Tuesday, September 1, 2026

Star Fox Review

 (Originally published to Glitchwave on 1/2/2026)















[Image from igdb.com]


Star Fox

Developer: Nintendo, Argonaut Games

Publisher: Nintendo

Genre(s): Rail Shooter

Platforms: SNES

Release Date: February 21, 1993


Star Fox exhibits a very on-brand formula for Nintendo. This Nintendo homefield debutant that emerged smack dab in the middle of their 16-bit console’s lifespan was not the first space shooter by any stretch of the imagination, nor did it pioneer the rail shooting orientation where player autonomy is restricted by a regimented, conveyor belt course. Yet, it remains one of the more famous and celebrated examples of this type of game, where even younger gamers born in the 21st century clamor for new releases from this franchise in its current state of perpetual absence. Isn’t Star Fox’s persistent popularity just a case of Nintendo privilege, one might ask? Isn’t a dormant franchise always going to maintain a smidge of relevancy when it's an intellectual property of gaming’s most famous and successful company and when said company commonly tends to curate their forsaken properties in a fighting series per generation? Maybe, but I think Star Fox’s steadfast situation in the gaming world’s collective consciousness can be attributed to more than its parent company pimping it out once every console generation in microdoses. Star Fox remains synonymous with the space shooter genre because the franchise depicts a very whimsical and lighthearted interpretation of it, a tried-and-true practice for Nintendo that gives their properties a ton of personality and accessible charm. Still, when I discuss the everlasting merits of Star Fox, I’m mostly referring to one game and one game alone in the franchise that is hoisting its legacy over its head like the burden of Atlas. Star Fox, the first title in the series, is not that titan straining itself to keep the series from exiting the minds of gamers forevermore. It’s one of the entries weighted on the shoulders of its single exemplary successor, for it’s yet another case of the SNES irritatingly biting off more than it could chew.

Immediately, the first Star Fox exhibits exactly what I believe to be the essence of its appeal. Futuristic space combat is already enthralling in both its spectacle and turbulence, but what if the combatants in this conflict were adorable, fuzzy animals plucked from the organic corners of the Earth? Adding a cutesy element to the context of space combat doesn’t really increase the high-octane energy of such an environment, but its ability to draw in a wider audience goes without saying. Personally, I enjoy seeing the anthropomorphized characters piloting spacecrafts for the same reason people get a kick out of seeing their pets perform tricks in elaborate pageants, minus all of the exploitative elements at play. It’s amusing to see a “lesser life form” flaunt their capabilities. Stretch that to an endeavor that surpasses YOUR OWN capabilities as a human being and the entertainment factor of such a scene is off the goddamn charts. Who’s on top of the food chain now, bitch?

Aiding the appeal of animal characters at the helm of this space opera is the fact that for a bunch of non-human creatures, they’re surprisingly far less cartoonish than some of Nintendo’s other properties whose sequels seem to be more commonly greenlit. Or, at least the extent of their personalities has flourished and proved themselves to be complex compared to Mario and the myriad of mutes in Nintendo’s catalog in, once again, that exemplary Star Fox sequel. For now, at least this entry establishes the coalition of creatures so we can discuss the group dynamic at its absolute bare-bones essentials. The eponymous “Star Fox” refers to the name of the ragtag team of space-age pilots, but Fox McCloud obviously gets top billing as the gang’s leader and as the sole playable protagonist. Supporting this valiant orange canine is his fellow mammal, albeit on the opposite end of the predator and prey spectrum, Peppy Hare, the elder of the group. The blue falcon Falco Lombardi incorporates some avian presence in the collective, while the short and green Slippy Toad signifies that amphibians have crossed over into the unknown reaches of space. Is this considered a racially diverse team in the animal kingdom? Anyways, in addition to the heterogeneous biological mix in terms of their physical qualities, their personal characteristics are equally as eclectic. Of course, assessing them in this way requires cheating with hindsight, as it’s that golden sequel again that would blossom the full extent of their personalities with more advanced gaming hardware that could foster voice acting. For the time being, Fox and his friends only communicate through text boxes with warbled, unintelligible vocalizations accompanying them for a pinch of distinction.

All I can tell from the interactions with teammates is that Falco is rather ungrateful whenever Fox erases any tailgating bogies lining up to strike him down, which leads into a rather divisive factor pertaining to the NPC members of Star Fox. At least once per level, a member or two of the opposing fleet will decide to hone their targets on one of Fox’s friends, prompting them to cry out for Fox to come to their defense. Saving either Falco, Peppy, or Slippy’s bacon on a regular basis is deemed to be a rather annoying affair by a large percentage of players. It not only distracts the player from their main trajectory, but displays a disillusioning dynamic that Fox is the only competent member of his team and the rest of them are nothing but dead weight liabilities. While I can’t deny the empirical evidence of their complaints and started to become a little peeved myself whenever one of Fox’s “teammates” begged me for assistance, an equal standing of proficiency in space combat is not why the other pilots are integral to Star Fox’s essence. The inherent strength of having a team of pilots accompany you in your arduous space journey is that it elevates the stakes of the situation. Fox soloing the mission, whether or not the argument that he’s solely keeping everything afloat already is applicable, would diminish the scope of the setting. Fox setting off on the uncharted depths of the final frontier as a lone wolf (or fox, I suppose) and conquering all of the challenges presented in this enigmatic environment would portray him as a more godlike fox figure than Inari. Supplementing Fox with teammates suggests that the mission is too grandiose to tackle alone, even if the reality is that they’re more trouble than they’re worth. By the same token, having to deviate from the focal point of progression to save the skins of these less-gifted space pilots is intended to raise the anxiety that should ideally come with an intrepid space expedition. If you ignore their pleas, they will be permanently out of commission for the remaining duration of the campaign, and trust me when I say that the game becomes far more sterile without them.

Voice acting between all of the members of Star Fox was evidently beyond the technical capacities of the SNES, but then again, so was every other factor of its presentation. In order to frame Star Fox relatively in the third dimension so it wouldn’t become yet another Gradius-type 2D scrolling space shooter, the developers implemented an “FX Chip” into every cartridge of Star Fox. With this nifty injection, the game could render a 3D spatial plane, or at least what was feasibly executable on a system that wasn’t built for such visual splendor. The supposedly cutting-edge technology of “Mode 7” graphics still wasn’t advanced enough for Star Fox, for it’s difficult to rotate a background to give the illusion of 3D movement in one’s environment when your backdrop is the blank, starry infinity of the cosmos. Even when piloting amidst the atmosphere of a planet like Corneria or Fortuna, flying around does not manipulate the perspective of the background as it would if one were travelling on land. As a result of the developers refusing to compromise, every level displays what can only be described as the absolute naked essentials of 3D shapes and objects. The lack of any realistic constructional rationale is extremely conspicuous in any of the planet levels, except maybe the thick ice cap on Fortuna under the reasoning that the setting could just be on one arctic end of the planet’s longitudinal apex. As for the darker, emptier space settings, they actually thrive by being rendered by the SNES sweating past its technological threshold. Or, maybe I’m just expressing my fondness for whenever space looks like shit. It’s not that I feel vindicated in knocking the supposed summit of settings down a peg, but there’s a certain charm in seeing minimalistic interpretations of space and how it dilutes the anxious majesty of it all. While I’ve found some subjective enjoyment out of the subpar visuals, I doubt that anyone would excuse the single-digit framerate that is drowning the gameplay like it's trapped in quicksand. The developers really didn’t find any issue with this encompassing hiccup?

There are a grand total of sixteen levels across the entirety of Star Fox’s campaign. However, the developers figured that placing each level on a lengthy, linear trajectory would be too lofty, especially since the game felt it necessary to implement the arcade penalty of ending the player’s game entirely if they exhaust all of their continues. As a preventative means to not overcongest the player’s experience with an endurance test, Star Fox has divided all of their levels into three distinct paths. The resolute route that the player chooses from the start also coincides with the difficulty, so be certain not to nudge the D-Pad on this menu if you aren’t feeling confident enough to embark on the steeper challenges that might beset our plucky orange space traveller. If the player can endure Star Fox’s jarring presentational qualities, I don’t know why they wouldn’t be at least a little curious to see what lies beyond the standard path of blasting through floating space boulders after Corneria and nothing more. Locking swathes of content behind what is essentially an entirely separate playthrough is a clever way to encourage replayability, and having the trajectory run concurrently with a specific difficulty will leave the player with the feeling of satisfaction that they’ve overcome something that was once perceived as out of their batting average, or so to speak.

But no matter if the player is a Star Fox amateur or if they have ventured across every conceivable place in the Lylat star system, the final destination for every route will be Venom, the planet depicted prominently in the top right corner of the map screen. While the atmosphere permeating throughout this lengthy level is certainly tempestuous and requires a hefty amount of proficiency from the player with every possible element of gameplay, it serves as an elongated climax to prepare the player for the game’s final boss and the franchise’s core antagonist: Andross. Admittedly, in his first iteration, the intimidation factor of what is intended to be a noxious tyrant in the greater Star Fox galaxy is almost completely marred by the fact that he resembles an arts and crafts mask made by an elementary schooler that can’t even hold onto one’s face. He’s arguably the biggest victim of the game’s minimalistic graphical quirks, and if I were him, I’d sue the shit out of Nintendo for portraying him with this likeness. Still, even though Andross looks like he’s going to decree that the penis is evil (google the 1974 film Zardoz), I’d argue that his total lack of distinguishing features is not a detriment to his role as the penultimate scourge of evil. Retreating to how the game benefits from an animal cast, there is a certain warmth that emanates from their cuddly designs that a human cast couldn’t achieve. Meanwhile, Andross’s white, geometrical shape embodies the sheer coldness of the cosmos that can only be found in the deepest recesses of it. It’s two wild contrasts converging on not only the spectrums of good and evil, but organic life versus the frigid detachment of an uncaring universe.

Take the electric space battles from Star Wars and add a layer of fur or feathers onto the bodies of the rebel squadron and voila: Nintendo has yet another series that will be fondly remembered as another appealing addition to their celebrated catalog, despite its inclination to remain absent for long periods of time. However, in the case of Star Fox’s first outing on the SNES, there is an overly ambitious third ingredient that does not gel with the overall concoction. Maybe I have no frame of reference considering that I grew up with 3D gaming as the norm, but were gamers in 1993 really frothing at the mouth for the extra polygonal dimension so vigorously that the industry tried expediting their wishes with incapable hardware? I guess its existence proves that Star Fox was at least a feasible endeavor, but the sparse elements in the foreground matched with the abhorrently lethargic framerate proves that putting a game like Star Fox on the SNES is like giving a child cocaine: its inability to handle such a powerful stimulant will cause catastrophic results. Don’t worry, all of Star Fox’s innovative ideas will be transferred to a more resilient, accommodating system very soon.

