#but it was because i thought ffvii was going to come out on the ps4 soon after and that just never happened
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silver-wield · 4 years ago
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I’m sorry in advance. This is a long rant. I think the main reason I can't accept this "SOLDIER!Cloud loves A” thing is because I've always felt that the whole love triangle nonsense was introduced solely to make the players invested in A. Let's face it, the biggest reason people were devastated when she died is because they were invested in her potential romance with Cloud. It was the easiest and cheapest way to make sure the devs achieved their goal. (1/5)
But in their desperation to reach that goal at any cost, the devs ended up damaging other things along the way. Having Tifa in the background until A was out of the picture was such a dumb move. It’s obvious they didn’t want any other character to outshine her. Creating this illusion of Cloud loving A served no purpose in the story. And Aerith herself didn’t bond with anyone save for Cloud. These among many other things. To me, all that wavering thing was so unnecessary to the narrative. (2/5)
Things felt rushed, and A was put on a pedestal and shoved in the players’ faces along with the potential romance with her. It was clear to me that the devs just wanted people to like her so that they’d be devastated when she died. But I guess you can’t ask for too much of games/stories back in 1997. I’m sorry, but I just can’t accept people saying that SOLDIER!Cloud loved A. They hadn’t known each other that long, and 95% of the time, they had other things on their plate than romance. (3/5)
It’s not like they were dating or getting to know each other during the brief time they spent together. Also, I don’t mean to offend anyone, but saying the LTD is now ending because A is stepping out and pushing Cloud onto Tifa sounds so insulting. Like Tifa can’t win unless her competition steps out and hands her the man on a silver platter. This time around, I feel that the devs are trying to do things properly. A is finally taking the time to bond with other characters, especially Tifa. (4/5)
Her world doesn’t revolve around Cloud only anymore. Tifa is not in the background anymore, so now people can get to know her and get attached to her even early on. The romance with Tifa isn’t something that feels like it’s come out of the left field about 2/3 of the way in. There might’ve been hints but they were too subtle. Among many other improvements. Whatever the devs do, I just hope they give us the best version possible of the story this time around. Thanks for listening to my rant.(5/5)
Death to the LTD 1
Death to the LTD 2 (dialogue evolution)
Death to the LTD 3 (soldier Cloud’s acceptance)
Cloud’s hyper vigilance
That would be because the concept absolutely was introduced to make the players more invested in Aerith, so her death had a harder hit when it happened. It was a new thing back in 97 to have a love triangle and pretty much everybody was starting to do it. There’s tons of movies, tv series and books out during that time that showcase the trope.
And having 2 heroines, Aerith and Tifa, and having the hero waver between them, at the time that was something new. ~Kitase,  FFVII 10th Anniversary Ultimania pg. 11
I think everyone forgets the difference in technology between FF6 and FF7, not just graphically, but narratively, too. Back then, everything was new and everyone was still trying to find their feet and figure out evolving technology. I mean, it’s still evolving now, but those building blocks that form the base are still the same. Just because there’s now millions of polygons involved doesn’t take away the fact they’re still polygons. 
FF7 was Square’s first foray into using more sophisticated methods of game development and that impacted how the story came across. In previous games, the optional content or hidden story arcs that had to be found to be appreciated made the game more fun. The player had to wander around more and talk to everyone to get the full picture and since it worked before, they thought it’d work again. That people would replay and swap party members around to trigger the other scenes and gather the rest of the puzzle pieces for the fuller picture.
But, they forgot they were trying to make everyone love one specific character, which meant the best way to do that was to keep her in the party over everyone else. Which meant people cared less about the others until the point she leaves the party for good. And by that point, when these people replay they just want to spend even more time with her, so they still miss the other dialogues and scenes with other characters that build their storyline alongside this other character they’ve pressed everyone to care about.
And that’s how the LTD got started because they chose not to play the game fully and only focus on one character, they didn’t see the entire picture. And the guides out at the time didn’t help much on that side of things because they didn’t give narrative canon party suggestions so that players got the most out of the story in each location. 
Soldier Cloud loved Aerith?
Really? When they’ve been saying for years that soldier Cloud didn’t even exist or that we said he was really Zack and that’s why he’s into Aerith? It’s funny how the moment the devs confirm that real Cloud emerged to embrace Tifa they decided they could claim the dominant persona for their own, even though they also said that it was soldier Cloud who complimented Tifa, despite real Cloud not being the dominant persona. We even see visible evidence of the two aspects at war with each other in the honeybee inn scene before Cloud dances. That eye movement back and forth and expression of “fine, for Tifa” is an internal argument with the two aspects that soldier Cloud isn’t aware enough of to realise that’s what it is. If we take Soldier Cloud as the only personality then there’s no way he’d do that because it’s not cool, and soldier Cloud is always cool. He’s being made to dance because of real Cloud’s desire to rescue Tifa. 
Aerith steps out...
Yeah, I wouldn’t phrase it like that, but the overall sentiment is that Aerith is refusing to do what happened in OG.
More importantly, though, and the thing I focused on in my death to the LTD, is Cloud’s behaviour and reaction and feelings. Because he’s soldier Cloud. Real Cloud isn’t part of the LTD because he already chose Tifa. Soldier Cloud is the focus of the LTD because he’s the one who misinterpreted real Cloud’s feelings and focused them on the wrong girl. This time, we see clear evidence throughout all of his interactions that he is also choosing Tifa.
In the train tunnel, while it’s real Cloud’s motivation to protect Tifa, Soldier Cloud is the one who carries out the roll. Then, it’s Soldier Cloud who kisses her cheek, the same as it’s Soldier Cloud who calls her beautiful. Because he’s the one flirting. Real Cloud’s desire is the motivator for him to do it, but it’s Soldier Cloud doing the thing.  Same with every single flirty interaction. Real Cloud’s emergence is only confirmed by the devs twice in the game and both times relate to Tifa. Real Cloud’s hand twitches with the urge to comfort her and then real Cloud hugs her. 
Everything else is only motivated by his love and desire for her, which means everything else is Soldier Cloud acting on those feelings.
The single moment of wavering from him is literally within the LTD nod scene in the train graveyard when Aerith grabs his arm. He doesn’t react when she does it, stays silent, leans away. He’s not showing her a preference. Then, he looks at and agrees with Tifa, which is showing a clear bias towards her. 
Then right before Tifa grabs Cloud’s arm, his eyes start to shift towards Aerith. This is the reference to OG Cloud wavering, but then before he can even look at Aerith, he spots Tifa’s hands in his peripheral vision, gasps, then looks at and smiles at her. 
That’s the result of Cloud’s wavering. He chose Tifa. After that, there’s zero LTD scenes and in fact, there’s a humorous shot of Tifa looking towards the camera after Cloud leaps on her to save her from the falling train carriage and Aerith thanks him for saving both of them. He didn’t save both of them. Didn’t even try. 
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I don’t think there’s gonna be anything to worry about going forward because one thing Nojima learned from letting things be “open for interpretation” is that his work gets butchered. 
Since FF7, other FF titles he’s worked on -
FF8: Squall and Rinoa kiss.
FF10: Yuna and Tidus kiss.
FFCC: Aerith and Zack hug
FF13: Snow and Serah kiss and get engaged.
FF15 (when it was originally vs): Noctis and Luna kiss.
If anyone learned their lesson from this LTD mess, it’s Nojima, but he’s been restricted when it comes to 7 by the suits - which is one of the hidden graffiti meta messages in the train tunnel that refers to why Cloti was never made more explicit. 
“They tell you to go with the flow so they can keep the status quo.”
Since this is the last of the FF7 compilation the suits have relaxed the reins on the LTD, so that Nojima can write the story as he sees fit, which I would guess is down to the fact they did sales projections and figured out that FF7 would be massively successful and has in fact also boosted sales of PS4 consoles because people specifically bought the console to play FF7R. With the new mysteries and twists to keep fans talking about the game until the next installment is out, they don’t need to hold onto this outdated LTD concept that everyone hates and isn’t anything the company wants to associate with because of how toxic and nasty it is. They’re a Japanese company having to hear these so called fans talking about how Tifa is a “typical Asian girl” or whatever tf they call her. It’s disgusting. Square yeeted the guys behind Genesis because of the controversy around them, so to have fans like this associated with one of their most popular and iconic titles? Yeah, that ain’t happening. 
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nadziejastar · 4 years ago
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Did you see the trailer for FF16?
I have. I think it looks pretty cool, though I’m not particularly excited for it or anything. Maybe if it was coming out on the PS4, I would be more. I really liked the FFVII Remake, but other than that, modern Square Enix has been pretty bad IMO. So I’m going to approach FFXVI with extreme caution. FFXV had a beautiful and large world, but I thought the story and characters were meh. 
The whole development of XV was a huge trainwreck since they simply took the skeleton of Versus XIII and totally repurposed it into something else, which was very disappointing since we got so many trailers and story tidbits advertising something else. I was originally excited for Versus because it had a very KH2 vibe and it was being made by the same team. But it turned out nothing like it was originally advertised. It felt like it was trying too hard to appeal to Westerners.
KH3 had a similar feeling to me. The Disney parts obviously got a lot of attention, but the main story--the part that gives KH its anime and Japanese flavor--was VERY lacking and downright soulless compared to KH2 and BBS. It seemed like the team in charge of KH3 wanted it to be a mainstream Western appealing game more than anything and the very anime-flavored story was seen as embarrassing baggage, so they just relegated it all to the end. 
I just played the remaster of FFIX on the PS4 and I’m now playing the FFVIII remaster. I still really like them and think they aged very well. Creatively, Square Enix has just gone in a very different direction compared to its older days. In its desperation to compete with Western games, it’s changed. Personally, with few exceptions, I just don’t like Western games. I’ve tried to play them, but most of them just don’t resonate with me. There is no Western developed equivalent to my favorite Japanese franchises. Since FFXVI is starting with a fresh slate, unlike XV and KH3, it's a wild card. I’m curious to see how it’ll turn out. I hope it’s good.
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link-is-a-dork · 5 years ago
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Hey I'm a dumb bitch who bought a PS4 with her tax returns because I got tired of waiting for the KH Story so Far collection to come out on XBone and I really wanna play FFVII when it comes out (reminder to check out @mellz117 for other gaming stuff like the aforementioned)
How was your fucking day?
I'm supposed to be going to bed right now but I downed the Monster equivalent of a Gatorade because I thought I'd be up later playing a grey cart OoT that may be the 1.1 version, but my N64 IS BROKEN SO THAT WAS A BUST
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a-d-rowen-author · 5 years ago
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Final Fantasy VII eh?
