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My way too long Opinion of YIIK 1.V (at least before I start Benevolent Psychosis.)
TLDR: I started the game with uncertain expectations though was happily surprised with a pleasant though abstract game. It's not going to be everyone's cup of tea in my opinion least story-wise but I genuinely had a good time with it. Especially the battle system, it's a lot better.
Also if you don't know what Benevolent Psychosis is don't worry if you play throughout the game you'll find out eventually.
I try to not put in that many spoilers but I'll still say be wary of spoilers anyway just in case.
Also, i'm not an expert in gaming, just someone who really wanted to write down my thoughts on it.
Also I didn't read a certain book + these reflections are based on the first edition alone and not future games like Benevolent Psychosis.
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Thoughts of the original and my bias.
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I think I should start off establishing some bias I have towards the game when I picked it up.
When Yiik was first around, I didn't really give it much consideration. I think I was vaguely familiar with a modeler of the game since I followed them on tumblr? I could be incorrect.
Though the most I became interested in the game as a whole was Uricksaladbar's video 'YIIK - The Hero You're Supposed To Hate'. I had (and somewhat still do) not a lot of experience in things like post-modernism. From my understanding of that video combined with the many others that I engaged with at the time the creator crafted a self-insert intentionally-made asshole who obviously failed to grab audiences. That impression expanded into a creator who believed he was smarter than he was by including his past failed games and declaring that 'my mistake was thinking that video games were art' upon receiving a plethora of criticisms. Criticisms that focused on things such as the confusing plot, the narrative of Alex being at the center of everything contrasting the game's moral of not being self-centered, the creator directly ripping lines from books, the bizarre add-ons of things such as the 'golden alpaca', the real-life inspiration for one of the characters being based off a real mysterious death, and lastly the game - implementing a 'mini-game' like system into rpg battle mechanics (which I believe is much better utilized in games such as Knuckle Sandwich) being at best taking way too long (To the point you don't want to use them. Some of them taking like 10 minutes) and at worst just broken overall (I believe I recall some people abusing Essentia's ability frequently).
At best some of those critiques were taken out of context or misinterpreted. For example, one of the other videos I would watch showed off an almost identical real-life copy of Alex saying it was what the creator looked like. Cue my surprise modern day to find out that he doesn't look like the insufferable protagonist at all! Wow! Some of it also was based on Kokatu's articles which wow! They definitely haven't had some controversy about being a poor media outlet in the past! (Sarcasm!) I can understand why some of it could make people uncomfortable though, I know I had originally felt pretty iffy myself over a plot point being based on real-life events or the awkward way Alex talks or certain dialogue that many said came off as 'forced'. I also didn't understand the plot and not many of the people I watched around that time seemed to either. I wasn't sure if it was intentional either and old game updates only seemed to confuse those who engaged with it more. I didn't play the game and moved on with my life, occasionally seeing friends online joke about the game or a few posts putting the protagonist in shitposts.
Cue to modern-day, YIIK I.V coming out and I hear it's going to be an improvement on the game's story and combat while also adding new elements such as the mysterious 'nameless child' character. I played the demo of the free promotional demo 'Nameless Psychosis' during a relaxing call with one of my dnd buddies. I still found myself getting a little lost (though that might've been because I was on call and half paying attention. However, some other reviews I've seen of the demo found it also a little confusing. The music and sound effects I also found a little weird.) but at least for me - the confusion felt almost intentional in an 'artsy' sorta way. I was at the very least intrigued by this version. I know the original certainly failed to attract me despite its inspirations falling into things I enjoy. Plus, regardless of my feelings about the game, it's at the very least admirable that the creators here had a passion for their project to the point they wanted to improve upon it. I bought the game at a discount with the eventual intention of playing it in the future. I tried to prepare myself a bit by watching more positive opinions of the series such as Planet Clue's 'understanding of the "worst" RPG protagonist - YIIK' and Kellkrai's analysis of the game. 'YIIK ANALYSIS' of the original ( While I did end up appreciating the dive in showing Alex's mind and how it transfers to the world around him + The analysis of Essentia, I was still a little confused haha.)
