Author Topic: 52 Games Challenge 2026!!!  (Read 49321 times)

Re: 52 Games Challenge 2026!!!
« Reply #135 on: February 28, 2026, 04:41:13 am »
10 - Resident Evil: Requiem (PC 2026) - BEAT - Was gonna take my time, spread it out over the weekend with a few hours every day, but I just binged it hard lol I had a pretty good time with it, it was a fun idea they did, where they people like both the more slower survival horror side of things, RE2R/RE7, but also like the more actiony stuff, RE4/RE8, so why not both? Grace is perfect as someone new dealing with these horrors, having a setup that feels more standard survival horror, exploring a big hospital.  Leon slips in and out, and then later you get a section with him that is more actiony in general, generally splitting the game.

Part of me wishes it was more just Grace and doing stuff that feels more like RE2R/RE7, I'm not so nostalgia driven like some fans are where they need the lead to be Leon, or Chris, or whoever else has done this before, I like having a character who struggles to handle what is going on, it's what makes it more creepy, compared to Leon spouting off one-liners.  I do like those one-liners, I like how cheesy and action heavy he is, but I like the survival horror leaning the other way more.  That's something I wish they did more, there's not enough puzzling, maybe trying to figure out progression more, that feels abit lax in this game.  It's not bad, I just want more of that.

Overall quite fun, not my favorite, but definitely good.

kashell

Re: 52 Games Challenge 2026!!!
« Reply #136 on: February 28, 2026, 05:01:20 pm »
10 - Resident Evil: Requiem (PC 2026) - BEAT - Was gonna take my time, spread it out over the weekend with a few hours every day, but I just binged it hard lol I had a pretty good time with it, it was a fun idea they did, where they people like both the more slower survival horror side of things, RE2R/RE7, but also like the more actiony stuff, RE4/RE8, so why not both? Grace is perfect as someone new dealing with these horrors, having a setup that feels more standard survival horror, exploring a big hospital.  Leon slips in and out, and then later you get a section with him that is more actiony in general, generally splitting the game.

Part of me wishes it was more just Grace and doing stuff that feels more like RE2R/RE7, I'm not so nostalgia driven like some fans are where they need the lead to be Leon, or Chris, or whoever else has done this before, I like having a character who struggles to handle what is going on, it's what makes it more creepy, compared to Leon spouting off one-liners.  I do like those one-liners, I like how cheesy and action heavy he is, but I like the survival horror leaning the other way more.  That's something I wish they did more, there's not enough puzzling, maybe trying to figure out progression more, that feels abit lax in this game.  It's not bad, I just want more of that.

Overall quite fun, not my favorite, but definitely good.

Dang! You plowed through that one!

kashell

Re: 52 Games Challenge 2026!!!
« Reply #137 on: February 28, 2026, 05:29:19 pm »
19. Trails in the Sky First Chapter

Gehenna froze over twice this year! Am I Trails fan now? After another 50 hours with another entry (albeit a modern one) it's hard to say. I'll always prefer classic Falcom sprites to 3D models, but this remake really came through. I have a few complaints that I'll disseminate in a review, but the only one I want to mention now to get off my chest is enemy HP. I played on standard difficulty and all of the Intelligence Division enemies had HP bloated to high heaven. It was ridiculous. Naturally, they gave crap experience, too. Anything to pad the game, I guess? Otherwise, this was another pleasant surprise. I can't say I'm not intrigued by what Second Chapter would have in store based on the ending.

Re: 52 Games Challenge 2026!!!
« Reply #138 on: February 28, 2026, 07:05:31 pm »
Dang! You plowed through that one!

I didn't have anything else going on, so I played at Midnight for a number of hours and then just went crazy last night on it lol I was gonna spread it out across the weekend, savor it, but I got too engaged, been awhile since I went full gamer like that, I think Death Stranding 2 last year was the last time I went that hard.

