384 reviews liked by unaderon


Dreadfully dull reinterpretation of 2013's Tomb Raider reboot as a rail shooter. You don't even play as Lara; obviously to justify how there can be up to four players, but also presumably because you wouldn't be able to see her otherwise.

The gameplay really isn't much worth talking about, so I won't. Biggest disappointment for me is that the design of the gun makes the idea of dual wielding highly impractical at absolute best - racking the slide is kind of fun and tactile but demands an extra hand. I know this Lara isn't really known for it, but surely being able to go solo/2-player with guns akimbo would have been a much more entertaining prospect. But I guess if your local arcade didn't have much else on offer (mine largely doesn't) this would satisfy the urge to point and shoot at something.

I previously played through the Final Remix version of this game twice before giving the DS version a go - and I gotta say, this one's waayyyy better. On the one hand bc the stylus and smaller overall screen make it a lot easier to actually use your pins, on the other hand because the dual screen battle system where you have to switch between two characters with completely different control schemes on the different screens is actually really great, and gets completely lost in translation. It's much more difficult and I spent a lot of time just figuring out how to distribute my attention! It also really accentuates this game's message about connecting with other people, which cannot really be said about the other versions. Having to "deal" with another character is stressful at first but really rewarding in the end!

And yes the style and the soundtrack and the teenage angst and everything I so love about TWEWY in general are of course here, and as great as ever. And this version actually has the battle system to match!

(Also hearing the OST through some of the worst speakers I have ever witnessed actually was a nice experience, the songs were made with those in mind I think, it's kinda charming)

Kinda way too disillusioned by the superfluous pageantry of P-Studio's Persona titles to keep up with this and it's making me hate playing video games, so shelving this and P3P for my own sanity. Maybe I'll get around to it in a few months once I'm in the mood to push through a fluffy monster RPG with concerning portrayals of women again. Which like, even though I say that, Persona 3 feels a lot better in that department than P4 or P5, especially from what I've also been playing of Persona 3 Portable, where Yukari in particular almost feels like a real teenage girl with actual interiority! Really wanted to see more of Mitsuru, she seems pretty cool. Same with the autistic trans-coded robot girl and the dog, those guys are like 50% of the reason I wanted to play this game.

Tartarus was also way fucking cooler than I expected! Well, not in Reload, but in Portable it was pretty comfy and had enough going on with its moment to moment gameplay to make me not fall asleep. Though early on your power scales up way faster than the difficulty of the floors themselves do, and the bosses felt more like brute forcing them instead of instigating a strategy. Reload feels like it makes that whole dealie even worse, like you get all the fun midgame toys from Persona 5 like right away, and I feel like it just trivializes the whole thing (I am not playing on hard mode ever again though, it literally just makes the game twice as long, made the mistake once in Persona 5)! They also had an opportunity to give Tartarus sections more of their own mechanical identity to mix it up from the more pure dungeon crawling of the original, and at least what I've played it just feels worse somehow, even more lifeless and toothless. Maybe I'll change my mind once I get to the later portions, but I was not very impressed.

I don't wanna carry on with the negatives too much, there's clearly a lot to love here, and I'm sure this will end up being a lot of people's go-to way to experience P3, but man, Reload is so much. Seriously considering just playing FES first instead next time, and then working my way up through each iteration, because even as somebody who has only had minimal contact with the original Persona 3, something really feels off about this game. I don't trust it. Maybe I'm just annoying and old though.

Anyways, Persona 6 should be about a 40 year old lesbian detective and her talking tanuki tulpa that nobody else can see who says kinda borderline problematic shit. Also probably put a different kind of music in these games next time; maybe it's just the remixes that were giving me a migraine though.

If I could jump that high...would I ever find the ground again?

