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#i hope this is consistent i wrote half of this while riding a fever but I've sat on it for so long already i want to post it!
thecipherlegacy · 3 years
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For the touching asks:
17. holding the other’s chin up, for Mavasha and Quinn? 🥺💜
I had to draw and write for this one! These two are so cute 🥺
Thanks for sending an ask! I hope you like it! 💛
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Malavai had been wandering their home aimlessly for hours. The clicking of his shoes echoed and their 2V-R8 unit watched him pace. He went downstairs, to the landing pad, back up, to the bedroom to see his child still sleeping soundly, then start over. If it were possible he was sure there would be a sizable groove in the floor marking his pattern, worn away by his walking.
"Master Quinn, might I suggest you wait in your office for the lady to get home?" The droid spoke up at last. This briefly stopped the officer and he looked at 2V with worried brows and a frown. "She has been gone for far longer than I calculated. Her and that apprentice of hers should have been able to clear that location within three hours!" Malavai argued. "With the hyperspace travel time they should have arrived back here exactly five hours and twenty-seven minutes ago!" With that said, the pacing continued.
He normally didn't worry this much. Mavasha was the strongest sith he knew. She was the emperor's wrath. But she was also carrying their second child. She shouldn't have even gone out with Hisk'ash and Vette to do that job.
The man's frustrated thoughts came to an end when he heard the front door slide open and the sound of Vettes excited yammering filling the house.
"-and then you struck that guy down! You two are amazing!" She finished her story as Malavai met them at the entryway. The twi'leks mood turned slightly more sour upon seeing the officer, but she feigned a smile anyway. "Oh, hey Quinn. Where's my godbaby?"
"She's down for her nap in her room" he frowned, then he watched as she got on her toes to give the Cathar apprentice beside her a kiss and run off to see young Yavasa.
"Darling, you should have seen how well Hisk'ash did today." Mavasha boasted excitedly. The tall male blushed under his dark fur.
"You give me too much credit, Master." He replied with a slight bow of his head.
"Oh hush. You know I only give credit where it's due. Now off with you, go clean up while I see to my husband." The woman waved her hand dismissively. The cathar fully bowed in respect, then left to do as she said. "Now, you look frazzled, my love. Whats the matter?"
Malavai was beside himself. How was it not obvious? "What's the matter?- Mavasha, I have been worried sick! Not a single call and you were gone-" he looked at the time quickly before continuing his rant, "five ours and thirty-two minute longer than expected-"
His wife raised a brow at him. "I dont recall you being this... let's say worried... before" she replied.
The officer's blue eyes shifted and he let out a heavy sigh of irritation. He knew what she was thinking. "I am not being possessive, nor am I meaning to control you, my lord... but" another sigh, this time more deflated than heated. "You announced your pregnancy with our next child nearing a month ago. You should be home, out of danger. We cannot risk this. Early as it may be you are bound to start losing energy... and it's taken so long for us to produce just one child much less two... I don't want to risk anything..." his balled fists relaxed as his frustration dissolved back into worry. "And if you have a bout of exhaustion from the pregnancy... as capable as Lord Hisk'ash may be, I don't trust him to hold his own against your enemies. I don't want to lose you either."
Mavasha watched her husband release all of his feelings with a rising sensation of guilt, a rare feeling for her. It wasn't often when Malavai admitted his feelings or his wife's mortality. He had been through enough with her to know she usually beat impossible odds, so his worries were typically unfounded, but this time she really hadn't been thinking. She gently reached out and caressed Malavai's jaw.
"My sweet, passionate husband..." she began and lifted his chin with a tender touch so his eyes looked into hers. "I apologize for worrying you.. We got caught up with a request made by a fellow sith while we were planetside. I should have called you."
"Or at least have taken me instead of the twi'lek. She could have watched Yavasa for a few hours." Malavai added. "I just don't want something to happen to you and our unborn child without me there to at least try and protect you. I can calculate the odds, be prepared for fatigue, make sure you're getting what you need. I know this is your duty as not only a sith, but the Emperor's Wrath. So I cannot, and will not, stop you from doing it, but I can at least help you be safe."
The torguta nodded. "You're absolutely right, my heart. Next time I am needed I will bring you, that's a promise." She assured him and leaned down to press their foreheads together. "Now, what can I do to make up for the stress and panic I've caused you?"
He was silent, though she could sense his emotions in the force. Waves of anxiety, relief, frustration, and concern crashing into each other. Instead of answering her right away, he slid his arms around her and pulled her close. "I'm just thankful my family is safe another day." Came his response at last.
Mavasha smiled softly and smoothed his hair. "And we will be for many days more. I swear that to you." She mumbled. "I love you Malavai. And next time I agree to something that would be dangerous to myself and our baby, you have permission to speak, Captain."
A small scoff of a chuckle came from the shorter male and he looked up at her. "Even if I didn't have permission, I think I would tell you anyway. Not as your Captain, but as your husband." He claimed. "But... Thank you, my love, for hearing me out. Even if I didn't give you much of a choice."
"You know I value your wisdom, Malavai, no matter the subject." Mavasha purred before meeting him for a soft kiss.
He couldn't help the smile her statement caused. She always knew how to calm his nerves and ease his worries. Once they parted the two followed his pacing pattern to check on their daughter with Mavasha's arm linked to his own. Safe and sound.
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blessuswithblogs · 5 years
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The Best Games of the Decade, By My Estimations
With only a good month (ACTUALLY LIKE A GOOD 24 HOURS HA HA I WROTE THIS BACK IN NOVEMBER) or so left of the 2010s (we are regrettably not quite far along enough to really start giving them jaunty names like "the Roaring Twenties" yet, but soon we will be free of this chronological no man's land) I find my thoughts turning to my enduring hobby slash interest slash everlasting shame: video games. While a decade is ultimately a fairly arbitrary point of reference, in the business of video gamesdom, ten years is a small eternity and some very significant games have graced us since the clock struck midnight on January 1st, 2010.
 I might still be too young for this kind of nostalgia, granted, but I can't help but think about the game experiences I've had in the last ten years that have been altogether Important to Me. I am less interested in ranking these titles than I am in exploring why they made such an impact on me, and why, if we were to borrow the esteemed verbiage of one Sid Meyer, they stood the test of time. ...or less so, if they came out more recently. Sometimes on these lists I sort of scrimp and scrabble to actually fill it up with enough games and I have to sort of cheat and put things on there I haven't really played, but fortunately I am not so destitute that I have only been able to play one new game a year since this decade began. To that end, this is more of a personal list than usual, that will have less to do with "well the game was kind of a Big Deal........" and more to do with "well the game was kind of a Big Deal to ME."
Dark Souls The First:
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This game will likely find its way onto many such lists in the coming days, because it is such a singular thing. Honestly, I would put Demon's Souls on here too, but that was actually like. 2009ish? At any rate, its spiritual successor was a marked improvement in most ways, expanding upon the core design tenets that made the unassuming FROM software ps3 title such an unexpected success: deliberate gameplay that demanded players go slow and respect both enemies and environment until they were sufficiently skilled and experienced, boss fights against extremely memorable monsters and also sometimes trees, strange asynchronous multiplayer that worked in spite of itself, and a meticulously designed world filled with oddities, grotesqueries, mysteries, and tragedies. Dark Souls was a phenomenon. "The Dark Souls of _____" is dig at gormless games journalists that endures and is relevant to this day. It created a whole subgenre that remains fairly untapped because of how much of a gamble it is to really go in on what made Dark Souls good in a game without that kind of name recognition and marketing blitz, and it changed the way the zeitgeist thought about video games in a lot of ways.
Inscrutability is an incredibly important part of the Souls experience. Abandon all hope of transparency, ye who enter here, because you're not getting it. The games were designed with the intent of being a sort of collaborative community puzzle, where players who stumbled on secrets and treasures in the game could leave down messages for others to alert them to hidden prizes - or just try to bait somebody to jump down a bottomless pit. Patches does that. A lot. It's kind of this thing. There is a very specific mood and atmosphere that Miyazaki and company were going for with these games that creates a sort of artistic catch-all for complaints I would level at basically anything else. "These weapons are poorly balanced." Yep. It's not really trying to be balanced. "Half of these systems are unexplained and nonsensical." Oh boy are they ever. "A giant man-sized baby just invaded my world and tried to kill me with a ladle." Yes, yes he did. The bizarre, fever dream ambiance of Dark Souls is enhanced by all of this. It will put a lot of people off and I can't really say "oh you just don't get it." because like no in any other game this would be bullshit nonsense for idiots. Souls just kind of makes it work by being compellingly baffling.