I should note I didn't even know about Deviation Perspective - Wrong Soul Reqium - additional material that works to explain aspects of I.V. So that might affect my opinions of the game.
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PREMISE
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If you don't know what YIIK is about somehow it stars Alex, he just finished college for Liberal Arts and pretty much has no idea what to do with his life as he moves back home to his town Frankton. Thereafter following a cat into an abandoned factory for stealing your mom's shopping list - Alex meets a mysterious girl called Semi in a confusing landscape before she's kidnapped by mysterious otherworldly beings. After witnessing this, Alex makes it his mission to find the woman and by doing so joins a team of internet friends to investigate. During this, the world - as planet clue says - 'gradually starts to make less sense'.In - what i'll call the 'b-plot' - stars 'The Nameless Child' (Also called Allison and Carrie) who is trapped in another world entirely. There she must trek the confusing reality that is her existence through bizarre landscapes.
Other characters include
Vella, a girl from another universe who left hers possibly from the trauma of a mysterious record. Due to her experiences, she has a lot of knowledge about the world and souls that exist inside and outside Alex's world.
Rory, a contrast to Alex (referred to as The Good Brother to Alex's The Bad Brother by the Nameless child)grieves over the loss of his dead sister. He's awkward and how Alex treats him throughout the story affects his involvement in the story.
Micheal, who was once a childhood friend of Alex suddenly inserted back into his life. He has a fascination with computer games and photography though appears to know more than he lets on about the reality he's been brought into.
Claudio, an anime nerd who owns a large chain of record shops. His family also had a mysterious disappearance of his younger brother - he's made it his life mission to find out what happened to him and other people who disappeared like he did.
Chondra, Claudio's younger sister who more often than not I found as a 'straight man' or the the one who questioned what the hell was going on around her the most. She keeps her brother company though expresses frustration with the fact that Alex has wounded Claudio in obsessing over the past.
The Essentia 2000, is a mysterious robot of Alex's dreams who claims to be his 'soul-mate' in the 'truest sense of the word'. She claims to be many people all at once but her past lies in mystery and betrayal.
Sammy (Semi), the current obsession of the online forum Onsim1999 (the one that the protagonists engage with) due to her very mysterious disappearance and murder. Who is she? Why do we keep finding lookalikes of her all around that no one seems to recognize? Why was she kidnapped? Was she even really kidnapped in front of Alex?
Krow, is an inhabitant of Alex's mind(?) and is often associated with The Nameless Girl's mysterious journey. Why is he here? What does his waxed poetics mean for our secondary protagonist?
Asuka, a professional actress and best friend of Chondra, is preparing for a role for the Japanese film director Kisage X though the performance she's preparing oddly seems to have parallels with the world of The Nameless Child and Alex.
There's technically more but these characters felt the most important to me without getting TOO spoilery.
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COMBAT
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As mentioned before, the combat mostly circled around Wario-ware-like minigames. While that idea sounds fine on paper (and good lord the RPG genre does need spicing up every now and then) the main critique was that they were too long or too broken. While the story is probably one of the major features of an RPG, another is mechanics and battles. For me at least, the two should have harmony with each other to be a good RPG. I don't even need a groundbreaking story for it to be a 'good RPG, I'm a fan of even the original Paper Mario for the Nintendo 64 whose whole story mostly surroundings Mario having to save Princess Peach from Bowser again (though I think personally paper Mario was able to have a fun twist or add ons to the story to make it unique). I'll get on the story later but the point is if your player is actively avoiding fights then you're failing as an RPG.
I'm not skilled in the nitty-gritty of everything that makes RPGs 'work' and 'not work' but I personally at least found enjoyment in the new battle mechanic.
