Memory Pak

Member
Aug 29, 2018
221
Coming for that 4th medal!

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01. Game & Wario (2013, Wii U) ★★★☆☆
In a series known for a deluge of micro-games, clocking in at just 16 mini-games feels initially disappointing, especially when some of them barely exceed tech demo levels. Bowling feels like a remixed version of Wii Sports, Ashley's mini-game is okay but feels like a 2012 mobile game, and both the Ski and Arrow mini-games are very similar to more fleshed out ones found in 2012's Nintendo Land. The multiplayer initially feels anemic too, with just 4 modes, including a much slower take on Monkey Target and an amusing, but unoriginal version of Pictionary.
It is telling how the game dramatically increases in quality when you play hectic modes like Gamer, a mini WarioWare mode which inadvertently highlights the general slower pace in this entire package. I also feel like the Charles Martinet soundboard was curiously underutilized, leaving the game weirdly quiet. This got addressed in the sequel (WarioWare Gold).
Luckily most modes are extremely simple to teach others, and the single player portion does offer some depth by having at least 3-5 levels of increasing difficulty for every mini-game. There's a bunch of weirdly hidden micro-games to unlock too, and it's interesting to see how the hectic Taxi mini-game feels like a blueprint for 2016's Star Fox Zero.

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02. Untitled Goose Game (2019, Switch) ★★★☆☆
Short comedic stealth game in which you (a terrible goose) inconvenience and/or bully the citizens of a sleepy English town. The lack of a real fail-state means you're free to hatch endless mischievous schemes, and torment your subjects with ceaseless honking, without running the risk of being turned into foie gras.
Interactions do feel shallow: you quickly catch on to how the individual gears turn to keep the clockwork levels turning. Luckily there are some ways in which characters from one level can impact another, however limited. The basic distract-first-then-run tactic remains viable throughout, but the game knows not to overstay its welcome, and ends on a high note.

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03. Brothers: A Tale of Two Sons (2013/2019, Switch) ★★★☆☆
Essentially a co-op game with yourself, in which you guide 2 brothers through a series of perils in search of a cure for their ill father. You control both characters separately with a joystick each, leading to puzzles in which you alternate or coordinate their movement to progress. Unfortunately there's a solid hour of frontloaded uninteresting puzzles for solo players, which in co-op multiplayer would likely feel exasperatingly trivial.
Luckily the fantasy setting has a little more tooth than it initially lets on, and the game blindsided me with a quite harrowing scene of an NPC attempting to commit suicide. In these moments, as well as the very end, the story transcends its by the numbers setup. I was never truly invested, since characterisation is slim and neither brother feels very distinct. Saddling itself with a con-lang which requires overly dramatic pantomime did not help either. But it ends on an impressive sequence, successfully blending controls and story events, which I wish lasted just a tad longer.

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04. Sine Mora EX (2017, Switch) ★☆☆☆☆
Feel really bad for disliking this shoot 'em up, given its humble XBLA roots and tiny development team. It punches well above its weight class in presentation: high fidelity polygonal models and backgrounds seamlessly merging into cut-scenes between missions and bosses. Those bosses are introduced with slick, slow-mo title cards, and have a unified style of gargantuan, interlocking machines.
Unfortunately the polished graphics directly clash with visual legibility: tiny rockets and missiles blend into the background, and incoming shots have glowing tails which obfuscate their exact hurtbox. The fact it enables screen-shake by default is another indicator it values presentation over gameplay in a precision-demanding genre. (Thankfully it can be disabled.)

Sine Mora EX takes some risks with the standard shoot 'em up template, most notably by replacing its health bar with a timer. Get hit and lose 5 seconds; kill foes and reach checkpoints to increase your remaining time. Not a bad idea in theory, since it forces an aggressive approach, which subsequently pushes you into dangerous situations. However, the game's auto-scrolling nature leaves you little control over the pacing: shooting foes down immediately or flying far to the right does not advance the levels any quicker. This means risky plays are not rewarded, while you wait for the level's scroll speed to catch up with your progress. Reaching bosses resets your timer, whether you had 1 or 100 seconds banked. The system does not work in the player's favour, only against them (unless you care about points I guess). Decoupling your slow-mo meter from banked seconds feels odd too, since it introduces both another (rarely dropped) collectible into the mix, and effectively introduces two separate, yet overlapping methods of time measurement.
Other risks it takes include attempting to merge bullet hell patterns with traditional upgrade collectibles. Few games do this, and Sine Mora reveals why: you will routinely lose 5+ levels of firepower to a single hit like in Gradius, but enemies continue to fire DoDonPachi style spreads at you while you're stuck with a peashooter. Bullet hell often games avoid de-powering you upon hits/death to reduce the time it takes to get back on your feet. Upgrade tokens aren't a bad idea prima facie, were it not for the laughably short invincibility frames. You can (and will) be hit twice by a single volley sometimes, and then again while scrambling for your upgrades, punishing you multiple times for a single positioning mistake.

For some, the presentation and story may save this game, but I found the overwritten #edgy dialogue and attempted hardboiled WW2-inspired plot a detriment too. It's functionally a revenge story: a gritty anthropomorphic pilot initially presents a Kill Bill list of targets, but never notes when he crosses off another target. All kinds of heavy topics are broached: from genocide and concentration camps to atom bombs, and one of the protagonists proudly gloats how he's blackmailed a rape survivor into doing his bidding against her will. This echo of her past abuse is meant to serve as her character motivation (since being part of a persecuted minority wasn't enough), reducing her agency to a result of victimhood.
Luckily the Arcade Mode cuts out the story (leaving only the sub-par gameplay), but it feels like the developers are most passionate about their fictional world. I truly hate to dunk on ambitious projects like this, which take risks with unusual mechanics, and invest heavily in story and graphics to draw in new audiences this genre desperately needs. But you have to wonder why this had to be a shoot 'em up, or even a game at all, instead of a comic book or animated short.

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05. Judgement Silversword: Rebirth Edition (2001-2004/2022, Switch) ★★★★☆
An original cartridge of this game on WonderSwan Color is something of a holy grail for retro collectors, commanding a $1500+ pricetag. It's a perfect storm of a high quality, low quantity, very late release in a genre collectors love, onto a floundering Japan-only console. Platform holder Bandai made increasingly risky moves to keep their handheld relevant, which included the release of commercially available devkits (called WonderWitch). Essentially a homebrew project retrofitted onto an official cart by way of a competition, Judgement Silversword is one of very few shoot 'em ups on the system, and unlike many 'holy grails', happens to be the real deal, too.
Being a wave-based shooter which gradually evolves from Space Invaders into bullet hell is already impressive on the infamously underpowered CPU, but it cleverly turns limitations into mechanics, too. Shots come in fast, but if you hammer both fire types at once, your outgoing fire will cause slowdown, allowing you more response time. (Unfortunately this comes at the minor cost of risking a Repetitive Strain Injury.) It doesn't feel entirely balanced, with the Twin Shield boss in particular presenting a huge difficulty spike, but there's a robust scoring system which rewards risky plays and grazing shots.
Most of the WonderSwan games I've tried feel anemic at best, but Judgement Silversword earns its reputation and comes easily recommended at its digital price point.

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06. Cardinal Sins (2004/2022, Switch) ★★★☆☆
Sequel to Judgement Silversword, released as freeware to WonderWitch owners. Remixes mostly unchanged assets and gameplay into a more thematic cohesive package, with levels themed around different deadly sins, and set to different solar system planet backdrops. Giving every level a unique goal is entertaining in a mini-game sort of way, but upon repeat runs heavily biases towards optimisation over personal expression. Some are just plain more interesting, particularly level 2 in which you save fellow pilots or get punished for shooting them down. Others however boil down to "kill the enemies quickly". Overall the game is still an achievement on the hardware, with less slowdown than its predecessor despite more variables and graphical backgrounds. But it never reaches the same adrenaline-fueled high as Judgement Silversword.

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07. Eschatos (2011/2022, Switch) ★★★★☆
Spiritual sequel to its WonderSwan predecessors, with similar shot types and shield mechanics. However, this time its graphics look a whole lot better. There's still a cold and sterile feel to it all, and the paper-thin alien invasion plot is as generic as they come, but it leverages dynamic camera positions to establish a style of its own. The seamless switching between vertical and almost rail-shooter style angles works surprisingly well, turning dull flying saucers into gigantic, fearsome boss battles. Like Judgement Silversword it really ratchets up tension by compressing levels down into 20+ bite-sized chunks, and thus inherits the irritation of forcing you through 26 (short) levels if you lose to the final boss. Also a minor bummer they axed the way a floating 1UP would save you from a Game Over, that was a neat touch in JSS.

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08. Pyre (2017, PC) ★★★☆☆
This arcade fantasy sports game within the framework of a visual novel feels like a real labour of love. You functionally perform the role of a 3v3 basketball coach in a centuries old underworld, reading the stars to discover where the next NBA Finals will be held. The twist: winning key matches results in the winning team sacrificing/promoting one player back to the surface world. On your path you cross other teams of mythological creatures (wyrm knights, ents, harpies, hellhounds) who you'll want to either keep below you in the rankings, or purposefully let win to share in opportunities for class mobility.

Having fallen backwards into the Supergiant Games catalogue, it feels unfair to measure Pyre up against Hades. Yes, a lot of overlap is obvious: extensive dialogue branching to accommodate player choices, themes of escaping an underworld, and a healthy dose of melodrama are found in both titles.
However, unlike Hades, Pyre feels less safe and mainstream. Without the familiarity of Greek myths, you're asked to accept lots of Proper Nouns, and buy into centuries of interpersonal relationships between archetypical characters. Pyre is also decidedly revolutionary. This sharply contrasts to Hades, which frames Zagreus' (re-)absorption into the in-crowd of the elite as a solution to conflict, rather than a co-option of rebellion. Meanwhile Pyre draws a similar character arc for The Voice, but condemns him for kicking away the ladder in a fuck-you-got-mine to those left behind. Your (Black coded) leader is not content with maintaining the socially stratified status quo, which banishes people for literacy, and dissolves prison sentences by way of sports competition. The different focal POV allows Pyre to speak on inherited class privileges, and argue for an upheaval of them by way of revolution.

The path to said revolution, however, is too long and winding. I feel it's only natural to harbour a certain suspicion of anyone claiming to have The Plan to a more equal society, which they are furthering through unseen messengers and helpers. Yet Pyre is curiously low on betrayals. If you win most Rites, the story also wraps up a little too neatly, with happy endings abound. There's a slight mismatch between its message of lifting up individuals as a community, but then needing just 6 leaders to change the minds of an entire society. Some interviews with Supergiant developers emphasised the non-violent nature of the sport. I commend them for trying their hand at non-combative conflict design, but there's some friction with its underlying revolutionary elements -- many elites do not relinquish their power over peaceful protests. Rather, they crush and co-opt opposition to consolidate their position in power.

Other tenets of the game design also runs counter to its message: there are strong, unpunished incentives to crush every opposing team, letting only your in-group partners ascend, rather than sharing the opportunity. In-universe it could be argued the rankings, the winner-takes-all outcomes, and the fact opposing teams aren't in on The Plan are the result of how the status quo was built to pit the downtrodden against each other. But these barriers disincentivise players to share the rare opportunities at freedom to anyone unaffiliated.
On a non-thematic level, the gameplay interactions never quite delivered for me. The sports matches are tense, but sometimes plodding due to a lack of basic options, like letting multiple players move at once. The visual novel segments break up the action nicely, but the length of the game results in some repeated story beats towards the end, and the writing is a bit too pre-occupied with its own mythology at times. I would much rather see a stronger ending, even if it means cutting a third of the campaign's length. The emphasis on branching choices would probably be served by shorter replays, too. Complaints aside however, I do admire Pyre 's ambitions - it feels decidedly unique, and wholly-formed. Recommended to a generous and patient audience.

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09. Giga Wing (1999/2021, Switch) ★★★☆☆
When Toaplan fell apart, several shoot 'em up studios rose from its ashes, such as Raizing, Gazelle, Cave, and Takumi. The latter two produced arcade shooters for Capcom around the turn of the century, with Takumi heading up the Giga Wing series as well as Mars Matrix. This first Giga Wing instalment introduces a Bullet Reflect, letting you reflect big swathes of bullets back at enemies. It needs to recharge after use so cannot be spammed, challenging you to find the optimal route along which to detonate your devastating mirror blasts. I feared it would feel gimmicky, but the mechanic is deftly interwoven with score, and easily wasted if you misjudge.
Unfortunately it's also the game's chief strength, since its levels aren't terribly original. The art style has that typical late nineties futuristic military anime look, and the music is outright annoying. It all plays well, so still comes recommended - if nothing else because this is the first re-release since its DreamCast port 21 years ago.

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10. Progear (2001/2021, Switch) ★★★★☆
Finally re-released in the Capcom Arcade Stadium compilation, Progear is Cave's first horizontal shoot 'em up. The eye-catching steampunk artwork is an immediate draw, and enemy designs have that Metal Slug quality of compact, intricate machinery to them. Controls are precise enough to squeeze between tiny gaps in the screen-filling bullet patterns. It's often cited as one of the easier Cave shooters, and it does have a more gradual difficulty curve, but I still died a lot before getting the hang of how to cancel enemy bullets.
I have some complaints: first, this predates Cave's habit of indicating your hitbox with a glowing dot, which makes dodging more precarious than it needs to be. Second, I'm not a fan of needing power-ups in bullet hell, regardless how generous the pick-ups are here. Third, putting 2 upwardly scrolling stages back-to-back in a landscape screen layout feels a little cheap, since you get less reaction time to dodge, and can't rotate your main fire vertically. Lastly, the music is not very interesting - like a series of Pokémon Gym Leader themes in a row.

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11. Z-Warp (2022, Switch) ★★★☆☆
Perfectly fine little shoot 'em up. Crunchy pixel art depicts various intestines and organs you fly through, and it has a catchy soundtrack to boot. The chief gameplay quirk revolves around bomb management: their supply is endless, but it takes time to deploy them. Saving them for precise moments will make or break your runs. Biggest downside: it uses a single button for 2 modes of fire (tapping = wide spreadshot, holding = slower beam). I don't understand why this couldn't be spread across 2 buttons. I'm never not firing in shoot 'em ups, so constantly tapping for spread fire is a recipe for a Repetitive Strain Injury. The game's apparently only on Xbox, PlayStation, and Switch, so it doesn't seem like a hold-over from a Mobile port either.

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12. Klonoa: Empire of Dreams (2001, Wii U - GBA VC) ★☆☆☆☆
The fourth Klonoa game is another puzzle-platformer, and iterates on the earlier WonderSwan release Klonoa: Moonlight Museum. New in this one are full colour visuals, hoverboarding, and some (very basic) boss fights. Most levels are slow paced, but loop in on themselves in satisfying ways. Less satisfying loops are found in the music: every world has just a single track looping endlessly, which gets annoying fast. Another annoying aspect is how you can lock yourself into inescapable situations quite easily by messing up a puzzle, which the game inelegantly solves by letting you freely reset every room in the game. With a deeply uninteresting Saturday morning cartoon story, this is one of those games which already feels forgettable while you're playing it.

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13. Barrage Fantasia (2021, Switch) ★★★★★
Delightful little vertical shoot 'em up. Chunky pixels depict a fantasy setting where a magician and their animal familiar blast their way through dense bullet patterns. Levels are slightly longer than you'd expect, feature multiple bosses, and are broken into distinct (branching!) sections. The various familiars offer different play styles, there are some creative bosses (love the ghost train with piggies poking their noses out to throw bombs at you), a graze mechanic, and it has a robust training mode too. Wild how fully featured this is, despite its modest scope. It may not be very innovative, but it executes on its ambitions almost flawlessly.

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14. Fatal Frame: Maiden of Black Water a.k.a. Project Zero: Maiden of Black Water (2015, Wii U) ★★★☆☆
A deeply flawed game plagued by bloat and excess, but which impressed me in spots nonetheless. Please note the below will reference suicide and suicidal ideation throughout, and the game does too.

Set near an off-brand Mt. Fuji, various characters are haunted by past traumas and present depressions. This leaves them vulnerable to being spirited away into the Aokigahara-inspired forest and to various occult shrines. Their only defence against the ghosts and spirits is a supernatural camera, iterating on the superstition that cameras can steal (pieces of) one's soul.
The result is an at times deeply oppressive atmosphere: you rescue characters from cliff sides in one mission, only for them to immediately get drawn to another popular suicide site. When these scenes work, they help establish a pervasive sense of of helplessness and inevitability. It's futile to pluck someone off the mountain and expecting them to be okay, without helping them establish a support system. There's a degree of comforting resilience found in these depressed people trying to function as supports for each other, but it's clear the center will not hold without addressing root causes.

In its best moments, Fatal Frame 5 takes cues from horror films and restricts your camera control. Some reveals come agonisingly slow, others are sprung upon you. Two levels feel like a take on Paranormal Activity, where you cycle through a dozen surveillance cameras, hoping to catch apparitions in time. Grainy VHS filtered cut-scenes are abundant, with a related mechanic which lets you Glance the final moments in life of ghosts you banish. The first person camera-as-weapon mechanic further ensures you only have limited visibility. Since ghosts can move through walls or appear behind you, you can be left flailing in the dark (especially when using motion controls), getting stuck against walls or objects while trying to train the camera at your assailant.

