Author Topic: 52 Games Challenge 2026!!!  (Read 175966 times)

ssj4yamgeta

Re: 52 Games Challenge 2026!!!
« Reply #255 on: April 16, 2026, 06:28:23 pm »
5: Monster Hunter Stories 3: Twisted Reflection (PS5)

I had a feeling back when I played the demo that I wouldn't be able to put this one down once I started it, and I was right. This game is worth every penny of the $70 I spent on it. Rarely does a new game exceed my expectations these days, and even more rarely does it turn out to be one of the best games I've ever played, but that's exactly the case here. This is the pinnacle of creature-collecting games. This game saw everything Pokemon Legends: Arceus did right and said, "Hold my beer." It's the same basic formula, but expanded so far in every imaginable direction that it ascends to a higher form. The art style is a massive improvement over that of the previous two Monster Hunter Stories games, keeping the anime-esque shaders while thankfully ditching the chibi proportions and preteen protagonists that other games in this genre adhere to like a religion. Finally a developer understood that some older fans of the genre want huge badass monsters and not beady-eyed yellow fuzzballs. And it's so nice to have a player character who looks like they could have a driver's license.

This game has a wonderfully complex turn-based battle system which forces you to take into account not only the element of your attack, but also the type of the attack (speed, power, or technical), the type of your enemy's attack, the charge gauge of your weapon, the type of attack your partner monster is using, what enemy body part you're targeting with what type of weapon (blunt, slash, or piercing), and whether or not the enemy is targeting you (which causes a clash called a head-to-head resolved by a rock-paper-scissors type alignment). This brings me to the next great thing about the game, its difficulty. This game is really freaking hard, and demands you learn the ins and outs of its battle system or else it will gladly bend you over the nearest table and ream your ass. When I first started the demo, I saw that in each battle you had three hearts that would auto-resurrect you or your monster when one of you died. I thought, "Oh cute, they dumbed the combat down for the modern audience." WRONG. This is actually a legitimate gameplay mechanic, and you will have to think hard about how many hearts you have left, whether or not you have any life essence to restore them, and whether you want to use items to heal your ailing monster's status or just let it die and come back with its stats refreshed. Unless the monsters you're fighting are the same level as you or lower, you will be dying a lot in each battle.

Like Legends: Arceus, MHS3 takes place in open-zone maps which you must explore and harvest new monsters from. These maps are a great example of how to make an open map without making it too big and empty. The method of acquiring new creatures is different from Pokemon, though. You don't capture the adult monsters, you raid their dens and steal their eggs. This often leads to comical situations where you're running out of a den carrying an egg the size of a small beach ball while the angry mother chases you down. The monsters themselves are highly customizable, as each has nine gene sockets where you can add new attacks from other monsters via the Rite of Channeling (medieval gene splicing), which is in itself a lot of fun. Want to give an extremely powerful water attack to a fire-type monster? In MHS3, you can do it. This gives you a new reason to capture monsters you already have: gene farming.

I am a firm believer that there is no such thing as a perfect game, and even though I love MHS3, it has a few minor things I think they could improve. First, the game could have used one more area, or at least the fourth and final area could have been more fleshed out. Two thirds of it are basically a FFX-style winding corridor. After the second and third areas, it definitely feels like they ran out of time here. Second, the game could use more monsters. The ones in the game are great, but I've just started MH Wilds (which came out last year), and I'm already seeing monsters like the Quematrice that I wish had made it into MHS3. Third, even though they ditched the old chibi aesthetic, there are still some minor issues with monster scaling compared to the mainline series. For instance, I was excited to find the Barroth (one of my favorites from MH World) had made it in, but disappointed to find out it was significantly smaller than it was in World. The party/riding model feels like you're just riding a big cow. The scaling issue is exacerbated by the fact that the models for monsters in your party are further reduced in size by about 25% from the ones you see in the wild. It's annoying once you notice it and makes you feel like you got a gimped monster. Fourth, unlike other MH games, there's no option to make the palicoes speak cat. This is bad because Rudy is annoying and a bit of a control freak. He's also very, very loud (at least in the english VO). But it says a lot about a game when the only flaws I can find with it are that there isn't more of it, they made my Barroth small, and the cat is annoying.

