599 Reviews liked by tangysphere


Maybe, only maybe, after all said and done, I got rhythm after all...

I did feel a bit nervous going into Hi Fi Rush, because even tho I’m not hesitant to show my love and appreciation for the rhythm genre, that doesn’t change the reality that is the fact I’m complete ass at them, so when mixing that with a 3D beat ‘em up combat style which, wouldn’t you know, I usually suck balls at too, then I was scared I’d be facing a doom or gloom situation. Either it all clicked, or I failed to catch its drift and begin to even enjoy it, I only saw those two possibilities and was really scared of the latter. I really wanted to love it, I really wanted to enjoy what seemed like a game made from sheer love and passion for the craft, and the prospect of not ‘’getting it’’ felt like some sort of looming threat over my head... Only now after beating it I realize that, even if that were to be the case, it wouldn’t change my feelings about any other aspect.

There’s so much to enjoy in and about Hi Fi Rush that I don’t really know where to start with; perhaps I could (and will) begin by praising the outstanding visual style, a wonderful mixture of colors and design that made me reminisce of the kind of futuristic punk seen in games like Jet Set Radio or even deBlob, with the difference being that the Vandelay campus doesn't hold back when it comes to being stylish. The corporation may be rotten, but fuck man, whoever oversees decorations needs a raise! Everything pops up with the beautiful cel shading that made me feel like I was playing through a moving comic book at times; seeing cinematics flow together into and after gameplay was a mastery of transition I was not expecting to witness, and how in it to its entirely dances to the rhythm in such a satisfying way.

I could (and will) also gush about the characters; the crew of Chai, Peppermint, Macaron and the rest of the gang with is hunger inducing names is a set of characters I really, REALLY wasn’t expecting to be so fond of, and hey, it’s nice to see a main character I can relate to... a complete idiot! I say that, but Chai manages to walk in the fine line that its between being lovably cocky and completely insufferable and coming out positively from it, and for such a simple and free of conflict narrative, it still manages to give him and the rest some incredibly impactful moments. Hi Fi Rush strays away for what I thought would be predictable plot points and instead tales a relatively simple tale with the perfect cast of goofballs, to the point I found myself wishing to see a little bit more or Peppermint’s struggles, more of Macaron’s character wise in general or that CNMN had more stuff to do ‘cause holy hell I love that fact spitting metal head so much (tho he gets the single best most surprising moment in the game so hey, you lose some you win some!). The villains are also a home run, never mind this game’s whole plot is about defeating dastardly suits — I’ve always wanted to bash a cybernetic CEO’s hed with a guitar!— but they are all so into being the specific trope or character they are going for that it’s impossible to not love to hate them, and honestly the big bad ends up being a bit boring personality wise compared to the rest of them (tho now that I think about, that was the intent, in which case it’d be pretty fitting to be completely honest), because they really are a riot.

Tho the funny factor isn’t limited to the big bads. There are so many jokes and gags that and that I feel like I’m watching an airport; whether it’s just the energy that the characters interactions ooze or simply the way they act between each other, Chais’ stupidity at the beginning (seriously I was laughing my ass off during that dream sequence), the way not just the main villains but the damn normal enemies are introduced and how you can discover that NONE of them were originally designed for combat despite being literal killing machines, or just incredibly funny moments like finding a random log of a disgruntled employee that decided to mess the coffee machine firmware, and for that to be a recurring joke THROUGH THE ENTIRE ADVENTURE, that, that right there, and I don’t use this word lightly (or use it in general for that matter), is PEAK humor. And what’s this? Very spaced use and references to memes that actually work as jokes in the moment and aren’t recent??? Hi Fi Rush, if you wanted my heart, you just had to ask!

Even if you think you know what you are getting yourself into, Hi Fi Rush always finds ways to surprise you. When you think you got this game nailed and it’s just combat sections between platforming and exploration zones then BAM!, it hits you with a new idea, a new enemy that introduces a new design, a new boss fight that completely changes how you approach combat, a new partner, a new cool moment, spaced perfectly between each other so they don’t grow tiring while close enough to keep you engaged. It never presents you with never seen before ideas, but it always finds ways to create jaw-dropping situations and mix and match concepts to create something that feels new, a sort of ‘’yoink and twist’’, if you will. There’s a never-ending feeling of ‘’wholeness’’ in this game, where everything works incredibly well when looked independently, but also as whole; it’s hard to not notice how much the game’s systems and ideas sip into one another and some things wouldn’t hit as hard if there wasn’t te other, like the music! It sounds good, they are fantastic tunes, but something is missing from them in re-listens, even the licensed ones... it misses the ASS-WHOOPING!

Seeing so many accessibility options calmed me down quite a bit when I started, but after a while, after playing and beginning the fights and the dance of combat... I was getting it! Not because I was good, oh no, my tempo is still very much far from perfect, and yet, I was getting it. The music began to flow through the sounds of fight and diging, the enemies attacking with the music the same you do, hitting the right times as well as dancing, it was a slow dance at first, but by the half-way point, I wasn’t going along the music, it felt as if I was making it through fighting alone. The new moves you get, the special attacks and interactions of your partners (which also make for some extremely fun platforming challenges) and upgrades nudge little by little, they compel you to be more daring, to dance faster, to be more aggressive, to know where to defend, to dodge and parry through your riffs and hits. Failing is part of the process in a way, it’s still really hard to get a perfect or even high rhythm score at first, and yet it’s fun, it made me want to keep trying, to be a rockstar.

It’s like a story or battle you’d imagine while listening to an intense rock song, only made into a 10-hour game full dream-like joy, and even beyond that thanks to the meaty post-game and incredibly fun side modes. An adventure with so many things to love that I even at this point in the review I wonder if was truly able to express them fully, Hi Fi Rus is a simple game in theory, but in practice is a wonderful, beautiful and funny odyssey, always hopeful and excited to keep going even when facing the clear dangers of such a conglomerate, always finding ways to surprise, to be welcoming, to make you feel like you got rhythm indeed. I know that many couldn't get into it even with the extra help, and I totally get it, it’s still a game that might reject you simply because it’s combat system is not fun or doesn’t click, that makes sense and I’m happy you at least gave it a go, but if you still haven’t, I implore you to give it a try, and even if you don’t jam with its battle system, who knows, you might find something else to adore about it...

Moral of the story? Finances are cringe, lesbians always win, Deemon can’t parry and 808 is best cat, that adorable (goof)ball is so precious...

This review contains spoilers

Justice League: Eeyikes! It's the Suicide Squad: Kill the Justice League!

Suicide Squad: We're gonna Kill the Justice League you!


Suicide Squad: Kill the Justice League (which I'll refer to as KTJL from herein) is a game I have... complicated feelings on. After the release of my beloved Batman: Arkham Knight, I was excited to see what was next for the Arkham continuinity and Rocksteady as a whole. I mean, Rocksteady released the two games tied for my favorite video game in a row, plus the phenomenal first game, how could I not be excited for what's next? And for a long time I was. Rumors swirled of a Superman game, or a Justice League game, an Arkham continuation, or something entirely new.

Then, just what I was looking for, in 2017 and 2018, a brand new Arkham game was being teased with the recent-ish villain group, the Court of Owls!

...Except it wasn't Rocksteady, it was WB Montréal. Well, ok, I loved Arkham Origins, this can still be great! And it's gonna be about the Bat Family and not Batman? Awesome!

And then it wasn't Arkham. And then we saw the game and it looked very disappointing. And then it came out as Gotham Knights and it, indeed, was very disappointing. And WB Montréal stopped development on a Batman Arkham sequel for it. Damn.

Well, maybe Rocksteady is at least working on- oh no.

To be truthful, up until I actually played the damn thing, I didn't know what a "game as a service" was definitively, I just know that they had a really bad rep, enough that people were saying it would "kill the industry" (Suicide Squad: Kill the Gaming Industry, anyone?), but at the very least I knew that it was not what I wanted from Rocksteady. I also don't even really know what a "looter shooter" is - just look at my profile picture and favorite games on my account and tell me you think I know what that is.

