Reviews Rate the game you finished/retired

Finished Layers of Fear 2


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So on its head, it might be strange to touch this game in 2025, when a remaster of both games is out, but from what I understand, the 2024 game is less a remaster and more a reimagining and conclusion to both games, then a just a full copy of both titles (as I aim to find out), so I also wanted to give LoF2 a try. These are short games, so that also helps.

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Similar to the first game, we play an artist struggling with their work. In this case it's an actor, who is forced by their kinda crazy director to go through a sort of soul searching to "built the character" they need to their next film. As part of this, he also digs deep into our past, and it turn out our protagonist has some rather traumatic stuff to deal with.
I won't give away the big dramatic reveal, but it is ultimately a question of identity, with our choices essentially determining who we truly are in the end. There is also plenty of supernatural shenangians, plus an interesting cameo from the first game.

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The setting is on a boat, with strong Titanic vibes. As with the first game, it takes places in interior locations only, though they get crazier and zanier as the story goes on, with locations that might as well be underground caves, or the ocean or abstract horror landscapes of various kinds. The actual "gameplay" is pretty much nonexistent, you just walk, open doors and click on things. Though this time Bloober made things more interesting by chase sections where a monster can kill you if you fail. They are mostly incredibly simple, but they do serve to keep things spooky.
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Overall, a pretty decent horror title, though mostly psychological horror. If you want horror that is more visceral, then perhaps not the best choice.
 
I finished Observer System Redux


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Finished another horror game by Bloober Team, continuing my recent streak of playing their back catalogue (mostly in preparation for Cronos)

Perhaps unsurprising, but this is another psychological horror game, in first person. The big difference to their other projects is the setting. Observer takes place in a cyberpunk setting, in the 2084, after a "great war between East and West" (so basically WW3), which left a lot of the world in ruins, allowing in the case of Poland for a corporation to take it over and establish a new republic, though this time one that is a corporatist dictatorship, essentially. We play as a cop, though basically half-retired and used as a so-called "Observer". Special cybernetic units that are isolated from the regular grid to protect from being taken over by adverseries, whose main purpose is, well, to observe, allowing the other rest of the cops to come in and their cop stuff (presumably harrasing minorities and anyone else they come across).
Our particular Observer is really looking for his missing son, who worked for the company but had to go into hiding for an explained reason.

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Most of the horror parts come from the exploration of other people's minds, where our Observer can literally "plug into" their brain. You can see the influence of Layers of Fear very strongly in those sections. Lots of super impressive visuals, overbearing symbolism, you get the picture.
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Visually quite stunning, especially from a small team from Poland (I believe at the time made by around 30 people, a far cry from the 250 people Bloober is employing in 2025). It's a relatively short game, it took me 10 hours, despite wasting a lot of time by looking at every little detail and playing its silly minigames. Probably something one can finish in half the time, if one sticks to the critical path.
 
Finished Lunar: Silver Star Story



I started playing this one years ago on an emulator the first time, but never finished it. The remaster adds some nice features like a turbo mode for battles (not sure if this one wasn't added already by a previous version), which greatly helps make this game less tedious.
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The actual game is a very traditional turn-based JRPG, that is overall pretty light in terms of difficulty, but also doesn't add much to the genre that other games didn't have. Lunar mostly shines due to its story, which is basically a straight-up love story between the heroes Alex and Luna, and secondary love stories between the other four characters. What is also pretty unique for JRPGs is the setting. We play on a moon, kept verdant and liveable by some kind of magic, and the "blue star" that everyone talks about is clearly some kind of blue planet, looking a bit like Earth (though the continents don't line up, so very likely not actually Earth). That part of the setting is not explored in Lunar 1, though I suspect it will play a bigger role in Lunar 2.
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In Lunar 1, we are instead on a relatively simple story to save the world from a big bad guy who wants to conquer the world. This does get a little more complexity, once we understand a bit the motivations of the villain, but honestly, it doesn't add that much. Ultimately, Ghaleon is just a power hungery asshole who doesn't have much intrinstic motivation beyond being kinda jealous and being power hungry.
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It helps that Lunar is pretty short by RPG standards, it took me about 22 hours to beat the first game.

I think I'll put in a longer break before I return to this world to play the sequel.
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Finished Assassin's Creed Revelations on Steam (last week)



Beginning, ending and the Altair segments seemed made by the excellent Brotherhood team, and the middle story by a b-team (not a bad part, just doesn't fit a trilogy finale).
This game is only for those who want to see the conclusion of the trilogy story.
Even with this taking in mind, there are a lot of flaws. Less flaws, rather than underbaked stuff.
  • Progress is lopsided, you can get the best weapon and armor by doing some random sidequests.
  • Bomb system is "great to have" but ultimately, you only use it one type of bomb (unless its doing optional objective)
  • Hookblade is genius, but very little ways to utilize it
You can feel like the original director of AC2 and Brotherhood leaving Ubisoft (plus 1 year dev period) affected it a lot.

That said. HOLY HELL is the ending so good as fan of Ezio story.

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Rating - 2.5/5
 
Finished Blair Witch.




The connections of this game to the source material seem fairly loose, and sadly there isn't nearly as much supernatural stuff as the "witch" title implies. That said, this is overall still a pretty good horror game. I remember playing this in 2019 on gamepass, and being super impressed by its graphics. It doesn't quite hold up in 2025, mostly since I end up comparing it to titles like Alan Wake 2, which isn't fair but the super static foliage just looks a bit basic and super fake once you have seen the kind of mesh shader based magic that Remedy can pull off.
The actual horror elements are handled quite well, though the fact that you basically never see another characer, excpet for your dog, kinda hurts the game. It's hard to tell an interesting story if all you do is hear them from a phone or a walkie talkie. It's clearly a budget thing, as Bloober back then simply didn't have the resource to put many people in their games. It also helps that the game is very short. Took me 7 hours to beat it,

Can recommend it to any fan of horror games, but one should keep their expectations in check.

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Finished What Lies in the Multiverse (Studio Voyager, IguanaBee / Untold Tales, 2022)

A story-heavy pixel-art puzzle platformer centered around a mechanic that lets the player instantly swap back and forth with an alternate version of the level (this is where the multiverse angle comes in), where different mechanics and physics apply. On top of that there's a bunch of mechanics that Celeste players will immediately recognize, like the Space Jam / Dream Blocks. The sound design is a bit reminiscent of Fez. So, good ingredients, and the resulting game is good as well.

The story is a bit odd - it starts off as pure comedy and is pretty funny, too, but little by little sneaks in darker tones and by the end turns into full-blown drama. Somewhat unfortunately, the dramatic parts did not really do it for me, too overwrought and heavy-handed. But it didn't really take away my enjoyment of the game either.


7/10
 
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Also finished It Takes Two (Hazelight / Electronic Arts, 2021)

It's quite simply one of the best 3D platformers ever made, wrapped in a story that looks and feels like a Dreamworks animation movie for the big screen. And it is all that while also being a co-op only game, and being accessible enough for casual gamers to have just as much fun with it as seasoned veterans.

Any gamer who doesn't outright hate platformers needs to rope in someone/anyone to play this game with at some point.


