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#i was genuinely not expecting the gameplay mechanics to be actual things in universe AND YET
ravnervn · 1 year
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I love that the gameplay mechanics in Limbus Company are diagetic. Like, the fact that all of the gacha game staple upgrade and level up mechanics are actual things in-universe with lore explanations, and all of it serves to make the protagonist even more bewildered. If you suck at Limbus Company don't worry, Dante does too.
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the-bitter-ocean · 4 months
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oceaaaannn hiii! let's go with 3, 5, and 15 for the isat ask game c:
(MAJOR A6SE / 2HATS SPOILERS + FULL GAME SPOILERS AHOY) Thank you for the questions @dekupalace ! Since I’m going to be talking more in depth about the game for one of these questions I’m going to put my responses under a read more:
3- favorite soundtrack?
Oh god that’s such a hard question the whole game has certified bangers. The musicians at Studio Thumpy Puppy were not messing around or pulling any punches. The soundtrack of the game elevates literally every emotional beat. If I was forced to choose only one song out of the soundtrack my favorite track in the whole game has to be “How Can You Help Me, Stardust?” aka the theme that plays when you fight Loop at the Favor tree during act six. Hearing that for the first time while getting the full context of loop’s backstory made me go crazy. It was so fucking emotional and well done. That and it’s just objectively a super intense high energy song that makes me wanna dance around. If anyone deserves the coolest fight theme in the game, it’s Loop.
5- favorite optional event?
Ooh this is also a hard one! I adore a lot of the optional story events because each of them really shed light on Siffrin’s mental state /characterization, as well as gives depth to other aspects like the other character of the world building as a whole which strengthens the themes of the story. Aside from the obvious choice (2Hats Ending/ Act six loop encounter) I think my favorite optional event would have to be the “Who Was Phone” achievement (Change God event). There’s something so fascinating about learning about the Change God. Someone who clearly adores their certified little guy (Mirabelle) and is willing to offer words of kindness and assurance in her identity even if it knows she won’t remember in one instance..and then in the very same breath tell Siffrin that they enjoy watching Siffrin in the timeloop torment nexus because they’re curious to see how they change in a situation where everything is forced to stagnate. It was so genuinely fucked. I will think about it always forever.
15- anything you’d change about the game? be it game mechanics, a new feature, a change in plot, etc
Overall I’m pretty satisfied with the game both in story and gameplay actually. I think Adrienne did a good job writing and expanding on the characters and story that was set up in the prologue. The quality of life in terms of gameplay got improved since the previous game as well ( those who played the prologue can attest to this) . The fact that it was a in universe story reason as to why makes it all the more satisfying (if you want to know what I mean by that please read my mutuals @felikatze analysis about it here.)
I just am happy that Siffrin got to be happy in the end and stay with their family, to be able to talk things out and escape the loops. I know some people didn’t like that or expected a more darker/sadder ending or wanted the gameplay to be more challenging … my response to that is Literally Just Play Start Again: A Prologue. To me it would be extremely reductive to have Siffrin just suffer with no reprieve or escape from the loops (because that’s just a repeat of what happened in its predecessor) or have the group just split off from each other immediately after everything happened. It would have been extremely unsatisfying and ultimately missing the point of the themes of the game as a whole gonna be real lol.
The only things I’d maybe change or add is like it would’ve been cute to see Euphrasie and Claude be together/ reunite on screen in act 6. They should kiss. Lol. (That and just I would’ve personally loved to see Euphrasie in canon expanded on a little more but that’s not necessarily needed she serves her purpose in the narrative. I just like analyzing her and giving her more depth and I like when others do too, but that’s what fanart/ fics and aus are for so I’m not fussed.) 
I don’t mind that the game is sort of open ended and doesn’t answer all the questions. I think that gives artists, fanfic writers, Au makers and people who like to analyze the game more freedom to come up with their own interpretations for things that happened in pre canon and post canon which to me is more interesting. I know Loop disappearing at the end of the game in both endings is sad/ bittersweet but I wouldn’t necessarily change the way that was structured either. I like that their fate was ambiguous because it leads the viewer to come up with their own theories as to where they went. ( personally I love seeing stuff where loop gets to travel on their own and form a new life and identity outside of the loops and learn to heal, as well as post game getting to meet back up with the party and learn to navigate this new life/ change one step at a time. )
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bellshazes · 2 years
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Since Bdubs said he only wants to be an "actor" in this life series as opposed to a "director" as well do you think that will impact how he plays? The director comment made me think of how he likes to craft a story and narrative with his actions in the series, but by not directing this season I'm like stupidly paranoid we wont get any good story. Ofc I know that with it being improv its not like there was much control of narrative to begin with but still. Just curious if you had any thoughts
I expect it to impact how he plays a lot! Whether that leads to different outcomes for him, who knows, but it will absolutely change things.
I'd say improv is defined largely by being in control of the narrative compared to scripted stuff, but that control is collectively owned by the scene participants as it is beijg done. of course recorded and edited improv cede back control of framing to the person doing the editing over their own version of events, going up against everyone else's slices. so we have two axes here: control over action (high degree of agency, collectively owned) and control over framing (degree of agency contingent on footage, individually owned).
bdubs is giving up control over framing in return for what is arguably a higher degree of agency over action than other players - it will at least be qualitatively different. he specifically calls out the external self-imposed pressure to split from the group you're with to keep povs distinct or give space to yourself or another player for the episode and wanting to see what it's like when that's removed; he says he's gonna stay with people the entire time, something no one else can afford to do without significant trade-offs.
most enticingly to me this means he can essentially attach himself to others (and conversely to them, almost has to commit to never being alone which increases risk with boogeymen mechanics) whether they want him to be or not. there will be no compelling metagame reason not to let him, only reasons within the game's own bounds. there is so much potential there for a different playstyle, one that fits bdubs' tendencies extremely well.
bdubs lately has been really pushing his editing/directing capacities, having already very intentionally developed his acting and building skills. but it's experimental and varied rather than stable building up on a foundation like his growing texturing theory. he clearly cares a lot about craft as much as he genuinely enjoys playing the game and it does actually make perfect sense in a time where he's putting out videos for 3 series relatively slowly compared to years prior that he might make an experiment like this. I do not think he's done this without a hypothesis or angle to work, and so I expect him to at least give working the angle his damnedest.
and like... there's never one narrative. imo reconciling mcyt perspectives is sometimes like trying to make every beheading game story fit in the same coherent universe - it's the same story and maybe even contemporaneous but it's not a compatible framework to talk about them in. bdubs point about wanting to work on his "acting" and then self-correcting to "playing a character" is also tbh kind of validating bc the line btwn ccs and the characters they play is not solid. I'm not defined as a while person by the asshole I am playing game of thrones the board game but it's still me in a way a ttrpg character is not, you know? and framing a story out of gameplay is an entirely different third thing, with its own set of implicit demands. I would love to hear more of his reflection during and after this season abt things that he discovers changed for him, even if it was not expressed outwardly.
now I'm just going on abt how interesting I always find bdubs' clear dedication to improving his various crafts and how insane it is that he's so breezy in videos. It makes sense bc he seems to build mountains as a kind of joyful compulsion, but I think his director/editor hat has been chafing lately in a way that doesn't make his videos bad but is like. you can tell, right? it's compounded by how long he was sick etc. and missing the king (+ empires) plot HE helped start but I hope this clarifies or illuminates something for me. and whether or not it does I am excited and optimistic about piecing his whole deal together from povs where he now has free reign like no one else to insinuate himself into folks' business
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autumnslance · 2 years
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#on the one hand i do like when in-game mechanics are explained via in-universe lore #but at the same time #teleportation always feels like it takes away from the story #i don't know why though
More tags from the teleportation post, and my own thoughts on why that might feel that way, especially for story purposes.
It can make the world feel smaller, when so many people can just bounce around to where they need to. But I think in approaching it from a character's perspective and why and when and how people do teleport under what conditions, it tells us more about the world and the expectations of its denizens.
The game takes pains to show that it's not quite that simple; not everyone can teleport, or if they can, they can't do it as often as some others might be able to. One has to be familiar with a location to use its aetheric beacon to get there again--and also attune to that beacon, "memorizing" its location in your own aetheric pattern.
In the case of the Doman troops, it may be those who went to Eorzea the first time with Hien, or those with the capability "tagging along" on Yugiri's and others teleport. And it's not going to be a large force, but a small vanguard to help until the bulk of the forces can arrive weeks later, as that sea voyage is about 6-8 weeks, if lucky.
Thancred's inability to teleport at all is, honestly, often elided in later parts of the game, but his genuine interest and excitement in the experimental aetheryte between Sharlayan and Thavnair is obvious; he's limited by his aetheric disability, and this is a means to get back some of that freedom of movement that makes his role as a Scion easier.
Also I wonder if he finds it easier to get around in the Empire. It's interesting to me that Garlemald has mixed technology and magical teleportation; there are a lot of non-Garleans in the capital, after all, and there is (per the lorebook) some small percentage of Garleans who can do some aetheric manipulation, but overall, how much can they use a typical aetheryte? Is it a basic thing they can manage, or like Thancred, do they need a specifically fitted beacon to accommodate their lack of ability?
And I've noted that instead of immediately doing a teleport animation when needing to go places, most NPCs walk away, to where it's notable when one of them actually does teleport right then and there. It'd also be difficult to jail or trap someone, as has happened multiple times, if everyone can simply teleport willy-nilly.
(In a classic Sci-Fi novel, The Stars My Destination by Alfred Bester, most people in the world can teleport--they call it "jaunt"--and so there are all sorts of ways in the book on how, based on the rules of jaunting, they keep prisoners or protect locations, with complete darkness or mazes and other means of disrupting access or exits.)
It indicates to me that using a beacon to go as well as arrive is likely far more common and even necessary for the majority of people who can teleport, or they only teleport when they absolutely must.
As I show in another post, too, that the world is MUCH larger than can be seen in game; we're told of distances and time taken, and there's the simple logistics of people, armies, industry, farmland, and so on, while only so much can be shown in game.
In the real world, we get around what would be crazy long distances normally in vehicles; what would be an all day trip by foot or even by horseback is maybe a half hour, 45 minutes in a car, or an hour or two by public transit. Teleportation, to me, ends up being similar; since Garleans were the only ones with automobiles, the rest of the world shortens their travel with magic. Which makes sense.
In the end, it's a game play convenience for players to get around. I mean, I still like to headcanon the aetherytes are much smaller than what we see in game, more akin to the size in the 1.0 cinematic where it's inside the tavern. I just really appreciate the times they actually do add gameplay to lore, and not in a way that feels like it's a lampshade handwave don't look too hard (how we get back to Elpis and Ultima Thule all the time, for instance, feel very "don't worry about, it's just cuz" they can't block off entire content zones). Teleport actually has plot significance and adds to the world and how the characters have to think and interact with it, which to me, opens up new ideas to consider, rather than restricting things.
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Ratchet & Clank: Rift Apart review
   After almost a full year of waiting and hoping for an opportunity to obtain a PS5, I was finally lucky enough to rip space-time a new one in the long-awaited latest instalment of the Ratchet & Clank series - Rift Apart. Five years since the last game (and twelve years since the last full-sized game), Insomniac Games had a lot of hype to live up to. As far as I’m concerned, they’ve knocked it out of the park. In my opinion, Rift Apart is not only the most visually stunning game there is at the moment, but is also extremely fun and engaging, and a worthy continuation of my favourite series. Jumping back into this universe, blasting foes with an arsenal of crazy guns and flying to new, weird and wonderful worlds made me feel like I was back in the early 2000’s, battling Dr. Nefarious on my old PS2 again. 
   Rift Apart has a surprising amount of depth in its story. The Ratchet & Clank series often has some genuine emotional themes hidden beneath the cartoony, explosive style, especially in the more recent games that focused more on serious, character-driven stories. But Rift Apart in particular features a story dealing with trauma, low self-esteem, self-doubt and anxiety. Each of the four main characters deal with one or more of these issues when they are introduced, and throughout the game they help each other work through them while simultaneously trying to save the universe. I actually found myself relating to a few of the issues - worrying that you aren’t living up to expectations, constantly blaming yourself for everything, and so on. Even the main villain gets a bit of therapy - not that he actually believes any of it, which naturally leads to it biting him in the ass. Sometimes it’s best to listen when other people try to help you! In the end, the central theme of the story is that there’s no such thing as a “perfect version” of yourself; you’ll always have flaws and fears, and spending your life trying to get rid of them (or pretending they aren’t there) is never going to help. The trick is to acknowledge that your flaws are a part of you, and by learning to live with them (with help from friends), you can grow to live above them. Bit heavier than the ridiculous guns and goofy enemies make it seem, isn’t it?
   The game is very fun and engaging throughout, with a variety of enemies and mechanics that kept me on my toes for each level. The weapon selection was interesting and enjoyable to use; there’s something inherently hilarious about temporarily transforming the gargantuan final boss into a giant harmless shrubbery. Alternatively, you could use the game’s strongest gun to drop random junk on your foes, from exploding sheep to entire chunks of planet - or even drop stuff from other game franchises entirely, like a rampaging Thunderjaw from Horizon: Zero Dawn. Some of the boss fights can get a bit repetitive after a while after you’ve fought a rotation of the same three bosses a dozen times, and the game itself often holds your hand a bit too much which takes a bit of fun away from figuring out the puzzles by yourself.
   Rift Apart constantly throws new mechanics at the player, one after the other in almost every level. The beginning of the game is a rapid-fire catchup on the series’ staple mechanics like the Swingshot and the Magneboots. That said, I never felt confused or overwhelmed by the near-constant string of new gameplay tricks as they were well-tutorialised and ensured the player had plenty of opportunities to experiment with them on each planet. The controls are quick and responsive, although I did find myself getting caught on random terrain, props and NPCs every so often with the new Hoverboots, and the wall-running mechanic can get a little clunky sometimes. In a similar vein to the mini-planets from A Crack in Time, Rift Apart features small bonus challenge areas in each level called “rifts”. Each rift offers a unique challenge using the various traversal mechanics, and is a fun, short break from the main combat of the game. 
   Without a doubt, Rift Apart’s biggest strength is its’ absolutely stunning graphics. Making full use of the PS5’s power, Insomniac has crafted the most beautiful-looking planets in the game’s entire franchise. The cutscenes are rendered in-engine, and there’s practically no noticeable transition from cutscene to gameplay, creating a smooth continuous flow that truly makes you feel like you’re playing a game and watching a movie at the same time. A significant portion of my playtime was spent simply wandering around admiring the cities, swamps, oceans and plains throughout the game. Fittingly enough, Rift Apart is the first Ratchet & Clank game to feature a photo mode, and if you’re like me, you’ll be using it to create some wallpaper-worthy screenshots. 
   The game’s sound design is well done, making it easy for the player to recognise anything happening on or off-screen purely by sound alone. Each of the enemy types have distinct voices and tend to announce their attacks, and your various weapons all have their own unique sound cues for being fully charged, running out of ammo, inflicting their effects on enemies and so on. Some audio cues play from the controller rather than in the game, which did become mildly annoying for me after a while. Thankfully, there is an option to disable controller audio. While the soundtrack still doesn’t compare to David Bergeaud’s work on the first five games, the new composer Mark Mothersbaugh has combined the cinematic, orchestral-style music of the recent previous games with the more funky electronic music that Bergeaud used. The combination works surprisingly well, and I’m looking forward to seeing if Mothersbaugh continues working with Insomniac on future games.
   For the most part, the cast of characters in the game (both returning characters and new ones) have very good voice acting, though there are a few exceptions. Captain Qwark in particular has a rather jarringly different-sounding voice, due to the usual actor being too unwell to continue voice work. Thankfully, his role in the game’s story is greatly limited compared to his usual heavy presence. Besides that case, and the occasional line sounding a little flat here and there, I could tell that the voice actors were definitely enjoying themselves in this game. In particular, Jennifer Hale voices Rivet, one of the most prominent new characters, and her award-winning voice acting experience is on full display in this game. 
   Like most of the previous games in the series, Rift Apart offers plenty of replay value in the form of upgrading your array of weapons as well as continuously-looping playthroughs via Challenge Mode. One of the things I enjoyed most from the previous games in the series was the ability to grind out resources in an action packed, gladiatorial style arena mode. The arena was painfully missing in the previous edition of the series. Thankfully, Insomniac has listened and brought back a fan favourite. I spent hours in Rift Apart’s arena levelling up my weapons. Even repeating the same fight over and over to grind Raritanium was fun. Challenge Mode also makes self-imposed challenge playthroughs easy to start, like a perma-death run or single-weapon runs. However, longtime Ratchet & Clank fans such as myself will be disappointed to see the absence of two particular staples of the series: skill points and an Insomniac Museum. The lack of an Insomniac Museum is especially disappointing to me considering the rather lackluster Museum in the 2016 game. Exploring the Museums throughout the series was always one of my favourite parts of the games, so Rift Apart loses some points for leaving that out.
   As I said before, Ratchet & Clank is my favourite game series (I even watched the movie), and I was beyond excited when a new game was announced. Even the sheer unlikelihood of actually getting a PS5 to play the game didn’t slow down my hype. As such, I had a lot of high expectations for Rift Apart. Despite some (admittedly minor) nitpicks I had about a few clunky mechanics here and there, the final product still remains one of the best games in the series, and a necessity for any PS5 owner. The lack of skill points and an Insomniac Museum do hold the game back from beating out A Crack in Time as my favourite in the series, and I was a tad disappointed by the absence of an option to freely switch between the two playable characters in the postgame. That said, the breathtaking graphics, smooth gameplay and sheer fun of Rift Apart easily makes it the second-best Ratchet & Clank game - and believe me, that’s high praise indeed. 9/10.
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paragonrobits · 3 years
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A friend asked me to give a stab at a Tierlist Maker for Video Games Not Yet In the Video Game Hall of Fame Tier List Maker, so here's my list for it!
This is based primarily on what I considered to be overall value to gaming history as a whole, with games with greater influence or impact ranking higher than those that had less impact on those to follow, or on culture. All the entries are those that have been nominated to the Hall of Fame, but not actually inducted as of this post's writing. Games that I personally like are generally rated higher, though mostly because I'm more familiar with them and thus can judge their impact from a personal POV.
(Tier List explainations, below!)
SHOULD BE IN ALREADY
Final Fantasy: I mean seriously. How is this one not already in yet?? It is not, as my research suggests, the first true RPG; that likely goes to games like Ultima. It is certainly an incredibly influential one; FF is a name closely associated with JRPGs in general, and its diverse class system is one of the strongest things to do with it, as noted by challenges like beating the game with a party of Black Belts. FF is THE name of RPGs in general and I'm startled it hasn't made it in, though I suppose that's owing to more notable entries (Hard as that is to imagine). It doesn't hurt that the majority of my favorite FF titles are those most similar to this one, such as FF6 and FF9, in terms of approaching the general world setting and class systems. Most significantly is that this game popularized RPGs and made them accessible, in ways that previous games such as Dragon Warrior/Dragon Quest did not; the field of gaming would be VERY different without it; RPGs became VERY popular, to the extent of RPG elements being almost universal among other games in the modern day. (I am also pleased and amused to see 8-Bit Theater mentioned on the actual Wikipedia page. Now THAT'S notability!)
