Sunday, June 21, 2026
Friday, June 19, 2026
Steam Look - Metro Quester & Metro Quester | Osaka
With that in mind, let me tell you a little about my party. Over on the far left is Gotz. He's mobile police, a job that specializes in carrying shields and managing hate. In this game, hate is arguably more important than hit points. Battles are going to fall apart if the weakest party members keep getting targeted. You'll need someone like Gotz drawing the monsters' attention and protecting the party from noxious gases or other ill effects. Next up is Haruka the detonator. I'd call her a pure DPS machine, but DPS doesn't make sense in a turn-based battle, does it? Anyway, load her up with swords or heavy weapons. Dob-Rock is a Buddhist, though I'm sure that means he treats it as much more than a mere occupation. His skills are in healing, but he'll crack some skulls if you give him a large enough hammer. Scientists like Tsuya use drones to rain bombs, napalm, or poison on their enemies. Careful though, because they're hate-magnets and predictably squishy. Finally, there's officer Ekko. Give her a couple katanas and watch the decapitated heads pile up. I'd say that almost everyone who starts a new game will be given a similar crowd of misfits to lead. Bases located throughout the abandoned metros could be housing other recruits, so the starting party is never set in stone.
Like I said though, this isn't the dungeon-crawler for micro-managers. Once you've found a strategy that eliminates the enemy with ease and without casualties, then feel free to stick with it until it stops working. Eventually, there'll be a monster party that requires a shift in tactics, just not so often that it'll interrupt that podcast or the 12,000-hour lo-fi hip hop playlist. Although, I'll go ahead and *spoiler warning* mention that the final boss will most likely require a significant amount of extra work. That can mean changing characters or farming the single gold safe that has a very small chance of containing legendary five-star equipment.
Directly above is what the game refers to as "The Ladies' Tea Party". You're already familiar with Tsuya and Ekko. They're joined by Natsume, Mikasa, and Sasuke. Natsume's talents as a Buddhist include zombie powder. This is one of the strongest, yet most situational healing techs in the game. It's a party-wide revival. Provided you have the resources and your timing is right, recovering from a horrific attack is instantaneous. Mikasa and Sasuke are both Rangers. You can arm them with melee weapons, but it's guns that'll unleash the demon within. Mikasa with a sniper rifle is frighteningly powerful. The creatures she hasn't already decapitated will be trying to fight with basketball-sized holes in their heads. Give Sasuke a good shotgun and he'll carve through multiple enemies like hot bullets through butter. Mikasa also has a chance to recover from death.
Unless you're rolling with 3 Mobile Police and 2 Buddhists, battles are always going to be a sprint. At around the halfway point, powerful weapons become increasingly common. If one or two of your characters were struggling to find their niche before, then their fortunes (as well as yours) are all but guaranteed to change. Crushing end-game foes becomes the new normal. With the right setup, not even the final boss will survive more than a few turns. Since the "right setup" involves numerous top-shelf pieces of equipment, some farming will be required. The drop-rates for **** & ***** items are higher than in Metro Quester, so don't expect to farm for long. This is just one of those games that wants you to be overpowered.
Tuesday, June 16, 2026
2026 Special - Realms of Chaos
Endrick and Elandra, siblings who have mastered the arts of sword and sorcery, embark on a quest to restore order to the realms. This is Realms of Chaos, an action-platformer that was originally released during the heydays of shareware. I have fond memories of that time, even though I could never afford to play past the first episode of any game. Decades later, I've somehow obtained almost the entirety of Apogee's classic library. I say somehow because the games were most definitely purchased, but I can't remember when or how. Managing a Steam library with nearly 1,800 titles is a bit troublesome.
