525 Reviews liked by steelybel


"sonic had a rough transition into 3d"

cool, weird-ass game that proudly wears its status as sega flexing its shit on the previous gen right upon its sleeve. the monolithic status this game has in the fandom and the historical context of sonic as an entity is pretty interesting to me considering there really isn't that much to it - ten solid sonic levels and then little fragments that more or less exist to flaunt the possibilities of the dreamcast and what all sega was capable of at that point. i'm really endeared by games of this era that were chock full of weird side content and minigames just to show what the fresh hardware was capable of (final fantasy x also comes to mind), and sonic adventure is maybe nothing BUT that. combine that with its weird atmosphere and bizarre, campy writing and it fits right up there with the pantheon of Weird PSX JRPGs of '99.

speaking of writing - i was surprised on a playthrough how this game basically doesn't have a story so much as it has a bunch of isolated events that happen in proximity to one another in an arbitrary and sort of staggered fashion. sonic's story may be the main draw here in terms of gameplay (and clearly the star of the show in general; he's the only one of the stories you can't knock out in an hour tops) but it's also the story where pretty much nothing of note happens. honestly as cute as tails and amy's little mini-character-arcs are the only story worth writing home about here is gamma's, which i still find really poignant and thought-provoking even as an adult... something fatalistic and genuinely dark about this power-hour of pathos, even in comparison to the really dire places that sonic adventure 2's writings and greater themes go. honestly gamma's just the best part of the game in general, between his story, his variant of hot shelter easily being the best level in the game, and the boss fight against beta being one of the game's very best. kinda wish i cared for drakengard 3 at all because i would KILL for a version of his general plot pitch that's not written for children

can't help but feel like some of these little stories deserved a bit more time in the oven; gamma's shooting gameplay and knuckles' hunting were both eventually expanded upon in SA2 but i really like the "puzzle platformer where the female protagonist has to avoid a creepy stalker" idea with amy's gameplay and how tails' levels take sonic's ethos of playing as little of the level as possible to their natural extreme... such a shame their stories take about 11 minutes apiece to complete.

definitely not as polished, focused, effortless or full of finesse as sonic adventure 2, but honestly i don't think being less Good in one linear direction makes it Bad in the opposite linear direction either. sonic adventure is a strange, curious, funky little game, and it's lovely for it.

the discrepancy between top banana's advertised aesthetic, signified by its cover art, and the manifestly psychedelic artwork reflected within is ferociously disorienting. ive never felt such abrasive whiplash, anticipating a rote and teed-up but hamfistedly executed platformer and getting instead what can only be described as environmental rave horror.

im pretty happy to walk into games knowing next to nothing these days, people love inadvertently ruining the joy of discovery online nowadays. i sat there for half an hour, adjusting the settings of my amiga emulator, trying to get this damn thing to work with no knowledge of the games mechanics or stylings. for a time i was accompanied only by the lovingly recreated whirring and chugging of the amiga emulator reading my floppy disk files, presumably orchestrated so as to reflect the sounds an actual amiga might make. we're segued into the game with a loop of a music video entitled 'Global Chaos' featuring protagonist KT, and then momentarily halted by copy-protection as the game asks us to use a specific word from the game's manual as passcode. following this, the player is unceremoniously thrust into the game proper and finds they must contend with an arcane control scheme. z moves left, x moves right, the enter key fires hearts, the quote key jumps, and the / key will stop jump momentum at any interval, bringing you down to a platform.

according to the manual, top banana's world is facing calamity: "not from slimy aliens or evil wizards but from direct consequences of our own greed and stupidity." in plainer terms, corresponding to the systems of the game itself, the manual lets us know the goal is simple: reach the top of the stage, prove your skill and courage in the material world, and become the top banana after seeking ultimate wisdom in the Mind-Scape. along the way you navigate perilous floods and you vanquish foes, among them bulldozers and emaciated individuals, with the power of love, akin to an off-kilter love-de-lic experience. it would be a straightforward endeavour were it not for some frankly eerie sound design, evocative of silent hill and siren, setting the tone for the experience. note that i wouldnt make that comparison lightly. this is compounded further by some genuinely eye-straining and cluttered visuals.

