Recent Posts

Pages: [1] 2 3 ... 10
1
Esoteric Ebb (Steam)

A Disco Elysium-like in a D&D-inspired/based setting.

Played through with comparatively high Wisdom, Constitution, and to a lesser extent Strength, with comparatively bad Dex/Int/Cha. Does feel to an extent like I didn't go lopsided enough. Put all my points from levelling up into Wisdom.

Found it very enjoyable and often amusing, but it could have done with extra polishing in some areas. For one example, casting during dialogue/action sequences - all your spells are on the lower left of the screen, and you're reading text down the right-hand side of the screen. If a situational spell becomes available, it will light up, but nowhere near visibly enough to distract from the text - you need to separately pay some amount of attention to them. (For some spells, it's fairly obvious going into situations where they're going to be relevant, although the point at which the game lets you cast them might not be as soon as you'd expect.)
2
Ar tonelico 2- finished this.

I'm still processing it a bit.  There's some stuff that's pretty straightforward.  The opening act of the game, and honestly even the entire first half, is messy as hell.  The entire way the game is designed means you need to keep characters around to really access all of the gameplay systems, and that's just not true for almost everything up until the tail end of Gaea.  At that point, the game finally stops yanking Reyvateils out of the party, lets you pick and choose your front line, and gives you the DP to actually build up a stable of songs.  You can actually access the core gameplay.  It's weirdly like FFXIII in that way.

It doesn't help that aside from picking your route, plotwise a lot of all of this isn't a lot of misunderstandings and doomed-to-fail efforts, and only the failed attempt at Metafalica really means much.  SO there's a lot of preamble, and that's on top of the game heavily assuming you know a lot of lore from the first game and only presenting it to you in this one in a very um.  "yes we are stuck with the life extending crystal... thing" manner.

Then after this the game turns on.

Some of this of course is because Jacqli joins the party, and apart from being a needed outside perspective, she also knows what's going on.  But even without that, once the entire party is actually together for realsies we start doing real character development (because people are communicating) and not just revealing but building upon people's backstories.  And honestly while she doesn't appear on screen much during this part unless you're committed to Cloche's ending, Infel's background machinations are just so much more compelling than all of hte half-baked villains in the first parts of the game.  And of course the fact that there's also world-shaking stakes that feel baked into everything you've seen so far, so it works.
Well, and of course it's also possible to get into the meatier parts of the Cosmospheres.

There's a whole other layer to this game I'm not sure I can explain, because while Ar tonelico is unable to be normal about women, the way this game does stuff feels like.  Almost subversive about it.  Like, by virtue of genre the three heroines are obviously suggested to be into Croix and engage in straight nonsense.  But unlike At1 where that's just all there was to the game, I have to admit there's this strong sense of like... while Croix is actually an interesting character, if not a super deep one, that you can see why women would actually like him, you also get the sense that all of them are also reacting to societal expectations.  Like, many, many women in this game seem to be attracted to women and scared to explore that, and while it never gets discussed explicitly that actually does feel like an intentional part of the game.  And I dunno, obviously I could just be wrong but... I don't think I am.

But yeah.  I actually tracked down a PS2 before playing this, the one I had was unreliable, and I'm feeling like the investment was pretty worthwhile.  Of my handful of never-played PS2 games, this is the one I genuinely felt bad about never making time for and I'm glad I've played it now.  And doubly so that it's actually genuinely fascinating above and beyond just being an alright game.
3
Discussion / Re: Alternatives to Amazon: a resource topic
« Last post by DragonKnight Zero on April 11, 2026, 10:36:20 PM »
Felt inclined to give a shout-out to grocers that take the lead in using climate friendly refridgeration tech.  The following article/resource goes into greater details on the science as well as including a listing of climate-conscious grocers across the United States.

https://greenamerica.org/greenest-grocers-independent-stores-take-lead-climate?utm_medium=email&utm_source=engagingnetworks&utm_campaign=GreenestGrocers_0326&utm_content=2026-03-23+Monday+Cool+It+Greenest+Grocers+-+Climate+2374351823

US only.  Apologies to the Canadian members of the DL who may not have much use for this. (on top of the international representation)
4
DQ7R: Started another file on normal difficulty so I could smash everything. Smash everything I did. Hardest fight oddly enough was Orgodemir 1+2, where he kept cheesing the fuck out of me with sleep. Did all postgame, which wasn't too bad. 100% completed other than getting the items exclusive to Secret Panel, which is too boring to bother with.