This murkiness also serves to highlight one of the core conceits of the game: the simple joy of greater mastery. Dark Souls starts you out with very little. You have nothing, know nothing, are nothing, and all the npcs you meet are pretty sure you're going to fuck off and die pretty much as soon as you break line of sight. On your first time through, that's probably true, too. The skeletons in the graveyard are infamous. As you claw your way through the game, as you learn more about it, you start to see measurable progress getting made. What was once a bunch of very tired men in armor giving you unsettlingly sinister laughs is now the outline of a story, vague but extant, with more waiting to be discovered. Where you used to flail around and die to random hollows in the undead burg, now you dance circles around them and paste them in one or two hits with your fancy weapons (or enormous wooden club, depending). A world that was once borderline impossible to actually traverse gradually opens up and becomes more familiar. In Dark Souls, death serves a purpose, and that purpose is not actually to block your progress. Its purpose is to get you to learn the game and get better at it. It's actually very player empowering in a way a lot of 'press F to pay respects' theme park rides are not. I'm probably treading a very thin line between thoughtful analysis (ha) and "you cheated not only the game, but yourself." here, but I'm going to stand firm in my belief that the way Souls games endeavor to make you improve yourself over time is a legitimate and meritorious way to design a game.
Of course, Dark Souls the First is very rough around the edges in spots. The second half of the game is somewhat infamous for being unpolished and kind of slapdash. The online was questionable, the PC port was laughable until the community went in and fixed it, Lost Izalith is a whole fucking thing, the works. The fact that it's so good in spite of the rough spots is, I think, what made it such a singular game. I'm one of those hopelessly sentimental idiot bitches who thinks that things that are imperfect are kind of charming and compelling in ways that very cookie cutter, by the book, technically competent but aesthetically bankrupt things are not. Miyazaki had a vision when he made this game, and that vision created an enduring legacy. That's worthy of respect in a way not many games are. It's messy and flawed but those flaws are just kind of endearing because they're proof that the developers were trying to push boundaries and be ambitious and make something new and interesting.
Dark Souls The Second:
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Dark Souls 2 has a kind of weird reputation in the online net-o-sphere. There are as many opinions about this game as there are people who have played it. Sometimes more, honestly. I spent a lot of time kind of convinced it wasn't that good until some things clicked and I realized it was HELLA good. That you kind of need the DLC to get the whole picture is... unfortunate, but such is the age we live in. Going into this game, I thought that a second Dark Souls was unnecessary. The first had ended satisfactorily, and I had no desire to see FROM get tied down to the world of Lordran. The quote B Team unquote that developed 2 seemed to agree with me, and created what is one of the most metacognitive games I have ever played. Now, let's not get ahead of ourselves. When I say metacognitive, I do not mean it in the usual facile sense of, say, whatever Jonathan Blow has churned out recently that beats you over the head with the fact that you're playing a video game and you should probably feel bad about it or the way Doki Doki Literature Club does the Epic Subversions! of visual novels by trying to convince you that the game knows it is a game, but failing because it cannot overcome the limitations that it has as a static, unchanging lump of code. Dark Souls 2 aims higher. And you know me - I always try to aim high.
Dark Souls 2 deals with cycles. Most notably, cycles of futility. Cycles that are so enduring and perpetual that it matters not how you choose to resolve it, it will simply keep going no matter what you do. Drangleic is a hollow simulacrum of Lordran - and that is exactly the point. The familiarity and design consistencies between the two games is intentional. The curse of life is the curse of want. It took me a long time to really understand what Dark Souls 2 meant by that. The World of Dark Souls 2 is a sort of unending purgatory. Thousands upon thousands of undead have made the journey, linked the fire, perhaps chose to become the Dark Lord instead, only for some other undying fool to go and light it anyway. Each time, a new order is built upon the bones of the old, and in time, joins its forebears in the ashes of history. When I beat the game the first time and felt that the ending was unsatisfying, I failed to realize that was, again, the point. If the game had shipped with all endings in it, I think I would have been less miffed, but, well, the curse of life is the curse of downloadable content. If you choose to take the throne, link the fire, you have essentially accomplished nothing. Another age of Fire will begin, and then end, and so on and on into the ages, an unending litany of suffering and violence, because people cannot let go of what once was. They seek and scrabble to claim scraps of glory in a systemic nightmare of self-fulfilling prophecies and false dichotomies. When Aldia eventually arrives with the DLC packs, things really start to take shape.
Dark Souls 2 is a commentary on itself. An admission of the futility of trying to recapture the unique spark of the first game, and the necessity of doing something -different-. The playerbase hated it on release. It was both not enough like the first game and too much like the first game. It wasn't like, reviewbombing on metacritic hate, but the consensus rapidly became that 2 was just worse than the first game and kind of a bummer, a half-hearted cashgrab by a "B Team" while the really talented developers worked on Bloodborne. So, basically, they proved 2's central thesis completely correct. A hollow cycle of just repeating and iterating on what has come before serves nobody. In the words of Straid of Olaphis, "it is all a curse." That is the true curse in Dark Souls 2. An undead might link the fire to try and preserve their fading sense of self and memory, but it is but a temporary measure, a prolonging of greater suffering by bowing to an order designed to oppress. Before the Ringed City was ever a thing, Agdyne and Vendrick were here telling us about how Gwyn was so covetous of his own perceived right to rule that he cursed all of humankind into a twisted state of mutually exclusive ideas. Die as a mortal in the flame, or endure as an undead husk in the darkness, bereft of heart and soul. Or... does it even matter? All of this has happened before. It will all happen again.
Those who slave away eternally under this paradigm are doomed to never find peace or fulfillment, because it was not designed that way. Gwyn's fear was so great that he got entangled in his own karmic vortex, reincarnating over and over again with his other lord friends in slightly different forms and circumstances that would continue, eternally, to make the same mistakes in the pursuit of the same misguided goals. Aldia, the Scholar of the First Sin, is presented as one of the few beings in this entire misbegotten affair with an inkling of what is really going on. Both he and Vendrick knew that Drangleic was destined for the same dreg heap as every other civilization built upon the power of the soul, but all of their efforts to prevent this fall were for naught, because they were all confined by the same twisted system in which there can be no change or joy. It is only after Vendrick loses his nerve entirely and fades away into a mindless hollow and Aldia loses everything in his increasingly unhinged and ethically questionable experiments that he realizes that they were doing it all wrong.
I think I've probably gone on too long at this point so I'll try to be brief: the "true" ending of the game, made available after all 3 DLCs were released, involves gathering the power of truly mighty souls in a crown and using them as a sort of... loophole. The empowered crown does not cure the curse of undeath. What it does is prevent -hollowing-. The degradation of heart and mind. And after the final battle, you leave the throne behind. But there is a very important difference here from the Dark Lord ending of the first game. By finding this loophole, and rejecting Gwyn's order entirely, you and you alone have broken free from the endless cycle of suffering, and by doing so, perhaps gained the knowledge necessary to take the first steps into forging a new path entirely. Beyond the reach of Light, beyond the scope of Dark.
So yeah basically it's like Dark Souls the First, with some improvements and changes and what have you, so it's got the same fun to play deliberate explorey dark holey kind of thing going on, it just takes the concepts and runs with it to places I never would have expected a game to ever go. It is legitimately one of the only metanarratively aware games I have played (that I can remember, anyway) that sticks the landing, because it is not obnoxiously explicit about it. Undertale was fun and a worthwhile game by any reasonable metric, but it falls into the same trap as all the others: when you are acknowledged as the player of a game in anything more than a briefly comedic bit of 4th wall breaking, any hope of cleverness or thoughtfulness goes out the window, because it brings to light an ironclad truth of the medium: you, the player, are just as constrained in what you can do as the NPCs in the game, who are also fake. When they start haranguing you about about brotherkilling or being a cheating visual novel boyfriend or possibly girlfriend or what have you, it's just. Meaningless. It is a contrivance of the developer, specifically included in the game as a programmed possibility designed to be experienced.