10/10
 
Also finished Season - A Letter to the Future (Scavengers Studio, 2023)

The game's own description "third-person meditative exploration game" is spot-on, so the average gamer will probably be bored out of their mind - however, for anybody who really enjoyed Kentucky Route 0 (as I did), this is probably the game that comes closest to KR0 in terms of mood, artistic accomplishment and pace - with slightly less literary ambition, but considerably more eye-candy.


9/10
 
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Finished



Well sorta a replay, but first time I played it earlier this year via PC game pass when I had that for 3 months on my older my PC where the game ran terrible. This time I played the enhanced edition maxed out and it rean beautifully.

Game is gorgeus and story is interesting, but gameplay is worse than the original and the original had my curiousity more.

Score: 7.8/10

Finished



Short (like 1.5 hours), but interesting game with a curious concept. Didn't care for the story much as Im not interested in football and it's a football-story driven game, but I enjoyed everything around that.

Score: 8/10

Finished



Very good pont and click game, with great voice acting and an interesting story. Story did go a bit too offrail towards the end and some parts of the story I didn't like, but otherwise a great game.

Score: 8.2/10
 
Finished Tomb Raider Underworld (Crystal Dynamics / Eidos Interactive, 2008)

Played on PC (main campaign) and Xbox One (DLC missions).

The last game of the first Crystal Dynamics trilogy is an unfortunate return to the level of Tomb Raider: Legend, albeit not quite as bad. The game engine in this one is was upgraded and the graphics (on PC, Xbox 360 and PS3) are a visible step up from those of Tomb Raider: Anniversary Edition, mostly with regards to lighting. The whole game is a bit of a late 00s graphics showcase - the bombastic intro animation (which also served as the game's teaser trailer) set to Mozart's Requiem in D Minor is still a looker even today.

The level design however cannot keep the promises that the nice looking graphics are making - the levels are riddled with awkward traversal, glitches, outright game-breaking bugs and terrible ideas - yes, the motorcycle from Tomb Raider: Legend returns, twice, but stripped of its Ducati-branding.

Taking things from bad to worse is the fact that this game came out during the peak Balmer-brained era of Microsoft, where Microsoft did its best to cannibalize the Windows gaming market in order to boost Xbox market share, and thus there are two DLC missions that are, to this day, exclusive to the Xbox 360. One of them, "Beneath the Ashes", also happens to be the best level of the game - a nice, classic tomb, located right underneath Croft Manor, a solid four hours of exploring, puzzling and the occasional fight - just right. But it's the only 7/10 bit of the game, the rest - including the ambitious, but severely flawed other DLC, "Lara's Shadow", is a thoroughly meh

6/10

Oh, and the conclusion of the Lara vs. Natla story arc isn't worth it either, but let's be honest, the protagonist has always been the bigger pull for Tomb Raider games compared to the story.

So.

Question: How does Lara look in this one? - Answer: The best she ever looked during the 00s, and there's costumes to dress her up with aplenty, most of them being free DLC - oh no, I hear you moan, you don't mean - yes, free DLC exclusive to Xbox 360. The tight and bright wet-suits, and the skimpy bikini outfits - all Xbox only. And on Xbox, the game doesn't even render in native 720p - all that improved lighting comes at a cost - and the cost is all those extra pixels of Lara's exposed skin being - well, pixelated. Just one final fail in this collection of failure.
 
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Finished Tomb Raider Underworld (Crystal Dynamics / Eidos Interactive, 2008)

Played on PC (main campaign) and Xbox One (DLC missions).

The last game of the first Crystal Dynamics trilogy is an unfortunate return to the level of Tomb Raider: Legend, albeit not quite as bad. The game engine in this one is was upgraded and the graphics (on PC, Xbox 360 and PS3) are a visible step up from those of Tomb Raider: Anniversary Edition, mostly with regards to lighting. The whole game is a bit of a late 00s graphics showcase - the bombastic intro animation (which also served as the game's teaser trailer) set to Mozart's Requiem in D Minor is still a looker even today.

The level design however cannot keep the promises that the nice looking graphics are making - the levels are riddled with awkward traversal, glitches, outright game-breaking bugs and terrible ideas - yes, the motorcycle from Tomb Raider: Legend returns, twice, but stripped of its Ducati-branding.

Taking things from bad to worse is the fact that this game came out during the peak Balmer-brained era of Microsoft, where Microsoft did its best to cannibalize the Windows gaming market in order to boost Xbox market share, and thus there are two DLC missions that are, to this day, exclusive to the Xbox 360. One of them, "Beneath the Ashes", also happens to be the best level of the game - a nice, classic tomb, located right underneath Croft Manor, a solid four hours of exploring, puzzling and the occasional fight - just right. But it's the only 7/10 bit of the game, the rest - including the ambitious, but severely flawed other DLC, "Lara's Shadow", is a thoroughly meh

6/10

Oh, and the conclusion of the Lara vs. Natla story arc isn't worth it either, but let's be honest, the protagonist has always been the bigger pull for Tomb Raider games compared to the story.

So.

Question: How does Lara look in this one? - Answer: The best she ever looked during the 00s, and there's costumes to dress her up with aplenty, most of them being free DLC - oh no, I hear you moan, you don't mean - yes, free DLC exclusive to Xbox 360. The tight and bright wet-suits, and the skimpy bikini outfits - all Xbox only. And on Xbox, the game doesn't even render in native 720p - all that improved lighting comes at a cost - and the cost is all those extra pixels of Lara's exposed skin being - well, pixelated. Just one final fail in this collection of failure.

I quite liked Underworld, the worst part of that game was the camera ;)
The DLC costumes are available as mods: https://www.nexusmods.com/games/tombraiderunderworld
Didnt see the story missions there, tho.
 
I have decided to stop playing Silksong. My frustration grew stronger than the enjoyment I got from playing this game.

Agreed, it looks and plays amazing, with a huge world filled with secrets, tons of unique enemies and very well-designed boss fights. But on the other hand, some poor design choices turned the game from "a good challenge I want to beat" into pure frustration.

Most significant issue for me is the lack of save points near boss fights or after challenging platform sections. I don't think any of the bosses I've played so far were too difficult, I really enjoyed learning their attack patterns and openings to hit them. But by doing so I died A LOT, which means I had to play the same sections over and over and over again to retry the boss fights. This isn't fun for me. It's useless, a waste of time and extremely frustrating.

Second issue is that you loose your shards and rosaries each time you die and can't reach the point of death. Without shards, you can't use your tools, and without tools, many sections with flying enemies and boss fights are extremely hard and/or frustrating. Same for the rosaries: you need a lot of them to buy upgrades - and even worse - to unlock certain save points. It's such a waste of time to farm for shards and rosaries, especially if you need to backtrack to do so.

The latter actually made me stop playing Silksong when I couldn't save after a very difficult platform sequence in Mount Fray, because I wasn't carrying enough rosaries to unlock the save point. I really love challenging games and I'm happy to take my time to "git good" but this just felt unfair to me.
 
I have decided to stop playing Silksong. My frustration grew stronger than the enjoyment I got from playing this game.