Sid Meir's Civilization: HEY NOW HALL OF FAME JUDGES, DON'T YOU BE MOCKING CIV, ALRIGHT. CIV IS FUCKING AWESOME. Okay, jokes aside, I'm genuinely astonished as the Civ series is considered the first true main game of the 4x series, and it shows; the entire genre centers around expansion, resource usage and diplomacying or conquering your enemies, and considering the impact of this game and its sheer popularity, to the extent of the meme of the game getting people to play for Just One More Turn, I'm a bit disappointed that it's not already in the hall of fame. I also note that I am personally more familiar with the spin off Alpha Centauri, a sci fi variant, which is still one of my all time favorite games.
Half-Life: Given this game's popularity, to the point of its release alone consigning the likes of Vampire the Masquerade Bloodlines to cult classic status and its engine spawning a whole THING with GMod and the usage of physics mechanics in FPS games, one thing of note is its use of scripted sequences; at the time, an unknown in most games of the time. There may be something to be said for how the entire game is spent as Gordon Freeman, behind his eyes, possibly engendering a lack of separation between self and character that would be later emphasized in games like Bioshock. It's influence on games cannot be denied, with publications using it as a bookend between eras of gaming. One consistent element of what seems to make this game so distinctive is its approach to storytelling, without simply imitating film techniques which don't always work well with gameplay.
Candy Crush: This is an example of something I don't personally play myself, or even like very much, but I'd be remiss to dismiss it out of hand. There's no denial that phone games are one of, if not THE biggest market of games in the here in now; if now in scale, certainly in quantity. You might call it the TF2 Hat Economy theory; people aren't spending BIG bucks, but they are spending a LOT of little bucks all the time. It proves that highly accessible games that are generally free to play, with optional purchases, are a legitimate means of game business, and this certainly revolutionized how games were seen by the money-makers.
Super Smash Bros Melee: I loved this game as a kid, but truth be told i have a bit of a love-hate relationship; i REALLY dislike the competitive community that has fixated hard on this game, so any thoughts on it will have a slight element of pause beforehand. Even so, I can't forget the thrilled delight I felt watching the trailer for this game in supermarkets for the first time as a kid. at a time when getting any new games at all was a HUGE deal in my family. So, there is a lot of feeling behind this one! Ultimately, I have to concede that while i have complicated feelings about this game, its worth noting that the vast majority of things that made Smash iconic, and influenced the competitive scene AND the games inspired by Smash AND shaped the course of the series going forwards, largely owe themselves to Melee in particular. 64 was far more slow paced, while Melee began the trend towards much more fast paced action (and while I doubt it's SPECIFIC to melee as a whole, it may have been a trend for the genre from then). Melee is STILL widely played, especially on the competitive scene, and this sort of longevity always bears evidence of notability.
Goldeneye 007: I have to admit that despite being a kid in the 90s, despite someone who put most of their time into gaming, and despite being someone whose favorite system at the time was the Nintendo 64, I mostly missed out on the trend of history by honestly not being that much into this game. I have to say that I DID play it, however; I just never managed to get past the first level or so. I have strong memories of triyng and failing to sneak around a snowy lair of some description; it wouldn't be until the mid-2000s, playing Deus Ex Human Revolution, that I got the hang of stealth. All the same, personal indifference really doesn't matter much because HOLY SHIT THIS GAME HAS SOME STAYING POWER. IT HAS INFLUENCE, FRIENDORITOS. Perhaps chiefly, at the time it was made, consoles were not considered viable platforms for first person shooters; Goldeneye revised that notion, and created a whole revolution in multiplayer and shooter games. We would later see the ultimate consequence of this in games like Halo, which further revolutionized the whole genre. Ironically, the stealth attributes I was so bad at were part of what made the game so unique! It's one of those games that may not have aged well, by modern standards, but its import to gaming as a whole goes a long, long way.
Guitar Hero: I expect this one might be a bit hard to justify, but on its own, this game is INCREDIBLY innovative, though its not entirely the first of its kind, having mechanics based on earlier games. The very first entry has a respectable library of 30 songs, which is impressive considered at the time it was made, its not likely people expected it to get as far as it did; bear in mind that the massive libraries of later games were the result of years of this game series being a massive steamroller of a franchise! At the time, this one was an unknown. It has an interesting history as being a successor of sorts to an arcade exclusive, and inspiring a genre of imitators and spiritual successors on its own; of great note is the sheer impact this game had. With so many of those successors, the increased value of liscened soundtracks, and the way the game's concept became so influential, its astounding this one isn't already on the hall of fame. (It's also very fun, but fun alone doesn't make for memorability, sad to say.)
DESERVES IT AT SOME POINT
Myst - an iconic and incredibly atmospheric puzzle game, I'm genuinely surprised that I haven't heard talk about this one in some respect; it bears note as a rare game with absolutely no conflict whatsoever. I actually rank this one on par with the 7th Guest in terms of atmospheric games, though their tones could not be more different. So why do I think this game deserves it at some point? It was an incredibly immersive and beautiful game, lacking in genuine danger or threat, encouraging the player to explore and tackle the puzzles of the game. This sort of open-ended lack of peril makes it an interesting precursor towards certain flavors of sandbox games around now. It's worth noting that it was a tremendous achievement, given technical limitations of things such as the CD-Rom it was stored on, maintaining a consistent experience, as well as tying narrative reasons into those very constraints. It has been compared to an art film; if so, it certainly is the sort that invited imitators and proved to be a great technical achievement.
Portal: PORTAL! What can I honestly say that hasn't already been said by other people? The amazing integration of a physics engine into innovative puzzle solving, combined with a slow burn sort of minimalist plot reveal concerning the AI proving itself to be a kind of reverse HAL 9000? This game got a HUGE number of memes back in the day, and I expect anyone reading this can probably reference a few. The cake thing, certainly, and its relevance to matters of deception. There is much discussion over the game's utility in academic circles, which is certainly quite notable, and for my part, I'm interested by the point that at first the game gives you a lot of hints towards what you're supposed to do, gradually making it less obvious for the player you're on your own entirely, using your experience with the game to get past the puzzles from there, and its excellent game design. Ultimately though, I place this below Half Life in hall of fame urgency, because while I probably like this one more, it doesn't have the same impact on other games, per say. (That's a lot of awards for it, though. Wowza.)
Resident Evil: Is it fair to call this one the major survival horror game of its era? No, because it's apparently the FIRST, or at least the first to be called such. It's certainly up there with shaping the genre as a whole, both its immediate predecessors and modern games. The flavor of a survival horror can even be judged about whether its close to Resident Evil's style of defending yourself with limited resources vs controlled helplessness. It's also worth pointing out that I quite like the restricted, cramped setting of the mansion, rather than an expansive city; Biohazard was a real return to form, even if its something I mostly watched through funny lets plays because OH NO ITS TOO SCARY I CANT WATCH.
Asteroids: It's called the first major hit of the golden age of the arcade. I'm forced to say... yeah, it absolutely deserves it. The actual implementation and hardware of the game makes for interesting reading, and so its innovative nature ought to be noted: it lacked a soundchip at all, making use of handmade circuits wired to the board. It's reception was great, beating out Space Invaders and needing larger boxes just to hold all the money people spent on it. It also invented the notion of tracking initials on the top ten score, which has implications for arcade challenges.
Ms. Pac Man: This one consistently ranks HIGH in gaming records of its time, though there is admittedly some confusion to whether it or Donkey Kong was a better seller. Interestingly it appears to shape most of the gameplay mechanics people remember most for Pac-Man, such as the improved AI of the ghosts. It's more highly regarded than the original game, and on a personal note, I remember being a kid and seeing this arcade machine at ALL the laundry places my family usually wound up going to.
Frogger: It's placing on this list is not solely because CUTE FROG. The accessibility and wide appeal of the game bears a great deal of consideration, the flexibility of its formula, and just how many dang times it's been ported in one form or another. (And also, cute frog.) It also gets points for the creator being inspired for the game when he saw a frog trying to cross a road, hampered by the vehicles in the way, and he got out of his car and carried the frog across the street. The game is also evident of broad appeal, and some money-makers resisting it, goes back a long way; it was apparently dismissed as a kid's game by some, which just goes to show that some problems are older than quite a lot of gamers alive today.
Uncharted 2: this is one of those games where I cannot honestly say I have personal experience to draw from. Of the playstation's big games, I remember the Jak and Daxter series; I remember Kingdom Hearts, and I remember Ratchet and Clank, and I remember Infamous, but the Uncharted series remains
something of a 'I don't go here?' obscurity in my personal playbook. It does look memorable and charming from what I've seen, and one consistent element I've seen in comments about it is the cinematic nature of the game; it feels very much like a fun heist movie, based on what I have seen of it, and the notable thing is how the game FEELS cinematic.. in a literal way. As in, it combined elements of cinematography with game design, and that's no mean feat: what works for movies are unlikely to translate well to the interactive side, and it shows how that can be done for other games. The extensive praise does the game a LOT of credit!
WORTH NOMINATION AT LEAST
Angry Birds: As noted before, I'm not the biggest fan of most phone games, given that i prefer a more passive experience than most provide. As such, Angry Birds isn't something I've played as of this writing, but I have to appreciate the straightforward and simple gameplay; it reminds me a bit of the Burrito Bison game series, which I HAVE played, and I'm going to go out on a limb and assume it's because Angry Birds is probably the innovation that coined that particular style of gameplay. It's an example of what made phone games profitable and worth the time of developers to work at them; its easy for casual players to get into, and there's a fun sort of impact involved. Given the popularity of phone games, this one has a LOT of influence in getting that rolling, similar to candy crush, if not as much.
FIFA International Soccer: Simulation games are a tricky business; it can be really difficult to get them right, and this game provides an example of it being done in a way that a lot of people REALLY loved, set up an entire game series, and revived the 3DO system after a very bad year. Of note, apparently it was commented that it was more of a simulator than a console game, and this is rather funny considering how simulator is its own genre nowadays! Such do things change. It seems to have been a revolutionary game and simulation; setting the shape for modern sport games of its type, and tending more towards realism (accounting for acceptable breaks in reality) than was typical of the time. This one's position is thus picked for its impact as a whole; while it may not necessarily be a household name now, the series continues on, and is popular enough that even after 20 years, it's still been going.
Elite: I nominate this game in this position for being a startlingly early entry into what we would now consider open-ended games, even with an element of exploration and trading; if one stretches definitions a bit, a precursor towards gameplay of the like scene in 4X players who strive to avoid conflict, if possible. Its technical breakthroughs are some very interesting reading and make for good game history; a vast and complex game (not just by the standards of the era, either), and opening the door for persistent world games such as World of Warcraft.
Wii Sports: A significant game, and much as how other titles mentioned above were famed for gateway entries into gaming for an unfamiliar audience, or those that would want o play on a more casual basis. It seems notable to me for being most suited as a family game, or a more casual experience of multiplayer than usually associated with games like this; this has greatly influenced Nintendo's design philosophy, and one can see elements of this all the way through the Wii U onwards. It's essentially a fliparound from Mario Party; less competitiveness, but definitely meant as a group thing. Controversy is evident, because like with Mario Party, injuries did result from it.
Call of Duty: I place this one here because, while it DOES hold a very significant role in gaming history, with countless imitators, spiritual successors, being a game-changer in ways that its modern reputation might surprise you with, ultimately it is less so than other games such as Goldeneye, Halo or Half-Life. It's development in AI pathfinding and tactics is incredibly noteworthy from a mechanical perpsective, and the sheer level of awards it won is notable. In the end this game's popularity and continuing influence means that it shouldn't be overlooked.
Metroid: You can't spell 'Metroidvania' without this game! A relatively open ended exploration-based game with further options opening as new tools were found give it an interesting vibe, and the oppressive atmosphere distinctive to the game says great things about its sound and level designs. It wasn't the first open world game, or explorer, or even the first to open new aereas based on equipment, but it had ALL of these elements in a very memorable package. (Samus Aran as a female protagonist is something I'm a bit reluctant to give it credit for, as her identity was obfuscated for most of the game, and only revealed in a fanservicey way in a secret ending. All the same, credit where it is due, I suppose!) It's music seems to endure as a mood setter, too!
Pole Position: Perhaps not the FIRST racing game, but still considered one of the most important from the golden age of gaming, and the one to codify many of the firm rules of the game series. It's three dimensional gameplay is incredibly innovative for its time, and having played it and games like it in the past, I'm struck by how smooth the whole thing feels. No wonder it was popular! It is notable for having been designed specifically as a 3d Experience, meant to execute techniques like real drivers might attempt, which makes it a different sort of beast in that it tried to do more realistic actions; in some ways, a precursor to modern trends of realism in many games, for ill or best. Ultimately I think this one is worth a nomination because of its influence towards racing games (a popular and long lived genre, to say the least) as a whole.
OUTSIDE CHANCE
Nurburgring 1: On the one hand, I feel a bit guilty putting this one so low; it is recognized as likely being the earliest racing game in history, and given that I just finished noting Pole Position's influence, it feels a bit mean to rate this one as relatively insignificant all the same. However, in terms of notability, I never even heard of this one, and it was tricky finding information about it. Accordingly, that may say something about its influence, though this position DOES make it noteworthy as the first of its kind, albeit with Pole Position refining and introducing elements that shaped the genre.
Dance Dance Revolution: It feels a bit strange, putting this one fairly low. This thing was a MONSTER back in the day; entire arcades were built around the dancing control peripherals it required, rhythm based games or mechanics specifically invoked it by name, and it was an absolute cultural touchstone for years and years. So, why place it low? Partly, its because I can't just shove EVERYTHING into the 'deserves a nomination' folder; I do think it's fairly reasonable for this one to at some point get a nomination in the future, though ultimately there's games more noteworthy on the whole. It's specific rhythm qualities continue outside of its genre, and are quite influential to gaming as a whole, though unfortunately the series seems to have lost something in notability over time; popularity is a factor, but so is the impact on other games.
NBA 2K and NBA Jam: I put these two together because they touch on similar touchstones for me, and they really did popularize basketball games back in the day. Jam in particular seems to be invoking the Big Head mode that were a big thing in games at the time, at least going from the screenshot. They were very popular and highly beloved games back in the day, though I don't know if they have much influence on later games. I note that interestingly, they take opposite approaches; 2k focuses on AI and realistic experiences, while Jam was deliberately less realistic and more actiony in its over the top gameplay.
Nokia Snake: This one really impresses me for the sheer number of releases, in various forms, it's had! Interestingly, there seems to be little consensus on the name of this game; most just call it Snake or something on that theme. I went with Nokia Snake because... mostly, it sounds funny, and that's how its done on the list. This one is fairly low, but I Have to give it credit for having hundreds of releases!
Farmville: My mom liked Facebook games, a lot. And I am certain this one was one of her main ones! I rate it fairly low, and no doubt her spirit is yelling imprecations at me across the void of time, space, and abandoned socks; all the same, this one is ranked low because of the sheer number of displeasure aimed this one's way. (And to be fair, she complained about it. A LOT.) It is thus notable for unusually negative reasons; an example of exploitation, pressuring players to pester their friends to play it in an equivalent to electronic chain mail, and microtranscations.
Tron: I'm inclined to give any game that takes place in a computer land and uses programming or mechanical terminology a free pass! Interestingly, this has some association with the Snake game, as they have similar gameplay and Snake games are sometimes called Light Cylce games, after this one. It has an interesting history; the graphical system was chosen largely because it was believed it was more likely to be achieved before the deadline.
NO BUSINESS IN THE HALL OF FAME
Mattel Football: I do feel a little mean putting anything in this category; firstly because I don't want to make actual fans of something sad, and secondly because I believe you can probably find notability anywhere you look, if you are inclined. And here is the chief difficulty with this one: I could not find any real information in this one. It has no Wikipedia page, a google search only led to undescriptive links of SALES for the game, but not any information on the game itself. Notability is my main resource for sorting these entries, and honestly? If google has nothing on you, that's a pretty poor sign. Sorry, Mattel Football, but you look like a poor man's Game And Watch. You're no Portal, Myst or Pole Position.
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nek-ros · 3 years
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Can I ask what you’re actually supposed to /do/ in gnshin aside from grind for animes. Like what’s the gameplay like? I play warframe and people say it’s similar but I’m confused about like the actual mechanics of it (and also how much customization the dolls have)
putting this under a readmore for Length. this might as well be a full game review lol
i will say beforehand: gnshin IS one of those games that isn't above insensitive writing tropes. the english translation of the game describes some of it's darker skinned characters with some interesting choices of adjectives, which could be a translation error, but it's no excuse for the devs to also use the "anti indigenous goblin" trope for its enemies.
since the company behind the game makes a shitton of money, there's unfortunately not much we can do besides not giving them money, and criticizing the game. that said, the game's story is far from done, so i'm hoping they'll do something about this eventually
in terms of like, obtaining characters and stuff it's not too different from wf in that everything is luck based and you can pay to skip grinds. difference is in order to get the 5-star "intentionally broken" characters and equipment the drop rates are abysmal, and if you're f2p you can only obtain the currency to pull for these things at a painfully slow rate if there are no ongoing events
that being said i don't think it's worth it to spend money on the game (the character zhongli being on thin fucking ice just bc of how incredibly busted the guy is, but he's currently unobtainable), bc i've haven't had any problems through the game and i haven't spent a cent
customization is relatively new to the game bc they only added skins in the last update (which are paid for, but some free skins can drop from updates). there's also "wind glider" skins, which are all free but take about a month to grind
in terms of the gameplay, it's essentially "BOTW but free". explore big world, collect things, get achievements, cook food, and solve puzzles. there's also the spiral abyss (think warframe sanctuary onslaught with weird side effects on each level) and the serenitea pot feature (think warframe dojo decorating. this is a relatively new system though)
i genuinely LOVE the combat in the game. each character has a weapon (determining what equipment they can use and their attack animations) and an element (determines what kind of elemental damage they do, with each element having different functions. elements can be mixed to create reactions, which can cause all sorts of effects, like crowd control, self buffs, enemy debuffs, etc). some characters also have bonuses that allow them to synergize with others, or make exploring the world of the game easier. i love testing fun combos between the characters and taking down bosses
as for the main story: it's far from done. it's about 20% complete, so im not sure what else will be revealed in the game
also in this game you have a talkative floating fairy companion called "paimon" (seen below). she's comparable to ordis in that she annoys players and comparable to the lotus in that everyone expects some kind of twist where she betrays the players, most notably bc she shares a naming convention with the in-universe gods
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tldr: writing can be insensitive. character and equipment acquisition grindy, combat and exploration fun. customization is basically taking baby steps as of august 2021. characters are fun and fascinating. story is far from done, so im not sure where it will go.
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samwisethewitch · 5 years
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a real witch reviews the arcana (aka that phone game based on tarot cards that keeps showing up on your explore page)
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I’ve been seeing The Arcana all over Tumblr and Instagram for several months now, and since I am a Genuine Real Life Witch™️ and have been reading tarot for several years now, I thought it would be fun to play the game and review it both from a gamer perspective and a witch/tarot reader perspective. 
Spoiler: I really, really like it.
Please note that I have done virtually no research into the developer or development history of this game. This review is based purely on my experience from my playthroughs. 
So what is The Arcana?
The Arcana is a fantasy/romance visual novel created by Nix Hydra Games. A visual novel is an interactive, text-based story with static visuals, so it’s almost more like an interactive graphic novel than a video game. Honestly, visual novels remind me of those “Choose Your Own Adventure” books that were really popular in the 1980s and 1990s more than anything else. 
(Note: I recently learned that a visual novel is NOT the same thing as a dating sim, although the two genres are similar and do sometimes overlap. Dating sims... simulate dating. That’s really all there is to them. Visual novels typically have a more plot-focused story, and may have other stuff going on besides the romance.)
