Platform: GameCube
Genre: Action-Adventure
Developer: Nintendo
Publisher: Nintendo
Release: 24 March 2003
Rating: Everyone
Price: $20
While most people name Ocarina of Time as their favorite in the The Legend of Zelda series, I personally name The Wind Waker. It took the excellent gameplay of Ocarina and brought it into a new setting with a very different feel to it. While many people complained about the supposedly "kiddy" cel-shaded graphics of the game at the time, they have aged very well, and it remains rather beautiful to this day.
As for the gameplay, it's a Zelda game, so if you've played any of the other 3D games in the series, Wind Waker is pretty much the same. The twist this time is that you need to use the eponymous Wind Waker, a baton that lets you control the weather, so that you can sail from island to island. While many people complained that the sailing was boring and monotonous, I found it rather relaxing, and the simple challenge of navigation provides a nice break from the standard dungeon-crawling. As for the dungeons, enemies are a bit weaker than usual in this game, but the dungeons themselves are larger and more complex, so it evens out. There are also a lot of side-quests (almost every one of the numerous islands has at least one), so there's a lot of game in this game. It plays very well, and that's really the most important piece.
The story is simple as video games go: hero wants to rescue his kidnapped sister, and ends up wrapped up in the traditional save-the-world quest. The setting is a series of islands within the "Great Sea," which is refreshing, as this is only the second time the Zelda series has left the traditional setting of Hyrule.
There's one other thing I need to bring up: don't be fooled by the cartoony visuals and lighthearted feel. When you think about it, this is one of the darkest installments in the series. (WARNING: If you don't want spoilers, even minor ones, then please skip this next paragraph.) About halfway through the game, it is revealed that the series recurring villain, Ganondorf, actually won the last time he attacked the kingdom of Hyrule, and in a last-ditch effort to stop him, the gods flooded it all. That's right: the ocean that you've been sailing? It's the post-apocalyptic kingdom of the previous games. Now that is pretty dark.
The Wind Waker is an exemplary installment in the really damned good The Legend of Zelda series, and $20 at GameStop is a pretty good deal for anyone who hasn't played it already.
Play, save, and enjoy. See you next week.
--Kotaro
Showing posts with label game stop. Show all posts
Showing posts with label game stop. Show all posts
Friday, July 29, 2011
Friday, July 15, 2011
Shin Megami Tensei: Devil Survivor
Platform: DS
Genre: Strategy/RPG
Developer: Atlus
Publisher: Atlus
Release: 23 June 2009
Rating: Teen
Price: $18
The Shin Megami Tensei metaseries* has had some of the best RPGs I've ever played, encompassing Digital Devil Saga, Persona, Strange Journey, DemiKids, Devil Summoner, and many, many more. It's a long, and venerated series on par with giants like Final Fantasy (some would even say it's better). While (like the aforementioned Final Fantasy) most of the SMT games are separate from one another, they do share many common themes and gameplay elements. Most of them are fusions of disparate genres, the spell names remain mostly consistent, and almost all of them involve making contracts with demons to fight with you. They also tend to be brutally difficult, but what do you expect from Atlus?
Moving on to Devil Survivor. It's good. The game is a fusion of traditional turn-based RPG and turn-based strategy RPG. Think of it as Final Fantasy Tactics meets Dragon Quest. Essentially, battles start on an isometric grid, but when an attack is executed, it switches into a first-person perspective for a single round of RPG combat, before returning to the grid. This may sound a bit roundabout, but there's no denying that it works to give Devil Survivor a surprising amount of depth.
Even the character-growth mechanics are deep and interesting. Your human characters gain new spells via the "Skill Crack" system, wherein you steal techniques from your defeated foes MegaMan-style. And you can get new demon allies by either buying their services at auction, or by fusing two demons to create a single stronger one (another staple of the SMT games).
As for the plot, demons have overrun Tokyo, and the military has issued a lockdown: no one can enter, or leave. In order to survive, you need to ally yourself with various demons, and other people trapped in the city. The story is rather non-linear. While the basic plot remains the same from playthrough to playthrough, which of the five endings you can get, as well as which characters survive to the end, is all dependent on the choices you make. Be careful though, as everything you do eats up a little bit of your time, and you only have seven days.
While Devil Survivor is rather short, that's actually a point in its favor. There are five vastly different endings (which I won't spoil here), and the game actively wants you to see them all, each one unlocking new powerful demons that you can obtain for your next playthrough.