A cue it unfortunately does not take from film, is brevity. Clocking in around 18-20 hours is just way beyond what the scope of the game supports. There's maybe 6 areas tops which are interesting enough to pass through once, but backtracking occurs extensively, and almost every level is twice as long as it needs to be. Thematically I think they just about get away with having these characters retracing steps and going in spirals, but when the player is sprinting from encounter to encounter to decrease travel time between familiar sites, it indicates tension is lost. Some levels match the running time of TV episodes or in a few cases even outright feature films, but since the premise s already established they're effectively stretching a 2nd Act far beyond its breaking point.

Another aspect I don't love is how it flubs the theme of sexualisation. On the one hand, a pivotal character moment for Miu revolves around her being forced to pose in ways she's uncomfortable with to become a model, which is an effective and unsettling scene. But simultaneously, the game seems a little too enthusiastic about engineering scenarios to get its young female lead characters into pouring rain or half-flooded shrines, seemingly partially motivated so their white blouses become clingy and a bit see-through. It feels exploitative in the exact same way the game criticises, and this isn't even mentioning the bikini costumes removed in localisation.

There's other, lesser, complaints to be found too (particularly its imprecise movement controls), and yes, too many underdeveloped ancillary characters don't do its cohesion any favours. But if you can mount some empathy for worn out people, trying their best while flattened by the weight of depression, I think this game might resonate despite its many, obvious flaws.

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15. Disco Elysium - The Final Cut (2021, Switch) ★★★★★
Might be coming in a bit high with that score since there are absolutely things about it which didn't entirely work for me. However, Disco Elysium is such an impressive execution on a cohesive vision, I can already feel minor frustrations being forgotten, while its strong initial impact remains. Using the premise of a drunk detective story allows the game to weave all sorts of shorter narratives around its all-too-familiar scaffolding. In a town where almost everyone could be a suspect, the writing is free to run the gamut from comedic to tragic, sometimes within the same interaction.
The world-building and sheer volume of writing are dense, but presented with a light touch of whimsy to not feel overbearing. Coupled with strong voice acting performances across the board allows for seemingly effortless characterisation to occur. Put another way to illustrate the quality: this is one of the rare games where I remember names and personalities of perhaps 2 dozen NPCs.

As a newcomer to C-RPGs, some things felt unintentionally vague though. Chief amongst them the Thoughts system, which lets your detective get various thoughts ranging from funny ("broadening your mind" zooms out the map by 20%), to useful ("expecting to fail at everything" heals you when failing skill checks), to outright useless (some seemingly have no effect without certain Skills). While learning the Thought, you usually incur some sort of penalty for X amount of in-game time. However, it was initially unclear to me those penalties were temporary; nor did I realise how completing a Thought would grant permanent results of some kind.
Since Thoughts and Skill both use a Skill point, the risk-averse player will probably prioritise Skills - especially since forgetting a Thought you dislike also uses a Skill point. Thematically this all makes sense, and it has to be this way: if your dude internalizes racist beliefs for instance, it would feel cheap to unlearn them without paying a price in literal life experiece. But I imagine folks who aren't interested in building a character will largely forego the Thought Cabinet entirely, even though its outcomes are worth seeing.

Another aspect I take mild umbrage at is how on the one hand the game seems to really respect the choices you make: it has contingencies for all sorts of outcomes, and decisions are often zero-sum where you commit hard to actions and roll with them. On the other hand however, the romance angle of the story is really difficult to not interact with, even if you have no interest in it at all. For a murder mystery game in which you can (BIG SPOILERS!) theoretically solve the case without ever investigating the body, this felt curiously restrictive. Not a deal-breaker by any means, but it's one of the few areas where the game didn't accommodate me pushing against it.

Overall though, this is a fantastic game. The writing cuts close to home at times, and called me on my bullshit at other times. It's not a game interested in easy answers, or even correct ones, but it will reward thoughtful interaction in spades. Now that the Switch version loads much faster, this has become an even easier recommendation. There's still a few bugs I ran into, including a hard crash at a particularly fraught moment, but if you play this game and focus on technical issues, it probably never connected with you anyway.

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16. Streets of Rage (1991, Genesis) ★★★★☆
The neon-urban art style pairs very well with its Roland drum computer-esque club soundtrack to present one of the Genesis' most stylistically attractive games (that I've seen). Punch your way through 8 stages of fools in a fairly mindless but highly entertaining brawler. Enemy variety is on the low side, and it quickly starts recycling its (already annoying) bosses too. The pre-Covid surge of synthwave aesthetics helps this feel less dated though, in a roundabout way.

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17. Robocop Versus The Terminator (1993, Genesis) ★★★☆☆
Gleefully violent 2D action game where Robocop has to stop Skynet or whatever. With a lot of varied weapons, a decently grimy art style, a booming 90s techno soundtrack, and absurdly loud sound effects, this makes a great initial impression. Blowing apart enemies and Terminators feels great, especially with nonsensical weapons like the shells which hover around you until you direct them (which feels like a bug turned into a feature). Unfortunately the game gets quite long in the tooth: the back half is very difficult and the bullet-sponge bosses don't help at all. Luckily this has a funny cheat code to give you extra lives (and the programmer's photograph). Very 90s.

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18. Vectorman (1995, Genesis) ★★★☆☆
Late Genesis action-platformer which is often seen as Sega's answer to Donkey Kong Country with its pre-rendered sprites. For the hardware it looks very flashy (seriously, epilepsy warning in full effect here). The game has a similar attitude to DKC with regards to exploring nooks and crannies to find secrets, but plays closer to something like Mega Man. The whole thing feels very... weird and unpredictable, however. Pacing is all over the place, with levels usually ranging from 3-6 minutes, but a few of them just outright forget to have boss fights. Then there's a few 30 second levels where Vectorman tears up the dance floor of Saturday Night Fever, or moves across circular logs like Frogger.
It sees zero issue with stacking 2 water levels and an ice level back to back, but simultaneously does put in the effort to break up the street levels. Then there's that mid-nineties obsession with tornadoes, which derails another 2 levels. Even in terms of theming a lot of stuff doesn't make sense: we're in this Wall-E type story where humans have mostly abandoned Earth, but there's fruit crates everywhere, and even an operational bamboo factory (which I guess robots use???).
The unpredictability also extends to gameplay: there's power-ups all over the place with short, unpredictable results. Most enemies stay gone when defeated, but the annoying bugs do respawn, and given the size of the levels you're often left guessing where you need to go. All of this amounts to a very incoherent experience, which regularly seems to rewrite its own established rules. Luckily it's a breezy playthrough, and the constant changes juuuust manage to keep it interesting.

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19. Mr. Driller 2 (2000, Wii U - GBA vc) ★★☆☆☆
Fine Mr. Driller entry, if a tad anaemic. The formula remains unchanged: drill down a Tetris-esque well of blocks & hope none of them crush you on the way down. With just 4 levels, 2 near-identical characters, a rehashed story, and a time trials mode there's not a whole lot here to do if you don't want to grind out collectibles. Sadly the levels are very interchangeable and don't leverage the India/Egypt/Nordic/USA themes at all. The last level is really difficult too. The voice acting surprised me for a GBA game though - it's surprisingly audible.

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20. Mr. Driller: Drill Land (2002/2020, Switch) ★★★☆☆
The 5th Mr. Driller game, originally a Japan-only GameCube release, has the same problem all Mr. Driller games have where moving fast seems encouraged, but a slow approach is usually the safer route. However, it marks a significant jump in production values for the series. This time it has animated cut-scenes, a menu made to look like a 3D hub world, and multiple game modes iterating on the formula. Most of these modes aren't (pardon the pun) exactly earth-shattering, but the Tower of Druaga crossover feels like a very early glimpse at something akin to SteamWorld Dig. By no means an essential release, but it was a popular import at the time, remains eminently playable to this day, and cleans up nicely in HD.

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21. Brave Tank Hero (2015, Wii U) ★☆☆☆☆
Slightly expanded port of the 3DS game, but the addition of 6 new levels might as well be considered a detriment. You ride around in one of three tanks in short bite-sized levels, blowing up enemy tanks and structures. Its cartoony visuals gesture at a semblance of personality, and the game attempts a single joke about a suspiciously often repeating mission objective, but there's not enough here to stave off blandness. Additionally, the game lacks basic options like rotating the camera, and can only muster a single, sedate music track to loop over and over again. As a result, excitement is entirely absent, leaving only monotony and boredom.

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22. Mario Power Tennis (2004, GC) ★★☆☆☆
Fine but unspectacular arcade tennis game. There's a decent amount of gimmicks around, but not quite enough - you'll see the same stage hazards and super moves over and over again. Power Tennis mostly coasts on its presentation, with Camelot's best intro cinematic to date, and elements from contemporary games like Luigi's Mansion and Mario Sunshine prominently featured. But it's a bit too easy to find a good angle against opponents and exploit it over and over again, which reduces match variety despite its sizable roster. Last weird nitpick: why can't you pause during gameplay? I understand it's disruptive in multiplayer, but why not have the option in single player?

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23. Super Mario Strikers a.k.a. Mario Smash Football (2005, GC) ★★★☆☆
The last of the four Mario Sports titles to hit GameCube feels less of a part with its golf, tennis, and baseball brethren. Strikers tries to push its style hard: from its angular key art to the novelty of kitting the familiar characters in sports attire, while elsewhere Mario still played third baseman in his overalls. Unfortunately a muted colour palette and generic soundtrack prevent the game from truly popping off the screen.
Then-up-and-coming studio Next Level Games used their NHL Hitz Pro experience to craft Mario's first outing on the pitch, and delivered a fast, chaotic, and uncharacteristically violent affair. It's not just the violence that's amped up here though: there's a weird, off-putting undercurrent of horniness to how it presents Princesses Daisy and Peach (not to mention Waluigi's infamous crotch chop). It's admirable how they inject more personality into the characters, but those two, along with the terrible new robot character feel like costly own goals.
Past its unique presentation you'll find a robust, if slightly anaemic game. There's a real dearth of modes here, and even the on-pitch chaos is lacking in variety (Bowser and some Mario Kart items are the only things keeping this from straight-up becoming FIFA Street). Luckily the core gameplay is solid and balanced enough, which, when coupled with gleefully pushing opponents into electrified fencing, remains entertaining throughout.

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24. Yurukill: The Calumniation Games (2022, Switch) ★★☆☆☆
This is what happens when your preferred genre (in this case, bullet hell shooters) becomes endangered in the mid- and high-budget space -- you get suckered into buying odd genre mash ups in hopes of finding a mere morsel of shmuppery. In this case the kernels of space shooting are found buried beneath 8 hours of tropey "death game anime" visual novel sections (think Danganronpa), and simplistic escape room puzzles.
Do the genres blend? Only barely, if you squint. You move through a Yu-Gi-Oh! Season Zero style theme park where wrongly accused prisoners must re-enact their supposed crimes to the victims, who in turn may decide to pardon or kill the prisoner. These crucial decisions are decided upon in a virtual reality world portrayed as a space shooter (obviously).
The episodic nature and easy puzzles are something of an inadvertent boon here; none of the characters or stories are interesting enough to spend a lot of time with, so cycling through them at a rapid, predictable clip works in the game's favour. You'll still need to suffer through some unfunny comedic relief however, not to mention multiple skeevy implied relationships. There's an obsessed, stereotypical otaku fawning over his J-pop idol (who is meant to be 29 but dresses like a teen girl), and some implied, possibly romantic interest between a 31 year old and a 17 year old.
More broadly, Yurukill never really delivers on the menace of its premise, which I suppose is a fine summary for the whole game. That said, it is entertaining, albeit in a shallow, sloppy chum bucket kind of way. Sometimes you just want empty calories.

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25. Strania: The Stella Machina (2009/2011, X360) ★★☆☆☆
Mecha themed vertical shooter from G.Rev, who (guess what), also worked on Yurukill. Closest modern analogue to this might be Astebreed. It's not quite style over substance as that one, but it gets close at times, with swooping cameras and big explosions obscuring your position. It's got a similar weapon system to Einhänder, where you dual-wield weapons and can mix and match. Bosses and levels become much easier with certain combinations. I like this in theory, but in some tight spaces it's too easy to accidentally lose your upgraded missiles for a useless third sword.
For a game heavy on memorisation they pull some nasty tricks: not all static pick-ups always contain the same weapons, and some attack animations of the final boss are so long they can trap you into 2 or even 3 hits. He's already a real bastard (who can kill you in what looks like a final cut-scene!), and while the game gradually doles out more continues, what you really need is a few more hitpoints. In the end I just brute forced him with dual rockets for maximum damage output rather than skillful dodging, which felt more like unearned relief than accomplishment.


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26. Pocky & Rocky with Becky (2001, Wii U - GBA vc) ★☆☆☆☆
Very tedious top-down action game. Seven stages of recycled enemies, with the last two stages even dropping the minor maze elements in favour of straight corridors. Enemies respawn endlessly, so there's no point in playing skillfully when rushing and avoiding is actively rewarded. You have two moves and a special, but determining which move damages which enemy is left to trial and error. When it comes to bosses your choice is easier: only your shot is of much use against them. Melee doesn't swat away projectiles from bosses, and your special is disabled outright against them (so there's really no reward in saving it through a difficult stage).
The whole thing is mostly set to curiously low-energy music trying to evoke a traditional Japanese vibe, but sounding closer to 90s edutainment tunes. Even the dodgy translations aren't quite dodgy enough to earn a laugh. At least it's short.

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27. Pocky & Rocky Reshrined (2022, Switch) ★★★★☆
Starts out as a remake of the SNES game, but soon deviates substantially. Reshrined is a lovingly crafted action game, with dense and detailed pixel art sprite work. If games never invented polygons this would be considered a graphical showcase. It plays excellently, with little slowdown even when the screen fills with bullets, and the expressive animations make new enemies a joy to encounter. It's not all great though: the storyline takes itself curiously seriously, with (too) long cut-scenes, and multiple(!) deus ex machina moments to undercut the slivers of tension it tries to invoke. There's also a rare miss with the level 6 boss fight, where the perspective makes attacks difficult to avoid. Lastly, it seems odd to lock the co-op mode behind a clear of the game on Normal. Not a big issue, but it means one co-op player will be more experienced than the other.

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28. Tanuki Justice (2020, Switch) ★★☆☆☆
This isn't a bad game; in fact, I'd argue it achieves most of the goals it set out for itself, and shines in its level design. But as a big mark for retro run & guns with a mild PC-Engine vibe I came away disappointed. If this was a 1990 game, with its lack of auto-fire, memorisation-heavy stage design, and very slightly too short i-frames... I'd play it on the TG-16 Mini, crank up the turbo switch, and save state/rewind my way through the more annoying encounters.
However, as a retro throwback lacking in such luxuries you're left repeating encounters until you've either got them down, or have developed carpal tunnel syndrome. At least you can still pause the game, but daring to do so results in the game refusing to record your scores. This feels borderline contemptuous - I'm only pausing to give my thumbs a rest because there's no auto-fire, and the timer prevents me from idling in place. If the idea is to prevent people constantly pausing to see what's ahead... 1.) puzzle games solved that 30 years ago by blacking out the screen or hiding sprites when paused, and 2.) who cares when your game is already all about memorisation anyway?
This is a game you play on its terms, and those terms are strict to the point of it almost approaching rhythm game territory. You can't do things like blow up other enemies in the blast radius of explosions, or drop down ledges, or even progress sometimes without killing everyone - no pacifist runs allowed. A last nitpicky request, this game has decently tight controls, but what I really want is a way to combine locking my shot direction with a handbrake of sorts to stop movement dead when pressed. These sorts of annoyances wouldn't be deal-breakers by themselves, but they compound to make my primary memory of this game to be irritation, and it's extra frustrating since the solutions seem doable to implement (which I realise is easy to say as an outsider about a 1-man developed game).

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29. Guwange (1999/2010, X360) ★★★★★
Slightly off-beat release from the shoot-'em-up darlings over at Cave. Set in Muromachi era Japan, you walk around rather than fly, meaning traditional level design rears its head, instead of the carve-your-own-path approach usually found in bullet hell. Additionally, you control both a character and can call upon a shikigami to cancel or slow incoming fire down. Keeping track of two sprites amidst the chaos, both of whom are controlled with the same d-pad, proved challenging at first. However, after a few runs everything clicked. This might be a weird retroactive comparison, but I'm playing Astral Chain concurrently, and the two are similar in this regard. Guwange's not the prettiest game by a long shot, and the music felt initially understated, but I've really come around on this one. It's quietly a masterpiece amongst Cave's already impressive roster.

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30. ESP Ra.De. Ψ (1998/2019, Switch) ★★★★★
Stylish, Cave-produced bullet hell published in arcades by Atlus, which borrows heavily from contemporary anime with a character similar to Akira, vat-grown clones like in Evangelion, and even a nod at the cloaked tank from Ghost In The Shell. Here some teens with extra-sensory powers (hence the ESP) fly over a gritty city blasting people with psychic lasers. Said blasting is rather violent, due to the constant presence of showing the human cost of your destruction. Wailing enemies fall to their deaths from planes you shoot down, you blow up civilians in a mall, mow down crying clones of yourself by the truckload, and the human bosses perish screeching in agony amidst showers of blood.
An interesting approach is how picking different characters will result in a different level order, which means the developers had to balance the difficulty of the first three stages to work in any order. ESP Ra.De. also features a nuanced scoring system, with your secondary attack requiring more precision in exchange for way more points, and ways to prolong boss fights to milk more points from them. There's a lot of opaque subtleties to it, which, when coupled with things like hidden 1-Ups, imbues the game with a sense of mystery and reward for digging deeper. Very glad this finally got such a stellar modern port by the ever-excellent M2 STG, who went above and beyond for this one.

