Final Fantasy XV Windows Edition

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Steam

Not sure why ‘Windows Edition’ is important but whatever, it’s in the title on Steam.

Don’t think that this is going to be a habit or anything. I just happen to have had some extra time because I finished my certification courses and I’m waiting for the certificate to come in the mail.

I want to preface this review by saying I absolutely hate JRPGs. I hate the grind, I hate the backtracking, I (generally) hate turn-based combat, I hate the lack of good story, I hate the cliched characters. I just hate JRPGs. I’ve started several Final Fantasies, I’ve only finished one. That is to say, I’ve only finished Final Fantasy VI. Because I got sucked into the stories and the characters. Outside of that, I really couldn’t find myself getting attached to characters in any of the other ones I’ve tried.

This game is fantastic. It manages to avoid most of the major pitfalls that come with JRPGs. Taking place in a 3D world definitely plays to the game’s credit. It’s easy to get lost in the scenery while you’re traveling throughout the world. The Backstreet Boys also keep things interesting with their little dialogues and being able to listen to music from the other Final Fantasy games (and NieR… for some reason) really passes the time. Best part is, you don’t even have to suffer the drive if you’re traveling to parking spots or towns. Just fast travel. The grind is still there but relatively tolerable because the combat is actually fun even if simple and repetitive. When it works, it feels very fluid and you feel like a total hero flying from monster to monster. When it doesn’t work, the real monster is the camera trying to film you through 10 meters of foliage or through a wall. This didn’t happen often enough to me to really be annoying though. The characters are great. I found myself really appreciating the characters. I think this game gets by by having the characters fully developed before you really interact with them. They already exist and you don’t have to create them and the story doesn’t have to bend to meet your personal choices. And honestly? This Band of Brothers is just really cool. The way they interact and rely on each other really makes you feel like these characters have a history together. They’re all pretty likeable as long as you don’t look too hard at the story.

Which I guess brings me to what I believe is the game’s biggest flaw. The story. While there’s an advantage to having the characters developed before the game, there isn’t as much of an advantage of having the lore developed before the game. This game seems to assume some level of background knowledge to the lore and I have no idea where any of this comes from. I want to lose myself in this game, in the story, but it feels like there are so many pieces that were chopped out and I have no idea where to find them. Granted, I am still looking around the map for little things to read, but I dunno. Something about this presentation rubs me the wrong way. Another major flaw would be its load times and the last (and this one annoyed me for a few before I found a workaround) is that the game would often crash my computer. Not crash to desktop, literally crash my computer.

The open-world setting works well with the character because without a sense of direction it really just feels like the Fantastic Four being the Fantastic Four. Really. I just really like the camaraderie of these guys and playing the game is just bros being bros. In my view, the game is really relaxing. Just pick a direction and go there. Eventually I’d get overleveled and decide maybe it’s time to do the story but then I realized that the story is super short. This has to be one of the shorter Final Fantasy games because it feels like it just flew by. Or maybe time flies when you’re having fun? Who knows.

Either way, I really do commend Final Fantasy XV for being a great game and I do recommend it to people. Thanks for reading.

Artemis Hunt

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Final Fantasy XV Windows Edition

Shantae and the Pirate’s Curse

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Steam

Shantae and the Pirate’s Curse picks up where Risky’s Revenge left off, with Shantae still effectively human. The town is getting bulldozed by its Mayor, Ammo Baron (yes, he’s still Mayor) and you decide to stop him. Unfortunately, this is effectively rebellion, so you get a court summons. While under house arrest, you uncover a lead into the revival of the Pirate King and decide to stop it. Who cares about court summons, amirite?

I’ll say outright that Pirate’s Curse is better than Risky’s Revenge. It maintains the quirky design and pleasing aesthetic of the first game.  It decided to go full 2D this time though, so that’s an improvement in my books. The movement feels so much more fluid and the movement options unlocked throughout the game feel better. You get a glide, a dash, and an extra triple jump… which you lose… in the final boss fight… because design decisions.

What I find most amusing is that this game sorta solves the problems of Risky’s Revenge while also adopting some problems that the old problem solved. The backtracking is less insufferable. Might be level design making it a bit more enjoyable to go through them. Luckily the backtracking is mitigated in Pirate mode (unlocked after beating the game once). Honestly, what might have fixed it for me in backtracking might be the addition of a new item called “Pirate’s Flare” which is effectively an escape rope. Tired of a map’s BS? Get out of the labyrinth and flare back to base. Speaking of items, they’ve rebalanced the items to be less broken and now none of them are required to unlock certain areas. Health drops regularly (if you’re killing enemies) and you can use these drops whenever you like instead of immediately.

