#there might be some actual gameplay in between but its a 6 hour video i might check it out over the weekend if i dont forget by then
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misunderstandings-georg · 1 year ago
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They should make a mech shooter for gamers who are bad at everything.
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fanfoolishness · 1 year ago
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The Music of Jedi: Survivor
Last night I went to the Grammy Museum for an event celebrating the Jedi: Survivor score!  Sometimes living in Los Angeles has its benefits.  It was an evening with composers Stephen Barton and Gordy Haab, as well as their recording engineer Alan Meyerson, moderated by Jon Burlingame.  I took copious notes throughout so I could share them with you all :) All quotes are paraphrases, I’m not that quick a note taker.
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My husband and I settled into our seats, me vibrating with excitement as the lights dimmd.  I was already hyped to hear the composers talk about my favorite game and their process for scoring it, but then my jaw fell out of my head because who strolled up on stage but fucking Cal Kestis himself, Cameron Monaghan, unexpected and uncredited on the event description.
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I almost rolled out of my chair.  Then I frantically started smacking my husband (who’s never played the game, but loves music and production) and hissing “it’s him it’s him it’s the Jedi!!!”
Cameron’s intro was brief but lovely.  He introduced himself, then paused and said something like, “Do you hear that?  That’s the sound of silence. That is awful. I can hear my own thoughts!  No one wants to play a game like that.  Which is why we have these guys!”  He introduced the composers, Stephen and Gordy, as well as the sound engineer Alan and the moderator for the event, shook their hands and exchanged some hugs, then sat down in the audience.  Giddily I returned to my notes as Jon led the discussion.
Q: How did you get into scoring video games?
Stephen was a gamer and had always been interested in working with video games.  They were “enticing” and the schedule was much more appealing than for TV, where you might be handed a script and told to get the music back in a few days.
Gordy hadn’t worked particularly in games before.
Alan has been mixing and engineering video game soundtracks for the past 25 years, like Gears of War.
Q: What’s the difference between scoring a film and scoring a video game?
For film, it’s adding music onto what already exists; often the composer isn’t involved until the last 6 weeks or so of production.  (Fun fact I learned earlier this year, Ludwig Goransson was involved from the start on Oppenheimer because Christopher Nolan specifically wanted to subvert that.) 
The film is fairly static by the time the composers get their hands on it, so things are unlikely to change.
Video games are more like trying to put clothes on someone running a race, because drastic changes can happen at any time.  The timeline is also greatly extended — 2-3 years is common — so things may evolve and shift drastically in that time.
Film is also much less volume of music… they wrote an entire 8 hours!
Q: Is there a Star Wars music “house” style?
Initially Star Wars projects outside of the original trilogy were often scored as if they were B sides to the original soundtrack.  But the aesthetic is evolving.  There are a few standards though — there must always be that symphonic scale.
The score was performed at Abbey Road.  Alan mentioned that he was actually there on 9/11 working on a movie about a terrorist attack.  Stephen loves recording at Abbey Road so much he and his wife named his daughter Abbey.  All three of them agreed that Abbey Road is magical and the orchestra practically blends itself; for choral performances, all you have to do is stick a couple microphones in there and they sound fantastic.
They played a clip of “Dark Times,” with gameplay footage intercut with the symphony performing at Abbey Road.  They explained that they wanted to develop a new theme for the Empire.  At this time, the Empire just is.  You can’t use the Imperial March, because the Imperial March is how the Empire perceives itself.  But how does Cal see the Empire?  It’s dark and ominous. It’s everywhere.  It’s a fact of life.
Gordy explained that they literally shaped the melody like the sinus rhythm of a heartbeat to indicate that Cal’s on the run, his heart always pounding, never safe.  They used a full 12 tone chromatic scale to keep the track always uncomfortable and unsettled.
Stephen is such a Merrical shipper!  He talked about how one of the central conflicts of Survivor is Cal struggling with his feelings towards Merrin, and what do you do when you’ve utterly lost the fight?  He pointed out what the Senator tells Cal, and calls him a pretty reasonable guy.  Do you stop fighting when you’ve clearly lost?  “Maybe Cal should go shack up with Merrin somewhere and have a nice life.”
Q: What is it like having so much funding for the score on a game like this?
All you can really sell now is quality, and people expect it now.
Q: What is the process like?
They are brought into the game in the script phase, where they may see some concept art and get to read the script to help determine the story beats.  
The collaboration is joyful!  It seems like it could be really scary, to have game play testers, the game designers, and other music folks all weighing in on how the score is working or not working, but they actually really enjoyed it.  They’ll usually do about half the music, then have people test play it for a few months, come back with notes, and then work on the remainder after seeing what worked and what didn’t.
They played “Flight” in its entirety with gameplay of Cal and Merrin outrunning the Trident, and talked extensively about our girl Merrin!  Stephen talked about how in JFO, Merrin was important but not as big of a player.  Now in Jedi: Survivor, Merrin is vital,and we can see her story arc take shape.  Her small motif in JFO was expanded into an epic, heroic scale after we see her power with portals and moving on the wind.  They reached for all kinds of wind instruments, from Alpine horns, Tibetan horns, and even the “most tasteful vuvuzela ever.”
Note: it’s almost as heart-pounding to watch that sequence on the big screen as it is to play it!
They both said that some music flows onto the page and is easy to write; the escape from Jedha sequence was not one of those!  It wasn’t easy to write, mix or play!  A hundred people worked on this song, and it was hard as hell.  The orchestra musicians kept coming up to Alan and telling him they loved playing it because it was such a challenge.
They don’t always tell the studio who wrote what.  They work well together as they both love bourbon and coffee!  Stephen says he’s great at about ¾ of the tune but not the ending, whereas Gordy can fix that up in a jiffy.  They also sometimes divvied things up by planet or emotional beats.  
Q: I noticed in this last song (“Flight”) there was a choral element.  How do you decide when to incorporate choir instead of synth choir?
Choir is often the first casualty of budget cuts since it’s so many people involved.  Sometimes, synth choir is chosen for just a vibe or an extra layer.
However, there’s a rule that in musicals when the emotion is building to a point that words can no longer contain them, that’s when a character must burst into song.  For a score, when the emotion is swelling and can no longer be contained by mere instruments, that is when to pull out the choir.  So we see it in “Flight.”
Me: We also see it in “Rage,” muahahaha.
They used 120 singers for Flight and only needed 3 microphones because of how good Abbey Road sounds.
They prefer amateur choirs to session professionals since you can sometimes have too-professional singers trying to out-sing each other, and amateurs are usually more relaxed.
Q: There were a number of unusual or even invented instruments used for this score, tell us about them.
Gordy made bottle chimes.  He accidentally dropped a bottle of water while playing tennis and a ball pinged off it, making a lovely sound.  He ordered 20 metal water bottles and strung them in a wardrobe rack with different amounts of water in them.  Because it took ages to make, they used it in loads of places in the score.
Stephen went nuts and ordered 200 containers of BlueTack for the pianos for Koboh.  They wanted Koboh to sound like the old West, but not that spaghetti Western honkytonk piano sound.  If you make BlueTack into a sausage shape and roll it around a piano string you can make it make these strange broken sounds sort of like a gamelan.  This is called a prepared piano.  The low bumbumbum noises when first getting on Koboh and meeting the pit droid?  Freaking piano.  I would have never guessed!  They did this to 3 pianos.
They played a clip of Where the Nekkos Roam.  They used the prepared pianos, an orchestra, dulcimers, Basset horns, euphoniums, tubas.  They wanted Koboh to feel lived in and to have history expressed in the music.  The musicians were excited to have to rent out Basset horns since like nobody actually owns one.
Q: Tell us about the cantina music.
The original cantina brief from George Lucas to John Williams was apparently, “what if aliens came down in 1000 years and found sheet music from Benny Goodman, but didn’t have the same instruments?” And thus we got the Mos Eisley cantina theme which is almost unbeatable.  
They were thinking of scoring the cantina music themselves, but then thought, “what if we gave that brief to a bunch of really cool bands?”
They highly recommended Dan Mayo from Tantran.  They recommended taking a few hours to watch him kick ass on the drums on YouTube.
Tantran recorded "Fields of Dusk" for the cantina first, then Stig came back and said “what if we wove this into the score?  What if it was Cal and Merrin’s love theme?”  Then they created a symphonic version, also partially inspired by a Joni Mitchell song.
They played part of the cantina version of “Fields of Dusk,” then they played the symphonic version with Cal and Merrin riding the spamel to Cere’s base.  They gushed about being able to work with the story and the subtext.
Alan said that "Fields of Dusk” “is visceral.  It vibrates shit inside of you.  Mixing it was a highly emotional experience for me.  Even now sitting under the subwoofer — it’s right here, over my head — it’s very emotional.”
Q: How many motifs do you have?
“Seven thousand.” - Stephen
Gordy later amended that to about two dozen, but with tons of variations.
Q: What are the interactions like with the game developers?
They get to be in the building with them, working on the narrative team — making sure to serve the story first.  It also lets them practice gameplay or watch others playing to see how it flows.
Again, it’s a 2-3 year process.
They played the clip of Cal and Merrin making a campfire in the cave on Jedha.  Stephen is all about the Merrical ship (not that he used those words, alas, but still)!  He said this was such gorgeous writing, really allowing the technology to showcase the acting, and it’s his all time favorite scene in the game.
The whole theater clapped as he said that.  Yes!  A whole theater clapping while someone was talking about Merrical and calling it gorgeous. *sobbing forever*
Q: What has it been like to meet fans?
They’ve been delighted by the fans and how much they love the characters and the amazing performances of all the actors in the game.
Q: Are there plans for a sequel?
Stephen: “Are there Lucasfilm snipers out there?  Look for the red dot…”
Gordy: “There’s not NOT plans.”
Fan questions!
Alan mentioned he loves doing the hardest piece first!  Then it’s all skiing downhill.
A fan asked about more weird created instruments.  
They also used a bunch of bamboo smacking other pieces of bamboo, as well as using little drums from other purposes or sets.
Was there anything they messed up or wanted to do differently than they did in JFO?
They accidentally didn’t loop music in the hangar on Zeffo, so if you stick around there for more than 3 minutes, it just becomes wind sound and gets very lonely.  A live streamer was playing the game, talked to his audience for like 10 minutes, then wandered around almost in silence as his fans commented “why is this game so quiet?”
Gordy wanted to make JFO sound much darker and got his wish in Survivor.
I had so been hoping they would talk about “Rage” and the struggle with the dark side, but they were sort of avoiding spoilers.  So when they got to the Q&A I had to speak up.
I asked, “What was it like working with darker themes later in the game, like with Rage?  You see a real shift in the motifs and there’s also more amazing choral work.”  Their faces seriously lit up XD
Stephen said this was one he handed to Gordy because it was very difficult.
Gordy said that this is Cal at his worst, so it had to be so over the top.  Think of consonant sounds crashing through the melody, Cal trying to keep control of his thoughts but they’re twisting away, he’s trying to think straight and can’t.  It’s discordant.  It’s also scored to evoke a heartbeat throughout, like breathing.  
It was so hard for the choir to do, going back and forth — you can’t do that with choral samples or synth!
They ended with a video they played from their Hollywood Bowl show in June, and said we were only the second group of people to see it.  They played a clip where they do use the classic Imperial March, but contoured so you only get the silhouette of its shape, instead of the full sound.  It ended with a clip of the Tantran band playing a wicked awesome set out in the desert.  The last image they showed was a list of the 287 people who worked on the score!
We let out and I did get to meet them!  Stephen was lovely  and I told him it was just such a beautiful, haunting score.  I actually had a sketch of the campfire scene with me and he signed it!  His daughter Abbey is an artist too and she was really impressed by my sketchbook (she looked to be about 11).  Gordy also got to see a bit of my sketchbook and signed Cal in Nova Garon!  What an awesome night!  We didn’t see Cameron again but I was so astounded to see him the first time I didn’t mind at all.  
SO COOL!  Sometimes, kids, living in Los Angeles isn’t so bad!!
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henrygamedev · 3 years ago
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Jet Set Radio - Breaktime Breakdown
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Jet Set Radio is a Dreamcast game. I don't own a Dreamcast.
Jet Set Radio is about one thing, style. Whether it's the graphics, gameplay, or music, Jet Set Radio is constantly defining itself by its unique identity.
Being one of the pioneers of the cel shaded aesthetic, Jet Set Radio has a style that stays fresh even 20 years later. It's not perfect, there's definitely some ugly models. But, this is due to technological limitations, not to mention that the game is on the forefront of a, at the time, brand new style.
We've talked about the video, now for the game. It's about futuristic incline skating, and graffiti. At first, the game feels clunky. With a weird dash mechanic, and grinding that feels like you're either going too fast or too slow, it might feel like this game is all about the slick graphics and the funky beats. Then you play it for a few hours and you realise it was you who was being clunky.
Once you have a handle of the controls, the game lets you move and travel the way you want. While the games sometimes s a bit resistant to your control, skating and grinding at full speed, racking up points with combos and loops, and graffitiing on the go, all make you feel like you have a true mastery of the controls.
The game features a campaign. During the main story, each mission will take place in 1 of the 5 level's subsections. Keeping itself interesting, the game has a variety of game modes peppered throughout. These vary from simply having to avoid the cops while spray painting all the walls, to having to race through one of the game's levels. Most of these modes are fun. 
The maps change slightly in between each mission; only simple things, such as a door that was closed now being open. Normally, this leads to the world feeling alive and varied, but occasionally, it leads to problems when the trick to beating a level is going through a shortcut that didn’t actually exist 10 minutes ago.
Finally, the music. Jet Set Radio is known in video game spaces for two things, its graphics which I talked about above and its unique soundtrack. Composed mainly by Hideki Naganuma, the game features cut up samples accompanied by funky bass lines and fitting instrumentation.
It's pretty good. I listen to a couple songs along with Real Life Songs in some playlists, which I don't normally do with game music. Not only is it good music, it is also incredibly fitting for the game's graffiti punk style.
Despite having Old Game Jank, Jet Set Radio is an incredibly unique skating game with solid controls and an amazing identity. If I had to give it a rating, which I have apparently decided I do, I would give it a 14/16. That's 6 more than average!
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gennarenee · 4 years ago
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My Devil May Cry Game Ratings
Alright so I finally finished playing all the Devil May Cry games (barring DMC2 and DmC), so I wanted to write out my thoughts and reviews of the games in order of my favorite to least favorite. I played the games in the order of 5, 4, 3, then 1.
#1: Devil May Cry 5
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DMC5 was my introduction to the series. I first watched a whole play-through of the game as background while I was working on a research project, but it looked so fun that I bought it on the steam summer sale and I loved it as much as I thought I would. The combat is intricate and fun, and I’m still discovering new tricks and play-styles (I think I’m on my third play-through of the game??). I love V’s character, but on my first play-through I didn’t know the story of the DMC universe, so I was disappointed when he turned back into Vergil. Now that I’ve played through all the games though, I love the story even more and I understand now how V is an important step in Vergil coming to terms with his humanity (also I love Vergil too now). Having played the other games too I can now see all the references this game makes to the previous games as well which is really cool.
Overall 10/10 this is my new favorite game and has beat out Bayonetta as being my favorite game of all time.
#2: Devil May Cry 4
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As previously stated, I’m a huge Bayonetta fan, so you can imagine my excitement at all the parallels between this game and Bayonetta (aesethically, story-wise, etc.). However, DMC4 is definitely not a finished game, so I’m actually glad that Bayonetta basically stole the concepts of DMC4 and made them better. 
The start of this game is my favorite out of all the DMC games. I love the scene of Kyrie’s performance in the church while Nero battles demons in the street, and I think this does a really good job of setting the scene for the game. Fortuna is aesthetically beautiful, and the game’s music is fantastic (I’ve had “Out of Darkness”, “The Idol of Time and Space”, and “Shall Never Surrender” on repeat for the past few weeks). Having finished DMC1, I can see now too that Fortuna, Fortuna castle, and the enemies take a lot of inspiration from Mallet Island in DMC1. 
Combat wise, I loved playing as both Nero and Dante. After playing DMC5, Nero’s combat felt a bit lacking, but nevertheless I had fun smacking demons around with the buster arm. I adored playing as Dante, and I enjoyed his combat style more than Nero’s. HOWEVER, this brings me to the game’s biggest flaw: while Dante is super fun to play as, his levels are absolutely awful. Instead of creating a new area for Dante to explore while trying to save Nero, the entire 2nd half of the game is spent backtracking through all of the Nero levels. Like seriously Capcom?? I was aware of the backtracking before playing this game but having basically half of the game backtrack through the first half is ridiculous. The areas themselves also felt disconnected. Fortuna, Fortuna Castle, and the jungle all were interesting areas on their own, but it doesn’t make sense going basically from Italy, to a frozen mountaintop, to a jungle, all on a single island. 
All in all though, I’d give this game a 7.5/10. While repeated sections were annoying, the combat was fun and I love the aesthetic of the game and its soundtrack. Also Nero and Kyrie’s relationship is adorable.
#3: Devil May Cry 1
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This might come as a surprise, but I enjoyed DMC1 more than DMC3 (but I’ll get to this more in the next section). 
First, I’m glad I played all the DMC games in reverse order. When I first picked up DMC1 after completing DMC5, I was shocked with how awful the camera system and general gameplay was, so I put down DMC1 to replay DMC5. However, when I came back to DMC1 after playing all the other games, I had become adjusted to the lack of features in each game, so I no longer felt as annoyed with the camera and gameplay. In fact, I enjoyed the gameplay a lot more than I thought I would. I imagined that the game wouldn’t live up to today’s gaming standards, but I was pleasantly surprised with how much I enjoyed the combat. I missed having access to the different playstyles of future games, but this Dante’s gameplay almost felt like a mix between trickster and gunslinger, so his combat style was not as empty as I thought it would be. 
Much like DMC4, I also really enjoyed the aesthetic of this game. Having played DMC4 before DMC1, I almost had “reverse nostalgia” for the scarecrow enemies and the castle aesthetic. I also really liked the level designs. While the levels in DMC4 felt disconnected, I could see the areas (castle, canyon, coliseum, pirate ship, etc.) all existing on one island together. In terms of bosses, I wish that there had not been repeat fights. While I loved seeing V’s familiars having a role in this game (again, “reverse nostalgia”), I could’ve done with a couple less Nightmare and Nelo Angelo fights. 
In the end, my biggest complaint about this game is that it’s too short. I started this game at 5pm yesterday, and I’ve completed it in under 5 hours. While the game is short, it felt like there was almost no plot until the very end of the game when you fight Nelo Angelo Vergil. I wish they would’ve expanded upon the story and included more information on Sparda and Eva and Dante and Vergil’s childhoods, but I understand that this game was the first in the series and made in 2001. 
Overall, I’ll give the game a 7/10. While I can’t imagine myself replaying this game (especially since there’s no other playable characters besides Dante), I had an overall pleasant time playing this game.
#4: Devil May Cry 3
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First, while DMC3 is the last game on this list, I want to clarify that I enjoyed all 4 games, and this game is almost tied with DMC1. However, there are just some choices in the game that made this game a less enjoyable experience for me. 
Combat wise, while it took me some time to adjust to only having one style at once, DMC3 has my favorite weapon set out of all the games. I loved played with Cerberus in DMC5, so I was excited to have the opportunity to use this weapon again in DMC3, and the same goes for Beowulf and Kalina Ann. While I didn’t use it that much, I also adored the Nevan weapon, and it seems like a perfect weapon addition to the game series (if only we could’ve seen something similar in DMC5!). I also enjoyed the story of this game. It was nice getting more of a backstory on Dante and Vergil, and Dante definitely grew as a character by the end of the game. It was also nice finally seeing Lady’s backstory. Arkham/Jester annoyed me, and one of my favorite parts of the game is when Vergil basically goes from “I need to begin the all important ritual” to “Okay we need to get rid of this clown ASAP”.
But, what this game makes up for in storytelling, it lacks in general gameplay and aesthetic. The game’s aesthetics almost felt bland, and many areas in Temen-ni-gru were just brown/grey stone. I also wish the early enemy design went outside of the “grim reaper” aesthetic. While I know others have different opinions on the matter, I feel that DMC3′s aesthetic was very one note, and suffers from the opposite problem of DMC4. In terms of gameplay, I felt that most of the item quests did not make sense and were unnecessary. For example, many of the doors require orichalcum to open, but randomly finding a piece of orichalcum on the ground doesn’t make sense story wise. I remember a level specifically where you have to drop down to the library to find a key item, but the library is even before the start of the level.
