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Media Videogame Thread

is anyone else surprised by how absolutely zero impact was made by this game?

after the reveal of the annoying npc, that was kinda it. I don't remember anyone talking about it when it released beyond some fans that were very disappointing by it, and now all I see is the occasional review or essay on why the game was bad

people wanted it for 7 years and all that excitement went nowhere. Dread had more of an impact and that was a 2D Metroid with a few months of leadup

To be honest not really? Metroid Prime fans have always been a vocal minority amplified by the specific demographic of person who was a Nintendo influencer during the Wii U era and the perceived state of the Metroid franchise coming off of Other M and Federation Force.

Metroid is in a much better place than it was 8 years ago. The series has a clearly defined future and a dedicated dev studio (Mercury Steam), and between Samus Returns, Dread and MP4 (along with smaller stuff like Ridley in Smash), most fans I think feel assured that the franchise won't be abandoned. And with Nintendo generally doing more to appeal to adult/western/"mature" fans than they did in the early 2010s, Metroid Prime 4's existence and success have lost the existentialism that defined their announcement. Nothing is riding on MP4 anymore. And that sort of momentum was just never going to hold up for 8 years to begin with. Hype fatigue is very real and people will not maintain that level of excitement for that long. Nintendo's audience has changed pretty significantly in the Switch generation and Metroid Prime just doesn't have the cultural capital it seemed to in 2016-17.
 
btw I just remembered that Prime 4 came out

is anyone else surprised by how absolutely zero impact was made by this game?

after the reveal of the annoying npc, that was kinda it. I don't remember anyone talking about it when it released beyond some fans that were very disappointing by it, and now all I see is the occasional review or essay on why the game was bad

people wanted it for 7 years and all that excitement went nowhere. Dread had more of an impact and that was a 2D Metroid with a few months of leadup
Play it and you'll know why :totodiLUL:

The only reason I wouldn't call the whole game a steaming pile of ass is that it genuinely has strong points.

Namely some areas, the graphics, and the music. It's an average, flawed but enjoyable game until the last major area. Honestly, the best comparison is Prime 3, but with a good control scheme.

Then it turns into a steaming pile of unadulterated, gluten-free, organic, homegrown ass sweat.

I'll keep it somewhat spoiler-free. The NPCs aren't as bad, but they're definitely not good, and I wouldn't ever say they were actually helpful. The desert, despite being essentially OoT's Hyrule Field, would also fall into the category of "pretty bad, but harmless" if it weren't for the endgame quest of ramming your cool bike into crystals for two hours.

That kills the game's pacing, is incredibly grindy and unfun, and you'll probably have to be spoiled about it because if you neglect the stupid crystals, you'll get bit in the ass like an old cartoon character for it.

Also, the ending is quite possibly worse than Other M's entire story, but I can't spoil it.

It was on pace to be at least an 8, 8.5/10 game, and it'd definitely not get anywhere as much hate as it got, but the endgame alone sinks it to at least a 7.

I'd recommend playing it though, the high points are pretty great and it's overall an enjoyable experience.
To put it in Pokémon terms, I'd say... It's like XY. Play it until Reflection Cave, then turn off the game. :mehowth:
Prime 4 gets a lot more burn before it crashes, so it's honestly kind of good.
 
mp4 feels less like a game and more like a checklist for what needs to be included in a metroid game
It also feels like what a standard AAA game company would do if they had to make a Metroid clone.

Just look at the map design compared to Prime 1 (First Area - No spoilers) :psycry:

original


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They done made a Metroid with Corridor Syndrome!!!
 
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48 Games in 10 Months: My Achievement of the Week Journey

This year, I played a game on RetroAchievements every week and month to get the Arbok badge in their Achievement of the Week event (year of the snake and all). The journey was worthwhile, but exhausting; some personal weeks were damn hectic and having to figure out an unknown game only added to work. The community is also lacking, with a general tone of whining, unwillingness to respect games as they are, and penchant for making overly safe votes. That's what lax moderation in a huge server for Gamers gets you, I suppose. Here are the games I played and brief thoughts on each, if you're looking for things to play:
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Action Man: Robot Atak (GBA)
Week 1: Complete the Dr X Battle on Adventure Mode (No Passwords)

I'd never heard of Action Man, but a TV and toy brand about colorful beefcakes doing tough-guy stuff fits right in with childhood favorites like Rescue Heroes, giving me nostalgia by proxy. Robot Atak is definitely a licensed GBA platformer; level design is completely arbitrary and you'll have the occasional gimmick to contend with. Highlights include some unusually great sprite animation, getting to punch the daylights out of a T-rex, and a hilarious CHECKPOINT voice line, but I still can't recommend playing Robot Atak on its own game design merits.

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Metal Slug 5 (PS2)
Week 2: Clear Final Mission in Arcade Mode

Metal Slug is legendary for a reason: the nonstop action and top-of-the-line animation are unmatched. To my personal taste, though, it feels a bit wasted on such straightforwardly militaristic aesthetics. I didn't care for how one hit means death, no ifs or buts about it, and the final boss wasn't nearly as cool as it should have been. Mastering the game seemed like it would have taken much more memorization than skill.

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Panel de Pon (SNES)
Week 3: Clear Vs. Mode (Any Difficulty)

Panel de Pon epitomizes 'delightful'. It's cheery, but not in a way that feels childish or condescending, likely thanks to its more muted color choices; it feels like I'm being welcomed as I am, regardless of age or mental state. The gameplay has a lower barrier to competence than many VS puzzlers, as the field is laid out for you and it's up to you to make combos out of it, cutting out the intimidating intermediate step of carefully placing pieces to make a combo even possible. There's a greater emphasis on execution as a result, and Vs. Mode will make you work for your wins on any difficulty. I strongly recommend Panel de Pon for anyone looking to build their puzzle game skills.

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Kirby's Star Stacker (GB)
Week 4: Complete all 16 levels of Round Clear mode on Very Hard difficulty

And here's a case of puzzle mediocrity. While the star block mechanic makes for interesting plays at a high level, Star Stacker lets you get away with 'putting the Rick block in the Rick hole' too often to hook you or build skill. The board rising only as the game decides creates room for mindless block placement to punish you, but more often it feels like you're just waiting around for more interesting setups to appear.

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Quest of Hat (SNES)
Week 5: Defeat Pokey and win the game.

Discussed in a prior post

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Killer7 (GC)
Week 6: Complete Target 00 [Angel] in Killer7 mode and on any difficulty

Discussed in a prior post

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Magical Quest 3 Starring Mickey & Donald (GBA)
Week 7: Complete the Game as Donald Duck

Discussed in a prior post

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Hexen (N64)
Week 8: Enter the second hub Shadow Wood

Discussed in a prior post

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Suggoi! Arcana Heart 2 (PS2)
Week 9: Finish Arcade Mode (default settings).

Arcana Heart distinguishes itself among 2D fighters with its titular Arcana mechanic; alongside your player character, you choose an elemental patron to give you distinct special moves and secondary effects. I of course went with the epic penguin king of ice. As with most arcade modes, beating the AI is more about finding the disjointed moves they can't answer than fighting like a real person. Couple that with the PS2 version's terrible performance and the cast comprised of uninteresting female designs meant to appeal to creeps of all persuasions, and I can't recommend this one. Arcana Heart 3 PC seems to be agreed upon as the definitive experience, though you'll still have the creep allegations to beat.

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Sabrina: The Animated Series - Zapped! (GBC)
Week 10: Transform gorilla Slugloafe back into a human

Licensed, but by WayForward! Each level is basically a mini metroidvania, where you have to find ability-granting items so you can reach and defeat all of the enemies. It's a novel and satisfying format, though navigation can get tedious, especially when riding bubbles. You can see how the Shantae animator(s) cut their teeth here.

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Polaroid Pete | Gekibo: Gekisha Boy 2 (PS2)
Week 11: Successfully capture the objective in Historic Town Tsukiji. [>= Normal]

You know Pokemon Snap? It's an arcadey, 2D Pokemon Snap. You go through absurdist settlements and buildings, trying to photograph crazy things the moment they happen or you make them happen. You must also manage your film supply and destroy or dodge objects thrown your way, so it's not all memorization and downtime. The scheme and hit detection take some getting used to, but when it clicks, it shutters.