Dark Souls 2 gets around this by not engaging with the player on that level of metanarrative. It deals much more in metaphor and allegory. It's not, like, especially subtle, but it is subtle enough to let your mind draw parallels without immediately blaring at you in comic sans "THIS IS A VIDEO GAME, KID" and taking you out of it entirely. It's a fine line to walk. A barrier between worlds has to be maintained for these stories to work. I'm the kind of player who will never do a renegade run of Mass Effect because I hate being mean and nasty for no reason, even to bits of code in a game, because I try to engage with it all in good faith and do my best to let myself buy into the illusion that these bits of code are characters with thoughts and feelings. When an angry flower man pops up and says "OOHOOHOO LOOKS LIKE YOU JUST RELOADED THE GAME BECAUSE YOU KILLED SOMEBODY" my first thought isn't "wow fucked up..." it's "oh well there goes my suspension of disbelief" because like. If you're going to call me out on that then fuck I can just go into the code and make you say "there is a frightful hobgoblin haunting europe, and its name is ligma" and like. Yep. Bow before my mastery. I guess. I don't want to get into a slapfight like that with Toby Fox. He seems like a nice person.
I don't know maybe this is just something unique to me, and other people can deal with these stories without immediately becoming depressed by the deeply artificial nature of it all. It's complicated. I will say that I like Undertale a lot, but the reasons that I like it come very much from the character interactions, spritework, and music, and not the time Flowey closed my game. It's just the same pony island bullshit as its always been. "OooOOoOOoh uninstall the game or you're actually just going back and messing with events for your own perverse satisfactionNNNnNNnN" fuck off dipshit it's all fake garbage for idiot children and I am not causing a cartoon skeleton existential agony by considering that maybe I could play this fun game that I liked and payed cash dollars for again. Now, all this considered, my next game on the list might be surprising...
Nier: Automata
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Okay so let's just get this out of the way. Nier does a very famous thing at the end when you get the true ending where you are given the choice to forfeit your saved data in order to help another player get past the final boss, which is... the credits. So how is this different? Well, for one thing, it's not like the central narrative conceit of the game. The sexy android psychodrama functions perfectly well without it. It's kind of its own thing. It's... an expression of hope, kind of. An admission that you -care- about the fates of these characters, in spite of being bits of code, because their personalities and their world and the way they interact are all compelling and endearing, and you would give up something of tangible worth and importance to maybe give them a chance for a better outcome in somebody else's game, too. It's a very strange thing that I can think of no real equivalent for. You even get to put a little personalized message on the extra shmup ship you send over to help some other player get through to the end. It's an act that... kind of exists outside of the story, but also kind of in it. I think the important thing here is that the conceit is that you are making this sacrifice to help somebody else, not because a small goat child said something Foreboding. It's a confirmation that if a game makes you feel things, makes you think, maybe it wasn't just a waste of time.
So enough about that. What about like the other 99% of the game? A lot of people in my peer group are super sweet on the original Nier: Gestalt game. I played through it. It was... okay. Like it absolutely had very charming characters and story and all of that but it was just kind of a slog to play through and I kind of wished the entire game was just that segment where you're playing a text adventure. Automata continues to have very charming characters and story and all of that, but it also actually like. It's fun? To hit the buttons? Like, that Platinum pedigree isn't just for show. It's not the most technical game they've ever made, but it's fun and varied (shmups! shmups!) and there's some fun character customization and you even have a self-destruct switch which is always hilarious. The real attraction is the narrative, visuals, and gorgeous music, but it's also just a solid swordswingy dodgy robot smashy time irrespective of that. So like. Yeah.
The story and characters are very interesting and well done and goes to some very dark and uncomfortable places sometimes about the nature of memory, artificial intelligence, the often arbitrary labels we give ourselves, and the implications of sexy robot men with no junk. The nice thing about Nier Automata is that the events in game are fairly straightforward and relayed in a way that people who don't compulsively watch lore videos can understand without too much difficulty, so I don't really need to go into a detailed summary of why it's genius because of tHe AlLeGoRy. It kind of speaks for itself, for the most part. Does 9S want to fuck 2B or destroy 2B? Maybe some other verb entirely! We may never know. Well, I do know. He wants to fuck her. That is obvious. But it does not preclude the other, which is a salient and disconcerting point the game tries to make with that whole sequence. 9S has really had a rough time of it, you know? All that stuff in his own game and then he pops up on the First only to get his face caved in by the Warrior of Darkness. Rotten luck.
Basically, Yoko Taro sets out to say some things with his strange brainchild about androids with very big butts, but when you think about it, the attractiveness of the YorHa androids is also kind of a statement, too. If you're building something in your image, wouldn't you want to make it as sexy as possible? I would. Like, if you could make your machine children smoking hot, why wouldn't you? It's only polite. Nobody wants to be an ugly robot. Maybe the machine lifeforms would be having a better time of it all if they weren't put in categories like "short stubby." Anyway. Saying things. He says things. The game is thought provoking and evocative and at times very very sad. I love to cry. More on that later. I feel like I'm coming up a little short on this after my small dissertation on Dark Souls 2, but sometimes you need to fuckin. Get that kind of thing off your chest. Automata is challenging, but not Souls 2 challenging, where you kind of have to look in all the nooks and crannies and paid DLC packs to really get what it's trying to say. Though I think you fight the president of Square Enix in one of the Nier DLCs. That's pretty intellectually formidable.
Bloodborne:
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It is no secret that I love the Bloodborne. It's very fun, very tight, usually works right most of the time, blood vials are shit but what can you do, and is one of the most visually arresting games like, ever. Ever ever. Behold! A Paleblood Sky! indeed. It's got the Souls pedigree to make combat fun and challenging, but its also very squishy and visceral and kind of grody in a good way because it ties in heavily to the themes of what really separates people from "beasts" and how more often than not we're just fooling ourselves. We're all rancid beasts. Hunger makes monsters of us all. It is this thematic strength, and the uncommon aplomb with which the game takes a hard left turn into "wait what the fuck???" town, that I regard it so highly. It's a game with a lot to say, especially about our narrow view of "intelligence" and the imagined "right" it grants us to subjugate and victimize those we deem inferior. The Victorian setting is no accident - a lot of the horror in the game draws heavily from classic colonialist sentiment and the erroneous conviction that all things are there for the benefit of Mankind (Glory to them, see previous) that commonly defines that era. Also that architecture is some spooky shit I tell you what. Even when there isn't a large spider man with a brain for a head hanging off of it. There are those, in this game, by the way. You thought you were gonna deal with werewolves? Bitch your eyes have yet to open, strap the fuck in.
Bloodborne is the coveted "what a twist!" game I so laboriously search for. A game that expertly leads you to believe some things, then gradually shows you that you are a fucking wrong idiot baby and now there are mushroom men from mars running around casting magic missile at you. It gets this right in part because the clues were there all along, if you bothered to search for them. The first part of the game is fairly expected of what the promo material was all about, save for some weirdness with dreams and cryptic mutterings of "Paleblood." Then, you know, some shit starts getting wacky. You start running into giantass monster men clad in the trappings of the church. The NPCs you talk to start becoming more and more unhinged. Sometimes you will be randomly lifted bodily into the air and die and it is fucking alarming the first time I tell you what. Strange men with bags start appearing in random spots, and if they kill you, they don't actually kill you - they put you in the bag and kidnap you, the only way to reach a certain area of the game early. This hidden area is filled with more bagmen and some very angry giant pigs, because those are in this game too. Then you finally enter the big cathedral at the center of town and its lined with really odd looking statues of aliens and you touch a weird skull and you get a vision from the Mothercrystal about how to progress, and you tell the password to the gatekeeper, and he's like "ok cool get in here" but actually he is a fucking dessicated corpse and this isn't Dark Souls there ain't no undead here. Maybe. Are there?