Compared to this, the item quests and backtracking in DMC1 made sense. For example, finding a key in a room in a castle to use on another door in a castle makes sense. Even weirder item quests, such as finding the trident to open the door, make more sense than DMC3 missions. While I do not know what orichalcum does or what it is, in one of the rooms in DMC1 there is an item with 3 holes in it, and it makes sense that the trident item gained later on would go in this space.
Finally, one of my biggest complaints about this game is the boss battles. Now I might just suck at video games, but it took me way too long to defeat some of the bosses on Devil Hunter. For example, it took me longer to figure out the Vergil fights than it did for me to complete DMC1. Bosses like Beowulf also sucked due to relying on the smaller eye hitbox. In contrast to DMC1 as well, these bosses were at the end of a level, as compared to being a separate mission, so if I wanted to leave and come back later, I’d have to replay the entire mission first. 
Overall, I’ll give the game 6/10. Will I replay it? Possibly, I know I can play as Vergil, so it would be fun learning his moveset. However, a game’s aesthetic is almost more important to me than gameplay (that’s just a me thing), so I’m not sure that I would enjoy playing through the levels again due to their lackluster design.
Ending Thoughts
And that’s my rating on (almost) all the DMC games! While some of the gameplay in the earlier games was annoying, I definitely love this series, and I plan on reading the extra novels/mangas outside the game (I’ve already watched the anime). Hell, I’ll probably read some William Blake and the Divine Comedy itself.
Let me know what your ratings are! I’d love to hear everyone else’s lists. 
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mamthew · 4 years ago
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My full review of Persona 5: Scramble. Some mostly minor spoilers scattered throughout, though I try to flag them in advance.
When Persona 5: Scramble was announced, my expectations were fairly low. As it was yet another Warriors spinoff of a better-known series, I expected Hyrule Warriors but with Persona characters. I thought we’d get the P5 crew, maybe even a few from P3 or P4, maybe a villain or two, mindlessly tearing through thousands of enemies in essentially interchangeable levels, justified by a threadbare, 6-hour story. The demo, then, blew me away. It was just…the beginning of a sequel to Persona 5, maintaining the locations, presentation, and characters of the original game, but with a beat ‘em up battle system. I began thinking of Scramble as a direct sequel to literally my favorite game of all time, including everything a sequel might entail. 
Having played through almost all of Persona 5: Strikers (I have started but not bothered seriously attempting New Game+ in Merciless difficulty), the game we ended up getting was halfway between those, I think. They managed to recreate the presentation of P5 impeccably, with gorgeous menus, beautiful battle effects, entertaining scene transitions, etc. However, the half of the game that isn’t dungeon-crawling is deceptively scant. The story centers around a road trip across Japan, but each city isn’t nearly as realized as P5’s Tokyo, with only about 3 rooms apiece, and some of the later ones not even getting a hub at all. The hubs really only exist to have shops, with none of the time management, minigames, or relationship building in a mainline Persona game. Still, it’s the only Persona spinoff I’ve played that has a real-life component at all, so I found it refreshing to get to wander Sendai, Okinawa, Osaka, and other towns in a game I’d initially not expected to have any towns at all.
The dungeons are where this game shines, though. They’re actual Persona 5-style dungeons, made occasionally even more dynamic with the addition of platforming and sidescrolling sections reminiscent of Nier Automata. The battle system uses the bones of the system in every warriors game, but slowly builds on it with more and more complexity until it’s not only a unique system, but is honestly one of the more engaging action battle systems I’ve played in a minute, in which you’re constantly trying to time dodges just right for extra hits, which can then open the option to either get in an extra hit with your character, which heals some SP, or switch to another character for an extra hit with them, which increases the rate at which the special gauge increases. As Joker, you have an array of Personas you can switch between on the fly, shifting your moveset, your stats, and your strategy as you go. Each of the other characters has their own gimmick that makes them unique and fun to play and sets them apart from Joker, who otherwise would have access to all their elemental attacks and stat spreads. Strategically placed objects around dungeons can be used to pull off special moves in battles, as well, letting you jump up to chandeliers and drop them on enemies or dive off of walls and tackle enemies. The battle system takes a little too long to actually become complex, but once it actually reaches that point it’s really rewarding. The bosses, too, are fun, with designs deserving of the Persona name and strategies that make full use of the environments. You can even replay them at different difficulty levels as the game goes on. I’ve never played a Koei Tecmo game with this much polish, and the battle system makes me hope the Warriors team goes to try an actual Platinum-style character action game. I think they’d knock it out of the park.
I’m a little split on the story of this game. The bones of the story are good. The characters are all written perfectly, and seeing them interact again was enough that I actually teared up a bit when I first booted up the game. I enjoy the new characters, and they work well with the party. The pacing is solid and it has a good emotional core. The villains are decent for the most part, and the ending is pretty satisfying. Several of the villains directly correlate to specific party members, too, which gives us further insight into those party members, and lets us watch as they see themselves in someone else and recognize where that other person broke off from their path. The game is in part about trauma and the ways it drives individuals to lash out at a world they’ve always believed to be cold and unforgiving, which could be a powerful message if done well. In this game, though, it’s not done very well at all. The ultimate message – if this game could be said to have one – is that individuals without support networks are driven by trauma to make bad decisions. That’s not…necessarily untrue, but it’s not…necessarily true, either. This message is probably at its worst when the game gets into inadvertently ableist territory with a character near the end, who -spoilers until the end of the paragraph- tries to essentially enslave mankind because her dissociation due to trauma convinces her that she has no emotions and therefore the species as a whole should have no emotions either. It’s…frankly a really gross bookend on a game that, until that point, had managed to avoid most of the issues with male gaze and homophobia that the original game had.
Every message in this game, though, is too individual-focused to function as a real message or social commentary. It even undercuts the sharp themes in the original by showing people in similar positions of power as the original villains just…choosing not to fall to corruption and consequently avoiding all of the problems that would arise from their power discrepancy. For a spoilery example until the end of the paragraph, the villain in Persona 5 who’s a CEO is a villain because his need to make profit drives him to exploit his workers, paying them less and working them more. The villain in Strikers who’s a CEO is a villain because his father was abusive and that led him to think people must be controlled. One is a real-world problem applicable to any CEO. The other is a story that exists only in the fictional realm.
This wouldn’t be such a glaring issue if Persona games – and especially Persona 5 – weren’t known for their social commentary. That’s not limited to the main games, either. Persona 4 Dancing was a rhythm game with a story about parasocial relationships and the pressures they place on public figures. Strikers ostensibly touches on parasocial relationships, but doesn’t…really have anything to say about them.
The game does try to make a statement sometimes, but everything it tries to say is disjointed, at odds with the previous game, or inapplicable to real life. The villains’ deeds don’t really have much similarity to each other, either, unlike in 5, and it’s stated outright that several of them would not hold any power at all without the supernatural world, which both prevents their stories from saying anything about the real world, and flies in the face of the purpose of Persona as a series. The supernatural worlds in Persona games are the collective unconscious, which means that the worlds are used to give the characters and the player visual representations of abstract concepts. The Palaces in Persona 5 are not the sources of the villains’ power; that comes from regular old societal hierarchies. The characters in Persona 4 were experiencing their inner turmoil before they were sucked into the TV world, and the midnight channel only made manifest what was already there and unseen. Conversely, the first two villains in Strikers are only in the public eye because they use supernatural means to make people like them. That the supernatural means involve smart phones doesn’t say anything about technology, because that’s not how technology actually works. In a follow-up to a game that was as furious at the world and desperate for change as Persona 5 was, it’s a glaring departure for the characters to just…befriend “the good cop,” or -spoilers again- push the mayor who’s based on Margaret Fucking Thatcher to run again but do things the “right way” this time.
That being said, I’m not actually that upset with this game. I have a lot to say about its missteps because I have a lot to say about Persona 5, but the gameplay is legitimately fun, and I do really love seeing the characters again. I’m more bemused than upset with the game’s fumbling of…the thing that made me fall in love with Persona 5 to begin with. Part of that is because the game is still so solid and fun, and the characters are written so well that I can overlook the issues. Even deeper, though, is that the last few years has radicalized so many people that the statements made in Persona 5 are simply…more visible in the mainstream than they were when it released. Late show hosts rage about the exploitation of waged workers. Video game streamers remark on the cruel arbitrariness of the current system. Shows about cops are being pushed to justify their existence to an increasingly disillusioned public. I think if Persona 5 released today, it wouldn’t have the same impact it did in 2017. To my mind, the game no longer carries the responsibility it once did. So this game is fun and doesn’t really matter, and that’s actually okay.
But if Persona 6 isn’t a return to form, I’ll take it back.
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kyndaris · 4 years ago
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Familial Bond
With video game releases that I’m interested in few and far between (or delayed), I felt compelled to make a proper dent in my pile of shame. In truth, it was just a simple excuse for me to pull out in order for me to finally finish Kiryu’s saga by playing through Yakuza 6: A Song of Life. Unlike the last two titles in the series, Yakuza 6 returned its focus on our favourite civilian-who-looks-like-a-yakuza, Kiryu Kazuma. There would not be four characters all vying for my attention with their separate narratives that would collide in the last chapter. Would there still be some strange government cover-up bullshit? You bet! So, without stopping to wonder if I should play something a little more light-hearted after finishing The Last of Us Part II, I dived head-first back into Kamurocho.
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Yakuza 6 starts right at the end of Haruka throwing away her cherished dream because she could not continue lying about her family. Despite Haruka’s best attempt at reuniting with both the other orphans at Morning Glory and Kiryu, her father-figure is almost immediately arrested on trumped up charges of assault. With Kiryu’s decision to cleanse himself of his sins, however, Haruka is left at the mercy of the media. Unable to deal with the negative press, she then flees Okinawa to allow her pseudo-siblings the chance at achieving their own dreams without casting a shadow.
The motivation felt incredibly shallow as it all played out, considering that Haruka barely called the other children during her three years stint away. When Kiryu returned, it was understandable that he would be somewhat outraged to find Haruka gone. I’m not entirely sure who looked after the rest of the orphans. Maybe Ayako? But where would they have obtained the money to be properly fed and clothes? Were the subsidised by the government? Plot holes aside, Haruka’s disappearance was enough to spur Kiryu back to his old stomping grounds to find out what had happened to his young charge.
In Kamurocho, however, many things have changed. Increased tensions between the Tojo and the Saio triad now pushing into the area have put people on edge. But as Kiryu wanders around, hoping to find clues on the whereabouts of Haruka, he is informed that she was involved in a hit-and-run. And SURPRISE! there’s now a baby in the mix.
With such an odd beginning, it took some effort for me to properly click with the story. Like many, I had placed Haruka on a pedestal. The fact that she became pregnant and had birthed out a son seemed unfathomable. And then for the child’s father to have been a member of a small yakuza family in Hiroshima AS WELL AS THE HEIR TO THE SAIO TRIAD was a bit much to take in.
As such, it was imperative that I distracted myself with almost all the substories and side activities that were on display. And there were many. From being the manager of a baseball team to ousting a corrupt gang from the streets of Kamurocho. I very much liked the spearfishing elements as they brought a new dynamic to the gameplay that I was accustomed to when it came to the Yakuza series. The reintroduction of Pocket Circuit Fighter was also a fun distraction. 
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But, of course, how could I forget Ono Michio? Though it was widely out of character for the usually serious Kiryu to don a mascot outfit with a huge tangerine head, I found these moments of levity enjoyable. They also proved to be a great distraction from a plot that only picked up steam in the latter half of the game, which was prone to spamming players with copious amounts of revelatory cutscenes in the last two chapters.
And yes, why has NO ONE ELSE ever thought to use SKI MASKS to hide their IDENTITY BEFORE? Once they were pulled out of the proverbial hat, it made little sense that none of the main characters ever thought to use such a disguise in their more nefarious crimes. 
Also, chucking Haruto around like he was a football IS A TERRIBLE IDEA! THIS IS A BABY WE ARE TALKING ABOUT!! True, he might have enjoyed being thrown up into the air, but one does not simply pass him around as if it was a game of rugby. Honestly, story writers, do you have any lick of sense?
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Then, of course, the narrative had to force Kiryu into trying to dig deeper into the ‘secret of Onomichi.’ Though Haruto’s life was not in any further danger, Kiryu’s endless curiosity to find out more served to elongate the story for a couple more hours - with a final confrontation that saw Kiryu shot three times and losing consciousness with Haruka bearing witness to his ‘final moments.’
Overall, the narrative was serviceable in that it allowed for a proper send-off to Kiryu Kazuma. After ten years of playing as the Dragon of Dojima, it was appropriate that Yakuza 6: A Song of Life made so many allusions to the previous titles - mostly in the character arcs. Unfortunately, since the title was solely focused on Kiryu, many of the other characters that fans fell in love with such as Daigo, Majima and Saejima took a backseat. I also disliked how even as the story focused on Haruka’s disappearance and her child, she remained in a coma for most of the chapters.
Unfortunately, Doctor Emoto and Komaki were absent. And I missed the silly revelations.
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The underlying message of family and the bonds between people left a strong impression on me. After the previous game’s very strong hammer of DREAMS, I was relieved to see that Yakuza 6 kept it subtle and a little more tasteful. In fact, the comparisons between the Lo and Iwami family were excellent in highlighting the importance of understanding one’s children and maintaining a good relationship. I also liked how families were also not solely defined by blood ties. This was particularly evident in the adoptive family feel that came from the Hirose Family and Kiryu’s own experience of growing up as an orphan and seeing Kazama Shintaro as a father-figure. 
Gripes aside, I enjoyed the new songs Yakuza 6: A Song of Life brought into the world. My favourite was ‘Today is a Diamond.’ My least, ‘Fork in the Road.’ But that was mostly due to the game not reading my inputs. After searching on Google, I discovered that I was not the sole person that had encountered the bug. I also very much liked the gym portions of the game and scouting out hidden cats around the cities.
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The one side activity that I was a little hesitant to repeat after completing it once was the live chat. Kudos to the translators that played an instrumental role in making some of the dialogue hilarious. Truth be told, however, it was the less savoury moments of the game and I am glad that I never discovered the photography section of Yakuza Kiwami 2. 
What I also liked was the Chinese. Gone was the halting and incorrect pronunciations from Tanimura. The truth is, though, they probably actually hired Chinese actors to give the Saio Triad proper lines. While some of the translations were not exact, they still managed to accurately portray the meaning behind the words and phrases used. 
The combat was also very reminiscent of Yakuza Kiwami 2 with experience points separated into strength, agility, spirit, technique and charisma. It was a little annoying that normal mobs could still reduce my health by such a large amount, but it did feel balanced. I doubt it would have been fair if I just blasted through every fight with just one punch. Although, that would have been entertaining to see.
Yakuza 6: A Song of Life proved to be a decent send-off for one of my favourite characters. Though there were stumbles along the way, it was a solid adventure that kept quite a bit of intrigue. As a writer, however, the plot did feel quite contrived in places, but I swept it aside.
Now with the pending release of a new generation of console, I’ll need to hurry if I want to remain on the front-lines of not-gaming-journalism. Of course, with Yakuza 7: Like a Dragon still on the horizon, it won’t be long before I’ll be back on the streets of Kamurocho. Then again, I still have Judgment to get through...
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Fire Emblem: Awakening Thoughts
As of the date May 20th, 2020, I finished my playthrough of Fire Emblem: Awakening on its one year anniversary of when I got it. It is now June 5th of writing this. This post will be my thoughts and feelings on Awakening, much like the KH3 Grievances and Blessings post last year. Let's get into some history between me and Fire Emblem before I go into Awakening.
As I've said before, Awakening was both my first Fire Emblem game and my first Tactical RPG. Smash Bros. was where I had heard of Fire Emblem but it wouldn't be until Ultimate came out that I would start to get interested. It was because of my friend's preference for Lucina that got me into playing as her in Smash and that's pretty much how she became both one of my mains and a favorite. It honestly wasn't till I listened to the Smash remixes of Id, Conquest, and Lost in Thoughts All Alone that I decided to play Awakening and then Fates. So thanks go out to both Smash and my friend Eric for converting me to Fire Emblem trash!
Much like the KH3 Grievances and Blessings post, I'll be going over every aspect of Awakening I can think of, from the graphics to the gameplay to the story. I'll even include a Best/Worst Girl and Boy of both generations because that kind of thing seems to matter to some people, along with my reasons for why X is Y. Keep in mind that whoever I choose as those categories, it is just my opinion and you're free to disagree with me. I say this because I know that, no matter what I say, some diehard fans will get pissed at me and come at me for daring to shit on their favorite character. I already know some people are gonna get mad because they think X should be Best/Worst and that'll be fun to see (You can interpret that as sarcasm if you want).
Listed below are Awakening spoilers, so if you want to play the game and don't want to be spoiled, now's your chance to stop reading. I know Awakening came out in 2013, meaning 6 or 7 years ago, but there may be some people who haven't gotten around to playing it yet so I want to be courteous to them. Here are my thoughts on Fire Emblem: Awakening!
First off, the graphics. I think they looked really nice for a 3DS game that came out in the early 2010's and I believe this was Fire Emblem's first fully 3D game as well so that's really impressive. The in-game models were nicely detailed, the in-game sprites were nice looking, and the prerendered cutscenes were beautiful. This doesn't mean they're not without their faults, though. I wish the in-game cutscenes were more animated because it's easy to tell when an animation's been used over and over again, I feel as if the in-game sprites have some dissonance with official art, and there are times where expressions or animations for the prerendered cutscenes have looked pretty awkward. In terms of the first and last point, I'm giving IntSys some slack because, as I stated earlier, they were developing a game for the 3DS, a powerful handheld device but it's still a handheld, and this was FE's first 3D game so there may have been issues transitioning from 2D sprites to 3D models. I'll explain what I mean by my second point. I've looked at Cynthia's official art and when I see her face, I tend to see what I'd call a baby face, pudgy cheeks and all. Her in-game sprite, however, her face is sharper, more mature, if that makes sense. Maybe it's the pigtails throwing me off or it's just a difference between two art styles, I don't know. I'm not an artist so there's not much weight behind this but I'm just saying there's somewhat a dissonance between official art and in-game sprites.
Secondly, gameplay. I loved how easy it was and how I could switch between a simple and complex UI if I wanted to see which attacks could hit or what the enemy's stats were. This may sound stupid but I honestly thought it'd be way more difficult due to this being a Tactical RPG. I know strategy's a big part of Fire Emblem but strategy's not a big problem if you're like me and you grind to hell and back. Speaking of which, I played on Easy Casual mode so that might be why it seemed so simple from the get-go. Just to give you an idea of how much I grinded, I put in 200+ hours and that mostly consisted of buying a shitton of Reeking Boxes, spawning Risen on some of my favorite grind spots, and fighting them over and over again. I went through the 3 basic classes each character could have, maxed out their default class one last time, promoted them to their advanced class, and maxed out those classes 2-3 times over. I have a video on my Twitter that shows the stats of these characters and most of them are over 220 (The shapeshifters 300). Needless to say, I loved each and every fucking crit I got. Cordelia even got what I call a miracle crit, which means she got 2 crits in one round and after the enemy attacked, she got another 2 crits. Level grind ain't a joke in this game.
Thirdly, the music. Considering it's part of why I got into this game in the first place, I loved it. As I'm writing this, I'm listening to the OST and it sounds so much better when you don't have the ambient sounds and you're not listening to it through the 3DS speakers. The song that hit me the most and just gave me the overwhelming feels was Id~Sorrow as it played in Chapter 21. It fit so well with the tone of the scene and I just sat there for a few minutes, letting it play in the background as I did shit. Other notable mentions are Id~Purpose, Destiny, Conquest, and the song that is just ellipses. If the music is this good in Awakening, I can't wait to see what's in store for Fates!
Fourthly, the voice acting. For a game where most of the voices come in forms of clips, I thought they were good. Each of the actors tried their best to convey their characters in the clips they were allowed to have and I think it shows. The only critique I have, and it's not the actors' fault, is that some of the characters' voices don't fit them. I'm not saying they miscast these characters, it's more like the direction was off, if that makes sense. Let me bring up Cynthia, Kjelle, and M!Morgan as examples. I don't think it's a stretch to say that, sometimes when you look at a character, you kinda imagine what they'd sound like before you hear their actual voice, right? I already brought up Cynthia's looks so I imagined her voice to sound very high-pitched and maybe a little childlike. I hear her voice and, while she's high-pitched and some of her voice clips do go into that childlike territory, she's nasally sounding and more mature. Kjelle is a complicated case in that, her voice fits her appearance (minus the armor) but not her personality. Her personality is similar to Sully's so I figured her voice would sound gruffer and not...cute, if that's the right word. M!Morgan's, I think, everyone can see the problem with. He's supposed to be the youngest of the kids, right? Since he's the only third generation character and all that? I think he just sounds a little too old for the supposed baby of the kids. Again, I'm not saying the voices are bad or that the delivery/emotion was bad, I just think the direction in which they were voiced don't fit some of the characters. Maybe I'm just thinking in terms of archetypes or something.
