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BIGMEANCHIEF

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Games I've Beaten

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  • Favorite character: Brucie and his headstand pushups.

    Least favorite character: Packie. He still lives with his mom

  • Fuck the Topaz world. The snappy platforming and awesome shoulder charge upgrades keeps this game on my mind.

  • One of my favorite games of all time. It's hard, it's cheesy, it's rewarding, and it's hella violent. I will never forget one of my college buddies walking in on my using an obliteration technique with the Falcon's Talons and saying, 'Dude, that was fucking disgusting' with an equal mix of awe and actual disgust.

  • Throwing knives and the tac-knife rules. See https://www.penny-arcade.com/news/post/2009/11/30/witchblades

    Spec-Ops was solid co-op gameplay

  • I played this more than I should have, multiplayer and Veteran mode included. It is no small remark that "All Ghillied Up" was a landmark mission for me in story-campaign. Scripted events felt solid and new, at the time

  • I hated most of this game. The beginning of my journey with running dialogues, the bane of my existence

  • Eliza Dusku did a good job voice acting. A shittier Max Payne bullet time game but hack'n'slash made up for it

  • Moons dont feel special but the soundtrack does. Best nostalgia trip ever is in New Donk City Festival

  • Favorite move: Ragnarok from Isaac where a giant sword crashes into the stage

    Hated falling through the leaves in the hollowed out tree level

  • You could make cars into boxing gloves and rodeo helicopters

  • Steven Ogg is the voice actor of a generation

  • No boss will ever be harder for a 7 year old than precision hammer-throwing a giant turtle into bombs on the edge of a stage, but I did it

  • G.O.A.T. exploration. Beautiful and didn't hold your hand. Master Mode is the true experience

  • 2edgy4me

    A solid hack'n'slash. Love combos and weapons but Dante is honestly a total dick and unlikeable. That would've killed the game completely had it not been for 1-dimensional Kat and coolbro Vergil. The anon-mask was hilarious.

  • G.O.A.T. Castlevania. Challenging, rewarding exploration, and great style. Music is amazing.

  • First real thought-provoking game. Had to look up solution for one ring puzzle, hells that was hard. I like the Mario analogues.

  • Retro Studios nailed the morph ball and plasma beam. That was all I wanted. Tallon IV overworld is fully-realized.

  • Loved the dark/light setting on Aether. I did not mind the ammunition system, but I totally get the hate. Traversal was a pain in the dick especially backtracking to just get to an Ing portal. Light Suit is G.O.A.T. Dark Suit looks like yo-yos are used for Samus's pauldrons.

  • I liked the introduction to other bounty hunters and their corruptions. Corruption suit to channel power was actually a neat idea, I wish it mechanics to overload were used to greater effect. Dark Samus last boss was exciting until all three phases turned out to be the same. Took *FOREVER* to beat.

  • Called a GoW clone for all the wrong reasons. There were plenty of hack'n'slashes before and after. The setting of this game was incredible and the source material gave Visceral Games tons to be creative with. Powers were fun, and the challenge was solid.

  • So-so. Everything leading up to the end was engaging but yeah, the ending sucked. Even with fixes, it seems like they wrote themselves into a corner. Cannot remember one solid mission from the game (as of 2019).

  • Combat massively improved with better combo'ing powers. Played as a biotic paragon. Building and recruiting a team was very fun and the characters were well written. Nothing in the story seemed to be rushing me to beat the Reapers though, and it sagged.

  • the greatest sci-fi story in a video game ever told. Combat was miserable and buggy as hell. Driving the Mako made me want to tear my hair out (this dates me, since I'm balding now). Geth are cool.

  • Most likely near 600+ deaths later, I beat it. Zany and a stiff challenge that I respect but will probably never play again

  • Getting the secret "tornado" warp was one of my best moments in gaming. I loved the sailing and didn't mind the bit of padding with the Triforce hunt at the end. The visual style will remain timeless. Loved the glow of fairies on the water in Forbidden Woods

  • A classic that does not hold up unfortunately. Soundtrack still a G.O.A.T. contender and best Ganondorf design. Loved the time travel and first time I wielded Master Sword.

  • The best hack'n'slash weapons catalogue rivaling Ninja Gaiden 2. One of the first game soundtracks I actually purchased because it was so good. Did optional bullhead challenges and invoked Gods for extra experience on a second playthrough.

  • An amazing GBA title and the game that really got me hooked on Castlevania games. I liked the card upgrade system and spent a lot of time swapping out to try new weapons.

  • This is a great western/jrpg. Great music and a new twist on turn based combat. The characters were charmingly naive and fully-voiced acted and I'm a sucker for job systems. Dirty old wizards and bikinis

  • Kain's betrayal of Cecil would be the mark of great video game storytelling for me. Nothing will be pixelated summons and the Monster Wall can go fuck itself

  • Over 150 hours of gameplay, easy. The multitude of jobs were dizzying and each one felt fun to play with. Gladiator bangaa and sage numou are ultimate Swiss army knife party members

  • A criminally underrated game due to other big releases at the time. Even the single-player story was very well done with buddy-action style all it's own. I recognized the time it would take to become god-like at multiplayer and couldn't justify the time, although it would've been worth it....