I still put nearly 13 hours for the one main run and trying Insanity mode right now which is ridiculously hard, so it's living up to its name lol
« Last Edit: February 28, 2026, 07:07:02 pm by kamikazekeeg »

Re: 52 Games Challenge 2026!!!
« Reply #139 on: March 01, 2026, 12:24:53 am »
17. Mario Kart 64 [N64] - finished Feb 28th, 2026




THE SWEET TEARS OF PERFECTION


Mario Kart 64 exemplifies the old adage of "they don't make them like that anymore".  A beacon that all Mario Kart fanatics run to when needing to point to the gold standard. A measuring stick so to speak. A game that took it's franchise to the moon in only the 2nd entry into the lineup. In both popularity, sales and prestige. Mario Kart is poetry in motion and perhaps one of the greatest art installations of modern man. I will get into every reason why...  but of course let's remind. That this is Mario Kart 64. So it speaks for itself.

But first, I must say. My past with this game runs deeper than even Guitar Hero III. So much so, that I cried while playing it. It had been about 15 years since i've played the game. Remembering my childhood friend Glen Constantino. My batman themed bed spread. Inflatable chairs and pogs? I cried not because I had realized that my fleeting childhood was never to be relived again or because every giggle, laugh and blue shell that came to define my most important adolescent years was now just a memory. Not because I had lost so much even though I did, but because I have gained so much.  It feels as though you have reuinited with an elementary school friend. And the friend reminds you of yourself. I miss it. I miss those Sunny Delight summer days when school was out, and the red glow of an N64 light illuminating the room was all we needed. This feeling is by design. It is in every essence of this game. It is why Mario Kart 64 is the mvp.  It does this for so many people.


GAMEPLAY

Mario Kart 64 takes all the errors of Super Mario Kart and makes sure to distance itself from them. Things like constant podiums, terrible rubberbanding and wonky ricochet mechanics of the karts are gone. Replaced with sensible and fair podium randomness. Peach can win race 2 and yet you may find her place 7th next time. This does quite a bit in balancing Mario Kart 64's difficulty. You can place 2nd in each race and possibly win in points at the end. That's how real racing championships work. Which is perhaps it's most important refresher and something that has carried over to every other installment of Mario Kart since.

The blue shell makes it's debut in this game. The gamer universe's beloved friendship ender. Drifting becomes more fluid than ever. And the graphics and textures of course quadruple from 16 bit to 64 bit.

The game is set up basically. It is pure couch co-op fun. You get 4 cups. Each have 4 levels. So 16 in total. And you progress by winning gold in each. If you win gold in each cup on 150cc. You unlock a mirror mode. No hamming about. Just regular simplicity that sometimes is lost on modern mario karts. 


I find the NPC intelligence in this game to be quite shocking. For example, a cpu character may lay a banana on the bridge. It knows that it is impossible for the next person to not hit it. A cpu character may also lay a decoy powerup with the real powerups to genuinely trick you.  The intelligence the cpu operates with made me feel like I was facing a friend via split screen while playing on 1P mode. It's fascinatingly good for it's day.


LEVELS


But perhaps the greatest part of Mario Kart 64 is the levels.  Toad's express way stands out above all. A interstate highway level where you race at micro size along side giant cars and semi trucks on a road. Being a kid, this level always blew my mind. Rainbow road is a ribbon of decadence, it glows seemingly 200 million colors to become this crazy color fest that resembles a lite brite toy from the 80s.  And each level is joined by beautiful soundtracks. Symphonies of hymns, harps, violins and electro synths make these melodies that transport you to the track. Colorful celestial vibes match rainbow road flawlessly. Adrenaline pumping jungle themes reflect Donkey Kong's level.  It is quite a connection to feel and it feels transportive.


Mario Kart 64 is God tier Mario Kart. Perhaps 20 years ahead of it's time. And to most it is more than that. Anyone who had this console at an age early than 15.  This game is like mother's hug. It is beyond sheer plastic and screws at this point.  Sometimes a piece of entertainment can become so connected to your soul that it ascends into your consciousness as metaphysical. Your central nervous system is rainbow road. Time stands still.  Welcome back.