Now we move on to the story. I can't say as to whether it was good or not, mainly because I spoiled myself on it way before I decided on playing Awakening, so I don't think I can say much to the quality. The least I'll say is it's serviceable. I'll admit, the one thing I was shocked by was the appearance of the Grima Avatar because I thought Grima was inside Robin the whole time and I didn't think he'd have a separate vessel. I straight up thought Grima!Robin was either my mother or a twin I wasn't aware of so I'm giving credit to the writers for surprising me. Anyway, I think the only flaw I have with the story is with the pacing. I thought the first half was fine, it wasn't too fast or too slow. It was the second half that the pacing couldn't find a middle ground. Now I'm going to say that this half was stretched out over months of my playtime so whatever I say next might be exaggerated because of my procrastinating ass so... I feel like the Valm arc was way too slow and the Grimleal arc had so much trouble finding a middle ground. The beginning of the Grimleal arc was quick but Grima himself decided that I had to finish 2 and a half chapters before I finally got to beat him and you have to deal with constant reinforcements before you kill off the target. I think if it weren't for my overleveled as fuck units, I wouldn't have finished Awakening in time for my birthday.
Just for shits and giggles, I'm gonna say what I picked for my choice with both Luce's judgement and Grima's fate. I picked the self-sacrificial choices, which means I accepted Luce's judgement and allowed her to kill me and I dealt the final blow to Grima so Chrom didn't have to. While I knew the outcomes of both choices and them ultimately not meaning anything, I wanted my Robin to reflect what I would've done and I'm a very self-sacrificial person. Because I made Chrobin happen in my playthrough, which meant Luce was my daughter, I believe that, if my child who came from an apocalyptic world told me I was the reason for that happening and that she came back through time to stop that future from happening so she and the others wouldn't suffer, I would've let her kill me. Parents would and should do anything for their kids and if my death possibly gave my daughter the chance for a better life, I'd take it in stride. As for me dealing the final blow to Grima, if it was to save everyone I loved, I would've done it. Although there's some feelings of wanting to give a big "Fuck you" to Grima and to permanently end the problem so any future descendants wouldn't have to deal with it. This section may sound more philosophical and personal than I usually write but I think it deserved it.
Now we're on to Supports and who I chose to be together. I don't think it's wrong to say that this is where the characters really get to shine and it's because of the Supports I love these kids and how much I'm going to miss them when I move on to other FE games. As for the "canon" couples, I mainly went with characters that I thought would complement each other and this was one of the few things I tried to choose for myself. I tried my best to go for pairings that weren't fan favorites but I'm also not very connected with the fandom as of writing this so I may be completely wrong in which ships were favorites or not. So here are the pairings I got for my playthrough!
Chrom-Robin
Frederick-Sumia
Virion-Miriel
Vaike-Nowi
Stahl-Sully
Lon'qu-Cordelia
Ricken-Lissa
Gaius-Maribelle
Gregor-Cherche
Libra-Panne
Henry-Olivia
Lucina-Inigo
Owain-Cynthia
Brady-Nah
Kjelle-Laurent
Severa-Yarne
Obviously, there are some characters missing from this list and I can explain why. I didn't recruit Kellam and Tharja and it's because your girl is a dumbass. Kellam, I thought, was already on my team, he was just labelled as an ally so I didn't need to recruit him. They really should've made that clear. Tharja, on the other hand, was an even bigger dumbass than me because she decided to charge after Robin, who happened to be in front and was way overleveled, and got her ass promptly beaten with a crit. I regret not getting Kellam but after hearing how awful of a person Tharja is and how many fans are willing to put aside emotional abuse and stalker-like tendencies to have a chance to fuck her, she can stay buried in the sand where I electrocuted her ass. Unfortunately, this does means Noire didn't pop up in my recruitment list and that fucking sucks. The only characters left I didn't have a pairing were Gerome and Morgan. I think Gerome wouldn't really care for a romantic partner because he's all about not wanting to create ties in this time and shit and, since I see Morgan as the baby of the kids, I figured he'd be a little too young to be in a relationship. Despite that, I wish I got him and Nah together because I found out after she was shipped with Brady that Morgan's the only S-Support she'll say "I love you" to and I was immediately filled with regret.
Before I move on to the Best/Worst contest, there's something I need to bring up because I can see what sensible fans have shown now. This game is HELLA gay. Like, holy fuck, how many instances are there where you have two characters of the same sex and they have dialogue that seems to have been written with romantic intent but the writers decide it's meant to be platonic? Maybe I just have this weird line of thought on how straights are because there's no fucking way some of these gay moments would be a thing with even the most accepting straights. Maribelle calling Lissa darling and other pet names, Robin blushing from some of the girls and even mistaking Flavia's proposition for a marriage proposal, Severa looking at Kjelle's abs, the list goes on. I'm not straight because I'd be doing some of this shit with a potential girlfriend if I could! Why did it take IntSys until 3 Houses to implement LGBT+ pairings when this game is right here?! At least this game doesn't have the weird student/teacher relationships 3H has and believe me when I say that, if it weren't for the fact I could give less of a fuck for 3H, I wouldn't play that game for that reason! Anyway, Awakening is hella gay and it should've been the first LGBT+ FE game instead of 3H.
The Best/Worst contest... As I said in the beginning, there'll be a Best/Worst Boy and Girl for both generations because that's fun and it seems to matter a lot to some people. Repeating what I said, this is just my opinion and you're free to agree or disagree with me. One rule I'm putting in is I will try my best to not pick fan favorites. Don't get me wrong when some of the crowd pleasers are good but there are other characters that deserve just as much love as the fan favorites so this is why I'm putting in this rule. Without further ado, here are the rulings!
1st Gen
Best Boy-Lon'qu
Best Girl-Panne
Worst Boy-Virion
Worst Girl-Miriel
2nd Gen
Best Boy-Owain
Best Girl-Cynthia
Worst Boy-Inigo
Worst Girl-Severa
Let's see how many people I piss off with these judgements. So, my reasoning: Best Boy for 1st gen was a big toss-up. I kept wanting to choose between Chrom, Frederick, Stahl, and Lon'qu because they really endeared themselves to me but I chose Lon'qu in the end because he's honestly such a dork (I mean, all of them are) and I gotta admire how he tries to overcome his fear of women and try being there for his wife and daughter if he happens to have one. There's also the fact he has to literally psyche himself up to talk to women if you check in with him in the Barracks and I'm just like "Fucking hell, that's adorable and I GET it". Best girl is Panne because believe me when I say that the moment I see this woman and hear her voice, I'm immediately gay for her. Then she transforms into a giant rabbit, kicks so much ass, and I'm in love. Funny story, I'd talk to my friend about my progress in Awakening on Discord and the moment he asks me who best girl was and I answered Panne, he called me out for being a furry. Granted, I would've automatically said Luce but I'm trying not to pick fan favorites so I get his criticism. If a woman like Panne existed in real life, bunny ears and tail and all, I'd probably become a furry for her, no questions asked. As for worst boy and girl, Virion and Miriel are characters I honestly don't give much of a fuck about. Not that they're bad, I just don't care about their archetypes, if that makes sense. Miriel I found to be boring and Virion's of the Casanova archetype and I've always kinda hated that archetype so that's why they're on the ranking.
Oh boy, 2nd gen. So, best boy being Owain. This boy is going to kill me. He's so adorable and sweet and he's just a good boy. There are literally Tweets on my Twitter where I just gush about him and he deserves so much love. He's just a sweet boy who loves his parents so much and is so proud to be their son and how he manages to rope his cousins (Luce and Morgan) into going with his fantasies and how they just go along with it! Owain is a cinnabun and I want to protect him and love him. Anyway, best girl being Cynthia is sorta the same reason as Owain. She's just so bubbly and happy and just adorable. Yeah, she may get carried away with showboating but I just love her earnest desire to be a hero. I think everyone can see why I paired Owain and Cynthia up. Now for the worst. Inigo and Severa are probably the only characters in this whole game that straight up got on my fucking nerves and for different reasons. Outside of his supports with Olivia and Henry, Inigo's constant flirting with the girls and Robin and inability to take no for an answer just rubbed me the wrong way. I actually put out a Tweet saying how Inigo's like an r/niceguy and I still think he is one. Course, this doesn't mean I didn't have my fair share of laughs from him. I fucking died at his and Gerome's A-Support where he ends up pathetically crying after the emo loner got more game than him and Gerome has to comfort his ass, that was hilarious. It also helped the fact that Liam O'Brien, who I've only heard him as the brooding emo loner role, voiced Inigo as the complete opposite of that and I had a blast. Severa, on the other hand, was...really unpleasant. There's a reason I hate Tsunderes with a passion and it's because they're unnecessarily bitchy towards everyone they know, even if they have no reason to be. Severa, however, was somehow worse because she went out of her way to be horrible to people. My dislike for her was cemented the moment I saw her and Cynthia's C-Support and she chose to make fun of her, despite Cynthia minding her own business and Severa just going "fuck it". However, I should express that I understand why Inigo and Severa are the way they are and that's why I'm not being as harsh on them as I could be. They still have their good moments and I can appreciate them while also raking them over the coals.
So that concludes my review/experience of Fire Emblem: Awakening! Despite some moments of frustration and annoyance, I had fun playing this! I mean it when I say I'm gonna miss these kids but I had plenty of time to spend with them so it's time to move on to newer lands. Next up on the list is Fates and I think I'm siding with Hoshido first. It's funny how, despite me spoiling the story for myself 3 separate times, I still can't remember much, if any, of it so that may say something about the quality. I also know Fates is pretty divisive among the fandom but the thing I know it for is the weird pseudo-incestuous ships it has so that's going to be fun! Hopefully, I'll get around to playing as one of my other mains in Smash, my water horse dragon Corrin, sometime soon and I'll be sure to let everyone know when my journey will start!
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fuse2dx · 5 years ago
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June '20
Trials of Mana
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Maybe not the highest profile remake Square-Enix have put out in recent memory, but one that was pretty exciting for me. I played a fan translation of the Super Famicom original some 20 years ago, so while it's not particularly fresh in my head, there's just enough there to enjoy some infrequent little pangs of nostalgia. The move to 3D has made for some welcome changes to to combat - jumping adds a vertical element to combat that wasn't present before, and enemy specials being clearly telegraphed and avoidable puts a little more control in your hands. There's still a good amount of 16 bit jank though - combo timing feels unreliable, the camera's often a pain, there's plenty of questionable hit detection, and you definitely wouldn't want to leave your fate solely in the hands of your party's AI. Willing to put most of this aside, what actually mattered more to me was that it still had the kind of playful, breezy nature, it looks and plays nicely, and that it progresses at a nice clip. Party selection will change the way you fight moment-to-moment, but only provides minor and very brief deviance from the main storyline, most of which is the kind of schlocky cartoon villainy that will have you looking for a skip button before it would illicit any kind of emotional response. But you know what? Overall, I still enjoyed it a lot.
So while it may not be revolutionising the action RPG, what it does show is that Square-Enix is capable of acknowledging their history of previously untranslated works, and that they also now have a pretty good template for getting a B-tier remake of such titles out in a reasonable timeframe. Where do I send my wish list in to, team?
Sayonara Wild Hearts
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As a one-liner found on the back of the box, 'A pop album video game' is about as on-the-nose as it gets. The old "it's not for everyone" adage is definitely applicable, and its defiance of traditional video game metrics is not in any way subtle. How sophisticated is the gameplay? Not particularly. How long is it? Not very. But how does it make you feel? Now you're talking. It presents a simple but deeply relatable story of a broken heart, and leads from there with a catchy tune into a fast and colourful onslaught of new ideas, perspectives, and concepts. That is to say: it has the potential to make you feel all kinds of things. 
One especially celebratory note was how well the game is structured to fit into the album structure it boasts about. Stages flow quickly into one another, and while shorter, more compounding numbers are often about introducing new ideas and themes, moving on to the next is a few simple button presses and a brief, well-hidden loading window away. Inevitably there are more standout stages, those that feel like the hit singles; the longer, verse-chorus-verse type joints that grant the space for more fleshed out visual story telling, and that smartly synchronise their percussive hits, soaring vocals and the like to appropriate beats of play. A lot of the gameplay can easily (and cynically) be reduced to "it's an endless runner", but to liken this to a cheap re-skin of a confirmed hit-maker is to wilfully dismiss so much of what it does better and so much beside. You can play it on damn near everything, and for the time it takes, it's well worth doing. 
Twinkle Star Sprites
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I've meant to play this countless times before. I've almost certainly passed it by while strolling through arcades, the Saturn version has never been hoovered up into my collection, and the PS2 collection this particular version belongs to - ADK Damashii - is no longer a cheap addition to anyone's library. The digital version of it for PS4 however was however recently on sale at a point that saw me receive change from a fiver. David Dickinson would be proud.
Having now credit-fed my way through the game's brief arcade mode, there's no doubt in my mind that the nuance of its systems are going to be glossed over in this rather ham-fisted appraisal. At least at face value, there's plenty of character and charm to appreciate in its colourful and cutesy style. As a two-player, vertically split-screen title, its a pretty clean break from a lot of a shooter's typical characteristics - rather than 6(ish) stages of hell, its a series of one on one battles - and all the better suited to 2 players for it. As enemy waves come at you, taking them out in chains can generate attacks to the other player; however if these attacks are too small then it's entirely possible they'll be killed off again, and an even bigger attack will come straight back at you. Think of a bit like competitive Tetris, but with shooting rather than puzzling. It's a neat and curious little game, that's likely best experienced properly, with a friend on the other side of the sofa to hurl abuse at. 
Blasphemous
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Let's get the lazy-but-effective description out of the way: it's a 2D MetroidVania Souls-like. You've got "that" type of map, definitely-not-bonfires and definitely-not-Estus Flasks. You are encouraged to return to your body upon death, the combat system is very reliant on parries and dodge-rolls, and there's even a dedicated "lore" button to use on every item you pick up. 
While this likely sounds dismissive, it's more about addressing the elephant in the room. To give some context, these are both types of games that I love, and the end product here has done a pretty good job of bringing them together. The exploration is pleasantly open - gatekeeping is typically done less by specific items and abilities, and more by just which areas you're brave enough to poke your head into. It's a little bit of a shame that most of the new abilities have to be switched out for others rather than adding to a core arsenal of moves, but at the same time its base setup gives you plenty of ways to deal with any number of combat scenarios. This is of course best demonstrated by the boss encounters, which are wonderful affairs - big, gruesome, thoughtful variations on approaches to combat, which drop in at a nice pace to keep you from ever getting too cocky. The theming in general is wonderful, and the name is certainly appropriate - there's a lot of deep catholic inspiration in its gorgeous backdrops and environments, but then layered on top are some chilling elements of religious iconography, along with a cast of disturbing devotees and martyrs to sufficiently unsettle you. It's arguably a small intersection of the gaming population that it'll appeal to, but if you're in there, it's a real treat.
Death Come True
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The first thing you see upon starting is the game's central character breaking right through the fourth wall to tell you directly not to stream the game or to share anything that might spoil the story. The first rule of Death Come True, and so on. I consider myself fairly well versed in such etiquette, so to then have the screenshot function entirely disabled for the whole game felt a little like being given a slap on the wrists for a crime I had no intention of committing. I don't envy the team trying to market it, that's for sure. 
The reasoning behind this is clear at least - it's a game that is in total service of its plot. Consider a mash-up of a 'Choose your own adventure' book and a series of full-motion videos, and you're mostly there. Unless you were to walk away from the controller or perhaps fall asleep, there seems very little chance that your play time will deviate from the 3 hour estimate - which will certainly put some people off, but is understandable given the production values, and personally, quite welcome in the first place. In terms of replay value, there are branching paths that a single route will obviously skip: as an example of this, in looking up a screenshot to use in lieu of taking my own, I found a promotional image of the central cast, only to not recognise one of them at all. One thing that such a short run-time does ensure though, is that minute-for-minute, there's plenty of action; without wanting to speak about the story itself (rather than in fear of reprise for doing so, I might add), it kicks off with plenty of intrigue, shortly thereafter switching to full-on action, and then strikes a pretty fine balancing act between the two for its run time. It doesn't get quite as deep or as complex as I would've hoped given the team's pedigree, but I do like it, and think it'd actually be a pretty fun title to play with folks who normally don't concern themselves with games. By the same token, it's probably not for the 'hardcore' types looking for something to string out over dozens of hours. 
Persona 5: Dancing in Starlight 
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After the generous main course that was Persona 5 Royal, I figured that I'd follow up with dessert. I did however wait until a weekend where I knew my girlfriend would be away, so as not to trigger any unpleasant flashbacks to looped battle themes, and the chirpy, indecipherable voices of Japanese schoolkids that made it so painful to endure as a non-gaming cohabitant.  
Immediately, it's clear that very little has changed since Persona 4's take on the rhythm action genre. The core game, while still functional and fairly enjoyable, hasn't changed a lick. Perhaps the most notable improvement to the package as a whole is in scaling back on a dedicated story mode, and instead just having a series of uninspired but far less time-consuming set of social link scenes that pad things out. The biggest flaw is repeated wholesale though, in that trying to stretch out noteworthy tracks from a single game's playlist into a dedicated music game leads to repetition - and there is a much less prolific gathering of artists involved in remixes this time. I'd be willing to wager that it's a very similar story once again with Persona 3: Dancing in Moonlight, but I'm not about to ruin a perfectly good dinner to start with the sweet just to find out, if you'll excuse a second outing of the metaphor. Still, again compare these to Theatrhythm though - where Square-Enix plundered the Final Fantasy series in its entirety, along with spin-offs and other standalone titles to put together a library of music worthy for the one single game. Cobble the tunes from Personas 3-5 together into one game, and you're still coming up very short by comparison.
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cruddyborderlandstheories · 5 years ago
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Athenas Masterpost
This is going to cover everything Athenas, like the official page and trailer, both new trailers, the art book preview, and some stuff shown in the ign trailers. It’s a lot.
There will NOT be endgame spoilers in this post. If there’s anything that comes up that I want to discuss, you can find it in a spoiler post I’ll be making soon :) I DO discuss a thing that occurs during the first 3 hours of BL3, though I think that’s pretty okay with y’all lol
tl;dr: there’s too much to summarize. 13 days until bl3. lmao im screaming on the inside.
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“A misty, tranquil planet that has recently attracted the wrong kind of attention. Athenas is mostly uninhabited, save for a sect of monks known as the Order of the Impending Storm who have made their home in the high peaks of the mountains. What secrets do they guard here, inside ancient walls that were built long before humans set foot on Athenas?”
We definitely got a lot less info for Athenas than the other planets, and I can see why. They want to keep it mysterious.
Also, I’m not saying I totally called it that the pyramid was Eridian, but I totally called it. I am surprised it’s implying that the entire area was built by them, but what can ya do 🤷‍♂️
Anyway, since this post is long overdue, let’s just jump right in!
The Athenas video is nearly half the time of the Eden-6 one, so there’s not a lot to cover unfortunately:
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We’ve seen this shot multiple times before
also the emphasis that Athenas is ‘tranquil’ and ‘peaceful’ ahahahaha no it’s not.
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i love these dudes! Order of the Impending Storm!!! I wonder if their funky goggle things have anything to do with Sirens, like how they have Siren-trackers. I also really love their outfits. lowkey want one of these robes.
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a great overview look of the area leading up to the pyramid. I got more to say about this... but it’s probably best if i leave it for later on in the post after we get more info
also, note the water and the rocks and stuff on the left there. This will come into play later... not even in this post. a later post.
also i totally called this being an ancient aliens reference lol
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Vault logo on the flag there. definitely shows how much these guys worship the Vaults
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This!!! I have so much to talk about here!
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alright so now that we know what the vault keys look like.... this doesn’t appear to be part of any of the Vault Keys we’ve seen. especially not the Promethean one. not even the pyramid shaped one.
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im mostly interested in this because this is obviously a monk, her robes match the ones we saw above with the hood. she doesn’t appear to be Eridian because we’ve seen the Watcher and the other Guardians, who are built in the image of the Eridians, and she looks wayyy too human. We’ve also seen statues of the Eridians in that one shot of the Pandora temple.