You know a game has to be amazing when I spend 110 hours in it and immediately start another playthrough after the final boss. After 90 hours in AC Valhalla last year, I felt like I needed a vacation. Yet I'm still playing MHS3 a week after beating it. I can't praise this game enough, it has replaced PL: Arceus on my list of top 10 best games of all time. Nintendo made the Pokemon game I always dreamed of as a kid, but Capcom made the Pokemon game I dreamed of playing as an adult.

Rating: 10/10 Near-Perfect.

Completed:

Tomb Raider II (Evercade)
Tomb Raider III (Evercade)
Mafia: The Old Country (PS5)
Gundam Breaker 4 (PS5)
Monster Hunter Stories 3: Twisted Reflection (PS5)

In Progress:

Final Fantasy IV Advance (GBA)
Tomb Raider: The Last Revelation Remastered (PS4)
Resident Evil: Code Veronica X (Gamecube)

Re: 52 Games Challenge 2026!!!
« Reply #256 on: April 17, 2026, 12:41:33 am »
Thanks everyone for the encouraging and kind words. Yeah, it's pretty devastating and to make matters worse the job market is awful right now. Tons of people looking, but not nearly enough jobs to go around. Luckily I'm considered senior level in my field, but that only gives me a slight edge in the current economic climate. I'm also on the company payroll for another 2 months and I have a decent severance package headed my way. Still, the prospect of potentially being unemployed, or even under employed is pretty terrifying. I can hold on until probably later this year before I have to make some very hard decisions, assuming I don't find something before then. I've already applied to nearly 50 jobs and haven't even been given an interview yet. As I said, the job market is crap right now. I've never even remotely had this much trouble landing a job before.


On a side note related to this thread. I am in the middle of another game. Unfortunately, I'm not enjoying it as much as I'd hoped, but it's still the kind of game I felt like I needed right now. I'm guessing I'll beat it sometime this weekend. We'll see though.
« Last Edit: April 17, 2026, 12:55:42 am by bikingjahuty »

kashell

Re: 52 Games Challenge 2026!!!
« Reply #257 on: April 17, 2026, 08:40:58 am »
38. AAA Dynamic Scenes

My partner and I have been "playing" this to wind down at night. We've completed enough puzzles between the two of us on varying difficulties for me to consider it complete. Simply put, there's a variety of stunning wallpapers (many of which are animated) that you can have on in the background kind of like a bougie screensaver. With the push of a button, you can turn them into a jigsaw puzzle. You put the pieces in one at a time. Throw in some of the most chill, relaxing, haunting, captivating music (depending on the puzzle) and you have the perfect way to chill after playing something more intense. We'll be going back to this time and again, but I wanted to capture it on here.

Re: 52 Games Challenge 2026!!!
« Reply #258 on: April 17, 2026, 11:33:00 am »
19. Rave Racer | 1995 | "Arcade Archives 2" Re-release | Switch 2 | 4/4:



     Rave Racer -- not to be confused with Ridge Racer or Rage Racer -- is a pretty fun arcade game. Drifting around corners is never a dull moment in this game. I can't always get it right, but when I do get a good run going, I'm in a flow state. This port to modern consoles -- while expensive -- gives you multiple versions to play. Do you want to play the Japanese or English version? Standard manual driving or the DX version using the right thumbstick as the stick shift? You get all of them!

     Of course, there's some annoyances I have with the arcade mode. Getting past opponents is tough, especially on the more advanced courses. There's tight passageways where you can bump into an opposing driver and lose a heavy chunk of momentum, as you can't help but do so just to make a sharp turn. Even if you bump them from the side, the game will sometimes decide that you lost speed while your opponent is not affected in any way. I also wish there was a way to turn down the announcer voices. I don't like hearing "Come on! Drive a smart race! There's a lot of racing ahead!" after I just made a perfectly normal drift turn.

