so, three core components on the launch edition review of this that i'll inevitably revisit in a few months

CAMPAIGN: this isn't as bad as people make it out to be. i say that to say that it's pretty bog standard call of duty all-around. i'd give this 3 and a half stars. the writing's frenetic, nothing ever feels truly desperate and the ending is genuinely abhorrent pacing. where it earns the stars is in the concept of the open combat missions, which are a stellar change of pace to call of duty's traditionally insanely on-rails universal studios rides. that comes at a cost, and they're very obviously imperfect, but navigating a shipping yard with nothing but a knife and trying to complete objectives entirely undetected was really neat. a lot of people took issue with open combat because it felt like it could be really easily trivialized, which didn't make any sense to me. it was like having another, more-specific difficulty slider. another friend i watched did the same shipping yard mission guns-blazing, going instantly loud, setting off every alarm and pushing every engagement he could. i kept parachuting off of cranes and executing people. it's what you made it, and what shines through more than the laziness of SHG in their campaign execution is the lack of creativity people are conditioned to have with regard to the series. solid stuff, post-credits scene is absolutely the most interesting thing that happens in the whole MW reboot so far

MULTIPLAYER: it's MWII with slide canceling, an insanely forgiving TTK akin to BO4 and an incredibly focused powercreep toward the new weapons. one glaring flaw with this game is that all of the maps are from the original MW2, which has a lot of drawbacks. the original MW2 had absolute laserbeam weapons like the ACR, the FAMAS, the UMP and the M4 that were consistently able to erase people from good headglitches. being stealthy was insanely easy because spawns and flow were so predictable. with 14 years of series progression, we no longer have guns capable of beaming folks off of headglitches, which are now far more oppressive because hitboxes have become so much more spotty and realistic. we've also got more dynamic spawn systems that turn these maps on their heads a lot of the time. oh, and the most aggressive EOMM we've seen in the series thus far, rendering most higher-skilled lobbies completely unplayable at a casual level.

ZOMBIES: this is where the game's getting a lot of star power back. it's polarizing completely turning something as tried-and-true as round-based zombies on its head with an open-world, timed extraction shooter mechanic found in DMZ but to argue that it's not a great step forward is silly. there's a lot of dynamicism in it. it's been five days of it so far and i've already had incredible experiences frantically dashing around the High Danger zones, enormous house-sized monster trailing behind me as i make feeble attempts at forming a plan with olympic-level zombies converging from all angles. i've seen calls for help from downed players across the map with 10 minutes on the map timer and done rescue missions, rewarded by the paltry inventories of grateful operators on my way out. i've gotten myself into sticky situations, lost it all and gone in with nothing but my fists to come out adorned with a loadout that could take on an easter egg boss. it's just got so much opportunity. it isn't without flaws: the solo player experience feels so overtuned for the casual player, there's myriad bugs and errors that cost players their hard work, a lot of the missions feel downright impossible without how-to guides and there's not a lot to discover... but this is a lot of what was said about DMZ last year before IW went balls to the wall and turned it into what seems to be, undebatably, the absolute best part of the pretty rocky year of MWII. what matters now is extrapolating what makes this mode enjoyable from the feedback and analytics and hammering in more experiences like that

all in all, i really enjoy it so far. i'm hoping for them to push the absolute hell out of supporting it and turning it into a cornerstone of the franchise

crash team racing is my favorite game, full stop, ever

crash bandicoot is my favorite character in gaming, ever

with that to contextualize things: i did not finish this game as a child with a PSP and infinite free time over a summer

also: there is an entire collectible mechanic in this game where you watch crash die in exceedingly creative (and almost disturbing) ways called die-o-ramas? i feel like that doesn't get mentioned nearly enough

this is, in my opinion, the best kart racer of all time. it's not even like anything else comes close for me. it does every single thing correctly. this game's track variety, the soundtrack, the infamous hidden mechanics, character selection, post-game content -- it's all just the best the genre has to offer. it's so technically sound and feels fresh even though it's been remastered and followed by two full sequels in Crash Nitro Kart (audience gets a little excited) and Crash Tag Team Racing (audience groans).

the only -- and i mean only -- perceivable flaw it has is that a good player is completely unable to lose to a bad player. if you know what you're doing on this game and you go a few races with someone who's only ever played mario kart, you're going to dust them beyond belief. if you know what you're doing on this game, you're practically invincible to items and stage hazards... which, for me, i think it's what really emboldens my love for the whole game. it rewards mastery. there's shortcuts in this game that -- i, with thousands of hours spent on here -- still don't nail every single time. to others seeking a casual kart racer -- as the genre is intended -- they might be soured by the fact getting incredible item RNG won't completely level the playing field.

god, this game rocks

few studios have ever had as good a grasp on the concept of quick, go from making them laugh about this guy's silly crawfish companion to making them cry about the incredibly well-crafted and elaborate family dynamic we've cultivated over the last 15 chapters better than RGG did when they made this. RGG has done this really well in past games to a certain extent, but never with this wide of a range of emotion. they fired on all cylinders the whole way through.

