Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022
1. Void Destroyer - PC
2. Ender Lilies: Quietus of the Knights - Switch
3. Raging Blasters - Switch
4. Citizen Sleeper - Switch
5. GetsuFumaDen: Undying Moon
6. Hands of Necromancy - PC
7. Project Downfall - PC
8. Chasm: The Rift - PC
9. Cultic - PC
10. Kirby Super Star - SNES
11. Kirby's Dream Land 2 - GB
12. Kirby's Dream Land 3 - SNES
13. Kirby 64: The Crystal Shards - N64
14. Fire Emblem Engage - Switch
15. Mechwarrior 5: Rise of Rasalhague - PC
16. Kirby's Epic Yarn - Wii
17. Kirby's Return to Dreamland - Wii
18. Mega Man 7 - SNES
19. Mega Man 8 - PS1
20. Conquest: Frontier Wars - PC
21. Theatrhythm Final Bar Line - Switch
22. Octopath Traveler II - Switch
23. Last Call BBS - PC
24. The Legend of Heroes: Trails to Azure - Switch
25. Dread Templar - PC
Dread Templar is another single-dev boomer shooter that recently came off of early access. The game is divided into five acts with about five levels each (one has six, one has four, one is five with a secret level). The game has two components that acts as its differentiator. The first is it has a slow mo system a la Max Payne. The second is a skill system that enhances your weapons in a variety of fun ways.
The arsenal is fairly straightforward. Your dual katana melee can be converted into a throwing weapon that does a lot of damage but has a super long cooldown. Dual pistols and dual SMGs share the same weapon slot and ammo; the SMGs obviously deal damage faster but also means you're more likely to overspend ammo. A pump shotgun and sawed off give you the standard trade off between fire rate and burst damage. The game has a bow available that automatically regenerates its ammo. The rate is too slow for mid-combat, but it's useful for certain situations. The hardest weapon to use is the trap launcher; it launches out a projectile on an arc that then will explode in a stun when enemies get close. Weapon switch time is just long enough that it never feels worth working. Then there's two rocket launchers. One is a tri rocket launcher, which uses less ammo per shot (three vs. five) and doesn't seem as effective. The last two are a hell-powered magnum and a couple of gauntlets; one fires a BFG-esq blast and the other is a rapid firing drain.
As you proceed through the game you will pick up blood shards which unlock rune slots and runes. Each weapon and the character has two regular slot and one gold slot. The regular slots are simple buffs, like damage, rate of fire, and ammo capacity. The gold rune is the payoff; these are the ones that help define your playstyle. These will have effects like turning your rocket explosion into an ice shard that explodes away, removing all self damage and making it easier to take out groups of enemies, or turning the trap launcher into shooting out time-limited turrets.
The game has a good balance with its secrets. You're very incentivized to find them because they have a bunch of the runes and blood shards, and the ones with runes and blood shards tend to be the ones that are more intuitive. There's also a side area in every level that is optional but always has a good reward at the end. The overall level design is well put together; it pulls you in the right direction and the combat areas don't tend to screw you. My one complaint is occasionally the game likes to teleport in monsters and there is no associated sound, leading to you getting sniped in the ass.
If you enjoy old school shooters this is definitely one to pick up.
Games Beaten 2023
Re: Games Beaten 2023
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- Markies
- Next-Gen
- Posts: 1517
- Joined: Fri Mar 27, 2015 4:29 pm
- Location: St. Louis, Missouri
- Contact:
Re: Games Beaten 2023
Markies' Games Beat List Of 2023!
***Denotes Replay For Completion***
***1. Dragon Valor (PS1)***
2. Breath Of Fire (GBA)
3. Teenage Mutant Ninja Turtles: Shredder's Revenge (NS)
4. World Of Illusion Starring Mickey Mouse And Donald Duck (GEN)
5. XIII (GCN)
6. NES Remix Pack (WiiU)
7. Dr. Mario (GBC)
***8. Bully (PS2)***
9. Dragon's Crown (PS3)
10. Bangai-O (SDC)
11. Super Smash Bros. Brawl (Wii)
12. Destruction Derby (PS1)
13. X-Men Legends II: Rise Of Apocalypse (XBOX)

I beat X-Men Legends II: Rise Of The Apocalypse on the Microsoft XBOX this afternoon!
As a Pre-Teen, I loved the X-Men. My friends and I collected their comics and we used to watch the animated television show all the time. That is the main reason for my enjoyment about the X-Men Genesis games. But, I also know those weren't the best games. So, when I played the original X-Men Legends game a few years ago, I was so happy to finally have a good X-Men video game. I had always been meaning to pick up the sequel, so when I did my shopping after I beat my Backlog and found a nice copy, I knew it was the right time to buy it. While looking for a XBOX game to play, it was an easy decision to try out the sequel.
I was very excited to play the game because Apocalypse is one of my favorite X-Men villains because he has a story arc with one of my favorite characters, Angel. Also, with Apocalypse around, it gives an excuse for the Brotherhood to join the X-Men, so it was very cool to see Magneto fight alongside the X-Men. For the game itself, it is very much a rehash of the first game, so it pretty much is identical. You choose a bunch of characters to go through a dungeon that plays much like the later Gauntlet games. You then fight a mini-boss and then you move onto the next chapter. Repeat until the end. Most of the environment is destructible, so it is very fun to just destroy everything in your path while collecting the loot. The story is probably my favorite part of the game because it involves some deep X-Men along with some twists and turns throughout. Seeing all these character cameos and large cast of characters gives a variety to who you can play as.
Unfortunately, the game isn't exactly balanced enough to use them all. It's way too easy to use the overpowered Wolverine throughout the entire game. Also, characters not used don't gain as much experience as others, so they fall behind way too quickly. It is long and important to gain levels, so they become useless rather quickly. The game runs about 20 - 25 hours, which is a great length because I was beginning to feel the repetition near the end as well.
Overall, I still absolutely loved X-Men Legends II. I would say those negatives are more nitpicks, as you can easily beat the game with your favorite 4 characters. The game is just fun to play and the dungeon crawling is always very exciting. The series jumps to Marvel next and I will eventually be there as well!
