Topic: Games You Recently Beat?

Posts 1,241 to 1,260 of 1,473


@Tyranexx Mario crying is annoying but it also makes you a better player once you start throwing eggs upwards and jumping and throwing you tongue very quickly while avoiding spikes or holes below.

@SamusLv7 I agree, Donkey Kong Country 2 is the one I've played the most. 10/10. I also like the other two but the second game got everything right and has a brilliant soundtrack.



@Tyranexx I forgot to say that you do all that to avoid hearing his crying and also to not lose many stars.



Title: Okami HD

Platform: Nintendo Switch

What is it? An HD remaster of a 2006 PS2 game.

Level of completion: Completed the main quest and found all of the brush techniques (required and secret). Did not complete all of the side-quests or find all of the beads, however. Also didn't engage in any post-game activities.

What I liked:

  • The game is most famous for its gorgeous mix of cel-shading and and an ukiyo-e art style, giving it a distinctive, timeless, and gorgeous visual presentation that still looks fantastic on modern HD consoles.
  • The main character, Amaterasu, is a god in the form of a white wolf, and she's a wonderfully animated and charming protagonist. Granted, there's no talking, but there's a ton of body language and fun silliness involving her canine embodiment. Simply put, there's a bunch of great physical dog humor in the game. More broadly, the game never abandons its sense of humor.
  • I really dig the way this game derives its fantasy elements from ancient Japanese mythology. The approach makes this game feel very cool and distinctive in a way you'd never get with, say, a game like The Legend of Zelda or Skyrim.
  • The music, very much a high point of the experience, also has a traditional Japanese folk flair to it, but arranged in ways that are more modern. This old-timey inspired music with more contemporary instrumentation gives the game much of its identity. And, speaking plainly, the score is just flat out gorgeous most of the time. Definitely play this with headphones on, if possible.
  • This game (mostly) successfully emulates the game design of older Zelda titles.
  • There is a wealth of stuff to do besides advance the main plot. There are a number of collectibles, a decent amount of weapons to buy, new techniques to learn, side-quests to complete, etc. In this respect, the game feels denser than your average Zelda title.
  • Unusual for games of this era, the game has a surprisingly robust fast travel system in place. Although I generally didn't need to warp around the game's world too much.
  • The game's Switch port is great all around. The presentation is seemingly flawless. You can control the celestial brush in a number of ways: with the sticks, with motion controls, or with the touch screen. I often found the touch controls to be ideal for this game, and the game looks stunning in handheld form, so I spent 90% of the game playing undocked. But the gyro controls work about as well as you could expect them to, so it's a good time either way.

What I disliked:

  • I'm not really a fan of how demons were integrated into the overworld (or, rather, how they weren't). As it stands, you run around the game's fairly barren areas while flags that represent enemy demons chase you relentlessly.
  • The worst aspect of this game is the dungeon design. It simply sucks. The dungeons barely have any puzzles and are, for the most part, incredibly linear. This becomes even more noticeable because of how closely this game hews to the design of post-OoT 3D Zelda games in other respects. The dungeons are what really stand out in those games, and, in this respect, Okami simply fails.
  • Some control and camera issues that weren't uncommon in games from this era.
  • Issun, this game's equivalent of OoT's Navi and possibly the one character you'll hear the most over the course of the game, is incredibly unpleasant: he's rude, selfish, and, worst of all, aggressively misogynistic (don't play a drinking game where you take a shot every time he refers to a woman in this game as "busty" or "babe" or makes a perverse remarks to their faces unless you want to quickly die from alcohol poisoning).
  • In general, there aren't a lot of really memorable characters in this game.
  • The game's structure is unfortunate. The story is roughly divided into three arcs, but, for me, these never felt like properly cohered into a satisfying narrative. Rather, it just felt like the writers were unable to craft a compelling narrative that could stretch the length of the game and encompass the various ideas they were interested in exploring, so they just had you fight a series of more and more powerful evil forces over the course of the various arcs.
  • Why is there a three minute cutscene every time you feed an animal? Sure, you can easily skip it, but it's odd and just another thing that makes this title feel unpolished as an experience.
  • There are a variety of weapons to purchase and utilize, but, in lieu of stats or special abilities, I didn't see a reason to opt for one weapon of a particular type over another. There were only three or so actual weapon types, so it was an odd situation where I didn't feel like I had much to choose from, despite having purchased several weapons of those few types.
  • I found the cherry bombs difficult to accurately place in this game. I'd paint one on the screen, only for it to appear somewhere else entirely, which was troublesome when I needed it to explode over a specific enemy or object.
  • Having to remember what brush technique you had to use to finish off a particular enemy to obtain their fangs was a bit annoying to me. As was the process of demon fang farming in general.
  • The Yooka Laylee-esque nonsense language these characters speak in is painful to listen to. Thankfully, the game allows you to mute the "voice acting" (if meaningless, repetitive noises can indeed be called voice acting), which is preferable to having my ears shredded every time I talk to a character.
  • I really, really hated the block enemies in this game. A few times throughout the game (at least two of them being mandatory parts of the experience), these large block monsters keep you from advancing until you hit them in a randomized sequence of spots across their bodies with the celestial brush (from memory, because the spots are only illuminated for a split second). If you're even a tiny bit off, you have to start over, and, I swear to god, I was stuck for a good hour at each of these tossers. Worst part of the game. They ruined my mood whenever I encountered them, because I knew whatever fun I was having at the time was about to change into pure frustration.
  • The final boss fight is disappointing. Granted, none of the bosses are fantastic, but this one seemed pretty basic and lackluster.
  • In general, the ending feels a bit unsatisfying to me.