Monday, August 31, 2026

Sekiro: Shadows Die Twice Review

 (Originally published to Glitchwave on 12/26/2025)















[Image from glitchwave.com]


Sekiro: Shadows Die Twice

Developer: FromSoft

Publisher: Activision, CubeGame, FromSoft

Genre(s): Soulslike, Action-Adventure

Platforms: PC, PS4, Xbox One

Release Date: March 22, 2019


For the past seven years, I have been scared shitless of Sekiro: Shadows Die Twice. Its developer, FromSoft, already has the trademark of being the purveyors of grievous pain and frustration since the seventh gaming generation. I realize that I’ve made them sound like a sinister legion of doom, cackling evilly as they hatch their insidious plans to bring forth suffering and woe onto impressionable, innocent gamers. However, for those who are seasoned enthusiasts of the Japanese game developer, they can attest that their brand of sadism is actually quite invigorating in a gaming landscape where any sort of player adversity is expunged and overcorrected like an obsessively protective mother padding their children before they enter the playground. It turns out that gamers would rather feel the searing sting of failure than nothing at all, and the feeling of gratification once the initial pain is transmuted into pride upon one’s eventual success is a speciality that FromSoft honed to perfection. Still, by the late 2010s, the “prepare to die” branding that marked the Souls’ series at its most freshly foreboding earlier that decade had been diminished by the ever-present familiarity of its idiosyncrasies thanks to its sequels and influx of “soulslike” imitators. FromSoft evidently perceived the newfound ubiquitous joy that their meaty mechanics were now eliciting as an affront to their credibility as the arbiters of interactive agony. They told someone to “hold their beer” and went to work crafting Sekiro: Shadows Die Twice, a title whose unique reinterpretation of the “soulslike” formula is intended to alienate series veterans and refuel FromSoft’s supply of juicy gamer tears as a result. Given that Sekiro would go on to garner a reputation as “the hardest video game of all time” by the masses, I think FromSoft probably needed to relocate their supply of gamer saline they were storing by the rain barrel full with Dark Souls to a spacious warehouse on a remote island fitting for Alcatrazz. After finally finding the courage to face FromSoft’s brand new beast, I find that there’s plenty of hyperbole behind its formidable status. But did Sekiro still subject me to a torrent of torment that superseded Dark Souls in its own special way nevertheless? Does a bear still defecate in the forest?

Besides the aspects that differentiate Sekiro from Dark Souls in the mechanical department, there also exists a myriad of narrative elements that go against the typical FromSoft grain. Namely, the fact that Sekiro eschews the extensive undead soldier/hunter character creator that introduces the game in favor of forcing the player to pilot a character with a solidified lore background, a defined moniker, and a voice that can enunciate more than just Neanderthal-like cries and groans in reaction to physical pain. Wolf, Sekiro’s protagonist who is only referred to eponymously by legendary sword saint Lord Isshin, is a shinobi warrior whose life purpose is to serve and protect a child heir to the “Dragon’s Heritage” named Kuro. That is, until the prestigious boy is abducted by a figure named Genichiro, the adopted grandson of the aforementioned Ashina leader, Lord Isshin, who wishes to harvest the boy’s immortal blood as a means to defeat the Interior Ministry invaders and continue the reign of the Ashina Clan as its supreme chancellor once his sickly, geriatric grandfather passes. Wolf attempts to rescue his perennial client from the desperate clutches of the king-to-be, but Genichiro fatally slashes Wolf down and severs his left arm clean off his shoulder for good measure. Somehow, maintaining a relationship with Kuro has granted Wolf the same indestructible platelets, which he learns he possesses after a mysterious “sculptor” gives him refuge after the disastrous duel with Genichiro. With the guiding aid of a doctor named Emma and even old Isshin himself, who fervently believes that his grandson’s lust for clan control has unscrambled a few bolts in his brain, Wolf must ensure the safety of his defenseless protectee amidst this contentious power struggle. No, I am not just splurging paraphrased texts procured from an inordinate amount of research (okay, minimally so) as I was forced to do to even provide any iota of context behind the narratives for any of FromSoft’s previous output. Sekiro’s basic conflict premise is exposited coherently throughout the tutorial section in lieu of leaving the player in an obtuse haze of relying on dialogue from dreadfully daffy NPCs. A cogently told story in a FromSoft title? Ah, a heartily jestful exhibition, sir–you split my sides.

Many moons ago, I discussed how soulslike title Nioh fulfilled a niche slice of fan service by translating FromSoft’s typically Anglo medieval-inspired Souls formula to the eastern island nation of Japan. As much as I appreciate an unaffiliated IP tweaking the idiosyncrasies of the Souls series as a “soulslike” should ideally do, leave it to the true visionaries at FromSoft to show these imitators how to properly execute other developers’ ideas for their gameplay formula. Sure, Nioh depicted the country of Japan in its tumultuous Sengoku period adequately, with its ancient shiden-zukuri architecture and blooming cherry blossom trees sprinkling the atmosphere with a beguiling native majesty. Sekiro also features all of these specific chorographic tropes in spades, but FromSoft’s depiction of their country over five centuries ago isn’t content to just rely on the typical iconography to set the scene. I would say that Sekiro renounced Nioh’s design decision to launch the player into an area via a streamlined level select option in a menu, but FromSoft hasn’t divided the areas that rigidly since the Souls progenitor of Demon’s Souls. It was a mark of Nioh’s distinguishability, and all it accomplished was making all of the various Japanese settings shallow and ephemeral. By not changing a damn thing, Sekiro unfucks Nioh’s fatal flaw in the level design department and significantly broadens the land of the sun’s daily origin point with their patented interconnectivity. Anything to dig Nioh deeper down into the depths of irrelevance where it belongs.

While there aren’t any arbitrary loading borders between any of Sekiro’s areas, don’t expect the interconnectivity at play to dazzle you like taking the Undead Parish elevator down and discovering the back corridors of Firelink Shrine at the ride’s end. Sekiro’s level progression is mostly segmented between a series of checkpoint idols that halt at a dead end that is occupied by the area’s major boss. I’d equate the area organization and branching paths in Sekiro to how Bloodborne conducted the traversal of its map’s entirety, with perhaps fewer portals to regions unknown later in the game that throw a monkey wrench into the cohesion. What does unite each of Sekiro’s districts, in their own distinct ways as a slight contradiction to this rule, is that they are all mesmerizingly breathtaking. Gone are the muted tones and visceral scuzz intended to evoke an air of doom and gloom in Dark Souls, and/or the garish gothicness of Bloodborne, while we’re at it, as Sekiro flaunts the foliage and awe-striking organic glory of a pre-industrialized Japan to its fullest. Still, despite their picturesque radiance, Sekiro suggests an air of agitation that conveys the ever-present conflict engulfing each area like a pernicious smog.

The Ashina capital and the subsections that encompass its immediate perimeter are being salted in a perpetual flurry of snow, whose stark whiteness chalks the earth as a consistent visual motif of the foreground. Winter is arguably the harshest season to bear, so perhaps the frigidness of the three-month period complements the tone of tension, stemming from either the overarching story conflict or the severity of the game itself. The Sunken Valley that exists between the perilous pits of a winding gulch shakes up the subtlety of Ashina’s gentle snowfall with wintry winds so blustering that they’re liable to tear one’s face clean off. One would think the plateaus that house the Senpou Temple would feature the frozen precipitation due to its higher elevation, but the Tibetan-esque chain of mountainous peaks where monks piously practice their creed trades the fall of frost with an autumnal glow of golden and red that is absolute eye candy. Still, that disquieting aura felt around Ashina is retained when the beauty of Senpou’s outside is juxtaposed with the disgusting contents of the temple’s interiors. Infected channelers excrete abnormally large insects that crawl around the walls, plus monstrosities who have fused their DNA with that of an insect to ghastly results. The body horror aspect existing around the Senpou grounds is incredibly reminiscent of the cosmic failures conducted by the clinic in Bloodborne. Fountainhead Palace forgoes any trace of tension to accentuate its immaculate divinity, exhibiting the pinnacle of Japanese elegance without verging into expressionism like Okami. The area is definitely comparable to Anor Londo in both its heavenly aesthetic and position in the game, as its arrival is a reward in and of itself, and this also extends to some fairly steep challenges that exist within it as well. I’ll excuse the Abandoned Dungeon being rather drab because I see it as a brief vestibule that lies between Ashina Castle and the dank Ashina Depths below it. Still, I disagree with the popular sentiment that the latter section mentioned is an ugly smudge on Sekiro’s stunning map. Mibu Village is actually one of my favorites among all of Ashina’s various locales, for I was entranced by the eerie, moonlit glow of this would-be quaint zombified hamlet. Beauty is truly in the eye of the beholder, I suppose. Even the obligatory place where poison floods the floor up to the player’s knees in Ashina Depths is rather striking, with large monk statues erected out of the filth that suggest this circular setting was once a sacred place of worship. Now, it's a fetid pit liable to give the player hepatitis A through Zed through only a few minutes of direct exposure, but I wouldn’t classify it on the same level of calamity as its comparable Souls counterparts of Blighttown or the Valley of Defilement. Overall, all of Sekiro’s areas lack the dirge and despair of the districts of Lordran, Lothric, or Boletaria because the fictionalized depiction of 16th-century Japan isn’t a terminally ill ghoul waiting to be put out of its misery. Instead of playing hospice nurse checking off the responsibilities of soothing a decrepit world before it passes on, the player in Sekiro is more comparable to a doctor diagnosing the issue and then surgically expunging the cancer before it spreads. As you can plainly see, a healthier specimen that can strive for remission proves to be far more attractive.

The player will be able to see the full extent of Sekiro’s single-tear-shedding magnificence from all sorts of cinematographic angles due to the inclusion of the grappling hook. We’ll discuss the multifaceted uses of Wolf’s prosthesis later on, but for now, let’s delve into the one utility of his new artificial arm that will quickly become second nature to the player. When prompted by the visual cue of a green orb, pressing the assigned controller button will latch Wolf onto a plethora of protruding objects and surfaces, including, but not limited to, tree branches, building corners, mammoth-sized bosses, etc. The extension rope is lengthy enough to grapple onto these desired targets from what feels like at least a kilometer away, just as long as the game doesn’t deem the angle between Wolf and the object to be incompatible and deny the connection as a result. Any Souls veteran should be seeing the rich irony in this mechanic that makes Wolf as spry and environmentally adaptable as a 3D platformer mascot (Sly Cooper comes to mind) because any instance of jumping or hurdling in a Souls title was an ordeal that required as much preparation and practice as skydiving. If zipping through the trees and the rooftops of towering Japanese architectures like a squirrel feels rather uncharacteristic for a FromSoft title, get a load of Sekiro’s other wacky gameplay mechanics. Bodies of water would prove to be hazardous environmental obstacles in Dark Souls unless the cumulative liquid was at a height that didn’t reach above the crotch, so imagine my shock when I accidentally fell in the lake surrounding Hirata Estate, and Wolf didn’t immediately drown on impact. Eventually, Wolf can even submerge himself into the drink, where the contents of the water body become another realm of extensive traversability as the taller, perchable areas above the surface. The requirement for Wolf to reemerge to the water’s surface to refill his lungs with oxygen isn’t even a relevant condition when swimming. When Wolf dies due to the deadly conditions that exist on dry land, Wolf won’t immediately revert back to the bonfire-equivalent of an idol if his health bar totally depletes. Because Sekiro sometimes grants the more significant characters of the game multiple lives that function like the popular cat myth, Wolf gets the opportunity to automatically reorient himself once upon one initial death with a halved health bar upon his resurrection. For this last feature I want to mention, I implore all Souls fans to sit down while reading because I don’t want to be responsible for any concussions that might occur upon any fainting reactions. Making its long-awaited debut in Sekiro after we believed it to be something that FromSoft dogmatically omitted is a legitimate pause menu, which fully freezes the action of the game in addition to detailing all of the player’s inventory and attributes. Insert a gif of the infamous head explosion opener from Scanners to express the extent of my stunned awe.