In mid-2020, it was finally announced that Rocksteady's new game was Suicide Squad: Kill the Justice League much to my... utter whelmness? I theoretically liked the idea of a Suicide Squad game, particularly in the Arkham universe, and the eventual gameplay footage looked decently fun, just a strange direction to go. The lineup of characters was kind of underwhelming for me. I know that they - Harley Quinn, Deadshot, Captain Boomerang, and King Shark - are more or less the most consistent Squad members, but it also seemed like a shame to not have just one, more obscure character in there (something which so far seems like will continue to be the case in updates). Having a Justice League form off screen with Batman after the ending of Arkham Knight, and then subsequently having to kill them is... something.
Despite all the conflicting feelings, I was still feeling mostly positive about the game, but evidently, others were not. Rising negativity swelled around the game for the years after it was announced, peaking within the last few months before the game’s release. Potential (real and faked) plot leaks were spread, more info about the game in general was shared, some people using the closed beta test to, despite NDA, share information and cutscenes, and so on. It was a mess. To be quite honest, when a game I have interest in or like has a surge of negativity, I tend to want to defend it more, and I’ll admit I did fall into that hole. Defending what I knew was going to be a game I ultimately didn’t really want. But what can I say? I still had confidence to some degree. A lot of the complaints seemed very exaggerated or Batman fanboys being weird.

Anyhow, I’ve talked about the leadup to the game enough. You were all there, you don’t really need to hear about that, do you? Let’s get to the game.

It’s alright.

I normally don’t like to segment my reviews a whole lot, but I think in this particular case, I’d like to separate this review into pieces about various aspects of the games: plot, characters gameplay, visuals, and then whatever else strikes my fancy to talk about.

Even if you’re not a fan of DC or comics in general, you’ve likely heard of the Suicide Squad at this point: a task force of supercriminals with bombs implanted in their heads by the U.S. government, a branch called ARGUS, made to do covert and often impossibly under-odds missions - suicide missions - in exchange for getting time cut off their sentences. Very in character for the U.S. government. They generally do stuff the heroes don’t touch or even know about, and the squad is treated as expendable, the leaders of the operations not hesitating to kill them.

(The next paragraph is a sort of plot synopsis. Feel free to skip if you don’t care or don’t want to be spoiled or don’t care to read, essentially, summary)

That… doesn’t really translate to a game very well. Obviously, in a multiplayer team-based game like this, they’re not going to be dropping members of the squad at all, and yeah, they don’t. I think a lot of people hold this against the game a lot, and I get why, but I think the plot of the game saves it a little. Instead of the squad being sent on a covert op where members might think they can weasel out easily, they’re actually being sent into a very public mission where they are essentially the only line of defense against the end of the world. The entire Justice League, with the exception of Wonder Woman, have become the puppet of Brainiac, a hyper intelligent alien bent on terraforming the Earth, and the only way to stop them is to kill the Justice League. While Task Force X (the official name of the Suicide Squad) is technically expendable, they are the only defense against the imminent threat behind Wonder Woman, who is constantly on the ropes the entire game. I think this is a decent set up; yeah, you won’t be seeing the squad killed off like nothing like in one of the movies (I haven’t seen James Gunn’s movie but I assume it happens there), but they’re still being set up to go into a mission where no one expects them to survive, no less succeed. The squad themselves, in fact, don’t expect to come out on top, and initially plan an escape, but that’s thwarted when it turns out Amanda Waller, who holds the controls to their bombs, was already expecting them to cut and run. Afterwards, they use specific tech meant to take down The Flash and Green Lantern and kill them, leaving only Batman and Superman. After ARGUS sends a nuke to Brainiac’s ship, Superman catches it and takes it off to explode somewhere else. Following this, Superman and Wonder Woman get in a battle where surely the winner will decide who wins the war. Well, Superman ends up killing Wonder Woman, and I think this is the exact moment where the squad realizes they truly are the only snowball’s chance in hell that Earth isn’t taken over. They buckle down and go after Batman, successfully take him out, then fight Superman with specialized Gold Kryptonite, and manage to kill him as well. Just as they’re celebrating, Brainiac captures them, and they only manage to make it out by an alternate universe Lex Luthor teleporting them away, where he informs them that there’s not just one Brainiac to defeat, but thirteen total across thirteen different universes. The squad takes it to Earth 2 where they defeat, capture, and subsequently kill that universe’s Brainiac, and then!

The game ends?

Oh, right, live service.

Apologies for the sloppy summary, but I don’t feel the need to get into super specifics and, well, it’s not really the cleanest plot itself. I have mixed feelings about this plot. Since all the major superheroes have been taken control of and all the smaller heroes don’t seem to be around (Robin and the rest of the Bat Family are heavily implied to be killed by Batman), the villains truly are the only shot against Brainiac. But… wouldn’t you rather just play as the Justice League? Even if it ends with the heroes losing potentially leading into a sequel, it’d be a lot more interesting. It all sort of makes sense in practice, but on paper, I can’t help but repeatedly ask “why are we the Suicide Squad in this game, though?” and the answer doesn’t really seem concrete, although it does feel somewhat earned by the end of the base game. I know a lot of people don’t like that each member of the Justice League (minus Wonder Woman) are taken out by these four doofuses, but each League member also have pretty defined weaknesses. Batman is human, Superman obviously has Kryptonite, Green Lantern loses his strength when exposed to heavy amounts of fear, and, while it is kind of a cop-out one, Flash is vulnerable to anti-Speed Force tech. Take those weaknesses, grab four people who have no choice and no morality, and make the heroes not be fully themselves do to corruption, and I think it’s not a big deal that these four villains can beat them when fought by themselves. The worst part about the story, though, is easily the lack of an ending. You do the goal of killing Brainiac, but it’s not the one you really need to kill, and you know that there’s still twelve more, including the one currently taking over your planet. Credits roll. I understand this is a live service game with much more to come (more details on that later), but why not have a somewhat more definitive ending? I mean, people spent at least $70 on this game, and you’re not even going to humor an ending for them? Why is the actual conclusion locked behind up two, two and a half years worth of more content?

Let’s move on to the characters. The Suicide Squad themselves consist of four members: Harley Quinn, Deadshot, Captain Boomerang, and King Shark; this is a pretty typical lineup which is probably good to have, but I can’t help but feel somewhat disappointed that there’s no one really interesting, and only one character that Arkham fans will know - uh, technically.

Harley returns and she’s a lot more reserved than her last appearance. In the actual Arkham games, she was always presented as a total airhead with absolute reliance on the Joker; even when he died, her existence was pretty much to remind Batman of Joker and to carry on the clown’s legacy. Starting with Arkham City, she also got a much more shrill voice direction (something that Tra Strng is known for) which really emphasized her ditziness. Thankfully, they tone it back for KTJL. Not only is she not quite as shrill-sounding, but Harley also is more of her own. She barely mentions the Joker at all, the talent she brings is something only she can, and, surprisingly yet somehow fittingly, she keeps the team focused. The game never never openly says this in the story, but in her character bio, it’s said that Harley wants to turn over a new leaf. I really wish they made this more of a part of her characterization cause it’s a passive thing at best, and not really there; I guess the old Harley would do everything she could to get out of this, but here she is staying on the mission - by the end, she actually seems excited to continue the mission, killing all the Brainiacs. I think this version of Harley might be headed in a good direction, but this just isn’t a very strong start to this new arc. Maybe the updates will help with that.