Is it bad to jump that high into the sky of nostalgia? To let yourself slip away and put your head into the clouds? Will those clouds of nostalgia turn you against your peers who don't see the vision? The vision of a children's playground for you to jump around to your heart's content? Planting yourself on a little conveyor and riding on it like a first-person roller coaster? Pretending to pet the non-threatening round green birds that chirp "kiwi!" if you dare to shoot them?

I wish I could jump like Robbit, I wish I could shoot lasers like Robbit, and I wish I could make funny noises whenever I took a step forward like Robbit. Why is life such a bore? Why can't it be just playgrounds and rainbows? Why can I not be just like my hero Robbit? Fighting funny evil men with funny palm tree jellyfish henchmen.

Was it my mom's fault that she bought me this during a time where I got nothing for a majority of the year due to being a poor December baby? Is she to blame for this mess? My poisonous care for a simple video game that I had played too much? The rare time where I can attach my mom to a game instead of my gamer dad? My yearning for days that I didn't need to care about getting up for work in the morning? When I didn't have a constant worry for the struggles of others? Is it truly bad for me? To just make me forget, and make me care only about smiling and struggling to hold back my emotions? To just, feel once more?

Is it bad for me to feel like a kid again? For just one hour?

Why must life be so grounded...?

Let's go Robbit, let's jump and go...for old times' sake once more....

i grew up in hawaii so this is an obviously biased viewpoint that i'm speaking from, but exploring the painstakingly recreated waikiki stip all the way to ala moana mall and iolani palace was a big deal to someone who hasn't been able to visit home since 2009

you can also fight a giant squid with a swiffer mop and a surfboard, which is also very true to the hawaiian experience

It's been a journey of give and take: whenever I was really in the flow, it always managed to find a way to snap me out; and whenever I was losing my grip, it always found a way to yank me back in. Every great aspect of the game had its evil antagonistic clone that wasn't *equally* bad, but powerful enough to hurt the game's stronger points. Each great and charming character obscured by a slurry of aggravating witnesses, with humour that at a moment's notice can swing between genuinely funny and aggravating to even mash through. The great drama, spectable and flow of the trials broken by how abruptly they can grind to a halt when they demand the use of details from earlier conversations that have absolutely no record in the moment. And the compelling stories, themes and character arcs numbed by all my problems dragging me out of the experience as they grew harder to ignore.

I'm happy to concede that some of this stems from my own personal problems. I'm not incredibly attentive and my memory isn't very good, so a lot of the details I forgot might have been easier to keep track of for others. For similar reasons I felt like I had to push through most of the cases in one day, which naturally led to a lot of fatigue especially in the longer cases. Problems that started out feeling small but only got larger and more gnashing as I pushed through, to the point where even as I was watching the (probably really good) climax to the trilogy, I couldn't shake my resulting lack of investment and the feeling that I only finished it up out of obligation more than anything else. All that said, I did have more fun with the games than I'm probably letting on - I think the fact that I cleared three of them despite my brain's impressive resistance to everything these games expect from you speaks for itself.

I was a bit hesistant to post this considering most of it is dedicated to me talking about how challenging I found the silly lawyer games on a highly personal level but I don't think it holds any less 'merit' just because of that. We can try to ignore and talk around it but ultimately our own personalities and preferences are going to affect how we view and engage with anything, and that goes as much for my highly-personal musings as much as somebody else's ostensibly 'objective' review. Besides, I think stupid people deserve a voice as well <3

Thought this would be a fun one to clear in a weekend, but it quickly spilled out into something I’ve had to chip away at over the course of the last month or so, each session revealing some new layer to the game. It may not seem like much at the outset, with SkyGunner’s base difficulty being pretty relaxed, other aerial targets flying lazily around the screen and death being a genuine rarity- taking enough damage only sends you into a “crashing” animation you’ll need to button-mash to pull out of. Combined with the breezy story and charming visuals, and it makes for a very inviting game if you just want to “see” it, (a nice contrast from the initial hostility of many arcade games) but if you’re really taken with it, going for score more than makes up for the initial ease of everything.