***Denotes Replay For Completion***
***1. Dragon Valor (PS1)***
2. Breath Of Fire (GBA)
3. Teenage Mutant Ninja Turtles: Shredder's Revenge (NS)
4. World Of Illusion Starring Mickey Mouse And Donald Duck (GEN)
5. XIII (GCN)
6. NES Remix Pack (WiiU)
7. Dr. Mario (GBC)
***8. Bully (PS2)***
9. Dragon's Crown (PS3)
10. Bangai-O (SDC)
11. Super Smash Bros. Brawl (Wii)
12. Destruction Derby (PS1)
13. X-Men Legends II: Rise Of Apocalypse (XBOX)

I beat X-Men Legends II: Rise Of The Apocalypse on the Microsoft XBOX this afternoon!
As a Pre-Teen, I loved the X-Men. My friends and I collected their comics and we used to watch the animated television show all the time. That is the main reason for my enjoyment about the X-Men Genesis games. But, I also know those weren't the best games. So, when I played the original X-Men Legends game a few years ago, I was so happy to finally have a good X-Men video game. I had always been meaning to pick up the sequel, so when I did my shopping after I beat my Backlog and found a nice copy, I knew it was the right time to buy it. While looking for a XBOX game to play, it was an easy decision to try out the sequel.
I was very excited to play the game because Apocalypse is one of my favorite X-Men villains because he has a story arc with one of my favorite characters, Angel. Also, with Apocalypse around, it gives an excuse for the Brotherhood to join the X-Men, so it was very cool to see Magneto fight alongside the X-Men. For the game itself, it is very much a rehash of the first game, so it pretty much is identical. You choose a bunch of characters to go through a dungeon that plays much like the later Gauntlet games. You then fight a mini-boss and then you move onto the next chapter. Repeat until the end. Most of the environment is destructible, so it is very fun to just destroy everything in your path while collecting the loot. The story is probably my favorite part of the game because it involves some deep X-Men along with some twists and turns throughout. Seeing all these character cameos and large cast of characters gives a variety to who you can play as.
Unfortunately, the game isn't exactly balanced enough to use them all. It's way too easy to use the overpowered Wolverine throughout the entire game. Also, characters not used don't gain as much experience as others, so they fall behind way too quickly. It is long and important to gain levels, so they become useless rather quickly. The game runs about 20 - 25 hours, which is a great length because I was beginning to feel the repetition near the end as well.
Overall, I still absolutely loved X-Men Legends II. I would say those negatives are more nitpicks, as you can easily beat the game with your favorite 4 characters. The game is just fun to play and the dungeon crawling is always very exciting. The series jumps to Marvel next and I will eventually be there as well!
Re: Games Beaten 2023
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022
1. Void Destroyer - PC
2. Ender Lilies: Quietus of the Knights - Switch
3. Raging Blasters - Switch
4. Citizen Sleeper - Switch
5. GetsuFumaDen: Undying Moon
6. Hands of Necromancy - PC
7. Project Downfall - PC
8. Chasm: The Rift - PC
9. Cultic - PC
10. Kirby Super Star - SNES
11. Kirby's Dream Land 2 - GB
12. Kirby's Dream Land 3 - SNES
13. Kirby 64: The Crystal Shards - N64
14. Fire Emblem Engage - Switch
15. Mechwarrior 5: Rise of Rasalhague - PC
16. Kirby's Epic Yarn - Wii
17. Kirby's Return to Dreamland - Wii
18. Mega Man 7 - SNES
19. Mega Man 8 - PS1
20. Conquest: Frontier Wars - PC
21. Theatrhythm Final Bar Line - Switch
22. Octopath Traveler II - Switch
23. Last Call BBS - PC
24. The Legend of Heroes: Trails to Azure - Switch
25. Dread Templar - PC
26. The Great War: Western Front - PC
World War I has been a generally underlooked conflict compared to the sequel, especially in games. Battlefield 1 is the most notable example, and it focused on all of the mobile fronts of the war. The Great War: Western Front instead looks at the one that is part of the public consciousness; the seemingly static trenches of the Western Front full of barbed wire and artillery. And if you go into it without considering the realities of that sort of battlefield you will be utterly trashed by the AI.
The Great War: Western Front is a strategy game with real time battle resolution (if you don't use auto resolve). You're given a hex map of the primary area of the Western Front, with the line being garrisoned by various infantry corps and artillery companies for each side. Every turn you are given a cash reserve and research points. The cash is used to purchase improvements to territories, military hardware (tanks and planes), and to rebuild infantry corps. Research is used in the large research web to build out your technologies. You can't get anywhere near enough to get it all, so you'll have to decide what you prioritize, whether it's your logistics, intelligence, air power, or other components. You are able to move your units around between territories, though this puts them in a state where they can only be used to defend during the AI's turn. If you want to attack you need to have moved your forces into place ahead of time. This also means that defenders can be moved in place before you attack. Remember this.
When an attack does happen you have the option to auto-resolve, which is generally not a good idea (it seems to favor the AI), or you can fight the battle. Doing so gives you a two phased operation. The first phase is you building up your trench line and other supporting equipment (such as observation balloons and artillery batteries). Once you're happy with things you engage the real time battle. The attacker has 20 minutes to try and capture the defender's control points; when this time is up an automatic cease fire is called. The attacker can call a cease fire early (which the defender can reject), and the defender can always retreat and cede the field if things are going badly. Once the battle finishes the game will total a score and determine which side won, and by how much. If you can gain a major victory it will remove a star from the opposing territory; removal of all stars allows you to capture it.
Now, in order to capture an opposing control point you need to wipe out all enemy soldiers near it and have soldiers of your own to move a counter. Each side is limited to 30 supply on the battlefield at any time, which covers soldiers, tanks, and artillery. As a result, even bringing overwhelming force does not guarantee victory. You are, at best, bringing an equivalent force against the enemy lines at any moment. Therefore, you need to play smart in order to tilt things in your favor. You need to time your artillery barrages to keep infantry in the trenches from firing at you as you cross over no man's land. You need to quickly get your troops into the enemy trenches so they can fight on equal terms. And you need to make use of your supporting forces (tanks and planes) to help break the balance of power. If you balance these factors correctly you can take the field. If you don't you will be sending your forces into a horrible meat grinder that will piss away your advantage.
The results of battles have two major consequences regardless of anything else. All infantry corps will be replenished to full strength, at a cost of gold. This can put you into the negative, which harms your national will and obviously prevents you from spending gold on other things. And the national will of both sides will change. Winning will increase your national will, losing will lower it. While you can win by capturing the enemy field HQ, an equally valid option for winning is to reduce the enemy's national will to 0. The public pressures their governments that the war isn't worth it.
