Thursday, June 26, 2025

Snezhinka

  • Genre: Shmup(?)
  • Spoiler Free Review: No.
  • Time Played: 3-4 Hours
  • Too Short/Long: Just like it's predecessor, it's fine for what it is. It gives you enough to play around with and doesn't wear out it's welcome. It's a few dollars for a few hours of entertainment. There are additional challenges and such should I want to pursue them and was really looking for more reasons to play but I'm satisfied with what I got.
  • Soundtrack: About the same more or less, not really much different.
  • Why I played: It's the same as Marfusha really, and since I finished that one and liked it enough, I wanted to play this one.
  • Did I cry: Once again, no. It's relatively short, story light, and despite the hopeless war and darker themes, with everything dressed in satire, it makes it hard to be invested, even though it expands upon a preestablished story.
  • Jank: A bit less janky than Marfusha, most things are refined. There is still the occasionally very stock looking graphic that feels out of place.
  • Difficulty: Similarly, I feel like it's easier than it intends to be. They did a bit better balancing things, and the requirements for the true ending might be a bit more strict, but it's not that tough once you know what you're doing.
  • Recommend to others: Another category that is just like Marfusha. I wouldn't necessarily recommend it. Especially this one first, I'd sooner recommend Marfusha first and say if you want more of that, then play this.
Snezhinka is a direct sequel to Marfusha and doesn't too much different. It's a little bit more refined, offers a little bit more variety various aspects, but it's mostly the same. You play as Marfusha's sister, there are a handful of endings, some that different depending on your recruited partner, some based off decisions made between missions and some dependent on your performance in mission.  

Saturday, June 21, 2025

Clair Obscur: Expedition 33

  • Genre: Action Rpg
  • Spoiler Free Review: Maybe spoilery if you read too much into what I say or analyze screenshots too closely.
  • Time Played: 100 Hours
  • Too Short/Long: It's pretty much just right. I did everything in the game and feel pretty satisfied with my time. Earlier in the final act, I definitely wanted more time with game, and it gives you plenty more to do.
  • Soundtrack: This has an absolutely amazing soundtrack. I immediately downloaded it after finishing the game. The fact it was 12 USD for 8 hours of music feels criminal.
  • Why I played: Leading up to it, I was pretty excited for this games release and shared a few trailers here and there, I thought it looked like a pretty stylish RPG.
  • Did I cry: Yeah, maybe at a few points in the game.
  • Jank: This is a pretty polished game. Off the top of my head I can't really think of any jankiness.
  • Difficulty: It's pretty up there for turned-based, story-oriented RPGs. The combat is really good, and the characters are each pretty different, each utilizing their own gimmicks, but it can be pretty punishing getting the timing right to parry or dodge.
  • Recommend to others: I definitely put this high on my recommendations to others. Above many games I consider my favorites, just because I feel like it's more likely to find appeal to a wider audience. It has a lot going for it in every facet of the game. I would say the biggest hurdle for most people is going to be the difficulty, but I'm also speaking as someone who sought out all the optional content. Like many rpgs, you can definitely come to out level your opponents, so it shouldn't be too inaccessible, even for those who can't get the timing down as well.
Clair Obscur: Expedition 33 far exceeded my expectations. From the trailers, I just thought I saw something really cool and stylish. An RPG that finally had flair to rival Persona 5's UI, and hype battle music. While they're very different styles of games, I definitely think it succeeds in that aspect. Better? That's a matter of taste, but few rpgs ooze style in the way these games have and I think that has a lot to do with Persona 5's success. I think it similarly will be a reason that Expedition 33 goes unforgotten. 

Maybe weird to compare the game to Persona 5 at all, but I think it's the first thing that comes to many minds when you think "Stylish rpg". I do think they share more than that superficial aspect of it too, but I'll try to keep this review more or less spoiler free. Which now that I think on it, make it hard to discuss a lot of facets of the game.

It's one of those experiences where you kind of go in knowing that people don't know why things are happening, so you're constantly unravelling the story alongside them. That makes every revelation and moment to moment kind of a spoiler, where the main story is concerned anyway.

Saturday, June 7, 2025

Changeable Guardian Estique



  • Genre: Shmup
  • Spoiler Free Review: Included ending screenshots because it's hard to get to play.
  • Time Played: 3-4 Hours
  • Too Short/Long: It's a shmup, so it's not that long, it could have more, but it's also designed to actually work and first on NES hardware, so it's fine.
  • Soundtrack: Some good little tunes in here, but very NES style of course.
  • Why I played: Somewhere shared it in a gaming group and after seeing some of the visuals I had to get it. Even if they made it as inconvenient as possible.
  • Did I cry: No
  • Jank: It's pretty basic so it's pretty jank free. That said, I played the famicom version. There is some jank in the choice of production and I think the NES version has some purposeful jank.
  • Difficulty: It's a lot more forgiving than most NES shmups. Maybe just because you can alwayts opt to continue where you left off, instead of always restarting from the beginning. They also utilize a health bar, which not too many NES shmups did. Generally I appreciate these leniencies because while I find shmups very fun, I'm not like amazing at them. 
  • Recommend to others: I would if I could, but I can't, so I won't. Mainly because you can't buy it for anything modern. It doesn't have a digital version. It can only be played on NES/Famicom hardware. So I guess... the only people I would recommend it to are people really into still using that hardware in particular. Even then, it's a bit pricey for what it is, but I supposed I'd recommend it to anyone willing to get "boutique" games like this. I'm including more screenshots than I usually do for a game this size since it's not as accessible.