The chaotic realms that you'll be exploring are filled with all-things typical of the genre. Leap from moving platforms to cross beds of spikes. Climb ropes and search suspicious walls for secrets. Spend gems on power-ups that vary wildly in effectiveness. Yeah, this is one design-decision I have questions about. Part of it is because I don't value some power-ups as much as the development team. The magic shield sounds nice, but it sits too close to the player-character to be reliable protection. Buy it if you want an occasional bat-swatter. Temporary invincibility could be cool if the screen wasn't enveloped in an eyeball-searing effect. Really, all you need are the weapon power-ups, because they gift damage increases that last for the remainder of the episode. Find them or suffer to bosses (and some enemies) that have too much HP.
I suppose I shouldn't complain so much, because cheap deaths in short stages where players make their own checkpoints is far from the worst thing I've dealt with today. However, I absolutely have to mention the Stone Golem. Episode 2's end-boss drops rocks that fall quickly and randomly. His boiling saliva is overly tricky to jump over. I actually had to create mid-fight saves when I lucked into a pattern that didn't chew through my duo's already meager health-bar. For a game likely made by fans of NES platformers, they really dropped the ball here. This pile of stones is aggressively overtuned for the game it appeared in.
After the mess I was just subjected to, I went into Episode 3 fearing the worst. Imagine my surprise when I discovered that it was mostly pleasant. Sure, there were annoying jumps. One of the final challenges is a snake-like moving platform (think Super Mario World or Battletoads) that could've gone a lot worse than it actually did. I cruised through the last episode and its bosses with ease. Well, relative ease. Instant-death spikes and knockback-inducing enemies are still as potent as ever. I'm still very perplexed as to why Episode 2 turned out the way it did. Normally, I'd write it off as just me adjusting to the game over an extended period of time, but the truly obnoxious aspects of episode 2 aren't seen anywhere else.
Monday, June 15, 2026
Steam Look - Disillusion
Disillusion is a first-person dungeon crawler. Taking the role of Golem, you must climb three towers and confront whatever awaits at the top. Expect plenty of surprises as you navigate the twisting passages. Interact with numerous NPCs; be mindful of your words, as they can affect the story's conclusion. The battle system is standard RPG Maker fare, with the difference between surviving and dying being as simple as knowing when to fight and when to heal. I'd nitpick Golem's low accuracy if it wasn't balanced out by his enemies being mostly ineffective at fighting. The game would've fallen apart if anyone used their turns to cast damaging spells instead of pointless buffs. That said, there is a semblance of resource management. Experience and money are finite, but the possibility that you'll put yourself in an unwinnable situation is devastatingly low. If you have a few dollars and six hours to spare, then consider giving this unique experience a shot.
Disillusion is a story of fear and acceptance in the afterlife. We can't undo the pain we inflicted during our mortal years, but maybe we can understand. Of course, that depends on if we're able to figure out who we are and what we've done. At the heart of this D-RPG is Samsara, a purgatory that an unimaginable number of lost souls are trapped in. Some are thrown back into the cycle of life and death, though without anything resembling karma. If your first life was one of poverty and anguish, then that will be your next life, and every life thereafter. Those who aren't returned to the world of the living become increasingly isolated and prone to madness. If you'd like to avoid going insane over the course of several millennia, then you can climb the towers. You might fail, lose your sense of self, and become just another obstacle in somebody else's climb, but whatever's at the top must be worth the cost.
You won't go on this journey alone. Melpomene is a Muse, a sort-of guide through Samsara. She is one of nine sisters who control the fates of the world. Her job is to ensure that there's always enough tragedy in one's life, but I don't think Disillusion fans mind that at all. Even if you can't ever figure out Golem, you'll eventually understand why "Mel" is accompanying them. Plus, I mean, it's nice that there's a guiding presence. One of the likely reasons why so many fail to reach the top of the tower is because they lost their purpose. That's likely the intent, because holding onto an identity means fighting the cycle of death and rebirth. Imagine if someone succeeded where hundreds of billions have failed. The purgatorial establishment would be overthrown, putting the afterlife at risk of being wiped out. If Mel is willing to help someone who could rend chaos on an incalculable scale, then she's a friend worth hanging onto.
