669 Reviews liked by tahaxo_


One of the laziest games nintendo has ever put out, obvious cashgrab. Only useful for playing Sunshine if you don't have a hacked wii or aren't able to emulate it, and they fucked it up at launch lmao. Shitty ai upscaled textures in sm64 too. It's crazy that people still paid money for this (I did not pay for this game I borrowed it to play sunshine).

Three excellent games, but this port is extremely low-effort. At launch, GameCube analog trigger functionality wasn't even available for Sunshine, one of the few non-racing games to make use of that defining feature. In general there's disappointing lack of control options. There's quite literally nothing here that the Mario 64 PC port and Dolphin can't do better. It's only advantage is being conveniently accessible on the Switch, but now you have to look for a secondhand physical copy since the digital release was limited. And yet, I bought it anyway.

Gooners aside this game is actually really good outside of a pretty mediocre story

I went into this game mostly blind and it was a very fun ride.
I had heard very little about this game besides it not having a huge reception at launch, so I didn't much pay attention until it recently came to PS+

I had fun with mutliple aspects of it, the visuals are very creative and the world and it's set pieces very memorable and unique, the story is goofy more often than not with a looot of "Marvel" writing bits, but actually original plot twists and world rules.
The combat is fun albeit a tad repetitive but in the run time of the game it never starts to feel like a bother, plus the clear inspirations from Doctor Strange type magic leads to a very fun fantasy combat loop.

It is worth a try, but the biggest down point is the full price, the game shines the most when you feel like you only paid for a AA experience.

Harry Potter from multiverse

Stellar Blade is a surprisingly very polished game with good production values. The graphics looks nice in general from the environment to the character models. Lighting is decent most of the time as well. Loading times are very minimal and surprisingly did not run into any glitch or technical issue.

The story is a somewhat standard post apocalyptic story. It starts off with Eve and her airborne group of sister warriors descending from the space colony to destroy the Naytiba monsters populating the planet. Lots of issue arise and Eve becomes the sole survivor after the landing battle. Saved by the Scavenger Adam, he helps him retrieve energy cells to support the last known human settlement.

The story is rather straightforward and has predicable plot twists within the sci-fi genre. Not much actually happens for the first few hours which remains consistent for most of the game. The story takes the slow reveal approach.

That said, even a generic sci-fi story would keep me interested and that was the case with Stellar Blade's story. The plot twist at the end of the game did take me by surprise though and the endings did set up for a potential interesting sequel that I hope come to fruition.

There aren't many story characters in the game. The few of them are mostly undeveloped outside of the main trio. There are few notable side characters that are unrelated to the main story. They aren't developed much either outside of a few of them.

The music is good overall. Admittedly, I only liked a few tracks in my first playthrough, but have grown to appreciate more tracks in my subsequent playthroughs. There's a lot of piano pieces with soft vocals which didn't really move me much. The tracks use for boss fights are usually of the metal and rock variety which I vibed more with in general.

The combat is the biggest selling point of the game. I enjoyed it, but I do have mixed feelings about it. The combat isn't quite as fast paced as I would think based on the cutscenes. Well, at least the normal attack chain isn't as fast as I'd expected. The battle flow does move quick once you get accessed to all of the parry/dodge followups and Beta/Burst skills. In the regular attack chain, you can mix the weak and strong attacks for different combinations, but it's not really needed most of the time. All hits except for the final ones can be guard and dodge cancelled. The final hit forces you to commit and they have long recovery frames.

The combat isn't very difficult in general. You do take decent damage and can die in about 5 hits with the starting health amount. Blocking is not too effective considering that you still take chip and shield damage when blocking hits. A broken shield gauge will expose you to nearly the full damage and the shield breaks easily in just a few hits. Perfect dodge is one of the main defensive tool, but I can never pull it off consistently outside of the dodging projectiles. It's not that reliable, but it's very much needed since unblockable attacks are common. They come in three versions, yellow, blue and purple. Blue allows a special dodge counter if you dodge directly towards it at the right time (a flash will tell you when). The purple one requires a dodge directly backwards. Despite the supposedly easy counters to do here, the input is apparently very strict where a slight angle could be enough to fail the button press. Getting the right timing was never really an issue, but getting it to register forward or backward was a constant issue. The yellow unblockables don't have any easy counters like the other and requires the standard dodge.

Parrying on the other hand is a lot easier to pull off and safer to do in general. A failed parry usually means that you block the attack at least.

