114 Reviews liked by thewilhelm


I just finished Persona 3 Reload and it was one of the most memorable experiences i've ever had with video games.

My final 1cc score https://cdn.discordapp.com/attachments/1156847812378628116/1208187784972607588/image.png

I was very up and down with this game tbh but I can safely say the best ship in the game is the R-Type ship since it lets you save a lot of mental energy from dodging. Using it immensely improved my enjoyment of the game, along with finding some jank ass hiding spots for bullets.

I don't have a huge amount to say about this game ig. I wish there were extends, but it took me under 10 hours which is smol potatoes for an arcade shmup. The pre-rendered aesthetic was really cool and showcased the power of the Neo Geo, but I was creeped out by the Angelfire/Geocities era baby dancing gif that was the final boss lmao.

Also my favourite detail was how the stage 6 boss was visible in the very first screen of the game! I love when games do this.
https://cdn.discordapp.com/attachments/1156847687476457492/1208188110412849223/image.png
https://youtu.be/8f8i3QfQu_0?t=576

The main problem is how unbalanced the game is. Some ships are just straightup better than others, and the first 5 stages are extremely easy while the last 2 take a LOT of practice and esoteric strategies. It's really weird how the objective best way to beat the game for survival is to avoid as many items as possible and how there are invisible bullets at a high enough rank, it really feels like an unpolished gem. A diamond in the rough game for sure. In a more tightly designed game, there would be extends so that the player would be encouraged to hit a nice risk and reward spot between getting a lot of points for extra lives but not too many points so the enemies were too hard.

Oh and for the love of god please use this romhack and don't play the game on Fightcade or GOG lol
https://www.arcade-projects.com/threads/blazing-star-special-hack-no-bonus-sound.19817/

GS Mikami: Joreishi wa Nice Body is a solid action game based on the anime adaptation of Takashi Shiina's manga Ghost Sweeper Mikami. I have some reservations when it comes to licensed games, as most of them tend to be generic and serve merely as promotional vehicles. However, there are exceptions, and this game is undoubtedly one of them. This is attributed to the excellent work of Natsume, a company that, for those unfamiliar, was responsible for games like Harvest Moon, Pocky & Rocky, and Wild Guns.

When I played it for the first time, this game caught my attention right away, largely thanks to the anime, which I'm a particular fan of, and, of course, Mikami's charming body. Haha, I'm kidding... or am I? Either way, it's a great example of how to properly adapt material from another medium. The gameplay is excellent, the controls are fluid and responsive. Everything works as it should, both in jumping and in combat. In other words, no bugged hitboxes or unnecessary deaths due to lack of precision in jumps. And all of this is perfectly aligned with the well-designed level design, which features very diverse stages, each with its own challenges and mechanics. The game leaves no room for monotony and maintains its pace until the end.

The graphics, although not exceptional, fulfill their purpose satisfactorily. The characters are very well represented, and there is clear attention to detail in the animation of the sprites and scenarios, which faithfully reproduce the entire essence of the anime for 16 bits. The look of the bosses is also well crafted, especially Moga-chan, the cursed doll, who, in my humble opinion, was the best boss in the game. And we can't forget Kinuyo Yamashita's energetic and captivating soundtrack. Each musical track harmoniously integrates with the game's atmosphere and effectively captures the duality between terror and humor present in the narrative.

Unfortunately, both the anime and the game were not able to achieve great popularity here in the West. However, it is undeniable that the game has admirable qualities. Although it is not considered a masterpiece, much less a hidden gem of the Super Nintendo, it is undeniably competent in its execution and manages to provide a fun experience from beginning to end. That was his greatest achievement.

- você não tem honra
- e você é escravo dela

que história imersiva, que final simbólico. MUITO foda, ainda pretendo platinar o jogo, joguei a versão do diretor no ps5 e foi uma experiência incrível.

Legitimately one of the few games to ever make me cry. Hard recommend.

While the concept alone will most certainly make most people raise their eyebrows, being a dating sim where all the girls are disabled, I will hardcore defend this game. The game never treats any of the girls like stereotypes or jokes, they all have very real personalities and way they cope/live with their disabilities. But yeah you can fuck em too.

The most notable thing about Axelay in my opinion is how "proto-Treasure" it is, as in the company behind beloved games such as Gunstar Heroes, Alien Soldier, and Ikaruga. It's already known that much of the team behind this game would immediately clean house at Konami and move over to Treasure after completing its development, but even without this knowledge it's hard to shake the feel of Treasure's design philosophy off of Axelay. It's in the incredible art direction, the rocky surfaces in stage 3 and their cybernetic underbellies, the jittery stop-motion movement of the stage 2 boss, all the insane technical feats on display, and so on and so forth. It really sits right at home with Treasure's next few years of work down the line, and in my head I sometimes consider it an honorary member of the Treasure catalog. I might actually prefer it over Radiant Silvergun, their next shmup to be released.

