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    Red Dead Redemption 2 (PS5)    by   dkirschner       (Mar 9th, 2026 at 09:45:05)

    Yeah, this was incredible, as expected. The story, the character development, the historical setting, all incredible. My brother and another friend (especially the friend) were highly invested in me playing the game, so I was keeping them updated while playing. Another friend was supposed to be playing it at the same time as me, but I paused a couple months ago and he defected to Mass Effect for a break and never returned. I need to be like, "Dude, I beat it. Hurry up so we can talk about it!"

    There are so many memorable missions, from the night out with Lenny (the game explores race and racism during this time and place, which was neat) to going to get the kid from the Italian guy to an epic train robbery to the final showdown, and even to the side missions, like collecting debts for Strauss (which seems so mundane), but realizing the damage that Strauss's money lending causes to individuals and families and then eventually kicking him out of camp. The characters are all flawed, and the main character arc of Arthur about made me cry throughout the last chapter (though I had a MAJOR plot point spoiled for me by a John Green book!). Truly, it is a story about redemption, with some characters growing and others succumbing to their flaws. Very human, very emotional.

    Two main activities in the game are riding your horse and shooting people. Riding your horse could have gotten boring fast, but you have good control over movement and how fast you go, and have to manage horse stamina. You also encounter things along the road, from Strangers (capital "S") to meet (aka side characters with their own story arcs), to strangers (small "s") whom I usually ignored (aka random events to random NPCs like passing someone calling for help because he's getting chased by bandits, passing a person begging for money, passing a hunter stuck in a bear trap [I felt bad that I never helped the hunter]), to ambushes, etc.

    There is a handy auto-ride system, where you can set a cinematic camera to take over as you go from one place to another. Arthur will actually ride the horse the whole way, but you can put the controller down and watch the beautiful landscape and bathe in the ambient music. You can also fast-travel using wagons or trains between towns, but I hardly ever did that.

    Shooting people is pretty basic. You have a weapon wheel and an inventory wheel, and during combat you basically duck behind cover (R1), pop out and target someone (L2), which uses handy aim assist, flick the left control stick up to the target's head (because aim assist always centers on their chest), and pull the trigger (R2) for a headshot. Duck again, line up your next headshot, kill. Move forward to the next cover. Repeat until mission cleared. This did get repetitive by the end. I hardly ever used "dead eye," a slow time ability that allows you to shoot multiple enemies at once, and I hardly ever used items, including healing items, because you just don't need them. Weapons are just regular pistols and rifles and knives, whatever they had in the late 1800s. Combat was spiced up by the various contexts in which you fight (e.g., raiding a mansion, robbing a train, shooting on horseback, etc.), and it was engaging, but like I said, it did get repetitive.

    Another thing that got repetitive, and that I quit doing after too long, was looting corpses and searching places for loot. Each "search" animation is way too long, and like I said, you don't end up needing health items, or any other items. You can always pick up new guns from the ground and ammo is plentiful. You can also buy guns and ammo too if you want. There is a "camp upgrade" element to the game in the earlier chapters, and I collected money and items to sell until I had upgraded everything, but that was a small portion of the game. Once I'd upgraded everything, first of all, the camp moves and you don't even have access to all the upgraded stuff for a chunk of the game (I don't think), and second of all, you don't need all the stuff anyway. So once camp was upgraded (by like chapter 2? of 6 + epilogues!), I basically had no use for money for the rest of the game. Sure, you can buy outfits and new guns and whatever, but none of that is necessary.

    This made me feel like I went pretty straight through the main game, plus most of the Stranger missions, but didn't touch much else. I didn't mess with mini games, I didn't spend time in towns going to the theaters and whatever, I didn't mess with cosmetic things like giving myself haircuts or trying on outfits, I didn't do optional legendary hunts (those wild animals will kill you so fast!) or search for special gear or do the treasure maps, etc. That all sounds nice if you want to spend more time in the game and do everything that the Wild West has to offer, but I didn't. The main story was fantastic, so that was my focus, and I've played so many open world games and MMOs that I felt no need to hunt extra legendary creatures or collect special item sets.

    Red Dead Redemption 2 was an epic tale. I can see why my brother and my friend were so excited for me to play it. Now I will be the one harassing other people: "Did you play RDR 2 yet?! Let me know when you start it! Keep me updated!" Next up from Rockstar later this year: GTA 6!

