This review contains spoilers

On my journey to replay this massive story of a game, A Realm Reborn and Heavensward were the two parts of the story that I hadn't grasped well due to various reasons. Stormblood is different in this story. It's the expansion that made me see what could be great about Final Fantasy XIV and convinced me to fully focus and try to appreciate its story.

In comparison to Heavensward, there's a few things that do feel like a bit of a step down as a lot of Stormblood is incredibly backloaded and doesn't give you the same consistensies that Heavensward did throughout its entire runtime. It's not as tight and at times is more sluggish in direct contrast, but it still dripfeeds enough information and character moments to still be great.

Though the political landscape of Stormblood doesn't feel as strong as Heavensward, it still served the characters that are in the middle of said politics well enough to make them shine and very interesting and entertaining. Almost every character involved is great, but only a few are real stars within this expansion.

The character work for Yotsuyu in particular has been fantastic. With a newfound love for her character, I've grown to like the things I criticized her for previously and now think she's incredibly strong in the base game and only becomes stronger in Post-Stormblood. A tragic character who seemingly dies with a ton of regret, but at the very least cursing one of Hien's most important men to die with her. However, the curse she inflicted on him was not one of death, but to live with a lost child in the shape of hers. With her memory wiped clean, Gosetsu is burdened with his own kindness to take care of this new person he finds in her. Through him, she's able to learn of the kindness of the world, while her old self was only shown its cruelness. Shocked at the person people saw her as, Tsuyu was shunned and scared of the world, once again facing that same cruelness. But here her new relationship with Gosetsu taught her that it is not all so bad. He was kind to her, she wanted to be kind to him. What they had became important to her. Even when she regained her self, Gosetsu's kind deeds stayed with her, despite rediscovering her truth of the world. Vowing to kill her enemies to save the ones she has learned to hold dear now, Yotsuyu goes down with her dearest brother. She is tragic, she has learned kindness, yet is never redeemed. She's simply human.

She would've never been able to learn of this if it wasn't for Gosetsu traveling with the Warrior of Light, learning of the new lands he hadn't seen prior along with Hien and his other companions. Learning of the new cultures in the Azim Steppe and their unique beliefs. A journey to unlearn his ignorance and be taught that the world is so much more than what he knows. Through this acceptance of the world and its differences, Gosetsu is able to cast aside his animosity for Yotsuyu and see something greater in this opportunity. Though it isn't easy and it was never going to be easy. As much as he has learned, he is still challenged by having to care for the one who made him and so many of his people suffer so much. She has to suffer his kindness, while he has to suffer hers. Their relationship is beautifully tragic, changing the two in ways they didn't foresee before.

And the one to ruin it all, Yotsuyu's dear brother, Asahi. Who didn't get thrown away by their parents, treated like scum. Yet he never got the adoration and attention he wanted from the one he truly admired and loved. Zenos made Yotsuyu the viceroy, recognized her abilities to govern over Doma and her hatred for their own people. Asahi was never even seen, much less acknowledged. He never saw the tragedy of Yotsuyu, he only saw what she got that he didn't. Blinded with hatred and resentment, he plotted against Doma and his own sister with whom he thought was Zenos. Yet his own blindness could not even recognize the one he loved most. He says the light of the Warrior of Light will never be brighter than his radiance, yet he's not able to see he's just being used as a pawn by the Ascian that wears his skin.

Yet Zenos still lives on. Starting with his hunt for something equal, something greater and finding that in the Warrior of Light, there is a profound loneliness within Zenos, who is by far the best character in Stormblood. Never could anyone live up to his potential, everyone boring him. Nobody can live up to his standard and his life is filled with constant, consistent disappointment. He has no true enemies, no friends. So finding that in the Warrior of Light, seeing the potential they hold, he lives for them and them alone. Engaging in battle throughout Stormblood, testing their abilities until they are equal to his own, he yearns for a battle that leaves him happy. Something that satiate that hunger. Seeing the Warrior of Light rise in strength and get stronger at every turn is fuel for Zenos to get stronger himself as well, seeking new power like the artificial echo and Shinryu's capabilities. Being able to live purely for this battle and wanting to rise even higher than he ever did before reveals that tragic, lonely side of his. From a young age, Zenos learned that nobody could match him and that has been his truth for over a decade. And now that he finally reached a new height that he never saw before and still got bested, he is satisfied with his life. He knows he will never get that again and chooses to end it there. They call him a coward, but they couldn't possibly understand the bond he and the Warrior of Light shared in that moment. It can't be replicated. So he says goodbye. To his first friend, his enemy.
But much to his surprise, his soul lives on, finding an Ascian in his body and the hunt for the Warrior of Light, not over.