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so it seems like the monks have gone inside the pyramid before and... built this statue? for some reason??? It’s interesting that she has an extra pair of arms as well. I wonder if she is like the Siren ancestor of Amara. which could prove my theory that the next successor of Amara would have another set of arms... it might also explain why Amara’s tattoos are everywhere on the buildings (outside of her being the Tiger)
it would also explain this shot, the skeleton with the book, which we now know we’ve seen before with Maya:
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so even though they’re protecting the pyramid/temple, i don’t think they’ve been avoiding it entirely- at least not for the first time after discovering it. maybe they stopped going in after they discovered something bad, somethin like iunno... the Rampagers?
it would be Really Weird if the Eridians built that statue, especially when they probably didn’t know what humans looked like at the time. unless of course they helped shape humanity or smth. meaning they probably personally created Sirens. oh that’d be wild... i wonder if we’re going to learn about how early Sirens shaped humanity in that case. discovering fire could be entirely different lol
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“hallowed land” 
i wonder if this is where we’ll have anointed gear explained to us... i imagine the order is still worshipping Eridian/Siren stuff, so them having all sorta knowledge of this stuff would make sense
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more Maliwan. you guys notice we see cultists purely on Eden-6 (outside of the crashed ship), but Maliwan purely on Athenas? a mix on Promethea, tho that’s bc we’ve actually gotten gameplay. 
So my guess is Maliwan has joined up with the cult (be it through whatever means: Maliwan is in) and they’re looking for the Promethea key. which makes sense. they’re attacking Rhys on Promethea, so when he helps us out, word probably gets back to Maliwan (somehow) and they swap from wanting to take over Atlas (either by defeating them w/ Zer0/that giant space laser/whatever or just changing priorities) to wanting to open that fuckin Vault. Teaming up with the CoV is the best way to ensure that happens. I’m sure there will oodles of betrayal going on between the two parties.
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I LOVE THESE THINGS
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THEY’RE AMAZING
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GOOD BOYS
in all seriousness, actually, im curious why we don’t see these good boys on Promethea. maybe they’re only for the top-tier squads? (mechanically, probably higher-level enemies) they look super high tech, so i would not be surprised if Maliwan thought Atlas would be an easy takeover so they didn’t send everything they could have
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Nog! not much to say here tbqh
“Protect Athenas Before It’s Too Late”
I imagine before Maliwan gets the Vault Key or some other wild power, like power over the Rampagers. seriously, in the We Are Mayhem trailer, there’s a rampager are fighting on the side of Maliwan (altho if this is The One Rampager, or just One of Many is hard to tell. it could morph depending on which element it is. we just don’t know. personally i think there’s 1 per planet... i’ll explain later)
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From the Art Book Preview:
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Alright yes. “Maliwan forces have already seized control of the monastery, where part of the Promethean Vault Key has been located, turning a simply recovery mission into a vicious firefight...... A large and foreboding crypt built into the side of the mountain was also designed, and might perhaps have housed the Vault Key fragment deep within its gloomy interiors”
i don’t think this means the crypt is like an actual area. it would be interesting to discover that the pyramid is a giant crypt because... jesus. it would fit with the whole pyramid theme, at least. altho im wondering if this is more like a labyrinth situation where they’re trying to keep a Rampager inside as well as the treasure... which MAY be a Vault Key Fragment
Actually, this brings up a great point: did Atlas spread the Vault Key out throughout the planets? Is this where Typhon originally found that Key fragment? wtf was in the Vault that Atlas needed to disassemble the Key and return its fragments? oh boy i hope it’s something scary
From the Moze Eden-6 E3 Gameplay:
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oh ye this. okay so this is definitely 100% Eridian. I’m guessing we get this from Athenas because this seems like a fairly important object and, well, Athenas is all about Eridian stuff. When we go through the next few videos, keep an eye out for the temples. You’ll see the glowing red diamond shape constantly reappearing there.
one of the devs admitted that there are hunks of Eridian Writing left around the world that will ‘open up’ things for the players, so I imagine this is exactly what we’ll use to get to it. If this IS only for endgame stuff I’ll be slightly disappointed. I know we have access to this before Eden-6, since there are gameplay videos that show the player breaking the Eridium chunks with this thing. the above one is from the Moze Eden-6 gameplay, tho I’ve also seen newer footage from the Balex gameplay with this same tool
The following clips can be found in this video:
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im mostly interested in the wall art here
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what looks like a sun or a planet
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this symbol which makes an appearance elsewhere
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these two are the same area, im imagining this is the fight up to the pyramid, with Maliwan forces and barricades everywhere
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the sun again in the background (middle top)
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this cool piece (bottom left of the above pic) which looks like a hand covered in glowing blue. i imagine this is some sorta representation of Phaselock? mainly because of the blue orb in the palm of her hand
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not much to say about this area tbh. looks like a residential area to me, so possibly not in the residential district
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writing on the top mid-right. 
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idk why i just noticed these trees are green and not red but yeah, that’s interesting. so probably a different area from Amara’s trailer aka: not Partali
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and yet we see amara’s tattoos on the building in the back right. sorry for such terrible quality btw, tumblr ate these images and spit them back out
These clips can be found in the Borderlands are Yours trailer:
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looks like the small building we see directly next to Maya and Ava
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altho very clearly not the same exact area so im curious what these are supposed to represent. tbh im kinda reminded of graveyards. i really hope there aren’t corpses in those omg
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another better look at the two pieces of art. i imagine the one on the right has something to do with the eridians given its in a diamond shape, which we know has something to do with the eridians now
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also im not playing amara first (possibly last. depending on how i feel fl4k may go last) but HOLY SHIT her action skills are beautiful
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THIS FUCKER
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i know he’s probably a vault monster but like... 
idk i feel its kinda sad gearbox is showing off a VAULT MONSTER of all things in so much promo material. like why is he fighting with Maliwan/the cult in the We are Mayhem trailer??
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sup with that?
does he have multiple stages?? is that’s why he changes elements? goes from two heads to wings to extended necks. like wtf is up with this guy?? he definitely looks like he can be elementally charged given his eye sockets aren’t glowing when he emerges like they do
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here but then
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this dude looks like he has an entirely different skull like...
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this dude is a corrosive one who also seems to be working with Maya (who i guess IS probably the corrosive aligned siren)
and we’re guessing the nuclear charged one is the one from Athenas... for reasons i’ll explain below
AND honestly i've been thinking and maybe the fire one is actually from Promethea? and maybe there’s another that’s on Eden-6 and another on Pandora?
alright so i have 2 reasons for this. one involves spoiler talk with the cloth map, so that won’t be discussed here (but if you see the map and the planets, you’ll understand what i’m alluding to here, most likely). the other is that in this screenshot of all the quests from the Eden-6 demo:
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we see immediately after “hostile takeover” is the quest “the impending storm”. which is, indeedy, a reference to the Order of the Impending Storm. We know they’re on Athenas, so I imagine we run over to Athenas to get part of the Vault Key. We’ve established from the art book that’s where it is.
but then after The Impending Storm, Space-Laser Tag (which we all know is that giant-ass laser thing in the asteroid belt), and Atlas, at Last, there’s a quest called Beneath the Meridian.
And we know this area... is definitely underground. we’ve seen with the fire-y boy that the ceiling is just rocks
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then we see this shot with the nuclear (?) one where the window outside is clearly showing off mountains/sky, which we know is kinda Athenas’s deal
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and we know these two areas are the same v ^
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since there’s the same ‘Vault’ in the background
so my only problem with this entire theory that there’s multiple rampagers is that
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we see the twins killing/absorbing the red/fire one’s power which is also on athenas since the background is the same as the vault area from the above two pictures. unless there’s a similar vault-thing on promethea and eden-6. we know there’s one on Pandora, but that one is outside so.
so i guess they are the same beasty boy but... why why why show us one of the vault monsters
it’s so cool going in blind and not knowing what you’re going to get out of it.
so im going to say this is a minor vault monster (especially given it’s not exactly the same rock-like design as the other vault monsters) and the ‘vaults’ are actually something smaller. maybe they hold keys, or the pieces of the keys, or they’re part of that teleportation network i keep talking about (and i guess i should just make a seperate post about it) but i don’t know if these are actual Big Boy Vaults. especially when the Rampager doesn’t match actual Eridian-created Vault Monsters
that said given we see a bunch of dead guardians on the floor, its possible the rampager killed them? but i get the feeling we might actually be the ones to pull the trigger cause... combat is fun
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so. yeah. if the rampager is guarding something that’s fine. i wanna believe teleportation network. i’d love to see the twins come in, walk out of that vault, absorb the rampager’s powers, and then walk out after locking us in like ‘peace’ and we have to use the teleportation system to make it back to promethea with the vault key fragment or whatever
[im here after the cloth map reveal like... uh huh. i see. u dumb bitchard.]
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idk i just thought this was a fun screenshot lol
BoRdErLaNdS
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ah yes
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that’s eridium
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this also appears to be in the temple, but, like, again if there’s more than one temple this could also be on Pandora or even Eden-6. Kinda leaning towards Pandora. HOWEVER since we only know for certain this sort of temple area is on Athenas (from that one statue shot), we’re gonna analyze this bad boy right now (also lowkey think this is Pandora because of the varkid nests but shhh)
what do i actually have to say about it? uhhh not much tbh. i think i’ve said all that needs to be said concerning the twins mutating cultists with slag/eridium. 
i will say im pretty shocked at, like, the eridium HORNS and shit. so maybe this is just some cool little miniboss. (okay not mini because look how big he’s gotten!! just like Bloodwing :D)
you know what, it looks like he’s standing on one of these
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floor tile things, and now im super curious. is the fire part of a trap? is it powering this lad up? i definitely know he’s a cultist because he’s got the neon light tubes on his shoulder pad
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see here
you can see these on other cultists like goliaths and such and such
also this is pretty similar to what we’ve seen in the LLE (especially the powersuits) given their bodies also form eridium crystals when they’ve ascended
i feel like its powering him up
you know during the fight with bloodwing when Jack powers up bloodwing using the elemental flamethrower things? would be interesting if this is similar to that.
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like dis
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yeahhh
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the radiation boy is back and he’s actually elementally charged this time
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huzzah
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also i love the chest mouth lmao
has anyone here seen stretch armstrong? like that one episode where Gabe (crostini man) gets turned into a bunch of flexarium monster chunks
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but yeah, awesome mouth my guy.
im curious if it’s being elementally charged to cryo or if it’s stopped being charged. if this is like a cutscene between different stages in the fight, etc etc. 
this also looks fairly similar to this area here
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but red this time. which... may tie into the elemental stages. which maaaaay tie into those floor platforms elementally charging that demon baby up above. bloodwing 2.0!
You can find the following clips in the Official Guide to the Borderlands:
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god i keep telling myself to be on the lookout for athenas clips but i get so distracted by the gorgeousness of this fucking game i forget and have to keep going back
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if that dude in the back floating was t-posing i would have lost my shit
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new Siren tattoos!!! we haven’t seen these before. they’re very flowy, i love them. i hope we get to meet the siren with them!
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i also loooooove this area in the back. i hope we get to climb it and explore. i would love to just be able to climb to high up areas in bl3 and look down and see the area i just came from. it’s possible! we have the technology! thousand cuts / bnk3r ascension 2.0!!!
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more of amara’s awesome looking powers
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zane has 2 trans pride skins im so happy 😄
also look at how teeny tiny that ‘Vault’ is in the back!!! it’s only like 2x the size of Iron Bear!!! gimme BIG vaults!! GIANT VAULTS
also also
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the VOID vault
i get a feeling these are connected somehow.
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sniper spoooot
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not much to say about this tbh. zane’s claw things look fucking dope tho. i want one irl.
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we’ve seen this shot a few times before already
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alright before you get mad, let me explain why i think this is athenas
you see this picture
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this maliwan jackass. the building to his left is 100% athenas architecture.
the rocks in the top picture look identical to the ones next to him. plus we’ve seen water in the distance of some of the areas of Athenas
it could also be Eden-6 (which honestly i would not be surprised if it is instead) but given the ivy and the rocks i felt it was worthwhile to put in. plus the moving eridian structures are so cool looking. i feel like that’s going to be a puzzle.
oh oh also
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maybe that area leads into/exits from here? because they’re both underground in cavern-like areas
but like... it could also be eden-6... because of that one shot of the temple area in the side of the cliff ASDFHDGJFJGFHSD
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still radiation charged. 
also seriously this ‘Vault’ is wayyyy smaller than a regular Vault. like... the one in BL2 that you can walk right up to... huge. and nothing even comes out of it. the Warrior climbs up from over the edge
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the bl1 is much bigger than this one, too. also the vault of the traveller, i would argue is the biggest out of all of them but eh
for the Vault of the Sentinel, the actual arch we see... i’ve already gone over why i don’t think that’s a ‘real’ vault and that its all more of a simulation, but you can read that whole thing here bc i am trying my damndest to not get off topic for this post because holy fucking shit. this got long.
Alright so. Onto the website pictures
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another cool shot of the academic district, really showing off the pyramid in the background. god i wanna know what that is. could be the temple (underground things notwithstanding). it’s probably holding that statue with the vault keys in either arm
you know the one, it’s at the beginning of this post. but damn that thing is huge!! i am hoping it holds more than just the promethean vault key. 
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did i already talk about how there are siren tattoos written along the edges of this area??? because... damn.
also the symbol for what is probably Vault Key sitting right smack dab in the middle??
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also sorry i just noticed those blue shapes are moving. like a fountain or something?? weird light.
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i mean... the trees are also warping in the background. wonder wtf is going on here... 
anyway whatever she’s holding actually doesn’t match up with any of the vault keys we’ve seen so... wtf are you???
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a very nice shot overlooking the water. also a wind turbine in the background. i think the area on the left is where we’ve seen ava and maya? but dont hold me to that lol
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definitely looks the same. even has the tree
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another shot of that area i think we’ve seen Amara fighting in
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big shot of the pyramid with the vault symbol everywhere. and the planet with the beams coming out of it. which in retrospect...
anyway that’s spoiler talk so let’s talk in another post.
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another shot of athenas from a slightly different angle, we’ve seen this one before, too, and i remember because i complemented the road signs
annnnd im tired. good night everybody.
9 notes · View notes
pixelrender · 5 years ago
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Top 10 games I played in 2019
In many ways 2019 was a transitional year for me. 2020 will be a completely different year than 2018. Full of work and studying. And that’s why I need to leave my computer behind for a while. I have few games I would like to play on my phone, but mostly, I’ll be silent on the gaming front. I managed to play over 95 games this year. I wrote two or three sentences on every single one of them here. They were mostly short games from Itch.io, most of them under one hour of gameplay. There were many gems and I have an urge to honorably mention at least five of them. So, there might be another post along these lines or check this playlist of mine for some essential games, which might be missing in this selection.
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Top 3 was a clear cut, but coming up with the order for the rest of it was difficult. FTL is in my top ten of all times for example and a superior game to both Morphblade and A Short Hike. It is however a game I had played before. The list is quite cohesive this year and I think that every single game on it is either an example of excellent design, great fun or an experience more interesting than films. 2019 was a year, in which I stopped caring about the story being good. I don’t need twists I only want feelings and there are other ways to evoke them. Video games and various kinds of walking sims are way more powerful tool for that. It might be that I’m more sold on games than most movies right now? Dunno, I guess I just managed to dig myself deep enough in my niche. There’s one honorable mention I should make right here. I finally managed to beat, one of my favourite games, FTL this year. Finally! It was the most satisfying moment in gaming of the year. I considered to put it on the list for that reason alone, but being one of my favourite games of all times, I don’t think it needs further spotlight.
10. The Isle is Full of Noises
I played several games from Dreamfeel early 2019 and fell in love with the devs. They’re sensitive, emotional and visually delightful. Curtain probably is the best starting point, but The Isle is Full of Noises is where it’s at. This flatgame is a full emotional outbreak accompanied by some of the best music I’ve heard in video games. It being a flatgame, there’s no collision just your character moving around and discovering things. Despite this simplicity I felt the game and the painful alienation of the character. It’s free and on every platform but phones!
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9. Espectro City
This is such a weird combination of influences and simply the best game to come out of  CosmoD’s jam. This game’s about a city inhabited by ghosts. The whole world seems to be dead. It’s a detective game and you move around the city, which happens to be a desktop of a computer and individual places icons. The writing is really good, the mood superb and the gameplay itself surprisingly fun. The game’s full of sentimental sadness and rather deep too! I can’t wait to see more pieces like Espectro City from the dev. Again the game’s free and that’s a  nice bonus.
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8. Renowned Explorers: Inernational Society
I played this back to back with Curious Expeditions and expected to like Expeditions better, because their gorgeous art style suits my taste better. And they were a lot of fun with ridiculous thngs happening all the time, usually because of my exploits. I enjoyed it quite a lot, but not as much as Explorers. This game’s really sweet with its simple addictive tactical battles, which are winnable by being friendly, handcrafted locations, great random events (the structure reminds me of FTL) and board game like elements like cards. Also, individual explorers feel way more personal. This was the most fun I had with the game all year long.
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7.  The Things We Lost in the Flood
This little free game was exposed on major outlets such as Rock Paper Shotgun and PC gamer for a reason. It’s an impressive experience, a piece of art almost. It makes you think and most likely creative and insightful. I played it only few days ago, but I immediately knew that this needs to go on the list. Besides floating on your ship through the flooded world (in one direction), you come across messages from other players. This subtle multiplayer function makes the game really shine. You feel connected yet distant and there’s no space for hostile interactions. Even after several runs, I feel like there’s more stuff to explore too with screens being thrown at you at random. Play it and get engrossed in its meditative nature, this is the future of poetry.
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6. Even The Ocean
For a fairly traditional Megaman inspired platformer in its core gameplay, Even The Ocean brought a lot of extra stuff from JRPGs in. There is a story, which gives you reasons to explore more, an overworld and the esthetic. It’s a nice game, but some of the backgrounds or platforms looked more like sketches than defined illustrations. The gameplay is smooth and good and I enjoyed a good portion of it. It’s all about jumping and overcoming various obstacles, the game doesn’t include battles. Also, the game evolves around corporations, exploitation of power and resources and nature and keeping things in balance and it’s all really actual with climatic changes being number 1 topic of the year. The story is somehow predictable but there is a very enjoyable twist.
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5. Even The Stars
This was a simple game about exploring universe, which left a deep impression on me by its finally, which gave your wandering a purpose. Now this is a major SPOILER. This game ends with you dying and revealing your path and discoveries. Even without a purpose, your life had a purpose. It was such a strong message and it crowned the slow exploring, which, tbh, was quite enjoyable on its own.  There’s not much to say, just play the game, it’s free. While you’re at it check other games from Pol Clarissou as well, they’re little gems.
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4. Heaven Will Be Mine
Ok, I claimed that I moved from story driven media earlier and this is a visual novel. It was the truth only partially. I still enjoy a good story if it manages to get me invested. This is both a hot romance and a tragedy. You choose to play as one of the three Mecha pilots, all of them are female, each of them representing one faction, one vision of the future. It's really complex and you can never fulfil all of your goals. Choices you're making are difficult from the get go and you're usually choosing between goals of your faction and your personal attitude towards one of the other two pilots, because you're, if not in love, in a hot relationship with both of them. Mecha suits get steamy and it Bronté level romantic. Also, it's worth it make multiple runs with various goals as different drivers. In the end the emotional impact this game with a relatively complicated and often post-human motivations had on me was the main reason why it stuck with me and why I enjoyed thinking about it's politics so different and yet same as problems of my own and this world. Despite the strange it was easy to relate thanks to masterful writing and sleek esthetic choices.
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3. Morphblade
I hadn't got around anything really strategic or thinky this year before playing Morphblade. Damn, what a bullseye! This game's an almost abstract endless puzzle game with no real fiction attached to it. In the same way as Super Hexagon it makes it more addictive than morphine. Maybe that's why it's called Morphblade. Or it might be because you morph every turn into a new weapon or tool, based on tile you land on. The game's only mode is endless survival, so there's no real reason to keep playing but the addiction and the great combination of upgrading tiles by killing bugs on them and expanding the playing area. Despite being more of a little side project, this might be the best game Tom Francis has created so far. It's definitely the tightest design.