Normally, I’d be thankful for FromSoft inserting all of these would-be quality-of-life enhancements that would typically make Sekiro a more agreeable experience compared to Dark Souls. However, keeping its nerve-racking reputation into consideration, all of the sharp skeptics should assume that the developers wouldn’t have implemented all of these perks into their product unless they deemed it absolutely necessary to maintain player morale. To give you an indication of how brutally demanding and strenuous Sekiro’s combat is, the game is often categorized as a quasi-rhythm game by the people who’ve played it. Knowing exactly what element of Sekiro’s gameplay this comparison was derived from when someone I was casually discussing the game with in college sent a surge of dread throughout my system, like a five-year-old coming to grips with the concept of mortality when one of their relatives kicks the bucket. Parrying with a melee weapon in Dark Souls was an aspect of combat that I used about as sparingly as the holy hand grenade, so the prospect of being forced to incorporate it into every single combat scenario put me in a state of hysterical panic. Fortunately, Sekiro bestows a sense of self-awareness of how parry-intensive its gameplay is and displays a wider window of leniency with the player’s deflection timing. Askew, yet relatively responsive parries are all fine and dandy during defense, but simple alertness won’t do the player any favors when offense is factored in. Replacing the standard stamina meter found in Dark Souls is the “posture meter,” which indicates the threshold of damage blocking Wolf can withstand before he has to take a breather and leave himself vulnerable to a potentially critical strike from the enemy. Except for the dogs that die with one sword swipe, the vitality of every conceivable enemy in Sekiro is also bound by this mechanic, and the only way of penetrating most foes, especially bosses, is to clog their posture meter and deliver a “deathblow” execution upon reaching its breaking point. Besides needing to deflect their attacks flawlessly for their posture meter to even emerge on screen, enemies will often incorporate unblockable offensive maneuvers into their tactics, and the red Japanese character that fleetingly flashes on screen to signify its appearance probably means something along the lines of “oh fuck, death approaches!” It certainly doesn’t translate to either “duck” or “dodge,” for that would imply an extent of passivity on the player’s part. No, what the player is intended to do when the enemy is revving up this intimidating gambit is to splash it back in their faces with either a “mikiri counter” or whatever the cheeky little bounce move is called. Accurately executing either counter depending on the position of the “perilous move” will insert a heaping slab into their posture meter, but whether or not they’ll thrust their sword or sweep the player’s leg is rather unpredictable. In fact, nothing involved with Sekiro’s combat displays a consistent pattern recognizability to commit to muscle memory as its musical comparisons would connote. We’re not banging the bass drum along to Seven Nation Army here; we’re playing as the percussionist for Ornette Coleman. Because of the polyrhythmic unpredictability between swapping for slivers of enemy vulnerability and meeting their swift aggressions with picture-perfect timing, Sekiro’s combat is a tango that takes tons of acute, feline-like reactions and practice to even stand a chance of survival. The extent of attentiveness required is also pervasive across most, if not all enemies, with even the big black cocks annihilating Wolf if he isn’t cautious. I’m only referring to these enemies in this fashion to impress a sense of severity on everyone reading this.

Much to the chagrin of a sizable selection of Souls veterans, the player cannot simply swap Wolf’s relatively flaccid sword with a heftier one that requires both arms to carry around. A katana is my weapon of choice across any Souls game when it becomes available, but even I feel inclined to seek out Andre so he can enhance it with as much titanite as humanly possible so I can shred chunks of health off of enemies and bosses with only a handful of sword swipes. Unfortunately, the player is constricted to Sekiro’s arduous, novel gameplay conditions, but this doesn’t mean that they aren’t allowed to add some pinches of variability to said conditions. Besides buffing Wolf’s sword with the various sugars and briefly making his katana like a stainless steel beignet, or the divine confetti to exploit a weakness in apparition enemies, an auxiliary mode of offense in Sekiro that might prove more reliable is the prosthetic tools. When Wolf finds or buys a particular tool on the field, he returns to his sculptor savior in the Dilapidated Temple hub so he can reconfigure the object of interest into a secondary offensive unit using his craftsmanship expertise. The “loaded axe” proved to be helpful during the earlier sections of the game for more potent damage that my sword struggled to inflict when I wasn’t confident in my deflection abilities, and the “shinobi firecracker” is obnoxiously bright and loud enough to distract any enemy and throw them off their mojo. Note that this particular prosthetic tool is extremely effective against any animal enemy, like frightening one’s pets on the Fourth of July. The “loaded spear” and “finger whistle” tended to be quite useful when kiting enemies away from their packs, and the “loaded umbrella” is a serviceable shield for when enemies in said packs are packing heat (no pun intended). You’ll notice how I’ve described an applicable situation for all of these prosthetic tools, which connotes that all of them tend to only be useful in specific scenarios. The player can’t just stick to one of these tools like glue to supplement the lackluster damage dealt with Wolf’s katana, which negates the prospect of a “build” that Souls players tend to develop. Sekiro has a strict dress code to abide by, but at least one can change the color of the tie that accompanies the uniform.

I should note that the usage of the prosthetic tools is a finite contingency relative to how many “spirit emblems” Wolf has in his inventory. This form of ammunition that resembles paper-thin crosses can be found all across Sekiro’s map, but it's recommended for the player to buy them in bulk when visiting an idol using the Sen currency that Wolf literally vacuums out of slain enemies. To increase the amount of ammo used per life, the player must allocate their experience gained in battle towards the unlockable perks available in five different skill trees, which also include several special maneuvers the player can incorporate into the combat. Yes, the experience required to purchase these skills is lost upon dying as a punitive measure just like in Dark Souls, but Sekiro reinterprets the damning penalty for failure into something uniquely merciless. Whenever the player oversteps the allowance the game gives for sheathing Wolf’s mortal coil and is forced to return to the idol they last interacted with, their total amount of both experience and sen is subtracted exactly in half. That is, until a safety net referred to as “unseen aid” saves both units from plummeting, but this is only automatically applied on a maximum occurrence rate of 30%. I’ve never touted myself as a supreme master of Soulslike games, but I have a much better chance at recovering 100% of my experience by manually trekking back to my failure point than the low likelihood that Sekiro confines me to. To further the sternness of this method of punishment, Sekiro incorporates the narratively relevant condition of “dragonrot” into this system if the player continually gives up the ghost. Given the consistent symptoms of this illness that pandemically plagues Ashina, “dragonrot” seems to be a folksy, medically primordial term for tuberculosis. How this is factored into Wolf cyclically biting the dust to no end is that the rate of unseen aid decreases to potentially single digits if he keeps collecting strands of the disease upon dying. Somehow, the friendly NPCs such as the Sculptor and the various merchants will also contract dragonrot by proxy if left untreated. Keep a “dragon’s blood droplet” in your inventory like a diabetic stores insulin shots. I’d be more appalled by Sekiro’s methods of penalizing the player if the skills were absolutely mandatory for progression and character building like in the typical RPG. Still, just on principle alone, the demerit dealt while trying to learn Sekiro’s combat is downright diabolical–evil even. Yeah, go fuck yourself too, FromSoft.

Because the stipulations at play here are anything but fair and forgiving, it’s essential to approach every frame of Sekiro with absolute tact and patience. Expounding more on the latter requirement, Sekiro practically emphasizes stealth as a gameplay mechanic on almost equal pertinence as parrying. For all intents and purposes, pretend that the game is titled “Solid Sekiro: Shadows Die Twice” because approaching every scenario where several enemies could ambush the player with subtlety and quiet repose can mitigate the struggle of acclimating to Sekiro’s more confrontational gameplay entirely. By methodically scanning a visual layout of any scene where enemies are scattered about, the player can dispatch enemies with a single deathblow from above or below due to their guard remaining relatively lowered. Wolf must have expertise in human anatomy, for he knows where on the neck to critically insert his blade, which somehow immediately mutes the desperate gasps and gurgles an enemy would logically utter in a state of extreme, dying pain. It somehow works in the interest of keeping the other enemies in the vicinity in a nescient state, which can somehow be retained as long as Wolf crouch-walks his way through enemy lines. Scoping out the safest entrypoint will require a proficient use of the grappling hook, and finding inconspicuous vantage points to gain leverage shows a more profound utilization of agility in a FromSoft title than ordinary traversal. Sneaking up on enemies to take them down one-by-one admittedly did instill a sensation of imposter syndrome because I was taking the easy way out instead of impeccably taming the toils of combat. Then again, what are shinobi more associated with: covertness or warrior-like aggression? I rest my case.

Perhaps one of the most beneficial aspects of stealth in Sekiro is the opportunity to extinguish an entire orb of a miniboss's health with a furtive deathblow. That would typically be all that I’d comment in regard to a game’s foes of a silver-ranking but considering that Sekiro’s minbosses are harder than the majority of other games’ primetime bosses and they caused dragonrot to fill my lungs with subsequent defeats, they’re certainly notable enough for further detail. For the first third of the game, the more imposing enemies with names and stacked health bars will take the shape of Ashina army generals decorated with esteemed shogun samurai armor. Wolf will also encounter an ogre or two in the cold Ashina Outskirts, whose perilous grab maneuver will highlight some physically incongruous hitboxes. In both Sunken Valley and in the poison pool of Ashina Depths, Wolf will encounter what I can only describe as a Tusken Raider from the deserts of Tatooine, complete with blasting Wolf in the face with the firing of their muskets. The sumo-sized drunkards will infuse their fights with elemental damage, while the impish yet volatile O’rin of the Water will phase out of corporeality on a whim to nullify Wolf’s sword slashes. One standout enemy designated as a “miniboss” is the strapping “Armored Warrior” who unexplainably screams out “Rooobberrtt!!” once Wolf figures out how to defeat him despite his impenetrable iron suit. Undoubtedly, he was going to follow that up by shouting “Smith” if he didn’t break his neck beforehand. It seems unfitting to relegate these stark progression impediments to a status of lowered significance, but I’d say that rewarding the player with a prayer bead that increases attributes like vitality with a full set of four does not diminish their importance or relevance. That, and subtracting their statuses as bosses allows them to be reused without players accusing the developers of lazily padding the experience. Trust me, if the Stray Demon and Demon Firesage were classified as minibosses, no one would have batted an eye.

