Wednesday, August 27, 2025

Dragonyhm


  • Genre: RPG
  • Spoiler Free Review: Yes.
  • Time Played: Not really sure, it doesn't track it in any way, and I played it while doing other stuff frequently, and generally short bursts. My best guess is... ~15 hours?
  • Too Short/Long: It's pretty much just right for what it was. It may require a bit too much grinding to pad the time, but that would be expected for a game of the era it's trying to imitate.
  • Soundtrack: Mostly game boy beep boop sounds, but it's fitting.
  • Why I played: Via some ad or something I found out about modretro doing a bunch of "new" game boy games. Game Boy-esque indie games are nothing new, but this was exclusively a physical release.
  • Did I cry: No.
  • Jank: There is a little jank here. Despite being a pretty simple game. I'm not sure if this is on purpose to imitate the era, or just poor game design. Considering I had to restart the game boy a few times to fix the issues, I wouldn't quite chalk it up to intentional jank.
  • Difficulty: As a turn-based rpg with only one playable character, you constantly need to heal via some method or another. I wouldn't say it's explicitly difficult, but in my mind, how much I need to heal equates with difficulty and the game requires you to heal a lot.
  • Recommend to others: It was a cute game, and I enjoyed it. But it's only available via physical Gameboy cart, despite being a relatively new game. There is a demo on itch, so there is little reason for it to be only on this cart outside the gimmick, so I can't really recommend it to people on that alone. If everyone had their gameboys and was playing those? I might recommend it if we were still actually in original gameboy era.
No screenshots for Dragonyhm as it was played on my GBA SP. Which is a shame, because like Estique, it has some really cool old-school art. Technically I probably could have played this on my Retron because it also has a gameboy slot and taken some screenshots there, but I'm not going to now. I went for the full original experience I guess.

Dragonyhm is one of a good handful of games that ModRetro has as exclusively physical games I guess to further support their new Gameboy-like console. Similar to the Analogue Pocket, but more loyal to the original style. Hard for me to drop a couple hundred bucks on a a console that only plays original game boy/game boy color games in the year 2025. Thankfully they're designed to play on original hardware, and I do have a handful of GBA SPs laying around. I wish I had the extra bright SP, or DS played regular gameboy games. The lack of saturation in the front light display which I have not used for quite some time was quite noticable and maybe cause a little eye strain. I don't know how we managed without even that prior to the SPs release.

Back to Dragonyhm specifically though. It was a cute game. I really appreciated the detail to getting the whole old school experience. The instruction booklet we great. Cool art, details on how to play, how to advance. It was very nostalgic. The game really feels like something that could have come out 30 years ago. It's a turn-based rpg somewhere between an Final Fantasy Legends or Pokemon Red/Blue. 

The biggest downside with this turned based system is it's too much like a traditional turned based system and there is only one character, so you always need to heal him and there are very few way to mitigate needing to heal. You can increase your defense and lower the enemies attack, but that takes several turns. Generally speaking enemies are doing about 1/3 of your health at any given time, so a lot of battles end up being attack, heal, attack, heal, attack, heal.

I find you can do single character turned based rpg mechanics, with some kind of gimmick the prevents damage entirely a bit better. Still, as long as you're willing to endure that aspect, it's a fun little game. I enjoyed exploring it's world, leaning it's story and the writing and character interactions were mostly decent/cute/nostalgic. It's not going to blow anyone's mind, but it was fun for what it was.