(YIIK I.V)
(Original YIIK)
I think even UI and aesthetics alone in 1.5 bleeds (haha) have more charm compared to the original. Even little things like the camera moving down as a party member leans over a lunchbox for items or (I didn't play the original so maybe this was a thing in that one?) how certain status effects like Blind give the characters affected sunglasses.Also instead of battling on a generic landscape (Which isn't bad perse but lacks charm - especially compared to its inspirations such as Earthbound the bizarre designs of the enemies just stand out much more) the characters battle instead usually in abstract visuals or shapes. The main critique so far is that the camera angle of the battle makes it a little difficult to find out which enemy is attacking my party though usually the character screaming in horror after being attacked fixes that. Also, some characters in the game will use guns and shoot out projectiles that will slowly drain characters' health- I found these enemies pretty annoying overall.
Anyway, each character has an average attack, their special attacks or skills that cost PP (Either by destroying an enemy's Karta- I'll explain later- or until a little clock near the PP UI clicks back into place.), and their element or 'Pokemon type'. Like Pokemon - the way the types interact with each other can mean higher damaging attacks, lower damaging attacks. There are also 'clashing elements' where if the attacker and the target have the same affinity, there's a chance that the defending element will be weak to the attacking element. There's no way to switch out party mid-battle like Pokemon though so to be honest I usually ignored the effective move scale entirely and did fine. This meant that a lot of the time my party was usually performing the 'clashing mechanic'.
Another aspect of the characters you play is their Life (HP), their ATK (Strength stat), Speed (...Speed), Luck (The chance of getting critical hits), Piercing Power (The chance of attacking the target HP and destroying their 'Shields' or Karta), Agility (The chance of dodging enemy attacks), and Karta (Let me explain timeline first!).
Speed affects your character's and your enemies 'timeline'. Every character starts at the 'WAIT' region and upon entering the barrier of the 'ACT' of their timeline- you can choose their moves. Depending on how fast your character gets to the metaphorical finishing line then they perform their attacks. Mostly just a visual way of showing your turn order though occasionally i'll admit I did find it a little confusing with enemies such as 'Shitty OC' (real name! It's a sonic oc that throws bombs at you). If you lose a party member in battle an angel-like figure thing will appear on the timeline. Once they're in the ACT phase, they'll send out a new teammate to help you battle. I didn't pay attention much to act except when I was in a boss fight since I admittedly found it hard to tell the turn order at least with the enemies. I felt I usually had only a vague idea of how it operated.
Have you ever played a dungeon crawler that gave you 'armor' or 'shield' that acted as temporary hit points without ACTUALLY harming your character's health overall? Karta is basically like that in the RPG form of that idea but expanded upon. For you to attack an enemy (and vice versa) you have to break through their 'karta' and drain their life. Upon destroying all their karta (or vice versa) they will enter the 'bleed' status where they will slowly lose hp throughout the battle. You can have 3 card slots to put your cards in from the front (more likely to be destroyed first), middle, and back. It's generally good to have all Karta filled because of this in my opinion. (or use items that create temporary Karta when you run out). Plus it also engages more with another feature of Karta, that being the types of Karta at your disposal.
Each Karta will not only modify your stats as long as they're not destroyed (Some good and some bad- The Hungry Traveler gives you a speed of 150 at level 2 but others like Level 3 Torn Hat will offer a good boost in Life and Speed but take away 2 from your Agility.), give you a bonus while still in your hand (The Deep Well will change your character's type to water and auto extinguish the being on fire effect and The Seamstress doubles your life and regenerates a little bit of every turn), though ALSO gives you something if you're willing to use the card and possibly risk sacrificing a good defense you might need in battle (I like using the Seamstress's ability to restore life of all allies and The Sorrowful Maiden's ability to lower the maximum life of a target). Do I want to USE The Torn Hat to make it impossible for my enemy to pierce through my defenses (Karta) or would I be better off trying to keep it because its IN-HAND ability means I get more EXP from the battle?
It took me a bit to get into it but once I did I found myself genuinely enjoying the mechanics of it. I hear it compared to the Persona series which I've never really played before (I do need to though) mechanics.