As it turns out, it's actually fairly easy to keep the AI off your back on the strategic map. If you station every territory with defenders equal to our higher than half of the number of troops in a neighboring enemy territory it will keep the AI from coming in, as it correctly recognizes that it needs overwhelming reserves to try and break your lines. You'll want to have your routine be clicking through the enemy territories to see where they've moved their troops and reinforce those lines before you set up any attacks you want to make.
In addition to the main game mode, there is also a series of scenario battles that are based around historical battles. These are scripted maps that serve as a sort of puzzle map; you have a fixed battlefield (no ability to update trench lines) and only have so many supplies for troops. While you can get fixed reinforcements from the scenario's triggers, at the end of the day you need to make sure you are doing efficient attacks. And unlike a standard RTS game, if you start to fall behind in a battle there is no real catch up mechanism. So that's why I call them puzzle maps; you won't be able to brute force or out macro a win. You need to win it the way the devs want.
Overall it's an interesting experiment. I wouldn't call it an RTS; it doesn't really have any of the prime mechanics that draw people to RTS games. You can't really micro your troops; once you start an attack you're basically committed. The finest tuning you have is with your artillery barrages. Mid-battle economy is just you drawing from a fixed pool, so no economic macro available. And unfortunately, these combine to make the battles start to become samey (especially on defense).
1. Void Destroyer - PC
2. Ender Lilies: Quietus of the Knights - Switch
3. Raging Blasters - Switch
4. Citizen Sleeper - Switch
5. GetsuFumaDen: Undying Moon
6. Hands of Necromancy - PC
7. Project Downfall - PC
8. Chasm: The Rift - PC
9. Cultic - PC
10. Kirby Super Star - SNES
11. Kirby's Dream Land 2 - GB
12. Kirby's Dream Land 3 - SNES
13. Kirby 64: The Crystal Shards - N64
14. Fire Emblem Engage - Switch
15. Mechwarrior 5: Rise of Rasalhague - PC
16. Kirby's Epic Yarn - Wii
17. Kirby's Return to Dreamland - Wii
18. Mega Man 7 - SNES
19. Mega Man 8 - PS1
20. Conquest: Frontier Wars - PC
21. Theatrhythm Final Bar Line - Switch
22. Octopath Traveler II - Switch
23. Last Call BBS - PC
24. The Legend of Heroes: Trails to Azure - Switch
25. Dread Templar - PC
26. The Great War: Western Front - PC
World War I has been a generally underlooked conflict compared to the sequel, especially in games. Battlefield 1 is the most notable example, and it focused on all of the mobile fronts of the war. The Great War: Western Front instead looks at the one that is part of the public consciousness; the seemingly static trenches of the Western Front full of barbed wire and artillery. And if you go into it without considering the realities of that sort of battlefield you will be utterly trashed by the AI.
The Great War: Western Front is a strategy game with real time battle resolution (if you don't use auto resolve). You're given a hex map of the primary area of the Western Front, with the line being garrisoned by various infantry corps and artillery companies for each side. Every turn you are given a cash reserve and research points. The cash is used to purchase improvements to territories, military hardware (tanks and planes), and to rebuild infantry corps. Research is used in the large research web to build out your technologies. You can't get anywhere near enough to get it all, so you'll have to decide what you prioritize, whether it's your logistics, intelligence, air power, or other components. You are able to move your units around between territories, though this puts them in a state where they can only be used to defend during the AI's turn. If you want to attack you need to have moved your forces into place ahead of time. This also means that defenders can be moved in place before you attack. Remember this.
When an attack does happen you have the option to auto-resolve, which is generally not a good idea (it seems to favor the AI), or you can fight the battle. Doing so gives you a two phased operation. The first phase is you building up your trench line and other supporting equipment (such as observation balloons and artillery batteries). Once you're happy with things you engage the real time battle. The attacker has 20 minutes to try and capture the defender's control points; when this time is up an automatic cease fire is called. The attacker can call a cease fire early (which the defender can reject), and the defender can always retreat and cede the field if things are going badly. Once the battle finishes the game will total a score and determine which side won, and by how much. If you can gain a major victory it will remove a star from the opposing territory; removal of all stars allows you to capture it.
Now, in order to capture an opposing control point you need to wipe out all enemy soldiers near it and have soldiers of your own to move a counter. Each side is limited to 30 supply on the battlefield at any time, which covers soldiers, tanks, and artillery. As a result, even bringing overwhelming force does not guarantee victory. You are, at best, bringing an equivalent force against the enemy lines at any moment. Therefore, you need to play smart in order to tilt things in your favor. You need to time your artillery barrages to keep infantry in the trenches from firing at you as you cross over no man's land. You need to quickly get your troops into the enemy trenches so they can fight on equal terms. And you need to make use of your supporting forces (tanks and planes) to help break the balance of power. If you balance these factors correctly you can take the field. If you don't you will be sending your forces into a horrible meat grinder that will piss away your advantage.
The results of battles have two major consequences regardless of anything else. All infantry corps will be replenished to full strength, at a cost of gold. This can put you into the negative, which harms your national will and obviously prevents you from spending gold on other things. And the national will of both sides will change. Winning will increase your national will, losing will lower it. While you can win by capturing the enemy field HQ, an equally valid option for winning is to reduce the enemy's national will to 0. The public pressures their governments that the war isn't worth it.
As it turns out, it's actually fairly easy to keep the AI off your back on the strategic map. If you station every territory with defenders equal to our higher than half of the number of troops in a neighboring enemy territory it will keep the AI from coming in, as it correctly recognizes that it needs overwhelming reserves to try and break your lines. You'll want to have your routine be clicking through the enemy territories to see where they've moved their troops and reinforce those lines before you set up any attacks you want to make.
In addition to the main game mode, there is also a series of scenario battles that are based around historical battles. These are scripted maps that serve as a sort of puzzle map; you have a fixed battlefield (no ability to update trench lines) and only have so many supplies for troops. While you can get fixed reinforcements from the scenario's triggers, at the end of the day you need to make sure you are doing efficient attacks. And unlike a standard RTS game, if you start to fall behind in a battle there is no real catch up mechanism. So that's why I call them puzzle maps; you won't be able to brute force or out macro a win. You need to win it the way the devs want.