Final thoughts: Okami HD is a superior port that looks and sounds gorgeous and controls very well. Unfortunately, there are some game design shortcomings that kept me from appreciating this as much as I had hoped to. It's still a solid game, and it's currently the one truly traditional Zelda-like experience on the Switch, but I wouldn't call it a masterpiece, by any means.

Score: 6/10



@Ralizah I love all of your posts after youve finished a game. You put alot of thought into your post/ /review and that's really cool. I on the other hand just say" yea I beat it, its cool or it blows lol, but you rock it my friend. Kudos to you!



@NintendoByNature Hey, thanks for the kind words. I find that thinking about and writing down my impressions of a game helps me to cement my opinion of it in a more concrete and objective way than if I relied on my own malleable memory.

This write-up was pretty rough. There's a lot more I could add, and probably a lot of awkward sentence structure, word choices, etc. Glad to know it's not totally unreadable, though!



@Ralizah I think you did a great job. Think we have a future NL reviewer on our hands in my opinion!



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I finished Assassin’s Creed Origins yesterday, on the Xbox One X. I think it might be the best AC game I’ve played so far, and I’m really looking forward to playing AC Odyssey sometime in the future, as that one seems even better.

Now, onto the DLC for Origins, and I will also start playing Yoshi’s Crafted World today.

Edited on by JoakimZ


3DS Friend Code: 0259-0335-6096 | Nintendo Network ID: JoakimZ


Astro Bot: Rescue Mission (PS4/VR) - Often touted as the first party "killer app" for PSVR, how does it stack up? Pretty well I'd say, as the only drawbacks I could levee against it would be technical limitations on the hardware side of things.

It's very much a Mario style 3D platformer with a more sci-fi facade, as you control a robot named Astro, who hops & bops his way through 5 worlds rescuing other bots & collecting pieces of their ship after it was attacked by a giant slime like alien. The worlds themselves each have 4 platforming levels (each with 8 bots & a chameleon to collect) plus a boss level (these are definitely highlights), across six different themes (there's great variety even here though, as the "nature" theme can encompass a treetop canopy level, as well as a rather brilliant graveyard level & Japanese castle level as well, for example). In addition to the 5 main worlds you have the Challenge Belt, an asteroid belt that's home to timed obstacle course & mini game challenges (there's a challenge level for each main level, as that's what the chameleons unlock), as well as the Astro Ship which is sort of a hub world you can mess about in (it has a claw machine mini game you can use your in game coins to play, that unlock new play sets, as you can redecorate you're ship's interior to represent any of the 6 level themes in addition to the base one). And yes, all the bots you rescue do reside within the ship (while having it set to the default interior), so it gets pretty crowded in there.