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Mario vs. Donkey Kong 2: March of the Minis (DS)
Week 12: Defeat Donkey Kong in Magnet Mania

I'm gonna say it: Mario vs. Donkey Kong was never good. Combine a platformer's room for error with a puzzler's inflexible problem solving in a tedious-to-execute package? DK can stay at large. The Minis colliding with each other and being individual units to babysit only exponentially grow the complication of timing. I emulate, so I couldn't use the touch screen to its fullest, but even on hardware I'd be withering over watching these stupid toys shuffle along.

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We Love Katamari (PS2)
Week 13: Create Pluto.

Yeah, Katamari is as good as you've heard. It's maximalist and absurd, but somehow without becoming particularly off-putting. The 'game' is mostly in managing the controls, which involves steering via both sticks. It was fun to learn, but I saw it filter a fair few other players. Be willing to learn, folks! Standard controls are not the final word!

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Tokyo Xtreme Racer Advance (GBA)
Week 14: Defeat all Knights rivals.

Functional, bone-dry street racer. It's GBA 3D, so it chugs and can reasonably be played at 2x speed. The prohibitively expensive parts upgrade system suggests it was made to last, not to be particularly fun.

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Super Mario World: Super Mario Advance 2 (GBA)
Week 15: Defeat Ludwig Von Koopa in Cookie Mountain

I've never cared much for Super Mario World. Levels and worlds feel a bit arbitrarily put together, the emphasis on secret exits creates constant FOMO, and the power-ups are few and not all that fun. I played with a patch that changed the colors back from the GBA-necessary whiteshifting; look into that if you're interested in this version's features such as Luigi and a completion checklist.

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The Flintstones: The Surprise at Dinosaur Peak! (NES)
Week 16: Beat level 7 (Witch's House) (no debug mode)

Unfortunately no, this is not the 7 GRAND DAD one, but it's still a gay old time. There's a good amount of depth between the character swapping and attack charging. Just don't try to actually beat the game; the 'surprise at Dinosaur Peak' is a unreasonably difficult gauntlet of instant death.

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Final Fantasy VIII (PS1)
Week 17: Complete your SeeD exam.

I struggle to commit to traditional RPGs because they're built on obfuscation. How do the mechanics work exactly? What do I need to prepare for? What am I up against? FF8 suffers this even more than most with its spell absorption system. The essence is simple enough, but only when I looked into it afterward did I learn it's also the main contributor to your characters' stats. I also had to slog through a boss fight with Sqall alone for 15 minutes after an RPG-typical unpredictable attack wiped the rest of my party in one turn. Do you play it out, or do you undo up to an hour of progress and decision making? Few things sour on me on a game more than that kind of dilemma. I can enjoy Pokemon because I have perfect knowledge of the mechanics and obstacles, and optimize around them even with weaker Pokemon; if more RPGs were upfront with the intent of their mechanics and nature of upcoming challenges, I doubt the genre would suffer much.

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Summon Night: Swordcraft Story (GBA)
Week 18: Complete the 2nd day.

Indies take note: THIS is a genre mashup! It's a top down resource gathering RPG whose action battles take inspiration from 2D fighters, emphasizing spacing and equipment strategy. The construction mechanics take some learning, but I can see many modern gamers getting sucked into the loop here. If you play as the girl you even get kissed on the lips by another girl, no big deal made.

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Disaster Report (PS2)
Week 19: Meet a freelance photographer.

Earthquakes wrack an island city. Escape a collapsing bridge and delve into the city, dodging debris and climbing through twisted buildings while managing your health and water. The mechanics aren't very involved; this is more of a cinematic adventure game with emphasis on problem solving. While the visuals are grayer than they had to be, the tension and atmosphere as you're walking around make up for it.

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Magic Knight Rayearth (SNES)
Week 20: Prove yourself to the water mashin

Magic Knight Rayearth is a straightforward shojo action manga and anime most notable in current year for some gorgeous shots and its aggressive game tie-in strategy. While the Saturn one is a lot more interesting, this SNES one is a respectable, fast paced RPG experience where even mandatory grinding isn't much of a chore.

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Super Mario 74 (N64)
Week 21: Collect 10 power stars.

The first 'big' SM64 hack, and it shows. Getting around efficiently can expect near mastery of 64's movement options, knowing where to go and what to do isn't always easy, and later levels devolve into outright contempt for the player with save states as an expectation. Only worth checking out if you're already deep in the 64 rabbit hole like me.

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Gex (PS1)
Week 22: Get the remote from Twin Towers and safely exit the level.

"Note to self: when Bush offers to fly you out on vacation, SAY NO."
Gex is already decently rehabilitated in current year, but if you missed the memo, these games are genuinely worth checking out. Gex 1 may have some 90s 'slopformer' hallmarks, namely somewhat aimless levels that stretch in all directions, but that works to its wall-clinging mechanic's advantage, and you're generally able to see danger coming. Gex's quips aren't all that frequent and are genuinely funny sometimes. Love the way he says "oh yeah, tail time."

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Tekken 2 (PS1)
Week 23: Finish Arcade mode as Yoshimitsu on Medium difficulty or higher without changing characters

My first direct Tekken experience. After watching the lovably 90s CG intro, I was struck by just how quickly health bars deplete and the unusual 'left and right, arm and leg' control scheme. Fighting CPUs meant spamming a move they can't handle, as usual, but I'm interested in playing more Tekken in the future.

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Donkey Kong 64 (N64)
Week 24: With judicious use of your Bongo Blast and Coconut Gun, free Lanky from his prison cell

I'm just gonna say it: Rare never really 'got' platforming. They could imitate it, very convincingly at that, but they never caught on to its intrinsic fun and tension. It's why their games devolve into sheer difficulty, annoyance, and 'finding stuff' so quickly; they couldn't imagine a game being engaging at a base level, so there has to be maximum adversity and 'stuff to do' to be the best game possible. Donkey Kong 64 is 'stuff to do' in the extreme. You have spaces that are far larger than they need to be, with minimal platforming challenges to solve besides finicky vine swings and narrow paths to inch across, interconnected by dreadfully boring hallways. The character swapping and collection wasn't even that bad so far, as you're far from expected to get everything to progress; the problem is that there's never anything INTERESTING happening.

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Jak and Daxter: The Precursor Legacy (PS2)
Week 25: Collect all of the Precursor Orbs in Forbidden Jungle

Yeah, pretty solid 3D platformer here, but one I'm struggling to say much about six months later. The trappings are here: somewhat floaty movement, combing areas over and over for that last handful of collectibles, silly unforgiving minigames that dominate your memories and engagement. The most interesting thing it does is probably make your total HP a rigid 3, but tie recovering it to collecting a ton of green orbs to fill up a much more analog bar. Between a bad motorcycle level to end it off and an eyerolling heteronormative side chick character, I wasn't compelled to play more.

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LittleBigPlanet (PSP)
Week 26: Mortar Do - Complete The Level.

With communal level creation long gone, what remains is a reasonable platformer that delivers on vibes, if not mechanics. It's floaty, and collision is a bit unpredictable, but the multilayered levels with handcrafted aesthetics are still fun to work through. Its greatest gift, though, is introducing me to Glockenpop, whose earworm status and unironic use in this game only make its scathing sarcasm more hilarious.

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The Legend of Zelda: Ocarina of Time - Master Quest (GC)
Week 27: Learn Zelda's Lullaby.

The farther I venture outside the Nintendo design ecosystem of absolute safety and comfort, the more I sour on 3D Zelda. While I wish more 3D games took inspiration from the 'puzzle box' dungeon design philosophy, Zelda is so bogged down by insistence that inane actions such as scrolling text and climbing walls takes forever. Ocarina of Time has conceptual purity on its side, at least.

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Tony Hawk's Pro Skater (N64)
Week 28: Obtain a gold medal at the Portland Burnside competition as any character.

Now this is a delightfully discomforting game. Learning to land combos and navigate rails with an alien control scheme wasn't easy, but very rewarding. This version's limited soundtrack and emulation hiccups keep it from being the go-to on its own merits.

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Twinkle Star Sprites (NGCD)
Week 29: Complete Story Mode on 4 Star difficulty or higher.

This arcade game is firing on all cylinders so hard, I was astounded to learn it inspired the Touhou VS shooter entries and just about nothing else; there's a whole subgenre here! Single player is mostly about holding out until the CPU arbitrarily gets hit, and understanding what's happening takes some work, but the intensity and lively characters make it well worth it. The final stage theme has stuck with me the most; it's full of that spacey, synth-driven feeling of nostalgia and yearning that made me love Touhou PC-98 tracks.

