11) Penny's Big Breakaway(Switch) 2/21-2/22, 2/27, 3/4-3/5
So heading into the year, Penny's Big Breakaway was easily a top 5 most anticipated game of the year for me.....a lot of hope was put into this one for me. Makers of the really good Sonic Mania? Check. Love letter to 90's 3D Platforming? Check. Very light hearted & silly fun trailer with the idea of a yo-yo mechanic that allows you to free reign around levels? Sold.
What could possibly go wrong here? Well 2 words: Switch Performance.
So maybe this is a "My bad" case that I should have played this on PC or heck PS5/XSX but this was a Nintendo marketed game so I figured "Go with the Switch, even if it's locked to 30 FPS it isn't the end of the world, portability and it isn't an overly graphically requesting game so this isn't a big deal". Boy was I wrong or what?
Lets start with some good.........game does give you a lot of ways to get creative in these 3D levels. There's tons of different routes to be taken with your character, Penny and her sidekick, a alive yo-yo that has a mind of it's own. You can go to the regular route or can get creative and go to a bonus area and bypass a section entirely. There are areas that you can sort of skip with a well timed yo-yo lunge/double jump, it very much strikes that balance of a 90's platformer where there's big risk/big reward by trying to go to a far off the route part of the level in hopes of getting a collectible. There's absolutely a learning curve when it comes to mastering the controls of this game that will enhance your overall enjoyment of this game but the times that it did click for me, it was really sweet. You can see the potential that was there. The major issue is unfortunately I ran into cases where it's almost too finicky where I am trying to go to point B from point A only to find myself flying off the entire map by accident. This wasn't a once or twice time issue, this periodically bit me in the butt quite a bit. The controls felt at times, almost too finicky where for precision jumping over pitfalls, I found myself flying off the intended platform that I wanted to land on. This became extremely frustrating as you can imagine and I get the reasoning behind this, "It's a 1990's platformer, this is exactly how those games were!" and you're somewhat right. 90's platformers had that jank to it, the same jank that a lot of people grew to accept or love when playing these type of games(Super Mario 64 or Banjo Kazooie). Again, I am someone who grew up on the N64/PS1, this is right up my ballpark. However, in 2024, there's a certain level that you should be trying to incorporate near 30 year old games's controls and game design choices. This wasn't a case here with Penny's Big Breakaway and I think it's one of the bigger flaws of the game. Another instance of this is the bonus levels which again are a must for this type of game, it's great how they do it. They offer up good challenge and despite most if not all of the bonus levels being pure trial/error, it's still fun if/when you do complete the bonus round. However, in a brilliant stroke of genius of a game design choice, Penny's Big Breakaway allows you only one chance at a bonus level clearance for a majority of the challenges. That's right in a trial/error filled challenge, you have to somehow learn on the fly what is being asked AND still perform while dealing with a timer that can/will time your chance of earning the collectible out if not done correctly. That's gaming 101 and would be again fine IF you get temporarily locked out of trying to do it again which became frustrating to say the least. The workaround of course if killing yourself till you lose all of your lives and can respawn at the (admittedly) very generous checkpoints that this game provides throughout the levels but it goes back to the point of why can't you simply leave the bonus level or get to retry it without the need of any of this? It takes about a minute or so to get back to the bonus level but again, if you don't complete it correctly on your 1st shot, it's rinse & repeat. There were a few of these challenges that took me longer to complete than the actual stage itself! Again, there's a means of going all the way with trying to be a 1990's homage to 3D platformers, there are these cases where Penny's Big Breakaway goes a little too deep in the water for my liking here.
Some of the music in this game are total jams and it was to be expected with Tee Lopes who did some work on Sonic Mania IIRC, even if the tracks sort of go on repeat a little bit too quickly. They fit and 1-2 actually are ones you can't help but smile while playing, they tickle that nostalgia that Evening Star(Studio behind this game) tried to muster. The art design are very N64 inspired and look almost like Nights: Into Dreams from the Sega Saturn but with a more refined look if that makes any sense. The story is cute and a simple and cartoony, looney experience that is easy to follow and isn't overly complex. The Penny celebrations after each level where you can do an optional minigame for more points with her "Walking the dog" with her yoyo among other yo-yo tricks is delightful. The good that this love letter to 90's platformers does, you can feel the developers tried so hard to nail this. Some of the bosses were super cool like a race with a puppet version of you or having a game of pool with a boss. Insanely creative stuff we're talking here! Unfortunately though, the biggest blemish for my time with this game was the Nintendo Switch's performance because man, saying this is a 30 FPS locked game is being way too kind.
