21 Reviews liked by weiss


Gitaroo Man is both a prime example of that specific Y2K Humanitarian Aesthetic that is typically equated to stuff like FLCL or Team Ico games, while also being a sisyphian nightmare about conquering impossibly difficult sequences that, if I was a less game-literate reviewer, would call "The Dark Souls of Rhythm Games". I stayed up all night to beat this game, foolishly opting into the "hard" option which I weaved in and out of in the late game, each of it's 10 fights taking longer than the last (with 3 exceptions). For every attempt, I stood, nodded and danced through it's vicious trails of riffs and thumb-blistering QTE's. I hesitantly give it a five, because the four others have so profoundly impacted my life in the time I've had apart from them, and I just cleared this game this morning, but screw it. I wrote 1000 words about it's lauding it's philosophy and aesthetic sensibilities, so I might as well commit to a perfect score, although I will gladly admit the game is occasionally quite imperfect. This is the first game I played after a 3-day process of installing an HDD into my console and possibly the last game I will complete before heading off to college for another year after a year off. It's become both a comfort that hurts me and the very thesis for how I've grown in the last year. Be it how I appreciate works, analyze the intent of an ideas presence, my philosophies or the types of music or aesthetic that appeals to me, this game seems to be the perfect manifestation of it. Whether anyone is reading this or not, I don't care, I just want to try to put to words out there in the void about how profoundly this game impacted me. I typically dislike rhythm games. Parappa, to me, was an aesthetic nightmare, Rhythm Heaven too menial, and many others having difficulty towing the line of too technically simple and brain-meltingly difficult. Nonetheless, I went in with high hopes. From visuals alone, I was hooked, if not concerned by the fact I had died 5 times to the second level in the game. It was almost shocking to me that I had never encountered a rhythm game that sounded this good. Sure, Muse Dash had it's moments, but each song was both perfectly crafted for the exact visual and emotional experience and a complete piece of music in a vacuum from the original IP. After the techno-bliss that was the UFO level, I faced possibly one of my greatest video game boss experiences I've had since the Bloodborne DLC or the infamous Senator Armstrong: Mojo King Bee. A sublime and jazzy combination of Disco Stu and the Bumblebee Man from The Simpsons, battling against this suave man and his legion of swamp creatures as back-up vocalists was such a massive difficulty spike from the previous two encounters that I had to give my all to get through. I downed three cups of water during my attempts, my mouth drying out completely after every encounter. I motivated myself with a snack when it began to feel hopeless. I collapsed to the floor a couple times, my heart crumbling with each overly-seductive "oh... you lose", swaying, tensing with every note, I had to become the rhythm. The thrill I felt reaching the "Final" stage of the fight with a good pool of health left, nailing every note, heart racing at 150+ BPM, someone is knocking on my door, but all I can push out is a scream to usher them away. As the final note passes, I collapse, the sense of euphoria that washes over me can only be described as orgasmic. My stomach dropped, having not eaten in eight hours and I ate my snack. I had gotten better, tapped in to what I can only describe as an extended, more dynamic cut of the Undyne Undying boss fight without the pauses to choose attacks. Each fight is not only a battle of attrition, but conceives a new way to challenge your very dexterity, all while jamming out. Each fight brings forth this very specific emotion, a new music genre, that perfectly reflects how the main character, Uichi, feel: confusion, swagger, fear, love, obligation, control, melancholy and destiny. The fights seem to each be a physical manifestation of what it means to grow up. This game broke the very limit of what I thought I was capable of, and I haven't yet been able to clear the first episode of master mode. Like life, this game beats you to a pulp, then offers it's hand to give you another chance until eventually, through all that you have seen, learned and tried, you are able to fight to the goal post and smile, the emotions spilling out of you justifying the time spent and passing on a glorifying sense of accomplishment, no matter how ultimately minute the victory may be. The next morning after conquering the final boss, I returned to Mojo King Bee and, after a few unchallenging attempts, cleared the fight with an A-rank and a nearly full health bar. Over night, I had "got good", so to speak, developed my rhythmic intelligence and dexterity enough to crush that which had, only twelve hours ago, physically brought me to my knees. This game kicked ass, kicked my ass and made me long to live. It never cheated me, only asking for absolute skill, and will continue to challenge me for days to come. I'm thrilled to know that the music of this game is now in my life and that I can always come back to it to see how much I can challenge myself and grow in it's tiny space amidst 70 other titles in OPL. As I've written this, I've had the pillows-esque Legendary Theme looping in the background, languishing after that feeling I can only describe as "Keep riding on towards the setting sun, across monumental steel bridges and grassy roads... With wind in your hair, music in your ears and love in your heart, never stop. When the gas runs out, run. When you tire, walk. Just keep moving forward and live for every second of that journey". A near perfect gaming experience I am absolutely delighted to have come upon and one I will be telling people with zero interest in retro gaming about for days to come. Listen to the soundtrack, play the game if you can (can really only recommend on original hardware to prevent experience-ruining spurious input lag) and keep living on.
And if all of that didn't sell you on it, the love interest is voiced by Princess Bubblegum.

