#tax evasion zelda
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The Legend of Zelda: Everything Is On Fire
tumblr please don't kill the image quality i'm begging you
#legend of zelda#zelda#link#ganondorf#original zelda concept#THIS TOOK ALL FUCKING DAY I'M SO ALDJFLKEJNASF#this is not gonna make any sense to the wider audience#but the name of this AU is 'tax evasion zelda'#tax evasion zelda#bon apetit my dudes#i haven't drawn a comic in so fucking long.#comic
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ooh if you're still taking asks for the director's cut ask game, maybe something for Sav'orr, Sav'orq? I'd seen the comic on tumblr before but completely did not realize that was your au until i saw it again on ao3, that's such a cool concept!!! extremely intrigued by the dynamic between ganondorf, zelda, and link as siblings, and with that age order, too. hope you have a wonderful day!!
my buddy my pal my friend i will always talk about anything i've created ever 💖
so the official name for this AU is the "Tax Evasion AU" (inside joke, there is not actually much tax evasion going on here) and i wrote a short introduction here but basically: yeah, dramatic sibling drama.
They're intentionally Gerudo (with Zelda being half-Hylian princess) because I specifically wanted the plot to be about overthrowing the Hylian Empire (sometimes you want the uncomplicated benevolent monarchy fantasy, and sometimes you want to light it on fire. it can take turns.) So in this AU the Gerudo (and a lot of the other Zelda races) have been colonized by the Hylians.
ANYWAY, the age order is in fact very intentional! I lean into sibling stereotypes a bit, but also I think Ganondorf>Zelda>Link is the typical age order vibe I get in most LOZ games. But in Tax Evasion AU specifically, it sets up the tension in their dynamic. I've talked about this before with a friend so I'm just gonna put the discord screenshots since I don't feel like typing this out 😭
[described in alt text]
The point of the sibling thing is to give them a choiceless connection from the start, independent of the Reincarnated Destiny thing. Because it raises the question of: is fate real, and which fate is real.
Is it Ganondorf's fate to care for his siblings, or is it his fate to turn on them? Does he believe in the circumstances of his birth, or does he believe in the stars?
Some additional ganondorf things:
Regarding the Comic:
I am simultaneously very lazy and very tryhard, so I was like: "Hm I don't feel like writing a 50K story about this, and I don't think I can capture the stuff I want to in a oneshot. I guess I'll make a short comic instead" which is also the same exact thought process behind the Saran's Medallion comic. Wait shit I should have posted SM on AO3 also
#asks#darkscaleswriter#thanks for the ask i love tax evasion AU a lot but it's so vaguely plotted IDK how to write it#it's mostly vibes honestly haha#tax evasion zelda au
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I'm back!!~ Did ya'll do your Taxes?
🌌WEEKLY SCHEDULE🌌
APR 17- APR 23
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Link doesn't have a job therefore he does not need to pay taxes
Here's some doodles I made some time ago lol
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Did the Barbie draw your ship prompt TOTK Zelda and Link :)❤️
Separate pictures are under here👇
Link is charged with arson, tax evasion, using the Hylians' tax money to fund the Korok Space Program, Korok abuse, creating cursed statues for all of Hyrule to see, and many more (all of which he did indeed commit).
Zelda is charged with being an accomplice to Link (which she did not do).
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Bracket reveal
Text version under cut!
The tourney is split into 4 32 brackets, and the winners of each will go to the semi finals! I'll make a different post about HOW the tourney will run, and this will serve as a pinned post for round 1 :)
Bracket 1, Side 1
Peppino (Vampire Survivors) vs Winged Strawberry (Celeste)
Herb (Monster Hunter) vs Triffids (Day of the Triffids)
Gigi (Xiaolin Showdown) vs Silent Princess (The Legend of Zelda)
Breath of Evil (Wings of Fire) vs Thorn Thallid (Magic the Gathering)
Audrey II (Little Shop of Horrors) vs Farewell Flower (Mistborn)
Togemon (Digimon) vs Silverwood Tree (Witch Hat Atelier)
Golden Apple Tree (Greek Mythology) vs Potbelly (My Singing Monsters)
Sculk (Minecraft) vs MocDonald (One Piece)
Bracket 1, Side 2
Vida (The Promised Neverland) vs Glaze Lily (Genshin Impact)
Dr Brewer's Clone (Goosebumps) vs The Spring (Friends at the Table)
Kite Eating Tree (Peanuts) vs Zotoh Zhaan (Farscape)
Wheel Tree (His Dark Materials) vs Mushtree (I Was a Teenage Exocolonist)
Medusoid Mycelium (A Series of Unfortunate Events) vs Radial (Ooblets)
Chikorita (Pokemon) vs Blast Cone (League of Legends)
Gooloog (AAAHH!!! Real Monsters) vs Venus (Bug Fables)
The Thorian (Mass Effect) vs Yggdrasil (Norse Mythology)
Bracket 2, Side 1
Deku Tree (The Legend of Zelda) vs Blood Blossoms (Danny Phantom)
Hotblonde37159 (Angel: The Series) vs Vash the Stampede (Trigun)
Kinoko (Don't Hurt Me, My Healer) vs Wolfsbane (The Vampire Diaries)
Plant (Monster Rancher) vs Flower of Life (Mesopotamian Mythology)
Truffula Tree (The Lorax) vs Slurperon Enchantress (Internet Scam)
The Brain Tree (Neopets) vs Ginseng Baby (Scarlet Hollow)
Chompy (Bug Fables) vs Whispy Woods (Kirby)
Clavu (Overlord) vs Ivern (League of Legends)
Bracket 2, Side 2
Bulbasaur (Pokemon) vs The Trees of Valinor (Lord of the Rings)
Leslie (The Amazing World of Gumball) vs Hayzee Dayzee (Paper Mario)
Piranha Plant (Mario) vs Specimen 34/The Blessed Eternal (Wolf 359)
Potted Plant (Wander Over Yonder) vs Morbuzakh (Bionicle)
Jabe & the Trees of Cheem (Doctor Who) vs Black Mercy (DC)
Mr Plant (The World of Mr Plant) vs Feculant Gnarlmaw (Warhammer 40k)
Tree Rex (Skylanders) vs Flowey (Undertale)
Sundrop Flower (Tangled) vs Venus McFlytrap (Monster High)
Bracket 3, Side 1
Pinchley (Long Gone Gulch) vs Frank the Plant (Harley Quinn: the Animated Series)
The Venus (Hello From the Hallowoods) vs Nirnroot (The Elder Scrolls)
Food Fight (Skylanders) vs Paopu Fruit (Kingdom Hearts)