So where to even begin? There's very few enemies in Penny's Big Breakaway but the ones that do come are in the form of the main antagonist(A giant penguin king, not Dedede, totally not him) and his minions that are sent throughout the levels to try and capture you for accidentally humiliating him in a cutscene early in the game(Don't blame the performer, blame the fully alive yo-yo!). These mini penguins come in bunches and they would normally be cool as mere distractions....except as multiple of them come on during certain levels, the FPS drops to near slo-mo levels of annoyance. In a platformer where your trying to escape these guys by going to different platformers, this became really nauseating to even play under. Certain obstacles that come after you like a giant rolling ball especially tanks the frames with these minions coming after you where it felt almost like a slideshow performance at times trying to escape the perils that were chasing me. There were a few instances of my character upon exploring an area getting swallowed up under the level and either instantly dying or being stuck in a glitchy limbo where I had to restart the level because I could not even die properly to go back to a checkpoint, happened a good 3-4 times on my playthrough though this might be more of a game bug more than anything.
Score: 7.5/10. This game suffers from that same Indie platformer jank that doomed A Hat In Time from scoring a 7/10 for me when I played it a few years back. There was so much thought and love put behind this game that if they fix the few flaws that Penny's Big Breakaway suffers from, they could have a potential series here worth a while. For now though, this stands as maybe my biggest letdown of 2024. Came in with such high hopes and left feeling confused. These weren't "Get good" type of gripes, these were blemishes that really hampered the overall experience of the game. Maybe playing on a different console the grade could have gone .5 or 1.0 even higher than usual but I think some of the fundamental choices halt this game from reaching GOTY conversion from me regardless of where I played it if I am being honest.
12) Final Fantasy VII Remake: Rebirth(PS5) 2/28-2/29, 3/2-3/8,3/11-3/18, 3/23-3/25
Unlike Penny's Big Breakaway, I was excited for the FFVII Remake sequel but not "Edge of my seat" levels of excitement that most had. Also unlike Penny's Big Breakaway, I came in with moderate expectations and came away pretty happy with what I played. In particularly, that Queen's Gambit minigame. Man was that shit good or what? HUGE learning curve but once you get it, it just clicks. SE giving you almost half a chapter of this goodness in the form of a tournament was sublime.
It's tough to describe FFVII Remake: Rebirth fully without touching upon it's story which can get a bit of convoluted for it's own good at times but the highs that it achievements has you in the feels for your journey with the case of characters. What I can say about Rebirth is if you like time wasting mini games, man does this game ever throw you some. Fall Guys inspired frog jumping, target shooting, choccobo racing that you control(So good), a punch out inspired 2D brawler(Not so good), here's how I would rank the minigames and my overall enjoyment of them:
The GOATs(Some of the best stuff FFVII Rebirth has to offer):
Queen's Blood
Chocobo Racing
Galactic Savior/SHUMP
Dolphin Show
Any Barret Minecart/on rail shooter
G-Bike Minigame(The end game bike minigame of the original has an appearance here)
Alright(Hit or miss, they're whatever):
3D Brawler(This verges onto shitty with a busted analog stick though as I am legit asking for a dodge only to have my character eat a punch)
Moogle Roundup(Got them all done)
Shooting Gallery/Pirate's Rampage
Frog Jump/Frog Guys(As I call it)
Run Wild
Piano
Desert Rush
Fort Condor
Junon Parade
Cactaur Crush(With Aertih this makes the awful category but it was fun with Yuffie, so this is case by case)
Awful(AKA take these out of the game):
Sit up challenge(Worst one yet again the gym section bombs, folks you might as well buff yourself up in real life over this nonsense)
Chocobo Flying(The hit detection for this one is bad but what kills me is the inability to get flight after driving downward, so inconsistent)
Gears & Gambits(This had a shot of being in the GOAT section until the final one, fuck out of here by giving the final boss multi elemental ability AND Regen that he can pop whenever. Time limit too.)
There is tons of bloat for sure and the game does sort of drag on but the final chapter being almost a boss rush in itself made the climax all the more fulfilling. The voice acting of the characters and cast of this game were well-done, Yuffie and Barrett's dialogue back and forth always got me to crack a smile(Like in my last post, you will either love or hate Yuffie but she is endearing to me as comic relief with some serious moments dashed in too). Tifa and Cloud's relationship is complicated where there's interesting developments there. Aerith as the moral support of the team much like the 1st game is cool and despite the loads of characters thrown at you(They do get to be too much to really keep track of), I like the entire cat/mouse aspect of the story where each side puts their cards up but aren't showing their full hand of the involvement they have towards the grand scheme of the story. It's tough to explain without spoiling but when the writing doesn't go completely off the rails, it's pretty good and had me interested.