Rating - 100/100
« Last Edit: March 01, 2026, 12:26:36 am by marvelvscapcom2 »





Re: 52 Games Challenge 2026!!!
« Reply #140 on: March 01, 2026, 07:22:12 pm »
19. Resident Evil Requiem (PS5)

Resident Evil Requiem (RE9) is really a tale of two games. On one hand, you gave some of the best survival horror gameplay and atmosphere the series has seen since RE7 and some of the classic RE titles. On the other hand, you have a balls to the wall horror action game that takes its cue's directly from some of the more over the top entries such as RE5, RE5, and dare I say, even a hint of RE6 (I mean that it the best way possible, honestly). The first half of the game absolutely leans way more into the unfiltered survival horror gameplay mentioned, while the second half is predominantly an action game first and foremost. For some, this is going to be fairly jarring, however the way it is implemented and how things play out in terms of RE9's settings and stories absolutely works. The end result is one of the best Resident Evil games ever made, and possibly the best modern RE game.


During the 10 hours it takes to beat RE9, you'll be transitioning between the two main characters of the game, Grace Ashcroft and series veteran, Leon Kennedy. Despite being an FBI agent (FBI analyst if you want to be more specific), Grace is a fairly fragile and relatable character. Aside from a few key parts, Grace definitely comes across as a fish out of water and is struggling to survive, much less just stay sane and calm in the insane situation she finds herself in throughout the game. She isn't a trained badass like Jill Valentine or a natural born badass like Claire Redfield; Grace is just a fairly ordinary first who is just trying to survive with the little personal and physical resources given to her. As you've probably already surmised, Grace's gameplay is pure survival horror where you'll be doing all you can to avoid conflict, which will always be the prescribed method of success given how little ammo, health items, and general resources are available to her.


On the complete flip side of this, Leon's gameplay is all action, stealth and avoidance be damned. The way forward with Leon is always through an endless wave of zombies and other BOW enemies, leaving in your wake a trail of blood, guts, gore, and destruction. RE9 supplies you with plenty of ammo and supplies to accomplish this, although I'd be lying if I said there aren't a few sections of the game where maybe you'd want to be more judicious about how much ammo you're using and how many enemies you engage. Luckily, there are a variety of more creative ways to slay your enemies such as traps and obstacles, almost taken right out of RE4. The bottom line is that you there is barely a dull, slow moment when Leon is behind the wheel.


RE9 starts you out in Rhodes Hill Care Center, a building that takes a lot of inspiration from the Spenser Mansion in terms of his design and aesthetics. Still, the care center offers enough of its own unique qualities where you won't just feel like Capcom reheated the main setting of RE1 and threw a new coat of paint on it, hoping no one would notice. No, Rhodes Hill is a genuinely interesting and fun survival horror sandbox where as Grace you'll be carefully backtracking to different areas of the complex, collecting keys, solving puzzles, and pretty much doing all the amazing survival horror tasks many old school fans of the franchise can never seem to get enough of. There are brief sections where RE9 switches you over to Leon and you'll go from carefully avoiding zombies to killing anything that moves, but the first half the of game is mostly a survival horror experience. Those action portions with Leon are simply an appetizer for the second half of the game.


While I won't spoil where the second half of the game takes place, let's just say it was featured in a lot of the trailers so it should hardly be a surprise to anyone. Within the dilapidated ruins of this new area, you'll be playing almost exclusively as Leon. While there are some light puzzles and areas that flirt with survival horror, make no mistake that the vast majority of RE9's second and final acts are action packed. For some, this may be disappointing, but given how well, both the action and survival horror aspects of RE9 are, it's hard to imagine anyone being disappointed with any portion of the game. Still, all things are not created equal between RE9's survival horror and action gameplay.