Levels themselves are pretty linear, but there's a lot of exploration to be had if you want to find all the collectables (this is definitely where the 360° viewing angle comes into play), and while Astro has a pretty simple move set (he can jump, temporarily hover via a double jump, and punch), things can get pretty interesting as you can power up your controller (which appears in game as if you're playing from the perspective of a larger robot following and assisting Astro out) with features like a hose, grappling hook, shurikens, cartoons Gatling gun, and flashlight that are all put to very inventive use in various ways.

The only thing I have against it (and this is more just a limitation of the PSVR itself, and maybe a bit since I don't have a PS4 Pro, is that objects in the distance look really blurry. Levels in more confined spaces look wonderful, and they do a good job with rendering only what they need to most of the time in a way that doesn't make it look like a limitation, but it's noticeable whenever there is a larger draw distance, and I think even the closer up objects take a little bit of a clarity hit when it's trying to render the objects in the distance).

Currently Playing:
Switch - NSMBU Deluxe
PS4 - Moss


@RR529 Thanks for your detailed impressions.

As a relative newcomer to PSVR, how much of a game-changer would you say it is for a game like this? Is the 'jump' to VR some revolutionary, Super Mario 64-esque revolution, or is it more of a neat gimmick, in your opinion?



@Ralizah, I'd say it sits somewhere in the middle. I think they CAN do a lot with it, but in an effort to make it as easy to grasp as possible, they didn't do much outside the established mold in terms of design (while it certainly looks cool!).

The biggest shake up were the enemies that targeted you rather than Astro. In a normal game trying to fiddle around with the camera while manoeuvring your character is a big no-no, but here it's no issue to dart your head to the side quickly if you see an obstacle headed your way (you can't get hurt, but your field of vision will be obstructed by goo or a cracked screen for a few seconds if you get hit). Two highlights are a large soccer ball kicking robot that you have to volley the ball with by headbutting it back to it, and bees you have to dodge then headbutt to defeat them. Some objects in the environment you can headbutt as well, such as grate you can knock down that becomes a walkway for Astro.

Ocassionally you'll get to throw balls at enemies & objects with Astro, and instead of flipping through lockons with a button or trying to line up a shot, it automatically locks onto whatever target is in the center of your view.

One particularly impressive piece of platforming takes place on a beanstalk that sees you carried partway up, so you have to look down at Astro from above while you're working him up, and by the end you're looking up at him from below. Mostly the 360° viewing angle is used for collectables though, as there may be platforms behind or directly above you that you'll need to turn to see. Of course, the sense of scale is really cool when it comes to the bosses, and the water levels are almost magical (in a Nintendo-like attention to detail, you can have Astro swim up to your face and get stuck on your visor, lol).

Currently Playing:
Switch - NSMBU Deluxe
PS4 - Moss


I finished Metroid: Other M earlier this week.... (I can hear you booing back there.... )


  • The environments: For a Wii game, it looks pretty stunning at times. Some care was definitely taken into fully exposing the view from some morph ball tunnels, and some of the environments (particularly Sector 1) really stood out to me.
  • Enemy designs: Not gonna lie, some of these were cool. Seeing some enemies make the leap from the earlier 2D games to this one was fascinating.
  • Gameplay: While some would argue this is too easy - and to be fair, it often is after you get the hang of it - I enjoyed exploiting things like Sense Move and lethal strikes in combat. While I'm sure this was a pet peeve for some, I also enjoyed the fact that you can recharge the missiles and, to an extent, your health when you were running low or in a tight spot. I probably spent more time than necessary using the Screw Attack/Space Jump and Speed Booster.
  • Boss fights: Some of these were more for show than substance, true, but I enjoyed the majority of them. The ones that stick out the most in my mind are Nightmare (both rounds), Ridley, that giant lava dragon thing, and Vorash.


  • Gathering items: Some of these were TOO easy to find, even in later sections, but a few were so obscure that I admit that I had to consult a guide. Some were pretty intuitive "Aha!" moments though.
  • The Music: The game's soundtrack, overall, is ho-hum, but the opening Metroid theme (probably my favorite version of it), Ridley's boss fight, and whatever that music is in the chamber that contains the War Wasp Hive do stand out to me.
  • Save stations: I'm honestly not sure how to categorize this one. There were times when I thought they were too few and others when I thought there were more save points than necessary.