Deadshot is notably different than he appeared in the Arkham games. Hell, one of the first lines in the game is said by Boomerang, “Isn’t Deadshot supposed to be white?” (A pretty good line lol) I have zero qualms with Floyd being black, I fully welcome more black representation, though it is very funny to me that that is about the only time it’s addressed. Are there two Deadshots or is this a retcon and the Floyd Lawton we see now the one and only? I guess it’s not super important, but having backstory for your characters wouldn’t be a bad idea, especially because Deadshot is rather lacking in it. Basically the only thing we know about him is that he’s the “world’s greatest assassin”, he has a daughter named Zoe, and he tried and failed to kill Green Lantern (which is a pretty random rivalry, if you ask me). Deadshot is kind of supposed to be the straight man of the group, but he’s just kind of… boring. There’s really not much to him. This is probable spoilers for future content, but according to leaks, his daughter Zoe is going to be another Deadshot (probably from a different Earth) so I think we might get some more from him then, but for now, he’s very milquetoast.

also there was this really uncomfortable scene where boomerang touches a device that stops him from moving at all and shark tries to pull him out and deadshot tries to stop shark from touching him so then all three of them are connected and motionless. so deadshot tells harley not to touch them and she’s looking at his ass and he says not to do it but then she puts her hands on his ass. i don’t like this scene.

Boomerang is the lovable idiot of the group who doesn’t pay attention, runs his mouth, is Australian, and often gets the team into more trouble - plus he easily has the least morality of the bunch. Did I say he was lovable? He’s actually more annoying than anything. You know this kind of character. The kind that will lie and then when called out on the lie, will actually just double down and act like he’s cooler than he is. In small doses, this can be endearing, but when it’s being done the whole game? It’s annoying. Very early on, before they’ve even been tasked with killing the Justice League, Wonder Woman uses the Lasso of Truth of Boomerang and he says, “I mask my insecurities with drink and bad behavior.” It’s a decently funny line, but it would have also been a prime opportunity to loosen up on doing the “Boomerang grandeurizing himself” bit that becomes tired. Most of his personality is about wanting to kill Flash and getting revenge on Flash. So when you end up killing Flash first, you’d think they’d give him something else but he just kind of… doesn’t have more to add. I’ll take this over Suicide Squad 2016 where that Captain Boomerang had the oh-so lol XD random pink unicorn fetish.

Finally, there’s my boy, King Shark. I may or may not be attracted to him.

Amanda Waller is the head of-

Ok, fine. King Shark is easily my favorite of the group. At first, I thought he was just gonna be the Drax fill-in. You know, a kind of stupid guy who doesn’t understand others’ cultures and figures of speech fly over his head, but with a heart of gold that’s extremely loyal? He isn’t not like that, but they also go in a different direction with Shark. He truly is intelligent, and unlike most ocean-dwellers of DC, instead of being outright xenophobic towards the surface world, he’s actually fascinated by it. He has an understanding of some of the surface world’s culture, architecture, and notable figures. He has the heart of a poet and an appetite for knowledge, while also being a skilled warrior as you’d expect from a literal demigod (yeah, they have one superpowered member of the team and he’s a damn god). But while he does have a knack for the surface world, this game’s story is the only real time he’s been on it, so he still does the thing where he doesn’t know what phrases mean (“Bob’s your uncle? I do not have an uncle named Bob? Oh, will we all be assigned an Uncle Bob?”). Considering Drax is my favorite member of the Guardians of the Galaxy in Eidos’s GotG game, I was probably going to end up liking Shark the most, but I wasn’t expecting this direction for him, and it made him easily the most deep (pun intended) character with the most to say. And that’s not even mentioning his past of being the runt of his family and disregarded by his father. I also really appreciate the casting choice of Samoa Joe, that was a great pick.

As a group, the Squad isn't as fun as you might think. They seem rather discordant, and until near the end of the game, they don't really feel like a team that rely on each other, and they never really have that “found family” feel. By the end, they do hype each other up more and actually do feel like a team, but I never had the impression that they'd willingly interact with each other outside of this; and I know they're a group of antisocial (for lack of a better term) criminals so it's not like, again, Guardians of the Galaxy where everyone has a troubled past but are generally good people, but still, you're stuck with these four and will be for the next 2+ish years. My favorite interaction with them as a group was in the endgame where the odds in a mission are stacked against them, and Deadshot says “If it looks like a suicide mission and smells like a suicide mission…” to which King Shark follows up with “Then it must be Boomerang!” Which makes Floyd and Harley laugh (I feel like either Waller or Boomerang himself laugh too but I don't remember - and that's not like Waller). It was a great interaction where they actually felt like friends and not just forced teammates.

Amanda Waller is the head of ARGUS. A no-nonsense, no humor, non-comforting woman who holds the controls to the squads’ bombs in her hand, and constantly threatens to press it. She has a severe lack of trust for practically anyone, and doesn't value the lives of the convicts she oversees. While I wish she were heavy-set like her comics counterpart… usually is, she's otherwise a ruthless character I love. She is the U.S. government's strongest soldier (figurative soldier) so she might be more evil than any villain she could ever oversee! Also, her appearance at The Game Awards years ago was cool.

The rest of the characters of the game are more minor, so I'm gonna rapid fire a bit. There's Penguin, he's delightful as always. Poison Ivy returns, kinda, reincarnated as a child - I found her pretty annoying, frankly, but she led to one of the best Captain Boomerang moments, so I'll allow it. Toyman is here, but instead of being a villain, he's a teen named Hiro who's a genius inventor that wants to help people… did they just copy Big Hero 6? Gizmo - who you might know from Teen Titans - is decently funny, though his role is pretty unimportant and only really comes up in optional missions and one story one. Rick Flag is Waller's right hand man, and he's just a basic military type; though he warms up to Task Force X a little by the end, which was a welcome detail. Brainiac himself doesn't show up until you've Suicide Squaded all over those guys (the Justice League), but he's a pretty good adaptation, although I can't help but feel that his plans are rather… not thought out?

As for the League themselves, there's not much to say about most of them. Green Lantern was already turned before you step foot in Metropolis and pretty much is just a basic gloating “I'm better than you” antagonist. Batman, despite what weirdos online have to say, is a good version of the character; it's still Arkham Batman, just turned to the bad side, and of course Kevin Conroy's performance is killer as always. Batman will even stalk the squad from a distance throughout the game, and give notes to Brainiac. Superman literally doesn't speak outside of the Hall of Justice kid's museum, but he has this cool moment where he catches a nuke that was sent to the mothership, then looks at the squad and Wonder Woman and decides to take the juke away before it blows; a small moment that shows maybe there is some morality to the corrupted heroes. Flash starts off uncorrupted, and he at first continually tells the squad to leave for their own safety, I'm glad they maintained his care for the lives of the villains, even if it was in a small way. He has probably the best boss fight of the game, too. Wonder Woman never gets corrupted throughout the game, so you have the real deal the whole time. Now, I'm not a Wonder Womanhead, so I'm just going off of what I've seen people say - it seems that Wonder Woman fans mostly like this adaptation, but she uses the origin story they hate. She was made by Zeus and that's the only reason she can do the things she does. Because of a man, yay. Other than that, I liked her; up until her death at the hands of Superman, most of Metropolis see her as the only hope against the invasion, and she's constantly on the ropes, but always fighting. She's at odds with the squad because while she knows she has to kill her friends to succeed, she wants to believe she can find another way, and, like Flash, she constantly tells the squad that they need to leave while they still can (I guess she never intuits That they can't leave), which is an appreciable part of her characters. She fights valiantly against Superman, but eventually loses when even impaling him in the chest with green Kryptonite doesn't kill him.

Overall, the characters individually are mostly good. It's just in terms of interpersonal interactions where it sort of falls flat. I know some of this has room to improve with the future content, but I'm not here to talk about a game that doesn't exist (not yet).

i realized in that last paragraph that i forgot to talk about the lex luthors. they're good adaptations, i don't feel like talk about the characters anymore though

KTJL is what is known as a looter shooter. What is that? I don't really know, but it seems to be a shooter with lots and lots and lots and too fucking much gear to equip your character with. Every mission in the game (and some enemies) will give you gear that you can potentially put on your character. The main weapon, a secondary weapon, melee weapon, grenades, shield mod, head bomb mod(?), a charm, and something else I forgot. Iiiiiiii avoided this shit as much as possible after playing, like, half the game. So much of the information it gives you just feels like too much. Every piece of new equipment is a novel and you're looking at minor upgrades or downgrades to see if you want to change your gear or not. I pretty much found my endgame gear halfway through and stopped caring about new stuff. Most of it are minor buffs that you wouldn't even really notice not having, except for your main weapon and melee weapon. Speaking of the main weapon, this might be me, but I found no reason to ever switch to my secondary. Unless I completely ran out of ammo in my main gun, I never touched the secondary one. On top of that, I really didn't like that every character can use all the guns in the game. Wouldn't it make much more sense to let each character have a specialty weapon type, and maybe one or two they share with another character? Like, King Shark gets the minigun as his special weapon type, but he can use shotguns and machine guns. Boomerang primarily uses shotguns but can use snipers and pistols. It would make each character more unique while giving more reason to use each.