To elaborate on the above, Changeable Guardian Estique is a "boutique" Famicom homebrew game. It only exists in a physical format reproduction cartridge. It's a 2023 NES/Famicom game.


Which is kind of annoying, as this makes it pretty inaccessible for a lot of people, and also pretty expensive, for what it is. I'm not complaining, I got it, and I enjoy my little box, and my little instruction booklet, and my little physical game. But that isn't the only thing they did that's kind of annoying. They also "localized" the NES version in the same way the would have in the 80s or early 90s. They made it more difficult. They mess with some of the sprites so they look different, or are like blown up. They cut out stages, and they removed some story(the yuri) and rewrote it with popculture references. The rewriting aside due to subjectivity, it's generally an inferior product - which is something that wasn't too uncommon for NES or even SNES release of games.


So I opted to get the Famicom version even though I don't know japanese. It's a shmup, not story heavy so I only need it so much, and I was easily able to google lens the entire story which is maybe a total of 20 lines of dialog. I also did this to read the instruction booklet. 


Otherwise, the game is pretty basic. It's good, but basic. You can change speed with select, you can fire, you can shift from ship to mech form. Tapping the shoot button rapidly uses one of your specials. It's well designed, but limited by it's format. So it might not be up to what most shmups are doing in 2023, but it was still a joy to play.



Marfusha

  • Genre: Shmup(?)
  • Spoiler Free Review: Thematic spoilers.
  • Time Played: 3-4 Hours
  • Too Short/Long: It's fine for what it is. It doesn't have much and can quickly get to the point where you figure out the best ways to win, but a few hours of entertainment for a few dollars is worth it.
  • Soundtrack: I think there were a few pretty good tracks, but there are only a handful total.
  • Why I played: The aesthetic caught my eye. It has classic pixelated still drawings for it's scenes which will almost always get me.
  • Did I cry: No. It's depressing, sure, but mostly in a parody way.
  • Jank: This one is pretty janky. Not really in performance or controls, just in presentation. It's just what it is.
  • Difficulty: I feel like it's a little easy for what it's going for. It only took me a couple attempts before I could run through and "Perfect" every level.
  • Recommend to others: Not really, not that it's bad. I just don't know who I would recommend this to.
Marfusha, also called Marfusha: Sentinel Girls, depending where you get it, is a game inspired by the not-entirely well know prequel(that is a sequel in story, and a reimagining of another game, a visual novel with no visuals, that has since had a full remake) to Girls Frontline, the mobile game.

Some of the theming of that is obvious, and by that I mean the fact that you play as anime girl with guns in a highly militaristic setting. Marfusha's story is about a girl recruited to defend the city walls in a USSR inspired dystopia where you have the privilege of paying 98% of your income in taxes. Just when you think you might have more money to get certain upgrades you find out your going to be taxed for the very fact you don't have enough money.

Gameplay wise it's a pretty basic aim+shoot game. You're mostly defending a wall and you can walk back and forth to position yourself for enemies better or get them before they come close to it. You defend against a wave of enemies, get a chance to buy upgrade or usable items, and proceed to the next wave. It's fun for a bit, and there a bunch of a different endings and challenge modes making it worth replaying as long as it keeps your interest.

Fantasy Life i: The Girl Who Steals Time

  • Genre: Action Rpg
  • Spoiler Free Review: I don't think things are really high stake enough to spoil in this game, but there might be some spoilers of things you get.
  • Time Played: 80 Hours
  • Too Short/Long: I feel like I wrapped up the story just as the game was growing a little tedious for me, so I'd say just right. That said, you can definitely extend your playtime and play much more, or maybe even shorten it a good bit if you want to play a bit more focused. I feel like this has more variety in the "Just right" amount of playtime than most games will.
  • Soundtrack: There are some catchy tunes or otherwise generic fantasy world tunes that are fitting for the setting and style of game, but nothing I'm gonna really jam out to on it's own.
  • Why I played: I loved the first Fantasy Life and had hopes they were going to make a new one for years, so I was really excited for this one.
  • Did I cry: Most of it, even the most dramatic aspects are pretty light hearted, so there isn't much worth shedding a tear over.
  • Jank: It's mostly jank free. I feel like the jankiest aspect might be intended game design. Basically out of bounds enemies will become invincible and then eventually return to their start position. This can break some enemies entirely though who won't return. I had a challenge where I kept pushing the enemy out of range and it would become invincible without returning and I would have to leave the area and then come back and restart the fight a few times before I could actually finish it.
  • Difficulty: Generally the game is pretty easy, as you can always get better equipment. However, it could be considered a bit tedious to engage with all systems, and late game enemies are pretty strong. Late game might out pace some players before they are willing to put in the effort to face them.
  • Recommend to others: Fantasy Life is a really fun game that I would recommend to most people. It's gameplay loop is just a constant stream of dopamine. Make better stuff, fight stronger enemies, get new things, make better stuff, etc. You're always getting something, which makes for a lot of moments where you just wanna keep going to get the next thing.
I really liked the first Fantasy Life and really sung it's praises back when in it's day. I leave off on this one not quite as sure how I'll regard it in the future. I enjoyed it a lot, don't get me wrong, but maybe it just wasn't enough? Not that there isn't enough. The game definitely feels packed, just maybe a little shallow. Maybe I didn't spend enough time with multiplayer, or maybe the way I approach games now - with the goal of finishing them, rather then just something to play for the sake of playing, skews my perspective.