There are few things more frustrating than entering a screen only to get knocked back because instant dash enemy. Yet here we are. Insufferable stealth section and the climb to the final boss is a series of spike traps that exist purely to try my patience. No enemies. Just spikes. And lord save you if you game ogre there because the save point is not between spike hells but rather at the beginning and at the end. Bring all of the potions.

Let’s talk about the final boss fight. Now in Risky’s Revenge, I didn’t really dock points for the game taking away all of your transformations because they weren’t really used for combat. The time required to dance for them took away from the pacing anyway. However, in this game, most of your upgrades are movement upgrades. Which means you don’t pause to use them and you’ve been using them the entire game. And they were instrumental in spike pit hell because each puzzle room was set up to utilize a specific upgrade. So by the time you’ve gotten to the boss, you’re pretty used to using them like, all the time. You get to use them for phase 1 of the boss. Then the boss takes them away. Then you have to deal with phase 2 with limited movement. Then phase 3 which is phase 2 with some extra patterns. And phase 4 which can be cancer because it’s not the same kind of combat you had been doing all game.

Look, the final boss is a test. A test on all of the skills we’ve obtained up until now. You don’t teach us all of the math required to do the exam and then give us a stinkin’ psychology exam instead of a math exam. That’s completely unfair to the player

But when the game works, it works. Pirate Mode (again, unlocked after playing through the game one) is a great replay option if you’re into that sorta thing. The game is legitimately enjoyable and the characters are as delightful as ever. I’m going to give this game a pass, but not by much. Be prepared. Thanks for reading.

Artemis Hunt

Shantae and the Pirate’s Curse

Aho Girl

Aho Girl is about a girl who is totally fucking retarded. The show is totally fucking retarded. Yet I can’t stop watching it. What am I doing with my life.

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Aho Girl is a short anime (I think every episode is like 15 minutes). It’s a collection of short little stories (5-10 minutes apiece) and they’re all dumb. The characters are all degenerates (except Sayaka, you’re an angel).

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Akutsu is a violent domestic abuser in his early years thanks to his experiences with Yoshiko. Yoshiko (‘Aho girl’) is a retard with a magical ability to make everything around her get dumber. Sayaka is a pure angel that has no reason to be in this anime. Yoshiko’s mother is a degenerate who (on screen!?!?!!!) admitted to effectively raping Yoshiko’s father. Oppai Incho (yeah, who remembers her name anyway?) is a delusional stalker. There’s some delinquent that also suffers from stupidity. Oh, and I guess Akutsu’s sister also has that curse. And there’s a dog that is pretty much a bro? Dog’s cool I guess. His name actually is Dog. Guess whose pet he is.

There isn’t an overarching story. It’s just the lives of these people. This anime being short is actually a point in its favour because it’s so bad that you can’t get attached to characters (except Sayaka, and she only sticks out because she’s normal) but it’s also so bad that you have to watch it. Also, the opening theme is extremely catchy. It’s like this rap that at one point goes all opera and then becomes a rap again.

I guess this anime subscribes to the ‘Family Guy’ approach to comedy. Hit the audience with something mildly amusing, and then move the attention to something else mildly amusing. Since you never have too much time to stew on how stupid what you’re laughing at is, it’s good enough to keep you amused for the 15 minutes.

Overall, I’d say watch it. It’s so bad it’s good. Thanks for reading.

Aho Girl

Ghost in the Shell (2017)

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I wanted to love this movie. I did, truly. I guess you already know how the rest of this review goes but do try to stay with me here, I’m not just a crying fanboy. While I drafted this with minimal spoilers, there still are spoilers ahead so consider this your spoiler warning.