Agreed, it looks and plays amazing, with a huge world filled with secrets, tons of unique enemies and very well-designed boss fights. But on the other hand, some poor design choices turned the game from "a good challenge I want to beat" into pure frustration.

Most significant issue for me is the lack of save points near boss fights or after challenging platform sections. I don't think any of the bosses I've played so far were too difficult, I really enjoyed learning their attack patterns and openings to hit them. But by doing so I died A LOT, which means I had to play the same sections over and over and over again to retry the boss fights. This isn't fun for me. It's useless, a waste of time and extremely frustrating.

Second issue is that you loose your shards and rosaries each time you die and can't reach the point of death. Without shards, you can't use your tools, and without tools, many sections with flying enemies and boss fights are extremely hard and/or frustrating. Same for the rosaries: you need a lot of them to buy upgrades - and even worse - to unlock certain save points. It's such a waste of time to farm for shards and rosaries, especially if you need to backtrack to do so.

The latter actually made me stop playing Silksong when I couldn't save after a very difficult platform sequence in Mount Fray, because I wasn't carrying enough rosaries to unlock the save point. I really love challenging games and I'm happy to take my time to "git good" but this just felt unfair to me.

I ran into a similar situation and decided to use mods to balance the difficulty more to my liking/skill. That way I played it longer than I otherwise would've,

There's mods for keeping rosaries upon death, limiting enemy damage to one mask, removing getting damaged by merely slightly touching enemies; mods for showing boss health bars, mods that let you retry bosses instantly upon death... etc etc – in my opinion, these (and others) are things that maybe should be part of the game as optional difficulty settings. (I know a lot of people would disagree with that notion)
 
Finished Watch Dogs Legion, including Watch Dogs Legion: Bloodline (Ubisoft, 2020)

Technically the most accomplished game in the series and the virtual London in it is one of Ubisoft's finest works to date, rivaled only by the virtual Paris of Assassin's Creed Unity (which, make no mistake, is a terrible video game, with a fantastic map). The NPC AI is still very glitchy, but at least, unlike in the first two games in the series, the aggressiveness has been dialed back a lot, so the pretty common phenomenon in the first two games of the AI chasing you around the whole game map for ten minutes because of some random glitch thankfully is no more.

The main campaign tries something new and has no fixed player protagonist - instead, you build up DedSec London from scratch, using the citizens of London itself, every single one of which you can potentially recruit into your crew, with all their unique character traits, buffs and de-buffs and sometimes unique weapons and tools. It kind of works and doesn't work at the same time, relying on former DedSec London's hacked AI (which is called "Bagley", a thinly veiled reference to Samsung's "Bixby" AI assistant) to structure the story and keeping you on track. The story itself is the usual meandering Ubisoft affair that is primarily designed to lead the player past all the side-content and collectible busy work, like the main road through an amusement park - it's fine, but if you're like me, you won't remember the beginning by the time you get to the ending. The most memorable stuff - typically Ubisoft again - are a few select missions and side-quests. Mechanically it's quite similar to Watch Dogs 2 and actually simplifies a few things compared to that game.

The story DLC campaign "Bloodline" is a lot shorter, more tightly focused, featuring only a minimal amount of side-quests and almost no collectibles, and also brings back real player character protagonists: Aiden Pearce, from the first Watch Dogs game, as well as one of the more memorable characters from Watch Dogs 2, Reggie "Wrench" Blechmann. This one is really well written and even takes care to not spoil the main campaign, so it can be played before or after it (chronologically, it is set before the main campaign). Apart from a quite horrendous final boss fight, this campaign is the highlight of the entire game and also does a nice job of neatly tidying up the greater arc of the Watch Dogs story - if this ends up being the last Watch Dogs game ever made, at least Ubisoft did not leave loose threads dangling for once.

The virtual London and the great immersion is what kept me going back to the game, but I took long breaks - really long breaks: I started the game in 2022. But some 108 hours later, I ended up doing a quite complete playthrough of it, omitting only the more ridiculous collectible hunts. By the time I finished it, I also had the hardware to run the game on maximum details with ray-traced reflections and 200% LOD (in 1080p) and it's quite a looker that way, too.


7/10
 
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Finished



Still a very good game (replay, played it first when it launched some years ago), played it more throughly this time and also played a bit of the Valhalla DLC (will play that more later). Very long game (took me almost 60 hours), but played a lot of side missions/exploration too. Some bad pacing at times (like the Iron Wood section) and the Ragnarok part at the end went too quickly. Still a fun game, beautiful looking game (like Iron Wood looks great), good music, decent story (despite the pacing and the end going too quickly).

Score: 8.7/10

Finished



Decent soulslike, fun 1 hour, but then it got quite boring/bland. Lots of cool loot and different abilities with different weapons, interesting world and lore, but with somewhat mid-to-mediocre level design, some levels were too long for it's own good. Took me nearly 20 hours, but the devs could have cut some sections down.

Score: 7/10
 
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I finished Star Wars Jedi Survivor a while ago, but didn't write up my thoughts about it before.


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The one with the infamously bad PC port, and indeed pretty much the only way to get anything resembling a stable frame time is to lock it at around 40 FPS, regardless of your PC. Then you can use FG on top of that to still get somewhat smooth framerates, but of course with added input lag. This isn't a huge issue, I found combat to be super easy, once you understand the super obvious parry system, but it is not ideal to say the least, and it's insane that this game shipped in the state it did.
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But the performance woes aside, the actual meat of this game is so good. It's basically everything I liked about Fallen Order, but bigger and better. Instead of 4 smaller words, it basically focuses on one humongous area, Koboh, and then a couple smaller wolds you visit to spice things up, and I think this worked pretty well. Exploration on Koboh felt great and the other planets, like Jedah and Coruscant felt nice too.
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As for the story, I was impressed how well this game addresses the main flaw of any prequel game: that our hero cannot change anything meaningful. The game takes this insight, and poses it as a challenge back to our hero: what do you do, when you can't defeat the Empire? Continue fighting fruitlessly, accept defeat? In the end, Cal Kestis settles in trying to survive, to find another path to preserve the ones he loves and other who need protection from the Empire, until such time that the Empire will fall.

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Actual elements of the plot are a bit convoluted, but overall don't take up too much of your time, so I'm fine to overlook this.

I was stunned with how amazing this game looks on a 4K screen. Absolutely stunning visuals. It's nice to see that Star Wars can also be a colourful universe, not just desert planets everywhere.

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I think for anyone who can overlook the performance (and for example, turn on FG and lock the game to 80 FPS on a driver level (hence ensuring an effective 40 fps lock before 2x FG), this is something you shouldn't miss out on. I'm super curios how this great series will end, and I hope the last game in the series won't run much worse than this one. I'm not expecting any improvements, Respawn has shown themselves to be incompetent beyond doubt when it comes to PC ports.
 
I finished The Medium.,



My final Bloober game, before I can catch up to Cronos.