The characters also have their own playstyle and abilities. You can also get 'combos' from how long your character attacks without getting hit. I didn't pay all too much attention to it since I couldn't really plan ahead for a enemy attacking a character but somehow I still got Alex's 'Amateur MC' achievement so shrug.
I personally used Alex for defense and using items, prioritizing his Panda Barrier move on harder enemies but otherwise playing with LP Toss, Hair Whip, or Feedback. It felt like Alex got the easiest access of moves due to the fact you obtain a decent chunk of them through natural story progression compared to the other party members who primarily obtain them through Alex's mind dungeon.
Micheal, I used it every now and then, usually when I didn't have many party members left or if he had happened to be sent out. I think despite not using him too much he has some interesting moves such as being able to create copies or enemies, turn enemies against the party, and reduce enemy accuracy. Also if your party is all blinded or all dead, Micheal will pull out a fucking gun. I found this hilarious the first time I saw him do this. I'm not 100% sure how it is different compared to the camera so take this with a huge grain of salt but I believe it does more piercing damage?
Vella's banish ability was kinda useless to me unless I happened to run into a soul survivor character (Which would suck if I entered a battle without her because that could've meant I had to kill them? I have to see if Rory's protest ability - which acts somewhat similar - could do it too. Not being able to attack the soul survivors at all in battle was a little annoying to learn at first.). Despite that I use her a lot in battles, she's got some good buffs and healing abilities and her Bass Drop ability is pretty good for handling a starting hit on some enemies.
I didn't really use Rory that often, I liked interacting with him in the game but I felt like a lot of his abilities could be swapped with Vella. If Vella dies though he's a decent 2nd option if he happens to come out. I feel like a lot of his abilities can be similar to her's anyway. He can give allies karta, give them a heart card and make them stop bleeding, convince enemies to leave the battle, and swap HP with an enemy. He also doesn't instantly attack due to his pacifist nature. Instead, if you have him 'attack' he'll enter a counterattack move which he will damage back the enemy attacking him.
Claudio, I ended up also using a lot. Dragon Jump kinda acts like a fly from Pokemon and Vampire Blades is good for keeping him alive. It's really nice to use on bosses in my experience. Also loved using Storm Fury when dealing with multiple enemies at once if I was able to.
Chondra is a 'wild card type' which means she can change her Pokemon type with the move 'copy element'. If you go towards the 'clash' mechanic more than I do i'd imagine you'd like Chondra especially since the copy ability costs 0 to use. I usually used her Spread Item effect to give my party gauze (an item that creates artificial karta space) or healing items though I didn't end up using her a whole lot unless she popped in from one of my teammates dying. Her character is one of my favorites so it's a shame that I wasn't as interested in her moves.
We don't really get Semi/Sammy that often in the game so I don't even know if it's that essential to list her off in usefulness. She works as a decent tutorial character for Alex to work off of battle-wise.
Essentia's able to upgrade her STR and use an all-enemy-focused attack that usually takes care of weaker enemies on the field. I also read that she can attack Soul Survivors but I'm not 100% sure on that one yet. I didn't use her all that much but she was alright.
Krow's abilities I do find interesting and fun to use though you can only really use him a selective amount of times so far. He's usually your ally anytime you visit Alex's Mind Dungeon and it makes sense since his moves are about healing Karta or cutting enemy Karta. He's there to make mind dungeon battles a bit easier to handle.
Speaking of which: The Mind Dungeon! In the original game, it was highly contested as being an obnoxious and confusing way of leveling up. Based on video's I've seen i'd be obliged to agree. It doesn't even really explain the stats or elements all too well.
In the new version of the game, its been updated entirely. A hub of areas for Alex to trek like a platformer to Level up (at the spawn point Krow will show you three cards to choose from and those three cards will boost specific stats. The Top shows you the leveled-up stats and the bottom shows you the modifier added on), the ability to level up Kartas to be more powerful (I'll explain this later), Obtain Abilities (Some trapped by puzzles, platforming, and unlocking overworld abilities), and see little performances by Handsome Krow (I think this is a different ish character from Krow?) and his puppet things.