Phillogenous esk Piemondum (Rod Albright Alien Adventures) vs Plant (Wall E)
Tannot Root (Farscape) vs The Broccoloids (The Powerpuff Girls)
Rockbud (The Stormlight Archive) vs Sylvan Hound (Guild Wars 2)
Eldridge Johnson-Mayer (The Grim Adventures of Billy and Mandy) vs Hyacinth/Hyacinthus (Greek Mythology)
Selas Flower (Kingkiller Chronicle) vs Treant (Disgaea)
Bracket 3, Side 2
Dragonflame Cacti (Wings of Fire) vs Sunflower (Plants vs Zombies)
The Bioplant (The Rising of the Shield Hero) vs Turnip Boy (Turnip Boy Commits Tax Evasion)
Shambling Mound (Dungeons and Dragons) vs Mandrake (Shin Megami Tensei/Persona)
Cowplant (The Sims) vs Ebony Queen's Apple (Limbus Company)
Devil Fruits (One Piece) vs Donkey-Cabbage (Enchanted Forest Chronicles)
Oaktopus (My Singing Monsters) vs Field Dungeon (Rune Factory 4)
Mushroom Tree (Stardew Valley) vs Jumpkin (Cassette Beasts)
Undergrowth (Danny Phantom) vs Karzahni (Bionicle)
Bracket 4, Side 1
Dreamstalk (Kirby) vs Myconid (Balders Gate 3)
Stingbulb (Fablehaven) vs Treebeard (Lord of the Rings)
Stray Cat (Jojo's Bizarre Adventure) vs Peashooter (Plants vs Zombies)
Giant Turnip (Codename: Kids Next Door) vs Treasure Mushroom (Guild Wars 2)
Tree of Wisdom (Sonic the Hedgehog) vs Fire Flower (Mario)
Stump (The Angry Beavers) vs Groot (Marvel)
Maise (Oneshot) vs Konohana Tree (Okami)
Red Weed (War of the Worlds) vs Pod Plant (Fortnite)
Bracket 4, Side 2
Plantera (Terraria) vs The Grass Snake (Friends at the Table)
Breathweed (Warhammer 40k) vs Campestri (Dungeons and Dragons)
Neo Alraune (Sleepy Princess in the Demon Castle) vs Kringlefucker (Homestuck)
Slimefoot the Stowaway (Magic: The Gathering) vs Gatfruit Tree (Space Station 13/14)
Sex Pollen Plant (Fanfiction) vs The Rumor Weed (VeggieTales: Larry-Boy and the Rumor Weed)
Dr Madley Radish (Papa Louie) vs Vervain (The Vampire Diaries)
Yatevon (OCTAHEDRON: Transfixed Edition) vs Echo Flower (Undertale)
Wither Rose (Minecraft) vs Hydramon (Digimon)
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zelda fandom
very important question
#idk why I’m doing this I’m just being random 🤷🏽♀️#the legend of Zelda#Zelda#random#poll#tloz#loz#Linebeck#loz Linebeck#phantom hourglass#loz phantom hourglass
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this non-artist does support evading taxes
If your rental business helped save the world, you’re exempt from paying taxes on your profits, right?
(Disclaimer: This artist does not actually support evading taxes, I promise.)
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The bracket is done!
Now, this is literally impossible to read because it's so busy, so matchups are under the cut! Polls will be up tommorrow!
the train from Animal Crossing vs Casey Jr from Dumbo
the Red Zephyr from Friends At The Tavle vs the Mirage Express
the Beast from Girl Genius vs the Supertrain from Supertrain
Old Puffer Pete from Chuggington vs the Mighty Hooterville Cannonball
Rusty the Steam Engine from Starlight Express vs the Phantom Express from Cuphead
the Mystery Train from Adventure Time vs The Mede from Railsea
the Metro from Pikuniuk vs the Train from Unrailed
the Friendship Express from My Little Pony vs the Runaway Express from Soul Eater
The Celestial Spear from Drawtectives vs Emma from Jim Button
Lemon Demon's Trains from My Trains vs the Sea Train from Spirited away
the "I Like Trains" train from asdfmovie vs the eponymous Stardew Valley train
Ivor The Engine vs the Deep Sea Metro from splatoon 2
the Polar Express vs the Monorail from the Simpsons
the Old Black Train from Over the Garden Wall vs the Accordion Train from Jack and the Cuckoo-clock Heart
the Magnet Train from Pokemon vs the Limitless line from Turnip Boy Commits Tax Evasion
Snowpeircer from Snowpeircer vs the Infinity Train from Infinity Train
the Ratatosk Express from the Bifrost Incident vs Big One from the Galaxy Railways
the Mugen Train from Demon Slayer vs Blaine the Mono from the Dark Tower
Chargeman from Mega Man vs the fallout 3 train head npc
Lil Chew Chew from TF2 vs the train from Kirby
the Ghost Train from Monster High vs the Owl Express from A Hat in Time
the train from Inception vs the Ghost Train from Paranatural
The Little Engine that Could vs the Molentary Express
the Phantom Train from Final Fantasy vs Every Single Troublesome Truck from Thomas the Tank engine
the train from Spider-Man 2 vs The Excess Express from Paper Mario: the Thousand Year Door
the Spirit Train from Legend of Zelda: Spirit Tracks vs 401 from Mark of the Dragonfly
Thomas from Thomas the Tank Engine vs Steam Tank Obsidion from Octopath Traveller 2
The Starflight Express from Dragon Quest IX vs Your Locomotive from Sunless Skies
the snail train from precure vs the blind train from Malorie
Iron Girder from Discworld vs the Taffy Train from Toonkind DND
Senca from unprepared Casters vs Titipo from Titipo Titipo
The Dinosaur Train from Dinosaur Train vs the Train to Busan from Train to Busan
#If i try to edit this post it explodes so sorry for the formatting#Thomas the tank engine#ttte#Discworld#friends at the table#paranatural#demon slayer: kimetsu no yaiba#Turnip Boy Commits Tax Evasion#Stex#starlight express#The murder of sonic the hedgehog#cuphead#railsea#mark of the dragonfly#sunless skies#titipo titipo#dinosaur train#train to busan#im not tagging 64 fandoms i need to go to bed#fictional train fight blog admin
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The links with their kids
Wild,sage,twilight and courage kids just chew off the leash somehow
The triplets kids stomach is a black hole, they can eat anything. For some reason zelda told Cal to eat a frog straight from the ground and somehow eating an alive frog didn't kill him.
The cringe links are gremlins, koridai's kid is the class clown that always ends up in fights and courage's kid is the definition of woke up and chose violence. Definitely lightly bullies his siblings and porpoisely causes chaos and gray hairs for the links who aren't courage.
Sky's kid is just like him when it comes to how they can sleep anywhere. But hey at least reader wouldn't have to deal with the little one crying at night when they were a baby. Probably just watches the fights between the links and their siblings with a snack.