I don’t have a PS4 so I haven’t played the Remake demo yet, but I’ve seen the hype and it feels good.
It’s impossible to overstate for me how much FFVII changed things. I was the sort of kid who was super into Japanese role-playing-games in the 16-bit era (SNES), but living in Britain I never got to play very many of them because the top titles were not released in my country. A lot never made it outside of Japan because of the huge amount of work they were to translate (shmups, platformers, beat-em-ups etc. were much easier to translate) but even those that got to the US, like Final Fantasy IV (II) and VI (III), never had a PAL release, because the company responsible for distributing Nintendo titles in the UK had got the idea that UK gamers were all ignorant savages who wanted action games and thought turn-based story-heavy RPGs wouldn’t sell... which was probably true to a certain extent, I mean all the kids I was friends with thought Mortal Kombat was the pinnacle of gaming. But still, there was definitely demand for that type of game, as anyone who read Super Play magazine would tell you.
A few action RPGs did have a PAL release, but if you were into the idea of fantasy games of the sort that Square and Enix were putting out you were really limited in your options. Secret of Mana was fucking amazing and Illusion of Gaia was underrated but there was no Final Fantasy, Breath of Fire, Chrono Trigger, Earthbound... You had to get an NTSC adaptor and mail-order these games from the retailers who advertised in the back of games mags and hope the title worked with your machine.
So when the N64 (then the Ultra 64) was announced and Square was one of the developers enlisted by Nintendo, it looked like it was probably gonna be the same old story - the next Final Fantasy would be on the N64 and Nintendo in the UK would think British gamers would be too scared of all the numbers and text and turn-taking, and would pass on the title.
Then of course Nintento and Square parted ways over the fact that the N64 was going to be a cart-based system at first, which Square felt wasn’t conducive to all the FMV content they wanted to use and went to Sony, with their CDs and their massive, massive marketing power.
Cut to 1997 and I’m watching TV and it’s a commercial break in like Star Trek or Babylon 5 or something, and I see two words I never thought I would see in a TV commercial in my country come up on screen.
Final. Fantasy.
You don’t know, unless you were that type of gamer in the UK then, how much that fucking meant. Not just that we were finally getting a Final Fantasy game, but we were getting one that was being treated like the absolute AAA blockbuster we had always said that Square’s games should be seen as.
I bought a PlayStation that autumn.
The rest is history. FFVII went to the top of the charts and stayed there for a not inconsiderable period of time. All the kids who I’d tried to convince that Secret of Mana was at least as good a game as Mortal Kombat were lured in by the Trojan horse of state-of-the-art graphics and memorable characters into playing a goddamn turn-based Japanese RPG. Final Fantasy became a global brand and Squaresoft one of the world’s most respected developers. Publishers no longer underestimated the potential for Japanese RPGs with their strategic combat, number crunching and epic plots to appeal to gamers in the West, and a great many more titles followed on that generation of consoles and after - not just Final Fantasy games but stuff like Suikoden, Xenogears, Disgaea... even all those old Square Enix games from the 90s got reissued on the PS1, the GBA and so on.
Looking back, it’s easy to see that FFVII is far from the perfect game. Its success arguably overshadowed better games in the series and subsequent releases never had the impact FFVII had. Many now resent it for its ubiquity, the plethora of Sephiroth-like villains and big-haired, big-sworded heroes in its imitators, not to mention Square themselves often seeming afraid to move on from milking the FFVII cash-cow with the endless Compilation of spin-offs which arguably add little to the main game.
But what Final Fantasy VII did for the gaming landscape, especially in the UK, can never be understated. If any game deserves a fancy, epic remake, it’s this one.
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reformedkingsmanagent · 5 years ago
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Okay, stupid question BUT. What are 4 games you would recommend someone to play in a heartbeat?
Let me preface this with: I am Sony all the way, at least up to now. If they keep on keepin’ on with the next generation, I’ll stay that way. For me, I primarily play story-focused games. So for me, Sony and Playstation have managed to secure the exclusives that appeal to me. 
Okay. So, I’m (MOSTLY) going to stick with the current generation as it’s most accessible and available. Which honestly is pretty easy given the advances in storytelling we’ve witnessed this generation alone.
And here we go!
1. The Last of Us
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This is a given with me. If you’ve listened to me talk about games at all, this one almost always comes up. Yes, it was first released on PS3. So whether you have a PS3 or PS4, this title should be pretty inexpensive at this point. 
This isn’t on this list because of the gameplay. It’s fine, it’s functional, it takes some getting used to, lots of waiting because: stealth. It’s here because this is, in my opinion, one of the best told stories in video games. It’s a good story in general, but the use of environmental storytelling, the quality of the banter and moments that are easily missed, the slow growth of the relationship over time through your time with the game... It’s done masterfully well. Neil Druckmann is a genius. Whatever formula he has for writing, it’s working, with this and with Uncharted 4, Uncharted The Lost Legacy, and soon with The Last of Us Part II. I still haven’t seen anything like it.
Okay, as for the next, I’m going to go with...
2. God of War (2018)
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I’ve played all the prior God of War titles. Ascension, the psp games, all of them. God of War 3 felt like the best we could possibly get with the character that was Kratos.
I’m so relieved Cory Barlog proved me wrong. 
As a female gamer, I treasure those moments where I feel powerful. It’s not too often, at least in terms of games that appeal to me (shout out to Aloy and Lara Croft!). I didn’t expect to bond with Atreus and Kratos and even Mimir as much as I did. I never felt excluded or never thought that the story was unrelatable. In fact, as with the Last of Us, my lack of a father figure growing up only made this more meaningful for me. 
This game is stunning. The combat is SO SATISFYING! It’s a grand tale of an adventure with the background of a stunted relationship between father and son. The constant over the shoulder camera, not broken at all throughout the game, gives you the sense that you are there with them. It’s such a refreshing thing, seeing game directors choose to go out of the box with certain things. This is a must play as an all-around good game. The Leviathan Axe is amazing on its own.
3. Divinity: Original Sin 2
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This is not a console-exclusive game. In fact, for the longest time it was inaccessible to me as I don’t have a gaming PC, until they released the Definitive Editions for consoles. Still, it was a good while (a year about) before it was released on consoles. It’s now also available on Nintendo Switch!
CRPGs are definitely not for everyone. They weren’t for me when I first tried it. Too complicated, multiple systems running in the background, and at that point with no knowledge on the rules of D&D and how it would apply to a game like this, stats, usefulness of certain things over others, the freedom of the game, etc, it was honestly far too complex for me.
Thanks to watching some of Critical Role as well as going back and watching CohhCarnage’s playthrough of the game (some, not all, his playthrough on youtube is easily over 100+ hours) I felt like it was doable.
So I jumped back in. With a better understanding of how things worked, I spent over 120 hours on my own playthrough. The story and characters are wonderful, the grand scale of the game felt insane to me! The absolute freedom to create your character in terms of what their expertise would be, how you want them to talk to other characters, etc, it was just giving me everything I wanted from a game like Dragon Age (I will say, companion interactions and romances are obviously top notch over there, but the gameplay leaves something to be desired). It clicked so much for me primarily because I don’t have real friends to play D&D with, so this was the next best thing. It’s an amazing game. Can’t wait to see what Larian does with Baldur’s Gate III.
Finally...and narrowing this one down was difficult, let me tell you...
4. Final Fantasy X
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An oldie but a goodie. This game is available on basically all consoles at this point. It’ll be on Xbox GamePass soon with all the other Square Enix titles like Kingdom Hearts, etc, so if you have an Xbox, prepare yourself.
This was one of the first games I played fully on my own.It came out in 2001. I would’ve been about 9 years old. I don’t know exactly when I played it, but I didn’t finish it the first time around. It wasn’t until high school that I went back and actually completed it all the way through. Before that I’d relied upon my step-dad’s gamesaves to experience the ending of both X and X-2. But doing it for myself still felt fresh and new. And heartbreaking.
This is the sort of gaming convention (turn-based combat) that I wish would make a real comeback. Everything about it in this title is smooth and smart. We’ll see how Yakuza 7 does! Who knows, maybe the FFVII remake in Classic mode will scratch that itch (though the new battle system looks insanely good too). 
This entry in the extensive Final Fantasy franchise stands out to me personally (next to Final Fantasy IX) as one of the best stories offered. I still cry even though I know what happens and exactly when. And I still haven’t explored the game’s depths (screw you celestial weapons!). The fact that it’s still in the back of my mind to return to this tells me it’s quality. Try it if you haven’t. Enjoy it.
Honorable mentions: Tomb Raider reboot franchise, Mass Effect 2, Batman Arkham franchise, Uncharted franchise (specifically 4 and TLL), Detroit: Become Human, Dishonored franchise, Prey, Resident Evil 7 (PLAY IT IN VR IF POSSIBLE!), Bioshock franchise.
Thanks for listening, and asking!
Go enjoy video games!
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bomb343 · 5 years ago
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Thoughts on Square Enix E3 Conference
AKA my thoughts on Square’s Avengers game because that’s the only game I cared about going into this.
- With that said, credit where cerdit is due, FFVII remake looks gorgeous. I especially liked the slow-mo tactical mode.
Okay let’s get to Avengers;
- First off, did they kill off Cap? I mean, yeah, he’s featured prominently in this segment so he’s probably coming back at some point, but still, you killed off Cap! How dare you! How....dare you!
- Tony appears to have his space armour on at one point. This makes me believe that Iron Man will have multiple armours in this.
- More hero’s to be added later. Crossing my fingers that Spidey is one of them.
- “No pay-to-win scenarios”? Does this game have competitive multiplayer? If so, HOW does competitive multiplayer work in this game?
- You have no idea how happy I was when they said that this game was on all platforms (except Switch). I mean with “Spider-Man” being a PS4 exclusive and “Ultimate Alliance 3” being a Switch exclusive, I was a little concerned this might be an exclusive too. Thankfully, it isn’t.
- I’m kicking myself over the fact that it took me as long as it did to figure out who “Hank” is.
Overall, I’m excited. Like with most things at this years E3, I would like to see some actual gameplay. However, in this case, I’m already hyped. As such, the gameplay would just add to the excitement. Cannot wait to play this next year.
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sephys-hubby · 3 years ago
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For the meta asks, 4, 5, 6, 11, and 13 if its ok! (citrus-selfinserts) for anyone you'd like! (if its too many its ok, whichever ones youd like from the asks!)