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Charms you immediately with a simple, yet beautiful artstyle that fits the style and atmosphere A Short Hike is going for perfectly. Through very charming dialogue, we get to know the protagonist, Claire. She's waiting for a phone call, bothered that she doesn't have any cell phone reception, because this apparent thing is very important to her. Her aunt tells her that she should take a hike, literally, and that she might even get reception on top of the mountain, setting a clear goal and believable motivation for Claire.

As you begin your trek through the island, upwards to the mountain, you meet a bunch of cute, charming and funny characters that give you mundane tasks to do to help them out. A lot of the time, you will get something out of it, but it's not always a guarantee, yet it simply feels good to help out these folks that need your help. If you don't end up with a reward, you will at least get to feel their gratitude in most cases, giving a lot of life to these little characters that you sometimes don't even know the names of.

Through the tools and help that you gather around the island, you are able to start the real hike to the top. These mundane tasks done prior have a real weight to them when you consider that a lot of these characters indirectly help you in your hike as much as you helped them. Getting running shoes, golden feathers, a bucket, a compass, etc. will all help you get towards your eventual goal. But in the end, you have to make it yourself.

Reaching the top, you're able to enjoy the view and even witness an aurora borealis. You feel at peace, having made it this far. But then you get a call, like your aunt told you, there is reception up this peak. Through the phone call, you learn that Claire was stressed about the surgery of her mom. Her mom, in all familiarity, tells her not to worry and that she's proud of Claire for making it to the top. In an emotional climax, the two exchange loved words before a rare updraft bursts out of the lake at the peak. Claire's mom encourages her to ride the updraft while she still can and Claire, albeit nervously, takes the plunge. Soaring through the sky, going down all the way whence you came is an emotional and uplifting experience. You're able to pick up some tasks that you have yet to complete, but in the end, you go back to your aunt and tell her about your experience. Before taking a nap, Claire tells her aunt she's glad she came here, and so am I.

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My first experience through Heavensward was one I regret. Because of my initial response with A Realm Reborn, I was less interested in what came after as well. Heavensward didn't manage to grab me as much as I wanted to and as a result I didn't pay a lot of attention to its dialogue and because I initially played it in Japanese, even its voiced acted cutscenes didn't resonate or stay with me. There's key moments I remembered, but also major points that were incredibly important to certain characters or the overall plot that I completely missed.

So now, replaying it after a newfound adoration for A Realm Reborn, I was very excited to get into Heavensward. From the start, benefitting from post-A Realm Reborn's ending, the story kicks off with interesting premise on both a political and personal level. Through the new environment of Ishgard, we get glimpses of its current conflict through Aymeric and House Fortemps that warmly welcomes the Warrior of Light, Alphinaud and Tataru. It's immediately engaging and intrigues the player into the political landscape, while becoming endeared to these new characters with a pre-established warmth through Haurchefant.

The story really kicks off with the introduction of the dragons. Estinien and Ysayle give us two skewed perspectives on the long conflict between man and dragon. Ysayle has a great character arc, letting us empathize with the dragons while having her own journey of self-discovery, but Estinien is the real star of this storyline. A character that has, builds and lost connections with so many of our cast, most important the Warrior of Light, Aymeric and especially Alphinaud. With these connections, Estinien parallels and contrasts one of the most important dragons in this story, Nidhogg. Both lost close ones, dear to them and set out on a path of vengeance, yet Estinien is able to forge bonds with those connections mentioned before, to put him on a path of healing.