Tuesday, August 26, 2025

Death Stranding

  • Genre: Action Adventure
  • Spoiler Free Review: Pretty much, other than talking about game progression.
  • Time Played: 80 Hours
  • Too Short/Long: It's not that it was too short or too long, really just awkward pacing since so much of the "real" story happens so late in the game.
  • Soundtrack: Soundtrack is excellent. They make a point of introducing and presenting new tracks while on important missions, you can replay them via structures and in your room, but Sam should have had an ipod or something. Or at least been able to listen to music via streaming on the chiral network. Not that the score is bad, but it's usually pretty passive, so it would have been nice to be able to listen to the music while doing missions that didn't matter as much and exploring.
  • Why I played: I'm a big fan of Metal Gear and by extension, most of Kojima's work. So I'm more than likely to try any Hideo Kojima game made by Hideo Kojima, that was written by Hideo Kojima, Directed by Hideo Kojima, and Produced by Hideo Kojima.
  • Did I cry: Yes, a couple times.
  • Jank: There isn't too much jank. The jankiest I think things are is sometimes controlling Sam doesn't quite do what you expect it to. The controls are a bit loose to ensure he interacts with the environment properly, but that also means there can be a delay in the interactions. Forcing him to trip and stumble, or fall from a great height when you clearly pressed the button required to avoid that.
  • Difficulty: I played this one on easy because there is some scary stuff that borders on horror-game scenarios that would have made it otherwise unplayable for me if I didn't get some leeway. It also just increases the general survivability to get from point a to point b with less deterioration, and stamina decrease. Playing on a harder difficulty wouldn't have really made it harder from what I can tell, it just would have made everything take longer and maybe caused more frustration or boredom. It's already a long enough game. I think I made the right choice by giving myself some breathing room for this one. There is easier still, and harder difficulties. I think if you like intense horror-esque moments and don't mind the monotony of backtracking more, the normal and harder difficulties would be appropriate, but even "easy" still offers a decent level of challenge.
  • Recommend to others: I think Death Stranding gets downplayed too much as a "Walking Simulator" but when most people think of a walking simulator, they think of games where you just move from point a to point b with little-to-no other mechanics. Death Stranding actually has a lot things going on and a lot of things to do, and in the end, I would actually recommend it pretty strongly.
I feel like Death Stranding, closer to it's actual release, was memed on constantly. When it came out, it sold well enough it seemed, but people stopped talking about it. Maybe because those who actually played it enjoyed it and there wasn't much more to meme? I feel like even positive reception was rather quiet. I did start playing it myself, but I don't think I made it through the first area, and most the game takes place in the second. There is still plenty of weirdness and things that are like "why did it have to be this way" but I guess it had to be this way, because that's how it's written. Nothing exists just for the sake of it, within the confines of the story. They may not explain it for 50 hours into the game, but at least they make an attempt and it more or less comes together fluidly.

Monday, August 11, 2025

Kunitsu-Gami: Path of the Goddess

  • Genre: Action/Tower Defense
  • Spoiler Free Review: Yes.
  • Time Played: ~25
  • Too Short/Long: It felt a little long because it expects you to replay levels a lot.
  • Soundtrack: For a game where dancing is so central to its theme, I kind of expected a better soundtrack overall. Some of the games later tracks are great though.
  • Why I played: Weeb.
  • Did I cry: No.
  • Jank: For the most part it's solid. Sometimes thing don't connect when they feel like they should, and encountered a couple graphic/sound glitches that quickly resolved.
  • Difficulty: It's a little tough at times. I think tower defense games have to be a little bit to be engaging. As a hybrid, each aspect was too tough on it's own, but I guess that means it was well balanced.
  • Recommend to others: I'm a bit in the middle for this one. I'd only recommend it to people who specifically like japanese folklore stuff and would also be interested in a hybrid character action/tower defense game.
Kunitsu-Gami is a rare new Capcom IP in the year 2025. Okay well technically it came out last year, but it's still surprising from a company that has gone from frequently making all new games to relying almost exclusively on it's strongest selling franchises. While I don't think Kunitsu-Gami is going to blow away many people, I do hope it does well enough to convince Capcom it was worth it.

There is a specific flow to Kunitsu-Gami's gameplay and while I enjoy it, it's repetitious nature does not benefit it. Most levels have you spending your time frantically running around to purify the town and repairs defenses in the time you have before the defense phase, before you're subject to a period where you can only fight back and order/reposition your units. Some levels mix up with gimmicks, and I think each gimmick is used at least twice, but I still feel like there should have been more use of some of these gimmicks as too many levels felt samey.

Besides the bulk of the gameplay, there is also a little bit of town management, but there isn't really any customization. Each level acts as a little hub once beaten, and it's just assigning people to repairs so you eventually unlock more skill points or collectables, you just have to play a level or two and return to unlock regards, rinse and repeat. Maybe it's better then just spending some misc currency to buy upgrades/unlocks, and it's nice to flesh out the environment of the game, but it kind of just felt like a hassle. Like I was walking around to go to places that would just be a menu option, and doing it dozens upon dozens of times didn't help with the game feeling repetitive.