Then you get into the Forbidden Woods and there are like, the weird mushroom men, if you go looking for them, and snakes, and really BIG snakes, and men who are made out of snakes and kind of give you weird nostalgic memories of Resident Evil 4 and the las plagas sphagetti heads. And there are more statues and giant fucking gravestones? That are really unnerving? And also if you went poking around you might have also met Patches again, who is back, but also a spider, and he'll show you how to get into college, except the college is in a nightmare and full of slime people, which is actually pretty normal now that I think about it, and then you can go out into ANOTHER nightmare, which is just another obnoxious poison swamp but the winter lanterns live there and those things are a fucking trip. Anyway you get to Bergynwerth eventually and there are weird insect guys and weird disheveled looking fellas that literally eat your brains if they get close and this awful npc hunter (the real horror of the night i tell you what) who casts fucking megaflare and you FINALLY get to the center of it all and jump into the lake except it's not the lake, it's actually like a fucking pocket dimension and there's just a big spider chilling out. You have to kill it to progress. And then when you do things just REALLY go to hell. And this is to say nothing of the Old Hunters DLC. This game is a fucking nightmare and it's great. Easily one of the scariest games ever made, genuinely frightening and weird and it doesn't just lose its edge when you realize the monster is a big goofy man with a flappy jaw. You are the monster, and that monster is a tiny squid baby. You're a squid now! Because you ate umbilical cords! Why!? I DON'T KNOW! INSIGHT, MOTHERFUCKER!
So what I just described is probably sounding completely absurd, random, and borderline early 2000s era monkeycheese style humor, but you gotta believe me, it is only absurd. It's actually very deliberately absurd. A lot of people will say that Bloodborne is one of the only games to get Lovecraft right, but I have actually read some of that dreck and I will say Bloodborne really only shares some aesthetic DNA and nomenclature with the racist tentacle man who ate nothing but canned beans. The themes are actually very different. Lovecraft wrote of a paradoxical contradictory world where Unspeakable Elder Things lurked behind every shadow, ready to emerge and destroy everything, but they were also very apathetic and noncommital about the whole thing. They didn't actually care that much either way, but they were still Bad, because they were weird and alien and inimicable to human life because of that foreign aspect. Like Nyarlathotep was originally envisioned as a travelling black guy who would go from town to town and show people some awesome inventions and shit and that was supposed to be evil. The dude's neuroses about race permeated -everything- he wrote.
On the other hand, Bloodborne takes a different tack. One of the central theses of the game is that the Great Ones are -not- evil. In fact, they're rather sympathetic by nature and will do what they can to help, if asked. The horror of the game comes not from the actions of the alien monstrosities who are actually nicer than most of the humans, but from what the human characters do in the pursuit of knowledge and power. Atrocities are committed by the dozen in some vague pursuit of higher understanding, against both the citizens of Yharnam and the supposed cosmic horrors themselves. This point is driven home by the fact that a number of the more alien entities you encounter in the game aren't actually hostile at all. Rom, the Vacuous Spider, will just chill out with you indefinitely at the Moonside Lake if you don't strike the first blow, and doesn't even really begin to actively defend herself until you prove yourself to be a determined murder machine. Ebrietas, the Daughter of the Cosmos, is found minding her own business in an out of the way corner of the Upper Cathedral Ward, mourning Rom after you, you know, killed her in cold blood. Again, she is completely non-hostile until you start shit. In the Old Hunters, Kos (or some say Kosm) is actually benevolent sort of mother goddess to the people of a small fishing hamlet. ...until the "scholars" of Bergynwerth murder her in the name of science, too.
All of the evil and horror and stomach-turning cruelty in Bloodborne comes from corrupt systems of power run rampant, not something as facile as the supposedly intrinsic malice of beings different from us. The terrors of the cosmos are nothing before the vile, willful depravity of mankind itself. That's the idea at the heart of it all. The Great Ones, who exist on a higher plane of existence, seem to have largely left this cruelty behind. Even the Moon Presence, the principle cause of the Hunter's Dream, is trying to help Laurence and Gherman - it's just that it's so different from humans, its idea of helping is a bit. Strange. It's this really fresh and unique take on the genre, this byzantine tragedy of miscommunication, good intentions, and mortal greed, that creates one of the vanishingly few games at are actually frightening. It doesn't even have to sacrifice being a good game to do it! No hiding in closets from the scourge of screen blur and heavy breathing here. In terms of gameplay, it's probably the most refined of quintet. I'm unsure if I should count Sekiro with them or not. It's a much different thing. Trick weapons and hunter's garb are iconic, extremely stylish, original, and honestly just fucking dope as hell. You've got a hammer that explodes when it hits things, a giant pizza cutter, a katana you coat with your own blood to empower, a gunrapier and a gunspear, a giant... wagon wheel... because Miyazaki just really likes those I guess, a bow that is also a sword, a giant fucking ship's cannon you just carry around with you, a portable flamethrower, an... eyeball, that shoots space rocks, for some reason. Like the weapon design and selection alone is worthy of considerable accolade. Bloodborne is fantastic, play it if you can.
The Legend of Zelda: Breath of the Wild
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I was a little bit kinda wishy washy on putting this on here, but I think overall that it deserves a spot. In terms of story and themes, it's honestly a bit whatever. It's Zelda. Don't be an asshole to your genius daughter who knows like ten times as much as you do about everything I guess. Prince Sidon is a nice fishman. Link is like, distressingly, "this is a kids game!!" hot when you put him in certain outfits. I'm pretty sure every configuration of sexuality interested in the act of boning probably at least went "hoo boy" when Link put on the gerudo outfit. That is, of course, not really enough to qualify for such a prestigious position as one of the best games of the decade. Where Breath of the Wild shines is its world design, music, and the masterful layer of melancholy it drapes everything in. The ruined land of Hyrule is beautiful and sad in equal measure, the vistas enhanced by a fantastic soundtrack with an incredibly rich personal voice. It takes a very certain kind of design philosophy, in my opinion, to create an open world that is actually meritorious and worthwhile and not just an excuse to spend a lot of time hoofing it through vast expanses of nothing interesting. There is enough raw Stuff in the land of Hyrule, from enemy encounters to happening upon NPCs to just finding something really weird and inexplicable that you feel compelled to check out, to justify the massive open world.
I think the enemy design in particular is worthy of some praise. The game gives you a whole lot of tools to tackle any given fight. Sometimes you can just whack something with your sword until either the enemy or the sword breaks and that will work fine. Other times, you can literally do the Tao Pai Pai thing from Dragonball and launch a treetrunk into the air, surf on it, and land it squarely in the face of some unsuspecting moblin. This is a very popular speedrun strat. The sheer amount of Weird Stuff you can do in the service of ultimately saving Hyrule is a lot of lot of LOT of fun, things not many other games would let you do. There's also something to be said for the moments where you're exploring, minding your own business, and find yourself face to face with something fearsome and big and dangerous, like a Lynel in the frozen north or one of the big cyclops guys. It's heartpounding and exciting and really hits that "oh hell yeah let's fuckin FIGHT" button. And fighting in Breath of the Wild is a hell of a lot of fun! Probably the most its been in any Zelda game. Skyward Sword please go away you're drunk this was never a good idea. To me, Breath of the Wild is kind of the platonic ideal of an open world fantasy fuck around game. That used to be Skyrim, but BotW sort of made me realize you can actually have a functional game on top of all the aforementioned Fucking Around, too, and that sort of enhances the experience.
This might be a little weird and personal and I apologize, but I think the one thing that really sealed this game as something very special and significant to me was the moment I entered the Rito village for the first time. I was greeted with an utterly gorgeous piano melody that gradually unfolded into a soulful, excruciatingly bittersweet arrangement of the Dragon Roost Isle theme from the Windwaker. I admit that I was not in a good place in my life when I was playing Breath of the Wild. I was still reeling from some bad brain stuff. Be that as it may, Breath of the Wild is the only game I have ever played - hell, the only piece of art I have experienced - that has brought me to tears with nothing more than a song. When I realized what I was listening to, when the memories of a time when I was still a child with hope and trust and innocence and any faith that life would ever be something more than cruelty and suffering came flooding back, I had to put down my switch, go lay down, and just ugly cry for a while. It's honestly making me a little misty-eyed just thinking about. It was such a personal, intimate, keening feeling of... I don't really know. Nostalgia? Longing? Melancholy? Now, believe me, I love to cry. I am a crybaby. Things make me cry all the time. But not like this. This was something else. Something I still don't really understand, or can explain. All I know is that if a game can do that to me with just a few notes, it deserves to be here.