Handsome Krow's performances are something transferred from the old game I believe, showing Alex's subconscious thoughts of some of the people he's encountered via transforming them into workers or inhabitants of his mind. You meet them by getting to certain floors of the original game's dungeon though they kept the dialogue of Handsome Krow explaining what floor they're on in 1.5 which made me super confused! I assumed that i'd meet puppet NPCs around the overworld but they're only there every few performances you get after leveling up.
The dark cups spread around town (ones with blue flames above it) around the overworld give you character abilities. I think the explorative aspect of it is fun though the bizarre background music in the game makes it very irritating. If you unlock another song for the Overworld via the jukebox not too far from Spawn i'd consider taking advantage of it. I got really sick of hearing the same repeat of the song even though I DID like it when I first heard it. It fits the bizarre world but man it was annoying.
You're also probably wondering what's up with the key, the fetus thing, and the blood bag right?
Blood bags are easiest to explain, after defeating certain enemies in the game you obtain blood bags that can be used to upgrade the power of the cards which boosts their stats! Physical representations of the cards are usually hanging out near the spawn ready to talk to.
The 'fetus' things can be found around Alex's mind dungeon hidden in areas accessible from platforming or using your overworld skills. There you can hand them over to this lady at her card stand and she'll hand you a key. See that golden thing next to her? You need you use a key on that. There you'll fight a version of The Nameless Child with a certain karta card on her during the fight, upon defeating her you can get whatever karta card she used in battle.
Overall besides the repetitive music, I enjoyed exploring aspects of the mind dungeon. At the very least I did want to revisit it (something I assume was not many players experience in the original) any time I got an overworld upgrade just so I could see where it'd lead me or maybe if I could get myself a new Karta to play with. Not a negative per se but I was also able to get to areas I probably wasn't supposed to due to just platforming around it rather than getting an upgrade from progressing the game. I didn't experience it TOO much (I mostly remember 2 instances of me being able to do that.) but it's worth noting I suppose.
Aesthetically it just looks nicer overall compared to the old mind dungeon. It feels more disorganized and jumbled of memories, locations,or thoughts that Alex has. One moment you're exploring a mysterious temple and you suddenly find a replica of a bedroom. The bright visual in the skybox did start to irritate me but I got used to it.
(old mind dungeon entrance)
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The Nameless Child's Gameplay
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The Nameless Child's sections don't work as RPG, her sections are more on the experimental side but I feel comfortable calling her sections more 'puzzle-like'. Her Karta usually is flavor or like inventory to me. For example, there's a section where Carrie gets trapped in tank control movement signified by a 'tank karta' card, after removing the card Carrie gets a gun (lol). The Gun Card in the corner of the screen will show how much ammo Carrie has at that moment before needing to collect a refuel. Other times her cards are 'you stepped in cat poo and now when you walk you make a frog noise' or 'you'll be safe when you walk in fire'.
While that sounds confusing and messy (and sometimes it can be, though you can always check the descriptions of your karta for clues) I found myself always excited to see what bizarre landscape my characters going to traverse this time. Whenever I went back to Alex's plot I always felt myself wanting to return to The Nameless Child. At the very least I felt less inclined to look up where to go and how to do things in her sections rather then Alex's.
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Positive Notes
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I think overall the game's ui is much more appealing compared to what I've seen of the old game. Character stats have full models and a more interesting hierarchy in the text compared to the static set of stats and a tiny icon in the original. It's so much more fun to look at compared to the original. Even the text boxes use bright blue compared to the drab brown or purple pops much more.
I think once I got used to it, I enjoyed the visual card format of The Nameless Child's karta and how that translated into her own gameplay. I think her involvement overall is an improvement and the general direction of it all feels like a niche arsty audience. Based on a line Kisage X says in one of the cutscenes, this is probably intentional.