The characters are all intended to have different playstyles. To be honest, I didn't use anyone but Shark outside, unless there was a bonus to using a different character for a mission (even then, I wouldn't always do that), so don't take my thoughts on them all as gospel. King Shark was my favorite because his mode of transportation feels the best - this game is very movement-reliant so a good way to travel is vital. Talking in terms of PS5 controls, you hold L1 to charge up a very high vertical jump that's useful for climbing up buildings, or just getting a good angle on enemies. It's a pretty cheap strategy, but I loved spamming this to be high above enemies and shoot down at them until I landed, and then doing it over and over. It's especially effective on bosses who just generally will not even look at you while you're up there. Pair that with a minigun which can just absolutely pump lead, and I had little reason to jump the Shark. Oh, and holding R1 would charge up a leap that gives you great horizontal distance, which is great for traveling, or getting out of a dicey situation, or getting right back into the action.

Harley is… disappointing. Her mode of transportation is a Bat drone that she grapples onto, and she can also just generally grapple to scale buildings. It feels awful. Not that this is nearly the same game, but Arkham Knight had it where using the grapnel boost instantly shows you how powerful it'll be and than LAUNCHING you sky high. Here, you can do a tiny little jump off where you grapple. It's a pathetic jump that doesn't grant you notable height or speed. Grappling off the drone also sucks. Considering it's her man traversal method in an open world game, you'd think that this would be a fast way to travel, but unlike the others' traversal tools, this one seems to mostly be fitted for combat. The swinging on this thing is so slow, which is good for aiming while moving, but bad for everything else. You're also forced to wait a long time, lose vertical distance, or land on the ground before you're allowed to use it again which feels entirely counterintuitive. Maybe this improves with upgrades, but movement is such a vital part of the game that even if it is in upgrades, that's such an awful choice. She's the character most people will flock to, she should feel decent to play as.

Moving on to Deadshot, to be honest, I only used him once. I didn’t really switch from Shark in general, but usually when I did, it was Harley (there are some missions where you have to do critical hits and I thought she’d be better for that, but not really), so I don’t have a ton to say. His mode of transportation is a jetpack and it seems pretty decent. I remember a trailer for the game had him use the jetpack to stay level to some enemies on a building, so maybe it’s good for that. The one time I did use him, I tried to use his melee attack and… yikes. He uses his iconic wrist-mounted guns to fire at enemies for his “melee”. It’s super drawn out and felt inaccurate, which is not ideal for a guy known for not missing.

Captain Boomerang is equipped with Speed Force gauntlets which allows him to throw a boomerang to a specific area and pretty instantly run towards it - in practice, it is teleportation, essentially. I feel that Boomerang’s movement is perhaps the most versatile and potentially most useful of them all, but also the hardest to get used to. Use it right, and you could always be in an advantage state. Throw a ‘rang, pop an unsuspecting enemy with a shotgun, Speed Force over to another set of enemies and use his amazing boomerang melee attacks to incapacitate enemies before taking them out.

There’s honestly not too much to talk about with the gameplay itself. You would think there’s a lot going on with the bonkers UI, but it really is just a basic shooter with emphasis on movement. Use counter shots and melee attacks to do heavy damage, break shields, and heal your shields. Use status afflictions to make enemies even more helpless than they already are. Jump 200 feet in the area to rain hell down on enemies while staying safe yourself, or blitz into enemy lines by going behind enemy force fields and taking them out with reckless abandon. Side missions spice things up a little bit by making enemies only take damage in certain ways - you’ll have to use afflictions, or grenade, or critical shots, or only counters, or whatever - but not very much. Gizmo’s missions put you in a flying car and firing missiles at enemies, but it’s not a huge focus and (as far as I know) you can’t use his specialized vehicles outside of specific missions. The gameplay is basic and repetitive, but I’ll admit I was always having fun. The game reached its peak at the end where a boss fight against a Brainiac with Flash’s powers would switch between the great Flash boss fight and enemy swarms. Sure, it’s recycling a boss fight, but it was fun.

When it comes to the visuals, I’ve seen people give this game a lot of shit, particularly comparing it to Arkham Knight. Personally speaking, I think Arkham Knight is one of the best - if not the best - looking games out there, so it is a high bar, but one the devs themselves set. However, this is going for a different artstyle. It’s slight, but this is going for a more comic book look, rather than just hyperrealism, and I think that plays in the game’s favor mostly. It basically ends up meaning that the world as a whole may not look as stunning as Gotham in Arkham Knight, but the finer details on characters are great. I don’t think King Shark, Superman, or Brainiac would look as good as they do in the old Arkham style. But here? Man, I love this Superman design - suit is a little too heavily detailed, but otherwise, he looks super. In general, this game has style. King Shark looks sick, this is one of the best Harley fits ever (the Birds of Prey movie slays too hard to surpass though), Deadshot looks miles better than his Arkham series counterpart, and you can smell the Australia just by looking at Captain Boomerang. As I said before, I wish Amanda Waller were heavier, but she’s meant to look like her actress, so I won’t fault them too much. I’ve always love the Arkham games’ Penguin design, and he looks just ripped straight out of them; despite the art style change, he fits right in.

The Arkham series has some great music, though a lot of it is buildup or atmospheric. KTJL is a fast paced action game, so it’s only natural that the music matches. It’s bombastic and dynamic, and it’s one of the things I’ll look forward to reexperiencing in future updates.

Speaking of which… god damn, why do so many games nowadays ship out unfinished? Look, I think Kill the Justice League is a good game, I would hope that’s apparent by this point, I have had mostly positive things to say about it. But I am simply not satisfied with the fact that this game is clearly far from finished telling its story and they expect you to spend more money on it even after how expensive gaming is becoming. I like to believe that this isn’t Rocksteady’s choice, that WB is making them do a live service approach (especially as WB has recently said they want to do more live service, for some damn reason), but I’m not really sure if they are being made to do this. If they aren’t, I’m so disappointed at this turn from my favorite development team. If they are, well, this is still so sad to see. This feels like half a game that isn’t going to be completed for at least two more years. And who knows if this game even meets enough sales to justify putting out all that content, especially with such stunning leadership at WBD. It’s so depressing that this studio that made some of the most well-liked games of the past fifteen years has been turned into a GaaS machine, and I hope that by the time they realize the exhaust is toxic, it won’t be too late. But at least until then I can play as The Twinker (coming March 2024 to Suicide Squad: Kill the Justice League).

I have a lot of good to say about KTJL, but at the end of the day, this game has left me with much concern. Despite James Gunn’s assurance that they plan on keeping Rocksteady around for more projects, I’m afraid on if that will stay the case in two year’s time, or what that project might look like. Forced to make a game set in a movie universe that doesn’t exist yet, whose story will likely be ignored by films it’s meant to tie into? Another ill-faded live service game that might have good to speak of but is ultimately a shell of what once was? A risky original project that flexes creative muscle but could end in failure? Maybe a goddamn Superman game? Who’s to say. For now, I guess I’ll bide my time and hope the game is better post-updates.

Waller out.

I didn't proofread this.

"With no way to deal with the past, I kept my eyes on the road, off the rear-view mirror and the road-kill behind me. I chased lesser mysteries, other people's crimes."

The Fall of Max Payne is a slick follow-up to the original that scales back the stakes but makes the more sensible choice of portraying an intimate character drama using the ones we already know from the first game. In turn, Remedy treats us to a tragic noir love story between Max and former one-scene-wonder Mona Sax as they become entangled in a mob war.