Not quite my favorite shmup on the SNES, but it's very close, only being beaten out so far by R-Type III and maybe Space Megaforce. It's worth a look for any fans of the genre and any fans of Treasure's output. It's ruthlessly difficult though, perhaps even moreso than R-Type III, so it'd be best to stay on your toes if you give it a shot.

There is a moment in Mushihimesama where I started to feel guilty. Not for the act of playing the game or anything but upon hearing Reco the game's protagonist death scream a bit too frequently as I weave her into yet another purple ball of bug plasma. This really struck home though when I paused the game and the music and sound effects stopped but her scream continued, echoing into the void reminding me of my failure.

In case it's not apparent I'm still pretty green to shoot 'em ups though I've been investing time playing them more and more since joining backloggd. I see people here discussing in their reviews completing a 'one CC' run and I laugh at the the very idea of the practice it would take me to do such a thing. You see I normally play a shoot 'em up once, see the credits, take time to think about what I played, what did I like? what didn't I? and then move on. There is something about Mushihimesama though that keeps drawing me to play it again and again. For the first time I feel I almost understand hardcore STG players, at least a little bit.

The immediate thing I need to talk about with the actual game though is the cover art here. It's the thing that made me aware of this games existence. A friend here started playing it before I started delving more into the genre a couple of years ago and my first thought was "what on earth is that?" You only make first impressions once and it's absolutely sublime. Taking a mixture of anime and art nouveau with the curved backdrop, colours and flowing hair. It's like if Alphonse Mucha had become an anime artist and I utterly adore it. The art is one of the stand out elements of this title for both aesthetics and design. Taking influence from studio Ghibli's animated classic Nausica Valley of the Wind, you play the afore mentioned Princess Reco. She is due to be sacrificed to stop the Miasma that threatens her village from the giant Koju insects. On her 15th birthday she takes flight on her Rhinoceros beetle to stop them. The game's theme is entirely about insects bugs and nature, even the game's title Mushihimesama translates roughly to bug princess.

It spans five stages and I love the visuals and details. Lush looking forests, petrified centipede husks with fauna growing out of them, lava stages, crane flies floating on water and not to mention the way the stages are so active in the backgrounds. On one stage you can see this ginormous beetle fortress traveling under the canopy whilst you fight smaller enemies above before appearing as the boss. Another level with a giant beetle attached to a chasm wall that flies up to engage you. It's just a really cool looking title for concept art and in game visuals. Where it's clever though is in it's usage of art and colour in this design. This game is extremely vibrant with hues of green, red, blue, yellow all over but they reserve purple very specifically for enemy fire. Bright purple. Such a small thing but mechanically makes it very easy to understand what it a threat to you and is also very visually striking at the same time. I've played games where I simply couldn't see what was coming at me due to colour blends between backgrounds and fire. This eliminates that issue entirely, just because something is clear though, doesn't mean it is easy to avoid, this is a bullet hell after all.

This is my first real one in fact and I understand a good one for that because it's actually incredibly simple in a lot of ways through how it's been designed as mentioned above. You get one character Reco, but have three firing modes to choose from in how her bullets fire. She gets some basic power ups for her main gun and satellites which can be used either in a spread pattern or more focused fire. Seed bombs can briefly clear the screen of bullets to save you when firing and everything else is positioning and prioritising targets. There isn't a lot to learn at the base level but there is a lot to master. Knowing where to be on a level, taking out a bigger Koju first to control the flow and watching the onscreen bullets fade out or dodging through an absolute torrent of fire and coming out the other side is an absolute rush when it happens. I actually prefer playing it on Manic over normal difficulty despite the increase in bullet density coming my way because the game just feels good to play moment to moment but I am still learning a lot every time I play.

Though I am reviewing the arcade game here I played through once I would recommend getting the Mushihimesama HD release on steam for it's crisper visuals and extras I'll review separately another time. Regardless of version though I'm really glad this actually lived up to both the word of mouth around it and my expectations based on the art, fun music and footage I've seen. This is actually my first Cave game having weirdly played some games that eventually led to their formation prior. It's probably not my favourite shoot 'em up but I must say it's an extremely good one and I look forward to playing more of Cave's works.

Reco's death scream however will continue to haunt me for some time but I am getting better to prevent her suffering.

+ Concept art is gorgeous.
+ In game visuals and art are also gorgeous.
+ Simple clear design but still a challenge.

So this year I was going to make a conscious effort to work through my backlog. Buy less games, play more etc. That quickly fell apart in the first month however I've done decently at playing them so far and the Odin Sphere remaster Leifthrasir is one of the older PSN purchase I have yet to play . I decided it was a good title to finally finish on my 2024 games played list.

Odin Sphere is the third Vanillaware title I've played at the time of writing. The first was Dragon's Crown, a game I truly hated but perhaps approached wrong expecting a four player Guardian Heroes. The second was 13 Sentinels: Aegis Rim which I utterly adored for it's keep you guessing sci-fi story. (First quick review I wrote on Backloggd actually) It's fitting then that Odin Sphere would sit somewhere in the middle between them as a game I like but with a lot of flaws preventing me loving it and hard to actually recommend.