I definitely feel like you can get something out of it in both those regards, if you just want something to play and enjoy with friends, or something to sit back and relax and mess around with. We'll see of course because usually - as I say - when I'm finished, I'm done. But I might actually go back to this one when the DLC is released.

Sunday, May 18, 2025

Witch Spring 4

  • Genre: RPG
  • Spoiler Free Review: Definitely spoiling some aspects of the main story. Screenshots also contain spoilers.
  • Time Played: 23 Hours
  • Too Short/Long: It has a solid playtime for the more miniature RPG it is. Easily could knock off like 5 or so hours if you weren't trying to 100% it.
  • Soundtrack: The music has definitely improved over the Witch Spring games, and there are some catchy tunes when they need to be catchy and some exciting ones for the moments that are exciting. It fits the mood, but it's not going to blow anyone away.
  • Why I played: It was the last Witch Spring game I haven't played(a version of) so I just couldn't wait for the possibility that they might port 4 to console too.
  • Did I cry: I think this might be the least emotional Witch Spring game, but it stirred up some feelings at least a few times later on.
  • Jank: R aside, would it be a Witch Spring without jank? There is some here and there such as being able to walk to places you shouldn't, such as passed doors or area transition exits, character running in place during cutscenes, but nothing as game breaking as some prior. Translations are still... really rough, but serviceable as long as you can parse what they meant to say.
  • Difficulty: The difficulty of this one swings wildly in every direction. The game is built on power creep. Creep isn't quite the word though, as it happens hard and suddenly. You can always progress the story, but you're not exactly meant to always progress the story straight through. So you hit a wall, and you surmount it via training/grinding/crafting/side missions. Rinse and repeat.
  • Recommend to others: As a whole I'd really recommend the Witch Spring series. It's tough to recommend any over Witch Spring R, which is a far more polished game than any of the others, but it's worth getting into the others if you liked what was in that. 4 while improved on many aspects, I feel like is definitely the last of them to play because it ties itself into the others more than the rest do.
Witch Spring 4 starts off toward the end of the events of all the prior games, mostly taking place after it, and while it is it's own story, it's largely a continuation in the fact that so many of the previous games' characters are present.

The first couple chapters aren't too long, but they establish the new characters place and her goals. Moccamori, the main character, is definitely a bit of a change of pace from the prior games' girl with adhd that wants to make friends, girl with ptsd who wants to make friends, and girl with autism that wants to make friends. She's a self-proclaimed queen and kind of a tyrant who starts the game already super powerful. There are some battles in the game you will never have to actually do outside of "quick hunt", which is basically instantly killing any opponent your stats far exceeds. You also start off slaying what were the equivalent of early bosses in prior games. 

Monday, May 12, 2025

No More Heroes 2: Desperate Struggle

  • Genre: Action
  • Spoiler Free Review: Yes
  • Time Played: 9 Hours
  • Too Short/Long: Pretty much just right for this one. Some individual levels or sections might have gone a little long, but overall game length was solid.
  • Soundtrack: It has some bangers. Even just some of the more generic "music playing while not much is happening" is catchy.
  • Why I played: Back in the day I really liked the first No More Heroes, and I started the original version of No More Heroes 2 for Wii right when it came out, but it just didn't grab me like the first. I've been wanting to play the newer games and wanted to finish this first.
  • Did I cry: Not exactly the type of game to get emotional to.
  • Jank: There is definitely some jank. Some jank that is arguably native to a lot of motion-control oriented game and specifically a lot of 3rd party Wii games. Even though modern versions have standard controls and I used those, you can still feel where it's coming from. The game is not polished and there is jank in every aspect of it. It's very rough around the edges and hasn't aged incredibly.
  • Difficulty: The difficulty swings from mind-numbingly easy to frustratingly difficult at various points. The most difficult aspects though are arguably some of the jank, but maybe jank inherent to the games design itself. Stun-lock that you can't react to or counter in any way that happens in a few battles is maybe the worst offender as far as difficulty goes.
  • Recommend to others: I really wouldn't recommend it to anyone who isn't already into No More Heroes. I'm not sure it's much better than the first, if at all. It's been a long time for a direct comparison, but it was more memorable for being what it was at the time. I don't think 2 really added anything the first didn't have. Other than the NES style mini-games.
I needed something low effort and just fun to play. No More Heroes is mostly that. I think it was randomly brought up in a conversation a couple days before I decided to play it and just thought to myself "I should play that". I was otherwise in-between games, so it worked out perfectly in the moment.

No More Heroes as a series is one of those games I call a "gamer's game", and when I say that, I don't mean something every person who likes games will like, but is something made specifically for people who likes games. It's too self-referential in the culture. Not just games, but other general media and pop culture things. Anime has really taken off in the past decade but when the first No More Heroes came out, it was a bit more niche of a hobby in the west, and people who had anime girls all over their house were only highest level of otaku. Now you can't go to youtube's home page without seeing Travis Touchdowns semi-permanent motel room in the background of someone's video.