A complete playthrough of Disillusion will most likely require a guide, especially if you have an interest in seeing the true ending and completing all of the side-quests. I wasn't thorough enough and missed out on what might've been some crucial pieces to the puzzle. Samsara is home to many crows. The means to learning their language is hidden somewhere, but I might've given away too much by saying that. For at least my entire playthrough, I believed that the meaning behind every crow saying "CAWCAWCAW!" was just something that I had to figure out on my own. Knowing that an actual translation for their words exists, I... honestly don't care to know what was said. Their tendency to be in the right place at the right time says just as much as words.
Wednesday, June 10, 2026
Xbox Series Look - Final Fantasy 12: The Zodiac Age
What should've been a half-decent eight hours of sleep was cut short by the realization that I'm going to have to talk about Final Fantasy XII again. Yeah, it's going to be another wasted morning at my desk, eyes feeling like two fried eggs. I'm paying for the sin of revisiting a game I had already written about ages ago. This probably isn't the right attitude to have about game criticism, since as we all know, the possibility that any reviewer would take a second look is astonishingly low, like a dodo howling at the blue moon low. Re-reviews are unequivocably a good thing, but they're not often feasible. Professional critics have insane schedules and are often juggling multiple 50-hour projects at a time. Life's too short and painful to spend time on masturbatory think-pieces that nobody is going to read.
Seriously though, this is one of those instances when my envy for movie critics reaches critical mass. In the time it takes me to play through one "modest-length" game, they can watch a movie ten times, come away with several different conclusions, and deliver some truly brilliant analysis. I have to settle for a dozen paragraphs of barely coherent schlock; explaining game mechanics, feel, and maybe even the story if I hate myself that much. Hate... Oh, that reminds me. A long, long time ago, I played Final Fantasy 12 for 180 hours and hated it. Now, I've just spent an additional 50 hours and wrapped up a third playthrough. Does this mean I actually found love for this game? Well, I definitely like the Zodiac Age version; which combines the International Zodiac Job System with a remastered audiovisual presentation, and an absolute deluge of QOL features (such as fixing Vaan's weird Skeletor abs).
Before proceeding, I have to point out that this piece is not intended to be a retread. If for whatever ungodly reason you need me to tell you how the game works, then my original FF12 review is right here. Mainly, I'm looking at why Zodiac Age is far and away the definitive edition, as well as providing my thoughts on what had better be the last playthrough I'll ever do of this monster of an RPG. Any discussion of mechanics is made with the belief that you're already well-familiar with the gambit system, pausing the game at any time to switch armaments around to prevent status ailments or reduce spell damage, and using summons or awakenings. Actually, scratch that last part. I used one summon to get into Giruvegan and zero awakenings. Maybe they could've helped with a boss, but considering how many of them have immunities or instant esper-killing powers, I never even thought to bother.
My feelings on the combat are still in a fog. Much like previous games in the series, this operates on the notion that every boss, every mark has a specific set of actions and attributes to work around. It's not nearly as open-ended as FF5, or at least, that's not the way I saw it. While looking up job-class guides, I saw someone mention that Oil & Firaga is a potent combination, especially since there's no damage cap. Of course, the instant I try to put the suggestion to work, I discover that just about everything is immune to Oil. That was enough to dissuade from using black magic for almost the entirety of the playthrough. The Monk/Black Mage Penelo was casting bravery and bonking monsters with a stick. Shameful really, because if I had just thought to give her a Cloud Staff, she'd have blown everything away in an instant. Black Magic is extremely strong, but the game is so quick to punish me for trying it that I never considered a workaround.
