84
Products
reviewed
644
Products
in account

Recent reviews by AdventjX

< 1  2  3 ... 9 >
Showing 1-10 of 84 entries
11 people found this review helpful
62.0 hrs on record
Quickfire Review
Upon binge watching MHA up to season 5, I was excited to try out One's Justice 2 to see how the characters that I've come to become familiar with play. It's no secret that the anime fighter genre is in dire need of a reawakening, and fingers are still crossed that a company other than Bandai Namco takes over some of the IPs for a fresh take on some of the more popular series, past and future. More recently, BLEACH and Demon Slayer seem to be taking a different, yet still safe approach to revolutionizing the playing field, but to little or no success. My Hero One's Justice 2, however, is still cut from the same old cloth we used to love but now deem outdated, trudging along the coattails - and at the time: success - of the Ultimate Ninja Storm series.

Don't get me wrong, there's not much else they can do unless companies really think outside the box and step away a bit from the line of thinking to make a "fighter/brawler with the anime backdrop." Adding a bit of MMO aspects with team PVP like Shinobi Striker might help in the slightest, or even creating a mode like SF6's World Tour mode might give a game more identity than your average one-and-done brawlers. Whatever the solution may be, fingers are still crossed for the anime fighting genre to take a leap of faith and do something special.

Regardless, credit where it's due. One's Justice 2 is certainly a beloved title for the truest MHA fans to enjoy. I myself, unfortunately, do not fall into that category and this review remains a subjective take on my experience.

[DECK]: Played on the Steam Deck 1TB OLED; works flawlessly. Definitely recommend for those who are looking for a game to play away from your rig.

Conclusion
Current Verdict: C-
Here we are in 2025, having to deal with the same old recipe for the genre. Completing battles, playing through a generic and unoriginal storyline, semi-grinding for customization parts, and you're at the end of the road. Characters have the same low-to-high-hit combos with different animations, and the damage differs only slightly until you realize you're just playing a different skin of the same character across a 30+ roster. Ladies and gentlemen: ten years later, and that's STILL what you're signing up for when you buy and play a title of the anime fighting genre. Expect nothing more, nothing less. We're stuck in a endless loop for the next few years to come; until someone has the gall to flip the script.
Posted 11 August. Last edited 11 August.
Was this review helpful? Yes No Funny Award
12 people found this review helpful
144.8 hrs on record (143.8 hrs at review time)
Quickfire Review
Having played quite a few roguelite titles over the course of a few years since Vampire Survivors put the genre on the map, I place Soulstone Survivors fairly high on my list solely based on its solid foundation. The sheer number of classes available harking back to the days of old school Diablo and other fantasy-based ARPGs, variety of skills and weapons to grind out for individualistic playthroughs with each character, three distinguishing-enough game modes allowing different resource and material farm methods, and balanced difficulty to provide enough of a challenge without bringing stress makes it the perfect casual game to play when one wants to just kick back and relax after a long day. The gameplay may become repetitive to some, but if you're a player like myself who focuses on completion and instinctively roadmaps playthroughs in a step by step manner, you'll have a fun time regardless.

For those starting out, I personally recommend investing the early game into the following characters/classes (aside from Barbarian ofc): Chaoswalker, Hound Master, Necromancer, and Engineer. If you want to challenge yourself, master the Death Knight (the infamous 'no dash' will wreck you, but you will enjoy the challenge).

[DECK]: Played on the Steam Deck 1TB OLED; works flawlessly. Definitely recommend for those who are looking for a game to play away from your rig.