While there is a lot of focus on the plot of conflict with dragons, it also serves and interconnects with Ishgard's internal political conflict with Thordan VII. Nidhogg is a more compelling antagonist overall, especially with his ending in Revenge of the Horde, but that doesn't diminish any of Thordan's qualities as another great antagonist of base Heavensward. His determination to keep the peace no matter what, to defeat the Ascians even if it means becoming a primal, he becomes an antagonist you can understand despite flawed measures to get where he got. But without him, Lahabrea wouldn't be defeated.

And despite it being detached from Heavensward's main story, the inclusion of the Warrior of Darkness and his crew was something special. Incredibly efficient with setup starting from As Goes Light, So Goes Darkness and completely focusing on the group in Soul Surrender with some of the most emotional writing and character conclusion thus far.

All of this culminates into a beautiful story that is Heavensward with its patches continuing to build on what the base game set, soaring into higher peaks that make me love the characters I already know so much more. Alphinaud, Estinien, Alisaie and the Warrior of Darkness stand out as some of the best content and characterization.

I'm happy to say that Heavensward is finally part of my huge love for Final Fantasy XIV, as I couldn't wholeheartedly say that in my first, very flawed playthrough.

Being able to replay this with full context and attention of the game has been a great joy. Picking up pieces that get recontextualized throughout the entire story is incredibly exciting and I appreciate the start more than ever.

Meeting all the characters I've come to love over the past year or two all over again has been real special. And since I played A Realm Reborn on Japanese at first, actually hearing the infamously bad voice acting was at the very least very interesting, because of how beautiful some of its voice performances are in later expansions. While this is something bad specific to A Realm Reborn, it does give me greater appreciation for the game as a whole.

Undoubtedly, there's a lot that's not good or straight up bad about the first part of Final Fantasy XIV. Tons of fetch quests, sequences that don't matter and characters that have little import or are actively making the experience less enjoyable. Unfortunately, this does hold A Realm Reborn back from a higher score, but more importantly than its faults, I love what it does well.

This first, long section of this masterpiece of a game is often written off as simply bad and slandered to hell and back and sometimes even called skippable. But what I found in connecting the big moments and its important characters, is a story that does its best to save what had come before. And by doing so, it's able to set up fascinating setpieces of its world that open up countless storytelling possibilities for its sequels, or expansions. A Realm Reborn isn't perfect, sometimes it's not even good, but it's essential. You're able to appreciate Final Fantasy XIV to the fullest if you experience this imperfect entry to a perfect game.

This replay really solidified my thoughts on how much I love Kaito and this expansion to his character, I'm so happy this exists.
Still the best romance in the Yakuza franchise.

Cave Story immediately pulls your attention with its charming retro style and simplistic, but tight gameplay. Controlling Quote feels great and through the early level design, it teaches you the very basics of Cave Story's platforming and combat. For me, it all felt very nostalgic to play a game like this again.

Although the core gameplay of the game is quite simple in execution, it revels in that simplicity through its more complex level design. While using level design to further enhance the gameplay and the way you have to utilize your movement and controls is nothing unique to Cave Story, it is one of the better examples to do it out there. This feels especially true for some of the boss fights that ask more elaborate movement than your regular levels.

And while there's not too much to say about its actual story, it's fun and creative enough to keep you engaged with its plot and characters. Through its silly dialogue and message of kindness, it's clear how this is one of Undertale's many inspirations.

For a while now, Persona 4 Golden has been in the back of my mind as one of the most special pieces of fiction for me. So this review is a poor attempt to verbalize what this game means to me.

In the middle of 2022, I was at one of the lowest points of my life. Through my own admission, I had lost the people around me. My days felt empty, my future looked bleak and I struggled to get out of bed, let alone take care of myself. In an attempt to make my life a bit better, I purchased a new PC, to delve into new games that I previously wouldn't be able to play. To at least get out of bed.

Luckily, my best friend stuck with me through these tough times. He introduced me to Persona 4 Golden, a series I had previously been aware of and been mildly interested in through Persona 5, but never got the push to quite get into it. Ironically, I could've easily played Persona 4 Golden on my older PC, but nonetheless it felt like the mark of a new beginning.