Part of the issue is that FF12's emphasis on freedom can be punishing for players who aren't managing their inventory. The Opal Ring adds a piercing effect to spells so that they can't be reflected. I could slip it on Penelo while she's flinging spells around, then switch it for the Ribbon when the boss is preparing to launch a barrage of status ailments. However, the instant I enter the accessory menu, I know I'm going to have to scroll through dozens of junky trinkets to get to what I actually need. With the urge to menu lost, I resign myself to having Penelo keep the ribbon and stick to bonking. This RPG is in a perpetual state of logistical combat. Instead of finding the right balance between real world menuing time and game world gambit time, I chose the most inefficient path, all because I didn't think to sell off the useless equipment. Granted, a lot of this is rendered moot by the game running anywhere from 2x to 4x its original speed. Lousy setups and poor decisions fly by at lightning speed.
Sidenote: I think Square-Enix deserves all the flowers for their contributions towards making fast-forward a valid way to play RPGs.
Another aspect of combat that highlights my substandard approach to the genre is Paling. For the unaware, Paling is a temporary immunity to all physical and magical damage. This shows up a lot in the late game, especially if you're hunting marks and super-bosses. I never liked it, yet only now am I beginning to understand why. Paling is the game attempting to re-establish a rhythm to the boss battle. It's actually not that dissimilar to the stagger mechanics that would define FF13. To put it another way, it's a reminder that I'm playing on terms that are not my own and should adjust my gameplan until that phase of the battle has ended. Also, I suppose it's only fair that the enemy gets a turn. I think I just get really salty when I'm forced to play defense, as if I hadn't given myself enough of an advantage with the two Wyrmhero Blades and two Ribbons I've been carrying around.
Trial Mode is a fantastic addition in many ways. Its battles are shorter, yet often more complex and difficult. Stage 17 immediately comes to mind with its three Mindflayers. Facing multiple marks or bosses at a time requires a lot more planning and specialized setups. Although, being honest, I played this mode because it provides a less time-consuming way to obtain incredible gear. The Wyrmhero Blade is normally awarded after killing almost everything in the entire game. In Trial Mode, it's a stage 50 steal. Even if this isn't the most balanced way to approach FF12, I still think it's the most enjoyable. If I want all the cool stuff while maintaining a legitimate story-only run, then it'll require dealing with a ton of side-quests. Many of these optional excursions are the kind that contributed towards my hatred of the vanilla game.
It must be said that my last (hopefully ever) playthrough of this game wasn't a 100% completion run. There are a number of places that I flat-out didn't explore. I still get lost in Vagrant Story's Snowfly Forest. Why would I ever bother with Great Crystal? One optional dungeon I did finish was the depths below Pharos, and that was big fucking mistake. The reward for stumbling through the dark while farming orbs was an annoying boss and a couple megalixirs I never used. I never talked to those hunters out in the Phon Coast, because I didn't want to get wrapped up in their mind-exploding trophy hunt. Yiazmat probably could've been doable, especially at 4x speed, but I settled for just Hellwyrm. The reason I bring all this up is because I have an adversarial relationship with a lot of S-E's post-game content. Fighting reskins with inflated stats and immunities out the wazoo just isn't that appealing. Getting party-wiped in FF5 Advance because some random monster fatal counters X-Fight is some shit that I'd rather just stay away from.
There's plenty of non-combat stuff I really liked. Putting spells and other powerful abilities in chests was an excellent change. Exploration on the whole is more rewarding than before, and that comes entirely down to giving players something to look forward to. One could argue that it's about the journey and not the destination, but this is a Remaster of an Arrangement, the journey's been made. Square-Enix taking the time to make the destination worthwhile lifts the entire experience. Some nice - but not essential - equipment is still subject to chance, but otherwise there's plenty to obtain just from playing normally. The story still isn't amazing, but I've grown to appreciate the character-work a ton. As with Vagrant Story, a lot of the best acting is done with the eyes. The slightest most subtle changes in facial expressions speak volumes. There's a scene in Nalbina Fortress where Fran gives this kinda awkward yet immensely endearing smile and it's just... Damn. Absolute genius work there, cramming years of backstory and characterization into a single moment.