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2. A Short Hike
The top 2 games on my list have a lot in common. They're both Humble Originals and they're both games about enjoying simple things. In case of A Short Hike, you're a city dwelling teen thrown on a Wi-Fi free island and you're being learnt to enjoy it. And it is enjoyable and warm and fuzzy. It's for reason this short game appeared on end of the year lists of many respectable outlets. Looking at screenshots and gifs doesn't make this game justice despite them being really pretty. The low poly in this game is superb and it being this good looking certainly gives it an edge, when it comes to presenting all the little nice things you can do to have a brighter day without exploiting anyone. A Short Hike is an extremely friendly game. Everyone on the isle is welcoming and sharing their enthusiasm with you. I cried of joy. Movement in this game is another thing. You walk, run, glide and climb and everything feels right. It's a game you can play on a wet day to make it the best day possible or on a sunny day to inspire yourself. Because enjoying the pleasures of movement on your own is the real deal.
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1. Kimmy
This was a wonderful experience. The game's about Dana, a good caring kid, who is babysitting Kimmy. They walk around town, chat and play games. Mechanics of the game are simple but the way Kimmy presents itself, together with its structure and everything weaved in its narrative, it simply is brilliant. At first it might feel that the game's about building relationships with other kids. That part's really cool on its own as you get to know more about them and they're all original characters and positive ones in one way or other. Next, you uncover the second line. Simple game we all used to play and how we all managed to lose something, when embracing playing on computers and even various board games with many rules and components. It's never been the same sensation since. The last thing is the overarching narrative of the relation of Dana and Kimmy. There were more serious tones thrown in and the final plot twist went against my expectations and made me totally happy. The move from simply satisfying player is a bold one and I would say more rewarding in this case. Definitely more rewarding for me. Celeste and her work on Tacoma had put Nina Freeman on my map years ago, but only after playing Kimmy, she became a real star for me and I'm looking forward to playing We Met in May one day. This definitely is on par with Tacoma in terms of using the medium to carry over a message and a depth of the message.
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ciathyzareposts · 6 years ago
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Game 334: Bokosuka Wars (1983)
           Bokosuka Wars
Japan
ASCII (developer and publisher)
Released in 1983 for Sharp X1; 1984 for MSX and PC-88; 1985 for FM-7, PC-6001, PC-98, and NES 
Date Started: 25 June 2019
Date Finished: 28 June 2019
Total Hours: 6 Difficulty: Hard (4/5), but would probably go down to 3/5 with more experience Final Rating: (to come later) Ranking at time of posting: (to come later)
Well, I did it. I downloaded a Nintendo Entertainment System (NES) emulator–Nestopia–and I gave it a shot. It was easier than I expected. I was the thinking that the NES had a directional pad and an analog stick, but I guess that came with later consoles. The original NES controller is little more than a joystick (albeit one that made it harder to move diagonally) with two buttons. Easy to emulate, easy to remember.
Bokosuka Wars was on no one’s list of “must play” console RPGs, but I figured I’d give it a try anyway. It’s the earliest Japanese game on my list that had a western release and the earliest Japanese console game, beating several 1986 titles by a month or so. That it’s not actually an RPG by my definitions (no inventory) shouldn’t bother us too much. It was an easy step into this sub-genre.             
A common screen, probably responsible for a lot of the hate the game receives.
          The game is an “afternoon RPG,” as any console must be until saving was possible. The setup is simple. You are King Suren, and your country has been overthrown by the evil King Ogreth of the Basam Empire (Ogreth is called “Dragonet” in the original Japanese versions). Ogreth has used his magic to turn all your knights and soldiers into rocks and trees and cacti. You embark on a mission to reclaim your throne. You start 600 meters to the east of King Ogreth’s throne room and slowly make your way left down the battlefield, fighting his forces as you go.           
The king starts alone, with 595 steps to his evil counterpart.
            You’re not alone in this endeavor. Along the way, you can rescue many of your knights and soldiers. (In the Japanese PC versions, Suren starts with many of his warriors already activated, but in the NES version, he starts alone.) Some are inanimate objects, but they’re revived if you touch them. Others are kept in stockades and must be rescued. Either way, you slowly build (and, just as fast, lose) an army. Eventually, if you survive, you reach Ogreth’s throne room and throw your remaining forces at him, including King Suren if necessary. If any of your units defeat Ogreth, you win the game.          
King Suren turns a tree into a knight.
           The problem is that you can revive and rescue only 50 warriors (about 15 knights and 35 soldiers), and opposing you are 180 enemies: guards, mages, warriors, and pages. Some of them can be avoided, but most must be fought. Characters move around the battlefield in real-time, but this is in no way an “action RPG.” As frenzied as the game looks, no part of your success depends on your speed with the controller, particularly since enemies cannot attack you and combats are resolved statistically.
The game’s strategy lies in who fights what enemies, and in what circumstances. Your one huge advantage is that enemies can never initiate combat. They can block your way, but combat only begins when you decide to move Suren or one of his warriors to the enemy’s square. Thus, you can almost always choose who fights.
Combat is a probability test that pits your character’s power against the enemy’s, but with a heavy random component. If the die rolls go in your favor, you win; if not, you die. If the character fighting on your side was King Suren, and he dies, the game is over. Winning and losing is completely binary; there are no hit points in the game, so one character can’t “weaken” an enemy for the next character.            
My king battles a “summoner” in the middle of his spirits. Since my king has 320 power and the summoner only has 50, I’m relatively confident. During battle , the tile flashes between crossed swords and “B.” I’m not sure what the “B” means, but it doesn’t have anything to do with the “B” button on the controller. Maybe it means “Bokosuka.”
        If you win, the winning unit gets an increase in power–sometimes substantial. For instance, soldiers start at a power of 30 and rise to 40 and 50 with their first two victories. But if they achieve a third victory, they change color and rise to 140. Knights do the same thing, with the progression going 150, 160, 170 and then jumping to 260 on the third victory.           
Note that one of my knights and one soldier have “gone gold,” making them more powerful than their counterparts. A knight is needed to bust through the shield around the stockade.
          King Suren himself starts at 220 and maxes at 320; soldiers and knights max at 310. Throughout the game, you have to keep making the decision about whether to throw your more powerful figures into combat, thus risking them, or try to build up weaker units. There’s no easy answer. And occasionally even the most disproportionate combats can go wrong. I saw plenty of knights at 310 power killed by enemies at 10 power.         
Enemy and ally unit powers. This is from the Sharp X1 version. NES players had to read the manual.
                      There are a few other tactical considerations. Regular soldiers (for some reason) knock enemy guards from 100 power to 10 power when they engage in combat. Knights are the only units that can break the walls of stockades, so you want to keep at least one around. You need soldiers to disarm traps (which don’t appear until after your first victory). Only the king can trigger special squares that remove the walls blocking “summoners,” who then summon a bunch of spirits (which don’t count against the enemy’s total) until you kill the summoners.            
Every once in a while, the king runs out of soldiers and stands alone.
           I suspect the game would be “easy” for those with a lot of patience. One key problem is the movement of your forces. By default everyone moves together when you press the directional pad; if they’re up against an obstacle, they just stay in place. You can toggle so that you’re only selecting one type of unit at a time (i.e., the king, all soldiers, or all knights), but it’s still tough to move them in unison, and I probably left more allies stuck on obstacles behind me than I lost in combat. This problem is the source of a lot of modern complaints about the game, I later found, but I think it added somewhat to the game’s strategy. When you have a lot of units in your army, you have to be careful about every move, noting who is going to end up in what square, and thus what units will find themselves in combat. A player who develops a huge army is handicapped by having to more carefully manage its movement. I can’t claim that I exactly “enjoyed” such a gameplay element, but that doesn’t make it inherently bad.           
Moving through terrain like this is easier when you only control one unit “type” at a time.
           You don’t have to fight every battle. In fact, there’s a good argument to be made in fighting as few as possible, thus reaching the end of the game with as many forces as possible. On the other hand, it helps if those forces have gained a lot of experience along the way, so you don’t want to eschew every combat. It’s a tough call.
            Having broken a bunch of soldiers out of a stockade, now approaching a phalanx of guards. To get the soldiers out of their building, I’m going to have to move everybody back and up a few spaces.
          You eventually reach a point where you have to thread a narrow hallway to get to the throne room, which features a number of unavoidable battles with “killers” with 250 power. Even though you might have more than 300 power at this point, the killers seem to win more than half the time. The same is true for King Ogreth himself, who only has 250 power but seems to beat 300+-power allies at least three-quarters of the time. So whether you win or lose upon reaching the end is largely a matter of whether you have enough allies to overwhelm the probabilities of losing individual combats. You definitely don’t want it to come down to King Ogreth vs. King Suren.
Reaching the final throne room. Looks like I’ll have to take out a summoner before engaging the king. I only have three (promoted) units with me, but there are 10 more somewhere behind me if I didn’t want to risk Suren in the final battle.
A good opening strategy is to have Suren fight all the combats until he gets to his maximum power of 320. If he’s going to die, better it happens in the opening few minutes than hundreds of meters down the battlefield. After that, I tended to prioritize building weaker units than risking more experienced ones. That had the effect of keeping my numbers small but my individual units powerful. However, I’m sure there are several strategies that would work. I’m sure it’s possible to have King Suren charge down the battlefield alone, fighting only the necessary combats (i.e., when an enemy is blocking you and there’s nowhere to go), and make it all the way to the end. I tried it and made it to about the 300-yard line–halfway through the game–before I was overwhelmed by a group of knights and ultimately killed. Some other player makes that strategy work in this video, winning the game in just under 5 minutes, but there’s a note that the session somehow “manipulates luck,” so I’m not sure if it’s an honest win.
A winning game takes about an hour, taking modest care, and perhaps two hours being extra careful. If you win you get a nice screen and then an invitation to try again. Small squares in the upper-right corner keep track of your victories. The only thing different about subsequent loops is that they feature traps that kill you instantly unless a soldier walks over them. Apparently, you face more traps the more previous victories you have under your belt.           
An angry King Suren chases his enemies off screen.
             The game scores poorly as an RPG, getting only 15 points on the GIMLET, nothing rating higher than a 2, with 0s in economy and equipment. Nonetheless, it was enjoyable for a few hours as I tried to figure out the right strategies, watched the odometer count down my distance to Ogreth, and held my breath every time Suren entered combat. I lost 8 times–twice in the last 100 meters–and I suppose I would feel differently about the game if that had continued much longer.            
The box captures the somewhat linear nature of the game.
            Given my generally positive feelings, I was surprised when I started doing my post-game research and saw Bokosuka Wars repeatedly referred to as the worst game ever made for the NES, with multiple sites calling it completely impossible. Granted, PC games were significantly ahead of the experience that Bokosuka Wars could provide, but even console-only players seem to love to trash this title. I suspect what’s happening here is that RPG-oriented players want their success determined by statistics that they can manage, and arcade-oriented players want their fate decided by their own dexterity. A game that’s so heavily based on random probability serves neither group. Nonetheless, I had fun with it. It showed me an approach to gameplay I haven’t experienced before. I wouldn’t want every game to take its mechanics from Bokosuka Wars, but as a one time experience, it was fine.
(Believe me, I appreciate the irony of me, who never heard of this game two weeks ago, who resisted the console sub-genre for a decade, suddenly mounting an impassioned defense of the first console RPG that I played.)                 
The Sharp XI version starts the king with a large army.
            As poorly as the game was apparently received, it is credited in many sources in laying the foundations for the tactical RPG genre in Japan. I’ll reserve judgement on that until I actual play more tactical RPGs. In a funny footnote, Bokosuka Wars II was released for the PlayStation 4 in 2017. (There’s a so-called sequel called New Bokosuka Wars for the Sharp X1 alone in 1984, but I really think it’s just another version of the original game.) That gap of 33 years must be one of the longest between an original game and its sequel in gaming history, although Bethesda seems determined to beat it.
I’m disappointed that the game didn’t explain what bokosuka meant. Does anyone know? Googling provides mostly this game and a VR game called Bokosuka Girls. I’m trying to think what adjective could apply to both wars and buxom women and I’m coming up short.
source http://reposts.ciathyza.com/game-334-bokosuka-wars-1983/
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captainfawful · 6 years ago
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 With the year coming to a close, that means it’s time for me to do my “Nobody Cares Awards” thing I like to do! Check under the cut for some hot takes I may or may not have!
Hello, hello! It’s me again! Third year in a row I decided to jot my thoughts down on the years various game. I decided to change things up more from last year, kind of eliminating most of the categories in favor of writing more about the games I enjoyed. I tried to write at least something about every game in the Top 10 this time, even if it’s the bare minimum. Let’s see how it goes!
BEST MUSIC
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This entire thing was first created because I wanted to write about how good Death Road To Canada’s soundtrack was. So no matter what changes with my format on this, there will always be a Best Music category. I’ll be honest though, there weren’t a whole lot of games this year with amazing soundtracks. The only real contender for most of the year was Celeste, which OST is very good, and fits perfectly with the games tone and style, but it’s not... The Best music. They aren’t songs I’ll put on loop and listen to multiple times throughout the day. They’re not the hard hitting tracks I would typically put at the top of this category, despite how great the music is. That’s how I felt until about August, when The Messenger came out. Messenger is not a game that will be in my Top 10 by any means, but it’s a pretty good game nonetheless with a couple of really weird twists. But the OST is phenomenal. Easily my number 1 favorite of this year. Just about every track in the game is a total banger. But don’t take it from me, take a listen yourself! A little later in the year I played through Just Shapes & Beats. I have a personal stigma against saying a thing with licensed music should qualify for Best Music, which is why JS&B did not make it into my top 3, but rest assured that it is sitting comfortably in the 4th place spot. Almost immediately after I played JS&B, Deltarune suddenly came out. I don’t think I have to tell you why that’s on here, right? Toby Fox cannot make bad music.
SPECIAL MENTIONS
THE MISSING:J.J. Macfield and the Island of Memories
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It’s hard for me to talk about what makes The Missing so special without diving deep into spoilers. There’s a reason it’s in the special mentions, and not the Top 10: And that reason is because the gameplay isn’t great. The Missing is a side-scrolling puzzle game, in the same vein as Limbo or Inside. Unlike those two, however, the puzzles you have to solve are not that hard, and most of the difficulty around it revolves around how slowly and janky the movement is. However, the overall story and twist is what makes this game great. There’s not a whole lot for me to say about the themes this game presents, so if you want to play The Missing, play it. If you don’t want to play it, then maybe take a look at some writings from actual queer women who could talk about its subject matter in a way I never possibly could.
The Quiet Man
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The Quiet Man is a terrible game. When I first saw the trailer during Suare Enix's E3 presentation, I was super interested. I've always wanted a game that transitions from FMV to gameplay with as few seams as possible, and The Quiet Man promised that. Not only that, it promised a compelling story told from the perspective of its' deaf protagonist. The way I saw it, this game would either accomplish what it set out to do, or fail miserably. Either way, it was a win/win scenario for me! Little did I know just HOW miserably it would fail.... Oooooh, how miserably it failed... The gameplay is absolute trash, the graphics leave much to be desired which makes the "seamless" transitions from FMV look unconvincing and bad, the story is needlessly complicated despite how generic it is, the acting ranges from decent to awful, and it requires you to play it twice in order to actually understand what's happening. And all of those problems are the LEAST offensive parts of the game. It's racist, misogynistic, somehow ableist against more than just deaf people, semi-incestual, and also kind of pro-abuse??? I mean, it doesn't take a stance to be anti-abuse, and certainly doesn't condemn abuse, so does that make it pro? Maybe? Probably? I have a headache. I've watched this entire 2-4 hour game be played 10 or 11 times, and I still don't understand how this exists. Square-Enix published this. They dropped Hitman and IO Interactive not even one year ago, yet threw money at this horrible abomination of a video game! Oh by the way, you might be wondering why I said you have to play it twice to understand, and that's because the first playthrough doesn't give you any sound. Yup, aside from the intro cutscene and the credits song, the entire games' audio is just muffled ambiance. This includes all of it's cutscenes, of which there are MANY, and they are LONG. Entire MINUTES of dialogue happening at a time that the game just doesn't want you to hear or have subtitles for. The only way to get audio is to beat the game once and replay it. Not only that, but the New Game + with sound and subtitles didn't even get patched in until a week after it's release!!! Who does that!!!!! And the version with audio has some ATROCIOUS writing. Just about every scene has at least one line of dialogue that makes no sense, almost as if the writers were only told about how humans speak, but never actually heard one themselves. I’ve heard a lot of people saying it’s The Room of video games, and I sort of agree. Much like The Room, it’s not the absolute worst of it’s form of media, the game is playable start-to-finish, extremely straight forward so you can’t get lost, no bizarre puzzles to figure out, the FMV cutscenes are at decently produced. Hell, I wouldn’t even say The Quiet Man is the worst game to come out THIS YEAR. Crying Is Not Enough released in June, and boy oh boy is that game a trash fire. But it’s just BAFFLING that this game exists. That’s the perfect word to summarize my feelings on The Quiet Man. Every single thing about it is just, baffling. I need to stop writing about this game. This whole paragraph is probably going to be longer than anything from my Top 10, which feature a few games I ADORE, but no. All my writing energy is going to how terrible this fucking video game is. Don't play The Quiet Man. Or do, fuck if I care. Maybe watch someone else play it, I don't know. I don't know anything anymore.
Ori and the Blind Forest
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Back on the topic of good games, I finally got around to playing Ori and the Blind Forest! I played it for a little while after it originally came out around 2015, but it just didn’t stick with me at the time. There wasn’t any real reason why it didn’t stick, I just got bored and stopped playing, which isn’t that uncommon for me to do. But for whatever reason I decided to go back to it super late last year. It may have been the excitement for all the cool looking Metroidvanias slated to release throughout the year, I don’t know. But I played through it, and it’s fantastic! Most Metroidvanias tend to go with around a 60-40 split between platforming and combat. Different games have different splits, sure, but most of them tend to keep those somewhat even. Ori is like an 85-15, greatly favoring tight platforming over fighting enemies. Your main attack automatically locks on to nearest enemies, and boss fights are replaced with autoscrolling or stealth segments. The traversal is also super smooth and fun, making that 85-15 split much more favorable than others in its’ genre. Great controls combined with some amazing visuals and music, Ori is definitely a game I regret not playing earlier.
2019′S COMING IN HOT
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Spelunky 2, Wargroove, Indivisible, Hypnospace Outlaw, Ooblets, UFO 50, Kingdom Hearts 3, Overland, Sea of Solitude, Ori and the Will of the Wisps, and  Get in the Car, Loser!. These are all great looking games that are supposed to be coming out in 2019. I remember last December when I last did this, I couldn't think of THAT many games I was really excited for, and despite that I ended up with a pretty damn good list of games for 2018. So who knows what next year will be like?!
And now... The Top 10!
#10: Spider-Man
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It’s been a great year for Spider-Man. His best buddy Venom had a pretty good movie, his new video game is good, and he has a new movie that’s fantastic! Yep, it’s been such a good year for Spider-Man in which nothing bad has happened to him or the people who created him.
#9: Megaman 11
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2 > 4 > 3 > 8 > 11 > 7 > 5 > 6 > 9 > 10 > 1. Don’t @ me.
#8: Iconoclasts
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Iconoclasts has been in development for a very long time. Officially, development for it began in around 2010, but there is a seemingly earlier game by Konjak that shares many similarities. Basically, Iconoclasts began development at least 8 years ago, and it shows, for better or worse. On one hand, the game is gorgeous. Grade A sprite work all around. The characters are interesting and well written with their own morales and arcs, and the story is surprisingly deep and compelling considering the type of game it is. On the other hand, the gameplay feels very outdated now. The combat is super simplistic, the puzzles aren't terribly challenging or rewarding, and the weapon/ability upgrades are very limited. The traversal can be sluggish and boring, which is a red flag for a game where you have to backtrack a decent amount. If Iconoclasts came out 4 or 5 years ago, I feel like it would've been at least a cult classic. But in 2018, it's a decent Metroidvania in a year of great Metroidvanias. Overall, I'm glad Iconoclasts finally came out. I just wish it either came out sooner, or got more updated for modern game design.
#7: Slay the Spire
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For all intents and purposes, I shouldn't like Slay the Spire. I always hated card-based RPGs, and always hated RPGs with only one party member. And for the most part, the issues I have with both of those are still very much present in Spire. So why have I sunk 50 hours into it so far? Beats me! If I had to guess, I’d say it’s the similarities it shares to Darkest Dungeon, one of my favorite games, that ultimately drives me to it. Now, you might be asking why Slay the Spire, a game that came out in 2017, and won’t be in 1.0 until probably 2019, is in my top 10 for this year, but Ori & the Blind Forest isn’t? Well, I started Ori last year, and didn’t start Spire until the middle of this year! Also, they’re my awards, and I can do whatever I want!
