Author Topic: 52 Games Challenge 2025!!!  (Read 72244 times)

kashell

Re: 52 Games Challenge 2025!!!
« Reply #300 on: July 02, 2025, 12:56:12 pm »
48. Kirby Super Star Ultra

The Kirby kick continues. I didn't do all the things here. Instead, I picked up an old profile to get to 100%. I had to finish the True Arena and Meta Knights' adventure to reach 100%. But, for funsies, I decided to also do another round of Milky Way Wishes and The Great Cave Offensive. I got all treasures in the latter, for those wondering. This game is pure cuteness and fun personified. I loved the game on Super Nintendo and I love it here on the Nintendo DS.

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #301 on: July 02, 2025, 01:22:05 pm »
Finally we get to SF6's weakest area and honestly the aspect of it that kept me from wanting to play this game until it was cheap enough for me to justify buying it. Putting it bluntly, I hate the art direction of SF6. I never thought in a million years that the Street Fighter franchise would fall victim to the Fortnite/Zoomer shooter art aesthetic, along with all of its annoying cliches, but here we are. Nearly every returning SF character looks worse than they ever have in this game, while literally every new character to the series looks like crap from an artistic, design point of view.

Don't Street Fighter characters adopting a Fortnite art style look like this?



I don't play Street Fighter so I don't really have a deep opinion on the matter, but from what I can tell from other discussions, the general consensus seems to be that Street Fighter 6 greatly improves upon the previous two entries' cartoon-y, cel-shaded style known for characters' giants hands (particularly in regards to Street Fighter V.) So, it's interesting to read a dissenting opinion from the minority.

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #302 on: July 02, 2025, 01:31:39 pm »
41. Saturday Edition || Playdate || 06.26.2025



As I near the end of the Playdate's included season one of games that I intend to finish, it's become obvious that there are many who strongly favor the system's pick-up-and-play design that's complemented by arcade-style games. However, while I do think the system is ideal for arcade gameplay, what I find most successful and interesting are adventure genre experiences. So, I was greatly looking forward to Saturday Edition upon realizing it's an adventure game.

When we begin, it is 1976. The game's protagonist John Kornfield has returned to earth after being abducted by some alien race. For four years, Kornfield lived among them closely and happily. Things were good. Then, unexpectedly, Kornfield is brought back confused and with much of the public choosing to disregard any credibility from his recounted experiences. Now, ten years later, strange events are beginning again. Dozens of people are being reported missing each and every day, and connections are made from both the police and the media that these new disappearances mirror Kornfield's own past disappearance. So, Kornfield sets off on his own investigation working alongside friends, associates, and the police to uncover what his role in this ordeal is exactly. And in time, a disturbing truth regarding the city's history of widespread, unexplained disappearances becomes learned that is a fulfilling story to play through.

Throughout this fairly short adventure narrative, players assume the role of Kornfield while exploring a small city environment. Exploration is limited to less than ten total in-game areas that are each accessed from Kornfield's vehicle as he drives to them. Once there, movement is bound to a 2D plane which players will survey to glean new information from either the game's supporting cast or the environment alongside few instances of obtaining or using items in combination with light story-advancing puzzle segments. While exploration is limited at the beginning, new areas become accessible as reason to be there is given as the story continues. Each area is small with only a two or three screens forming it, but the world is large enough to meet the scope of the game. The act of taking learned information to see what it can unlock by utilizing in specific social encounters is a simple fun toward uncovering a mystery that only intensifies as more details are learned as Kornfield and town citizens come face-to-face with a local generational danger.

Largely, gameplay consists of engaging in conversation with the game's supporting cast in a certain order. And, since the crime case relating to the missing persons is exciting, triggering even the smallest changes through the right interaction is rewarding. Throughout it all, Kornfield expresses doubt and questioning through internal dialogue, and there are times when he comes across as some unreliable vehicle at the center of it all. With the small number of individuals aiding his investigation, conversations are to-the-point largely as a result of the cast regularly being emotionally distant, detached, and simply strange in off-putting ways that reinforce the plot's mysteries. At every point, Saturday Edition requires players to follow a strict linear path in terms of plot progression. There are a large amount of separate parts with seemingly nothing to do with another, so finding out how one piece of information relates to another through some social connection is regularly surprising to maintain player interest.