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Extra Mario Bros. (NES)
Week 30: Find your second key

Metroid structure is imposed on SMB1's level format in this hack from the era of 'because you can, not because you should.' It admittedly works a bit better than I'm implying, solving a labyrinth of pipes and landmarks, but tight, do-or-die sections hurt by SMB1's committal physics drag things down quickly.

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City Crisis (PS2)
Week 31: Complete Run Away Sports Car.

While clearly a budget title, this rescue sim more than gets by on substantial but fair score-based challenge, a delightfully Y2K menu, and a limited but meaningfully distinguished set of vehicles to choose from.

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Star Fox Adventures (GC)
Week 32: Rescue Prince Tricky from the Sharpclaws.

Uh oh, I have to talk about Rare again. The gameplay did little for me, so let's make this quick: the insistence on voicing the fictional language and the merchant's orientalist design shorthand create a gross exoticist vibe, and I got stuck on the ice race because it wasn't clear I had to just beat the enemies to the end instead of killing them. Having to engage with the shop on my own terms to get a key progression item was neat design, at least.

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Star Wars Jedi Knight II: Jedi Outcast (GC)
Week 33: [Jedi+] Clear Kejim Base from start to finish, without returning to the main menu

Dry and punishing FPS gameplay combines with mandatory, obtuse object interactions and problem solving to create the most stressful experience of the year.

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Onimusha: Warlords (PS2)
Week 34: Defeat Marcellus The Swordsman

Resident Evil in feudal Japan, tank controls and all. It puts great emphasis on combat and swordplay with elemental attributes, to good success. Just look up the timed puzzle gauntlet ahead of time, it was clearly meant as a rental wall.

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Jeanne D'Arc (PSP)
Week 35: Complete stage 5: "The Road to Chinon"

Tactics RPGs aren't for me - too many inputs and minor decisions to make for how easily unknown factors can unravel it all - but if they're for you, this fantasy oriented alt history one by Level 5 with artistry to match might be interesting.

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Kirby: Nightmare in Dream Land (GBA)
Week 37: Complete Level 3.

Older Kirby has consistently felt not-great to play, mainly from enemies placed to ram into you and abilities that are lost too easily for how stop-and-start their moves are. Nightmare can't even boast the artistry of the original Adventure with its haphazardly used tiles and backgrounds.

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WarioWare, Inc.: Mega Microgame$! (GBA)
Week 38: Clear Orbulon's Games

As a 3DS Ambassador, WarioWare was a staple time killer. I hardly need to tell you why it's such a fun format, but I will say the way they squeezed everything they could out of the GBA's nonexistent sound hardware lends the respective entries a fascinating soundscape.

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The Typing of the Dead (DC)
Week 39: [Arcade - Story Mode] - Complete Chapter 5 on any difficulty [No Free Play]

There's a lot more design potential in typing exercises than you might think. You have to deal with threat assessment, snap decisions and reactions, and execution under pressure. Things seemed to get a bit too hard too fast, with a patronizing dynamic difficulty system to compensate, but I'll admit my typing wasn't as good as it should be.

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Castlevania: Portrait of Ruin (DS)
Week 40: Defeat Astarte in Sandy Grave

The more I experience Castlevania and reflect on Metroid, the more firmly I believe that indie 'metroidvanias' don't understand the strengths of either. Castlevania may gate your potential behind RPG mechanics, but it isn't afraid to let the player feel powerful. Enemies demand respect but go down quickly, and you're free and happy to unleash all kinds of nonsense weapons and spells you find in the castle. As an elemental magic enthusiast, playing as Charlotte was absolute bliss, but there were still plenty of good reasons to use Jonathan. Don't let combat get mopey in your nonlinear game; the player can create their own limitations in future playthroughs if they truly like what's going on.

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Splatterhouse: Wanpaku Graffiti (NES)
Week 41: Beat the game with both of the Crystal Balls collected and unlock the full true ending

A cutesy take on the gorefest arcade hit, Wanpaku Graffiti is full of memorable moments but feels one mechanic short of complete. Your basic attack range is pathetic, power ups are area-specific setpieces, and bosses are often confusing or tedious. It could still be a fun game to figure out in a day or two when you're in a Halloween mood, but it doesn't commit enough to its arcade structure.

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Princess Crown (SAT)
Week 42: [The Crown Princess] Saved the Children of Nutsbill.

Good lord did I end on a high note. This is exactly the kind of game I hoped to find by participating in this event. 2D fighting combines with traditional RPG structures to form an experience that feels too natural for its boldness, and the sprite work is probably the best I've ever seen. The way your character coolly glances around when walking and firmly struts forward when you're in a hurry create so much unspoken personality. The English patch takes some work to apply, but if you play any obscure game from this list, make it this one.

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Chibi-Robo! (GC)
January: Give Mr. Sanderson the "love" letter

Chibi-Robo was an interesting but somewhat dissatisfying experience. Navigating giant rooms to tidy them up while managing your battery, accompanied by some brilliant sound design, was a fun core experience, but your returns diminish fast and force you to confront the obtuse progression gates, which expect you to be in the perfect place at the right time. Play it, but don't hesitate to use a guide.

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Donkey Kong Country 2: Diddy's Kong Quest (SNES)
February: Defeat Kaptain K. Rool in the Lost World

Discussed in a prior post

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Pokémon Emerald Version (GBA)
March: Defeat the current champion and become the Pokémon League Champion

Wrong subforum, so I'll keep it to this observation: most other players who shared their team used a lot of the 'standard, cool' gen 3 Pokemon: starters, Gardevoir, Swellow, Breloom, Manectric, Aggron, and Flygon. More evidence the Sinnoh team meme just reflects Pokemon players' general incuriosity.

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Sly Cooper and the Thievius Raccoonus (PS2)
May: Defeat Clockwerk in "A Strange Reunion"

Artistry is this game's strongest suit, with a striking style, solid voice work, charming enemies, and nostalgic Flash animation cinematics. The gameplay supports it fine, but isn't deep or 'masterable' enough that I'm itching to go back to it. Your moveset is dead simple; while you can expand it by finding all the collectibles in a level to crack a safe, those moves are supplemental and frivolous by design. Levels frequently pull out frustrating or unremarkable gimmicks as a result; there just isn't a lot of design space around Cooper himself. It's a good game, but not likely one to change your life past your formative years.

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The Legend of Zelda: The Wind Waker (GC)
June: Obtain Farore's Pearl.

I dunno how I had a chill time with Wind Waker HD as a kid, this game's first half is kind of rancid. It takes hours to have any freedom on the ocean, and even then there's little worth doing. The Forsaken Fortress is a terrible first dungeon, taking away the sword you're only just getting used to, hiding progress behind easy to miss routes in a disorienting circular layout, and punishing any mistake in its tedious stealth sections with a complete loss of progress. It tries its hardest to keep the best of Zelda formula AND its bold new direction out of your hands.

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Phantasy Star Online Episode I & II Plus (GC)
July: [Episode I] Complete Addicting Food on Normal difficulty

An early console MMO featuring Y2K futurism? Say less! And PSO definitely does its utmost to say more with less. It's a dead simple loot grinder game at its core, but its constant remixing of the same few maps and models builds familiarity, identity, and some genuinely funny scenarios. The second zone was a not-so-fun hike in length and difficulty, but the loot I was getting seemed to jump in quality to match. I've come to appreciate games that take their time in doling out substantial upgrades.

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Kingdom Hearts (PS2)
August: Complete the Phil Cup at the Olympus Coliseum.

At least in this first entry, beat em up and RPG don't seem to combine to great result. I'm never a fan of opaqueness, and in this game you determine your entire level-up progression by answering vague philosophical questions. Precision is difficult against slippery enemy types, to where spamming AOE magic becomes the only real choice. Constantly retreading the same few areas to find the next story trigger and rewatching unskippable cutscenes upon retrying bosses that don't quite seem to make sense also detracted from the fun.
 
i loved when the review said "oh yeah, tail time."

in more serious news, great read, you've done a lot to sell me on panel de pon. being nice happy gentle with depth and realness is harder and rarer than much game discussion implies, – i have a 'image of the thing versus the thing' post in me somewhere - and it's nice to see someone who groks that difference and finds one they believe does good. princess crown piqued my interest too.

i'll spot some other ideas i especially liked and/or related to

your castlevania discussion put voice to vague lumbering ideas i had going on in a way that i really appreciated as someone enraptured with the artistry in sotn
pokemon and zelda bogging commentary on point
star stacker commentary hits at some really powerful generalizable fundies
I've come to appreciate games that take their time in doling out substantial upgrades.

as someone with complicated feelings about opaqueness and fictional languages maybe ill ponder and talk about them in a general way some time. maybe not
 
To be honest not really? Metroid Prime fans have always been a vocal minority amplified by the specific demographic of person who was a Nintendo influencer during the Wii U era and the perceived state of the Metroid franchise coming off of Other M and Federation Force.