So lets get the positive aspects out in the open first as this game does have a lot of good going for it. Firstly the artwork and animations are pretty stunning. Vanillaware is pretty famous for it's layered 2D art style and animations. The characters and enemies all stand out and the usage of colour and style makes it feel like a painting in motion. To carry on the presentation side of my positive compliments, the whimsical soundtrack is stunning. I especially like the theme song but it's all gorgeous wrapping up Odin Sphere into a great looking and sounding package.

I actually had to double check this was originally a PS2 game because even as a remaster it just doesn't feel like it. Equally it just doesn't play like it came from that console. The combat animations and battles are all so smooth chaining from moves to move. This isn't an insult to the PS2, it was an amazing system, just a compliment to Odin sphere's visuals and animations. When in combat the characters have a large amount of moves with more unlocking as the game progresses. It allows you to chain various moves and skills into large combos. Hitting a group of enemies into a huge combo with perfect blocks to keep the chain is initially really fun. I'm saying initially because this is where my praise of Odin sphere starts to breakdown a bit unfortunately. The game is based around five characters:

- Gwyndolin, a Valkyrie Princess.
- Cornelius, a prince cursed into a beast form.
- Mercedes, a fairy Princess.
- Oswald, an orphaned knight with a cursed sword.
- Velvet, a forest Witch.

Similar to Vanillaware's later title 13 Sentinels each character has their own story arc playing the game from different perspectives before a final chapter linking the full story together. In principal the idea is great. Vanillaware themselves proved this can work wonderfully as a concept. Here it is extremely flawed though. My biggest issue is there is no variety between each character play through. They have different moves, weapons and some unique skills on a couple of them but they are fundamentally the same. When you take that into account along with the fact that each one of them plays through the same 6 locations fighting the same 20 ish enemies and same bosses and no matter how gorgeous Odin Sphere is, and no matter how nicely it plays it just becomes tedious. You have to play all five scenarios to see the ending and by the 4th character I was just feeling burnt out of it all.

Perhaps because it's an action RPG there is a greater downtime between the story sections that could have kept the mystery going for me to want to push onwards but I feel the narrative behind the game overall just isn't strong enough to justify the multiple perspectives. There isn't a huge mystery that gets unveiled or a surprise twist. Each scenario explains a few things more but I didn't find any of it compelling. Everything around the multiple protagonist formula here undermines the story and the mechanics. Some of the story arcs on each character don't quite match with some odd reasons to make sure the character does visit the snow mountain or lava kingdom etc. Having a food resource cooking mini game for levelling is a neat little idea but gets boring having to save ingredients and feed each character as a core way to level them up every time. Exploring never has anything new on different characters, same levels, same equipment. This feels like a 6 hour game padded out to a 30 hour game and the fairy tale esq setting and lore aren't strong enough to carry that.

I hate typing this as I wanted to love Odin Sphere like I did 13 Sentinels. I am however grateful to it for being the game that put Vanillaware on the map, the game that is almost like a later prototype they built on. I'm glad I played it, it's well made, and looks and plays wonderfully it's just lacking meat on it's bones.

I wish you really could just grow sheep from trees.

+ Gorgeous art design.
+ Fun , fast and fluid combat system.
+ Pleasant whimsical soundtrack and great voice acting (I played it in Japanese).

- The game loop is extremely repetitive and the story cannot carry nearly the exact same content from a slightly different view point. Only one real negative but it's a big one.

This review contains spoilers

When rereaded it becomes so much better because you now realize the subtext and you start to really understand what's really going on with the murders, with the characters and everything is so more emotional to me. Especially:
-Natsuhi's monologue
-George's proposal
-Kinzo's moments
-Maria's fantasy
-Battler's dialougues about Kyrie
And pretty much everything. Btw, you even have some foreshadowing as when battler said "At the end of the night i will grab "you" by the collar" just some minutes after he actually did it xD. Amazing.

(And also, the end felt so strongly different after realazing that the "witch" was actually really there. And when i rehear system0 ost i always imagine "Beatrice" coming into the Mansion's door appearing and i feel what she felt inside of her at that moment. And that's such a unique feeling, so good, even though so sad.)

Hiddem gem fodida do ps1, controles super fluidos, graficos lindos e uma trilha sonora meio mistica fazem uma otima experiencia no geral apesar disso ngm merece as ultimas zonas pqp só boss chato

UPDATE: Improving it by half a star now that I have finished Farewell. I didn't think I'd be able to... but I did.

Beautiful story woven between some excellent platforming precision.
I thought this might be my next completion project after Cuphead, but I was STUNNED by how much there is to do after the main story was over... I can not bring myself to dedicate that much time into getting that good. Barely got a quarter of the way through Farewell.

Valis-esque, SFC kusoge that can leave a lasting impression due to its unsettling nature, and its even got Love-de-Lic DNA.