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Definitively the strangest game of theirs so far. That's not to say that their previous games were generic in their content, but the presentation was nothing super new. Layers of Fear was a basic walking sim and even Observer didn't delve too far away from that basic formula. The Medium is a third person game, where the core premise is that our heroine is a spirit medium who can actually experience being in the "spirit world" at the same time as being in the material world. So you get sequences like these where the game is using split screen, usually a mechanic from local multiplayer games, except you control the same character.

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The setting is Poland in the 90s, I believe 1998 or so, and the events we explore took place in the last years of communist rule, in the mid to late 80s. Naturally the game tackles with lots of history and themes from that ero, like the Warsaw Uprising, Communist repression, etc. I kinda wish that the game would delve a bit deeper into these themes, it feels more like background lore that gives context but can be easily ignored , presumably to target an international audience.
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In terms of production values, the Medium is clearly a big step up for Bloober. Lots of cutscenes, with voice acting, motion capture and complex cinematography. In addition to lots of unique set pieces and gameplay moments. More on those in a moment. I can kinda see how they used this game to pitch to Konami that they are the right studio to remake Silent Hill 2. They even got Akira Yamaoka, the composer of the Silent HIll series, to work as a co-composer here, providing the soundtrack for the material world.
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The only thing that's kinda mid is the gameplay, sad to say. I don't mind the exploration sequences, and would have been happy if that's all the game had, but clearly Bloober wanted to "spice things up", so we get chase sequences and pretty annoying stealth sequences. While all of these are relatively short and simple, I still feel they ultimately make the experience less enjoyable. Kinda wish they had just canned all that nonsense and left it as cutscenes.

So overall a nice experience, and some impressive horror vibes in the music and artstyle, but sadly a bit unremarkable as a game.
 
There are some series I will always defend. Some call them "acquired tastes", while others mock them and whoever plays them to get some kicks. Dynasty Warriors is a good example: the usual "mindless 1 vs 1000 mashing gameplay" mocking completely ignores everything that actually happens during the gameplay and makes the series truly memorable for its fans. But even in those cases you can find games that are "harder" to mock, like the recent Dynasty Warriors Origins which is, without a doubt, a good game (8/10 on Opencritic, in no way you can call it a bad game), and which I really enjoyed and reviewed in this thread months ago
Now, why am I even talking about a completely unrelated game? Because today's game is just like DWO, it's a certified good game that doesn't need to be defended by its fanboys (like me) and which is harder to "mock" like the usual "acquired taste" the series usually is: Super Robot Wars Y

