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This user has reviewed 12 games. Awesome! You can edit your reviews directly on game pages.
Tamayura Mirai

Supernatural Mystery

Apparently, it is up to me to write the first review for this game on GOG, so I will try my best to do it justice. Review is for the all-ages version (no patch). I was skeptical going into a game published by Shiravune, since I have seen them publishing both games which have a serious story that can be enjoyed on its own, as well as ones where the story is evidently only there as a filler to serve you its sexual content (which makes the game pointless if you're playing the all-ages version). However, I am happy to report that Tamayura Mirai has a serious story which stands well on its own, and can be enjoyed entirely without the sexual content present (I can only speak for the Yukina route though, as I didn't play the second of the two routes available in the all-ages version). For the all ages version, the removal of the sexual content was well done, so much so that there are only a few hints here and there that it was ever present to begin with. With that out of the way, what is it like...? => Story Our story takes place in a world of supernatural beings and powers from Japanese folklore, but it doesn't take us back to an earlier time period like most stories of this kind. Instead it takes place in modern times, where current day technology meets with ancient mythology. Or, to paraphrase Yukina Kamikake: "Even sorcerers carry smartphones these days." We follow the life of Mutsuki, the local sorcerer of a town named Fukano, who is tasked with keeping the peace between humans and spiritual entities. => Common Route During the common route (before choosing a girl to date), we ride along with Mutsuki, as he intervenes in a variety of different conflicts, and tries his best to maintain harmony. Expect to meet a great range of strange entities, in both appearance and behavior as we make our way through the story, and add to this the range of conflicts Mutsuki seeks to solve, from kidnappings all the way to love stories... Both the common route and the route that I played were well written, had a great sense of mystery, and many twists and turns... ...and to their great credit, the writers managed to do this entirely without info-dumping, since the information needed to understand these spiritual entities and their behavior is provided only upon it becoming relevant to the story (in the form of Mutsuki's thoughts). => Yukina's Route A large chunk of Yukina's route is spent dealing with her conflicts within the spirit realm, together with Mutsuki, rather than on their relationship. It focuses more on her own story (through the shared bond between her and him), rather than focusing on the (eventually romantic) relationship between the two, which has both its pros and cons. On the plus side, this means that we get to continue to have a rather well-written mystery experience, with even more twists and turns... While on the negative side, I found that since the game didn't go into much depth as far as the romantic relationship between Yukina and Mutsuki is concerned, it made it less emotionally impactful, and ended up hurting a later part in the story which relies on a strong bond to have formed between the two of them in order to make sense. Don't get me wrong, the game does explain why things are the way they are between the two, everything makes sense, and the pace of the progression feels fine... it just lacks detail. I thought this to be quite a pity, considering that there were many aspects of Yukina and Mutsuki's personality and past experiences that the writers could have used to add context and impact to their relationship. This becomes especially apparent when considering how a literal love story took place during the common route which did in fact have a lot more of these elements, and as a result ended up feeling significantly more impactful to me than the main love story of the game... This lack of detail also extends to the ending (no spoilers), as the game merely hints at a resolution at the end, without explicitly stating it, let alone showing us how it plays out. Again, things are explained enough for them to make sense, and the aforementioned hints are strong enough that we can assume what happened, but it felt rather unsatisfying to end the game on that note, without a proper resolution to what was going on. => Translation While there are occasional moments where a word doesn't make sense in the context that it's in, overall the translation was mostly fine. That being said, I'm not sure whether there is context that sometimes wasn't properly translated, or whether the original's writing was indeed at times a bit too vague, but there have been a number of story elements, where I needed to re-read certain sections in order to comprehend what was going on. This is made worse by the fact that the game's story can be complex at times, and it doesn't repeat itself much, which means that if you forgot some element of the story, you may not be able to get the full idea of what is happening at the point where that element becomes relevant again. => Verdict Overall, I enjoyed the game very much. The writing was good, the twists were often unexpected, and so it managed to keep the mysterious atmosphere of the supernatural realm intact throughout. (Though, since I am not usually reading stories involving supernatural beings, your experience may be different from mine if you do.) The only parts which I considered negative were due to a lack of detail in the Yukina route (both during the route, as well as in the ending), so I'm removing 1 star. At a playtime of ~18 hours for the common route + the Yukina route (slow playing style), I would consider the game to be worth it at full price, and a steal on a 50% sale.

2 gamers found this review helpful
Yakuza Kiwami 2

Skip Kiwami, play Kiwami 2...