  • The plot: Okay, show of hands, who was expecting this? While I don't think it was absolute garbage like the internet often makes it out to be, it could have been better. I didn't mind some of Samus's monologues and past reflections, but some decisions she made during the game made me facepalm a bit. To be fair, I didn't see the Madeline/Melissa plot twist coming and found her to be a tragic figure more than anything, but still....Who in their right mind thought it would be a great idea to essentially recreate Zebes on a research ship?
  • Yes, the PTSD Ridley part did confuse me a bit. Not so much that Samus would exhibit that behavior to begin with given her past, but the fact that she's faced Ridley before this point (according to the Metroid timeline) with few obvious problems. On one hand, I like how they portrayed PTSD here, but I feel like they used the wrong character for it.
  • Outside of Anthony and Adam, I really feel like the rest of the GF squadron could have used more fleshing out. I mean, if you're going for a narrative here, at least make me care about everyone.
  • How suit upgrades are handled. While the game gives a reason for how upgrades are controlled/administered here, I don't find it to be a valid one. If Samus has these abilities already, why can't she activate them when the situation calls for it? Why should she have to obtain permission?
  • Exploration: This category is a slightly mixed bag for me, but the fact remains that, while a lot of the ship opens up later, it's almost nauseatingly linear for too long. Some linearity is fine IMO as I find the very first Metroid too non-linear, but this went too far in the other direction.
  • The Metroid Queen boss fight: While this ended well, the Metroid hatchlings make this one downright annoying. How on earth are you supposed to kill one that you freeze by locking onto it to perform a Super Missile maneuver, only to not even get a chance to charge said Super Missile before another one of the little suckers latches on? This part of the fight isn't a challenge per se; it's downright trolling.

While I wouldn't call Metroid: Other M a strong Metroid game compared to most other franchise entries, it is still decent overall. It has a few warts to be sure but does, at its core, feel like a Metroid game. The problem is, that core is buried and complicated by a lot of unnecessary fluff. Despite my numerous complaints, however, I did quite enjoy this game and even achieved 100% on all items. For the $6-7 USD I paid for a new copy? This was definitely worth it; I probably would have been satisfied paying double that amount. But at its launch price? Definitely not.

The internet like to gripe and moan about this one. While I find some of the complaints valid, I still find them overblown. That said, if you're looking for a 3D Metroid game, I highly suggest playing through the Metroid Prime series first. Buy this one for the gameplay and NOT the plot.

Edited on by Tyranexx

Video Corner: How SM3DW Actually Started (language)
Currently playing: Mega Man Battle Network 2 (Wii U VC), Metroid: Samus Returns

Nintendo Network ID: Zelda_By_Night


I just want to finish one game....

RPG, FPS, Adventure,Action...oh I like 'em all!

Nintendo Network ID: devineministry


Not actually recently, but the last game I beat was Kirby's Extra Epic Yarn. Having the 3DS since it was released, this is probably the last game I buy for it, and the last first party title on the platform. Those last 8 years were sure great...

On the game itself, here's what I thought:

  • The framerate doesn't seem as smooth as the Wii version. The graphics also don't look as great, but still are nice considering the lower resolution.
  • Motion controlled stuff is now controlled with regular buttons. I don't miss it to be honest.
  • it has 2 different autorun minigames. They're very short (4 levels each) and you have to unlock them by progressing in the main game
  • Devilish mode is wasted potential. There's a lifebar, but no lives. If you die, you have to start the levels all over again. Not to mention the music that plays when the devils appear can become very annoying.
  • The new abilities look cool, but they are just too overpowered. If you get the sword, you can destroy everything.

Overall, it's a good port of the original title, but the Extra stuff isn't that great.
Of course, I didn't expect it to be some kind of amazing 3DS sendoff as it's a port of a game you could already play, buuuuuuut... It's was great to revisit this title on a portable system. I love the soundtrack and the visuals.
If you never played it, I recommend the Wii version over this one.