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31. Espgaluda II -Be Ascension. The Third Bright Stone of Birth- (2005/2021, Switch) ★★★★☆
Yes, that's the actual title. Seeing Griffin play this last year left me curious, and yeah, they were right. It's a smooth, competent, and thrilling shoot 'em up, with a few too many opaque systems to be welcoming to new players. The Kakusei/Awakening state (a slowdown + bullet cancel) has multiple subtly different forms depending on the length of your button press, and changes slightly in every different version of Espgaluda II included in this package. I don't love assigning button press lengths to different effects in such a hectic game, and the entire mechanic feels weirdly divorced from your Guard Barrier (basically an auto-bomb). Combining both could make a more streamlined system, and introduce further risk-reward wagers. Fundamentally I'm not as interested in this fantasy aesthetic either. I'm not sure what happened in Espgaluda 1 to bridge Esp Ra.De.'s urban fantasy to this high fantasy/steampunk setting, but it costs the series its visual identity.

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32. DoDonPachi Resurrection a.k.a. DoDonPachi DaiFukkatsu (2011/2021, Switch) ★★★★☆
Very complete compilation of all the DDP DFK versions. It's a military style bullet hell shooter, with aircrafts piloted by robots who look like anime girls (of course). Nothing too sleazy luckily. This game's skill floor definitely starts well above my pay-grade, I'm nowhere close to a full clear run without Continues. Luckily amateurs like myself are catered to in the Novice modes, and can even credit-feed our way to Secret Boss Hibachi (who I'm convinced is impossible) in the V1.51 version. Great game, but what a cruel 5th stage.

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33. Cotton: Fantastic Night Dreams (1991/2021, Switch) ★★☆☆☆
The first Cotton game is a somewhat generic horizontal shoot-'em-up starring a little witch battling her way through 7 stages of fantasy creatures (evil trees, dragons, etc.) in search of… candy. For its time it does some occasionally impressive graphical work. I've never even seen a Sharp X68000, so I have a hard time contextualising it relative to the platform's overall output, but the slightly dark, cartoony look goes a long way. Unfortunately, much of the game is an unremarkable obstacle course buoyed mostly by visual charm.

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34. Märchen Adventure: Cotton 100% (1994/2021, Switch) ★★★☆☆
Cotton's second outing is a partial retread of her first adventure. The lava stage in particular feels like a clone at times, but there are some cool bosses here like the possessed doll, a very anime final boss, and a mirror match with Cotton herself. The mirror stage feels like some technical wizardry on Super Famicom, faking real-time reflections, and foreshadowing its arc. The visuals are brighter here and veer further into Halloween decorations territory, but it works, and isn't encumbered by as much slowdown as other SNES shoot-'em-ups.

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35. Panorama Cotton (1994/2021, Switch) ★★☆☆☆
A slight departure from the formula reinvents Cotton as a Space Harrier-style rail shooter on Genesis. The overall result is mixed: it's easily among the most impressive 16-bit rail shooters, featuring gorgeous graphics, only moderate slow down, lots of colours, occasionally slick scene progressions, and even voice acting.
The big, expressive sprites come at a cost though: Cotton herself simply gets in the way of where you want to aim, and can manufacture blind corners if you position her wrong. Depth perception is difficult to read at times, too. Another disappointment: the art style departs some of its Halloween decoration trappings in favour of exoticised depictions of several cultures. This includes a dubious depiction of a stereotypical Middle-Eastern mini-boss, and one stage end boss is simply a racist caricature of a Black man.

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36. Cotton 2: Magical Night Dreams (1997/2021, Switch) ★★☆☆☆
City Connection's Saturn Tribute collection brought a functional Saturn emulator to modern systems, and Cotton 2 was first to get ported. Upon launch it apparently suffered significant input lag, but it feels fine post-patch. Both the Saturn and Arcade versions look great, with polygonal elements sprinkled between solid 2D spritework. Cotton herself moves slower than I'd like, and combined with the not readily visible hitbox, some bullet spreads become tricky to dodge between.
This means playing it like a traditional shoot 'em up is impractical: the game wants you to learn its fighting game style button inputs (double tap for speed boosts, hadouken inputs for stronger fireballs, etc.), as well as its grab mechanic which lets you catch enemies and throw them back out to achieve chain combos. Frankly, this is all a little more complex than I'd like. Yes, it sharply elevates the skill ceiling, and makes score chasing much more involved. But barring the last two stages, neither the levels nor the inconsequential (untranslated) story are interesting enough to make me want to commit to learning all the ins and outs hidden under the hood.

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37. Cotton Boomerang: Magical Night Dreams (1998/2021, Switch) ★★★☆☆
Leaner, meaner iteration on Cotton 2. The fighting game style inputs are now doable with a single button press, the story has been reduced to a single screen next to stage-end scoring, and levels are overhauled to allow for more bullets. By stripping back the eccentricities Boomerang becomes perhaps more predictable, but also more focused. I would have preferred to play runs as a single character, rather than sets of 3, and the last stage has some bullet visibility issues. But by and large this was the best Cotton game of the classic era.

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38. Cotton Reboot! (2021, Switch) ★★★★☆
Remake of the first game from 1991, which takes the opportunity to inject some welcome changes. Cotton's hitbox is now visible at all times, reducing confusion about when you're about to be hit, while also allowing them to up the bullet count since you can snake through shots easier. Gems are still present, but now refract your beams, introducing a risk-reward wager to leaving gems uncollected as long as possible to increase your firepower. The all-new Hyper ability slots in neatly along this design paradigm, showering the screen in huge multipliers and bonuses which partially obscure incoming fire – further upping the risk-reward nature. Some enemies do lose a bit of menace in this cuter art style, and it's still shackled to the original level design and story, but overall this is a clever remake, reviving the series with modern sensibilities in mind.

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39. Cotton Fantasy: Superlative Night Dreams a.k.a. Cotton Rock 'N' Roll (2021/2022, Switch) ★★☆☆☆
What is meant as a series celebration, incorporating elements of all 8 previous games, winds up as a slightly forced office surprise party. Sure, it ticks all the boxes, but the entire affair has a disappointing hollowness to it.
Prime example are the rail shooter stages, an obvious homage to Panorama Cotton and Rainbow Cotton, which feature here as glorified bonus stages without a single foe to shoot down. Why even bother at that point? It's obvious these only exist to serve as past references. Similarly, the game goes to great effort to include characters and stages from Cotton 2 and Boomerang, but their presence mostly highlights the lackluster new bosses and somewhat generic new level themes.
A new addition is the cross-overs with other franchises. After guest-starring in Umihara Kawase BaZooka, Cotton gets to play host to the sushi chef this time, whose capture mechanic fits like a glove as iteration on Cotton 2. A less obvious addition comes in the form of Psyvariar Delta's ship, the bullet graze mechanics of which translate surprisingly well into Cotton's measured moments of bullet hell. These guest appearances are fun, but Psyvariar's accompanying stages mesh poorly with Cotton's already patchworky aesthetics.
Likewise, the presence of 6 characters with subtly different play styles is great, but there's only a single story to go around. Understandable in terms of not ballooning the production values, but this means the game cannot account for a storyline in which the villain fights herself in a series of mirror matches. Truthfully the game would be best served by excising the story entirely, as it's easily the series' worst yet, something the way too long (but thankfully skippable) cut-scenes and chirpy voice acting only further emphasize.

The biggest disappointment is how the gameplay ignores some progress made in last year's Cotton Reboot!. Where that game was always crystal-clear about indicating your hitbox, here some character sprites can partially obscure it, and the game curiously defaults to a confusingly labeled setting where it's not always displayed. Cotton Fantasy also eschews Reboot!''s chief innovation of gems refracting your shots. This was a great feature, because it made you choose between collecting gems, or leaving them uncollected to increase your damage output. In Fantasy, gems once again block outgoing fire, meaning you need to either collect or avoid them. With some stages basically demanding you use the homing lasers to cover incoming foes from behind, this results in the age-old shmup sin of counter-intuitively needing to avoid power-ups.
None of these complaints are deal breakers, and the game is perfectly competent (albeit very forgettable) in isolation. In context of the series however, it's frustrating to conclude last year's success isn't iterated upon. There's a real quantity over quality approach to this one, which partially smothers the series' recent progress, and reduces Cotton to an annoying guest star in her own game.

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40. RayForce a.k.a. Layer Section a.k.a. Galactic Attack a.k.a. Gunlock (1995/2022, Switch) ★★★★☆
Port of the Saturn version of this shoot 'em up with many names. The main focus here is the TwinBee-esque dual-plane aspect, where your regular shot hits foes on the top layer, whilst your missiles can reach enemies on the ground. You paint over targets like in Panzer Dragoon. The more locked targets at once, the higher the score when you unleash your barrage. In some regards this game feels quite prescient, sitting closer to bullet hell than many of its peers, and distributing enemies to entice precise chaining of targets upon replays. Outside of some visual flourishes it's a little lacking in personality, but a few cinematic moments and a wailing synth soundtrack pick up the slack.

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41. RayStorm HD a.k.a. Layer Section II (1996/2010, X360) ★★★☆☆
Sequel in which you, a representative of the repressive Earth Federation, must stop an attack from freedom fighters trying to gain independence. Priorities seem out of whack there, but okay. It's very standard genre fare, iterating on the multiple planes approach of RayForce. You still can't move the missile reticule separately, which once again serves to enforce proximity (and subsequently up the risk-reward factor). It's still satisfying to methodically carve the multi-segmented bosses apart, but RayStorm borders on the generic at times, despite being a competent execution of the formula.

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42. King of Fighters: Sky Stage (2010, X360) ★★★☆☆
When they were still known as SNK-Playmore, SNK greenlit 2 shoot 'em ups based on their franchises. Both were developed by MOSS (the Raiden folks) and released in 2010 on PSP and X360 respectively. I haven't played Neo Geo Heroes: Ultimate Shooting, but this King of Fighters spin-off is a perfectly serviceable bullet hell. Several familiar faces from K.o.F. fly over fairly crude arenas, shoot down generic robots, and exchange quips before and after boss battles. There's very little to write home about here, but it's nice how dialogue and even bosses change a little per character, and all characters demand a slightly different approach. MOSS know their craft, even when working with very minimal resources.

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43. Trizeal Remix (2005/2015, X360) ★★★★☆
Simple, well-executed vertical shoot 'em up, with some cute nods to classics like Space Invaders. You control a ship and cycle through 3 weapon types which can be leveled up individually. Key is to bring the right weapons to the right situations. In bullet hell adjacent games I usually don't love the R-Type thing of losing all your power-ups upon death, but here it results in hectically scrambling to reassemble a viable build if shot down amidst a boss battle.
The scoring system, which revolves around chaining enemies to grab medals of increasing points values, ensures a high skill ceiling and incentivises careful routing. The visuals (generic robots and drab environments) border on the ugly side, but the catchy tunes and addictive one-more-try nature of the game makes it easy to look past them.

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44. Hazelnut Hex (2022, Switch) ★★★☆☆
Charming, pastel-coloured horizontal shooter in which you control the spoon riding witch Nat on her quest to restore breakfast to the land. The main draw here really is the presentation: the visual style pops, voice acting is good, the story is cute, and it has a really solid, upbeat soundtrack to boot. It may look cute, but there's some surprisingly dense bullet patterns, and the game rarely relaxes its pace (frankly, I wish it did). Make sure to toggle the hitbox on in the options, use plenty of charge shots to clear incoming fire, and don't be precious about saving up bullet cancels. One thing I didn't see in the options is a way to turn off boss dialogue on repeat runs, but that's a minor complaint.

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45. Milk Inside A Bag Of Milk Inside A Bag Of Milk (2020/2022, Switch) ★★☆☆☆
Short, 20-minute psychological horror visual novel. Graphically quite sparse, with crunchy, low resolution JPEG-rotten still images which remind me of WonderSwan Color visual novels. The at times deliberately confusing writing leans through the 4th wall, which makes me think this could be a hit with people who are into Undertale or more general creepypasta stuff. It doesn't really grab me, but the way the short script touches on trauma (and how you can't magically heal it by being nice to someone) rings sincere.

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46. Milk Outside A Bag Of Milk Outside A Bag Of Milk (2021/2022, Switch) ★★☆☆☆
Sequel with slightly bigger production values - gone are the still images, we get some animated scenes now. They're well done, but in a way I preferred the original where you didn't see the protagonist. The anime-adjacent character design leaves more room for separation, leaving this entry feeling less personal. The increased visual clarity makes it harder for the game to operate from a place of ambiguity, which necessitates a blunter approach. Rather than repeating the visual novel aspects of the first game, interactions in this one lean on adventure games instead. This makes it easier to reach different endings, which again costs the title some mystery. As with the first one, this isn't for me, but it's easy to see this appealing quite broadly.

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47. Neo Turf Masters a.k.a. Big Tournament Golf (1996/2017, Switch) ★★★☆☆
Chipper golf game, re-released as part of the Arcade Archives Neo Geo series by Hamster. Excellent tunes, bright graphics, and simple, intuitive gameplay. Unfortunately all the courses feel almost entirely interchangeable, despite being set in Australia, Japan, the Grand Canyon, and Europe. I suppose a very generous read could interpret this as sly commentary on how the terraforming of distinct locales to fit the golf course aesthetic robs environments of their unique flora, but I highly doubt that was the intent.

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48. Andro Dunos II (2022, Switch) ★★★☆☆
An unexpected sequel to Visco's horizontal Neo Geo shoot 'em up released 30 years later by Picorinne Soft. It retains the cycling through 4 weapon types of the original, but makes you strategise in which order to upgrade them to maintain a viable build throughout the run. It's easy to get baited into upgrading a single weapon type to max and point-blanking your way through the earlier stages, but this will bite you when enemies start surrounding you.
Andro Dunos II is an impressive facsimile of a somewhat generic, forgotten 90s shooter. The robotic designs aren't very memorable, but luckily an at times stellar soundtrack with several undeniable bangers injects some much-needed personality to the whole affair.

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49. Missile Dancer (2021, Switch) ★★☆☆☆
Military themed vertical shooter from Terrarin's tiny team over at MoonGlass. You can't shoot enemies down directly, only their missiles. Taking out the choppers requires you to lock missiles onto them, RayForce style. It's not a bad gimmick, and the enemy patterns force you to, well, dance around their missiles. Unfortunately some projectiles are a little hard to see due to their white outline, especially in the first stage when they may appear over white clouds. Similar visual confusion stems from the brief black & white flash some enemies emit when shot down, which is easy to mistake for your own red & white flash when dying. This game also has a weirdly inverted difficulty curve: I can sail through the last 3 stages unharmed since my first try, but stage 3 keeps giving me grief. It has a strong finale, but it's clear the game kind of runs out of ideas before then.

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50. Raging Blasters (2022, Switch) ★★★★☆
Big glow-up for Terrarin & MoonGlass! This is a fully-fledged TurboGrafx/PC-Engine calibre shoot 'em up, not unlike Blazing Lazers or an Aleste game, albeit with a simpler power-up system. The inclusion of a speed toggle seems a bit frivolous given the frenetic pace of the game, which rarely lets up. Power-ups don't have individual power levels, so you're often dodging power-ups to not replace the shot type you prefer. I have similar gripes with games from the era it's imitating, but although Raging Blasters doesn't reinvent the wheel, it's not a perfunctory tribute act either. Recommended!

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51. Moon Dancer (2022, Switch) ★★☆☆☆
This Terrarin game (no longer credited as MoonGlass despite identical staff?) revisits the lock-on gameplay of Missile Dancer, but ditches its spartan presentation for one similar to the faster-paced and more colourful style of Raging Blasters. A good idea on paper, but lacking in execution thanks to a single mayor annoyance: a checkpoint system. Every death sets you back, de-powered, to a predetermined spot, rather than respawning in place. This was already annoying in the original R-Type, since it makes it less worth your while to take risks and score points to earn extra lives. As a result, this game becomes much easier if you avoid most enemies, which can't have been the point.

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52. Citizen Sleeper (2022, Switch) ★★★★★
Easily the most pressingly relevant game I've played since Umurangi Generation, albeit not as (overtly) furious. Citizen Sleeper mixes elements of a sci-fi thriller with slice-of-life storytelling, which results in it being able to stack scenes of melancholy, light comedy, drama, and outright tension back-to-back with seemingly little effort. Your character is a Sleeper, a corporate-owned robot body operated by some poor, off-world soul's brain in a cryo tank. You've escaped company custody and are stranded on The Eye, a derelict space station held together by duct tape since another intergalactic megacorp went bankrupt. Your company's repo men want their property back, while you struggle to find food, and reliable sources of medicine to keep your mechanical body operational past its rapidly-approaching date of planned obsolescence. It's not difficult to read this as commentary on the realities of managing a chronic illness in a place where the equivalent of insulin is kept artificially expensive.