Metroid is in a much better place than it was 8 years ago. The series has a clearly defined future and a dedicated dev studio (Mercury Steam), and between Samus Returns, Dread and MP4 (along with smaller stuff like Ridley in Smash), most fans I think feel assured that the franchise won't be abandoned. And with Nintendo generally doing more to appeal to adult/western/"mature" fans than they did in the early 2010s, Metroid Prime 4's existence and success have lost the existentialism that defined their announcement. Nothing is riding on MP4 anymore. And that sort of momentum was just never going to hold up for 8 years to begin with. Hype fatigue is very real and people will not maintain that level of excitement for that long. Nintendo's audience has changed pretty significantly in the Switch generation and Metroid Prime just doesn't have the cultural capital it seemed to in 2016-17.
Nerrel just came out with his review of the game today and he and several other commentators I've seen have all made statements to the effect of "Retro Studios clearly still has lots of talented people and I hope starting from scratch and applying lessons from criticism will allow them to make a much better Metroid Prime 5". The fact Metroid fans can be reasonably confident a Prime 5 will happen is a huge shift
 
btw I just remembered that Prime 4 came out

is anyone else surprised by how absolutely zero impact was made by this game?

after the reveal of the annoying npc, that was kinda it. I don't remember anyone talking about it when it released beyond some fans that were very disappointing by it, and now all I see is the occasional review or essay on why the game was bad

people wanted it for 7 years and all that excitement went nowhere. Dread had more of an impact and that was a 2D Metroid with a few months of leadup

I haven't played the game so I can't say whether or not the game is bad, but I will say that after watching some streamed gameplay I won't be buying it. The main turn off is seeing that huge open world desert area that has absolutely nothing in it. I really wish games would stop doing open worlds in all honestly. Skyrim set the bar too high by filling the world with tons of stuff. Nintendo games especially have the problem lately of having massive worlds with next to nothing in them. Seeing that empty desert just gave off the impression that Prime 4 was cheap, and that's kind of the impression I get with a lot of what Nintendo puts out these days.
 
Nerrel just came out with his review of the game today and he and several other commentators I've seen have all made statements to the effect of "Retro Studios clearly still has lots of talented people and I hope starting from scratch and applying lessons from criticism will allow them to make a much better Metroid Prime 5". The fact Metroid fans can be reasonably confident a Prime 5 will happen is a huge shift
To be honest, a lot of the issues are remnants of the development hell they went through.

With that said, for all the fundamental flaws that game got as a Metroid game, I'm honestly shocked they got the vibes so perfectly. It was really smart of them to have the NPCs shut up while you're in the main areas too.

If they get the map design and lore together for Prime 5, it may very well be a return to the series' generational form.

If this is the ceiling they got on those though, it'll be baddy bad.
:mehowth:
 
Really did not think it had been a year already since my last big post, life comes at you fast man. What a big year for gaming, dude. I'm still digging my way through everything and there was so much to love this year. When people talk about years for gaming, 2025 really will be a year that goes down in history.

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Hollow Knight: Silksong (PS5) 10/10

Let's get the easy one out of the way first. This game is simply incredible, from art and music direction, to gameplay and mechanics, everything is immaculate. Is it perfect? No. A game for everyone? Fuck no. It's hard as nails, can feel overly punishing at times, and the atmosphere can feel devoid of character. But I love the world. I love the exploration. Typically, boss fights are my least favorite aspect of any video game I play, and that's the core element of Silksong's progression lol. But, here the boss fights play out more like puzzles. You're trying to find the patterns, are rewarded for patience, and most of the mechanical skill in the game comes from platforming more than it does from combat. If you've never played base Hollow Knight you absolutely NEED to start there, otherwise starting here and going back feels like you're playing a worse game, rather than getting the upgrade. A must play for any Metroidvania enthusiast imo.

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Donkey Kong Bananza 10/10

I've been waiting for another open world DK since fucking DK64, so this has been a long time coming for me. And man did they deliver. The fully destructible terrain pays off in spades. It can feel a bit janky and typically I don't like mechanics that allow you to bypass "developer-intended" routes, but for the most part it's not too detracting from the experience here, and there is just SO much to explore. I really couldn't expect less from the Odyssey team, and I'm a collectathon junky so this was right up my alley. The DJ powerups were hilarious and Pauline is a surprisingly decent tag-along; I was worried she would get annoying or overbearing, but she's fine on the whole. The ending is fantastic. If you love Mario and Odyssey you've gotta play this one.

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Mario Kart World 9.5/10

A great Mario Kart all around. The music is a huge selling point here honestly. 24 racers on the track is a phenomenally chaotic online experience. I personally appreciate the "in-between" tracks myself, but understand the frustrations people have had with Nintendo's treatment of online play with track choosing. The Knockout Tours are hilarious and fun. This is just a fun Mario Kart, but I'm surprised at the lack of overall attention it's getting from Nintendo outside of balancing. I would expect them to be more aggressively pushing DLC characters and the like for their launch title. Anyway, if you liked 8 you'll love World, but this isn't a must-get just yet.

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Tales of Graces f Remaster (PS5) 9/10

As far as the Tales remasters go, this one was a) needed, and b) very well done. It looked and played great. "You're as beautiful as the day I lost you." I hadn't played this one since my original playthrough back in 2014, so I had forgotten most of the basic gameplay, but still remembered most of the characters and storybeats, so it was nice to come back to and refresh myself and have some "oh yeaaaaa" moments. Tales still has the best battle system out of any RPG out there, and Graces is probably the pinnacle of the series of the original iteration of their battle system before the "next gen revamp." The music and characters are the real selling point here; the characters are enjoyable and very funny for early 2010s, more cringe nowadays but still enjoyable.

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Marvel Spider-Man (PS5) 9/10

I had originally played this one back in the year it released up to the Vulture/Electro fight, and then just stopped for some reason (again, boss fights are my least favorite part of any game lol). I think some other game must have come out that I was really hyped for and this got set down and then I never got back to it. Anyway, it had been long enough that I had to play all the way the way through it again to remember it all, and I don't regret it. It's a fantastic game. The fluidity is truly something else. It does get a bit repetitive, but the freedom with which you're allowed to approach things and the bevy of tools at your disposal means fights and stuff don't feel super repetitive over the course of the game. I enjoyed finding and collecting everything (collectathon junky), and I'm excited to tackle the upcoming games in the series. I think it's worth the praise it's received.

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(Switch)
Shovel Knight Specter Knight 9/10
King Knight 8/10
Plague Knight 3/10

Finally played my way through all of the other knights and it's surprising how starkly different each felt from the last. Specter Knight was far and away the most fun. The platforming is incredible and the powerups you get are just so cool. Visually stunning and the end of the campaign was incredible. King Knight's card-game schtick was.. interesting. Not at all what I saw coming lol. His platforming was definitely not as fun as Specter or Shovel, but still rather enjoyable. The card game was fun but so swingy lol, not my cup of tea at all, although I loved the puzzle one-card-only challenges. Plague Knight was not fun to me. I suffered through hoping it would get more fun but I did not like the lack of control over your platforming. My brother LOVED playing as him, and I felt like maybe I was missing something, but after watching videos and stuff I just don't think he was for me. Glad he wasn't the base game lol.

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Sword of the Sea (PS5) 8/10

Absolutely beautiful experience. I was able to breeze through this one in about 4 hours just playing through it, and you can speedrun in about an hour, and then I spent an extra 6 hours actually looking for all the secrets in the game to Platinum it. The music is great, the visuals are absolutely astounding, and the gameplay itself is very smooth and satisfying. I would love to see a game like this fully fleshed out into a real campaign, but this studio is known for doing these little bite-sized experiences like this. Oh well, still worth checking it out for a couple of afternoons if you like pretty games.