The more personal approach to the narrative this time pays off, and I found it to be an overall improvement from the first Max Payne's story. The graphic novel interludes, of course, make a return, along with real-time cutscenes. While I appreciate the desire to mix things up more, especially with the fancy new technology at their disposal at the time, I feel that a bit of the style is lost with the reduced number of graphic novel scenes. Though it is an even trade in exchange for a stronger narrative this time around.

The gameplay remains largely the same, though that's by no means a bad thing. After all, the combat in the original was already tight and fun to play around with. What does receive a huge upgrade here, however, is the level design and the difficulty. Clearly, they listened to complaints the first time, as Max Payne 2 provides adequate challenge from beginning to end on the default difficulty. The levels themselves are far more engaging, too, with the funhouse being a particular highlight.

In short, Max Payne 2 provides a worthy follow-up to the original. It doesn't rewrite the book, but it doesn't really need to. Instead, it expands on the base experience in new and engaging ways with a stronger story at the helm.

8/10

A sequel that very much rings more hollow than the iconic first instalment in terms of its narrative, but makes up for it in spades with small but absolutely essential upgrades to the gameplay that leaves it a lesser, but still worthy follow-up.

Now, that's not to say that I consider the story in this game to be bad, by any stretch. The steps the narrative takes to follow on from the first game is to be commended - my issues lie in the style of which this second outing is presented. The comic book cutscenes remain, but the writing comes across as less snappy - the metaphors are heavily toned down and James McCaffrey's line reads are far dryer, with less of the biting cynicism and more of a cold emptiness. In-game cutscenes are animated in better quality, but lose the pseudo-cinematic direction of the original. Most of all, the story itself is a deeply personal one, to Max himself, rather than the conspiracies of the original he found himself tangled up in - no longer as much of a throwback to the noir crime dramas the original game was a loving homage to.

To put it simply, this felt like a sequel that was never expected to happen, and becomes something different. But that's not to say different is bad.

While the story still remains interesting - certain odd choices and flashbacks/flashforwards aside - it's the gameplay that forms the star attraction this time around, and just as well, because Remedy brought their A-game. Movement feels much smoother (aside from the weird jumping that brings you to a dead stop mid-air like a cartoon character, not sure what's up with that), the shooting is more responsive, the quicksave adaptive difficulty bug brings enemy reflexes and accuracy back down to sane levels. Bullet time is also overhauled, making it less about dodging the slowed-down bullets and more about landing more shots before the goons can fire back, and the bullet-dodge is finally not mapped to the same button as regular bullet time, a big problem from 1. You even get a very cool spin-around fast reload animation, to further incentivise usage.

With all of 1's worst elements addressed and fixed, 2 does not stop there - ragdoll and physics objects are implemented throughout and Remedy have a lot of fun with how they're presented. Certain enemies get a special slow-mo killcam as their body violently descends off of a sheer drop, hitting multiple objects on their way down or landing in a trashcan. The physics objects are mainly just there to look cool, but holy shit for a 2003 game, they blew me away. Little pieces of debris from an explosion slowly falling over as you nudge them really adds so much to so many setpieces, but Remedy wisely stop short of making them any kind of important gameplay mechanic - I mean, this was post-Trespasser and pre-Half Life 2, so I guess that makes a lot of sense.

Level design is far more enjoyable than 1, with surprisingly large-scale areas to engage in combat in, and a lot of entertaining side details to explore or ignore at your leisure. Guard conversations, unread answer machine messages that add extra story details and those random TV shows that have become Remedy tradition from what I've heard. The AI is also very well-made, aggressively chasing the player when you take cover, diving for cover when being shot at themselves, and lobbing grenades and/or molotovs; although their aim is a little haphazard.

My major complaint, if I have to be honest, is the difficulty; I feel like I breezed through the first chapter, and it's to be expected due to one baffling decision: forcing the first playthrough to be on Easy. I don't know if they were afraid of game journalists or something, but whatever the case the game sadly bombed in terms of sales anyway, putting the series on the back burner for a good long time until Rockstar went it alone with Max Payne 3: although given the story in 2, perhaps it would have been better had the series moved on peacefully. I'll just have to see what it brings to the table once I've played it.

So, at the end of the day, the story? I think it's a little worse. The gameplay? Much, much better. Absolute must for third-person shooter fans, or honestly just videogame enjoyers in general.

For me, it was an improvement over the original in every aspect other than the story, not that the story was necessarily bad but it was a lot more off the rails than the first one. Like comparing John Wick 1 to John Wick 3.

Other than that I had a great time with this game. The increase in the difficulty of "Detective" meant that I actually had to use the game's mechanics to kill the 4 people running at you, which I missed in Max Payne 1. Although they "re-use" environments from the first game, the new physics engine gave everything a sandbox feel, especially in the early chapters. One of my minor complaints about MP1 was that there were too many guns and too much ammo, and although the gun count is similar, I found myself scrounging for ammo and being forced to use all of them, which was a cool mixup.

All in all, it was Max Payne 1 but with all of the mechanics improved, so I enjoyed it a lot. Two games done and 4 more to go in the "Remedy Rampage".

Kinda miss the janky bullet time in the first game and Sam Lake as Max but maaaaam this was still so much fun. Oddly enough I did quite enjoy the idea of revisiting the same places in different scenarios over and over again, especially the area that was also in the first game.

That being said, some of the other reviews here are right, and the game does feel like it’s missing something compared to the first game. This magic that makes it stand out. Very weird

This is everything I'd hoped for out of a sequel to the first Max Payne. It feels similar enough while keeping all of the good and improving greatly on the bad. Few sequels hit the mark this well.

The main gameplay feels much better just from some minor changes. A little more weapon variety, not being forced into a vulnerable stand up animation after your dive, a better grenade/melee system, and the difficulty/health system being handled in a much more sane way. This game gets what Max Payne was going for with its difficulty, enemies die quickly and kill you quickly. For the most part bullet sponge bosses are gone, and normal enemies don't benefit from the insane adaptive difficulty of the first game. Max dies quickly, but not from one shot anymore, and painkillers are abundant rather than having a scarce handful hidden out of the way in each level. Exploration off the main path feels rewarded more now with extra painkillers and ammo in places that make sense, with the main paths through levels being a bit easier to make out. I did like the environment variety in the first game while still staying on theme, but that's still done better here and with better paced levels. The presentation is also much better, the graphics and sound are a notable step up while still being on the same engine. This is especially notable in the dream sequences, which are improved in gameplay as well, doing away with the poorly implemented platforming and dull mazes. My only real complaint here are the escort missions, some of which are an okay change of pace but the ally health system can feel unfair at points, and there's one mission in particular that's a standout low for the game. Overall though it was really fun to play, and while the story and tone of the first game was what kept me going, here I really got why people love the gameplay. I really wish that there was a way to play through the first game with these updated mechanics, hopefully the remake is good.

The story is just as cheesy as the first time around, but I'm impressed with how they kept that same tone that I loved while blending the comics with real time cutscenes and much more dialogue during the levels. The first game felt like an extreme case of story being separated from gameplay most of the time. You'd fight through waves of enemies in same-y environments for half an hour (even if they did change it up between levels), and then get a bit more of the story. Here there are way more important characters talking to you in the actual levels, or bits of background info that aren't exclusively told through cutscenes. It kept my attention way better and felt like the pacing was much smoother without detracting anything from the tone of its predecessor. The ending is a slight weak point I think, it didn't feel as climactic as the first game, and the final boss fight being mechanically similar but lesser in scale didn't help with that.

This is also a shorter game, and while the pacing is excellent and I definitely prefer this to it overstaying its welcome, I would've loved more here (or just a third Max Payne game by Remedy). Still, a very easy recommendation to anyone who enjoys shooters, this is the one that people talk about when they talk about Max Payne, and I honestly think people remember the first game as being more like this than it is. I remember liking the third game, and I'd like to revisit it now that I've played the first two to see how it holds up. Also curious how much they'll change with the remake, but I'm glad I played the originals regardless. Maybe just watch the cutscenes of the first game if you're checking these out yourself and skip straight to this one, it's a great time.