DQ11: Haven't played this in 7 years. Started a fil;e with all Draconian Challenges except Stronger Enemies. Rough but manageable. Quit after completing Act II so I could start a new game with Stronger Enemies. This one is tough. Lot of mediocre bosses are a pain now, and the hard bosses are very hard...
5
Discussion / Re: RPG Ratings
« Last post by Dark Holy Elf on April 06, 2026, 04:14:44 AM »
Hundred Line: Last Defence Academy at (high) 9/10. There's a real chance this is actually a 10, but I certainly want to sit on that for longer before putting it in such exclusive company. Just an incredible experience.
Quartet added at (low) 8/10. Again I think there's a chance it may go higher (though certainly not all the way up to 9); we'll see if the gameplay is good enough to lure me in again, because that will be the real test for it vs e.g. the best Zeboyd games.

FF13 moved below FF6/CT.

I have played Fire Emblem: The Morrow's Golden Country but I struggle with a placing a full conversion romhack on this list. It would be a 9 but I mean it's also a romhack of a game I gave a 9 to, so including it feels a bit odd... if less odd than say Laggy Fantasy Tactics (which is a 10 btw, thank u Laggy and mc and Tonfa).
6
Quartet

Enjoyable romp of an indie JRPG.

It's probably a little shy of a game I would recommend entirely for its writing (i.e. if you don't care about RPG gameplay) but it's not bad about this either, and certainly has some things to recommend it. One of the major enemy factions being "literally just the Nazis, if they were also fire mages" was something I found very effective. I grew up steeped in stories of the Holocaust and I think this game actually captures that feeling of what it would be like to live through that, and sometimes feeling powerless in fighting against it, but doing what you can. One of the major characters is an Auslene (i.e. Nazi) sergeant who eventually runs and does what he can to support the people his masters have been oppressing, but it's an open question of whether he should have done more, or faster. The game asks a few uncomfortable questions along these lines and doesn't try to provide answers for them (because the answers are hard!) but I appreciate the questions.

Most of the characters are pretty fun, if rarely that deep. I liked Cordelia (incredibly driven and more than slightly on-the-spectrum nerd whose episode of being dropped into the Wild West is a lot of fun, before she comes into conflict with the magic Nazis), Ben (goofball comic relief character who in some scenarios has a language barrier who is nevertheless sometimes allowed to have wisdom), Agata (mostly as a straight-woman to Ben), Nikolai (that Nazi stuff), Alexandra (kinda bland at first but gets a good midgame arc where she's on her own for a bit), and Juna (the team mom who also happens to be a talking hippo).

The setting is pretty interesting, being four worlds which were split apart a century ago by the previous Four Heroes, with each world only getting one type of magic and it working according to the wishes of the Hero. We first get to see a ground-level look at how each world is working now.

My biggest complaint writing-wise is the story doesn't always cohere that well. Interesting things will be brought up but then never come up again. Significant characters have no resolution. etc.

Ultimately I probably think of it more as a vehicle for good RPG gameplay, though, which I'm sure reflects my own biases. The gameplay isn't super-revolutionary by any means, but it turns out that you can do much worse than using FFX as a template for your battle system: CTB (with a visible turn gauge), party switching, and each character having clearly-defined, effective skills. Skillsets are fixed by level, which isn't really my favourite design, but fortunately the equipment lifts from FF6 and makes for plenty of interesting choices. The AP system (characters start at 100 AP, skills use this, characters regain 10-15 per turn or more if they defend) doesn't work tooo well for randoms since in theory you could just farm the last remaining enemy to get your AP back but it works really well for boss fights, which the game has plenty of.

