398 Reviews liked by notPara


Meu Deus, que jogo maravilhoso! Comecei a franquia pelo ''Resident Evil 4 Remake'' e de cara amei o jogo, desde então fui atrás de jogar os outros jogos dessa franquiam maravilhosa. Amei ''RE2 Remake'', e agora fui de cabeça no ''RE3 Remake''. Não sabia nada da história, mas sabia que muitos não gostaram do jogo, pois é muito curto e modificaram muito do original. Apesar de tudo isso, amei minha experiencia, me diverti muito do inicio ao fim. Amo o estilo dessa franquia, um ''Survival Horror'', cheio de ação, tensão, terror, zumbis, puzzles, tudo feito com maestria. Os gráficos desse jogo são maravilhosos! a gameplay, os personagens, os inimigos e principalmente a história, que é perfeita! Ainda não cheguei a jogar o RE3 antigo, porém adorei jogar esse remake. Realmente o jogo é muito curto, esperava aproveitar um pouco mais, porém acabei sendo pego de surpresa pelo final inesperado. Tirando isso, o jogo para mim é perfeito. Super recomendo jogarem essa maravilha!

I was watching my partner play this game, and they rage-quit once Shelby got beat up in the Sex Club. It's quite funny watching from a backseat perspective because I can just watch them get frustrated at the same things that frustrated me when I played this game around release. I feel confident enough in saying Quantic Dream games lose a lot of their charm once you replay it, especially once you just gamify the CYOA aspect of it. "Let me just restart and see what happens if I miss this QTE ".

He might just be the greatest Dave to ever do it. Dave the Diver is a game that succeeds in blending a very fun sea diving adventure with a cool restaurant simulator that, for better or worse, is constantly trying to expand on itself.

The gameplay mainly revolves around diving into the vast sea and gathering materials and ingredients during the day, and then using what you acquired to create dishes for your sushi bar which you operate during the night. This day/night loop hooked me from the very beginning and it stayed that way for a good chunk of my playtime. Exploring the ocean and discovering/catching all the aquatic life was very fun and you're given a lot of tools and upgrades to work with. The restaurant management section of the game starts out very slow but quickly picks up once you start building up your rating and more things are opened up to you. I honestly ended up enjoying it more than the diving section by the time I was done with the main story.

Speaking of the story, I ended up really liking that as well. It's silly, endearing, and pretty well-paced for the most part. I think what really makes it shine though are the characters. The main cast is really cool and each of them have their own little quirks that make them stand out. The way they interact with Dave, whether helping him out in some way or just simple banter, is really nice. I ended up liking a lot of these characters more than I originally assumed I would. Trust me when I tell you Bancho is the coolest character in the game.

The game is also really good-looking. The 2D-pixel art is really appealing to look at and the cutscenes are really over the top in the best way possible, they fit each character perfectly, and I rarely ever skipped them.

Remember when I said this game constantly tries to expand on itself for better or worse? Yeah, that's my main issue with it. This game constantly introduces new mechanics, features, minigames, etc.(especially in the 2nd half) in what I assume is to try to keep the gameplay loop fresh. While some of the things they introduced are nice, how they went about it and the sheer amount of stuff brought in is almost overwhelming. By the end of the game, a lot of it just felt like I was just doing busy work. Getting overloaded with a constant flow of new information...now I know how Jogo felt.

Despite the issues, I really enjoyed my time with Dave the Diver and I do recommend it. Not sure if I would call it a "cozy" game like a lot of other people do tho.

Average reading time: 10 minutes

A challenging platformer wrapped in a very pretty package.

This isn't my first foray with Croc. I distinctly remember attempting to play through this game a number of years ago and then quitting in world 3 due to a crazy difficulty spike. Now, a few years later, my brain spiders command me to once again control the lovable green reptilian and try to beat this game for good. Of course, I knew what I was getting into, and decided to make one small, yet absurdly essential change to make this game more fun.

Now, anyone who's read my Billy Hatcher review knows my opinions about lives systems in games, and that opinion of mine isn't going away. Because of this, I implemented an unlimited lives cheat for this run. As I go further into detail about my time with Croc, it will become clearer as to why I did this, but I did want to state this early on, just for the sake of clarity regarding my experience this time around.

Now, Croc has a simple story. You witness Croc floating in a basket towards a group of Gobbos, who then adopt and raise him. Soon, Baron Dante makes his presence known, sending his troops to kidnap the Gobbos. The Gobbo King bangs a gong to have Croc sent away from the chaos, allowing Croc the chance to fight back and save his friends!

A simple plot for a simple game. However, the instruction manual gives way more detail about the Gobbo world. Reading it will teach you more about the Gobbos as a species, the Gobbo King, referred to as "King Rufus the Intolerant", Croc's experiences growing up with the Gobbos, and even information about Baron Dante's evil group, referred to as "The Dantinis". It's also a bizarrely funny read, with a lot of jokes that stick the landing very well. If you want to read something that will make you constantly double take, read the Croc instruction manual!

Once you take control of Croc, you'll immediately notice a point of contention regarding this game: it's a 3D platformer with tank controls. Needless to say, not the most comfortable platforming experience. Even using an analog controller does not fix this issue, sadly. You'll often find yourself stopping to turn yourself to line up a jump, and jumping feels very stiff. Whatever direction you plan on moving in the air is the only direction you're moving, with little room for adjustment. Over time, of course, you'll get used to the platforming mechanics, but you'll never find yourself saying "this feels great to play!"

Aside from running and jumping, Croc has a few extra moves at his disposal. One of the most vital moves he possesses is his ability to turn around! Using a dedicated button, Croc can do a 180 degree turn whenever he wants, which is a godsend for re-orienting yourself to line up another jump. If you do it while he's on the move, he'll do a really cool flip that made me react like this when I first saw it.

As for Croc's combat ability, he has two moves to use. First, he has a tail swipe move that's great for deleting enemies from existence. His other move is a ground pound, performed by hitting the jump button twice. Aside from dispatching enemies, this move will allow Croc to bust open crates and objects blocking tunnel passageways. Gonna be honest here, I don't like that you have to hit jump twice for this. I wish it was mapped to a different button, because I would often have scenarios where I was doing a precision platforming section that required me to jump as soon as I landed on a platform, and if my timing was off slightly it would result in Croc stopping in midair, asserting the ground-pound position, and plummeting to his death. Not fun.