Conclusion
Current Verdict: A+
Soulstone Survivors may not be the perfect roguelite and may not be for everyone, but the content is there and it successfully caught my attention and time to motivate completion. A special thank you to the devs for putting their time and effort to this entertaining game that most importantly - respects your time.
Posted 2 August.
Was this review helpful? Yes No Funny Award
10 people found this review helpful
3 people found this review funny
23.5 hrs on record
Thank you for transferring my gunpla collection into my monitor.
Posted 17 June. Last edited 17 June.
Was this review helpful? Yes No Funny Award
16 people found this review helpful
31.7 hrs on record
Remaster Review
The PS2 and PSP/Vita eras saw the rise of beloved mech sim games; specifically Gundam games. Growing up building Gundam model kits (now popularly referred to as 'gunpla'), I was fortunate enough to witness the release of some of the greatest Gundam games of all times. These games added to the cherished childhood of engulfing myself into the entirety of the Gundam universe as a whole. Personally, the most memorable titles for me remain Gundam VS. Gundam, Gundam Battle Universe (UC ftw), and MS Gundam Seed: Rengou Vs. ZAFT. Battle Destiny was one title I never had a chance to play since it was never released in the west, so this particular remaster is certainly a welcome one. In today's day and age, it may sometimes - though rarely - be difficult to go back and play a game from previous generations: as gameplay, graphics, and especially presentation may be too far outdated for one's spoiled taste.

Nonetheless, I was surprised to find that I had so much fun with a title from 2012. The muscle memory of playing mech sim games returned immediately, and the number of mobile suits available and mission variety + customization allowed for a decent 30+ hours of play with perhaps more to come in the future to max out all the MS eventually.

Conclusion
Current Verdict: 9/10 A+
The port runs flawlessly. My only complaint would be lack of widescreen support and online playability, but the sheer amount of single player content and mobile suits makes amends in that regard. The price point also isn't so bad, especially considering the possibility of new games releasing with the feared $80 tag in the near future.

This review is intended to show appreciation and support to Bandai Namco for distributing enough resources to release a remaster of such an old title. I'm sure I speak for many when I say that I look forward to seeing many more familiar titles return from the past. For those who are less familiar with the Gundam series, you're in for quite the treat if you live long enough to see more Gundam sim games remastered one day.
Posted 29 May.
Was this review helpful? Yes No Funny Award
38 people found this review helpful
2 people found this review funny
5
67.8 hrs on record
Preface
Rise of the Ronin, the fresh new IP from KOEI TECMO, brings an open-world experience filled with adrenaline-fueled combat, a slightly innovative travel mechanic, and interesting-enough characters to enjoy the game to an extent. Whereas the graphics may not be the most visually appealing compared to its rival titles of this generation such as Ghost of Tsushima, RotR does set itself apart by compensating with the old-school fun factor, prioritizing gameplay and questing over visuals above all else. Unfortunately, all of these ingredients do not add up to enough content to warrant calling the experience a masterpiece. In my personal opinion, it's what I would call 'filler' content.

Positives
World Building
Unlike most generic open-world games of this day and age, RotR's world feels lively, with NPCs running around, some even seemingly having lives of their own. The game fooled me into thinking they do, until I realized most of what I was doing and the world revolving around it were very well scripted in segments. Each section of the map seems to be scripted around quests, and there are many subquests to venture on everywhere you look. For the most part, the game does boil down to traversing the map and knocking out a list of things to do that appear at certain points in story progression, whether it be taking down bandits for new weapons and/or styles, doing a favor to unlock technology, collecting cats, or making new allies and enemies along the way. All in all, I'm reluctant to admit that this is the generic Assassin's Creed experience, with less obvious intent.

Customization Options
CaC is a big factor that allows for immersing oneself with the world. My rule of thumb: I only make male characters and make my hair black to be able to relate myself to a character. The clothing options and weapon transmutation are great additions to a game like RotR, wherein I am forging my own journey and making choices as if they were my own. On a side note, RotR gave me a throwback to the Way of the Samurai days, which most would agree are underrated gems of the PS2/PS3 eras.

Dialogue/Voice Acting
Both the English and Japanese voice acting are neither extraordinary nor subpar, but the characters were developed well enough to keep me interested in certain characters and their choices. Their deaths also had an impact - albeit briefly - and compelled me to respect RotR in the sense that the developers were not afraid to kill off certain characters to incite despair or keep the story moving along. The relationships with the various characters, though overwhelming and bothersome at times, gave an odd sense of satisfaction to having "yet another task to do", which confirmed that the world of RotR was indeed 'alive'.