Score: Overall a 8.5/10 for me, FFVII Remake: Rebirth was outside my top 10 for most anticipated games of the year heading into 2024. However much to my delight, Rebirth nails the open world stuff and has a little something for everyone in it's minigames and combat(Which hasn't drastically changed outside of new characters coming in like Red XIII). Slashing character? Cloud. Fist/juggling character? Tifa. Caster? Aerith. Projectile? Barrett. Your going to fall in love with at least one character's combat style and excluding a couple of times where your forced into a party of characters due to circumstances, you can play however you want to with the loads of customization at your disposal.
Yeah some of the maps weren't great to venture in(Looking at you Jungle Gongaga/some of Cosmo Canyon) but far from put the controller down levels of bad, just wish the map and the gimmicks of each didn't get too cute. I did all but 2 side missions so it really comes down to how much you are willing to do, very little of the minigames or side content is forced upon you which means you have full control of how much you fulfill. That's the overall beauty of this game, you control how much you want to digest and how much you don't. That nails the open world aspect to a tee.
13) Spirit Hunter: Death Mark II(PS5)(PLATNIUM): 3/26-3/30
(I didn't mean this horror VN to be unlucky no.13 but that's just dumb luck)
Easily my most anticipated visual novel, when I heard the news that the original Death Mark was getting a sequel with the ol' cast coming back, I was pretty amped. In the end though, I don't think the sequel hit me as well as the 1st one did but that also doesn't mean the sequel was a dud by any circumstances!
So lets point this out, the QOL improvements from Death Mark I and NG is evident, no more dungeon crawler movement aspects, they have character movements ala 13 Sentinels: Aegis Rim or The Coma 1 & 2 if anyone has played this and so far, no gimmicks like Corpse Party where it forces you to navigate away from danger. 1st case is kind of basic but hoping that's just because it's the introduction. Love seeing the returning cast from Death Mark I assist your main character in the cases here, I still remember each one!
There's a new gimmick with this game that instead of the 2 person tag team combination attacks that were vital towards winning the battles vs the paranormal you encounter, Death Mark II has a new combat system. It's still you and a companion venturing out to find out the cause of the disturbance and how to purify them....but the 1-2 combat scenes you get in each chapter have a new success rate gimmick that was never featured before. You get different action choices to make with a percentage and how much health they take away from your character(s) in making them. However, I think the SUCCESS/FAILURE percentage rages seem kind of pointless. I get the intention behind them, using your wit to pick the best choices to try and combat an enemy vs picking a body part of the spiritual entity to throw an item at seems easier for the player to grasp and gives more diverse options to pick from. However, you can still pick the right action based off the story/spirit's biography(One spirit is attached to an item from someone they loved so giving them that item helps them remember themselves as a human, something like that) AND still get a failed option...all because of the chance/percentage it doesn't happen. You have to repeat the same thing only with your health getting cut twice in a row now due to this. See, I don't know if this is truly RNG or not, I have yet to get a game over but it seems really pointless to throw this in. I nearly died due to 2 failures in one session despite having over 65% odds both times in saying I would succeed if choosing this option. It just seems like a gimmick that works on paper to add tension to the combat and I appreciate no real timer being thrown at you to pick something or else....but picking the right option AND still not getting rewarded, all because of "percentages" seems lame. They said my character dropped the scissors in terror but I do the action again, and they execute perfectly fine this time. Sure. :lol:
The jumpscares this game threw at you in Chapter 2 got me, it's some trollish shit much like the previous games. The hilarious part is they warn you about jump scares and consider turning them off if you have a weak heart AFTER a real nasty jumpscare of the supposed reocurring antagonist of the game. There hasn't been any jumpscares that got me as good as the 1st one did, seems like there's 1-2 cheapies per chapter. Right on par with the series thus far.
You can def. tell there's a small budget for this game. These were never big budget visual novels to be fair and certainly not on the Ace Attorney/A.I. The Somnium Files/Danganronpa levels of flare & dramatics. I never noticed it for the 1st 2 games but stuff like reused pictures of the collectible of Death Mark II and victims/side characters not getting shown or any kind of art design/bio does sorta stand out. Half the bios has a character bio that does describe the character, and their prevalence to the story but there's no picture, no details, nothing. Some of them get shown 1-2 times, including their gruesome death scenes but they get talked off camera for the most part. Can def. see the corners getting cut here. And again, it's not a big deal. Games, especially of this genre don't need a big budget to be good. This series is living proof of that as I think this is one of the best VN series out there but between that and the story revolving around one major area(The reoccurring school, this school is the setting for like almost all the 4 chapter scenes!), you can't help but notice the budget cuts to get this out. The school that most of this game takes place in rivals the Resident Evil 1 Mansion as far as most visited area in a game that I've played. I wish there would be a little bit more diversity with the setting but it's a extremely minor nitpick.
(When I wrote this part,I didn't realize this was a game that was backed by Japanese pledges(Maybe the equivalent of Kickstarter over there?) so in that respect, now I fully understand why the budget felt off in this game. Makes total sense.)