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    My Hero: Doctor (DS)    by   jp       (Mar 6th, 2026 at 18:01:32)

    From the back of the box this game looks like a "western realistic" Trauma Team game - use the touchscreen to do medical stuff like bandage a patient's arm or give them an injection. And it is...sort of? Weirdly every single "case" (mission) I played began with (and sometimes also ended with) a driving section - an ambulance of course. Here you have to dodge other vehicles and obstacles to avoid damage as you travel to a location where something happened or back to the hospital. Roads are full of other vehicles that have no qualms with suddenly changing lanes in front of you and such. You can collect "energy" (not what it's called in the game, but I don't remember the name in the game), and when you have enough you can turn on the siren - and this causes other vehicles to get out of the way (sometimes not fast enough). It's kind of a bizarre gameplay addition - and it doesn't help that the controls are kind of wonky and, from my experience, it really out stayed it's welcome even as the background locations you're driving through change.

    I even unlocked a better ambulance (better driving stats)...and there's more to (eventually) choose from. I mean, the game's basic structure is pretty standard, there's cut-scenes with stories (everything so far seems to involve college kids of some sort). It makes me really wonder who the intended audience/age group for this game was. The name of the game would imply children (it's aspirational!) but the story seemed a bit more "grown up" - i.e. adolescent, but the gameplay was also quite simple..skewing younger again in my mind.

    The more games of this kind I play (not top-tier first-party DS games), the more I wonder about the conditions in which they were made. Was this a game that was knocked out by a small studio in 6 months?

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    Ni no Kuni II: Revenant Kingdom (PS4)    by   jp       (Mar 2nd, 2026 at 19:08:07)

    Decided to quit suddenly because I realized I was just starting to grind for achievements and not actually having fun or enjoying the game. Which, in the grand scheme of things sounds like a bad thing other than I think that I quit in time BEFORE I got super tired and bored. So, leaving on a (little past) the high of the fun experience.

    I was grinding the Dream Doors - and apparently there's a nice monster at the end that can be a real challenge - but, I didn't have a sense of WHY I'd want to do that. Here I mean motivation within the game's story. I was hoping for a nice story payoff if anything? It seems like there isn't, it's just a grind for resources and stuff and so...time to bail!

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    Vampire Survivors (PC)    by   dkirschner       (Mar 2nd, 2026 at 15:38:02)

    I first played this a few years ago on Game Pass and loved it. I rebought it on Steam because there was so much extra content. (I have since learned to avoid long games, roguelikes, and stuff with tons of replayability on subscription services; buy those instead!). Last summer, I replayed the game and started to dig into the DLC. There is practically an infinite amount of stuff to do in Vampire Survivors. I still feel this after sinking another 30 hours into it. The achievements and unlocks are extremely compelling and I could chase them all day. But it has finally started to feel repetitive. Longer 30-minute runs that result in like one unlock or just some progress through a map feel more and more like a time sink, especially as I have other games to get to, including newer games in this genre.

    The DLCs (so many!!) have been interesting in that they alter the base game in interesting ways. The maps have rooms, islands, and more geographical features; they are not just massive plains with the occasional obstacle. Contra has a different kind of boss fight. They have new characters, weapons, evolutions, and secrets. The Ode to Castlevania DLC is massive, about the same size as the entire base game! It also has unique boss fights, and an even bigger map to explore, including different spawn points so you don't start over every time. I mean, really, I could just keep playing this forever...but I can't keep playing this forever! I must delete it. Maybe one day there will be another DLC that really piques my interest and the game will rise like a vampire from the coffin of my Steam library! I did see that they are releasing a first-person card battler roguelike, so I am sure I will get sucked into that too!

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    Fabledom (PC)    by   jp       (Feb 28th, 2026 at 18:37:25)

    This one is in the "sim" sub-group "city building" bucket for this semester's critical game design class. I'm generally not a fan of city building games since I find that the simulation part often runs away from me. I think I'm doing well, but then everything falls apart.

    This game was surprisingly chill - it almost feels like the game you'd just keep on playing? As in, you start - and then just continue. I'm 6 hours in and I've just hit the point where I should be building palaces and having nobles prancing around. The game is basically a "Sim-City FairyTale Edition", but I've really liked the pace of it. At times things were going wonky, but I just kept going and slowly things have recovered (I took too long to build the hospital, so people died - once it was finally built it was funny to see a huge swarm of sick people mob it).

    The economy is rather complicated with lots of different resources and I find it really hard to know if things are going well/poorly - there's time delays on everything of course, I just don't notice when "production" happens and whether or not it is sufficient for the demans of my populace. Basically though, it's always "make numbers go up" and then you run out of people to work - so make houses for them, and so on.