Overall it's an interesting experiment. I wouldn't call it an RTS; it doesn't really have any of the prime mechanics that draw people to RTS games. You can't really micro your troops; once you start an attack you're basically committed. The finest tuning you have is with your artillery barrages. Mid-battle economy is just you drawing from a fixed pool, so no economic macro available. And unfortunately, these combine to make the battles start to become samey (especially on defense).
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- PartridgeSenpai
- Next-Gen
- Posts: 3068
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2023
Partridge Senpai's 2021 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
All the games I beat over spring break finally have reviews written for them!
Spoilered here for space conservation reasons <w>
10. Mario Party 4 (GC)
-----
11. Kirby and the Forgotten Land (Switch)
-----
12. Final Fantasy: Mystic Quest (SFC)
-----
13. Chrono Trigger (SFC) *
-----
14. BoxBoy + BoxGirl! (Switch)
-----
15. The Murder of Sonic The Hedgehog (PC)
-----
16. SaGa (GB)
-----
17. Wario Land 3 (GBC) *
Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
All the games I beat over spring break finally have reviews written for them!

Spoilered here for space conservation reasons <w>
10. Mario Party 4 (GC)
-----
11. Kirby and the Forgotten Land (Switch)
-----
12. Final Fantasy: Mystic Quest (SFC)
-----
13. Chrono Trigger (SFC) *
-----
14. BoxBoy + BoxGirl! (Switch)
-----
15. The Murder of Sonic The Hedgehog (PC)
-----
16. SaGa (GB)
-----
17. Wario Land 3 (GBC) *
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2023
Beat Metroid Fusion for GBA, emulated on my Retroid Pocket 3+.
Re: Games Beaten 2023
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022
1. Void Destroyer - PC
2. Ender Lilies: Quietus of the Knights - Switch
3. Raging Blasters - Switch
4. Citizen Sleeper - Switch
5. GetsuFumaDen: Undying Moon
6. Hands of Necromancy - PC
7. Project Downfall - PC
8. Chasm: The Rift - PC
9. Cultic - PC
10. Kirby Super Star - SNES
11. Kirby's Dream Land 2 - GB
12. Kirby's Dream Land 3 - SNES
13. Kirby 64: The Crystal Shards - N64
14. Fire Emblem Engage - Switch
15. Mechwarrior 5: Rise of Rasalhague - PC
16. Kirby's Epic Yarn - Wii
17. Kirby's Return to Dreamland - Wii
18. Mega Man 7 - SNES
19. Mega Man 8 - PS1
20. Conquest: Frontier Wars - PC
21. Theatrhythm Final Bar Line - Switch
22. Octopath Traveler II - Switch
23. Last Call BBS - PC
24. The Legend of Heroes: Trails to Azure - Switch
25. Dread Templar - PC
26. The Great War: Western Front - PC
27. GrimGrimoire OnceMore - PS5
GrimGrimoire was one of Vanillaware's two PS2 games that kicked off their studio in the main public consciousness. Like Odin Sphere, it is noted for it's very pretty hand drawn artwork. But whereas Odin Sphere was an action RPG, GrimGrimoire is an RTS, albeit one that has reduced complexity in order to accommodate a controller, rather than keyboard and mouse. The OnceMore remaster adds a skill tree, which locks some upgrades from the original game behind the tree, but also has additional buffs to compensate.
The story begins with our heroine arriving at the Silver Tower, a school for magic. She begins taking classes, which serves as your tutorial for the gameplay mechanics, but then suddenly a bunch of horrible things happen, the teachers and students are all killed, and then the bell tolls... leading to her realizing that she is back to the first night of her stay, but with all memories and knowledge she gained from the previous days. So begins our groundhog day loop, where she must figure out how to avert calamity.
The basic mechanics of the game are you use runes, which are placeable buildings, to summon creatures. You have a basic worker that gathers energy from nearby crystals and a variety of attacking units. The runes come in four types which form a circle of "is effective against", and each type has three runes inside. One is your basic one that has your gatherer and a regular soldier, one is for your ultimate unit, and one is for utility. Runes can be upgraded, which will unlock passive bonuses for your units and the ability to summon different types of units. For example, the basic rune can only summon your gatherer at level 1 and must be leveled to 2 to get your combat unit.
The layout of a stage is a side view of a tower. Most units can move side to side on a floor, and then climb up and down stairs. Sometimes there will be pillars that block movement; these might be permanent or breakable by certain ultimate units. Some units can fly, and that enables them to freely move across the entire stage in any direction. Your goal in almost every map is to destroy all enemy runes. There is one map where the enemy has no runes and you must wipe out all their preplaced units instead, and a few maps that are "survive for X minutes" that can be beaten early by destroying all enemy runes. Completing maps gives you points for the aforementioned skill tree, and every map after the tree is introduced has a bonus objective that will give you extra points.
The game's biggest shortcoming is the controls. While there are shortcuts for quickly selecting groups of units, there is no ability to store groups and quickly switch between the exact ones you want. This makes it very hard to do any sort of real micro, and this is exacerbated by the fact that all special abilities, when activated, are done so for every single member in the group with that ability. While this is a reasonable default for things like self buffs, when you're looking at targeted disables this causes you to piss away all your mana in redundant casts. I ended up ditching the utility casters entirely due to this, as while they are effective when used right the controls don't allow that level of precision. This also means that running a mixed army isn't as good as you would like; you don't really have the ability to maneuver one group or the other depending on what a given force you run into is doing like you might when managing melee and ranged units in a PC RTS. You're better off picking generalists.
That said, the game isn't too challenging overall, as it responds well to aggression from the player, allowing you to get the necessary breathing room. The computer definitely doesn't cheat with its resources, so every reasonably successful push through enemy territory improves your position. The game is also quite short; it's a total of 25 maps that can each be beaten in about 15 minutes before utilizing the fast forward feature. But I see this as a feature; it doesn't overstay its narrative welcome nor its gameplay welcome.