Gamifying poverty is a dicey proposition, since a game has to give you things before you can lose them, but said attrition needs to be maintained and drawn out before desperation can set in. After all: players die abruptly all the time in games, which ends the tension. I'm reminded of an example Austin Walker recounted in this short Salon interview. Basically a student game project was developed to simulate the balance sheet of a family in poverty. However, rather than furthering empathy, players instead walked away convinced they could "win" the game by balancing the books. Personally I think this might be due to entrenched beliefs about poverty being a result of laziness or bad individual choices, rather than systemic processes.

Citizen Sleeper manages to simulate such processes for a while, by making you manage Energy (i.e.: eating food, which costs money) and Condition (which deteriorates every cycle regardless). Starving means your Condition drops twice as fast, and a declining Condition results in fewer dice rolls you can make during a cycle. When you're spending money to stave off starvation instead of repairing your robot body, and spending your dwindling dice rolls on gig-economy jobs to earn slightly-less-than-dinner, rather than escaping your debt collectors... the downward spiral does begin to feel hopeless.
However, once you start making connections and forging deeper relationship, resources will quickly become a non-issue. I never died, and rarely faced real danger. Initially I felt like the game was letting me min-max my way out of poverty, which runs counter to the seemingly structural conception of poverty it otherwise espouses. On further thought however, this pivot feel authored: a central theme running through Citizen Sleeper is how people in communities will help each other, whereas trying to make it on your own is a pointless doomsday prepper esque fantasy, detached from the realities of quick onset and crushing loneliness.

The writing is easily strong enough to support this pivot away from lone survival towards fostering relationships and communities. The storylines are almost universally compelling, and often touching. Particularly great is how your choices or bad luck may permanently end relationships, and how helping people doesn't necessarily lead to desirable results down the road. There were absolutely people I regret helping, but also know it would run counter my character to leave their fates to chance.
It's not all entirely balanced, you can play the field of alliances more than makes sense. It's entirely possible to become embedded in the Yatagan gang and sell them corporate espionage on Havenage corp, but then run right around to sell intercepted Yatagan comms to said corporation, with neither party ever punishing you for it. In general, much of the game is surprisingly optimistic given its setting.

Citizen Sleeper is an incredible sophomore effort, and feels like a giant leap after the already excellent In Other Waters of two years ago. Sure, it's not very subtle, but keeping that Gundam meme in mind about fans missing the point if a setting is too aesthetically compelling, maybe it's not the worst idea to elevate subtext to just plain text.

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53. Citizen Sleeper: Flux (2022, Switch) ★★★★☆
Citizen Sleeper's first (free) DLC expansion injects a much needed mid- to late-game challenge by finally centering the refugee flotilla bobbing along the edges of The Eye. Their (perceived) needs are many, time is short, and there are political forces which do not want to see refugees receiving aid. Perhaps I came in over-prepared or was just lucky, but I would have welcomed a little more pushback. The game has clearly set up a series of potential cascading failures, but if you get some lucky rolls it's pretty easy going if you give the storyline your full attention. A mild downside of the episodic structure is how this chapter feels like a lot of set-up, with only partial pay-offs. There are enticing mysteries, a few difficult to read characters, and if all goes well a thrilling finale, but it's mostly in service of delivering cliffhangers.

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54. Citizen Sleeper: Refuge (2022, Switch) ★★★★★
Citizen Sleeper's second DLC expansion (again, free) really runs with the premise of Flux. Now you get to talk to the actual refugees, and the game wastes no time deconstructing the "refugees as a monolith" myth. There are wildly varying interests at play here, and the game sharply contrasts the fate of the Sleeper to those truly deserted in the periphery of yet another periphery. This expansion contains Citizen Sleeper's strongest writing yet, an irresistible mix of harrowing heartbreak, mysteries on top of mysteries, and tense situations with unpredictable outcomes.

Total: 54
 
Last edited:
May 10, 2019
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Part 1 - Part 2 (THIS POST!) - Part 3 - Part 4 - Part 5 - Part 6 - Part 7 - Part 8 - Part 9

5) The Gunk

2021 by Image & Form/Thunderful Games - (1/12/2022) - PC - 5 hours 45 minutes - 4.5 Stars

Looks like everybody's started picking this one up lately so it saves me a lot of hot air explaining it, but I honestly see this as a test case for doing a 3D Steamworld without putting undue expectations on themselves. There's a few similarities to the gameplay loop of the Dig games too, even if the action is completely different and there's very little in the way of side content besides resource caches and maybe some easy to miss items to scan. That said, I enjoyed my time with this one a lot more than I thought I would, and I think they did a really good job in managing the flow of action in 3D for the first time. I have a pretty certain confidence that if they wanted to make Dig 3D they absolutely could, too.

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6) Where Cards Fall

2019/2021 by Snowman/The Game Band - (1/13/2022) - PC - 4 hours 45 minutes - 3.5 Stars

This one was a very well designed isometric puzzler, with some real neat puzzle mechanics. Sorta wish there was more substance to the narrative, which goes by the "vignettes open to interpretation" route of storytelling (which doesn't always engage me when it feels detached from the gameplay) but it at least didn't get in the way of enjoying the game.

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7) Metroid (via M: Planets)

1987 by Nintendo/2019 by Vacant Shade Games - (1/16/2022) - PC - 2 hours 37 minutes (original world map aka Zebeth/Zebes) - 4 Stars

I found this a couple years back after I played through AM2R and needed a fix for more fan-made Metroid, but hadn't followed up on it until this morning when my post-AGDQ high was still going and I wanted to throw myself at a classic. Turns out this is a real good interpretation of the Metroid engine, with smoother movement and some real nice quality of life (autosaves/loads at elevators, player respawns with full health and missiles, a wonderful post-game stat screen reminiscent of the GBA titles). All that said, there's some real liberties taken - especially with a lot of engine glitches that I loved to figure out in OG Metroid "fixed", so not nearly as many opportunities for door exploits. Also it's a bit more obnoxious to shake Metroids when you get to Tourian. Even with those problems I'm looking forward to trying out the new Novus map and playing with Randomizer seeds, as well as taking a look at generated worlds that I might stumble across.

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8) STAR WARS Jedi: Fallen Order

2019 by Respawn Entertainment/Electronic Arts - (1/31/2022) - PC - 25 hours 19 minutes - 4.5 Stars

My relationship with Star Wars is weird and complicated and runs through a lot of people to thank or blame for my general indifference towards most things in the franchise that either do wallow in being fan service or repeatedly capitulate towards what the more rigidly conservative school of Star Wars fan wants. So it's easy to get cynical about a lot of Star Wars video games. Luckily Fallen Order does a whole lot of interesting things with a new story, new interesting characters, and visits to places that aren't usually seen in the visual products. Meaning, it feels more like an extension of the novels and Fantasy Flight's (R.I.P.) TTRPG series than any of the mainline movies. I liked the cast a lot - Cal "Cow" Kestis plays out different enough from usual Jedi protags in the sense that (at least until a couple of turns which send him into signature Star Wars angst) he feels more like a parallel to working-class Marvel heroes (very obviously Spider-Man, but there's others in there), just recast in the Star Wars universe; meanwhile Cere has a path of a lot more internal turmoil than usual, and that plays out alongside Cal's development well; and Greez is literally space alien Ernest Borngine and he's my new favorite character in the canon. A lot of the other supporting cast is just as strong, including Nightsister Merrin, a late-game companion that I thought/wished for all the world was voiced by the woman that played Natalie in MST3K classic Werewolf, but that wasn't the case. And not to say there's not easter eggs for franchise nerds in here (including one thing I didn't notice until almost the end - my droid companion performing classic Star Wars songs as well as it can while hacking Empire droids), but the appearances of folks like Saw Gerrerra, Tarfful, and the final antagonist you escape from are tastefully spaced out, and their presence fits perfectly. Of course, there's glitches here and there (including the hell of being softlocked in a hallway in Kashyyk if you don't hit the right zone loading triggers), some problematic pathfinding (would love to be able to pick up a BD-1 upgrade that lets me sense hidden chests/boosts/data drops nearby, even if it was late-game and I had to massively backtrack), and the denouement is the weirdest "lets abandon the McGuffin" moment I've seen in a while. Honestly though? This is still the best Star Wars game I've played since KOTOR, and pulling that off is kind of amazing in itself.
 
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Blindy

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Nov 16, 2017
3,929
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1) Hellblade: Senua's Sacrifice(XSX) 1/3, 1/5-1/6

First game of 2022 down happens to be a game I wanted to try for quite some time and given the power of XBOX Game Pass, at the cost of nothing, it was a no brainer to play 2017's Hellblade: Senua's Sacrifice, especially with the sequel coming out in the future. For background of this game, I am aware of developer Ninja Theory's previous entries but I have never played PS3 exclusive Heavenly Sword, Enslaved: Odyssey to the West as well as a helping hand for the Devil May Cry reboot so this game/experience(Will get to that in a second) could have gone either way.

This was a rather good experience that I felt the gameplay took a backseat to the overall atmosphere/background of the game. That's not necessarily a knock but more so just saying this game felt less of a game and more of an interaction with the insane environments throughout the journey as well as an interaction of the main protagonist, Senua and the struggles she has within herself. Without spoiling too much, the plot is that you take control of a Scandinavian warrior named Senua who is lost and searching within herself to find purpose but also to find a way to bring back her love Dillion that she has guilt and remorse towards. All along the way, she fights demons, Northmen who are the enemies in this game and illusions of said guilt and remorse. This game does a bang up job when it comes to portraying psychosis and overall mental health, it's about as good of a job as I have seen done in a game. Different voices throughout the journey second guessing your decision making or giving you a heads up in combat or mocking you/teasing you, it really feels like 3-4 different personalities all in one. The overall sound effects was top notch and despite not playing with a headphone, I felt the game really played out fantastic. Really adds to the overall atmosphere of despair and loneliness the protagonist experiences for much of the adventure. This game was very well acted, nothing felt out of believability which furthered me getting invested in the story and characters depicted. Even the people shown via FMV/Full Motion Video that are meant to serve as spirits of guidance for Senua looked initially silly but I get where they were going with it given the character is speaking to out of touch voices in her head that are meant to be detached from reality.

Hellblade: Senua's Sacrifice also had the courtesy of being the 1st game played not only on my XBOX Series X but also was the 1st game to use the full power of my new LG C1 TV so given the recent 60 FPS & performance mode brought forth in addition to tons of other graphical enhancements, this game was really eye pleasing. Even for a game almost 5 years old, the game just clicked on so many cylinders. Very few glitches that took me out of immersion, maybe the lone one that jumps out to me was a glitchy torch mechanic when zooming in next to a wall that would have the torch glitch out and act up but that's about it. Keep in mind Ninja Theory at this time was a mere 20 or so person studio when putting out Hellblade: Senua's Sacrifice so this makes it all the more impressive just how pretty this game ended up looking. Especially when on a quality TV and gaming system like what I had the luxury of having here, very wowing graphics altogether.

We've gone through the storytelling, the atmosphere and graphics, so lets go into the gaming elements. It's hit and miss for me. This game is about 50% puzzles, 25% combat and 25% walking simulation. Game is very God of War 2018 esque with the combat, 3rd party based, very linear unlike GOW 2018, no map or ability to explore outside areas. This may not be the type of game for everybody, the game follows a script game wise and you must play the way the game intends for you to do.

This game is primarily puzzles, particularly the same format of it by needing to match a symbol to the corresponding closed/locked door and finding something in the environment that resembles said symbol to progress. This means anything from the letter 'Y' matching a crucified person on a stake to a 'P' that needs to be lined up properly amongst a bunch of stick figures hanged around. Pretty clever puzzles admittedly, some of the objectives I even needed to look up on how exactly to do it. I will say that some of the set pieces don't really mesh well, like a later puzzle that has you going around a house with a monster that can instant kill you all the while trying to figure out these set piece puzzles. This segment was easily the most I died during my time with Hellblade, very frustrating admittedly and probably should not have been in the game. A lot of the segments have metaphoric meaning for mental health so I get why they are in this game but the way it was done as a video game left a lot to be desired for me. In these said puzzles, it requires you to stand in the perfect spot for it to count. You can clearly see the letter being formed in a shape of a shadow but because your not standing in the exact spot necessary to trigger the progressing cutscene, it does not count. This could have been cooked a little bit more in the oven but this is admittedly nitpicking at this point.

The combat can get a tad bit tiresome fighting the same couple of enemies but the boss fights are pretty cool, again think God of War 2018 esque. These are set fights that occur when you approach parts of the game, no grinding for levels, there were about 15 or so of these fights I can say throughout the game. Some are hit and miss, the music no matter what is fantastic behind this. Think Viking inspired horns being played which perfectly fit the Norse Mythology theme that Hellblade had going on for it. You have a light attack, heavy attack, parry, evade and an ability to turn enemies into slow motion & to make darkened enemies become vulnerable to be hurt, although this must be built up so this can't be cheesed and it feels like a struggle until you get this at your leisure. The combat makes it feel like the odds are against you where the game sometimes stacks 3 or sometimes 4 Northmen/villains in one combat scene and you need to know when to be aggressive for the kill vs play it conservative and pick your spot or else getting overwhelmed. The game is very lenient with health, it has an Uncharted style of health where you can judge how bad your doing health wise by the screen of blood shown on the screen but honestly, the game in a Punch-Out sort of way allows you to get up from the ground and get back in there for the fight. Not one did I say the combat was unfair and it's good in the spurts it does appear in the game, just know that it isn't revolutionary due to the lack of variety and that there are only certain segments in the game that make you fight. It's an exploration and puzzle game first, combat second sort of affair here.

The game length is pretty short, I would say it's 7-8 hours if you try and go for all of the collectibles/pathstones which give you Norse mythology lore if your interested. It's a linear game, it allows for little exploration and it's very tough to get lost in the game. The game is 3rd party action but tons of psychological horror are tied to this and I got some goosebumps in certain creepy segments of the game so it's a job well done by Ninja Theory. The emotional feel this game got me left me really wondering more about the main character and what happens and I think for the topics it touches, it's done in a tasteful way and powerful enough way where the mental health awareness portion isn't hammered in or done silly. There's certainly some elements that can be built upon if not improved but count me in on the sequel if and when that comes out.

Overall had a stellar time with Hellblade: Senua's Sacrifice, heck of a foundation for Ninja Theory to build upon. What it lacks in variety with gameplay it brings forth with outstanding graphics, stellar atmosphere and storytelling and great usage of sound to help immerse yourself with the experience.

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2) Mega Man 10(PS4) 10 1/5-1/6

So just last year alone, I blasted through Mega Man 4 through Mega Man 9 so I figured what better way to welcome a new year than continue my path towards playing all of the Mega Man numbered entries. There were two waiting for their names to be called, two chairs still occupied. Mega Man 10 got to hear it's name called on down and for the most part, it was a solid experience. Typical Mega Man game, not going to go further into what the series is or how it plays. If you've played one Mega Man, you've played them all for the most part. Little tinkers here and there sure but it plays it very safe and that's perfectly fine with me. One thing that drives me crazy and I said this about the Ratchet & Clank games too is a need for people to dock points off games because they aren't doing anything drastically different, I pay for a Mega Man game, I want to play a Mega Man game. No Metroidvania, no horror game etc. I want a Mega Man game in the form of how it's always been and in Mega Man 10's case, it does just that.

Much like with Mega Man 9, there's no dash and no charged up mega buster, both are severe losses IMHO especially for one of the Robot Masters that I could not help but yearn for the darn dash. On the flip side, you do have your typical Rush Coil & Rush Jet abilities which makes Rush the Robot Dog the absolute man for huge powerups when going through levels in this game. The Robot Masters range from a soccer inspired bot to a sheep robot to the typical ICE, FIRE and ELECTRIC robots that have been almost near fixtures in a majority of these Mega Man games. Much like with the past couple of Mega Man entries(Want to say this started in Mega Man 7) there is a shop that with currency in the form of bolts that are earned throughout your trips through these 8 robot masters lairs. You can buy extra lives, energy tanks(The best IMO), weapon tanks, energy converters, different costume for Mega Man, a lot of good stuff. With how crazy the Wily Stages get, you best invest in a surplus of these add-ons as I needed every single one on my run through the final stages!

The game ran me under 2 hours which is mega-short but admittedly I didn't die once in the Wily Stages, ran through it with so many energy tanks so in that regard, while enemies do pack an insane amount of damage and this game does have it's cheap series known instadeaths looming large, the cheap cost of these energy tanks and extra lives makes this a very digestible experience. What this game has are extra characters excluding Mega Man that can be played! Proto Man who is a series staple for quite a few of these games is available from the start to play, did not try him but I imagine he isn't that far off from how Mega Man plays. In addition, you can play as Mega Man foe Bass if the title screen is any indication to go off of so there's future playthroughs to be hard in Mega Man 10 most certainly.

The story is pretty simple here, a robot virus that is basically the influenza/flu is taking down robots and there is a search for a cure to prevent devastation from happening and Mega Man searches for said cure to help out his fellow robots but more so his sister Roll. You work with both Dr. Light and Dr. Wily(!) to find said cure all the while fighting robot masters for some reason. Not too sure why the robot masters are stopping in the way there but I guess it's a double cross of some sorts? Either way, you don't play Mega Man for a complex, thought driven story, you play it for the gameplay.