Thank you for these asks, @citrus-selfinserts ! I appreciate it. And sorry I took so long!
Source for Meta Self Ship Asks
4. who was your first favorite character when you initially got into your f/o’s source content? was it your f/o from the very beginning?
Seph & Cloud: So, it wasn't until Seph joined smashed where I really got into FFVII. At that point, Cloud and Sephiroth were my favorite characters. However, before I got into FFVII, I think Cloud was the only character I kinda liked.
Monokuma: When I got somewhat into Danganronpa, Monokuma was my favorite. However, during the time where I was still just watching my brother play through the first game, I did kinda like Byakuya the most—out of the students—at first.
Stubbs: Oh, yeah. Stubbs was, and still is, the man.
5. if your f/o is from a series, were you into the source content from the start or did you come in later? if you came in later, what was the most recent release when you got into it?
Seph & Cloud: Came in way later. The first thing I had ever played which was FFVII related was the Remake. Even then, that's been out for a while.
Monokuma: I came in much later also. I'm pretty sure the 2nd game was already out for a while.
Stubbs: Also came in way later. The original game came out on the Xbox in 2005! I was only about 3 years old! It wasn't until the re-release on PS4 last year that I finally played it.
6. if your f/o is from a series, which episode/movie/game/book of their source content is your favorite?
Seph & Cloud: I know I say Advent Children a lot for these two, but they're both just so good in it.
Monokuma: I know I've mentioned that his voice from the games is my favorite, but I still really, really liked him in the anime because of how funny he is visually! Like, man, they did a good job with animating him doing all these wacky stuff which couldn't have been done in the original games.
11. do your friends/family know that you’re into the content that your f/o comes from or do you keep this interest to yourself?
Okay, just as a heads up, I'm about to go a little heavy with the details here.
Seph & Cloud: My family all know just how much I love these two. Even my mother! She is still somewhat learning their names, but she is able to recognize them sometimes! Although she once thought that Naruto was Cloud, lol! (We were in some Japanese store in a mall when there was a Naruto keychain, and she called me over, saying "look, it's that character you like") She's gotten better, though. More recently, we were in a bookstore when she saw Cloud on the cover of a FFVII Remake Ultimania book. She again called me over saying "it's that blondie you like", lol. We didn't end up getting the book, but I was still very happy that she recognized Cloud.
So my older brother actually knows that I'm in love with Sephiroth, but I don't really talk about my feelings for Seph with him anymore. He's not homophobic at all, but I myself have always been sorta struggling with feeling normal about my sexuality. Sometimes I feel confident, but occasionally I feel embarrassed about it. It comes and goes, and as of right now I'm in my more self-conscious phase. But what really sucks though, is that he doesn't know that I selfship with Seph. And I don't think I'll be telling him any time soon. Like, he has two "waifus" of his own (Aqua from KH, and Lucina from FE), but he's kinda a jerk towards people who make OCs/self inserts. Him and my oldest brother are both the type of people to call us "cringe" and all that. It's honestly because of them that I still sometimes cringe at myself when self shipping, even though I know I shouldn't. (Sorry for all the negativity! Aside from all that, my brothers are usually nice people.)
Monokuma: Oh, yeah. My family knows I love this bear. I have a Monokuma plushie which I take with me all over the house. My mother jokingly hates him because of how evil he is, lol. Like, she's always playfully threatening to slap/throw him (the plushie) away, lol. (I'm serious when I say "playfully" because we're both smiling and laughing whenever this happens.)
Stubbs: Yep. Everyone knows I love Stubbs. Especially after cosplaying as him throughout October and Halloween. I even had to tell my older brother—the one who knows I'm in love with Seph—that I love Stubbs non-romantically just to clear things up, lol.
13. do you have a favorite line your f/o has ever said?
Okay so with the term "line", I think of "voice line" rather than just a quote. So with that, I'll pick something which they've actually said, fully voiced.
Seph: "Tell me what you cherish most. Give me the pleasure of taking it away." -video
Oh, man. When I rewatched his Advent Children fight with Cloud a day or two after he joined Smash Bros, my heart swooned so hard, lol. I was quite literally just like that one Norman meme:
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Lol.
Cloud: "I think I'll pass." -video
Okay, so Cloud has A LOT of cooler/more iconic lines than this, believe me. But there's just something I really like about this one line from KH1. To me, it's like a less rude version of his catchphrase "not interested". Therefore, I imagine him saying this more with me. Meanwhile, for anyone else, he'll gladly just say "not interested" as blunt and rudely as usual. Idk, it's just a small detail I love to imagine for myself.
Monokuma: I hope this counts since I'm picking one of his laughing voice lines. Not his iconic "puhuhu" laugh, though. I'm picking the one where he just laughs maniacally! The one where he goes more "bwahaha", lol. Out of all his laughs, that one in particular is my favorite.
Stubbs: Since he rarely talks, I'm picking the brains speech he gives in a somewhat secret cutscene in the game. He literally rallys up a group of zombies and starts giving a speech before they attack a farmhouse. Throughout the entire speech, he's just saying "brains" though, lol. He says it with different emphasis each time, as if he were actually talking, and it's all just so silly/funny to me.
Okay, that's all the questions. Once again, thanks for sending these! And for reading!
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virginieboesus · 6 years ago
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My Top 7 Final Fantasy Games
I’ve seen a lot of tweets on Twitter recently about Final Fantasy, either about your favourite characters, games or music. Now, I’ve already written about my favourite Final Fantasy moments (you can read that here), so I thought I would tackle another one of these questions…
Specifically, I thought I would put together a list of my top 7 Final Fantasy games so far. I have a bit of an odd opinion about the series and which games I enjoy the most, so hopefully, this list may surprise you a little bit. But either way, let’s get started. Here are my picks for the top 7 Final Fantasy games!
7. Final Fantasy IV
We’ll start off with the oldest of the Final Fantasy games on the list; Final Fantasy IV. This was the first game that truly ditched the Job System in favour of each character having a Job (or class) that is dictated by the story. As such, it also felt like the first in the series to have a really deep, well-written storyline. At least, that’s my opinion.
The redemption arc of Cecil, the main character, is a very powerful story (especially for the time) that kept me hooked throughout. As storyline eloquence is a big thing for me, to become that engrossed in the tale of a game from that time was very surprising for me. The characters, despite being in such a high fantasy setting, were surprisingly relatable in their thoughts, reactions and actions. The dungeons are also enjoyable, not overstaying their welcome whilst also offering some semblance of a challenge too.
6. Final Fantasy IX
In at number 6, we have the game that was basically a love letter to the Final Fantasy games on the NES and SNES; Final Fantasy IX. This was the last of the numbered games to appear on the original PlayStation, and you can tell. The game still looked absolutely gorgeous to this day, looking almost as good as some early PS2 launch titles! Especially the PS4 release.
Final Fantasy IX to the idea of a high fantasy epic and turned the dial to 100. It has some really hard hitting moments, with some amazing characters that you can just fall in love with. Vivi, especially, is just a wonderful character that you really come to care about and sympathise with. The events of the game tell a wonderful storyline as well, both paying homage to the heritage of the series whilst also feeling unique in its own right.
The final boss fight is a bit a letdown, coming completely out of nowhere. But everything that you get to experience from the start of the game up until that point is astounding. Also, the idea of having to equip abilities, and only having a limited amount that you can equip at any one time, gave a tactical and strategic element to party planning. I really appreciated that.
5. Final Fantasy XIV
There have been two MMORPGs in the Final Fantasy series so far; Final Fantasy XI and XIV. I have spent a huge amount of hours in both of them, but Final Fantasy XIV takes the cake for being my favourite MMORPG I have ever played. I started with the game during the Beta phase of the A Realm Reborn release, skipping the original version of the game that completely failed. As such, I came into it after it was brought back from death, instantly being blown away by the gameplay and storyline.
Prior to Final Fantasy XIV, my MMORPG experience was limited to FFXI, Guild Wars and the Legend of Myr. As such, I didn’t have much to compare Final Fantasy XIV with, so I was pleasantly surprised at how much I enjoyed the game. Even when it came to grinding for levels, I had a lot of fun. For example, in Final Fantasy XIV you are able to switch class or Job at any time, levelling all of the classes on one character. I mainly played as an Archer (and then Bard when I unlocked the Job), but when Rogue/Ninja was released, I thought I would give it a try.
I managed to grind from a level 1 Rogue to a level 50 Ninja with my armour being at item level 125 (almost max at the time) within just 24 hours. The grind never felt dull, which is a testament to the developers of A Realm Reborn.
4. Final Fantasy VII
Yes, you read that right. Final Fantasy VII, the game that is typically called the “best” of the series, is only in the number 4 position. I know it has become rather trendy to hate on Final Fantasy VII, but that’s not what I am going to do here. The seventh game in the main Final Fantasy series is a really great game. It was completely revolutionary at the time, whilst also being the game that really brought J-RPGs into popularity outside of Japan. For that alone, it deserves respect.
The mini-games within Final Fantasy VII are very entertaining. It features a decent amount of comedic moments without seemingly childish. And the storyline is very enjoyable. However, the reason that it doesn’t get a higher position is because of the few flaws that it has.
Specifically, I found the Materia system to be very basic compared to other customisation systems in other Final Fantasy games (we’ll get to that), and the plot wasn’t quite as top notch as others, in my opinion. Sephiroth, as well, wasn’t quite as interesting as an antagonist as others. For example, he wasn’t a conflicted and relatable character, such as Edea or Delita. Instead, he was simply a “big bad” with a thinly-veiled reason for being “evil”. This works in the game, for certain, but I feel that Sephiroth just didn’t reach the same level of, say, Kefka in that sense.
Nonetheless, Final Fantasy VII is still a great game, and I’m really hoping that the remake does actually see a release this decade.
3. Final Fantasy VI
In third place is one that probably won’t come as a surprise. After all, Final Fantasy VI is one of the most beloved in the series (behind Final Fantasy VII normally). The game, being the last one on the Super Nintendo, made full use of the console’s power by pushing hard on the Mode 7, featuring a huge storyline and one of the best villains in the series; Kefka. Whilst other antagonists may have wanted to destroy the world or become a god, Kefka actually manages to do both!
Because of this, Final Fantasy VI actually features two different world maps; the World of Balance and the World of Ruin. Whilst they are, technically the same planet, the two maps are so vastly different from each other that you’ll feel like you are getting two games in one. But it’s not just Kefka and the two world maps that make Final Fantasy VI so great.