1. Void Destroyer - PC
2. Ender Lilies: Quietus of the Knights - Switch
3. Raging Blasters - Switch
4. Citizen Sleeper - Switch
5. GetsuFumaDen: Undying Moon
6. Hands of Necromancy - PC
7. Project Downfall - PC
8. Chasm: The Rift - PC
9. Cultic - PC
10. Kirby Super Star - SNES
11. Kirby's Dream Land 2 - GB
12. Kirby's Dream Land 3 - SNES
13. Kirby 64: The Crystal Shards - N64
14. Fire Emblem Engage - Switch
15. Mechwarrior 5: Rise of Rasalhague - PC
16. Kirby's Epic Yarn - Wii
17. Kirby's Return to Dreamland - Wii
18. Mega Man 7 - SNES
19. Mega Man 8 - PS1
20. Conquest: Frontier Wars - PC
21. Theatrhythm Final Bar Line - Switch
22. Octopath Traveler II - Switch
23. Last Call BBS - PC
24. The Legend of Heroes: Trails to Azure - Switch
25. Dread Templar - PC
26. The Great War: Western Front - PC
27. GrimGrimoire OnceMore - PS5
GrimGrimoire was one of Vanillaware's two PS2 games that kicked off their studio in the main public consciousness. Like Odin Sphere, it is noted for it's very pretty hand drawn artwork. But whereas Odin Sphere was an action RPG, GrimGrimoire is an RTS, albeit one that has reduced complexity in order to accommodate a controller, rather than keyboard and mouse. The OnceMore remaster adds a skill tree, which locks some upgrades from the original game behind the tree, but also has additional buffs to compensate.
The story begins with our heroine arriving at the Silver Tower, a school for magic. She begins taking classes, which serves as your tutorial for the gameplay mechanics, but then suddenly a bunch of horrible things happen, the teachers and students are all killed, and then the bell tolls... leading to her realizing that she is back to the first night of her stay, but with all memories and knowledge she gained from the previous days. So begins our groundhog day loop, where she must figure out how to avert calamity.
The basic mechanics of the game are you use runes, which are placeable buildings, to summon creatures. You have a basic worker that gathers energy from nearby crystals and a variety of attacking units. The runes come in four types which form a circle of "is effective against", and each type has three runes inside. One is your basic one that has your gatherer and a regular soldier, one is for your ultimate unit, and one is for utility. Runes can be upgraded, which will unlock passive bonuses for your units and the ability to summon different types of units. For example, the basic rune can only summon your gatherer at level 1 and must be leveled to 2 to get your combat unit.
The layout of a stage is a side view of a tower. Most units can move side to side on a floor, and then climb up and down stairs. Sometimes there will be pillars that block movement; these might be permanent or breakable by certain ultimate units. Some units can fly, and that enables them to freely move across the entire stage in any direction. Your goal in almost every map is to destroy all enemy runes. There is one map where the enemy has no runes and you must wipe out all their preplaced units instead, and a few maps that are "survive for X minutes" that can be beaten early by destroying all enemy runes. Completing maps gives you points for the aforementioned skill tree, and every map after the tree is introduced has a bonus objective that will give you extra points.
The game's biggest shortcoming is the controls. While there are shortcuts for quickly selecting groups of units, there is no ability to store groups and quickly switch between the exact ones you want. This makes it very hard to do any sort of real micro, and this is exacerbated by the fact that all special abilities, when activated, are done so for every single member in the group with that ability. While this is a reasonable default for things like self buffs, when you're looking at targeted disables this causes you to piss away all your mana in redundant casts. I ended up ditching the utility casters entirely due to this, as while they are effective when used right the controls don't allow that level of precision. This also means that running a mixed army isn't as good as you would like; you don't really have the ability to maneuver one group or the other depending on what a given force you run into is doing like you might when managing melee and ranged units in a PC RTS. You're better off picking generalists.
That said, the game isn't too challenging overall, as it responds well to aggression from the player, allowing you to get the necessary breathing room. The computer definitely doesn't cheat with its resources, so every reasonably successful push through enemy territory improves your position. The game is also quite short; it's a total of 25 maps that can each be beaten in about 15 minutes before utilizing the fast forward feature. But I see this as a feature; it doesn't overstay its narrative welcome nor its gameplay welcome.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- Jagosaurus
- Next-Gen
- Posts: 4041
- Joined: Sat Mar 09, 2013 12:15 pm
- Location: Houston area, Texas
Re: Games Beaten 2023
Knocked out a couple more... averaging 1 per month
1. Sonic Adventure (DX HD)
2. Goldeneye 007 (Remaster)
3. Panzer Dragoon Remake
4.Halo 5 (Heoric & Skulls Replay)
I really enjoyed PD Remake. Unfortunately, some of the magic is lost compared to experiencing a spectacular early 3D game, but I do recommend it for any fans of the series. I'll pick up the sequel remake, Zwei, when it's finally released.
I am slowly playing back through the Halo games I don't have current Heroic save files on. Man... Halo 5 is beautiful especially with the XB1 Enhanced version (running on XSX). I actually think the fan appreciation for this game has gone up over the years (and with recent series turmoil). I have a soft spot for it. Only complaint... it shows I've collected all hidden Skulls in menu (which I did), but achievement is stuck at 92%
seems to be a common tracking bug.
... might be a bit before I check in bc I'm playing 3 games concurrently

1. Sonic Adventure (DX HD)
2. Goldeneye 007 (Remaster)
3. Panzer Dragoon Remake
4.Halo 5 (Heoric & Skulls Replay)
I really enjoyed PD Remake. Unfortunately, some of the magic is lost compared to experiencing a spectacular early 3D game, but I do recommend it for any fans of the series. I'll pick up the sequel remake, Zwei, when it's finally released.
I am slowly playing back through the Halo games I don't have current Heroic save files on. Man... Halo 5 is beautiful especially with the XB1 Enhanced version (running on XSX). I actually think the fan appreciation for this game has gone up over the years (and with recent series turmoil). I have a soft spot for it. Only complaint... it shows I've collected all hidden Skulls in menu (which I did), but achievement is stuck at 92%

... might be a bit before I check in bc I'm playing 3 games concurrently

Games Beaten 2025, 2024, 2023 | Retro Achievements
xJAGOx = Xbox Gamertag | Console Mods
xJAGOx = Xbox Gamertag | Console Mods
- Markies
- Next-Gen
- Posts: 1517
- Joined: Fri Mar 27, 2015 4:29 pm
- Location: St. Louis, Missouri
- Contact:
Re: Games Beaten 2023
Markies' Games Beat List Of 2023!