Negatives
Pacing & Choice (Lack thereof)
The entirety of the story, when seen as one entity, seems like filler content from the eyes of a wanderer who is not directly associated with the events of RotR. The story, as intriguing as the backdrop may be, felt drawn out and longer than it should have been. The best analogy: it felt like watching a 100-episode anime with 60 (maybe even 70) episodes of filler arcs. Meanwhile, the game provides two faction options (Pro-Shogunate and Anti-Shogunate) to assist, but none of the choices leading up to swearing fealty to either one feels organic. Everything is scripted up until two or three main quests, and at the end of the day, I felt conflicted as to which side I actually support; primarily due to the game "forcing" me into assisting a faction even when I wanted to ignore them altogether and be part of the EMPIRE.

Weapons, Loot, Progression
The combat is solid, almost as deep as the mechanics in Nioh, but not quite on par. Other than the well-executed parry mechanic in RotR, everything else falls short. The various weapon styles system seems complex and grandiose at first, but you quickly realize you're just getting different animations to execute the same damage-inflicting skills. Skills are disorganized (yet useful). Build potential exists, but why bother? You can just carry two main weapons and a sub weapon you enjoy, and just go around slashing enemies to gain "levels", which unlock even more animations to do the same thing over and over again. To what end? The number of weapons, martial arts, and skills in the game can be summed up to an ambitious, yet poorly executed project.

Conclusion
Final Verdict: 7/10 C
Like most of the mechanics in the game, RotR is an average game at best that falls under the Not Recommended category simply because there are better options out there for the same experience. I daresay this is not even a loss for KT since most games I would recommend over this one are KT games as well. Deep combat with diverse weapon styles? Nioh or Monster Hunter. Masterful storytelling with interesting characters? Dynasty Warriors or Ghost of Tsushima. Fast-paced adrenaline-filled combat with challenging difficulty? Ninja Gaiden or Devil May Cry.

If you haven't played the other games I mentioned yet, skip this one. If you've completed them like myself and are looking for something to kill your time with? Play RotR and support KT so they release Nioh 3 in peak condition.
Posted 15 April.
Was this review helpful? Yes No Funny Award
15 people found this review helpful
42.4 hrs on record (18.9 hrs at review time)
Preface
In the 2000s when Naruto, Bleach, and One Piece reigned as the three kings in the anime world, I followed the series weekly and ended up dropping it like a plague near the end of its lifespan primarily because of Ichigo's out-of-control MC syndrome. Kubo Tite giving him every possible power in the BLEACH universe at the peak of every arc was a cardinal sin in the manga/anime + writing industry despite its popularity, but let me acknowledge that this just is a personal gripe.

Regardless of anyone's opinions on the series itself, RoS is a welcome addition to Bamco's archives of less-than-stellar anime fighting games as of late. In recent years, we witnessed the official death and burial of the Naruto UNS games with Connections, various other botched titles like Jujutsu Kaisen, My Hero Ultra Rumble, Dragon Ball Breakers, and One Punch Man; on the other side, we also have strong yet controversial titles like Tekken 8 and Sparking Zero, both of which are keeping Bamco's reputation as a fighting game publisher in check, at least for the time being. Here's to hoping Bamco invests in TAMSOFT on their priority list, because Rebirth of Souls is a testament to their love and passion for a series bringing a long-awaited fighting game to life.

Disclaimer: As far as the poor launch issues and performance are concerned, I cannot speak for everyone but I have heard many opinions bashing the game for numerous crashes and online issues. I myself have had a smooth experience thus far and have been lucky (as I have been with other games like Rise of the Ronin and MH Wilds). Only frustration I've had so far is when it was difficult to stay connected to a friend for room matches. Contrary to popular belief, the game is NOT "unplayable."