You do go into a forest in the final few chapters which is cool but much of this game hangs around the school that you start off exploring in.
I died twice via RNG in the spirit battles, again I don't like this change at all. You can pick the right outcomes and use logic to pick why it is but because of RNG, you can end up failing. In real life, I get it....facing down horror/evil you will stumble and panic so I won't dock much off this game due to this. It's realistic....but like I have an 80% chance of succeeding and still getting a failure is frustrating, especially when you lose health points off cheap scenes that you have no control over. The great news is you can boost your characters abilities(How much energy is drained or increasing the percentages of RNG) via the collectibles in this game. However, they really hide these collectibles super well. Like one has you clap 3 times on a random post or something in the later chapter, there's absolutely no way you would know that. I had to burn all of my collectibles at the end to beat the final boss because it would eat your health in cheap scenes to and during the battles.
I thankfully followed a spoiler free guide for this reason and yeah the twist was somewhat predictable albeit not in the way I thought it would be. Overall, great 3 game series.
Score: 8/10
If I have to rank them for me:
Spirit Hunter: Death Mark 1(9/10)
Spirit Hunter: Death Mark 2(8/10)
Spirit Hunter: NG(8/10)
The DLC of Death Mark 2 is like a 20 minute fluff piece that had no real meaning and I am going to read another DLC that was exclusive to Japanese backers but whenever this series gets another entry, I am absolutely in.
14) Fuga: Melodies of Steel 2(XSX): 3/31-4/2, 4/7-4/9
Finished Fuga 2 and yeah it's just as good as the 1st one. Even the additional Qualities of Life additions like the ability to use a airship service to go back to path choices to get more EXP/treasure/health or SP regain spots to better prepare yourself for the end of chapter bosses is such a good feature. There's a neutrality system of empathy vs resolution that is kinda cool given you get unique features per each choice you make. While it doesn't really impact your story too much, there are endings tied to this if you go extreme in one of the choices(Picking pure empathy gives you a different ending vs doing it neutral or picking resolution). It's no InFamous good vs evil or anything but still something cool to add flavor to the story. I preferred the enemies/main antagonist of the 1st one as it's a more consistent threat from start to finish(Won't spoil why) but outside of that, the sequel just does everything better than the 1st one, as you'd expect. The soul cannon returns which again is OP attack that can kill all enemies but it comes at the cost of a permadeath of chosen character you sacrifice which ruins your true ending opportunities and ruins the morale of your team members for a given time.
What is new in Fuga 2 is the Monorail attack which is this game's soul cannon ability only it knocks out(Rather than kill) the chosen member who uses it and your entire party won't get experience for the fight that it's used in. Given your member cannot join again until end of the chapter if they're KO'd, you're gonna want to stay away from this attack and use only in emergency. What adds to the stakes of each boss fight at the end of the chapter is if you hit below a certain HP threshold, your new A.I. who guides you throughout Fuga 2 will decide to not take any risk, to give you a 20 move ultimatum to finish the fight or else the randomly chosen teammate is used as the soul cannon to finish the job. This is rough as it's 20 moves not turns so you have 20 plays you can make to finish the fight or else you lose a member via permadeath. This was frustrating for me at first until I saw you can lose an ability point(You get 20 AP per intermission much like in Fuga 1) to ease up with the threshold where instead of 50% down it's like 25% health left before the A.I. goes rogue and goes emergency mode. It adds to the decision making and makes it a point to heal and not be in the position to be forced to use the soul cannon or have it thrown upon you.
It's still a game that you are best to play it in spurts, like 1-2 chapters a day since it does get repetitive with the combat and can be very same-sy. However, much like with Fuga 1, there's no real way to avoid that. Yes, enemy variation could be a bit better here as the enemies feel very similar to not only what you fight throughout Fuga 2 but it even feels like it rips off enemy design/combat choices from the 1st game. The only unique regular enemies in this one are the rare enemies that you have a certain amount of turns to kill in a spoils go to the victor sort of way. They are tougher to hit(High evasion) and again you have a set amount of time to get them or else they escape but you get good rewards to help sell off to get more currency to improve your workbases etc.
Score: 9/10. Had I played this last year, this is fighting with Sea of Stars for my 3rd favorite game of last year, that's how much I love this series. It feels like a cartoon you'd see on Cartoon Network or something, yet the game still does get somewhat dark in nature. Few new gimmicks that open the game up as well. Easy recommend to play if you at all liked the 1st one as it continues the story and gives you more of what you liked about the 1st game. Fact that there is a teaser for a 3rd game is awesome considering I don't think either game sold well as it's a very obscure series. I would be so down to play this game for a 3rd entry for sure. Effortless 30 hours put into this one. Well done!