Ico

2012

There are always those monumental works within their respective mediums that I encounter from time to time. Each instance is a hard challenge when it comes to deconstruction, at least from my perspective. Whether I'm trying to outline my thoughts or writing down all my collective reflections, serving them justice becomes a tough task to do so.

No matter how hard I attempt to pen-down my thoughts about the game, Capturing my feelings becomes more complex. "Ico" undoubtedly stands as a masterpiece within its genre, largely due to its exceptional atmosphere that's constructed through various artistic elements. The impeccable interplay of sound design, the expansive yet isolating design of the castle, the vividly expressive animations of the characters – all of these combine to create an experience that invokes a powerful blend of hopelessness and determination. Furthermore, the game's exceptional cinematic camera work immerses players even further. My memory fails to recall a gaming experience evoked feelings of both hopelessness and nervous anticipation. The struggle to navigate the game armed solely with a stick, while simultaneously solving puzzles that practically rewired my approach, was truly stress-inducing. The philosophy approached here was pure minimalism, universal gameplay design choices weren't a thing which made the game feel unique and unforgettable.

This game stands as a remarkable experience that defies conventions. Incredible & exceptional design and storytelling, leaving me a profound impact that's hard to express.

Played it for 6 to 7 hours and all I can say that it was extremely boring.
Might pick it up again in the future but as of now it might rot in my steam library for a while..

My First ever review of literally anything.

On June 3, 2022, Capcom announced the remake of one of the most influential games of all time, which also happens to be my all-time favorite game. For the past 9 months, the idea & existence of this remake has been on my mind. I have always been skeptical of remakes because they often fail to capture the essence of the original source material. In recent years, game developers have been focused on modernizing games to appeal to a wider audience, but in doing so, they often sacrifice the unique elements that made the source material what it is. This was my experience with RE3R, and while I wasn't the biggest fan of RE2R either, I feared that Capcom would discard the old-school, cheesy elements of RE4 in favor of a bland, modern upgrade.

Having played the game, I can confidently say that my initial thoughts were mostly off base. Mr. Yasuhiro Anpo's deep knowledge and reverence for the original game are evident in this new reimagining of Resident Evil 4. Rather than simply remaking the original, Anpo has created a replica that brilliantly captures the game's iconic schlocky atmosphere while also catering to both old and new audiences. The balance between nostalgia and modernization is so well-executed that it seamlessly blends in with the original content, resulting in an enjoyable experience for all players. In addition, Anpo has introduced new mechanics that make the game feel fresh and interactive, and the re-arrangement of locations has greatly benefited the game's overall design. These changes not only breathe new life into the game, but they also enhance the overall experience for both old fans and newcomers alike.