Concerning the game's presentation, I greatly enjoyed its limited and focused use of animation apart from character movement. At top, there is a small window which appears to preview what little action transpires in real-time. A power cable being plugged into an outlet. Television buttons being pressed to change one channel to another. Eyes panning off to the side to avoid uncomfortable eye contact. A preview window also appears when approaching something that can be interacted with, so there is no difficulty in discerning what is or isn't important. Complementing visuals is the game's sound design which is equally effective. Music is beyond spare for quite some time with only the game's environmental sounds being present, such as Kornfield's footsteps or when the car engine turns over when traveling between locations. Another aspect is the game's inventory system. Once they've been fully used, they're automatically marked as being unusable though do remain in the player's possession. Items are often just paper notes waiting to be crumpled, but this inclusion helps establish a sense of player accomplishment and is cleverly used in an unexpected way in the game's final moments.

While I didn't have any real expectations prior to playing, Saturday Edition proved to be one of my favorite games that's a part of the season one catalog. I'm a fan of these small graphic adventure games that I don't really play all that often, and this game and genre altogether have proved to make excellent use of the system's portability. It's likely not a game someone would play again until they've forgotten the story, but it's still one that was fun to experience.

telly

Re: 52 Games Challenge 2025!!!
« Reply #303 on: July 02, 2025, 03:35:57 pm »
So I've been doing this challenge now for 10 years. I've decided to take all of my reviews and compile them into a Google doc that I will eventually print out and keep on a shelf so I can still look back at them over the years. It's been fun to read all of my reviews (terrible as some of them are) :)
Currently Playing:
Silent Hill (PS1), Bloodborne (PS4), Grandia (Switch), Gauntlet Dark Legacy (GC)

My music collection | My Backloggery

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #304 on: July 04, 2025, 04:13:40 pm »
42. Forrest Byrnes: Up in Smoke || Playdate || 06.28.2025



Before starting Forrest Byrnes: Up in Smoke, I was interested to see that the official page for it on Playdate's site describes it as a racing game. Until now, I've not played any racing games for the handheld, so I was curious how well that type of gameplay could work for this system.

However, Forrest Byrnes is not a racing game but instead a fast-paced action game with light platforming and arcade gameplay elements. In short, players assume the role of the titular protagonist Forrest Byrnes, a park ranger who's calmly evacuating some environment disaster. While avoiding hazards and the impending fiery destruction that follows behind you along the horizontal plane, the player is simply tasked with reaching the stage end safely. Regarding movement, controls work well but will take time for the player to become comfortable with. Specifically, positioning one's self at the edge of a platform is tricky while requiring precision, and I regularly was injured because of it. While Forrest runs toward safety, rocky walls must be scaled, dying trees must be toppled, and general hazards such as beehives and bear traps must be avoided. With each stage attempt, the player is given three units of health, though it's worth mentioning that player health remaining bears no impact on on stage completion. Simultaneously, neither does the time it takes to clear the stage. Actually, there is no time counter at all in the game, so that the game could be construed as racing game seems somewhat disingenuous. There is even a score grading system present, but again, it serves no purpose as stages cannot be manually selected.

With that said, individual stages cannot be selected. Instead, beginning the game spawns the player into some random one. And, whether failing or succeeding, players will be introduced to a different stage immediately after. Personally, I am not particularly keen on this approach to game progression. After thinking about why such a decision was made, I still can't really consider any valid reasons for how this either improves the gameplay experience or rewards players. If anything, being able to freely select stages allows players to practice them upon failure. It helps grant them the means to become more adept with specific platforming challenges to later use those same skills with new encounters. While the game is considerably short, stages are somewhat difficult due to the game's tight platforming at times. If choosing to do the bare minimum, the game is relatively easy, though there is no sense of accomplishing when playing this way whatsoever.