Speaking of Kisage X, I enjoyed his involvement overall and how they used his script as the lens of the story. It feels like I'm watching a very 'artsy' director display his own abstract vision which I think matches with the vague cutscenes in the game. It also plays with this distortion of what's 'real', what's alex's world, what's 'reality', so on and so forth. They have characters that appear in the story reference a script or characters mention admiration for the director or they refer to Kisage X's distinct way of recording people by having the person not know they're a part of the story or recording.
Aesthetically I enjoy how Alex's monologues are recontextualised in the form of a standup routine. It allows his stupid nervous body language to shine through and make his otherwise pretty drab rants more interesting. It gave me a 'some trying to do standup and doing it very poorly' vibe and I'm pretty sure that was intentional given Alex's attitude.
If you like Michael and Chondra I think you'll like the update, Micheal more so though. Not to say Chondra isn't given a spotlight though, more just Micheal. She's someone who isn't stuck in the past or a delusion like the other characters and she suffers because of it. I only can compare it to Homestuck terminology so i'd compare her to the mage class. Someone who gains knowledge from her own suffering. Micheal fans will eat good though since he gets a large focus in side cutscenes of the game. He's the 'best friend' archetype but is a man who feels trapped in that role rather than naturally living it. I think his cutscenes and him pulling out a gun only when no one is around or if everyone else is blinded really displays that. His persona cracks only a few times around others.
While i'll go more into in when I talk about visuals and music, I heard some people uncertain about the reliance on physical models over the visual novel like portraits. Personally, I think it adds to the uncanny nature of it all especially when the visuals are at its most bizarre. The scene where The Nameless Child's model is shooting off balloons of a certain character or micheal entering a room of a bunch of wide mouthed puppets of someone typing away at computers comes to mind. If it wasn't clear I overall love the aesthetic of it all.
I can't get into it much without going into spoilers but I'm always a sucker for things that explore the mind even a little bit. While obviously not the same kind of game as YIIK, I always enjoyed games like Psychonauts because every time I entered a mind I was able to analyze and understand a character I previously only had a few shared lines of dialogue with.
If you're more into the surrealist way of storytelling, I think you'll genuinely enjoy dissecting this game apart. It doesn't go for a traditional storytelling approach despite what it may seem upon first glance with Alex's story. I was slightly worried when I started the game that it was just going to be the full alex run and then all the cool new stuff but luckily it wasn't that thanks to the spliced nameless child bits, side characters cutscenes, unique battles, so on and so forth.
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Nitpicks
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A lot of it is nitpicking and personal preferences, I want to say overall I still enjoyed my experience.
There's a certain character in Chondra and Claudio's story that appears in Alex's mind dungeon. I know it's possible to encounter them in the original but I did not so color me very confused when these two told me about it.
Whenever you go to a shop or buy something at a vending machine there's a side window of Alex's reaction to the item you have selected. If he's sweating - for example - that usually indicates that the item is probably expensive. I didn't really understand what his other reactions meant, I think he bites his lip if it's a cheap item and goes: :O when its more costly. Not 100% certain however of this.
I thought it was weird it let you buy the basic version of weapons that your party members get - especially before you're even able to add them to your team. Just sort of felt pointless and left me having more of old items than I needed to.
I did hear some people complain about the screams that characters do when being attacked during battle- I was able to tune it out just fine but I can imagine for some people it can be a little annoying.
The intro - namely The Nameless Child's part - is a bit repetitive walking back and forth to figure out what you're supposed to do. While her sections can still include that in future levels I at least didn't find it as tedious. However, it could've just resulted from me getting used to it.
For certain mind dungeons or areas, I had to google to figure out what I was supposed to do or go - Vella's mind dungeon came to mind as I could not figure out what was up with that balloon of Vella.
They do reuse the old mind dungeon's entrance section for a future part, which I can imagine people who never saw the original could be a little confused on what alex means by 'How did we end up back here?!' That could be a nitpick though since otherwise I didn't have issues with that part.