At the end of one route littered with minibosses obstructing the sweet respite of a new idol discovery lies Sekiro’s bona fide bosses, and the roster presented here is formidable enough to encompass the entirety of someone’s Mt. Rushmore of hardest boss battles across all of gaming. Still, like Dark Souls, the difficulty curve inconsistently ebbs and flows like the evening tide. The booming, horseback riding Ashina castle gatekeeper Gyoubu Oniwa and female shinobi Lady Butterfly are deemed fairly challenging for inexperienced players early on. Then, the player is faced with the Folding Screen Monkey quartet and the electric (literally) Divine Dragon, whose bouts incorporate gimmicks that verge on puzzles unseen since the underdeveloped days of Demon's Souls. Corrupted Monk seems to only inspire relative ire instead of outright rancor despite her physical bulkiness and three health bars to contend with, but perhaps that is due to practicing on her phantom phase at the end of Mibu Village. Truly, I can think of two (or technically three) Sekiro bosses that are certain to trigger some PTSD-induced sweating and fatigue in a vast majority of players. The first one lies at the watering hole dead end of Sunken Valley, which would be serene if not for the colossal, albino King Kong called “Guardian Ape” waiting to trounce anyone or anything that trespasses in his shallow pond. And trounce the player he will with his erratic, animalistic flailing that is more difficult to anticipate and account for than the flight trajectory of a drunken house fly! His grab tends to almost magnetize to the player, and his flatulence and stereotypical shit-flinging will poison the player to add insult to indignifying injury. Once I managed to decapitate this feral monstrosity upon what I believed to be the final blow with great skepticism, seeing the beast readjust himself and start playing Hamlet with his organic head in one hand and a disturbingly large centipede in place of his head’s old resting place made me scream “of fucking course!” with great frustration. Granted, this phase is easier to combat because he inexplicably whips a sword out of his ass, but the constant AOE blasts that deal the Sekiro-equivalent of Bloodborne's deadly frenzy affliction in “terror” are not to be taken lightly. Fun. The other especially enraging boss in Sekiro is definitely the Demon of Hatred, an atrocious beast that the Sculptor becomes after downing some swill sake at the game’s climactic point, or something. His attack patterns are easier to commit to memory than elementary-grade multiplication tables, but I will concede that the position of vanquishing a boss that evidently escaped from the Bloodborne zoo exhibit with three whopping health bars where deflecting is practically an irrelevant condition in a game practically entrapped by the mechanic is quite the Brobdingnagian task. I’d still rather fight him than the fiery Bloodborne boss that he reminds me of. Still, whether or not Sekiro’s stacked boss selection is stirring an indescribable anger within the player or just making them question their abilities for a few seconds, I think I can speak for everyone when I say that each boss is herculean in their own right to act as a substantial milestone in overcoming Sekiro’s outstanding gameplay constraints. The bonus of enhancing Wolf’s base level damage output is a fine reward for besting these baddies, but I felt like I had grown and evolved accordingly anyway without anything tangible attached.

But all of these bosses I’ve mentioned were not the biggest thorns in my subjective sides throughout my Sekiro experience. No, that honorable superlative, or dishonorable depending on how you swing it, goes to Genichiro Ashina. The overarching antagonist of Sekiro isn’t the boss that brought the most emphatic anger out of me because of his elevated relevance to the plot or his amoral capacity to harm children, but because he’s a real sumbitch in battle. His encounter at the tippy top of Ashina’s capital building is considered to be the first major “road block” where it dawns on the player that they’ll need to adapt to Sekiro’s mechanics or suffer immensely. I am of the common demographic of players who struggled with Genichiro’s vicious stabbings and long-ranged archery, and I definitely wasn’t prepared to deal with his third phase that incorporated a lightning deflection mechanic that hadn’t even been hinted at before this boss encounter. Still, I came to admire the underlying educational aspect of Genichiro despite finishing him and feeling as if luck played a significant role in my eventual success. That is, until he kidnaps Kuro again once the Ministry invaders penetrate Ashina’s walls at the game’s climactic finale and Wolf must confront him again in the flowing field where Wolf’s arm was unceremoniously severed by him in what will feel like a lifetime ago. Sure, an emaciated Genichiro will be no trouble for any player who has ideally accumulated so much sword and deflection prowess at this point where they’ll wipe the floor with this formally daunting boss in seconds. However, what the player learns upon dying to Genichiro’s last ditch effort at killing Wolf by unraveling a prime-era Lord Isshin with another mortal blade is that Genichiro is the first of FOUR phases with both him and this sudden facsimile of his grandfather’s younger self. When I’m forced to regress to fighting Genichiro again and again after grandpa spanks me over his knee, my thinning patience with this appetizer starts to affect the efficiency at which I defeat Genichiro. Dealing with Ashina’s successor during the finale evoked the embarrassment of being forced to repeat algebra after failing to grasp trigonometry, or fighting with Luigi after Mario was deemed too difficult to handle. No matter if Genichiro is known as a notorious destroyer of players’ spirits, framing him in the particular way they do here brings me great shame when he manages to still smite me.

Compounding this sense of shame is that Genichiro arguably isn’t Sekiro’s main antagonist anyway, or at least he’s not the driving antagonistic force on all narrative fronts if the outcome of the multiple endings is any indication. If the player has reached Genichiro magically channeling the body of Lord Isshin as Sekiro’s final challenge, then it means that the player has chosen the path of righteousness by refusing to submit to the “iron code” of the shinobi at the game’s most pivotal moment. The regulation in question was espoused by Wolf through the teachings of Owl, an older shinobi who took Wolf in his guardianship and assigned him the task of protecting Kuro. He’s been rumored to have perished in the Hirata Estate attack where Kuro initially went missing, but he’s revealed that to be a ruse when he hears through the grapevine that Wolf has been fighting tooth and nail to rid Kuro of his immortality at the behest of the precociously humane little heir. You see, Owl’s invested interest in Kuro is harnessing his immortal blood for himself, and for reasons that prove to be even more inarguably selfish than Genichiro’s. He’s been manipulating Wolf into keeping the kid in proximity and fabricating this hogwash shinobi code where he stands chiefly above all else to cloud Wolf’s judgment. Given that Owl’s duplicity is written clearly on the walls and that submitting to him will lock the player out of large swathes of endgame content, it’s hard to imagine why the player would prefer siding with this grey-haired jerkoff and scorn both Emma and a sickly Isshin (who both become boss battles as a result) in Sekiro’s “Shura” ending. Still, while this ending may be unsatisfying in the grand scheme of Sekiro’s bigger conflict, perhaps it remains a cathartic conclusion specifically for Wolf, unshackling all servitude towards those close to him and becoming the recalcitrant rogue that might be fitting for his ninja persona. It’s something to consider when weighing the player’s options.

Uncle, Sekiro, uncle, I say! Actually, I was going to conclude this review with something of that tone, pretending that the game was still browbeating and buttfucking me well after I had eventually bested it. However, I realized that ending my comments on Sekiro: Shadows Die Twice on a glib note felt rather disingenuous to how the game profoundly impacted me. I stood tall while the Sekiro drill sergeant screamed obscenities in my face at every waking moment, calling me a worthless maggot and several slurs you can’t say in a public setting. While it was an enervating endeavor, I still salute the onslaught of offenses from this game for offering a character-building exercise that improved my capabilities as a gamer. Triumphing over Dark Souls is thrilling enough, but my experience with Sekiro reminded me more of when I finished Zelda II, an excursion I thought to be practically impossible, instilling an indelible confidence within me once I conquered the insurmountable odds. In fact, I look forward to “Sekirolikes” catching on and ushering in an influx of games that ape its aerodynamic platforming, pulsating parry-oriented gameplay, and foster stealth as an advantageous element to combat. For now, incidentally, I’m going to take a power nap…for a week.

Friday, July 31, 2026

Yakuza Kiwami 2 Review

 (Originally published to Glitchwave on 12/23/2025)
















[Image from glitchwave.com]


Yakuza Kiwami 2

Developer: Ryu Ga Gotoku

Publisher: Sega

Genre(s): Open-World, Beat 'em Up

Platforms: PS4, Xbox One, PC

Release Date: December 7, 2017


Another avenue out of actually starting the canon Yakuza titles? Don’t mind if I do, I guess. Actually, Yakuza Kiwami, the modernized HD remake of Kiryu’s breakout (by release date) adventure through the corrupt streets of Kamurocho, left me quite jaded, unfortunately. Sure, I, like everyone else, adored Yakuza 0, and I could probably declare it as my favorite title I’ve freshly played since I started reviewing video games. In saying this, my adoration for Yakuza’s prequel does not translate into desiring for every subsequent Yakuza title to uncannily mimic it like Jennifer Jason Leigh matching Bridget Fonda’s pixie cut. Persisting with that formula is a surefire recipe for disappointment, grating on Yakuza 0’s ultra-polished and refined foundation for the franchise by proxy. Given that we’re to believe that the franchise cannot supersede Yakuza 0, why WOULDN’T the sequel to the remake of the original Yakuza game, Yakuza Kiwami 2, also follow suit in inadvertently reminding us how exceptional Yakuza 0 was with diminishing returns upon reentry? I’m in too deep to just reroute myself towards actually seeking out the original as the representative for Kiryu’s sophomore story, so I fully expected feeling the same kind of resentment towards Yakuza 0 as Zelda fans often express towards Ocarina of Time: the breakout hit whose glowing reputation was ruined by the developers using it as a creative crutch forevermore. However, full disclosure: Yakuza Kiwami 2 decides not to follow its fellow remake predecessor and instead shares the same engine as the then-recently released mainline Yakuza 6. I can’t attest to the specific comparisons between the two until four whole mainline entries from now, but at least reshaping the second Yakuza outing with this modern game engine will be fresh from my perspective. After Yakuza Kiwami 2 deviated from the pattern I had anticipated with growing disdain, the result is a mix of appreciating the changes and disliking them in an equal, admittedly wishy-washy measure.

The narrative resolution to the first Kiwami game sure was a doozy, eh? Half of Yakuza 0’s cast were slain within the span of thirteen chapters, and the majority of them were close companions to Kiryu in varying degrees of relation. When one friend or surrogate family member bit the dust, Kiryu would then be forced to restart from the denial point of the five stages of grief once another person he cherished perished due to the hectic fiasco surrounding the missing 10 billion yen. He’s had a whole year for time to heal his wounds since this barrage of emotional bricks kept piling on and on, and adopting Haruka has given him a newfound positive purpose in life in light of all he has lost. Still, I think Kiryu needs a longer period of respite than a single 360-degree earthly rotation around the sun because now, the overwhelming onus of preventing an all-out war between the Tojo Clan and Omi Alliance has been catapulted into his lap after members of the latter faction assassinate Kiryu-elected Tojo Clan chairman Terada. Several pernicious forces exist on the Omi opposition that are trying to upset the peace between the two rival regional Yakuza syndicates, but undoubtedly the biggest threat to the overall civil order is Ryuji Goda, the son of Omi Alliance chairman Jin Goda, who wants to wage war with Kamurocho to use as leverage to gain ultimate power within Kansai’s Yakuza ranks. Because the connotations of Majima acting as Kiryu’s rival have kind of ebbed after so many friendly interactions with one another, it’s thrilling to see a new character fulfilling that role who seems like Kiryu’s equal from the standpoint of pure power.

Also, because the Omi Alliance has such a prevalent thematic presence in Kiwami 2, Kiryu will spend as much time roaming around their territory as he does scouring the streets of Kamurocho. Yes, the second Yakuza title introduces the recurring setting of Sotenbori, Osaka’s Kamurocho equivalent known for its vibrant nightlife and overflow of thuggery. I’m already well-acquainted with this energetic district from spending an inordinate amount of time in it as a proto-Mad Dog Majima in Yakuza 0–and because Kiwami 2 is a remake released sequentially after the prequel, I don’t feel inclined to extrapolate the finer details of Osaka’s lively sector pretending as if I was a stranger in a strange land. The river still divides the district into two distinct sections, with the ritzier north illuminated like Times Square to the older, more modest business-oriented southern section–and two boardwalks beneath the two bridges standing parallel between the flowing water passage. It also remains far cleaner and far less congested than Kiryu’s home of Kamurocho, which goes without saying when your city planner opts for cogent symmetry instead of a mindless, byzantine urban sprawl and a sizeable portion of your city isn’t dedicated to an impoverished settlement. It might not be big enough to support an entire Yakuza adventure on its own, but Sotenbori still evokes the feeling of a vacation destination–in that I’m hesitant to return to Kamurocho once I’ve spent a substantial amount of time here. However, if one is feeling homesick, Kiryu can now travel back and forth from Sotenbori to Kamurocho with a fairly priced taxi fee.