The Super Robot Wars series has a long history (this is the 34th year since the first game), but only in the recent years the series appeared on pc, and only with the previous title (Super Robot Wars 30) the series finally started to be exported worldwide without issues. Since for most Steam users the series "started" 3 years ago comparisons with the whole series will be kept to a minimum, but there will be comparisons with 30 since Y iterates on its structure and ideas
The fastest way to describe SRW is: it's like a futuristic Fire Emblem. Almost all FE staples are here, but reinterpreted in a modern/near future setting. SRWY is a SRPG: the player controls and moves "blue" units on a square chess-like board against enemy "red" units, with some stages also having neutral "green" units (which may attack both blue and red units, or may be uncontrollable npc allies). Like FE there is no concept of "height" or "direction" unlike FFT or TO, but the map tiles do influence movement or defense/evasion ("plain" tiles can be moved freely but offer no protection, while "forest/city" or "water" tiles impede movement but also provide evasion buffs), with flying units that can move freely over every tile type but gain no defensive benefit from them. Like FE not all missions require to simply exterminate the enemy (some require defending a specific "line" from enemy units, others require to simply defeat one or more bosses, or there are gimmick stages with special objectives like "defeat this specific enemy with a single attack" or "reach this specific point in this amount of turns while the enemy defend it"). Like FE all playable units are "unique": there are no generics, each playable unit has a unique name, a unique voice, an unique appearance, and all are obtained through progression (outside of secret units which require extra steps). Like FE the game story and stages progress linearly, with optional stages (including secret ones) mixed between the main story ones that progress the plot from the beginning to the end. Like FE when a unit attacks another the other will counterattack (as long as the attack range allows it) Really, Fire Emblem fans will quickly understand how the game works
But that's where the similarities end. First, unlike FE, units do not have defined classes. A "unit" in SRW is made of 2 "components": the pilot and the robot. Pilots are the "face" of the unit, they decide the voice, the skills, the main stats like damage (separated in short and long ranges), accuracy, evasion, and the most important element which is used to define a pilot's role: Spirit Commands. Spirits are cast from a pilot's own SP pool, they are mostly buffs and each pilot can obtain a maximum of 6 of them (usually starting at 1 at early levels and unlocking the rest as they level up over the game). Some spirits can increase the damage dealt by the next attack, some make it so the next attack will hit at 100% accuracy, others are more defensive like one that decreases all damage received from the next attack, or may increase evasion. Some spirits allow a pilot to heal himself or another from damage, or to move again, or my lower an enemy stat. Basically, instead of classes it's the psirit set which decides a pilot "role": pilots with more offensive spirit sets are better used to damage the enemy, while the ones more support oriented are better used as healers, and the ones with defensive spirits can be used to tank and exhaust a dangerous enemy. Depending on the difficulty chosen SPs start at 25% or 50% of the total, with some SPs recovered each turn, so the player needs to carefully use spirits when it's really needed. Pilots improve by levelling up n the old fashioned way (attack eemies, beat enemies, gain exp, level up), but the player can also invest money in them to teach them new passive skills. Pilots also learn an "Ace Bonus" when they beat 70 enemies in a playthrough which provides a unique passive buff to the pilot. The second component is the "robot": these mechs instead decide a unit HP, EN, armor and mobility, and most importantly the weapons. Unlike FE the player doesn't need to buy weapons: every mech has it's own weapon set, some weapons usually the weaker close range ones can always be used, while others require the unit to not move before attacking, or may require a specific "morale" which is gained by fighting and surviving while on the map (so the player can't spam the strongest attacks as soon as the battle starts). Instead of having a limited amount of uses weapons in SRW are 1) ammo based (they have a set number of uses, but ammo is restored to max at every new stage) or 2) energy based (they don't have ammo, but use the universal EN stat which is shared between all of them, and is also used for special skills or movements), which once again forces the player to not use a single unit to clear the entire map. Mechs also have their own special skills, often depending on their lore of features (like how Heavy Metals are covered in Zimmerit Coating which reduces damage from beam type weapons). While most series have set pilots use set mechs, the reason why these 2 "components" are separate is because some series allow the player to swap a pilot between other mechs from the same series (like how Gundam UC pilots can use any UC mobile suit). Also some mechs are "multi seaters", meaning they have 2 or more pilots which gameplay wise means that unit has 2 or more spirit pools to chose from (and each pilot has it's own tye of spirit pool, although only the main pilot influences a unit stats). The final mech stat is the "size", with smaller mechs having higher evasion, especially against bigger ones, at the cost of lower damage (and viceversa). The same is also true for the enemy which means the player can use a unit size to its advantage, by making larger enemies miss their shots against smaller ones, or having larger units tank the smaller enemies. Mechs can't gain "experience", but they can be upgraded using the money you obtain by defeating enemies. The player can upgrade each of the mech stats separately (HP, EN, Armor, Mobility, Sight) with specific bonuses unlocked when each stat reaches a certain value, or upgrade the mech weapons so the ycause more damage. The total amount of units is also very high (in Y by the endgame a player can field up to 30 units in a map, and can pick from a rooster of 80+ units total). A special type of unit is a "battleship". Battleships are large, bulky units with lots of HPs but usually weak attacks. Battleships use a different "slot" compared to normal mechs (usually the player can deploy 1 to 3 battleships in a map), and like FE battleships work like a "Lord": if a battleship is "sunk" it's instant game over. Battleships usually have more than one pilot (representing the crew) and have some sort of special buff (like a "commander aura" that strenghtens units in a certain radious, or may have morale raising commands). It's up to the player to chose how to make robots and battleships work together. One last gameplay difference from FE is how terrain works with weapons: weapons and mechs have 4 terrain ranks: ground (normal walkable terrain), water (underwater tiles), air (used by flying units, flying requires 1 EN for each tile moved) and space (a special type of terrain for space battles representing lack of gravity, where each unit is "flying" so consumes EN to move). A units rank can go from - (empty) to S: a unit lacking a rank can't move or be deployed in that terrain (unit with empty Air rank can't fly for example), units with C or B can move in that terrain but are greatly impaired (movement on those tiles require extra "moves", with C also debuffing a unit stats), units with A ranks can move freely and units with the rare S rank gain bonuses if deployed on that terrain. Same for weapons, with some weapons being unusable underwater (like beam weapons) or causing extra damage if they hit an enemy in a specific terrain
This gameplay discussion was quite long (and if more games in the series release on steam and end up being reviewed by me I will most likely skip it or I may link this post instead), so let's move to the main event: Of course, the real thing that makes SRW truly unique is it's crossover aspect. SRW is a massive crossover between japanese mecha series, from old classics like Mazinger to more modern ones like Code Geass. SRW is unlike most crossovers in the videogame (and even outside of games) space. This series does not feature a "party" that travels between different worlds interacting with the "natives" while progressing the main plot (like KH). This series does not "move" characters or places from different series into a "generic" setting to have them fight or experience something (like Smash). SRW embraces the crossover fully: the world of Super Robot World is a world of "fanservice" where all those series exist at the same time, on the same planet, with a unified setting. Fanservice is a word that will be used often in this review. In the world of SRW series like Gundam and Getter Robo exist at the same time. There is great care into making the setting feel "lived" both by creating unique lore or history for that setting, but most of all by having as many characters appear (from heroes, to villains, and even having minor npcs). The different cast members "live" in this setting, they know each other, they heard of their exploits, maybe they fought togeter or against each other, different technologies end up influencing each other, all in a coesive manner. Playing SRW is like seeing an original anime but with familiar faces, and familiar elements. Story and interactions are the most important element in a "popular" SRW specifically because it highlights how well "integrated" the setting ends up being (since almost every SRW, including Y, is it's own "world" with it's unique cast list, so some series may never interact again if they never appear together in future titles). And Y is without a doubt, the best "setting" in the last 10 years (and at least the best setting since the series started getting official english translations). Let me give an example by talking about Y's prologue
The prologue starts during the Revolutionary War, a period where the people living on Earth were at war against the people who moved to space. Earth was left ravaged after the war against the Zentradi, the first extra solar species earthlings met while trying to explore beyond the solar system, and as many humans decided to emigrate to other systems the ones who remained were forced to fight for the resources needed to rebuild the earth cities. This eventually started the series of events that brough never ending conflicts, between wars against fellow humans and attacks caused by would be conquerors like the Dinosaur Empire. Earth's super robots fought against these conquerors, while the newly developed Gundams ended up being the central figures in changing how warfare was fought in space, but even when a war ended another crisis started. Eventually, with each leader dying one after the other in this Revolutionary War the earth sphere splits into 2: the planet earth conquered by the "evil emperor" Lelouch vi Britannia and the colonies unified under Char Aznable. But just before the final battle against these 2 armies the masked Zero assassinates the evil emperor, and the people of earth decides it's time to put this bloodshed behind. Char signs a truce between the colonies and the new Earth government and the war ends for good. A year later the chosen protagonist (by the player, picking the male or the female with the chosen one being the main character an the other having a smaller secondary role) meets with the young Echika, a girls who inherits from her scientist father the mobile city A. Advent, and which becomes the central element in trying to find out who is behind the terrorist attacks trying to reignite the flames of war in this now peaceful world. And to do that the protagonist, Echika and the A. Advent crew start to travel the world, and even space, while meeting and recruiting old veterans and the new younger pilots
The story is told in a visual novel style, with the character busts and the occasional picture used for more important moments. The presentation is simple but gets the job done. Unlike it's predecessor the dialogues try to explain new things and concept in a better way, reducing the amount of time the player needs to read new info in the in-game Library. This, combined with the story being mostly original (even if obviously based on their respective anime) helps greatly with the onboarding experience. While obviously having watched some of the partecipating series helps a lot, Y's story can also be appreciated by people that know nothing about them. Although obviously if you hate mecha you will most likely hate SRW. The graphics presentation is also a source of fanservice: the characters look straight out of their series and they're very expressive although still limited by static poses. During battles the scene moves to a 45 degree view of the battlefield. This look makes the battlefield look like a playground, with the player and enemy units looking like small toys being moved on a table. When a battle starts however the screen changes to an actual animation of the attack being used against the enemy. These attack animations have long been the cream of the SRW experience: every mech has it's own attacks (including enemies), the high resolution 2D sprites are some of the best in the industry and the animation look straight out of a real anime. Camera works are used to enhance the experience (like how it makes bigger units like Raideen and Combattler feel more menacing, or how quick movements are used to show how fast smaller units move). Thanks to the high amount of playable and enemy units almost every stage introduces a new units, and so new animations to see for the player. Many details are also hidden in each attacks, like how enemies defeated by Combattler's Super EM spin explode in an HD recreation of the "stock explosion" from the original anime, same for enemies defeated by Dynazenon's Rex Roar and many other. These "dynamic kills" (called like this by the fanbase) adds an extra fanservice layer on top of the already well made graphic work
Fanservice also fills the sound compartment. Outside of the (very good, if I say) original songs that are used in the main menu, for the orignal characters and during story events, the soundtrack also includes many remixed or readapted songs from the original anime series. Attack animations are usually accompanied by those familiar theme songs, often replicating how older mecha anime used those songs during the attack that defeated the monster of the week. This is the one moment where I must talk about the "Premium Sound and Data Pack" dlc. This dlc (costing 30 bucks on its own, or part of the Ultimate Edition) expands on the game soundtrack by adding additional songs straight from the anime. The original version of the songs have the original lyrics (obviously) and can be used in place of the game version of the songs. Unlike similar "anime song packs" Bamco usually sells, where the songs are simply added to the in-game sound test or have the player specify which game song should be changed with the one from the pack, SRW's premium sounds do this automatically, and also adds new songs that don't have an in-game version. Examples are how in the base game Mazinger units use the game version of Mazin Kenzan, while with the premium sound Mazinkaiser defaults to the lyric version of the song, while Great Mazinger defaults to Fire Wars, the opening from the Mazinkaiser OVA (which does not have a game version). Among all series Macross Delta benefits the most from the premium sound pack since it adds many event only songs which in the base game use generic ones. Obviously this is the most obvious case of "your mileage may vary". Maybe not everyone wants to hear Ikenai Borderline every Macross focused stage
For the sound effects and character voices everything tries to stay as close as possible to the original source. Every Gundam beam attack has the proper sound, same for other effects like the "newtype flash", the SeeD activation, the explosion sounds. The character voices are where most of the main course is however: outside of cases where things are outside of their control (the original voice actor is long retired, or passed away) every character is voiced by their original VA. The battle animations are accompanied by the pilot voice lines and this enhances the "it's like i'm watching the original anime" feel exponentially. Without a doubt another great source of fanservice, but unfortunately this is a case where not all characters are equal. Y's debuts like Getter Arc, Macross Delta, Godzilla SP, Dynazenon, Gundam G-Witch all feature a vast amount of unique voice lines said by the characters against their opponent. Voicelines against specific Y enemy factions, against specific enemy bosses, multiple lines if getting hit (including variations if the damage is small, high or depending on how many hp the unit has) or evading an attack, and also many generic lines against specific enemy types (AIs, strenght type enemies, fast type enemy, battleship commanders etc). Then you have all the others. The returners from recent game still feature many voicelines, and obviously have lines against their own villains and enemies that were in previous games (like how the Majestic Prince cast has lines against Heavy Metals since both were in 30) but they are very obviously lacking Y specific lines. The few exceptions are character voiced by VA that also voice characters from Y's debuts, like Shinn Asuka from Seed Destiny (shares a voice with Gridknight from Dynazenon) or Suzaku and Kallen from Code Geass (both share a voice with another character, although CG is a rare case where Lelouch also got new Y specific voicelines despite not sharing a voice with any newcomer), and obviously the good old Gundam Wing's Heero (because his VA, Midorikawa, is probably the biggest SRW fanboy in the world and always comes back to record as many new lines as possible). The worst are unfortunately characters whose VA retired many, many years ago. Akira Kamiya's voice is truly amazing, and you can feel it in every one of Raideen's attacks. But they're obviously all reused voicelines and the player will basically hear them all over the span of 2 stages. With these old characters it's even worse because only since the SRW Z games did the VA record "generic" lines (like the ones I said about AI or fast type enemies above), meaning Raideen's Akira and Mainkaiser's Koji don't even have these "generic voicelines" to help reduce the issue. But alas this is one of those problems that are unsolvable unless the devs (and most of all what budget Bamco gives them) decide to revolutionize this part of the games, sacrificing fanservice for a more unified experience. I think my disappointment for this specific part stems from 30 having an insane amount of voiceline made specifically for it, but I now realize that was done because that game had special circumstances (being the game for the 3th anniversary and all)