I felt like RE9 did a way better job being a survival horror game than an action game. That's not to say the action portions were bad, I just found them not as well designed, with some parts of Leon's trek through the second half of the game to be a chore at times rather than genuinely fun. As for the survival horror gameplay and experience, it wasn't perfect, but I almost always enjoyed these sections more, minus a few minor complaints. With all that said, I feel like there were several amazing and also not so amazing boss fights in Leon's portion of the game. In fact, two of these boss encounters and their respective reveals had be going, "HOLY SHIT!" when they happened. Again, I'm not going to spoil anything, but fans of RE2 especially are going to love some of the crazy shit that happens later on in the game whole playing as Leon.


My main complaints with Grace's survival horror gameplay is avoidance of enemies did not always feel consistent. You're given a variety of tools and techniques to avoid confrontation entirely, but I found these conflict free methods to be fairly inconsistent in terms of them working as intended. For example, you can throw empty bottles to distract enemies so you can try and slip by them. However, sometimes enemies would ignore these broken bottles or be distracted for a couple seconds, before quickly turning around and spotting me, forcing me into a situation where I can to fight to avoid taking damage. There are also a few sections, particularly in the Rhodes Hill Care Clinic that maybe should have been thought out a little longer given how restrained they can feel, forcing you to take action in them even if you're trying to avoid that. As mentioned before, these complaints are fairly minor and don't distract too much from what is otherwise an amazing survival horror experience while you're playing as Grace Ashcroft.


I have far more complaints when it comes to Leon's action oriented gameplay. I played the game on standard difficulty, and even when doing this, some standard enemies were unbelievable bullet sponges. The worst part is how inconsistent it all was. One zombie taken out with a headshot from a shotgun at close range, would go down with one shot, while another standard zombie would take three head shots. Speaking of zombies, there is a variant of the walking dead that appears fairly early on in the game that is a complete nuisance and I dreaded fighting them for all the wrong reasons. Aside form just straight up combat, this is one section with Leon you encounter at around the halfway mark that sort of outstays its welcome. By the time I moved on to the next areas, I was beyond done exploring that previous part of the game. Like my complaints with the survival horror parts of RE9, the issues I have with the action gameplay are relatively minor, but certainly more of a big deal to the overall enjoyment of RE9 than those in the aforementioned parts of the game.


When it comes to RE9's story, it's mostly pretty good, but certainly has some flaws and annoyances. While I played playing as her, I wasn't completely sold on Grace's character and at times even found her to be a bit on the annoying side. Sure, she was definitely a fairly relatable protagonist, but I feel like the voice actress almost overacts when it comes to expressing Grace's terror and anguish at several parts. I also don't buy that an FBI agent would be as woefully unprepared to deal with a situation like the one Grace find herself in. Still, the character has enough development throughout RE9 to where I mostly came out in the end liking her. Still, she'd no Jill, Claire, or Ada, that's for sure. As for Leon, he's the same Leon us RE fans have been in love with for almost 30 years.


In terms of the plot, RE9 almost feels like a direct sequel to RE2 rather than being the 9th entry in a long running franchise. I say this in the absolute best way I possibly can as I haven't enjoyed a new, non-remake RE game like this in a long time. There are some genuinely nostalgic moments in RE9 that will make any RE2 fan become overwhelmed with feels. It certainly had the impact on me. Still, despite how lovingly RE9 serves as an almost direct sequel to RE2, the writing isn't perfect. The main villain is fairly hokey and almost becomes an afterthought in the second half of the game. Some of the plot too can be a little silly and also disappointing, but overall, the story and plot of RE9 is definitely pretty good and worth playing the game just to experience it.