Despite its relatively smaller size compared to Kamurocho, the developers have ensured to legitimize Sotenbori’s scope as a setting by basically offering most, if not all, of what Kamurocho features in regard to its auxiliary activities. Truth be told, despite their intended positions as optional larks to deviate from the story and broaden the player’s open-world immersion, Yakuza’s minigames tend to become the most enterprising factor of anyone’s several-hour playthrough across any title in the series. They make us laugh, make us cheer, and make us cry–and series veterans will attest that those tears are ones of frustration, not purely sadness. In Kiwami 2, besides the gambling and the native card/panel games like shogi and oicho-kabu that I’m still avoiding like the plague, the games that have persisted as series staples are the less objectionable ones. However, somehow, their iterations here seem to have raised their standard difficulty curves up to that patented Yakuza minigame pain-inducing notch. The batting cages have reverted back to the unreasonably steep conditions needed to pass the beginner’s course, and the karaoke scores seem to be graded on the same scale as the Japanese education system, where perfection will warrant an “A-.” For some odd reason, they stripped away the side view perspective during the vertical half of the crane games. What if, non-hypothetically, you have the same lack of depth perception as Majima, huh? How else am I intended to free the axolotls and Super Monkey Ball characters from captivity? While I’m on the subject of Sega’s other interactive properties, one feature from Yakuza 0 that does return from being inexcusably absent is the inclusion of two arcade machines: Sega’s answer to Street Fighter II in Virtua Fighter 2 and a more obscure fighting game starring various Gundam mechs called Virtual-On. Both of these Sega-brand coin consumers were over a decade old in 2006 when Kiwami 2 was set, but at least it’s sensible to have some semblance of video game representation in a 21st-century arcade as opposed to when the first Kiwami game omitted them completely. If Kiryu has to step away from the machines to relieve himself, “Toylets” is a new minigame that attempts to alleviate the tedium of this bi-hourly bodily function. When Kiryu stands at a urinal, an eye-level screen will entertain him with either a tug-of-war spitting match or acting as a sentient cloud using its inherent gust power to blow a woman’s skirt up like she’s Marilyn Monroe, with the outcome coinciding with the ferocity of Kiryu’s urine flow. The relatively effortless mechanics aside, what irks me about “Toylets” is not that it’s inherently the weirdest minigame the developers have conjured up across the series, but that it verges into a stereotypical weirdness associated with modern Japanese culture that I’m glad the Yakuza games have used sparingly up until this moment. If exposing the panties of some poor animated girl doesn’t display that patented Japanese perversity to your liking, then perhaps photographing skintily-clad gravure models as they traipse around in several sexy poses will prove titillating enough. The objective here is to string coherent sentences together for Kiryu while all the blood that usually hydrates his brain has collected into his throbbing erection, but knowing his country of origin, I’m surprised I’m not also forced to mash a button to prevent blood from jetting out of his nose.

The first Kiwami game also did away with what I’ve dubbed in my Yakuza 0 review as a “macro game,” an optional business-oriented venture whose content tends to be both meatier and lengthier than your average minigame (I’d hardly call chronically kicking Majima’s ass on the streets “optional.”) Conversely, the “macro games” return with a vengeance in Kiwami 2, with two separate enterprises that couldn’t be more dissimilar. Not only are these macro games divided by district like they were in Yakuza 0, but there also seems to be a clear gender dichotomy that exists between the two as well. Cabaret clubs are still thriving in Sotenbori as a cornerstone of the district’s nightlife culture, and now Kiryu is the one who must raise the underdog club of Four Shine up from its current state of pathetic mediocrity before it is trampled underfoot by the merciless top dogs of the scene. Kiryu’s climb to the top of Sotenbori’s cabaret circuit is also being assisted by the experience of Yuki, the primary hostess of Club Sunshine turned struggling manager of Four Shine. Sound familiar, Yakuza 0 returnees? Well, your overall mileage with this iteration of the cabaret club will be entirely contingent on how you perceived it in Yakuza 0, for the mechanics and progression are an EXACT, carbon copy replica of how they were in the previous entry. The only difference is that all of the rival cabaret club hostesses Kiryu competes against are all the subordinates of a twerpy, arrogant pimp named Kanzaki, who is also the current manager of the now-ultimate Sotenbori cabaret club of Club Sunshine. You really do either die or live long enough to see yourself become the villain. Personally, I adored operating the cabaret club in Yakuza 0 to the extent where I almost felt inspired to buy a snazzy tuxedo and eyepatch combo and seek gainful employment in a real-life cabaret club circle, and my enthusiasm didn’t wane while ascending through the ranks again in Kiwami 2.

Still, I will concede that this copied-and-pasted clone of this magnificent macro game feels rather cheap, so it’s a relief that the one featured in Kamurocho is wholly fresh (provided you haven’t played Yakuza 6, apparently). In the never-ending list of Majima’s unanticipated eccentricities, you can now cross off serving as the founder of “Majima Construction” as one of his more productive impulse decisions. Majima would be the very last person in Kamurocho that I’d want handling hulking construction equipment, but evidently, he’s treating the potential danger of the project with absolute grave sincerity, if his refusal to remove his yellow safety helmet even outside of the construction site is any indication. The Majima family has banded together as a ragtag construction crew to repave the depressingly spacious homeless camp into another appealing area of Kamurocho’s already impressive span of urbanity. However, if you recall the insanity that ensued over the little slab of land that was less than a single acre in Yakuza 0, imagine how fierce the competition is when the entire northeast corner of Kamurocho is suddenly up for grabs. The covetous realtor sharks of Kamurocho will stop at nothing to seize the area of Majima’s construction operation, so Kiryu must cultivate all of Majima’s manpower to then orchestrate them in something that strongly resembles the tower defense genre of game. Kiryu will align up to eight units of varying battle classifications to prevent waves of realtor goons from pulverizing their construction equipment, and the volume of adversity in those waves tends to be multiples of ten in numbers that can peak at over a hundred. Every so often, a beefier executive will accompany the deluge of red shirt cronies, and eventually, like the cabaret clubs, the current foe of greater narrative significance will show themselves and test their might against Majima and his motley crew of almost every conceivable male character in the game. Whereas working with the ladies in Sotenbori is classy, sophisticated, and the competition is fairly cordial, this masculine undertaking sees a veritable bloodbath being spilled on the streets in the name of maintaining control and dominance. Puts classic gender roles into perspective, eh? Admittedly, I’m not too attuned to the realm of the tower defense genre, but then again, I didn’t sign up to simulate the steep, stressful tactical wizardry of a five-star general. Because commanding Majima’s construction crew is a purely optional escapade, I greatly appreciate that the gameplay mechanics from Kiryu’s omniscient perspective are accessible to a fault. In fact, it seems that even a marginal level of proactivity from Kiryu’s commander position will prove to put Majima at a disadvantage. Before the hordes storm towards Majima’s equipment, the player can position each member of Majima’s crew to secure a better vantage point. Even though this sounds like the most essential of tower defense tactics, somehow, inexplicably, performing this preemptive measure is detrimental because the character will interpret this position as an immutable post and will allow dozens of goons and bosses to waltz past them if not manually directed otherwise. Only by staying idle will the gameplay ironically become more fluid, which feels incredibly counterintuitive. Other than that glaring gameplay oversight, I was relatively amused and stimulated by Yakuza’s bare-bones attempt at a tower defense minigame. It’s definitely not as involved, inventive, or invigorating compared to the cabaret club, but perhaps rehashing it in a subsequent Yakuza game/remake will cure those gameplay hiccups with hindsight, provided Majima gets his hands on the schematics to erect another Smile Burger joint or something.

But in between all of the aforementioned optional exploits provided by any Yakuza game to flesh out its open world foundation, every Yakuza veteran knows full well that they’re all subsidiary to the series’ primary gameplay mechanic: beating the everloving snot out of the ceaseless torrent of vicious cretins that appear in packs all over Kamurocho and Sotenbori. If the sequential order of Yakuza titles is similar to mine and you’ve received a double dosage of Yakuza 0’s footing after playing the first Kiwami, you’ll notice immediately that Kiwami 2’s engine is the core component that separates the two remakes. However, the second Kiwami game cannot claim this reworking of Yakuza’s gameplay as its own patented piece of innovation. As mentioned before, Kiwami 2 adopts the “dragon engine” from Yakuza 6, the final chapter in the Kiryu saga before the series branched out considerably, which was still in recent memory. Since the engine that Yakuza 0 showcased is considered by and large the pinnacle of Yakuza’s beat ‘em up gameplay mechanic, are we to believe that this newfangled framework is a display of the developers surpassing perfection? Not exactly, and that’s the diplomatic answer. In short, I would classify the “dragon engine” as an experimental framework rather than an attempt to supplant Yakuza 0’s through pure objective technical superiority. The prime initiative with this engine seems to be broadening the open world expanse in a more literal, foundational way rather than offering gobs of activities. The tighter back alleyways, indoor environments, and other foreground setpieces that would typically be decorative have now been absorbed into the vast open world realm instead of being designated as a small hub separated from the exterior expanse it lies within. Besides mitigating the tedium of loading screens and the layer of spatial depth added to the locker key collection process, the bigger picture behind the seamless transitions is that it complements the, well, openness of the open-world genre. I’d argue that once seamlessness is a feasible facet of the open-world genre’s foundation, it should be indispensable, but Kiwami 2 raises a counterargument to this claim with its performance issues. Not only has the overall framerate been heavily degraded, but engaging the heat actions during combat sometimes causes the action to pause completely for a few seconds. It occurred so often that I stopped worrying that my game had frozen up until only the third chapter. If this is the compromise we have to make to erase all superficial barriers in an open-world map, then I’d rather wait another console generation or two to ensure a smooth performance standard.

The “dragon engine” also affects Kiryu’s combat mechanics in ways that extend beyond its unfortunate tendency to buffer like any online video on my 2000s-era dial-up internet connection. Apparently, the four flavors of fisticuffs that I was accustomed to Kiryu employing for specific battle conditions were a gameplay component contributed by Yakuza 0 and are restricted to its originator and its direct Kiwami impersonator. I’m merely speculating once again, but Kiwami 2’s sole battle stance for its protagonist is a reversion back to the series’ bog-standard combat style. One controller button engages a successive series of punches while another one delivers Kiryu’s feet up the asses of Kamurocho/Sotenbori’s most pugnacious civilians. The player can alternate between both ends of Kiryu’s bodily means of offense, but the resulting combo chain achieved is still underwhelmingly non-descript. Because boredom started to become a prevalent feeling when being bombarded by the various violent wastrels, the utilization of weapons became more commonplace as a means to expedite the battle and sprinkle some spice onto the fights.

