sinistral2099
2021
2023
This game has one of the most mature and well written stories in the franchise. That said, there are a lot of systems and mechanics that make this game hard to recommend. It plays like a single player MMO, almost as if Square was trying to recreate the feeling of its online predecessor, Final Fantasy XI, in a single player game.
2002
Robot Alchemic Drive (RAD) is a love letter to giant robot fights, tokusatsu movies, and kaiju films. The voice acting is hilariously bad. The control scheme is atrocious. The plot line is nonsensical. In spite of all this, the game is one of my favorite games on the Playstation 2. I'd even go so far as to call it a hidden gem. The game is very self aware of how ridiculous it is and leans into that. The result is a game that will make you laugh and smile while you play it. It's not difficult, but it is fairly long at 15-20 hours. It's developed by Sandlot and published by Enix (prior to the Square-Enix merger), and this game's engine went on to power the Earth Defense Force games. Give this game a chance and it will work its way into your heart.
1999
1998
2021
Really cute homage to Minish Cap with some pretty rough edges. Overall a good first offering. Hope to see some of the kinks worked out in future sequels.
The game is a bit wordy for a Zelda-like, and the jokes don't always land. The difficulty curve needed to be smoothed out. That's really my biggest complaint about the whole experience. In the beginning you're always seemingly one hit away from death, but thankfully there is little to no penalty for death as it just starts you back at the beginning of the room you died in. Once you get enough health to survive, the game becomes trivial. Salt Candles are the ultimate weapon in this game. I overlooked them at first until I was forced to use them and then they became my weapon of choice for every boss fight.
The game is a bit wordy for a Zelda-like, and the jokes don't always land. The difficulty curve needed to be smoothed out. That's really my biggest complaint about the whole experience. In the beginning you're always seemingly one hit away from death, but thankfully there is little to no penalty for death as it just starts you back at the beginning of the room you died in. Once you get enough health to survive, the game becomes trivial. Salt Candles are the ultimate weapon in this game. I overlooked them at first until I was forced to use them and then they became my weapon of choice for every boss fight.
Cute game. A more refined gameplay loop than the original, which one would expect from a sequel. The game does a great job of getting you from out of one round and into the next one quickly so you don't feel like you're slowing down.
The map mode was one map longer than it should have been as the final map just felt like a chore to slog through at times. The game sometimes throws brawlers at you that have incredibly long hit sequences (I think it says Nemesis on the screen for these?) and they're so long that they really break the flow of a good round. It can also sometimes batch brawlers and/or bosses together and those are only fun when you use a revenge token because it gives you more time to regenerate health. I appreciated the ability to slow the speed down, but on the final map there were still times when it was too much to keep up with. From an accessibility standpoint this might represent a problem for some players.
Watch the ending video. It was extremely wholesome. I look forward to seeing the future games these devs put out.
The map mode was one map longer than it should have been as the final map just felt like a chore to slog through at times. The game sometimes throws brawlers at you that have incredibly long hit sequences (I think it says Nemesis on the screen for these?) and they're so long that they really break the flow of a good round. It can also sometimes batch brawlers and/or bosses together and those are only fun when you use a revenge token because it gives you more time to regenerate health. I appreciated the ability to slow the speed down, but on the final map there were still times when it was too much to keep up with. From an accessibility standpoint this might represent a problem for some players.
Watch the ending video. It was extremely wholesome. I look forward to seeing the future games these devs put out.
The game is beautiful and the drifter feels great to play. There are some pretty large pain points though mostly having to do with a combination of factors that can lead to bosses one shotting you with almost nothing you can do about it. The story is never explained, and only hinted at through cryptic visuals, leaving it entirely up to the player to interpret.