When I played Kiwami 1 after finishing the masterpiece that was 0, I was disappointed by the rather linear story (which also had a sizable number of plot holes), as well as the uninspiring substories, which were mostly made up of people trying to scam or pick fights with the protagonist, Kazuma Kiryu. Naturally, after that experience, I wasn't expecting too much of an improvement going into Kiwami 2, but boy am I glad I was mistaken. => Story Before the story truly begins, the game gives you the choice to view a number of flashbacks to Kiwami 1, which go over the main events which took place during its story. It doesn't involve the fates of side characters such as Shinji, Reina, Majima, and the like, but considering how Kiwami 1 did them quite dirty in the way it mostly just ignored their existence, until it was time for them to spice up the plot in some way (I'm being intentionally vague here to avoid spoilers), I wouldn't consider this much of an omission. Kiwami 2 takes place about 1 year after the events of Kiwami 1, where we find Kiryu living the life of a regular civilian, before a sudden event motivates him to get involved with the Tojo Clan yet again. In what is essentially a mystery-thriller, the relatively straightforward task of delivering a message to another one of the Yakuza clans turns into a slowly unraveling story of shady dealings, undercover investigations, identity theft, foreign mafia groups, etc. Many twists and turns await in Kiryu's effort to piece together the full story, and protect the Tojo Clan. After completing both Kiwami 1 and 2, I would argue that it's better to skip Kiwami 1 entirely, since Kiwami 2 gives you all the backstory you need to make sense of things, while there is a night and day difference in the quality of the writing, in both the main story as well as the substories. While the story of Kiwami 2 is quite good, I need to deduct 1 star for the rather sizable number of plot holes which I found, since they do break the immersion quite a bit. Example: A guy is wanted for a murder he didn't commit, but since local police are likely corrupt, he is advised to skip town to avoid getting arrested. Not only does he not leave the town in spite of this, but there is even a substory in which he just casually walks down a road not far from the crime scene. Apparently, the cops in this town are as incompetent as they are corrupt... => Side quests The lighthearted, sometimes wacky style of substories as seen in Yakuza 0 finally makes its return, and while there are still many "normal" fetch quests and fights among them, there are enough amusing ones too to keep you engaged. I don't think I ever experienced such a large range of emotion in such a short space of time as I did in the "Be My Baby" substory. => Combat Compared to 0, combat in Kiawmi 2 is a lot more straightforward, as all combat styles have been merged into one. Various features of the Brawler, Rush, and Beast styles are available, some from the start, others after purchasing them using skill points. In Kiwami 2, there is more emphasis on using weapons however, since you are now able to pick up weapons used by enemies and place them in your inventory. These weapons can come in rather handy in boss fights where the boss is armed, especially those weapons which have fast attack speeds like knives, daggers and switchblades. On "Normal" difficulty, I found combat fairly easy for the most part, and I only died once, during a boss fight. That particular boss had some rather stupid attacks which were fast and hard to predict, and he had the ability to ignore guarding entirely, but once I had brought better weapons, it wasn't much of an issue anymore. Overall, I didn't like this simplified combat system all that much, as I much preferred having access to different styles, and picking the right one for every occasion, so I'm deducting 1 star again. (That boss fight I mentioned earlier might have been doable first try if I would've had access to Rush Style.) => Summary Good story, but a lot of plot holes. Combat has been simplified, but this is not necessarily for the better.

1 gamers found this review helpful
Princess Evangile All Ages Version

A good school-life sim, but...