I had very mixed feelings upon finishing the original Max Payne last week, so I'm very pleased that I was just able to blow through the sequel in a single sitting; this is night and day more polished than the first.

The gunplay feels snappier than ever, and I immediately noticed the separate keys for both bullet time outside of the dive and bullet time with the dive from the getgo to strengthen the plethora of approaches. Speaking of which, it's much easier to utilize bullet time in the sequel since you'll get more meter just from landing hits on opponents and it slowly regenerates over time anyways. Enemies are no longer busted from the adaptive difficulty and you can reasonably take them out with headshots from the less shaky aiming or tear through them with the automatic weapons just as they can tear through you; the shotguns are finally fixed this time around too, without the constant bullet spongyness from adaptive difficulty and enemies not having all their shotgun bullets lined up perfectly able to snipe you from 50 feet away.

The presentation's been upped too; the characters have much more expressive and animated faces, the comics look just a tad bit sharper, the dream sequences feel more woozy thanks to the wobbly camera (and don't have flimsy 3D platforming on tightropes), and you get to see Max do a sick spinny reload animation whenever you're fighting in slowmo. I didn't think there was much they could have done to improve upon the overly serious and dark noir themes of the original, but I'm happy to be proven wrong. And you can finally skip the cutscenes so you don't have to worry about constant saving to avoid unskippable cutscenes!

Only complaint really is that some of the "protect the ally" missions where you have to pick off enemies before they down your friend can result in scenarios where you get soft locked if your ally has taken too much damage and you run out of old saves, since there's no way to heal allies and they will probably take some inevitable damage. Other than that, the ante's been upped and the heroic bloodshed's back and better than ever with tightened & over the top combat; no reservations recommending this over the original (though maybe you'll still want to watch the cutscenes as the original sets up the sequel well) and this was a blast to run through.

Again

2009

As much as I liked playing through parts of Again, I unfortunately find it quite difficult to recommend within Cing's repertoire. The hook is that you're an FBI agent investigating the Providence serial killings from 19 years ago, and you have special powers that allow you to simultaneously view the past and present on separate screens of the DS. In order to do so, you have to manipulate your current surroundings of the present to match the previously undisturbed past through a series of inventory and touchscreen puzzles to view past events as they played out, thus imitating the real life crime fighting techniques of reconstructing and reenacting crime scenes. It's a little rough around the edges, given that not every difference between the present and past will result in an interactable area of interest, and the game is not great at signaling when the player must exit the crime scene for more clues/evidence versus simply not having investigated enough of their surroundings. Nevertheless, I found this core premise engaging enough to see the entire game through.

Sadly, all the surrounding elements greatly dilute the overall experience despite the fantastic conceptual hook. Again suffers from the classic detective adventure game issue I refer to as the "every" problem. You have to talk to everyone everywhere about everything, every time. This gets grating immediately, and is exacerbated by the sheer amount of menuing, screen transitions, and mandatory flavor text that you have to tap through. In addition, the game often requires players to exhaust every option to proceed in order to pass time while NPCs investigate leads and evidence on their own. The game's overarching premise also backfires here. Because you're specifically investigating past murders, most of your time is spent interviewing former co-workers and family of the former victims. As a result, many of the game's characters exist simply as vessels to convey information of what the deceased characters were like back then, and generally lack any significant identity of their own. Couple that with all the constant traveling since you must ask each witness a new single question every time with each new discovery, and it's far too easy to feel disconnected from the game's plot and setting as a whole.

In a sense, Again may as well be the antithesis of Hotel Dusk. Hotel Dusk was a succinct mystery where much was revealed over just half a day, filled with complex characters all coming together within a connected environment all contributing to the final revelation in their own way. Again on the other hand, plays out over the course of more than two weeks with fairly little happening per day, and is filled with many underdeveloped characters and separated locations that usually have little agency upon the game's events, long forgotten about once the game starts to escalate towards its denouement. I'll give Cing their due for delivering upon the core gameplay premise (aside from the absence of any microphone and DS open/close puzzles) and nailing the true perpetrator revelation and confrontation, but I must admit that Again lacks the cohesion of much of Cing's library and fails to fully realize its potential. Even the conclusion feels like a letdown given Again's cliffhanger ending, though I'll cut them some slack here given that Cing would unfortunately file for bankruptcy in less than a year after the game's release and was clearly setting up for another installment. All I'm saying is that if Arc System Works is looking for another overlooked Cing game to remake... Again might be right up their alley.

Call me Vee....Captain Vee.....

It's been about thirty years give or take since I had encountered that ghastly damn fiddler crab. I trudged and shuffled my way through hill tops, chemical plants, casinos, and even oil spills to find all those sparkly gemstones competing in those half pipe challenges. The challenges themselves were quite a treat back in those days. They're a tad fumbly bumbly visiting them now, and the bombs are quite dastardly placed. I wouldn't expect any less from that egg-ish bastard, but that crab took everything from me. My time, my money, my gems, as well as my leg. That crabominable nincompoop took it off when I tried to jump on him, I don't know how he hit me, but he did. Underhanded he was, that's why as of this paragraph I have gone off on my expedition to track down that bloody wanker. I'm gonna get him back for what he did, I will have my revenge...

Been about a weeks worth of travel on the range, we stopped at the casino as a resting stop after my fox companion nearly got tetanus from a Grounder jumping out of the wall in those ruins earlier. Crafty bunch they are, constantly talking about buckets of chicken for some reason too. After I lost all of my rings diving headfirst into an oversized slot machine, we continued onward through the caves dodging those damn lightning bugs. We were getting closer though, closer to his habitat. I could smell the fumes of discarded fossil fuel, past this ocean, we will be within his lair. It's a shame no one has yet to do something about all this oil, I wonder if it's the seahorses keeping the cleaning crews at bay...their cheesy poof spitball can knock an echidna on their arse.

After a couple hours we finally made it, the fabled Metropolis Zone, often mistakenly known as "Genocide City" by some goers. Sounds like something owned by a blonde arms dealing supervillain living in a Nimitz-class supercarrier. My foxy companion was nearly knocked off the lug nut elevator that we were using by an exploding starfish, that's how I knew we were even closer. The music was awfully catchy for such a dangerous area, no idea where it was coming from. I can only assume that crab was behind it. We searched high and low for what seemed like hours.......perhaps even days....but then, it happened. I spotted him. Perched up on the ledge like he was last time, the crustaceous criminal.

Shellcracker. Shellcracker.....

There's no mistaking it, I could never forget such a smarmy little fucker. You could get an entire team of astrophysicists and mathematicians to construct a diagram of when and how this damn crab's hitboxes function, but they still wouldn't be able to figure it out. Baffled beyond recognition at the thievery of which this arthropod operates, science couldn't possibly understand it. I couldn't either, but I had to get it. My revenge. I cannot allow him to continue his antics, who knows how many countless others he has stolen from. How many lives ruined. All by this fiddling fiddler's debauchery and scandalous behavior. I ushered my kitsune cohort to hand me my spear...and I could see Shellcracker's eyes narrow, he knew it was me....I have come for him....only one will leave this area alive. The hunt is on....

My heart was racing, the adrenaline was pumping, the memories of our last encounter rushed back to haunt me. I took my trusty spear and clutched it in my dominant hand, I readied my aim at my arch nemesis. Shellcracker did nothing but sneer at me in confidence, his gigantic claw was ready to lunge at me any second now. I was at a disadvantage, but I was determined, determined to crack his shell. We glared at each other for eons, waiting for one of us to make the first move. Birds flew out of the trees that had somehow grown in this factory, and I suddenly saw his pincer rush toward me. My life flashed before my eyes, and I jumped skywards out of the way for my dear life. In the air, it felt like time had frozen. I could see him below me, now was my chance. I threw my damned spear as hard as I could, straight for his mug. I couldn't even see straight, after only a second I heard a loud "POOF" afterwards. After landing, I took a quick glance back at the enemy, a thick cloud of smoke where he once was. It was done, my revenge is complete. Shellcracker....has been cracked.....