It's also worth noting that when Croc performs his attacking moves, he has a number of onomatopoeia's he can blurt out, such as "yazoo!" or "kersplat!" You would think this would get annoying after a while, but honestly it never bothered me. I think it adds to Croc's character, being a young croco on a big adventure to save a tribe of people who have a tradition of shoving kitchen utensils down their pants (PLEASE READ THE INSTRUCTION MANUAL I PROMISE I DIDN'T MAKE THAT UP)

Speaking of Croc as a character, oh man, would you take a look at these little guys! This game is filled to the brim with scrimblo-type characters, little dudes that you're gonna want plushies of as soon as you see them. They're EVERYWHERE! If you love little weirdos and want to catalogue them all, this is the perfect game for you. Absolutely loved seeing each new creature emerge on my screen as I played.

Okay, so we have cute characters in a fuzzy 32-bit world clearly made for kids. The controls take some getting used to but surely the main game doesn't get too taxing, right? Oh, how I wish I could say yes. For the first two worlds, it's honestly a pretty comfortable romp. Level design is highly forgiving, featuring non-intimidating level design unless you're going after collectibles. Once you hit world 3, though, you'll start seeing much more difficult stage layouts requiring you to perform more precise movements to get by. For me, this is where Croc begins to fall in terms of quality.

So, Croc behaves like Sonic the Hedgehog when it comes to taking damage, in that he'll drop this game's ring equivalent (gems) when getting hit. Get hit without them and you'll lose a life. It's around world 3 where you'll begin facing much more challenging platforming over damaging floors and bottomless pits. Because of this, it is incredibly easy to lose lives. Thankfully, you're given a checkpoint at every door/tunnel you exit, which means a death won't set you too far back. Getting a game over, however, sends you back to whichever stage you last saved at, which means starting a level over again from the beginning.

Now, on paper this doesn't seem like too bad of a punishment, but after getting game over's over and over again due to how easy it is for Croc to die I began to find it intolerable, hence why I opted for the unlimited lives cheat. I can accept dying and having to re-do a small section but having to re-do a stage over and over due to game overs, especially when you get close to the end of a stage, just feels intolerable in the modern era. If you want to tackle this game without such assists, then all the power to you. Just be prepared for a lot of level attempts in the back half of the game and lots of visits to specific stages to grind extra lives hidden away in secret spots.

When it comes to collectables in stages, you really only have two to worry about: Gobbos and colored gems. There are six Gobbos hidden in each stage, and collecting all of the Gobbos in the game allow you to access some secret levels that unlock even more secret stuff. Throughout the stage, you'll find five of these Gobbos hidden in boxes, cages, and on hard-to-reach platforms. "Wait hold on five? I thought you said there were six Gobbos in a stage!" So remember when I mentioned colored gems? You can find five of these in each stage either disguised as regular gems or hidden in boxes. Collecting all of these unlocks a door near the end of each stage, where you will either complete a platforming challenge or a minigame to rescue the last Gobbo.

The platforming challenges are straightforward enough. However, it's the minigames where I take issue with this system. While most minigames are perfectly fine, there's one that I dislike immensely. Basically, you have a cauldron that you control by jumping on two arrow buttons. Your goal is to catch the gems descending from the sky. Catch them all and you're awarded a Gobbo. The problems here are that this minigame goes on way too long, and if you miss even one, the mini game ends. You may think "Oh, if I die I can reset the mini game and try again." A smart idea, but sadly not the case. Losing any minigame without securing a Gobbo will require you to beat the entire stage again to retry it. This means re-collecting every Gobbo and colored gem along the way, which is a frustrating process if it happened in a more difficult level, even if you know what you're getting into.

With how difficult the stages can get, you would think the boss fights would also prove to be challenging. Surprisingly, the bosses in this game are absurdly easy. It's your typical "wait for them to attack and hit them when they're vulnerable" type of fights throughout the game, and dodging attacks is as simple as running in a circle around the boss while they do their thing. Also, almost every boss does this thing where they just stop animating and freeze after you deal the final blow, which is always funny to witness.

The more thing I want to touch on is the music. The soundtrack is pretty good! There's some leitmotif sprinkled throughout the stages, with overworld and underground areas sharing some melodies. The title screen is also pretty catchy and may or may not have had a chunk of its melody lifted from it to be a part of a main theme for a Nintendo game.

Speaking of Nintendo, it's worth noting that this game began life as a pitch for a 3D Yoshi game. After the pitch was turned down, it became Croc, and you can kinda see some of that Yoshi blood in here a little bit. You have a green reptile protagonist who can ground pound (a move Yoshi had in Yoshi's Island) as well as a bad guy who uses magic to make smaller creatures into tough boss enemies. Swap the characters for Yoshi's Island ones and add a tongue move and flutter jump to Croc's arsenal and you basically have a Yoshi game, which is fun to think about as you experience this game.

Overall, I didn't hate Croc. I love his design, and the Gobbo Archipelago is fun to explore. The enemies you encounter are all cute and charming, and hearing Croc exclaim things like "Wazoo" never gets old. However, the stage design, especially in the back half of this game, combined with the awkward controls make this a difficult game to clear. I recommend giving this game a shot, despite the difficulty.

The aesthetics of this game invoke an aura of childhood innocence and succeeds at taking you back to a time where things felt simpler, even if the game isn't the easiest around. For that reason alone, I feel that Croc is worth visiting today. Even with the rise of low-poly indie 3D platformers, there's none that I am aware of that really capture the welcoming aesthetics of Croc.

Warning - This review contains spoilers for Metal Gear Solid 2: Sons of Liberty.

Warning - This review contains mentions of suicide, child abuse, sexual assault, self-harm, and other related topics. Read at your own risk.

Disclaimer - The idea to conceive this review was inspired by @poyfuh’s piece on Silent Hill 2. I highly recommend that you, as the reader, take a look into her work as well, if you have not yet done so. This is also a repost of my review that I made on my previous account, but I deleted it for personal reasons.

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Evening, September 20th, 2022.

After 10 years, 10 fucking years, my step-dad finally gets arrested by the police due to his exposed cases of commiting child abuse, alongside other crimes, even though that was the big reason. Now, I can finally express my happiness and freedom after so long, but at the same time, I am held back by my emotional and physical trauma, which drives me back to literal insanity… a line which I’ve crossed far too long ago. There is still a lot to uncover, and I am not done yet.

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Night, December 19th, 2022.

How much longer do I have to deal with this? I want to move on from my past, but I can’t. Everything in my house, from the PlayStation 5, all the way to my refrigerator, reminds me of my step-father. He had hurt me in so many ways, in so many different places, and actively used me as his torture toy that the after-effects are still there. Here I am, on the bridge near my house, questioning myself; Do I just end it all, right here, and right now? Or do I go back and try to amend myself. What do I even do?