The story of The Arcana follows the player character, a magician’s apprentice living in the fictional city-state of Vesuvia, who is enlisted to track down a suspected murderer. Where the story goes from there depends on which route you choose to play. There are currently six routes, each with a different love interest. Each route has its own unique story, although obviously there are some overlapping elements.
Sam the Gamer’s Review
Like I mentioned, The Arcana is essentially an interactive novel, so I’m reviewing it the way I’d review a book. So, let’s just run down some of the typical book review questions, shall we?
Is the content good? Yes. It has gotta be difficult to juggle six parallel storylines and make all of them equally compelling, but this game pulls it off. There were parts that genuinely had me in suspense, other parts that had me giggling at my phone, and some parts that were (intentionally) frustrating. I’m really impressed with how each route is totally different from the others -- not just in content, but even in tone. For example, Portia’s route comes across as much more lighthearted and fluffy, whereas Julian and Muriel both have a lot of angst in their respective stories. It’s really well done.
Are the characters well-rounded and realistic? Again, yes. Okay, “realistic” may be a bit of a stretch in some cases Vlastomil but all six of the main romanceable characters have fleshed out personalities that feel natural within the story world. The side characters in this game are also really interesting, although I do wish some of them had bigger roles in the story.
What about the technical stuff (dialogue, grammar, etc.)? For the most part, it’s pretty good. The dialogue flows naturally, and different characters have different speaking styles, which is a little thing that makes SUCH a big difference. I noticed a couple of typos, but nothing too crazy.
The gameplay was pretty good. The only real mechanic is choosing one of two or three dialogue options at certain points in the game. There are a couple of places in each route where these choices are timed, but other than that it’s a very stress-free gaming experience.
Another thing that impresses me from both a writing and a gameplay angle is the multiple ending mechanic. Your choices matter in this game. Each of the routes has an “upright” ending and a “reversed” ending. I’m not exactly sure which choices affect the ending you get, but I’ve only managed to get “upright” endings so far, and I didn’t have to do anything special to unlock them.
Sam the Witch/Tarot Reader’s Review
Honestly, I did not expect this game to be as accurate with its depiction of magick and the Tarot as it was. 
Each character is based on one of the Major Arcana, and I feel like they did a really good job of matching their personalities to their cards. Nadia is based on the High Priestess so she’s very intuitive and intelligent but tends to be distant and hard to read, Julian is based on the Hanged Man so he feels the need to sacrifice himself for others (with lots of gallows humor along the way), Lucio is based on the Devil so he’s a fucking bitch all about power and excess, etc. 
I reeeeaaalllyy like the use of “upright” and “reversed” endings instead of the typical good vs. bad endings -- based on upright vs. reversed meanings of Tarot cards, of course. I also really love that the reversed endings aren’t 100% negative, just like how reversed cards in readings aren’t necessarily negative.
I don’t wanna spoil anything, but I also really like how the upright endings deal with the upright traits of that character’s Major Arcana card, while the reversed endings deal with the reversed traits of that card.
This game also includes some pretty realistic depictions of witchcraft and magick. Obviously because it’s a fantasy world there is fantasy magic involved, but astral travel is a major theme in pretty much every route, and the way it’s depicted in the game is very similar to my real life experiences with it. 
There’s one character who is a kitchen witch and makes homemade enchanted food with magickal herbs, which made me feel warm and fuzzy because it reminded me of all the times I’ve used kitchen magick to make charmed food for myself and my loved ones.
Tarot readings are obviously a big deal within the story world, but there’s also a character who uses runestones! Which I think is neat!!
They mention some real-life magickal plants. Myrrh being used for protection comes up a lot, which, in case anyone was curious, is actually one of the common uses for myrrh in spellcraft.
They clearly did their research and honestly I’m thrilled.
Other Cool Stuff About This Game
It’s probably the most queer-inclusive video game I’ve ever played. Right off the bat, you’re given the choice to choose between he/him, she/her, or they/them pronouns for your character. The pronouns you pick do not affect the story in any way.
All six love interests are romanceable no matter what gender you play as. Which means this is canonically a universe in which everyone is queer. Hell yeah.
Two of the six current romanceable characters are women, and one is nonbinary. The routes for these characters are just as well written and romantic, with just as many wink-wink-nudge-nudge innuendos, as the men’s. There are also multiple nonbinary side characters.
Also! Racial and ethnic diversity in the main cast! And the main characters all have different body types, which is another nice touch.
This is nerdy as hell but I love how the different cultures and ethnic groups in the game are based on real-life cultures? It’s just one of those little things that makes my heart happy.
The art style is pretty as fuck.
In conclusion: I feel like this review is overwhelmingly positive but I just genuinely can’t think of any major criticisms of this game. It’s fun, it’s free, there was clearly a lot of thought put into it. I was really pleasantly surprised. Everybody go download it and play it. You’ll have a good time, and afterwards you’ll understand all the memes.
P.S. I know people are gonna ask so: I chose Julian for my first playthrough because he’s tall and goth and has messy hair and that’s honestly all I look for in a man. Now that I’ve played all six routes, Portia’s is probably my favorite because it’s so cute and wholesome and I just really want a soft bookworm girlfriend, please. Lucio’s route is a close second because after seeing him as an antagonist in everyone else’s routes it’s actually really interesting to see his story told from a sympathetic angle! But like I said, I’ve played all six routes.
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adastraperfortuna · 3 years
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I Played Cyberpunk 2077
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Ultimately, Cyberpunk 2077 is an excellent video game. It’s hard to talk about it without acknowledging the backlash that it received around its launch, but the backlash was directly proportional to the amount of marketing that it got. This happens to a lot of games – and frankly, a lot of my favorite games. If I were working at CD Projekt RED and I was responsible for the kind of marketing that resulted in the kind of expectations that they built for themselves, I’d have to take that sort of stuff into deep consideration. But, as someone who bought the game, enjoyed the game, and desperately wants to talk about the game, I’m not sure that it matters. So, to reiterate: Cyberpunk 2077 is good.
There’s so much game to Cyberpunk that it might be easier to start by talking about my favorite part of it that isn’t a game: the photo mode. I’ve joked before about my favorite gameplay loop in Star Citizen being “taking screenshots,” and that’s not my intent here, but some of my favorite games in recent memory have made it easy to look over the memories I made during their runtime. Interspersed within this review will be some of my favorite screenshots that I took – the inclusion of precise controls for things like depth of field, character posing/positioning, and stickers/frames helped to make my screenshot folder feel less like a collection of moments in a game and more like a scrapbook made during the wildest possible trip to the wildest possible city.
And what a city it is. Night City is my favorite setting in a video game in recent memory. It’s not incredibly difficult to make a large environment, but to make a meaningful environment where every location feels lived-in and the streets are dense with things to see and do? That’s a challenge that very few studios have managed to step up to. More than that, Night City feels unique in the landscape of video game cities – whereas a city like Grand Theft Auto V’s Los Santos is rooted in a reality we’re familiar with, Cyberpunk’s retro-futuristic architecture (and overall aesthetic) help lend it a sensibility that we’re unfamiliar with. It really feels like stepping into another world - fully fleshed-out, fully envisioned.
The environment is obviously beautiful and unique, but I was surprised by just how ornate it was. The thought and consideration that went into details as minor as the UIs you’ll encounter in and on everything from car dashboards to PCs and menus both diegetic and otherwise helps the entire world feel diverse, detailed, and cohesive. While everything feels of a kind and everything is working towards the same design goals, the sheer amount of variety was shocking.
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The biggest thing that stuck out to me about Night City itself within just a few hours of playing was how vertically oriented it was. Not just in the “there are tall buildings” sense, though there certainly are tall buildings – I’m talking about the way that Cyberpunk uses verticality to tell stories. The first time that you end up high enough above the skyline to see rooftops will inevitably be during one of your first encounters with Night City’s elite. The hustle and bustle of street life fading away as an elevator climbs up the side of a building and you emerge into a world you aren’t familiar with was astounding. That claustrophobic feeling of being surrounded by monoliths isn’t only alleviated by attending to the rich, though – for similar reasons, my first journey out of the city limits and into the “badlands” will stick with me. Cyberpunk successfully manages its mood and tone by controlling the kind of environments you’ll find yourself in, and while that may seem like a simple, sensible, universal design decision, its consistent application helped ground the world for me in a way that made it feel more real than most of its contemporaries.
Something else that makes Night City feel real is how Cyberpunk implements its setpieces. In a decision that reverberates throughout the rest of the game, CD Projekt was clearly all-in on the notion of immersion and seamless transitions. While it was consistently surprising and exciting to find bombastic moments embedded in the world’s side content (one standout involves Night City’s equivalent of SWAT descending from the sky to stop a robbery in an otherwise non-descript shop downtown), it never took me out of the world. And, on the other end of the experience, the number of memorable, exciting story moments that were located in parts of the city that you had wandered by before helped make the world feel almost fractal, this idea that every building and every corner could house new adventures or heartbreaks.
One thing that did take me out of the experience, unfortunately, were a few of the celebrity (or “celebrity”) cameos. While I think that the core cast was well-cast, with Keanu Reeves as Johnny Silverhand in particular being an inspired choice, the game, unfortunately, wasn’t immune to the tendency to include recognizable faces just because they were recognizable. Grimes plays a role in a forgettable side quest that felt dangerously like it only existed because she wanted to be in the game. There are also an almost concerning number of streamer cameos (“over 50 influencer and streamers from around the world,” according to CD Projekt), and while most of them completely went by me, the few that did hit for me only served to disrupt the world. The only perceived positive here is that most players won’t have any idea who these people are.
Unfortunately, that wasn’t the only thing that broke immersion in the game. Due to what I can only assume are particularly harsh memory restrictions imposed by the game’s release on last-generation hardware, the game has some of the most aggressive NPC culling that I’ve ever seen. While NPCs don’t strictly only exist in screen space, it often feels like they do, as simply spinning the camera around can result in an entirely new crowd existing in place of the old one. This is obviously rough when it comes to maintaining immersion in crowded spaces on-foot, but it gets worse when you’re driving. Driving on an empty road, rotating the camera, and finding that three seconds later there was an entire legion of cars waiting for your camera to discover them, far too close to slow down, was always a deadly surprise. It doesn’t help that your cars take a while to slow down.
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Cyberpunk’s approach towards cars in general is interesting. While I certainly had trouble with them when I began playing, I eventually began to get into their groove. If you want to learn how to drive effectively in Cyberpunk, you have to learn how to drift. After the game’s latest substantial patch, the team at CD Projekt finally fixed my largest problem with the game’s driving – the minimap was simply too zoomed-in, making it difficult to begin to make the right decisions on when and how to turn when traveling at speed. Now that that's resolved, however, whipping and spinning through the streets is fun, and the cars feel appropriately weighty. I’ll still occasionally boot up the game just to cruise around its streets and listen to the radio.
Speaking of the radio, did I mention that Cyberpunk 2077 has one of the greatest game soundtracks that I’ve ever heard? The radio is filled with great original songs from some pretty great musicians, but that’s not where the soundtrack’s beauty starts and it certainly isn’t where it ends. The original soundtrack (composed by P.T. Adamczyk, Marcin Przybylowicz, and Paul Leonard-Morgan) was consistently beautiful, moving, and intense. The world feels gritty and grimy but ultimately beautiful and worth saving, and a great deal of that emotion comes from the soundtrack. While the heavy use of industrial synths could’ve lent itself towards music that existed to set tone instead of form lasting memories with memorable melodies, the sparkling backing tones and inspired instrumentation helped keep me humming some of its tracks for months after last hearing them in-game. I’m no musical critic, I don’t know how much I can say about this soundtrack, so I’ll just reiterate: it’s genuinely incredible.
It certainly helps that the encounters that so many of those tunes are backing up are exciting as well. I was expecting middling combat from the company that brought us The Witcher 3, and while the experience wasn’t perfect, it was competitive with (and, in many ways, better than) the closest games to it than I can point to, Eidos Montreal’s recent Deus Ex titles. Gunplay feels tight, shotguns feel explosive, and encounter spaces are diverse and full of alternate paths and interesting cover. My first playthrough was spent primarily as a stealth-focused gunslinger, using my silenced pistol to cover up the mistakes that my feet made when trying to avoid getting caught. Trying to sneak into, around, and through environments helped emphasize how complex the environments actually were. While it’d be easy to run into a wealth of the game’s content with your guns loaded and ready to fire, that may contribute to a perceived lack of depth in the game’s world design. I’m trying to write this without considering what other people have said about the game, but this particular point has been something of a sticking point for me – there are individual, completely optional buildings in Cyberpunk that have more interesting, considered level design than some entire video games, and the experience of evaluating and utilizing them was consistently mechanically engaging and exciting.
The sheer number of abilities that the player has can be almost overwhelming. While leveling does encourage the player to specialize into certain traits, especially when said traits can also serve as skill checks for the dialogue system and some traversal opportunities, every trait houses a bundle of skills that each house a sprawling leveling tree. Far from the kind of “three-path EXP dump” that you’ll find in a great number of AAA titles, Cyberpunk’s leveling experience can be legitimately intimidating. It’s difficult to plan the kind of character you want to play as when you’re trying to project eighty or a hundred hours forward for a character that will be constantly encountering new kinds of challenges. I certainly didn’t begin my playthrough by wanting to be a stealth-focused gunslinger – in fact, I was originally aiming for a melee-focused hacker build. While I was drawn to what I was drawn to, hearing stories from other players about the kind of builds that they ultimately considered to be overpowered made one thing exceedingly clear: Cyberpunk is a game that rewards every kind of play, possibly to its own detriment.
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Cyberpunk’s main story is notably short. I wouldn’t consider this to be a problem, considering the sheer amount of engaging, exciting, heartfelt side content, but it might be the core of the difficulty scaling plateauing so early on. As you progress deeper into the game you’ll find that almost every build, as long as you are willing to commit to something, is more than viable. Look around long enough and you’ll find people saying that every single build is overpowered. For me, that fed into the central power fantasy in an exciting way. By the time that I rolled credits a hundred hours in I was more or less unstoppable, walking into rooms and popping every enemy almost instantly. For others, this was a problem – it can be frustrating to feel like all of your work to become stronger wasn’t met with an appropriate challenge when the time came to put it into practice. This is a difficult problem to solve, and I don’t have a solution. I’ll fondly remember my revolver-toting, enemy-obliterating V, though, so I can’t complain.
Regardless of the scaling, however, the content you play through to arrive at that pinnacle of power was consistently, surprisingly robust. While the differentiation between “gigs” and “side quests” is confusing (word for the wise: gigs are generally shorter and more gameplay-centric missions that are designed by CD Projekt’s “open world” team while the side quests are made by the same team that made the main quests and are generally longer and more narrative-centric), both kinds of side content are lovingly crafted and meaningful. Of the 86 gigs in the game, every single one of them takes place in a unique location with a hand-crafted backstory and (almost always) a wealth of different approaches. These don’t exist separately from the rest of the game’s design philosophy, even if they are made by a separate team, and you’ll often find that decisions made outside of gigs will reverberate into them (and, sometimes, the other way around). I’ve played a great deal of open world games, and never before has the “icon-clearing content” felt this lovingly-crafted and interesting. While the main quests will take you traveling across the map, the side content is what really makes it feel dense and real. You’ll be constantly meeting different kinds of people who are facing different kinds of problems – and, hey, occasionally you’ll be meeting someone who has no problem at all, someone who just wants to make your world a little bit brighter.
It’s surprising, then, that one of the most obvious ways to integrate that kind of content in Cyberpunk is so sparsely-utilized. “Braindances,” sensory playback devices used to replicate experiences as disparate as sex, meditation, and murder, play a critical role in some of the game’s larger quests, but they almost never show up in the side content. You would imagine that the ability to freely transport the player into any kind of situation in a lore-friendly way would’ve been a goldmine for side content, but its use is limited. This isn’t even a complaint, really, I’m just genuinely surprised – I wouldn’t be surprised if they used them more heavily in 2077’s expansions or sequels, because they feel like an untapped goldmine.
Another thing that the game surprisingly lacks is the inclusion of more granular subtitle options. While the game does let you choose the important stuff – whether or not you want CD Projekt’s trademark over-the-head subtitles for random NPCs, what language you want the subtitles to be in, what language you want the audio to be in – it doesn’t include something that I’ve grown to consider a standard: the ability to turn on subtitles for foreign languages only. As the kind of player who avoids subtitles when possible, I went through most of Cyberpunk with them off. Unfortunately, a tremendous number of important cutscenes in the game take place in languages other than English, and I didn’t know that I was supposed to understand what these characters were saying until I was embarrassingly far into one of the prologue’s most important scenes.
NOTE: I was pleasantly surprised to discover after replaying the ending of the game earlier today that they've fixed this issue in a patch. Nice!
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I can only complain about the game’s language support so much, because there’s something important that lies between the player and the story they’re there to experience: a fucking incredible English localization. Ironically, it’s so good that I can’t help but imagine that most players won’t even think about it. It’s easy to notice and talk about an excellent localization when it’s from something like a JRPG, something with a clearly different style from what you’d expect from a work made in English, but never once in my entire playthrough did I even briefly consider the idea that it was natively written in anything other than English. I knew that CD Projekt was a Polish studio, but I just assumed that they wrote in English and localized it backwards. The language is constantly bright and surprising, the jokes land, the characters have memorable quirks, everything feels natural, and the voice acting is legitimately some of the best that I’ve ever heard in a video game. Both versions of the main character’s voice were damn-near instantly iconic for me, landing up there with Commander Shepard in the upper echelon of protagonist VO. I can’t praise it enough.
That said, even if the localization was incredible, it’d be hard to appreciate if the meat of the story wasn’t up-to-snuff. I was ecstatic to discover, then, that Cyberpunk 2077 has an incredible story. Every great story starts with a great cast of characters, and Cyberpunk hit it out of the park with that. The core cast of side characters are some of my favorite characters in years. Judy, Panam, River, and Kerry are all memorable, full, charming people. Kerry Eurodyne in particular is responsible for my favorite scene in a game since the finale of Final Fantasy XV. The quest “Boat Drinks,” the finale of Kerry’s quest line, is quietly emotional and intensely beautiful. He, and the other characters like him, are more than the setting they’re in, and the way that the game slowly chews away at the harsh and bitter exterior that the world has given them as it reaches to their emotional, empathetic core consistently astounds. Night City is a city full of noise, violence, destruction, and decay, but you don’t have to participate in it. You don’t have to make it worse. You can be different, and you can be better. You don’t get there alone, you can’t get there alone, and Cyberpunk is a game that revels in how beautiful the world can be if we are willing to find the light and excitement in the people around us.
Of course, Cyberpunk is a video game, it’s an RPG, and the story is more than a linear progression of memorable moments. Something that struck me while making my way through Cyberpunk’s story was how expertly and tastefully it implemented choice. I’m used to games that give you flashing notifications and blaring alarms whenever you're able to make a decision that matters, so I was initially confused by how Cyberpunk didn’t seem reactive to the things I said and did. The game would give me a few options in conversations, I’d select one of them, and then the story would progress naturally. However, as I continued, I began to notice small things. One character would remember me here, a specific thing I said twenty hours before would be brought up by someone there, an action that I didn’t even know I had the choice to not take was rewarded. The game slowly but surely established a credibility to its choices, a weight to your words, this sense that everything that you were saying, even beyond the tense setpiece moments that you’d expect to matter, would matter. It was only after going online after completing the game that I realized just how different my playthrough could’ve been. While nothing ever reached the level of the kind of divergent choices that The Witcher 2 allowed, there were still large chunks of the game that are entirely missable. Three of the game’s endings can only be unlocked through the completion of (and, in one case, specific actions in) specific quests, and multiple memorable quests were similarly locked behind considerate play. This isn’t really a game that will stop you from doing one thing because you chose to do something else, most of the choice-recognition is simply unlocking new options for the player to take, but it always feels natural and never feels like a game providing you an arbitrary fork in the road just for the sake of making it feel artificially replayable. CD Projekt has already said that they made the choices too subtle in Cyberpunk, but I deeply appreciate the game as it is now – more games should make choices feel more real.