Visually, RE9 looks incredible. It's hard to believe the RE Engine is almost a decade old given how amazingly well it renders characters, backgrounds and other visuals elements. I'd say there are small indicators it may be showing its age just slightly, but it still holds its own in 2026, that's for damn sure. Rhodes Hill looks amazing, however there are some more bland looking areas later on in the game, which while it makes sense why they'd look the way they do, they're still a bit on the bland side, especially when how long you have to play through one of them in particular. There's also an impressive variety of enemy models in the game, and also a pretty good spread of enemy types. Bosses are all amazing looking as well, with a few being among the best looking bosses we've had in an RE game since the 90s and early 2000s.


Finally, RE9's audio is pretty good for the most part. Music is a mix of creepy, original music made specifically for RE9, however it also possess some arranged and remixed classic RE songs that go with specific parts of the game. One of these arranged classic tracks gave me goosebumps in combination of what was happening on the screen. Still, I didn't feel like the original songs or the arranged songs in RE9 were as good as some of the older entires in the series, but saying they're anything less than pretty damn good would be inaccurate. The sound effects are also top notch and never miss a beat in terms of portraying the impact of weapons or damage to enemies and environmental objects. Enemies all sound nice and creepy too.


The voice acting in RE9 is a bit of a mixed bag. I already talked about some of my grievances with Grace's voice actress, but one of the main bad guys is also guilty of hamming it up a bit too hard and even overacting. I don't know if this was deliberate in order to remind players of some of the cheesy voice acting of the old, PS1 era RE games, but it didn't sound self aware enough to make me think this was the case. Still, outside these relatively minor issues with the voice cast, all the other performances were excellent, with Leon's being the best by far.


I knew going into RE9 that I would almost assuredly like it, however I'm once again surprised by just how much it exceeded my expectation regardless. RE9 is one of the most phenomenal entries in the series and is bound for greatness in a series with some very strong competition. I'd even go as far as to say RE9 is the best new Resident Evil game we've had since the PS1 era. I can't think of a single RE game, save the remake of the first Resident Evil game that does it for me quite like RE9 does. If not for maybe a bit more refinement to the story, gameplay, and audio, this would undoubtedly be my favorite RE game ever made. But even at second place, this is an outstanding game that I cannot recommend highly enough. (3/1/26) [43/50]

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #141 on: March 02, 2026, 04:14:43 pm »
11. Death Stranding || PlayStation 4 || 02.21.2026



Since before its release, Death Stranding is a game I've maintained some level of interest in playing, though much of that intrigue perhaps comes from the reception it's garnered both as a game and as a fully-realized project from Hideo Kojima, sans Konami. So, I finally decided to see what it's like after all these years without really knowing what to expect from it still.

To be brief, the player assumes the role of Sam Bridges, a one-of-a-kind courier who's tasked with traveling across the United States of America to reconnect the country by linking satellite locations together along a data network. This relatively straightforward premise is bolstered by a series of metaphors that are undeniably simple to grasp yet are simultaneously contrasted by plot exposition and worldly phenomena that's wide-reaching and convoluted. By no means is the game afraid to provide answers directly without much of an explanation as it treats the player like they're a part of this world with context, and it's most implemented by a heightened use of theorization, historical recollections, and ambiguous plot developments. At the same time, what this also means is a script that batters the player over and over again with the themes the game hopes to convey that, between these two polarizing points, I imagine will leave many players confused either confused or actively ignoring it altogether. But maybe that thought is wrong—it doesn't describe my experience with the game's story, anyway.

While the country's population is largely segregated from another in their own pockets of society—and sometimes living totally alone, even—as a result of a threatening outside environment that's led to its broken nature, the people whom Sam engages with cheer him on. Yet despite this attempt to reclaim the lost social dynamics of society, the world is simply too fractured for us to think that Sam's journey is anything but a solitary one. On his own, Sam treks across an empty expanse teeming with hazards, be they related to the environment, humans, or the unexplained. But humanity still carries on somehow, mostly alone, and it's Sam's assigned task to reconnect them. Be that as it may, when Sam interacts with NPCs unrelated to the main narrative, there is only one instance where he meets others face-to-face. Everyone else is just a hologram, or what they say is relayed as a written e-mail. Even though Sam works toward saving hundreds of thousands of people, he only ever properly meets less than ten. To some degree, this is due to the urgency of Sam's mission but also because of who Sam is as a person: he's closed-off, damaged, and unwilling to participate in a society he's never before been forced to be apart of.