Therapy isn’t fixing shit, after-school counseling isn’t fixing shit, and absolutely nothing labeled as “beneficial” is fixing shit either. But… I have to live for my friends. They don’t want me dead, but at the same time, unlike me, they have a lot of friends who they could talk to, so what’s the point? Why am I still here?

In the end, all I could ask for is a peaceful life, one without worries or doubts, but that won’t happen. However… I can make it happen. I just have to stick through it, and try to get a good grasp of what I’m currently going through.

Afternoon, January 14th, 2023.

A friend of mine named Micheal, whom I’ve known for 5 years, but stopped talking to for the past few months, decides to call me and scream at me because I made him feel unsafe when I stopped talking to him right after my step-father (before his arrest) temporarily disabled my communication devices, though once that was over, I had completely forgotten to call back. I tried telling him that I just really did not remember, and that everything is (probably) okay now, but he was just so upset for the fact that I made him feel like he lost his closest friend. I mean, can you blame him? Looking back, I would’ve called him sooner… if only I knew what would happen within the next few months.

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Evening, April 11th, 2023.

About a couple days back, I had recently finished Metal Gear Solid, and fell in love with the game pretty quickly. The tragic story behind Solid Snake, as well as one of the main messages revolving around the idea to move on, had both made me develop a personal attachment to the series, as I knew it was shaping up to be something special. In the meantime, it was a great day today, and I was just having fun with my online friends on Instagram, when all of a sudden, I got a phone call from Micheal, to which I picked up immediately. However, instead of hearing his voice, I heard the voice of a woman, who was his sister. I went on to ask who she was, and once she had told me about herself, she then told me that earlier, Micheal hanged himself. After facing months worth of sadness and depression, as well as feeling bad for being angry at me, he just couldn’t take it anymore and felt as if he lacked any self-worth.

Upon hearing this, I was completely destroyed mentally and decided to take a break from social media for a few days. Even though we live in different states, and even though most of our communication is from online, he still meant a lot to me, and losing him also killed a fraction of myself. I took the blame, mainly because his anger on me came from my own laziness. I mean, it’s my fault, right? I never do anything right. Never. What purpose do I even serve? Even after my step-father had now left my personal life, I still have more things to grieve over, and it’s taking a huge toll on me. I just… I can’t take it anymore. I’m sorry, Micheal, I really am. If I could turn back time and fix everything, I would. I’m sorry I didn’t reach out after our initial conversation… I would’ve been there to help you. But you know what? I didn’t, because I was too selfish of myself to care about anyone else. I’m sorry.

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Midnight, April 17, 2023.

It’s 1 AM in the morning, and I am currently playing Metal Gear Solid 2: Sons of Liberty. I’m trying to move on from the event of my friend taking his own life by keeping myself entertained, though it only keeps coming back to me at random times. Right now, I had just reached the torture scene with Raiden, and so far, I’m not feeling anything… But wait, what is going on right now?

Raiden didn’t want any of this… he was a child soldier, forced to live under Solidus Snake’s umbrella for many years in order to become an excellent warrior, though it had only made him less sane and more unhinged, which had obviously taken a toll on him as a person, and played a role onto his overall development. He spent all that time in the VR training, all that time working on his strength, and what did that cost? His sanity. And, on top of all this, its later revealed that his own girlfriend had spied on him in order for him to be fully studied, but eventually, she actually did fall in love with him, though it took him time to realize that because of what was going on in that moment. Everything and everyone that he valued was taken away from him for the sake of standing strong, and to be “on top” of the human chain.

You see, for many years, my step-father served as a police officer, and at home, while constantly abusing me via physical abuse, he had made me learn self-defense, as well as various other forms of combat. I had basically learned how to throw people, accurately beat them up, and so much other stuff. A few years ago, I enrolled in fencing, because I thought that the idea of sword-fighting was cool, which it was. I learned how to wield a blade, and utilize any long object as a weapon in case of serious danger… and, truth be told, I tried using my self-defense skills to avoid getting bullied, as well as trying to avoid getting beaten by my step-father. This was all because he wanted me to “stay strong in dark times,” however, this just didn’t make sense, because the only person giving me my dark times was him. I had done nothing to receive any of this, and as that entire moment with Raiden’s torture seemingly came to an end, I just sat there, crying for a few minutes because I was reminded of who I once was as a person.

Shortly afterwards, when Ocelot reveals that the point of Raiden was to create a perfect soldier, meaning that his entire mission was a lie, as well as Solidus trying to show a bit of fatherhood to Raiden, it all reminded me of how my step-father would act after every time he had tried to torture me in some way.

7 months prior to this, I remember failing an optional test online due to me not being able to fully understand the key contents whatsoever, despite trying to study. Because of my failure, my step-father had decided to rape me maliciously in order to “teach me a lesson.” I was crying & yelling for the life of me, and I begged him to stop. Not only that, but over an optional test too? What was the point of this? Well, sooner or later, he tries to comfort me while acknowledging that I “made a mistake,” and to avoid getting harmed any further, I just gave in to his fake sense of discipline so that I don’t get further tortured beyond that point.

Back to the point where Solidus is trying to get Raiden to join his side, you can see that Raiden refuses, and this leads to a massive conflict between the two, because he actually stood up for himself, though at first, it was a failure.

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Early Morning, April 18th, 2023.

It’s 4 AM, and I am now in the final part of the game. After witnessing the shocking AI codec call that delved into the digital world, as well as challenging all of Raiden’s self beliefs, we got straight to the climax, the moment we were all waiting for: Raiden Vs. Solidus Snake. As the fight progressed and finished, we see how Solidus finally faces his well-deserved downfall, and then, Raiden stands in between the crowd, questioning every single thing that has happened since the start of his mission. Shortly afterwards, Snake comes by and has a conversation with him, asking him many things, but one thing in particular that stood out was when he told Raiden to look at his dog tags, and see if he knows who that is on the tag. As this happens, Raiden says the following line…

“No, never heard the name before. I'll pick my own name...and my own life. I'll
find something worth passing on.”

Raiden is now a free man, no longer a puppet of Solidus or related to the Patriots in any way now whatsoever, and sooner or later, we see him return to Rose in safe hands. No more conflict, no more bullshit, everything is over now. (Metal Gear Solid 4 never happened.)