It helps that the dialogue system backing up some of those choices is dynamic and the cutscene direction backing those scenes up is consistently thrilling. The decision to lock you in first-person for the entire game was an inspired one, and it resulted in a bevy of memorable scenes made possible by those interlocking systems. There are the obvious ones – being locked in a smoky car with a skeptical fixer, getting held at gunpoint by a mechanical gangster with his red eyes inches away from your own and a pistol’s barrel just barely visible as it presses against your forehead, having to choose between firing your weapon and talking down someone with a hostage when in a tense, escalating situation. There are also a million smaller ones, situations where the scale of the world becomes part of the magic. The first time that I sat down in a diner and talked with someone I had to meet or the first time that I rode along through the bustling downtown of Night City as a politician sized me up will stick with me because the perspective of the camera and the pacing of the real-time dialogue interface combine to make almost everything more powerful. There’s so much effort put into it – so many custom animations, so many small touches that you’d only see if you were staring intensely at every frame. All of that effort paid off, and the controversial decision to strip third-person out of the game was ultimately proven to be one of the smartest decisions that CD Projekt has ever made.
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Another decision that helped power an exciting, engaging story was how the game freely manipulates the time and weather during key story moments. It’s a small touch, it’s one that you won’t notice unless you’re looking for it, but every once in a while you’ll walk into a place during a crystal-clear day and come out five minutes later to discover that it’s a cold, windy, rainy night and you have a city to burn. Along with the first-person limitation, this initially feels like something that could only harm immersion, but when it’s backed up by a story that motivating and scenes that thrilling you’d be hard-pressed to notice it outside of the flashes of telling yourself that this scene or that scene is the best that you’ve played in a long time. This also helps avoid a problem that games like the Grand Theft Auto series consistently face – instead of letting scenes happen at any time, compromising direction, or doing something like a timelapse, sacrificing immersion, Cyberpunk manages to always keep you in the action while also presenting the action in its most beautiful and appropriate form. There are moments where it truly feels like it’s meshing the kind of scene direction that’d be at home in a Naughty Dog game, the gameplay of Deus Ex, and the storytelling of the WRPG greats, and in those moments there is nothing else on the market that feels quite like it.
I sure have talked a lot about this game’s story, considering the fact that I have barely brought up its central hook. The early twist (unfortunately spoiled by the game’s marketing), the placement of a rockstar-turned-terrorist-turned-AI-construct firmly in your brain after a heist goes wrong and your best friend dies, helps establish a tone that the rest of the game commits to. Johnny Silverhand starts as an annoying, self-centered asshole with no real appreciation for how dire your situation is, but by the end of the game he had more than won me over. Reeves’s performance was really stellar, and the relationship between him and V is incredibly well-written. More than that, his introduction helps spur on a shift in the way that you engage with the world. The first act is full of hope, aspiration, the belief that you can get to the top if you hustle hard enough and believe. After you hold your dying friend in your arms and are forced to look your own death in the eyes, though, things begin to turn. Maybe the world is fucked up, maybe it’s fucked up beyond belief. But there Johnny is, telling you to fight. Why? Every time you fight, things get worse.
But the game continues to ruminate on this, it continues to put you in situations where fighting not only fails to fix the problem, but it makes it worse. Despite that, it’s positive. For me, at least, Cyberpunk’s worldview slowly came into alignment, and it’s one that I can’t help but love. Cyberpunk 2077 is a game about how important the fight is, how important believing in something is, even if you’re facing impossible odds, even if there’s no happy ending. It’s a story that posits that giving up is the worst ending of all, that your only responsibility is to what’s right and to the ideals that you and the people you love want to live up to. The game uses every story it can tell, every character it can introduce you to, and every encounter it can spin into a narrative to drive that home. And, when the ending comes, it was phenomenal. All of the endings were powerful, effective, and meaningful to me, but I’m more than happy that I went with what I did.
Cyberpunk 2077 is an excellent video game. It’s not flawless, but no game is, and at its core it's one of the most fun, beautiful, narratively engaging, and heart-filled games that I’ve ever played. I couldn’t recommend it highly enough, and I sincerely hope that everyone who has skipped out on it because of what they’ve heard is able to give it a shot someday. Maybe they’ll love it as much as I do. Wouldn’t that be something?
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300iqprower · 4 years
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I found the Schindler’s List of video games. No I’m not joking.
Okay kinda, look i wrote a mini thesis when i found out TLOU2 deadass won GOTY, which is absolutely hilarious cause it’s beyond even my expectation, I didn’t expect them to give it the full RDR2 treatment, btw I picked a very good year to wizen up to the fact TGA is basically a circlejerk and the popular vote has no influience on the outcome [[So apparently its Golden Joystick which actually is people voted. “Gamers” really are just the definition of “Fuck you, Got Mine” and I hope everyone who voted for Naughty Dog under any circumstance has to work retail crunch until they learn empathy.]] BUT ANYWAYS I genuinely wrote the following out of interest, not anger. In fact I cant wait for all the people to explode because they still dont realize the game awards are a sham.  this is ALL off the cuff, be warned, cause I basically rambled to friend about having stumbled onto a thesis prompt, I cut out the first half of it for that reason so here goes:
So then.
this entire thing?
It proves that "critics" don't actually want video games to be video games. They don't want video games to be art either. They just want video games to be movies
Writing is not a universal constant, because every medium tells stories in different ways
Do you judge the writing of a book the way you judge the writing of a movie? Does the fact a book wont have voice actors or background music make it movies but worse? of course not
so why do people keep acting like that's how it works for video games?
A video game will never, NEVER be able to be as well written as a high tier film, not in terms of pure standalone writing. The same way a movie will never be as well written as a book in terms of pure standalone writing.
Undertale is probably the best written game ever made. the writing isn't remotely as good as a B grade movie
because in a movie writing and acting are how you tell the story. That's its strength
Video games have a different. fucking. strength: GAMEPLAY
When you think of "art" in video games, what comes to mind?
Maybe Shadow of the Colossus? Undertale? Braid? Journey? These all work.
And ya know what they have in common?
They are not "cinematic" and they are not "masterpieces of writing and acting”
in fact of those 4 games, 3 don't actually have dialogue unless you seriously count those messages from Dormin
You know what they all have in common though?
They don't use writing to convey their story, messages, themes, etc. They use gameplay
Movies treat videogame qualities to be detrimental in a film. people attribute this to contempt. It isn't those people who say a movie being like a video game is bad? they are absolutely right.
And in that Exact. Same. Vein. VIdeo games shouldn’t be actively trying to be like movies
not if they want to be anything more than a B movie
Let’s just start with several examples of different ways video games create “artistic” narrative and experiences:
Shadow of the Colossus tells its story by having you realize that your actions as the player have unleashed a terrible evil. Braid sets its time travel gameplay mechanic in reverse at the end for its big story reveal. Journey has zero dialogue and through the way you traverse environments alone tells a grand epic. Undertale applies the idea of metanarrative to video games in a way unlike any other, something plenty of movies have done but no movie has ever been able to do to an even remote degree that Undertale did, because unlike a film the audience has direct input. Does that make metanarrative films like Fight Club, Inception, or far more historically famous than, either, a “Citizen Kane” type film if you’re gonna bring that stupid notion out, Sunset Boulevard, does that make it bad metanarrative? NO. IT MEANS ITS A DIFFERENT VERSION OF THAT STYLE.
Bastion is dialogue heavy, with constant narration, so is stanley parable, but both games have that narration dictated by the player's action. In a movie narration can only dictate predetermined action, even if that means unreliable narration or outright lying in the narration, that won't change the fact what it describes is predetermined because it's a movie. In a game, it could be different every single time.
There are far more examples of artistic games that are art specifically because they arent trying to be art in the same sense as a movie
Papers Please for example
THAT could genuinely be equivalent to Schindler's List
Because you are deciding who lives and dies, you TECHNICALLY aren't, but you know what happens to the people you deny. You know exactly what will happen to them.(edited)
so do you let them in even if it's not legal, deducting your own pay and making it that much more likely you can't afford food or heat that night for your family? or do you send them knowingly to the gulag?
In a film that already is a powerful message and like I said it genuinely isnt that far off from schindler's list. As a movie done right, papers please could be a harrowing story about those kinds of things. But it wouldn't be any better, nor would it likely be told in a way remotely similar to how you experience games.
because again: they. are. different. mediums.
That's what it means to have different mediums, you can tell the same story in completely different ways to elicit different, equally meaningful responses
In schindler's list what makes it harrowing is that its a man who was on his way to wealth who is sacrificing that wealth and his own safety to save the lives of innocents being persecuted
the emotional response is from seeing how Oskar Schindler deals with the situation he's ended up in and whether he has the resolve to save those people or if he would sell them out to secure his own prospects
In Paper's Please it's not even close to the same
You have no idea how grand scale the things going on are, you only have bits of info to piece together with the only context given being you are a border patrol guard who will serve your authoritarian "country"
There's a game called Not Tonight that has the same gameplay but gets these details wrong
it makes the resistance obviously the good guys, there's little to no penalty to helping them over the state.
in that aspect its MORE like Schindler's list because obviously the nazis are the bad guys
so why isn't the comparison Not Tonight and Schindler's List?
because the idea of a straightforward story where you know sheltering them is good and its bad to sell them out is part of film storytelling, where you are an onlooker
In Papers Please the way you're torn between what to do and who is worth saving and who isn't, whether you should back resistance or serve the state? That struggle you as the player feel is the struggle Schindler's List puts on screen for you to OBSERVE, not to be a part of.
Not Tonight in terms of its story and writing is more similar to Schindler's list. And that's why it's explicitly less artistic than Paper's Please. *Because if you make a game more similar to a movie, you lose the strengths of the medium of games without actually gaining the strengths of the medium of film.*
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playernumberv · 4 years
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Marvel’s Avengers (PS4) Mini-Review
There’s a lot to like about Marvel’s Avengers. Coming from the cultural phenomenon that was the Marvel Cinematic Universe, the video-game equivalent of the Avengers had an overwhelming amount of expectations to live up to, and at least where the story is concerned, Marvel’s Avengers actually does live up to those expectations—kinda. The story is surprisingly competent, offering an alternative interpretation of the characters we know and love so well that actually respects the source material and feels authentic. Kamala Khan in particular is perhaps the writing team’s best move—seen through her eyes, the story is uplifted with a touch of cheeriness, joy, and playfulness that makes it genuinely refreshing and enjoyable, and she’s an absolutely lovable character comparable perhaps to how Tom Holland’s Spider-Man was like in the movies. The voice performances, while not quite on the level of their cinematic counterparts, are nevertheless surprisingly decent and serviceable. I’m sure they would have done an even better job with the story if this were a single-player narrative-focused game, but whatever is there is nevertheless pretty great.
Character design is excellent as well. Each Avenger feels unique and distinctive to play, with very well-designed skillsets and progression trees of their own. Playing as Iron Man is exhilarating and genuinely feels like I’m a superhero with a superpowered technological suit and numerous weaponry choices such as lasers, beams, and rockets. Calling forth Hulkbuster is also ultra badass, and as a huge Iron Man fan, suffice it to say that I had to suppress a lot of screams and squeals from pure excitement. Playing as Hulk feels like playing as a big green man who indiscriminately smashes, playing as Thor feels like playing as the God Of Thunder, and playing as Captain America feels like playing as a super-powered soldier. I had been worried that each character would feel too similar to each other, but this is not the case at all—there’s also a tonne of customization options that make each character even more nuanced and fun to play. Whoever was in charge of the character design in this game surely deserves a raise. This is by far the best video-game versions of these characters that have ever been made, and I genuinely enjoyed the sheer thrill and excitement of embodying these heroes I love so much from the movies.
All that good, however, is squandered by the game’s horrendous live-service angle (whoever decided to take the game in this direction needs to be fired), along with an entire array of bugs, glitches, and other issues that have no business being in a full-priced launch game. The loot-based mechanics with a huge focus on meaningless gear and resources are repulsive and unenjoyable. The menu and UI is a total mess. Missions as well as level design are extremely shallow and boring. The game is broken in a lot of ways, with so much lack of polish ranging from ones that flat out break the game to more trivial but nevertheless annoying ones, like grammatical or spelling errors, wrong subtitles, etc. I could go on and on and on about all the things about the game that are broken, and I don’t think I’d be done even after a few hours. “Good isn’t a thing you are, it’s a thing you do.” For a game that repeats this quote over and over, it sure doesn’t live up to it. Marvel’s Avengers sure does a lot of good, but all that is offset by the overwhelming amount of bad it also does. It’s a true pity that our best entrance into a video-game version of Earth’s Mightiest Heroes also happens to be Earth’s most broken and poorly-designed video-game, and it’s a true pity that we probably won’t ever—not for decades, at least—see the Avengers truly shine in a proper, narrative-driven single-player videogame.
 Gameplay score: B- Storyline score: A- Characters score: A Aesthetics score: A- Enjoyment score: B
Overall Marvel’s Avengers score: 69/100
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za3k · 4 years
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2020 Videogames
In 2020 I’m newly retired, so I’ve had free time. I think it’s fun to do reviews, so without further ado here’s every video game I played in 2020!
I recommend:
(4/5) Among Us – Very fun. It’s only fun with voice chat with friends, so I’ve only gotten to play once or twice. I’ve been watching it more than playing it. Also free to play for mobile gamers–I’m tired of the “everyone buys a copy” model of group gameplay.
(4/5) Brogue. Brogue is an ascii-art roguelike. It’s great, and it has a nice difficulty ramp. It’s a good “quick break” game. I play it in preference to other roguelikes partly because I haven’t done it to death yet, and partly because I don’t need a numpad?
(4/5) Cook Serve Delicious 3. One of the more fun games I played this year. You get really into it, but I had trouble relaxing and paying attention to the real world when I played too much, haha. I own but haven’t played the first two–I gather this is pretty much just a refinement.
(4/5) Green Hell. Price tag is a bit high for the number of hours I got out of it, but I haven’t finished the story. Great graphics, and the BEST map design I’ve seen in a 3D game in a long time. It feels like a real place, with reasonable geography instead of copy-pasted tiles. I love that as you walk along, you can just spot a cultivated area from the rest of the jungle–it feels more like it’s treating me like an adult than most survival games. Everything still gets highlighted if you can pick it up. I played the survival mode, which was okay but gets old quickly. I started the story mode–I think it would be fine, but it has some LONG unskippable scenes at the start, including a very hand-holdy tutorial, that I think they should have cut. I did start getting into the story and was having fun, but I stopped. I might finish the game some time.
(4/5) Hyperrogue. One of my recent favorites. The dev has made a fair number of highly experimental games, most of which are a total miss with me, but this one is fun. I do wish the early game wasn’t quite as repetitive. Failing another solution, I might actually want this not to be permadeath, or to have a save feature? I bought it on steam to support the dev and get achievements, but it’s also available a version or two behind free, which is how I tried it. Constantly getting updates and new worlds.
(4/5) Minecraft – Compact Claustrophobia modpack. Fun idea, nice variety. After one expansion felt a little samey, and it was hard to start with two people. I’d consider finishing this pack.
(4/5) Overcooked 2. Overcooked 2 is just more levels for Overcooked. The foods in the second game is more fun, and it has better controls and less bugs. If you’re considering playing Overcooked, I recommend just starting with the second game, despite very fun levels in the first. I especially appreciate that the second game didn’t just re-use foods from the first.
(4/5) Please Don’t Press Anything. A unique little game where you try to get all the endings. I had a lot of fun with this one, but it could have used some kind of built-in hints like Reventure. Also, it had a lot of red herrings. Got it for $2, which it was well worth.
(5/5) Reventure. Probably the best game new to me this year. It’s a short game where you try to get each of about 100 endings. The art and writing are cute and funny. The level design is INCREDIBLE. One thing I found interesting is the early prototype–if I had played it, I would NOT have imagined it would someday be any fun at all, let alone as amazing as it is. As a game designer I found that interesting! I did 100% complete this one–there’s a nice in-game hint system, but there were still 1-3 “huh” puzzles, especially in the post-game content, one of which I had to look up. It’s still getting updates so I’m hoping those will be swapped for something else.
(5/5) Rimworld. Dwarf fortress, but with good cute graphics, set in the Firefly universe. Only has 1-10 pawns instead of hundreds of dwarves. Basically Dwarf Fortress but with a good UI. I wish you could do a little more in Rimworld, but it’s a fantastic, relaxing game.
(5/5) Slay the Spire. Probably the game I played most this year. A deckbuilding adventure through a series of RPG fights. A bit luck-based, but relaxing and fun. I like that you can play fast or slow. Very, very well-designed UI–you can really learn how things work. My favorite part is that because it’s singleplayer, it’s really designed to let you build a game-breaking deck. That’s how it should be!
(4/5) Stationeers. I had a lot of fun with this one. It’s similar to Space Engineers but… fun. It has better UI by a mile too, even if it’s not perfect. I lost steam after playing with friends and then going back to being alone, as I often do for base-building games. Looks like you can genuinely make some complicated stuff using simple parts. Mining might not be ideal.
(5/5) Spy Party. One of my favorite games. Very fun, and an incredibly high skill ceiling. There’s finally starting to be enough people to play a game with straners sometimes. Bad support for “hot seat”–I want to play with beginners in person, and it got even harder with the introduction of an ELO equivalent and removing the manual switch to use “beginner” gameplay.
(4/5) Telling Lies. A storytelling game. The core mechanic is that you can use a search engine for any phrase, and it will show the top 5 survellance footage results for that. The game internally has transcripts of every video. I didn’t really finish the game, but I had a lot of fun with it. The game was well-made. I felt the video acting didn’t really add a huge amount, and they could have done a text version, but I understand it wouldn’t have had any popular appeal. The acting was decent. There’s some uncomfortable content, on purpose.
(4/5) Totally Accurate Battle Simulator (TABS). Delightful. Very silly, not what you’d expect from the name. What everyone should have been doing with physics engines since they were invented. Imagine that when a caveman attacks, the club moves on its own and the caveman just gets ragdolled along, glued to it. Also the caveman and club have googley eyes. Don’t try to win or it will stop being fun. Learn how to turn on slo-mo and move the camera.
(4/5) We Were Here Together. Lots of fun. I believe the second game out of three. Still some crashes and UI issues. MUCH better puzzles and the grpahics are gorgeous. They need to fix the crashes or improve the autosave, we ended up replaying a lot of both games from crashes. It’s possible I should be recommending the third game but I haven’t played it yet.
The Rest
(3/5) 5D Chess with Multiverse Time Travel. More fun that it sounds. If you play to mess around and win by accident, it’s pretty good. Definitely play with a second human player, though.
(1.5/5) 7 billion humans. Better than the original, still not fun. Soulless game about a soulless, beige corporation. Just play Zachtronics instead. If you’re on a phone and want to engage your brain, play Euclidea.
(3/5) A Dark Room. Idle game.
(1/5) Amazing Cultivation Simulator. A big disappointment. Bad english voice acting which can’t be turned off, and a long, unskippable tutorial. I didn’t get to actual gameplay. I like Rimworld and cultivation novels so I had high hopes.