Salt and Sanctuary:
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This is probably the most niche game for me. Even people who share some of my more eclectic tastes and sensibilities didn't like this game that much, but there was just something about this Metroidvania mashed with a Soulslike that hit some very primal notes in my soul. The art style, a weird mix of cartoony and utterly deranged, the enemy design, the bizarre way the world is put together, some extremely creative boss battles, and above all, some masterfully done atmosphere dripping with poorly understood dread and a sense of complete disorientation combined to create an experience that seemed to be made for me, and possibly me alone. It's not a flawless game. The music is fine, but somewhat lacking in variety. The character progression system is a good deal more complicated than it needs to be by any stretch of the imagination, as is the weapon upgrade system. The difficulty curve is uneven, and the raw inscrutability of the whole enterprise can make progression difficult in ways that it never really was in Dark Souls and Demon's Souls, which at least had the courtesy to point you in the right direction from time to time. The ending is a bit on the weak side.
Even now it feels difficult to really like. Elucidate on why I like this game so much. Maybe it's because it was the heartfelt effort of an extremely small team with more passion than experience? Because it's so unique and bold in ways other games are not, even while being a self-admitted derivative of Souls games? I just don't know. It's just such a fun and plucky thing, even if parts of it are kind of bad. It's not like, Deadly Premonition or anything where the badness is also the primary attraction. It's like, overall a good game? I believe? It's just that if it wasn't also kind of weirdly flawed and broken in some ways I don't think I would like it as much. God, I don't know. Just. Play it if you get a chance and see if any of this makes sense. One of the weapons you can use is a giant ass ship anchor, which is just fantastic, and you can start out as a chef, complete with a goofy hat and an extra helping of salt. Salt is important. Gotta keep those electrolytes up. You can also put a pumpkin on your head, and there's a boss called the Tree of Men which is just this giant torture machine that hates you and everyone else. It's so weird! The lighting is so moody and unsettling! The Queen of Smiles doesn't have a jaw! You have to brand your ass with a metal iron to double jump! ...hand, not ass, to be fair. But ass would be pretty funny. And horrifying. If you join the Iron Ones religion your healing item is just bread. And that is a fucking mood.
Super Mario Galaxy 2:
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This one barely makes the temporal cut, but it was 2010 when it came out, I'm pretty sure. As a Mario game that doesn't have paper in its name, it's also going to be a bit fluffier and lighter on actual substance than pretty much every other game here, and I don't have that much to say. It's just this gorgeously realized and scored platforming adventure that's so tightly tuned you could play Smoke on the Water on it. It is the still the best traditional jumpy wahoo boing boing Mario game I have ever played. It just makes you feel good about space, and going to space, and seeing all the wonderful things in space. Though there most likely are not charming little obstacle courses themed around bees and and toy trains in space, the various cosmic phenonmenon on display on the map screen and in the background of some galaxies are close enough to what you might expect to inspire a sense of wonder and awe. SMG2 is like the purest expression of Let's Just have a Good Time design in games I have ever seen. It induces good feelings. Not everything has to be deep and troubling and thought provoking. Like, I tend to prefer it when they are, but there's always rooms for exceptions like this. Just fantastic. And the music though holy shit. Honestly I think the only game on this list that doesn't have a fantastic OST is Salt and Sanctuary, but it's still like. Serviceable.
Darkest Dungeon:
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Let me start off by saying that Darkest Dungeon doesn't always hit the mark with its central conceit of stress management and the importance of mental health in your small army of adventurers. Nobody is going to start screaming abuse at their comrades or start stabbing them to death in a fit of paranoia because a skeleton spilled some cheap champagne on them. That said, I think that it -tries- to address these things is admirable, even if it is fairly easily boiled down into a simple matter of resource management and cost/benefit analysis. The reason I like Darkest Dungeon so much is that it is a game that excels at emergent storytelling. In terms of actual plot progression and character development, there is very little. You can have a party of four Occultists, each with the exact same backstory and with the exact same pact to the exact same eldritch entity, killing the exact same boss several different times. If you want. The dungeon crawling primarily serves as a vehicle for two things: the first and most obvious, the primary gameplay experience where you command your brave or at least foolhardy group of heroes to engage the ancient horrors of Grandpa's Party House. By itself, this is compelling and demanding. A bit like Dark Souls, Darkest Dungeon is a game that is fairly exacting in what it expects out of you, and it will not let you make mistakes without slapping you on the wrist and saying "no, bad." Similarly, it is a game where mastery is rewarded, but both in somewhat lesser degrees because DD is much more random and capricious in nature. The difference between a new player and an old hand is obvious, but sometimes even veterans can get completely dicked over by things out of their control.
That leads us into the second purpose: having the Ancestor narrate your constant struggle against Murphy's Law while completely hilarious bullshit conspires to send all of your highly trained and well equipped adventurers to the grave. Let me tell you a tale. I was fighting the Countess, the extremely powerful and dangerous final boss of the Crimson Court DLC. Everybody was afflicted with some manner of madness, and things were looking grim. She had shuffled my party around into a formation wherein some of them couldn't act without switching places. I ordered my vestal to switch places with Dismas, my highwayman. Dismas, however, was currently under either "selfish" or "abusive" status and simply refused to move. This meant that my vestal could not actually act that turn, and simply doing nothing incurs a penalty of stress damage. This stress damage was enough to put her gauge to the maximum, give her a heart attack, and kill her. Dismas literally murdered the healer by being too much of an asshole. I was beside myself at the time, but make no mistake - it was fucking hysterical. I later fed him to the final boss as penance for his crimes.
Darkest Dungeon is a grindy game that takes time and effort to complete. This is one of the biggest complaints leveled at it, and it's a fair one. On normal mode, though, you are more than capable of going at it inch by bloody inch, throwing corpse after corpse at the eldritch monstrosities until they at last drown in the blood and give up. No matter how grievous the setback, you can come back from it, unless you're playing on stygian/blood moon mode, which adds a fairly strict time limit and a hard cap on how many hapless adventurers you can send into the meatgrinder before the Nameless Thing That Ends The World wakes up and gives you an auto-game over. It's designed to be a long, bloody slog where shit goes wrong. Hopefully, in the upcoming sequel which I am very much anticipating not being able to play because I am poor, Red Hook can perhaps find a better balance with this. I am, for my part, fairly forgiving of grindy games, and at times even enjoy them. They were going for something with the way they designed DD, and I respect that. If you have the proper mindset of "whatever will be, will be" and learn to embrace the senselessness of death, your adventures in the Darkplace Estate will be both rewarding and oftentimes absurdly funny because your Arbalest was too depressed to eat anything, took more stress damage from starving, and then died of a heart attack, which then further stressed out the rest of the party. If that sounds more "oh my god that's awful" than "hahahaha you fucking dipshits" to you, DD might not be up your alley. But if it is, it -really- is. It's sort of the Dwarf Fortress principle, though Darkest Dungeon is far more user friendly and nice to look at. ...you know if you payed him enough the narrator voice actor would probably do a dramatic reading of Boatmurdered. Just saying.
Stellaris:
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Stellaris is kind of the odd spaceman out on this list for a variety of reasons, but it shares the same kind of compelling emergent storytelling that Darkest Dungeon has. It's just less likely to be about how your alcoholic bounty hunter missed every hit against a fishman and went insane, and more likely to be about how you found this really cool Orb in space but it was in another empire's territory so you basically fabricated Space World War 1 to take it for yourself. Maybe that was just me. Much like the many habitable planets in any given Stellaris game, Paradox's grand strategy space game falls in the Goldilocks Zone of "accessible for mortal minds" and "satisfyingly complex." I'm not a huge fan of most Paradox stuff because I don't really give much of a fuck about kings and their crusaders one way or the other, but I respect them for what they are. Stellaris was kind of a proof of concept for me for that - given subject matter I actually liked (space!!!!), the various nitty gritty systems of planetary management and fleet organization and robo-modding and gene templates became compelling rather than overwhelming. They were, granted, still pretty overwhelming at first. The game still receives robust free updates and DLC even as of this writing, sometimes drastically changing the way the game is played (alloys! consumer goods! aarrrggh!) and making my 500ish hours of playtime seem a little less nonsensical. Look, a lot of that time was idling on the galaxy map while I did something else.