Before moving along, I'll now also mention the game's stages. While I may be wrong, it seems as if stages are randomly generated instead of being individually designed. After playing more and more, it certainly felt this way. If not, there is a fairly large pool of stages the game will load randomly then. While I'll mention collectibles more in-depth further below, it seems either substantially difficult or even impossible for players to collect everything in each stage presented, as I experienced several instances where I couldn't solve how to reach certain platforms due to the player-character's movement capabilities. I suppose my inability each time could have been the result of rushed gameplay as there is little time to actually think while easy penalizing mistakes. And, since there is no menu select screen alongside unlockables not being tied to any one specific stage either, I feel more confident that my thoughts are more than just a presumption.

Despite the grading score system come across as something that can be entirely ignored from a completionist's perspective, it is still present. During the journey toward evacuation, there are several types of collectibles which players may seek out to earn a better grade, though there's really no incentive to do so. Nevertheless, each collectible requires a different player response to successfully gain it, which includes campers needing saved from various traps (one of which utilizes the system's crank) and digging out medals from the ground. Just like with the player-character, campers can even be lost to the fire creeping behind you, which is a gameplay element I liked though didn't experience more than once. However, it is only puzzle pieces which bear any meaningful significance toward actually completing the game as they unlock fragments of gallery images, which there are five that are each divided into four segments. When they're all revealed, the game is effectively completed as there is nothing else to do since there are no in-game systems implemented revolving around player performance.

Unfortunately, Forrest Byrnes is not a game I particularly had fun playing, though that's largely due to the game's structure. I think what's built from a gameplay perspective could be fun if players were tasked with set challenges tied to stages, or if the game incorporated some sort of time trial system, or really anything else to provide depth. Because without any of these things, there is not much inherent value provided which results in the game being ultimately dull.

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #305 on: July 04, 2025, 04:37:09 pm »
So I've been doing this challenge now for 10 years. I've decided to take all of my reviews and compile them into a Google doc that I will eventually print out and keep on a shelf so I can still look back at them over the years. It's been fun to read all of my reviews (terrible as some of them are) :)

With the amount of effort some of us put into toward collecting our thoughts on games after completing them, that sounds like a good idea. I only just locally saved my writing over the last five years a few months ago which is fine for my purposes. I wish that I had been a little more detailed once I began, but that's the natural writing process if one puts in the effort. Regardless, I'm glad I began writing since it forces me to be more analytical while also simply helping me remember key details that I otherwise probably would have forgotten. I feel like there are a lot of games I played prior to when I started writing that I just have a vague opinion on without remembering anything specific or substantial.
« Last Edit: July 04, 2025, 05:09:07 pm by dhaabi »

Re: 52 Games Challenge 2025!!!
« Reply #306 on: Today at 12:10:05 am »
15 - Death Stranding 2 (PS5 2025) - BEAT - Gonna keep this one simple, but beat the games story, still have more I'm gonna do to try and complete, but I really enjoyed the game.  I put it on the same level as the first, a game I really adored, and it does a lot of new stuff right, but it does stuff I don't love.  It's this uptick, but then brought back down, so it kinda evens out.  I think the overall story is better in the first and in some ways the world you traverse is better, abit more challenging, but I still really like this game. 

Re: 52 Games Challenge 2025!!!
« Reply #307 on: Today at 05:06:31 am »
45. Jusant [PS5] - finished July 6th, 2025




Jusant is one of those cute little indie "engines that could" games of the PS Plus games monthly world. But rarely do they throw a home cooked meal feel type of masterpiece like this. That I am honored to have grace my screen.  What a warm experience.  Take on traversals as you climb beautiful sun soaked mountain scapes, abandoned ruins and wild plants through gloriously beautiful open air.  The world becomes your playground with each trigger tap and it's quite BEASTLY.

You are accompanied by a companion called a ballast.  The sole way to describe them based on the letters you collect throughout the game are fabled demi gods that use sound waves to make mythical use of environments.  Plants respond to the cries of the blue ball of cuteness on your back allowing vines to pertrude and then you climb.   The backstory of the ballasts unravels itself as you read diary journals left behind and letters from a woman named Bianca. Who I suppose climbed the path you are before you did.  They act as a sort of guidance into the unknown. 