After the smoke cleared however, a rabbit hobbled out of the wreckage of what was once a sinister shellfish. They looked at me for a few seconds, with an odd look that unsettled me. They seemed thankful, thankful that I had defeated them... something I was unprepared for. The rabbit ran off without a care, leaving me there with an almost empty feel. I got my revenge...a selfish act for sure, one that I knew made me no better than the crab, but... was it truly as selfish as that shellfish? I wonder how I would've felt if I had not seen that rabbit afterwards. I took a ponder to this during our return trip home. Riding the gondola down the skies of Hill Top, I remembered all those moments from our last adventure. The journey through the Chemical Plant outracing that vile blue jelly, exploring those aquatic ruins nearly getting my face taken off by an arrow... it's quite odd. My eyes became heavy as I stared off into the sunset, tears were felt running down my cheeks as I looked again at my new keepsake that was his claw. I spoke to him.

"Thank you for the memories, old chum."

If Alone in the Dark 2 doubles down on the worst parts of its predecessor, Alone in the Dark 3, at the very least, expands on what I most happened to enjoy out of… what was otherwise a rather frustrating follow-up. Key to this is the choice in setting: as a compliment to the pirate themed Alone in the Dark 2, Alone in the Dark 3 goes full spaghetti western, taking you to a full-on ghost town in the middle of the Mojave, fighting zombie cowboys, interacting with… perhaps not the most sensitive depiction of Native American culture. It’s certainly rather unique — compared to the areas typically used even in today’s survival horror — and the game compounds this with a rather irrelevant, oftentimes silly tone. Anything can happen, and the game is not afraid of you not taking it seriously. There’s a section where you reincarnate as a cougar and you kill werewolves. Dropping down holes is the most Looney Tunes animation and it’s a coinflip whether doing so will kill you or let you progress. Carnby states that his current situation has left him Alone in the Dark at least, like, three separate times. It’s goofy as hell, and it’s such a blast. So much of the fun was just seeing what the game was going to do next.

As far as the actual plot goes, you play as Edward Carnby, one of the player characters of the first game, ascended to being the main protagonist in the second. Dubbed the ‘Supernatural Private Eye’ after his previous successes, Carnby receives another case: the disappearance of a film crew in a ghost town, amongst their number Emily Hartwood, the other player character of the first game. Heading into the town to investigate, Carnby soon finds that a curse has overtaken Slaughter Gulch, and a gang of zombie outlaws has taken over the ghost town and dispatched the film crew. Alone, and with no method of escape, Carnby must now delve into the depths of Slaughter Gulch, finding his way through, finding help where he can, all in hopes of eliminating the curse over the ghost town and, hopefully, being able to rescue Emily.

Gameplay-wise, Alone in the Dark 3 certainly feels much more iterated than previous entries. While combat returns, and while it’s still… not quite amazing, it’s dialled way back compared to 2’s constant enemy encounters, and there are also a couple changes that make it much less annoying for the player. Your animations (at least until the endgame…) are much quicker, reducing the chance that a given enemy will just stunlock you to death, you have customizable difficulty modifiers that let you fine-tune things to your choosing, and differing kinds of enemy encounters: ones where your goal is less to shoot what’s on screen, more to solve a puzzle to get them off your back. While I wouldn’t necessarily go so far as to say I fully liked it, it’s certainly an improvement, and I’d certainly say I preferred fighting enemies here than fighting them in either of the first two games. I also enjoyed the upgrades made to the way the game delivers its background lore. While the pages and pages worth of books were… okay enough to manage in previous games, Alone in the Dark 3 varies its approach: sometimes the pages will be annotated with pictures. Sometimes you’ll get some film and you’ll see a projection of previous events. Sometimes it’ll be addressed directly to you. While the tomes of yore are still present, they’re juxtaposed with other methods of delivering the background lore to you, varying the approach and making it so much more easily digestible.

For every step forward, though, a few are taken back. Scrounging around for items feels so much more finicky than it ever did previously. Even if you can see an item on a table or cupboard or desk, you must use the Search command to initiate a lengthy animation when just walking towards it was enough to work in previous games. The process of using them also feels so randomly specific. You can have the item you need, you can know where to use it, and you’re still going to waste time trying to use it and failing because you haven’t found the exact spot and position the game wants you to use it. Sometimes I felt like the game was glitching out and not letting me progress despite having the correct answer, which really played well when the game started actually glitching out and forcing me to reload near the end. Puzzle solutions feel like they’ve become more esoteric: I think the whole thing with the miner you have to whip/specifically kill with a gold bullet has been covered well enough, but as a whole I’m… not sure how I could’ve solved some of these puzzles, at least without major trial and error. There’s a moment where you have to jump from platform to platform to avoid falling into a river of lava (don’t ask, I don’t know why either) with a core mechanic being to jump on certain pillars to make more pillars emerge from the ground. You reach the end, with one more pillar you need to raise… which doesn’t come up. Is the answer to the conundrum to, say, go back and jump on one of the side pillars you skipped? No, stupid, obviously you need to use the amulet in your inventory you’ve already used before so a Native American man can teleport you across to the end of the cave. Obviously.

(I do also think the game veers a little long: the last third really feels like it should get to the climax quicker. this is more a minor thing imo because this could’ve just been the stress of wanting to beat the game before I had to go to class compounding on me but it really feels like you’re spinning your wheels right up until the end. given that you start getting bottlenecked by combat around this point, given that the game starts glitching out and at some points softblocking you, it’s… sure not a winner. at least gameplay-wise.)

At the very least, though, all the steps back are made up for by all the little gameplay improvements. And even beyond that, the well-realized setting and the bizarre, anything-can-happen tone really boost the game, in both quality and entertainment value. I… tragically wouldn’t go so far as to say I fully liked it — the combat still hasn’t quite aged well, and that last segment truly does its best to end the game on a sour note, length aside — but god did I have fun. Both Alone in the Darks 2 and 3 aren’t generally well remembered as the original nowadays — both because of how hard they diverge in terms of genre, and because the original is just that influential in the history of survival horror — and while I’d say the second is best left that way… I’d definitely make a case for this game. If not a reappraisal — I don’t think it could bear that sort of scrutiny — at least let it be known just how off-the-walls this game can get. It’s certainly a piece of entertainment. 6/10.

Alan Wake is all about stories and creativity, but it struggles with language. Both games center around reality-warping meta-narratives which shed light on the author’s disorganized psyche, but an abstract conflict like this is difficult to portray either visually or interactively. The visual motif it uses to do so is probably the most simplistic and traditional one of all: darkness and light. Light of goodness, shadow of despair, it’s been in use for literally thousands of years, and for a nontraditional story like this, it at least works as a familiar foundation to ground understanding. The interactive language meanwhile is equally simple, but in a way that feels less purposeful.

A game about creativity, self-doubt, and the nature of reality is, for some reason, presented by way of a third-person shooter, with a dynamic difficulty system generous enough to preclude any sense of survival horror. These shooter mechanics exist mostly as a way to create a sense of pushback, rather than actually representing the conflict that drives the narrative. However, I do have to give it some credit, as it actually does come close to doing so with the design of its enemies. Most of them are faceless shades, which stand around in the midst of other identical, but harmless, shadowy figures. At the start of the game, you’ll find yourself waving your flashlight from spot to spot, hoping to find foes amongst the fakers, but that’s as far as the mechanics ever push you. If you use a healing item, you can be certain that within two item boxes, you’ll find a replacement, and if you used all your ammo, you’ll instantly find more. The interactive language it’s using is, again, incredibly simple, just meant to slow you down, not to have much actual relevance to the story.