It's heavy on the grind and the difficulty, and may be a little too complex for a newcomer, for strategy or RPG aficionados, but I highly recommend Devil Survivor. There's also the updated rerelease on the 3DS coming out soon, so if you'd rather spring for that version... Regardless, a used copy of this one from GameStop will come in at $18.
Play, save, and enjoy. See you next week.
--Kotaro
*A series which contains many smaller series within it.
Genre: Strategy/RPG
Developer: Atlus
Publisher: Atlus
Release: 23 June 2009
Rating: Teen
Price: $18
The Shin Megami Tensei metaseries* has had some of the best RPGs I've ever played, encompassing Digital Devil Saga, Persona, Strange Journey, DemiKids, Devil Summoner, and many, many more. It's a long, and venerated series on par with giants like Final Fantasy (some would even say it's better). While (like the aforementioned Final Fantasy) most of the SMT games are separate from one another, they do share many common themes and gameplay elements. Most of them are fusions of disparate genres, the spell names remain mostly consistent, and almost all of them involve making contracts with demons to fight with you. They also tend to be brutally difficult, but what do you expect from Atlus?
Moving on to Devil Survivor. It's good. The game is a fusion of traditional turn-based RPG and turn-based strategy RPG. Think of it as Final Fantasy Tactics meets Dragon Quest. Essentially, battles start on an isometric grid, but when an attack is executed, it switches into a first-person perspective for a single round of RPG combat, before returning to the grid. This may sound a bit roundabout, but there's no denying that it works to give Devil Survivor a surprising amount of depth.
Even the character-growth mechanics are deep and interesting. Your human characters gain new spells via the "Skill Crack" system, wherein you steal techniques from your defeated foes MegaMan-style. And you can get new demon allies by either buying their services at auction, or by fusing two demons to create a single stronger one (another staple of the SMT games).
As for the plot, demons have overrun Tokyo, and the military has issued a lockdown: no one can enter, or leave. In order to survive, you need to ally yourself with various demons, and other people trapped in the city. The story is rather non-linear. While the basic plot remains the same from playthrough to playthrough, which of the five endings you can get, as well as which characters survive to the end, is all dependent on the choices you make. Be careful though, as everything you do eats up a little bit of your time, and you only have seven days.
While Devil Survivor is rather short, that's actually a point in its favor. There are five vastly different endings (which I won't spoil here), and the game actively wants you to see them all, each one unlocking new powerful demons that you can obtain for your next playthrough.
It's heavy on the grind and the difficulty, and may be a little too complex for a newcomer, for strategy or RPG aficionados, but I highly recommend Devil Survivor. There's also the updated rerelease on the 3DS coming out soon, so if you'd rather spring for that version... Regardless, a used copy of this one from GameStop will come in at $18.
Play, save, and enjoy. See you next week.
--Kotaro
*A series which contains many smaller series within it.
Saturday, July 2, 2011
No More Heroes 2: Desperate Struggle
Platform: Wii
Genre: Action
Developer: Grasshopper Manufacture
Publisher: Ubisoft
Release: 26 January 2010
Rating: Mature
Price: $12-13
Goichi Suda is the foremost auteur game developer of today. The man is an insane genius, known for occasionally sacrificing fun for the art. While this is not usually the way to go, I have to accept that with Suda, it's certainly worth it to see just what goes through his head. No More Heroes and its sequel can be considered the first time that he was able to find a good balance between the art and the fun. And yes, they are awesome for it.
The first No More Heroes told the story of one Travis Touchdown, a complete nerd who managed to somehow become the eleventh-best hitman in the country. So he decided to take out the ten above him, aiming for the top. Despite being about assassination, the game managed to be hilarious, parodying everything from sandbox video games to anime to life in America. It also constantly poked fun at games that rely on sex or gore to sell, by taking both to a ridiculous level (enemies die with about three gallons of blood spurting out, and sexual innuendo can be found in nearly every line). It was a ton of fun, but way too short, and with a lot of repetitive grind.