So Ghost in the Shell is a manga from the late eighties, a movie from the mid-nineties, and an anime from the early 2000’s. This franchise has been through a lot, and I’ve been a fan of it for a very long time. The 1995 movie, while slow-paced, is an excellent work of art that conveys the messages that it wants to convey quite clearly. The Major, Batou, and Aramaki are some of my favourite characters from manga. The Major has this playful nature, Batou… is the butt(ou) of several jokes, and Aramaki is a sly fox that you can’t help but admire. Togusa representing the stubborn, older generation. Most of the other members had augmentations that made their job easier (Saitou’s vision, for example). Others augment themselves for fun (Borma’s liver augmentation). I guess the point that I’m trying to get across is that Ghost in the Shell represented a crossroads in our future where all of these types of people coexisted. We weren’t all cyborgs and we aren’t all humans. And the characters are all so relatable, it’s hard for me to pick ones that I don’t like. Even in the older movie, it was incredibly difficult for me to dislike the Puppetmaster, rather I disliked some of his actions (the poor man with false memories).

Maybe this one was a little close to home, and I shouldn’t have gone in because of that. Let’s talk about what I liked about the movie first.

The movie is visually appealing. I can almost see the future with holographic advertisements the size of skyscrapers already. While I see the payphones on the side of the street disappearing (sorry 1995) I can see the idea of more robots in the service industry. Hell, Japan, in preparation for the 2020 Summer Olympics is already constructing hotels run by robots dinosaurs. ROBOT DINOSAURS! Come on man! ROBOT FRICKIN DINOSAURS! There are some great special effects, however I believe the movie failed to capitalize on the 3D. Especially the scenes where The Major is getting painted back to normal, mesmerized me every time.

The acting is fantastic. ScarJo knows how to play her character (most of the time) and there were some great scenes where you could really see how her movements felt robotic, like it wasn’t a natural human body. In the source material The Major is a little more playful, which is what I liked about it, but eh, new adaptation, different direction. I’m not terribly bothered because what ScarJo did do, she did well.

Before I move on, I do want to take a moment to address the whitewashing controversy. Anyone that complains about it doesn’t understand the source material. The Major’s origins are notoriously mysterious (within source material, which this movie dodged for the most part). And I think that anyone that complains about the whitewashing doesn’t quite get the point. See, the major is effectively a human inside a machine and (I believe) the point that Shirow was trying to make with the character of The Major was that none of the external features really matter (and this is very effectively demonstrated in the 1995 movie). Quite simply, there’s nothing in the source material (that I recall) that makes The Major “Motoko”. In fact, there’s nothing that really makes The Major female. Sure, the exoskeleton appears female, but it could have easily been male. The Major itself could easily be ‘male’ (if we’re going by original personality) but again, that doesn’t matter. That’s the point of The Major.

I don’t know where they found Batou (Pilou Asbaek) but he was perfect. I don’t think they could have picked a better Batou. Christ I loved his Batou. He just seemed so buff! Kuze (Michael Pitt) exaggerated the little robotic flairs of The Major. I’m not sure how much of that was CG, but the line delivery was spot on. He really played himself off as the villain we could all sympathize with even if corporates didn’t turn into assholes.

There are some notable exceptions to the excellent acting. Togusa’s character (Chin Han) had like two lines the entire movie and they were delivered in such a way that I felt like it detracted from how naive the Togusa of old seemed to be. But this isn’t just nostalgia bait, he gave the line so quickly and so flatly “I am a human, and I will always be 100% human” that I felt like the line was wasted. I also don’t like exposition that way, especially when that line served no purpose for the entire movie.

I do wonder why Aramaki spoke Japanese for the entire movie. He clearly understood English, as everyone else spoke in English and the others clearly understood Japanese (maybe they had a translator in their ear or something). But with what little screen-time he had, he did exude badass. And while we’re on the topic of Japanese, why was Hanka always pronounced as hay-n-ka? Should’ve been pronounced Ha-n-ka and every time they pronounced it incorrectly I would cringe. Sounds weird when you read and hear Japanese most of the time.

Okay, let’s talk about what I didn’t like. Everything else.

I don’t think this is really “Ghost in the Shell”. The original Ghost in the Shell discussed several existential themes regarding humanity and what it means as we merge man and machine. It also addressed how these things would impact our day-to-day lives, and how these things could be abused by corporations and governments. It’s not like the source material lacked things to really discuss. And I don’t feel like I got much of that out of this movie. I feel like it was sorta just mentioned, and then we moved on so we could get to the action scenes. The action scenes weren’t terrible, don’t get me wrong. But it’s not really what I paid for. Other scenes didn’t seem to connect too well if you ask me. I feel like we may have been shown a series of loosely connected stories, which is kind of what the manga did… but I don’t think that a movie should be doing that sort of thing.