The climbing elements are similar to say Uncharted but far more quick, light and varied.  The game relies on environmental changes to vary the climbing.  Wind will blow a windmill that you are climbing changing its position.  Some plants wither in the sunlight meaning you must rush those sections. It's so fluid, it's non newtonian, the gentle breezes vibrate the dualsense.  It becomes intertwined in your fingers as you feel you and the main protagonist become one.  It's a zenful experience and doesn't do anything to sway your focus from its beauty. Its clean cut perfection in terms of 3d platforming.

Throughout the world are collectibles.  Cairns which essentially are rocks that someone decided should be stacked.  Letters from bianca.  Frescos. Which are pretty glow paintings.  And the spinny rock pillar things.  Shells to listen to echos from nature itself.  It all is so peaceful.  The earl grey tea of video games. A warm mid evening sip of a hot cocoa that leaves you wondering if a hot cocoa becomes cool is it a cool cocoa or does it remain hot in name despite coolness in it's tempatural existence.  Every plant, every rock. It all just feels booming with calm.  Which is neat considering the game is packed with action.  It's meditative beauty.



One of 12 Frescos in the game. Colorful murals for the player to find

The games soundtrack is very amazon nusic calming sounds sorta vibe mixed with games like Ori and the blind Forrest. And considering its free to play right now if you have the subscription for ps plus extra (I believe its for extra subscribers but it may be for standard ps plus members too) it's just impossible to not chase a platinum trophy on this one.  It's concise but not too much. It does just about everything right.  Tbh. One of my favorite games of all time.  Which is shocking but its just simple, quick, clean and perfect. Which is my favorite experiences now a days.

Rating - 100/100
« Last Edit: Today at 05:10:24 am by marvelvscapcom2 »





telly

Re: 52 Games Challenge 2025!!!
« Reply #308 on: Today at 07:41:09 am »
Game 13 - Silent Hill (PS1) - 5 Hours

Ah yes, Silent Hill. My plan for this year is to play through the first four games saving Silent Hill 2 for last and then jump into the remake sometime in October.

There's a lot about the first Silent Hill game that still feels very fresh and interesting. For the time, it was definitely a different take on survival horror than what had been previously established by Resident Evil. Certainly it in my opinion blows the horror element of previous games out of the water and establishes a very creepy atmosphere that's perfectly encapsulated by the music and the graphics particularly the heavy use of fog and darkness. The gameplay itself is a huge improvement over Resident Evil and yet strikes a balance between being functional without the player feeling too overpowered. I happen to really love the tank control scheme that was very prevalent during games of this era even though a lot of people tend to not like them. For me the easiest way to control these games is just to use the directional pad buttons rather than an analog stick, and it works incredibly well. The monster design is really quite impressive however I felt like the boss designs in this game are definitely some of the worst in the series most of them are just giant insects without really any interesting features.

Another aspect of Silent Hill that was unique at the time was the puzzles and in this game the puzzles range from pretty simple to pretty complicated my favorite puzzle is definitely the piano key puzzle with the birds I remember having a lot of trouble with it first time I tried the puzzle but this time it was actually pretty easy. The worst puzzle is that damn Zodiac appendage puzzle because it's not well designed at all and is based on faulty logic and information. (FYI, tails and fins are also considered appendages in real biology, and I don't know why a scale would be considered to have two appendages either. It's just a mess of a puzzle). The puzzles aren't the only aspect of the game that's a little hit or miss for me. I found that I enjoyed the story a little bit more than my first playthrough but in general the heavy occult like nature of these games is something that I just have never really been able to get into. I just don't find them particularly interesting and given that the cult is essentially just made of 1 member at this time it just doesn't feel too substantial. Plot is also pretty confusing and once you kind of get what characters are saying to you it fits together pretty well but it's easy to get confused on our first time playthrough. I do like the multiple ending feature which encourages you to replay the game and try to explore new areas in order to uncover all the game secrets.

So overall even though Silent Hill has aged poorly in some aspects it still holds up in a lot of areas and I did enjoy my time playing it
Currently Playing:
Silent Hill (PS1), Bloodborne (PS4), Grandia (Switch), Gauntlet Dark Legacy (GC)

My music collection | My Backloggery