Had a pretty good time with Mega Man 10, it's more of the same but it's a good couple hour sink with the options to play as two different characters as well as a hard mode available if I ever fancy to do another run of the game.

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3) The Medium(XSX) 1/8-1/9

So one of the games I wanted to try out as a brand new XBOX Series X owner is The Medium which was a temporary XBOX Series exclusive title that eventually made its way over to the PS5 down the road. It was a game that my XBOX One was unable to handle and the overall premise of the game was intriguing enough to me, a psychological horror game that drew inspiration to Silent Hill as far as it goes with the enemies and concepts behind it. When I heard this game had less than stellar reviews going for it, my interest went to semi-lukewarm but given it's free on Game Pass, I said sure why not. And I came away with this:

"Not as bad as made out to be but still not amazing"

Really, I disagree with the game being among the worst of 2021 releases. It wasn't great don't get me wrong but it was certainly intriguing with its story in my eyes. The story without going into heavy details has you following Marianne who is a medium/can speak and interact with the dead as she sends off someone she was close to upon the start of the game. She was a former orphan who had a muddy at best childhood as she was raised by her adoptive father in the country of Poland. What happens throughout the game is a trip, as she goes through to find her past. A lot of pretty mature themes get discussed throughout the game, it is very reminiscent of Silent Hill with heavy amounts of symbolism from both relics and the background of areas you visit. In fact, Silent Hill is very much what this game tries to be and while it may not hit the high note of say early Silent Hill entries, this does feel like something from Silent Hill 4: The Room, which was a lukewarm Silent Hill entry for diehard fans of the series.

I will say that despite how much I defend The Medium, the gameplay felt lackluster. I might be in the small minority but I preferred the walking simulator elements here and actually disliked the times the antagonist would appear throughout the game. It truly felt like some cheap deaths to be had and felt like the enemy AI was lacking. Often in the appearances that it had, the AI would just walk around in a circle and you were encouraged to just crouch behind it and slowly follow it before escaping. There were minor chase scenes that felt pretty intense and those were kind of good. The puzzles this game has on the other hand are very basic, which can be good or bad depending on how much you like those or not. One puzzle has you play around with a globe until you match the EYES/NOSE/MOUTH to unlock an area to progress. Another puzzle has you playing around with a water pump where you take water out of an area to go down and explore. There are hardly enemies that are after you, there's 1 major enemy that will be around to cause you problems in given points but besides that, there are these moth waves that can kill you if you don't have the force shield you die within seconds. The game forces you to walk through them to progress so the way to create this protection is by solving puzzles to create light that your character can absorb in the "Other Side".

What is this "Other Side". Well I mentioned your character is a medium and we aren't talking John Edward here. We're talking legit seeing and talking with the dead. This game incorporates this in it's gameplay by having you at certain times controlling both the physical world & "Other Side" character as both need to do something in each's world to help the other one progress, the game does a neat dual cinematic screen. Likewise, there are moments that you have to do an "Out of Body" moment that has your physical world character allow the other side version get full control and allow her to cross areas in her world that were once blocked off. On the flip side, there's a catch with that, it drains your lifeforce as you can't withstand being fully in the other side for a long time so you have to be quick with your movement and decisions. Fortunately, the game lets you do this as many times as needed but it does feel like a little bit of a killer with the pacing goes, feels like time padding IMO here. There were times that I disliked having to reset the clock per say when I was so closed to progressing but it wasn't a big deal since it didn't take long to get my character back to where she once was.

I mentioned Silent Hill and indeed the inspiration is there because both Mary E. McGlynn and Akira Yamaoka(The original composer of a few Silent Hill games) are apart of the music of this game and the ending theme feels very Silent Hill 3/4/Homecoming/Shattered Memories like. The movement of the character feels very Silent Hill esque as well so I think if you liked the later entries of the iconic series, you might find The Medium right up your alley. Game is a good 8 or so hours so it isn't the longest game but it was free for Game Pass so for me, the cost was negated so this didn't feel like a burn whatsoever. Game has Troy Baker playing the antagonist and I actually found the acting to be pretty good and one of the game's drawing points towards it.

The big gripe I have with the game is its performance. Often the game would jitter up and I would see little flashing light pixels throughout which got a little distracting during the cutscenes. Keep in mind, this is only available on current generation consoles so I would have expected it to be good as far as performance goes. Not a deal breaker by any stretch of the imagination but this vs the optimized experience I had with a 2017 game like Hellblade: Senua's Sacrifice and Hellblade just ran so much better for me.

The Medium is alright, not a must play for psychological horror fans but it isn't a lost cause either. There's some very good within the game to be had, just expectations should be tempered. I was 0/2 with Bloober Studios with me dropping Layers of Fear 1 within in the 1st hour and Blair Witch being another game I dropped within the hour so I wasn't sure what to do with The Medium but I finished it and it's easily the Polish studio's best effort thus far.
 

Rhaknar

Member
Oct 26, 2017
42,983
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Game #08 - Omno
Time: 4 hours
Platform: XBOX Series X
Rating: ★★★★

Really liked this one, 3d exploration game in the same vein as Journey or Abzu, with gorgeous minimalistic flat shaded art style and some good puzzles that never got too frustrating. It's pretty short (as is the norm for these style of games) as I 100% it in about 4 hours, you can easily finish it in less if you don't care about collecting all the stuff in each level. Good gameplay with new abilities popping up in each new biome, good music, just overall a super chill and enjoyable experience. If you liked the aforementioned Journey or Abzu, this is a very easy recommendation.

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5pectre

Member
Nov 16, 2017
2,237
#3 Typing of the Dead Overkill (Steam) | 12 Jan - 4 hrs | 4/5

Got the itch after wathing the Typing of the Dead run today on AGDQ. This game is absolutely hilarious and over the top.

 

Whimsicalish

Member
Dec 30, 2019
185
Midwest
03 | Collar x Malice
NSW | Jan 12 | 45+ h | 3/5


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I'm not familiar with otome games; the details that I dislike are based on my opinion, not fact.

I picked this up because the premise sounded interesting. You're playing a rookie cop that's caught as an experiment by a terrorist organization. You have to solve the reason for these violent crimes...and you may fall in love! The story did hold my attention until the final fifth route. Then it became increasingly generic and lost its flair.

All the voice actors were amazing. Everyone had emotion coming through their voice. It made the characters feel alive and realistic. I wasn't disappointed by anyone; even the side characters sounded fleshed out. The visuals were nice, maybe average? You get a set of backgrounds, different facial expressions of characters, and of course, CGs.

There are five routes, one for each dude. The first two were incredibly boring; awfully trope-y and one dimensional. The third and fourth routes were much more interesting, until one ended in a cliche I despise solely to keep you away from the "true ending." Finally the villain is revealed in the fifth and ends into a giant cliche. It built an interesting story to write a boring villain. Yawn.

Maybe all of that could be forgiven if the MC's brother wasn't a gigantic tool. Every route MC is told how strong is she fighting a group that's murdering citizens left and right. Then she goes home to be viciously verbally abused by her d*ckbutt bro. I get she loves him and wants to protect him. But I felt zero concern for him the entire game because he was constantly abrasive. He had NO redeeming qualities. He felt like a poorly planned plot device that only showed up when it was convenient to the story. Why is MC fighting so hard? Oh for the ones she loves, like her little brother. But only when he was on screen. Otherwise once she falls in love, the brother is ignored, lol. Maybe she finally decided he wasn't worth it. He was honestly worse than the terrorist leader.

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Somniac

Banned
Oct 10, 2021
195
I did this in 2020 but definitely didn't come close. Here's hoping for a more backlog productive 2022!
 

McNagah

Member
Oct 25, 2017
454
Game #1
Halo Infinite - 3.5/5 | Xbox Series X

It's awesome to finally get a fun Halo game again and I really liked playing it. The guns felt great this time around and Halo still has the coolest looking weapons. The Banished were an awesome enemies too. I feel like there was some missed potential with the gameplay mechanics. During the game you are allowed to unlock weapons and it feels like your developing weapons when you are playing. After the 2/3rd point this doesn't matter. It doesn't matter that Earth is starting to be on the winning side. All that matters is the new AI and Master Chief and it doesn't feel great.
 

5pectre

Member
Nov 16, 2017
2,237
#4 Street Fighter Alpha (Arcade) | 12 Jan - 1 hrs | 4/5

Fantastic game. This was the last Street Fighter I put time into, back in the day, before other genres stole all my time. I was never able to get the one credit clear, but I managed to do so last night. Love the artstyle Capcom was using on the CPS-II hardware.

 

His Majesty

Member
Oct 25, 2017
12,193
Belgium
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4. Hellblade: Senua's Sacrifice - 8/10

Hellblade is a tough game to play but in all the right ways. It tells a gripping story of psychosis and fighting ones demons, both internal and external. I do not feel too qualified to speak on the subject matter but I was definitely invested in the story and the characters and I also liked how both gameplay and narrative intersected with one another to create specific challenges, from the different warrior trials to the concept of the beast in the darkness. Senua's Sacrifice feels like a story finished so I'm curious to see what Ninja Theory will come up with in a sequel. I think the challenge will be in addressing some of the gameplay parts that feel a bit wooden, without gamifying the concept of mental health too much.


1. The Forgotten City (XSX) | 3rd Jan - 8 hrs | 8
2. Psychonauts 2 (XSX) | 8th Jan - 15 hrs | 7
3. The Gunk (XSX) | 9th Jan - 5 hrs | 6
4. Hellblade: Senua's Sacrifice (XSX) | 13th Jan - 8 hrs | 8
 

Rhaknar

Member
Oct 26, 2017
42,983
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Game #09 - Phantom Trigger
Time: 4 hours
Platform: Switch
Rating: ★★

Real shame with this one, as this 2d fast action game, clearly reminiscent / copying Hyper Light Drifter's style, starts off really strong with some fantastic pixel art and some decent enough gameplay as you unlock various color based attacks, which made me wonder why it had such mixed reviews all over the place, but unfortunately I soon found out why. The game is super repetitious, you've pretty much seen all there is to see in the first level, and then it's just a slog as you traverse labyrinthian levels and kill more and more of the same enemies. The story is also complete nonsense, a take on split personality disorder that never works. Shame as it could have been much better, it's short enough and it's not like I hated it, but it's not particularly good and no where near the game it's obviously copying from.

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Whimsicalish

Member
Dec 30, 2019
185
Midwest
04 | Monster Camp (All Outcomes)
PC | Jan 13 | 81 h
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Not adding a rating since I reviewed the game last year. This was to get the final achievement I was missing on Steam: view every single outcome in the game. I finally did it and now I want absolutely nothing more with it. Getting most of the outcomes wasn't bad. But for some reason, one route has a very finicky trigger for her secret ending. I played for 30+ and it wouldn't want to pop for me. It was awful and I started to regret putting my time into this. I have zero interest doing the same for the first game because it is even more reliant on RNG.

I'm just happy to finally uninstall this.

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Deleted member 32615

User requested account closure
Banned
Nov 12, 2017
638
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Game 2: Toree 3D (PC) (39 Minutes) (3/5) (January 14th, 2022)
This was cute! It does what it accomplishes in the short time it has. It's got some really good music and a pretty adictive gameplay loop. I only really have a problem with the level design, with a few levels having some real timekillers (specifically one part of the last level) that involves waiting. I just want to go fast as a cute bird god damnit!

This was fun, not much to say, but had to get a game down this week

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mcruz79

Member
Apr 28, 2020
2,827
Love this thread.
so awesome reading about this diverse games people finish.
I was thinking in try but my range is always between 15 or 25 games in a year.
Unfortunately I will never be able to finish 52 games in a single year!!!😅😂
 

Karlinel

Prophet of Truth
Banned
Nov 10, 2017
7,826
Mallorca, Spain
This year I'm goin to finally complete Sekiro (at least 2 endings)! Last year I started very well and deflated badly, so hopefully I will continue better.
 

Cheat Code

Member
Oct 30, 2017
1,732
Main Post

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Game #4: Loud on Planet X - Platform: PS4 - Date: 14/01/2022 - Time: 3 hours - Rating: 6/10
Completion: Credits

Decent little hybrid of PvZ and rhythm games. Some good song choices from a wide variety of artists, with a couple of bigger names like CHVRCHES thrown in there. I think some of the power-ups can feel a little pointless, and mechanically it does get a little shallow, as you've seen pretty much every enemy variant by the end of the first half, although the final megamix boss is a fun twist on the gameplay, if a little frustrating with the constantly changing BPM. A big problem I had though is that it feels borderline impossible the get 3 Hard stars, even if you don't drop any inputs and maximize your Loud meter. I wouldn't mind, but when I went back to cleanup the trophies, you are LOCKED to Hard mode if you want the 3 stars, even if you 3 star on normal afterward. I'd recommend (if you are a trophy collector) to play through on normal, and then try hard mode for your favourite songs.

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Game #5: Foreclosed - Platform: PS5 - Date: 13/01/2022 - Time: 2 hours - Rating: 5/10
Completion: Credits

The game is very stylish in it's presentation. The issue is that is all the game can be really described as. The cyberpunk graphic novel look the devs went for is pulled off quite well, and I like the way the changed up camera angles in different panels. The gameplay side of things, however, is very mediocre. The shooting never feels right, even when you crank up aim assist to 10 you are still aiming all over the place (think the original Uncharted 1). Enemies don't really react, so some of the armoured enemies just eat up bullets even with the appropriate upgrades. Speaking of upgrades, the trees are very shallow, and most don't feel like they do anything. Near the end you'll learn telekinetic bullets + firing rate increase is the only necessary combo, and then the telekinetic lift is the only active ability that is at all helpful. Narratively it's somewhat by the books, very generic dystopian story. It isn't eyerollingly dull or stupid, but it's nothing you haven't already seen a hundred times.

Honestly though even with the dodgy gameplay I didn't mind playing it through. It's a very short game so definitely look the grab it on sale if you are at all interested, but honestly this helps it not overstay it's welcome. It's a solid foundation, and with a bit more attention towards the gameplay side of things, Antab could have a winner on their hands with their next project.

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Game #6: The Turing Test - Platform: PS4 - Date: 14/01/2022 - Time: 4 hours - Rating: 7/10
Completion: 100%

Really cool puzzler, of course very much in the vein of a Portal or an Antichamber, but has it's own root gimmick that it expands on in some interesting ways. The difficulty curve on the puzzles does feel fair, although there are a couple that are super obtuse that might get a little annoying. The bonus puzzles are great, dealing a lot more with lateral thinking, and are definitely worth the time to enter and try out. I think it has a solid narrative behind it, and even though a lot of the beats are predictable, I think there are a good amount of ways to interpret the story, and the acting is decent enough to carry it. Again, this one is a little short, maybe longer if you struggle with some of the puzzles, but I think it's a good length for it, as more puzzles I would imagine would result recycled concepts. Game looks decent for an independent project too. Loading times are pretty long, even on PS5, but there aren't enough of them that it becomes annoying. Certainly worth a pickup if you can catch it on sale.
 
Oct 27, 2017
1,046
Decided not to post overall scores with my completion notes. With that being said, I've knocked out my first two completions of the year.

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Game #1: Halo Infinite (Campaign + MP) - Platform: Xbox Series X - Date: 11th January 2022 - Time: 53.5hrs (predominantly multiplayer)

My first Halo campaign from start to finish. Played a couple of levels of Halo 5 on Game Pass, but apart from that I've somehow avoided the series up to now. I waned a bit towards the end of the story, and I had a lot of frustrating deaths during the last three missions. However, the open world and general gunplay really clicked for me. I was less taken in by the conflict and more invested in Master Chief's interactions with his allies. I would have hoped for better controlling vehicles. The handling of many pushed me towards on-foot exploration.


Halo Infinite's multiplayer takes those gameplay elements I enjoyed and makes them sing in PvP. I can confidently say it's my single favourite MP experience of the last few years and it has made up the bulk of my overall playtime. I got a sensational buzz from completing a literal last second flag capture to win the game for my team, and I've had moments where I've enjoyed other people's successes almost as much. I'm not a big multiplayer guy, but Halo's got me hooked on Tactical Slayer. This will be an FPS that I go back to again and again; it's not leaving my SSD anytime soon. I'm installing the friggin' thing on my PC now too so I've got that option.



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Game #2: Guardians of the Galaxy - Platform: PS5 - Date: 15th January 2022 - Time: 17hrs (I think my console has underestimated it a tad)

I was very comfortable with the idea of this being the 7/10 that I had anticipated, but I ended up getting a hell of a lot more. It retroactively makes my top five for 2021 releases, in fact. Combat and encounter design are going to be identified again and again as the areas where GotG is merely serviceable, but crucially the stories they tell with this cast of characters are worth sticking around for. This rivals Insomniac's Spider-Man for me in terms of the love from the creative team coming through in their storytelling. You can just tell that they are in control of these characters, and they deftly add and subtract the supporting cast along the way to avoid the later chapters just being more of the same. It's extra time that we get to spend with the Guardians we've come to know in the MCU - with a flavouring of its own - and I'm grateful for it.

I've never taken so many screenshots of a game, either. Great variety of maps to explore. I absolutely want more Guardians adventures, even if it's shorter DLC fare.




Next up for me is Kena: Bridge of Spirits. I've already made a start on it and I've just attained my bow.
 