Tasked as a porter, the player's goals are simple: travel across the dangerous landscape to conduct deliveries while minimizing damage to them while, at the same time, establishing a connection between new sites where deliveries are made. But how that travel is achieved varies as new environmental hazards, terrain types, and the tools to overcome both are introduced that often results in a seemingly simple task becoming opposite. Natural terrain does not accommodate those who seek to overcome it, so successfully doing so either requires a preparedness with disposable tools or electing to wander to find some inconvenient detour that it itself may introduce its own challenge. Nearly every single aspect of the game complicates the core gameplay mechanic that's walking, and I'm aware that many other players regard these obstacles as nothing more than unrelenting annoyances.

But across my experience, it's this difficulty and dedication to translating the real-world action of taking one step after another that elevates Death Stranding into a game that stands out in more positive and refreshing ways. Sam does not glide along the ground or scale elevation with ease as players may be able to perform in similar games. Instead, every aspect of the natural world including steep hills, rocky fields and clifftops, and lively streams of water is just as dangerous as everything else Sam encounters throughout his journey. Players will inevitably trip along the uneven ground, have the weight of their excessively high-stacked cargo pull them to the ground, and lose cargo in a number of ways including being destroyed by the elements and player carelessness. What's already a slow process is often made much slower until players begin properly outfitting the world with more permanent constructions, and patience is more often than not something that rewards players. During short cinematic sequences, Sam may be seen loading or adjusting his gear and cargo in manner that changes pending upon how much weight he's carrying. He'll be postured uncomfortably, make audible grunts, and gesturing general bodily strain and fatigue. As the player, we dictate just how miserable Sam's current objective is to accomplish, and it's strongly captivated.

While the outside world is overwhelmingly a solitary place as Sam ventures on his own, it's heavily contrasted to Death Stranding's gamified social mechanics that work toward making an individual endeavor rooted with survival gameplay mechanics a community one. As the game progresses, Sam eventually gains the means to craft more permanent structures to help perform deliveries such as paved road segments and resting shelters, and as the network he's tasked with setting up widens, so too are the tools other players online acting as fellow couriers create. I personally feel conflicted about its inclusion in spite of the game's messaging about social connection, though. Fellow porters acting as NPCs do also traverse the world, but they're seldom found and can't really be interacted with. Meanwhile, online players are never to be found, although their presence most certainly is. At nearly every location, the area is littered with lost cargo or crafted structures, and it adequately defeats the idea that the world is barren. While I do find this mechanic interesting as an idea, its execution is too pronounced. Particularly in regards to traversal tools, the frequency of online player assistance is too high; there shouldn't be two extremes, marked by either no help or too much of it.

Beyond natural hazards, Sam inevitably faces aggressive adversaries as well. So, to be expected, there is combat to engage in alongside the more pronounced exploratory gameplay. Fortunately, combat mechanics aren't poorly tacked on, though combat's general inclusion is something I grapple with being necessary or not to the game's overarching experience. Nevertheless, combat is functional and simple to engage in. Sam will come to amass an arsenal of weapons to craft, equip, and then use in addition to various ammunition types that are interchangeable to accommodate for various situations. Alongside proper combat, stealth is also an option to utilize. To be expected, stealth is a more strategic approach to enemy encounters and is difficult to perform at times, but that it's an option that exists for those preferring it is welcomed. During the late-game, combat becomes more emphasized with encounters that are nearly or totally unavoidable in a way that makes sense on a narrative level but also with a frequency that feels overdone. Really, there was never an instance where an encounter went wrong and it felt like the game was penalizing me, meaning every botched situation felt like a result of my own player mistakes no matter if I relied upon direct combat or stealth.