I would love to say that starting the game and playing it was a magical experience, but it was a struggle at first. But it was a reason to talk to my best friend, it was a way for me to keep going so I managed to keep going. Through the daily struggle to keep up, I got to know the characters slowly, but surely. I started to pick a favorite, get invested in their character arcs, try to figure out the mystery of the town and most importantly, feel a bit better every time I saw that friend group that had started to mean so much to me.

Of course, the characters of a video game cannot replace any real friends or any real interaction, but the bonds that were being forged in front of my eyes were enough to fill that temporary emptiness in my heart. The perseverance of these kids, to have the courage to keep moving forward when it all seems so bleak, gave me hope in my darker hours. To be able to share that with the only person close to me at the time was a special time and allowed me to keep the hope that life would get better.

And it did. Because of Persona 4 Golden and my best friend Goh, I was able to persevere myself and keep faith in the future. To me, they saved me.

I usually like to close off a review with a quote that meant something to me in the story that I experienced, but here I would just like to thank Persona 4 Golden and Goh to be there for me and I'm grateful to anyone who took the time out of their day to read what this game means to me.

This review contains spoilers

There's a lot that I could talk about when it comes to my experience with Red Dead Redemption 2. But every time I try to write this review, I just want to talk about the character that has impacted me the most, Arthur Morgan.

From the start, Arthur is a man who denies himself good, acutely aware of the crimes he has committed in the past. We never see what goes on before the start, but we don't need to. The guilt and burden Arthur carries with him is felt in the voice performance, the group dynamic and surrounding dialogue. Through tragedy, be it through the gang's own doing or not, brings the Van der Linde gang closer together and they start to feel like a family.

This family is bound together by a single man's ideology. An ideology to seek something greater, a life of freedom. Dutch raised Arthur and those around him to believe in that, but as the story progresses, as the family loses its members, that dream starts falling apart. Seen through Arthur's eyes, Dutch is spiraling down a deep and dark road, while he tries to do better by the people that have done him good. Between Arthur and Dutch, a rift slowly opens itself. Every clash between the men develops a deeper resentment for one another.

Towards the end, Arthur and some of those he holds dear, stand up against Dutch. They had lost too much, Dutch had changed too much and they had caused too much. The Van der Linde gang is broken up and so are its people. Arthur's story ends where Red Dead Redemption 2's story doesn't. In the end, he found peace and love in his heart where someone like Micah or Dutch couldn't. He gave it his all.

Through Arthur's kindness, John is saved. John is left to pick up the pieces, to live a life Arthur was destined to only dream of. He is Arthur's legacy. As he deeply affected the lives of those he touched, he is now deeply affecting mine and I'm grateful to have seen his story. You're a good man, Arthur Morgan.

"Take a gamble that love exists, and do a loving act."

With the atmosphere and presentation of Signalis, I was sure I would fall in love with this game. In the first few hours, the gameplay was interesting and fun, motivating me to solve the puzzles laid before me through its mechanics that very much reminded me of the classic survival horror genre.
Unfortunately, the horror aspect of Signalis isn't very appealing and while everything is stunning to look at and play through, there's never a feeling of tension and that's a huge miss.
Nearing the end, those mechanics that I found so engaging towards the start, started to dwindle and became monotonous with countless times feeling burdened with whatever comes next.
I stopped caring and I dropped it.

The start of Journey is a bit confusing, slow and almost daunting, but I quickly realized that throughout some clever game design, the path to walk is deceptively clear. Encountering another player to interact with and share my journey with was the biggest highlight.

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A beautiful journey from start to finish. Not a moment where I felt let down, disengaged or negative about this story whatsoever. The game tells you pretty explicitly it's about the past and future of the yakuza, both literally and on a metaphorical level. While Like a Dragon had some cool theming of passing on the torch, this game truly feels like the end of Kiryu's era and the rise of Ichiban's.