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Rhaknar

Member
Oct 26, 2017
42,983
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Game #10 - Halo Infinite
Time: 20 hours
Platform: XBOX Series X
Rating: ★★★

Very torn on this one, as for the most part I was really enjoying it and thought it was a solid entry (even tho I wasn't caring for the story at all), but the last act, ironically as soon as it drops the open world gameplay which everyone was worried about, it becomes a huge slog, with linear corridors, arena fights and awful bosses. The story is also terrible, as I went from not caring about what was going on to actually hating it, most of the story beats happen off screen or in holograms, it legit feels like there's a missing game between 5 and this. On the other hand, the gameplay is probably the best it's ever been for Halo, the grappling hook is super fun, and it looks great overall, but the final act really soured me on the whole thing, which is a shame.

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watdaeff4

Banned
Oct 27, 2017
2,451
I'm going to try to give updates after every 5 games:

1) After Burner II - 3DS
I had never played any of this series before. It was a simplistic but fun game. Like many games of the era, esp the ones based off arcade ports, it gets very challenging (i.e. frustrating) at times. The faux 3D graphics that games tried in that time (Space Harrier, 3D world runner, etc) made good deviations from the normal side-scrolling games that predominated that era.

Who should play this?
People who are looking for a retro arcade game.

2) Raiden V - PS5 via PS Now
I'm a big fan of shmups and this series is one of the all-time classics. The different routes you can take, different ships you can use also adds a lot of replay opportunities. The soundtrack is fantastic and fits the gameplay well. The game is also more accessible than many of the old-school games in the genre. If you haven't played the first "4" then don't worry about it. Like the majority of shmups the story is just there; the gameplay is where it is at.

Who should play this?
Shmup fans, Raiden fans of course, put also people who have an interest in shmups but are a little nervous to try one.

3) Skyward Sword HD - Switch
I am a Zelda fanboy so take everything I say with that grain of salt. I enjoyed this game on the Wii - but now that I didn't have to use motion controls, this is now in my higher tiers of Zelda experiences. It really is a top notch-game in addition to the other QOL features. The main criticism I have of the game is the it's not as open as other Zelda games and the forced re-visiting of areas (over and over) again. As far as story - story is never one of the strengths of Zelda, but this is one of (if not the best) stories in any Zelda game.

Who should play this?
People who tried the Wii version but was put off by the motion controls or by Fi (she is still there just not as cumbersome)

4) Fairune - 3DS
I believe this was a game that started on mobile and then ported to the 3DS (and now Switch). This is a simplistic but fun modern 8-bit retro game that reminded me a lot of the original Legend of Zelda. It combines the exploration of that game with the "battle system" of Ys Book I and II.

Who should play this?
Fans of games from, or inspired by, the 8-bit era who want a short, sweet concise adventure

5) Forza Horizon 5 - XBX via GamePass
It's more Forza Horizon. However due to the setting and the progression system in single player (which is how I play these games), I like this game much, MUCH more than FH4. If you like FH games, then you will like this. If you don't, then you won't

Who should play this?
Forza Horizon fans. Arcade racing fans. People with Game Pass who haven't tried the series at all.

6) Curse of the Moon 2 - Switch
Another great modern retro that takes what the first Curse of the Moon did. I don't think it's a substantial upgrade over the first one but still a fun games

Who should play this?
Fans of 8-bit Castlevania Series

7) AC Odyssey - Legacy of the First Blade - PS5
It's more AC Odyssey with a couple of new (Overpowered) abilities that also attempts to tie in with past game(s).

Who should play this?
People who enjoyed AC Odyssey and want more of it

8) Battle Circuit - PS5
Part of the Capcom beat-em-up collection. This one in particular was my favorite as it gave more variety of characters - esp the appearances of them

Who should play this?
Fans of 16-bit era beat-em-ups esp Final Fight

9) Wolf Fang (Rohga Armor Force) - PS Vita via PS1 classic
This is an auto-running run'n'gun with mechs. Has a variety of path options to enhance replayability

Who should play this?
Contra fans who want a different take on the genre

10) Alien Syndrome - NES
Old school 8-bit game. top down view where the stage is transversing the map to rescue fellow humans while shooting aliens. After they are all rescued, you exit the level to fight a boss. You repeat this 5 more times then fight the final boss. Frankly I found the game a bit repetitive.

Who should play this?
Fans of the recent modern retro game Xenocrisis. Esp if they want to see a game that I would say heavily inspired it.


Dropped:
Guardians of the Galaxy - got a game breaking bug :(

Playing now:
Assassin's Creed Odyssey - Legacy of the First Blade - completed episode 1 and starting on 2
Legend of Zelda via Game and Watch - on Dungeon 8
Curse of the Moon 2
Pokemon Shining Pearl - on my way to the second gym
 
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Deleted member 91227

Feb 4, 2021
5,002
I won't come anywhere near 52 games, but think I'll participate anyway just to keep a running list of what I play. I'll bold 2022 releases so I have an easy list to refer to when it comes GOTY voting time next year instead of looking through other's lists to remember what I played. Will also list the games I abandoned as well, just to have a good overall yearly summary of what I played.


January

1. Psychonauts 2 (XSX)-not the biggest collection focused platformer fan, but enjoyed the setting, and graphics. Combat was a bit meh for me so turned that part of the difficulty down and just had fun exploring the levels and enjoying the story and characters.

2. Guardians of the Galaxy (XSX)-had a great time with this. Love the characters, solid story, looked great (some frame drops in places though) and I thought the combat was fine and mostly fun other than some enemies being spongey.

3. Unpacking (XSX)-cute little game, was let down there wasn't more to the story. I knew little about it and thought part of the story would be finding and reading letters or diary enteries, clear pictures to look at etc.

4. The Forgotten City (XSX)-really enjoyed this. Decent story, good characters, pretty straightforward for an adventure game with good objective markers to avoid wandering aimlessly with I hate. Got the canon ending first then reloaded saves to get the other three.

5. Life is Strange: True Colors (XSX)-loved this one. Probably my favorite in the series, loved the character and setting and it was bit more grounded.

6. Life is Strange: Wavelengths (XSX)-AKA Steph's story. Was torn on whether to count this as a game or DLC, but it was a standalone story and as long as some indies (probably spent more time with it than I did Unpacking). Really enjoyed it, great bridge of the first game to True Colors.

7. Forza Horizon 5 (XSX)- will go ahead and list this, even though I'll be playing it for a long while. Did everything in all the festival sites, finished all the races etc. So just play to do weeklies and keep chipping away and random drifts, speed zones, bonus board etc. around the amp.

8. Hyrule Warriors: Age of Calamity (Switch)-mostly enjoyed this one. Frame rate is awful at times, but otherwise looked pretty good on the Switch OLED screen and especially docked after I got an Mclassic upscaler thing. Game is a little repetitive with re-fighting bosses so many times etc., but it was nice having a Zelda game with more store after BOTW was thin there and the combat is mostly fun.

March

9. Horizon Forbidden West (PS5)- loved this one! I liked the story and set up for expansion/sequel, loved how the sidequests and errands all had stories, lots of good dialogue and facial animations etc. the same quality as the main story quests and loved the combat. Finished it at 81 hours, but still have some side content (non-story stuff other than any of those I missed picking up) and a few trophies to go back and finish up.

April

10. Elden Ring (PS5)- Loved this game and got the platinum! Glad I gave it a chance as I thought I was just done with Souls games after I couldn't get into DS1, DS2 or Demon's Souls remake after loving Bloodborne and DS3. The open world and viability of magic builds to make things easier and be able to just leave and do other things and come back later made a ton of difference for me. As did getting rid of boss runs with the stakes of Marika check points at most of them.

May

11. Kirby: The Forgotten Land (Switch)-cute and charming game after the couple of big open world games above. Had a great time playing through it, but no desire to 100% it or do the post game stuff. Nice palate cleanser, but ready to move on.

July

12. Red Dead Redemption (XSX via BC)- definitely liked the second one better, but still a great game that's held up well in story and graphics. Controls were pretty clunky and world not as immersive as RDR2 for me.

13. Stray (PS5)-neat little game. Not something I'd have bought, but a good game for a subscription service. Didn't have a desire to replay or 100% or anything, but cool playing as a cat, liked the setting and it looked pretty decent.

14. Road 96 (XSX)-really enjoyed this one. Will probably do another run at some point to make different choices and get a different ending.

15. As Dusk Falls (XSX)- Really enjoyed this one as well. Solid narrative driven game.

August

16. It Takes Two (XSX)- Loved this one. Took my buddy and I a few months to get through it all due to busy schedules putting it on the back burner for stretched. But had a blast every time we played. Some amazing levels and amazing variety in Gameplay.

17. Ghost of Tsushima Iki Island DLC (PS5)- loved this expansion and wished I'd gotten around to it sooner. Had heard it was short so I never bought it due to price and played as it was on the new PS+ tiers. Spent over 20 hours on it so have no qualms listing it here.

October

18. Teenage Mutant Ninja Turtles: Shredder's Revenge (XSX)-fun little nostalgic romp.

19. The Dark Picture Anthology: Little Hope (PS5)-liked it well enough, though I probably liked Man of Medan more. Got to the end with only one character dying.

December

20. God of War Ragnarok (PS5)-loved it. My GOTY. Still cleaning up end game and side stuff I missed. Finished in around 45 hours.

Games Abandoned:

1. Gargoa (XSX)-just not my cup of tea at all. I'm not big on puzzlers and this one especially just didn't work for my brain as I'm not a visual person at all so it was just random clicking and moving things for the most part. Made it to the third chapter and quit.

2. Nobody Saves the World (XSX)- really wanted to like this one, but was a bit too hard for my liking, didn't like having to pay as forms I didn't enjoy at times etc.

3. Death's Door (XSX)-not bad by any means, just not my cup of tea at all.

4. Inscryption (PC-Epic)-just couldn't get into it and have accepted I just don't like card-based games regardless of the context and other gameplay elements.

5. The Legend of Zelda: Skyward Sword HD (Switch)-enjoyed this back on Switch, but just found it mostly boring this replay, didn't really click with either of the control schemes and bounced off it after 13ish hours and in the third (desert area) dungeon.

6. Xenoblade Chronicles DE (Switch)- gave it another go after falling off the 3DS version as I thought some of the changes, easier mode etc. would help. Just found it boring this time. Hate the combat system, story wasn't gripping me this time.

7. Returnal (PS5)-gave it a go via PS+ Premium. Skipped buying it as I'm not big on roguelikes, and especially hard ones. As expected, fell off it pretty quick. It's super well made, but I just don't have fun once the repetition and frustration over bad RNG with drops etc. sets in. Genre just isn't for me.

8. Immortals Fenyx Rising (XSX)- just tried via Gamepass. Put a decent chunk of time in, finished one god's area and a big chunk of a second and just got bored with it. Not in the mood for all the puzzles, found the combat a slog, narration annoying and no story to grab me.

9. Tinykin (XSX)-only gave it 30 mins or so. Wasn't my cup of tea at all (never liked Pikmin or similar, thought it was more of a platformer, no skin off my nose as a Gamepass checkout).

10. Pentiment (XSX)-gave it a try on Gamepass knowing nothing about it other than good reviews. Not my bag in art style, setting or genre.
 
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G-X

Member
Oct 28, 2017
1,357
I always wanted to participate, but knew I would always fail before...not this year.
Kids are older, not going to be putting in stupid crazy hours commuting to work, or working 10-15 hours OT, and have a plethora of games from different genres that I have in various stages of progress that I want to beat with plenty of shorter games to help me along the way.
 

Cheat Code

Member
Oct 30, 2017
1,732
Main Post

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Game #7: Sonic Mania - Platform: PS4 - Date: 16/01/2022 - Time: 8 hours - Rating: 7/10
Completion: 7 Emeralds Ending

Really beautiful modernisation of the classic Sonic games, but that does come with the best and the worst of the old school. Enemy and trap placements are consistently annoying, and can really disrupt momentum randomly which is not fun. Crushing also caused a number of irritating death, and I definitely saw a couple of glitches where I would get crushed randomly. However, the amount of detail and new idea thrown into this game makes it hard to get annoyed, and there some great highlights such as Oil Ocean that really come alive with certain powerups.

I think the stages are very hit and miss, there are some great ones and a few stinkers. The same goes for the bosses, but the best bosses really do elevate the game, with some cool throwbacks and references. Both the bonus games are absolute dog, did not have fun grinding out the UFO missions for emeralds, and there is no way I'm gonna go back to gold medal all of the blue orb stages. Overall though, the base game itself, solid little blast of classic Sonic goodness.

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Game #8: Ghostrunner - Platform: PS4 - Date: 16/01/2022 - Time: 6 hours - Rating: 8/10
Completion: Credits

The blend of first-person combat and action platforming is well done here, and with the Celeste-esque checkpointing system, there is no frustration when you die in an encounter, keeping the game flowing nicely. There are a few irritating enemies here and there, but nothing that you can't handle with a little practice. The Tetris skill tree is a fun idea, but can be a little finicky when trying to fit in certain skills. The special abilities are also cool, but come along so infrequently that eventually I just started ignoring them. Whilst it might make the game easier to have more uptime on your abilities, I think would allow for more dynamic gameplay.

Soundtrack is a banger, puts you in mind of the greats like Furi and Hotline Miami, and keeps driving you through. The narrative is there, but very predictable and isn't really what will draw you into the game. The few boss fights scattered through are also solid and have gimmicks that are easy enough to get a grip of, so they don't really become a crapshoot. The virtual reality segments are a bit tedious though, and do disrupt the game flow when they do show up. Definitely enjoyed my time with the game though, and I'm sure I'll blitz through the collectibles for the platinum soon enough.
 

bushmonkey

Member
Oct 29, 2017
5,638
Main post

2 - The forgotten city - PS5 - 10hrs / 15th Jan - 10/10
Another unexpected delight! I'd heard it was good but I was not expecting this intricate puzzle, fun characters and interesting twists. Galerius was such a funny way of getting around the tedium of repeating solutions through the timeloops, it never failed to make me laugh to see him runnning off to do your errands.

currently playing (and near completion): spiritfarer
Next after that: either Far Cry 6, Psychonauts 2, Life is Strange: true colors or Lost Judgment. I might do LiS first as it seems to be the shortest.
 

bushmonkey

Member
Oct 29, 2017
5,638
I always wanted to participate, but knew I would always fail before...not this year.
Kids are older, not going to be putting in stupid crazy hours commuting to work, or working 10-15 hours OT, and have a plethora of games from different genres that I have in various stages of progress that I want to beat with plenty of shorter games to help me along the way.
Even if you don't make it to 52, this thread is a great incentive to complete games, it's helped me focus over the last few years. I used to play lots of games but never finish any and I now finish over 30 every year thanks to this thread. I'm trying to focus even more on smaller games this year to try and finally break the 52 barrier :D
 

KtotheRoc

One Winged Slayer
Member
Oct 27, 2017
56,839
4: Nier Replicant. End: 1/18/2022. (4)

I was one of those people who jumped in with Nier Automata, so going back to this remake of its predecessor proved to be an interesting experience. The worst part of the game is how repetitive it is (how many times do I have to go to X place?), but at its core it is a mostly story driven game that remains mostly gripping from start to finish.

Coulda done without them sexualizing Kainé as they did, though.
 

trajon

Member
Dec 5, 2017
619
1. Pokemon Brilliant Diamond (Switch) | 17th Jan - 24.5hrs | 3.5/5
2. Guardians of the Galaxy (PS5) | 20th Jan - 27hrs | 4.5/5
3. Life is Strange: True Colors (PS5) | 21st Jan - 10hrs | 4/5

As usual, I'm gonna claim a spot here to try & help with tracking the games I beat this year, but with absolutely no expectation I actually hit 52 games this year haha.
#1 - Pokemon Brilliant Diamond (NSW) | Beat on Jan 17th | C+
Not going to go too in depth on this one, it was a nice nostalgia trip & a solid game overall. Definitely the buggiest pokemon game I've ever experience though, collision detection in particular is just dreadful. But still, the formula continues to work even if it's not very exciting anymore.

#2 - Guardians of the Galaxy (PS5) | Beat on Jan 20th | Grade B+
As someone who adored the Guardians movies (my favorite Marvel movies by far), this game was EXCELLENT. Felt just like an extension of the movies, story was great & funny as always. Combat was more "meh" but I liked elements of it for sure. At the end of the day, this probably would have been an "A" from me if it wasn't for the jankiness. Frankly it just had too many small, annoying bugs that hampered the overall experience (nothing game breaking, never really lost progress, just nuisances at the end of the day). I am desperately hoping for a sequel to this one.

#3 - Far Cry 6 (PS5) | In Progress | Grade TBD
This one is going to take me a while to finish/grade because I am exclusively playing it as a co-op game with a friend. Schedules don't always line up all that well so I suspect this will take most of the year lol.

#4 - Life is Strange: True Colors (PS5) | Beat on Jan 21st | Grade B
I'll try to keep this one short, after choosing not to finish Life is Strange 2 due to finding it to be thoroughly uninteresting, this was truly an excellent Life is Strange game. Alex is a very likeable character, Steph coming back was awesome, and Ryan/Jed were interesting characters as well (and Gabe to some extent). The LARP episode was by far my favorite for how cute & creative it was. I do think it started a tad slow, but was well worth it by the end.

