28 Reviews liked by nomooremercy


what if Silent Hill was your phone????? have u ever thought that social media is bad?? teenage girls wouldn't be bullies online if they just went shopping. maybe if they watched Final Fantasy: The Spirits Within on a big tasty plasma TV, that'd work too.

alright hear me out yall this was kinda fun

"it has heart tho!" no it don't!!!! you just have a sonic the hedgehog™ branded tumor in your pituitary gland

made like a dark, twisted version of pokemon haha. Just a glimpse into my dark reality. A full stare into my open-world survival crafting slop would make most simply go insane lmao.

Let me just say right up front; I put about 12-ish hours into this game. So obviously this is not a comment on the whole experience, beginning-to-end.

But I have to say; I have had no fun with this. And I mean that literally, not in any kind of hyperbolic sense. I have had zero actual enjoyment with this game, for a dozen hours. It is an ugly, grey, lifeless RPG with mediocre action and not a single interesting conversation to be had with any of the people I've met so far. And the UI might as well have been designed by an alien. I have no clue how Bethesda can be this deep in the game and still be making menus and inventories like this.

Miss me with any "well it takes 85 hours to get good" shit. I don't watch two seasons of a TV show to get to the goods stuff, so I certainly won't tolerate that kind of thing in games. You can make a compelling intro, even if your game is generally a slow burn - I'm fine with that. But aesthetically, narratively, and gameplay-wise this thing offers almost nothing in its opening act.

Finding out you can just fast travel to planets without needing to go the ship everytime jut made me lose interest in bothering to understand the game's mechanics and objectives

Despise the fast travel system and the break in immersion it causes.

A game with excellent shooting mechanics that is mediocre in almost every other aspects, except maybe for the music. The gunplay is great, and it makes combat feel great and fun to run around shooting everything in slow-motion. While that carries a lot of the game however, it isn't enough to make this a great game. The story is pretty mediocre and I feel didn't lean into the story aspects it should've, where they could've ran with a lot of interesting ideas. The scares and horror influence weren't used often enough outside of one mission, and the attempted 'scariest' mission literally used a PNG image jumpscare. The graphics are terrible and look like unity -bought models with visually different art styles between some objects and flat lighting, with that in-engine sheen that makes everything look pretty poor. The music was good, however I feel like it didn't fit the atmosphere of the combat at all. It was very DOOM influenced which didn't work with the slow motion, harsh brutality of the viscous combat. Some of the characters were interesting but didn't live up to their in-game, combat counterpart when they finally showed up. The game is also incredibly short too for the side mission/main mission format it has, and except for one side mission they were all pretty boring wave-based gameplay. That doesn't really work when you can count the amount of enemies the entire game has on one hand. I think it was a really good job from an indie studio and the developers clearly cared about the product, I just think they stumbled a little too much to make this any more than a 'decent' game.

When Ubisoft does tailing quests: 😡😡😡

When RGG Studios does even more boring tailing quests: At your service my king

it’s like eating one of the best meals of ur life but it also comes with some really shitty side dishes

Sometimes you just need a super fun basic no bullshit game and Evil West does that in strides

Full video review: https://youtu.be/8ys_JQg299s
Written review below![/h1][/quote]

I have watched way too many black and white samurai movies for my own good, so you could say I was a bit excited for this one.

Aesthetic
Trek to Yomi absolutely bleeds style, with authentic, detailed environments, perfectly placed camera angles, and the studio went so far as to even have the voice actors deliver their lines in the same manner as an older Japanese samurai movie. If you thought the black and white filter in Ghosts of Tsushima was something - this is like an entirely different level and I am absolutely here for it.

Even disregarding that authenticity, the game itself still looks great. The models look good, the use of lighting is expertly done, and I really liked all the weather effects in particular. It’s just good-looking all around and the atmospheric sound design only adds to this.

Gameplay and combat
The combat, at least on the surface, looks simple, but once you start playing, you quickly find that the handful of base moves you start with combo into a variety of different strings. Upward slashes, downward, thrusting attacks, heavy attacks - the full slate can then be made into something like down, down, heavy for a stun or back light, light, light for a spin attack string that does massive damage to enemies behind you.

You are constantly unlocking new combos as you play and the game does a good job presenting them at a consistent pace to give you something to look forward to. Granted, if I am being honest, the basic strings worked well enough for me way into the experience that I oftentimes had to actively force myself to use some of the fancier stuff.