#6: Just Shapes & Beats
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Just Shapes & Beats’ concept is simple: A rhythm bullet hell. Certainly not the first of it’s kind, and not even the first one to use simplistic shapes as the obstacles/characters. But there’s a bit more to it than that. JS&B has some good personality to go with it. It has some fun characters, all of the levels are demonstrative of the areas you’re in on the world map, it even has a couple lightly emotional moments! It’s much more than you’d expect from a game about Just Shapes & Beats. When I was younger and had vague dreams to make games, I always imagined making one that was basically “What if a Windows Visualizer was trying to kill you?” and also be themed around a world and a story, and JS&B is basically that.
#5: Pipe Push Paradise
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What happens when you take Pipe Dream, an iconic puzzler which has given inspiration to countless others, and mix it with Stephen's Sausage Roll, arguably one of the greatest puzzle games of all time? You get Pipe Push Paradise, of course! That’s all I really have to say, and all I NEED to say.
#4: Dead Cells
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Go play Dead Cells. Really, it’s the closest thing to a perfect Rogue-like (that isn’t Spelunky) out there right now. It’s a game so good, Filip Miucin couldn’t look away from it long enough to write his own review!
#3: Subnautica
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If I had the opportunity to become a Fishman and live underwater, I’d probably take it. As long as you take out the jellyfish that can kill you .0001 seconds after stinging you, I have no qualms with open water. In fact, the isolated feeling from it is really relaxing to me. That’s what initially drew me to Subnautica. Survival games are usually hit or miss for me, but the ones I like I really dive deep into (Heh heh), and Subnautica is one of those. Also, I was rewatching the Super Mario Bros. Super Show on Netflix as I played this, so now I’ll have those two permanently linked in my mind from now on.
#2: Into The Breach
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I love tactics games, especially Advance Wars. While I do still love others in the genre like Fire Emblem or X-COM, there are some intricacies of the AW series that most of the others don't have. When I first heard about Into The Breach, I thought it would be exactly what I wanted, a true successor to the series I'd been waiting for. And it was not! But it's still pretty damn good. It's not so much a tactics game as it is a puzzle game, described by Waypoint's own Austin Walker as a "tactical dance". You know at the start of each turn where each enemy is going to attack, and it's your job to navigate and attack with your 3 mech units in the exact right way to minimize or even straight up prevent any damage that would befall you or the cities you're protecting. You aren't trying to advance a map during combat, or conquer any enemy bases. You are merely trying to avoid damage for a certain amount of turns and move on to the next level. And it's all super fun! I've let the game sit for 10, 20 minutes while I try and figure out every possible option I have after being backed into a corner, and coming up with the absolute perfect solution and getting through to the other side is super satisfying. The biggest gripe I have with Into The Breach is the same one I had for FTL, the developer's last game, which is I don't think the unlockable mechs/mech teams are as fun as the default ones. I played most of them once or twice and went "Yeah, that's a thing" and migrate back to the first mech team. All in all, Into The Breach is a fantastic game, it just doesn't scratch that Advance Wars itch I've been feeling. Oh well, at least there's still Wargroove!
#1: Celeste
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Celeste is a game I got 100% completion in. For those of you who might not know me well enough to know how I play games, that’s something that never happens. I think the last time I purposely got 100% on a game was in Uncharted 2, and even that was only to get a skin for multiplayer. Despite that, it’s been really difficult for me to write up a whole thing about why I love Celeste so much. It’s just a compilation of everything. I love the look of it, both the sprite work and the character portraits. The music, as mentioned before, is fantastic and perfectly fitting for all of the levels themes which deal in different forms of anxiety or self-doubt. The levels are hard, but not too hard. The secrets hidden throughout the game are so satisfying to figure out and find, very reminiscent of Braid. I feel confident in saying that Celeste has cemented itself as one of my favorite games of all time.
Well, that’s all I can handle writing for this year. Thanks to the few of you who skimmed through all this, and extra thanks to the fewer of you who read all of it! I’m not 100% sure if I’ll do this whole shpeel next year or not; maybe if 2019 turns out to be an incredible year for games, and definitely not if I have to move to Twitter in the off-chance Tumblr dies out completely. Hope you all had a fun holiday season, and have a great 2019! 
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strawblemon · 6 years ago
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All the Disney fan service that bothered me in KH3
(long post)
Olympus:
[Edit: apparently, Phil's Japanese voice actor passed away, so he was left mute as a sign of respect] Was the Danny DeVito impersonator unavailable? Did they not want people to keep joking about getting on the Hydra's back? What I'm saying is why was Phil mute? It feels very weird not to hear him talk.
Once you're done with Olympus, people start appearing in Thebes, and broken buildings are shown to be partially repaired. This is a really good thing, but why was Olympus the only world to drastically change after its story ends? I kept expecting all worlds to do the same but none of them did.
Toy Box:
Listen, I really like this world, but I would have liked it more if it took place entirely inside Andy's house. Galaxy Toys is cool but it's not a location from the movies at all, despite the fact that there is a toy store in the movies that could have easily been used.
I understand that a lot of Toy Story characters are actual licensed toys and including them all would have been impossible, but this excuse that half of the toys were sent to an alternate reality is very dumb. And that also makes the Toy Box a boys-only world, as neither Jessie nor Bo Peep were chosen to appear in this reality.
Yozora looks exactly like Riku, so why does Rex think Sora looks like him? He's a huge nerd, he can make the difference between the two.
The Verum Rex section is a cool idea, but the gameplay of it looks nothing like the trailer at the beginning of the world (which I guess might be a reference to the fact that Square Enix made it and they sometimes do that, but still). What was the point of hyping it up like that when it's just a mech section?
There’s a Dissidia NT aisle in Galaxy Toys, and for some reason, the reference doesn’t go beyond that? No Final Fantasy toy boss? Lame.
Kingdom of Corona:
I don't remember the movie enough to decide whether it's a legitimate plot hole or just badly explained but, Flynn's satchel seems to be able to teleport from the tower to Rapunzel's hands, and from Flynn's hands back to the tower...
Like... Rapunzel hides it in the tower, Mother Gothel finds it, Rapunzel (without going back to the tower) gives it to Flynn, Flynn runs away with it, back in the tower Rapunzel wears the crown that was in the satchel she gave to Flynn?? Was it a different satchel? It didn’t seem like it was a different one.
This isn’t the worst world to have this problem, but the environments aren’t very varied, which makes it really easy to get lost, something that wasn’t really a problem in Kingdom Hearts 2 and most of the games that followed.
Monstropolis:
I’m confused on the timeline for this one. It’s soon enough after the movie that Mike is still worried about monsters being afraid of humans, and the Monsters, Inc. factory entrance still says “We scare because we care”, but Boo’s door is already back in one piece?
Most of the world takes place in a part of the factory we had never seen before, and frankly, I didn’t think it existed. Apparently Monsters, Inc. is not just a power plant but an actual factory that makes things beyond inter-dimensional doors and scream batteries? It’s an... interesting idea but it doesn’t feel like the movies and the parts of the factory that don’t include doors feel uninspired and don’t really give me any nostalgic feelings.
As a kid, I was a big fan of the CDA agents’ design, and i was really happy to see them in KH3, but they’re the Child Detection Agency, which means taking care of unidentified life forms isn’t their job. They also don’t seem to care about Boo at all, despite the fact that they’re the reason her door was destroyed...
Arendelle: 
Apparently I wasn’t the only one to think this was the worst world by far, so I feel validated.
Contrary to the restored Thebes in Olympus, Arendelle stays completely frozen even after Elsa unfreezes it.
You don’t go to the kingdom itself, which is a huge disappointment after Corona’s beautiful little castle town.
Hans is voiceless and doesn’t matter until the very end and never appears before revealing his true intent. What was the point of even keeping him in?
F*ck the Labyrinth of Ice, it’s not in the movie and it adds nothing interesting to the story or the world as a whole.
Surprisingly, the Labyrinth isn’t the only place where you can get lost. The mountain is even less interesting than Corona’s forest and all parts of it look the same. It’s also really easy to fall from a cliff and having to climb all the way up again.
The original Let It Go video on YouTube has more than 600 million views. Nobody needed to see it done again in a slightly worse CGI cutscene. This could have been a musical mini game, or the music could have been remixed and used during a boss fight. Whatever they could have done, remaking a scene from the movie as a cutscene is the worst thing licensed games can do, and that’s what they did.
Why is Sora impressed by Elsa’s power when he first discovers them? Building an ice castle is actually impressive, but Sora can just shoot ice with his key-shaped magic sword, he shouldn't be this surprised. 
Speaking of non-impressive things, Sora met living scarecrow, puppets, furniture, gargoyles and toys, but apparently a living snowman is absolutely unbelievable!! Sora being amazed by things he’s never seen is always adorable, but a walking snowman shouldn’t be enough to make Donald and Goofy doubt his sanity.
The Caribbean:
Jack Sparrow really creeps me out in the CGI cutscenes, I don’t know why but he does.
This is just a weird movie to make a game adaptation, and it feels strangely incomplete. The story is a lot more complicated than other Disney movies which means that removing some parts for adaptation reasons will make the rest harder to understand. Characters like Cutler Beckett and Tia Dalma end up feeling kind of superfluous since they have very limited screen presence. Sora and the gang are also absent from a lot of the important plot scenes, so when they rejoin there’s no real connection with the rest of the cast.
Why does this world end with the Leviathan disappearing? It doesn’t actually disappear since you can still use it when you come back. There’s no point to that scene at all.
San Fransokyo:
I didn’t check online, but it felt like the shortest and smallest of the main worlds. I really didn’t expect it to end this fast. I understand what they were going for with the single open area, but it’s too small to really be memorable, especially compared to size of The Caribbean. I wanted to like this world, but it feels so rushed, and the fact that it was both the last main world to be fully revealed and the last Disney world you go to really reinforces this idea.
Giving Hiro the original Baymax back kind of devalues the ending of Big Hero 6. It feels like Nomura didn’t want to deal with the idea that a character can be gone for good and just decided to bring back a dead character from the movie. I would not have been surprised if they somehow managed to bring Tadashi back to life too. Having 2 Baymax also makes them both less special.
100 Acre Wood:
This one somehow feels even more rushed than San Fransokyo, it adds nothing to the plot, There’s only one minigame with slight variations, the story isn’t separated into pages like previous games,  it ends in less than an hour and basically only serves as a place to farm ingredients. What happened with this world?
Another complaint that doesn’t go anywhere:
Maleficent and Pete did nothing in this game, outside of setting up a sequel, and yet they still appeared in trailers like they were going to be important?? Why???
Anyway I liked the game, but this is just like half of the things that bothered me about it so...
I have... conflicted feelings about it overall.
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basklin · 7 years ago
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A love letter to Hotline Miami 2: Wrong Number
or how I learned to stop worrying and love the game.
Hotline Miami 2 turned 3 yesterday, I thought I’d write something up for it!
The following contains spoilers for both Hotline Miami and Hotline Miami 2: Wrong Number. I'm going to put it under a read more seeing as I got carried away.
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I didn't get to play the game on its release date, I was busy with real life. My sister was playing a part in her university theatre troupe and had a role as Miss Prism in The Importance of Being Earnest, it coincided with the date of Hotline Miami 2: Wrong Number's release and I was going to go back to the house me and my family were staying in at the time. It was a moment of respite during a time of year where I was working on my final art presentation for my school and I had worked non stop on it. I wanted to play the game since its announcement and having finished the first Hotline Miami less than a year before, I had waited so long, I could wait a day longer, my time was my own to work with. The comics by Dayjob Studio had gotten me really excited for the game at the time as well, more than happy to see my favorite medium put to use in promoting a game I was looking forward to.
I got back to my student flat in the early afternoon and made myself lunch, downloaded the game (updates and bug fixes included) and happily started it up. I'm ashamed to say now that I was expecting most of what the first few levels had to offer, since I'd spoiled myself on a leak that came out a few months before the official release of the game. I originally wasn't going to watch it, but a friend who'd watched before me said there was a character with my name in it, seeing as that was so rare to me, I caved in really fast. (Fun fact: it was the direct inspiration for one of the first comics I did for that game)
I have to point out that I'm thankful that the game's slasher style tutorial wasn't spoiled in the leaked gameplay footage, as it was a genuine joy to see the amount of details in the level design at my own pace. There was a big buzz around that level when journalists were framing it as an unwanted shocking sexual assault scene in a game about senseless violence and cartoonish gore. The game's meta commentary about sequels and how that kind of scene is used in horror movies for upping the shock value was lost on me too, but we can't be expected to get the point of a moment in media the first time. The presentation in most cases for this is frankly overblown and lasts around 3 seconds, a pair of pixellated buttcheeks over a woman I didn't even know the name of yet wasn't going to put me in a catatonic state, but a trigger warning  asking a player if they want to be spared from that kind of scene before the start of the game is always a worthy inclusion.
Even today the first 5 levels of Hotline Miami 2: Wrong Number are the perfect representation of the rest of the game: big sprawling detailed areas, a diversity in those locations, playstyles associated with named characters, and an actual commentary on violent video game protagonists.
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As mentioned before, I was very much looking forward to the game's release and getting around to playing it. I had gone cold turkey on playing the previous installment, wishing to discover the gameplay anew and making my patience feel like a reward when I got around to playing it.
I wrote “named characters” because giving them a name makes them more real, part of the world, with motivations unique to them. Not just an avatar the player can slip into and mirror back what the little amount of pixels with a human shape might be beginning to feel when committing violent acts. That also means there are more stories that come bundled together, they're more present than ever and harder to ignore for a player who wants to skip to the next action set. The arcade game format of the first game alongside its simplicity is lost, but more story is what I wanted in the sequel, so I can't complain.
Playstyles and characters were a joy to discover and experiment with these characters comprise of:
The Fans, covered in colourful war paint with their individual animal masks and expertise, all set out to go on a vigilante murder spree, chainsaws and guns in hand.
Manny Pardo, the detective whose motives remain unclear, with a more gun oriented gameplay.
Evan Wright, the writer with the one with the most unusual playstyle of the lot, seeing as he tries to do non-lethal takedowns of people he chooses himself to be around needlessly putting him and his family in danger in pursuit of the truth behind the first game's phone calls. This unique gameplay can be made into the default one by going too far on ground executions, making him go into a blind rage and seeing red.
The Soldier, limited to a single gun of your choosing whose ammunition must be replenished through carefully placed boxes throughout the level and an army knife for close range combat.
The Mafia, comprising of the Son of the former leader of the Russian mafia and his Henchman. The former wanting to reinstate the dominance of the Russian mafia after the Colombian cartel took over and the latter wishing to break free of this cycle. The Son has the same array of skills as the Fans, exception made of the chainsaw and gun combo, making him a reckless one man army, and a cool parallel between the Russian mafia and the vigilantes in animal masks.
And the last playstyle, what feels like the default way to play the game, is the one found in the first game. Simultaneously not making you feel contrived to play a certain way, but not making you feel overpowered either. It's shared between a handful of characters in the game: the Henchman , the Rat, the Pig Butcher, and the Snake. (although the latter is able to play in a fists only way with one of his masks)
Guns only, dodge rolling, fists only, a chainsaw and gun at the same time, double MP5s, and even non-lethal gameplay help to define everybody really well, beyond words and appearances.
Getting to explore levels that are massive and open was the biggest game changer, being tunnel visioned and sticking to melee weapons became a death sentence for some levels with frustration quickly rising. I remember reading the advice that guns made too much noise in Hotline Miami, the result was sticking to a melee weapon and executing fallen enemies; which rewarded you with more immediate points than firing with the different array of guns, but rising combo counters and being wary of cover definitely became the name of the game in the sequel, for better or worse.
Gone were the collection of small colourful appartement buildings, what felt like cardboard boxes with “Miami, Florida” scrawled in felt tip pen on them; instead we have unique looking buildings, that feel inhabited, grubby at times, and more unwelcome than ever for a gunfight. More windows, and getting shot from offscreen, and enemies for which you have to use a specific kind of weapons on to progress through the level, all at the same time.
Multitasking is asked from the player, being aware of the enemies in your surroundings along with the abilities and limitations of the character you are playing. Not to mention hard mode which you unlock after finishing the game for the first time, with more reaction time and ammunition conservation playing a bigger role by then. Hotline Miami's puzzle side could expand to its full potential and the developers have truly made a better game. More thought, more gameplay, more amazing music tracks from a variety of indie musicians, and more story was put into Wrong Number, it was everything I was hoping for and I wasn't disappointed by the game at all... At first.
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This isn't going to relate to a few people, but I try to finish games as fast as I can. Not speedrun them mind you, I like playing games too much for that, but finish it from beginning to end in a timely fashion. In the past, my interest dropped very fast for games that require time, knowledge of all its controls, or reflexes to beat and will get frustrated if I can't get back into the groove of it after a few months of not playing it. I tend to start over because I've either lost track of the story or of the rhythm of later chapters. On top of that, I didn't want to be spoiled accidentally or put it off too long. I remember finishing Hotline Miami's main story in one sitting only coming back the next day to finish the Biker levels, why not do it with Wrong Number?
To this day, I regret playing Hotline Miami 2 in one sitting. After 3 hours without a break, I had a slight headache, by the time I had finished the game 6 hours later, I had a migraine. By playing it the way I had, I'd successfully completed the game, but gotten a feeling of disgust by the end of it. I've had hangovers that felt better.
On a side note, that day I got a call from a classmate who wanted my opinion on the direction of his end of the year comic presentation was going. He came round when I was in the middle of Deathwish, on the level with Corey, what felt like the ultimate test of skill at the time. And I definitely gave vibes that I wanted to get back into the action, despite taking the time to answer questions and discuss his comic project (if you're reading this Jean, I'm really sorry, come round for tea sometime!). Time feels very fuzzy for this, as I seem to remember spending too much time on that stage, listening to the track Roller Mobster by Carpenter Brut over and over and slowly growing to resent it. I've gotten better since then and like the song just fine now, but I still have trouble with that level.
The assault on the Russian Mafia's headquarter by the Fans is a 4 floor action packed romp, where they all have their own floor for themselves and aim to meet each other on the roof of the building. Things don't go as planned for reasons that weren't explained immediately. Only after Deathwish do we realise that the Fans we had played as had fallen in battle one by one and died during their siege as we were playing the next floor. Now, characters whose gameplay were unique at that point got killed offscreen, with one onscreen by the police, rightfully so as they had only themselves to blame for their demise. I felt drained by the time I had come to what I thought was the end of the game. It turned out that it was the midpoint of the whole story. A pit in my stomach was slowly forming: there was going to be more after all this?
More of everything is both a blessing and a curse, more music leaves room for tracks I'll have a hard time liking, more violence means I'll slowly be apathetic to the character's struggles, and more characters is forgetting the levels that features only one of them, wondering why they were even there in the first place and if they could have been cut in favour of a smaller cast with their unique gameplay. Excitement had passed and doubt had settled in: character driven stories are what I love most of all and the cast was slowly thinning down. Those who had died weren't seen again in the story, was it going to keep my interest? I certainly expected it to.
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I finally took a break to have dinner and a stretch before coming back to continue Casualties, the final level featuring the Soldier. The stages between that one and Deathwish are wonderful, great even, but they felt as thought they don't fit into the main story, I remember later trying to rearrange all the levels, keeping in mind which levels concluded each chapters and found that everything fitted really well together as it did. I was still getting over the previous levels so maybe I wasn't enjoying them as much as I should at the time.
I'm going to be honest when I say I forget the Soldier is in the game every time. An actual wartime setting, in an alien looking Hawaii none the less, with a gameplay that's really enjoyable and prepared me for hard mode's ammunition conservation gameplay very well should be memorable. It may be due to the fact that his inclusion was to give a background to the protagonist of Hotline Miami and give the origins of the secret organisation behind the phone calls of the first game, with parallels to mission euphemisms over walkie talkies, commando style hits, and sense of loss to a cycle of violence that doesn't care for its victims or its players. The character's final moments didn't bite as hard this time, even though that one felt the most undeserved out of the whole cast.
The next four levels featuring Richter the Rat are some of the best I've experienced, by that point we were focusing on a new character we'd met in the previous game and of which I didn't think much of at the time. Seeing him was an unexpected surprise for me, a really good one because of all its touching cutscenes and tight levels. Even in his last chapter, with the track Le Perv by Carpenter Brut, reminiscent of Deathwish's nauseating track, was honestly a joy to play through, despite the difficulty. It also was a nice conclusion for the Writer's story, who instigates the Rat's recollection of the events, with a final choice between continuing the book about the vigilante group and its mysterious phone calls or reconnecting with his estranged family while there is still time and discontinuing the cycle of violence, neither choice affects the outcome of the finale, but there is definitely an obvious conclusion in there, for me at least.