But of course, that’s the reason why we’re here in the first place; it’s hard to portray a struggle against the self in a way that can be experienced from without. It’s what brings us back to the darkness-and-light motif, an idea general enough for an audience to reflexively understand, but this generality creates a feeling of hollowness in its message. With this theme being the core of its visual and narrative identity, the only language it had to convey the fulfillment of a character arc was in the shedding or embracing of inner darkness, which flattens the nuance of a mature plot into a finale that feels like a kid’s cartoon, telling you to just believe in yourself.

That’s what I mean when I say the game struggles with its language; its genuinely interesting plot and narrative themes are let down by the methods chosen to communicate them. This is the same way I felt while playing Alan Wake 1 and Control as well, like Remedy’s boundary-breaking impulses are forcibly being restrained by the need to speak in marketable terms. That’s, ironically, why I’ll just keep buying these games. I want them to know that they’ve proven themselves, that they’ve reached their audience. I’m here, I’m listening. I want them to confidently say what they have in mind, to finally speak without reservation.

Ah,Celeste, how much I missed being so bad at playing you...

The fact this was developed in little over a week makes me think that the team at Maddy Makes Games, on top of being masters at design, are capable of bending time and space. Fragments of the Mountain puts a beautiful bow tie to what was already an amazing 2D platformer and an outstanding story, a little treat that feels reminiscent of low poly platformers and the original Celeste itself.

Seeing this collection of memories of the mountain in 3D warms my heart and playing through this sort of open little world —that in retrospect really reminds me of the archipelagos in Bowser's Fury or if all of the Bowser Stages were placed around Tall Tall Mountain from Super Mario 64— is the definition of a blast. Madeline's move set lends itself perfectly to 3D, and even some new tricks are added that fit perfectly and really open up the potential for shmoving. Like yeah, going through the challenges normally is super fun, but it's even more fun to do a little bit of level-skipping and getting a strawberry you REALLY weren't supposed to, if a 3D platformer has those kinds of moments, then you know it's good...

Even at 64 too bits the challenge still feels the same, which at some points it can go a little bit against it since the control never feels as precise as its 2D counterpart, and as much as I love the tape levels and their Mario Sunchine sounding-ass theme, it sometimes feels like you either get the exact angle with the camera you need, or youa re completely screwed... wait a minute... it's exactly like Sunshine now that I think about it!

But what Fragments of the Mountain also has is the heart; never mind how lovably goofy Madeline and the rest of the returning cast look, but the dialogue (which to be honest I didn't expect to be any going in) between these lovable figments, the amazing Lena Raine's OST that brings me back to a childhood I never had and what's possibly the single most adorable Special Thanks section I've seen in my entire life make Celeste 64 far more than a simple tribute, and while it also isn't a full continuation, is amazing endnote that I hope to see one day followed up, and I'd love to see more of this tridimensional small world.

I got my ass kicked, yes, but I welcome it, it's good to have one last little adventure collecting strawberries, flying through feathers and collecting cassette tapes; it's a good final farewell to this mountain, before moving on...

Konami has remembered that they're supposed to be a video game company and thus have greenlit a bunch of new Silent Hill games, including this short free release, The Short Message. Being free is this game's greatest attribute and only saving grace. On paper there are some interesting ideas here. They attempt to tackle themes of teenage isolation, social media, mental health, but do so with the grace and subtlety of a sledgehammer. I think the game's biggest issue is that they try to tackle too much at once, without really saying anything at all. The game is mostly a walking simulator through a rundown apartment(?) with some horrible monster chase sequences thrown in. Your character is tormented initially by feelings of insecurity, which turns into themes of self-harm and suicide, then she's to blame (according to her) for the death of her friend, then her own mother neglects her, and then they introduce the idea of a witch's curse for good measure. It's just incoherent. It doesn't help that the player character is incredibly grating. It's a bit harsh to say that given the personal struggles she's going through, but I found her to be completely unlikeable and unsympathetic. If anything, I think I'm being too kind on this game. The only reason it's not lower is due to it being free and less than two hours long. This game has nothing to offer and I cannot recommend it at all.

I love this game’s visual design. It’s tragically rather undercut by how the lighting is wayyyyyyyyy oversaturated — and washes out everything it touches — but there are so many cool things here otherwise. The abandoned apartments feel so grotty: all the litter everywhere, the layers of graffiti covering the walls, the layers of dust and mold and mess that lends so much character to the world around you. The design of the monster is so evocative — how it seems like the cherry blossoms are trying to burst through its skin — and I’m a fan of how, by design, you’re never quite able to see its full image, at least not for more than a glimpse's worth. I love how the flashback cutscenes showing Maya so effortlessly segue between graphics and what looks so convincingly like FMV, really helping to contribute to the idiosyncratic, off-kilter vibe the game takes whenever we go to the past. I’m not quite sure how much of this is meant to be a tech demo — or whether this really is just meant to stand on its own — but if the aim was to show off its engine it certainly succeeded on that front, even if it’s more the artstyle itself that stands out over its graphical fidelity. And even if it really could have used an option to lower the brightness.

It’s a bit sad, in that case, that I’m rather less into most everything else. Particularly the writing. There’s promise in the premise: I could certainly see a world where I really vibe with what the game has to offer, but I think where this game is let down most is by its dialogue. There’s no subtlety. The game will spell out everything a particular moment is trying to communicate just in case you might not get it. It kinda suffers from a lack of patience, too. There’s this one segment that earnestly does the PT-style looping hallway in a way that gels super well with what’s going on thematically, setting the stage to perfectly represent the downward spiral you know is coming... then the game proceeds to throw you straight down to the bottom, having things immediately go wrong and having the whole thing only end after, like, three loops. Things and themes are brought up and then never quite mentioned again, and while one of those is the kind of painful portrayal of social media and The Gen Z Quest For Likes which I was happy to see go, there’s some stuff that really felt like it needed to be addressed or expanded on which… wasn’t. You’d think that if there’s a scene where (I think) the main character grabs a razor to cut her wrists, with the scars on their arm indicating that this is a rather routine thing, that that might… come up later, but if you thought that, you thought wrong. It just kind of happens. And unless there was something I missed… it never gets brought up again. Feels like a bit of an oversight.

(also: the game is set in Germany and yet… the characters are going to college? but can’t actually go to college because they… have to pay tuition fees? the americans might not realize that other countries don’t work the same way the US does, but trust me, we’ll notice your cultural assumptions :V)

The script never feels particularly naturalistic, either. Characters go through stuff and talk about the stuff they go through like it’s some sort of cyberbullying PSA, and… as somebody who went through some of the sort of stuff some of the characters here did, it never really felt like my experience. I know that it’s loosely going for heightened reality — I don’t think the game was literally suggesting that our character walked down her school hallways every day while random jocks yelled “Go away!” and “Slut!” and shoved her towards the lockers — but if the game is really trying to sell this as a real thing people go through, I feel like maybe there could’ve been an ear towards having the bullies say things bullys actually say. If you’re going to talk about how The Gen Z Quest For Likes makes people feel alienated and inferior from their peers, maybe don’t make it seem like you’re making fun of it instead. If you’re trying to treat the complicated and nuanced topic of suicide and mental health with the care and respect that’s required… Look, I wouldn’t necessarily say this game is as triggering on the subject of mental health and suicide as others made me think it might be (it never goes as far about it as, say, something like 13 Reasons Why or Doki Doki Literature Club ever did) but also it was insanely funny just how many times they throw the content warning disclaimer at you. Like, I read through it when I started the game. You don’t have to show it again every time you portray something that could be a representation fucky-wucky. It just kinda makes your case worse.

There’s other things, as well: the chase sequences were kind of annoying to play. They’re like this weird looping maze you have to brute force until you find the arbitrarily correct way through and also the monster will just suddenly appear from in front of you and immediately kill you if you can’t react in time and I haaaaaated having to do them. Overall, though, I’m… rather mixed on this. In a way where it really could’ve been something I liked, as well. Because while visually the game is rather adept, below the surface… god the writing really betrays it, especially the slipshot way it handles its delicate, complicated thematic material. If this is a teaser of the future of the Silent Hill franchise, it’s… certainly indicative of what’s to come. In more ways than one.