***Denotes Replay For Completion***
***1. Dragon Valor (PS1)***
2. Breath Of Fire (GBA)
3. Teenage Mutant Ninja Turtles: Shredder's Revenge (NS)
4. World Of Illusion Starring Mickey Mouse And Donald Duck (GEN)
5. XIII (GCN)
6. NES Remix Pack (WiiU)
7. Dr. Mario (GBC)
***8. Bully (PS2)***
9. Dragon's Crown (PS3)
10. Bangai-O (SDC)
11. Super Smash Bros. Brawl (Wii)
12. Destruction Derby (PS1)
13. X-Men Legends II: Rise Of Apocalypse (XBOX)
14. Vice: Project Doom (NES)

I completed Vice: Project Doom for the Nintendo Entertainment System this evening!
Several years ago, Try4ce and Drumble began playing many of the hidden gems or the second tier level of NES games. These were before many of them became rather expensive and people began to find out more about them. But, as more people began to notice them, the price began to rise. I had a few of these games to my Wishlist, so I was quite surprised to find one in the wild right after I had beaten my backlog. I had to do some TLC to the cartridge, but it eventually came out pretty well, which helped in the price being a bit lower. Looking for a NES game to beat this year, I figured it was time to go back to the console's bread and butter of side scrolling action games.
It is true that the game is a side scrolling action game, but it is so much more as well. The game is centered around Ninja Gaiden cutscenes which are very unique for the time and add a little intrigue for the story. The action is also split up by two driving sections that play more like shoot'em up levels and two gallery shooter stages which are both a real blast to play. Many of the games faults aren't found in those stages and they are a breeze to get through. For the meat of the game, it is the side scrolling action stages and they are mostly great as well. The graphics are fantastic and the music is really well done as well. The game kind of plays like a Mega Man game or a sped up Castlevania game especially with your electric whip.
I think Konami and Capcom knew more about level design and enemy placement though. Many of the side-scrolling levels, you are constantly taking damage and the developers love to put enemies around bottomless pits. So, unfortunately, especially the later levels, they can be a bit of a chore to get through because they become so difficult. Also, I wish the hit detection was a bit crisper too as it would seem I would kill an enemy, but I would just take damage instead.
Overall, I still really enjoyed Vice: Project Doom. I think if the game had a little more fine tuning and refined a bit, the game would be much better. I wouldn't say the game is a classic NES games that you would normally think about. However, if you are looking for a B-Tier Level Game or one that is right underneath those games, Vice: Project Doom would fit your bill. It's a solid NES Side Scrolling Action game and sometimes that is all you need in life!
***Denotes Replay For Completion***
***1. Dragon Valor (PS1)***
2. Breath Of Fire (GBA)
3. Teenage Mutant Ninja Turtles: Shredder's Revenge (NS)
4. World Of Illusion Starring Mickey Mouse And Donald Duck (GEN)
5. XIII (GCN)
6. NES Remix Pack (WiiU)
7. Dr. Mario (GBC)
***8. Bully (PS2)***
9. Dragon's Crown (PS3)
10. Bangai-O (SDC)
11. Super Smash Bros. Brawl (Wii)
12. Destruction Derby (PS1)
13. X-Men Legends II: Rise Of Apocalypse (XBOX)
14. Vice: Project Doom (NES)

I completed Vice: Project Doom for the Nintendo Entertainment System this evening!
Several years ago, Try4ce and Drumble began playing many of the hidden gems or the second tier level of NES games. These were before many of them became rather expensive and people began to find out more about them. But, as more people began to notice them, the price began to rise. I had a few of these games to my Wishlist, so I was quite surprised to find one in the wild right after I had beaten my backlog. I had to do some TLC to the cartridge, but it eventually came out pretty well, which helped in the price being a bit lower. Looking for a NES game to beat this year, I figured it was time to go back to the console's bread and butter of side scrolling action games.
It is true that the game is a side scrolling action game, but it is so much more as well. The game is centered around Ninja Gaiden cutscenes which are very unique for the time and add a little intrigue for the story. The action is also split up by two driving sections that play more like shoot'em up levels and two gallery shooter stages which are both a real blast to play. Many of the games faults aren't found in those stages and they are a breeze to get through. For the meat of the game, it is the side scrolling action stages and they are mostly great as well. The graphics are fantastic and the music is really well done as well. The game kind of plays like a Mega Man game or a sped up Castlevania game especially with your electric whip.
I think Konami and Capcom knew more about level design and enemy placement though. Many of the side-scrolling levels, you are constantly taking damage and the developers love to put enemies around bottomless pits. So, unfortunately, especially the later levels, they can be a bit of a chore to get through because they become so difficult. Also, I wish the hit detection was a bit crisper too as it would seem I would kill an enemy, but I would just take damage instead.
Overall, I still really enjoyed Vice: Project Doom. I think if the game had a little more fine tuning and refined a bit, the game would be much better. I wouldn't say the game is a classic NES games that you would normally think about. However, if you are looking for a B-Tier Level Game or one that is right underneath those games, Vice: Project Doom would fit your bill. It's a solid NES Side Scrolling Action game and sometimes that is all you need in life!
- Raging Justice
- Next-Gen
- Posts: 1834
- Joined: Sun May 30, 2021 2:11 pm
Re: Games Beaten 2023
Hyrule Warriors Definitive Edition - Switch

"Definitive" is pretty subjective, as this is not the perfect, ultimate version of the game. For one thing, it suffers in handheld mode in some ways when compared to the 3ds version. I frequently struggled to see things. Your mini map is TINY. Also, some of the messages that come onscreen are also miniscule. It doesn't feel like the game was optimized for the Switch, at least not in handheld mode. It's like everything is sort of stretched out for the wider screen, but things like the map and ingame text were not changed. Feels like a lazy port. If playing on the go is your thing, the 3ds version is arguably better. A lot of things are more zoomed in and easier to see. You also lose the 3d effect on the Switch. Granted, the game didn't use it in clever or amazing ways, but I like the 3d effect that the 3ds has and it is something that makes the 3ds version unique. You don't get 3d in the "definitive" version.
There are some other changes I don't like. When you use an item in Adventure Mode on the Switch, the game immediately saves. This means that if you used the wrong one, you still lose the item and can't get it back because the Switch version instantly saves. The 3ds version didn't do this, so you could reload your save and not lose your item. Also, they ditched the 2d look of the fairies for 3d models which is arguably a downgrade. Lastly, unless I just wasn't able to figure out how, it seems like you can no longer pause the action to select your items by tapping the touch screen in the Switch version. Fiddling with a long list of items while surrounded by enemies or facing off against a boss is damn annoying. Honestly, item use is one of the weakest aspects of Hyrule Warriors in general, it always felt like an unnatural addition to the musou formula, but I think the 3ds handled it better. On Switch it feels like we've actually lost some touch screen functionality in handheld mode. You also lose out on Spotpass gifts, which includes three somewhat unique fairies that were in the 3ds version.