No More Heroes 2 removes nearly all of the grind in addition to increasing the length of the game, remedying both issues. It also tweaked many aspects of the combat, making it feel a bit more fluid overall. On the flip-side, while keeping the sense of offbeat humor, it took a turn down gritty and dark, which makes the tone rather inconsistent. When Travis' best friend is murdered, he vows revenge against his killer, and has to climb the ranks again (this time from #51) to get to him. While still not perfect by any means (the two missions played as ally Shinobu include some very awkward platforming), NMH2 is altogether a brilliant example of the hack-and-slash genre, with colorful and cartoony visuals (which purposefully clash with the game's theme), an interesting story, well-executed boss fights, and altogether fun gameplay that manages to use the Wii's control scheme rather well. Check it out if you can. It'll cost $13 for a new copy, or $12 used.
Play, save, and enjoy. See you next week.
--Kotaro
Genre: Action
Developer: Grasshopper Manufacture
Publisher: Ubisoft
Release: 26 January 2010
Rating: Mature
Price: $12-13
Goichi Suda is the foremost auteur game developer of today. The man is an insane genius, known for occasionally sacrificing fun for the art. While this is not usually the way to go, I have to accept that with Suda, it's certainly worth it to see just what goes through his head. No More Heroes and its sequel can be considered the first time that he was able to find a good balance between the art and the fun. And yes, they are awesome for it.
The first No More Heroes told the story of one Travis Touchdown, a complete nerd who managed to somehow become the eleventh-best hitman in the country. So he decided to take out the ten above him, aiming for the top. Despite being about assassination, the game managed to be hilarious, parodying everything from sandbox video games to anime to life in America. It also constantly poked fun at games that rely on sex or gore to sell, by taking both to a ridiculous level (enemies die with about three gallons of blood spurting out, and sexual innuendo can be found in nearly every line). It was a ton of fun, but way too short, and with a lot of repetitive grind.
No More Heroes 2 removes nearly all of the grind in addition to increasing the length of the game, remedying both issues. It also tweaked many aspects of the combat, making it feel a bit more fluid overall. On the flip-side, while keeping the sense of offbeat humor, it took a turn down gritty and dark, which makes the tone rather inconsistent. When Travis' best friend is murdered, he vows revenge against his killer, and has to climb the ranks again (this time from #51) to get to him. While still not perfect by any means (the two missions played as ally Shinobu include some very awkward platforming), NMH2 is altogether a brilliant example of the hack-and-slash genre, with colorful and cartoony visuals (which purposefully clash with the game's theme), an interesting story, well-executed boss fights, and altogether fun gameplay that manages to use the Wii's control scheme rather well. Check it out if you can. It'll cost $13 for a new copy, or $12 used.
Play, save, and enjoy. See you next week.
--Kotaro
Friday, June 10, 2011
Sonic Mega Collection Plus
Platform: PlayStation 2/Xbox/PC (Windows)
Genre: Platformer
Developer: Sonic Team
Publisher: Sega
Release: 2 November 2004
Rating: Everyone
Price: $10-13
Sonic the Hedgehog is one of gaming's Long Runners, and like his rival Mario, Sonic himself is immediately recognizable to most. While the series hasn't been relevant in years--most likely due to horrible game after horrible game--the original games remain classics. They're all very flawed, but are still worth playing, if for no reason other than their enormous place in gaming's history. Personally, I hold that most of the games up through Sonic Adventure were quite enjoyable*, and many of them are collected here. The original Sonic Mega Collection contained seven Genesis (or "Mega Drive" if you're outside the United States) titles:
While still incomplete, this updated collection is still an excellent value (containing both the gems and the crap) and since Sonic Gems Collection holds most of the missing games, the Sonic Mega Collection Plus is a worthwhile part of gaming history.
Over a dozen games on one disc for a price of $10 on the PC
or PS2, or $13 on the Xbox makes this an excellent deal.
Play, save, and enjoy. See you next week.
--Kotaro
Genre: Platformer
Developer: Sonic Team
Publisher: Sega
Release: 2 November 2004
Rating: Everyone
Price: $10-13
Sonic the Hedgehog is one of gaming's Long Runners, and like his rival Mario, Sonic himself is immediately recognizable to most. While the series hasn't been relevant in years--most likely due to horrible game after horrible game--the original games remain classics. They're all very flawed, but are still worth playing, if for no reason other than their enormous place in gaming's history. Personally, I hold that most of the games up through Sonic Adventure were quite enjoyable*, and many of them are collected here. The original Sonic Mega Collection contained seven Genesis (or "Mega Drive" if you're outside the United States) titles:
- Sonic the Hedgehog
- Sonic the Hedgehog 2
- Sonic the Hedgehog 3
- Sonic & Knuckles
- Sonic 3D Blast
- Sonic Spinball
- Dr. Robotnik's Mean Bean Machine (which was actually Puyo Puyo, given a Sonic-themed "makeover" for its release outside Japan)
- Sonic the Hedgehog (Game Gear version)
- Sonic Chaos
- Sonic Drift
- Sonic Labyrinth
- Dr. Robotnik's Mean Bean Machine (Game Gear version)
- Sonic Blast
While still incomplete, this updated collection is still an excellent value (containing both the gems and the crap) and since Sonic Gems Collection holds most of the missing games, the Sonic Mega Collection Plus is a worthwhile part of gaming history.