Considering how much each character goes through, as well as surviving the end of the world, they all have very realistic reactions to the events of the game. Final Fantasy VI is a game will make you truly care for the characters, only to tear your emotions apart and leave you to rebuild them once again as you play. For any game to manage such a feat is incredible, but Final Fantasy VI does it with a sheer brilliance of execution.
2. Final Fantasy VIII
Now, if Final Fantasy VII only being in the fourth position didn’t shock you, this one might. My second favourite Final Fantasy game to date is Final Fantasy VIII; a game that (to this day) gets a lot of flack. However, I truly believe that the hate for Final Fantasy VIII is unjustified. The problem that this actually amazing game faced was that it came after Final Fantasy VII, the game that introduced so many people to the series whilst also blowing their minds at the time.
Because FFVII was so revolutionary, whereas FFVIII was a continuation of the series, people may have felt disappointed that it didn’t completely reinvent the series again. However, it did feature some very interesting changes to the typical Final Fantasy formula. For one, the enemies levelled with you. I know a number of people who didn’t like that, as it meant that you couldn’t just power level and then walk all over them. However, when you combine this with the second major change, the Junction system, it works so well.
The Junction system allows you to “equip” magic to your stats, boosting them and giving you the ability to customise your characters. However, it can be rather confusing and complicated, taking both concentration and patience to fully learn and understand. But once you have understood how to use the Junction system properly, you are rewarded massively. For example, you can use the Card ability to “kill” enemies, turning them into cards that you can then refine into magic. That magic can then be Junctioned, without you getting levels up (you don’t gain EXP for using the Card ability). Doing this means that both your party and the enemies stay at very low levels, whilst your stats go up and up. So, for those who like to “steamroll” through a game, by using the Junction system correctly, your party can effectively become gods!
1. Final Fantasy Tactics
And so we come to my all-time favourite game in the Final Fantasy series. I would argue that Final Fantasy Tactics is the best Final Fantasy game by far, due to the sheer amount of game design that the developers got right with it. For starters, the storyline is beyond incredible; the best way to describe it in one phrase would be “the Game of Thrones of the Final Fantasy series”. If you’ve only ever played the main, numbered Final Fantasy games, then Final Fantasy Tactics’ storyline is going to be a huge surprise for you.
Most of the games in the series feature heavy storylines mixed with spats of comedy throughout. This is to break the tension and lighten the mood. Final Fantasy Tactics takes that idea and shoves a Dragoon’s spear straight through it. There is not one moment that the storyline lets up. Instead, it keeps getting heavy and darker with every scene. Dealing with politics, war, religion and class structure, the game features very mature��themes that would have probably gone over your head as a child. But even if that was the case, the events in the game will leave a lasting impression on you. I don’t want to spoil anything about this amazing game, but there is one specific part that hit me harder than Aerith’s fate ever did!
Oh, and as we have touched on the Materia and Junction systems, and how they enable you to customise your characters, we cannot forget the Job system in Final Fantasy Tactics. In my opinion, this is the best implementation of the Job system to date, offering an insane amount of customisation for your party. I mean, it is just so deep in its implementation that you can actually get lost, spending hours trying to customise your party to your specific tastes!
If you haven’t played Final Fantasy Tactics, and haven’t experienced the storyline, then do yourself a favour; pick up either the original PSX release or the PSP re-release. You will not be disappointed.
And That’s All Folks
There you have it. Those were my 7 picks for the best Final Fantasy games so far. This may, of course, change in the future if Square Enix can get their act together and recapture the magic of the series that has been missing from recent titles. However, until that happens, I will still keep buying and playing this series. I just love the series so much, like so many other people out there do too.
What are your top picks for the best Final Fantasy games? Are there any that you think don’t get enough attention or love? If so, why not let me know in the comments!
from More Design Curation https://www.16bitdad.com/my-top-7-final-fantasy-games/?utm_source=rss&utm_medium=rss&utm_campaign=my-top-7-final-fantasy-games source https://smartstartblogging.tumblr.com/post/181820728795
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smartstartblogging · 6 years ago
Text
My Top 7 Final Fantasy Games
I’ve seen a lot of tweets on Twitter recently about Final Fantasy, either about your favourite characters, games or music. Now, I’ve already written about my favourite Final Fantasy moments (you can read that here), so I thought I would tackle another one of these questions…
Specifically, I thought I would put together a list of my top 7 Final Fantasy games so far. I have a bit of an odd opinion about the series and which games I enjoy the most, so hopefully, this list may surprise you a little bit. But either way, let’s get started. Here are my picks for the top 7 Final Fantasy games!
7. Final Fantasy IV
We’ll start off with the oldest of the Final Fantasy games on the list; Final Fantasy IV. This was the first game that truly ditched the Job System in favour of each character having a Job (or class) that is dictated by the story. As such, it also felt like the first in the series to have a really deep, well-written storyline. At least, that’s my opinion.
The redemption arc of Cecil, the main character, is a very powerful story (especially for the time) that kept me hooked throughout. As storyline eloquence is a big thing for me, to become that engrossed in the tale of a game from that time was very surprising for me. The characters, despite being in such a high fantasy setting, were surprisingly relatable in their thoughts, reactions and actions. The dungeons are also enjoyable, not overstaying their welcome whilst also offering some semblance of a challenge too.
6. Final Fantasy IX
In at number 6, we have the game that was basically a love letter to the Final Fantasy games on the NES and SNES; Final Fantasy IX. This was the last of the numbered games to appear on the original PlayStation, and you can tell. The game still looked absolutely gorgeous to this day, looking almost as good as some early PS2 launch titles! Especially the PS4 release.
Final Fantasy IX to the idea of a high fantasy epic and turned the dial to 100. It has some really hard hitting moments, with some amazing characters that you can just fall in love with. Vivi, especially, is just a wonderful character that you really come to care about and sympathise with. The events of the game tell a wonderful storyline as well, both paying homage to the heritage of the series whilst also feeling unique in its own right.
The final boss fight is a bit a letdown, coming completely out of nowhere. But everything that you get to experience from the start of the game up until that point is astounding. Also, the idea of having to equip abilities, and only having a limited amount that you can equip at any one time, gave a tactical and strategic element to party planning. I really appreciated that.
5. Final Fantasy XIV
There have been two MMORPGs in the Final Fantasy series so far; Final Fantasy XI and XIV. I have spent a huge amount of hours in both of them, but Final Fantasy XIV takes the cake for being my favourite MMORPG I have ever played. I started with the game during the Beta phase of the A Realm Reborn release, skipping the original version of the game that completely failed. As such, I came into it after it was brought back from death, instantly being blown away by the gameplay and storyline.
Prior to Final Fantasy XIV, my MMORPG experience was limited to FFXI, Guild Wars and the Legend of Myr. As such, I didn’t have much to compare Final Fantasy XIV with, so I was pleasantly surprised at how much I enjoyed the game. Even when it came to grinding for levels, I had a lot of fun. For example, in Final Fantasy XIV you are able to switch class or Job at any time, levelling all of the classes on one character. I mainly played as an Archer (and then Bard when I unlocked the Job), but when Rogue/Ninja was released, I thought I would give it a try.
I managed to grind from a level 1 Rogue to a level 50 Ninja with my armour being at item level 125 (almost max at the time) within just 24 hours. The grind never felt dull, which is a testament to the developers of A Realm Reborn.
4. Final Fantasy VII
Yes, you read that right. Final Fantasy VII, the game that is typically called the “best” of the series, is only in the number 4 position. I know it has become rather trendy to hate on Final Fantasy VII, but that’s not what I am going to do here. The seventh game in the main Final Fantasy series is a really great game. It was completely revolutionary at the time, whilst also being the game that really brought J-RPGs into popularity outside of Japan. For that alone, it deserves respect.
The mini-games within Final Fantasy VII are very entertaining. It features a decent amount of comedic moments without seemingly childish. And the storyline is very enjoyable. However, the reason that it doesn’t get a higher position is because of the few flaws that it has.
Specifically, I found the Materia system to be very basic compared to other customisation systems in other Final Fantasy games (we’ll get to that), and the plot wasn’t quite as top notch as others, in my opinion. Sephiroth, as well, wasn’t quite as interesting as an antagonist as others. For example, he wasn’t a conflicted and relatable character, such as Edea or Delita. Instead, he was simply a “big bad” with a thinly-veiled reason for being “evil”. This works in the game, for certain, but I feel that Sephiroth just didn’t reach the same level of, say, Kefka in that sense.
Nonetheless, Final Fantasy VII is still a great game, and I’m really hoping that the remake does actually see a release this decade.
3. Final Fantasy VI
In third place is one that probably won’t come as a surprise. After all, Final Fantasy VI is one of the most beloved in the series (behind Final Fantasy VII normally). The game, being the last one on the Super Nintendo, made full use of the console’s power by pushing hard on the Mode 7, featuring a huge storyline and one of the best villains in the series; Kefka. Whilst other antagonists may have wanted to destroy the world or become a god, Kefka actually manages to do both!
Because of this, Final Fantasy VI actually features two different world maps; the World of Balance and the World of Ruin. Whilst they are, technically the same planet, the two maps are so vastly different from each other that you’ll feel like you are getting two games in one. But it’s not just Kefka and the two world maps that make Final Fantasy VI so great.
Considering how much each character goes through, as well as surviving the end of the world, they all have very realistic reactions to the events of the game. Final Fantasy VI is a game will make you truly care for the characters, only to tear your emotions apart and leave you to rebuild them once again as you play. For any game to manage such a feat is incredible, but Final Fantasy VI does it with a sheer brilliance of execution.
2. Final Fantasy VIII
Now, if Final Fantasy VII only being in the fourth position didn’t shock you, this one might. My second favourite Final Fantasy game to date is Final Fantasy VIII; a game that (to this day) gets a lot of flack. However, I truly believe that the hate for Final Fantasy VIII is unjustified. The problem that this actually amazing game faced was that it came after Final Fantasy VII, the game that introduced so many people to the series whilst also blowing their minds at the time.
Because FFVII was so revolutionary, whereas FFVIII was a continuation of the series, people may have felt disappointed that it didn’t completely reinvent the series again. However, it did feature some very interesting changes to the typical Final Fantasy formula. For one, the enemies levelled with you. I know a number of people who didn’t like that, as it meant that you couldn’t just power level and then walk all over them. However, when you combine this with the second major change, the Junction system, it works so well.