It's just really polished and technically competent and -enormous- and there's space dragons and sometimes you get to fuck a black hole. Stellaris doesn't really have a narrative, per se, save what you ascribe to any given game, but that doesn't mean the game doesn't have writing. A lot of very interesting, well written, and sometimes really funny flavor text can be found in the various anomalies and in-game events your science vessels will encounter as they uncover more of the galaxy, or sometimes a planet will have a mysterious portal to Hell on it, or maybe it's actually just a huge egg for a terrifying voidspawn. The game also navigates the usual 4X/strategy game dilemma of securing an early lead and just kind of chilling for the rest of the game by introducing midgame and lategames crises. It's not a perfect fix, but the ever-looming threat of a khanate space uprising, an AI uprising either from your empire or another, or ravenous space bugs from beyond the cosmos ensures that you have to keep at least a little bit on your toes. The presence of spaceborne aliens that range from "a nuisance" to "well gosh that thing is actually eating that sun this could be problematic" also ensures that you need to pay attention to both military and domestic aspects of governing. Stellaris happens in real time (though you can thank god pause whenever you want to issue orders) so there isn't really a Civilization equivalent of "oh the tiny pissant nations are declaring war, time to buy seven tanks with my enormous hoard of gold and run over their medieval knights" in Stellaris. Stuff always takes time to make, and it takes time to get in position, too. Space being exceedingly vast, and all that.
The lategame can get simultaneously get very overwhelming and very boring, but there are systems put in place to help automate the process of ruling a huge interstellar empire and one of the nice things about Stellaris is that you can kind of just. Stop whenever you want. There are technically win conditions, if you're into that sort of thing, but a lot of the time I will just play it through until I'm like "hmm okay im good" and then just either start a new game as an extremely different kind of empire or play something else for a while. It's kind of nice. The idea of "winning" in these games is always so weird to me anyway. I kind of like the framework where it's just kind of like. You tell a story, rather than try to win a game. Recent changes have made it much easier to actually achieve victory, however. Part of the thing that kind of encouraged my "eh i'll stop when i wanna" approach in the first place was how unreasonable some of the old victory requirements were. Occupy sixty percent of the galaxy? Excuse me???? Fuck off. Also, it's not like. A really salient part of the game like it is for most other games on the list, but Stellaris actually does have a pretty nice soundtrack. It's much more ambient in nature and there's not really enough of it for the amount of Game there is, but what's there is nice, even if you will probably end up turning it off and listening to your own music instead eventually.
============================= =Final Fantasy XIV: Shadowbringers= =============================
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Alright so if you've like actually looked at my twitter or talked to me or to someone about me for more than two minutes, it's probably pretty obvious that I really like FFXIV. An unhealthy amount.  I will cop to that. FFXIV is an MMORPG. Let's start with the basics. I enjoy the game's gameplay a lot. I would not have put 6 years of my life into playing it if I did not, I'm not a Dota 2 player, for Christ's sake. I like to raid, and have actively done it in every wing except for the Sigmascape. I even managed to beat the final encounter of the current Edengate raids! I'm currently sort of gathering my courage to try the latest Ultimate Raid, the Epic of Alexander. Ultimate Raids are fights that are absurdly difficult by any reasonable standard and further winnow the playerbase from "hit level 80->does endgame stuff->does savage raiding->clears savage raid tiers->does Ultimate Raids->.00000001% of the player base that clears ultimate raids". Ultimates are for a very specific kind of player. I'm just sort of mentioning it for context purposes, it doesn't really factor in to my overall evaluation.
Now, despite the fact that I personally enjoy the gameplay a great deal, it is not actually why I think this game is so good. This might puzzle you. What else is there to an MMO? Is the sense of community especially great? Well, I would say that I really enjoy the community of people I play with, but on the whole, XIV's community is about. Standard, really. Which is to say "a fucking dumpsterfire" by any human metric, but just par for the course for online video games. What keeps me coming back to the game is that in between all the endgame stuff and grinding and crafting and going to die in Eureka, there is a bafflingly compelling and superlative singleplayer experience. The game is actually like unironically the best mainline FF title since at least XII. I would personally say it's on par with IX as a narrative experience, which is no faint praise because i fuckin luv me some ffix. But how can an MMO have such a compelling story? It's kind of complicated.
History lesson for the ten people who still don't know: FFXIV actually launched way back in like. 2011 or some shit and it was -arrestingly- bad. "Embarrassment to the franchise name" bad. So bad that they decided to literally drop a meteor on the game world, bring in a new director, shut the whole thing down for a year or so, and then relaunch the game as A Realm Reborn in mid 2013. People really liked this version. It was nothing short of a miracle. It also layed the groundwork for something important: a real and genuine dedication to worldbuilding (and worldending, too). The destruction and rebirth of the realm of Eorzea is metanarratively (theres my favorite non-word word again) baked into the very DNA of the game as it is now. Learning about the people who lived after the Calamity and how they survived is a direct parallel to how the dev team had to survive and adapt to make this complete boondoggle of a game into something presentable. A lot of heart and soul went into the bones of the world the game takes place in, because it's an expression of that dogged determination to make it work. Yoshida and his team probably crunched like hell to get it all done, and that makes me really sad, but what's done is done. I wish it didn't have to be that way, but it is, and all I can do at this point is praise the team's hard work and vision and try to support them as best I can.
So there's this really weighty sense of reality to the game world, and all of 2.0 is basically spent just establishing Eorzea and how it works. If you were an early adopter of ARR, like I was (2.1 is early right. it's gotta be.) then you grew to genuinely care about the place you spent so much time in and looked so pretty and was kind of obnoxiously laid out but don't worry there will be flying in the expansion. The longrunning nature of the game sort of necessitated a sort of serialized story. It had much more in common with an episodic TV Show than a usual Final Fantasy story, which for better or for worse are usually self-contained little things until somebody decides its fuckin Nova Crystalis time. It created a really unique sense of anticipation and participation in an ongoing story and evolving world. I think this is where a lot of people find their attachments to MMO style games, why people are still faithfully playing World of Warcraft 15 years on.
So FFXIV gets two expansions, Heavensward and Stormblood, and they were very Good, and added lots of neat things to the game and advanced the story and introduced new and beloved characters and also Zenos yae Galvus I guess and the long-running nature of it all started forging a kind of personal narrative of necessity, if that makes sense? Like, your own protagonist, who is mostly silent, who you created and customized and further customized and maybe turned into a lalafell once just to see what it was like to be so short, has been an important part of this world for so long your brain kind of just fills in the gaps in spite of itself. What would my character think about this? What would she do? Why would she do it? That kind of thing. The Warrior of Light, as one is called, has had a leading role in the game's story since pretty much day one, but one of the things that compels me about the character is how much work it took to get where she is today. Like, it's not a Diablo 3 style "hmm well you killed those zombies really good so i guess you're basically stronger than god and also satan put together" affair. You start out as a newbie adventurer, you do newbie adventurer things, like helping orange pickers keep the orchard clear of bees or deliver packages for guilds or whatever sufficiently adventuresome task needs doing. You gain notoriety for doing things that are, well, worthy of notoriety. You really get noticed when you defeat the primal Ifrit in a pitched battle, get recruited by some organizations, and you keep steadily working your way up from there.
As of Shadowbringers, the warrior of Darkness is kind of stronger than god and satan combined, but it took a fucking -lot- to get there. One base game and two expansions worth of life or death battles against utterly intractable foes and also Zenos yae Galvus I guess. It is beyond the scope of this piece to just give you a full plot summary of six years worth of storytelling, so I will just cut to the chase and try to explain what I'm taking five million words to say. Shadowbringers did something I thought heretofore impossible: it made me care about my tabula rasa cipher avatar as a character in a story and not just as an expression of digital self that I had grown fond of. Don't get me wrong - Dazzlyn Reed the adventurer is absolutely an expression of digital self that I have grown -disproportionately- fond of. I figure I'm a few more patch cycles from becoming that girl in the Jack Chick tract about Dungeons and Dragons who had a psychotic break because her DnD character died. However, for the most part, that affection was more of... kind of taking pride in her appearance and the outfits I put together and the achievements I had accomplished with her and stuff like that. Shadowbringers made me care about her as a character in her own right, which seems borderline miraculous to me.