Within the next year or so, I am going to fully change my legal name, after waiting several years for it to happen. You see, everyone would call me by my middle name, which is the name I felt most comfortable with, as my first name was mainly a family name, so it wasn’t said publicly in order to avoid confusion with me and my relatives. However, my step-father would always call me by my first name, and when we would call me by it, it's often spoken in a more deepened accent, which just gave me more and more PTSD over the years. Not only that, but my biological father, whom even though I never really had a proper relationship with, was still an awful person to my mother before they divorced, and since I was carrying his last name, I wanted to clear my name completely for good, so that I can show that I am not a part of a disgusting family tree. However, I will keep my middle name since my mother gave that to me, and then, I will be my own man, with my own name, and my own life, not controlled by someone else.

As the credits rolled, and “Can't Say Goodbye to Yesterday” began to play, I started crying uncontrollably again for a while because I had never been so attached to a work of art like this in my entire life. The entire campaign from start to finish, with Snake & Raiden as they come forward to fight their own beliefs as well as relaying the message to start fresh, had connected with me in such a personal and heartwarming way that I just… I was speechless. I couldn’t believe I experienced a game like this, and I genuinely didn’t have anything to say.

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Night, December 12th, 2023.

As of typing this, it’s currently the said date of December 12th, 2023. Since my first playthrough of Metal Gear Solid 2, many more unfortunate things have happened. It has been 7 years since my younger sister died, and due to my sadness, I tried to kill myself twice on Thanksgiving via overdosing and shooting myself, and then stabbing myself, which led to me going to the hospital for quite some time before heading straight to the mental hospital for a full day. Around 2 weeks ago, I had disabled all of my main social media accounts on Twitter, TikTok, and Instagram so that I could focus on my own wellbeing, and try to improve upon myself before returning to content creation in full healthiness. Also, I had recently completed a replay of Metal Gear Solid 2 on my PlayStation Vita, which led me to finish this review for good.

To wrap things up, Metal Gear Solid 2 is a game that I think every single person should play before they die, and it’s a profound work of art that truly stands the test of time, as well as having a massive impact on me as a person, as well as being able to move on from my past. You also have Metal Gear Solid 3: Snake Eater, which is arguably just as good, and I think that in the end, the franchise’s message of tragedy and overcoming your PTSD has aged quite well, and I have yet to see another franchise replicate the same exact magic as that.

“Find something to believe in. And find it for yourself. And when you do, pass it on to the future.” - Solid Snake.

Thank you, Hideo Kojima. You might not ever see this, but your work really impacted me, and helped me through the worst time of my life.

Thank you.

Much like Outer Wilds, it took me a few tries for me to really appreciate this game. And, as much as I don't care for how the internet compares every new metroidvania to this game, Hollow Knight is a masterpiece in this genre.

I distinctly recall when I played this game originally, that I didn't particularly care for fumbling around blindly in a new area searching for Cornifer for the map. After this playthrough, I think I still feel this way. I feel that the new Prince of Persia really took a good middle ground between giving the player a base outline for the area and purchasing the map filling in the area. With that being said, the way Hollow Knight approaches exploration did lead to cool discoveries and harrowing moments of stress...I still don't particularly care for how much this game relies on hidden walls though.

Combined with the exploration is a combat / traversal system that really expands that further you get into the game. With the combined efforts of a wealth of permanent upgrades and now-very-famous charm system, the complexity of the combat really shines in the late-game and optional high difficulty content. Hollow Knight also contain a variety of bosses that are often thrilling to fight against. You can expect some duds in there with the number that they have (Relying on throwing-garbage-all-over-the-screen attacks or periods where you cannot damage the boss)...but the quality of the majority of the bosses, especially the story-related ones, are second to none.

Speaking of the narrative, it is very opaque and obtuse. Much like the way the narrative in Dark Souls is told, it relies heavily on context clues and descriptions of abilities and items to provide flavor to the world. However, I found the world to be endlessly engrossing and the narrative cap, especially with the original true ending, to be a strong finish to this tale.

I think the thing I appreciated the most about this playthrough of Hollow Knight is how high the quality the content was for the 30 ish hours I played to get > 100%. I found it wildly refreshing in today's gaming landscape where games are getting longer and longer where you really begin to see the point of diminishing return. With a launch title of $15 supported by multiple free content updates, I don't know if I will encounter a game that is this high quality for the time and money spent. Consider me a fan and very much looking forward to Silksong (whenever that day is).

I would like to thank @duhnuhnuh for gifting me this game, as a part of their massive Steam Key giveaway, and I’d recommend checking it out if you’d like to try some games out for the cost of absolutely nothing.

Shantae and the Seven Sirens is sure the fifth video game entry in the Shantae video game series released on video game consoles in 2020.

Going back a few years, Shantae and the Seven Sirens feels bizarre. It entered development around March 2018-ish, and was revealed about a year later, simply as Shantae 5. It was somewhat exciting to me, as someone who hadn't played a Shantae game yet but was definitely interested in the series. I grew up watching the Shantae Pirate’s Curse commercials on the 3DS, so I knew all of the characters, and I also heard that FUCKING MUSIC! But fast-forward a few months, it was eventually revealed that it would be a timed Apple Arcade exclusive, and I think the Shantae fans died a little inside, but rest assured, the game was fully released… to no avail! I had genuinely not seen anybody talk about the new game. The Steam reception seemed positive, the Metacritic scores were solid, so what happened? It wasn't until my Summer of 2022 Shantae binge that I would beat and finish almost every game in the series, save for two. Shantae (the first one), because of a crash that was seemingly exclusive to Switch and 3DS, and Seven Sirens, and by god. I could tell why this game went under the radar. It was really… meh, for the lack of a better term. I had only played till about the first zone, but the game really lacked the fun factor of Pirate’s Curse, nor did it have the phenomenal level design of Half Genie Hero,and overall, it was just really fucking easy. Over a year later after release though, the game received a brand new update which gave it a Definitive Mode alongside 3 other modes, which was nice, although it also released to basically no fanfare. Did every Shantae fan just… disappear between 2018 and then? I wasn't aware of the new update as I was using a less than legal copy, but now that I have the Steam version, it's time to give the game another look. With the Definitive Mode, is Shantae and the Seven Sirens a worthwhile package? Or does it give me scurvy? The biggest issue is it’s lack of risk taking with the tried-and true Shantae formula, unlike the previous 3 games, making it feel very by the numbers as yet another entry in the Shantae franchise. And none of the games have felt so... generic before. Let’s pop open the hatch, and see why Seven Sirens is so disappointing (to me, at least).