Over a dozen games on one disc for a price of $10 on the PC
Play, save, and enjoy. See you next week.
--Kotaro
Friday, May 27, 2011
Psychonauts
Platform: Xbox/PlayStation 2/PC (Windows)
Genre: Platformer
Developer: Double Fine Productions
Publisher: Majesco Entertainment
Release: 19 April 2005
Rating: Teen
Price: $10-15
It's always a horrid shame when a beautifully-original game like Psychonauts fails to sell, until years later when the entire world simultaneously discovers it. While yes, it's a good thing that the game is finally being bought, the initial lackluster sales tend to really hurt the publisher.
Tim Schafer is a brilliant man, and has created some of the wackiest games this side of Grasshopper Manufacture. Psychonauts was the first time he worked outside the genre of adventure games, and the result is unpolished, but still genuinely fun. The premise of the game is that the hero, Raz, is a kid at a summer camp for psychics. When a conspiracy comes to light, it's up to him to save his fellow campers by using his powers to explore the minds of other people. So each level has an entirely different feel, and they can get rather surreal at times. The conspiracy theorist's mindscape is a warped version of an American suburb with trenchcoat-wearing, CIA-looking guys all over the place; The boot-camp-style counselor's brain is a war-torn battlefield; and the retired actress' subconscious has actors reliving her life in the form of a stage play.
While the difficulty curve is inconsistent, and the gameplay has a slightly unfinished feel, Psychonauts is still a colorful adventure with an insane cast and is definitely worth a look.
GameStop sells the Xbox and PS2 versions of the game at $13 and $15 respectively, while Steam and GOG offer the PC version for $10.
Play, save, and enjoy. See you next week.
--Kotaro
Genre: Platformer
Developer: Double Fine Productions
Publisher: Majesco Entertainment
Release: 19 April 2005
Rating: Teen
Price: $10-15
It's always a horrid shame when a beautifully-original game like Psychonauts fails to sell, until years later when the entire world simultaneously discovers it. While yes, it's a good thing that the game is finally being bought, the initial lackluster sales tend to really hurt the publisher.
Tim Schafer is a brilliant man, and has created some of the wackiest games this side of Grasshopper Manufacture. Psychonauts was the first time he worked outside the genre of adventure games, and the result is unpolished, but still genuinely fun. The premise of the game is that the hero, Raz, is a kid at a summer camp for psychics. When a conspiracy comes to light, it's up to him to save his fellow campers by using his powers to explore the minds of other people. So each level has an entirely different feel, and they can get rather surreal at times. The conspiracy theorist's mindscape is a warped version of an American suburb with trenchcoat-wearing, CIA-looking guys all over the place; The boot-camp-style counselor's brain is a war-torn battlefield; and the retired actress' subconscious has actors reliving her life in the form of a stage play.
While the difficulty curve is inconsistent, and the gameplay has a slightly unfinished feel, Psychonauts is still a colorful adventure with an insane cast and is definitely worth a look.
GameStop sells the Xbox and PS2 versions of the game at $13 and $15 respectively, while Steam and GOG offer the PC version for $10.
Play, save, and enjoy. See you next week.
--Kotaro
Friday, April 29, 2011
.hack//G.U. vol.1: Rebirth
Platform: PlayStation 2
Genre: Action/RPG
Developer: CyberConnect2
Publisher: Bandai
Release: 24 October 2006
Rating: Teen
Price: $20
While the first .hack series was decidedly mediocre, the G.U. follow-up trilogy is an excellent series of action RPGs. The premise of a game-within-a-game as a setting is brilliant. .hack takes place within an MMORPG called "The World." G.U. picks up several years after the origial series, in the sequel: "The World:R2." The aesthetic is steampunk this time rather than high fantasy, and it works very well. The cast is mostly new, but has many old characters returning--with new avatars in the game.