     Even though it's nigh impossible to play the game as it was originally intended now, you can still have much of the authentic Rave Racer experience today in the comfort of your own bed or couch. Grade: B

Re: 52 Games Challenge 2026!!!
« Reply #259 on: April 17, 2026, 11:40:11 am »
20. Grand Theft Auto: Vice City | 2002 | PlayStation 2 | 4/11:



     Well, whether GTA 6 arrives this year or next year -- or the year after that -- we still have the original Vice City to look back on. I could never finish Grand Theft Auto: Vice City before due to complications: the first time, I forgot to save my progress after playing for 5 hours straight on the PS2; the second time, my game soft-locked every time I tried to move after saving because the game spawned me on top of the save point. Man, I love the old GTA games.

     Everything about Vice City is still true today: vibrant vistas, an amazing licensed soundtrack, and a step above its prior entry: Grand Theft Auto III. While GTA III is the innovator, and San Andreas is the one to truly push the PS2 to its limit, Vice City is still just as important with what Rockstar North improved on within a shorter development window. You have more weapons to work with, properties that can be purchased, and an overall different feel and vibe compared to prior entries. Though you can tell this is an early-2000s game, Vice City still holds up visually because of the new location. I love the grit of GTA III, but the loose recreation of 80s Miami combined with subtle art direction choices like bringing back the "trails" effect, is pure nostalgic bliss.

     Tommy Vercetti -- while not the most memorable protagonist in the series -- was and still is the perfect candidate for the series' 1st voiced playable character. His background isn't given much dialogue; the only detail I can remember is him mentioning being in 'Nam, but the story doesn't really elaborate further. Vercetti is however, definitely a character you can feel is a part of Vice City's world, like many of the characters you come across throughout the game. They're expressive and goofy, but don't come across as annoying like Liberty City Stories and its characters felt to me.

     Missions are surprisingly varied compared to GTA III. There is the occasional aggravating mission that takes numerous trips to the Ammu-Nation to beat, but you get a little taste of everything the game has to offer. This is thanks to the varied cast of characters you get missions from. You may do one mission that tasks you with assassinating a lady for her briefcase just to help with counterfeiting money, while the very next mission requires you to keep a certain speed limit while some drunk, bumbling idiots try to disarm a bomb in the back of your car. There's enough side content outside of missions to help with earning money, but it's not so much that it becomes overwhelming or too ambitious like San Andreas can be at times. Despite showing some cracks that it's still an early open-world title, Vice City is overall a pretty well-rounded experience.



Grade: A-

Re: 52 Games Challenge 2026!!!
« Reply #260 on: April 17, 2026, 10:33:23 pm »
2. Klonoa 2: Lunatea's Veil (PS2 - ABANDONED

The first Klonoa game was probably one of the most surprisingly good games I can remember playing. I remember going into that game with fairly mild expectations in terms of its quality. Sure, I'd heard over and over again online how great it was, but I tend to not believe the hype when it comes to retro games getting heaps of praise thrown on them, particularly when the games are more on the obscure side. When I actually did play Klonoa on the PS1, I was blown away by how fun it was, but also how deep, and impactful the story was too. I was definitely not expecting that. So after falling in love with that first game, it's been a longtime backlog goal of mine to tackle its sequel, Klonoa 2: Lunatea's Veil on the PS2. Unfortunately, that game didn't hit me nearly as hard as the first game and in pretty much every way felt like a noticeably inferior game.


I really didn't care for most things in Klonoa 2. The OST, gameplay, and visuals are all okay, if not even being pretty good overall, but I guess in the end, the game just felt way less special or interesting as the first game. Levels often go on for way longer than they should. Most bosses aren't particularly enjoyable or fun. The story is a massive downgrade over the first game, at least up to the point where I stopped playing. I just couldn't get into this one as hard as I tried.


With all that said, I'm not going to discount how unfortunate events in my personal life recently might be tainting my opinion of Klonoa 2, but honestly more convinced that I just didn't enjoy this game. I'm certainly not ruling out someday trying to play this game again, but for now, the combination of me struggling to continue playing it and also me being unsure how much my personal problems are dampening my enjoyment led me to the decision to drop this game for the time being. Time will tell if I ever get around to playing this one again, but for now it's going back on the shelf. (3/17/2026) - ABANDONED

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #261 on: April 18, 2026, 12:52:33 pm »
17. Jet Set Radio || PC || 04.06.2026



For many years, Jet Set Radio has been a game I've long wanted to play. Ideally, I would have played it by using the original Dreamcast hardware and controller that it was developed for which is a significant reason why it's been left unplayed for so long, but I ultimately settled on putting my Steam Deck to good use since I've long had that option available after having redeemed a digital copy of the game through a free promotion a full decade ago.