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Nowadays, I know all the elements and numerous characters were included in Hotline Miami 2: Wrong Number so that everything would be done in one game. Everything Dennaton wanted to experiment with, characters that tied different storylines together and both made sense of the first game and concluded its story for good. Hotline Miami didn't have room for flamethrowers or more storylines with other operators, it was an overarching story for the player, to be in the shoes of a hitman in an animal mask, with room to interpret the story for ourselves. The sequel doesn't stand on its own from a narrative sense: I'd be utterly confused by some of the stories of Hotline Miami 2 if I hadn't played the first game, since everything stems from the events of Hotline Miami. The result is that it all feels very heavy to take in all at once.
I really didn't care for Jacket's background, or why he did anything in the first game. He doesn't have a name, or a voice, or a personality, he's really boring in a story sense, but he's the perfect game protagonist. If he can be anything you want him to be, there's no room to dislike him, aside for his violent actions which he doesn't justify to himself in any way, he just does as he is told, like the soldier he once was. We feel what he feels during the violent missions, the sense that we get better and better at the game, the character doesn't improve, as there's no character to improve, we as the player are improving level by level.
So when the sequel explained that he was a veteran that fought in a war we never get the context for or care about, my first thought was that “he was just Rambo”. I hadn't watched Rambo at the time and only ever saw that character in old Atari games where you kill nameless soldiers. He'd always seemed like the generic action movie soldier that looks cool shooting away at his enemies. But since then, I've sat down to watch the first Rambo and saw the tale about young man coming back from war without education, aside from how to kill, back to a country that doesn't need him, and even despises him. It's an incredibly sad thing to watch a character broken by committing and being the victim of violence only to be rejected by the society they served.
The personal interpretations about Jacket is one of the best parts of Hotline Miami, as much as its gameplay, graphics, and music. Wrong Number builds upon that foundation by taking multiple interpretations of what Jacket could be and extends it to the cast of the sequel: he could be a jingoist with a burning hate for Russians (Jake the Snake) just as much as he could be scared for his life and willing to protect a person he loves (Richter the Rat). He's the now unwanted soldier of a war that is long lost (the Fans) just as much as he is the patriot in service of a minority struggling for his rightful place in a hostile environment (the Son). He's also a serial killer in an animal mask (the Pig Butcher) just as much as he is a killer with his own motives that don't have to be revealed to the player (Manny Pardo the Detective). And Biker’s search for answers is mirrored by the Writer, it was only fate that they would eventually meet up.
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After the levels with Richter, we have the final 5 levels featuring another one of my favourite characters: the Son. He's the de facto leader of the Russian mafia, a scarred one man army with what feels like the strongest desire of the cast of characters: taking back Miami from the Colombian cartel, the new organised crime network in charge. His Father, the final antagonist of Hotline Miami, felt like a strong businessman with the plan of gaining power over the city through assimilation: striking a deal between the Colombians and their cocaine distribution, owning methadone clinics for the new addicts to heroin and cocaine, and gaining the favour of local politicians. The Son is nothing like that. He has a more aggressive show of power and control, separating himself from organically made drugs in favor for more potent artificial ones produced locally and actively killing his competition through violence, being in a revolution similar to the masked vigilantes in an attempt to undo the damage caused by Jacket in the first game.
As an aside, Manny Pardo has his final level in the middle, throughout the game we are teased with his personal investigation, the one of a serial killer called the Miami Mutilator, separate from the main plot of the game. It all comes to a head in his last level when it's revealed that he is the one behind the murders of the Mutilator, in an attempt to overshadow the media's attention of the masked vigilantes. The interpretation I developed over time was that his story arc was a meta commentary on sequels having their own story and an inevitable lack of interest from fans of the first game, curious instead about a continuation of the first game's narrative.
I remember originally thinking from the game's trailer that Manny Pardo was Jacket and getting really curious about how the story was going to go about, until I realised that he was in fact another character with his own motives and losing interest almost immediately in favour of the Fans revealed alongside him in the video. When it emerged that he was a detective, it seemed immediately more interesting than Jacket ever was, that it would be a character in search of answers, similar to the likes of Biker from the first game. The expectation was subverted, as it turns out that he has more current things to worry about and masked vigilantes are a thing of the past, crime doesn't stop happening and random violence is the norm in the world of Hotline Miami.
After the Detective's final level, we have what has to be one of the hardest challenges of the game: the final showdown between the Son and the Colombian cartel's Boss in his sprawling villa. Even after having been playing the game for almost 8 continuous hours, it really felt like what the game was leading us up to, from random street thugs to the drug army in Miami. And yet, even when the level was all said and done, there was yet another level after that. We are back to what felt like the finale a few hours ago: Deathwish, only this time it's the Son's side of the story, overdosing on his own artificial drugs and going on a overcoloured haze of hallucinatory violence.
Apocalypse is the name of that level, and it's a beautiful boss rush, where all the Fans are turned into monstrous animal shaped fever dreams that the Son has set himself out to destroy in his terrible drug trip, alongside his own men, turned into unrecognisable demons. It all leads to the rooftop, where a rainbow bridge invites us off into the void as the game's credits show up on the screen. The credits fade in favour of the rest of the cast, alive and unperturbed by the finale we as the player went through, only to realise that events offscreen trigger the end of the world, nuclear bombs vaporise them all and...
I didn't get it.
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It took a good night's sleep and a bit of thinking to understand what Hotline Miami 2:Wrong Number was about: deconstructing Hotline Miami. The first game's conclusion had a hopeful tone to it, with mocking comments by the developer's stand-ins if we came back looking for more answers by playing Biker's additional levels, with actual answers that feel forced if you actually manage to find all the clues within the game. The sequel ends the world with nuclear clouds and if we start a new game, we get a new introduction at the start of the game essentially asking: “why are you back?”. There were no more answers the game could provide.
Violence is at the core of both of the games and it never seemed to stop. Hotline Miami left us wanting more, Hotline Miami 2 left us with the most violent thing known to humanity. I remember thinking that it was a deus ex machina ending, an answer to problems that seemed unsolvable. But inside the game there’s all this rising tension, focusing so much on the characters distracted me from the fact that it was culminating towards the end of the world. All the characters were trying to solve all their problems through violence, but the world wasn't going to get better through those methods. It was the only conclusion a game like that could have and I love it more than ever.
I cannot thank Dennaton enough for the incredible time I had and keep coming back to with Hotline Miami 2: Wrong Number. It has made me explore media I never would have discovered otherwise and draw things I never imagined I would come to draw. Happy 3rd anniversary to an incredible game, and I look forward to the future.
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mamthew · 5 years ago
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A Final Fantasy Ranking
Over the course of the quarantine, and because I had such a good time with the Final Fantasy VII Remake, I've ended up blazing through a ton of Final Fantasy games. Since April, I've played IV, V, VI, VII, VIII, IX, X, XII, and XIII. 6, 7, 9, and 10 I'd beaten before. 4, 12, and 13 I'd played to some capacity before. 5 and 8 were completely new experiences. I had no interest in going further back than IV, since it was the first one to really put any effort into character work, and I didn't play either MMO because MMOs don't really appeal to me (I'm planning to try XIV whenever this new update drops that makes the story mode more accessible, but it keeps getting pushed back so oh well). I also didn't replay XV because I've played XV three times and watched other people play it in its entirety twice, so I have a much better handle on it than any other game in the series.
Anyway, I didn't really have any plans for what I'd do with this, besides get a better understanding of the series as a whole, but I was kinda inspired to do my own Final Fantasy ranking. I'll probably be a bit more detailed than I should be because I tend to overanalyze my media and end up having too much to say. I’m actually not placing VII Remake in this ranking half because I regard it as a spinoff and half because it’s not yet a complete story, even though Part 1 is unquestionably a complete game. If I were to put it somewhere, it would probably be close to the top, possibly even in second place. Also worth noting that this is gonna have SPOILERS for every game I discuss here. I really just wanna use this as a place to nail down some of my thoughts on these games, so they’re pretty stream of consciousness and I didn’t bother avoiding any details from the plots.
10: Final Fantasy VIII.
I don’t think there’s another game in the series with a more obvious corporate hand in it than VIII. It’s kinda the Fant4stic of FF games; there are the bones of a substantive game in there somewhere, but every aspect of the game is such a bald attempt at checking off a 1999 list of “things gamers want” that the whole affair feels hollow and sickening. A major trend I’ve noticed throughout this series is the extent to which FFVII’s success pushed the architects of almost every subsequent game to try to recapture whatever it was that worked about VII, and VIII got the worst of it. It’s got the sullen guy with a special sword. It’s got the sci-fi. It’s got the terrorists with hearts of gold fighting against an oppressive state. It’s got the train scenes. It’s got the case(s) of amnesia that hides the true premise of the story. It’s got the ability to give any character any loadout.
Besides that, they kinda crammed in just a bunch of stuff popular with kids at the time. Jurassic Park? It’s in there. Beauty and the Beast? Here’s the ballroom scene. Hunchback of Notre Dame? Here’s that carnival. Alien? Now you’re alone on a spaceship running away from a horror monster. Saving Private Ryan? The party shares brains with war veterans and dreams of their experiences at war I guess. Half of anime? It’s all about a high school for mercenaries and the party is trying to get back in time for the school festival.  Fandom culture? Zines are a collectible item, and each one you find adds an update to Selphie's Geocities page. It also has astronauts, and transformers, and a haunted castle, and a prison break, and Rome, and Alpine Wakanda, and war crimes, and lion cubs that have attained enlightenment, and there’s almost no connective tissue from one idea to the next.
Also the junction system is convoluted and terrible, using magic makes your stats worse, all enemies level up every time you do, and I couldn’t tell you which character excelled in what stats. The characters were all very flat, and the first time I felt like I was seeing the characters interact in ways that helped me to understand them was in the cutscene that plays during the end credits.
Also the female lead’s role in the story changes entirely with no warning every five hours or so. She’s a terrorist, oh no she’s aristocracy in the country she’s terroristing against, oh no she’s jealous of the others because they grew up together and she didn’t, oh no she’s Sandra Bullock in Gravity, oh no she’s the villain and it’s too dangerous to let her out, oh no it’s actually fine and they were bad for locking her up.
It’s an absolute disaster of a game. However, the music and background art is absolutely beautiful. Maybe they never gave me a good enough reason to be in an evil time traveling haunted castle, but damn is it a gorgeous rendering of an evil time traveling haunted castle.
9: Final Fantasy XII.
I’ve known for years that FFXII had issues in development. The writers came up with a story for it, and execs got scared because there were no young characters and they’d convinced themselves that young protagonists are what makes games sell. So two more characters - Vaan and Penelo - were added, one was framed as the protagonist of the story, and the entire story was rewritten so it could feasibly be from his perspective.
While the two characters they added are egregiously tangential to the plot, XII honestly has no protagonist. The writers originally wanted Basch to be the protagonist, but his entire arc is really just following Ashe around and being sad about his evil twin. Ashe is probably the most important to the story, but doesn’t have much presence for a good chunk of the story, and makes her most character-defining choice offscreen before having it stolen from her by a side character. Balthier has the largest presence in the story, and is most closely related to most of the events of the story, but has pretty much no role in the ending.
Honestly, if I were writing FFXII and told it needed a young protagonist, I would have aged up and expanded the role of Larsa, the brother of the main villain, who shows up as a temporary party member from time to time. The entire game is about family ties, and a journey spotlighting Larsa could have involved his learning about Ashe, Basch, Balthier and Fran’s family situations and using their experiences to grapple with his own. Damn, now I’m sitting here thinking about how good that could have been.
As it is, the game feels disjointed and aimless, and the ending is so bad it’s farcical. When I reached the ending, I watched Basch and Ashe forgive Basch’s evil twin for his villainy rampage, harking back to the moment earlier in the game when Ashe turned down the chance to gain powers that would have allowed her to avenge her country because she realized that those powers could also drive her to hurt innocents in the crossfire. In this moment, I realized how Vaan fit in as the protagonist of the game. “Oh, he’s going to realize that violence begets violence, and that he must break the cycle by forgiving Vayne for the death of his brother. He’s going to let go of that hatred he’s been trying to push onto someone for so long, and it’ll finally allow him to heal.” I realized that even though the road to this point was rocky, the writers had managed to craft a satisfying ending from the seemingly disparate pieces of this uneven plot.
And then Vaan picked up a sword and screamed AAAAAAAAAAA and charged Vayne down and stabbed him, and Vayne turned into a shrapnel robot dragon and exploded all the star wars ships and I threw my controller aside and laughed uncontrollably while my characters beat him up and completed the game on their own without any further input from me.
Oh yeah, the battle system is also incredibly boring. Instead of battling, the player writes up an AI script for each character, then lets them act based on those scripts. I would straight up put the controller down and watch youtube videos whenever a group of enemies showed up. I was pretty excited about the job system, but then there didn’t really feel like much of a difference between jobs, and my characters all behaved pretty much the same as each other.
The hands-off battle system, unfocused story, lethargic voice acting, and tuneless music all left me pretty uninvested in the whole affair. The art style and locations are beautiful, though, and it did make me want to eventually check out some of the Tactics games, which take place in the same universe but are supposed to have excellent stories and gameplay.
8: Final Fantasy XIII.
I’m not sure I’ve ever had two such opposing opinions of a game’s story vs. its gameplay. This game is the only one that plays with a bunch of story elements from FFIX, which did a lot to endear it to me. It’s sort of a game in which the protagonists are Kuja, the villain of IX. Like Kuja, they are created as tools by an uncaring god for the purpose of fighting against one world on behalf of another world, and are subsequently forced to grapple with the horrors of having an artificially shortened lifespan.
The story actually has a lot of Leftist themes, too. The gods of that universe spread ideology among the populace, and the people unquestioningly believe these false stories, as the gods have provided for them for as long as there has been written history. Much of the character arcs center on the characters being forcibly removed from their places within those ideological frameworks and having to unlearn what they’d always believed to be objectively true about the world.
So the story actually is pretty good, but it’s held back by some really clumsy storytelling; it constantly uses undefined jargon, has almost no side characters with which it might flesh out the world, actively fights against players trying to glean information from environmental details, and maintains (at least for me) a weird disconnect between the characters in the gameplay and the characters in the cutscenes. I think this partly stems from Square’s original failed plan for FFXIII to be the first game in a much larger series of games sharing themes and major story details. Despite these issues, however, the characters are all likeable and (mostly) believable, and their interactions are grounded in real emotional weight even while their universe feels intangible.
This all got dragged down by the gameplay, which is total dogshit. It’s got the worst battle system I think I’ve seen in an RPG. The game only stops being doggedly, unflinchingly linear about thirty hours in, the whole game took me about fifty hours, and I spent the last fifteen hours beating my head against each individual battle, waiting until the system hiccuped long enough to accidentally slide me a win. That meant I had about a five hour window of euphoric play, convinced that I actually loved this game, thrilled with every new experience it gave me, and excited to see what would happen next. I guess those five hours are what pushed this game over XII in my ranking.
7: Final Fantasy V.
Until FFXV, this game was the last of the “Warriors of Light” games, in which the game follows a party of four set characters for its entirety. To this day, it’s the last of the “Warriors of Light” games to let the player customize which character holds which roles through the job system.
FFV’s job system is the reason to play the game. Its story is mediocre, and its characters are all fairly flat, but there’s something viscerally satisfying about building party members up in jobs that might enhance the role they ultimately will fill. For my mage character, I maxed out Black Mage, Blue Mage, Mystic Knight, Summoner, and Geomancer. Then at the end, I switched her to a Freelancer with Black Magic and Summoning, and she kept all the passive skills for those jobs and also the highest stats across those jobs.
It was super fun and kind of a shift of focus for me, since I tend to place story above anything else in games. Despite the story not being special, though, the game’s writing is actually a ton of fun. It’s definitely got the most comic relief in the series, and I came away loving Gilgamesh as much as everyone else does.
And while it’s nothing special graphically, it does have some really cool enemy designs, and the final boss design is one of the most memorable ones they’ve ever done. Which is impressive because I keep having to look up Exdeath’s name because the character himself is super forgettable.
6: Final Fantasy IV.
This wasn’t the first game in the series to feature actual characters with names and depth, but I have no interest in playing FFII, so it might as well be. I actually played the DS Remake for this game, so it definitely had some quality of life improvements, like full 3d characters and maps, voice acting, an updated script, the ability to actually see the ATB gauge, and the ability to switch to other characters whose turns are ready without using a turn.
Apparently one thing the remake didn’t do was rebalance the difficulty for more modern sensibilities. Instead, this remake is...harder? It requires more grinding than the original? Why??
Either way, though, the story is actually solid! The game opens on its protagonist, Cecil, committing a war crime on the orders of his king, who raised him as a child. The first ten hours of so of the game follows Cecil as he tries to understand why he was ordered to kill so many innocents, turns his back on his country, and works to redeem himself.
This arc is reinforced by the game mechanics, too, which is super clever. His redemption is marked by a change in job from a Dark Knight to a Paladin, which also resets his level. For a time, his life is considerably harder because he’s finding his footing as a new person, which is marked by battles which had been easy becoming much harder for the player for a time.
This game places storytelling over gameplay more than I think any other game in the series. Each character is locked into a job, which I much prefer in my RPGs to games where characters function pretty much interchangeably. I dunno if it’s because I cut my RPG teeth on Tales, but it really bugs me when I can give Tifa the exact same loadout as Barret. I want the lives of the characters to bleed into their functions as gameplay devices.
However, the developers clearly had a ton of different jobs they wanted to add to their game, but hadn’t figured out how to allow for the player to switch in and out party members in standby. To fix this, they increased the in-battle party to five characters rather than or four (or the later constantly frustrating three), rotated the roster a ton, and had a ton of characters who straight up leave permanently. One character dies and never comes back. Two characters die and only are revived after it’s too late to rejoin the party. Four characters end up too injured to continue traveling.
This let the developers make a ton of jobs, but it doesn’t let the player exploit these jobs to their fullest. Characters’ stats reflect their role in the story, as well. One character is quickly aging out of adventuring, so his magic stats increase on levels, but his attack and defense stats actually decrease, signifying his failing body. Another character has already achieved some form of enlightenment, so he gains no stats when he levels up at all. The purpose of IV is the story, over any other aspect of the game, which makes it even more mindboggling that the remake would have increased the difficulty.
Besides that, the biggest issue I had with this game was the overbearing constant drama of it. While there were a few more lighthearted parts, they were mostly relegated to NPC dialogue and sidequests. The characters in this game don’t become friends so much as they become companions who bonded over shared tragedies, and this makes for quite a few scenes of every character separately wallowing in their own immeasurable sadness. I played FFV directly after this game and the light story and jokey dialogue was a much-needed palette cleanser.
5: Final Fantasy VI.
Before the unexpected success of FFVII irreparably changed the franchise, Square constantly mixed up the story formula for the series. IV, V and VI all handled their stories really differently from each other, and what I remember of III also felt fairly different from the games that came after.
Every game from VII on had a very clear protagonist (except XII, whose botched protagonist was still clearly marketed as the protagonist). The concept of the Dissidia crossover series is built on the idea that every FF has a protagonist at the center of its story. FFVI’s Dissidia character is Terra, but Terra is not the protagonist of FFVI.
Apparently while developing FFVI, the directors decided they didn’t want the game to have a clear protagonist, so they asked the staff to staff to submit concepts for characters, and they’d use as many as they could. This game has fourteen characters, each with their own fun gameplay gimmick in battles. Three of the characters are secret, and one can permanently die halfway through if the player takes the wrong actions. Of these fourteen characters, the main story heavily revolves around 3-6 of them, while five more have substantial character arcs.
There’s kind of a schism in the fandom over whether this game or VII is the best one in the series, and I can see why; this game is absolutely fascinating. No other game in the series has done what this game did, which means it’s one of the two FF games I really want to see remade after they complete this VII remake.
The first half is very linear. It breaks the beginning party into three pieces, then sends each character to a different continent, where they meet more characters and build their own parties before everyone reunites. Once the story has taken the player everywhere in the world, the apocalypse hits. The villain’s evil plan succeeds and tears the entire world apart.
The second half of the game picks up a year later with one character finally getting a raft and escaping the island on which she’s been marooned. In this half, the player navigates the world, which has all the same locations, but in completely different parts of the map. The driving factor for much of the second half is to learn from incidental dialogue where each party member has gone in this new world, to track them down, and to try to fix some of the bad that’s been done to the world before finally stopping the villain who destroyed it.
