#similar vibes to our thoughts about plurality in general tbh
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aro culture is wondering if you were just....spawned aro or if it came due to trauma cuz at this point I dunno and while I don't particularly care, either, I am curious and wish I could know
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#aro culture is#aro#aromantic#actually aro#actually aromantic#ask#mod phoenix#similar vibes to our thoughts about plurality in general tbh#syscourse just looks like recycled transmed arguments in all honesty so we just... never saw the point#but the fact that plurality can exist is interesting! i wanna know if people have certain inclinations!#and like. our system tends to change with time fairly regularly - and while it's often around periods of *stress* that doesn't necessarily#mean *trauma* y'know?
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I beat Virtue's Last Reward, thoughts under the cut
-Huh?
-Okay, not huh as in "I don't understand," I get it fully, I mean "Why was this the ending?" I guess I'll have to play Zero Time Dilemma to find out huh.
-This is definitely the kinda thing I'm gonna have to spend several days processing, similar to 999
-I'm thinking a bit about how the ending of a thing can overshadow so much else in a story, like even though I've experienced the rest of the story, I'm struck by just the ending right now.
-I think all-in-all the main thing I'll say is that this game got me to feel things, it got me to love, to loathe, to betray and be betrayed. I don't think a game has done that this well for me in a good while. It's inspiring tbh. Did I mention I'm a game developer? This will definitely influence my work moving forward.
-I cannot fucking IMAGINE playing this game in 2012 and having to wait 4 years for Zero Time Dilemma to come out. Y'all were hanging on that cliff so long, and it was very possible you'd never get up. As an Ace Attorney fan living on hiatus brain, I know the feeling, but also GOD, at least Ace Attorney had a consistent flow of games when I was most into it.
-I am... mixed, on how this game handles returning characters from 999. The big thing right now is This Is Not My Akane. She's basically unrecognizable, even in her past state where she looks the same. I was thinking during that whole ending, "Okay, but why did it have to be AKANE? She's been through this so many times and probably has six layers of PTSD from the thing, so why would she ever agree to this?" And it feels like the answer is a kind of puzzle-box solution that I find really strange all things considered. Like, yes, 999's ending was a mindfuck, but it also genuinely pulled at the heartstrings because like. Yeah, you were saving Akane, and this is someone that we'd built a connection to both as a character and as a player.
-I guess the thing there is that like, that kind of heartstrings ending is a single route of 999, but it's all over VLR. The ending feels like an answer to the mystery, but not to the themes, or the question of "why does this game exist?"
-It feels like Uchikoshi wanted to follow up on the cult success of 999 by making something Bigger, an even more complex mystery with even more paths and even more moving parts. And he got so invested in making this puzzle box cohere that the game ends up sidelining emotional resonance even when it's trying not to.
-I've been talking to a friend of mine who played it a while ago and felt physically ill after the ending, and like. First of all, yeah, different people just have different tolerable levels of bullshit. But also, I feel like plural systems like myself innately have more of a resistance to it because our minds are already fucky enough. Legit, during the reveal of the swap I was thinking "Oh so he dissociated for 45 years."
-Sidenote, Zero Escape feels intensely gnostic, from what little I know of gnosticism. It feels like these games are trying to use science as a conduit/justification for a philosophy I'm not sure if I vibe with. But I can vibe with it for the purpose of storytelling.
-I think I like VLR more than 999? Like, VLR is definitely playing with bigger ideas and following up on 999 in ways I really appreciate. And in general th--
-Midway through typing the previous thing I realized, holy shit, I have a similar relationship to this game that I do to Final Fantasy XIII-2. They're both sequels that follow up on their previous games with blanket improvements to both story and gameplay, but both have endings that leave me confused as to what these games are actually doing besides filling in plot before the next game. And yes, both VLR and XIII-2 are doing amazing things in the beginning and the middle, but the answer to "what is this leading to" for both seems to be "play the next game, fucker."
-I think the thing I'm pissed about is the justification given for the AB game. Like, the mechanic inherently carries interesting themes about trust, self-interest, game theory, etc. The reveals of what everyone else voted are some of the most gripping moments I've experienced in video games. I was ready for this to be going somewhere with these ideas! And then the reveal is that the reason the game was constructed like this was to give you more moments of choice to time travel through. And like, okay, fine, this game's got its higher level stuff about choice and agency and all that, that all works! But for the Ambidex Game to be primarily about making the player make the exact right choices to lead to the perfect ending, it's... Ugh! I thought the point was to explore all these other possibilities, that's why all the different endings!
-I need more time to process this game, but right now my take is this: Virtue's Last Reward is an amazing game until you realize what it is. It's a game that can raise your emotions high and get you truly fucked up. But as you play more of it, it reveals its true focus is this almost mechanical construction of plot. This construction is beautiful in its own way, but it's not what I come to a game like this for. Despite being a game designer who talks a lot about game mechanics and systems, I care so much about story. I want to get attached to characters, I want to see a narrative unfold, I want to have my heartstrings pulled. And the game seems too sure of itself to remember to pull it off.
-Or maybe this is the wrong way of looking at it? Maybe I'm criticizing what it isn't, rather than appreciating what it is. This game isn't trying to be 999 and failing, it's trying to be Virtue's Last Reward and succeeding. And I'm still along for this ride.
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