The game does lean hard into it's style. The environments are maybe a little generic, as they are intended to just be historical Japanese settings, but the character/costume design, the items, and all the things that flavor the world are handled with care. Overall it's pretty unique in that regard.

The story is a bit vague in it's presentation as none of the characters really have any dialog. Most of the story is short sequences of interactions and gesturing. Basically, the land is corrupt/defiled and you are on a mission to purify it.

It's another one to mark down as a PS2-ass game I've played this year. That description has kind of expanded to mean anywhere from like PSX-PS3, but it fits there solidly. One, it's a time when Capcom was actually making new games outside it's top four franchises. Two, it seems like it's just kind of a weird little experiment of a game. Three, it's a bit more simple in it's execution, so it just feels more like a game that would have come out twenty years ago. I don't mean that as a bad thing, I never do. It's just a difference in how games were made versus how they are currently made, and I keep going back to it, so there is definitely something about the straightforwardness of "this is what this game is" that appeals to me.

Friday, August 1, 2025

Ghostrunner

  • Genre: First-Person Action Platformer
  • Spoiler Free Review: Yes.
  • Time Played: 
  • Too Short/Long: Feels about right.
  • Soundtrack: When you're stuck in an area you may have to hear a track for a long time, thankfully the loops are pretty solid and do well to not feel too repetitive. The music is pretty damn good, but it is just kind of a bunch of high energy electronic loops. 
  • Why I played: I wanted to be a Cyber Ninja That Climbs The City... in 4k.
  • Did I cry: No, not exactly an emotional story.
  • Jank: Sometimes the footholds can be a little janky. Getting caught on weird platforms, objects jutting out, etc. Not that there are many, but other first person platformers feel a bit smoother.
  • Difficulty: It is extremely difficult. This goes in the bin of most difficult games I've played.
  • Recommend to others: I would recommend it very selectively. People who like a challenge and the type of games that present each area as a trial you have to play repeatedly to figure out. This one is a little different because the levels are far longer than typical speed running trial games, but it still includes leaderboards and such.
Ghostrunner is a damn tough game. It's got the bones of a trial/speed running game, but most trial/speed running games have pretty short levels. It's something like that combined with a more traditional level design. Some levels are pretty lengthy and take awhile, but checkpoints are pretty generous, so it's not arduous to retry areas.

While some of the areas are really on point with the cyberpunk aesthetic, and you have a cyberspace environment you visit from time to time, a lot of the game is just general metal+industrial areas, a lot of weird sewers and ducts and rafters and stuff like that, it kind of blends in together. One other thing that's kind of odd is the scale. It always feels like you're crouching, even though you can crouch/slide. Compared to a lot of objects in the environment, you seem really small. Though sometimes you feel too big compared directly to say, a chair. I feel like scale is very important for first person games. Not necessarily for immersion, if that's something that's important to you, but just for judgement and sense of placement, etc. Otherwise there is this just uncanny feeling as you maneuver around.

I still really liked it. It was at it's best when it presented a new challenge in a unique way or a gimmick. It did a good job at mixing it up from time to time, but I feel like they could have done a bit better. A lot of the areas were just "Enemies are set up in an annoying way, stay alive and figure out how to kill them all." Which brings me to my next point. I played like 70% of the game thinking "Damn this game would be so much more fun if you didn't instantly die anything happened. If only I could take a single hit before dying it would be so much better."

Lo and behold, assist mode offers an option to have a single-hit shield. This game is constantly telling you what a badass you are. You are playing a Ghostrunner, an elite perfect combination of genetics and engineering. Yet, everything kills you instantly. It kind of ruins the feeling of feeling like a badass. Turning on the single-hit shield changed the game for me. I still died, a lot. The game is constantly getting more difficult and it's not gradual. I usually try to play games on "normal difficult" as it's the way the game is intended to be played(via many in-game descriptions), and I do have fun with a challenge, but I think this game is objectively more fun with this option on. It didn't change any other aspect of gameplay, just gives you the ability to take a single hit(except from environmental damage) before dying.

Anyway, I already started the second game, as part of my reason for finally playing this was because I got the second and I think they did a lot to balance and improve upon this one, but I'm a little burned out on it generally so I'll likely move on to something else before coming back to Ghostrunner 2. I liked it overall, it was just a little exhausting.