The game is also very fast-paced in that SNES RPG way. Lots of stuff happens, you get through dungeons quickly, boss fights don't overstay their welcome. One of the obvious games to compare this game to is Octopath Traveler (both featuring multiple perspective PCs who join up) and yeah it's remarkable how much better-paced this game is (and y'know the PCs also talk to each other so that's nice).

I spent 29 hours on it, but that includes basically every little bit of optional content since I was having a good time (except the card game), including the free DLC update which dropped in February. Finished at Level 50 (which is the max). Could be either a 7 or 8.


Metroid Dread

Played again on Hard, had a great time. Then figured I'd take a shot at Dread mode, where everything kills you in one hit. The only time where Samus's HP matters is environmental damage (heat, cold, or lava) and the HP drain when using Phantom Cloak after the aeon gauge has emptied. Of course the game has about half a dozen energy tanks which aren't even slightly out of the way so I still picked them up, even though I think there was exactly one time in the game where having more than 100 energy was useful.

The fact that this mode exists at all is definitely a testament to the game's design; it's actually incredible that the game is one that puts up a fight on a first playthrough (moreso than any other Metroid except maybe Fusion?) and yet this mode can exist and feels perfectly fair. I definitely learned some details about certain randoms I'd never noticed before. And bosses... yeah, I'd already gotten quite good at a lot of them, especially the ones fought multiple times like Chozo soldiers, so many didn't take more than two or three tries. There were four big exceptions:

Drogyga (underwater boss): 9 resets. I don't think I ever realized that his "use all his tentacles to attack you at once" attack could be avoided by grappling to the ceiling when he telegraphs it, most of my deaths were until I realized this.

Escue (storm bug): 10 resets. Is an asshole. Using intelligent combinations of double jump and flash shift to deal with the stream of energy particles was key, I already knew in principle how to do it but he's certainly a tricky boss to execute against. The Core-X at the end is the only gear change in the fight and it was super-tense, thank god for all my time spent getting good at them in Fusion.

Experiment Z-57 (big ugly monster thing): 17 resets. The bits where you have to kill his healing tentacles while dodging his energy drain attack is very stressful, but honestly most of the resets were just execution against his most common attack, where he breathes toxic breath across the entire floor and you have to both jump through the window where he takes a breath and then land in the spot he missed.

Raven Beak: 51(!) resets. 24 on form 1, 17 on form 2, 10 on form 3. A remarkable number of these come from one of the following:
-being hit within the first second of the battle. I'm pretty sure his basic melee sequence accounts for more of my deaths than any other move, because it comes out relatively quickly (there's a tell, but) so you gotta jump in the air as soon as you see it, or be jumping already.
-being hit by his forward charge in form 2. This is a rare time where sliding to avoid an attack is really effective, and my muscle memory to do it mid-combat was a litle lacking. Very satisfying once I got that down reliably, since it was easily the attack which killed me the most in form 2 (a distant second being my panicky failures to dodge the stomp)
-scariest thing in form 3 is the charge-forward then up move. Especially if I was too slow dealing with the black hole then he starts using that. You don't get too much warning and if you're on the ground in the middle of the room when it starts you will likely need to both jump AND flash shift forward to dodge it.
-two resets to the very very final QTE-like moves which win you the fight if you connect both, which reflects how tense I was late in the fight because they're not hard.

Thank god Metroid Dread gives you a checkpoint immediately before every single boss (as well as after, lest you die before reaching a save point).

Not sure what I'll do next time I play the game... I've never really done much sequence-breaking so maybe that's the next thing to play around with? Such a good game.
7
Batman: The Enemy Within - The Telltale Series (Steam)

Would say that it's better than the first Telltale Batman series. Again played this one in the original display style rather than the Shadows version.