Positives
Depth of Combat
My biggest fear coming into Rebirth of Souls: combat being repetitive and dull. The Ultimate Ninja Storm games, though not completely relevant to this series, failed to live up to fans' expectations by teasing the idea of introducing combat mechanics that would be impacting enough to provide an innovative experience after each title, but every decision made after NUNS3 was the safe route with not enough bang to keep us intrigued. As such, I half expected Rebirth of Souls to be a rehash of the Storm games, but I was relieved to find that not to be the case. Even Sparking Zero's gameplay pales in comparison to the fresh ideas RoS provides, and there's more brain power involved to win a match rather than just simply looking for openings to charge Sparking mode or spam supers. This game takes me back to the FF Dissidia days with the simple yet exciting ways to execute combos, individuality in all characters (so far), not-over-the-top resource management, and faithful-to-the-source-material animation and design choices. All in all, when it comes to the gameplay side of things, the developers put their hearts and souls into bringing the BLEACH experience back to life in 2025. That alone, more than anything, makes this the best BLEACH game - and I daresay, best anime fighting game - to date. Goodbye CC2. Welcome TAMSOFT.

Nostalgia
As much as I usually hate the cutscene quality and lazy writing in these anime fighting games, RoS was a slightly different experience. The original Japanese voice actors being involved, above-average pacing to cover the entirety of the primary arcs of the early Bleach series, and story mode fights that gave enough attention to each character so we get a taste of how each Shinigami and Espada plays were probably some of the most optimal decisions to take to introduce the series to people who have no idea what Bleach is about. Veterans of the genre may nitpick that they should innovate the way story modes are designed, but I can't complain about how they handled this one. The nostalgia is there, the voice acting is there. At the very least, the game helped me to not have to go back to the original anime to relive the legendary fights like Ichigo vs Byakuya/Kenpachi/Grimmjow/Ulquiorra/etc.

Graphics
In most of my reviews, I never really talk about graphics because I'm a firm believer that graphics doesn't make or break a game. Old games and new games alike have a different appeal to each of them, and you're naive if you ever decide to drop a game just because graphics look "dated" or subpar. BLEACH Rebirth of Souls didn't have to look as pretty as it does. They could have dropped the animation, texture, or even shadow quality even a little and no one would have batted an eye. The stages, although they are just generic backgrounds for the most part, stay faithful to the series and are visually appealing overall. Although I am no specialist in the industry, I can tell they put a lot of work and effort into how each character looked, played, and shot each ability. Even simple moves like Yammy doing the homing jump attack or Urahara's signature move to counter are both visually appealing. The cherry on top? The bankai/resurreccion cutscenes in combination with the original seiyuus are glorious to watch - and they won't be getting old anytime soon.

Negatives
Presentation and Content
If these anime fighting game companies focused more on releasing titles with more variety in game modes and progression than they were on releasing characters or addressing bugs, the world would be a better a place. Nowadays, I find myself starting up a game and immediately realizing and dreading how shallow the content will be. Sure, Bleach introduces the idea of talismans, soul crystals, and "story levels", but what do they actually contribute? Instead of soul crystals, adding more customization or colors on the scale of games like Guilty Gear and Blazblue would have been a nice addition for players to enjoy. Instead of releasing a handful of TYBW skins along with the deluxe/ultimate editions, releasing big boss raids like Street Fighter or DBFZ would have been great (if online worked properly). Or how about fully investing in the idea of rpg/MMO mechanics and costumes like the Xenoverse games would appeal to the younger generation of players more?

As of now, the game as a product is a hollow shell with the bare basics: story mode, mission mode, training, online versus... not even a ranked system to motivate players to grind online. If these features are not available at launch, what reason is there to look forward to them in the future long after we've had our fill of the combat and moved on?

Conclusion
Final Verdict: 8/10 B+
BLEACH Rebirth of Souls' solid gameplay will put smiles on BLEACH fans' faces and I personally have been enjoying labbing advanced combos and testing every character's unique kit firsthand. Whereas Naruto UNS and Sparking Zero were titles that became brainless mashing or cheesing that would eventually lead to boredom, while games like Tekken 8 and DBFZ were known for its combo-heavy executions and knowledge checks that would lead to burnout or frustration. Bleach: Rebirth of Souls does a fine job in finding the perfect blend of both of these categories and brings a fresh outlook that incites hope in the future of the anime fighting genre.

Despite all this, I foresee that the game itself as a product will fail long-term to attract newcomers to the series due to its lack of single player content and true progression. I am hoping the true anime fans and fighting game fans alike will do their best to keep the game alive until we see the next big title's arrival.