...not a good dating sim. Review is for the all-ages version (no patch). In Princess Evangile, we follow the school life of Masaya, a student with a difficult past, who is one day invited to join an all-girls boarding school, to serve as a model student for the idea of also admitting boys in the future. Despite this introduction potentially raising some red flags about what is going to happen in this game, I can assure you that it has indeed a serious story with good writing, which can be enjoyed perfectly well without the sexual content present, as is the case in the "All Ages" version. Contrary to the "All Ages" branding however, some suggestive statements made by characters were retained, though those are rather uncommon, and mostly used as part of practical jokes, with the only notable exceptions being a few scenes during the romance section, where the characters will briefly mention parts of what took place during the removed scenes. This was kept reasonably tactful in the route that I played however, and overall made sense in the context these remarks were made in. => School-life (Common Route) After spending a few chapters being introduced to the world we find ourselves in, and the characters we have with us for the ride, Masaya finds out how much work he has cut out for him, as it will largely fall on him to convince the girls of the "Vincennes Girls' Academy" to accept not only himself, but his entire gender into the school going forward. Naturally, the hothouse flowers (i.e. the girls) of Vincennes are rather inexperienced in dealings with the opposite sex, which quickly turns Princess Evangile into a sitcom, in which "misunderstandings" are aplenty, and Masaya finds himself in many curious, unusual, and often outright funny situations, which he needs to maneuver himself back out of. Once the basics are out of the way, it turns from a sitcom into a drama, in which Masaya needs to navigate the intrigue and schemes of his opponents in order to avoid losing the progress he has already made, a task which is easier said than done. In this section, I encountered a number of twists and turns which I didn't expect, though this may be different for you. Overall, I thoroughly enjoyed this section of the story, as the characters were interesting (even the sidekicks), the scenarios had variety, and once you got to know the girls of Vincennes, they actually tended to be rather nice people, which made for a rather relaxing atmosphere (as long as we didn't happen to be in a major drama episode). => Romance Let's get to the elephant in the room... The progression of the relationships and romantic tension in this game follows a rather strange, unnatural path in my experience. At first, Masaya gets to know the main heroines (the girls he can choose to date), which follows a believable path. However, during the common route, the progression between him and the heroines stalls completely in a very awkward fashion. While multiple girls clearly show that would be interested in dating Masaya, leading some of them to even butt heads with each other over it, this tension just kind of sits there for most of the game without being addressed by either Masaya or any of the girls. Neither he nor them ever really talk about the matter, and so the girls just keep signalling interest without any resolution taking place, to the point where them fighting over Masaya while he just ignores it basically ends up being a running gag for most of the game. Masaya is overall a rather passive protagonist, as unless something important is happening right in front of him, he tends to just go with the flow, instead of taking initiative and making things happen (e.g. talking to the girl he likes 1-on-1). This doesn't just apply to romantic progression either, as past a certain point, Masaya doesn't get to know the girls any further, or talk to them outside of school/club activities, which can make his relationship with them feel rather shallow, including the one with his eventual love interest. => Rise's Route Since this is the only route I played, I cannot comment on the other ones, though the points above still apply, as they are part of the common route. When Masaya first met Rise, I was excited for her route, since her warm, friendly personality really drew me in, even after only a short period of him talking to her. However, then there were the issues with the relationship progression I pointed out in the previous section, so by the time the common route ended, all of that excitement had disappeared. Unfortunately, it didn't get any better from here, as the progression in Rise's route was like a roller coaster for no apparent reason. For example, at one point Masaya had only recently talked to Rise alone for the first time, a few days later she suddenly invites him on a date, and on said date she reveals that she's had feelings for him at some point. After the date ended though, they both basically act as if it never even happened. I've played quite a few romance VNs, but I can't recall seeing such a strange progression in any of them before... though part of that may be due to Masaya's passive personality. Outside of that, Rise's route also suffers from rushed writing and significant plotholes towards the end, which made the ending rather unbelievable, and fall flat. As a result of these factors, I did not particularly enjoy the dating-sim aspect of the game. While it had its moments, it felt rather incoherent overall. => Summary If a story about school life with lots of humor, and a sizable chunk of drama is what you want, Princess Evangile should be a good choice for you. However, the romance aspect had a rather strange progression which made it feel unnatural and shallow, so I personally wouldn't recommend it if this is your primary focus.

Yakuza Kiwami

Coming from Yakuza 0...

...Kiwami has been a disappointment. I have seen some people argue that judging Kiwami as a modern game is unfair, since it is essentially a remaster of the original "Yakuza" from 2005, and that it should be judged by the standards of that time. However, I don't agree with that. The game was released in 2016, so it is entirely reasonable to judge it by the standards of that year. It's not like the developers didn't have the option to remake the game from the ground up, including altering the story where needed to address plot holes, improve pacing, etc. With that out of the way... => Story Compared to 0, the story is a lot more straightforward, and with few twists the story is a lot more predictable. Playing through the main story, I found many plot holes, and general issues with the writing, such as... -After Kiryu hadn't fought anyone for a while, he notices his abilities have weakened significantly, yet he shortly after picks a fight with a large group of goons as if he was still at full strength -A guy drank himself into unconsciousness, but literally a few minutes later, he follows after Kiryu as if he hadn't even touched alcohol that evening (and no, he was not faking it) -An armed guy with many armed guards have their guns pointed at Kiryu, but instead of just pulling the trigger, the main guy just waves his gun around and gives a speech about how and why he wants to kill Kiryu Also, the game is ~20 hours long, but most of the (back)story is told in the final ~2. Seems like the writers ran out of time. => Combat I'm a approaching GOG's character limit, so briefly: Having finished 0 on Normal difficulty, I initially selected the same in Kiwami, but the bosses are so insanely spongy that I dropped it down to Easy after only a few hours (a very good decision)... The boss fights weren't difficult on Normal, but rather felt really drawn out, as bosses seemed to have double the health that they should have.