  • Hands down one of the best horror-action games ever made. Snarky fun, snappy gunplay, still a few jump scares even today

  • I would never have beaten this game if it wasn't for the co-op component. Shit art style, horrible quest conveyance, but a blast to play on Thursdays with Alex during college

  • Took me about two years to fully beat. I remember this game being the first big entry into my (then) next-gen experience. I had a love/hate relationship with FLUDD but shines were fun to get anyway.

  • This was an underrated gem. The side coin challenges were tough and the humor was goofy. Level traversal could get a bit confusing, especially in cave stages, but otherwise a solid platformer/hack'n'slash

  • This came native to the 360, my first big console buy for next-gen. I got everything but the last 2-3 achievements so I fucking beat it essentially.

  • Meh, what a weird amalgam of game types. The driving sucked but the characters and metal theme was top-notch. Tower defense portions felt weird and ham-fishted but I loved the spells with guitar solos. It was not greater than the sum of its parts

  • Tap A to open everything, what a pain. Story and cinematics were awesome

  • I beat the elevator stage with the centaurs and satyrs before Santa Monica patched it, get off my nuts. The cinematic scale was unparalleled at the time and still stands strong today with setpiece moments

  • G.O.A.T. puzzler. I beat it with no help and my favorite room was any one that used huge drops to cross gaps

  • Don't remember a single thing from the game

  • Interactive narrative gameplay, and much more of a standout game. G-Man remains an elusive mystery and I remember the achievement to pin a guy to a billboard late-game.

  • Ah, my first Kickstarter backed game. It was worth the wait because this game was as close to a modern Link to the Past as I could hope. Worth a replay one day

  • UNDERRATED. The Valet robot design is one of the coolest I've seen in a game. The glitch/based soundtrack was annoying to me, but I can see the artistic merit in it as a main theme. The memory rewind segments were awesome. Combat was meh and voice acting was hit or miss

  • "Long day?"

    "I'm on hour fifteen"

    "It's a crisis man, crunch time!"

    "Meaning I gotta get back to it."

    "I'll see ya around"

    Loved the sticky cam usage to look around corners

  • Better goals in missions and what a finale stopping a terrorist attack at an airport

  • G.O.A.T. horror/action game. Voice acting was great, and mission variety on a derelict ship felt fresh with each goal. I loved the thermite collection chapter and blasting the incoming asteroids to protect ship shields. The final scene was a great jump-scare

  • A great experience with a head scrather or two (at most). Beautifully animated and great entry game for any new gamer

  • One of the most original and funny games I've ever played.

  • An emotional twin-stick journey. Not gimmicky and the puzzles were satisfying.

  • It certainly felt like Zelda as people have said before; it even had a shadow Link in there. The gameplay was fine, the story was meh, but the sub-items always peaked my interest. I wish they had gotten used in more puzzles and outside of combat, although what was there spiced up the battles a bit. The design and environment aesthetics were fully-realized and the enemies were cool looking, especially the blind beasts of burden. You get Ruin way too late in the game, but traversal and backtracking is a late game thing anyway. The combat was fun but there was no real challenge present as I felt appropriately demi-god like as I just marched through the entire game. War's voice is also Liam O'Brien of Critical Role fame as well as Mark Hammil as the Watcher. 2/14/2019

  • Beautiful, stirring, and satisfying. A very fun immersion game. If all swimming in games felt like this, I'd never leave the water levels. 2/17/19

  • A fun crawl through a great 2.5 map. It gave me great satisfaction to unlock the powerful gauss gun and full armor set to traipse around the map.

  • I remember Ben watching my play and him giggling at the mind-trick traps in the game. "Bastards!" I'd say coyly to Ben.

  • An adventure game GOAT contender. It was creepy, sad, hopeful, and masterfully paced. Plus the ending still gives me chills.

  • An incredible game with AA production from Deep Silver and 4A games. Every time I felt like the game was a chore or that it was asking me to do dumb shit, BOOM you get an amazing bit of world building. The dialogue was continually stilted the entire time but what can you expect from a foreign studio's first outing? Besides, whoever did localization did the best they could and some jokes still hit. I wish I could've spent more time in Polis station exploring since that was the bastion of the Russian people underground. The mysticism and paranormal aspects were a welcome addition to break up the monotony of the tunnels, although they did well varying up verticality and layouts to keep it fresh. I wish the paranormal stuff had been better paced, however, because there is a solid 2 chapters that it is absent in before being ham fisted toward the end. It does segue nicely into sequel material though. They built a lived-in, believable world and I'm happy with my time spent playing. 3/3/2019