There’s a great balancing act in trying to build up your multiplier and keeping your combo timer alive, taking down enemy squadrons to build-up your resources and cashing out by destroying ground targets for their destructive and extremely lucrative “chaining” properties. At the same time you need to prevent your engine from overheating by overusing your abilities, so you have to use your special moves and fully-charged weapons judiciously or plan around the movement penalty incurred by maxing out your gauge, and doing all this while completing its quickfire succession of different objectives; It’d be easy to build up a decent score in a vacuum, but the real test is if you can do it under the pressure of a timer or while protecting an ally, making risky maneuvers to try and clear the skies as quickly as possible. The result is something where you always feel challenged to further optimize your play, where even something as basic as firing your standard machine guns can send you into the red, as it eats away your score- one more great consideration of many to add to your mental stack.

To be honest, chasing high scores is rarely the main appeal of a game for me, but it’s framed particularly well here: you may not care too much about it in the abstract, but SkyGunner frames this is as a competition between the main trio, the minimal threat of the objectives revealing itself to be a race to see who can get to the highest value targets first. Earn a “D” rank at the end of the game and it might not matter so much, but lose the lead in a simulated competition and that might be enough to spark some interest in the scoring system. And, as an added bonus, the extras are only unlocked after getting first place with each of the characters, another nice incentive to see how well the game flows together.

I mention it a lot, but the pacing here really is phenomenal: 5 stages that come in at around 45 minutes if you skip all the cutscenes. No scene here drags out too long or has a chance to outstay its welcome, and even an endgame stretch that initially felt a little dull can be dramatically shortened by helping your companions complete their own objectives for them (thanks for the tip Caim!)

I also want to mention its unique approach to difficulty: instead of a standard set of difficulty modes, it's instead divided up into different characters, who in addition to having planes with unique stats and moves, also end up tackling their own scenarios at specific points in the story. The second mission, for instance, can see you fighting off additional waves of standard enemies as Femme, the game’s easy mode, to destroying volleys of incoming missiles as Copain, the game’s hard mode. Outside of something like The Ninja Warriors: Once Again, I’m hard-pressed to think of a title where your choice of character can so dramatically recontextualize your understanding of the game, the combination of their remixed arsenals and deviations in their stories making for something where successfully finishing it once only leaves you with the realization of how much more there is to experience.

That said, there is one convergence point for all of the characters that I do think is kind of weak: all of them have to contend with the upset that is the final boss, Ciel and Femme the tasked with performing the surprisingly tricky maneuver of hitting it with three fully-charged missiles in a short window of time, a task that asks you to keep track of your ammo and heat meter in a way that no other section of the game outright mandates. On the other hand, Copain gets the much easier objective of simply landing one fully-charged bomb on him and then continuing the fight as normal. It's manageable with some practice, but it’s the one point in where the game feels really inelegant, throwing newer players into a set piece that demands a surprising amount from them, and a strangely flat way to close out the game, dramatically. It might also be the downside of having such a tightly-paced game, it’s one misstep given prominence in a way a longer game might never invite.

There are a few other hang-ups worth mentioning to: the lack of a first-person view has been discussed by the devs as a feature that was experimented with before being cut, but there a few targets where it’s easy to lock-on to some vestigial turret and a waste your shot due to the lack of a more precise aiming option (again, a small thing brought into more pronounced focus on the final boss). Can totally see the art style being a dealbreaker too; reminds me a lot of the self-reflection Jason Rubin had on the Jak games, caught between aesthetics in a way that might be intensely appealing to some, but seems like it’ll ward off just as many. Also easy to imagine another game using the multiple perspectives here to tell a more layered story- for the most part you’re getting different insights into what charming detour each of the characters went on, with only the unlockable character’s story offering some real intrigue.