The language (Ghost, Shell) seemed very forced every time they were used, to the point where I feel like it would’ve been more natural to use ‘soul’ instead of ‘ghost’ every time they mentioned it. But this is due to line delivery, in the source material ghost is used so matter-of-factly that it doesn’t really leave an impact. But the doctor says “But the important part of you, your humanity, your ghost, is still there” is practically romantic so the language doesn’t seem to fit the line.

They ripped a scene straight out of I, Robot (a beloved favourite of mine), and I, Robot did it better.

My biggest complaint might be the Motoko subplot. It gets introduced about twenty minutes before the end of the movie and is resolved like five minutes after it’s introduced. And quite honestly, I don’t mind its inclusion at all. I have several problems about how it was included. First – why is the effective introduction of the subplot at the END of the movie, rather than towards the beginning? I feel like it would’ve been more effective had it been placed much earlier, perhaps right before the bar scene. And the extra irony about that scene is despite everyone complaining that ScarJo isn’t Japanese, the way they characterized Motoko’s mother looked distinctly Chinese. Just saiyan. The second thing is how very little we have to go on. There’s a glitch that The Major continues to see and it’s really the only thing she has to go on and The Major sort of just accepts that she’s Motoko but I personally don’t feel that the audience has enough information to come to that conclusion. The pieces of evidence she has are the memories of the burning building, watching her allies get kidnapped, and the name she was told by the Chinese lady. Sure, it’s “confirmed” by Kuze but I don’t think he should’ve had the information to make that conclusion either.

Long story short, I believe the movie failed to deliver on its source material, and just became another Hollywood action movie. Which I find depressing because of my attachment to the source material, but that’s fine. I would not recommend this movie. The pacing seems poor and the scenes incoherent. While there is some beautiful imagery, I don’t think that there’s enough of a movie here, let alone Ghost in the Shell. Thanks for reading

Artemis Hunt

Ghost in the Shell (2017)

Super Impossible Road

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Steam Page

I write this review as the game is still in Early Access. I say that not because I plan to go easy on the game or something, just as a heads up to those that will consider buying the game. I’ve always maintained that “Early Access” is not an excuse for how good or bad a game is. Once you put it on the marketplace, you’re fair game… in my opinion.

Super Impossible Road is a racing game. There’s really not much to say about racing games in general. You control a ball. You can modify your ball to have the stats that you want it to have but let’s be real here, does anyone ever care enough to min-max perfectly? If you do, please send me a message, I need to know what’s going on in your head.

The tracks have gates on them which fill up your boost bar. Using boost makes your ball go a little faster (obviously). Where this game differs from other racing games that I’ve played is that you can jump off the track to “cheat” your way to finish line faster. That’s why the game’s tagline “Winning is cheating”. Now you can’t just jump off the track and free fall to the finish line for victory. The game would be too easy in that case. Upon leaving the track, you have five seconds to return to the track. If you fail to touch the track in that time, you will automatically respawn at the last boost gate you touched. Which means that you have to be really careful about deciding when to ‘cheat’. Otherwise you may waste up to five seconds. If you see the writing on the wall that you’re not going to make it, you can force respawn early.

The tracks can be fairly complex. At this time, while there are only three ‘tracks’, the tracks are procedurally generated so it’s like having an infinite number of tracks? There’s also a daily track where you can compete with people across the world for the top score.

The game is aesthetically appealing (to me) with that ‘Tron’ feel. I’m not the biggest fan of EDM so there’s only one or two soundtracks that I like but it definitely matches the feel of the game. Excellent job.

While the game does have multiplayer, it seems it only has local multiplayer. Perhaps they will change that as it is still in early access. You can still have CPU racers and you can even race against your ghost. So it has some rudimentary tools.

Anyway, at the time of writing, the game is priced at $12. While I do like the game for what it does, I don’t think it’s worth $12 yet. Do it if you want to support the creators but other than that, I’d wait for it to go on sale or something for $5 or $6. I’m not the biggest fan of racing games so I won’t dump too many hours into it, but in my opinion, it does look promising. Thanks for reading.

Artemis Hunt

Super Impossible Road

Re: Zero

This one has been in the queue for a while because I’m always late to the party but really because it has impressive plot. I mean, look at that plot.

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No, not everything I do can be motivated by cute anime girls, gimme a break (Seriously though, Rem best girl).