PS: Launching RoS a bit earlier when TYBW was at the apex of its hype in 2024 would have been a smarter decision. Prime example of being "a little late to the party."
Posted 22 March.
Was this review helpful? Yes No Funny Award
291 people found this review helpful
15 people found this review funny
13
17
3
4
6
6
2
2
24
134.1 hrs on record (48.7 hrs at review time)
Preface
Ever since our beloved series reached the eyes and ears of rest of the world, Capcom has made a valiant effort to keep Monster Hunter titles in check with various innovations to keep the series fresh and appealing to a wider audience. Remember the days when Gamespot gave Freedom Unite 5/10 for not having lock-on? Pepperidge farm remembers.

In this regard, MHWilds has, for better or worse, been dumbed down so hunters - veterans and newcomers alike - can have a stress-free experience to explore, hunt, and craft as we have all done before. Overall, the changes are welcome additions that make Wilds a unique experience in its own right, but as I assume most other veterans of the series probably do already, I also have a list of complaints to address. These issues are what compels me to still recommend MHW/Iceborne as the definitive MH experience over Wilds (at least for the time being). And sorry, but I'm not even looking at you this time, Rise. You're third place no matter what.

Positives
Core Gameplay
The core gameplay always centered around the plethora of weapon styles and their mechanics. From Greatsword to Longsword, SnS to Dual Blades, Hammer to Hunting Horn, LBG to HBG, the choices are there for you to pick up and eventually master depending on how much time and effort you invest into each of them. Wilds added many new convenient features to each weapon; in my personal experience, I've been enjoying Charge Blade more than I ever have and it has replaced Longsword as my main weapon since the days of MHW/I. This time around, the game also allows you to swap weapons on the fly to a secondary while mounting your Seikret, a feature that seems less impactful than originally intended, but a convenient feature nonetheless, especially for those who are lazy to go into their tents every half hour. The exploration, gear/build crafting, fashion hunting: it's all there. More of the same old same old, depending on how you look at it. And we're all here for it.

Multiplayer & Questing
The lobbies and matchmaking in MHW/I were flawless in the first place. It wasn't hard to join up with friends in the same lobby, queue up for a quest, and hunt together. I've seen opinions about Capcom dropping the ball and making matchmaking worse somehow in Wilds, but I don't see it. The easy of access is still there, just not at first glance. The tradeoff, from what I can tell, is that they wanted us to always be roaming, always be seeing monsters everywhere we go without having to "load in" to an instance all the time. The quest queueing is still there, but the innovative option is easy to miss and give credit to. In terms of exploration, the only loading we have to go through is when we switch maps or queue into a quest (same as before), but we now also have the added feature of stepping out into a vast field of monsters right outside our doorstep. All in all, the tradeoff was worth it; wherever I am, I can step out onto an area of that map either on feet or on my Seikret and see a monster walking around - and I can hit. Beautiful, if you ask me. Almost - just almost - on par with Elden Ring levels of "not taking us out of the immersion."

The Monsters
The bread and butter in some aspects of what defines a game in the series. Some may argue the monsters in Wilds aren't as appealing as they could be, but the amount of effort put into their designs and fight patterns is admirable. They don't seem as copy and pasty as I feared they would be, and we see many returning faces as well as newcomers. None of the patterns for the launch monsters seem broken or out of the ordinary either. Obviously, the community is looking forward to many more being added to the roster with updates, but the initial roster seems solid enough to keep us entertained. My only minor gripe is that some monsters lack an "identity" of their own, a factor which contributes to hunts feeling repetitive at times.

Negatives
Repetitive Flow - For the first time ever
Although the weapons feature numerous "gimmicks" and combos, along with unique focus attacks that provide a dopamine hit equivalent to successfully honing a weapon in Lost Ark (Dual Blades, thank you for letting me fly around like Levi, literally), this is the first MH title wherein I felt the combat became actually repetitive. The longer a hunt got, the more I found myself just wailing at a monster until it tired or fell. Don't get me wrong, this feeling exists in every MH game, but it has never been more prominent than it has in Wilds. This is the primary reason I consider MHW/I to be the stronger contender for being the definitive MH experience over Wilds; in Wilds, most - if not all - hunts end up becoming a gruelfest where I hope the quest just ends soon. And what's with all the monsters running away so many times? Arkveld runs away five or six times just because it runs out of breath or had its feelings hurt...