#5 - Pokemon: Legends Arceus (Switch) | Not out yet, but next in line | Grade TBD
Will fill in once completed

#6 - Tales of Arise (PS5) | Starting tonight | Grade TBD
Will update once completed

  • God of War (2017)
  • Horizon Zero Dawn Complete
  • Horizon Forbidden West
  • Elden Ring
  • Dying Light 2
  • Ghost of Tsushima
  • Tales of Arise
  • FFXIV Endwalker
  • Persona 5 Strikers
  • Pokemon Legends Arceus
  • Yakuza 2-7
  • Judgment 1 & 2
  • Nier Replicant ver. 1.22~
  • Trails of Cold Steel 3
  • Trails of Cold Steel 4
  • Trails from Zero
  • Nobody Saves the World
 
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Deleted member 32615

User requested account closure
Banned
Nov 12, 2017
638
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Game 3: Super Mario Bros. 3 (SNES) (6 Hours) (4/5) (January 19th, 2022)
Have been meaning to finish this for a few months now and I'm so glad I finally did. Most games on the NES don't hold up as well now as they did when they released but Mario 3 on the other hand is AMAZING. This game just oozes fun and excitement with it's beautiful artstyle (particularly on the Mario All Stars version), great music and bouncy and responsive platforming. The level design of Mario Bros 3 is the highlight, with every (main) level presenting some sort of new idea and always feeling different from the last. This was my main issue with the original Mario Bros, where a lot of the levels after World 2 aren't particularly memorable

My main issue with this game is some of the levels outside of the main path, particularly boss levels. Sometimes Mario Bros 3 will give you an option to fight a mini boss (or force you to fight it) and that boss is usually just two hammer bros. The main bosses aren't that much to brag about either, you face Boom Boom too many times to count and the Koopalings themselves have little to no variety outside of their designs. I do wish there were more ideas here with the bosses especially considering there are so many ideas in each level

I really enjoyed myself through this one and I'm happy that I played it. Now tomorrow I'm finally getting my PS5 and I'm looking forward to playing Ratchet and Clank as well as Miles Morales. Should be fun!

Original Post
 

JustTom

Member
May 28, 2018
1,461
Germany...
I am humbled to be mentioned in the legacy part 🥰 Yet, I don't have the time to return with my one year old daughter walking around the house and her sibling arriving in summer. I haven't finished a single game this month so far and I am lucky if I finish Chicory this month. Last year I made it to 29 and it is very likely that it'll be less this year, the "good" times are over.
Good luck to all the participants! 😊
 

djinn

Member
Nov 16, 2017
15,868
Main Post

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2. Breath of Fire III
A port of the PS1 game and a very solid 90s jrpg. Comes with all the quirks, good and bad, of that time. You sort of just have to roll with endless minigames and tedious padding. The gameplay, though, is a lot of fun. I enjoyed the Master system even if the backtracking was terrible. Story was decent if kind of thin throughout. Loved the music and the art and animation are beautiful. Final few bosses gave me a bit of a challenge, which was fun. Recommended.
 

Blindy

Member
Nov 16, 2017
3,929
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4) Touhou Luna Nights(XB1) 1/13

Played and finished in one day, Touhou Luna Nights, a small Indie Metroidvania title that came from Team Ladybug studios. They were behind the game 'Record of Lodoss War: Deedlit in Wonder Labrynth' that I played last month and given I heard Touhou Luna Nights was their previous entry, given I liked RoLW:DiWL quite a bit, I figured let me give their previous entry a shot. Unfortunately, what I found was that their newer entry was the far better game, contrary to belief of some feeling that Touhou Luna Nights was the better of the two.

This game has story but it wasn't explained well enough that if your not familiar with the series, you have no idea who these characters are. It was a similar problem I had with RoLW:DiWL as well. What kind of series is Touhou Luna Nights might you be asking? Based off reading up on the series origin, I see this is originally an cult SHUMP/Bullet Hell series that primarily existed only in Japan so to get a Metroidvania out of this is rather bizarre. You play as a maid and are left wondering around this castle trying to find out what is going on and you are also meeting other female casters or something and end up facing off against a couple of them as you progress to find out what exactly is going on.

The game ran me 5 hours give or take so it's a very short & digestible game. I didn't feel the need to go back and explore the rest of the areas since there wasn't much diversity between the areas and enemies. This game does have some bullet hell segments in a 2D Metroidvania adventure, especially the final boss where absolute chaos happens so this game doesn't stray too far off from it's bread & butter despite the genre change. The whole gimmick of this game was more so this time magic ability that helps separate itself and give the game more of an identity in comparison to fellow Metroidvania style games. It's a unique ability on paper, can freeze time to stop enemies and allow you to pelt them with daggers until they die upon the return to real time. Freezing water to walk on it, freezing already thrown daggers midair to walk on to elevate... it's a super cool trick again in theory. My main issue is you often have to wait until the timer which is normally 100 seconds(And this drains fast upon each movement you do while in freeze) to be able to reuse the full portion of the trick to progress or down enemies. It's a fun mechanic in theory but it wares out it's coolness pretty soon. That's not the only mechanic lacking in my eyes however....

The main character you play as main attack is throwing daggers as aforementioned. Sounds cool BUT the issue is from the get go, it takes MP to use the standard attack and yes while the MP bar does automatically raise itself up slowly but surely, it gets to be annoying when you can't attack anymore and have to stop and wait until you get a little bit of MP left to attack enemies. Never in all of my years of Metroidvania playing have I seen a game have the standard attack of your main character be MP usage only. Side attacks or magic? Yes of course. Not a main attack. NOW, the game does have a trick to it where in two time attack modes(The major one and one where you have to hold down the attack button that's far less as everlasting but is important nevertheless) you can zap MP and HP from enemies, a mechanic I didn't get until the final boss. I found myself for quite a bit of this game out of MP when trying to fight normal enemies and needing to wait until my MP got slowly up before attacking/killing said enemies that are in my way. It's a very questionable decision as to why they went this way, I feel like it was Touhou Luna Nights' way of trying to be different from the other games and sometimes that works in the game's favor, but in this case not at all.

Where this game does shine is the music is pretty darn catchy, which was something I felt RoLD:DIWL was lacking, very nice even it repetitive at times music that fit the theme of the game darn well. In addition, the boss fights were extremely unique! Each boss required you to use your time magic to get openings, to find a way around an enemy trying to stop your said time magic, or to dodge tons of bullet hell in what were some epic battles admittedly. It's such a shame the rest of the journey felt lacking to me but the couple of boss battles this game does have going for it were pretty fun, even the final boss which was a 2 part fight and had a super cool mechanic that I have never seen before(Even if I knew the twist was coming a mile away). Without spoiling, lets just say you don't want to listen to a NPC from the get go. The game has some cool third wall breaking too like making fun of a typical Metroidvania style game by zapping you of your powers from the start for "The Purpose of the game".

There are little things like that where Touhou Luna Nights shows you a glimpse of fun and creativity but the main mechanic of combat excluding the boss fights lets the game down and the traversal through areas felt repetitive where I didn't feel any need to find every nook & cranny available. Again, this was a XBOX Game Pass game so no cost was lost here excluding time but despite the 5 hour or so gaming experience, I thought I would like this game more but to me, Team Ladybug's Record of Lodoss War: Deedlit in Wonder Labrynth is just the far better experience. Sometimes, sticking to the course of what makes a great Metroidvania outweighs trying to go a bit outside the box like with what this game attempts to do and for me at least, fails in delivering.

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5) Archvale(XB1) 1/12, 1/14-1/15

You know what game was awesome however? 2021's Archvale, a underrated Indie game that has the 2D Zelda's atmosphere and traverse meets Enter the Gungeon or Nuclear Throne's bullet hell mechanic all in one. Absolutely fantastic game, yes that is including the obnoxious final boss which tried so hard to damper what was a fantastic experience altogether. This was found upon recommendation on this site https://www.resetera.com/threads/ar...-xbox-steam-switch-and-also-game-pass.537758/ and........... it's one I am glad I got to experience, given the game just came out a little over a month ago.

I played the game on normal difficulty and felt the game was perfect altogether. No cheap deaths, all of the fails were because I got hit by a bullet or got caught trying to heal. The game is fast paced, gives you so many weapons that go from a sword to a bow & arrow to a magic book to a spear to tons of others(Boomerangs, cannons etc.). I always went range so I transitioned from Bow & Arrow to Cannon to Boomerang to the final boss requiring me to use the magic book which shoots out fireballs to kill it. The game gives you so much freedom to do whatever you want, there's no order to go through, sort of like Zelda in that regard. Story of Archvale is there's 7 arch pieces scattered throughout the land and you have to go and recover each one. One is in the Desert, one is in Lava, one underwater, one in Jungle, one in ruins, one in a town, and one in a ice world. Game isn't quite a roguelike given the maps generate the same type of enemies for each room you encounter but you basically go map by map, trying to get to a new location, whether a town or save spot or treasure chest room or a bonus round. In the towns, you guessed it, there's blacksmiths, dialogue with NPCs, a bank to store your money so you don't lose money upon death(Game takes 1/2 of whatever you are holding after you die so you will want to bank your currency whenever and wherever!), and vendors.

The combat is the bread and butter of this game, it's a bullet hell frenzy. Almost all of the enemies in this game have some form of bullet shots that you have to dodge or else you take damage upon and given rooms can have ____ enemies at once and it's 1 against sometimes 8-10 in specific rooms so you have to be on your feet and respond accordingly. The boss fights are pretty darn good although the final boss has THREE phases which is ridiculous to me and you die once, it's back to the start and the damage this boss does is dastardly frustrating. Your health is in the form of hearts(Again Zelda) and you acquire hearts throughout the journey whether by beating the bosses of each dungeon or by buying it with well-earned currency from a vendor. You also have the game's version of an estus flask which regenerates upon saving at a heath spot(Dark Souls anyone?) which I found sort of lacking in Archvale. Not because it makes you stationary upon use which is understandable as risk/reward but the idea you have to hold 2-3 seconds to drink it fully to get the most heals out of it is ludicrous and is one of the very few game design choices I would have cleaned up. If you heal but try and dodge upon incoming projectiles, you miss out on getting as much heals as fully chugging the potion down would have given you so you have to really pick your spots when to pop one, especially when the screen is littered with bullets galore.

One of the better 2021 games I got to play, another XBOX Game Pass play. A game you play in increments because due to the concentration needed, my eyes and hand needed a break every 2 or so hours so the fact that the game overall totaled me over 10 hours upon doing everything on the map(I missed 2 achievements and could go back and grind them out for the full achievement score if I truly wanted to) made me feel like it was the perfect overall length for a game like this.

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6) Mighty Goose(XB1) 1/19

Another Game Pass title down in the month of January, courtesy of the XBOX One in 2021's Mighty Goose. Think Metal Slug, the infamous run and gun game from the 80's and 90's, only you play as a Goose that is armed with tons of weapons upon pickup. We're talking anywhere from a standard pistol to a rocket launcher to a machine gun to a shotgun to a tesla claw. This game bites very hard off Metal Slug and makes no way to say otherwise, if you at all liked Metal Slug or Contra, you'll like this. This game gives you four health instead of 1 in the aforementioned games so this game is a bit more generous as far as health goes but the checkpoint system is pretty rough where the only checkpoints are courtesy of getting dialogue in a stage, otherwise back to the beginning with you. No lives, nothing. This is admittedly a bit frustrating but given the games it tries so hard to emulate, I understand it. Add that it's a good 3 or so hour game and yeah.

There are a few nitpicks to be had with this game that could have turned a good experience for me into a truly great one.

1) The RNG of health is frustrating, you can get a run where they give you health at will practically but there's an initial run that you might get one at best throughout until you die and have to start all over again. This game has currency but it only allows you to buy weapons(And even then I was unable to buy a tesla claw or shotgun despite having the correct amount of coins to do it), not health. Weapons, not health. Not sure how or why that health, the most important thing wasn't allowed to be bought but alas.

2) The most frustrating thing by far in this game is the enemy projectiles blending into the environment, in particular, this game goes crazy with the explosions where it is fun and absolutely wicked but when an enemy drops a "Goodbye" projectile before departing or if an enemy from afar shoots you, you get hit because the explosions from a downed enemy are so obnoxious and more annoyingly the same color as the enemy projectiles that I was left wondering "Wait I got hit? Where?!!" If it were me, I make an enemy's attacks a telling color(RED or PURPLE or BLACK) whatever it is, where those attacks are the only color present throughout the game so you know exactly what to dodge and what is there for show & tell.

3) You have a great powerup weapon but you can't rotate between weapons which sucked as it made me not want to jump on the machine gun until AFTER I finished my shotgun shells. This was a Metal Slug thing throughout the series so I know why they did it the way they did but a little frustrating nevertheless. Also, something with this game that irked me is I want to unload with a new weapon but because I am too close to an enemy, I am automatically preserving weapon and using the generic weapon you start with. Very mindnumbing idea in theory because you have no control when the weapon automatically rotates due to the proximity of your character when next to an enemy.

What this game does well is the companion system where you can bring along an AI you saved throughout the game. Yes the CPU AI is pretty spotty at best until the very last character you get who saved my bacon on the final level quite a bit but this is a much needed mechanic. The AI do anything from throw you weapon powerups to attack with a gun to help you out to slash enemies around them. Also, something heavily inspired from Metal Slug is the machines/tanks/airplanes you get to ride in side parts of a mission. If you have played Metal Slug, you know exactly what I mean. Ride a tank until it takes enough damage and ends up exploding, ride an airplane in a shump style game, or ride a motorcycle in the desert in a run and gun section. Some of the best segments in Mighty Goose for me were in these, it felt so good to be borderline OP yet at the same time, play smart to carry that extra armor/OP machine as far as possible in the stage to not expose my Goose to the onslaught ahead. There's also a heavily inspired Rambo rage mode(I call it that, I think it's a Mighty Meter in this game) that you go berserk for like 10 seconds or so and are invincible and your weapon becomes upgraded where a shotgun blast has a bigger radius, machine gun goes twice as fast, rocket launchers produce even more, tesla claw shoots a giant lightning orb in addition to the chain lightning attack it does. Very cool and most importantly, VERY important mechanic. This meter generates as you do damage so it's in your best interest to be on the offensive and not leave enemies alive. There's also a slomo thing for show and tell in the game and the game has a little bit of quirky humor in it too, some of the things Mighty Goose does rather well in it's cup of tea it has with the gamer.

There are also side powerups in this game that you earn throughout the story. Little things like double jump, an extended hyper meter, making your rapid fire normal enemy a giant mega man inspired buster(Which sucks btw because it's one or the other, not like Mega Man where you can rapid fire AND charge a shot if needed), make your walking speed faster etc. You can only equip ___ of these powerups so you pick and choose what to use and what not to. The accessibility feature that this game gives you of holding down for AUTO FIRE is so good, much appreciated. Tried the 1st level by constantly tapping the shooting button and instantly checked off the auto fire and never looked back. Good idea right there by the designers. They have ranks after finishing a level, got a couple of S ranks, a few A's and B's and a ton of D's. #ZeroShame.

The story is pretty much you as a goose must follow missions from headquarters and have to do rescue missions from the antagonist of the game and his forces. Nothing crazy but cmon you aren't playing this for the story. Yes the game's length is 3 or so hours, maybe even sooner depending on how good you are but there is a NG+ in this if you choose to do it. Not sure if there's a secret boss awaiting after this, there might very well but I did a NG+ run of the 1st level and it plays practically identical except I am stronger due to more knowledge of the game and a much better AI companion with me.

Overall, Mighty Goose is a good game that could have been great with some of the things I mentioned and given the Metal Slug inspiration, I might have expected a little more but this game is perfect as a free afternoon play via XBOX Game Pass for sure.
 

KtotheRoc

One Winged Slayer
Member
Oct 27, 2017
56,839
5: The Gunk. End: 1/19/2022. (2.5)

I wasn't as impressed by this game as some of the others who tried this out (it might be because of my unfamiliarity with the devs). I enjoyed some aspects of it, but ended up feeling bored by the simple exploration and combat sections, and yearned for something a bit meatier.
 

Deleted member 32615

User requested account closure
Banned
Nov 12, 2017
638
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Game 4: Spider-Man Miles Morales (PS5) (5 Hours) (3/5) (January 20th, 2022)
My first PS5 game! For so long I've been hoping to play this and I'm glad I finally did. The first of the Insomniac Spidey's is easily one of my favourite games in the last generation, and I was really hoping this could live to up. Did it? Eh not really

I like a lot of what Miles Morales brings to the table, I really like the venom combat and I really like the characters, but is there much else the game brings to the table that the PS4 iteration didn't? Not really, and it's a damn shame because I think this had a lot of potential. Miles Morales does do a lot of things I REALLY like though, mainly the Friendly Neighbourhood Spider-Man App which is such a good feature I hope more games do this. Putting all the side missions in one easy to use app and giving a description is SO good. One of my main gripes with open world games is flying around a bit, finding a side-mission and finding out that it's a boring copy-paste mission of something you did 5 minutes ago. With this app it's so easy to find what you want to do, do it and then continue on with whatever you're doing in the story. Seriously this was such a nice addition and probably the highlight of the game for me

The repeating missions are an issue, but Miles Morales makes up for it by giving you some amazing areas to explore. From a mall, to a theatre or even a museum which are all so full of life and incredibly fun. One of my main issues with games is that we never get to see what a zoo or a mall or a theatre is like in these worlds and Miles Morales just gives you that on a silver platter

But besides all the good things, the game is let down by being a bit repetitive, really short and not too innovative. I like this game a lot, but I wish it did more. However, this has done a REALLY good job of getting me excited for Spider-Man 2

Original Post
 

Rhaknar

Member
Oct 26, 2017
42,983
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Game #11 - Nobody Saves The World
Time: 18 hours
Platform: XBOX Series X
Rating: ★★★★

Another Drinkbox banger, this time moving away from metroidvania territory and onto action rpgs. Gorgeous 2D art as expected from them, snappy gameplay with a focus on the many different forms you can take, each with their individually skills and passives (eventually you can even mix and match skills from various forms, and a lot of the puzzles and challenge comes from finding the right mixes) and a very meaty campaign if you decide to tackle everything it offers, the only downside to the game is that it can get very repetitive, as the combat while good isn't particularly engaging, and the dungeons are just combat arenas, there aren't that many puzzles to solve. Still I had a blast and did all the content, if you don't mind the repetitive nature of these types of games (think like a more involved Gauntlet for example), and you like the Drinkbox style of humour, this is a easy recomendation.