In the steam version you only get achievements after quitting the game, not the end of the world but something I noticed. Some of the achievements also felt a little weird since the battle mechanic plays much differently compared to the original.
There's a certain section of the game that builds up to your party preparing for a great disaster (if you played yiik you probably already know what it is). Before that Alex has to gather everyone in the party and during that you can still explore the world as much as you want to your leisure. As soon as you get micheal though? Even entering a dungeon to battle that one last enemy will count as an entire day so I guess don't do what I did and just explore those dungeons as much as possible WITHOUT micheal. Also a bunch of Onism1999 side quests blow up during the period of training which is a LITTLE annoying. Also before you had any option to enter the mind dungeon but now if you do that'll also count as a whole day. I think I would've liked a warning at least similar to how I was warned about Yuzu's battle before entering the area it starts his cutscene. Not only that but leveling up in the mind dungeon counts as a WHOLE DAY which really annoyed me since I was at 2600 (26 levels!) with 18 days left that I spent doing side quests and dungeons which ALSO count as a whole day. Said dens and side quests give you 100 EXP that you would need to use the mind dungeon to actually level up. I wish they counted entering the mind dungeon as a whole day rather than leveling up. I feel like I was essentially punished for trying to complete the dens and quests because it locked out of a day that I could've spent leveling my characters up.This was the only part I was VERY annoyed by and consider outside the nitpick category maybe when it comes to alex's gameplay at least...
Had weird glitches where the parties levels would be off- it used to just be a level so I didn't pay it much mind but towards the end I would have Alex at 41 and the rest of them at like 54? Not sure what was going on there since as far as I knew all the party leveled up upon alex leveling up.
I wish the Onsim 1999 side quests were something I was able to see whenever, I felt like I had to backtrack to my house just to see what other quests I had to do.
A lot of the funny lines or bizarre (Nobody cares about your dead sister, THIS THINGS DIGITAL BABY!, There are more Vellas then final fantasy games, the two brothers cameos and appearance) are still there. For someone who hasn't touched the original but watched theory videos of it I took it more as 'Alex's pretentious mind' at best and found it hilarious at worst. I can easily understand critics who say the talk sprites make the lines stand out or sometimes the lines themselves are a bit on the nose. Other times its confusing on what's the actual reality and what is a part of alex's but I suppose that'd a bit of the point. The game includes more cutscenes and visual flare to hopefully display dialogue more interestingly. Speaking of which...
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VISUALS (and music)
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I've already mentioned a few of the aesthetical changes previously, so it's only fair I elaborate a little more on it.
As a side note, the music was one of the most appreciated aspects of the original game and at its best, the update keeps its most promising soundtracks. One of the battle themes that played in Essentia's mind dungeon - even though it was just for normal npcs - had me bopping. Other times YIIK I.V does struggle to use repetitive music that - while nice on the first few hearings and I believe does symbolically match with the game's visuals - gets on my nerves a little bit. I was right with some of the more ambience in the nameless child's sections though other sections like the intro which plays a repetitive plink drained me rather quickly. Other songs like the custom-sung songs (especially in the main menu and final cutscene of the first chunk) appealed to me the most.
Anyway, I was told that supposedly they weren't able to get more profile visual novel-like pictures from the artist during the development of the update. I can't really confirm that statement, however.
The way the models look I can understand may be jarring for some people, especially with the fact that sometimes they move their mouth and others just straight up don't. Other times I can imagine people being uncomfortable with how each of Alex's teeth are modeled. Personally though? As previously stated I think it adds to the uncanny nature of it all. It especially matches the psychedelic and bizarre imagery scattered across the game (Especially in the nameless child's parts). Even then, I feel like I at least was able to understand everyone's emotions and feelings just fine and the locations they walked around were always beautiful to look at even when it got more bizarre.
(reminding you that this show exisited.)