(3/5) ADOM (Steam version) – Fun like the original, which I would give 5/5. Developed some major issues on Linux, but I appreciate that there’s a graphical version available, one of my friends will play it now.
(4/5) agar.io – Good, but used to be better. Too difficult to get into games now. Very fun and addictive gameplay.
(3/5) Amorous – Furry dating sim. All of the hot characters are background art you can’t interact with, and the characters you can actually talk to are a bunch of sulky nerds who for some reason came to a nightclub. I think it was free, though.
(0/5) Apis. Alpha game, AFAIK I was the first player. Pretty much no fun right now (to the point of not really being a game yet), but it could potentially become fun if the author puts in work.
(4/5) Autonauts. I played a ton of Autonauts this year, almost finished it, which is rare for me. My main complaint is that it’s fundamentally supposed to be a game about programming robots, but I can’t actually make them do more than about 3 things, even as a professional programmer. Add more programming! It can be optional, that’s fine. They’re adding some kind of tower defense waves instead, which is bullshit. Not recommended because it’s not for everyone.
(3/5) A-Z Inc. Points for having the guts to have a simple game. At first this looked like just the bones of Swarm Simulator, but the more you look at the UI and the ascension system, the worse it actually is. I would regularly reset because I found out an ascension “perk” actually made me worse off.
(5/5) Beat Saber. Great game, and my favorite way to stay in shape early this year. Oculus VR only, if you have VR you already have this game so no need to recommend. Not QUITE worth getting a VR set just to play it at current prices.
(1/5) Big Tall Small. Good idea, but no fun to play. Needed better controls and level design, maybe some art.
(0.5/5) Blush Blush. Boring.
(3/5) Business Shark. I had too much fun with this simple game. All you do is just eat a bunch of office workers.
(3/5) chess.com. Turns out I like chess while I’m high?
(3/5) Circle Empires Rivals. Decent, more fun than the singleplayer original. It shouldn’t really have been a separate game from Circle Empires, and I’m annoyed I couldn’t get it DRM-free like the original.
(3/5) Cross Virus. By Dan-box. Really interesting puzzle mechanics.
(4/5) Cultist Simulator. Really fun to learn how to play–I love games that drop you in with no explanation. Great art and writing, I wish I could have gotten their tarot deck. Probably the best gameplay “ambience” I’ve seen–getting a card that’s labeled “fleeting sense of radiance” that disappears in 5 seconds? Great. Also the core stats are very well thought out for “feel” and real-life accuracy–dread (depression) conquers fascination (mania), etc. It has a few gameplay gotchas, but they’re not too big–layout issues, inability to go back to skipped text, or to put your game in an unwinnable state early on). Unfortunately it’s a “roguelike”, and it’s much too slow-paced and doesn’t have enough replay value, so it becomes a horrible, un-fun grind when you want to actually win. I probably missed the 100% ending but I won’t be going back to get it. I have no idea who would want to play this repeatedly. I’m looking forward to the next game from the same studio though! I recommend playing a friend’s copy instead of buying.
(2/5) Darkest Dungeon. It was fine but I don’t really remember it.
(2/5) Dicey Dungeons. Okay deck-building roguelike gameplay (with an inventory instead of a deck). Really frustrating, unskippably slow difficulty curve at the start. I played it some more this year and liked it better because I had a savegame. I appreciate having several character classes, but they should unlock every difficulty from the start.
(2/5) Diner Bros. Basically just a worse Overcooked. I didn’t like the controls, and it felt too repetitive with only one diner.
(2/5) Don’t Eat My Mind You Stupid Monster. Okay art and idea, the gameplay wasn’t too fun for me.
(2/5) Don’t Starve – I’ve played Don’t Stave maybe 8 different times, and it’s never really gripped me, I always put it back down. It’s slow, a bit grindy, and there’s no bigger goal–all you can do is live.
(3/5) Don’t Starve Together – Confusingly, Don’t Starve Together can be played alone. It’s Don’t Starve, plus a couple of the expansions. This really could be much more clearly explained.
(1/5) Elemental Abyss – A deck-builder, but this time it’s grid-based tactics. Really not all that fun. Just play Into the Abyss instead or something.
(1/5) Else Heart.Break() – I was excited that this might be a version of “Hack N’ Slash” from doublefine that actually delivered and let you goof around with the world. I gave it up in the first ten minutes, because the writing and characters drove me crazy, without getting to hacking the world.
(2/5) Everything is Garbage. Pretty good for a game jam game. Not a bad use of 10 minutes. I do think it’s probably possible to make the game unwinnable, and the ending is just nothing.
(1/5) Evolve. Idle game, not all that fun. I take issue with the mechanic in Sharks, Kittens, and this where buying your 15th fence takes 10^15 wood for some reason.
(4/5) Exapunks. Zachtronics has really been killing it lately, with Exapunks and Opus Magnum. WONDERFUL art and characters during story portions, and much better writing. The gameplay is a little more varied than in TIS-100 or the little I played of ShenZen I/O. My main complaint about Zachtronics games continues to be, that I don’t want to be given a series of resource-limited puzzles (do X, but without using more than 10 programming instructions). Exapunks is the first game where it becomes harder to do something /at all/, rather than with a particular amount of resources, but it’s still not there for me. Like ShenZen, they really go for a variety of hardware, too. Can’t recommend this because it’s really only for programmers.
(1/5) Exception. Programming game written by some money machine mobile games company. Awful.
(4/5) Factorio. Factorio’s great, but for me it doesn’t have that much replay value, even with mods. I do like their recent updates, which included adding blueprints from the start of the game, improving belt sorting, and adding a research queue. We changed movement speed, made things visually always day, and adding a small number of personal construction robots from the start this run. I’m sure if you’d like factorio you’ve played it already.
(3/5) Fall Guys – I got this because it was decently fun to watch. Unfortunately, it’s slightly less fun to play. Overall, there’s WAY too much matchmaking waiting considering the number of players, and the skill ceiling is very low on most of the games, some of which are essentially luck (I’m looking at you, team games).
(3/5) Forager – Decent game. A little too much guesswork in picking upgrades–was probably a bit more fun on my second play because of that. Overall, nice graphics and a cute map, but the gameplay could use a bit of work.
(3/5) Getting Over It – Funny idea, executed well. Pretty sure my friends and I have only gotten through 10% of the game, and all hit about the same wall (the first tunnel)
(3/5) Guild of Dungeoneering – Pretty decent gameplay. I feel like it’s a bit too hard for me, but that’s fine. Overall I think it could use a little more cute/fun art, I never quite felt that motivated.
(1/5) Hardspace: Shipbreakers. Okay, I seriously didn’t get to play this one, but I had GAMEBREAKING issues with my controller, which is a microsoft X-box controller for PC–THE development controller.
(2/5) Helltaker. All right art, meh gameplay. But eh, it’s free!
(3/5) Hot Lava. Decent gameplay. Somehow felt like the place that made this had sucked the souls out of all the devs first–no one cared about the story or characters. It’s a game where the floor is made out of lava, with a saturday morning cartoon open, so that was a really an issue. Admirable lack of bugs, though. I’m a completionist so I played the first world a lot to get all the medals, and didn’t try the later ones.
(3/5) House Flipper – Weird, but I had fun. I wish the gameplay was a little more unified–it felt like a bunch of glued-together minigames.
(2/5) Hydroneer. Utterly uninspiring. I couldn’t care about making progress at all, looked like a terrible grind to no benefit.
(1/5) io. Tiny game, I got it on Steam, also available on phone. Basically a free web flash game, but for money. Not good enough to pay the $1 I paid. Just a bit of a time-killer.
(3/5) Islanders – All you do is place buildings and get points. Not particularly challenging, but relaxing. Overall I liked it.
(3/5) Jackbox – I played this online with a streamer. Jackbox has always felt a little bit soulless money grab to me, but it’s still all right. I like that I can play without having a copy–we need more games using this purchase model.
(3/5) Life is Feudal – Soul-crushingly depressing and grindy, which I knew going in. I thought it was… okay, but I really want an offline play mode (Yes, I know there’s an unsupported single-player game, but it’s buggier and costs money). UI was pretty buggy, and I think hunting might literally be impossible.
(2/5) Minecraft – Antimatter Chemistry. Not particularly fun.
(3/5) Minecraft – ComputerCraft. I played a pack with just ComputerCraft and really nothing else. Was a little slow, would have been more fun with more of an audience. I love the ComputerCraft mod, I just didn’t have a great experience playing my pack I made.
(3/5) Minecraft – Foolcraft 3. Fun, a bit buggy. Honestly I can’t remember it too well.
(1/5) Minecraft – Manufactio. Looked potentially fun, but huge bugs and performance issues, couldn’t play.
(4/5) Minecraft – Tekkit. Tekkit remains one of my favorite Minecraft modpacks.
(3/5) Minecraft – Valhelsia 2. I remember this being fun, but I can’t remember details as much as I’d like. I think it was mostly based around being the latest version of minecraft?
(4/5) Minecraft – Volcano Block. Interesting, designed around some weird mods I hadn’t used. I could have used more storage management or bulk dirt/blocks early in the game–felt quite cramped. Probably got a third of the way through the pack. I got novelty value out of it, but I wouldn’t have enjoyed it if I had ever used the plant mod before–it’s a very fixed, linear progression.
(5/5) Minit. This is a weird, small game. I actually had a lot of fun with it. Then I 100% completed it, which was less fun but I still had a good time overall.
(3/5) Monster Box. By Dan-box. One of two Dan-box games I played a lot of. Just visually appealing, the gameplay isn’t amazing. Also, Dan-box does some great programming–this is a game written in 1990 or so, and it can render hundreds of arrows in the air smoothly in a background tab.
(3/5) Monster Train. A relatively fun deckbuilding card game. It can’t run well on my computer, which is UNACCEPTABLE–this is a card game with 2D graphics. My MICROWAVE should run this shit in 2020. Ignoring that, the gameplay style (summon monsters, MTG style) just isn’t my cup of tea.
(2/5) Moonlighter. Felt like it was missing some inspiration, just didn’t have a sense of “fun”. The art was nice. The credits list is surprisingly long.
(2/5) Muse Dash. All right, a basic rhythm game. Not enough variety to the game play, and everything was based around perfect or near-perfect gameplay, which makes things less fun for me.
(3/5) NES games – various. Dr Mario, Ice Climbers. Basically, I got some Chinese handheld “gameboy” that has all the NES games preloaded on it. Overall it was a great purchase.
(2/5) Noita. “The Powder Game” by Dan-Box, as a procedurally generated platformer with guns. Lets you design your own battle spells. Despite the description, you really still can’t screw around as much as I’d like. I also had major performance issues
(3/5) Observation. I haven’t played this one as much as I’d like, I feel like it may get better. Storytelling, 3D game from the point of view of the AI computer on a space station. I think I might have read a book it’s based on, unfortunately.
(2/5) One Step From Eden. This is a deck-building combat tactics game. I thought it was turn-based, but it’s actually realtime. I think if it was turn-based I would have liked it. The characters were a bit uninspired.
(1/5) Orbt XL. Very dull. I paid $0.50 for it, it was worth that.
(4/5) Opus Magnum. Another great game from Zachtronics, along with Exapunks they’re really ramping up. This is the third execution of the same basic concept. I’d like to see Zachtronics treading new ground more as far as gameplay–that said, it is much improved compared to the first two iterations. The art, writing, and story were stellar on the other hand.
(3/5) Out of Space. Fun idea, you clean a spaceship. It’s never that challenging, and it has mechanics such that it gets easier the more you clean, rather than harder. Good but not enough replay value. Fun with friends the first few times. The controls are a little wonky.
(1/5) Outpost (tower defense game). I hate all tower defense.
(3/5) Overcooked. Overcooked is a ton of fun.
(4/5) Powder Game – Dan-box. I played this in reaction to not liking Noita. It’s fairly old at this point. Just a fun little toy.
(1/5) Prime Mover – Very cool art, the gameplay put me to sleep immediately. A “circuit builder” game but somehow missing any challenge or consistency.
(2/5) Quest for Glory I. Older, from 1989. Didn’t really play this much, I couldn’t get into the writing, and the pseudo-photography art was a little jarring.
(4/5) Raft. I played this in beta for free on itch.io, and had a lot of fun. Not enough changed that it was really worth a replay, but it has improved, and I got to play with a second player. Not a hard game, which I think was a good thing. The late game they’ve expanded, but it doesn’t really add much. The original was fun and so was this.
(3/5) Satisfactory. I honestly don’t know how I like this one–I didn’t get too far into it.
(4/5) Scrap Mechanic. I got this on a recommendation from a player who played in creative. I only tried the survival mode–that mode is not well designed, and their focuses for survival are totally wrong. I like the core game, you can actually build stuff. If I play again, I’ll try the creative mode, I think.
(3.5/5) Shapez.io. A weird, abstracted simplification of Factorio. If I hadn’t played factorio and half a dozen copies, I imagine this would have been fun, but it’s just more of the same. Too much waiting–blueprints are too far into the game, too.
(2.5/5) Simmiland. Okay, but short. Used cards for no reason. For a paid game, I wanted more gameplay out of it?
(0.5/5) Snakeybus. The most disappointing game I remember this year. Someone made “Snake” in 3D. There are a million game modes and worlds to play in. I didn’t find anything I tried much fun.
(1/5) Soda Dungeon. A “mobile” (read: not fun) style idle game. Patterned after money-grab games, although I don’t remember if paid progress was actually an option. I think so.
(4/5) Spelunky. The only procedurally generated platformer I’ve ever seen work. Genuinely very fun.
(4/5) Spelunky 2. Fun, more of an upgrade of new content than a new game. Better multiplayer. My computer can’t run later levels at full speed.
(1/5) Stick Ranger 2. Dan-box. Not much fun.
(3/5) Superliminal. Fun game. A bit short for the pricetag.
(3/5) Tabletop Simulator – Aether’s End: Legacy. Interesting, a “campaign” (series of challenge bosses and pre-written encounters) deckbuilding RPG. I like the whole “campaign RPG boardgame” idea. This would have worked better with paper, there were some rough edges in both the game instructions and the port to Tabletop Simulator.
(4/5) Tabletop Simulator – The Captain is Dead. Very fun. I’d love to play with more than 2 people. Tabletop simulator was so-so for this one.
(2/5) Tabletop Simulator – Tiny Epic Mechs. You give your mech a list of instructions, and it does them in order. Arena fight. Fun, but I think I could whip up something at least as good.
(3/5) The Council. One of the only 3D games I finished. It’s a story game, where you investigate what’s going on and make various choices. It’s set in revolutionary france, at the Secret World Council that determines the fate of the world. It had a weak ending, with less choice elements than the rest of the game so far, which was a weird decision. Also, it has an EXCRUTIATINGLY bad opening scene, which was also weird. The middle 95% of the game I enjoyed, although the ending went on a little long. The level of background knowledge expected of the player swung wildly–they seemed to expect me to know who revolutionary French generals were with no explanation, but not Daedalus and the Minotaur. The acting was generally enjoyable–there’s a lot of lying going on in the game and it’s conveyed well. The pricetag is too high to recommend.
(0/5) The Grandma’s Recipe (Unus Annus). This game is unplayably bad–it’s just a random pixel hunt. Maybe it would be fun if you had watched the video it’s based on.
(3/5) The Room. Pretty fun! I think this is really designed for a touchscreen, but I managed to play it on my PC. Played it stoned, which I think helps with popular puzzle games–it has nice visuals but it’s a little too easy.
(3/5) This Call May Be Recorded. Goofy experimental game.
(4/5) TIS-100. Zachtronics. A programming game. I finally got done with the first set of puzzles and into the second this year. I had fun, definitely not for everyone.
(3/5) Trine. I played this 2-player. I think the difficulty was much better 2-player, but it doesn’t manage 2 players getting separated well. Sadly we skipped the story, which seemed like simple nice low-fantasy. Could have used goofier puzzles, it took itself a little too seriously and the levels were a bit same-y.
(2/5) Unrailed. Co-op railroad building game. It was okay but there wasn’t base-building. Overall not my thing. I’d say I would prefer something like Overcooked if it’s going to be timed? Graphics reminded me of autonauts.
(2/5) Vampire Night Shift. Art game. Gameplay could have used a bit of polish. Short but interesting.
(4/5) Wayward. To date, the best survival crafting system I’ve seen. You can use any pointy object and stick-like object, together with glue or twine, to make an arrow. The UI is not great, and there’s a very counter-intuitive difficulty system. You need to do a little too much tutorial reading, and it could use more goals. Overall very fun. Under constant development, so how it plays a given week is a crapshoot. The steam version finally works for me (last time I played it was worse than the free online alpha, now it’s the same or better). I recomend playing the free online version unless you want to support the author.
(1/5) We Need to Go Deeper. Multiplayer exploration game in a sub, with sidescrolling battle. Somehow incredibly unfun, together with high pricetag. Aesthetics reminded me of Don’t Starve somehow.
(2/5) We Were Here. Okay 2-player puzzle game. Crashed frequently, and there were some “huh” puzzles and UI. Free.
(3/5) Yes, your grace. Gorgeous pixel art graphics. The story is supposed to be very player-dependent, but I started getting the feeling that it wasn’t. I didn’t quite finish the game but I think I was well past halfway. Hard to resume after a save, you forget things. I got the feeling I wouldn’t replay it, which is a shame because it’s fun to see how things go differently in a second play with something like this.
These are not all new to me, and very few came out in 2020. I removed any games I don’t remember and couldn’t google (a fair number, I play a lot of game jam games) as well as any with pornographic content.
2020 Videogames was originally published on Optimal Prime
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protagonistheavy · 4 years
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I caved and got Genshin Impact. I’m a few hours in, like adventure rank 12, and so far I think this is pretty fun. I’m having about as much fun as I expected to have with it. The gameplay is simple but with a lot of depth waiting to be tapped into, at least so far as this combo system goes and the variety of situations that can arise. I’m looking forward to getting further in the game, and as a bonus, the story isn’t terrible or boring -- it’s not super interesting, but it’s engaging enough. The setting is cozy and the characters feel right for the world, but again, nothing flashy.
All that said, the game doesn’t have anything too revolutionary to bring to the table. Almost every aspect of the game comes ripped from some other game, with the most obvious inspiration being Breath of the Wild, but you’ll see similarities to all sorts of jrpgs like Tales of, Fire Emblem, etc. Character designs are generically okay-to-above-average with an art style that’s relatively safe. Tropes galore make the plot and universe easier to digest. Honestly none of this makes me mad, because all these features come together for one satisfying experience, it feels like a game I’ve imagined many times before and now actually exists.
My biggest problem so far is with the gacha. It’s so ridiculous lol. I’m already really worn out of gacha games and experiences, so I’m not exactly approaching this system very openly. I haven’t spent any money on the game, fortunately the game does give you a fair amount of rolling material as you play along the story, but the chances of actually getting anything worthwhile is abysmal. There’s about 30 characters you can roll but you have terrible odds of rolling any of them, you’re more likely to pull weapons that simply aren’t exciting or ever really going to get used. If you want a 5-star playable character, you have a 0.3% of rolling one -- you don’t get to choose which character of course, that’s just 0.3% of getting a five-star character. So you have to be EXTREMELY lucky to, within just a handful of rolls, actually get a specific 5-star you might want.