This time around they didn't give a final breakdown of your choice styles, they gave a breakdown of the final state of your relationship with each of the major characters, which is a bit long to report on (also I'm not immediately sure if you can re-access that information or if I'd need to replay the final part of the game). Did end the game with Catwoman stuck in this universe's equivalent of the Suicide Squad unfortunately, in part because I hesitated on an earlier choice involving her and Iman (setting aside the possibility of making a choice itself in that instant having been a trap, which wouldn't have been unheard of, this was very soon after having had a discussion with the latter where Batman said he was going to back her up), although on having looked into it afterwards to prevent this you also need to have made some later choices that I likely wouldn't have.

My most unconventional choice, for a given definition of choice, per the stats website was another instance of hesitation, this time failing to save either Joker's minion or Amanda's minion from Bane's attack. (Displayed as being taken by 14.5% of players.) Most unconventional explicit choice was to try to kiss Catwoman at one point and being rebuffed, at 16.8%. On looking into it just now, it looks like outside of just not trying to do that, it is also possible that she'll be into it depending on earlier conversation choices. (The stats website does not list or present any information on the possibilities not taken, unfortunately.)

(While looking into the above I've found the public links for my choice stats, so those are https://account.telltale.com/account/choices/54148/batman for the first series and https://account.telltale.com/account/choices/54148/batman2 for this one. Note that the website is formatted quite badly and has the percentage for the choice pictured above the choice and described below the choice, with no breaks in between choices, and to me at least it keeps looking like the image is supposed to be associated with the choice above rather than the choice below. Also, reiterating that the site does not include the final results for either series for whatever reason. Also also, the choices within each episode are not chronologically ordered. EDIT: Also also also, the links apparently don't always work? Unhelpful.)

Fight scenes tend to offer you more options as they happen this time but the first series had a few sequences where you designed the course of action you were going to take before the fight then carried it out, which I don't recall coming up at all this series. Also feels like there was noticeably less of the linking-clues mechanic used this series, although it is a fairly underbaked mechanic anyway.
8
Theatrhythm Final Bar Line - Played this a bunch more, mostly just doing Endless World. Not much to say, it's still fun.


Fire Emblem: Morrow's Golden Country - Beat this (played on the highest difficulty). Pretty solid game all told. I've never played a full conversion romhack before so I'm not really sure how to feel about it as an independent game, but unquestionably the core gameplay is a major improvement over the actual GBA games, and I liked those, so hey! It's not really a game I'd play for story/writing (if better than SoV or Engage!) though it got a bit better in the back third or so.

The game does a really good job of making individual PCs feel unique, often via personal skills (similar to Tellius in how you learn them but really more informed by Fates for how they work) and combat arts (similar to 3H). Despite the GBA engine (heavily modified/improved, it must be said... I love the little HUD of key stats if you move the cursor over a unit, for instance) it ends up feeling more like a modern FE overall and it turns out I do in fact like those better on average. It also has a nicely varied and generally pretty well-balanced set of maps: there are seize maps, survive maps, defeat bosses maps, escape maps, defend maps, you name it... and for the most part they're usually well-paced and fun.

The game does give you way too many powerful toys by the end, probably, but on the hardest difficulty it can at least (mostly) fight back. I actually thought the back third of the game was the hardest, even, because enemies get more and more crazy tools of their own. (Archers get the craziest tools, though... the combination of a range 2-7 bow and an accessory which makes bow attacks ITD and grants Galeforce is just silly. The latter in particular really should have been dialled back to be more in line with the other weapon-related accessories.)

For non-gameplay things... they mostly did a great job with all the new animations/graphics (though occasionally things are a bit off, like Arin's Prf sword not having an animation). Music's a bit of a mixed bag. They grabbed tracks from other games and rewrote them using the GBA sound system and some tracks come out great and some really don't. Similarly, some are really appropriate to where they are used in TMGC and some really aren't.

I dunno what I rate a game like this. I had a good time though. Will I play it again? Yeah, probably? It's pretty long unfortunately, but the sheer unit variety gives it some replay value.