Besides anime, there's shmups, nes-esque mini games, Star Wars references, wrestling, etc. etc. - there is no moment in the game that isn't referencing something else. It's crude, brash, and degenerate. Unabashedly so, which at least makes it a bit more charming than media that takes itself more seriously.

In the end 2 is just more of the same and while it was fun to play to get ready for some of the more modern iterations, it's nothing too special on it's own.

Friday, May 9, 2025

Witch Spring 2

  • Genre: RPG
  • Spoiler Free Review: Pretty much.
  • Time Played: 23 Hours, I probably wasted a good bit of time though.
  • Too Short/Long: Taking into account I was wasting time forgetting some aspects of progression between gaps in play, I think overall it was just about right in playtime. Probably closed to 15 for a less completionist and consistent playthough.
  • Soundtrack: It's fine, it's more or less just little melodies you expect for a casual mobile rpg, most of the time the volume was off though.
  • Why I played: Witch Spring is becoming one of my favorite series, both Witch Spring 3 and Witch Spring R were among my favorites in recent years.
  • Did I cry: It definitely choked me up a few times here and there.
  • Jank: Witch Spring 2 can be pretty janky. Little bugs that occur here and there, control freezing, models left on screen during cutscenes that shouldn't be there, etc. It's all relatively minor, but I did have to force close the game several times. At least it boots up pretty quickly and auto-saves every time you do pretty much anything.
  • Difficulty: It is not difficult, not really at all. There are a couple optional bosses that require a little more grinding than others, but you can easily over power most things with enough effort.
  • Recommend to others: I like it but I would definitely recommend Witch Spring R over it. It's kind of a story repeat from a different perspective, and far more archaic. It might be an improvement over the original version of the first Witch Spring, but R is leagues ahead of it in every aspect. I just wanted to play as Luna.
I went a bit out of my way to play Witch Spring 2. It's a mobile game, but it doesn't work on my current phone, but I have an older phone it does work on. That phone felt "on it's last leg" when I last upgraded, but after factory resetting it and removing all the apps that run in the background, it functions well enough to play a game. Witch Spring 2, despite being a mobile game, is more like mobile games of old. Before monetization and service games. It's just like a 5 dollar game you buy and play. No different from most indie titles for other platforms. I know some of these kinds of titles aren't unheard of on mobile platforms, but usually when you say "mobile game", it's not what immediately comes to mind.

It's more of the same though. You go around collect pets, friends, and materials for making new spells and weapons. 3, and R are both improvements upon this one, but I've come to enjoy the series so much I went out of my way for it. Those two are the only ones available on PC/console. I haven't seen any word of 4 leaving mobile, so I may just have to play that on my old phone as well if I am motivated to do so.

Friday, May 2, 2025

Romancing SaGa 2: Revenge of the Seven

  • Genre: RPG
  • Spoiler Free Review: Since there isn't too much to spoil story-wise, the biggest spoiler may be in my screenshots.
  • Time Played: ~60 Hours
  • Too Short/Long: Some sections can feel a little long compared to others, but overall it feels about right. Which is actually surprising because often the more story-light rpgs at this length can grow tiresome, but I think the structure of the game helps subvert the normal rpg fatigue.
  • Soundtrack: The soundtrack is not it's strongest point. Originally an SNES title, it only has just as much music as it needs. While I don't think the game is too long, and people playing it more efficiently than me can probably knock it out a good deal quicker - I was trying to do everything and that does mean hearing a lot of semi-repetitive tracks over and over. The new renditions of the music are great, and it does feature both full soundtracks, but 20ish tracks isn't quite enough to carry a 60 hour experience. At least they had three entirely separate tracks for the Dancer scenes.
  • Why I played: While my experience with the SaGa series isn't entirely robust, I have played a few of them, and even more games directly inspired by SaGa. I have a friend who considers it one of his favorite games, and had wholly planned to play the original version prior to this remake but never got around it, but upon checking out the demo I was instantly sold on the new version.
  • Did I cry: There isn't much to cry about this one, which is odd to say because I think it was because of rpgs I put this category here. I cry with almost all rpgs. Even "sillier" ones like Pokemon and Digimon, but this just doesn't really carry those kind of moments. It's not really a character story driven game. It might have had a moment or two that made me involuntarily sad frown.
  • Jank: Most the game is jank-free. I wouldn't say it's the MOST polished game, but mostly free of jank. I played the Switch version and there is almost constantly texture-loading issues where textures resolution updates like a couple seconds into any given scene, which I imagine are not present in other versions(and maybe not if you play on Switch 2?) but besides that I maybe ran into one or two quirks the whole game.
  • Difficulty: It can be pretty challenging. In fact, I would argue that's the point of this game over many other rpgs that are more meant to tell a story. The combat is really good and engaging, but sometimes requires catered set-ups utilized to perfection. The game can punish you for it, but you're meant to learn and proceed with a new party. I just wish it took the punishing aspects out that can prevent you from accessing content entirely.
  • Recommend to others: I definitely would recommend it to anyone who likes old-school jrpgs, and have already gone out of my way to recommend it to a couple people. I do have to mention the fact that this game has "consequences" for your actions though. You can easily lock yourself out of aspects of the game permanently, and for someone like me that's a very stressful aspect of the game.
I feel like I already covered so much in what is supposed to be short bullet points. So what else is there to say?