1. Level/Map Design: -

The Village: A landmark in gaming design, thanks to the beautifully crafted levels created by Shinji Mikami and his team. The village is iconic due to its excellent design, and the remake mostly lives up to the original. While there are some design choices that are a bit mixed, some are significantly improved. Chapter 1 is just as good as the original, if not better. The beginning of the game up until the farm area is 90% like the original, but the remake takes a different direction from then on, which is admirable. Each area has more depth and significance, which builds a more interesting world while remaining truthful to the original design. In addition, fans of the original game will appreciate the Easter eggs/hints hidden throughout the remake. Moving on from chapter 1, the remake team made logical and sensible rearrangements to each location. Some areas that were previously just a quick sprint in the original game are now filled with action and atmosphere, making each step count. By the end of chapter 3, the game becomes a semi-open world, forcing players to revisit old locations to find treasures, solve puzzles, and discover new weapons. This addition is brilliant because it makes the village feel like an actual village that is widely vast and connected, adding an extra layer of depth to the exploration mechanism. Unlike the original game, which only had players moving from point A to B and back, the village is now connected by the lake, making players think and choose wisely before taking each step. While much of the Village remake is faithful to the original, there are some changes that leave me feeling mixed or unhappy. One such change is the removal of some levels from the village, including the gondolas. The gondola’s area added to the sense of suspense leading up to the big cheese fight, with its quiet and eerie atmosphere. The isolated location of the boss added to their aura of fear and mystery. The leading to the big cheese in the remake was such a weak anti-atmosphere set-up to a fight that is considered one of the finest. It was no more than a generic chase ended by a cutscene. To give a credit where its due, they had you face him before his transformation which is kinda neat. Moreover, the second giant fight was removed from the remake, which is understandable but still somewhat disappointing.
Overall, although some of these changes were positive on my first run, I think that they are hurting the replay ability value. What made the OG game great was that it’s a non-stop ride from the start to end, but with the addition of new some areas in the village it might have become a slog that stops the player’s progression for a couple of minutes.

The Castle: the main second area of resident evil 4. Rememrable with being over the top with its themes and divergence from the initial atmosphere. The remake did really change a lot of the castle. like the village, Capcom removed/ replaced a lot of it which Is a decision I totally liked, I mean by this that I totally despise the latter part of it in the OG. But were the replacements that good? Well, one of the biggest changes in the castle area of Resident Evil 4 remake was the removal of its second chapter which included the sewage area and other forgettable encounters. But fear not, because Capcom replaced it with a totally new chapter that is surely better than its predecessor. What's great about the new chapter is how it seamlessly fits into the overall storyline of Resident Evil 4, building upon the game's themes of survival, horror, and action. The new enemies and environments are beautifully designed, adding even more depth and complexity to the already rich world of the game. One thing that stands out about the new chapter is how it manages to balance action with suspense and horror and add new little twists and turns by using never seen enemies before. As in the village where they add the pig/minitour guy or whatever he was, now we have the red-dressed cult guy who's mechanics are well-blended within its surroundings and can create interesting encounters and decisions made by the player. It also tie-in the whole palga thing creatively. In the castle, You'll never know what's around the next corner, and the tension is palpable throughout. The puzzles are also cleverly integrated into the gameplay, requiring you to think strategically and creatively to progress. The overall design of the castle reminded of the RE8. I know that this has been said repeatedly but the team did really benefit from Lady Dimitrescu’s castle design. The castle here in the remake felt like a cultish castle with its dread & depressing atmosphere. It’s now filled with narrow corridors and small rooms which makes it realistic. Opposing to the spaciousness of the old one. They also add the ability to backtrack the whole castle to get more treasures, and what’s more impressive is that didn’t ditch the idea of re-spawning enemies in previous areas. There are a lot of downsides in the castle such as the pacing, feels a little too slow.

The Island: I was pleasantly surprised by the Island section in the Resident Evil 4 remake. Although the developers maintained the action-heavy vibe, they toned it down enough to make it fit into the game's overall flow. From the moment Leon sets foot on the Island, the back-to-back non-stop thrills begin. The armed Ganado enemies are back and just as menacing as ever, and the Regenerator is even more terrifying than before. While some fans may be disappointed with the cut down U3 boss, I think it was a smart decision. The original game didn't give the boss a proper buildup, and its mechanics were not intuitive. In the remake, the developers wisely focused on delivering a more satisfying and immersive experience. What I appreciated most about the Island section was how it managed to balance action with suspense and horror. The pacing was spot on. and as usual the graphics and sound design were exceptional, adding to the overall immersion and intensity of the experience. I was disappointed a bit with Krauser’s clash, thought the original had a far more interesting fight. Also, wished they removed a lot from chapter 15. It sucked on both games (less in the remake ofc).