Going back to the gameplay, SRWY is one of the best balanced games in the series. The 4 difficulty levels offer experiences for all players. If you want to curbstomp everything just play on easy, if you want to actually think play on hard, and if you want a real challenge Expert difficulty is where it is. This game is proof the series can offer interesting challenges even with how overpowered the player side can end by the endgame. Even when starting the game with monsters like Dynazenon and Getter Arc expert will require the player to think and play well. This renewed difficulty also comes from the removal of the ExC system from 30 (and the previous 3 games too). In it's place they expanded on the "supporter" system from T and 30 (a system where non-pilots are also recruited and are "deployed" in assist slots where they provide a passive and an active bonus, using their own assist points). This new Assist Crew requires the player to obtain assist points by beating enemies first, and then use them when they actually need it. The effects can still be powerful but they can no longer be spammed to no end like ExC. Also I personally like the idea of recruiting non-combatants as it makes them more than normal npcs, but it's a shame once again characters that should for all intent and purpose be playable end up being stuck as assists
We talked about gameplay, graphics, music. So it's time to talk about game progression and how the series are used (while I usually try to not talk about story too much, as a crossover it's important to know what the player is supposed to expect). The game is separated in 7 main chapters, each featuring between 6/7 (the first and last chapter being an exception, with the first having 4 and the last having the highest amount) "main missions" which are the ones that actually progress the story and a varied amount of "side missions" which are optional stages that can be used to expand on the story, recruit new characters earlier or unlock new attacks (or may be steps for getting some secrets). As I said with the comparison to FE the player recruits new characters only by progressing the story, and character upgrades are also locked behind story progression. Chapter 2 is the chapter with the highest amount of side missions and allows the player to basically recruit 80% of the total playable units by the end of the chapter, with only a few relegated to the later ones (most of them secrets, and most of those secrets in the last chapters). This open progression was without a doubt the biggest issue 30 had (not helped by how easy the game was even on higher difficulties) since most stages felt like they existed in a vacuum, with many having no connection to each other since they were optional. There were some exceptions but in the end most stages focused on a single series, or even a single character, and so many felt redundant (and the player still missed lots of story or risked missing on missable secrets if they skipped, so you were also punished for not playing them). Well, it's unbelievable how Y improved on this part. Not only Y's side stges are much more interesting gameplay wise, not only the maps look much better, not only they have way more crossover elements and feel more involved in the story, but most of all Y added extra cutscenes that play between separate side stages making them feel interconnected, even if they technically aren't. A good early game example is after playing the side mission which results in recruiting Seed Destiny's Shinn, the stage you play after always start with a small scene were Shinn is contacted by Lunamaria about Athrun's disappearance, which directly continues from the ending of his recruitment stage. This makes the story much stronger and also lets the player savor the plot mysteries as the game progresses. the story features many "mecha tropes", with the main one being about how important is to defy one's fate
Now time to talk about which series are in the game, and how they've been connected (everything not shown in the pre-launch trailers will be spoilered). Honestly Y went above and beyond in how it really connected every series they could in very interesting ways. This is also pure fanservice, or we could say fanfiction, but it's a pretty damn good fanfiction that gave me more than one "holy shit this is genius" moment. It's also helped by how in Y they gave every series (minus 1, arguably 2 since they shouldn't really count as one) at least one named villain, meaning all series have a "reason" to be part of the story. Gone are the times where half of the cast is just in for the ride and to provide faceless mooks
One of the strongest plot points in the game is the Infernal Alliance, formed by the Super Robot villains in Y. Yoma Emperor Barao, the resurrected Campbellian general Garuda, and the Myceneans Spectral Beasts commanded by the Great General of Darkness. It's also a rare case were they really combine the series OG plot with one of the anime plots by having this alliance employ a completely original enemy boss, a rare thing even when original elements are used for the player party. Raideen got an expecially good redebut (since it's the first time the series is in HD) with 2 common mooks, a mid level mook and a true final boss villain. For this reason it's really a shame the writers made the decision to have Raideen's plot start at the very last episode, a baffling choice which extends those 20 minutes into the entire game, and a choice that also, conveniently, allows them to not have a playable Bluegar since Jinguji is already dead. Was it really too much to make a single playable plane, especially since they could have just resuded the old voicelines like they did with the titular Raideen? At least Raideen's looks amazing, just as how Combattler looked in 30. Unfortunately most of Combattler's animations are taking from 30 too, with a few touches. Combattler's main addition is the return of the main villain and rival from the first half of the series: Garuda. While his appearance may seem nothing special, Garuda ends up being a true pivotal element in the Infernal Alliance plot and one of the better "original" plots for the story. Lastly we have Mazinkaiser, Great Mazinger and Mazin Emperor G for the Mazinger side, which unfortunately are all reused from previous games. The devs used their budget mostly on the enemies, but in the end the only real additions are the Spectral General Hadias and the Battle Beast Dante (the Great General is a recolored sprite from V and X), all shown in trailers before release, and the excuse to not have the rest of the 6 generals is just as pathetic as starting Raideen from the final episode. Feels like this time Mazinger was chosen somply so they could reuse most content from past title, an issue which is quite common
an issue that is very commong for Gundam too. Almost everything from CCA is reused (with the exception of Char's Sazabi, which got completely redone) with some new touches or fixed animations (like for the Nu Gundam). But CCA does something interesting for once: because of the game's backstory Neo Zeon is never an enemy. Char is an ally since the beginning, no asteroid was launched on earth, no hidden plans behind Amuro's back, "good guy Neo Zeon" is real and it's in this game. It's so weird seeing characters like Quess and Gyunei being so friendly with the rest of the heroes. The CCA plot was completely averted, so there was never a "2nd Neo Zeon War". While others aren't playable you also meet other CCA characters (or hear about them in dialogue) on both the Londo Bell and Neo Zeon side. This is such a novel idea I wished they expanded it more with additional playable pilots, but unfortunately the only ones are the same that were playable in the past games like T, same for the mechs. Doesn't help by having no villains then Amuro and Char are kinda there and really don't provide much for the overall plot. Z gundam also reused everything, but it does play well with the Neo Zeon twist by having Kamille start as a Neo Zeon member, and bringing Emma and Scirocco back after many games of Z being the Kamille and Fa show is appreciated. Z's real strenght however is how it plays perfectly with the 2 other Tomino shows in the game Dunbine and L-Gaim (allright L-Gaim is half a Nagano show too, but come on the Tomino influences are everywhere too). These 3 shows have many elements in common and the writers decided to built over them in full. And so Z's Biosensor is now straight up called Aura Power because of course it is, Kamille and Daba are officially recognized as Battlers, and all their villains are part of the same group. Dunbine suffers from the same issues of starting at the very end like Raideen, but at least it got many new things both playable and on the villain side. Byston Well is also one of the most important points plot wise which connects many plot points, and the story is once again presented in a way that perfectly connects with the OG plot, especially the part where you see how the heroes and the villains are manipulated by an unknown force into becoming belligerent, and how you clearly see ones like Gablet Gavlae, Tod Guinnes Bern Burnings and Nei Mo Han slowly freeing themselves from it's influence and slowly return to their original personality, ending with them joining the party. All of this finding its conclusion with the Dunbine OVA story, which while being the one that starts much later compared to every other series (chapter 5 with the plot only really starting in chapter 6, even if you can get Shion early in chapter 2 with side missions) ends up being the one used to conclude the entire plot in a very satisfying way. too bad L-Gaim is fully reused from 30, but the Mk-II touch ups are some of the better ones
The rest of the Gundam AUs are similarly connected, with Wing also connecting to other series (creating a giant interconnection with all series in Y). Again all of them are reused with a few touch ups, but I'll forgive everything because having Shinn as Domon's pupil was 100% worth it. Such an idea would seem absurd until you realize how perfect it is, hell the Destiny Gundam even has a Shining/God Finger equivalent in its arsenal, a joke that is referenced multiple times across the story. Because of this Shinn is much closer to his Seed Freedom character which makes him more likable. Domon being a mentor is nothing new but they really go al in with him mentoring multiple characters over the course of the story, and bringing back Ulube makes the whole thing more satisfying. As far as Seed villains Djibril is kinda of a wet fart however, does n0t help you never really fight him (but I'll give them points in the way they used him in the final battle against Scirocco). I'll also give the writers some extra novel points by having Kira also be part of Neo Zeon (while Athrun focuses on keeping tabs on Wufei which goes through his usual Endless Walts routine). Speaking on Gundam Wing, I enjoyed the wing boys banter and what they did in connecting Wing with Code Geass. Code Geass also reuses everything from 30 (the reuse is really that bad uh), and the 2 Frame Coats just aren't it. Wing and CG have a long history together and it's nice to see them in the same game again, the friendship between Wufei and Shalio was also well made, but I wished the plot did more of it
Speaking of reuses from 30, MJP is one of the most egregious, and while there are some good ideas in its new execution and connection to Macross Delta, I feel they really didn't do enough. As of now MJP is the worst among the reuses unless some twist happens in the upcoming dlcs. There is really not much to say unfortunately
It's time to focus on the main course, the debuts (console or full debuts). Getter Arc and Macross Delta are "console" debuts (they appeared previously in the mobile SRW games but never in a proper one). Getter Arc is probably the debut with the strongest connection to the main plot, Arc is well animated and finally Getter gets something new. Takuma is a a true wild ride and the source of most of my laughs, and this game cements him as a worthy successor to his father Ryoma. It's also the series with the longest surviving enemy as Toenko basically appears 6/7 stages in and survives until the endgame. Probably the enemy boss the player fights the most. The Delta Squadron brings Macross back to SRW after a long absence but unfortunately the VF's animations are very lacking. The Macross stages have some of the most interesting gimmicks and the Aerial Knights are annoying opponents. The writers took some liberty by moving most of Delta's conflict to Earth, but this provides a few extra connections to the other series (but no reason to go into detail here). Outside of the animations which are lacking there is a lot of care in the cast interactions, especially with the Walkure, and both Delta and Arc have great moments. However the lack of secrets is baffling for both series. No Tarak for Arc, no savable Messer or Keith for Delta. The way they stuck with the canon events is so weird I wonder if there is something more behind it
For the full debuts, I'll say my order is Dynazenon > Godzilla SP > Gwitch.. Ah Gwitch, since they announced the game would only feature the first season I knew the risk of its plot being nonexistent was there, but they really didn't even try. Well, the interactions with the cast are great, with a highlight being Suletta also becoming Domon's pupil and Miorine becoming Walkure's manager, but GWitch seems like it exists in a bubble completely separate from each other series. There is a weird attempt in the first Gwitch stages to connect it with the rest of the plots by having Heero, Duo and Hilde infiltrate Asticassia because of a tip the Benerit Group is selling weapons to terrorists, which could have been a way to connect it to Wing, but this plot points evaporates, I wanted to say as soon as the stage ends, but honestly it happens as soon as that cutscene ends. The only "plot" GWitch gets are the duels, which alsmo means the only "villains" are Guel, Elan and Shaddiq, which also basically don't exist outside of the few GWitch stages (with one exception being Guel because he is a secret, but the way they did this "secret" is so weird in needs and extra paragraph later). Especially baffling not having Elan recruitable since just like Tarak, Messer and Keith above he is also playable temporarily so the assets were there
Dynazenon's is the best debut by a mile, just like Gridman was in 30. Tons of story relevance, amazing interactions, great animations, perfect chemistry, and I really like what they did with the Kaiju Club. A true milestone among SRW debuts. Dynazenon being ultra broken, and becoming even more broken as the story goes on only helps. I could list all the interactions I loved from this series and it would be longer than this already long review. Please make Gridman and Dynazenon permanent parts of SRW
Godzilla Singular Point is probably the one series impossible to remove from Y. That's how much plot relevance has, that's how many connections it has to the other series, but unfortunately gameplay wise the debut kinda sucks. First, the story skips a lot: it basically starts after the Anguillus fight and basically only focuses on the last group of episodes. The Mei Kamino side of the story is very rushed and badly presented, but oh boy... what they did with Godzilla, a true chef's kiss. The developers knew they couldn't fuck it up, and they sure didn't. Godzilla is a perfect villain, even when unseen you can already feel his presense, his power. He doesn't get hyped in a poor way since the beginning by the cast, it's the player that realizes how he becomes this danger slowly crawling its way in the plot (like how they use its howl in an up to that point unrelated scene to reveal he was behind it, or how Sizumu tells the rest of the Kaiju club how the Kaijus are hailing the arrival of the "King of Kaijus"). This is the genius part about how they used Godzilla in this first canon appearance on SRW. Which makes the next paragraph even harder to write
You see, I like SRWY, I love it actually. It's an amazing SRW, and it's perfect for me since I consume mecha anime. And I still agree Y can still be loved even by the ones that don't watch as many mecha series as me. but the way they adapted Godzilla SP highlights an enormous amounts of problems the story presentation has. All right, Godzilla starts very late to the plot, only gets Rodan and Kumonga as mooks (come on how did they skip Shalunga?). I don't like it, but I can accept that, after all icenses cost money
But skipping the indian lullaby is unforgivable
Yes if you haven't seen Singular Point this sentence won't make sense, but I can't ignore this point. By starting so late in the story a very important plot point which happens in the first SP episode gets completely skipped. This is so bad before the battle against Godzilla the SP cast has to explain this plot point to the rest of the characters. Show, don't tell is a rule that should always be followed, but this is a case where it's not shown, and it's not told. Having to drop all of this background on the player on the very last chapter is unacceptable, and not having the song itself in the soundtrack is even worse. This is the one point SRW needs a serious shake up: story presentation. The current way is simply too low budget. There is another scene which also highlights how much more they could do if they wanted, the scene in the Getter finale where the team fights Kamui
Except because the game story actually goes beyond the original anime, the devs gave the following scene something extra: full voice acting. The scene after Getter Sain Dragon appears and Takuma and Baku convince Kamui to give humanity one last chance, and fight together to defy Getter Emperor's will is fully voice acted. This is a scene that isn't in the original anime, it was made specifically for the game, and the voice acting makes this scene much more emotional. This whole scene makes me realize how much is lost by the game only having voice acting during battle animations. But then we go back to the original issue: should fanservice be sacrificed to bring the story on par with the battle animations? Should old anime characters be fully recasted so you can have the new VAs record as many lines as possible. This one scene made me doubt about it, and maybe it's time for SRW to take a true step into the "next gen". A true shake up (but the gameplay is fine, let's not fix what's not broken). Do that and the series could get its Digimon Time Stranger moment, and I'll be there to see it