Monday, April 14, 2025

Slitterhead

  • Genre: Action
  • Spoiler Free Review: A little bit of spoilers concerning how mechanics tie into the story.
  • Time Played: 19 Hours
  • Too Short/Long: Just a little too long, maybe because I wanted to 100% it and had to replay some sections, but also, it has you kind of replay some sections anyway. But really, it's only a couple hours too long tops, minor complaint.
  • Soundtrack: The soundtrack is pretty good. I had uploaded the soundtrack prior to playing because I wasn't sure when I was really going to get into it, and any time a track was playing from this, it has my wife say "What is this?" out of interest. The stylings of Akira Yamaoka are clearly represented.
  • Why I played: I honestly forget what made me want to play this. The gruesome gorefest it is makes it very near a horror game. It's definitely horror-themed, but it's not a "horror" game in the traditional sense, it doesn't try to scare you(maybe gross you out) and you're generally too powerful to build up tension anyway.
  • Did I cry: Nah.
  • Jank: It's a little janky as it feels like a 20 year old game.
  • Difficulty: It's mostly pretty easy, but toward the end I do feel the game really ramps it up.
  • Recommend to others: It's a weird one. I'd recommend it to people who want a simpler and more linear experience than most modern games provide. If you're nostalgic for a different time in gaming other than just that defined by pixels or low-res textures. As long as you don't have a weak stomach.
It's not the first time this year, and looking at what I want to play in the near future, might not be the last time this year, I play some PS2/3 ass new game. It feels weird to describe an era in which I was almost, if not a full adult for as something nostalgic, but nobody saw anything unusual about SNES, PSX, N64, etc being nostalgic in 2015, or even before that. Shoot I feel like SNES games were being called retro as early as the mid 2000s. By that standard, the earliest PS4 titles are "retro"

Slitterhead is a new game, less than a year old, but it feels like something made ~20 years ago. Like it's just been sitting in a vault, all but completed, and since it was 2025 they made sure it matched todays specs, to a degree anyway, and then released it. It's not always the prettiest game, and I don't say that just because of the grotesque imagery.

Tuesday, April 8, 2025

The First Berserker: Khazan

  • Genre: Action RPG (Souls-Like)
  • Spoiler Free Review: No real spoilers in this.
  • Time Played: 62 Hours
  • Too Short/Long: Definitely felt a bit too long. A good amount of the levels are just twice the length they need to be. Most side mission levels are solid for what they are, but each of the main ones (of which there are over a dozen) are hours each.
  • Soundtrack: Kind of your standard fare for the type of game, mostly just ambient noise, but when combat happens they bring our the percussions and chanting choir. It fits, but it's not like it has catchy tunes.
  • Why I played: This seemed like it was gonna be one of the most Hell Yeah games I would get to play in some time, and while it was to a degree, it wasn't quite the game I expected. I also really like DNF Duel and hope they do more games outside of Dungeon Fighter Online.
  • Did I cry: Not really, there are some moments where they could have pulled it from me if they had spent more time with character development and story, but it definitely takes a back seat most of the game.
  • Jank: For the most part the game is pretty polished, mechanically speaking. There is just a little wonkiness with inputs and them not always seeming to register, once I got around the timing of that I rarely had issues, but I definitely feel like the game could have offered a little bit more leeway in when you entered inputs.
  • Difficulty: Extremely difficult. This is probably ones of the hardest games I've played. I have calluses on my finger tips I did not a couple weeks ago.
  • Recommend to others: This is another one of those examples where the game is just too damn hard to easily recommend. Even to souls vets. I did really enjoy it, but it's tough. It's not the most punishing, but surmounting each wall is a test of patience and fortitude.
Khazan was a really tough game, as mentioned, and something that makes it's difficulty different from other souls-likes games is the much faster pace of the combat. I'm not quite sure any From Software's games make you block 5 times in less than 2 seconds, maybe Sekiro? Speaking of which, the fact that there are in fact several ways to block. 4 ways? 5 if you count the "perfectly timed" brink block, which would mean two ways to dodge, as well. Each block requires the block button, but your standard and brink are just the button, meanwhile, you can do different kind of counters with most the face buttons which have different times you can use them. 

Additionally, you have a skill tree, making Khazan play a little bit more like a character action character, with special moves and conditions in which you can combo certain attacks into others, or new attacks altogether.
 

Wednesday, March 12, 2025

Amedama

  • Genre: Action Adventure
  • Spoiler Free Review: There are some mechanic spoilers that are inherently story spoilers.
  • Time Played: 17 Hours
  • Too Short/Long: It didn't feel too long, but it probably should have been a little shorter by reducing how much certain sections needed to be replayed.
  • Soundtrack: It's pretty decent. Some tracks are a little repetitive but it fits the setting well enough.
  • Pleased/Disappointed: I'm pretty pleased with this one.
  • Why I played: Basically just because it looked cool. I tried the demo and liked it, put it on my wishlist, and it went on a decent sale almost immediately after.
  • Did I cry: I think I did choke up a little here and there. Not as much toward the end as I would have expected, but as a game that has you interact with a lot of wayward souls in order to help them pass on.
  • Jank: It has a little bit of jank, but nothing that really hurts the game besides the fact you can get stun-locked. Sometimes there is weirdness with dead bodies standing up, and the dialog has not accounted for every possibility.
  • Difficulty: Normal, it's probably a little harder just getting started before you figure out everything, you can easily supplement any difficulty by eating to temporarily increase your stats. The hardest parts of the game being when you don't have the opportunity to do so.
  • Recommend to others: I don't think it would go super high on a recommend list, and I'm not sure of the audience I would potentially recommend it to, but if you're interested in it, I'd say go for it.