Sadly, I can't think of much else that I want to say. Spending over 280 hours on a single game hasn't given me any deeper insight. If my battle strategies are any indication, I might've even regressed a little. Critiquing a game requires this "always-on" mentality, which is hard to keep up as the years drag on and the injuries accumulate. Still, I had to say something, because otherwise this broken body & mind wouldn't let me rest.
Tuesday, June 9, 2026
2026 Special - The Wing of Madoola
In a move that's quite surreal, the first thing The Wing of Madoola teaches its players is to avoid enemies. Lucia's level 1 sword is a joke, and the monsters never stop piling onto the screen. Even after the weak weapon situation is handled, avoiding unnecessary fights is still crucial to progress. The Nyuru, or Sue as I like to call them, are purple ghosts that home in on Lucia, unceasing in their assault and dealing a cruel 200 points of damage with every touch. An interesting aspect of these fiends is that they can be almost entirely avoided by crouching. They'll sit and hover over the princess, making it look as if she is heading to a Halloween party as a Ms. Pacman villainess, but they won't inflict pain until she stands up. Though you can - and obviously will - slice through the ghosts, their replacements tend to be less-than-a-second behind. The best strategy is usually leaving the immediate area and/or "herding" the ghasts so they aren't attacking from every possible direction. Most other small enemies don't require nearly as much effort to evade, which is good. If everything else was even half as aggressive as Sue, my tolerance for this game would've evaporated in an instant.
Sunday, June 7, 2026
2026 Special - Athena (NES)
If you're here to read my nuanced (or nonsense) thoughts about the SNK arcade classic Athena, then you'll be waiting a bit longer. The topic of the day is the Famicom port by Micronics. It is, as you probably already know, a shithouse full of shit sandwiches. Look, I'm not going to complain too much, because I went into this with negative expectations. Athena NES is one of the most infamous games on the venerable 8-bit platform, and it doesn't take more than a few seconds of playing to understand why. The music is tortuous ear-splitting mayhem. Controlling the Goddess of Wisdom is an experience so inscrutable that it feels like a meta-commentary. Oh, and the whole fucking thing runs like it's about to melt and explode at the same time. I've cussed three times in a single paragraph! That is the state I am in right now!
In a display of incompetence most stunning, Micronics botched the jump. The first time you press the jump button, Athena does a short hop. The next two button presses, provided they occur a second apart from each other at most, cause the heroine to leap high into the air. Her next jump, regardless of when you press the button, is always going to be a short hop. Was this supposed to be arcade accurate, and if so, then how the hell did SNK make any money from it? Don't answer that. Assume all questions are rhetorical. To sum it up, if you want to leap across a pit or reach a high ledge, then you have to either "prime the pump" with the first button press or make sure that your two previous jumps within the past couple seconds weren't also high jumps. I can't remember the last time I played such a deranged action-platformer.
The fantasy world that Athena inhabits is governed by laws that are unfathomable to mere mortals. Here, we see the heroine grab a bag of money. The game implies that bag is worth 500 points, but if you check the score, you'll see that's clearly not the case. Also, there isn't an invisible digit like in that one kusoge Famicom RPG. 100-point bags of yen are also worth 50. For a game that awards 1ups when certain score thresholds are reached, this is kind of a problem. Then again, I can't imagine anyone spending enough serious time with the port for it to matter. But hey, we'll throw it on the pile.
Anyone who dares to attempt the game is going to eventually hit the roadblock that is the fifth boss. How do you defeat it? Not with a huge sword that's coated in flames, apparently. It doesn't matter if Athena is swinging a sword, a hammer, a ball & chain, or anything else, because none of those weapons are going to work. She needs the bow & arrow. How could you, the player, ever guess? It's not as if there was a single hint. Swear on my everything, it's as if this game tried to mash together Tower of Druaga and Ghosts n' Goblins, ethics be damned. Forcing the player to give up a life, and possibly start from the beginning, over something so inane is extremely rude game-design. It certainly doesn't help that the bow is entirely useless outside of the fifth boss. Picking it up any other time is consigning our hapless heroine to the grim reaper.