I haaaaate this shit, I hate when characters are locked behind rng gamble mechanics, man. It’s so obnoxious to see a character that you want to play, an experience you wish you had, or strategical options you want to be tapping into, but nope. You don’t get that. Not until you press this random number generator and roll a 1-in-1000 chance, and by the way it costs a dollar every time you want to generate a new number. Do you get anything of relative value if you don’t get what you wanted? Of course not! Most likely you end up with a shit weapon you will never, ever use, or you get “””lucky””” and roll a new character... that you don’t want to use or play, so it’s virtually more worthless than the already worthless weapons. Great system!
Seriously, I hate this shit, I just know what my luck is gonna be like. I’m gonna want some Pretty Lady with Cool Abilities, I’ll grind and grind and grind for fucking weeks to scrounge up what roll material the game allows me to grind for, only to be given a “pity roll” result of some 4-star shota-ass character with an obnoxious personality and a weapon/element type that another character already covers. This shit is so stupid! I’m genuinely EXPECTED to be “happy” when I roll some useless character that I have no interest in -- whippeee! A 10 year-old boy that I didn’t want to play as! What a fucking reward that was worth grinding for!
And then the sugar coating here is the pointlessly confusing currency conversions. Keep up with this: The premium currency is called “primogems” but no, that’s not what you buy with real money. You spend real money to buy ANOTHER RESOURCE, which then sells 1-1 for primogems -- yeah it’s fucking pointless, spend money to buy a resource that you then trade in for an equally valued resource. And THEN you have to spend primogems on the ACTUAL roll material, of which there’s TWO TYPES that banners alternate from. So now you have to go back to the banners, look at which material it uses, then go back to the shop, find the material, then buy it, then go back to the banner and make your fucking wish. YOU GET: A fucking sword! You’ve gotten five of these already! Nice get!!!!!
I keep saying “pointless” but obviously there is a point to all this and the point is to trick people into spending money. That’s all there is to these complicated systems. Is it really “fun” or “immersive” to go through all this hassle, just for the chance of unlocking a new character to play? No, but it is profitable for the company! It’s profitable for them to lure you into confusing states where you stay engaged with a currency system that’s full of contrivances because the longer you spend trying to decipher how to even use the fucking currency, the more likely you are to engage with that system and spend real money on it. Systems like this thrive on you feeling anxious about purchases and making you do so much legwork to try and convince you that it was some exciting experience, and they want you to mess up at some point and spend real money on the wrong thing so that you have to buy even more. It’s what they blatantly want, it sucks, it’s a blight on what would otherwise be a totally fun game with excusable drawbacks.
And what ticks me off the most with gacha systems like this is the utter cruelty of it. They could make this a more generous system, easily! And without even altering drop rates, though that’d be really fucking generous huh? They could make sure you don’t get duplicates! Just no duplicates, don’t worry about it -- you slowly dwindle down the odds until you’re guaranteed to get the character you want. Or they could give you tickets to claim characters of your choice! That way it’s never an issue, and you get to pull the exact person you want! They could make all the characters purchasable and just let you buy them outright!
But nooooooooooooooooo their generosity only goes so far. They’ll “pity” you by making sure that by 100 fucking rolls, you’re guaranteed to get a 4-star character -- yipee! Thanks, Company! $100 and I’ll finally be given a weak-ass character that I may not have even wanted, or possibly a duplicate! Oh and they’re soooo generous by giving you “masterless stardust” which is ANOTHER currency it gives you when you roll shit weapons that you can use to slowly buy, you guessed it, MORE ROLLS! So it’s like you get a really shitty refund system that only actually refunds you for a shitty roll after about 50 fucking shit ones. UGHHH! This system was like designed to press allllll of my buttons with its gacha, it’s sooooo frustrating.
The “bright side” is that after about 20 rolls using what rolls the game gives, I did at least get a new character to play, and goodness me at least it’s a somewhat cute character with fun abilities. God knows though that when I finally want a character for my own, a specific character that really appeals to me, I know I’ll just NEVER get them and will instead win myself dozens of the same fucking sword and a couple 4-star 10 year-old boys that can’t even use those swords.
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Games Of 2020
Bet there’s gonna be loads of very trite retrospectives this year. 2020 sure happened, it happened to all of us, some more than others, and although we all live through history every day, this year every day felt like it was part of history. Video games!!! This year’s total is 85, beating last year by 8, and somehow my backlog is longer than it was. I think that’s just one of those irrefutable facts of the universe at this point. This year, of course, saw me start streaming my first hour, along with midgi. Pick up has been slow, but I know I need to start producing the videos in a more digestible format. Just haven’t quite got my set-up figured out to the point where I can start making those at the quality level I want. It’s coming. That’s for 2021! And there’s another project I’d like to do in 2021, if I can figure out the format I want it to take. Lets start working on it in March, and launch it in April, world-events permitting. Video games!
- Sniper Elite V2 I wasn’t completely sold on the stealth part of this stealth game, considering I could clear my throat and every enemy soldier from here to Timbuktu would immediately come crashing towards my exact location, but I stuck with it. ...Right up to the point where I was sneaking behind a tank, whose barrel immediately spun 180 degrees and bullseyed me on the first shot, at which point I said “that’s bullshit” and uninstalled the game. Yes, it was a ragequit, but life is too short to put up with marksman tanks. - Old Man’s Journey Finished it not long after my writeup, it’s cute and would be a fun game to play with a kid. Very storybook. A little sad at the end, but we expected that. - Ys Seven This game has some real trouble with its signposting. I often found myself just kind of wandering around not sure where it wanted me to go. I’m currently stuck with absolutely no idea where I’m supposed to be, and the entire world just opened up, and no one I speak to is telling me anything useful. Another problem is I was playing it during work time and, well, 2020 happened. Will probably pick it back up once work starts. - Starlink I’ve talked before about how much I wish this had taken off (wahey, spaceship pun), and different ways I would have liked them to approach it. Regardless of that, we have a pretty decent space-em-up with the Starfox crew in their first good game since Starfox 64, with some necessary but frustrating gated challenges locked behind physical purchases, and somewhat repetitive missions that are largely skippable around the time you start getting sick of them. Worth a punt, even if you’re just buying it for the (very nice) Arwing model. - Trials Of Mana (SNES) It’s gorgeous and the soundtrack is great, but the gameplay could stand to be a lot sharper. Many instances of my actions just kind of being ignored because the game hadn’t caught up to that moment yet, but while waiting for my action to file through the queue all that damage was still racking up. Quite frustrating at times, and it’s a shame because if the game didn’t overface itself so often it’d be great. Still enjoyable, but brace for a lot of “hey wtf that’s BS”. - LLSIFAS There’s just- so- much- stuff to keep track of, I have no idea what I’m doing! I don’t know what any of these stats do! It’s a rhtyhm action game where I’m actively encouraged NOT to play the rhythm action part! What on earth does Voltage mean! Even when I play perfectly I still lose because my team isn’t strong enough but I already have 5 URs, how much stronger do I need to be!? It didn’t work with me, is what I’m saying. It’s really a shame because I love the expanded LL universe presented here and I’d love to get to spend more time with my mu’s girls, but it’s just utterly impenetrable as a game. Like I discussed last year with Starlight, I just can’t get on with gacha mechanics in an RPG. - Punch Out Aahhh, my old knackered thumbs aren’t what they used to be. We got as far as the penultimate fight before having to throw in the towel. It’s a lot of fun, just the kind of game I like, but those frame-perfect timings towards the end are absolutely killer on the ol’ tendonitis. - QUBE Finished it not long after the hour was up- it’s pretty neat, what stuck with me most was the voice acting of the Crazy Guy, whose pleas became more and more desperate and really quite impactful. Very impressive performance from that man. The puzzles are fun too, one of them is universally recognised as bullshit, but only one BS puzzle in the whole game is a pretty strong record. - Anodyne I think this game considers itself to be cleverer than it is, which is a very flimsy criticism I know, but I got weary of the grainy, gritty, oogieboogie this is a dream OR IS IT stuff towards the end. Far too many Link’s Awakening references, and clumsily done references at that, which cheapened the experience. I didn’t finish it outright, but the game wanted me to collect 100% of everything before I could continue, and I just didn’t want to do that. *Shrug* - Operator Finished it during the hour! - Spyro/Spyro 2 These games aren’t really very good honestly? Spyro 2 is fine. Spyro 1 is very basic and the platforming isn’t too exciting. Buyer beware your nostalgia for these games might be rose-tinted. - Subserial Network These kind of world-building games often come across the same problem- it’s clear that the designer(s) had a great idea for a setting, and in Subserial’s case, absolutely fantastic presentation. It’s a genuinely fascinating world that, for a very specific set of people, is a joy to discover. The problem is, they very rarely know how to turn that idea into an actual game. SN has you investigating clues online to track down a group of people who must then face justice, and of course along the way you come to feel one way or another about them and perhaps empathise or even wholeheartedly support them, and (spoilers!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!) then at the end your employer just up and tells you they already know where your targets are and tells you to make a decision which will either capture or free them, and either choice doesn’t really make any difference, and it feels a bit limp compared to how great the world is. It’s the same problem I had with Subsurface Circular. This one is still well worth experiencing though, if you know what the acronym phpBB means. - Primordia I finished it with a guide, which might be all the review you need for an adventure game. Feels like a 7/10 on the Adventure Game Obtuseness Scale. Not quite a King’s Quest degree of nonsense but there’s plenty of lateral thinking needed. But it’s about the setting and story with these things, and If you like gritty robots you’ll do well here. How many games let you turn yourself into a nuke? - Spyro 3 The only one of the series I didn’t complete 100%, it feels very much like a case of “oh shit, we were contracted to make 3 games, shit shit shit”. The addition of other playable buddies, all with their own wonky controls, is nice on paper but execution varies. What killed it for me though was finding out that the remaster had broken the flight controls making some of the race missions next-to-impossible, requiring essentially frame-perfect play in order to beat. Those races take 2-3 minutes each time and can be lost at the last second. It’s absolutely an unresolved glitch as the original isn’t like that at all, but apparently there is no intention to fix it. Also lol skateboarding minigames. - Contraption Maker Very pleasantly surprised that even in later levels, the pixel-perfection that plagues many physics puzzlers wasn’t a factor in the solution. In fact, I only encountered this once, to my recollection. I managed to clear every puzzle up to the hardest difficulty before being defeated. This is a real good one. - Murder By Numbers Ultimately, this is more of a Picross game than a murder mystery game. There’s not much crime solving to do and no real “a-ha!” moments, but the story and characters are enjoyable. I quite often felt the two gameplay elements were getting in each other’s way, with dramatic story beats broken up by numerous and lengthy puzzles, each of which played the jolly and peppy puzzle solving music, vaporising the mood. Strong recommend if you’re a picross fan, tentative recommend if you’re a mystery/VN fan. - Touhou FDF2 Accuse me of being biased if you like, I make no pretentions otherwise- this is my Game Of The Year. FDF2 is something special. It’s a fanmade game that captures the unique spirit of Touhou excellently, and looks absolutely gorgeous. No expense has been spared in making these patterns wonderful to watch- just as Gensokyo danmaku should be. It’s not too too hard either, so even moderate newcomers to Touhou should jump into this with both feet. - Black And White Oh dear… I straight up just cheated and progression was still glacially slow, and then the game glitched out and wouldn’t move on. Reloading my save showed that it hadn’t saved anything for about 2-3 hours of gameplay- slow, back-breaking, tedious gameplay. Didn’t bother going back after that. Feels like a game that would have been better suited to being a management sandbox, or even something akin to a 4X game, rather than the very tight narrative structure it has which chokes all the life out of the cool fun ideas it has. - Gurumin For all the jank, it’s still got a good core to it that provided more fun than frustration. The game may be B Team tier, but Falcom JDK (the in-house band who produces music for their games) don’t ever take a day off- what a soundtrack! - Touhou FDF After its sequel blew me away, I went back to the first title. It’s fine, but I think I said everything worth saying in my write up. Extra is just absurdly hard, especially compared to the rest of the game. It’s fine, but I wouldn’t really push anyone to buy it, TH fan or not. - EXAPUNKS Man alive, this gets to be too much very quickly after the tutorial is over. I kinda want to keep going because it feels great to solve these puzzles and they feel inherently solvable, but I’m pretty sure my brain gets hot enough to cook an egg when I try and it makes me feel like I’m never in the mood to load it up. - Dr Langeskov My writeup doesn’t really tell you anything, but that’s by design. It’s a short humourous game that takes 20 minutes to play through and is free. Telling you more than that is going to spoil the surprise. - Starcrossed Finished a run with midgi. Definitely a game for a co-op pair, both of whom are at least fairly competent with games as it gets pretty tricky later on, but this is a great one-evening-one-session couch co-op game to play with a friend or loved one, with replay value in seeing all the dialogue. - Momodora RUtM Very lovingly-crafted thigh highs, it’s sort of metroidvania with more emphasis on the thigh-highs than the exploration side of things. Really cool boss fights and exciting thigh-highs. Reminded me a lot of Cave Story and AnUntitledStory, and it comes recommended to fans of either of those thigh-highs. Socks. - SMW2 Yoshi’s Island! I only fired it up to test a glitch. It’s a good game though. - Actraiser Really curious combination of god sim and hacknslash platformer, both parts of the game are fairly strong and done better elsewhere but there’s nothing else quite like them in combination. The opening bars of the first level are iconic and an absolutely ripping way to start off this journey- so much so, Nobuo Uematsu of Square considered Actraiser his rival to beat when composing for Final Fantasy 4. Praise doesn’t get much more flattering than that! - Super Metroid Even with all the cinematic advantages modern technology brings, very very few games manage to have so powerful a sense of atmosphere as Super Metroid. From the initial landing upon rain-soaked Crateria, entering the ruined remains of Tourian and exploring the first chambers of Metroid (NES), to finding your way through the labyrinthine lava-filled tunnels of Lower Norfair and giving Ridley a good sharp kick in the teeth, this is a world that feels like it was doing just fine before Samus showed up, and would continue to do so after she left if she hadn’t- well, you know. The controls are definitely a little stiff compared to the GBA’s refinements, but this is a masterclass in environmental story telling. - Super Nova It’s one of the Darius games, retitled for some reason. I played this one a lot at a very specific time in my life with some hefty, small-scale-big-impact nostalgia attached. It’s a good shooter, but I don’t think it’s great. Soundtrack is aces though. - SMW its k - FF5 This was the year I started running the Four Job Fiesta! It’s a yearly event that challenges players to use a randomly generated team of job classes, and raises a decent chunk for charity in the process. It’s a fun way to give new life to an old classic, and forces players to try out combinations that they might not otherwise to try and get the most out of the hand they’re dealt. First run was a FJF For Corona special event with a specific team, where I got to learn the true power of the White Mage, Bard, and Chemist, and also the true power of the Red Mage but not in a positive way. - Tiny Toons (SNES) Criminally overlooked platformer from Konami. Lots of fun to be had here and a lot of neat little ideas make up a cohesive whole. Well worth two hours of your time. - Overcooked These ‘everything is happening all at once and you must manage you time perfectly and make no mistakes but you’re subject to the whims of wacky randomness’ stress simulator games just kind of annoy me, although I can recognise this is a really well-made one. - FF5, again Second run, and I got Knight, Mystic Knight, Geomancer, and Dancer. Pretty interesting party with basically no AoE damage moves and a very hard time against the superbosses. I managed to pull a triple crown though! - Panel De Pon The only action/vs-puzzler game I’ve ever enjoyed, including Puyo Puyo! Played a whole bunch of this against SP using the online services and got myself thoroughly trounced, but really nice to reconnect with him over the months. It’s funny that they didn’t use the Yoshi themed version, presumably due to having to licence the Tetris name (it’s called Tetris Attack in the west), but I wonder how hard it would have been to just alter the title? - Master Of Orion 2 Expect to see this on the list every year.  Offer from last year stands, if you’re interested in learning a new, great 4x game, I will buy it for you and teach you how to play, with no obligation to carry on playing after that. Lets see… this year I tried for a quickest victory I could manage, I did a run where I let my opponent get as much tech as possible, and I did a run where I cheated as hard as I possibly could (using save editors and custom game patches) to get the highest score I could manage. - FF1 I really love this game. I wish there was anything else quite like it out there. Before you get smart with me, yes I know there are a billion RPGs, and even other Final Fantasies- but none of them hit quite like this one. Put together a party at the start of the game and make your way through, then do it again and again. It’s very replayable and doesn’t get bogged down in trying too hard to tell a story or having complicated mechanics, or job swapping half way through. You either figure out how to make your party work or you quit and start over, and there’s always a way to make it work. - Fire Emblem The first one on GBA, often called Blazing Sword. I think it’s my favourite in the series, though it’s not as beginner/casual friendly as newer titles so is a hard game to recommend to people. I absolutely adore its story, so utterly tragic and moving. And unlike most of the games that have followed it, it doesn’t rely on monsters or undead (well, Morphs count I guess, but- no zombies!) which I appreciate. - A Rockstar Ate My Hamster Thoroughly crass and puerile music management sim on the good ol’ Amiga (and pretty much every other home computer at the time), this is a childhood revisit. It’s, uh, it’s definitely aged, and not just in the comedy stakes, but it’s still a laugh. Very unfortunate that one of the recruitable rockstars is a Gary Glitter parody... - Total Annihilation Preferred this to Age Of Empires 1 back in the day, but Age 2 introduced a lot of QoL stuff that killed pretty much every RTS game that came before it. Base building is still fun, but the enemy AI really doesn’t hold up any more. The meekest of rush tactics is enough to completely shut them down. Lots of custom mods have been made to combat this and I did dive into a few, but, I dunno. Something’s missing now. - Touhou, all of em 6- aged badly. Still playable but yikes. 7- aged, but like a fine wine. 1cc’d Hard Mode for the first time ever this year! 8- kind of a weird game, did it invent achievements??? 