For as much as I enjoyed the game, it definitely has its problems. On a fundamental level, how distance is conveyed greatly removes the illusion that Sam's journey takes him across thousands of miles across what is one of the world's largest countries. While I acknowledge that this sort of realism can't be expressed realistically without heavily compromising the gameplay or narrative, it was unavoidable for me to ignore. Meanwhile, the actor performances that are meant to reinforce the narrative-dense experience vary from highs to lows. Perhaps it's because of the lack of human connection present in-game that highlights these issues, or maybe it's the disconcerting story actors may have had trouble with understanding. Regardless, in rare examples exemplified best through Mads Mikkelson but also Troy Baker do characters feel expressive and fun despite of the outlandish premise and made-up jargon they're working with. To phrase it simply, Sam is a rugged vagabond who willingly chooses to disengage with society rather than be forced to. So even though the performance by Norman Reedus comes across as a bit singular at times, the role suits his natural demeanor well. And to quickly pivot to the gameplay experience itself, the game's UI was regularly difficult for me to easily understand and worsened by limiting UX design, most often in terms of navigating the map system. The worst defining feature of it is the abysmally cluttered map markers of various kinds that can't be toggled alongside their dim color-coding. I constantly was referencing the map over and over again which was an exercise in itself but still somehow easier than utilizing the more accessible field navigation that's a compass.

Of course, there is a lot to be said of Death Stranding. From my understanding, it's a game having garnered mixed opinions but one that I generally have had fun playing. To me, the hurdles needing to be surmounted aren't annoyances in the middle of an already tedious task but instead an endeavor that feels rewarding to have persevered through. Despite the struggles that Sam himself is forced to overcome, the gameplay he's caught in became a meditative experience that I as the player found easy to pass countless hours with. While I'm aware of the game's recent sequel, I don't think it will be something I'll be playing anytime soon. I also don't particularly think a sequel is even warranted, but I suppose I'll make a more informed opinion about that some other day.
« Last Edit: March 03, 2026, 09:00:35 am by dhaabi »

Re: 52 Games Challenge 2026!!!
« Reply #142 on: March 02, 2026, 06:13:06 pm »
Of course, there is a lot to be said of Death Stranding. From my understanding, it's a game having garnered mixed opinions but one that I generally have had fun playing. To me, the hurdles needing to be surmounted aren't annoyances in the middle of an already tedious task but instead a endeavor that feels rewarding to have persevered through. Despite the struggles that Sam himself is forced to overcome, the gameplay he's caught in became a meditative experience that I as the player found easy to pass countless hours with. While I'm aware of the game's recent sequel, I don't think it will be something I'll be playing anytime soon. I also don't particularly think a sequel is even warranted, but I suppose I'll make a more informed opinion about that some other day.[/font]

The sequel is great if you want to get back into that gameplay groove, just losing hours in satisfying transportation trips, it's functionally very similar, with some new goodies to play with, and a new wild story stuff to experience.  I think it did enough to justify itself as a sequel, but probably a good thing to save it for a later date.  Both games are pretty big time investments and doing huge open world games back to back can lead to burnout lol I'm looking to double dip on it this year since it's coming to PC soon.

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #143 on: March 03, 2026, 09:14:50 am »
Of course, there is a lot to be said of Death Stranding. From my understanding, it's a game having garnered mixed opinions but one that I generally have had fun playing. To me, the hurdles needing to be surmounted aren't annoyances in the middle of an already tedious task but instead a endeavor that feels rewarding to have persevered through. Despite the struggles that Sam himself is forced to overcome, the gameplay he's caught in became a meditative experience that I as the player found easy to pass countless hours with. While I'm aware of the game's recent sequel, I don't think it will be something I'll be playing anytime soon. I also don't particularly think a sequel is even warranted, but I suppose I'll make a more informed opinion about that some other day.[/font]

The sequel is great if you want to get back into that gameplay groove, just losing hours in satisfying transportation trips, it's functionally very similar, with some new goodies to play with, and a new wild story stuff to experience.  I think it did enough to justify itself as a sequel, but probably a good thing to save it for a later date.  Both games are pretty big time investments and doing huge open world games back to back can lead to burnout lol I'm looking to double dip on it this year since it's coming to PC soon.