Right off the bat, I do have a few praises regarding how WayForward implemented these 4 new game modes. While the Definitive Mode takes precedence over the Legacy Mode, if you wish, you can also revert to the Legacy Mode on a save by save basis, which is pretty nice. But also, another negative right off the bat. The graphics. I don’t like em, never have and never will; hell, I’ll goes as far as to say that the aesthetics are fundamentally flawed. A majority of this game’s graphics are follow the style of Half Genie Hero, but there’s a big issue with how the game is presented. Half Genie Hero was a beautiful game, being presented in the 2.5D art style that looked incredible on the eyes. The background had so many layers, the models were high quality, it was a really pretty looking indie game. Compare this screenshot to this one from Seven Sirens and the problem should be immediately apparent. Seven Sirens is presented in a 2D plain, and it looks flatter than my man boobs, not to mention the occasional model in the overworld which just looks out of place, like the many plants you’ll find. The cutscenes are the strongest visual aspect to the game. Studio Trigger animated the intro to the game, and it looks great. It's a bit too general for my tastes, as Risky really isn't a major part of the story, but it still looks frantic and fun overall. The in-game cutscenes aren't as fast paced as the first, but it still looks okay to me. But aside from the in-game cutscenes, it just doesn’t look appealing to me, akin to how the soundtrack never caught my ears.

You can really feel the loss of Jake Kaufman in the sound department here. The soundtrack of each individual Shantae game has been mostly solid, maybe save for the first game, but at least that released on GBC, and the compositions were actually pretty catchy. The composition team behind Seven Sirens was lead by Professor Sakamoto, and a variety of composer contributed to the soundtrack. But, what happened here??? All of it takes a chiptune-esque approach, which is fine (albeit odd for a hand-drawn graphic platformer), but it simply doesn’t sound memorable, nor really all that good. There’s a few decent songs here and there, but for the most part, the music is just… noise. No cohesion or anything., just… music… It’s easily my least favorite soundtrack in the entire series, and I really hope they can clap back with Advance.

When it comes to the game itself, it’s... odd to say the least, at least when it comes to progression and structure. Classic Shantae (2000 and Risky’s Revenge) had a big open map, while the Modern Games (Pirate’s Curse and Half Genie Hero) had much smaller, multiple maps. Sure, Half Genie Hero made it a level-by-level structure, but you still had to use your abilities to explore through to progress. It worked, although it was awkward at times to backtrack. Seven Sirens returns to the Classic Shantae style while also mixing in Modern Shantae, to somewhat mediocre results. Unlike previous Shantae games which had you use your abilities to progress, Shantae and the Seven Sirens opted for a more “find x item, bring it to here” design. It’s not terrible, but a part of me really missed the more character based progression of the previous games. It gave you an “Aha!” moment, but Seven Sirens doesn’t really do that all too well. At best, I really felt a sense of satisfaction that I was at least making progress, but what game fails at that? Maybe it’s because the abilities themselves... kind of suck.

Seven Sirens attempts to integrate the animals into your moveset, but it doesn’t really feel as great at how Pirate’s Curse did it. In Pirate’s Curse, you were always using all of your abilities at once. Not because you necessarily had to, but it was really fun to do so, and most of the level design in that game encouraged that. Big, flat open plain with a bunch of enemies you don't want to deal with? Annihilate their asses with the Dash. Seven Sirens, on the other hand, fails at this. I really only enjoyed the Newt Dash. The rest are kind of okay. You use them to progress. That’s it. No practical uses outside of combat, like Elephant, or Monkey from the classic games. But, if Shantae is a belly dancing genie, watt about her dances though? So… the dances. They’re all pretty annoying. Not only do they eat up your magic, meaning players going for the most combat-positive upgrades are essentially shot in the foot. But the dances themselves are really, really boring. Shantae uses an element, changes something in the current room, get the thing you need, move on. Needless to say. It’s not FUN. It’s so boring, like, is this REALLY the best you could do? What if the transformations changed your player character, but they all have different movesets which provide individual benefits? As it stands, the current system, it’s really not all that great.

As for the level design… it’s just your average Metroidvania level design. Well, what’s the issue? It’s JUST your average Metroidvania level design. Enemies are present in the map, everything connects together, use ability (without any inherent satisfaction to be had as it’s the most predictable thing you can fucking imagine), move on. Seriously, what happened to the level design in between Half Genie Hero and Seven Sirens? The levels aren’t dynamic at all, and not even the fucking enemies are different. It’s just so… AVERAGE. Ugh. At least the enemies are occasionally fun to fight, but good lord. Not to mention the multi-staged fetch quests throughout Paradise Island. Shantae’s fetch quests, at least since Pirate’s Curse, have been pretty reserved. Usually you have to return to an area only once, rarely twice, and never again. And it was actually fun, since all of your abilities were awesome to use, complimenting the previous level design. Sure, Half-Genie Hero wasn't as great in this aspect, as the animals weren't integrated into your moves, but at the very least you had the teleport dance, as well as less backtracking in general. Seven Sirens is absolutely loaded with this, but unlike Pirate’s Curse, the moveset is just too unviable for general use. There's a few more than Pirate’s Curse, but once again, they're not all for general use. The best out of the few is easily the triple jump and dash. The rest are just awkwardly bad. The shell is too unwieldy for general platforming, and hitting a big enough enemy completely stops it. It's thankfully manually charged, unlike Pirate's Curse, which was a bit finicky, but it's still eclipsed by the Pirate's Curse dash. And the Drill and Frog just kinda… sucked. They're just too slow and tedious, good lord. That's the best way to describe this game. It's not doing anything innovative, just existing half of the time. And it infuriates me. There needs to be a case study on how Seven Sirens fails at competent modern Metroidvania design. Rather than expressing its level design through your own player character, it remains stagnant by only requiring the bare minimum of you, leaving it as the least engaging of the centrilogy, soon to be hexology. Advance better not have these problems, because this game is severely lacking in the fun factor of the previous games.