Baldr Sky

The strangest dating-sim I played...

It starts off as a thrill, as our protagonist "Kou" discovers that he has lost his memory in the middle of combat, and to make it out alive, he needs to quickly figure out how to fight again, and place his trust in his companion, a woman whom he doesn't remember. After he somehow managed to escape with his life, he is treated for his injuries, but is informed that it will take longer for his memories to return. And this is where the trouble begins... => Constant tone shifts The way Kou recovers his memories over the course of the game is through (frequent) random flashbacks, which take him back to his time as a student, where he re-lives everyday slice-of-life interactions with his classmates. While this does gradually reveal who he is and what his motivations are, these flashbacks to a rather carefree time in his life directly contradict the more gritty, melancholic, thrilling tone of the present. As a result of this emotional tussle, it was near impossible for me to connect emotionally with what was going on most of the time. Am I supposed to feel happy about what happened in the past, or sad about the present? => Distant characters Once Kou is able to re-connect with some of his classmates in the present, they tend to be rather cold and distant in how they act, and Kou isn't able to spend much time improving their relationship. Due to this, there is not much reason to care about most of them. => Suggestive just 'cause In spite of the censorship, the game has retained some sexually suggestive scenes and innuendo, about half of which feel out of place, and as if they were only added to appeal to horny dudes. Example: [You're infiltrating an or*y to get information.] [Female accomplice]: "A guard is coming! Quick, let's take our clothes off and make out to blend in with the crowd!" ...as opposed to just talking your way out of it or hiding somewhere. (2 stars since the game has its moments, but pacing is poor as well, so I tapped out after route 1.)

3 gamers found this review helpful
Neptunia Virtual Stars

VTuber-themed slop

Unfortunately, there's not really any other way to describe this game, so let's get into it... => VTubers Starting with the elephant in the room, the game features 2 kinds of VTubers - fictional ones which are playable and part of the main cast, and real-life (Japanese only) VTubers, which appear in a rather minor supporting role. The fictional ones have VTubing as part of their lore, but this doesn't have any substantial impact for most of the story, since they just fight against the Antis like everyone else. While the real-life VTubers have 2-3 main roles: -Short videos during loading screens, where most of them will just introduce themselves and ask you to subscribe to their channel (in other words, you're watching an ad), though there are a few of them who did something more creative with their time. -VCubes, equipable items which increase your stats, can be obtained by defeating certain Antis, and the lore behind them is that they contain trapped VTubers, which will call out for your help in certain sections of a level, play a short thank you video upon being freed, and afterwards have short clips playing occasionally where they cheer you on in fights. (These latter clips repeat very frequently and soon become annoying.) -If you upgrade the communication building to level 2, you can watch some more short clips by accepting fetch quests for the VTubers. With that being the full extent of it, the developers somehow managed to make VTubers feel like an afterthought in a game that is about them... => Slop I'm approaching the character limit, so I have to keep this brief. Obvious bugs like Noire's hair glitching out, accessories glitching into people, or being floaty, etc were never fixed, audio volume is inconsistent, the story's pacing is all over the place, the antagonist does the most evil things, but is treated as if she was just misunderstood, and the game performing poorly are just some of the criticisms I have... (2 stars for being DRM-free.)

2 gamers found this review helpful
Amairo Chocolate

Overpriced for what it is, even on sale

Review is for the all-ages version (no patch). For those uninitiated into this kind of game, it's a visual novel about cute girls, and you get to date one of them. Pick whichever one you like, and enjoy... maybe. As for Amairo Chocolate specifically, in spite of the character profiles on the store page introducing 4 characters, there are only 2 dating routes - Chieri and Mikuri. => Mikuri Having been the first route I picked, this one left a rather bad first impression, as the progression from strangers to lovers was rather choppy and disjointed. Some of this you can clearly tell is owed to how rather awkwardly (and sometimes not fully) the suggestive/explicit scenes were removed from this route without providing an adequate replacement story-wise, though even outside of those cases, the progression was... way off. As a result, Mikuri's route unfortunately fell flat. => Chieri On the other hand, Chieri's route was a lot more standard, and the progression was perfectly reasonable. A story about a shy girl who learns to show her feelings, how nice. She did show interest in the protagonist unusually quickly, but that is understandable given the relatively short playtime, and the need to fit the entire story into it. In the end, Chieri's route was decent, but nothing exceptional by any means. => Verdict With a playtime of ~2 hours for the common route (before choosing a girl), and ~3-4 for each of the routes themselves, you will get ~5 hours of play if you play one route, and ~9 hours if you play both. Even on a 50% sale, you'd still end up paying more € than you get playtime, and considering one of the routes is quite a mess, I cannot recommend it for much above ~5€. => Why don't I go into more detail? Blame GOG's character limit, I get just a few paragraphs to describe a ~10 hour game for some reason, and often need to remove large chunks to meet those requirements.