Since Ghosts n' Goblins has been brought up, I have to mention that there exists at least one person in the entire universe who thought that having useless weapons drop in the player's path was a good idea. Who knows why they were allowed to get into game programming, but maybe there's an actual reason and I just don't care to find out. In all seriousness. Athena NES's penchant for attempting to drown its players in useless weaponry has to be pointed out, because it leads to situations like the above. Athena's blue sword isn't capable of destroying bricks. It's impossible to walk back and locate a hammer or a stronger sword. Given the circumstances, all one can do is wait for the timer to run out and give the stage another shot. I'm going to assume anyone who got this far decided enough was enough and dropped the game entirely. Even in 1987 there were tons of better choices out there.
Here's a fun glitch. When Athena is struck by an enemy or projectile, she's thrown backwards a little bit. There isn't any sort of invulnerability period after taking damage, but it's supposed to be balanced out by a lengthy health meter and armor. I say supposed to because there's always a possibility of getting juggled into oblivion by a flying head or some projectiles. Venomous creatures can also cause poison, which is not easily cured when antidotes are only found in the walls. Point is, it's easy to die. If, for reasons that are best left unexplained, you want to see Athena die even faster, then hold down. Crouch, eat an arrow, and watch that health meter go from nearly full to totally dead in less than two seconds. If you're quick enough, you can let go of the d-pad and only lose a portion of health. No doubt there's a technical explanation, and I'd like to hear about it.
Here's another issue that might actually be in the arcade game. I can't imagine why though because it's fucking terrible. Stages tend to have multiple paths, and reaching the boss isn't always just a matter of running from left to right for long enough. That's all well and good, but what isn't good is that there are some holes that dump Athena back to the beginning of the stage, sans her weapon and armor. This particular instance - stage 2 for crying out loud - is outrageous because falling in-between those platforms is surprisingly easy. You have to bash those blocks above Athena before making the jump, or else she bumps her head and OOPS! This feels like one of those joke games where every gag is directed at the player. One other thing: If Athena is carrying a "K", then she doesn't lose her equipment after dying or falling into the wrong pit. I can't understand why something that doesn't kill her would have such a high cost attached to it.
Since the fifth boss is immune to everything except the bow, you'd think the developer would be courteous enough to place one near the boss. Instead, pretty much all of the bows drop in the first half of the stage. Also, there's a rock wall 2/3rds of the way through prevents the player from carrying anything except a good sword or hammer. In a move that's just plain despicable, the only bow that can be obtained is indicated by the red circle. However! If I grab the bow right now, then I can't break through this wall to reach the boss! What I should've done is break the block underneath first, creating a hole for both bow and goddess to fall through. Since I didn't do that, there's a pretty good chance the bow will disappear before I can collect it. Mercifully (?), there's an easy 1up a few screens back, which makes up for the forced loss of life. The stage still has to be replayed, and if Athena dies again because she has no armor, then oh well. That's the price for playing a Micronics game.
World of Hell is exactly what you'd expect. I didn't mention it earlier, but swimming stages have these fishmen that drop magic wands when they die. Wands fire projectiles and don't have any melee capabilities whatsoever. In other words, Athena can have three monsters right on top of her and- okay those are not the other words I should've used. Let me just say that fishmen drop weapons that are implicitly designed to screw the player over. Funnily enough, just being down here means they're shit out of luck. All that happens if someone manages to reach the end of the swimming section is they get to try the stage again, because they were never supposed to fall into a pit in the first place! World of Hell is first and foremost a platforming stage. Feel free to ponder how that could work in a game that's already miserable to play.
I'm at the point now where nothing should surprise me, but this teleporting boss is trying their best. The circle in the first screen indicates that the boss - or at least its hitbox - has appeared, so for a split-second or so, Athena is taking damage from an invisible enemy. Yeesh.