The plot is excellent, though following it in its entirety requires playing all three G.U. games and watching the tie-in anime ".hack//Roots," which functions as a prologue for the games (you can understand the games' plot without watching the anime, but it does answer a few questions).
As for how G.U. plays, it functions somewhat like a standard RPG, with towns and party members, and all the trappings. Combat, however, is in real-time, and is quite fun. There isn't very much variety in the dungeons, and the whole series reeks of repetitiveness, but the gameplay is still fun, and the plot is gripping enough to keep you playing.
While the first of the three, Rebirth, is very much flawed (swapping weapons mid-combat feels sticky, for example), the sequels improve on it. I would say that the third volume, Redemption, is the best gameplay-wise, but the story there isn't quite as good as it is in the first two (with a few plot twists coming completely out of nowhere). Averaging them all together, though, the G.U. trilogy is a landmark example of a fun, engaging action RPG.
Start off with the first volume, which GameStop offers used for $20.
Play, save, and enjoy. See you next week.
--Kotaro
Genre: Action/RPG
Developer: CyberConnect2
Publisher: Bandai
Release: 24 October 2006
Rating: Teen
Price: $20
While the first .hack series was decidedly mediocre, the G.U. follow-up trilogy is an excellent series of action RPGs. The premise of a game-within-a-game as a setting is brilliant. .hack takes place within an MMORPG called "The World." G.U. picks up several years after the origial series, in the sequel: "The World:R2." The aesthetic is steampunk this time rather than high fantasy, and it works very well. The cast is mostly new, but has many old characters returning--with new avatars in the game.
The plot is excellent, though following it in its entirety requires playing all three G.U. games and watching the tie-in anime ".hack//Roots," which functions as a prologue for the games (you can understand the games' plot without watching the anime, but it does answer a few questions).
As for how G.U. plays, it functions somewhat like a standard RPG, with towns and party members, and all the trappings. Combat, however, is in real-time, and is quite fun. There isn't very much variety in the dungeons, and the whole series reeks of repetitiveness, but the gameplay is still fun, and the plot is gripping enough to keep you playing.
While the first of the three, Rebirth, is very much flawed (swapping weapons mid-combat feels sticky, for example), the sequels improve on it. I would say that the third volume, Redemption, is the best gameplay-wise, but the story there isn't quite as good as it is in the first two (with a few plot twists coming completely out of nowhere). Averaging them all together, though, the G.U. trilogy is a landmark example of a fun, engaging action RPG.
Start off with the first volume, which GameStop offers used for $20.
Play, save, and enjoy. See you next week.
--Kotaro
Friday, April 15, 2011
Ty the Tasmanian Tiger
Genre: Platformer
Developer: Krome Studios
Publisher: Electronic Arts
Release: 10 September 2002
Rating: Everyone
Price: $3-5
Usually when I go back and play a game from my childhood, I turn it off in just a few minutes and say "I used to like this?" That's never really happened with Ty the Tasmanian Tiger. I have always been fond of a good 3D platformer, and Ty delivers. It's flawed, yes, but still a good time. The plot is cliche, and the characters shallow, but the setting is really nice; it actually feels like Australia, despite being highly fictionalized. Your main weapon is even a pair of boomerangs.
There's a rather cheesy humor throughout, which, while juvenile, manages to keep the game lighthearted and amusing. And sometimes all you want is a lighthearted romp in between other, darker games.
The gameplay is not without its flaws. Some of the puzzles leave you wondering how exactly a kid was supposed to figure them out, while others are no challenge at all. Combat can be frustrating, since a missed throw leaves you without your boomerang until it comes back (you can still bite, but it's somewhat unreliable). And there is a certain enemy which can only be hurt by a certain kind of boomerang, but is thrown at you right up until the end of the game, long after you have obtained more powerful boomerangs, leaving you mashing the button to change 'rangs until you get the one you need.
Despite its flaws, though, Ty is a decent game that speaks to the child in all of us. Besides, it will only cost you $3 on the GameCube or PlayStation2, and $5 on the Xbox.
Play, save, and enjoy. See you next week.