Now, describing Jet Set Radio is a fun exercise, because, even though its gameplay is fun, it is every element that forms its presentation that is the most captivating and defining aspect of the experience offered. Upon starting, players are introduced to a pirate radio station DJ who hosts the eponymous show that covers the ongoing narrative events. Specifically, the narrative focuses on one of several inline skating street gangs whom the player controls as they clash with neighboring Tokyo rivals in turf wars and, over time, begin collecting pieces of a mysterious vinyl record. Throughout the entire playthrough, strong personality is established as a result of the game's use of its cel-shaded visual style with anti-establishment and general counterculture themes that are uniquely paired with an eclectic and memorable blend of music featuring elements of hip-hop, dance, funk, and Japanese pop that culminates into a style now commonly referred to as Shibuya punk, a Y2K-inspired movement pioneered by Jet Set Radio itself.

Demonstrating strong themes, the game is all about navigating urban environments while tagging walls, roads, billboards, and anything and everything else in the city to expand the player's turf. So to be expected, rival gangs and police forces are regular threats that, over time as more level progress is accomplished, become more and more dangerous. In each of the story missions which consist of three chapters relating to three separate rival gangs, the player is tasked with reclaiming territory that's been infiltrated while evading authorities and surviving city hazards like vehicles or falling from lofty heights. Regarding the former, police generally begin targeting the player as ground units by tackling and even firing bullets, but the extent of their efforts toward stopping you may even escalate to aircraft use. Unfortunately—and this may be due to scheduling restraints or even hardware limitations—there isn't any gameplay featuring a turf war acting out in real-time with players and CPU players alike expanding their gangs' marks while overwriting others', but perhaps that's a mechanic to look forward to in sequel entries. Nevertheless, the player's goal is accomplished by the combined effort of searching for tag locations and the act of tagging itself. There is some variability to the latter, as there are three sizes of graffiti marks that are dependent on the location. Smaller designs can be sprayed with a simple button press, but medium- and large-sized ones require a series of actions triggered by mirroring specific analog stick movements which mimic real-world actions to be completed. At the same time, paint spray cans are a finite resource and must be collected as they're scattered about.

However, other types of stages are present within the game too. Apart from the majority of stages across the story campaign, certain stages that present the player-character directly opposing rival gangs become available. How this is accomplished is that players must chase several rival members in an enclosed loop and tag their bodies with spray paint a certain number of times. The opportunity to complete this action wasn't consistent, and I'd often press the appropriate button without the action being triggered. Meanwhile, several other stage types with their own goals—Jet Graffiti, Jet Tech, and Jet Crash—are presented for players to freely choose at any point from the stage select screen. They're fine options for side content, and I found Jet Crash to be the most interesting of the three as it tasks the player to race against one CPU player all through the interconnected map area while the needed path is unmarked. There is a clear direction players must take, and succeeding ultimately requires trial-and error alongside skill. Intermittently, recruitable NPCs will also appear at your gang base challenging the player's skills. This, too, is a fun diversion from the main campaign as the goal may also be a race to an end goal or, more interestingly, a type of call-and-response type of stage structure where players must replicate a series of actions the CPU player performs first. Upon succeeding, the NPC will properly join your gang and becomes a selectable player-character with varying stats, their own dedicated graffiti designs, and different tagging inputs too.