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Pokemon Legends ZA 8/10
Mega Dimensions DLC 6/10

I loved Legends Arceus and Legends ZA has been a pretty good follow up to that. Exploring the city and running around on the rooftops has been the biggest highlight for me on this one, and while it feels robust, it definitely doesn't hold up when looking back to the depth that Arceus had. For one, there's really not much "point" to catching a lot of Pokemon in this one, if any at all, which was like the whole central plot of Arceus. The battle system, which while a major highlight and cool in its own right, really isn't fundamentally different to just turn-based battles overall, and I wish they had leaned more into the "live actioness" of it more. The story is.. Pokemon. It's whatever. The Rouge Mega Evolution is dope and I loved seeing the new Megas, some really sick new designs shown off here. Overall, still way better than any mainline Pokemon game and I want more Legends titles, I just see this as a downgrade from Arceus.

The DLC has been disappointing. It's just a slog and grind, not at all enjoyable. Once you jump through a couple wormholes, you've done and seen it all. And that's all they want you to do like... 150 more times minimum to get to the end of the campaign, and then keep going to get all the DLC Pokemon. And even then, some are such rare spawns, idk how I haven't even gotten some to appear yet after resetting like literally hundreds of times. IDK, unless you want the exclusive mons I would 100% skip the DLC on this one.

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Thank Goodness You're Here (Switch) 8/10

A hilarious little romp of a game that had me laughing quite consistently over its runtime. It's like a mishmash of Adventure Time, Rick and Morty, and Monty Python all come together in a humoristic, quaint small-town setting. It plays like a series of mini-episodes of a TV show, very linear with very, very little actual game-play to be had. But the exploration of the town and setting, the humor found in every nook and cranny and interaction, and the overall vibes of the game are just great. Would recommend to anyone looking for a laugh for a few bucks. I think I got this for $10 on the Switch shop on sale and it was worth every penny.

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SuperMarioMon (PC) 8/10

Probably the best mainline Pokemon game experience I've had in a long time lol. Alpharad and his crew really know what they're doing when it comes to these fan projects. It really did feel like playing Pokemon for the first time again, so it was super addicting, but it still felt familiar because it was all Mario, so you could still pretty easily suss out the typings and stat spreads without having to think too hard on anything or have to have a guide out at all. I went totally blind and had an amazing experience. Would absolutely recommend to anyone.

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Emerald Seaglass (PC) 7/10

A bit more of a love letter to Gen 3, done in a Gen 2 style. Very well crafted for what it is and I had a great time going through it. But I really could never play through Hoenn again in my life and never miss it lol.


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Katamari Damacy Reroll (Switch) 7/10

Time has not been kind to the original Katamari title. What most surprised me was that they released this re-release without the QoL improvements of the follow-up titles. I kept trying to jump and quick turn and, MAN, does it suck when you can't lol. Still fun to go back and play the stages, but that was the other thing that surprised me. Just how shallow the game is. There really isn't much here. It's like 10 stages and that's it. Poof, done. Not worth the like $30 I dropped on this like 5 years ago and just got around to playing lol. Oh well, I love this series and have Royal Reverie on my to play list (I've played like half of it at this point).

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Mario vs Donkey Kong 6.5 / 10

Not a very impressive title overall. I love puzzle platformers and was expecting a bit more out of a mascot Nintendo title, having never played the original games, but the levels are so small and straightforward there really isn't much to "puzzle" out here. Still, it's something chill to play while at the airport and such, and visually and mechanically it's super solid as all Nintendo titles are. I was just expecting, more. Not at all worth the high price tag.

Whole bunch of games that I'm currently part way through or are on deck to be played:

Solar Ash, just started, already incredible
Expedition 33, boyfriend's currently playing, he's addicted, looks incredible, music is amazing
Cocoon, about 2 hours in, playing off a dunkey rec video, loving it, super puzzly, beautiful
FFTactics Ivalice Chronicles, couple hours in, love me some Tactics, need to carve out time to play, looks beautiful
Guacamelee!, just started, already handles beautifully, will dig into this one
Katamari Royal Reverie, halfway, need to get back to it, just enjoyable, mistake was opening it up directly after finishing Reroll
Viewfinder, interesting puzzler, played through first area, will definitely come back to this one
Crash 4, played up to N. Gin, need to set time aside here

On deck:
Blue Prince
Omino
Hue
Octopath Traveler 2
Metroid 4
 
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Did you all hear now this is affecting Game Developers?

https://www.techradar.com/computing...t-i-think-its-actually-a-blessing-in-disguise

https://lowendmac.com/2025/high-ram-prices-have-we-gone-full-circle-with-8-gb-ram/

https://www.xda-developers.com/for-gamers-theres-a-silver-lining-to-the-ram-crisis/

I'm fed up with AI and its devastating impact on the environment. It's time for collective action against these AI companies that seem to be ruining lives. They're destroying the planet, causing job losses, stealing intellectual property, including art, and driving up prices of essential tech components like RAM, GPUs, and SSDs. It's infuriating to see how far Sam Altman and other CEOs are willing to go if we don't speak out. If we don't take action, our future will be bleak - no gaming PCs, consoles, jobs, clean air, or water.

How much further can we go without burning down these companies and their data centers to the ground?

On top of that, there are companies like Palantir and Floc AI, which are involved in surveillance and data brokering, using taxpayer money to fund more AI and surveillance. I've yet to see a single positive aspect of AI, unlike smartphones, which, despite their flaws, have benefited society. AI seems useless and is being used to spread low-quality content and dangerous deepfakes everywhere. It's also ruining the video game industry.

Let's take a stand against these companies and their destructive practices before it's too late.

Edit: Although I've mostly been negative about AI so far, at least the developers might actually start to optimize their games and software. It would be a good thing if developers had to start optimizing software again, like they used to. Just look at the disaster that is Windows 11!
 
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Been playing Octopath Traveler II. I'm 20 hours in and have barely scratched the surface of the game.

Game is beautiful and combat is really fun. The boost and break systems ensures that random encounters aren't totally mindless without making them drag. The job system also introduces fun things like merchants being able to give their BP to other party members.

Went with Hikari as my protag. Dude is a beast in combat, especially when he has access to his latent power to nuke the entire enemy field.
 
Sorry but THE game of all times can only be Octodad (I'm kidding) but more seriously for me it's a tough choice between the first Fantasy Life or Inazuma Eleven 2. But Inazuma Eleven 2 is my first game it's so much important (play Inazuma Eleven except Inazuma Eleven Go Shadow/Light they're boring). Xenoblades Chronicles is new to me I only finish the first and the second but they're so high in my top I prefer the third because the character are so much better.
 
Update on Octopath 2: this game is doing everything in its power to make me hate it with its boss design.

Way too many bosses (even mandatory story ones) are designed around the "don't let the player actually play the game" philosophy. I have been bullshitted by several fights spamming status that either prevents you from acting or effectively does so, cheating out wins by removing characters from battle and then KOing others, one boss that could move 5 times in one turn, and another that has a status you cannot cure and thus effectively permakills a party member for the entire battle. I have been grossly overleveled for all of these encounters.

If you ever play this game, be prepared to go do several grind sessions so you can outstat all the bullshit. I recommend getting everyone to 50 before even doing their Chapter 3 fights because I've been suckered punched by those specifically more than once.
 
Update on Octopath 2: this game is doing everything in its power to make me hate it with its boss design.

Way too many bosses (even mandatory story ones) are designed around the "don't let the player actually play the game" philosophy. I have been bullshitted by several fights spamming status that either prevents you from acting or effectively does so, cheating out wins by removing characters from battle and then KOing others, one boss that could move 5 times in one turn, and another that has a status you cannot cure and thus effectively permakills a party member for the entire battle. I have been grossly overleveled for all of these encounters.

If you ever play this game, be prepared to go do several grind sessions so you can outstat all the bullshit. I recommend getting everyone to 50 before even doing their Chapter 3 fights because I've been suckered punched by those specifically more than once.
I remember bouncing off Octopath 1 at around the same point for what feels like similar reasons: the game gives you a lot of options for cool builds/skill combos but then seems to try its hardest to shut down more complicated strategies in favour of having the player rely on raw stats and their item stockpile. At the time it felt like a me problem, maybe I don't actually like RPGs in general or something, so I'm almost a bit glad to hear that this is an actual issue.
 