I liked Amedama, it's unique but somehow doesn't do too much to stand out - maybe just because its good, but only good, never really exceeding expectations. In it, you are a soul that can possess bodies of people you have killed. If you have previously killed them, you can later possess them just by hitting them. This isn't like some games with similar mechanics where it is a combat mechanic, but rather something you can only do outside of combat, essentially choosing who you go into each battle as. As a bonus, there are times when the dialog of the game will adjust according to who you have possessed, and as you proceed, there will be times when advancing requires you to possess certain people. 

There is a Groundhog Day element to the story, requiring you to possess more people and go different locations to uncover why things are occurring and uncover the mystery of everything. While I do enjoy the story -Kind-of Spoilers Until Next Paragraph- Ultimately I feel like the payoff and result is rather unsatisfying, it did a great job of creating intrigue, only to have very simple explanations for occurrences, no reason behind certain actions, or simple coincidence resulting in certain outcomes. The ride is great, the destination is... fine. -End kind-of spoilers-

Friday, March 7, 2025

Monster Hunter Wilds

  • Genre: Action.
  • Spoiler Free Review: I guess it is, but who cares. Here is a spoiler. The story is terrible and the characters are worse.
  • Time Played: 32 Hours.
  • Too Short/Long: Time is probably right for where I am in the game. 
  • Soundtrack: Not that Monster Hunter has always been a contender for sweet music, but I felt it lacked even more than usual in this one. The only time I even remember music playing was the final battle of the main story and it was so damn loud and bombastic, rather than epic and moving.
  • Pleased/Disappointed: Eh... I don't wanna say disappointed, but... I guess I am.
  • Why I played: I've played most Monster Hunter games, maybe not every version of every monster hunter game, and I never went back for the extra stuff in Iceborne or Sunbreak, but generally speaking I am a fan of the series.
  • Did I cry: No, in fact I don't think this game manage to make me feel any significant emotion.
  • Jank: Damn does it have some jank when it comes to the UI. Not every Monster Hunter has had the same menus, but this one definitely made the most changes and I'd dare say exclusively for the worse.
  • Difficulty: I think the difficulty is about what you'd expect for a Monster Hunter game. Some of the more general aspects of it are easier, since you can get right back into the fights right away, it can feel like less of a slog. By the same measure, the discrepancy in which you take damage is insane. I just feel like I should be able to tank a hit or two without having to heal between each hit.
  • Recommend to others: I mean I guess if you like Monster Hunter you'll like this, but I'd sooner recommend Rise or World to a new player who didn't just want to play the so-called "Latest and Greatest". Monster Hunter Stories 2 is still the best Monster Hunter game overall though.
I'm so tired of Monster Hunter Wilds, I don't even want to write this. I'm not necessarily "fully done" Monster Hunter Wilds. I usually aim for more or less 100%ing a game. Or rather completing the bulk of the primary content. I'm conceding a bit prior to finishing the "High Rank" stuff. But I did get the credit roll, and for all intense and purposes I "beat the game". Some people specifically refer to high-rank as "post-game" too, further establishing that the game is finished.

It's not typical of me to stop playing a game at this point though. It's just that as we go into this weekened and I look at what I want to spend it doing, I realize I have a literal zero interest in playing Monster Hunter Wilds. I don't even necessarily have another game lined up, and so I may spend the weekend sampling things until something really catches my interest. I just know I don't want to play Wilds. Which is unfortunate. It's not a bad game. It can be really fun, and there are aspects of it I really appreciate. I appreciate there is a little bit more customization than normal. I appreciate how some of the weapons function in ways that didn't really interest me before. I like the wounds and wound attacks.

Friday, February 28, 2025

Ringlorn Saga

  • Genre: Action RPG
  • Spoiler Free Review: Yes, there isn't much to spoil.
  • Time Played: 3-4 Hours
  • Too Short/Long: Honestly maybe a bit too short. I certainly could have kept going, it felt like once I got in the groove it was over.
  • Soundtrack: It actually has some pretty fun tunes to wander around to.
  • Pleased/Disappointed: Pleased.
  • Why I played: I kind of did want something short and classic before diving into the new Monster Hunter and even though it's very simple, something about the visuals appeals to me.
  • Did I cry: No.
  • Jank: It's relatively simple so there aren't many places it can go wrong. Occasionally a tile looks like you can step on it, but you can't. That's about it.
  • Difficulty: The difficulty "curve" is basically a 45° decline. It starts off pretty tough and you get better equipment and get better and navigating and realize who you can attack with what and even though enemies get tougher, it's only in a feeble attempt to keep up with your level since they don't really mix up attack patterns or anything like that.
  • Recommend to others: I would probably only recommend this to people who like the exact type of game it is. "Action RPGs" with bump combat that are more or less navigation puzzles. It's probably most similar to Hydlide specifically. It's not the best of them, but there is nothing wrong with it if you want another.
I don't have too much to say I haven't really summed up in the above sections. It's pretty much a game that puts all it offers out on the table. The trailer is a minute and thirty seconds. You only need ten seconds of it to know if it's for you.