Items and Builds - Unnecessary?
I have a confession. I have not once used a Demondrug or Armordrug yet, and I'm almost done with the core game. I also have not eaten a meal before every quest. Is the game designed so hunts can be just as quick without proper preparation? I honestly miss the days when I would have the step-by-step process so engulfed into my brain as second nature: tent -> pick build loadout -> pick item loadout/restock -> eat at canteen -> load into hunt -> pop demondrug/armordrug/seeds -> choose pod -> jump down into Nergigante in Origin Isle -> rinse and repeat. These were staples in previous titles, so what happened? Slotting in decorations and optimizing builds seem fun at first, but I don't really see them contributing to cutting down my hunt times as much as they used to. Maybe this will change once elder dragons come into the picture.

Lack of Central Hub
The number of times I had to google the location of a NPC I was already familiar with is proof that we need a gathering hub with all the NPCs lined up with their names and job description highlighted above their heads. That is all. Looking forward to it in the next free title update, Capcom!

Bland Story
If I don't mention this category, I'm afraid I'll be misunderstood as having liked the story. No. Not at all. However, I do acknowledge that I was never a Monster Hunter fan for their storytelling or quality cutscenes showing me how many lives I changed by hunting down monsters. That being said, the only parts I enjoyed about the story in MHWilds is whenever Alma gave me authorization to hunt a monster and I would respond with "Acknowledged" and walked like the baddest mf on the planet. That was... cool.

Conclusion
Final Verdict: 8/10 B
Although the core gameplay is there and the game is solid so far, MHWilds isn't a game I would recommend over MHW/I in its current state. As I mentioned in the preface, Wilds is more of the same in this humble veteran's eyes, and you can sit comfortably in front of your screen and take heart in knowing that even if you don't buy it now, the game isn't going anywhere. The $70 starting price point is also no laughing matter, so newcomers should avoid falling into the "gotta play the new game" trap and tackle MHW/I first if you haven't tried it yet.

Better yet, when you do come to Wilds one day, the game will more than likely have all the future updates available at your whim. The only thing potentially missing will be the influx of players to hunt with, but we all know there will always be hunters at your disposal. One final note in that regard: aside from the achievement that requires online hunting, I still prefer to solo everything without any issue just because I want get those focus attacks in without interruption. Who knows? You might feel the same way, fellow hunter.
Posted 5 March.
Was this review helpful? Yes No Funny Award
55 people found this review helpful
2 people found this review funny
3
9
2
1
75.0 hrs on record (51.2 hrs at review time)
Version Review
After having played both NGS2 and NG2B, I'm inclined to draw a brief comparison. I see the nitpickers swarming the internet with complaints about how OG2 still reigns king and people shouldn't bother with the likes of S2 or 2B; so I'm here to address the brainrot that leads some misinformed amateurs to say "Just go play OG2." At the end of the day, anyone can enjoy each of the three titles for what each represents. Some enjoyed the Buddha, Liberty, and Worm bosses; others didn't. Whereas I may prefer to start Mentor right off the bat, you might want to ease into each difficulty with 4-8 different playthroughs. Windmill shuriken vs. Bow, added content, weapon changes, fewer checkpoints; the list can go on and on. The lack of enemy count and gore in Sigma2 was a downer that had to be overlooked to enjoy S2 in its own right, so that was certainly a welcome return this time around. Framerate and overall performance including visuals and stability were also noticeably improved.

Most may agree that NG2B is the more raw, intense, and pure experience that is the closest to OG2 in many ways. Sigma 2 may be smoother and refined for the casual player, but that's just my humble opinion. From my personal experience, NG2B might actually be a worthy contender against OG2 and should not be undermined simply because it doesn't perfectly live up to OG2's legacy. Modders are also hard at work, so we can always rely on them to perfectly polish the game in the near future for whatever its shortcomings may be.