It's definitely not something i'd recommend to someone who has epiliepsy issues though. It's not what i'd call Problem Solvers bad but it can certainly be a bit jarring for people who arent' really 'prepared' for it, y'know?
I'm sure you've noticed me toss around the term 'artsy' a lot. Despite the Oxford definition of it I wouldn't necessarily say it's a pretentious display of art per se, but it's definitely something I can see being a turn off for many and extremely appealing for others. Sometimes the aspect ratio of Alex's little booth talks changes and leaves wobbly red lines and other times places from the old game have been completely recolored (Mt. Town's lush forest is replaced with melancholic blues or the island that alex is trapped on after a certain thing happens has been changed to reflect the 'despair' of the situation more appropriately with black and white colors.).
It's something you have to 'open your mind to' (Hope you like that joke yiik fans). Not a lot of it will make sense at first but it's something that's still worth seeing just what happens next. The state of being confused is at least what I found personally interesting to engage with which I understand sounds very counterintuitive but if you like that mystery to it and that drive to found out what's going on I think you'll find it interesting!
As i've stated before, treat it as if you're watching a surrealist film or experimental movie like the game presents to you with Kisage X's shaky camera and visuals. Do I watch Un Chien Andalou (Don't watch this is you're squeamish to body mutilation, holes, eye motifs!) expecting a linear narrative in mind? Hell no, that movie was purposely made with no conventional plot, it uses dream logic as a narrative for the whole thing. YIIK is like that to me on my first playthrough.
A lot of the initial story is there but the cutscenes and changes that are made and interspersed throughout the whole thing really drove me to engage more with it despite knowing the general beats of Alex's story. there are so many things brought into this free update- even if I didn't like the game (I do like the game!) it's admirable they wanted to bring in this much passion for something that people at the time only ironically fandomed over. It got me at least to check out Benevolent Psychosis!
Speaking of which, Tell Kisage X that you don't think you're a parallel Alex. I think it would bring some interesting changes. Also save before you do the big battle just in case you pick the wrong option initially like I did (I thought the game wanted me to say I was him because of my player insert lol.)
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here's a doodle of bigby and colin watching it.
drew the last two games I played
#i wanted to draw something spoiler free#ik the games old but lmao#the wolf among us#bigby wolf#colin Pig
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drew the last two games I played
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(spoilers for 303) WHAT IS THIS GAME'S PROBLEM
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if by some miracle there’s ever another sam and max game that takes place after the devils playhouse i’d only want them to mention it once for like 5 seconds like this
and then never again
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drew some campers
#chole barge#clem foote#crystal flowers snagrash#dogen boole#elka doom#elton fir#franke athens#psychonauts#theyre all so interesting even though we only see most of them for a limited amount of time
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Raz truly is one of the funniest video game characters of all time. His ability to do platforming parkour is explained by the fact that he was raised in a circus. He’s a psychic prodigy. He thought his dad hated psychics but his dad is a psychic. He broke into a government camp in an attempt to get employed as a secret agent and it worked. He has canonically set squirrels on fire. His grandma is a former mass murderer. He’s addicted to giving people therapy and duking it out with the manifestations of their problems. He saves the day 3 times in the span of a week. He’s friends with a rat. He’s 10 years old.
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replaying psychonauts 2
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#regretevator wallter#regretevator folly#just reposting it as a new post bc i got replies that were uncomfortable lol
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#spud#regretevator spud#regretevator poob#poob#regretevator party noob#party noob#wallter#regretevator wallter#maybe last one idk
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#regretevator#regretevator mannequin mark#mannequin mark#scag#regretevator scag#prototype#regretevator prototype#regretevator poob#poob#regretevator party noob#party noob#pilby#regretevator pilby
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Damn they weren't lying when they said there was regret in the elevator
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Had to whip up something after seeing Episode 2
#reblogging fandom memes here#i miss him its only been a day :(#see you later alligator :((#bye bye crocodile#caine did him dirty#caine does not have the awareness that hes truly bringing and killing life#womp womp
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one more meme
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