I remember bouncing off Octopath 1 at around the same point for what feels like similar reasons: the game gives you a lot of options for cool builds/skill combos but then seems to try its hardest to shut down more complicated strategies in favour of having the player rely on raw stats and their item stockpile. At the time it felt like a me problem, maybe I don't actually like RPGs in general or something, so I'm almost a bit glad to hear that this is an actual issue.
It really feels like the game was designed under the assumption that the player would try to break it and succeed at doing so, despite the fact that multiple aspects of the design are actively hostile to people who are playing blind or just casually. You have super powerful secret jobs that are decently well-hidden, party EXP and JP not leaking to benched members and this making level grinding mandatory, and a locked protag slot that can potentially screw you if you picked "wrong". I flipped a coin between starting with Hikari (the best DPS) and Throné (the worst non-support DPS) purely on vibes without knowing who was better and lucked the fuck out by landing on the former as my locked in protag. Imagine if I was stuck with Throné as my mandatory slot and had to lug her weak ass around the whole game with significantly less flexibility to my team comp.

As an aside, it's incredibly frustrating that a JRPG in current year can somehow still fall into the shitty random encounter trap people have been bitching about for decades. Actually had a friend instantly nope out of trying game when told a random encounter system even existed.
 
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I'm nearly a month late due to Life And Shit, but the yearly Big Post About Everything I Played Last Year is here
(past posts: 2020 2021 2022 2023 2024)

2025 was a very unusual year for me. I wanted to play a lot of games, but what ended up happening is that I went through some periods of being completely free and diving mega deep into a few very specific games, followed by periods of being completely busted by real life and totally unable to give time to new stuff.
I am broadly unhappy with the amount of games I played in 2025. I did, however, find some games that are absolute all-timers.
In the past I've sorted these reviews chronologically, but this year things were weird and time was fake and whatnot, so I'll just sort them by quality, highest at the top.

Steam Page

150 hours down I feel comfortable writing a review for this game.
If I had to point to one core thing and feeling at the heart of Blue Prince, it's that 'pre-Internet' experience of discovery. In a modern gaming landscape where everything has a walkthrough and a meta and so many games are designed around the idea that people will figure everything out and immediately optimize it - Blue Prince says no, you sit your ass down and slow play through every corner and hunt for secrets like we're in fucking Zelda 1. Get your friends and compare notes because you're in this together and you WILL need it (unless you're built different and you can do this solo in which case hats off).

Of course the answers will be found and will be posted online and that's just kind of inevitable, but the point is that the reward is the process of solving things in itself, and that's something people have been afraid of making as game creators for a long time. I just watched an interview with the lead developer and they said Riven was the main inspiration and a fundamental building block of their creative identity - it absolutely fucking shows. You could look up all the answers to Riven's puzzles, but for what purpose? Games like these strike at the core, at the intrinsic pleasure of discovery itself, and that feels really uncommon to see in 2025. Probably because it's really hard to pull off - but this game just gets it.

10/10 - this game has a clear vision and it is perfect at being what it wants to be. It's not literally flawless in every way of course but that's a flawed conception of perfection, if games like Blue Prince don't get 10s then nothing should.
Playtime: 150 hours at time of writing the review, 285.4 hours at time of posting it

Steam Page

This game is one of the best pieces of interactive narrative I've ever played. It's very abstract and allegoric, you have to accept that going in and you have to like that kind of artistic expression to enjoy this, but MAN it is good. And it also tackles themes of love and romance in a way that is deep, in a way that actually appeals to me, as opposed to the average dating sim or shallow romantic dramas that you're much more likely to see nowadays. I will not say too much more because I really want people to discover this game.

Slay the Princess is a win for allegoryheads (me), for gothic and gothic-adjacent romantics (not 100% me but i appreciate it more than any other sort of romance), for enthusiasts of the small indie game producing a more meaningful product than anything a corporation has done in the videogame industry ever (obviously me). 9.5/10. I keep periodically coming back to it to explore more routes and more ways for this game to strike at my heart, banger
Playtime: 3.2 hours

Steam Page

It's a banger folks.

Now don't get me wrong, Hades was absolute lightning in a bottle and it rode the novelty factor like crazy. Hades II definitely has a few clear shortcomings where the novelty doesn't carry it as far, and especially in terms of plot and flavor it is a bit disappointing compared to the predecessor. They needed to make a big step up to keep things interesting after losing the benefit of novelty, and they simply didn't. Not to say that any of it is especially bad, but it's not a page-turner in the same way the first game was. That ravenous "one more run" feeling that the gameplay already provides - in Hades it was compounded by a desire to find out what's next. Here, not so much.

BUT. But but but. Holy smokes the gameplay itself is majestic. Hades 1 had like 3 viable builds when you really got down to it, and some disgustingly unbalanced stuff (Athena dash anybody?) this game feels SO much better. Most weapon aspects are more unique and way more fun to use, build variety is up, balance is way improved, Jeweled Pom is genius design to keep build variety up as well. And ultimately while the characters are great and the art is great and allthat, Hades games are ones where the gameplay is so much of your screentime, it's real important that it's so damn good here.

For my money, still not a better game than the original, but it's absolutely in the neighborhood and I would completely understand anyone preferring one or the other. 9/10
Playtime: 264 hours and counting

Steam Page

This game is AWESOME but I cannot really get into anything in detail because it needs to be discovered organically. If you like narratives about the human condition in general then you should play this. If you like challenging games that don't spell out their message too clearly and you probably need a long time to mull over their meaning at all, finding more and more facets as you elaborate more and more of the events that transpire, then you should absolutely play this. If you like watching video essays about narratives then you should play this, it's the kind of game they make video essays about. If you like supporting women you should play this.

It's not a perfect game at all, it's not even a perfect narrative, but it's fucking great man. And it's made by a really small team for what it is, look through the credits it's a bunch of writers improvising as voice actors and whatnot. Really impressive what small teams are becoming capable of with modern game dev tools.

I really can't give you the exact reasons why I'm picking this precise rating, but it's a 9/10
Playtime: 11.1 hours

Steam Page

This is a huge one for all the Visual Novel heads out there.

It's a truly insane game that will likely take you over 200 hours to complete, but I don't regret a second of it. Is there a lot of slop to sift through? Yes. Most of those hours are not going to be peak. But when it hits man, it really gives you some of the best that a visual novel can offer.

If you genuinely want to enjoy this game - you give it the benefit of the doubt, you give it time, you give it faith and leeway - I promise the characters will grow on you and the payoffs will be there. The execution sure is sloppy in places, but the sheer ambition paired with still very substantial payoffs is enough to make me gladly turn a blind eye to the less clean parts and happily remember this game as a 9/10
Playtime: 299.1 hours, lots of it idle time though as I'd leave the game in the background while doing other stuff several times

Steam Page

Playing this, having already played the more modern stuff (P4G P5R and Metaphor) was a bit weird.

It's missing a lot of polish and quality of the modern titles (especially P5R which is AMAZING and the more i play other atlus games the more i grow to love it. and i already loved it instantly on first play). Where it really really shines is character writing and some elements of narrative; if they strike you in the right ways this game will probably really stay with you for a long time.

However personally speaking, between having known the Better Ways in which this formula can work, and not reeeeally personally connecting to the narrative themes all too much, this was Just Good as opposed to Absolute Peak.

It didn't Grip Me, it wasn't whatever the videogame version of a Page-Turner is. it was just a good game with some good moments that I will remember. and that's good enough, but it's not going to be in the top shelf with Persona 5 Royal for my tastes. Final score: 8.5/10
Playtime: 115 hours

Steam Page

The guys behind Paradise Killer earned an instant buy on anything else they put out for the rest of time, so of course I had to play this game.
The charm and character writing that made Paradise Killer so good shine through once more, and the 'explore this island and find stuff' style of overworld/navigation also makes a return. There are two major changes: the setting (obviously), which is not as much to my liking as PK's but overall definitely still solid, and, more importantly, the mystery-solving and investigating elements have been wholesale replaced with management sim mechanics.
It makes for a much more casual experience, where all you have to do is lay back and make number go up, or take breaks exploring the 3D world, or pursue the plot forward. All of these things are reasonably well executed and good fun; I enjoyed the game a lot.