While Kiryu’s combat is lacking the nuance of player choice accommodations and is missing that kick-ass exhibitional element, it doesn’t mean that the “Dragon of Dojima” has become a flabby dead fish as middle age encroaches even further. In fact, Kiwami 2’s iteration of Yakuza’s prime protagonist is arguably his most powerful thus far. Kiryu’s innate battle prowess may not be as mechanically impressive anymore, but the game does its damnedest to amplify the more minimal array of attacks to an unprecedented maximum. When all of Kiryu’s battle attributes such as health, heat, offense, and defense have been boosted to a point of noticeable improvement, he becomes a walking, talking juggernaut as physically imposing as a Japanese Terminator. Sure, Kiryu acts all downtrodden whenever an enemy delivers a haymaker his way, but the sliver of life energy lost from the red health bar suggests that he’s just acting overly dramatic to humor them. His heat gauge, in particular, is definitely the facet of Kiryu’s attributes that greatly promotes this unrivaled scale of strength. Not only will the heat actions shred entire layers of health off of bosses, but Kiryu only needs one of a potential five or six heat bars extended from the base to activate one of these potent automated maneuvers. When the heat gauge is at its fullest, Kiryu can engage in “extreme heat mode,” an ubercharged state that not only increases his offense, but makes him invulnerable to being vanquished as long as there is any amount of electric blue juice in the heat meter. Even when Kiryu has exhausted his heat energy, the game insists on continuing to use heat mode as a crutch by refilling it in a “feel the heat” sequence that prematurely ends a boss battle with an automated, flashy “fatality” stunt. I didn’t enjoy the artificial methods that the first Kiwami tacked onto Yakuza 0’s difficulty curve for the sake of discernability, but I never wished for a Yakuza game’s combat to be rendered practically effortless by the bevy of combat perks. Facilitating the facile combat is the fact that the EXP tokens needed to upgrade Kiryu’s monstrous might are arbitrarily dispensed for any and all activities listed on the completion sheet, no matter which color-coded symbol they coincide with. Kiryu even gains a fair sum of these EXP points by performing basic tasks like eating, whether it be formally sitting down at one of the myriad of restaurants or pulling a Poppo-brand bento box out of his pocket for quick, convenient revitalization. Is the abundant stream of EXP points the reason why Kiryu’s appetite now has to abide by a new stomach meter that limits how much food he can consume at once? I don’t care if Kiryu has a tummy ache; he’ll gorge on sushi and ramen until his health bar is 100% replenished.

The five EXP tokens can also be obtained in droves by completing the series staple substories. Unlike the previous Kiwami entry, I didn’t detect a prevalent pattern painting some thematic undertones across a sizable handful of these short stories. Then again, those same substories that illustrated the economic downturn of Kamurocho tended to belabor the point not only with the same extortion schemes being hatched, but reusing the same crooks performing the same schemes to pad the exorbitant substory roster, which became quite grating. Therefore, I’m glad that Kiwami 2’s happenings display the same kind of kooky creativity as Yakuza 0, also divided relatively equally between Kamurocho and Sotenbori, no less. Shall we? When Kiryu first encounters an elderly woman he nicknames “Granny White” as a term of endearment, he figures that he’ll be performing the gentlemanly duty of assisting a frail old lady through the rough and tumble city streets. To his and the player’s surprise, “Granny White” is the female equivalent of Kiryu and Majima’s sensei Komaki, kicking the asses of all of her would-be Triad assailants with only marginal assistance from Kiryu. While we’re on the subject of older women that possess uncharacteristic amounts of strength, one awkward walking traffic blunder with “The Obatarian” in Sotenbori confirms that she’s alive and well, plus up to her old tricks of disingenuously screaming sexual harassment and then brazenly committing it herself. Kiryu’s personal ethics are tested when he’s coerced into indulging the baby diaper fetish of a Yakuza boss, as well as performing an impromptu line reading for a yaoi smut game in development. A standout substory in Kamurocho sees Kiryu afflicted with the curse of being haunted by a creepy, pallid ghost girl after watching a cursed videotape. He seeks out the aid of an exorcist who, hilariously, reveals he’s a scam artist peddling fake exorcism stones after seeing the spirit himself and shitting his pants in fear. Essentially, it’s Ringu with a pinch of that cynical Yakuza flair, but being treated to horror content in an unexpected source is always a delight. The Amon Clan, the family of hyper-hard assassins whose fights are unlocked as the final substories in every Yakuza title, actually holds some narrative substance when clan leader Jo Amon roughs up Komaki and steals his fighting technique text he believes to be the missing piece in having sufficient fighting knowledge to beat Kiyru. I recommend going the distance to fight all of the Amon brothers for a taste of an authentic challenge this game is deprived of, but I will not suggest fighting all four of them in straight succession in the last bouncer mission (a macro game in Kamurocho I didn’t mention because it didn’t fit the contrasting relationship between the others) because it is diabolically difficult to an unprecedented degree. Also, be forewarned of the implementation of some minigames in a select few substories and the adequate proficiency needed to pass them. I can at least use the “peerless tile” as my unassailable mahjong trump card, and there are purchasable items to broaden the margin of error in the batting cages. However, to whoever on the development team decided that Kiryu should reach the high score on the advanced golf course to complete a substory, your mom’s a giant hoebag who gives backroom blowjobs to the poorest, most pathetic patrons of the lowest-earning cabaret club in Japan.

The simplicity of Yakuza substories is especially refreshing when the grander narrative surrounding the game is a convoluted clusterfuck. The immediate establishment of Tojo Clan versus Omi Alliance with Ryuji Goda leading the Omi opposition is a straightforward enough premise, but then that sound source of conflict then zigzags to countless betrayal twists that seem outright random, loads of expositional lore dumps from all angles without having one marinate in the player’s mind for even a second before darting to another one, and another antagonistic faction whose relevance to the overarching conflict isn’t revealed until far later in the story called the “Jingweon Mafia.”

At the center of all of this is Kaoru Sayama, a young, shrewd police woman who has gained the reputation in her native precinct of Sotenbori as the “Yakuza Hunter.” She’s propped up as a love interest for Kiryu to remind us that our beloved, sober bruiser still has needs like any other red-blooded male, under the guise of keeping Kiryu under “protective custody” that is so transparent that even she probably knows where her relationship with Kiryu is headed from the moment they meet. However, what isn’t obvious to us all is that this feisty breaker of law enforcement glass ceilings is the key in tidying up all of the loose ends of this jumbled mess of a plot. Sayama’s primary goal in collaborating with Kiryu is figuring out her origins as a lifelong orphan, and what she discovers is that her mother was a Korean woman with connections to the Jingweon Mafia. She became orphaned during a pivotal piece of lore that occurred in 1980, when thirty-something Jingweon members were slaughtered by Tojo Clan forces after their negotiation of peace was inadvertently compromised by a clueless, prepubescent Kiryu. Whoops. After the Jingweon’s contentious relationship with the Tojo Clan is explained, their relevance amidst the Omi Alliance struggle is deepened when we learn that Ryuji Goda was ADOPTED by Chairman Goda and shares the same familial half-Korean blood as Sayama, his biological half-sister. For someone who is outwardly status-obsessed and constantly bolsters his standing as the heir apparent to the expanding Omi Alliance empire as his source of arrogance, one would think this revelation would cause his head to explode. However, when Kiryu and Sayama confront Ryuji at the top of the Millennium Tower, he calmly comes to terms with his true origins in a flash. It seems obvious to me that Ryuji isn’t Kiwami 2’s true villain as he executes Patriarch Sengoku for his heinous crime of kidnapping Haruka to lure Kiryu into a trap. Still, he’s not the least bit shocked and stunned by Sayama spitting the truth to him? Did he know all along and was striving for unparalleled prestige to compensate? If so, I think mentioning it would strike a particularly sensitive insecurity he harbors, and he’d lash out as a result. Maybe after fighting Kiryu again after getting heated and hearing Takashima and a not-dead Terada reveal their treacherous plots to dismantle the Tojo Clan while knocked out, he’d realize the error of his ways and redeem himself as a result. Otherwise, the dynamic character arc they’re trying to accomplish feels uncharacteristically contrived.

I can’t really assess Yakuza Kiwami 2 on its narrative because it might be a sin of the father scenario in attempting to stay loyal to the source material. However, what I can parse is how Kiwami 2 succeeds the previous Kiwami remake, and it's still difficult to say if it’s an improvement on all fronts. On one hand, the Dragon Engine has turned the sleek, versatile combat into a compressed, one-dimensional bore with an inexcusably slow framerate to boot, so it’s not winning the same performance superlatives as its immediate predecessor. I can’t even honestly state that Kiwami 2 is at least carving out its own rendition of the Yakuza experience, unlike how Kiwami 1 shamelessly rode Yakuza 0’s coat tails, knowing full well that it’s as guilty of emulating another title in the series I likely won’t be playing for some time. For now, I suppose, at least Kiwami 2 feels fresher to me at this moment, and it is overall a smoother, less jarring experience than the original Kiwami title. The Yakuza series fatigue I anticipated has still yet to emerge.



Tuesday, June 30, 2026

Pokemon Black/White Review

 (Originally published to Glitchwave on 12/18/2025)
















[Image from glitchwave.com]


Pokémon Black/White

Developer: Game Freak

Publisher: Nintendo

Genre(s): JRPG

Platforms: DS

Release Date: September 18, 2010



“Hey, did you hear that there’s gonna be a new Pokémon game coming out soon?”

“Yeah?”

“Are you gonna get it?”

“...Nah”

That was a line of conversation that occurred between a friend and I during our freshman year of high school in early 2011, right before the North American release of Pokémon Black & White. As you can probably tell from the curt answers to his casual inquiries, I did not give half of one fuck about Pokemon’s fifth generational mainline entry. No, it wasn’t solely because retaining an interest in Pokémon during my adolescence would’ve severely deepened any social ostracization I might have been facing, but because I genuinely couldn’t have cared less about the franchise I once loved. Once that key hormonal shift occurred, horror films, heavy metal, and the swaying hips of my female classmates were my primary interests, while Nintendo kept trucking along with its money-making monster catcher. After my pituitary gland had calmed down and I was no longer situated in a stressful social environment, Pokémon once again had relevance in my life after experiencing a revitalized interest in gaming during college. Out of the three Pokémon generations (that existed circa 2014) that I had glossed over, the fifth one in particular piqued my interest during this renaissance period. Somehow, several iterations onward and a decade after Pokemania was deader than disco, apparently, Pokémon’s quality had managed not to peak. In fact, Pokémon’s fifth-generation entries, existing on opposite ends of the color spectrum, were rumored to be the series’ finest outing. This praise might have been since the Pokémon fanbase had been halved since the franchise's popularity peak, leaving the staunch enthusiasts and fresh-faced children as the sources of this laudation. Still, I’m practically one degree away from a “gen-wunner” who abandoned the series after it had gone stale in the greater pop culture zeitgeist while also entering double-digit ages, and I have to admit that the hype surrounding Pokémon Black/White is perfectly justified.

