nothing but quality and love with every track in this game. It's amazing.

Codename: Bakery Girl is a game that has certainly aged when it comes to gameplay. However, despite this Codename: Bakery Girl serves as an excellent follow-up and remake to the original Girl of the Bakehouse. This game re-tells the story of Jefuty and Mendo by adopting SRPG mechanics and fleshing out both Bakehouse's world and narrative. It is a game crucial to the franchise and MICA as Bakery Girl sets precedence for the eventual release of Girls Frontline. In all honesty, replaying this game still fills me with the same amount of enjoyment I had when I first played. Much like Bakehouse, Codename: Bakery Girl is filled with so much love and passion I can't help but appreciate every chapter. Codename: Bakery Girl embodies such a pure desire to tell its narrative and be a fun experience that even despite how some stages are exceedingly unforgiving (Chapter 9) I love this game with an unparalleled zeal.

Girl of the Bakehouse is Yuzhong's original project released in 2009 and while it is a short story- it possesses so much passion and authenticity that you can't help but fall in love with it. Bakehouse's art, visual style, soundtrack, and story all combine to tell an impactful story of war, love, and consequence that continues to make me emotional even on replays. This title sets a precedent for the future works MICA produces and is one that I can continue to recommend to anyone who reads Girls Frontline.

Cyberpunk is a game that creates a world and sells you on it through its excellent narrative, characters, storylines, environments, and soundtrack. I cannot speak for this game as it was when it was first released but playing it for the first time now I felt completely engrossed in what CD Projekt Red and Mike Pondsmith crafted. Every detail from the collectible shards, to something as small as a milk carton, adds to the authenticity of Night City. It's impressive just how many details there are for those who want to find it or just pay a sliver of attention to different dialogue or readable content littered throughout the city. It is equally as impressive that these small details tie into the overarching narrative, core cast, and factions seamlessly. I cannot speak much for the gameplay as I've come to realize that my threshold of enjoyment vastly differs from most in this regard but it's enjoyable to play. I don't feel I took advantage of every gameplay option this game had to offer but there's enough diversity that I feel comfortable replaying it with an entirely new build. And finally, the soundtrack in Cyberpunk is phenomenal. I vehemently believe this game would not be the same without it. It adds a layer of finesse that the game would be missing otherwise.

I was initially interested in this game because of some folk in the Girls Frontline community but I was motivated to play it after a close friend shared his passion regarding Mike Pondsmith's work. I just wanted to emphasize that I likely would not have played it, nor enjoyed it as much as I did without their constant guidance and company. My primary motivation to play Cyberpunk stems from seeing the Mantis Blades in-game (I believe in the Lady of Ashes hype) and most importantly from understanding a work my friend was invested in. I do not regret a second of my time spent in Night City and feel that it helped me understand them much better, and for that I am grateful. I typically view the first game I play in the New Year to be an event that is representative of the experience I’ll have with this hobby in the following 365 days. I’m pretty happy that I started 2024 with such a good experience. Thanks, Rus.

My experience with generation 7 and Alola has always been negative. I was never a fan of Sun/Moon, Alola, Z-moves, the cast and so much more. I felt it was always the "weird" entry that just didn't belong in the franchise.

So, in the vein of giving things a second chance I decided to finally play and finish the only Pokemon game I had not touched. To my surprise I enjoyed this game a lot. I'm unsure if its the passage of time or just a difference in how I play games but Ultra Sun was a lot of fun. I still have some grievances with it. I was not a fan of how much the performance of this game lacked, it made the journey really unappealing. I felt a majority of the routes and towns were unmemorable. Of note, the only routes I felt were "good" are Vast Poni Canyon and Mount Lanakila. Totem Pokemon felt unfair and while the difficulty was nice, I think the game should have done more mechanically to make each encounter satisfying. I was also not a fan of Z-moves, I don't think that will ever change.

On the other hand, I absolutely adored the cast. I felt this game had a strong cast overall, from Hau to Gladion to Lillie, it genuinely felt like each character had purpose. I was a big fan of their respective character arcs. I really enjoyed the region with this game. Alola has a big overarching theme of connection and I really did come to understand that through Ultra Sun. I think the OST was really strong and had some great tracks throughout. And ultimately, the second half of this game (after the Sophocles trial) was really well done. In fact, I feel that Ultra Sun is at its best when it isn't following the conventional 8 gym/trials formula. The game stepped away from this structure shortly after Acerola's trial and I was much more enthralled with the overall journey. Of course, I would be remiss not to mention all of the references and returning characters within Alola. Keeping true to the theme of "connection" there are a lot of familiar faces and references to other regions. In many ways, this game feels like a celebration of this franchise's history and I enjoyed this aspect a lot.


I will admit, this playthrough really did warm me up to generation 7 and can confidently say it's a comfy game. I don't think it's THE BEST but it's a game I will look back on fondly.