  • The new benchmark for immersive gaming but not gaming as a whole. Rockstar has always had great characters with shit writing and this western epic (seriously, epic) is no different. The game only started wearing thin in the last chapter + epilogue and beside a handful of setpiece missions, I will never play this game's story fully again. My favorite part of the game, though rarely used, was the stopping a witness function by shooting a gun in the air as a warning shot. It was so well gamified that I used it very often. The hunting, fishing, and general exploration of the game supersedes BotW on a technical level but the joy in riding around remains the same. An 8/10 game, a flawed masterpiece, a heartwrenching main character, and one of the best video game soundtracks of all time. 6/20/2019

  • The perfect, and I mean *perfect* homage to side-scrolling shooters of yore. Goofy enough to be endearing but not heavy-handed with decent replay value. Combines the best aspects of contra (reflex rewarded combat) with the pixel art perfection of Metal Slug (as well as a hugely helpful melee attack). 10/17/19

  • Ultra charming from start to finish and a decent challenge. The latter dungeons were uninspired with a load of backtracking, especially Turtle Rock. Favorite dungeons were Angler's Tunnel and Catfish Maw. Kanalet castle was a cool change of pace with a simple item hunt. My favorite bosses were the twin Ghoma and the Eagle. Perfect outing for anyone's first Zelda game with an art style that was polarizing but fully-realized and delightful IMO. 10/15/19

  • The only twin-stick shooter I've played since the BLOPS secret minigame and a great one to boot. The art is so fucking cool and the devs created a kick-ass No Name that wasn't an edgy try-hard. The story is so-so but engaging with a half-hearted twist. New Game+ is worth a replay to show just how godlike you can be. Hats off to Reikon Games and the reallocation of skill points across the game. *That* is true skill tree choice at it's finest while still allowing room for experimentation without being locked in for 5 hours. Least favorite part was the weird time-padding while you ride the SuperLoops in the Mother's Womb level. Broke up the action hard but otherwise a terrific game. See BIGMEANCHIEF Reviews for more 10/20/19

  • A gory, visceral, rewarding masterpiece. Seriously. You are rewarded as a player so frequently, logic would suggest that you should be overpowered but enemy intensity and vitality scale up with you for a great balancing act. Never did I feel unprepared or like the game was cheap for what it threw at me.

    A small example: just when I thought my ammo count was dwindling, I'd get rounds for a gun I didn't use. I'd be forced to hot-swap and finish the arena with a less-than-ideal gun but gained further mastery over it to help myself next time. Movement in this game is sublime. I never undercut a jump because of floaty mechanics, it was all in my poor timing. GOD THIS GAME IS SO FUCKING GOOOOOD. I could go on about the breadth of content in the game, but the reviews mirror my sentiments. Up your game, kill or be killed, raze Hell. Beat on Ultra-Violence 7/17/19

  • War never changes? The campaign is as gritty as they come without being totally bombastic. I like the grounded, gritty realism they put into this soft reboot and I'm excited to see some familiar characters return in the next entry. At the time of this writing (11/19/19) I will be about 3/4 of the way to lvl 155 cap before Season 1 debut with over 2 *days* of multiplayer gamemplay. It has been the biggest online grind I've done since Sea of Thieves and was really fun keeping up with the met and gaining skills to get good. I do not see myself playing anywhere past Season 2.

  • If there was a modern-day Nintendo game that I would encourage new players to try and beat to completion, it would be this game. First, the animation style and attention to detail is Disney-level quality and truly helps anchor the experience in the game world. The gameplay was simple but fun. Vacuuming the last ghost in an area and having the lights softly glow to signify safety was always charming. There were some boss puzzles that had poor conveyance on how to beat them; my brother and I both agreed on this point. I did have to look up the solution to King MacFrights and the T-Rex. I'm going to blame thinking too hard and avoiding any chance of Luigi being damaged for that one. I remember audibly 'sighing' at the first sight of polter-kitty because, typical Nintendo, I just knew it was going to be some three-peat gimmick. For the small hiccups I encountered, the one that stumped me the most was the Paranormal Productions floor puzzle. After an honest-to-God hint I got from my brother, I was able to use the TVs on the floor for their intended purpose. Again, I'm going to chicken out behind "over-thinking" and "obtuse design", but maybe I just couldn't see the forest for the trees. The Poltergust G-00 was certainly clever in it's Gooigi implementation, but aside from environmental navigation and one or two boss-ghosts, Gooigi felt underutilized. The Poltergust ass blast move was used precisely *once* in jumping over the carpet in The Great Stage floor (I think). Other than that, it too was underutilized but I find it hard to care about how it could've been used differently. The only other time I got enjoyment or utility out of it was shaking every physics object in a room around with delight. The tiny physics in each room were a joy to fiddle with and the animations had real weight and character to them. The end game gem chase and money count pissed me off a little bit because I wanted a higher grade. I ultimately laughed it off and deleted the save, having enjoyed the spooky romp through the frighful hotel. I would also totally have the Virtual Boo ringtone on my phone if I could 11/2019

  • see BIGMEANCHIEF Images. I enjoyed this game so much I freaking dot-journaled about it.

  • [awaiting write-up]