What modern games lack in recent years is the high-risk, high-reward thrill that with the true test of reflex and skill, ultimately rewards precision and mastery of combat in its rawest form - and NG2B is quite possibly the peak of modern NG gameplay, at least until Ninja Gaiden 4 comes around.

Conclusion
Current Verdict: 9/10 A
Overall, NG2B stands as a worthwhile continuation of the franchise and its existence should be welcome as an alternate experience to Sigma2, not a remake or upgrade to OG2. It also serves as arguably the most optimal starting point for series' newcomers looking forward to Ninja Gaiden 4, as I am inclined to declare that 3RZ can be skipped for all intents and purposes. At its core, the game still delivers the expected outcome: a quick, responsive, and tight combat system that defined the series in the first place.

Us OG fans all know what he said in 2005, but let me just quote Itagaki-san here in closing anyway:

"As a real man, I find no feeling of achievement in beating up millions of defenseless enemies. [...] My free time is too valuable to spend it hacking away at an endless stream of dumb-as-a-brick opponents." - Itagaki

This is what Ninja Gaiden represents in a nutshell. And we're all here for the challenge - and then some.
Posted 14 February. Last edited 14 February.
Was this review helpful? Yes No Funny Award
84 people found this review helpful
1 person found this review funny
2
3
76.1 hrs on record (38.0 hrs at review time)
Early Access Review
Quickfire Review
Arguably the most down-to-earth, nostalgia-filled racing game release of the 2020s. This game can technically be considered a shadow drop depending on how unfamiliar you've been with the scene as of late, but one thing's for certain: there are people out there who wholeheartedly want to restore the soul of the racing genre. And TXR is the starting line. On one hand, you have the mainstream franchises that have been keeping racers "afloat" in the modern age: Assetto, Gran Turismo, Forza, etc. On the other, we've got the elusive group that is not as well-known but scratches the itch that many of us have had for decades, the itch to just get out there and red line it until our hearts burst from the adrenaline while blasting Running in the 90s: the likes of NFS Underground, Midnight Club, Wangan MMT3, Initial D, and of course TXR.

Congratulations, Genki. You brought back the soul of racing games with a soon-to-be beloved and cherished single-player game that will be respected, talked about, and supported by many in the years to come.

I thought the first of my "Project V" reviews would be dedicated to NIGHT-RUNNERS on full release, but it looks like Tokyo Xtreme Racer was one step ahead of the curve. Taking a snippet from my NIGHT-RUNNERS PROLOGUE review since these two games will be similar in so many ways when EA ends: "The old-school VHS vibe, waging money, and meeting up at the shady streets to go 1:1 against other racers bring me back to when owning a car MEANT something." Also, whoever designed the C1 Loop, you have my utmost respect.

Thank you for being there for us when we needed you most, Genki.

Conclusion
Current Verdict: 10/10 S
There's a plethora of content even in EA. I can't imagine how much more Genki will be adding on launch (more than double the current content, from what I heard), and that's exactly the kind of love this genre needs to survive in the new age. None of those live-service, MTX-filled, cash-grabbing blueprints here.. just the pure love & soul that many video game companies post-2015 seem to have forgotten are the main ingredients for the 'next project' to truly thrive.
Posted 31 January. Last edited 8 February.
Was this review helpful? Yes No Funny Award
21 people found this review helpful
1 person found this review funny
123.0 hrs on record (87.3 hrs at review time)
[UPDATE] Jan 30, 2025

Dynasty Warriors has returned in glorious fashion. Well done, KT.
Grinding UW challenges with 'Arena - March' track only. Don't want the journey to end.

Oh and special shoutout to Yuan Shu. LOL If you know, you know.


Preface
Like many other franchises from the early 2000s, Dynasty Warriors is one I was proud to have grown up with, seeing its evolution all the way to the ninth installment. Like many, we've seen the downfall of a series that hit rock bottom with DW9. Dynasty Warriors Origins marks a momentous return to glory for the series, with the company properly addressing numerous issues that plagued its predecessor. I would argue that Origins has redefined the hack and slash genre as a whole, and may perhaps inspire many future games in the same category to follow in its footsteps.