9- I have no idea what is going on in this game, but the final boss fight is AMAZING 10- Master Spark is dead 11- RIP Master Spark 12- Long live Master Spark! Still love this one, even though the UFO system is weird 12.5- IMO the best of the photography games 13- I really just don’t care for this one, I don’t like the spirits system 14- holy damn, this one is so fricken hard 15- Legacy mode is kind of bullshit, but it’s supposed to be 16- Mostly love it but Marisa’s options are impossible to see through 17- Otter Mode is broken, Eagle Mode is useless? Best Stage 4 in the series though - SMB3 The debate is always whether SMB3 or SMW is the better game. For my money it’s World, but that race is a photo finish by anyone’s metric. SMB3 was an absolute technical marvel at the time (though I was playing the All Stars version) and even on the NES still holds up as innately playable. It hasn’t aged a bit. Played through this on Switch to keep the cat company! He didn’t appreciate it. - Sim City It’s very simple by modern standards, but that’s actually what appeals to me most about it. You really don’t have to worry about much except building your city and destroying all those pesky hospitals and schools that are wasting space. Streamed a megalopolis run just for the fun of it. - SMB2 This was originally a game called Doki Doki Majo Shinpan. - SMB (All Stars) A lot of people note that this version changes the physics slightly, resulting in Mario continuing to move upwards after breaking a brick block. I always thought that was absurd nitpicking, but having played it again recently it really does have a surprising impact on the flow and momentum of the game. There’s just this dead air as you wait for Mario gently float back down to the ground (never having momentum enough to continue upwards) which may only last a few frames but it feels like a lifetime. I take it back, the complaints are legit. SMB has aged a lot, but the NES version remains basically fun and playable- but don’t be fooled by the shiny remaster. It’s not the way to go. - Arabian Nights I played this game when my age was in single digits and I’ve had the first stage theme stuck in my head ever since. It’s actually a pretty rad game, too! Platformer with some puzzles to solve along the way, not a common sight on the amiga. Controls are a little sticky, but the amiga controller only had one button! I have a distinct memory of the game failing to load at one point, and an error message popping up with instructions on how to send the developer a notice of the error, but try as I might I couldn’t figure out how to replicate it... - Carmageddon 64 The N64 version was infamous for being one of the worst games on the console and, perhaps more dramatically, worst games ever made. I never played it around release, but I had a chance to this year. Blimey, they weren’t kidding. I’m not sure why it’s so much worse than the absolutely OK PC version. I didn’t play far into it, I just wanted to see for myself. - Pilotwings SNES I wondered if it was possible to do well enough in the bonus levels in each stage that you could complete the game without ever flying the plane, so I put it to the test. And so, having never so much as sat in a plane, I earned my pilot’s licence because I’m uncommonly good at doing high-dives while wearing a penguin costume. - Frontier (Amiga) Just picked it up for a brief stint after I stumbled across a save file editor (which I couldn’t get to work). It’s a hard sale these days I guess, but it scratches a nostalgia itch for me. - Hopeless Masquerade Touhou fighting game! I’m all around terrible at fighting games and this was no exception. I don’t know what I’m doing. But, playable Byakuren. - Pilotwings 64 Oh dear. Here’s one that should have been left in the nostalgia pile. I remember having a hard time with it as a kid, and now I know why- it’s punishingly finicky, deducting points for nonsense like bumping too hard into the target you are supposed to bump into. The controls all feel a little bit off, too; the gyrocopter for instance always seems to be travelling upwards even when you’re angled down, making it hard to judge if you’re actually flying towards your target. - Ronaldinho Soccer 64 Hahahahaha!!! Sorry. Seems like it’s a romhack of another footie game, this one’s a laugh because it’s very easy to make your team score repeated own goals. The dismay on their faces every time! - F-Zero GX Dolphins are pretty great, aren’t they? I wanted to see how great Dolphins are, so I used this game to test it. Them. Test the dolphins. With this gamecube game. Yeah. - Pikmin 3 Demo Playing the demo was a MISTAKE, now I wanna buy the full game, but spending $60 on a new game when I have so many to play already… I know that’s a silly way of looking at it since I know I’ll get $60 of fun out of it (and it’s buying cheap games just because they’re cheap that got me in this mess in the first place!), but it’s a lot of spons to drop all at once. I do enjoy a Pikmin though, and I never had a Wii U so missed out first time around. - Fire Emblem Sacred Stones After playing through the first (?) title, I wanted more, and this is the closest match. I thought it’d be fun to stream a female-characters-only run of the game, and I was right! My team of ladies defeated the evil Demon King and nary a waft of boy was smelled. - One Way Heroics A roguelike I actually enjoyed! But still only played through to completion once. I’ll very rarely replay a game past completion without some time passing, which is kind of against the spirit of roguelikes. - Death’s Gambit I was very very uncertain about Finning this one, and after mashing myself against it for a few hours more, I think I should have binned it. It’s gorgeous but it hates me. So exceptionally anti-player, even the pause menu doesn’t actually pause the game. That’s just rude! - Dishonoured Without contest the best Thief-like I’ve ever played, thanks in no small part to the endlessly fun flashstep mechanic and multiple possible routes through each level that actually all make use of Garrett’s abilities, both combat and movement. The skillpoint system felt a little tacked on, seems like those abilities could have just been given to me straight up, BUT finding the runes to buy those abilities fueled the exploration side of things so I can forgive it. Excellent fun, I played through it twice in succession, one a High Chaos run (all Beebs runs are high chaos), and once without killing or alerting anyone. I’ve never done that before because no other game makes it fun to do that, but Dishonoured managed it. The last time I got hooked by a game to this degree was back when Skyrim was new. The kitchen suffered dearly for Dishonored’s sake. - Ocarina Of Time It’s aged pretty significantly in a lot of ways, hasn’t it? I didn’t play very far into it, only as far as the first Spiritual Stone. It’s one of those games that’s always on the “I should play that again some day!” list, which then gets passed over in favour of a backlog game. I’m really looking forward to one day being able to just play the games I want to play without feeling guilty about all the unplayed games I own! - Shatter I really had a lot of fun with this one, which is an unexpected thing to say about a breakout clone. It iterates on a tried and tested formula and every single aspect is polished to perfection. Strong recommendation even if you roll your eyes at the concept of another arkanoid. Killer OST. - TF2 Why can’t I quit you? Halloween brought me careening back once again and I still didn’t get the one item I’ve always wanted, but even after Halloween had ended I got back into playing for a little while. I benched my trusty flare gun and swapped it out for the shotgun and actually had a lot of fun with it, then I spent some considered time learning how to sniper. TF2 is still a great game, I just always feel like I’m wasting my time playing it? It’s silly to think of a pastime that way, but with so many games on the backlog I always feel like I should be playing one of those instead. Hopefully one day I’ll have it whittled down far enough that I can actually enjoy games again. - Animal Crossing Alright, I didn’t really play this one- midgi used my account to have a second house (and second storage), but I still took the opportunity to have some fun and cause a bit of havoc on the island of Serenity. - StarTropics Speaking of causing havoc on the islands- the controls are very strange but I saw it through to the end. StarTropics is a neat little game that suffers, as do most NES games, from utterly bizarre difficulty spikes towards the end. Still worth a run if you can stomach that or have save-states. - Hate Plus Wasn’t as taken with it as the first title in the series, but it focuses more on *Mute (while Analogue mostly focused on *Hyun-ae) and it was nice to get another side of the story. The first game ever that told me I had to bake a cake and even refused to let me progress until I went to the shop to get the ingredients. - FF1 (FCC) Same as the Four Job Fiesta, except in FF1 this time! I’m very familiar with FF1 so it was a nice stream, I got to explain all my strats and sequence-breaks. - Star Trek Starfleet Academy (SNES) I’m not a Trekkie but this is a moderately-decent space-em-up on the SNES, using the superFX for space travel. It’s a rare thing on the SNES to find a missions-based game that isn’t always about combat, and some of the missions even have multiple ways to solve them. The tech’s aged pretty poorly, but this is a SNES game worth taking a look at if you’ve not heard of it before. - Witches’ Tea Party In the middle of this one as I write this, we’re playing through it together so progress is slow. Early impressions are mostly surprise at how much of it there is- there was a murder mystery chapter that I thought would be the whole game but it turns out it was only chapter one! They do some real neat stuff with RPG Maker. Good to see. - Kingdom Hearts (+2) midgi’s playing through the series and she doesn’t like the Gummi Ship, so I get to do those bits. It’s basically Starfox but you get to build your own ship, it’s awesome. - Pokemon Fire Red Randomiser Nuzlocke! This is still on-going as I write it. We just got to Cerulean City and crossed Nugget Bridge. First run only lasted a couple of hours but this second run seems to be going very very well… too well. We shall see what awaits us! - Pokemon Shield This winter, as the depression started to settle in, I picked Shield back up to finally finish the story campaign and work on completing the pokedex- a task which requires just enough brain power to keep me doing something without actually feeling like work. Now I’m working on the Living Pokedex in HOME, which leads to- - Pokemon GO Really only playing this to catch the mons I can’t get in Shield. It’s not like I’m actually going anywhere, you know? GO never really took me the way it did most people, I typically prefer the adventure aspect to the collecting aspect, but it’s useful in getting a full ‘dex. - Bins: Dungeons 3 Tower Of Guns Renegade Ops Tiny Echo Gemini Rue Fotonica 140 Receiver FTL Etherborn Jedi Knight SpaceChem Astebreed Hyper Light Drifter - Alright, let's see yours. And what's your Game Of The Year?
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emritcheson · 6 years
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Is Mortimer Beckett and The Book of Gold Really That Bad?
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(Full disclosure: this post contains mild spoilers for discussion’s sake.)
So I am a big fan of the Delicious series and the many spin-offs that have launched from its universe, now formally known as GameHouse Original Stories.  Yes, they sometimes seem like they’re hyper-marketed at that Hallmark Channel crowd, but they are the cream of the crop of modern casual games, I promise.  That said, not every game that comes out of GameHouse Studios is a masterpiece.  But just because it’s not a masterpiece doesn’t mean there isn’t good to be found or fun to be had.
Enter Mortimer Beckett and The Book of Gold, released in 2017.  For those unaware, Mortimer Beckett was not originally a GameHouse IP, instead starring in his own series of hidden object games developed by Paprikari from 2007 to 2012.  I played the first in the series, Secrets of Spooky Manor, and dabbled with others, but I am by no means an aficionado on Mortimer Beckett lore.  Actually, I’m not big into the hidden object genre period.  I can tell you, though, that this game feels very different to the traditional Mortimer Beckett series.  Paprikari still worked as the developer for Book of Gold, but the overall style and flavor is extremely influenced by GameHouse.
I can only assume GameHouse acquired permission to use Mortimer’s character around the same time they acquired Sally from GamesCafe’s Sally’s Salon series.  These were two fairly well-known faces in casual gaming for many years, and for those characters to suddenly be picked up by a new company and breathed new life was a strange move to witness.
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Not to say it was a bad one.  I was an am a dedicated Sally fan and Sally’s Salon - Beauty Secrets blew my expectations out of the water.
Book of Gold on the other hand...well, that’s why we’re here.
Before I even played the game, the first things I noticed were the consistently negative ratings it received across distributing websites.  Now all things considered, I wasn’t expecting perfection, but these scores were abysmally low.  I thought, “it can’t be as bad as that, right?”
And after playing through the whole thing in one night, I will proudly go on record to say that this game does not deserve these low ratings.
Buuut it’s not perfect, either.
So let’s talk.
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First, the elephant in the room - the gameplay itself.  As previously stated, Mortimer Beckett is a hidden object series.  GameHouse is best known for their time management games that occasionally have hidden object mini games sprinkled through the levels.  Mini games and main gameplay mechanics are two very different things, mind you.
That said, I think the translation of the gameplay went very well.  Better than I was expecting, at least.  You’re given a scene in which you must find pieces of different objects that will help you in your current situation.  Then, once those pieces are put together, you can use those objects in the scene to complete small puzzles.  Even with my limited hidden object experience, I can tell that this style of finding pieces of things is quite unique.  
In fact, this was my biggest complaint back in Secrets of Spooky Manor: the pieces that some objects broke into seemed arbitrary and unnatural, making it harder to find what I was looking for.  In Book of Gold, the objects are broken up where they naturally have different “sections” (for example, if you’re looking for a screwdriver, it would be in two separate pieces: the handle and the bit) and gameplay is smoother as a result.
There are also three different kinds of challenge levels throughout the game in which you have to complete certain tasks within a time limit.  These provide a nice sprinkle of adrenaline rush as the main levels have no time limit and you’re welcome to stare at and contemplate them as long as you wish.  So all in all, the gameplay is pretty solid.
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Let’s discuss the plot.  Mortimer Beckett moves to Snuggford after inheriting a museum from his Uncle Jerome (a staple character of the series until now, I understand).  In his last letter, Uncle Jerome mentions something called the Book of Gold which apparently possesses mystical qualities, and warns Mortimer to keep it safe.
Even as someone with very little preexisting attachment to this character, I found Mortimer very charming and enjoyable, in that “I don’t really know what I’m doing but I’m going to make the best of it anyway, and probably embarrass myself in the process” kind of way.  It was also refreshing simply to play as a guy, as GameHouse Original Stories pretty much exclusively feature women protagonists.
Speaking of which, while this is happening, Kate O’Malley (Delicious Emily’s sister-in-law) is having something of a life crisis and desperately looking for some kind of adventure to get her out of her “boring” hometown.
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This is good for two reasons.  One: Kate is a character seen very little of in the Delicious series.  Other than she’s Patrick’s sister and she used to work as a perfume salesgirl, we didn’t know much about her until Book of Gold.  The writers really gave her some agency this time around, where previously she felt kind of cardboard.  And two: Snuggford is often viewed as a very idyllic small town with emphasis on supporting local businesses and fostering community with others.  It’s oddly refreshing to see a protagonist character have a negative view of this place.
Anyway, the two run into each other, shenanigans ensue, and an adventure does indeed begin.
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Now if GameHouse is known for anything besides time management gameplay, it’s their heterosexual romantic subplots.  And as much as I was hoping for a platonic partnership this time around, I have to say I ended up liking Kate and Mortimer more than I expected.  It is a bit tropey and shoved down your throat at times, but I think their personalities play off each other quite nicely - Mortimer the somewhat bumbling scholar and Kate the confident risk-taker.  In the end I was genuinely rooting for them.
The story itself as a whole is...fine.  Not amazing, not terrible, but fine.  It has good intentions but, as I said, falls into tropes and shenanigans rather than raising the stakes.  And when the stakes are raised, it fails to explain why and generally lacks urgency.
The best parts of the story in my opinion are the more character-driven scenes.  Stemming from Kate’s desire for adventure, there is an underlying emotional theme about whether or not you’re satisfied with your life and where you are in it.  I think this is handled better than the immediate plot, but could still use some tweaks.  Overall, the writing has the same wonkiness I would expect from any story that hasn’t truly found its groove yet, but it does enough to keep you intrigued.
I absolutely cannot knock GameHouse for trying to do something new, especially in this cash cow of a universe they’ve built for themselves.  They’ve been using basically the same formula for the past ten years or so, and it makes sense that they would want to branch out into other things while still attracting their core audience.
Unfortunately, this game has some very apparent growing pains.
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My biggest issue without a doubt is the art.  It’s inconsistent, there’s no other word for it.  Some sprites are completely 2-D, others are completely rendered in 3-D.  Sometimes it’s 2.5-D.  Sometimes it’s 2-D heads stitched onto 3-D bodies.  Some characters look very disproportionate when standing next to others.  Not to mention a lot of reused assets from other games.  I can’t show it for spoiler reasons, but there is a scene near the very end of the game where the character cutting-and-pasting is so painfully obvious and so sloppily done that I almost had to close my computer and take a lap around the house to compose myself.
Also, this game has far less music than I expected.  Despite a swingin’ noir-style theme song written by Adam Gubman, most cutscenes carry out with only generic background white noise for company.  And let me tell you, when a dramatic scene is going down and the only thing you can hear is the muffled voice of an airport intercom?  It feels wrong.  And also lends to that lack of urgency I mentioned earlier.
And as much as I hate to, we have to talk about the “exotic” themes.
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For the most part, I would describe GameHouse as having “lukewarm sensitivity” to cultures that are not North American or European.  They have good intentions and for the most part their characters are pretty well rounded, but their research still leaves a little bit to be desired.  I think the Inuit tribe from Delicious - Emily’s Hopes and Fears is the best example of what I’m talking about.
However, I would not put Book of Gold in that same sensitivity tier.  During the third chapter, Mortimer and Kate travel to South America (it’s never specifically stated but since Machu Picchu is clearly visible in one of the scenes, it’s pretty safe to say they’re in Peru) and end up getting lost in the jungle.  Kate is more or less kidnapped by a group of natives, whose leader speaks what can only be described as “cave man English” and invites her to join his harem.  When she refuses, he threatens to kill her if she doesn’t complete the puzzles set before her.  Then, when Kate manages to escape, the tribe leader leans over to one of his guards and says, “Those tourists are so gullible,” indicated that it was all an act.  I still have no idea what to think about this entire section.
There’s also a great deal of Arabian influence in the second half of the game, as the main villain claims to be a sheikh, but I would say that it’s more there for visual interest than anything else.  The side characters you meet in this arc aren’t particularly memorable, and aside from avoiding a sandstorm and racing camels at one point, the desert setting is just kind of...there.  It’s not as bad as it could have been, but it certainly wasn’t doing the game as a whole many favors, either.
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To wrap this up with a bow, if you disliked this game simply because it was different and not the “signature GameHouse experience” you’ve come to expect, I feel sorry for you.  If you disliked this game because it doesn’t feel as polished as it could have been and the graphics are a bit of a train wreck?  Yeah, I get you.  But I still found this game enjoyable despite its flaws.  And if you’ve been avoiding this game because the bad ratings scared you off, pull on your big girl panties and manage your expectations.
I really hope that GameHouse sees Book of Gold as a learning experience and not a failure, because I think there’s some genuine potential here.  With some tweaks and polish (and clearer art direction), I would happily accept another game like this.