Well, the review is over, but there is one last thing I need to point out: SRWY tells a full story, with it's own final boss and all plot points are solved by the end... or do they? Well, obviously GWitch doesn't get solved since the real plot didn't even start, but GWitch also has the most baffling secret with Guel, and especially the fact he joins as Bob, and intentionally never interacts with the rest of the GWitch cast. This is such a specific and weird choice I can no longer look normally at the ending, especially when another Gwitch character, Elan4, ends up as space dust just like in the series without a reason since the game wouldn't adapt season two regardless
Or will they? Because the way Bob gets done would fit perfectly in an additional story which focuses on season two. Nah, i'm just getting fixated on something small, but wait... the exact same thing also happens to Delta! Everything that happens follows the canon to a T, meaning they could add a story expansion focused on Macross Delta Zettai Live! No, no, It's just a coincidence, and besides the dlcs have already been announced and no base game story gets new plot there, but then... The way Dynazenon ends would also work perfectly with an expanded story focused on it's sequel Gridman Universe! Nope, no longer thinking about that, just coincindences, just like it's a coincidence they don't expand the last plot point of Godzilla Singular Points that shows Mecha Godzilla or the fact the Getter Arc team still needs to fight against Emperor and... oh my god...
The seed Destiny cast hints at Freedom multiple times. The Wing cast hints at Frozen Teardrops, Domon hints about restoring the Ultimate Gundam, Combattler only talks about the first half of the series meaning the second half didn't happen yet. Code Geass has Roze of the recapture, Majestic Prince has the movie sequel (which already had assets done in 30 as a dlc!), the CCA characters hint at Hathaway. Really the only series that have a "complete" conclusion are Raideen, Dunbine and L-Gaim, and technically Dunbine has Wings of Rean, and L-Gaim has the OVA episode (and Five Star Stories if Nagano got over his hate for SRW)
This isn't a case of "oh the team left a few doors open for the dlc expansion", this is a "we have enough content to make a full blown sequel" case. This is the same feeling I had when I played DWO, and guess what that game is getting a major DLC. Even the OG plot of Y could still be expanded very easily, so was Y intentionally made to get a sequel one year later?
 