It’s been hard to articulate why I’ve enjoyed this so much- know a trend in the past for me has been a sense of “completeness,” no ideas left unexplored and where the prospect of mastering the game feels limitless. That quality is probably the reason the lack of a sequel (well, a true sequel) is easier to live with, a sense that developer PixelArt truly understood their own game, successfully creating a title meant for newcomers and hardcore players alike. A rare and excellent thing.

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References

2001 Developer Interview for SkyGunner, https://shmuplations.com/skygunner/

Interview with Jason Rubin (Timestamped for the discussion on the aesthetics of Jak), https://youtu.be/0EkRT7qOMq0?si=qrzfYN9VGL1JEChr&t=2150

Mechanically reinforces the brutality of MMA within the context of RGG's thematic sensibilities. Flawed combat that utilizes its difficulty curve to make Tatsuya's struggle just that much more worth it. Brushstroke stylization paints a beautiful narrative that places a violence-prone teen through a thorough character arc a lot of people can relate to. Even with some rushed segments in the recent translation, the script's intrigue and emotion are still present. Like Judgment, it's a fundamental understanding of what makes this series tick that allows Black Panther to feel at home with the other Yakuza games.

There's no way I'm gonna lose.

Goddamn I have never felt like an absolute APE banging on drums like a bloody raged gorilla. This brought out an inner PRIMEPAE dormant within my soul. One of the best stress relieving games I have played.

DKJB is definitely one of those games you NEED the bongo peripheral is was made for. The option to play with a controller is there, but you'd be absolutely robbing yourself of one of the most amazing experiences on the gamecube. Or at least, try to find way to play the wii motion control version, even if you are playing on an emulator, please hook up some sort of motion control gimmick to make this game what it's worth.

It is a platfomer that is controlled by banging the bongos. Bang the left bongo, go left. Bang the right bongo, go right. Bang both at the same time and you do a jump. Clap to grab and punch things. Simple and it works because it's so satisfying when translated to gameplay.

There are 32 very fun levels that have you running, sliding, bouncing and swinging all around while keeping combos up. The name of the game is to collect as many bananas as you can till you get to the end of the level. The more combos you keep up by not touching the ground, the more bananas collected will multiply. The more bananas you have collected, the more health you will have when facing the boss at the end of the level. A really good system that rewards you with medals depending on the amount of bananas you have, thus creating a great replayable game.

One of my favorite things about this game is fighting all the enemies, especially the big one. Every enemy you defeat feels so goddamn satisfying as you grab, throw or pound the fuck out of them. ESPECIALLY the bosses as when you stun them, you get to go all in 1000 punches first of the north star style, and the faster you bang those bongos, the faster DK will beat the shit out of the fuck. And it feels SOOOO goddamn good.

This is truly one of the most unique games I have played, and offers a great experience you can't get anywhere else. This deserves some kind of port on the switch so people can play with the joycons with that HD rumble doing it justice.

Furi

2016

Honestly about still as good as I remember?

I feel like there's more to appreciate coming back to it now in a,, endearing way. It's like a collective playable synthwave album, down to how the attacks are basically a rhythm, but just jumbled around by bursts of twin stick sections and walking moments where you let the music play while a stupid pastiche narrates at you. And all of that is still really really fun to me. I'm enjoying the push and pull like normal, even if it's all rudimentary now that I've already beaten Furier and still have the muscle memory.

Which really surprised me, because I think that's the kind of opaque bullshit I would come back and go "wow this meant genuinely nothing, what the fuck did they think they were cooking?", but with all the environments and how the music sways it comes off more in the stoner sense where they THOUGHT they were being so interesting and deep but their eyes are staring blank straight through you lol. That's like the best way I can explain why it's fun to experience on a return.

It congeals together in such a way that I find myself unable to resent its very standard and now blatantly generic "phase" design. It's like yeah, I can get into it ^.=.^ I'm still banging my head to You're Mine, after all. Hilariously it makes me feel like I'm too harsh on Sekiro that This is the rhythm like action game I'm eating up today.