Hypothetically, if Pokémon Black/White had been released in the earlyish 2000s, say, as the franchise's third generational representative when I was still interested in the series, my fanaticism would’ve received a fatal blow, making me renounce the franchise forevermore. I was greatly disappointed when Pokémon Ruby/Sapphire chose a modest selection of pokemon from previous generations to transfer over to Hoenn’s subtropical chain of islands, but I imagine that Black/White’s decision to wipe the slate completely clean and only offer the 156 pokemon expressly created for the newest title would’ve made me inconsolably hysterical. Fortunately, the wisdom that comes with adulthood allows me to appreciate Game Freak’s integrity and its conviction to preserve the allure of its series with distinctiveness. Still, the Pokemon Black/White frontrunners in question display a few telltale signs of creativity fatigue, if their designs and conceptual inspirations are any indication.

This plague of unsavory aspects amongst this vast crop of creatures is prevalent throughout, but I’ll begin my bagging on them with the three that welcome the player’s adventure: the new trio of starter pokemon. As per the customs of the pokelab that prepares amateur trainers with their first pokemon, the contrasting elemental variances of grass, fire, and water remain as the prime choices for the player to consider. Personally, I say obscure your sights, point your finger, and catch a tiger by its toe, because there isn’t a single one out of the pack that stands out as the exemplary pick. Sure, Oshawott attempts to continue the streak of water-type supremacy that Mudkip and Piplup established, as I’m sure the developers were saving an adorable otter for a rainy day to be propped up in the starting selection and occupy that special spot in the player’s hearts, thus squelching the competition. Admittedly, Oshawott’s cuteness cannot be maintained as the player accrues experience with it, but its final form, Samurott, is a shocking, unsightly monstrosity that looks like the result of a horrific mutation rather than a natural metamorphosis. Not only does the addition of two hind legs contradict the concept of evolution, but the boring, bog-standard single-typing from its Oshawott origins persists. The grass-type Snivy also indicates that Game Freak should’ve boned up on Charles Darwin’s Origin of Species, for the long-snouted leafy reptile sheds its limbs and becomes a fully-fledged serpent when it becomes Serperior. The only physical characteristic it keeps well into maturation is that smug, self-satisfied grin on its face. Given that Serperior is also a single-type third form like its blue, wet cohort, what makes it so confident that the professor won’t end up tossing it in the trash bin where many other grass starters end up? Tepig’s evolved forms of Pignite and Emboar are the only ones that feature dual typing, but that additional elemental attribute is ironically what makes this spicy swine the most offensive of them all. Would you like to wager a guess which typing is tacked onto the evolved incarnations of Tepig? Correctamundo: Pignite and Emboar are yet another fucking fire/fighting combination that Combusken and Blaziken debuted. If Monferno/Infernape were like compromising with Pepsi, then Black/White’s insanely derivative fire duo is like being offered RC Cola. If this is a restaurant’s only cola option, run like Hell, for there are rats in the kitchen and they’re trying to poison you. Never before has picking a starter pokemon evoked the displeasure of voting for a political party candidate during an election, choosing based on which is the least objectionable.

Considering that the number of new pokemon in Black/White exceeds that of any previous Pokemon generation, surely at least a handful of them aren’t wretch-worthy wastes of cartridge space. You’d be correct, but the exceptional ones are few and far between in this regional Pokedex. I suppose I should give my commendations to the choice cuts before I begin my encompassing rant. Immediately, I admire the plethora of commonly caught pokemon who evolve twice and can therefore retain their prized position in the player’s posse as the game’s challenges grow steeper. Stoutland, for example, is the third form of Lillipup, the Black/White equivalent of a Rattata or Sentret for its normal typing and early availability. Unlike the previous two mentioned, this scruffy hound is formidable enough to be a contender for challenging the Elite Four instead of simply being relegated to the job of disposing of obstructions found on the field. I’m sure Timburr’s strength matches that of the classic fighting family of Machop, considering the rectangular object they hold gets heavier and heavier as they evolve. Seismitoad may be a combination of Poliwag’s conceptual evolution and Wooper’s water/ground elemental typing in a far uglier package, but who am I to judge a book by its cover when catching and training Tympole is so convenient? Scolipede is swift and scary enough to bolster the sour reputation of bug-poison pokemon, and the red and black Krookodile looks as terrifyingly vicious as Sharpedo with the bipedal physical stature of a pseudo-legendary pokemon. By the way, the earliest form of every single second evolution pokemon I’ve mentioned is present in the wild grasses before the fourth gym leader, so the player’s first few pokemon pals could certainly be in consideration for the task of tackling the Elite Four. For those who only evolve once or haven’t the capacity for drastic transformative growth at all, there are still plenty of standout picks. I, for one, adore Drilbur, whose innate digging habits as a mole are enhanced when its evolved form, Excadrill, sprouts a metallic drill in its evolution to wade through the earth with the grace of an Olympic swimmer. It’s a good thing that karate black belts, Throh and Sawk, are separated as respective version exclusives because they’d receive constant comparisons to Sesame Street’s iconic platonic life partners if shown together. Scrafty showcases so much spunk with its baggy pants and mohawk combination; the high-voltage spider Galvantula is quite fetching with its yellow glow; Cubchoo and Beartic are Teddiursa and Ursaring if you put them in a freezer for a few hours; phantom stone giant Golurk is the Pokémonification of the “Der Golem” monster of Yiddish folklore, etc. In listing all of the new pokemon, I find myself surprised that I’m in a position where I have to limit the selections I mention for brevity’s sake. Sort of speaks to the overall quality of Black/White’s extensive roster, doesn’t it?

Still, the last pokemon mentioned in the previous paragraph does admittedly veer towards the prevalent issue that plagues as many pokemon in Black/White’s roster in equal number to the exemplary ones. To preface my point of contention, I need to ask a question: how many of you are familiar with The Brave Little Toaster? In this 1987 animated film, a group of sentient, commonplace household appliances embark on a quest to find their human child who has disappeared, worrying that this young boy has forsaken them because he hasn’t been showing them the attention that he formerly did. On a thematic level, this film richly conveys obsolescence, abandonment, and the atrophying of a long-term relationship. However, the prevailing, nagging aspect surrounding these heavy themes and what ultimately sullies them stems from this issue: why and how the hell would a child feel any sort of profound attachment towards household appliances, and ones that he wouldn’t be interested in interacting with like a vacuum cleaner anyway? No wonder Toy Story persisted as the household name for animated films involving cognizant objects, for toys are far more sensible for a child to harbor a sentimental connection towards. Pets are also non-human companions that a kid could sensibly form a bond with, which is a factor in Pokémon’s widespread success. This is why when pokemon start resembling inanimate objects and commodities like a candle (Litwick), a snowflake (Cryogonal), and a fucking double-scooped ice cream cone (Vanilluxe. Seriously, what the good goddamn have you been smoking, Game Freak?), it’s difficult to perceive them as companions. One could argue that the spirit inside Cofagrigus is the focal point of that pokemon’s essence, but why then does its name allude to the ceremonial encasement and not the kooky limbs protruding from it? Klink is just a twin set of gears with googly eyes attached, and the fact that more metallic pieces are simply added to it per evolutionary stage is so half-assed that it’s hilarious. One could also argue that Trubbish and Garbodor are repurposed variations of Grimer and Muk’s conceptual theme: toxic waste build-up becomes so unmanageable that it literally becomes a monster. However, the vacant, tortured look of these garbage (literally) pokemon piles is far more pathetic than Muk’s menace, in which they express that their existence is a stifling ordeal they want extinguished immediately. Speaking of Grimer and Muk, they, along with pokemon like Voltorb and Unown, could present the argument that non-humanoid or non-animaloid pokemon have had a presence in the Pokedex since the series’ glory days, and I should cut their successors some slack. Still, there was purpose and intent behind the inanimate natures of these few pokemon, an item capsule mimic to dupe unsuspecting players and the alphabet of a cryptic, archaic language that adds mystique to the ancient ruins of Johto, respectively. Without any applicable outlying context, it gives off the disillusioning impression that the developers are now compelled to tap into crafting creatures around things that they once swore to use sparingly when they still had that creative spark and integrity.

Maybe the reason why Black/White doesn’t carry over any of the previous Pokémon games is that the title’s setting is so far removed from the rest of the Pokémon world. Apparently, the remaining regions of Japan weren’t interesting enough to be reimagined into a Pokémon-centric society, so the developers decided to study abroad for international inspiration. I’d be intrigued initially just by that prospect alone, but my attention is especially piqued because Unova is Game Freak’s depiction of my home country: the United States of America. Pretend that the instrumental rendition of “The Star-Spangled Banner” started playing just now. Given that I should be well-versed in my homeland’s culture and iconography, it’ll be amusing to see how a foreign (to me) team illustrates it with the creative liberties they are allowed. I trusted that Japan shared a respect and appreciation for the USA’s culture as we tend to mutually do with theirs, so there are no depictions of mass obesity, religious and/or nationalistic fundamentalism, gun-toting ignoramuses, or any other stereotypical caricatures running rampant throughout Unova. Instead, Game Freak seems to hone in on the geographical/cultural diversity and architectural modernity that is pervasive across the collective of fifty states. I don’t think it’s a coincidence that there is a desert located in Unova’s southwestern section, as the blistering sandstorms could evoke the arid, unpopulated sections of Arizona or New Mexico. (American) Football, or at least the ubiquity of professional sports, is a prominent cultural force, and amusement parks are cultural centerpieces unseen in any urban Pokémon environment beforehand. Nacrene City is an artistically inclined city with a museum as its cultural piece de resistance, like Philadelphia or my beloved Baltimore. The rain pours on Mistralton City as harshly as a city like Seattle, and Driftveil is a rough-and-tumble port town like Houston. Although I might just be making that comparison because the city’s gym leader, Clay, is the spitting image of a grizzled Texan man, complete with an oversized cowboy hat. Castelia City is unmistakably Unova’s NYC, a winding urban sprawl where skyscrapers eclipse the view of anything in one’s peripheral vision. Its multiple pathways are frankly byzantine, with so many people congesting the streets that the player automatically fills in the blanks of a cacophonous city soundscape even if the game doesn’t outright provide it. Beyond the overwhelming spectacle of this area’s colossal, all-encompassing architecture, what is also equally impressive is the bridge the player travels on en route to Castelia. The three-dimensional angles used to display the suspended mass of architectural support really accentuate the sheer size of it, causing me genuine awe-stricken speechlessness like I was an immigrant docking at bay on Ellis Island. I couldn’t believe that this was rendered on the same handheld system as Diamond/Pearl, and the scene really dawned on me of how far the series has come since every building was but a pixelated blip on a top-down screen. It is absolutely magical.

Flaunting the highest, unprecedented graphical flair seen in a Pokémon title is certainly impressive, but Black/White also showcases a treasure trove of new features and quality-of-life enhancements in addition to its marvelous presentation. Immediately upon pressing Start, the game will ask the player if they’d like to access the “C-Gear,” which is an all-purpose device that rearranges the bottom half of the handheld’s screen to include easy access to all things connected to the World Wide Web. Since I’m strictly a lone wolf in all of my Pokémon endeavors, I always opted to silence this gadget even if I admired its niftiness. However, one thing I couldn’t possibly avoid was the weather, specifically the temperature and other environmental conditions that correlate with the four seasons. Besides the subtle aesthetic changes that occur, the time of year also shuffles the likelihood of specific pokemon appearing in the wild (and the appearance of the darling deer pokemon, Deerling) and the triggering of various events. While adding a seasonal spice to the foregrounds provides a deeper layer of immersion to the player’s journey, what puzzles me is that each season is cycled every month and resets every fourth month (ie., the pattern of January, May, September being “Spring,” while February, June, October being “Summer” and so forth). What is this bullshit, the metric system? The Pokecenters have converged with the Pokemarts for a one-stop shop convenience of full healing and preparing for mobile healing in increments on the road. A gym’s “host” (the guy who greets the player at the entrance) will grant the player a preliminary “fresh water” with the same healing properties as a “super potion.” Most importantly, the game’s RPG action is silky smooth like a dream, ironically so considering how Diamond/Pearl ran like a lung with emphysema on the same system. High performance power, experimentation, AND tons of streamlined amenities? Black/White is really treating the players to the life of luxury.