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Game #12 - Blaster Master Zero
Time: 8 hours
Platform: Switch
Rating: ★★★★

Really liked this one, a remake of the NES game Blaster Master but maintaining the 8-bit asthetic (meaning it's not exactly a Hollow Knight style looker but it does it's job), the game has some really unique gameplay mechanics between switching from tank to human, the 2d side scrolling levels common in metroidvanias but also sometimes switching to a ikari warriors style overhead shooter, there's a lot to like here. Fantastic level design with lots of upgrades and new weapons to find and unlock your progression, tons of bosses (in fact you need to kill every boss to get access to the final zone and true ending which was cool), and at a brisk 8 hours of runtime give or take, it doesn't overstay it's welcome. If you like metroidvanias it's a easy recomendation, even if the controls take a bit to get used to (you are for the most part playing as a tank afterall!)

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5pectre

Member
Nov 16, 2017
2,237
#5 Windjammers 2 (Xbox One) | 21 Jan - 1 hrs | 5/5

What a fantastic sequel. The screenshots don't do this game justice. Looks so good in motion. The music is great too. The controls are super sharp and precise and playing online almost feels like playing locally.

It came out today and I played through the arcade mode on normal without using continues. "free" on Gamepass.

 

Supaidaman

▲ Legend ▲
Member
Oct 25, 2017
892
Finally finished my first game of the year, Donkey Kong Country: Tropical Freeze.
(4.5/5)

This is probably one of the best platformers I've ever played. The game just oozes fun. In fact, my only complaint is that the enemies and most of the bosses looked super generic, imo. Specially the final one, I really wasn't a fan of his design. The fights itself are amazing though.

Good level design, Good music, fantastic gameplay. Every platformer fan should play this in their lives
 

Griffin

Member
Oct 27, 2017
111
Osaka
I've finished exactly one game so far, but I may as well reserve my spot for this year's challenge and try and get through more of my backlog. I managed to just hit 52 right at the end of last year, so let's see if I can repeat it in 2022.

COMPLETED GAMES: 52/52

JANUARY



FEBRUARY


MARCH & APRIL


MAY & JUNE


JULY


AUGUST


SEPTEMBER


OCTOBER


NOVEMBER (PART ONE)


NOVEMBER (PART TWO)


DECEMBER (PART ONE)


DECEMBER (PART TWO)



1. Chip 'n Dale: Rescue Rangers (NES) | Jan 16 - 1hr | 3/5
2. Yo-Kai Watch 3 (3DS) | Jan 26 - 48hrs | 4/5
3. Panzer Dragoon Orta (Xbox) | Jan 31 - 3hrs | 5/5
4. Pokemon Legends: Arceus (Switch) | February 15 - 30hrs | 4/5
5. Touhou Luna Nights (XB1) | February 27 - 5hrs | 4/5
6. The Cruel King and the Great Hero (Switch) | March 8 - 12hrs | 2/5
7. Pokemon Gold 97 (GB) | March 29 - 24hrs | 4/5
8. Kirby and the Forgotten Land (Switch) | April 3 - 10hrs | 5/5
9. Shin Megami Tensei V (Switch) | April 28 - 70hrs | 4/5
10. Metroid Dread (Switch) | May 13 - 10hrs | 4/5
11. Donkey Kong Country 3 (SNES) | May 17 - 3hrs | 3/5
12. Teenage Mutant Ninja Turtles: Shredder's Revenge (XB1) | June 18 - 2hrs | 4/5
13. Puyo Puyo Tetris (Switch) | July 1 - 8hrs | 4/5
14. Hyrule Warriors Definitive Edition (Switch) | July 13 - 12hrs | 3/5
15. Triangle Strategy (Switch) | July 24 - 31hrs | 5/5
16. Yakuza: Like a Dragon (XBSS) | July 28 - 48hrs | 4/5
17. Omno (XBSS) | July 31 - 3hrs | 3/5
18. Castlevania: Aria of Sorrow (GBA) | August 5 - 8hrs | 4/5
19. What Remains of Edith Finch (XB1) | August 30 - 2hrs | 5/5
20. Pop'n Twinbee (SNES) | September 4 - 1hr | 4/5
21. Stella Glow (3DS) | September 13 - 42hrs | 3/5
22. Crash Bandicoot 4 (XBSS) | September 18 - 9hrs | 4/5
23. AI: The Somnium Files (XB1) | September 30 - 17hrs | 3/5
24. The Procession to Calvary (XB1) | September 30 - 2hrs | 3/5
25. Xenoblade Chronicles 3 (Switch) | October 9 - 75hrs | 5/5
26. Poinpy (Mobile) | October 22 | 4/5
27. Crash Bandicoot: The Wrath of Cortex (PS2) | October 24 - 4hrs | 2/5
28. Frog Detective 2 (PC) | October 28 - 1hr | 3/5
29. Costume Quest (XB360) | October 31 - 4hrs | 3/5
30. Marvel Snap (Mobile) | November 10 | 5/5
31. Final Fantasy XIII-2 (XB360) | November 11 - 19hrs | 2/5
32. Frog Detective 3 (PC) | November 14 - 2hrs | 4/5
33. Vampire Survivors (PC) | November 23 - 13hrs | 3/5
34. Pocket Card Jockey (3DS) | November 26 - 48hrs | 4/5
35. Sonic Generations (PC) | November 27 - 4hrs | 4/5
36. Attack of the Friday Monsters! A Tokyo Tale (3DS) | November 28 - 2hrs | 4/5
37. Grand Cross Renovation (PC) | November 30 - 1hr | 4/5
38. Dragalia Lost (Mobile) | November 30 | RIP/5
39. Stepping Selection (PS2) | December 5 - 2hrs | 2/5
40. This Way Madness Lies (PC) | December 11 - 7hrs | 3/5
41. Firewatch (XB1) | December 15 - 4hrs | 4/5
42. Banjo-Kazooie (XB360) | December 16 | 5/5
43. Her Story (PC) | December 17 - 2hrs | 5/5
44. Final Fantasy XIV: Stormblood (PS4) | December 19 | 4/5
45. Pokemon Sword & Shield DLC: The Crown Tundra (Switch) | December 24 | 4/5
46. Super Mario 3D Land (3DS) | December 24 - 4hrs | 4/5
47. Paperbark (PC) | December 25 - 1hr | 3/5
48. Nights into Dreams (PC) | December 25 - 1hr | 4/5
49. Christmas Nights (PC) | December 25 - 10min | 3/5
50. Asura's Wrath (XB360) | December 27 - 7hrs | 3/5
51. Gorogoa (PC) | December 29 - 2hrs | 4/5
52. Chip 'n Dale: Rescue Rangers 2 (NES) | 3/5
 
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Oct 27, 2017
1,046
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Game #3: Kena: Bridge of Spirits - Platform: PS5 - Date: 22nd January 2022 - Time: 14hrs

Delightful game, and exceeded my expectations. A lot of focus was put on the presentation of this game, and that's clearly its strongest attribute, but I came away from it happy enough with the simplicity of its gameplay loop. Games that get you to essentially clean up the environment and provide pleasant visual representations of that are something that I'm definitely into. I was almost two thirds of the way through this before I realised I didn't know there was an upgrades menu for abilities, so that spruced up the combat for me at the right time, just as I was beginning to look for that next hook. A special mention for the music in this one too.





What's next? Good question. Nobody Saves the World is getting a lot of attention from me on Xbox, so I might end up running through that. Not long to go until I'm hit with Dying Light 2 and (my most anticipated game atm) Sifu, so not looking to start anything new at the moment. It'll be a return to something that's partway done.
 

Cheat Code

Member
Oct 30, 2017
1,732
Main Post

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Game #9: Wattam - Platform: PS4 - Date: 22/01/2022 - Time: 6 hours - Rating: 7/10
Completion: Platinum Trophy

What the fuck.

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Game #10: South Park: The Stick of Truth - Platform: PS4 - Date: 16/01/2022 - Time: 26 hours - Rating: 8/10
Completion: 100% (ish)

Hoo boy. Let's get this out the way, I've been bullshitted out of my platinum because the missable item guide didn't mention a key that leads to ONE hat you can't reach in the post-game. There are a significant amount of missable items locked into specific missions, and just one means you have to do an entire playthrough to reach them again. As far as I've heard this is changed in the sequel thank fuck, will probably do a 3rd playthrough just to clean up.

Otherwise, great little RPG with a surprising amount of interesting mechanics incorporated into it's combat. Whilst some feel a little useless, most of the time there is reason to use a variety of different attacks. It's not the most advanced RPG in the world, so purists might get a bit bored, but it's comprehensive enough that it doesn't get tedious. The puzzles in the overworld aren't really anything significant, but does keep variety going. The very major point that needs to be made though, and that is you will almost certainly hate this game if you aren't a fan of South Park already. There is so much ludicrous shit in this game, even outside of the censored scenes, that I do not understand how they got away with. Worth a play if South Park is your sort of thing though.

UPDATE: 3rd playthrough and platinum claimed. FML.
 
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vertThunder

Member
Oct 25, 2017
66
1) Pokemon Brilliant Diamond
2) Dungeon of the ENDLESS
3) Voice of Cards: The Isle Dragon Roars Demo
4) World War Z
5) World War Z : Aftermath
6) Monster Hunter Rise (base game)
7) MLB The Show 22
8) Monster Hunter Rise (end game)
9) Monster Hunter Rise : Sunbreak (base game)
10) Monster Hunter Rise : Sunbreak (end game)
 
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nacimento

Member
Oct 27, 2017
674
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1. Uncharted: Drake's Fortune (PS4/PS5) - Jan 3rd 8hrs - ★★★1/2

A fun romp through an Indiana Jones style adventure. It's an entertaining game with good characters. The story is well told, but quite basic and the villains are flat. The game does show its age though, mostly regarding character movements. The set-pieces and atmosphere are good. Overall the game is a good time and it makes you feel like you are playing through an adventure movie. I did not find anything exceptional though.

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2. Digimon Story: Cyber Sleuth (PC/Steam) - Jan 10th 62hrs - ★★★★

I played around 95% of the game in 2020 but dropped it at some moment. Going back to it and finishing it, it reminded me of how good the core concept is. Collecting Digimon, evolving them, fighting with them... The issue of the game is the stuff surrounding the game's core. Story, characters, level design are bland, which is a pity. Nevertheless its a great game carried by its very good core gameplay. And it gets a good gotta catch 'em all feeling coupled with some good old nostalgia.

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3. Until Dawn (PS4/PS5) - Jan 14th 9hrs - ★★★★

I am not that much into horror games. But I decided to try Until Dawn and was not disappointed. The cast is well done and it feels like a Teenage Horror movie. Finding the clues and trying to keep the characters alive is engaging and the game is well done overall. I did find it a littly disappointing that finding the clues was for the most part inconsequential. The mistery ends up being nothing special, but the game's structure works beautifully. More like this, please!

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KtotheRoc

One Winged Slayer
Member
Oct 27, 2017
56,839
6: The Pedestrian. End: 1/23/2022. (4)

I enjoy a good puzzle game as much as the next fan. And this is a good puzzle game that throws new mechanics at you all the way up until the end.
 

Anustart

9 Million Scovilles
Avenger
Nov 12, 2017
9,112
Ain't no way I can hit 52 in a year, but I'll be optimistic and try for 10.

Deathloop
Rise of the Tomb Raider
Shadow of the Tomb Raider
Elden Ring
Salt and Sanctuary

These shall be my first 5. We'll see what the other 5 might end up being.
 

KtotheRoc

One Winged Slayer
Member
Oct 27, 2017
56,839
7: Gorogoa. End: 1/23/2022. (4)

Another short puzzle game. It's quite the charming little number.
 

Rhaknar

Member
Oct 26, 2017
42,983
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Game #13 - Blaster Master Zero 2
Time: 9.5 hours
Platform: Switch
Rating: ★★★★★

Fantastic sequel that is better than the first game in pretty much every way. Better gameplay (that falling from high places to get energy back sure was a unique mechanic), the top down sections are much more involved, it looks much better even tho it still has the 8bit thing going for it, it feels bigger (although it's about the same length, maybe a tad longer), just one of those sequels that really improves on everything and is a much better game for it. Easily one of the best metroidvanias I've played, really psyched to grab the third game now. Fuck that unnecessary ending picture tho, come on devs...

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CubeApple76

Member
Jan 20, 2021
6,808
Full List

So far a bit ahead of schedule, but working my way through Horizon Zero Dawn next, which will take me a while. In the meantime, finished up another smaller Gamepass indie game:

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5. The Pedestrian (Xbox Cloud Gaming) | 24 Jan - 4 hrs | 7.5/10

A very enjoyable little puzzle game that was recommended to me when it dropped onto GP. Really original premise, and while the initial puzzles are pretty simple, the difficulty ramps up considerably as you go, and some of the later ones can be real head scratchers. Original premise and aesthetic - I recommend it.
 

Bosh

Member
Oct 26, 2017
2,228
MAIN THREAD

Quick Update

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  • THPS 3: Most influential game to the series, adding revert. Still holds up really well.
  • Hitman 3 - Replay - Did "The Classics" in one go on all the levels. Almost every level could be in a top 10 list for the series.
  • Deathloop - Went from unsure about it to really enjoying the game by the end. Ton of character and great gameplay. Use of Dualsense is great also
  • H2: SA - Still holds up fairly well. Levels don't feel as massive as they once did. Guards definitely are always on alert to an extreme
  • RE Village: Phenominal game. Got the Platinum trophy and enjoyed every minute of my experience. Great blend of what every prior game made great in series.
 

Rhaknar

Member
Oct 26, 2017
42,983
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Game #14 - Shadowverse Champion's Battle
Time: 55+ hours
Platform: Switch
Rating: ★★★

My first drop of the year, at least for now, and it's really bumming me out. I was absolutely loving the game for the majority it, it basically plays like a pokemon style JRPG except the battles are a full fledged MTG / Hearthstone card game. The story is light hearted and very anime, but you stay for the excellent card game, which it is. The problem is, when you reach the endgame, and I might just be salty here (git gud etc) but I'm almost positive the AI straight up cheats, the amount of perfect card combinations the AI plays over and over again completely locking you out is like something I've never seen in any card game. It completely sapped the fun out of the game for me (at this point I had over 50 hours in it) and I just can't be arsed with it anymore. Will I go back and finish it? Maybe, but for now, I'm done with it, uninstalled and thus it goes on the list.

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Game #15 - Death's Door
Time: 11.5 hours
Platform: XBOX Series X
Rating: ★★★★★

This one on the other hand did not disappoint. A fantastic action rpg all around, with gorgeous gothic, almost studio ghibli style isometric art, snappy gameplay, and top notch level design, it's just a joy to go through, some nice hard bosses compliment the great puzzles and exploration. Some of the best secrets in the genre too, as they go with the great level design, and a surprising meaty post-game content to get the true ending, I really can't say enough good things about this.

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djinn

Member
Nov 16, 2017
15,868
SD5p5A5.jpg

Game #14 - Shadowverse Champion's Battle
Time: 55+ hours
Platform: Switch
Rating: ★★★

My first drop of the year, at least for now, and it's really bumming me out. I was absolutely loving the game for the majority it, it basically plays like a pokemon style JRPG except the battles are a full fledged MTG / Hearthstone card game. The story is light hearted and very anime, but you stay for the excellent card game, which it is. The problem is, when you reach the endgame, and I might just be salty here (git gud etc) but I'm almost positive the AI straight up cheats, the amount of perfect card combinations the AI plays over and over again completely locking you out is like something I've never seen in any card game. It completely sapped the fun out of the game for me (at this point I had over 50 hours in it) and I just can't be arsed with it anymore. Will I go back and finish it? Maybe, but for now, I'm done with it, uninstalled and thus it goes on the list.

Main Post
Wait, you can count games you don't finish?
 

djinn

Member
Nov 16, 2017
15,868
how would you count multiplayer games? roguelikes? mobas? etc.

If a beat em up you can finish in 1 hour counts, a game I put over 55 hours into also counts, sorry :P
No I mean single player story games. I'm not judging you. Just a whole world of options have opened to me.