Hundred Line: Last Defence Academy - Completed all the endings. Which took a little over seven months.

It's a fantastic game, I've never really played anything like it. It's also absolutely huge, which is certainly the main thing which keeps me from recommending it more widely. I've done plenty of line counts for JRPGs, and ten thousand line is a threshold only reached by longer ones, typically. So what does it say that this game breaks one hundred thousand?

Well, it says that you don't actually need to play all of it to enjoy it. (This is very intentional. There is no special reward for getting every single ending, and honestly I'm glad there isn't.) Still, it's a long ride even if you just focus on getting a few of the most important endings.

Writing-wise it has a lot to recommend it. I really enjoyed the themes the game touches on, both the big real-world ones (it's a compelling look at war and genocide from the ground level) and also the more philosophical (the connection between identity and memories). The five most important characters all range from good to real good, and I ended up really enjoying the supporting cast too, even if a few of them are absolutely terrible people. The plot is engaging, the mysteries are well-paced and the big reveals are very effective.

Gameplay-wise, it's a lot of fun too! Has a bit of that Paper Mario energy where the damage scale is small but individual skillset differences shine. The PCs all feel unique and their gameplay is a great extension of their storyline selves. I do think the challenge curve is a bit unfortunate, as the game is at its hardest early and then you just get steadily more overpowered toys to play with, which dampens the feel some later fights are going for. And while it's nice that you can skip battles if the game judges you've done one that is "similar enough", it would be nice if there were more individual battles which were hand-designed to be more engaging in the later stages of the game. But ultimately, I still think the gameplay is a major bullet point in the game's favour, because (a) it's a fun little SRPG, and (b) the type of visual novel this game is usually has gameplay which is bland at best and annoying at worst, so this game sidestepping that is wonderful.

Obviously I'm mostly full of praise for this game. Are there things I feel the game could have done better? Yeah, some. Some of the weaknesses are the gameplay notes I've already made. Some is that, as you get further and further into the game, the novelty of some of the other systems wears off. And unshockingly, in a game with a hundred endings, they aren't all gonna be good, even if it bats a pretty high average. Having different writers means that sometimes, certain characters don't feel quite right on some routes, though it's clear the writing team did what they could to minimize it. Still, there's one or two really egregious cases (Nozomi on Killing Game).

But I still think this game is fantastic. Probably the best game I've played this decade.

I've been writing reviews for individual routes of the game, but the nature of the game means that the reviews will contain spoilers so I wouldn't read these unless you've played the game. Still, for those who are interested: click here.

I have lots more to say about the game but this is probably enough for a WGAYP post.
9
Plants vs Zombies

Ok, I want to work on the D-tier "aspirational tier" a bit.

For starters, I think split pea needs to move into it.  This survival endless day "no sun plants" run uses split pea:

https://www.youtube.com/watch?v=ApsAgXE6lXU

This player is obviously very good (the challenge is pretty nutty).

And it makes sense (need to make sure the Cob Cannon doesn't take any damage from digger zombies, and a gloom can't reach from that tile and starfruit is less damage).

Next, Cattail should move up some.  Turns out 3-4 cattails is enough to pop all balloon zombies on any level of survival endless.

Finally, garlic it turns out has survival endless applications, specifically for getting ladders on pumpkins, so you only need to let one lane get trashed.  Unlike cattail where I can still maybe argue the best setup doesn't use this, no, laddering is just generically good.

I think garlic to C-tier making C-tier...

* Tangle Kelp
* Jalepenio
* Fume Shroom
* Twin Sunflower
* Garlic
* Tall Nut
* Threepeater
* Melon Pult

"aspirational tier" becomes

* Cattail
* Spikerock
* Gatling Pea
* Walnut
* Split Pea
* Hypno shroom
* Kernel-pult

Moved Spikerock above Gatling Pea as it is a bit more commonly used in survival endless, and has uses in like...bobsled bonanza.  EDIT: moved Garlic to more the middle of C-tier.