The Junction system allows you to “equip” magic to your stats, boosting them and giving you the ability to customise your characters. However, it can be rather confusing and complicated, taking both concentration and patience to fully learn and understand. But once you have understood how to use the Junction system properly, you are rewarded massively. For example, you can use the Card ability to “kill” enemies, turning them into cards that you can then refine into magic. That magic can then be Junctioned, without you getting levels up (you don’t gain EXP for using the Card ability). Doing this means that both your party and the enemies stay at very low levels, whilst your stats go up and up. So, for those who like to “steamroll” through a game, by using the Junction system correctly, your party can effectively become gods!
1. Final Fantasy Tactics
And so we come to my all-time favourite game in the Final Fantasy series. I would argue that Final Fantasy Tactics is the best Final Fantasy game by far, due to the sheer amount of game design that the developers got right with it. For starters, the storyline is beyond incredible; the best way to describe it in one phrase would be “the Game of Thrones of the Final Fantasy series”. If you’ve only ever played the main, numbered Final Fantasy games, then Final Fantasy Tactics’ storyline is going to be a huge surprise for you.
Most of the games in the series feature heavy storylines mixed with spats of comedy throughout. This is to break the tension and lighten the mood. Final Fantasy Tactics takes that idea and shoves a Dragoon’s spear straight through it. There is not one moment that the storyline lets up. Instead, it keeps getting heavy and darker with every scene. Dealing with politics, war, religion and class structure, the game features very mature themes that would have probably gone over your head as a child. But even if that was the case, the events in the game will leave a lasting impression on you. I don’t want to spoil anything about this amazing game, but there is one specific part that hit me harder than Aerith’s fate ever did!
Oh, and as we have touched on the Materia and Junction systems, and how they enable you to customise your characters, we cannot forget the Job system in Final Fantasy Tactics. In my opinion, this is the best implementation of the Job system to date, offering an insane amount of customisation for your party. I mean, it is just so deep in its implementation that you can actually get lost, spending hours trying to customise your party to your specific tastes!
If you haven’t played Final Fantasy Tactics, and haven’t experienced the storyline, then do yourself a favour; pick up either the original PSX release or the PSP re-release. You will not be disappointed.
And That’s All Folks
There you have it. Those were my 7 picks for the best Final Fantasy games so far. This may, of course, change in the future if Square Enix can get their act together and recapture the magic of the series that has been missing from recent titles. However, until that happens, I will still keep buying and playing this series. I just love the series so much, like so many other people out there do too.
What are your top picks for the best Final Fantasy games? Are there any that you think don’t get enough attention or love? If so, why not let me know in the comments!
from More Design Curation https://www.16bitdad.com/my-top-7-final-fantasy-games/?utm_source=rss&utm_medium=rss&utm_campaign=my-top-7-final-fantasy-games
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krustentier7 · 8 years ago
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The games I played in 2016
You’re probably expecting the first paragraph to be about what a shit year 2016 was in general, but that’s so played out and I don’t really want to waste too much time. With video games specifically, I can say that this year at least for me has seen a massive drop off in quality compared to last. We did have a few pretty monumental releases that were a long time coming, but really nothing as legendary as any of my Top 5 placements of last year.
That said, I went over the list of game releases in 2016 last night and god damn, I played (and beat!) a lot of fucking games this year. In fact, while the number of games that I was interested in and didn’t get a chance to play is still pretty high, I managed to play *more* games than that. I keep feeling myself being increasingly strapped for time, and yet I still managed to play a lot and be part of the conversation, which I’m really happy about.
Still, I want to give you a list of titles I was interested in, but didn’t get a chance to play much of (despite even owning some of them) before we really kick things off: Owlboy, The Silver Case, Severed, Guilty Gear Xrd Revelator, Odin Sphere Leifthrasir (own that one), Dragon Quest VII, Thumper, Rez Infinite (mostly for Area X but fuck paying $30 for an HD remake of a Dreamcast game, even if it’s Rez), Amplitude, Salt and Sanctuary, Pokkén Tournament, Enter the Gungeon (another one I own), VA-11 HALL-A, Let It Die (first impression was pretty bad, but I dig the concept, so I want to give it another shot when I have time), Grow Up (own this one too), Steins;Gate Zero, ReCore (it’s on my hard drive), Darkest Dungeon, Gunvolt 2, Gears 4.
See, I did a similar thing last year and a lot of the games I mentioned there I still haven’t played, soooooooo… yeah… just thought I should mention them before anyone wonders where they are, let’s move on.
I’m also vaguely interested in Dishonored 2, Deus Ex: Mankind Divided (which I actually own since I’m bad with money), Digimon Story Cyber Sleuth, Watch Dogs 2 and Pokémon SuMo? Mostly because I’ve heard good things about them and less because actual personal desire to play them.
Now, one thing I want to do that I didn’t last year is talk about a few games that I played that didn’t come out in 2016, they’re pretty noteworthy titles that I’m glad I finally got around to and mark some of my high points for this year.
Earthbound and Mother 3
The best roadtrip games that I played this year. I tried getting into Earthbound countless times over the years and always stopped not very far in for various reasons, but when it was released to the 3DS’s Virtual Console earlier this year, I knew that now was the time. It’s a great game to play on a handheld, the fact it took me months to complete (I played it on and off before Summer and then started dedicating entire days to it as I was closing in on the finish line) kind of added to this feeling of going on a huge journey in a way. I love that Earthbound doesn’t hold your hand too much, the environments have so much detail and personality crammed into them and are really fun to explore. The RPG gameplay is fairly basic, but there’s enough room for experimentation to allow for clever and fun strategies, and the limited inventory really keeps you on your toes. I really didn’t expect to like Earthbound as much as I did, it holds up so well both as an experience *and* as a game.
Mother 3 on the other hand is a pretty different experience! It’s a much more linear and guided journey that goes all-in on its more personal and literal story. While Earthbound was all about the adventure with all its ups and downs and less about a larger story, it’s the complete opposite in Mother 3 – and while I ultimately came to prefer Earthbound, this approach does have its merits. It’s become such a meme over the years, but Mother 3 really pulls at your heart-strings, and some of the game’s darker moments I’m really unlikely to ever forget. The story wouldn’t work as well as it does if it weren’t for all the streamlining and hand-holding, and I think as a counterpoint to the first two games in the series, it was a worthy sacrifice. I do think a lot of the RPG open-endedness suffers in this transition to a much more linear journey, and while I do really like the rhythm combo system, I think purely as an RPG, Earthbound is the better game. Side note, but I gotta say that I vastly preferred Earthbound’s more isometric style and open environments to Mother 3’s top-down perspective and extremely linear progression. Both are totally worth playing though and I wouldn’t want them to just be the same thing, it’s good that they’re so different. The Mother 4 fan game is looking to combine aspects of both titles into one, and I can’t wait to see how it turns out.
Final Fantasy VII
That’s right, I literally *never* played Final Fantasy VII for longer than ten minutes before it came to PS4. It’s hard to say how much the extra features of that version enhanced the experience for me, turbo mode and toggleable random encounters definitely make this game much more palatable. Overall though, I’m extremely happy to report that the game completely holds up and is *not* overrated.
It really encapsulates what I think RPGs are good at: thirty, forty, fifty, sixty hours, that’s time that is rarely afforded to a story. When I think about Final Fantasy, I think about huge long ass journeys, with so many ups and downs and so many different little arcs, worlds that feel massive and alive, mysterious heroes and grandiose villains, twists and turns, revelations and dramatic high points… that’s Final Fantasy and that’s what VII offers. You really come to love this ragtag group of friends and exploring Gaia (I really love how many different vehicles you unlock by the way) is an absolute joy. Beyond that, I love the Materia system and how flexible it is. I usually only expect that kind of open-endedness from games like SMT, but FFVII has so many wacky combinations and ways to play that it’s almost mesmerizing. Just a wonderful, wonderful game.
The World Ends With You
TWEWY is a game with so many unique ideas crammed into it, none of which I’ve seen before or since its release, that somehow manages to make it all work. It’s easy to forget that games like Persona weren’t nearly as popular then as they are now, so the sheer novelty of a Square Enix RPG set in the modern day that really feeds off Shibuya teenage fashion culture was really something to behold. You eat food and need to wait for it to digest to get buffs, you need to set trends and wear appropriate clothing to raise your stats, YOU FIGHT ON BOTH SCREENS AT ONCE… it shouldn’t all gel together as well as it does, but, well, it does. When the combat and the music completely click, you get one of the most exhilarating and fun RPGs ever made, and the story handles contemporary themes like identity and adolescence with a lot of confidence and vigor.
That doesn’t mean that the game is without flaws though, far from it. I feel like the team spent a lot of time polishing the combat and the presentation (it’s really one of the most stylish games you’ll ever play) and put a lot of thought into its story, but the overall structure feels like a complete afterthought.  You’re constantly asked to run back and forth through a tiny game world, story progression is often gated off behind menial tasks. The combat is so much fun and the learning curve so steep that it really carries the experience, but if they ever decide to make a sequel (MEME), this is one area that really needs to improve. Beyond that, a lot of important abilities that really round off the combat and make it actually feel fully playable are locked behind story progression; you feel artificially gimped for way too long. The game has problems differentiating between similar touch inputs at points, having to drag Neku across the screen to move is tough to get used to (I realize there’s no real way around these problems though), and the dual-screen gameplay can vary wildly between a tightly choreographed ballet or a button-mashy mess.
All of these flaws are easy to forgive though when TWEWY pulls off so many unique ideas with such confidence – it’s a game that’s impossible to hate.
Doom
In preparation for the 2016 sequel, I finally played the original Doom and it’s fucking good? I love the emphasis on high-speed movement and exploration, the gunplay is still insanely polished after all these years and every encounter feels completely hand-crafted. Not much else to say, a total classic.
Max Payne
The original Max Payne is banned here in Germany, but my girlfriend gifted it to me through Steam (<3) and I finally got a chance to play it. It’s really good! Recoil and sound effects on every single gun are spot-on and bullet time/shoot dodges really never get old. I do think it’s a bit of a contrast to Doom, it made me realize that shooters designed around hit scan weapons aren’t really my preferred type of game, but that does little to blemish what’s here.
Resident Evil 4
My last RE4 playthrough had been a while ago, the only reason I’m mentioning it now is because I somehow spent thirty hours replaying this game I know front to back on Professional?? I dunno how that happened, I just know it was fucking GOOD.
I just realized how much time I’ve already spent writing about games that didn’t even come out this year, so before I waste any more time, let’s move on to my honorable mentions, games I played but didn’t make the Top 10 for whatever reason:
Furi
The most impressive thing about Furi is that it’s a great display of working smartly around a tight budget. Crafting a deep action game moveset and then building a game around it that takes advantage of it is nigh-impossible on the scale of a $20 downloadable game (see Platinum’s Korra game for what an attempt at that looks like), so what they did instead is give Rider, Furi’s protagonist, a very limited number of moves that all have purpose and make every single combat encounter in the game a full-on boss fight.
