247 reviews liked by sonofrice


Princess Peach Showtime was a clever, cheerful, and entertaining game for the Switch late in its current lifespan. It’s a fun game aimed towards a younger audience, but my wife and I thought it would be fun to play together. We had a great time, and ended up really loving this little theater world. It took us about 4 days to play through it all, about 2 hours a day after work. It is a little short, but would be perfect length if it was made for a handheld like the 3DS. I can’t help but wonder if the people who made it were originally making games for the 3DS, and with the Switch being both handheld and a home console, sorta ended having to merge a handheld game into working as a home console game as well. It explains the short playtime, and Nintendo must have been so happy to have an excuse to slap a home console price right on top, too. That is really my only complaint, the pricing, but at this point I guess I should know that Nintendo is Nintendo… ugh lol.

Besides that, I had a very lovely time playing Princess Peach’s Showtime! It seemed to really know its audience as my wife was obsessed with seeing Peach in all her different outfits, and even getting to decorate her look when off the stage. I’m a bit more of a tomboy, but I still had fun! I like Peach (totalllyyyy wasn’t in love with her as a kid, what hm? Who said that?) and it was cool seeing her perform different roles when she’s often been typecast as the damsel-in-distress since day one. Plus, her outfits were pretty cute! I dunno, I liked it! But I can understand complaints people have had as well. Check it out if you really love Peach, but otherwise you’ll probably have more fun with something else.

3.5/5

Having to make my own decisions was a terrifying experience. I will never do it again. And before anyone asks, I did it, everyone! I fixed her! (I got the good ending)
It was one of the best visual novels I have ever played. Great voice acting, great story, and the voices in my head are accurate. It's impressive that they are still updating the game, and a big update that'll extend the game by 25% is on its way. It's also not a very long game; I finished it in 5 hours because I took my sweet time and wandered around.
There was a sequence where I refused to continue doing what I was told, and the game shut down after the entity told me, "I will be here when you are ready" or something. I was flabbergasted. Next time I opened the game, that same entity welcomed me, and I continued where I left off.
I just wished that the Voice of the Hero and the Narrator's voice wasn't so identical.
It is truly a unique experience and a must-play.

Alright, strap in. I have a lot to say.

Let's get the elephant out of the room before I actually talk about this game. I am going to bring up issues I have with the game's art direction later on but none of that has to do with how sexualized the character designs are. I am fine with all of those other characters you want to use as a counterargument. That is not the core of my issue with this game, but before I get into that, I'll talk about what I DO like because I do still like this game.

I think on a graphical level, the game looks amazing. It runs consistently well and has been thoroughly play-tested which I shouldn't have to appreciate, but most great games usually have at least some small level of bugginess that this game does not have. Additionally, on this aesthetic front, I love the game's soundtrack, probably one of the year's standouts alongside Rebirth and Prince of Persia. I also think the linear and open-world missions in the game are, for the most part, quite fun! There are some survival horror-type missions that I found particularly memorable, even if they clash really hard with the rest of the game, but we're not there yet!

But the place where I have the hugest amount of praise for this game is its combat and enemy encounters. I'm gonna talk more about the game's "identity" later but this is where Stellar Blade's identity is strongest as it can't really be put in any camp for these 3D hack-and-slash games. It's not slow-paced and deliberate like a souls-like, but it's not super quick and combo-heavy like a DMC or a Bayonetta. The combat feels like a good mix of light comboing, really nice feeling parries, strong finishers, and a good amount of diversity in the way that you can approach combat. The enemies and bosses are also very well-designed and super difficult. The game shines brightest when focused on its great combat and there is a sequence near the end that works well for this game. It's great!

The game for the most part is really fun, super polished, and not particularly painful to go through. If someone might not have some of the same issues I do later on in this review, then I can see someone loving this game to pieces. But.. I have some SERIOUS issues with this game.

Starting off is the one that everyone, even the people who like the game is bringing up. On a narrative front, Stellar Blade is an absolute mess. The game's script is written so awkwardly, almost like it was machine-translated rather than actually localized. The dialogue is super awkwardly written and some moments in the side missions just feel kind of... embarrassing? The story setup is mildly interesting (until you notice something I'll bring up later), but the story's themes are barely explored apart from naming conventions and a couple of moments at the beginning and end.