There are also ranged attacks courtesy of a few ranged weapons, such as the bow and arrow. The ammo for these are limited and must be found hidden away in the environment, but they are great options when you have an annoying ranged enemy farther away and are another nice addition to some already solid combat.

Overall though, the combat works. It feels great to play, looks great in action, and has intuitive enough controls that you get this nice sense of fluidity from it. It took me maybe twenty minutes and I was completely into it, slashing down enemies, parrying, and rolling around with ease. The parry is very forgiving, so that’s definitely something I would recommend using.

Content and length
Trek to Yomi is not a long game. It took me just under four hours to clear and if you shave away all of my deaths that settles to just under three hours. That doesn’t make it a bad game though - the studio intentionally crafted an experience to be authentic to the samurai movies of old and pacing was a part of that.

However, this is also one of my main complaints. Not that it is too short, but that the pacing itself becomes a bit rocky towards the end. You get some really solid first few levels and then the last couple it felt like they kinda lost their way. You get environments that aren’t as cool and repetitive enemy encounters that have you fighting like five or six at a time just to get to the next little segment which will have you repeat this. A lot of the game was like this, but the balance was WAY better early on with the exploration, the enemy encounters, the story bits.

Story
Otherwise, the length is fine. If anything, the story lacks the depth for anything longer than it already is. Not to bash the story by the way, it’s fine for what it is, but it can be boiled down to a simple revenge story at its core that also happens to touch on more personal elements like morality and honor. So nothing too crazy there, but also not boring - I think the studio did a decent job maintaining a good story-gameplay balance even if I can’t say that this is a story I’ll remember after maybe a week.

Replayability
There is not a whole lot of exploration and the game itself is mostly linear outside of different story endings you get based on certain key dialogue decisions (there are only a few of these). However, to make a different decision, you have to literally play through the entire game again - there’s no chapter select despite the experience being divided into distinct chapters.

I will say though that the difficulty unlocked after clearing the game once is cool. It’s called Kensei and it basically makes everything one-hit kill, including yourself. Doesn’t apply to bosses unfortunately, but a cool hardcore take that honestly would have been fun to have from the start.

Performance
I ran the game at 1440p, 144fps on my RTX 3080 Ti and didn’t have any technical issues outside of one instance where I fell off the map and had to reload to a checkpoint not even ten seconds prior. Controls are great on a controller (although not rebindable) and are also fine on keyboard and mouse (which are rebindable). Granted, I still recommend controller.

Overall
Trek to Yomi is about as authentic as they come. The lighting, the camera angles, the graininess - the aesthetic is all there and is matched with some equally nice combat that has a surprising amount of depth to it. It may falter later on with its pacing and lackluster enemy variety, but it’s an experience well had and I am definitely satisfied as someone that watches a ton of the movies for which this is based on. Even if you’re not into the movies though - it’s good enough on its own to warrant a look.

Magnificent vistas and inspired enemy design mix well with its Doom Eternal gameplay loop. Its a batshit crazy, albeit short campaign with memorable set pieces.

The worst part about this was not that it's bad (because it is not), it's just incredibly disappointing.
Halo Infinite's campaign takes the idea of something like Halo CE's 2nd level and tries to expand on it into a larger, more open area to explore on your own pace, but whereas CE and even the other Bungie games are still fun to revisit due to the carefully crafted pacing and setpieces, Infinite just feels like an absolute slog to get through at times, especially in the latter half, one of the missions for example revolves around going to 4 identical towers with the same layout and pressing a button, it's not exciting or memorable in the least, the plot being basically non-existent and resolving many of 5's plot threads off-screen (because for some reason they still think most fans go out of their way to read the books and comics) doesn't help. Even if the gameplay and movement is really solid and a step in the right direction, the level design feels the most dull and repetitive the series has ever felt, there's really nothing in this campaign that sticks out in my mind as truly impressive, it's just consistently "okay" or boring. Compared to something like 4 or 5 it's hard to blame 343i entirely for this because this is clearly a rushed project that hit tons of roadblocks during development due to how the company itself is structured (only hiring temporary contractors), countless directors leaving and having to switch engines already years into development but it's a shame that the one time it felt like they could deliver something on par with the older titles, they came out with this instead because of poor project and company management.