Ultimately the biggest flaw I can point out is that this game is not Paradise Killer: the plot's intriguing enough, but it's missing that 'page-turner mystery' quality to it that really made PK shine. Likewise the navigation is fun enough, but as a personal preference I liked the 'walking around' much more than the 'driving around' gameplay. And the management sim is fun enough, numbers be going up and all that, but not really the kind of thing I'm super into.

I think my enjoyment of this game suffered a little bit because I was expecting so much from it already. But if you got into this game raw with no past biases I'm pretty sure you'd have a blast - and I still did enjoy it loads, I just also can't help the voice inside me thinking "they could've just made Paradise Killer 2 and it would've been better for my tastes". Trying to forget the weight of those expectations and being fair to the game as it stands on its own, I'd give it an 8.5/10
Playtime: 18.4 hours

Steam Page

Lingo 1 made a lot of noise in the puzzling circles with its unique instructionless word puzzles in a 3D space concept, and Lingo 2 delivered more of that. There are some really cool moments, and it's generally very solid, but IMO it lacks a little something to truly make that leap into proper greatness. But if the puzzle genre of Lingo 2 really clicks with you, you can absolutely get lost in the vast sea of obscenely difficult puzzles in the endgame here.

I wasn't moved by Lingo 1 to keep playing when things got consistently too hard for me, and it was the same again in Lingo 2. Would be unjust to rate it below 8/10 but would be unearned for my personal experience with the game to rate it above
Playtime: 23.4 hours

Nintendo Store Page

I'll be brief because the more I think about it, the more I realize my opinion on this game is simple.

It is by far the best Pokémon game of all time in one thing and one thing only: characterization. In a series eternally plagued by completely unmemorable characters with no personalities, PLZA manages to put together a cast of memorable, distinct, colorful, enjoyable, charming individuals.

In everything else, it's a modern Pokémon game, which is to say, carried by the name brand and the historical weight of a built-up extremely solid base set of Pokémon designs and Moves and such; while cutting corners on everything else and leaving much to be desired. Almost none of it is offensively bad, which is a step up from eg. the performance issues of SV or the Everything of BDSP, but very little is praiseworthy.

How would I score this game based on these judgements? I'd say 7.5/10. It's hard not to be disappointed given how much I enjoyed the first Legends, but it's also hard to be too disappointed given the state of Pokémon as a whole. At least they're trying something and they've hit something really good with their character writing.
Playtime: would have to boot up my switch 2 to check. don't really care tbh. i rolled the credits and never booted up the game again

Steam Page

I want to like this game a lot more than I ended up liking it.
On paper it's pretty fantastic: there's a big cult, you gun them down, you hunt high scores for being really good at hunting guys down. This sounds like it should be up my alley!
In practice, the mechanics of the game make the routing 'too broad' for my tastes: the possibility space for solutions is really giant to the point that trying to find the 'best' one is a complete crapshoot, and it doesn't really give me the impulse to try and maximize my score at all. This is coming from a serial score hunter, a guy who speedran SUPERHOT and Neon White and stuff. It might be a preference thing to some degree, but (maybe because the score formula is confusing?) optimizing your score in this game seems like such a complicated ordeal that the results might as well be random. And then I don't really get the drive to try to push the number at all.
Maybe it needs better tutorials, or a clearer explanation of the scoring formula, or simpler mechanics with less freedom offered, or i dunno what else, but I didn't really click too much.
And the narrative was also a bit too obscure / hard to follow, it hardly evolves beyond a simple concept - which is fine! but it doesn't really do anything to redeem the game for me sadly
All in all: 6.5/10, but maybe I just didn't "get it"
Playtime: 6.3 hours

Steam Page

This is Scrabble Balatro (one of many attempts by several different devs) but the balance is a bit out of wack, the systems are not nearly as smooth, and, uh, you need to have the brain bug that likes learning obscure Scrabble words to really play this game optimally. I'm extremely excited about the concept but the practical experience is really not very good unfortunately, the UI/audio/visuals/everything is just way less polished, the game balance is less polished, there are bugs, the dictionary the game checks for word validity is like a 2006 edition for some reason instead of the 2024 one, all around just a bit too rough around the edges for me to recommend.

Unless you're really into Scrabble and you enjoy the process of finding words from your tiles regardless of the shell it's in, I don't think you're gonna like this much. For me, 6.5/10
Playtime: 6.6 hours

Steam Page

So when last year I was talking about Chants of Sennaar and I said I wanted something more challenging, this is NOT what I meant lmao.
Epigraph throws you off the deep end from the start, and some of the logic jumps it wants you to confidently make are really quite absurd. There's absolutely no structure confirming any of your progress - nothing rigid that hard confirms your deductions in say Obra Dinn style, and not even anything that 'soft confirms' your deductions by showing them in simple places where you can reasonably confirm meanings of things. This is especially tough when the grammar is occasionally loose and you can hardly tell apart prepositions from other parts of speech.
This game is FULLY unplayable for a vast majority of people without walkthroughs. You basically need to be a linguistics graduate to get any enjoyment out of this, and -even then- you'd still probably have gripes with a few things.
This is not a bad game per se, but it's extremely hard to get much joy out of it when you're having to hunt for external handholding to make progress. The extreme unfriendliness might be a plus to some people, but to most people it is not (and certainly not to me). 5.5/10 that could've been an 8+ if they actually tried to make the game pleasant
Playtime: 4.8 hours

Steam Page

From the creator of The Stanley Parable! Comes a game that is baaaasically a primer on meditation and stuff. As someone who already went through a huge Meditation Phase none of the lessons this game is trying to teach are news to me, which means I appreciate it a lot, but it didn't, like, blow my mind. A lot of people who are (1) not very introspective or (2) dealing with burnout or lack of direction or such things, could probably get a lot out of this experience, but I can't hard vouch for that because I didn't realllllly have that experience myself.
Still I think this is by far the best "meditative" game I've ever played! A lot of different types of games try to aim for the 'relaxing, lets you zone out and decompress' stuff but none of them actively encourage introspection and using that decompression for true personal growth. So I really really like that this game is doing that.
And the writing genius of Davey Wreden (Stanley Parable guy etc) still comes though in a lot of really charming characters and extras and things, which is a nice plus.

I don't think this game is anywhere as revolutionary as Stanley Parable for gaming but it has the potential to change individual lives for the better wayyyyyyy more than any other game I've played, like, ever. It will just also do nothing for a lot of people. And I worry that the target audience - who needs to be forced to sit down and think about their life - is not going to willingly buy a game that does that. But, like, who knows.

Fucking impossible to rate as a game because it actively does not try to do any of the things that videogames usually try to do. Very good game, trascends my rating system
Playtime: 12.6 hours

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I feel unequipped to leave a review for this game because it just Did Not Click for me, I'm only adding it to the list for thoroughness. I've chosen to drop it after only a couple hours of play and a first win - not because the game is bad, but because I hardly ever find myself thinking "man I really want to play more". The game has some really fun and unique mechanics, it's a deckbuilder roguelike which I'm a fan of, and yet I have no drive to play this further. Maybe it's a bit of being overwhelmed by the systems at the start, maybe it's a bit of not really enjoying the presentation, maybe I'm just not in the mood to learn a game like this from scratch. I think this game is great, and I am sharing it because I believe you should check it out if you like deckbuilders, but I did not have a particularly good time with it and I don't think I will be forcing myself to be back for more unfortunately
Playtime: 2.9 hours

A meager 14 games this year, less than half of 2024..... tough stuff. Though to be fair, three of them I've got over 250 hours on, and a fourth one 100+. Plus I spent a good number of hours on The Bazaar before eventually getting tired of it among all the monetization controversy and dropping it.
Nevertheless, I have a serious backlog to catch up with next year. 2026 is hopefully going to be a year with a lot more variety, and a lot less all-timer behemoths that take over my life for weeks at a time. At least I managed to put a serious dent into my pre-2025 backlog during 2025, clearing almost everything... but I've just added so much new stuff.

Already started but interrupted, need to finish:
Tactical Breach Wizards - was playing a lot in like december but then irl happened, reallllly should just finish this I'm not far from the end
13 Sentinels: Aegis Rim - started a loooooooooong time ago, I keep playing like 2 scenes every eight months. I should maybe start from 0 and go through all of it again, or maybe just brush up on what I've seen and resolve to finish this some time soon.