Positives
Combat Flow
Hack and slash games, no matter how fun and engaging, eventually has a chance to run into a common obstacle: repetition. DW Origins has just the right number of mechanics to help overcome this hurdle. Weapon skills, movesets/stances, SP moves (interrupts), dash cancels, and guard tactics all contribute to allowing players to grind battles without feeling miserable from boredom. Higher difficulties also allows for creative map rotations and mount handling that gives a sense of making a difference on the battlefield. Gone are the days when you can just run around brainlessly and be the one-man army. In Origins, strength and courage alone can only get you so far; and that is precisely how it should be.

Map Design
The world map is engaging in and of itself, but the battle maps are even more noticeably improved from previous DW titles. The general layout and context remain the same, so the compliments may relate to games like DW5 and DW8. In the midst of the hectic battles and tactics being thrown around, it is nice to see that even on Hero/Ultimate difficulties, nothing seems too far out of reach or impossible to achieve. The horse stamina mechanics are even well-designed to provide just the proper speed boost when you need to go help out an officer on the brink of death, and hills and walls are placed strategically to give the sensation of being at the core a true battle of strategy between two factions.

Drama & Storytelling
This is unrelated to the quality of cutscenes and voice acting, which will be covered down below, but the storytelling and worldbuilding are done quite well considering this is a reboot. The events that lead up to the tension amongst the Three Kingdoms is done with proper pacing, with the story touching upon the main points and characters (albeit briefly for some of the series' beloved characters). Zhang Jiao and Dong Zhuo's characters were most surprising. I believe most would agree that these two have never had their characters fleshed out as deeply as they were in Origins, and it was a welcome surprise indeed. All in all, the game did an incredible job in keeping me interested in the plot. Fans of the series already know all the events that leads to the downfall of each kingdom. Nevertheless, DW Origins kept us more than intrigued to see it happen all over again.

Negatives
English VA and "Who the hell is LWEE Bu?"
At first, I was glad to see the voice acting quality had improved from the likes of DW9, wherein the overuse of AI was just insulting to the viewer. Unfortunately, as I watch more and more cutscenes in Origins, the use of AI becomes more and more obvious (Guo Jia, I'm looking at you). The speech patterns of most characters were acceptable, but a part of me died every time a name was mispronounced or multiple characters in a cutscene had the same monotone, deep pitch that had no sense of direction whatsoever with the words they spoke. It would have been nice to have more characters sound like they really believed what they were saying and they knew what really hung in the balance in the War of the Three Kingdoms. And what's with all the legendary generals (Guan Yu, Lu Bu, etc.) being gay for the MC? Those lines made me cringe harder than I would have liked to.

Progression and Customization
I'd like to think DW Origins was a test for future titles, but the lack of character customization/CAC was certainly a missed opportunity. One of those arguments where some may say it wasn't necessary; but after what they pulled off with Nioh 2, we all know KT could have made it happen if they put in the time and money. [Then again, I'm not a game designer so the programming might have been on a different level from a game like Nioh 2.] As much as all the weapons and skills were well-designed, the progression mechanics like weapon crafting and skill trees could use more work for future titles. The character skill tree is just a bunch of unlockables that have no real choices and would have been all the same if they just unlocked everything automatically for you upon leveling up. Weapon crafting should have been introduced earlier maybe around chapter 2, but even then, you would soon realize that there is no real purpose to it other than combining weapon abilities into one. Not a serious complaint, but looking forward to a more engaging system in the next one.

Conclusion
Final Verdict: 9/10 A-
Overall, Dynasty Warriors Origins shines as a testament to the series' long-awaited revival. It rectifies the previous titles' many missteps and delivers a true WARRIORS experience for long-time fans and newcomers alike. DWO is a prime example of a reboot done right, take only a few steps backwards and many leaps forward with high risk/high reward development mentality that led to numerous correct decisions. With the proper creative direction, I'm sure many will look forward to what Koei Tecmo does with the series next.
Posted 21 January. Last edited 30 January.
Was this review helpful? Yes No Funny Award
< 1  2  3 ... 9 >
Showing 1-10 of 84 entries