2 gamers found this review helpful
Yakuza 0

GTA is for Boys, Yakuza is for Men

If you've played the most recent GTA (5 at the time of writing), you will know that it is a game which doesn't take itself all that seriously, instead opting to be more of caricature of the real-life city it is based on, and the people within it. As a result of this, I struggled to take its story seriously, even at those moments when it was trying to strike a more serious tone... while Yakuza is the exact opposite. => Story You are straightway thrown into a mystery-thriller, in which powerful individuals are each trying to use both the protagonists as pawns for their own interests. Interests, which they are only able to gradually uncover as the story progresses. From the start it is clear that the story is not just fun and games, but a serious matter about doing what you need to do, all while walking the fine line of maintaining loyalty to the clan, while protecting your family's standing, and also keeping yourself alive. In a tale of intrigue, betrayal, moral uncertainty, and many twists and turns, our protagonists must rise to the challenge in order to make it through in one piece. => Side quests These tend to be more lighthearted and often times even comical, and serve as a nice change of pace from the main quest whenever you need it. Do you want to teach a dominatrix how to berate people properly? Or how about saving a young woman from a cult by joining it? No matter how goofy the quests get however, they still retain a serious core, thus preventing a situation in which the characters turn into caricatures, as I described at the beginning. The dominatrix who can't berate people, for example? She started doing it as she has always struggled with being assertive, and wanted to better herself. => Mechanics I'm hitting GOG's character limit now, so briefly: A decent beat 'em up, though once you found a combination that works, you can spam it without much thought, except for bosses (the last 4 I found rather tedious to fight, so I'm removing 1 star).

1 gamers found this review helpful
Memory's Dogma CODE:01

A review from 2025...

It's been 9 years since this game was initially released... Since then, this series, which was meant to be a trilogy, has been canceled, leaving only this first entry to ever be completed. That said... what is it like? Let me first assure you that the story of this game stands well on its own, and while it leaves some open questions at the end, it can be enjoyed by itself without issue. => Story Starting off as a mystery at the beginning, we follow our protagonist "Hiroki", as he seeks to investigate the mysterious death of a close friend, as well as find answers to the somewhat strange behavior she exhibited shortly prior. As we approach the mid-section of the game, we experience a tone shift into more of a mystery-thriller, when the protagonist's attention is turned towards a strange criminal who appeared in the city, and the reasons behind this person's behavior. Finally, nearing the end, the game turns into a full-on thriller, when Hiroki begins to find out many truths behind what had been happening. Most of the characters were interesting, likable, and behaving generally in a believable fashion. At this point, I would've given 4 stars, but... => Ending (no spoilers) By far the weakest element in the story will have to be the ending, in which the antagonists simply info-dump their motivations onto Hiroki. While not particularly elegant, this itself wouldn't be so bad, but as it turns out their motivations are so contradictory and, in the case of one of them, flat-out out of character, that they appear to have been a complete afterthought for the writers. In addition, there is a detailed, roughly 1-hour-long sequence in which a person is getting tortured, which adds very little to the story and cannot be avoided - something I found to be in rather poor taste, and I was close to abandoning this game during it. (Though it can be fast-forwarded through, and the game continues afterwards). Overall, it's good, but I find the ending to be poorly written.

1 gamers found this review helpful
Dungeon Keeper™ 2

You cannot own this game (as per EULA)

Conveniently placed in the "system requirements" section, which nobody who buys a 20+ year old game will read, the store page tells you that by "purchasing" this game, you agree to EA's EULA, which explicitly tells you: "This Software is licensed to you, not sold." ...and places many "interesting" restrictions on you, the user, such as: "Your right to use the Software is limited to the license grant above, and you may not otherwise copy, display, seek to disable, distribute, perform, publish, modify, create works from, or use the Software or any component of it (...)" "When you play this game offline, EA and its affiliates may collect and store non-personally identifiable data including your Internet Protocol Address (...)" "By entering into this Agreement, you and EA expressly waive the right to a trial by jury or to participate in a class action." Since I do not agree to such ludicrous terms, I wanted to obtain a refund, but after about half a week, GOG basically told me to get lost, because I bought it more than 30 days ago. So now I (do not) "own" a game which I cannot play as I do not agree with its ridiculous license. Apparently DRM is fine with GOG, as long as its legal DRM (EULA), rather than software-based DRM.

1 gamers found this review helpful