--Kotaro
Developer: Krome Studios
Publisher: Electronic Arts
Release: 10 September 2002
Rating: Everyone
Price: $3-5
Usually when I go back and play a game from my childhood, I turn it off in just a few minutes and say "I used to like this?" That's never really happened with Ty the Tasmanian Tiger. I have always been fond of a good 3D platformer, and Ty delivers. It's flawed, yes, but still a good time. The plot is cliche, and the characters shallow, but the setting is really nice; it actually feels like Australia, despite being highly fictionalized. Your main weapon is even a pair of boomerangs.
There's a rather cheesy humor throughout, which, while juvenile, manages to keep the game lighthearted and amusing. And sometimes all you want is a lighthearted romp in between other, darker games.
The gameplay is not without its flaws. Some of the puzzles leave you wondering how exactly a kid was supposed to figure them out, while others are no challenge at all. Combat can be frustrating, since a missed throw leaves you without your boomerang until it comes back (you can still bite, but it's somewhat unreliable). And there is a certain enemy which can only be hurt by a certain kind of boomerang, but is thrown at you right up until the end of the game, long after you have obtained more powerful boomerangs, leaving you mashing the button to change 'rangs until you get the one you need.
Despite its flaws, though, Ty is a decent game that speaks to the child in all of us. Besides, it will only cost you $3 on the GameCube or PlayStation2, and $5 on the Xbox.
Play, save, and enjoy. See you next week.
--Kotaro
Friday, March 25, 2011
Eternal Darkness: Sanity's Requiem
Platform: Gamecube
Genre: Survival Horror
Developer: Silicon Knights
Publisher: Nintendo
Release: 23 June 2002
Rating: Mature
Price: $15
Eternal Darkness is a horror game done well. It's not exactly scary, but it's creepy and unsettling. Not the kind of game you want to play at night, at least. It's rather original as horror games go, in the way it tells its story.
The plot revolves around one Alexandra Roivas, whose grandfather has just been murdered. The police being left without any clues, Alex decides to investigate herself. In her grandfather's mansion, she finds a mysterious book: the Tome of Eternal Darkness. As she reads the Tome, she learns of those who have owned it before, and of the ancient evil they have combated. I will not reveal any more, but this serves as the basis for the gameplay. The mansion functions as a hub, and Alex as your gate to the other characters. As you begin each new chapter, you take control of a different character, and see what they lived through. Each character has their own stats and weapons, as well as one of several different locations to explore.
There is one other feature that makes Eternal Darkness unique: sanity. As you encounter monsters, your character's sanity meter will drain, and it can be restored by finishing off those monsters decisively. But if your sanity gets too low, you will start to experience hallucinations. These can range from the music changing, to hearing voices, to the game pretending to glitch (one particularly memorable one has your memory card pretend to erase itself). These break the Fourth Wall brilliantly, and leave you questioning your own sanity as well.
As a whole, Eternal Darkness is a very creepy and memorable experience. If you have $15, pick it up.
Play, save, and enjoy. See you next week.
--Kotaro
Genre: Survival Horror
Developer: Silicon Knights
Publisher: Nintendo
Release: 23 June 2002
Rating: Mature
Price: $15
Eternal Darkness is a horror game done well. It's not exactly scary, but it's creepy and unsettling. Not the kind of game you want to play at night, at least. It's rather original as horror games go, in the way it tells its story.
The plot revolves around one Alexandra Roivas, whose grandfather has just been murdered. The police being left without any clues, Alex decides to investigate herself. In her grandfather's mansion, she finds a mysterious book: the Tome of Eternal Darkness. As she reads the Tome, she learns of those who have owned it before, and of the ancient evil they have combated. I will not reveal any more, but this serves as the basis for the gameplay. The mansion functions as a hub, and Alex as your gate to the other characters. As you begin each new chapter, you take control of a different character, and see what they lived through. Each character has their own stats and weapons, as well as one of several different locations to explore.
There is one other feature that makes Eternal Darkness unique: sanity. As you encounter monsters, your character's sanity meter will drain, and it can be restored by finishing off those monsters decisively. But if your sanity gets too low, you will start to experience hallucinations. These can range from the music changing, to hearing voices, to the game pretending to glitch (one particularly memorable one has your memory card pretend to erase itself). These break the Fourth Wall brilliantly, and leave you questioning your own sanity as well.
As a whole, Eternal Darkness is a very creepy and memorable experience. If you have $15, pick it up.
Play, save, and enjoy. See you next week.
--Kotaro
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