The idea wise that Legend's kid seems to be exactly the opposite of their fathers personality intill they feel petty and just ues any object near them as a weapon, the said can be the same for sages child.
Wars daughter has black mail for EVERYONE and uses it against her other fathers when they won't give her what she wants and watches the fights with sky's kid. Little girl is already a manipulator, blame that on wars and Artemis.
Time,fierce and first kids are the only ones trying to stop the fights.
Ravio's kid is already knows how to do tax evasion
Hyrule and fours kids are those kids who just stare at people they don't know(you know those ones)
They absolutely do. It becomes a game of getting more heavy duty leashes and the kids finding more and more creative ways to slip out of them.
The trip kids for sure inherit their fathers' appetites. it's a problem. Moreso when they go from food to more...adventurous snacks.
Their kids are the WORST. they are the kids that are always the loudest in class and get kicked out for making a fool out of the teachers. Courage's kid for sure makes fun of all his siblings, does not matter if they're older or younger. The other links are sick of his shit gnogng
Sky's kid? Best kid. For sure. Across the board. Biggest cuddle bug and has the biggest smiles. he's such a cutie patootie.
Legend's kid being a sunshine child is also so fucking funny to me especially if Sage's kid is also the same. My personal hc for Sage's kid is they're on the shyer side. Like they don't like people and they'll hide behind sage's legs whenever they get the chance bc c'mon scary papa bear? Sign me UP.
Wars daughter is ABSOLUTELY the mastermind behind EVERY snack heist. She had dirt on EVERYONE and only one who can ever get a step ahead is Reader and even then it's fifty fifty. i imagine she protects the softer kids yk? Starts fights between the cringe kids.
Those kids are the backbone of the house fr.
Ravio's kid is the family accountant. who yes, does commit tax evasion.
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no context head empty gaslight gatekeep girlboss
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"This clause means nothing like what you said."
"What? Of course it does--"
"You missed the part that it's depending on right here."
"But they negated that in the earlier paragraph!"
"Wait, they did? Where?"
The voices went back and forth, growing steadily more frustrated, before the sound of parchment being bundled up echoed in his ears. Groans that harmonized each other came next, and steadily, the din dissipated.
Friend rolled lazily to her side, wet nose tickling his ear, and Link giggled, pulling away from her a hair. Her tail thumped the wood floor in response. When he opened his eyes and glanced at her, he caught sight of the other two in his periphery. Their stillness made him sit up sharply, but he quickly realized they had just fallen asleep.
Was that a wine bottle? When had they pulled that out? It was a good thing they were of age, however barely, or he'd have to start lecturing them, and Farore above if that wouldn't be tedious.
Link watched the teenagers a moment longer, examining the half crumpled treaty bunched up in the princess' slackening fists. The young man with her had managed to fall asleep with his face propped in his hand, braid spilling onto the table, wine glass still resting between his fingers.
Sighing, the young man rose to his feet, gently pulling the parchment out from under the two. Grabbing a quill, he slowly read through the document, parsing out words he wasn't entirely familiar with, underlining important sections and crossing out things that were unnecessary, making notes on items that would benefit or harm the kingdom, until he'd gotten through the entire document. Then he rolled it back up and plopped it on the table between the two.
Friend yawned, stretching and trotting up to him, tipping her head to the side.
Link shrugged. "They were pretty pathetic. I had to help them eventually."
I have taxes to do, who wants to study/work with me and the blorbos?
Zelda groaned as she laid face down on the bed. Her companion stared at her, bemused as he raised an eyebrow. "Uh... you good over there, Princess?"
Slowly lifting her head, she glared at him under a heavy brow and disheveled curls. "I hate paperwork."
"What paperwork?" Link asked, crossing his arms and growing even more bewildered. This was the first she'd mentioned such an issue on her Epic Search of The Hero that had to involve him.
"I promised my mother I'd help sort out a negotiation with the Zora," Zelda explained. "But I have to read all this stupid rhetoric and figure out what they're even trying to say."
"You... brought homework on your quest to find the Hero." Link surmised.
A loud snort emitted from downstairs in the small home that had been gifted to them. Zelda huffed, yelling down the stairs, "I have a kingdom to run, okay?! At least I'm doing my duty!"
Link looked between the irate princess and the shadows of their elder companion downstairs as he flopped lazily onto the ground beside his beloved dog. Friend barked happily, scurrying up the stairs and then back down, tail tucked in excitement as she made the lap two, three, four times.
"Do you, uh, need help?" Link offered hesitantly. He wasn't exactly good at treaties, but he'd had to read a few contracts for his business.
"That would be great, actually," Zelda quipped, immediately perking up. Link was starting to regret this. She added loudly, "Our friend can help us too."
"I can't read," came the dull reply.
Zelda shot to her feet. "That's a lie and you know it!!"
"I mean..." Link shrugged. "He does live in the woods."
"He still won't even tell me his name," Zelda moaned, rolling her eyes. "I know you're the Hero, you jerk!"
Another snort from downstairs.
Link sighed as he grabbed the parchment from the princess' loose grip. This was going to be a long night.
#writing#mystery link holds the triforce of wisdom for a reason#he just can't be bothered to deal with the energy zelda has lol#guess what I'm STILL not done with taxes but I'm getting there dang it#just need to figure out THIS STUPID HSA NONSENSE#I ALMOST finished my fed stuff and then that botched it up#I don't think even Mystery Link would know what to do#Gerudo Link does tax evasion so he's definitely useless#forsaken au
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tax evasion zelda au????
I'm so sorry anon the name is a misnomer. There's tax evasion, yes, but that's incidental to the regicide. The name stuck. I can't change it I don't make the rules.
Anyway the premise is that the Triforce Trio are born as siblings, they're fated enemies blah blah -- and then it turns out the King of Hyrule is really shitty so Link is like, 'I think we should have a revolution!' and Ganondorf and Zelda end up calling a truce so they can make sure their stupid lil baby sibling survives the coup (spoiler alert: Link is a really competent revolutionary leader for a 12 year old).
Various notes:
In my head, this is mostly a Ganondorf and Zelda sibling bonding drama (Link is doing completionist side quests in the background and kinda solos the entire revolution)
Zelda's the secret illegitimate daughter of the King. She doesn't know this until she's stabbing the guy.
Link gets 100% of his political leanings from talking to a Hylian farm girl complaining about the Kingdom taking all their milk for taxes. This is where the tax evasion came from. Lon Lon Ranch goes rogue.
Ganondorf wants to become the king of thieves. Then Link suggests regicide, and he realizes, "whoa, I can totally set my sights higher!" He's living a whole ass political thriller on the side.
Zelda accidentally becomes Robin Hood.
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Aight but I want Ganondorf to be so fucking evil in totk
I want him to be a vile fucking shithead
I want him to commit war crimes and arson and treason and tax evasion and i want him to be really mean to link and zelda
I want him to be a fucking asshole
Why?