Games with open-world design are already ones I rarely play, and I'd like for enough time to pass for my thoughts to settle, so I'll definitely be waiting for an extensive period. I'm actually still completing orders while trying to earn all of the game's achievements (I've gone too far with optimizing zip-line routes), so it's not like I've had that opportunity yet even. I know you're a big fan of the games, so it's good to get your thoughts on what's to come. I'm very particular with story-dense experiences across all mediums being given a sequel, so hopefully I feel that a sequel in this instance feels earned like you do!
« Last Edit: March 03, 2026, 10:03:19 am by dhaabi »

kashell

Re: 52 Games Challenge 2026!!!
« Reply #144 on: March 03, 2026, 09:28:28 am »
20. Resident Evil 2 Remake - Claire

While the rest of the world was hiding as Grace or blasting away as Leon, I was trying to do a bit of both with Claire Redfield. I've been hopping from game to game out of order and I'm finally getting around to playing the remake that started it all. Compared to the others, this was a fun but drastic change of pace. The odds were stacked against players from the start. Every enemy was resilient, making item management and ammo conservation essential. I really enjoyed playing as Claire because I feel like she doesn't get as much time in the spotlight compared to Leon. (I'll still play through the game with him at some point). Her mini-grenade launcher was an excellent weapon. I think my biggest gripe with the game was the necessary back and forth managing limited item space. That, and the tight quarters when fighting bosses or attempting to deal with Ivies. Otherwise, this was a great game. I can see why many still consider it the best of the moderns.

Re: 52 Games Challenge 2026!!!
« Reply #145 on: March 03, 2026, 03:23:58 pm »
20. Resident Evil 2 Remake - Claire

While the rest of the world was hiding as Grace or blasting away as Leon, I was trying to do a bit of both with Claire Redfield. I've been hopping from game to game out of order and I'm finally getting around to playing the remake that started it all. Compared to the others, this was a fun but drastic change of pace. The odds were stacked against players from the start. Every enemy was resilient, making item management and ammo conservation essential. I really enjoyed playing as Claire because I feel like she doesn't get as much time in the spotlight compared to Leon. (I'll still play through the game with him at some point). Her mini-grenade launcher was an excellent weapon. I think my biggest gripe with the game was the necessary back and forth managing limited item space. That, and the tight quarters when fighting bosses or attempting to deal with Ivies. Otherwise, this was a great game. I can see why many still consider it the best of the moderns.
I decided to jump back into RE2R after beating RE9. I haven't beat it since early 2020 and never as Claire. It's still a phenomenal game.

Re: 52 Games Challenge 2026!!!
« Reply #146 on: March 03, 2026, 03:59:07 pm »
Games with open-world design are already ones I rarely play, and I'd like for enough time to pass for my thoughts to settle, so I'll definitely be waiting for an extensive period. I'm actually still completing orders while trying to earn all of the game's achievements (I've gone too far with optimizing zip-line routes), so it's not like I've had that opportunity yet even. I know you're a big fan of the games, so it's good to get your thoughts on what's to come. I'm very particular with story-dense experiences across all mediums being given a sequel, so hopefully I feel that a sequel in this instance feels earned like you do!

I'm still cementing my views on DS2, that's my plan with the PC release, though I think it's on par with the first, with only some story beats not hitting as well as it did in the first game, with some new fun stuff added that kinda makes it feel like the definitive experience for this world, but at the same time, maybe not as impactful as the original.  It's a viewpoint as complex as the series itself lol In the end, I just find it enjoyable to be an Apocalyptic Fed Ex man lol