Every boss has a number of unique gimmicks and mechanics for you to figure out, and the game remains engaging and, dare I say it, hype for its entire runtime. The only real problem with Furi is that it’s fundamentally a game about reacting to your enemy and executing a strategy rather than player expression and decision making, the latter being what defines action games like Devil May Cry and Bayonetta. The main innovation of DMC1 was the game’s ranking system: there’ve been countless other games were you run around and kill enemies before it, but DMC1 incentivized you to also try and look cool. That element, playing around with your enemies and exhausting your character’s potential, is what gives these games their staying power, and it’s sorely lacking from Furi. Again, this was really the optimal and only way for this game to be made with the budget that it had, but it sadly fails to offer a lot of the satisfaction that I expect from games of this genre. That’s also why I haven’t gone back for a replay, it’s nice that enemy patterns are mixed up on higher difficulties, but the way I react to them is always going to be the same.
Street Fighter V
I don’t really agree with a lot of the backlash against Street Fighter V, while the relative lack of modes compared to other fighters is pretty baffling, I don’t really know why anyone would purchase this game if not to play 99% online, which is decently robust here. The game has a lot of structural issues, big and small, I think the currency system especially is so incredibly stingy that it might as well not exist, but it’s really too much to get into right now.
The reason Street Fighter has always been my preferred fighting game is how grounded and based on fundamentals it is. I really do get the appeal of games like Marvel, but spending hours upon hours in training mode to learn combo execution is way too daunting for me. Street Fighter gets to the, to me, interesting part of fighting games almost immediately, you can have small mind games and strategies even on very low levels of play. Street Fighter V makes great strides to emphasize this aspect even further: combos are easier to understand than ever, every single character is unique and the V system really helps bringing their strengths to the forefront. You immediately understand what any given character is about and how to play them, which makes finding the right character for you easier and more fun than ever.
I will admit though that there’s a bit too much overlap between different V-Skills and V-Triggers, and the latter generally don’t have as much utility or change the game up as much as I would like.
I have to say that I kind of hit a personal wall with the game, and a lot of the Season 2 changes are looking… questionable. Still, I really can’t deny that I had a great time with it, generally.
Fire Emblem Fates – Conquest
I was pretty burned out after beating Conquest despite enjoying it a lot, which is why I still haven’t gone back and played the other two parts that make up the whole of Fire Emblem Fates. There’s really not much I can say without going super in-depth, I know saying how great the map design is without explaining why is just really blegh but you’ll have to trust me on this one. Every map uses some unique layout and gimmick, your troops complement each other extremely well and you it feels really rewarding to figure out the best positioning and approach for any given situation. My only major misgiving is that Awakening’s relationship mechanics feel very out of place in Conquest’s more linear structure, they incentivize you to play differently from how you actually should and I found them to be really distracting. Other than that it’s an excellent entry into the series.
The Witness
The Witness is really good but I still haven’t beaten it (198 puzzles solved?). I kinda just want to leave it at that but there’s more I can say about it.
While the island the game is set on almost completely disconnected from the actual challenges you encounter, it lends the game an air of mystery and discovering how all the locations are connected and intertwined is really engaging. The Witness has been criticized for this disconnect a lot, every puzzle uses the exact same interface, but I think this approach has a lot of advantages over games like Portal, Limbo or Jonathan Blow’s own Braid. It’s always immediately clear when you’re on the wrong track, and there’s basically no real execution required – any person can draw a line on a grid, the only thing that matters is having the brain power to figure out how to do it.
Two annoyances that I can think of: you have a map of the island, but you can only look at it when you’re on a boat? And some of the puzzle mechanics really didn’t make a lick of sense to me, even after begrudgingly checking a guide. Like, I know I would’ve never figured some of the puzzles out myself because their rules were so arbitrary and hard to understand to me.   Uncharted 4
The action and combat sequences in Uncharted 4 are honestly some of the most breath-taking and heart-pounding I’ve seen in any game, I had moments where my jaw literally dropped to the floor and I was in genuine disbelief at what was happening on my TV. This stands in stark contrast to basically the other half of the game which mostly consists of slowly walking through linear environments, listening to dialogue and pushing crates. These moments served as pace breakers in earlier Uncharted games, but here they’re almost the main focus; it’s no coincidence that, for the first time in the series, there is a menu option to select and play every combat encounter (and just those) after you beat the game once. Some of the climbing and puzzle mechanics were expanded, but not to the degree that they can really stand on their own. I enjoyed exploring Madagascar on the jeep or riding the boat and exploring different islands with Sam (because here we get to do *actual* exploration of sizable environments), but so much of the non-action in Uncharted 4 is barely interactive and, well, boring.
What’s baffling is that the gunplay is so insanely good now that the game really didn’t need hours and hours of unengaging simple ass platforming or walking down straight lines. I love how the little dot inside the aiming reticle moves and twitches offset from the cross, the way enemies and their clothing react to bullet impact. I also find it almost offensive how utterly convinced Naughty Dog seem of their new direction: I think a lot of the quieter moments in The Last of Us were justifiable, but it annoys me that people are under the belief now that walking in a straight line and listening to dialogue is good storytelling. Watching the PSX demo for the upcoming DLC honestly had me burying my face in my hands in disbelief. Storytelling seems to be the only thing they’re passionate about anymore, and it’s to the point that you can just tell how bad Uncharted 4 wants to be a movie instead of a game.
Monster Hunter Generations
I love the Style system and how seamlessly it ties into with the existing weapons and mechanics, not every combination is a winner and you’re required to experiment and find what works best for you. Beyond that though, I found Monster Hunter 4’s story structure to be a huge leap forward for the series, and Generations basically takes all that progress away in favor of barebones quests with next to no context. So many of the Village Quests are based on gathering and mob hunts, you still can’t see Key Quests, and the satisfying progression of unique and charming hubs that defined MH4 has been done away with; hubs are pretty much completely meaningless now and merely serve as nostalgic throwbacks.
I’m making the game sound awful now, it still has everything we’ve come to know and love about Monster Hunter and I would recommend it to anyone, but compared to the evolution that MH4 was, it feels like a stop gap before the series (hopefully) moves on from 3DS. Final Fantasy XV
I plan to talk more in-depth about XV later down the line, and if it weren’t for me tempering my expectations to such a degree it would probably fall under disappointments rather than honorable mentions. I did enjoy my time with it, no doubt, it really nails the feeling of going on a journey and traversing an entire continent mainly through its impressive use of scale and some really cute mechanics like Prompto’s photos or camping. The game can have a really satisfying pull of exploration and combat that, when it clicks, it *really* clicks. It’s clear though that a lot of it doesn’t hold up under scrutiny, and I want to examine it more closely and explain why hopefully in the near future.
Oxenfree
I think what annoyed me the most about Oxenfree is how on-rails it feels? You’re trekking through the woods and Jonas warns you to not get lost, and I just sat there wondering how I’m supposed to get lost when I’m quite literally exploring on rails. That’s mostly what is making me hesitant to play through the game a second time, I really see it becoming something of a slog on repeat playthroughs despite the short length. The story is cute, but it fails to give you a tangible sense of danger or ever really raise the stakes significantly. I think it really could’ve used some puzzle/action moments to inject some variety and engage the player more.
What I’m really impressed by is the dialogue system and how the game really goes all-in on it: conversations and dialogue choices happen without any sort of interruption and feel completely seamless, the dialogue choices themselves almost never follow any discernible patterns or fit inside a box, and the resulting branches and outcomes feel real and natural. I love how talking is really the main bulk of what you do in Oxenfree, and it’s something more games need to try in this fashion.
Overwatch
Overwatch is really good and I think it’s amazing that a multiplayer-only FPS can have such a fleshed-out world and a colorful personality like that, but I don’t really care about objective/team-based games for various reasons and I wish it had a singleplayer. I also haven’t been wanting to dedicate time to games where I don’t make “real” progress lately, and if you take one look at my backlog you’ll know why.
Teenage Mutant Ninja Turtles: Mutants in Manhattan
I like that you can play levels out of order and a lot of the mechanics kind of start to make sense once you get to the boss fights, the open level structure is also interesting (though not as well executed as Anarchy Reigns or MadWorld), but everything else is pretty much as blegh as you’ve been told on the internet. Mob fights especially are such an incoherent mess that I wouldn’t even know where to begin.
What’s puzzling is that the game really doesn’t seem to lack polish in any way, I don’t get the impression that lack of time or money is the culprit here. That’s pretty disconcerting and I hope it’s not an omen of what’s to come out of Platinum going forward.
Quantum Break
Quantum Break has cool gunplay and a nice little story, but I instantly forgot it existed once the credits stopped rolling. I think a lot of shooters limit their enemy design by choosing a realistic modern day setting, and that issue is on full display here: the number of generic soldiers you mow down just completely washes over you after a while. It’s also easy to draw comparisons to another third person shooter, Vanquish, and one thing I realized when I thought about it this way is that powers in Quantum Break almost never combine in meaningful ways and have too many similar applications. Slowing down time after a dodge, stacking bullets into one big cluster, doing a melee takedown after running – these moves all serve to either buy yourself more time to do damage, or to do a lot of damage at once.
In Vanquish, you can slow down time at basically any point; after you jump over cover, during a dash, after a roll, after you launch yourself in the air with a drop kick or certain melee attacks. From these examples alone you can already see different actions intertwining to give you much more utility than is immediately obvious, but it goes even deeper with things like boost dodging or SHOOTING YOUR OWN GRENADES.
Quantum Break lacks that kind of depth and, while the gunplay is as polished and exciting as you would expect from Remedy, it’s what makes the game rather forgettable.
Disappointments
Games that came out this year and not only didn’t make the Top Ten, but ended up being very disappointing to me personally for various reasons. I do have to add that the three following titles aren’t bad, in fact I’d argue they’re better games than a lot of the honorable mentions; I just happen to be particularly attached to them, emotionally, which obviously creates certain expectations, expectations that weren’t exactly met.