Mob enemies are more tanky than I'd liked for the medium and larger sized ones. I don't mind them too much when fighting 1v1, but fighting a group of them is a real massive pain. I don't think the game has sufficient tools to deal with groups. Parrying and perfect dodging them when attacked by groups is very difficult. A failed dodge or parry is going to lead to a death by stunlock. After replaying the games a few times, I find that I don't enjoy mob fights very much. It doesn't really feel satisfying parrying and dodging their attacks since fights get drag on longer than I'd liked.

Boss fights on the other hand are very fun. All story bosses and most of the ones in sidequest are fought 1v1. All of my attention can be focused on parrying, dodging and executing followups. The battle flow in boss fights are very satisfying.

The special moves, Beta and Burst skills are flashy and looks great, but they require building up a gauge to do.

The game does give you consumable attack items, but there's little variety and limited amount you can hold at once. The game also surprisingly has shooting elements where the drone can turn into a gun. The gun variety is decent, but it's not a useful option for most situations. The ammo that it can hold is limited and ammo drops are not that common. They are also near useless against boss fights since the time it takes to go into or out of aim mode is notable enough that you'll likely get hit by the boss in the mode transition.

One of the other highlights in the game are the level designs. They come in basically two types, the semi-linear ones and the opened areas. There are only two of the latter ones and while they are technically different, both are basically of the desert/wasteland theme so visual design is lacking. They are quite large in size too. They are decent at first, but after a while, it becomes a pain to move around.

The semi-linear levels on the other hand are quite good and fun. Some puzzles here and there and limited exploring for hidden items. They somehow remind me of some PS3 era action games. I wished they removed one of the opened areas and made more of these semi-linear ones instead.

Despite having a reputation as a "Souls" games, it's not very difficult or punishing. Resting at camps does respawn enemies, but that's mostly it. Dying and getting a Game Over just puts you back at the last check point or camp, but these are many of them close together. Progress like opened chests, items obtained, doors opened and exp gained are all retained. No need to go to a specific place to retrieve lost exp or anything like that.

The game has three endings which can be a pain to do since it basically requires playing the game three times outside of uploading saves to the cloud or something. Also annoying is that two of the endings are 90% the same.

There is a NG+ option which also unlocks Hard Mode. Enemies deal more damage and have much higher health. Since you keep everything on a NG+, most mob enemies don't become noticeably more challenging, but they get a lot more tanky to defeat. The same for the bosses, but the ones near the end of the game who were already challenging on normal, become a lot tougher where 1-3 hits can get you killed.

One thing I liked about the game is that there's a lot of outfits to unlock. There's about 35 and a different recoloring of those same ones can be unlocked on a NG+.

While I haven't heard much of the English voice acting since I played it with Korean voices, I thought they were quite good. Even Lily who does sound a lot older than I'd expected in English.

Since there's a lot of discourse on the fanservice, I'll put in my thoughts on the matter. If you remove Eve, the fanservice is nearly non-existent. The characters are filled with cyborgs with metal implants for limbs and even heads for a few of them. As for Eve, her design isn't that heavy in fanservice, but the camera angle does emphasis her behind at times. She does have jiggle physics as well. As for her outfits, a lot consists of fetish type costumes which are heavy in fanservice. Fortunately, there's also a good amount of normal ones as well.

Overall, Stellar Blade was fun to play with a story that kept my interest. I liked the main trio even though the remaining story characters are lacking. Definitely would like to see a direct sequel based on how the endings turned out.

The combat, performance, and music are excellent. The voice acting, locations(I hate the Desert area), story, platforming...not too great. AKA the formula for a solid action game.

literally greatest game of all time

A great game made far too early. The technical limitations really hold this game back but.. it's fantastic. It's difficult, gruelling and the world is relentless, but it's so much fun

Trek to Yomi is a side-scrolling action game heavily inspired by old fashioned Japanese samurai films with supernatural elements.

The black and white grainy film aesthetic is artistically beautiful and makes it stand out. However, combined with the somewhat awkward level design and the fixed camera angles, it can be hard to tell what you’re looking at or where you are supposed to go.

The combat is simple, and some sections a can be more annoying than difficult.

If you’re interested in samurai films or Japanese culture, I would recommend giving this game a try.

Worst mistake of Clancy Brown's career.

The best SpongeBob game hands down, I bet my sock collection on it.

a lot more personality than the remake