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Just beat Luigi's Mansion today and it's been awhile since i've beat the game (last time i did, was when the gamecube was still in production.) so, this is my 2nd run of beating it.
I Got Rank F this time. (i think it was lower last time)
i got 40 over 50 boos in this game. (41, if wanna count King Boo.)
but, i enjoy the game and loved fighting King Boo,

Neville - Gold
Lydia - Gold
Chauncey - Silver (1st Boss)
The Floating Whirlindas - Gold
Shivers - Silver
Melody Pianissima - Gold
Mr. Luggs - Silver
Spooky - Silver
Bogmire - Bronze (2nd Boss)
Biff - Bronze
Miss Petunia - Silver
Nana - Silver
Slim - Silver
Henry and Orville - Silver
Madame Clairvoya - Gold
Boolossus - Gold (3rd Boss)
Uncle Grimmly - Gold
Clockwork Soldiers - Silver
Jarvis - Silver
Sir Weston - Bronze
Vincent Van Gore - Silver
King Boo - Bronze (Final Boss)

sadly, i skipped Sue Pea. so no rank for her. if i tired to beat the game for the third time. i'll post her rank later.

now that Luigi's Mansion is finish, im off to play SMT III for PS2.

Edited on by Aozz101x

im creep out with thoese eyes... :P

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@Tyranexx That's exactly how I see the game. I would have liked to know more about the Deleter (spoiler: it's James) and how was his fight with K.G. before he thrown him into the lava. We also never find out who were the ones that hired James as a spy of the corrupted people that lurks in the Galactic Federation. There were areas that have potential to engage the player more in the story.

I hope that in the future they consider voicing the characters again, because that wasn't the problem of the story. The problem mainly resides in that Samus should already have overcome PTSD after facing Ridley 3-4 times. Perhaps if they have given the PTSD to someone like Madeline Bergman or Melissa, it could have gone better. Melissa, despite being an (spoiler alert) android, she got humanized due to her interactions with the humans and (story spoiler) the baby metroids.

Undergoing games: Donkey Kong Country 2, Final Fantasy VII, Spyro The Dragon (Reignited Trilogy).


@SamusLv7: Yeah, I was also surprised that they didn't elaborate more on the "Deleter". It was a missed opportunity IMO. Part of the reason I played through the epilogue was in the hope that they'd address that. Oh well....

Overall I didn't mind the voice acting; IMO the bits with Anthony were pretty well done. If only there had been a better plot for that voice acting to adhere to....

Video Corner: How SM3DW Actually Started (language)
Currently playing: Mega Man Battle Network 2 (Wii U VC), Metroid: Samus Returns

Nintendo Network ID: Zelda_By_Night


I finished Steins;Gate Elite last night with the true ending. It is an outstanding visual novel. The way the adapted the anime back into VN format and then added in all the cut content that wasn't originally in the anime, including all of the alternate endings, is superb! This is simply a must play for anyone who likes visual novels, hard science fiction, or strong character driven stories! It's a difficult story to talk about without spoilers, but I can say it is without a doubt the best depiction of time travel I have ever seen in fiction. It examines the concept very deeply and manages to portray a sci-fi story that is both believable and fantastic at the same time. The likable, quirky and very memorable cast drive the story so well. Characters evolve and change throughout without losing a core that makes them who they are. There is a great deal of good humor, but this is not a happy story and likely several of the endings will leave you heart broken. But not all of them. #spoilers.

There are a few flaws however. For one thing, it isn't even clear, if you are going in blind, that this is a game at all. If you bought it blind you might think you just bought an anime where you need to press A to move forward. But ultimately your choices do matter. Another minor drawback is how heavily steeped in Japanese culture the story is. There are some things that will likely just not make sense to a western viewer unfamiliar with them. But these things are rare and shouldn't detract from the experience much. And the final gripe was the amount of science-babble. Steins;Gate does an excellent job of writing sci-fi from a very real science position, almost too good of a job. There are a few points that felt like sitting in a physics class. However that stops about a third of the way through the story.

The story does start slow, but once you get pulled in it becomes extremely hard to stop. By the end I flat out couldn't and played the last 2 and half chapters in one sitting, staying up several hours later than I intended.