The narrative didn't even need to be particularly deep or anything. Bayonetta and DMC games don't have deep stories, but A, they're not really trying to, and B, they do have a memorable cast with personalities at least. When I heard from reviews that Stellar Blade's cast isn't the strongest out there, what I DIDN'T expect to find was the most emotionless and barebones main character this side of The Callisto Protocol.

Eve is such a remarkably bland character, lacking a single actual personality trait. They try to develop Eve in a couple of ways regarding her ambiguous relationship with Tachy, who is also boring and has no character and then dies. They do a scene with this relationship in particular near the end of the game and it just felt so stilted and not super earned. But surely the other characters are better, right? I mean... I guess so? Lily at least has.. a personality and Adam, as boring as he is, at least has some interesting things happen with them later on, but the character writing is so incredibly weak in this game and the voice acting, both in Korean and English only makes it worse.

Okay, so that's the narrative stuff out of the way, what's that other major problem I have with the game that I've been edging you out of? This game does not have a fucking identity. I've been trying my best to hold back on comparing this game to NieR Automata up to this point, because I wanted to judge this game on its own, but it's so blatantly apparent just HOW MUCH of this game was derived from it. You play as a sexy android lady from a space base and are sent down to get rid of all of the bad guys that took over the Earth. You run around a semi-open world with a little drone that follows you around everywhere and talks to you. The game goes into detail on who the guys you are fighting and who you're working for REALLY ARE and there are themes of Identity and Religion and Life. The main character is very stoic and emotionless, but unlike 2B, here it's because they aren't written to have one. Hell, there are characters named Adam and Eve IN NIER AUTOMATA.

I know this all seems super surface level, but these comparisons wouldn't be such a huge problem if they had a super strong identity on their own and it really REALLY doesn't. The most distinctive thing about this game is that you're fighting Semi-religious gross penis monsters called Naytiba instead of robots. But that feels more like it clashes with the game's sci-fi aesthetic more than anything. Speaking of clashing, the character designs don't even really feel like they belong in the same game, most notably when you compare Eve, Lily, and Adam's designs. And they are the main 3 characters of the whole game. And most of the side characters don't even have faces, which is super weird? Why does the hairdresser have no hair? What are we doing here?

This also extends to the locations, Xion just feels like a pretty generic post-apocalyptic world. Half the time, in these linear missions, you fight in ruined cities and sewers and the two semi-open world areas you get are both bare empty deserts. I know asking for visual variety in a post-apocalyptic game is asking the wrong questions, but maybe have at least one of the open-world areas not be a desert??

All of these things combined, the art style clash between the different characters, friend, and foe, in this game, the super generic areas, the basic and derivative story, the lack of any characters with more than one personality trait, and the themes it doesn't touch on very much at all, leads to a game that doesn't really have an identity of its own. Hell, even though I love the music, it sounds very much like NieR music. The game's identity shines brightest in its combat, in its missions, in its boss encounters, and in one section near the end of the game that I thought was actually excellent.

This is clearly a talented team and the fact they were able to make a big console game this good on their first try is astounding. I can only hope their next game has more of a unique identity.

TLDR; The game is well-polished, has some great music, some decently fun linear and open world missions, and some exceptional combat and boss fights, but the character designs clash super hard with each other, the environments don't feel distinct, the story and character writing are incredibly bad, and the game just doesn't have a strong identity outside of copying NieR Automata's homework.

Sweet and Beautiful, warm and fuzzy, heartfelt and peaceful <3
Reminders and memories of the day to day we live by, and grow by ^w^ Nothing more and nothing less!!!

peak 2015 Tumblr ass-dialogue aside this was a cool lil narrative experience, some pretty cool concepts and characters that I hope get fleshed out more in the next game

This work is too fucked, its problematic pain points harder to swallow over time for me, but I cannot reconcile that discomfort when this was a very heartfelt comfy experience during a more formative time in my life. So in some ways I avoid and reject that, but one thing I feel righteous in rejecting is the notion of a work being too 'online' to experience, as if something that reminds you of the too-many-hours you spent on twitter or whatever is a not-very-valid perspective. We're in an era of people who are going to spend further or similar time looking through the internet in a way that fragments their personality into ways that become a part of what they are and having that be called "too online, feels like twitter/reddit/etc." is honestly a bit frustrating for me! I guess it's cuz i'm too online, I suppose.