A lot of people have hyped this one and I figured with cute battle maids, it can’t be all that bad, right? Right.

So Re: Zero tells the story of a useless idiot that for some reason is called to a fantasy world. He expects the whole protagonist thing where you’re ‘The chosen one’ but finds out that he’s totally fucking useless. His only power seems to be to return to a very specific point in time every time he dies with all of the knowledge of the life he had before. I know there’s source material that I haven’t read, but I don’t think it’s accurate to say that his power is to rewind time but rather to send his consciousness back in time. It is through repeatedly dying that Subaru solves the various problems that come his way.

Subaru is the inversion (yep, gonna have to use that word again) of the typical video game (not saying that this is a game) protagonist. Comparing Subaru to SAO’s Kirito or Log Horizon’s Shiroe, he’s useless. He’s closer to Kazuma from my recent KonoSuba review. His only talent (and it’s a damn good one to be quite frank) is his ability to send his consciousness back in time (I swear that has to be his real ability despite openings suggesting otherwise). Because it allows him to navigate ‘Dead Ends’ similar to the quickload function in my visual novels.

This sort of power is kind of a mess to deal with because it’s so easy to make it seem like a deus ex machina device and in reality it kind of is. What I like about the way it’s executed here is that Subaru has to die first. And it might seem terrible but I think that’s the most important part. In other series this power might be activated like a ‘Get out of jail free card’ but Subaru actually has to experience the full death in order for this power to activate. Which can be excruciating because it can take a while to die.

Unfortunately when your character can return to a save point, it can make relationships between characters difficult to effectively establish because you’re playing with cause and effect. What this means is that you have to rely more on character interaction itself.Not saying that it’s a bad thing, just that it’s something to consider and all things considered I believe Re: Zero effectively executes this. And I do like how the various tragedies that happen to Subaru turn him from this otaku that was happy to find himself in the magical world into this man that has died several times and quite frankly doesn’t want to deal with this bullshit anymore. And the transformation is effectively communicated because you can easily see the intermediate steps, very well done.

My main complaint with the show is motivation and plot. Quite frankly, there isn’t any. At the end of the second season I find myself asking ‘What was the point of all that. What have I learned’. And I don’t think I’ve learned anything. So it feels like everything was pointless. Now you could point to the Royal selection process and say ‘Aha! That was the plot you nimwit’ to which I’m going to have to say ‘No, no it is not’. You are confusing ‘backdrop’ with ‘plot’ Understandable, yes, but they’re not the same thing. The backdrop is something that may set things in motion and continuously acts from behind the scenes. The plot is our reason for moving forward and quite frankly, there isn’t anything. Nothing feels natural.Most of all, Subaru’s feelings for not-best-girl. Subaru says he’s motivated by Emilia’s smile and whatnot but something weird happens and it gets to the point where what was once sweet and charming becomes downright deluded and creepy. And there are things he says that make me cringe. Jesus Christ dude.

Okay, maybe I’m being unfair to Emilia because Rem is just everything I need in a woman and also because her character is probably the most fleshed out one of the main cast post-resets. But the amount of character in the characters is remarkably tiny. We only really get development of Rem. I’ll also remind you that Rem probably has one of the most beautiful, heartfelt confessions in anime history and her character is also great and Subaru still turns her down. SUBARU. WHAT. ARE. YOU. DOING.

Overall, a very beautiful anime with some epic music. While the anime wasn’t as great as I was led to believe, I definitely enjoyed watching it even if it didn’t really make any sense. If another season comes out, I’ll probably watch it. Those are my thoughts, thanks for reading.

Artemis Hunt

Re: Zero

My Review Process

If you’ve been following this blog for a few months, you’ll no doubt realize that while I tend to write about whatever I want to write about, I generally write reviews of… stuff. Usually games and I’d like to expand it to movies but I’m not really sure I know how to evaluate a medium that I spend so little time in. I spend my life absorbed in manga, anime, and video games, so I know those quite well. If I did eventually start reviewing movies, I would probably review them like I do anime, but that’s a topic for another day. Today I wanted to talk about my review process – particularly for games.

So what is it that makes a game good? Simple – is it fun? That’s probably it. Time to go home folks!