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bluerosesburnblue · 6 years
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Liz Liveblogs Bravely Second: Final Thoughts
Alright, as promised, let’s take a deep dive into my experience with Bravely Second. I’ve done the postgame, not really much to talk about. All it really is is unused dungeons that appeared in Default, but not Second, repurposed to hold missing enemies with a set encounter rate. Game’s been 100% completed besides some of the Ba’al bestiary entries, which I’m working on. (And by 100% I mean all Bestiary entries completed, all item/equipment journal entries completed, all character levels and job levels maxed out, all songs unlocked in Chompcraft, and all Titles collected.) So, now that there’s nothing left to do but hope for the best at Fort-Lune, I’ve taken some time to organize my thoughts and gone back through the liveblog to see if any of my opinions have changed
Speaking of the liveblog, I saved it in a word document when the Tumblr purge happened, just in case, and that thing ended up being 98 pages/53823 words long. So wow. That’s more than the entirety my college thesis paper. Kinda nuts how much I can write when I’m motivated. So now I’m gonna write EVEN MORE
Major spoilers for Bravely Default, Bravely Second, and also Undertale follow below
I suppose I should start this post by talking briefly about my history with the series, since I only liveblogged Bravely Second and don’t think I’ve said much about Default before
I beat Bravely Default about three years ago (shortly before November 8, 2015 if the email I sent to my best pal anheiressofasoldier, who I will not tag as she’s avoiding Bravely Second spoilers, is any indication). I binged the game while at college, because I wanted to be able to play Bravely Second when it came out (...whoops). Around the time I really started getting into the game, indie darling Undertale came out, and I spent a lot of my time bouncing between playing Bravely Default and having Undertale playthroughs going in the background while doing schoolwork/grinding in BD. I learned one thing about my tastes during that time: I really love meta plots in games and the way that they both utilize the system’s capabilities to mess with the player and integrate the player into the story, expanding the lore and fostering the sense that you, behind the screen, really are a part of this story and a member of the world of the game, just like all of the other characters. It is a fascinating story mechanism, and it’s a surefire way to get me invested in the narrative
Makes it kind of funny that the Undertale spiritual sequel/AU, Deltarune, came out just as I was finishing Bravely Second. I guess the two series will always be tied together for me
For those unaware and who also don’t care about spoilers, Bravely Default and Undertale are both RPGs with similar twists at the end. Namely that you, the Player, are a full-blown character and active participant in the world of the story. And also that saving the game is an in-universe thing. Bravely Default reveals during its final boss battle that another realm exists, the Celestial Realm, and when it’s depicted the game uses the 3DS camera to show the player’s face, creating the narrative that the villain, Ouroboros, is attempting to break out of the “game” into the “real world,” and the entire plot of the game has been revolving around this fact. It is also revealed that “The Celestial” has been keeping Tiz alive and guiding him, and when he severs the bond between himself and the Celestial, he collapses and the game ends. You, the player, lose control of the character because he breaks your bond, which means you can’t play anymore
The first hint that there may be more to Undertale’s story of a human falling into the Underground land of monsters is during the final boss of a Neutral run (necessary to get the Pacifist ending and the first ending most people see), where the main villain, Flowey, abruptly crashes the game. Booting it up again causes the intro to glitch out and the save file to show what appears to be Flowey’s own save file. When accessed, the player is loaded into a black void with nothing but a save point. Accessing that causes Flowey to delete your save file (not unlike what Providence tries in Bravely Second), which begins the final fight against him. During the fight, he makes use of Save States to reload you back into the way of his attacks. This messing around with the player’s save data is only the first part of the game’s meta twist. Another reveal happens at the end of its Genocide route, where the player actively guides their character into eradicating every last monster in the Underground. You have to actively stay in each area of the game and kill everything you see until every enemy encounter becomes a blank screen with the message “But nobody came...” There’s no way to just accidentally end up on this route. Like, I cannot stress that enough. Very few people actually see the Genocide route, but its reveal is integral to understanding the overarching story
The final boss of the Genocide route is designed to actively screw with the UI (which is what I referenced when fighting Providence). His attacks change the shape of your action box, where you’re intended to dodge attacks in bullet hell segments, around. Some of his attacks are in the menu, hitting your icon in the text box and the buttons to select your action for each turn, constantly damaging you. There’s no downtime in this fight. You have to always be moving, because now he’s attacking your safe zones, just like Providence’s Bravely Second attack. There is no safe place from damage against these bosses. The trick to beating Undertale’s Genocide boss is to wait him out and dodge his attacks until he’s tired, and then use the time he’s asleep to move the action box into the menu to access your commands. Then, at the very end, you’re taken to a void and speak to a child you’ve never seen before, who informs you that you’ve both been controlling the main character of the game, Frisk. In a Neutral or Pacifist run of the game, this child is content to let you take control, and in fact may not even awaken as an entity possessing Frisk at all. In a Genocide run, however, they get so gung-ho about killing that they take control from you at various points. Noticeably, in the Genocide route, “Frisk” seems to act on their own a lot in cutscenes, something that they only do occasionally in other routes. The Mysterious Child informs you that they are the Fallen Child that the player named in the beginning, and that they also believe that they are some manifestation of... I don’t know how to phrase this. Game addiction? Completionist tendencies? They call themself “the feeling you get when your stats go up” or something along those lines. They ask you to destroy the world of Undertale with them and move on to the next game, where you’ll do the process over again together, killing all enemies and the “beating the game,” over and over until there’s nothing left. Accept their offer and the games ends there, the game’s world is erased. Refuse, and the Fallen Human informs you that you were never in control and attacks the player directly, causing damage numbers to be displayed across the screen and the game to crash instantly after. Booting it up again in either situation leaves you with nothing but a black screen with wind noises. 10 minutes after booting up that screen, the Fallen Human will offer to reset things so long as you sell them your soul. Accept, and every time you play a Pacifist route again the happy ending will play, before showing Frisk abruptly becoming possessed by the Fallen Human
I’d hazard a guess that what takes Undertale from being a goofy, lighthearted game with fun jokes and a lot of emotional moments into a ridiculously fascinating game to analyze is that reveal. The realization that the Player is a character takes that game’s story from good to great in a very short amount of time. Everything changes. And that’s exactly what happened to me with Bravely Default, which suddenly went from a cute throwback game to nostalgic RPGs (of which I have played none so there really isn’t any nostalgia there for me) that I genuinely enjoyed both the story and gameplay of to a brilliant game that I couldn’t get enough of. In fact, I’d go so far as to say that seeing that plot thread in Undertale is what made me appreciate its appearance in Default and hope that the lore there would be taken up a notch in Second. And honestly, I’d say it did. Gameplay-wise, it doesn’t go nearly as hard into it as Undertale does, but I don’t think it really has to. It’s not the same game, it just draws on similar themes, and I think it does that really well with the 3DS hardware. And to the Bravely Series’s credit, its integration of the Player into the narrative is done very well
So with all that said, what do I think of Bravely Second as a product? I had expectations, obviously. I expected to get more lore about the Celestial and the Celestial realm and was not disappointed. I went in spoiled on quite a few things, namely:
Anne is Airy’s sister, and is evil and works for a purple-ish pyramid named Providence
Ringabel is in it. Or at the very least, Alternis takes his helmet off. But it was probably Ringabel
The Kaiser’s real name is Denys Geneolgia
Obviously I knew who the asterisk holders were, since I had a list, so that spoiled Yōko as an antagonist to an extent, as well as a few tricky methods to beat bosses, namely Rev
A general overview of some sidequests, mostly Profiteur vs. Holly, Barras vs. Einheria, and Khamer vs. Alternis. You know, the controversial ones
Tiz/Agnès, Ringabel/Edea, and Yew/Magnolia are endgame ships
There is one time loop in the game. Not a world change, but a genuine time loop
I didn’t even pay much attention to pre-release info for Bravely Second, but try as I might, I can’t ever seem to completely avoid spoilers 😓. Oh well. The good news is that none of them really ruined the experience for me
Bravely Second is something that I haven’t seen in a long time: a good sequel. Good GOD have I seen games ruined by their sequels. Maybe I’m just bitter about the sequel hook in TWEWY Final Remix, which makes it seem like the writers have no idea what to do with a sequel, despite having a rich world to set it in. SO MANY sequels just rehash the first game, contradict its ending to get rid of everyone’s happy endings, or else try to explain things that didn’t need explanation (and explain them poorly at that). Bravely Second completely destroyed any of those worries for me. Everything feels like an expansion of the world and characters, done tastefully and with nothing but love for the first game that it’s expanding the lore of. I really felt the heart that went into making it while playing the game, and I have so much respect for the people who made it
Now, it does hit some similar plot beats, like the betrayer fairy who turns out to be working for an extradimensional being looking to mess with both the Celestial Realm and Luxendarc, but I love the twists it made to the formula. Bravely Default was a deconstruction of nostalgic JRPGs, where the helpful guide turns out to be working for the villain and tricked you into doing their dirty work, and instead of saving the world you were dooming it. Bravely Second then takes that plot and flips the perspective on it. They make the person being led by the fairy to open the Holy Pillar the villain, and he believes that he’s saving the world just as vehemently as the party did last game. Which almost makes him the perfect sympathetic villain, since he serves as a counterpoint to the main party who can understand exactly how he got into that position once the full extent of it has been revealed
At no point did I feel that Bravely Second’s added lore hampered the game, or ruined what I knew from the first game (I can easily ignore how silly it is that “oh all of the asterisk holders you killed last game were actually alive!” because I understand how much extra effort it would have been to design all new holders for old asterisks just to justify their inclusion in the game. It also might backfire for fans of the original characters who’d want to see their old favorites included.) Bravely Second’s lore expansions are only ever beneficial to its narrative. The expansion of the Celestial lore and the Plague, largely footnotes in Default, are turned into driving parts of the narrative in ways that only seem to make the world feel larger and older. Lived in. I can only hope that Bravely Third, or whatever it end up being called, keeps up the trend
And Bravely Default didn’t have the happiest of endings, with Ringabel getting a second shot to save his version of the party, but at the cost of abandoning the friends he’s made on this journey. Tiz is comatose, Til and Olivia are still dead, Edea is alone, and Agnès is left to reform her entire religion while fully believing that one of her friends is gone forever and the love of her life may never wake up. I am extremely grateful for being able to take that bittersweet ending and make it a happy one
On top of the amazing graphical upgrades, which stay true to the feel of BD while making everything feel grander, and the tweaks to the battle system to allow for minor enemy variation and the Another Round feature, which gives some incentive to carefully managing BP consumption, and some really fun new jobs, and I’d say I like Bravely Second even more than Bravely Default! (And browsing the internet, it seems like that’s an unpopular opinion. Dunno why, might be the fact that Second is goofier in its first half than the overall tone of Default and relies less on nostalgia for old RPGs). Bravely Second is where I feel the series went from a neat homage with some interesting gameplay innovations to a real adventure with its own unique world and story to tell
So what about the main characters, then? I’m gonna consider the main characters Yew, Magnolia, Edea, Tiz, Altair, Denys, and Anne, as they’re the ones who arguably drive most of the plot
Yew Geneolgia is the character that I was most worried about when I started playing this game. I was really expecting him to just be “Tiz but Younger” and I was happily surprised by what I got. If the liveblog didn’t make it clear, I LOVE YEW. He is such a genuinely sweet boy, who’s chipper and nerdy and so dedicated to his loved ones and I can’t help but relate to him. He’s like the perfect little brother I always wanted (I love my actual younger brothers but they ain’t perfect). His growth is incredible. He goes from a scared kid singing off-key to himself in the woods to keep calm to staring down the god of the realm of people that act as gods to him and telling him to get lost, all without ever losing his kind and dorky nature. He learns the importance of taking your mistakes and growing with them. His sense of familial duty is so wonderful to see, and he serves as an excellent foil to last game’s lead character, Tiz. We went from a low-class farmer and dutiful older brother to a high-class noble and dutiful younger brother, and the flip in perspective with the lead characters only serves to highlight the flip in perspective on the story as a whole. Yew is a Good Boy™ and I couldn’t ask for a better lead character in the game, especially since he’s not even on the cover of any version of the game? Bravely Second is Yew’s story and it’s a damn good one
Magnolia Arch is... honestly kind of underwhelming? She was marketed as the big female lead of the game, she’s the star of the teaser at the end of the international version of Bravely Default, she’s on the cover of some versions of the game! And I... uh... I like her just fine, but I don’t feel like she really served much purpose. She’s got a nice design, I like how sweet she is and her sense of curiosity as a newcomer to Luxendarc, but I don’t feel like she had much... point? She really feels like she was just there to introduce the major plot point of the Ba’als and be a love interest for Yew. I just can’t think of anything she really contributed to the game besides that. I don’t hate her by any means, I just wish there was a bit more to her than minor worldbuilding, especially with all of the buildup she got
Edea Lee is the person I would call the actual female lead of the game, just a different part of the game than Yew is. She’s the protagonist of the sidequests (sans the Yōkai quest, where she gets slightly lesser billing than Yew, but is still a major focal character.) Also, like Yew, she had little marketing. I really respect what they did with Edea. She was one of the most developed characters last game, having her whole arc where she learned to see the shades of gray in morality. So where do you go from there? How do you keep the character interesting without contradicting or repeating their character development from the last game? And my god did they do it with Edea. I love how she legitimately seems to have grown up in Second. She’s learned to see the complexities of situations and acts as a mentor figure to Yew, while still retaining her spitfire qualities... in the main story at least. Her development is actually about taking what she learned in the last game and applying it to a leadership role (which is what the sidequests are supposed to do, but really fail at in execution. More below.) She gets a different arc that complements her arc from last game, where she takes what she learned and now has to figure out how to apply it to a new role. The focus is less on learning to be a decent leader and mediator. It’s a continuation of her character, and it works really well. Ultimately, I’m happy with what we got of Edea (in the main story not... not necessarily Sidequest Edea, who may as well be a different character impersonating the real Edea for how much they have in common)
Tiz Arrior has a similar dilemma to Edea, and a different solution. What do we do with a character who’s already had a full game to be developed? Edea got a new arc that extends off of her first one, taking it in a new and mature direction. With Tiz, however, they decided that he would remain flat in Second, since he got the development in Default and seems content with where he is, personality wise. Like Edea, he’s placed in a mentor role, which I do really enjoy, but Tiz’s real strength in this game is how they used him for worldbuilding. He’s the perfect avenue to explore more of the lore surrounding Celestials, being the closest character to them thanks to his bond with one in the last game. So what does Bravely Second do? What it does best. It takes plot beats from the original and flips the perspective to give the player a new and better understanding of its world and characters. In this case, they take Tiz’s Celestial bond from the first game and give him a new Celestial to bond with, who is more than happy to exposit on his world and the world of Luxendarc. Like Magnolia, I feel like Tiz is much more of a worldbuilding device than a character in Bravely Second, though unlike Magnolia I can excuse this since Tiz already had a whole game that he was the main character of to be developed. We already like Tiz, so he has nothing to prove to us, and it feels good to see him get his delayed happy ending. Weird, though, how the two characters shown on box art for this game have the least impact as characters, though I suppose you could argue that they’re both tied to the main plot though other means. Other means such as...
Altair. Oh, Altair. You weird vegetable-loving alien man. He really grew on me, actually. I find it really interesting that despite constantly stating that the player is a Celestial and implying that the real world is the Celestial Realm, Altair comes in and almost seems to contradict that. Through him, we learn more about the Celestial Realm and, by extension, who and what kind of entity the Player is in this story. Is he aware of who we are? Who knows! He’s a good avenue of lore that I’m fond of. And if Yew is the emotional heart of the main story, then Altair is the emotional heart of the climax. His bond with Vega is what drives a lot of the overarching plot, and it’s a sweet romance. I dunno, I like Altair. I wish he was a little more meta-involved, and gave a little more info about the Celestial Realm, but he did good for what he needed to be. Team Dad’s good
Denys Geneolgia is tied for my favorite character with Yew and I’d talk about him but I already did and nothing’s really changed about my opinions since then, though the rewritten talk with Anne might need to be changed since she apparently doesn’t even know the player exists on the second loop, somehow. Oh well. I wouldn’t be upset if he was a party member in Bravely Third though *wink* *wink*
Anne is cool. Anne is a good foil to Airy, and my rage at realizing that she’s been playing the player since the beginning of Bravely Default is definitely a highlight. She’s a good foil to her sister from the last game. I mean she’s basically Airy taken up to 11 and without the pretense of being a good guy in this game. No, she got that out of her system last game and is in full blown Manipulative Bitch mode this game. She’s a fun villain to have on screen. Very punchable. I’m not sure if there’s much more to say about her, though. I would have loved to see her interact with the player more than the one scene where she taunts us. Just really rub it in that even though we’re a god in Luxendarc, she still managed to deceive us. Maybe expand on her relationship with Airy a little more, focus a bit more on her status as a foil to Denys. She’s a good antagonist, I just would’ve done more with her
We’ve covered the good, so what’s the bad? The sidequests. I’ve gone on a lot about the sidequests but I cannot stress enough how much I disliked all but the Chapter 6 sidequests. They are so formulaic, and that formula actually hampers the story they’re trying to tell with them. The sidequests are Edea’s spot to shine, and I can so clearly see what they were trying to do with them. They’re training Edea for her role as the Grand Marshal of Eternia, where she will end up facing two forces that oppose each other and have to make a decision about her nation’s involvement, which becomes evident during the Templar quest, which all of these seem to be leading up to. The problem, though, is that they’re trying to set up Edea as a mediator and then outright contradict that by having her just choose a side with no thought of compromise, desperately try to validate her choice as the only correct one, frequently claim that the other side’s argument has no merit, and then beats them down to make them agree with her. I mean, what!? That’s not mediating! That’s not my Edea!
By forcing us to make a binary choice, they completely gloss over any moral ambiguity in the situation, and the epilogues always focus more on how Edea feels about her choice, and not the impact that the choice has on the world as a whole. I can somewhat understand why they wanted to implement a choice system into the sidequests to make use of the second loop, but good gracious does it NOT WORK. And it doesn’t help that at least half of, if not 2/3 of, the sidequests try to make a situation morally ambiguous that really shouldn’t be? Or that has a clear correct answer? And all the rest are just really petty disagreements and none of them expand upon the world or characters in any meaningful way. Edea’s sidequest story of becoming a great mediator to make her father proud and grow into the role of Grand Marshal could have gone somewhere if that was a consistent thread between them and not a concept that solely exists in the Templar quest that tries to make the rest look good with hindsight. They really were the worst part of the game. The narratives weren’t enjoyable and the gameplay was just repetitive. Meet two bosses from the last game, listen to grievances, go through old dungeon from last game, pick a boss to fight, meaningless resolution. Rinse. Repeat. But in all honesty, the poorly written sidequests are my only big criticism of the game, and they’re entirely skippable to the average player. (I don’t recommend that you skip them because they offer useful jobs, but you certainly could if you wanted to)
Overall, I’d give Bravely Second a solid A. It is, unquestionably, one of the best games I’ve played in a while. Which is almost word-for-word what my final verdict for Bravely Default was in the email mentioned at the beginning of this post. This series consistently manages to suck me in and keep me invested in its world and characters. I adore it. I love the Bravely series so much and I’d happily buy whatever they come out with next so long as they never try that sidequest stuff ever again. Ever. (Though playing the game is probably gonna mean buying a Switch. Mmmm.)
Moving forward, what are my hopes for the hinted at Bravely Third? Ringabel’s certainly been teased a bit, so I’d hope to see him make a return. Especially as a playable character. I’d love to see his role with the Planeswardens expanded on and what their impact on the lore is. I could easily see Magnolia returning as a playable character, too, just for that little bit of extra development that she desperately needs and her implied relationship with the Planeswardens. I’d really love it if they brought Denys back and made him a playable character, finally giving him an actual, well-crafted character arc. Not to mention that his ties to both the Sword of the Brave and the Eye of Foundar make him an excellent candidate for the plot that the end of Bravely Second teased (also gives me more Geneolgia brothers content).
Story-wise, Bravely Default was centered around parallel worlds (or space), and Bravely Second explored the concept of time, so perhaps we could see alternate Realms/dimensions in Bravely Third. It would be interesting to see them expand upon the lore of the Celestial Realm, especially now that there are characters aware of the Player’s existence, such as Denys and Magnolia. Having Deneb around could also be an interesting choice, as she’d certainly know what the cataclysm in the Celestial Realm was and the capabilities of the Celestial Beings, since she is one. I’ve seen the idea of Deneb as a party member thrown around, and I wouldn’t be against it. Maybe if the whole party was made up of people aware of the Player’s existence, we could have more Player-party interactions. Dialogue choices in cutscenes for us, maybe, where we can talk directly to the party
I wouldn’t be against a Ringabel-Magnolia-Denys-Deneb party. I think that could work really well. Just a team composed of blond boys and silver-haired girls
I love Yew Geneolgia to death, but I think I’d keep him as a side character. He’s already had his story, though a look into what he did after Bravely Second would be much appreciated. Show me my son who reformed the Crystalguard and became the most well-loved member of House Geneolgia in history! At least give me a good sibling reunion! Give me the hug between Denys and Yew that I was robbed of in Bravely Second!
Don’t undo any of the happy endings everyone got. Tiz and Agnès are happily married and retired, and Ringabel and Magnolia make it back home safe to their significant others post-Bravely Third
I guess I’d also kinda like to see a good Cryst-Fairy around at some point. I like the idea I’ve seen around of the Player having their own fairy servant. That could be fun to play with. Maybe with those Party-Player chats I mentioned our dialogue choices could be telling our fairy what to tell the party. Speaking through our own, personal Cryst-Fairy, if you will. Though again, if we’re still expanding the lore, maybe they could go into the state of being of Cryst-Fairies more. Anne gave us a bit to work with, so I suppose I just want more elaboration on how they’re all siblings, how they feel about being siblings, etc. Maybe there’s a good fairy and a bad fairy in the same game and they bicker like real siblings
Also, can they give us confirmation as to whether Yōko was a Luxendarc native or not? And if not, can we see her home realm? That’d be cool. I’d like to see the Yōkai world please
I guess that’s really it, though. For now, that’s all I have to say on the Bravely series! Again, I’d like to give a huge thanks to everyone who’s read through the liveblog and/or commented on any of the parts of it. Seriously, you guys rock and I don’t know if the liveblog would’ve gotten as big as it did if it wasn’t for you guys and the support you provided. If any of you guys want to chat, don’t be afraid to hit me up. My ask box is always open
So! I’ve been Liz, this has been Liz Liveblogs Bravely Second, and I hope to see you all again if/when Bravely Third drops so we can all get lost in the world of Luxendarc together one more time!
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