and this is where my interests in top banana as an ineffectual and rudimentary, but otherwise somewhat functional platformer end and my interest in top banana as an aesthetic experience begin, something of a vulgar, perverse mother 3. because it's clearly not up to snuff as an arcade platformer - controls are slippery, the ruleset is abundantly unclear, visuals are sometimes indecipherable, the effects of powerups are very rarely beneficial - despite being obsequious to the general rule of thumbs for a variety of very difficult arcade platformers, ie directing the player to adhere to a strict choreography in order to progress effectively. but it is, in many ways, something of a forward-thinking experience that could only have been constructed by a multimedia collective, not fully dedicated to games but instead interested in their form, structure, and conveyance. a lot of the spritework and textures in top banana wouldn't feel too out of place in something from jack king-spooner's body of work (like a boss that's a cross between a police helmet and a spider), with the claustrophobia of its platforming feeling not dissimilar from itch.io works, or something like problem attic. and obviously the sound design is very much worth mentioning too, with its rainforest stages all sounding like a turbulent mix of either raging fires in the distance or generic jungle ambience; the mind can't quite decide initially. all told, the game's environmentalist journey has you traverse hollowed-out industrial cities, crumbling religious temples, and a "psychedelic hip-house", the haze and splendor of a mind flayed, as you fight against your "fears, dreams, and illusions". kind of earnestly bleak stuff, kicking you back to the starting point ghosts n goblins style, without any felt impact on the world or its inhabitants but instead jeering and laughing from the game itself. love, self-actualization and self-prioritization, and spiritual enlightenment aren't enough in the face of the world's evils, it seems.

i also think it's noteworthy that it takes its environmentalist bent to the furthest extent it can, releasing with environmentally friendly packaging and even allowing for a supposed large breadth of freedom with regards to editing sprites and sound, kind of riffing on that sustainability. put your money where your mouth is and all that, serves as a nice implicit acknowledgment this medium is a nightmare wrt exploitation of environment

it's really quite fascinating playing something that feels modern in sensibilities and tone with relation to the medium, despite releasing into a media zeitgeist already dominated by themes of environmental preservation as it relates to encroaching technological advancement (with even dinosaurs ending with its cast confronting corporate-engineered apocalypse). no doubt in my mind rainbow islands is the better game but there's something about this games tailored spitefulness im enamored with. it's cynical and cruel, i kind of love it. KICK IT TO EM.

the best sonic game and it's barely even a contest. peak vibes and the jp soundtrack is probably the nicest this series has ever sounded. really weird that people are circling back around to pretending this game is bad lol

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there were maybe 3 lines that emanated annoying-twitter-queer-person, despite what the title and cover art may suggest. no "girl dinners" in sight. video game feminization hypnosis is actually a porpentine video game manifesto for people without horrible trauma/a guide on how to think more critically about the media you enjoy/a study on how male-dominated gamer culture ia. the writer didn't use the word bl*haj a single time. i'm proud of them. the reason this has so many .5s is because people felt challenged by it, which is good- that's the point. no, the exaggeration that "all video games should be forcefeminized" is not literal (by definition), it's exaggeration to make a point about how many gamers act as if the mainstream should only cater to men ie the common denominator. how about y'all try having media literacy for a change?

backloggd user @Cjer gets a 25% revenue cut of this review

Genre-defining classic. Less involved but arguably better paced than the remake. Chris's voice actor sucks so bad, it's great.

This review contains spoilers

first of all it's not a video game. removing the gacha elements only makes this more clear. the only mechanic is Number Big? if number big, you win. if number not big, pay up. in its final pre-cancellation form they let you skip that and in so doing only reveal there was never anything there in the first place, it was alwasy only a series of whale checks in front of that sweet sweet yoko taro lore you crave. the craven cynicism of it all is existentially destructive for the work, as taro's already tiring eccentricities of hiding crucial details in the least accessible of places now become vectors to leverage for the direct exploitation of his audience into a gambling black hole. better hit the pulls so you can upgrade enough bullshit to see the dark memory that reveals the connection to drakengard 3 that makes everything click into place!! don't want to be left behind!!

but that is known. the game is a gacha and more than that it is a bad one even by the exploitative standards of a blighted genre that shouldn't exist, and that's why it's shutting down. nier reincarnation will forever live on as a series of youtube videos where fans can experience the story fairly close to how it was originally intended, and that's more than you can say for japanese exclusive yorha stageplay number squintillion. so how is that?

bad!! very bad!!! the game takes one of the weakest elements of the nier games, the sidequest and weapon stories all having the exact same tragedy monotonously drilled into your skull over and over and make it the entire game. no weiss and kaine bantering to prop all that up with a jrpg party of the greatest oomfs ever pressed to a PS3 disc, no experimental presentation of combat and level design, just storybook tragedies presented at such arch remove you don't even learn the character's names until you check the menu.

