24 Reviews liked by xaylife


Lessons from Persona 5

1. Opening yourself up to other results in positive feelings on both sides

2.Tackle every challenge, especially if it’s difficult or people doubt in your ability to defeat it.

3. “When you fall, you’ve got to get back up!”

4. “Men are idiots though...We spend our time chasing after things we can’t get.”

5. Time passes, and whether you like it or not, if you don’t work, you won’t grow.

6. Reading books improves everything.

7. “One must concede defeat with grace – maintaining dignity until the very end.”

8. “The most important part of your life is how you choose to live it.”

Drew like a dark, fucked up version of incest haha. Just a glimpse into my dark reality. A full stare into my twisted perspective would make most simply go insane lmao

Yo this game sucks. Anyways, my balls itch, I'm scratchin' my nuts rn lmfao

I always fucking hated this guy

Whatever you do, don't play Xenoblade Chronicles 2

Worst mistake of my life

IM HAVING FERAL FURRY SEX AND THERE IS AN UGLY HUMAN WITH A OBAMA T SHIRT FROM 2008 TWERKING BEHIND ME

In the back room of an apartment, I am cut loose from the city. It watches me pass with sharp neon eyes. The sun has gone down with practiced bravado, twilight crawled across the sky and laden with foreboding. The night has gilded the monitor in silver. Every pixel is covered with light. The image of one mean sonnuvabitch called “Max “Payne”, is repeated over and over. The Drug. The red and yellow of a beretta’s muzzle flashes fiercely on the white screen’s snow.

Something goes clank in the night, and the sound is close enough to remind me I’m playing Max Payne on a PlayStation 2 with a broken controller. Wanted to give the boys at Backloggd something to joke about.

Except no one’s laughing now.

The poindexters at IGN explained it to me:

“Remedy ported this PC code to the PS2 pretty quickly, and simply chopped up the levels into smaller bits in order to work around the 32 MBs of PS2 RAM.”

“The result is smaller levels, with more loading, slightly rearranged AI placement, but even worse is the heavy disruption to the flow and tension of the story, which tries desperately to feel like a movie, but instead feels like a TV show with hundreds of commercials shunt into it. It nearly ruins the experience.”


Thirty-two megabytes of RAM.

Poor kid never stood a chance.

Neither did I.

A couple of days ago it had all come crashing down. The bad PS2 games arrived like a winter storm: Monster Hunter 2. Devil May Cry 2. Sonic Heroes. The Bouncer. I’d been pushed over the edge by a cabal of games junkies who were ready to explode in random acts of senseless posting at any minute.

I found myself in the cold no-man's land between kamige and kusoge, no road signs on a crash course to a 3D Realms rush job with nothing to lose. I’d died to jank before. I could die to jank again.

A gunshot. My last meeting with Alex before Max found out what his old friend’s brains looked like splattered across a wall. I’d been writing a review in the style Max Payne’s dialogue while the loading bar crawled across the screen for mercy. Now I was awake, brought to my senses by the rapid fire of an AK alarm clock.

Buckshot pierces through me like a wind of rusted razor blades. I’m dead. Again. Two more minutes of dead-eyed disc-reading before I see Alex’s brains. Again. A console port purgatory I wouldn’t wish on my own worst enemy.

Drawing from my vape pen like Bogart, I enter the big house once more with the odds stacked against me. Third-person aiming in an early PlayStation 2 game was nigh-on impossible, and the gamepad’s joystick had been busted for a decade or more.

I could relate.

Game like this would’ve been a pixellated piece of cake in my younger years, a fresh-faced gamer on the sixteen-bit beat. But the strain of sleepless night after sleepless night spent on the graveyard shift with a chain gang of falling tetrominoes had shot my dexterity all the way to Hell. I was no pro gamer now.

My thirteenth gunfight of the night. Unlucky for some, and the way this one started didn't promise anything better than the last dozen. Bullets and bastards coming at my face, an army of dead men with only a few brain cells of artificial intelligence between them holding one-way tickets to the river Styx. I was trying to look for the answers, but every gunshot created a hole with more technical issues leaking out. A spreading labyrinth of questions and QA tickets spreading like a pool of blood on the snow at six frames a second.

Somewhere in the background of the game-goon banter and stock explosion sound effects, I heard the end howling after me. Polygonal hatchet men sped by on fast forward, rooftop water towers disappearing in 240p darkness, a dead forest of antennas and chimneys, all a blur beyond the draw distance. Another level come to a merciful end.

They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the plastic trigger, and then it was over.

As much a game about architecture and spaces as the people within them.

this review is pretty stupid in retrospect, ill write something better and more insightful next time

Instantly, you can feel the change in this game. As soon as you see the first title sequence, you know that Hotline Miami 2 is unlike it's previous rendition. This game is calmer. More poetic. Something in the air has changed. There's an eerie glow to the main theme of the game.

This game was just so fun. I remember in elementary school, always being intimidated by video games because "it was for boys." This helped break down that wall and opened a lot of doors, portals, and pipes.
Plus it is so cute!