Ichiban's side of this story is exhilarating, fun and introduces some new characters with wonderful emotional depth. A yakuza with a soul, seeing the good in people where others don't, helping those in need that can't seem to help themselves, Ichiban serves as a beautiful new protagonist to the Yakuza series. His parallels and bond with Kiryu are believable and feel stronger with every scene they're in together.

On the other hand, this is very clearly Kiryu's last game, or at least the last game he will have a major role in. His journey is over and after all he's been through, he makes a final hoorah with Ichiban and his friends, finally relying on others in a life where he tried to take on everything on his own. Throughout Kiryu's story in Infinite Wealth, he regains the will to live and be himself. Always being ready to die and fall for others, he finally chooses to live for himself and regains his name as Kiryu Kazuma, the Dragon of Dojima.

The way these stories intertwine and compliment each other constantly is something beautiful, reminiscent of Yakuza 0, where Kiryu and Majima's stories slowly came together in a masterfully written way, yet Infinite Wealth feels a lot more intimate and emotional. Personally, I can't count the amount of times I've teared up, cried or just gotten emotional from this story.

This game is truly special and will forever have a place in my heart as one of my favorite stories in fiction.

"...So long, old friend."

The gameplay sucks, the new characters are not very good, but I can't deny that this game has touched my heart in ways that other games never could. From start to finish, Snake has been substantiated further and further, building on the idea of The Boss's legacy, a theme that has been prevalent in the entire series.
While the new characters introduced into this game are lackluster and don't get enough characterization or presentation to make them interesting, every recurring character has their story expanded upon in such a meaningful way that I barely care about the things the game doesn't do well.
It's hard to put into words how I truly feel about this game, but I can comfortable say it's a strong, but complicated love.

While Katana ZERO succeeds in creating a fun and engaging gameplay loop, there is a lingering sensation that the game could do more with its foundations. There isn't anything particularly wrong with any of the mechanics or level design, but it feels like something's missing. This thought looms over the game's narrative as well, where plot threads end up feeling unresolved by the end while still managing to deliver a satisfying conclusion to the protagonist's tale. There is definite room for a sequel or an expansion of sorts to explore the rest of the cast and plot of the game, but for now Katana ZERO has done its job at delivering an entertaining experience.

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While Kaito Files is a lot shorter than the main game and doesn't have any of the amazing side content, I can't help but love this DLC just a bit more than the actual game. Having Kaito as our protagonist and exploring his character in only a few chapters was a unique choice to make from RGG studio, but I'm so glad they did it.
The short story allows for the small cast to get plenty of focus they need, especially two of my new favorite characters, Jun and Mikiko. Both add a unique flavor to the series that feel like a perfect fit for Kaito. He sees himself in Jun, a kid who wants to do the best he can to protect those he loves and he has a great relationship with Mikiko, who has an amazing character arc of her own.
The antagonist cast is nothing to write home about, but they all fulfill their roles and the two most prominent ones have some really cool moments here and there and they serve to make Kaito, Jun and Mikiko even better than they would've been without.
Similar to Gaiden's protagonist, I couldn't be happier with how Kaito was handled in this game. Solidified as one of my favorite video game characters.

This review contains spoilers

Lost Judgment improves on almost everything that I didn't feel strongly about or didn't like about Judgment. There's still a few blemishes here and there, but nothing that brings down the rating like it did for what came prior.
The game utilizes its pre-established characters extremely well, taking advantage of the fact that we are familiar with these characters already and the new characters introduced to us all feel natural and integrative to the narrative.
And its narrative is one of the strongest RGG has ever put out there. Not only is it treated with the seriousness and delicacy it deserves, the themes that hold the narrative are supported by the School Stories which can be considered its own game based on the sheer amount of content.
Kuwana is an antagonist that the series needed. Someone that shifts between ally and antagonist until the very end, allowing us to know him more personally, more than almost any other antagonist in the Yakuza series. While we condone and oppose his ideals, we understand him and are given a chance to root for him despite the wrong he has caused. It's refreshing to have an antagonist like this in the series and Kuwana is a very welcome addition to the cast as one of the most layered and sympathetic characters out there.