With an emphasis on movement, general exploration within the game's sandbox level design is comprised of skating, jumping, grinding, and hitching, and it's for this reason that Jet Set Radio is more evident of the platformer genre than sports or action. These motions are all easy to perform, though it did take some time for me to become used to the controls since verticality is routinely stressed with clear gaps to cross over. At the same time, primary navigation throughout the interconnecting city sections is not made abundantly clear. While there are UI arrows that lead players to where tag targets are located, players will already need to be within a close vicinity for them to activate. So in certain scenarios, a player may feel forced to explore looking for those last few spots which can be obscured by environmental set pieces or out-of-sight due to its elevated placement. Of course, this problem is somewhat mitigated by the Jet Set Radio's dedicated map system, but it's a tedious task considering players are forced to pause the game and then view the map within a nested menu selection. Something else worth mentioning about player exploration is that players can be annoyingly removed from the stage by veering too close to the level exits. I don't know why these exits exist at all, since their only purpose is to impede player progress as all unsaved progress becomes lost. On several occasions, I was struck by the flow of traffic and somehow pushed out of the stage by a barrage of vehicles, requiring me to try again from the stage start.

To a degree, certain aspects of the game are needlessly challenging, though it's not to the point of frustration. And, I will acknowledge that a certain level of difficulty is required beyond the depleting time limit to complete stages. Nevertheless, it's common to navigate throughout a stage without much direction, and there are times when the map system becomes useless as where players may need to go is a different segment of the map and can't be accessed unless already physically there. Meanwhile, antagonistic forces have the utmost intent to leave you incapacitated without any health, utilizing fists, guns, or even explosives while you're instead left with the only option to evade them. On that note, health can quickly deplete, and desperately searching for restorative spray paint cans while an enemy encounter occurs adds another layer of stress as time ticks down. Between these two elements, first-time players or even players who simply become lost will struggle. Additionally, the map system lacks crucial information. Entry and exit ways aren't indicated, so it's a regular occurrence for anyone unfamiliar with a new area especially to hopelessly roam around looking for a specific path.

More broadly, there are various aspects of level design also worth mentioning. Across all stage types including those within the campaign, an arcade level design is integrated that I completed ignored. At the end of stages, players are scored based on a ranking system, and I can only imagine that trying to reach the highest rank for them all is a trial of patience amidst the aforementioned problems present. To help players accrue more points, optional tag locations can be found and used to bolster one's score, but using them obviously comes at the cost of depleting their stock of spray cans. Like one would expect from a 3D platformer of this era, there are collectibles to discover in the form of equippable graffiti designs for each of the three sizes. They're usually not that difficult to find, but actually getting close enough to properly collect them certainly is. Lastly, there is a major issue relating to the main campaign—that is, it seems that way to me. Unfortunately, players are unable to retry story stages until the entire campaign has been completed unless retrying them immediately after finishing but before exiting the stage. Except, players are still not given the free opportunity to select stages even once the campaign has been cleared as the full campaign restarts with the same previous limitations. So, should a players actually be interested in besting their high scores or achieving a certain rank, they'll either be forced to do perfect one stage at a time that will more than likely require a lot of practice or play throughout the entire game several times.

Even for someone who's not played Jet Set Radio, it's clear that it presents a robust and unparalleled atmosphere for a game of its time of release. However, it's certainly not a game without its faults—faults that seem simple to solve too, which is disappointing that they remained in the game's final build. But for someone like myself who played the game casually without an interest in its ranking system or collectibles, there's a lot of fun gameplay to experience even when irritating moments may occur that's strongly complemented by its design presentation. In time, I'll definitely be playing its sequel entry and other games inspired by it.

Re: 52 Games Challenge 2026!!!
« Reply #262 on: April 18, 2026, 02:19:41 pm »
Still chugging at the series with Mega Man X4.  Looks great, with some really cool boss designs.  Overall it felt much easier than other titles.  Theres a little bit of a difficulty spike at the end, but nothing outlandish.  The first game in the series with voice acting and it is absoultely terrible, which has its own flavor of charm.


kashell

Re: 52 Games Challenge 2026!!!
« Reply #263 on: April 18, 2026, 04:50:45 pm »
Still chugging at the series with Mega Man X4.  Looks great, with some really cool boss designs.  Overall it felt much easier than other titles.  Theres a little bit of a difficulty spike at the end, but nothing outlandish.  The first game in the series with voice acting and it is absoultely terrible, which has its own flavor of charm.

Did you find out what you were fighting FOOOOOR!?!