it is ludicrous. it is hilarious. there's one where a kid joins the army to get revenge on the enemy commander who killed his parents, only to as he kills him discover with zero forshdaowing that the commander is his real father and his parents kidnapped him as a child. there's one where a perfect angel little girl's father is beaten to death by his own friends so she runs home crying to her mother, who is in the middle of cheating on him, and is like sweet that owns and leaves lmao. they do the who do you think gave you this heart copypasta!!! and you'd think with such ridiculous material that it would be played with a coens-esque A Serious Man type wry touch, but it isn't at all, it's thuddingly earnest throughout as every tragic story plays out to overwrought voice acting and a haunting sad piano.

it is impossible to take seriously, and by the time the twelfth playable character has experienced a tragic loss and succumbed to the anime nihlism of I'll Kill Them All, another more fundemental question arises: what does all this lore actually give you, as a function of storytelling? the yokoverse is an intricate and near impossible thing, spanning multiple decades and every kind of storytelling medium imaginable, and reincarnation references damn near every single page of it, grasping onto the whole thing and framing it as a sprawling multiverse of human conflict across infinite pasts and infinite futures, with decades of mysteries to unravel and connections to make and characters to ponder and: why? for the exact same No Matter How Bad It Gets, You Can't Give Up On Hope ending that every anime RPG has? that automata already did? the plot is vast and intricate but the themes are narrow and puddle deep.

the more nier blows itself out to greater and greater scales the smaller it feels. in earthbound you fight the same ultimate nihlism of a the universe and then you walk back home again. and you say goodbye to your friends. and you call your dad. and it makes me cry like a fucking baby every time. the original nier, for all its faults, had that specificity. that sense of a journey with characters you loved that overcame the generic nature of its larger plot. here, you heal all the tragedies and fix all the timelines and everyone continues to live inside the infinite quantum simulations that will never end as you strive to find a way past the cyclical apocalypses past and future that repeat for all eternity, and i feel absolutely nothing. a world of endless content and no humanity. how tragic. how so very like nier.

played it with pistol starts and no saves this time. not the "intended" way but it makes secret hunting and triggering infights way more worthwhile. the extra engagement is enough to save some of the boring maps in the mid-game lull.
episode 4 is way better than anyone gives it credit for, E4M2 and E4M6 are real clinics on the art of asshole level design (laudatory)

As the world's very first 1st-person kindness simulator, Doug Huggem had a tremendous challenge; to create a game world that was as engaging to be nice in, as it truly is fun in real life to help your fellow man. I am pleased to say Mega64 (with the help of Get Bonus) was able to achieve this goal.

From the very beginning Doug Huggem wastes no time giving control to the player, to get right to the meat of the action: charity and empathy. You will meet many needy and sad people on your adventure as you clean up the streets (literally). The only negative is that Doug Huggem seems to be on a time limit, meaning that the rampage of positivity and caring has to come to an end eventually. But that simply means that the game is endlessly replayable. And why wouldn't you want to play it again?

In a world of shooters, gore, blood, Xbox Live, cursing, and Adult Swim, Doug Huggem stands (with Jesus) as a force of good, and a hero that kids can finally look up to! 10/10

[Review code provided by Christ Rose And Paid (in Blood) Games]

In that primordial placeless origin, through the mist-veil of time, since man first airbrushed Merlin smoking a pipe on the side of a van, there, you can feel it in the noosphere, a moon-lit dream, The Dream, a call in the heart of the human soul. Some have seen some small part of this dream- The Legend of Zelda, The Elder Scrolls, Ultima, Dark Souls, Adventure, Dragon Quest, King's Field, Wizardry, among innumerable others, nameless here forevermore, all have failed to reach The Dream. Perhaps cruel circumstance chained them to Earthly bond, perhaps cowardice stayed their hand, perhaps they lacked the naivety and earnestness necessary to behold a waking dream. Whatever their individual situation, the results have always been, like Lion of Gripsholm Castle, a mutant, an aberration, at best a passing resemblance. Dragon's Dogma is The Dream, forged in the furnace of the heart, it is not visually plain- it is clean, it is not halfbaked- it is too goodly to exist totally in a world half-evil, it achieves the promise of videogames, and proves that creative endeavour above all else is the greatest goal humanity can strive for. it is the twinkle in the eye of Merlin smoking a pipe airbrushed on the side of a van.

Doom Eternal was Ninja Gaiden Black
Ultrakill is Devil May Cry 3
Now, we wait for the Godhand of FPS games, and the world will be whole again

Curse

1989

now I know how all the other guys named john wayne gacy must've felt