The Switch version has some pros though, you get more enemies onscreen. Sometimes even in handheld mode I'd see hordes of enemies onscreen, far more than I ever did in the 3ds version. I forgot how satisfying it is to just wade into a massive crowd of enemies and unleash hell. It actually makes racking up KOs in some levels much easier than the 3ds version. The game runs a bit faster too, when going back to the 3ds version I realized just how slow Link attacks are compared to his Switch counterpart. On a big TV, the game looks amazing and you can definitely see how it's an improvement on the 3ds version's visuals. Control-wise, the right analog is much more comfortable than the one on the new Nintendo 3ds, and I found myself using it more as a result. The Switch version also feels re-balanced in some ways. There's an item shop that lets you buy items in Adventure Mode, which is convenient. Also, you can equip multiple fairy abilities now. In the 3ds version, you could only do this by borrowing extra abilities from friends via local co op or wi fi if I'm not mistaken. I always thought that was dumb because you were always staring at empty slots for your fairy abilities. Fairy abilities are the most useful things in the entire game so this is a nice change
Overall, I wouldn't call this "definitive", but it is just as fun as the 3ds version. In some ways, it's better, in other ways, it is worse. Both versions have their merits and both come recommended. The original Wii-U version remains the worst one, but it is the classic original.
So after several weeks of playing around with my 3ds, this has sort of led me to a renewed interest in the Switch. The next couple reviews from me will probably be for Switch games like Age of Calamity, Super Mario Odyssey, or the smorgasbord of indie titles I see on there. I may even play some Wii-U games if I'm not one of those unlucky people whose Wii-U systems have recently been discovered to no longer turn on due to a faulty chip (google it if you haven't heard about this). I think I am starting to become a Nintendo fanboy all of a sudden. The closing of the eshop has certainly put my focus back on their games...there's also a certain little movie that recently hit theaters that probably has something to do with it too LOL


"Definitive" is pretty subjective, as this is not the perfect, ultimate version of the game. For one thing, it suffers in handheld mode in some ways when compared to the 3ds version. I frequently struggled to see things. Your mini map is TINY. Also, some of the messages that come onscreen are also miniscule. It doesn't feel like the game was optimized for the Switch, at least not in handheld mode. It's like everything is sort of stretched out for the wider screen, but things like the map and ingame text were not changed. Feels like a lazy port. If playing on the go is your thing, the 3ds version is arguably better. A lot of things are more zoomed in and easier to see. You also lose the 3d effect on the Switch. Granted, the game didn't use it in clever or amazing ways, but I like the 3d effect that the 3ds has and it is something that makes the 3ds version unique. You don't get 3d in the "definitive" version.
There are some other changes I don't like. When you use an item in Adventure Mode on the Switch, the game immediately saves. This means that if you used the wrong one, you still lose the item and can't get it back because the Switch version instantly saves. The 3ds version didn't do this, so you could reload your save and not lose your item. Also, they ditched the 2d look of the fairies for 3d models which is arguably a downgrade. Lastly, unless I just wasn't able to figure out how, it seems like you can no longer pause the action to select your items by tapping the touch screen in the Switch version. Fiddling with a long list of items while surrounded by enemies or facing off against a boss is damn annoying. Honestly, item use is one of the weakest aspects of Hyrule Warriors in general, it always felt like an unnatural addition to the musou formula, but I think the 3ds handled it better. On Switch it feels like we've actually lost some touch screen functionality in handheld mode. You also lose out on Spotpass gifts, which includes three somewhat unique fairies that were in the 3ds version.

The Switch version has some pros though, you get more enemies onscreen. Sometimes even in handheld mode I'd see hordes of enemies onscreen, far more than I ever did in the 3ds version. I forgot how satisfying it is to just wade into a massive crowd of enemies and unleash hell. It actually makes racking up KOs in some levels much easier than the 3ds version. The game runs a bit faster too, when going back to the 3ds version I realized just how slow Link attacks are compared to his Switch counterpart. On a big TV, the game looks amazing and you can definitely see how it's an improvement on the 3ds version's visuals. Control-wise, the right analog is much more comfortable than the one on the new Nintendo 3ds, and I found myself using it more as a result. The Switch version also feels re-balanced in some ways. There's an item shop that lets you buy items in Adventure Mode, which is convenient. Also, you can equip multiple fairy abilities now. In the 3ds version, you could only do this by borrowing extra abilities from friends via local co op or wi fi if I'm not mistaken. I always thought that was dumb because you were always staring at empty slots for your fairy abilities. Fairy abilities are the most useful things in the entire game so this is a nice change
Overall, I wouldn't call this "definitive", but it is just as fun as the 3ds version. In some ways, it's better, in other ways, it is worse. Both versions have their merits and both come recommended. The original Wii-U version remains the worst one, but it is the classic original.
So after several weeks of playing around with my 3ds, this has sort of led me to a renewed interest in the Switch. The next couple reviews from me will probably be for Switch games like Age of Calamity, Super Mario Odyssey, or the smorgasbord of indie titles I see on there. I may even play some Wii-U games if I'm not one of those unlucky people whose Wii-U systems have recently been discovered to no longer turn on due to a faulty chip (google it if you haven't heard about this). I think I am starting to become a Nintendo fanboy all of a sudden. The closing of the eshop has certainly put my focus back on their games...there's also a certain little movie that recently hit theaters that probably has something to do with it too LOL
- PartridgeSenpai
- Next-Gen
- Posts: 3068
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2023
Partridge Senpai's 2021 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
This is a game I picked up on Wii U Virtual Console forever and a half ago. My last save-state in it was apparently from August 2019, so that’s apparently how long it’s been since I last attempted this as well XD. I’ve been meaning to hook my Japanese Wii U back up and give another crack at this while sourcing my friends over voice chat to help for ages, and something a week or so back finally compelled me to get off my butt and just do it. I finally not only tried again, but I went and did it! I beat all 100 puzzles and only looked at hints for 5 of them, which is a ratio I’m pretty darn happy with~. It took me some 15 or 20 hours to beat the game via my Wii U in Japanese.