But why are we traveling through this big, open world, gaining new abilities and rescuing these half-naked women? Well, look no further than the plot. Shantae and her friends are invited to “Paradise Island” (seriously???), an island filled with sunshine non-stop. It's here where Shantae meets four other Half Genies, as a plot point established in the first game; Plink, the smallest one, Vera, the best one, Zapple, the strong one, Filin, obviously Rottytops, and Harmony, the tallest one, holy shit. All of them get ready for a massive Half-Genie Festival, but on the night of the festival, all of the genies (sparing Shantae) disappear. Determined to find answers, Shantae explores all throughout Paradise Island in search of the Half-Genies. Risky Boots is encountered but denies any foul-play at hand The Half-Genies and even the bosses themselves are pretty one-note for the most part. It's about as video-gamey as plot structure gets. Find Half-Genie, kill Siren, bam, onto the next thing. Oh, but surprise surprise, Risky Boots was behind the entire thing!!! Well, partially at least. Because the Empress Siren made a deal with Risky if Risky kidnapped the 5 Half-Genies. Soooo… yeah. Almost entirely Risky’s fault. But here’s the thing. If Risky wanted to kidnap the genies, how in the HELL did she not take notice to Shantae? Shantae is Risky's arch nemesis; she’s SEEN Shantae do her genie moves in previous games. Why only leave Shantae? Why not kidnap them all? Sure, It’d be overkill, but nobody else would be able to rescue the Half Genes, let alone Rottytops and friends while they’re lazing about. Oh, and the Empress Siren? She just feeds off of the Genies to survive because Harmony’s mother placed a spell on her. Then she practically kills Risky, and then plans to become immortal by taking everyone’s life force. They fight, a shitty boss battle occurs- WAIT.

I’m completely with Yuzrnaime on this, the fights are genuinely TERRIBLE. Not only do they have an UNHEALTHY amount of HP, a majority of them sped long periods of time in invulnerability. IT’S GENUINELY IRRITATING. I’d type out a long ass rant, but I’m writing this at 2AM. Bitch, PLEASE. But once you kill Empress, she dies, Risky comes back, Shantae and friends leave, the end. Sweet dreams.

Seven Sirens is certainly one of the most disappointing games I've ever played through. As a follow up to the two best entries in the series, it really falters. It's a game with 80% hot air in between it's content, succeeding at almost nothing it does in the remaining 20%. I didn't feel terribly angry while playing, just mildly annoyed. Shantae's abilities? Occasionally fun, but mostly annoying. The world map? Generic and mostly annoying. The dungeon designs? Among the worst in the series for simply how annoying they are. The bosses? Padded out and annoying. The music? Bland, and more importantly, annoying. I left Seven Sirens mostly ambivalent to its content, no desire to really play it, but most importantly, annoyed. I feel annoyed at this game's very existence. Not angry. Simply. Annoyed.

Great art direction. Interesting character design, a nice cel shading style and overall beautiful aesthetics.
The gameplay is a little formulaic, basically fighting until the rage bar fills up, pressing R2 and watching something cool. But it's something really REALLY cool, very exaggerated and over the top, I played the whole time with a smile on my face. The music is really cool and really highlights the emotion of the moment.
It has a lot of QTE but I haven't found one that gives instant death when missed. Either you take a little damage or you get a slightly lower ranking at the end of the mission.

The game has 18 missions, 6 for each arc. The last one has an extra scene when completing 5 missions with S-ranked or completing 50 missions on any difficulty. I had 2 when I finished the game, so I went back and did the first 3 missions again and got the requirements. I did the mission again and saw the scene, which ends with a fucking cliffhanger.

Capcom in its darkest period put the true ending through DLC. The arc is called Nirvana and has 4 missions, I would say "Nevermind" but it's the best part of the game. I couldn't put the game down until I saw the end and I'm satisfied.
Another DLC is a crossover with Street Fighter 4. One fight against Ryu and another against Akuma. One round like a tradicional fighting game and another like the rest. I defeated Akuma the first time Oni mid tier was no work, but against Ryu that came first gave me a lot of trouble.

The worst part for me was the performance, at times the frame rate dropped a lot and the input lag is so much that I had to advance the time in almost a second to get the perfect QTE. There is no way to calibrate this like in Guitar Hero.

Even with some problems, I really liked it. It's the best Berserk game to date. I imagine Guts rubbing Griffith's face against the walls of Falconia like that. Too bad we'll never see it.
I miss Kentaro Miura. =(

Doom

2016

Apesar de ser um pouco longo demais, o que o torna repetitivo perto do final, esse jogo é realmente muito foda não só por ter personalidade pra caralho se comparado a outros Shooters, mas por reviver essa franquia que tinha sido espancada com Doom 3.

A princípio, a essência da saga ainda está aqui, mas modernizada em um tom mais "sombrio" em sua música e design (que combina bem com a estética desse jogo, e que é felizmente/infelizmente abandonada em Eternal) é bem maneiro ver como os visuais dos demônios e armas foram traduzidos pros tempos atuais, tudo é mais "tecnológico" e quase militar de certa maneira, principalmente os demônios que eram mais cartoonescos no original (Porém a super-escopeta ainda é só uma cano duplo 😔) as mecânicas novas de Glory Kill's e Modificações de Arma tornam os combates muito mais interessantes, e as mecânicas de Upgrade tornam o loop de gameplay mais satisfatório (valorizando a exploração) o cenário é um pouco repetitivo na minha opinião e após umas 8-9 horas de jogo já não tem muita graça fazer as exatas mesmas coisas toda fase, considerando que diferentemente do Eternal, ele não vai implementando mecânicas novas gradualmente, mas ainda sim é uma experiência bem prazerosa e é injusto compara-lo com um jogo que veio 3 anos depois. Também quero dizer que as boss fights aqui são muito boas, o que é bem difícil pra um FPS (principalmente um Boomer Shooter) é só uma pena que todas elas estejam no terceiro ato do jogo.

Por último, vale apena citar que aqui eles levam o fator de história mais a sério e tentam criar uma mitologia baseada no Slayer, além de abordarem um pouco mais a UAC (criando até o personagem do Samuel Hayden e VEGA, que são adições interessantes a uma franquia que era conhecida apenas por seus vilões e protagonista) não é necessariamente uma história ótima, mas cumpre bem as pontas e torna o jogo mais imersivo, já que a história não está só pra ser um background pras matanças excessivas.

Em conclusão, eu não gosto tanto de Doom 2016 quanto todos muito por causa de eu ter jogado o Eternal primeiro e ter várias mecânicas dele implementadas na minha cabeça. Eu não sou fã do qual longo o jogo é, e também do qual fácil ele é (ao menos no Ultra-Violência, não vi o Pesadelo ainda) ele acaba ficando bem chatinho perto do final quando os combates ficam muito longos e o jogo te afoga em Power-Ups, a motossera também possui muitas cargas pro meu gosto e o jogo distribui munição de BFG. Apesar de tudo isso, a estética desse jogo é incrível e a trilha sonora é maravilhosa, eu considero esse um ótimo ponto de entrada pra essa saga já que ele é bem parecido com o original mas de uma forma bem mais refinada. (eu não vou fazer o Ultra-Nightmare nesse, eu ainda não me recuperei totalmente do Eternal)

Doom

1993

You just grab a shotgun and black out...