It's sort of hard to explain without totally spoiling everything. And even with spoiling everything. In vague terms, I'll try to express it this way: the game put Dazzlyn in a situation where she had failed. Like, spectacularly. Everything she had done in the course of the expansion had gone up in smoke, and her own life was in real and severe danger. When you play these kinds of games, your first instinct when things go wrong in the story is pretty much always to just flippantly say to yourself "okay okay just calm down and let me fix it i'm like level a billion it's fiiiiine". Shadowbringers turns that on its head. You went to fix things... and you couldn't. Despite good intentions, it's arguable that you only made things worse. Everything you worked for since arriving on the First was just utterly undone, and the game lets you see the toll that has taken on your character. It's weirdly heartwrenching in a really uncommon and compelling way. Dazzlyn had been on the outside looking in at this kind of situation plenty of times before, and she had always had a nice and encouraging thing to say as she helped shoulder the burden and get things back on track for Alphinaud or Lyse or Cid or whoever. The game has, since antiquity, given you much appreciated little dialogue choices that don't really matter much in the scheme of things but let you kind of carve out your own characterization, and the way Dazzlyn turned out was somebody who just really cared way too much about all of her dumb stupid impossible friends who kept fucking up.
One thing that longtime players of the game have complained about quite a bit over the years is that your NPC friends never seemed very. Like. Personally close to you, with a couple of exceptions like Alisae. Shadowbringers both fixes that by introducing the Trust system, which lets you take your Scion buddies into dungeons with you instead of other players, if you are so inclined, and sort of turns it back around to be a kind of poignant narrative point. After everything she had done for them, unconditionally and with a smile, none of the Scions could actually find a way to help Dazzlyn when she finally ended up being the one who needed it. And this -fucks them up-, emotionally. Like, bad. Alisae nearly has a crying fit over it in one of Shadowbringer's more affecting scenes. And just watching the whole thing unfold fucked me up, too. Like, I hadn't signed up for this. I was (relatively) safe in the knowledge that they would not have the gall to actually kill off the player character in an ongoing MMO, but it wasn't necessarily the fear of something happening to her that was getting to me. It was more just this feeling of "god, she deserves better. this isn't fair." The emotional pain that, well, everybody involved is going through is extremely real, even if the threat of genuine death is not. I know (mostly) (please god) that Dazzlyn is going to be okay, but she doesn't. Her friends certainly don't. And even when she does miraculously pull through, it's not like all of this grief and fear and anxiety is going to just vanish like it never happened.
I really have to stress how completely and catastrophically wrong this could have gone if the writers responsible weren't sufficiently skilled. I'm pretty sure if I idly suggested a BFA era World of Warcraft storyline like this to somebody who still plays they would have an apoplectic fit. It would have been so easy for this kind of exercise to ascribe character traits and emotions to a very personal interpretation of the Warrior of Light that they would never have, for any one person's vision of them. The FFXIV writing team avoided this issue entirely, probably because they knew if they didn't people would go ape, by focusing the brunt of the expressed distress on your friends and just leaving you yourself some time to take in the enormity of how badly things have gone wrong in customary silence. A subdued facial expression here, a dialogue option there. No more than strictly necessary. The game encourages you to draw your own conclusions about what your Warrior is feeling, how they're coping, if they even have any hope left, but it does not overstep its bounds and do it for you. It's just... really masterfully done. The overall arc of Shadowbringers can be described as "intriguing, well realized, and competently done." The overarching ideas presented aren't like, groundbreaking or anything. What is groundbreaking, at least to me, is this miraculous giving of life to a character that was originally intended as as simple player avatar.
At the end of the day, everybody rallies around you, as they usually do, but it is markedly different this time. It isn't some facile repetition of the idea that the Warrior of Light/Darkness/Pants-theft is this focal point of hope given form and life to everyone. Instead, it's this... oddly touching expression of friendship. Commitment. It's all probably going to end in tragedy. There's nothing anybody can really do. But they're going to stay with you until the bitter end anyway, because they care about you. If nothing else, they can't bear to think of you dying alone and in agony. Even the citizens of the Crystarium, with whom you do not share a bond that goes back literal years, show up to give you some words of encouragement. They show up to tell you that it's okay that you failed. It's okay that you got hurt, it's okay that you're in pain, that you're scared, that you're vulnerable, that you don't know what to do. After spending such a long time in the game's lore as being kind of invincible and infallible except for the occasional matter of pesky Imperial Viceroys and Old Kung-fu Men, it's just... affecting. It's not often done in games, at least that I have played and seen.
Does this one story moment justify making Shadowbringers the game of the decade? Honestly? Kind of. To me, art has always been about emotional reaction. This kind of reaction is something special, even for a crybaby idiot bitch like me. Moments like these are what make or break truly fantastic experiences. Finally finding Vendrick in the Tomb as that haunting, off-key melody starts playing. Realizing the true nature of the Upper Cathedral Ward. Hearing a beautiful piece of music in Rito Village and thinking about what that song means to you. Admitting that you care about your Warrior of Darkness more than you thought. They're all quite different, running the gamut from existential despair, stomach turning fear, a deep and abiding nostalgia and longing for what used to be, to a sincere, melancholy affection for a game world I've been a part of for almost six years. There's one unbroken thread: a cascade of genuine emotion. Something that goes beyond the simple pressing of buttons and jolts of serotonin as the numbers go up or the bad guys die.
Fortunately for my general credibility, Shadowbringers is also just really good in general. Soken's soundtrack is, as always, kind of spooky in how high quality it is. The presentation is top notch as usual. Encounter design is probably the best its ever been in terms of balancing accessibility and challenge and having mechanics that actually Work As Intended and not nightmarish garbage like Digititis and Black Hole Walking. Royal Pentacle! Server ticks! Server ticks! Uh. Sorry. Going slightly feral there. Anyway. Overall, I think Shadowbringers is the most polished expansion so far, in all respects, and its narrative quality in particular is kind of transcendent because of what it accomplishes in regards to how players see themselves in relation to an unfolding story. Also, it has an unfair advantage, because it's also a continuation of Nier Automata now! That's two games of the decade in one! Now, due to the serial nature of it all, I will allow that if something goes... like, inconceivably, catastrophically wrong with 5.2 - 5.5 I might be a little premature in my assessment. That said, 5.1 was just as fantastic as 5.0 and I don't see a reason to assume that the quality will so drastically drop in the coming months.
If you're somebody who really likes Rankings, here is a pretty noncommital list of them going from least good to best good but they're all special damn it.
10. Super Mario Galaxy 2 9. Breath of the Wild 8. Stellaris 7. Darkest Dungeon 6. Salt and Sanctuary 5. Dark Souls 4. Nier Automata 3. Bloodborne 2. Dark Souls II 1. Final Fantasy XIV: Shadowbringers
And here's a couple of Honorable Mentions just because!
Sekiro: Shadows Die Twice
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To be honest, this easily could have taken the place of like. Breath of the Wild or SMG2 if I was just a little bit more into Sekiro's aesthetic. It's easily the most technical and best-playing game that Miyazaki's team has put out so far, with a very simple to learn, difficult to master system of fighting based more around swordfighting than "shove large axe into monster butt" its predcessors liked so much. It also has a well-told story about a fairly down to earth conflict between an independent fiefdom and Japan's internal ministry trying to conquer it, with a splash of supernatural weirdness to give it some spice. There are monkeys with guns. Sekiro is just fantastically put together, and I really did end up loving Wolf as a main character, despite my initial misgivings about one of these games without a character creator. Wolf is kind of a lovable chuuni dipshit who tries his best in completely unreasonable circumstances and having him as an anchor lets Sekiro's story be more personal and self-contained in nature than the heady cosmological epics of the Souls games, which was a nice change of pace. Ultimately, though, I just find ineffably weird nature of the earlier titles to be a bit more interesting than shinobi and samurai, which is why Sekiro gets an honorable menchie and not a top spot. Don't get me wrong though shinobi and samurai are dope and Sekiro is not a -worse- game for their inclusion. It's just a matter of personal preference, and I could easily see this game taking a top spot on somebody else's list.
Pokemon X and Y
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I am a Pokemon bitch. I play all of them, except for black/white 2 and ultra sun/moon, which seemed too similar to their predecessors to really justify spending my precious, jealously guarded money on them. I feel that in general, X and Y has overall, the best mix of available pokemon, world design, music, Fun Little Things, and general game flow of all of them. Sword and Shield excepted I am still in the middle of that one. Pokemon is absolutely kind of video game comfort food, and its kind of just. There's not a lot to it emotionally, though it does have some fairly in depth mechanics and shit if you want to look into it. I don't know I just really liked X and Y. I felt like it deserved mentioning.