Zero Time Dilemma
The conclusion to the Zero Escape trilogy, it’s kind of hard to talk about what made Zero Time Dilemma disappointing without going into spoilers. I did have a really good time throughout most of the adventure, even though there were a lot of structural aspects to this story I wasn’t entirely on board with (without saying too much, I feel that a lot of events lack lasting consequences and end up falling flat for me and sapping away a lot of the tension). It only really falls apart during the final act, we’re served up ass-pull upon ass-pull (a lot of which have become memes, understandably) and it completely fails to tie up the loose ends of the previous two Zero Escape games. None of the burning questions that VLR left are even remotely addressed, instead Zero Time Dilemma feels very much like its own story, and it isn’t a particularly satisfying one. This trilogy had been such a journey up to this point, and ZTD really had the potential to deliver a massive payoff for all those who stuck with it over all these years, potential that sadly just wasn’t acted upon.
Most of the smart and praiseworthy aspects of this game were already present in VLR (how game progression is closely linked to your understanding of the story) and it’s hard to replicate the same wow factor by just repeating old tricks again. Beyond that, the move to fully animated 3D visuals is well-intentioned, but uh… just look at any of the trailers, really. I’m fully aware that 3D modelling and animation is much easier today than sprite/pixel-art, but I’m finding it hard to believe that they couldn’t just have hired a bunch of artists to draw a few dozen character portraits and environmental backdrops in the vein of 999 with the same budget. I think that’s something a lot of people would have preferred, and it would’ve been an artistic choice that is much more conscious of the team’s capabilities and the available resources.
Not only would that have made the overall presentation much tighter, I also think the game in its current form has a harder time handling exposition and info dumps than its predecessors. You can hardly have a ten minute exposé on Ice-9 within the confines of what is essentially filmic storytelling. There are certain rules animated cutscenes must adhere to: pacing, frequent cuts, length. A huge storytelling advantage games have over other forms of entertainment is that they can have lengthy dialogue sequences using text boxes and the like, without the player becoming unengaged over time and on a much tighter budget. This is something 999 and VLR reveled in, but ZTD’s move to animated cutscenes means that that isn’t an option anymore. These ass-pulls I mentioned earlier are so much harder to buy into now that the world and its rules aren’t as fully established as they were in the previous Zero Escape games.  
Dark Souls 3
I don’t really know what to say about Dark Souls 3. I’ve talked about a lot of misgivings in terms of level design in recent Souls games previously. One thing I would definitely like to add is how mishandled hubs have been in the series ever since Dark Souls 2: in Demon’s Souls, the Nexus was a necessary compromise since From Software weren’t yet able to connect all the areas seamlessly. The game managed to make this into a strength, however, by having the hub constantly change throughout the adventure and giving the player the option to tackle levels in any order. Items are places so deliberately throughout every single level that, on repeat playthroughs, the player will have a deep understanding of where to go early and how to give themselves an advantage through sequence breaks.
Dark Souls doesn’t have quite the same flexibility as Demon’s, owing to its move to a seamless world structure. I still think it’s a great trade-off though, because the feeling of knowing a game inside out and having the wit to figure out the perfect order in which to do things is so much stronger now that the game world is completely interconnected and requires you to map everything out in your head. Figuring out that you can go to Blighttown early or fight Pinwheel as your first boss is so much cooler when you actually physically have to perform these leaps and sequence breaks instead of just using a level select like in Demon’s Souls.
Firelink Shrine was an important piece in this puzzle: Lordran’s layout is so smart that just progressing through the game and using shortcuts as you normally would meant you had to return there frequently, and every time you would discover some new interesting change that further informs your understanding of the game world.
Now, two things: first, I think warping from the start of the game is a huge mistake. It completely removes the need for shortcuts and an interconnected game world, and it compromises this feeling of understanding and getting to know your surroundings. Dark Souls 3 and Bloodborne both have branching points where you get to choose which area to tackle first, but that’s really not the same as figuring these connections and branches out yourself. Even so, while both games have very wide and expansive areas, game progression is almost entirely linear compared to Demon’s or Dark Souls. I think 3 is a better game than 2, but I would honestly go as far to say that Dark Souls 3 is the most linear Souls game yet.
Second, it’s obvious that From Software recognized fundamental flaws in this design approach: if you can just warp anywhere and the world isn’t really interconnected, it means you’re not naturally going to return to your hub like you would in Demon’s or Dark Souls. And if the player doesn’t do that, they’re going to miss out on important NPC interactions and it makes it impossible for the designers to reset the player’s focus when they want to.
Their solution to this was to remove the ability to level up at any bonfire; the only way to do that in post-Dark Souls titles is to go back to the hub and speak to an NPC. I think the fact this change had to be made just shows that the whole idea of warping from the start was ill-conceived. Whereas the hubs in Demon’s and Dark Souls had purpose and a reason to exist, they’re nothing more than a contrivance and old baggage here.
To talk more about Dark Souls 3 specifically, a few rapid-fire points: the bosses are really great and varied and unique, and I like the weapons a lot (even though Weapon Artes didn’t live up to their full potential). I’m extremely conflicted on the amount of references and callbacks to other Souls games; every moment that I found hype or memorable was thanks to my experience with every other Souls game up to that point, which just makes me really sad thinking about it. I also think the way some of the open questions that Dark Souls left are answered so lazily here that I honestly wish they hadn’t bothered and stayed away from the first game’s legacy. Final point: god this game looks so much like Bloodborne that it’s uncanny, I genuinely can’t tell the two apart sometimes. That’s all the more upsetting because Bloodborne was a much, much better game with a lot more creative energy behind it. WHICH BRINGS ME TO...
Shin Megami Tensei IV: Apocalypse
This game is fucking shit and I’m legit not joking when I say that I have not even the faintest as to why anyone would think it’s better than the original.
Actually okay, let me back up, this game has all the trappings of any good SMT aka monster collecting/fusing and fast-paced high-stakes combat. On that fundamental primal level, Apocalypse can be pretty fun, I would be lying if I said I didn’t enjoy min-maxing and planning out how I’m going to build my party. Some of the balance and system tweaks I’m also on board with (Skill Affinities and Demon Negotiation, namely), but everything else is such a far cry from the original SMT IV that it’s honestly hard to believe. I know I’m gonna go more in-depth with this game in the future, so I can’t go into full detail about my complaints just yet, but needless to say that, seeing how much I loved and appreciated SMT IV, this is easily my biggest disappointment of the year.
On that note, I am very curious if some of the mechanics on display here are going to find their way into Persona 5, which is not something I would be against.
And now what you’ve all been waiting for, here are my ten favorite games of 2016:
10. Superhot
Superhot was really cool, but I kind of just instantly forgot about it when I beat it. Crazy potential for a sequel and I would definitely play it again and again if it weren’t for me trying to avoid replays in favor of working on my backlog.
9. Hyper Light Drifter
I really love the combat, the aesthetics and the approach to tone and storytelling in Hyper Light Drifter, but I think it didn’t quite live up to its full potential. I keep seeing people comparing this to the original Zelda (a game I am very fond of), and while I can see where they’re coming from (both games are comparatively minimalist and open-ended to most games out there, and they emphasize combat and easy-to-understand challenges over puzzles and the like), it’s really not on the same level for me. While there are plenty of secrets tucked away in HLD’s world and the order in which to tackle every area is up to you, it still follows a very basic, formulaic structure: here’s your hub, here are four areas connected to it, every area, while expansive, is its own completely separate challenge.
Compared to games like Dark Souls or yes, the original Zelda, item placements also don’t feel as deliberate, the world’s layout doesn’t seem to reward knowledge and efficient replays very much. Important, powerful items are often either rewards for completing story tasks are upgrades you buy with points from a shop in the hub. I think this basic four-area structure and the fact that everything outside the hub is very much challenge-focused (meaning you’re not gonna encounter NPCs or special shops like you would in the other games I mentioned) is a real missed opportunity.
What also put a damper on my enjoyment of the game are a lot of the technical problems I had with the PC version, which have been largely fixed over time, making me wish I had waited a bit longer to play it. I am really excited to revisit it though.
8. Super Mario Run
I’ve tweeted about this before, but what I like the most about Super Mario Run is that I’m not punished for running through every level as fast as I can. That’s the most fun way to play 2D Mario to me, stopping my forward motion to look for secrets just isn’t something I’m really into. Thankfully, 100% completion and fast-paced platforming aren’t mutually exclusive in Mario’s first mobile outing. It’s impressive how Nintendo’s designers have managed to cram clever and varied optional challenged into the confines of an auto-runner, and watching Mario vault over enemies and do a turn after every walljump is an absolute joy; he hasn’t felt this acrobatic since Mario 64. Super Mario Run is proof that control or hardware limitations can sometimes open up completely new gameplay possibilities, and I think it’s something future 2D Mario games can definitely draw from.
7. Titanfall 2
Why is this game so good?? I don’t think anyone really saw it coming. I have a lot of fundamental issues with military-style shooters (two-weapon limits, a lot of weapons fulfilling the same purpose, emphasis on hit scan enemies, regenerating health, sprinting meaning I can’t shoot while I’m moving at top speed), and while Titanfall 2 has basically all of those same trappings, it adds enough on top of the formula to somehow make it work. You have a staggering amount of movement options, most of which allow you to stay on the offense while traversing at high speeds, and the expansive environments mean you can approach any combat situation as you please without being forced into cover very much. So many times I would let off shotgun blasts while sliding along the ground or detonate C4 charges in mid-air, and the mechanics are so insanely polished and versatile that they wouldn’t feel out of place in a Platinum game.
I also think that the idea of Titans is such a smart addition to the formula that I’m surprised other shooters haven’t come up with it before. It injects gameplay variety and means the player has to be competent at two completely different styles of movement and shooting, which also intertwine in logical and cool ways (lots of opportunities to switch between Pilot and Titan gameplay on the fly). I love that you can change between so many completely different Titan loudouts at any time (not having all of them unlocked from the start for New Game+ or something of the sort is a huge missed opportunity), and they’re also an amazing way to have boss fights in this style of shooter. That also ties into how well the game expands on this idea for its story, every opponent you face throughout the adventure has their own personality and mechanics to come to grips with, and the bond between you and BT feels tangible. It’s unbelievable how this game was sent out to die by EA, they really didn’t know what they had.
6. Doom
This game is so insanely talked about that I struggle to add anything to the conversation, so just trust me when I say it’s good. I love how smartly it bucks a lot of recent FPS trends with its movement and health mechanics, with how every weapon feels like a meaningful part of the adventure and enemies don’t use hit scan, rewarding constant movement and awareness of your surroundings (which reminds me a lot of Metroid Prime somehow?). Every part of your arsenal has some limitation on how often you can use it, and later stages of the game especially become all about planning ahead and thinking constantly about when and where to use different abilities.