THE BINDING OF ISAAC WARP ZONE: S H A R D S O F I S A A C

Back in my original review, I think I sold Wrath of the Lamb a little short. I had called it one of the most unfun, bullshit things I had ever played coming from Edmund McMillen. But, there was one, small. Perhaps a tiny issue. Maybe with skill? Hell if I know...

Wrath of the Lamb is where The Binding of Isaac truly began, adding all types of new shit into the game. From bosses, to items, and even modes, Wrath of the Lamb is one of the most influential expansions to Isaac as a whole, and solidified the game as a masterpiece. Did 2011 simply not have enough content for you? Well, it's Wrath of the Lamb now, bitches!

This is where the alternate floors come into play, and the greater enemy variety is more apparent here than ever. I didn’t notice how limited 2011’s enemies were until I installed Wrath of the Lamb, because holy shit. This is way bigger! And the bosses? Far more intimidating than before. Each boss is far more devious than the previous Flash bosses, being faster and even more intimidating with the new music, which goes just as hard as the rest of the soundtrack. The difficulty of the game itself is so much higher than before. I nearly died on the first FLOOR when playing, it’s that grueling. In fact, it might be a little... too hard. I do really like Wrath of the Lamb (now that I don’t suck at it), but in GOD’S NAME, at least play Flash for a little bit before downloading it, because the type of shit you’ll encounter far exceeds the difficulty of any expansion to Isaac, and yes, even Repentance. To compensate, Angel rooms have now been added, and you can also manipulate them into spawning, and these have weaker items, like Rebirth, but the pool doesn’t suck now!!! Hooray! And, just like every previous Isaac expansion, there’s new story. There’s the Cathedral, and The Chest. Now, you might say that I already covered these, but Wrath of the Lamb’s Cathedral is NOT the same as Rebirth’s, not by a long shot. It’s a far more challenging area, with enemies being far superior and faster, and the final boss (Isaac) has been completely changed in Rebirth, honestly one of the only things Rebirth did worse compared to Flash. It’s a complete slap fight, with Isaac only firing and firing hundreds of tears towards you. After doing that for a bit, he stands up and starts firing homing tears in a D-Pad pattern, and does it even more frequently, before finally gaining flight, summoning so many enemies and light beams, descending down on the player. And this is where the true fight begins, easily being the hardest part of the battle. And the music, once again, is fucking incredible. After killing him, you get a piece of an image on the title, and I think you know what that means. So after 6 kills, you get The Polaroid trinket, and it drops after killing Mom. Now, go into the Chest dropped from killing Isaac, and bam. You’re in the final chapter of the game. This floor is essentially a victory lap, with every dropped chest being converted into items, and the final boss is Blue Baby. He’s essentially the Hard Mode of the Isaac fight, shooting even more tears, having more health, and having the ability to teleport across the room. And, for the final time, the Chest drops. The final ending shows numerous polaroids, showing Isaac’s memories, as the screen slowly fades to back, while the Library music plays in the background. Nightmare fuel. But, when it comes to the rest of Wrath of the Lamb, there’s not much to say that hasn’t been said already in my prior reviews. All of the new items are pretty cool, there’s even more run variety, and practically everything from Flash is fixed, so yeah. Wrath of the Lamb is pretty damn good, if I say so myself.



Except for ONE, tiny, SMALL issue. 100%ing Wrath of the Lamb is fucking TERRIBLE. Okay, so we all know the usual “defeat every boss with every character” stick, right? I neglected to mention this in my previous review, but Flash Isaac is just as straightforward as Afterbirth when it comes to 100%. But thought Flash was too easy? You sir, have not played Wrath of the Lamb. And it’s all due to a little update in 2015, without Mcillen’s involvement. Wrath of the Lamb wasn’t too taxing of a 100% prior. Sure, Isaac and ??? were pretty hard, but once you got it down the first time, the difficulty only snowballed. And the challenges weren’t so bad either, so 100% was pretty fun and engaging. But... in 2015... oh man, Curse Alert for those who care.

ETERNAL EDITION IS THE WORST FUCKING THING EVER INTRODUCED INTO THIS GODDAMN FRANCHISE. HOLY SHIT, WHERE DO I BEGIN WITH THIS FUCKING PIECE OF SHIT??? There’s NO new items nor anything in this update, only Hard mode, taking most of, if not ALL of the fun out of 100%. That’s the entire fucking POINT of The Binding of Isaac. The achievements are difficult WITHIN REASON! You actually get shit for going out of your way to do something difficult. THAT’S WHY IT’S FUN! I need way more incentive to play Hard mode rather than an achievement on Steam. That’s what made Super Meat Boy 100% so fun. The Meat Ninja is actually a cool unlockable, even IF Leaderboards are disabled with him! Shit, if you couldn’t come up with any new items, just take some from Rebirth, that would be COOL and neat to see in the older version of Isaac. You use Godhead for your achievement icon already, why not go all the way? Oh, and Hard Mode? I kid you not, this is some f the most grueling, unfun BULLSHIT THAT I HAVE EVER EXPERIENCED IN THE BINDING OF ISAAC. The D6 got nerfed for no fucking reason, the Eternal Bosses are controller breaking frustration, and the difficulty relies on heavy luck to even succeed. I’m not kidding when I say I had an awesome run but with low HP, and I had over 5 seconds of unavoidable damage that KILLED me and made me start ALLLLLLLLLLLLLLLLLLLLL the way back to the fucking Basement. Great and fun game design, Himsl. Oh, and whoever designed Eternal Monstro can eat a dick t- OH, OOPS! Eternal Edition isn’t fun. Don’t go for these achievements. Seriously, they’re awful. Wrath of the Lamb is an amazing game, but simply put, Eternal Edition just sucks.

But overall, Flash Isaac as a whole is pretty solid, despite Eternal Edition being far from the greatest. If you’re getting tired of Rebirth, I’d recommend trying out Flash, even for a little bit. It’s shockingly fun, and I think it held up pretty well. Hell, I'd say that it's on the same tier as Rebirth in terms of greatness. But thats enough dawdling. We all know what’s coming next. So it’s time for the finale, the PINNACLE of zeusdeegoose. Until then, my friends.