So it’ll feel like the most rewarding thing ever when I rush up on him with the sledgehammer I fused to a Cucco while riding on top of my phallic-lookin ultrahand mech and eliminate the bastard of course
#totk boutta give me everything ive ever wanted out of a video game#i can see it now#get ready to fucking die in the most embarassing way possible dad#tears of the kingdom#legend of zelda
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2023 game list, part 1: I love complaining!
Once again continuing what has become an honorable tradition thanks to @smash-64 💜
I tried to promise myself I'd be more organized this year, trying to take notes after I beat things, making lists and gifs and everything, as it has become a consistent yearly undertaking. In truth, what happened is that I felt more overwhelmed by this than I did the last three years. The best explanation I can give is a combination of two facts: this year, while not particularly worse than what came before, still saw my confidence in myself tank a bit (i.e. What does this matter when few people read it and I don't bring much things of value to the table?)...
And the fact that I played very few games that really stuck with me, that I enjoyed enough to see through to the end and feel like that had merit, for a lot of the year. When that wasn't the case, it was more than likely I'd been on my nth playthrough of Katana ZERO of the year (more on that in a later post, hopefully).
I probably need help, don't I?..
games I played, but don't have much to say about at the moment without being prompted, aside from 'I kinda liked them, I guess', ordered best to worst:
Purrfect Apawcalypse trilogy (2019-2021) - series of VNs that's genuinely just good fun as you find yourself attached to the characters before you know it. You'll know if this one is for you at a glance. Also, this is how I found out about Panel Royale! LOL
The Witch's House MV (2018) - good old RPG Maker horror with a few decent twists. The remake has good QOL changes.
Gunbrella (2023) - the plot might be forgettable, but you get a gun that's an umbrella! What's not to enjoy?
Donkey Kong Country 2: Diddy's Kong Quest (1995) - I played this game, but only in the most technical sense. Literally cheated the fun out of it - either that, or this platformer style is not for me.
Coffee Talk: Episode 2 - Hibiscus & Butterfly (2023) - the most upsetting entry on the list. The writer behind the original game has passed away, and his absence is felt keenly even if you're not aware of the fact - because this sequel lacks charm.
Turnip Boy Commits Tax Evasion (2021) - yet another of those cheap and short indie 2D Zelda clones. The definition of the word meh.
Irisu Syndrome (2008) - a unique free puzzle timewaster. Tries to have a story and fails.
dishonorable mentions (the part with the most complaining)
2064: Read Only Memories (PC, 2014) [♪ Home (Not) Sweet Home]
Starts off decent enough, doing the bare minimum to string you along the mystery (which, for most people with standards, wouldn't even be good enough, but I was willing to stick with it for the sake of the neat audiovisual presentation).
As soon as the murder scene is revealed, however, the main plot starts to fall apart, and the longer you spend with the game's writing (which seems to go on and on forever) and characters (about as flat as a pancake fresh off the pan), the more bleak and yawn-inducing they seem (including Turing, who just took longer than everyone else to annoy me).
Do yourself a favor, play VA-11 Hall-A (which this game gratuitously references) instead. You'll get all the benefits of cute pixel art and upbeat soundtrack, but with an actually good story\character cast to match. I swear it says something about 2064 that one of its most exciting moments was seeing throwaway lines from a VA-11 character!
Ori and the Blind Forest: Definitive Edition (PC, 2015) [♪ Climbing the Ginso Tree]
This is a game that won awards back when it came out almost a decade ago. Unfortunately, it feels like it was made to win awards and little more. While the credits scrolling up the screen tried to convince otherwise - with the usual special thanks given to families and pets of the developers - I sat there, unsure of what I was supposed to take from this experience (once again, the less words you try to use to tell your story, the more it usually suffers!).
The heart of any platformer is its movement systems - and, while eventually Ori's tools open up just enough to make you feel at least a little free and alive in its world, they also never go beyond what is almost painfully typical. Double jump, wall climb, ground pound, glide, charged projectile? None of that is going to wow anyone. The way it comes together is not too pleasant, either - Ori's too floaty and the obstacles before him, while painted with a talented stroke, are too unclear in their presentation to make for truly fun traversal. The exception to this is the escape sequences - sure, a lot of the time they're not much less frustrating than the rest of the game, but they're definitely more memorable, to the point where the accompaniment to one was the only part of the soundtrack I could think to showcase.
I don't regret the time I spent on this, per se, but what I can tell you is that it probably didn't deserve the awards. Also, the way the wall jump worked was annoying! Pushing towards the wall to do it feels very counter-intuitive, and with this I found that I much prefer when games have you face away from the wall to register wall jumps, or do not require you to press a direction at all.
Celeste (PC, 2018) [♪ Checking In] + Celeste Classic (2015, played as part of full game) :)
I was in high school when this made waves. I pointedly feigned disinterest as it splashed all over the internet, while making sure to download the soundtrack quickly and listen to it - more than occasionally - over the next three or so years. Lena Raine's work carried me through my school years and empowered me, and all the while I hadn't a clue what playing the game is actually like.
Those were the better days.
Now, the things about this game that seem to appeal the most to a lot of people are how refreshingly simple Madeline's moveset is and how much the game respects your time with death transitions and reloading, and the story it tells through heartfelt cutscenes and gameplay working in sync. To which I boldly say... none of those things are good enough.
Having to climb and manage your stamina adds another layer to navigating the rooms, sure, but to my simple ass, that's one layer too many. To the game's credit, there's a setting to make climbing toggleable instead of requiring you to hold down the trigger, and using that was the only reason I managed to push past the hotel and Oshiro (call me a scrub, it was genuinely overwhelming otherwise), but it still did nothing to change how I feel about this mechanic fundamentally.
I get it, it adds precision and verticality to your movement, and, seeing as you're literally supposed to be scaling a mountain, it's more than a natural inclusion... but its existence did nothing but add pressure for me, somehow. I would frequently forget it's an option at all before realizing the room in question expects me to utilize it. Instead of feeling like climbing expands my options, I felt constricted and awkward.
My second issue is much simpler. I'm a spoiled brat, and Celeste's respawning process involving that annoying whoosh sound effect and a transition that, yes, takes only about a second, but is still not quite instant, was not good enough. I recognize that having it be truly instant would not be ideal, either, but I can't help but wish that was the case.
As for the story... It underwhelmed me even back when I was doing surface level research at the time of release, and it's not impressing me now. It's okay, and I recognize why it would resonate with people - the themes of self-acceptance and resolve are plain to see (and just as plain to mull over). But in my time with the game, Madeline never began feeling less like an avatar for my failures and more like an actual character, never changed into someone I would truly like.