    Here's the things I've particularly appreciated in this game's design (or that I thought were neat).

    a. People live in houses (and bigger residential buildings), but there's always ONE person who is the head of household. That's their job.

    b. When you pay for a new building you basically pay money, and decide where it's going. But you then have to wait for the resources for the building to be delivered/transported there. I often ran into an issue where I paid for a bunch of stuff, but no construction was happening because I didn't have enough planks or something.

    c. My village has a cyclops that wanders around making people happy. So much better than terrorizing.

    d. In winter, lots of things shut-down, this felt like a "vacation" for the farmers, which I let them have/enjoy.

    e. I thought it was funny that Commoner's really don't like living next to peasant homes. So, a peasant home could be super desirable - but only for other peasants. It's the complete opposite for commoner's (highly undesirable). Basically, there's a class system and they don't like each other when it comes to living close by. (I'm assuming the same will apply for nobles, but I don't have any of those yet).

    f. A common driver of unhappiness in the people is how far they have to walk to work (you can manually assign different people to different buildings). It makes sense - but this is all walking anyways...but still - distance from home-to-work matters! Apparently this is because workers go home to eat!

    g. I liked how you could chop down trees but also have a little add-on forester hut so they grow back.

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    Legend of Zelda: Ocarina of Time (N64)    by   Rhibecka

    cool game
    most recent entry:   Friday 25 January, 2008
    GAMEPLAY

    First of all, I fixed my TV settings and it helped make the environment a little brighter. However, I still feel that some parts of the game are too dark (even though these moments are rare).

    My first game session left me pleasantly surprised at the easy controls and solid world environment. After my second session of playing, I feel I can appreciate these features on a deeper level. Advancing meant reaching more challenging puzzles which I felt had a good learning curve (I feel the game gets more challenging at a good pace). This is important to me, because I easily get frustrated once I feel "stuck" or defeated in a game. After playing for a few hours, I still feel fresh and eager to reach more places.

    My comments on the memorable music and appropriate graphics still holds true! However, playing more did allow me to more clearly appreciate this game's unique plot and solid characters.

    After advancing further, I feel I can more accuratly comment on the storyline of this game. After my first session I felt comfortably intrigued by the small amount of storyline that had been revealed. Now I feel that the story line of this Zelda is a clear strength. I find the plot easy to follow and, so far, it flawlessly corresponds to the gameplay (which, to me, is important for a game like this). I feel this game has strong characters and does a particularly good job at making characters seems real.For example, we are shown a short cut scene between Link and Saria before you leave the forest. This small scene with simple graphics featuring the ocarina gift is really touching. Though only about a minute long, the game clearly conveys that Link and Saria value each other and that Link's leaving the forest (which is really you) holds great importance to other characters like Saria. Having characters the player cares about helps add to the overall gameplay, and keeps the game interesting. Small moments like this show this game's ability to convey important plot points in creative and memorable ways (which I see as a strong feature of this game).

    Overall I feel this game does a great job at creating an environment one would want to spend hours enjoying. The combination of unique places and great music help keep the play fresh, and steer it away from tediousness. I personally really enjoy the storyline of this game. Playing more has given me a chance to appreciate the creativeness of each individual race (from Gorgons to Kokiris) and the overall charm the game has throughout your adventure. Interesting puzzles, and minimalist fighting helped me stay focussed and not frustrated (I liked how the game was less about "keep from dying" and more about "get to the next part!".) All these elements made my gameplay experience well appriciated. I can clearly see why Legend of Zelda: Ocarina of Time belongs on the classics list.

    DESIGN

    Although Zelda clearly has many strong design features, I feel the individual level designs truly mark this game as creative. Each level takes you too a fresh and exciting location (which ultimating makes this game challenging and expansive). The game excels at making each individual dungeon level memorable by keeping mini-puzzles unique and connecting a solid storyline through it all.

    I was truly impressed by the expanse of level themes. Link in turn travels through a forest, a volcano, an ice cave, and even under water all in one game. Each level provided creative gameplay related to the environment and the theme. For example, in the ice cave you can capture a flame to melt away ice. Link uses this to solve puzzles unique to this level (you won't capture flames elsewhere during the game). Each level is able to have their own creative puzzles and challenges by providing new abilities during the level play. This greatly diminishes the game's boredom factor. Each place holds new experiences and abilities for Link to use during his adventure.

    Levels also allow for a game like Zelda to provide a giant gameplay world without being overwhelming. Having a clear level system kept me focused on a specific area. The player is essentially "trapped" in the level until the goal of the level is complete. This conveniently limits the player's options and allows the player to go through the game's intended obstacles; minimizing "what the heck do I do now?" moments. Having a distinct level for me to complete allowed me to experience a creative environment (such as a volcano) that didn't encompass the entire game. I liked being in a unique area for each part of the game. It really kept me interested and I felt that the vast number of mini-puzzles gave the player ample "hooray" moments which help keep frustration levels down. Almost every puzzle gave an item or new area as a reward. I felt that the game designers did a good job at rewarding me after nearly every challenge.

    Much of this game's charm comes from the level design. The fun of small victories leading to a level completion, the incorporation of small worlds that together encompass the entire game, and even the unique abilities Link encounters help make this game wonderful. And somehow this game still encompasses a strong storyline and memorable soundtrack. I believe the game designers did their job; they designed a beautiful game.





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