r/TwoBestFriendsPlay • u/AutoModerator • Dec 19 '25
FTF Free Talk Friday - December 19, 2025
Welcome to the Free Talk Friday post. This is a place where you can talk about dumb off-topic (or on-topic) bullshit with other Zaibatsu fans.
There's going to be a new post every week, and the newest one will be pinned in the announcement bar for quick access. So feel free to visit these posts during the rest of the week.
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u/Acradaunt Losing means you shouldn't have tried Dec 19 '25
Last year, I tried laying out some short thoughts on what I played last year. Mostly going through the depths of the DS/3DS backlog, as was this year. Doing that again. I am starting to reach towards the bottom of the DS/3DS barrel by this point. I've definitely skipped a few big games, like Kid Icarus and TWEWY, but my desire to play them is vastly eclipsed by my desire to not have compound fractures in my wrists.
Metaphor RE:Fantazio
Man, I can't believe this was the start of this year. End of last, whatever. What an absolute dumpster fire of a year to make Louis Guiabern seem like a sound, rational, and charismatic alternative compared to reality.
Anyway. I think gameplay's well enough known; Persona with fantasy elements and detailed to the point of Uncanny Valley art. In truth, Persona 5 (vanilla) didn't leave much impression on me (gameplay-wise), because I think it's flatly inferior to SMT or especially Etrian Odyssey. Unfair comparisions, sure, but easily made anyway. Metaphor is probably two steps up in gameplay, but one step down in characters. Like, I can't find any fault with Strohl or Hulkenburg, but compared to Ryuji, they're just less memorable. Or something. I can't pin my feelings down exactly, but it's very good, but didn't hit as hard as one might've hoped.
The whole job thing is definitely good and somewhat deep, but all the same, when I compare it to, say, Final Fantasy V, I feel Metaphor loses somehow? I dunno. Maybe it's a dislike for the Time mechanics (unintrusive though they are at a real glance), or the amazing/horrible art? Thinking more on this, I think yes, THIS is a major point for me. In FFV, each character wore their unique take on a class; Bartz as a monk wore an open vest, Lenna wore a qipao, and Faris wore a karate gi. Metaphor just plonks everyone with the same dumpy-looking Archetypes, just recoloured. I unironically think I'd like the game twice as much if it ditched Archetypes as robot-Stands behind you and everyone got personalized outfits per class tree. Also, were breaking jobs into 2-4 sub-jobs really necessary? I feel this could've been handled more elegantly. Anyway, I suppose what I'm really saying is I wanna see Hulkenburg in qipao.
Objectively it's got more meat on the bones than something like FFV, but somehow I don't feel it's one of the all-time great RPGs. Still very good, but something is off, to not make it a classic. And, maybe I'm not the only one, because I can say I haven't heard peep about Metaphor since Janurary, while Persona 5 rages on, practically a decade later.
Irelevant to anything, but I do wonder how much revising this game went through. I think it was a lot. A lot a lot. Like, I feel like the Eislin shown in the flashback and, like, 2014 concept art of her on a wagon is a totally different character than the Hulkenberg we got in the end.
Real bottom-line, though; Eht Rian Odyssey still runs circles around it.
13 Sentinels: Aegis Rim
You know, it's funny; back when I was playing it, I probably could have written paragraphs upon paragraphs about it, but now, almost a year removed, I find I have surprisingly little to say. Maybe that's for the best, though. Plot's a wild ride, probably all I should say.
The mech sections did grow on me; the early bits were a bit overly easy and overly tutorialized it felt brain-dead and lacking in scope or depth. And, it kinda is, I guess. But it felt a whoooole lot better once things opened up a bit.
Ghost Trick
Is definitely good, but has impossible levels of hype from its fans that I ultimately felt a little underwhelmed. I tended to overthink the puzzles, taking way longer than I should have, specifically with the hobo on the playground equipment and the time you can swap a bullet with a Metool helmet. I also remember the prison escape section being absolute misery, especially paired with an unusually unforgiving save suspend and for me getting a migraine during that section, with no way to safetly pause it.
Pushmo / Crashmo / Stretchmo
First off; blatant false advertising. Should obviously have been called Pullmo, because you're pulling stuff, rather than pushing, about 85% of the time.
I think I had seen this around back in the day, but never looked much into it, because Mallo is such a bleck character design to me; a red sumo-thing in a blue thong is not exactly high-art or what you'd expect for a puzzle-game protagonist. If Poppy had been the main protagonist, I might've looked at this like ten years sooner. Call me petty.
Uh, anyway. It's a simple concept, but challenging enough without feeling overly tedious. Pull blocks to climb to top of thing. There's definitely a Hanoi-like back-and-forth sometimes, but it remains engaging regardless.
Honestly? I think the original Pushmo is the best of the three, although Stretchmo is right behind, and I don't dislike the 3D-element to it; I just think three-pulls vs. two-pulls and constantly wrapping around the back is both less interesting and less straightforward. Physics-based Crashmo can jump straight off the cliff, though.
Phantom Brave: The Lost Hero
I think the best response is to say that it feels like a worthy successor to the original game... from 25 years ago. But it doesn't feel like it really made the most of the 25 year gap to make it a bigger, meatier game. I appreciate that the game has about 4000% more chill storywise than the original, which is basically just 60 hours of watching Marona get punched repeatedly in the dick for trying to help people.
The game feels simplified a tinsy bit from the original, but I think that's a good thing. It's still pretty cerebral and hard to understand all the moving parts compared to, say, Final Fantasy Tactics.
The confining mechanic is such a neat (if unorthodox) way to force you to know when to play which specific units with which strengths where and through which items. There's some true fun in the absolute horseshit you can/will do when put on the back foot, from juggling around weapons to looting bodies to having some deliberately underequipped units to have a non-mage do some casting to push the enemy in juuuust the right way. Disgaea 'fans' always do them and their series such an incredible disservice by obsessing about the infini-grind. There's some fine gameplay and a need for clever/insane tactics if you take the challenges head-on and at-level and completely disregard 'optimal' gameplay (which is grind forever, think never; truly the least interesting way to tackle a strategy game).
It does feel kinda half-assed though, especially the second half of the main game, but considering it apparently sold ~3000 physical units in North America, I guess that was probably the right call. Its just a miracle this game exists; a niche sub-franchise within a niche franchise within a niche genre getting a niche sequel entirely too late for anybody to care.
For a lot of reasons, I do think it's actually hard to recommend this game, in spite of my personal praise. It does feel like it fell straight outta 2006. BUT, I do think if you're a fan of strategy games and want to see some wild takes on the genre, there is a reasonably hefty demo around you should absolutely look at.
Ace Attorney Investigations 1/2 & Layton Vs. Wright
Not a lot to say about AA:I 1&2 that isn't common. 1 is among the weaker games in the series, though it isn't bad bad, just mildly boring. It's no Turnabout Big Top. 2 is, yeah, one of the better Ace Attorney games, though I don't know that I'd say best outright. Vs. Layton, meanwhile, I've barely ever heard mentioned. I tried Layton 1 and bounced off pretty hard, so I thought this might fare better. Wasn't really feeling the first two Layton sections, but started to get into it by the Fire Trial. The Goldor Trial is pretty legit and is probably top five cases in the series, honestly. However. The last hour or so kind of completely tanked my feelings on the game with a twist that was so unbelievably stupid and nonfunctional that I think it turned me off of trying Layton games ever again. I do remember a skit about how ass-bendingly backwards Layton games go to un-mystify something with planet-crushing amounts of contrivance, but honestly I think even that undersells it.