By the time I reached the Mirror Temple, I was certain that this game, in most respects, is just not what I would ever want. I pushed towards the summit anyway, and left it feeling profoundly... nothing.
However... Celeste Classic did not have any of those things! That little prototype gem of a game wastes zero time trying to set the stage and make you feel things with ~a story~, doesn't give you any opportunity to climb whatsoever, and neither does it waste your time having the screen fade to black when you die! And these three things, I reckon, are key to why this smaller version, that's supposed to just be treated as an Easter egg now, a relic of the past, and to be forgotten in favor of the project it grew into... resonated with me so much more! I beat it twice! It's lovely! It's what I actually needed Celeste to be!
IT'S COMPLICATED
AI: The Somnium Files (PC, 2019) [♪ MonzAI] + AI:TSF - Nirvana Initiative (PC, 2022) [♪ Nefarious Institute 1]
You know how they say not to judge the book by its cover? This is a story of me learning (once again) to judge a game neither by its reception nor by the credentials behind it. When I plowed through this duology, I came to understand that sometimes, lightning might strike just the once.
Of course, most of my bitter feelings about it stem from just how miraculous of a fuck-up Nirvana Initiative ended up being as a sequel (it's impressive how much it had to twist everything its predecessor stood for to even have a chance at making a mediocre point!), but a lot of the disappointment came from the way the first game carries itself in general, and maybe even from the presence this game has among fans. 'Oh, if you want more of the magic and mystery that you so enjoyed in Zero Escape, you have to try this! It'll be just as good!'
I should have had my doubts from the start, given how little I had enjoyed the ZE series after 999. AI1 flounders in many things, like its obtuse, deeply unfun gameplay loop - most of which is pressing random buttons until you see the most ridiculous shit present itself. There's also the overt reliance on stale and perverse jokes, and a story that can barely do much except trudge to the finish line and attempt to convince you the journey was worth it with a trite dance number, of all things.
But the thing is… even with all that, the first entry was somewhat compelling during its runtime, though most of that comes from its bold novelty. The idea of taking advantage of the surreality of dreams to find deeply concealed truths is fun to occasionally ponder, and there's just enough fluff to the places you visit and things you do to string you along for the ride (though having to check the same spots for flavor text on each revisit to very little results is a deep annoyance I have with both entries). The characters actually got a chance to grow (if not by much… this series' urge to be immature at every turn is nothing short of ruinous, sometimes), and their designs strike a wonderful line between outstanding and cringeworthy that makes them just… stick out in your brain, you know?
So while I thought the song and dance (both the literal and the metaphorical) were ultimately not worth much, I was still convinced, fooled by the magic just enough to see things come to an end; and the resolution itself was satisfying and believable, if nothing else. And with how exhausted I felt reaching this point, I figured that'd be enough.
To me, AI1 is all about finding shards of diamonds in the rough, and it doesn't surprise me in the slightest that its fandom runs away with what little they have to try and improve on it (and often succeed). As such, you'd expect its sequel to take advantage of how much room there is to grow, capitalize on this chance to refine things, and use the few strong themes the original presented (value of bonds and family made both by blood and by choice, finding those you can rely on to carry what you have done forward, etc)... right?
Um, yeah, turns out it twists over itself even more than I'd already thought possible in order to make sense (not to mention seemingly forsaking most of that mess right at the true end in order to approach the established universe from a contrived meta angle). If AI1 can be described as having extremely unrefined gameplay coupled with a decently intriguing story, NI is just about the opposite of that.
While I'm glad they bothered to make exploring the dream worlds enjoyable this go around, there's no way in hell that makes it worthwhile to bear witness to the innumerable ways in which this mess of a sequel sullied the already weak foundations laid down by its predecessor. When I had finished that game, I wrote, on impulse, that 'I haven't been this confounded by a sequel's existence since Chrono Cross'. It just… did not need to happen, like, at all.
Nirvana Initiative posed to me one of the worst questions you can have while playing a game, which is…
'Why am I doing this, again?'
Let's be real, it was mostly for the soundtrack. Unlike AI1, this game had passable music! Though having to watch ANOTHER dance number (like half a dozen times, actually! and no, there's no skip button!) just about had me gagging.
That's not even the worst part about that sequence, no - that would have to be the way it almost actively ruins and undermines what's probably the only passable character arc in NI (and even then, you have to squint hard for it to pass your judgement, given how it starts... gotta hand it to this game for managing to have multiple relationships with genuinely questionable setups involving uncomfortable age gaps).
I wanted to feel touched by the new, somewhat expanded narratives, I wanted to see the world grow a little, despite all the grievances I was certain I would have... But not even halfway through the plot, I realized that my true wish was to just move on. I think that's what I'll do here, as well, as even reminiscing on this chaos is quite dreadful.
Xenoblade Chronicles 3 (Switch, 2022) [♪ Agnus Colony]
Don't become prey and victim to your own expectations - or to bad advertising.
Xenoblade is a special series, full of wonder and power. Words fail me this year, as they did the year before, when it comes to describing how much of an impact these games - the second entry most of all, a game I think about now and then with a bittersweetness on my heart that I oddly never can get enough of - had had on my mental well-being last year. They might as well have saved me back then, and while getting to experience them was something I'd been planning to do for a while, the specific circumstances it all had happened under were just so special, so exceptional, so wild, that it's hard to think of those days as anything but a gift.
And yet, there are plenty of things in this particular journey I still have to reconcile with. I never settled on what my impression of 1 is, in the end (or, some might say, I never properly played it); I could use a fresher look at 2, and… I never, ever, will finish Xenoblade Chronicles 3. It's a game I once had hopes for, but nowadays don't ever want to think about.
I thought it a privilege, of sorts - the fact that I was there to witness (and acquire) a brand-new release in a series that became dearly important to me. I ended up hearing many things - the trailers, the rumors, the leaks. They all spoke of a definitive resolution to the series, of levels of refinement never seen before, of intrigue so big you can barely take it, of key character appearances we were all dying to see.
Turns out most of what we were so eagerly expecting came with an extra price tag.
The base game of Xenoblade 3 is a mirage, a mere shade of what came before it. The environments are open and vast, but they look more drab than ever - and with the new autowalk feature, it takes even less time to get sick of it. The music takes you on a journey, but you forget what it sounds like far sooner than you'd prefer. The battle system promises lots of options and a nice learning curve, but it only overextends, overwhelms and forces you to grind. The cutscenes look every bit the part of a Xenoblade story, but meander and stretch things out to the point of boredom, which means none of the characters get enough time to grow on the player, either… Though a lot of them would probably go nowhere even given all the time in the world.
And the setting as a whole? Well, it's a simulation, so who cares about it feeling unique or fun? That's the point, the game says, you're supposed to empathize with these characters breaking out of their bonds, out of this miserable existence! Well, I say that things can be made appealing even in decay. You don't have to actively worsen things to make a point.