Sutte Hakkun doesn’t really have a narrative. It was originally released in chunks over the SFC’s Satellaview service over the course of 1997, with a RAM cart download and a dedicated cart released containing the whole collection (and a little bit more) in 1998. It’s also the first game Indieszero did! (who are otherwise most famous for the Theatrhythm games and the first two Retro Game Challenge games, I’d reckon). There really is no story of any kind though, so far as I can tell. You play as Hakkun, and you need to find your way to getting all of the rainbows in all 100 levels to get to the credits. This is very much a game just about completing the puzzles, to the point it even acknowledges and actively discourages you from looking at the hints, as it warns you it’ll be marked on your save file forever (and they’re not kidding about that).
As for the gameplay, it’s quite simple, but they do a LOT with that simplicity. As Hakkun, a weird mosquito-kiwi-thing, you can use your beak(?) to suck in both colors, blocks, and other objects and then spit them out again. Your colors are red, blue, and yellow, and things you can put them in are blocks as well as your buddy Makkun to give each respectively different behaviors. Red makes blocks go up & down and makes Makkun springy. Blue makes blocks go left and right and makes Makkun walk back and forth. Yellow makes blocks go up and down diagonally and Makkun ground-pound in place (to continuously cycle switches, should you need to). There are some advanced techniques, like holding down the button to maintain sucking in while you jump about, jumping around corners by jumping at the veeery edge of a corner, and quickly spitting out and sucking in several objects over the course of one fall, but other than that, it’s all about your ingenuity on using these simple tools to reach the end of each stage. It’s a very well designed puzzle platformer. It gets pretty bastard-hard around world 6 of 10 (and only goes up from there), but if you’re a puzzle fan, you’ll likely get a lot of enjoyment out of this.
The presentation is pretty simple, but also very effective. It’s very reminiscent of something like Umihara Kawase with the floating platforms over fixed-ish backgrounds, but the stylized simplicity gave me big vibes of later games like BoxBoy as well. There’s never any ambiguity or confusion over puzzle mechanics because of the visuals though, so that’s an A+ design choice in my book at least~. The music is also very fun! Each of the 10 worlds (including the post-game extra world) has its own theme that’ll play in all 10 of its levels, and they’re all jaunty and fun. They gave me just as big Kirby vibes as they did Wario Land vibes, so take from that what you will for their particular brand of jauntiness, but I also enjoyed them a lot either way x3
Verdict: Recommended. The premise might be too simple and the difficulty too high for many, but if you’re into puzzle platformers or just puzzle games in general, you’ll probably have a great time with Sutte Hakkun. I want to and I will say that if you really enjoyed something like Baba Is You, you’ll likely enjoy this a lot, but there are enough levels that do actually require a significant degree of platforming dexterity that I can’t say with complete confidence that the two games have perfect crossover in their appeal. Either way, this is an excellent puzzle game, and a very fun thing to hunt down the translation patch for if you wanted to play it with English menus as well~.
Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
This is a game I picked up on Wii U Virtual Console forever and a half ago. My last save-state in it was apparently from August 2019, so that’s apparently how long it’s been since I last attempted this as well XD. I’ve been meaning to hook my Japanese Wii U back up and give another crack at this while sourcing my friends over voice chat to help for ages, and something a week or so back finally compelled me to get off my butt and just do it. I finally not only tried again, but I went and did it! I beat all 100 puzzles and only looked at hints for 5 of them, which is a ratio I’m pretty darn happy with~. It took me some 15 or 20 hours to beat the game via my Wii U in Japanese.
Sutte Hakkun doesn’t really have a narrative. It was originally released in chunks over the SFC’s Satellaview service over the course of 1997, with a RAM cart download and a dedicated cart released containing the whole collection (and a little bit more) in 1998. It’s also the first game Indieszero did! (who are otherwise most famous for the Theatrhythm games and the first two Retro Game Challenge games, I’d reckon). There really is no story of any kind though, so far as I can tell. You play as Hakkun, and you need to find your way to getting all of the rainbows in all 100 levels to get to the credits. This is very much a game just about completing the puzzles, to the point it even acknowledges and actively discourages you from looking at the hints, as it warns you it’ll be marked on your save file forever (and they’re not kidding about that).
As for the gameplay, it’s quite simple, but they do a LOT with that simplicity. As Hakkun, a weird mosquito-kiwi-thing, you can use your beak(?) to suck in both colors, blocks, and other objects and then spit them out again. Your colors are red, blue, and yellow, and things you can put them in are blocks as well as your buddy Makkun to give each respectively different behaviors. Red makes blocks go up & down and makes Makkun springy. Blue makes blocks go left and right and makes Makkun walk back and forth. Yellow makes blocks go up and down diagonally and Makkun ground-pound in place (to continuously cycle switches, should you need to). There are some advanced techniques, like holding down the button to maintain sucking in while you jump about, jumping around corners by jumping at the veeery edge of a corner, and quickly spitting out and sucking in several objects over the course of one fall, but other than that, it’s all about your ingenuity on using these simple tools to reach the end of each stage. It’s a very well designed puzzle platformer. It gets pretty bastard-hard around world 6 of 10 (and only goes up from there), but if you’re a puzzle fan, you’ll likely get a lot of enjoyment out of this.
The presentation is pretty simple, but also very effective. It’s very reminiscent of something like Umihara Kawase with the floating platforms over fixed-ish backgrounds, but the stylized simplicity gave me big vibes of later games like BoxBoy as well. There’s never any ambiguity or confusion over puzzle mechanics because of the visuals though, so that’s an A+ design choice in my book at least~. The music is also very fun! Each of the 10 worlds (including the post-game extra world) has its own theme that’ll play in all 10 of its levels, and they’re all jaunty and fun. They gave me just as big Kirby vibes as they did Wario Land vibes, so take from that what you will for their particular brand of jauntiness, but I also enjoyed them a lot either way x3
Verdict: Recommended. The premise might be too simple and the difficulty too high for many, but if you’re into puzzle platformers or just puzzle games in general, you’ll probably have a great time with Sutte Hakkun. I want to and I will say that if you really enjoyed something like Baba Is You, you’ll likely enjoy this a lot, but there are enough levels that do actually require a significant degree of platforming dexterity that I can’t say with complete confidence that the two games have perfect crossover in their appeal. Either way, this is an excellent puzzle game, and a very fun thing to hunt down the translation patch for if you wanted to play it with English menus as well~.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me