i finished yakuza 6 and audibly sighed. i'd gotten LAD for free a while back through PS+ but put off playing it partly because i hadn't finished the rest of the games, but mostly because i was dreading the shift to turn-based combat. i hate turn-based combat. i think it's uninventive, unintuitive and unimaginative. 48 hours and 21 minutes of LAD later, i can't wait for LAD8. good god, they hit a home run. QTE triggers, parry mechanics, the entire job system -- it all brings the series into this new age that i'm so glad they took. it's not perfect, of course: it can get grindy, some bosses have absurd difficulty spikes, there's a mishmash of abilities and sometimes it does really boil down to how much you've grinded: but i'm not sure i would've loved this game the same if it had the original Yakuza combat -- even if it's as good as Lost Judgment's.

furthermore, this game does characters in such a satisfying way. the bond system, the organic conversations that crop up when navigating the locales, the main story developments that lead to people joining the party despite the prior relationships with ichiban... it's all just masterfully crafted. what this game does to develop the narratives of the characters: you understand every protagonist's unique motivations, their principles, their history -- the decisions they make make sense and feel founded in years and years of careful attention to detail to their stories by a team of individuals that obviously love these characters to death. if this game does nothing else correctly, it does people justice.

also, the english dub is fantastic. nanba's voice is a little too gruff for my liking and there's a couple characters from prior games that have cameos and don't sound right (probably because you're used to their japanese VAs) but everyone else rocks.

TL;DR if you play this you might need to prepare for getting a dragonfish tattoo sometime in the near future because ichiban can and will win your entire heart

i think that, if for nothing else, this game should be remembered for the characters it had. not trucks -- there were 6 actual characters you could play as. this had no effect on anything. i'm not even sure the characters had models inside of the truck. they didn't have icons for placements in races -- nothing

• rookie, a 20-year-old student who's hobby was "picking up chicks"

• schizo, a 41-year-old guy wearing an aviator's hat with the job field labeled "eventual"

• calamity, a 25-year-old salsa dancing policewoman

• the colonel, who was a 48-year-old air force colonel who just so happened to also race monster trucks

• crazy dog, a 33-year-old south dakotan native american who worked as a bodyguard and liked to provoke riots in bars

• and mom, a 51-year-old waitress from nevada who -- and this isn't a joke -- had "Bingo, bets casinos & motor" listed as her hobbies

this game was not good. but man, did ubisoft know how to make an engaging roster of characters

you shitting me? this has super turbo, captain commando, knights of the round, strider and the king of dragons. every other game on here could've been big rigs: over the road racing and it would've been at least 3 and a half stars.

my uncle got me this for my birthday as a kid on the PS2. i remember sucking at it so badly that i'd always get beaten by the timer before i'd even driven for like, 3 or 4 minutes, and then i'd put it away. and you may be reading this and going "well, how the hell did this get 3 stars if you couldn't progress at all through it?"

the other reviewers are 500,000% correct. the honk button in this game, for some inexplainable reason, is so much more fun to push than in any other game with a horn. get it just for that.

managing to somehow ignore the fact that this cover is a punishment issued by god upon those unfortunate enough to have wandered into a gamestop in the early 2000s, this shit is incredible

there's something to be said about the mechanical strength of games like super bust-a-move, or tetris, or any low-resource puzzle game on hardware that dwarfs the requirements. it always feels beyond smooth

remarkable wrestling game. i don't feel like it's a very popular sentiment, but this is (in some ways) leagues ahead of what WWE (and other wrestling game companies) were cranking out at the time. that's mirrored in the actual wrestling product at the time -- this is practically right at the height of TNA greatness.

PROS: there's an incredible chain wrestling system that feels intuitive and rewarding the more you play, the roster is diverse and the characters feel accurately represented, the animations are crisp and weighty and the story is camp as hell

CONS: the main character's name is suicide, which was problematic even then, there's a lack of any real commentary, there's a pretty wild lack of mode variety and after beating the main story, there's not much to do

highly recommend returning to this on a PS2/emulator if you've got the means to: it aged very gracefully

of all the playstation 2's launch titles, this is one of them

bullying works. rockstar made this, got panned for it and then cranked out a top 10 video game of all time in san andreas, so that's neat

this is a racing game that has a commentator on it. that's a novel concept, but he has maybe -- and i mean maybe -- 6 unique voice lines. he's also got an insanely grating voice.

incredibly satisfying sense of speed for its time, though, and worth an emulated visit if you're into hot wheels in any real nostalgic capacity

worth elaborating that i never had this game as a kid, but i did have a demo disc from playstation magazine featuring a single level on it. i played it to absolute death. i also hear one of the enemy NPCs saying "you wanna die?" in my head like once or twice a week despite not playing this or seeing gameplay of it since 2006

it's complete horseshit that this is on page 19 of the most popular PS2 games. i've never met a person who had a PS2 and didn't have this

anyway: this is a phenomenal game. it nailed atmosphere, physics, setting, pacing and was about as in-depth as we could get as early in the PS2's lifespan as it came. i think more games need level boundaries that just chuck you into deep space, too