Future Redeemed is an impressive demonstration of how things could have been. It fixes practically every point where the base game falters - and it is in this part of the game where all those promises that once seemed hollow finally come true. Sort of. The exploration process is smooth as butter in the way none of the games before were, characters are at last back to having defined roles in battle, and all that teasing becomes a thing of the past as 3 acknowledges its own roots and past in full, and you think to yourself… 'If only we'd got this in the base game all along!'
But we didn't. And the credits on Future Redeemed roll far too soon to truly be satisfied. Is this how you wanted the saga to end?
honorable mentions
Butterfly Soup 2 (PC, 2022) [♪ Night Tourist] *I hope you'll forgive me for not finding a GIF for a mostly static VN...
It's so funny. For me it has been two years; for the creator, it'd been five. But I guess time doesn't matter when it comes to maturity, as I feel like both myself and this game have done plenty of growth. And for that, I love it all the more, just as I am now thankful to be able to call Butterfly Soup a short series.
Compared to the first game, the art is more refined, the tone is more consistent, and treatment of serious topics is more grounded - in more ways than one, this sequel is like a fond, yet melancholic look at what you once had, what changed since then, and what you hope to make of things. But between all that, it stays sincere and silly in the best of ways - the ones that make you feel cozy on the darkest of nights, the ones that endear you for a good while yet. Truly, this game was a ray of light in a sea of mediocrity this year.
Road 96 (PC, 2021) [♪ Hit the Road]
Yeah, I know. The fact that I have played a goddamn walking simulator at the behest of a good pal (who might or might not be reading this, hi on the off chance that you are!) is nothing short of a miracle. Not to mention the fact that I ended up having a good time with it!
I'll put it plain: the vibes of this game are almost impeccable. It wastes little time setting things up - it's the turn of the century, and a massively corrupt government is practically folding in on itself as it closes its borders. It's up to you, as you're literally put into a blank-slate teenager's shoes, to go on a desperate journey and see whether or not you make your way out.
Over the course of Road 96, you do this six times, and the people you meet on the way and choices you make with them may or may not shape not just your own future, but that of the whole country. There's nothing for it, then, but hit the road and see what awaits you, as you sit in a car that's probably stolen, blaring music from your carefully curated tapes… or are dropped off on the wayside with nothing but a paltry backpack to speak of… or find yourself biding your time near a gas station… or… whatever it is the game throws at you, as you hope that the strangers you run into actually deign to help.
Yes, the biggest way this game attempts to stand out is with our good old friend, RNG. Even reading blurbs about it, you cannot escape the all-too-typical claims of 'your own personal journey', 'a thousand unique paths waiting for you' and all that… months later, I find myself unable to decide whether this helped the game or harmed it more, as it's definitely smaller than it makes itself out to be.
As a story hook, this setup is clever and delightful, as I tried to illustrate a moment earlier, but the moment you begin to overthink it, you realize that the randomness aspect clashes hard against the continuity the game tries to establish. You, as the player, indeed learn more about the world and colorful characters in it each time you venture forth, but the avatar you control is supposed to be clueless as ever, setting out on a path that is, in fact, not quite their own any more. It's a weird gripe to have, and I found it an easy one to ignore, but I wish something could be done about it anyway.
As for the rest of the plot, let's just say it's... surprisingly binary, and the supporting cast small and not always compelling in turn. The game sacrifices some of the personal intimacy and uniqueness it has built up to make a sweeping, painfully boring statement of 'freedom good, suppression bad' before credits roll, but as damaging as that is to the overall experience, I feel like one can't deny the fundamental appeal of just being asked to go on a journey with sweeping stakes and truly, truly banging music. Seriously, it was meant to be put on speakers and blasted as the world passes you by!
In a word, Road 96 is ambitious, and in a sentence, it is ambitious, yet falling short of itself. Nonetheless, I was impressed by how it managed to worm its way into my heart for a while.
A Space for the Unbound (PC, 2023) [♪ Don't Have Much Choice]
Wouldn't you know it? I had actually played two games involving entering people's subconsciousness to solve their problems this year!
Truth be told, I'd been looking forward to this game for about a year, given that it was published by the people behind Coffee Talk (which, if you recall, I had quite enjoyed). The warm and inviting screenshots on the back-then almost empty store page, showing off awesome art and promising a sweet little journey with slice-of-life tropes and a mystery waiting to be solved… well, to say all of that was alluring is to say nothing, really. I just about jumped when I received a notification for this game releasing at last at the beginning of the year, and wasted little time trying to dive in.
The sad thing is, what you see is not always what you get. The cozy, comfortable, sensible vibes of the early game - running around the city, doing chores at your school, naming every stray cat you come across, watching the protagonist's diary fill up as he crosses all the little goals he had set in life off his precious list… Yeah, those things won't last - definitely not long enough to get you attached to characters living in this world.
As the plot begins to unfold, it fumbles over itself trying to introduce various cliches and supernatural elements, to the point where you recognize the whole experience as a tedious drag as you see exactly where it's heading, and think to yourself that you have heard all this before. It's yet another heartfelt story about self-actualization, and as the game hammers it in harder than ever before, you sigh and wish you could go back to the times of bottle cap collecting and cat petting. Sometimes, simpler is better.
Unfortunately, that's not exactly true when it comes to actually playing A Space for the Unbound. The gameplay is as simple as can be - basically all you do is walk around (quite slowly) and interact with things. I can appreciate how linear the game is, for the most part, but I wish it let us accomplish our goals without wasting too much time! Not to mention, if you try to see everything there is, you have to be prepared to deal with quite a few mind-numbingly repetitive mini-games for far longer than you have to. Don't do that. It'll just sully your impression of the game.
If you're somehow still interested in this after reading this messy opinion of mine, don't be too discouraged - you'll see plenty of beautiful sights, hear some cute music, and, maybe, be affected by the story far more than I was. (Besides, for a cat lover, it's always nice to see others appreciate them!) Just... try not to waste too much time with the game's superficial sidequests.
Tales of the Abyss (3DS, 2011 port of a 2006 release) [♪ The Distribution Base]
There's something ironic in how playing (most of) this game has been one of the best things I have done with my lovely 2DS since I homebrewed it earlier this year... and yet I quite regret not checking how (ahem) easily available the PS2 version is, instead. They may be functionally identical, but the hardware is not - you have no idea how hard some of the goddamn Mieu Fire puzzles become when your character is taking up a mere four or so pixels of an already tiny screen. Man, that was trying my patience at its finest.