Life isn't fair, isn't it? / Wrath forges his fury, his sin / From within he cries” “Wrath” by zeusdeegoose, Written on 4/22/24

Had a lot of fun with Stellar Blade and I'm currently going through NG+ for the plat. The game has very clear strengths as well as weaknesses. Overall though I'm pretty surprised by how well made it is.

It goes without saying that the most fun part about Stellar Blade is its combat and while it falls short to something like Sekiro, it is still damn good. You get sick ass moves with Combo Attacks, Beta and Burst skills that will not only make you look cool but also do hella damage. Some of these can even cancel out annoying moves or strings, really useful against bosses. The defensive options like Perfect Parrying and Dodging feel very nice too even though I suck at dodging the yellow attacks. You also get access to follow-up attacks when you land these, making it even more satisfying. Also having a dash that basically teleports you to the enemy is convenient if you wanna close the gap and be aggressive.

The Naytiba's have great looking designs and there's a hefty amount of them so you never really get bored fighting these enemies. Boss fights are solid and I'm glad they were because I got hooked on the demo, fighting the Boss Challenge over and over again. Unfortunately didn't get a no damage run but the Stalker fight gave me hope for what's to come and majority of the bosses in the full game actually did deliver.

Paired with an exceptional soundtrack that could very well be the best one this year, it is a fire recipe they have here. Not a single bad track in the entire game and the list has a ton of range too, keeping it refreshing. It also made exploring so much more enjoyable especially since I was doing all the side content.

Oh yeah, the graphics are good.

And I almost forgot to mention but there wasn't enough sword surfing.. sad!

Now this is where it gets bad because while I really liked doing the side stuff, there are so many things that just drag down the experience. First of all, the fast travel and map. Why is it so annoying to get from Point A to Point B? There's just too many steps and when you have to backtrack constantly like it's a metroidvania or something but then you're also met with multiple loading screens, it's just terrible. You can't fast travel to every camp nor can you open the map and look at a different location, not to mention you only have an actual map for only half of the locations. Another thing I noticed when exploring is that there are lots of spots where it looks like you can make a jump or a climb but you literally can not. Is it designed this way to piss off the player? I don't know.

I haven't gotten to the story and characters yet but simply put, it is bland. You are not NieR. The main trio of EVE, Adam and Lily have no synergy at all. I simply didn't care for any of them, or the rest of the cast but I guess at least Lily has some personality. EVE just has cool outfits and a ponytail so long it reaches her heel, so swag!

Despite all of that, majority of my time spent with Stellar Blade was fun and that's what matters the most in my humble opinion. Looking forward to the DLC with the Boss Rush mode so I can attempt some no damage runs. Anyways I'm giving it a 7.5/10.

Nossa, de verdade, que jogo divertido! Esse jogo me surpreendeu bastante e conseguiu me prender muito. Sempre tive vontade de explorar essa franquia do Rayman, acabei começando por esse e me diverti muito do inicio ao fim. Uma coisa que eu não gostei muito, foi que após estar quase no fim do jogo, antes de enfrentar os bosses, o jogo me fez voltar em algumas fases para pegar mais dos itens rosas para poder enfrentar eles, logo consegui juntar o suficiente, mas não me agradou muito. No final o grau de dificuldade me surpreendeu bastante, mas com o tempo consegui pegar o jeito e finalizei esse jogo incrível. Super recomendo!

Oh, Sonic Adventure 2...

At first, the shift from hub worlds to linear storytelling was a change I had to get used to - the pace of doing levels back to back feels way different from walking around Station Square aimlessly to get to the next stage and I didn't like how it felt here. However, my stance changed about halfway through the HERO story (which I played first), and I began to appreciate the storytelling of the sequel over SA1, because you get the story (on your side atleast) told in chronological order without having to puzzle it together and you constantly switch characters, so it doesn't get boring. So on the HERO side you're already getting a full story about Sonic and his friends alone, but the villains are contextualized in the DARK story. Personally, I preferred the DARK story, it just felt like the more complete package overall and the cast is more interesting.

As for the gameplay, Adventure 2 brought some noticeable changes to the Treasure Hunt stages, put an extended focus on mech levels (which play similar to Gamma from SA1) and also changes the physics and controls a bit from the first game - nothing worse than no longer being able to overly rely on Sonic's spindash, as it's not overpowered anymore. You get used to it fast, but that was a death sentence in the first hours of playing! Concerning the Treasure Hunt stages... I'm not a fan of what they did to the radar, the beeping noise is even more obnoxious (and louder) than before and only having the shards show up in a set order is frustrating. However, sometime during Knuckles' final level it came to me that I've developed stockholm syndrome towards the Treasure Hunt gameplay and after reflecting and replaying the Knuckles stages again, I had a lot more fun with them than before. They're an acquired taste, a guilty pleasure.

You know what else is guilty of being TOO LOUD? The mech levels - just hold down the lock-on button and you'll get a free trial of tinnitus, all while you've got a full Michael Bay movie with thirteen different kinds of explosions going down in the background. Weapons Bed might actually be one of the loudest levels I have ever played in ANY game. It's not like the audio mixing was good to begin with, the volume of sound effects during regular gameplay is so comically overtuned and you might as well believe the conversations in cutscenes were recorded during a rave by how often the voices get drowned out by the music. But generally, the soundtrack of Adventure 2 really delivers. Favorite songs are Escape from the City, Live & Learn and E.G.G.M.A.N.

Not much more to say, except that I missed out on the Chao Garden in this playthrough entirely, just because I had no clue how to hatch the eggs. A shame, cause that's apparently a big aspect of the game - so I'll be sure to check it out sometime. What else, Shadow and Rogue are awesome and this game is a blast to play despite the issues. I'm considering bumping it up to five stars if the Chao part of the game turns out to be good. It's just chaotic and fun.

In which other game can you experience Tails using his special move of crashing the game twice after telling Eggman how powerful he is? I can't think of one.

It is a miracle that I got to finish this brilliant game, and now people can stop bullying me because I haven't played it before.

My rating criteria for this game are games released in 2010 and prior. 
I had so many technical difficulties. Even by the standards of that time, this game has so many bugs that softlock you, tons of crashes, and buggy graphics settings. Also, controls got bugged, and I couldn't press the ESC key at all. I had to Alt-Tab every time to pause the game. These technical problems made me finish the game in a week, in about 25 sessions.

However, the story was intriguing, and the horror elements were used in such an amazing way that I got scared of my own shadow multiple times. The library part was made because they hate us players and they want us to have a heart attack. Plus. I liked the funny Ulman jokes.

Oh, the ending was also crazy! Here is footage of me during the ending!