Glory Kills especially are such a fantastic mechanic and accomplish so many different things, and I love how your position/camera angle relative to the enemy affects the animation you’re going to get. Small thing, but too often I would trigger a Glory Kill only to watch Doomguy turn a demon into mush with a single half-hearted punch, I know they were made shorter after some feedback, but I actually prefer what they used to be like I think. The level design is very wide and vertical and encourages exploration, but that is sadly mostly limited to optional secrets; you can crit path your way through Doom very easily, the main story doesn’t require you backtrack and learn the layout of a map like the original two games or 64 did. That’s probably my main gripe with the game, but it’s still an absolute blast and something everyone has to play.
5. Inside
The only thing I really want to say and praise about Inside is that it’s a game that is not afraid to be completely and utterly disgusting in its imagery, but also paces itself and builds suspense so well that it never feels like shock value. Inside really delivers on the curiosity it creates inside the player’s mind from the word “go!”, and it feels so confident in its execution that it makes Limbo look quaint in comparison. The move to 3D visuals really elevates the experience in ways you wouldn’t expect. I honestly just don’t want to spoil anything, just go and play it.
4. The Last Guardian
I said everything there is to say about The Last Guardian in my recent post on it. All I can say now is that I hope the fact it trumps so many excellent games on this list is what’s going to give you all the urge to play it.
3. Star Fox Zero
I’m not fucking sorry.
I know I look like a crazy person, but hear me out, I’m even going to start with the bad if that makes you happy. I think rebooting the Star Fox story was very much necessary with how every attempt to move it forward has resulted in.. well, you know. The fact that it is the Lylat Wars again and that Andross is the villain really isn’t an issue to me, it’s more that this game really had the potential to elevate the story telling in the series to the standard of something like The Wonderful 101. I’m not sure if Miyamoto would’ve focused his efforts on that front if he had been given more time (I doubt it) and it still makes me yearn for a Star Fox game directed by someone like Hideki Kamiya.
This directly ties into the game’s other big shortcoming: it could REALLY use more levels. I think the length that is here is perfectly fine for a Star Fox game, my issue is rather that it never seems to be able to fully spread its wings and unleash the complete potential of its gameplay. With the Wii U suffering a less than peaceful death, I doubt we will get another attempt at this, and I have to say that if we ever get another Star Fox game, I’m really going to miss these controls.
Yeah, you heard me. I LOVE Star Fox Zero’s controls.
Just the ability to aim independently from your ship’s movement affords you a degree of control and precision that just hasn’t existed in the series thus far. You can draw comparisons to games like Kid Icarus Uprising and Sin and Punishment 2, but what makes Star Fox an interesting case is how your ship always moves forward; these other games use a setup where you move your character across the screen while the camera shifts and pans dynamically to capture different sensations of movement. In Star Fox Zero, the camera is always (mostly) behind you and you’re always in danger of being hit by whatever is in front of you. The idea that I can now aim anywhere no matter where I am on the screen gives you so much more freedom in how you position yourself and approach any given situation, and that’s what makes it such a great addition.
This all also means that there is another layer of skill involved with aiming that you don’t get in other games. For example, certain targets are harder or easier to hit depending on your Arwing’s vertical position on the field, and the fact you’re moving forward constantly means you have a limited window in which you can even attempt a shot. What you can now do is morph into the chicken walker (which halts your forward motion), use the thrusters adjust your elevation and hit your target. The game is full of little tricks like that and I haven’t seen much else like this in other shooters of this nature.
The dual-screen aspect of the controls is such a cool and interesting idea that I would love to see expanded upon in future titles, because it’s clear that it sadly never unleashes its full potential here. It still really elevates the experience though, mostly during All-Range mode where it perfectly intertwines with another new mechanic: Target View.
Holding ZL will make the camera pull back and center on an enemy, giving you a much better view of your surroundings than was previously possible in past Star Fox games. The reason this could be implemented here IS the second screen: if you put Target View in Star Fox 64 with the exact same controls as before, it wouldn’t be of much use since you a.) can only shoot at what is directly in front of you and b.) YOU WOULDN’T BE ABLE TO SEE WHAT’S IN FRONT OF YOU SINCE YOU DON’T HAVE A SECOND SCREEN. This addition makes Star Wolf especially so much more fun to fight since you can constantly stay on the offensive and react to your enemy’s movements immediately, frantically shifting back and forth between both screens. A lot of bosses will also use attacks that would be impossible to dodge without something like Target View, which makes them much more varied and interesting than bosses in previous Star Fox games.
I love how you can basically pick a flight path on the TV, then shoot from the gamepad to go on a sort of bombing run. I love how the gamepad expands the field of view, letting you shoot targets you’ve already passed by and creating opportunities for hidden targets in most stages.
By far the cutest thing about the controls is how the right stick is used to manipulate your Arwing’s movement. Tilting the stick left or right will make the Arwing gradually bank in that direction, giving it a quick rattle results in a barrel roll – it just feels so tactile and *right*. That’s especially true when you use it in conjunction with the left stick to adjust your turning speed (I do wish you could turn off the Somersault and U-Turn stick commands and just use the B and X buttons) or smoothly go into a boost or pull the break by pushing the right stick up or down, which also just feels right.
There’s more I could ramble on about, but this whole thing is way too long already and I mostly just wanted to address the main sticking points everyone’s been up in arms about with Star Fox Zero. Everything else is mostly the Star Fox you and love: frantic, fast-paced action with a satisfying learning curve and plenty of incentives to keep playing after the credits roll. The Wii U and maybe even this series might have died an unsavory death, but I’m glad I still got to experience Nintendo and Platinum to take on one of my most dear and beloved franchises in such a bold and innovative and exciting way.
2. AM2R
By far the best Metroid game since Zero Mission (maybe even better than that? I need to replay Zero Mission and Super) and in fact so good that I really don’t give a shit it’s not made by Nintendo. A few rapid-fire points:
Biggest and most varied array of bosses out of any 2D Metroid game.
Expansive, vertical areas with tons of different layers and great shifts in pacing and progression.
Controls like BUTTER.
Unlocking areas in chunks makes it a bit more linear than I would like, but there are still plenty of opportunities to get lost, do things in different orders, explore and sequence break.
More to that point, I think the idea of hunting down Metroids and unlocking chunks of world in set intervals makes for a slightly different and very enjoyable pacing compared to most Metroid games.
The visuals aren’t an exact copy of either Super Metroid’s or Zero Mission’s art styles, instead they try to adhere to and recreate the GameBoy original in a 16-Bit style. A lot of the tiles and surfaces have a rougher, flatter look to them than what you’re used to in these other games, and combined with the way color and space are used, it creates a style that is completely unique and extremely faithful to the original game.
I don’t want to get too upset about Nintendo taking this game down and denying it any sort of recognition, it’s their IP and they can do what they want with it. I personally just have to question if this was really the best way to handle the situation, and it’s sad to see such a phenomenal game be dragged out of the limelight. Coupled with Metroid as a franchise being basically dormant at this point, it’s an unfortunate state of affairs all around. None of this can diminish the quality and the value of what’s here though, and I urge everyone to give AM2R a try.
1. Dragon Quest Builders
I think… a discussion as to whether or not it’s alright to praise Dragon Quest Builders as much as I have and will continue to do when it rips off another game as much as it does is absolutely worth having… but this is not the time and place for that right now, because right now I have to gush over this beautiful, jolly, wondrous game.
Dragon Quest Builders has given me a sense of adventure and wonder unlike any game I’ve played this year. As someone who hasn’t played a lot of Dragon Quest, what always drew me to the series is how it radiates joy and manages make things that could be seen as menial or pedestrian in other games feel exciting and meaningful and sincere. All of that is true in spades for Builders, I just have to watch the CGI intro every time I boot up the game because just seeing that stubby little anime boy flash a cheeky grin or take a bite out of an apple puts a smile on my face.
Dragon Quest Builders takes everything that makes Minecraft great (building stuff and complete freedom in how you do it, a world that has a sense of vastness and randomness and mystery) and adds structure and characters with unique personalities and desires into the mix. I love that everything I build has a distinct purpose: this is my smithy, this is my Inn, this is that person’s bedroom. What’s brilliant is that while the story doesn’t take place entirely in your head like it does in Minecraft, you not only still have the potential to bring in your own creativity, you’re very much encouraged to do so.
What I mean is this: even though I don’t technically have to, I feel much more inclined to decorate a private bedroom according to the owner’s personality than I normally would be if I were just building it for myself. The game never asked me to put a cute little table in Pippa’s room, I just thought it would suit her. This gets to the point where you design your entire town with its residents in mind, and it’s an element that is sorely lacking from other building-type games.
The game is very smartly designed in that it frequently shifts between vastly different tasks that not only satisfy a lot of different urges, but also take great advantage of the existing mechanics. Often, you’re simply asked to raise the level of your town by building whatever you desire in it, and I had the bar well maxed out halfway through the first chapter (every chapter is its own story and long enough to be a full game). Sometimes, the game will give you rough outlines, saying that the structure you’re about to build must meet certain conditions (this many tables, this many chests, a window, etc.), but besides those you’re given free reign in how to approach your creations. Other times, you’re handed exact blueprints telling you what to build, the challenge being more about gathering the necessary materials, which results in frequent and satisfying bouts of exploration.
These portions of Dragon Quest Builders aren’t all that special on the surface, there isn’t much to combat, and yet the fact that I can dig into the world at any point, how huge and imposing everything feels, how varied and fun the enemies are, how resources are limited and that you need to pay attention to hunger and health at all times… it creates such a great sense of adventure that makes me yearn even more for Breath of the Wild than I already am. I love the sense of immediacy you get from finding little caves and dungeons, how every treasure you find feels real and earned (the fact that the game doesn’t shove a mini cutscene down my throat every time I open a chest and presents its spoils at face value is something I really appreciate) and just how idyllic it feels to mine the earth and  gather resources as you watch the sun go up and down, its reflection drifting softly along the calm water.
It’s also incredibly refreshing to see Dragon Quest Builders making crafty changes to Minecraft’s formula when necessary: placing blocks below and above you is so much easier thanks to the use of the shoulder buttons, you can smoothly draw entire lines of walls without any hassle, and I love how you can essentially upgrade the materials of any structure you’ve already built after the fact (you can craft an item that lets you change a wooden wall into a brick one, for example).
This game is simply incredibly, and I really urge anyone to try it, even if it doesn’t look like your kind of thing initially. It wasn’t on my radar at all before, and yet here I am, proudly declaring it as my favorite game of 2016.
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