These horrors aside, though, what kind of game are we even dealing with here? Well, it’s a Tales game first and foremost. I can’t deny claims that Abyss has a few strengths of its own (most notably, of course, actually bothering to have coherent character development arcs), but it’s not quite enough to obscure the ever-prevalent issues this series has:
exploration and side-questing is still annoyingly obtuse, not to mention traversal is painfully slow in the first half of the game,
some characters (in this case, Anise more so than others, but I'd argue Mieu's whole existence is part of this too) are obligated to suffer because Tales has to meet its unhealthy anime tropes\wackiness quota per game,
the skit system has not, unfortunately, evolved one bit (the amount of times I would skip a skit on accident, because any input halts its playback entirely…),
while I’m inclined to say the battle system is, for the most part, an improvement (the Field of Fonons mechanic is quite a nice change given the foundations of Tales gameplay, I have to admit), any goodwill you might want to give it gets shattered when you realize Free Run breaks bosses in half. And aside from that, it’s just your usual button-mashy fare.
So why did I push on with this game as far as I did, pulling the classic move of quitting right at the final boss instead of, well, any earlier? A lot of that is because I was just in the mood to mash some buttons in bed until I realized I was slightly underleveled for the finale and caught myself groaning at the mere thought of trying to even cheese it. A shame, that, because the ending of this game is pretty wonderful for what it set out to do, and it was the only bit I did not see on my own. It's like my experience with Final Fantasy VI all over again…
That's not all there is to it, though. Abyss has some of what's probably the most involved and curious worldbuilding (once you get past all the awkward made up jargon it loves to throw at you) of any Tales game I know! Not that this says much, because that's a low bar, and I'm not too familiar with the series at large, but it was enough to keep me engaged for a long while. And, as mentioned earlier, it puts in greater efforts than I expected to endear you to the cast as they slowly band together and uncover their own talents, purposes and aims in life - Luke in particular.
I liked him almost immediately - because I'm not too hard to please when it comes to this series, and his design is, I feel, particularly sweet and striking (especially given how nicely the game used the Important Haircut trope with him, and of course, the contrast between him and Asch). But that alone doesn't a good protagonist make - it's the fact that the story allows Luke to make mistakes (from small ones to straight-up catastrophes), get his comeuppance and grow from them organically, at his own pace, that makes him stand out in my mind.
As Luke sheds his sheltered ways of thought and accepts his responsibilities, those that were traveling with him, either out of obligation or by chance, begin to support him more and stand by him in earnest. It all comes together gradually and at a satisfying pace, and is definitely a highlight of the experience to me.
Growth and connection are probably among the biggest themes of the game, so it's nice to see that it applies pretty much equally to both protagonists and antagonists. Sure, it's the job of a Tales' Big Bad faction to be goofy and up to nefarious activities, but beyond that, the group has solid enough chemistry both among themselves and with the party that I actually ended up looking forward to most encounters with them, even if ultimately it felt a little predictable. As an aside, for a game this old, the voice acting was really good and plentiful (though there is none for skits, which sucks), and further piqued my interest in the story along the way.
To conclude, I'd like to say that the biggest thing I learned while playing this game is that I'm a sucker for grounded tales of (ha) self-actualization even this many years later. And also that once you play one Tales game, you truly, to some extent, know them all.
SANABI (PC, 2023) [♪ Warm Hospitality]
Do you want to know why I ended up playing this one? Of course you do, that wasn't really a question. I only bring this up because the answer can be revealed with a single screenshot:
...yep, the inspiration is that blatantly on display. I was expecting it, of course - the Katana ZERO community is the only reason I know of SANABI in the first place, and even as you read people's thoughts on it, the extreme similarity is practically all they ever bring up, be it in a positive or negative light. It pleased me and warmed my heart, while also making me feel wary - it's one thing to be inspired by something, and another to actually carve an identity of your own.
That said, KZ is far from the worst thing to try to replicate, particularly when it comes to visuals - SANABI has some awesome scenery that makes me feel right at home. And while the story at times feels so much like an amateurish copy that it leaves me confused more than anything (I'm sure the awkward English translation sadly does not help matters, not to mention the fact that I'd played this game in an unfinished state - you might expect me to write about it again next year!), the gameplay is anything but.
I'm sure there are quite a few platformers out there that have you use what's essentially a grappling hook to swing through the stages, but SANABI is my first experience with something like this, and in this regard the game absolutely manages to shine on its own. Movement is lightning-fast and responsive, enemy targeting is extremely generous - almost to the point of being handholdy (and, of course, they all die in one satisfying hit - as do you, if you set the game to the highest difficulty. It's nice to be given an opportunity to learn the ropes before engaging with the game earnestly!), and there's something to be said about how the level design has that extreme kind of clarity to it that I always appreciate and favors speed over precision, with how spacious everything is.
My only big issues with how the game plays are how it doesn't seem to be designed with a controller in mind (it is an option, but I found myself moving much more precisely with KBM! Me! Someone who never plays games with that!), and, once again, the just-a-bit-too-long death animation\transition. Being able to skip it helps, but I just yearn for no time to be wasted...
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TOP TEN GAMES I BEAT THIS YEAR
In 2023, I completed 34 games, from Final Fantasy VII to Turnip Boy Commits Tax Evasion to PaRappa the Rapper. These are my ten favorite, in order, and a little writeup of each I had a LOT of fun doing. Enjoy!
10. DARK SOULS
It’s a game I had to want to like, and maybe more than any of the others on the list, I had to meet it halfway. I’m a fan of challenging games, and - stop me if you’ve heard this one before - Dark Souls is pretty hard. But it’s not bullshit. Mostly. I ran into some hard walls here and there, but those walls turned into my favorite fights in the game once I finally mastered them. The reason it’s so low on the list is because the back half is… Well, it’s not very good, folks. Of the four bosses you need to defeat to open the door to the final area, I could call two of them good fights, and I could only do one of those without hesitating.
9. THE CASE OF THE GOLDEN IDOL
I love a detective game, and what makes Golden Idol really stand out is its incredible format and mechanics. Given a series of still* images, and the contents of a bunch of random people’s pockets, can you determine what happened? It feels cheap to compare games and not just speak about what I enjoyed of a game of its own merits, but I can’t talk about this game without talking about Return of the Obra Dinn, which had a similar sort of ‘fill in the blank’ approach to its mysteries. Golden Idol’s supernatural elements, twists and reveals, and charmingly off-putting art style lend themselves well to one of the most unique games I played this year.
8. SIFU
This is the best rhythm game I played this year. Finding the flow of Sifu’s combat felt like a dance, going from a steady beat to a frenetic scramble in the span of a single missed step. I’ve never hidden the fact that I’m a massive sucker for good movement in games, and Sifu’s jives extraordinarily well with its combat and environments. Really, the only problem I had with Sifu was that it felt a bit short - well, and it didn’t quite deliver the challenge I was looking for, but that’s the fault of whoever described it to me as a Soulslike first just because it has, like… a revival mechanic? Also, the first time it transitioned to a side view for a hallway fight, it basically secured a spot on this list.