Some of the writing is pretty fun. Make sure you interact with people in defense mode.

Wednesday, February 26, 2025

Keylocker

  • Genre: RPG
  • Spoiler Free Review: Story-wise yes, some aspects of progression and mechanics are kind of spoiled. Picture are not spoiler free.
  • Time Played: 24 Hours
  • Too Short/Long: It goes on just a little long. It could just be because each battle is pretty methodical, but I felt like the last couple chapters kinda dragged the game out a little bit.
  • Soundtrack: Amazing soundtrack. It has some great music for both the rhythm sections, and more dramatic moments. Honestly great soundtrack all around.
  • Pleased/Disappointed: Despite what I may say below, I did really enjoy the game.
  • Why I played: I wanted to experience some Turned Based Cyberpunk Action, and it looks really cool.
  • Did I cry: I did a little bit here and there. Mostly when the music hit at the right moments.
  • Jank: HIGH Level of Jank, this game made me consider the fact I needed a jank category. To be fair, after considering some moments in recent games like Prince of Persia and Omochapon as a whole helped lock it in. 
  • Difficulty: This game also made me consider a difficulty category. I'm sure I'll talk about it later, but it's worth noting how difficult I thought a game was in general. This one, for a turn-based rpg, was pretty difficult.
  • Recommend to others: I probably would, but I would have to tell anyone who is interested to make sure you give gifts to people in the early chapters, or otherwise as soon as you can, and also you can buy weapons from some shops, and also maybe be willing to mess with the difficulty settings. Also the game can be janky. Also every chapter is a point of no return so to speak. But I WOULD recommend it.
While I have finished a few games since Tunic, most of them are relatively short, or in the case of Phantom Rose, a game played in many short bursts, off to the side of another activity. I've probably played 30+ more games this month, trying to find something to captivate me. Maybe it's just because I was so engrossed in Tunic while playing that, I just couldn't get into the groove for something else that required any thought on my end.

You could say, this game was the key to unlocking that which was closed off to new games for the past few weeks. Keylocker has a lot of style, a lot of really good art, a unique look, a unique sound, a lot of ways to captivate the senses, and for the most part I'm into it. There are a lot of character designs I really like. There are some that... aren't quite my style, but there is definitely a good variety and because of the world they built, I guess it would be hard to put anything in there and say it doesn't fit.

Tuesday, February 18, 2025

Rogue Flight

  • Genre: On-Rails Shooter, Shoot 'em up
  • Spoiler Free Review: Not much to spoil.
  • Time Played: ~4-5 Hours
  • Too Short/Long: It's about right, but could feel like if you find the gameplay repetitive.
  • Soundtrack: Great soundtrack, I immediately purchased it after finishing the game.
  • Pleased/Disappointed: Pretty pleased.
  • Why I played: It just really had a kickass trailer.
  • Did I cry: No.
  • Recommend to others: I would recommend it specific to fans of the genre, maybe Starfox fans.
Despite being behind the ship, and most games of it's ilk being specifically on-rails shooters, I feel like Rogue Flight takes a lot of inspiration from shmups. With it's constant action, dodging waves of enemy fire, shooting everything, it just feels more like a shmup than an on-rails shooter. When I think of an on-rails shooter, I think of a more cinematic experience, something that has you navigate through an environment, albeit on rails. There isn't really any navigation in any of Rogue Flight's stages, it's straight forward and a breakneck speed. There are barely any obstacles, and though while I prefer shmups that have "level design" as opposed to just taking place in a large rectangle, Rogue Flight more or less mimics that more commons shmup design, except from behind.

I'm not complaining, I just want to make it clear the type of experience it is. I don't know my exact time, but estimating at 4-5 hours of playtime, with some messing around with extra modes, it's not very long, but these types of games never really are. In fact, a more or less "full run" barely takes an hour. There are some options for shorter paths, and eventually you unlock a harder version of the "full run", but it's more or less the same stuff, so you kind of have to want to play the game just for the sake of playing it, but I really enjoyed it.

Friday, February 14, 2025

Phantom Rose

  • Genre: Roguelike Deckbuilder
  • Spoiler Free Review: Not much to spoil.
  • Time Played: 10 Hours
  • Too Short/Long: It's appropriate for what it offers.
  • Soundtrack: It's only a few tracks, but they're really good and help set the mood.
  • Pleased/Disappointed: I'm pleased.
  • Why I played: I had seen this on mobile years ago and played a little but dropped it when I dropped all mobile games. Thankfully they released a Steam version sans microtransations.
  • Did I cry: No.
  • Recommend to others: I like it and I like the aesthetic, but there isn't much to recommend it over the more popular examples of Slay the Spire and other bigger games it's inspired. So I'd only recommend it to people whom the aesthetic really appeals to.
Having already starting diving into the second, I can already say that despite some of my preferences for it visually, Phantom Rose is more of a proof of concept or prototype for it's successor that looks like it might offer a good bit more. It's fun and engaging, and for me is just the right level of challenge. Not so hard it's frustrating, but I really need to optimize my moves to come out on top, and when I do I feel like I succeeded.