I just finished Silksong with 100% completion in 65 hours according to the in-game timer, and 78 hours according to the Steam timer.

I really liked the exploration, the bosses and the slowly unravelling gameplay mechanics in act 1 and act 2. The restricted map system, the high but fair difficulty and the fantastic graphics and music make exploration more rewarding than in most other metroidvania games. You are encouraged to learn the patterns and movesets of bosses rather than using brute force strategies, where the latter are either not viable in early to mid game or cost limited resources that you have to farm to be able to use repeatedly. I really liked to beat most of those bosses in the end, sometimes after many attempts. Maybe less so with some of the challenge rooms, but when I look back at one of the challenge rooms that gave me the most trouble in early game Hunter's march, I kind of see the wisdom in that doing that long runback repeatedly was an important skill check to be able to move on to the rest of the game.

I did not like act 3 as much as act 1 and act 2. Almost no significant exploration content left to uncover, almost no new tools, and the bosses were too punishing and unfair. I beat most of the bosses in act 3 with plasmium overdosing and tool spamming. The instanced boss battles in dream areas where tool usage did not expend real shards kind of seemed like a concession to players to make tool spamming possible without farming. I wish the last boss was in one of those dream areas as well, because it must be near impossible to beat her without tool spamming.

The third act did not detract from the experience that much for me, but I think the game would have been better, and especially more fun per hour spent, if the third act had been omitted. As it is, the game is still one of the best metroidvania games I have ever played, but I struggled less for better or worse, and possibly had more fun when playing through Ender Magnolia earlier this year.