7. GHOST TRICK
I tried to play through this game in high school, but got stalled out on some puzzle or another. I honestly don’t remember which, but I’m SO glad I came back to it. I’ve always loved Shu Takumi’s writing and character work in the Ace Attorney series; Ghost Trick is just as good, if not better than any individual AA game in that regard. Really, the characters feel like the ones in the AA spinoffs like Investigations, Great Ace Attorney, or the Layton crossover, which are some of the best characters in the series - but with none of the self-defeating energy of having to be largely unimportant to the mainline games. Also, Missile might be the greatest character in video games ever.
6. PARADISE KILLER
Some games make you fervently pitch their merits to friends, hoping that they’ll play it so you can chat with someone who gets it. This is the fate of many detective games, which live and die in the territory of spoilers. There are detective games that try to get around this by having procedurally generated cases or multiple endings with multiple ‘real’ culprits, which can often be antithetical to what makes a detective game truly sing. Paradise Killer’s answer is that not only is it never going to tell you what the truth is, but that ambiguity is the point. The clues never change, and the only objective is to find a truth that satisfies you. All that is made even better by the premise being steeped in synths and neon, with a vibrantly occult cast who are all just the absolute fucking worst.
5. TEARS OF THE KINGDOM
I mean, come on. It’s Tears of the Kingdom. While I’d really hoped for playable Zelda, what we did get of the character was far more moving than whatever her deal usually is. The chasm was an incredible surprise, and since Skyward Sword is one of my favorite Zelda games, I had a ton of fun with the skydive mechanics. There’s also the building system, which managed the near impossible feat of having things control basically how you’d expect them to once you slapped a steering wheel on them. It felt like there was just so much love for the previous games in the series, without being overly reliant on them. If I had to pick a favorite moment in the game, it would have to be during the Wind Temple’s boss fight, when the Dragon Roost Island theme from Wind Waker cut through the track and made me feel like I could have taken on Ganondorf with a tree branch in that moment.
4. PERSONA 5 ROYAL/PERSONA 5 STRIKERS/PERSONA Q2
Is this cheating? Yes. But hear me out. I knew Royal was going to be on the list, and then it turned out that I liked Strikers and Q2 as much, if not more than Royal. While Royal has higher highs, it also has much lower lows - Strikers and Q2 don’t engage in nearly as much of the weak parts of Royal. But they also don’t function even a little bit without it. Strikers dragged in the gameplay department a little bit, but I loved being able to play as every Phantom Thief - and Q2 was such a vast improvement over Q1 in pretty much every department. So my number four spot on my top ten games of the year is ‘every game I played this year that has Akira Kurusu in it.’ So, since I started Tactica, maybe that counts too… and if you want to be technical, I think I played a few rounds of Super Smash Bros. Ultimate in June, so I guess that has the number four spot too.
3. ARMORED CORE 6
In 2023, I really and truly entered my mech era. I built Gunpla this year, I started playing in a really fun new Lancer campaign, and I played the shit out of Armored Core 6. I’d never played one before, but I was hooked from the tutorial boss alone. I beat the game once and, at the advice of a few friends, started a new game plus run - and before I knew it, I’d already beaten it again. I’ll do a third run too, at some point. Once I learned the all-consuming power of the pile bunker, I was out there decimating the arena foes like nothing else - and, once I figured out how to time out my missile strikes, I managed to slam through 75% of the final boss’ health in a single blow. That was the single most satisfying hit of this year across any game. Oh, and - keep an eye out, because I have a hankering to write some Maeterlinck-focused fic at some point. Because I sure do love me my one-off characters.
2. SCARLET NEXUS
Up until the final entry swung through and claimed the top spot, Scarlet Nexus seemed like a complete and total shoo-in for number one. Very few games have ever motivated me to complete them to the degree I did this one, including getting all Steam achievements and a ton of the optional content in game you don’t need for that. Kasane and Yuito are endearing protagonists with cool powers, genuine flaws, and vastly different outlooks. There were some plot threads from chapter one I thought had been dropped, but as it turns out they were only really dropped in Kasane’s story, and were far more focused on in Yuito’s, while he didn’t engage with most of her whole deal until the endgame. She spends most of her story dealing with causality and time travel, and he doesn’t even know time travel is a thing at all until there’s maybe 25% of the game left. And at the end, it still manages to feel complete coming from either side. The supporting cast is extremely strong, too, and the way powers flow together make the fights feel dynamic, fun, and tie to the themes of combining disparate people to make things better for everyone - to stop holding onto the past and strive for a better future, no matter how much work it takes.
1. 13 SENTINELS: AEGIS RIM
You should play this game. There’s no two ways about it. It’s a severely underrated title with incredible art, writing, gameplay, voice acting - 13 Sentinels fires on all cylinders. It’s half visual novel walkarounds with the occasional puzzle, exploring the individual stories of the thirteen protagonists across a variety of genres. One character is doing 80s high school movie hijinks with his exposition-loving best friend, while another is trying to solve the disappearance of her best friend. Said best friend is engaging in escapades with a small alien just like her favorite UFO movies, and a fourth guy entirely is doing Blade Runner shit. At one point, there’s a character who has appeared fairly infrequently and finally becomes available to play, and when he appears on the select screen, he’s standing in front of a sea of flames while the other characters typically appear in front of schoolrooms, city streets, their own homes. The emotional beat when you click through and hear him start talking about how he’s proud to be enlisting as a Japanese soldier in 1944 is one of the strongest in the game. Each story weaves around another and provides further depth to events you’ve already seen, while the entire chronological story is combined into a single timeline of events you’re free to look at whenever. But then, on the other side of the game from the character stories, you have the fights - or, rather, the fight. Because the combat side of things all takes place within pretty much a single day - a grueling, nonstop battle where the characters must drive away wave after wave after wave of invaders without letting even a single one through. Each has their own mechs and certain special abilities that gear them for different scenarios, and if you want to experience everything, you have to bounce back and forth between the stories and the fighting, constantly unlocking aspects of the other. The biggest problem with the game is just choice paralysis - there’s so much to do, it’s hard to know where to start. But once you’re able to bite into it, chipping away at the Gordian plot rewards you with a deeply moving story about the plight of a generation thrust into a ceaseless strife, burdened by the heavy expectations of their predecessors to finally solve it and the even heavier feeling that there just are no answers to find in the first place. And also, there are sick as fuck giant mechs. I told you I was in my mech era this year.
#i don't really know what to tag this or if i really even should but#i really liked writing these and i'll probably write a little for every game i beat in the upcoming year#i do a thread on twitter chronicling the games i beat#with the state of twitter as it is i'm gonna move that to here and cohost#but enjoy!
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