Though, once you get further in the game, I'm really only talking about the last leg of each run. Eventually the first two sections(of three) start to feel too easy and it ends up just kind of being a chore to get through them. That or because you haven't yet built up enough of a deck, resetting to the standard strategies feels dull.

Regardless, at it's best it's pretty fun, and I liked seeing more of the characters and art, so no real complaints.

Sunday, February 2, 2025

Omochapon

  • Genre: Platforming
  • Spoiler Free Review: Not really anything to spoil
  • Time Played: 2 hrs 50 min
  • Too Short/Long: It's appropriate for what it offers.
  • Soundtrack: Almost non-existent. Most of the the games background is random mechanical sounds or maybe elevator music at best. 
  • Pleased/Disappointed: It's fine.
  • Why I played: I needed something low-effort after Tunic. Something I could just play and mostly turn my mind off to, this worked out pretty well.
  • Did I cry: No.
  • Recommend to others: Probably not. It's fine, it's just not anything really special.
Omochapon harkens back to the early days of 3D platforming. This could have easily been a PSX/Saturn/N64 platformer, and maybe been better for it. Even if it were released 30 years ago though, I don't think it would have been revolutionary. That's not to say it's bad, it's just pretty simple, it generally uses only one or two buttons per form and there is a switching form button.

You get a handful of toys you unlock/play as, but most of them just feel like their only purpose is to serve as an ability gate. The robot exists almost exclusively to climb ladders, but can also open things. It's most clever use is mid-air switching to it when performing platforming as a car/bunny, or flying in the plane directly into a ladder - which to robot happens to be the only one that can climb. Despite it arguably being the "coolest" and the only one that isn't a gashapon toy, but a boxed figure, it is probably the one you play as the least. Even the pill bug toy has a couple forced sections where you play similar to a marble platforming game.

It's not bad, it's a cute game. It could be a lot more, but I'm not complaining.

Saturday, February 1, 2025

Tunic

  • Genre: Action Adventure
  • Spoiler Free Review: Mostly, there are sort of mechanical spoilers, but I tried to be vague, it's more spoilery after the instructions screenshot.
  • Time Played: ~25 hours
  • Too Short/Long: Probably about right. Mileage may vary, depending on how well certain puzzles click and how much effort you wanna put forth.
  • Soundtrack: Decent, mostly mood setting ethereal stuff that's not going to get annoying if you hear it a lot.
  • Pleased/Disappointed: Very pleased.
  • Why I played: I got this back when it first released on Switch, excited to have a good looking Zelda-like, but didn't really delve into it until now.
  • Did I cry: Not much reason to cry in this one.
  • Recommend to others: I definitely would recommend it to people who really like to delve into their games. Early on my recommendation would have been much more general, but the more I played the more I realized exactly how much it asks of the player.
Tunic is a bit more than I expected it to be. At first, I figured it just a straight forward Zelda-like. You're a little fox wearing a tunic and you start off on a shore, exploring an island of sorts, fighting some little slime-like monsters, some goblins with swords, and some other usual fare. You get a stick first, eventually you get a sword and can cut grass, a shield, so on and so on.

It doesn't take too long for the game to hint that it's going to take some outside of the box thinking to play. Rather, you're at least going to have to be willing to explore every possible crevice, with a lot of the official paths hidden by the perspective of the game. You may even have to wander around blindly a bit to get where you're going. That's where I was when I started the game when it originally came out on Switch.

Sunday, January 26, 2025

Refind Self: The Personality Test Game

  • Genre: Adventure
  • Spoiler Free Review: Yes.
  • Time Played: 2 hours
  • Too Short/Long: Fine for what it is - but I wouldn't have minded a bit more.
  • Soundtrack: Some cute tracks, but relatively low key stuff.
  • Pleased/Disappointed: Pleased.
  • Why I played: I just really liked the art to be honest. Also I always liked doing "personality quizzes"
  • Did I cry: Nah, it didn't really get deep enough into it, even if it was trying to be touching.
  • Recommend to others: I would for the simple fact I want to use the little comparison feature in the game to weigh peoples diskette against mine and see how we did things differently. The most fun part of personality quizzes is seeing how your result stack up with your friends. 
Refind Self is what it says it is, a personality test game, it wraps the "test" up in a little adventure of a robot girl, going around a town, doing some tasks, as you do them you'll uncover the story. Well maybe, I supposed you could get through without uncovering anything... depending on your personality.

That said the game wraps up pretty quick, it gives you some options to extend the game time, but to "fully unlock" your personality, and "finish" the game, you have to play through at least three times. Since your first run or two will allow you to discover more options, you can really focus on what you want to do in that last run, and just maybe "see everything" in that given amount of time.

Your actions will be judged, and compared to I guess every other player that has played the game while online? Some neat stats, and even though a lot of them may end up being "most common choice" the fact that you chose to perform that action at all, is a choice. I thought I was going to get all the most common personality types based off my stats, but it turns out none of them were common - not quite the least common, but I think it's an interesting analysis into how differently people approach games.