Anyways Jill is me that's what I'm getting at

capcom got us americans good by putting all the decent stuff in the first game, then blocking off all the raw goat kino swag stuff to go exclusively into the second game

So, funny story: when I was around eleven, maybe twelve, I was at my cousin's house playing Garry's Mod on his computer. He wanted me to get off but in a very subtle way. So he challenged me. The ultimate challenge, he called it: enough Combine Elites to slow his computer down to the point where a hard reset was the only way to close the game.

Mystery Comabt Man 3 emulates this experience with a stable framerate. I kind of wish it didn't.

I mean this in the most insulting way possible: this is a time capsule. Like The Impossible Quiz, but with all of its charm and character stripped in favor of kitchen-sink design that's so "lol so goofy xDDDD" that the developer couldn't have been fucked to add level exits. Not that it would matter, anyway. Strip away everything added to be annoying and at times bizarrely charming, and you have a series of maps that somehow manage to rival that time I made a map in TimeSplitters that locked the entire red team in their base because my brother always picked red, and I didn't know that keys only spawned in Story mode. Except worse, because at least the worst maps we made in TimeSplitters (See: single cubes that caused rounds of Virus to last less than thirty seconds) didn't require God mode to be playable. Good lord.

I'm starting to remember why we post-millennial Zoomers like to make self-deprecating quips about the montage parody era of internet culture, and I wholeheartedly agree with them. This is below the lowest rungs of trash-tier modding. And depending on who you ask, it's the exact kind of thing that makes the scene so awesome. I can't disagree with that notion, I've done it before.

i feel like my fellow gay bitches online are all lying to me on this one. big issue: i think its story kind of sucks. Signalis is more interested in ominous poetry, mysteriously censored documents, and spooooky german words than actually setting an atmosphere or crafting a world. the protagonists' romance is supposed to be the beating heart but it read as very bland and hollow, you never get to know much about them and (SPOILERS) they all used to read Word Up magazine anyways. i'm not interested in filling in its blanks because none of it made me feel emotions. this would be fine if it was better to play but Signalis is too easy - its toughest element is its limited inventory, combat is largely avoidable and not too challenging if engaged with. there's not enough friction here, your android girl is a great runner and a great shot. the art direction is very nice, the models and lighting look gorgeous, but there's not enough unique assets in the game. it felt like i was mostly in the same few places fighting the same few enemies the entire time. i do think it succeeds at having some pretty inventive puzzles and i do love the first-person segments, i wish there were more (non-narrarive) setpiece-oriented ones. Signalis had one last thing it could do to hook me, but it loses me here too - none of this game is fucked up! there's never any freaky shit going down, no psychosexual pervert nightmares or nasty stuff or even anything slightly disturbing. i like yuri, i crave that sicko shit!!! Signalis felt like a dystopian teen YA with a bit of sprinkle of Twilight Syndrome and sci-fi militarism, very tame for what was supposed to be a hellish pseudo-reality.

what this game really nails is fulfilling this chaotic destructive urge in the player while also refusing to give into any sort of alienating or cynical aesthetic to justify it. in many ways it's a flippant creation mythos, rendering the earth asunder to create the sky anew. keita takahashi's sculpture student background can instantly be seen through these stellar structures that form from societal detritus, expanding and growing and taking on unique forms of every permutation of the level. each run is a celebration, with joyous rhythms from a range of latin, jazz, and electronic influences intertwined with screams, cries, and gunshots as the existing structures crumble and make way for astral creation. and it's so bittersweet when it finishes too.

gameplay is also masterful of course, not really shocking anyone by saying that. control this giant haphazard clump as you ricochet off of obstacles and absorb everything in your path. they could have easily left the game with no opposing force and instead intricately laid out a full playfield of different sized objects in each level, constantly forcing the player to make snap judgments about what can be picked up, where they should proceed next, and how they should weave through these patterns. the perfect push-pull of precise object management sections with the catharsis of finally breaking through to the right size where nothing can stand in your way.