Still, despite its overall agreeability, Black/White still manages to be one of the more challenging titles in the Pokemon series. In saying that, I'm happy to report that the steeper duels of Black/White stem from meatier turn-based gameplay instead of the hiccups and poor decisions of Diamond/Pearl. Elemental properties are obviously still factored into the result of a victorious battle, but Black/White pauses that conceit for a brief moment during the earlier duration of the adventure. Depending on which starter pokemon the player chose, the corresponding gym leader of the trio will contrast their (poison) pick with their elemental weakness in the form of the simian siblings (Pansage, Pansear, Panpour). The following gym fight with Lenora in Nacrene City evokes particularly painful memories of being bulldozed by Whitney’s Miltank as a small child traveling throughout Johto, for the fighting type that I desperately needed to penetrate her Herdier and Watchog offenses was just enough out of reach to put me in a state of despair. When I could eventually diversify my team to cover all of the necessary offensive bases, my opponent’s pokemon tended to buff themselves with stat increases and inflict debilitations that still proved to be quite as damning as blunt, direct offensive force. Admittedly, this strategy has always been employable, but the methodical, subtle, and sneaky approach seems to be far more fashionable in Unova. Factor in that tons of new attacks, status manipulators, and secondary physical abilities are floating around in the mix with an entirely unfamiliar smorgasbord of pokemon, and Black/White becomes dangerously less and less predictable as the game progresses. However, in another instance of sweet irony, somehow, Unova’s Elite Four proved to be rather unremarkable. I’ll kiss Game Freak’s feet with complete gratitude for lowering the levels of their Pokémon to reduce the classic grinding regime that I’m absolutely sick and tired of putting an inordinate amount of time into. Still, the so-called “elite” of an entire region exuded a bush-league amateurism that barely stimulated my sweat glands in the slightest.

The probable reason why Unova’s Elite Four felt like a facile flash in the pan is that a gauntlet of esteemed pokemon trainers has now become a simple formality as opposed to a climactic rite of passage before the player can be ushered into Pokemon prestige. The Pokemon series has finally realized that the zero-to-hero conquest arc is no longer as gratifying a power fantasy as it was when Pokemon was lighting the world ablaze, or at least not at the forefront of the primary narrative. Between the classic ascension to regional league domination, Black/White is the first game to truly reverse the precedence of the content that is usually the lettuce and tomato of the Pokémon sandwich, added for texture to the juicy meat of the narrative burger. Specifically, the mission to defeat, disband, or dispose of Team Plasma, the latest cultish coalition spreading their noxious influence around the Pokeworld like a pestilence. However, whereas Team Rocket’s motives were driven by lowbrow gangster greed, and the three other syndicates by complete lunacy, the tenets of Team Plasma are surprisingly quite virtuous…technically. The grey-clad, hooded (and homogeneously ginger, weirdly enough) clan has banded together for the purpose of pokémon liberation, separating the creatures from their “oppressive” existences as organic weapons whose worth is evaluated by how they represent their ego-centered human masters in combat. Their initiative sounds perfectly noble and ethically righteous on paper, but their roles as antagonists are made crystal clear in how they attempt to enact their goals through mafioso harassment and violence towards common trainers. Blatant hypocrisy even bleeds through their morality mission when they themselves cause physical harm to a trainer’s pokemon in trying to seize them. Hmm, Team Plasma sure sounds similar to an organization in the real world that has been quite critical of Pokémon in the past, but I’ll leave it anonymous because this group tends to assault any and all dissenters with a crack team of lawyers. Unlike all previous problematic gangs that plagued the Pokeworld in series past, where the line of morality was definitely crossed, Team Plasma actually presents a genuine ethical dilemma: are we, the player, complicit in abusing innocent animals for sport? Pokémon are admittedly burned, poisoned, frozen, electrocuted, etc. in the name of the player’s reputation, and it’s difficult to say if they’d succumb to those severe wounds if PokéCenter’s healing technology wasn’t incredibly efficient. Still, while the player is obviously intended to side with the game’s argument that the bond between man and beast is reciprocal, I actually have some anecdotal evidence for their claim. My very first pokemon was Cyndaquil when I played Pokémon Silver as a seven-year-old child. When that little flaming anteater grew up to become a strapping volcano-backed Typhlosion, I experienced a sensation of pride and sentimentality for its younger form like a parent watching their child walk across the stage to receive their high school diploma. Yes, I became irrationally emotional over a digital blob of black and orange pixels because of the time we shared. If Team Plasma isn’t moved by my story, then they truly are just a bunch of sanctimonious assholes no better than the obnoxious evil teams that came before them. Yet, their self-righteousness is what makes them the most interesting of them all.

Team Plasma preserves its prominence in Black/White’s greater narrative through the player’s rival, a relationship trope in Pokémon that hasn’t been this strong since we were gritting our teeth at Blue’s arrogant ass back in Kanto. No, Cheren and Bianca might seem like they fit the respective role initially, considering they both procure the leftover starter pokemon and chronically challenge the player with said starter pokemon throughout their journey. However, I’d hardly describe the relationship between the two and the player as heated or contentious, as a rivalry should connote. Cheren comes close to fulfilling that classic rival role due to his frustrated feelings of inadequacy that stem from his inability to dominate the player in a duel, with his perfectionist, anal-retentive personality blinding him to the fact that it takes more than fancy book learnin’ to become an outstanding pokémon trainer. Meanwhile, Bianca is relatively similar to May from Hoenn, stumbling through the Pokémon League with a bubbly aloofness like Cher taking her driving test in Clueless. Eventually, Cheren realizes the nuance in Pokémon training while Bianca comes to terms with the fact that she’s a virgin who can’t duel and decides that her true calling is elsewhere. Why is it always the female “rival” who is the incompetent one? Anyways, while I’d say that neither of these two matches the player’s Pokémon training prowess nor exhibits the interpersonal tension of a rivalry, they’re still worth mentioning because the Pokémon series has never given any of its recurring secondary characters this amount of screen presence or this dynamic of a character arc.

Rather than the player’s hometown peers, the player’s true heated equal in the Pokémon League is the guy with green hair who is referred to only by the single letter “N.” One may wonder why I’ve prescribed N with the rival label, considering that he seems to fit the stark antagonist role as the supreme leader of Team Plasma commanding the crude Pokémon liberation operation. He certainly exhibits plenty of villainous character traits in his motives and demeanor. Conversing with him at the heights of Nimbasa’s Ferris wheel even evoked the chilling Harry Lime monologue from The Third Man, one of cinema’s most dastardly criminals. Still, while the writing on the wall greatly suggests that N is indeed one step beyond a rival into the realm of scum and villainy, the truth behind N’s real narrative purpose is revealed when Ghetsis is in the picture. Suddenly, with an older opposing force decorated in cartoonishly villainous garb like all of the primary Pokémon gang leaders before him, Ghetsis causes the player to realize that N is not the looming threat hanging over Unova. It’s revealed in the game’s climax in N’s sublime castle that Ghetsis was always pulling the strings of Team Plasma. Ghetsis has been manipulating N’s passion for the civil rights of Pokémon and thus creating a driven lieutenant to execute a revolution not based on the protection of Pokémon, but to render all of Unova’s civilians defenseless to become its ruthless, iron-fisted ruler. With Ghetsis in the spotlight as the sinister force of evil in Unova instead, it seems like N could be disposed of like a piece of tissue paper. However, I think that his relegation to a red herring in the greater narrative is more fitting and puts the rival role into better perspective. As much as our blood might boil at the spoiled cockiness of Blue or cringe at Silver’s harshness towards himself and his Pokémon, the rivals are never intended to be the prime instigators of the greater conflict surrounding a Pokémon adventure’s narrative, hence the new crop of criminal radicals per entry. Also, a worthy rival should act as a character foil that reflects a warped perspective of the player’s strongest qualities, which seem to have been lost since Red/Blue, with all of the scrubs constantly trying to catch up with the player. Everyone playing Pokémon is obviously different in personality, but the game often likes to assign the avatar they’re controlling the glowing traits of passion, compassion, integrity, courage, and every other exceptional adjective submitted to the Oxford English Dictionary. N is not only an exceptional trainer, if his fairly challenging duels are any indication, but he truly does exhibit all of the aforementioned qualities that all of the NPCs will compliment the player on to the point where it's borderline flirtatious. Given his unique history of being raised by Pokémon like Mowgli from The Jungle Book, it's easy to see why he’d express a deep ardor for ensuring the well-being of his close companions with the imbalanced relationship dynamic at play with their human partners. His fervor is corrupted by the manipulation tactics of Ghetsis, but by seeing the example of the player’s genuine (or so the game claims) mutual respect and adoration for Pokémon, it reorients his cynicism for humanity and reminds him of his true, unadulterated beliefs and aspirations. N is such an extraordinarily strong rival because of how starkly he mirrors the protagonist, with a character arc so fascinating that it usurps the standard eight gyms+Elite Four conquest arc the series has been using as a narrative crutch since day one.

This is when I bemoan it’s a shame that a Pokémon game of this caliber wasn’t released when I was of the age of owning various Pokémon merchandise and memorizing the Pokédex as if I was preparing for a test on the periodic table for chemistry class. However, I count myself as fortunate to have experienced this game as a less overzealous adult because I would not have appreciated it way back when. A game with zero returning Pokémon, and a good portion of them are goofy-looking doodads? Hopefully, someone in proximity would’ve had smelling salts to revive me after fainting at that news. While I admittedly still find fault with the uninspired designs of a handful of Unova’s native Pokémon and its lackluster starter selection, everything else regarding Pokémon’s fifth mainline iteration has swept me off my feet. I don’t know how any series veteran couldn't be absolutely floored by the polygonal presentation and how grandiose it makes the adventure feel after generations of pixelated minimalism. Besides the splendor of the game’s surface-level attributes, the simultaneous striving for both accessibility and more complex battle conditions is commendable on all fronts. Place a story of an intricate moral dilemma surrounding the series with a mystifying character at the forefront of it, and the Pokémon series seems to have matured with the audience who grew up with it, namely, myself and several others. Pokémon Black/White is a phoenix that burns all traces of tired series traditions and rises from the ashes with great ambitions galore. I wouldn't have been ready for their gumption as a child, but as an adult, I’m beaming with pride that Pokémon isn’t content with coasting on the comfort of nostalgia.

Star Fox Review

 (Originally published to Glitchwave on 1/2/2026) [Image from igdb.com ] Star Fox Developer: Nintendo, Argonaut Games Publisher: Nintendo Ge...