2. Narrative: -

I was disappointed with some of the choices the developers made regarding the dialogue in the game. The original had a certain charm to it because of the cheesy, over-the-top dialogue. This is what made the game so lovable to its fans. However, in the modernization of games to fit current culture, some of this charm is being lost. While I understand the need to update games for a new generation of players, it's important not to lose sight of what made the original game great. The cheesy dialogue was a big part of the game's appeal, and it's a shame that it has been toned down in the remake. I believe that this takes away from the overall experience and the nostalgia that fans of the original game were hoping for. The game won’t hit new players as it did the old ones. Most cutscenes aren’t that memorable because of their blandness and being generic. However, as I was progressing in the game till I reached to the final merchant/save room and stared at the door. I started to realize that this isn’t a remake of some sort, it’s more like a continuation of the old game? I started to understand what the writing team might have been trying to do here. They intended it to be that way, to be a resident evil 4-2 type of thing. To strike a good example, in Hideaki Anno’s Evangelion 3.0+1.0 he tried to combine all the source material to create a definitive ending to his work. He combined the manga/Anime/Re-builds into the finale where he concluded the whole goddamn thing. I sense that the same thing is happening here. Characters who had less screen time are now getting much more and vice-versa. Their dialogue/resolution is built upon the OG game. What I’m trying to say is that you have to play the OG to understand the whole conclusion of each character’s arch in this game. Ik I might sound insane but frfr

At this point I got I really tired while writing so gonna put my my thoughts as bps

+ The new merchant offers a different experience to his predecessor. Both are good in their own ways.
+ Side-quests are fun.
+ New knife mechanics are stellar, I can’t understand the
people who dislike it.
+ Graphics/Art direction are top notch.
+ Most bosses are better now.
+ Ashley's mechanics are better.
+ Last sequence before entering Luis's lab.

- Ada’s voice actor????????????????
- Some pacing issues here and there.
- As mentioned above, dialogue wasn’t the most
memorable. Salazar was butchered.
- Cart mission Isn’t that good here.
- Ammo Distribution sucks so much, I barely used anything except my red9 for the 80% of my time playing (tested it on both standard/hardcore)
- Some iconic enemy lines were cut off, why?
- Mike was cringe here.

It's yet another one of those open-world games that looks all flashy and impressive from the outside, but once you get your hands on it, it's just another big boring Ubisoft-esque game.
- The combat sucks. It's like they just threw it in there as an afterthought, without any real thought put into making it engaging or fun.
- The story in Hogwarts Legacy is bad and boring, The dialogue is even worse - it's dogshit and laughably bad, with cheesy character interactions. Each scene took literally forever with an absolute mess in direction department. They always start in the same way/vibe and nothing is unique to them and mostly forgettable stuff. The quests I've played so far were extremely underwhelming, and the combat didn't help at all with elevating the experience. Had that one mission with the troll boss where I pressed R2 for over 10 minutes to final get him. What were they thinking? (Yes I used the surrounding objects)
- They've done a decent job of recreating Hogwarts, but that's really the only positive thing I can say about it.

After experiencing 100% of the game and by that I mean getting the platinum.
Elden Ring is definitely a high tier souls games as it's executes all the tropes to perfection. The game excels in it's art direction, area designs (legacy dungeons) and the visual presentation as a whole.
My nitpicks are that the OSTs are mostly forgettable and not iconic, you get sucked into them while playing but later on you totally forget about them. The gameplay isn't anything new, it's basically DS3 but with the new jumping mech added. It's definitely an improvement but not as much. And finally, the re-playability value in this game is basically garbage compared to other souls game. In other souls, you can re-run the whole game in the span of hours where you will experience the areas, bosses etc.. in a tight pacing that won't get you bored. But in Elden ring due to it's open world and many side-quests that effects accessibility to certain areas, it is impossible to do so.
It's definitely the best souls-game if we are talking about a one long-journey type game. But souls-games to me always had me eager to replay them as soon as getting my first ending and that is where Elden ring fails.