Blade and Soul
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This game is awful I'm pretty sure but I have so many fond memories of playing it with people I love and creating a ridiculous titty oil monster and having adventures with her sorry i'm trash
So there you have it. A very personal (sometimes maybe probably too personal) look at the ten games that I found to be the best that came out in the last ten years. Now, I usually consider my opinions on these things to be fairly well reasoned, but in this case, I did rely a lot more on the touchy feely qualitative things that are really important to me over the necessary but lamentable "yes i suppose this game is technically competent and plays extremely well" considerations a more objective list of this kind would entail. So you're free to disagree and think I'm stupid and wrong. I would prefer it if you did not think I was stupid, though, but the fact of the matter is I cannot stop you. Here's to another ten years of wonderful games that make us feel things.
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joshmspicer · 5 years
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Omfg “talk about” is a lot cuter than ask me
Nabbed from @qookyquiche​
1: Talk about the first time you watched your favorite movie. I saw a trailer for it ages ago and I didn’t know what it was, so I decided to sit down and [watch it legally online] and I fell in love with it. Secret of Kells is a damn treasure.
2: Talk about your first kiss. Never had one.
3: Talk about the person you’ve had the most intense romantic feelings for. Oh man. If we’re talking legitimate romance than I she was my coworker and eventual employee, but I knew her for a solid three years but never could or just never did ask about her. We got along so great and had so many shared interests. She always talked about her boyfriend and how she bagged on him for caring more about himself and his school than a girlfriend, which would be fine, but he literally had no time for her and it hurt to hear.
4: Talk about the thing you regret most so far. Leaving Minneapolis completely when my dad died.
5: Talk about the best birthday you’ve had. Didny Worl
6: Talk about the worst birthday you’ve had. The one where my cat died, my dog died, or my Grandma died?
7: Talk about your biggest insecurity. I just want everyone to like me or like the person I am. If somebody doesn’t like me I’d like to figure out why.
8: Talk about the thing you are most proud of. I wrote the first draft of a novel.
9: Talk about little things on your body that you like the most. My hair. My feet.
10: Talk about the biggest fight you’ve ever had. My mom and I really got into it one time after she stole from me due to her gambling addiction than tried to kill herself (she didn’t succeed and that was years ago). Pretty sure we didn’t talk for a few days after that despite being in the same house.
11: Talk about the best dream you’ve ever had. My Grandma had died fairly recently and I had this dream where my family and I were at a mall and my Grandma came down an escalator wearing this beautiful flowing white dress. My family and I ran towards her and we all just smiled and had a good time for how little the dream lasted.
12: Talk about the worst dream you’ve ever had. Couldn’t tell you for sure but I was in bed, might’ve had sleep paralysis, but this weird creature just kinda came down from the ceiling and jumped on me. Woke up gasping. Woke my sister up in the room next door.
13: Talk about the first time you had sex/how you imagine your first time. This is weird. I guess we’re--I’d rather not. I wouldn’t know where to start.
14: Talk about a vacation. Went to the Mississippi for one of my birthdays. Stayed in a nice cabin and had a great time with my family. Went fishing a couple days, went to a mine where we were early but the guys let us come upstairs and hang around for a bit until they were ready. They gave us soda which for a kid as young as me made them instantly cool. The mine itself was awesome. I got a nice science book for my birthday that I fell in love with. I got hay fever in the middle but all in all I had a great time.
15: Talk about the time you were most content in life. Late 2011 to Early 2012. I’ve talked about it extensively but as part of the brony fandom I felt like I had found my place. I was making consistent (albeit shitty) raps, consistent (albeit shitty) stories, I was on top of the world as a mod for Mic, I felt like I could do no wrong. I didn’t have a job and stayed up until 3 AM almost everyday, sometimes later depending on the day or just if I forget to sleep or not. I even modded the stream for the January BronyCon and Alex S’ debut of “We Only Got One Life to Live” was the absolute peak moment for me.
16: Talk about the best party you’ve ever been to. I have literally never been to a party.
17: Talk about someone you want to be friends with. He’s a guy who isn’t afraid to tell you what he thinks even if he’s a fucking prick about it, but the guy is genuinely nice and wants to help you out if he trusts you. He’s a guy where I can’t tell if he likes me or not depending on the week.
18: Talk about something that happened in elementary school. Pokemon craze went wild and I had two friends that I absolutely adored and were totally into it. Almost everything we did was Pokemon related.
19: Talk about something that happened in middle school. Fuck middle school. With a fucking passion. Worst time of my life. Fuck it. Hope it burns down.
20: Talk about something that happened in high school. I looked like McLovin a lot as a freshman and as the movie had just came out, I was called that a lot. I just accepted it and rode that shit to the end. I was like by a lot of people but it still felt fake at times.
21: Talk about a time you had to turn someone down. I was in middle school. I was randomly asked by this person I don’t know. I guess we dated for like half a day but we never spoke to each other at all before or after.
22: Talk about your worst fear. I’ll be completely alone with nothing to go for me and it’ll be all my fault.
23: Talk about a time someone turned you down. Never asked anybody despite somebody apparently liking me since elementary school, even though it was obvious I liked her but apparently she didn’t want to ask?
24: Talk about something someone told you that meant a lot. A lot of the quotes I remember are shit I make up.
25: Talk about an ex-best friend. He was my best friend since middle school. I hung out at his house a lot but a lot of the time his “jokes” were pretty fucking rude and could border on sexual harassment, but since this was middle school, he was the only friend I basically had so I had to deal with him. It all came to ahead during high school when he brought along a guy who was really cool but kind of a tool, a guy who was a fucking prick but tried to hide behind the fact that he was uber fat, and a fucker who wouldn’t stop farting on you and used it as a joke while putting you down. The latter tried to fart on me again and I had enough so I grabbed the guy’s shirt and ripped it. Everybody blamed me (except for the first guy), of course, despite everything just kind of coming ahead. My “best friend”’s Dad kicked us out and sent us all home. My “best friend” dedicated a song on his CD in the car ride home to him and offered him a shirt. We dicked around in an Aegon parking lot near my house and they took my shoes, threatening to throw them in a nearby creek until a cop stopped us.
I saw my “best friend” later on when he invited me out, but because at this point I was much more confident and accepting of myself and he was still the same old dick, we didn’t do a whole lot before he took me back home. Apparently he’s doing better now? I don’t care.
26: Talk about things you do when you’re sick. Try to do not a goddamn thing but power through on my computer. Drink water and take pills.
27: Talk about your favorite part of someone else’s body. Eyes or their face.
28: Talk about your fetishes. Skirts are my true weakness. Clothed.
29: Talk about what turns you on. Skirts, again.
30: Talk about what turns you off. If somebody’s clearly not into something.
31: Talk about what you think death is like. Either we repeat the cycle with the same damn things forever, not remembering the previous life, things change in the next cycle, or we’re reincarnated as something or someone else.
32: Talk about a place you remember from your childhood. We used to live in an old office building turned into a house across the street from a church. I learned to ride my bike in their parking lot and we used to play with a ball in a back part as well as on their playground.
33: Talk about what you do when you are sad. I shut myself in and try not to let anybody know I’m not happy. A lot of people who know me still know though.
34: Talk about the worst physical pain you’ve endured. I broke my pinky on one of those rolling fences (because why not, it looked fun). My pinky nail was shoved in my hand while the ring finger and middle finger was just removed completely.
35: Talk about things you wish you could stop doing. Being so hard on myself all the fucking time. Taking everything to heart. Saying the wrong shit at the wrong time. Stuttering all the fucking time. Knowing what to do and when to do it.
36: Talk about your guilty pleasures. I don’t believe in guilty pleasures, but I guess all the animation I watch. It’s fine to talk about here, but to do it with the people I hang out with is generally impossible.
37: Talk about someone you thought you were in love with. This girl at work who I thought I liked but turned out to be somebody who loves to gossip and won’t stop bitching about people on the job.
38: Talk about songs that remind you of certain people. Nah
39: Talk about things you wish you’d known earlier. How to be confident and not take too much shit. Or to stop crying at stupid times.
40: Talk about the end of something in your life.  The last time I had a serious and legitimate connection with one of my cousins was ages ago. The last time we spoke we basically agreed that we didn’t like who we were at that time. Now she has a fiance (probably at this point, it took him long enough) and is a common horse wrangler, something she loves, and I’m much more conversational and relax.
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