Already purchased, sitting neatly in my Steam:
Buckshot Roulette
Library of Ruina
Not For Broadcast (a very long time entry on my backlog....... some day I will get around to you)
Noita
OneShot
Roadwarden
Yellow Taxi Goes Vroom
Cryptmaster
Great God Grove
Kulebra and the Souls of Limbo
Viewfinder
A Monster's Expedition
Cross Blitz (came out of early access a couple months ago, need to get around to it! but they're still fixing stuff pretty regularly so maybe give it a bit longer)
Backpack Battles (also came out of early access a while ago, should get around to it)

Patiently waiting for promised updates / coming out of early access sort of situations:
Aethermancer
Beastieball
INAZUMA ELEVEN: Victory Road
of the Devil
Paquerette Down the Bunburrows

Extremely high potential releases scheduled for 2026:
Danganronpa 2x2
Slay the Spire 2

+ a wishlist that's size 63 (which is a really big number for me, I keep it exclusively to things I actively intend to play in the near future... sigh)


I will leave you with another shameless plug, as I frequently do: we have released a demo for our upcoming Visual Novel, The Wonderland Killings. Been hard at work desigining systems and crunching numbers and cutting up audio files and all sorts of things. It would mean so much to me and to our small team if you could wishlist us to boost us up the algorithm, and even more if you could check out the demo and share your thoughts.

TYSM for reading any/all of my Big Yearly Post, and good luck with your gaming in the big 2026
 
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Finished the demo for The Hundred Line: Last Defense Academy. Don’t think I’ll be picking it up, at least not for the full price of $60

It’s supposed to be Danganronpa meets tactics RPG and I guess it is that. And this is coming from someone who liked Danganronpa back in the day (first experienced it like 10+ years ago) and loves tactical RPGs, but the demo was probably like a 5/10 for me. There were some good points, there were some bad points, but more than anything I think there was just stuff that annoyed me.

The good: I think the animations for the game are pretty great, they look really cool in both the cutscenes and the actual battlefield gameplay. Only exception is the characters walking in some of the opening cutscenes was kind of weird, and running around the academy is comically fast. More importantly though, the actual combat system itself is pretty fun, even if I don’t like that you have to select an action before moving your character instead of moving to a spot, then selecting what attack/action you’ll do. I had to put some thought into my moves for some waves of enemies, especially the last wave of the last fight of the demo, which I appreciated. I’m used to stuff like Fire Emblem where it’s all about preserving your units, but in this system you can actually get rewarded for being super aggro and even sacrificing some of your units (don’t worry, they come back later). So as far as the game looks and plays, it’s pretty good! So what’s wrong with it?

The bad: It is very derivative outside of combat (so like, for the story lol). If you don’t like Danganronpa this is NOT the game for you. Hell, even as someone who liked Danganronpa it felt like it was trying too hard to “recreate the magic” so to speak and it just falls flat. It’s fine to make references to your previous works, I get that, but it is SO shoehorned in. A good amount of the characters’ personalities are pretty much ripped directly from Danganronpa personalities, and the one (who is essentially this game’s Genocide Jack/Genocider Shou) will not stop referencing Danganronpa in every single scene. It’s too meta. Not to mention it also takes place in a high school where the students are trapped, and a mascot character is their headmaster/drill sergeant. Also, music/sound effects sound like they was directly ripped from the Danganronpa soundtrack. They are NOT being subtle about it. I guess it’s not the worst thing in the world, but it gets stale very quickly if you’re familiar with the Danganronpa series. At least it did for me, maybe you’ll find the references charming.

Exploration in and out of the school isn’t so bad, but still I lean on the negative side. Inside the school you’ll want to fast travel between floors. If you use the stairs it is a pretty long load screen in my experience. So like if you’re going from third to first floor, it’s go down the stairs, long loading screen, walk two steps to immediately go down another set of stairs, get ANOTHER long loading screen, then arrive at your destination. Outside the school exploration is… weird? It’s like a completely different art style and you’re on essentially a Mario party board instead of having free range exploration. Also something I didn’t care for is that even if you land on a blue “low-risk” space you can still lose a third of your character’s HP seemingly at random (I made the choice to use a treadmill instead of dumbbells and my one character lost 3 of her 10 HP because she tripped and fell instead of training lol).

Oh also it takes awhile to actually get in and do anything. There’s a lot of exposition but it’s honestly not that compelling IMO. And so far in the game’s first 7 days there’s only been one major choice to make, and it was right at the beginning of the game (chose to fight the bad guys or do nothing). I’m assuming it either railroads you into fighting or you get an early game over. I’m surprised because I read the game is supposed to have 100 endings, so to not have any real branching paths even in the first 7 days out of 100 feels a little disappointing.

—-

Overall, at least in the demo, the game is carried by its combat, but the balance between the fights and the story stuff is skewed heavily in favor of story exposition early in the game. Which kind of sucks because the story is not the game’s strong suit (so far, anyway). You can certainly spend the free time you’re given doing training battles, but the game incentivizes you to hang out with your fellow students because it locks some weapon upgrades behind doing that.

I like the concept of visual novel combined with tactics RPG, I just think the execution is not really there unless you’re like, a DIEHARD Danganronpa fan. I could see myself picking the game up later at a reduced price, because I do like the gameplay even if I don’t care for many of the characters. But I’m not going to drop $60 on it, that’s for sure
Amaranth here were my thoughts on the demo for Hundred Line. Considering how I felt back then do you think that I’d like the full game? I feel like I may have grown out of the Danganronpa style of writing (loved DR1 in high school, revisited it and DR2 like two years ago and thought it was decently good, but not enough to give DR3 a shot). But I do remember the gameplay being pretty good in Hundred Line at least. I have So Much(TM) to play in the meantime but just curious if I should add it to the list
 
Amaranth here were my thoughts on the demo for Hundred Line. Considering how I felt back then do you think that I’d like the full game? I feel like I may have grown out of the Danganronpa style of writing (loved DR1 in high school, revisited it and DR2 like two years ago and thought it was decently good, but not enough to give DR3 a shot). But I do remember the gameplay being pretty good in Hundred Line at least. I have So Much(TM) to play in the meantime but just curious if I should add it to the list
The tactics/RPG side are extremely casual and easy to completely break into triviality with a bit of effort, though to be fair, after I played the game they patched in a harder difficulty mode which maybe makes it actually challenging? Not sure, I haven't directly tried it. You say in your review that you actually liked the combat system which is a bit crazy to me, maybe it was just the demo so you hadn't figured out the mechanics that make the game fall apart at the seams but yeah it will happen pretty quickly.

In any case, do not play Hundred Line for the RPG element. Even if you do end up liking it, it's still a minimal part of the experience, in a game made by a studio that's almost entirely visual novel writers. It's a fun break inbetween plot-heavy sections. If you could not stomach everything outside of the combat....... yeah the game is not for you.

IN MY OPINION everything else gets there eventually. Every character that seems annoying and/or slapstick and/or too on the nose, eventually gets at least one genuine great moment in the spotlight in one way or another. Some of them are absolutely etched in my heart forever, pretty firmly above anyone from Danganronpa honestly - and I'm a guy with a DR custom avatar on ps. You just have to sift through a LOT of slow build up, a LOT of objectively middling content until you finally hit the peaks.

To me it's still a phenomenal game because its peaks are genuinely amazing, above anything Danganronpa has ever done imo, above probably 99% of Zero Escape and AI:TSF, you name it. The best moments of Hundred Line are up there in the olympus of best to ever come out of the Visual Novel genre as a whole - to someone like me, that's worth the price of entry (both literally and also the amount of hours of slop to sift through). It's absolutely positively NOT for everyone though, and it takes real sacrifice tanking the objectively bad bits until you get to the goodies

It might be the case that the best way to experience this game is through playthroughs on youtube (or similar) where a friend points you at the sections actually worth watching, or some such thing. I think that might be the most sensible thing for job havers etc or even just people who aren't that passionate about the game but still want to experience it in some form.

Last thing I will say: on the surface it's a whole lot of Danganronpa cameos, a whole lot of "this is clearly this concept from DR attempted again with some tweaks", I understand that maybe it kinda stinks at the start. But in my experience, pretty quickly the characters grow into their own and the throwback/reference elements become a background footnote. The writing style strongly diverges and goes places DR has never dared to go before, the characters grow into their own, the plot and themes evolve beyond the surface level similar premise. The whole presentation is a homage/celebration of Danganronpa's history, but it's not the substance of the actual game - it very much grows to be its own thing.
 
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