If you like science fiction and anime, you owe it to yourself to experience Steins;Gate in some fashion. You could totally just watch the anime online, but if you want the full experience, Elite is absolutely the best way to do it!

Final note: VALUE! this VN is effectively the entire anime, plus all the alternate endings, at a price far cheaper than it would be to buy the boxed set new.

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Title: Yumi's Odd Odyssey (AKA Sayonara Umihara Kawase)

Platform: Nintendo 3DS

What is it?: The 3DS (and eventually Vita/PC) entry in an obscure, Japanese cult classic series that started on the SNES where you play as a girl named Umihara (or Yumi in this localization, I guess) who uses her fishing rod to grapple her way through levels that pose a variety of platforming challenges. Levels are completed by finding doors, and the structure of the game is such that you open up alternate routes through the game by way of somewhat hidden doors in certain levels. There are optional backpack collectibles to find as well, along with alternate characters to unlock.

Level of completion: 3/5 endings cleared; 39/50 total stages completed; 17/40 backpacks found. I could play it more, but, honestly, I feel like I'm pretty much done with the game.


What I liked

  • The gameplay hinges almost entirely on the manipulation of a complex, physics-based grappling system which is your primary means of platforming through the various levels in the game. Lengthening and shortening your fishing line at various elevations and arcs of your swing will wildly alter how you progress through the level. I became proficient enough to progress through most of the stages, but truly skilled (primarily Japanese) players can perform awesome feats of skill and blitz through the most brutal of levels in a manner of seconds.
  • Alternate characters to unlock. Some of which have special abilities.


What I disliked:

  • There's little enemy variety. Just a couple different types of mutated fish monsters that eerily lumber around the stages. They're totally at odds with the cutesy design of the rest of the game.
  • Of the special abilities available to your characters, only one, which adds a single level checkpoint which you can re-spawn at once, is of any real use. And then that is often poorly implemented, because it often doesn't reset other elements within the level. If you die from a fish monster boss near a checkpoint, for example, it's not uncommon to immediately die again upon re-spawning because the fish monster is literally standing in the same location where you re-spawned.
  • This game is ugly. Very bland visual presentation with squat character models. Very little variation in the backdrops, and they never seem to have any rhyme or reason to the way they're arranged. The level design is unimaginative as well, with platforms feeling like they've been arranged almost at random at times.
  • While I understand that the developers wanted to make your platforming success solely dependent on your ability to manipulate the complex physics related to your fishing line, I wish that controlling your character didn't feel quite so clunky as it does.
  • The performance, at what feels like a sluggish sub-30fps framerate, is disappointing as well.
  • There's no context for almost anything that happens in this game. You swing around, capture horrifying fish monsters, find backpacks, and enter hidden doors... cuz. This extends to boss battles as well, if they can even be called that. The game will just unceremoniously dump you in another level, except this time there's a larger fish monster lumbering around, and you have to find a way to get stuff to fall on its head. In the case of one particularly evil level, you have to grapple onto loads of fruit in the ceiling and use your body weight to spill them out onto the boss below (if you're, indeed, lucky enough for the boss to happen to lumber far enough over for this to happen). The fruit will knock you down to your death if it hits you, however, which means you have to swing away a split second after activating the spill. This, on its own, would be manageable if it wasn't for the fact that nine-tenths of the floor wasn't covered in spikes that insta-kill you. And even that would be OK if the swinging wasn't entirely momentum-based, which doesn't play well with split-second evasions.
  • For a game where death can come at any time, it's annoying to continually get booted into the level select screen upon dying.
  • Here is a screenshot I took of my 3DS on the results screen of the third ending stage. This game is brutally difficult just to play. This is a perfect encapsulation of the futility of my struggle. By the way, all 310 attempts took place in the same excruciating day:


Final thoughts: The game isn't unplayable, by any means, and I can see how this might appeal to a certain type of player who is taken in by the unique system of locomotion in this game. With that said, even if I were a big fan of the game in this respect, it wouldn't excuse the lack of effort and polish in nearly every other aspect of the production.

Score: 3/10



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