EDIT: reordering S-tier/Imitator Tier

* Puff Shroom
* Sunflower
* Doom Shroom
* Pumpkin
* Cob Cannon
* Blover
* Ice Shroom
10
There's a new NG+ shopless record, so may as well add it to the total:

doom    93
gloom   80
fume   80
squash   80
sunflower   73
coffee bean   71
pumpkin   67
lilly pad   48
puff shroom   48
sunshroom   48
magnet   46
scaredey   39
flower pot   24
gravebuster   24
sea shroom   22
imitator puff   16
blover   10
plantern   9
cherry   8
potato mine   7
spikeweed   7
starfruit   3
chomper   2
jalepino   2
tangle kelp   2
imitator sunflower   1
repeater   1
torchwood   1

A few interesting things--for one thing the world record run now has a repeater torchwood level.  Only took two Crazy Dave selections (Cherry Bomb and Torchwood) on a 4 flag level, but that was enough to incentivize dropping coffee bean and the whole mushroom setup.  I don't...think this really pushes Repeater or Torchwood into A-tier?  But let me sit and think on that for a bit.

Also, Umbrella Leaf was under "I'm not going to rank this", but I think I might.

For starters it gets used on survival roof hard, as there are ambush bungee zombies that drop bucket heads on cob cannons, and that seems to be enough to justify bringing it.

For another thing, I had been thinking "if you're good you can use ice shroom to deal with ambush zombies" but actually going back to the youtube video of ThahnPvZ (the guy who uses ice shroom and imitator ice shroom) he still makes room for umbrella leaf.  Even on builds where he leaves the full back row unbuilt (a strategy to neutralize digger zombies and basketball zombies).

Hard to place it exactly, being used in technically two modes suggests B-tier.  But it's also basically essential to survival endless, like I'd rather run survival endless without cob cannons or without winter melons or without twin sunflowers than without umbrella leafs, and that makes me want to bump it up to A-tier.  I think that makes the most sense.  It feels most similar to gravebuster, basically just a level mechanic.

I think still below gravebuster.

That'd make A tier...

EDIT: wondered if I could replace umbrella leaf with lots of glooms, so I looked up how many glooms I would need nearby to never lose a plant to bungie zombies.  6.  Apparently the answer is 6.  Yeah, that's not practical.

EDIT2: did more research and did find that Umbrella leafless setups are a real thing discussed in various wiki pages and reddit threads--the idea is to use a freeze mushroom and then only requre 2 Gloom.  Which makes me think Umbrella Leaf to B-tier.  And then I probably want to move something up.  I think Torchwood with the new revelation that it can in rare circumstances unseat Gloom is reasonable.  I think Repeater out of C tier is also reasonable

So then A-tier would be...

* Sun Shroom
* Squash
* Magnet Shroom
* Scaredey Shroom
* Starfruit
* Gravebuster
* Chomper
* Torchwood

And B-tier would be...

* Cherry Bomb
* Sea Shroom
* Umbrella leaf
* Plantern
* Potato Mine
* Repeater
* Spikeweed
* Winter Melon

And C-tier would be...

* Tangle Kelp
* Jalepenio
* Fume Shroom
* Twin Sunflower
* Tall Nut
* Threepeater
* Melon Pult

Repeater below potato mine but above spikeweed due to potato mine having more use in survivals than spikeweed.

A little torn on what to move down to C-tier, but ultimately, Spikeweed has a respectable 7 picks on NG+, Jalepino has two, tanglekelp also has two but it's useable in way fewer levels so like that's functionally closer to 5.  I think that Jalepino placement came down to it is used in survivals, but so is tanglekelp.  Also moved spikeweed above tanglekelp while I was at it.  And Winter Melon above Twin Sunflower.  EDIT: moved winter melon into B and Tangle Kelp into C.  B tier stuff is a bit more strategy defining, which neither Jalepino nor Tangle Kelp are, they're just an ok use of extra seed slots if you get lucky with crazy dave plants.
Pages: [1] 2 3 ... 10