Nah, there’s more. So I look for a myriad of things in games. The first thing I look for (other than whether or not it’s fun) usually depends on the game and what it’s marketed as. See, it’d be unfair for me to evaluate a roguelike as an RPG because they’re two totally different types of games. In a roguelike, the gameplay is usually designed to be endlessly playable, and it’s almost arcade-like in ‘How far can I go’ in nature. While an RPG is designed as a wish fulfillment game, in which you either choose or are given a ROLE to PLAY in this GAME. Since you’re filling a role, there’s usually a role to fill, which means a criticism I often offer in RPGs such as character consistency/motivation is valid there. It would be silly and (as I said earlier) unfair to use such a method of evaluation on a roguelike because that’s not the point of a roguelike. Now this is not to say that RPGs cannot offer roguelike elements and indeed many no doubt do. Long story short – I have different criterion for different types of games.

Actually I don’t want to assign any more numbers because it’s not like I’m going through the game checking off a list. I’m just experiencing the game and these are the things I notice. So no more numbers, just observations.

There are few things that will kill my interest faster than playability. A game needs to be easy to pick up and play or I’ll just leave. I often bring this issue up when it comes to games with difficult to use controls. I shouldn’t need a Ph.D. in Euclidean Geometry to use the ‘Jump’ button. While some developers seem to think that complexity makes a combat system better, I’m going to have to rain on that parade and inform you that it doesn’t. If your game’s controls are so difficult that you need to spend a good 30 minutes to an hour inside a tutorial room, maybe think about your controls again.

The complexity of a gameplay should serve the player in allowing multiple styles of play. This is also a double-edged sword because players are lazy bastards. And what the developers might have intended as giving you options might turn into an effort in futility because the players will always find the easiest way to do a job. So in my mind, a well-done gameplay system will permit many styles of play, but again – we need to keep the type of game in mind. A game like Dark Souls permits the use of many weapon styles and doesn’t have ‘one’ way to complete the game which opens up the game to many different styles of play (though good luck doing the catacombs first). Meanwhile, (and I’m gonna step on a few toes here) a game like Pokemon Red doesn’t really permit too much in the way of variability. You’re all but trapped into using whatever the enemy is weak against or being overleveled compared to the enemy. The later games fix this by adding natures/abilities/move variability. (Though dragon types were super meta for waaaaaay too long)

Part of all games is the atmosphere and one thing that can really make or break an atmosphere is music. Music allows the developer to manipulate the player into feeling a certain way. I’ve recently watched Wolf Children (several times) and I love the movie. Some scenes are great by themselves, such as the snow scene where Hana, Ame, and Yuki are playing. Beautiful. Try watching it without music and then try watching it with music. What you should find is that the music just adds this sheer euphoric delight and turns what would be a great scene into a phenomenal scene. I have no doubt that you could also play with the lighting and music to turn that joyous scene into the prelude of something terrible. Managing the audio in your game to enhance the atmosphere and experience is pretty important to crafting a good game, and is something that I think can ‘rescue’ poor games.

I like to rag on this when it comes to games (especially RPG Maker games because they’re the worst offenders that I see) but the art style has to be CONSISTENT. Art that looks out of place is very jarring to the gaze and I’m going to be spending quite a few hours in this world that you’ve crafted. If I have an eyesore in my line of sight for most of that time I’m going to be saying “Great, I have to go through this town AGAIN” quite a few times, which may make me quit the game.

So I don’t generally don’t review games until I’ve finished them. I’ll make exceptions (game is too long, game is shit, game does not appear to have an ending) but I usually want to play to the credits. This can often be ‘inconvenient’ to a review release schedule but it does give me one additional tool: my feelings. If at any point I find myself saying “Christ, is this game almost over” it signals to me that I’m not enjoying this game. And remember – first and foremost a game should be fun. That’s not to say that bad games can’t be fun, they certainly can and I think that’s where we run into the playerbase creating their fun within the game. There’s nothing wrong with this, though it may make it more difficult for me to rate a game positively.

I do add caveats in my reviews, recognizing that not all games are for everyone. Now if you remember I wrote a post a while ago on how people review things (1-10) incorrectly. Well, I don’t use 1-10 incorrectly. So my bar for reviewing a game as positive is average or better. I know, it means that I will say you should buy most games, but that’s why you should take the rest of the review in context to see if that’s something you actually want to spend money on. Think of my reviews as a brief insight into the game that you can consider before buying them, rather than as a ‘Yes = buy, No = don’t buy’.

Anyway, that’ll be it from me for now. Thanks for reading.

Artemis Hunt

My Review Process