It’s unique and clever and occasionally legitimately tugs at the heartstrings some, which is impressive for a poorly translated SNES game. The final dungeon is a masterpiece all on its own. It requires the player to make three parties of up to four characters, then send them in and switch between them as new roads open. This way, the game manages to feel like an ensemble piece up to the very end.
4: Final Fantasy VII.
As I previously mentioned, there’s kind of a schism in the fandom over whether FFVI or FFVII is the best game in the series. Neither is the best game in the series. FFVII is better than FFVI. Oops.
When I was first drafting up this list, it was before I’d reached my replays of VI or VII, and I tentatively placed them next to each other, with the strong assumption that I’d end up placing VI a bit higher than VII, since it has so many strongly differentiated characters with solid story arcs, beautiful artwork, great music, etc. etc. Then I reached FFVII and not even four hours in, I realized it would have to be higher on my list than VI.
VI has a better battle system, its characters are much more differentiated by their gameplay, its character sprites have aged much better than VII’s character models, and it has four party members in battles instead of three. But I couldn’t overlook VII’s gorgeous artwork, sharp character work, and character-driven story. In the end, I had to give it the edge.
VII is a strange beast. It simultaneously really holds up and has aged horribly. The story is excellent and I love the characters, but the actual line-to-line writing is pretty bad, making the whole experience of the game a bit like swimming upstream; you’re getting somewhere good, but the age of the game is still pushing you back the best it can. Similarly, the background artwork is fantastic and gives the game locations a sense of place incomparable to anything that had come before it, but the character models are so low-poly that the two are constantly at odds with each other.
Still, the game is more a good game than it is an old one. I think it’s managed to duck the absurd level of hype around it by actually being very different from what the most popular images of it make it out to be, if that makes sense. The super futuristic techno-dystopia city only makes up a very small portion of the larger game, and most newcomers to the game won’t have seen Junon, or Corel, or Cosmo Canyon. Heck, I didn’t know Cait Sith or Red XIII were characters before I played the game for the first time. One of the many reasons I’m excited for the rest of this remake is to see newcomers to the story learning just how much variety there is to the world, events, and characters of this game.
FFVII also began (and pulled off really well) a number of storytelling trends that continued in subsequent games in the series. Obviously, almost every game since this one has a clear protagonist with a cool sword for cosplayers to recreate, and an androgynous villain whose story is closely linked to the protagonist (or one villain who is linked to the protagonist and a second one whose purpose is to look like Sephiroth), but it’s started broader, more quality shifts, too.
FFVII is the first game in the series to try to give all its characters arcs based on a similar theme, for example, a trend that has helped give it and future games a sense of thematic unity, especially in IX, X, and XV. Heck, that trend was why I almost came around on XII before they nuked it. It was also the first game in the series to have a real ending, rather than closing out with essentially a curtain call featuring all the party members, like they did in IV through VI (and I assume earlier).
Another common feature of FF games that it didn’t start with VII but certainly was canonized with it was the mid-game plot twist tying the protagonist to both the villain and the larger story. FFIV had this as well, of course, but I feel like the orphanage twist in VIII, the Zanarkand dream twist in X, and the time skip twist in XV were all meant to recall VII’s twist of Cloud’s…very complex existence (IX’s two worlds twist actually is a clear homage to IV, but it’d be hard to argue that Zidane’s connection to Kuja - and the character of Kuja generally - weren’t more influenced by VII).
2: Final Fantasy X and Final Fantasy XV.
Sorry, this one is a two-fer. I’m not gonna spend too much time on why I placed these two together in the #2 spot (I wrote a long thing on it here, if you’re interested). In summary, the games kinda mirror each other, in story and design. Each game can be seen in the negative space of what the other game leaves out, and at the end, the characters react to similar situations in completely opposite ways. For this reason, and that they’re of comparable quality, I think they’re best viewed as companion pieces.
FFX was the first mainline Final Fantasy game I ever completed, six years late. It was the first FF game with voice acting and many fully modeled locations. It also kinda marks the beginning of the series’ constant changes to the battle system.
That’s not to say the previous games’ battle systems didn’t also differ from each other, but they all had the same setup, with levels and an ATB gauge. This was the first game since III not to have any real-time element to its battle system, nor numbered levels gained through experience points. Since X, no two FF battle systems have been remotely comparable, which is cool and innovative and keeps things fresh, but also means I’ve been starved for just a regular ATB FF game for too long.
In many ways, FFX feels like a bridge between the PS1 games and the later games. It feels much more streamlined than VII, VIII, or IX, in terms of both storytelling and design. The game is very linear, pushing the player from one area to the next and not allowing much backtracking until the very end. It also loses the aging look of the PS1 games’ menus and UI, finally updating the classic font and the blue menus with white borders to fully modernized and sleek graphics.
However, movement still feels very similar to movement in VIII and IX, the music definitely evokes the PS1 games more than the later games, and most locations are portrayed with beautifully painted backgrounds, rather than modeled in (which I actually prefer, and I was glad to see that VII Remake has gone back to that in some places).
Voice acting in this game is phenomenal for 2001, and honestly on par with many contemporary games. I can’t think of a voice actor for the main cast who didn’t do a great job. Tidus’s narration, especially, is emotional and evocative in all the right ways. Grounding the plot in a very personal story about Tidus’s difficulty coming to terms with and proving himself to his abusive father keeps the story relatable and real.
Something interesting about my experience with X is that because it was my first Final Fantasy game, I thought for a very long time that the series was about organized religion, and the ways it is used to justify evil acts. This might be the only game of the ones I’ve played that is about organized religion, or even prominently features a religious doctrine, which really sets it apart from the rest of the series.
The game’s thematic unity is on point, even if there is a scene where they state the central themes a bit too plainly. Every character, and even the entire universe of the story, is held back by the past, and every subplot and the main plot revolves around finding ways to move forward and leave the past behind.
I love FFXV. It feels like a return to form after XII and XIII. It’s also probably the furthest any game in the series has strayed from the original formula. Battles are entirely real-time, and the game is a straightforward action game. There is very little time spent with menus, and even the leveling system has been stripped down to a few skill trees. It’s immediately obvious that the game was originally created to be a spinoff, not a main title.
FFXV is also probably too much a product of the current era of microtransactions and payment plans. The full story is spread out across *deep breath* a feature film, an anime series, an anime OVA, a standalone demo, two console games, four DLC story chapters, a multiplayer side game, a VR fishing game, four phone games (though really three phone games because A New Empire straight up isn't in that universe and also is terrible), an expansion including several entirely new dungeons, and finally a novel set to release sometime this year. That’s a whole lot of story. I’ve not played the phone games or the VR fishing game, or read the novel yet, but I’ve experienced all the rest.
But I also played FFXV when it first released, before any patches, before I knew there was a film, just the game all on its own. So you can believe me when I say that without any supplementary material, the game is still great.
It goes back to the FFI, II, III, V “Warriors of Light” system, where the party has four characters who do not change at all throughout the game. While this bugged me at first, I soon came to appreciate having a story where almost all character interactions involved these four characters. It meant I came to understand them well enough to feel like they were my friends, too. Most characterization in this game is understated, presented through small shared moments, dialogue, and body language as they travel the world together. Much like X, the overarching story might be expansive and far-reaching, but the real show is in the personal journeys the friends have.
Much of the first half of the game is spent exploring an open world, driving along the road and getting out of the car for pit stops or to explore the forests nearby. This is one of the very few games where I don’t mind just exploring an area without the promise of an upgrade or a new scene, just to see what’s around the corner, or to hear whatever banter the characters might engage in next.
The entire world of this game is gorgeous, and the orchestrated music is some of the best they’ve ever done. The main plot is beautiful, too. It’s bittersweet and emotional, with a charismatic villain and a twist that blew me away the first time I reached it.
The supplementary material is also mostly really quality. I’d recommend the Royal Edition over the original edition for sure, and to watch Kingsglaive as well. The anime series is quick and fairly fun, and Comrades expands on the universe in some great ways, but neither has as much bearing on the overall plot as the DLC chapters and Kingsglaive. I’m so in love with the DLC chapters, actually, that two years ago I wrote a piece just on how much Episode Ignis affected me (here if you care).
This is definitely getting long, so I guess I’ll move on after saying I’m upset that they patched Chapter 13 to make it easier, and I’m angry at everyone who complained that Chapter 13 was too hard. It was a brilliant piece of storytelling through game mechanics, and it’s mostly been stripped of all that, now.
1: Final Fantasy IX.
It’s IX. It was always IX. I actually did come into this with an open mind, wondering if one of the new games I’d experience (IV, V, VIII, XII, XIII) might end up hitting me harder than Final Fantasy IX, but as I replayed my favorite game in the series I quickly realized that wouldn’t be happening.
There are only a handful of games that make me cry. IX is one of two without voice acting. There are several songs from IX that make me tear up just when I hear them.
The story of the black mages gaining sentience, learning that they can die, and trying to force themselves back into being puppets just to lose that knowledge really moves me. The same goes for the story of Dagger no longer recognizing her mother, setting out to find a place to belong, learning that her birth family is long dead, then watching her mother return to her old self a moment before losing her forever. And Zidane’s story, where he has nowhere to call home, finally discovers the circumstances of his birth, and realizes that had he stayed in his birthplace, he would have become a much worse person than he ultimately did.
More than any other, though, Vivi’s story will always stick with me. He was found as a soulless husk by Quan, a creature with the intention of fattening him up and eating him, but each of them awoke something in the other, and Quan ended up raising Vivi as his grandson. When Quan passed, a rudderless Vivi went to the city to find a new home, and eventually learned he was created as a weapon. Other weapons had also gained sentience, but none had the worldliness that Vivi had gained from his loving relationship with Quan. When Vivi discovers that most weapons like him die after only a few months, he grapples with the possibility that he may die at any time, and eventually decides that he can only take control of what life he has by living each moment to the fullest. He ends up becoming an example for the other weapons to follow.
FFIX is a game about belonging: both yearning to have somewhere to belong and learning that the place where you think you belong is actually toxic and harmful to you. Even the menu theme is a tune called “A Place to Call Home.”
IX ran counter to the trends of the series in a number of ways. It was a return to high fantasy after the more sci-fi VII and VIII, and was also much more lighthearted than those games, while still being heartfelt and occasionally bittersweet. Gameplay-wise, it locked each of its characters into a single job, gave them designs based on their jobs, brought back four-character parties, and introduced a skill system in which characters learn skills from equipment. It also had a much softer, less realistic art style, and mostly avoided the attempts to recapture VII that have plagued most other subsequent titles (besides Kuja’s design, I guess).
The story is also structured so well. It regularly shifts perspective for the first thirty hours, allowing the player to spend ample time with each of the party members, and shaking up character combinations for fun new interactions. It introduced a system similar to the skits from Tales games, showing the player often humorous vignettes of what’s happening to other characters at the time. Once the characters have all come together in one party, the game has earned the sense that all of them (except for the criminally underexplored Amarant) have become a family.
The supporting cast are a blast as well. Zidane’s thief troupe (who double as a theater troupe) are likeable and fun. Kuja’s villain arc allows him to be sympathetic without losing his edge. The black mages are tragic without being overdone.
The development team for this game put so much more work into this game than they had to. The background artwork was all made in such high-definition resolutions that the act of downscaling them to fit in the game removed details. Uematsu traveled to Europe to make sure he’d get the feel of the soundtrack right, and has said it’s his favorite score he’s ever done. Sakaguchi, the creator of Final Fantasy, says IX is his favorite game in the series.
FFIX is one of the two games I would like them to remake after they finish the VII Remake, but I’m terrified they’ll mess it up in some way. Honestly, the game’s only flaws (which I do desperately want them to fix) are a lack of voice acting, the underdeveloped party member Amarant (and to a lesser extent Freya), the dissonance of Beatrix never getting punished in any way for her hand in a genocide, and the fact that very few of the sidequests are story-related because so many of the smaller story details that would normally be relegated to sidequests are covered in the main plot.
Despite the danger, though, I think revisiting IX is absolutely essential moving forward. It represents so much of what made older games like IV and VI great, and its story is much more grounded in real emotion than many current Square stories tend to be. Remaking VII will be good for getting VII out of Square’s system. Remaking IX would be good for putting IX back into Square’s system.
Here’s a IX song as a reward for getting this far. I’m gonna go listen to it and tear up again.
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kirain · 7 years ago
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Top Ten Favourite Anime Games
For this list, I will only be including games that are specifically considered part of the anime genre, NOT games that were created by Japan Studio or other Japanese companies/creators. So games like shadow of the colossus,  Bloodborne, Metal Gear, Resident Evil, etc., won’t be mentioned. While it is arguable that such games could fit the anime genre, it’s never been clarified. So here’s a list of my top 10 anime games.
1. Gravity Rush
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There’s no real order for this list EXCEPT for Gravity Rush. It is easily my number one favourite pick. I bought it for next to nothing thinking it would be a cute little experience, but it ended up gripping my interest for four days straight; which is rare for me. While at work, all I could think about was getting back to it, and it’s one of the few games with trophies that didn’t annoy me. Seriously-- not one trophy pissed me off. In every game there’s at least two or three that really grind my gears, but Gravity Rush had nada.
There are several challenges in the game that are tough but fair, and they never become boring because they’re designed in such a way that the more you play them, the better you get. You begin to learn the controls, the landscape, the shortcuts, etc., which makes for some excellent gameplay. At no point in the game do you feel like a failure, which is nice once in a while. On top of that the story is fun, the characters are lovable, and the art is breathtaking. During each new chapter, we’re given information in the form of a hand-drawn manga, which only adds to the uniqueness. The language in the game is also made up, so anyone can relate to it. And the music? Oh, don’t even get me started:
https://www.youtube.com/watch?v=BxIC6Vu1ee0&t=43s
And just when I thought it couldn’t get any better, they went ahead and created a sequel, Gravity Rush 2! It’s pretty rare, in my opinion anyway, that video games have sequels that measure up to their predecessor, but Gravity Rush 2 might be even better! It lets us revisit old friends, make new friends, explore more areas, it gives us grater challenges and a newly implemented difficulty setting, and additional online adventures that have nothing to do with achievements! What really hits me about these games, though, is the freedom. You get to fly wherever you want, anytime you want, at ridiculous speeds. The world is vast, beautiful, and so fun to navigate.
After playing and falling in love with these games, I can only assume they’re called “Gravity Rush” because they’re an absolute rush to play.
2. Devil May Cry
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Specifically the first game, Devil May Cry will always have a special place in my heart. I played the game a lot when I was in grade school and kept replaying it well into my high school years. All the way up until my PS2 broke. :’)
Now, I do know that this game was created by Capcom and that it was supposed to be related to the Resident Evil franchise, but director Hideki Kamiya openly stated that the game is an anime-style hack and slash action-adventure game, and even gave the anime T.V. show, Devil May Cry: The Animated Series by Shin Itagaki, his professional seal of approval.
That said, Devil May Cry is addictive with its brutal but charming character Dante, and its dark and twisted plot/gameplay. If you’re into cool characters, blood and guts, and kick-ass combat, this is the game for you!
3. Catherine
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Another nostalgic game for me, Catherine was something I played constantly when I was in high school. The animation is enticing, the story is a giant mind f*ck, and the English voice acting is stupendous. Like many story-related anime games, it has multiple endings, as well as a karma metre that wraps into your choices. The story revolves around a man named Vincent  Brooks, who is beset by supernatural nightmares while torn between his feelings for longtime girlfriend Katherine and the similarly-named beauty Catherine.
While the game is mostly a platformer, the challenges are unreal, especially in Babel (an extra area not related to the story) and the arcade game, Rapunzel. If you want your brain to turn to mush, I’d suggest setting this baby to the hardest difficulty. Naturally there’s a trophy for beating everything with a gold time, so if you get that you’ll be able to gloat to all your friends about how smart you are. XD
Jokes aside, though, there are other aspects to the game that keep you going. You won’t get bored of the platforming because between each level is the story, given to us in two distinct anime styles, and a trip to the bar, where you can get drunk and interact with other characters. Depending on the dialogue you choose, you could be responsible for their dreams coming true ... or their untimely death. A remake of the game will be coming out for PS4 next year and I can’t wait to play it!
4. No More Heroes
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No More Heroes is another action-adventure hack and slash video game that follows a man named Travis Touchdown ... who is a hardcore otaku. Literally all he cares about is killing and anime, which makes for a hilarious story. Travis is also a top-class assassin in a world where assassins constantly compete. Think John Wick: The Anime. This game is full of comedy and combat, as well as cool characters, crude challenges, and a cuddly kitty cat. I played this game religiously when I was in high school, and enjoyed it even up to it’s weird mind f*ck of an ending. The only downside being that it’s only available on Wii, which made for an interesting and unique experience, but a sad realisation that it will never be available for any other platform.
5. Trauma Center: Second Opinion
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Just like No More Heroes, Trauma Center: Second Opinion is only available on Wii; but that in no way affected my love for it. Second Opinion is the second game in a long line of Trauma Centers, but for some reason it’s the only one I enjoy. Perhaps it’s because playing it on the Wii gave it a sense of realism. The game is a surgery simulator, and like an actual surgeon, you have to concentrate and keep your hands steady to succeed. If you move too quickly or throw yourself off balance, the patient will die. The art and music are also incredible and, believe it or not, there’s actually a pretty interesting story that goes along with each chapter. As you work your way to more advanced operations, you really take a liking to the characters and feel a strong sense of duty to your patients. To anyone who owns a Wii, this is definitely a game I’d recommend.
6. Chibi-Robo!
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Chibi-Robo! This game takes me back! I spent hours upon hours playing this game, and I still would today if my copy hadn’t been stolen. This little treat is only available on the Wii and GameCube, and was created by Nintendo. It’s one of the most adorable platform-adventure games I’ve ever played to date. The Wiki explains the plot perfectly, so I’ll just post it here:
“Chibi-Robo! takes place in a 1960s-style American home and revolves around a tiny, highly advanced robot of the same name. He is given as a birthday gift to a socially withdrawn eight-year-old named Jenny Sanderson by her father. This is much to the dismay of Jenny's mother, a homemaker who is constantly stressed over how much money her husband spends on toys despite his unemployment.”
For a game that seems so basic, there are a plethora of areas to explore and they are huge. Ironically so, I’m sure, but it makes for some amazing gameplay nonetheless. As you wander, you help other creatures around the house, including the family, solve their problems and complete challenging and often comedic tasks; such as flipping burgers, cleaning up puddles, and-- you know-- helping the egg general save his fellow egg soldiers from the household dog. Yeah, stuff like that. XD
Honestly, it’s super fun and I recommend it to anyone, no matter what their age. It’s clearly geared towards children, but I can’t think of a single reason why an adult wouldn’t enjoy it just as much. It’s relaxing, freeing, and puts a genuine smile on your face. :)
7. Pokemon X and Y
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Okay, I know I probably shouldn’t add Pokemon to this list, but I can’t help it! I’ve always loved the Pokemon games, but they just get better and better every time! Pokemon X and Y quickly became favourites of mine, and they consumed my life for a good two months as I captured every single Pokemon, bred the perfect IVs, and worked my ass off to get every shiny I desired. On top of that, I loved the story and, for once, how my character design turned out. What’s more, I fell absolutely in love with the Looker side quest, which is possibly the best and most emotional side quest I’ve ever played in a Pokemon game. X and Y will always be special to me, because in was with these two games that I caught ‘em all!
8. Pokemon Sun and Moon
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Visually, Pokemon Sun and Moon are the best of the Pokemon games, in my opinion. They were also the first to really shake things up and give fans new and improved methods of breeding, capture, travel, communication, and more. We were also introduced to a new type of pokemon called “ultra beasts”, along with a fun and alluring story with several new characters and legendaries. Throughout the game, I found myself laughing hard at some of the experiences, and I spent countless hours capturing, trading, breeding, spoiling, and loving all of the new pokemon the games had to offer. I even transferred my pokemon from X and Y over so I could give them the same love and affection. ^_^
I have to thank @cassafra5 and @george-nordington, because they’re the ones who bought me this masterpiece! Thanks, guys! <3
9. .hack//OUTBREAK
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This is a game that will always be near and dear to my heart. Back before guides were widely available, I was playing a game called .Hack//OUTBREAK. It came out in 2002, when I was only 12 years old. Back then, my dad was still alive. He never really understood my taste in anime, but he wanted to try and relate, so he bought this game for me on a whim. Little did he know I knew absolutely nothing about the .Hack series, and little did either of us know that OUTBREAK was actually the third part to two other .Hack games. Still, I didn’t want to hurt his feelings, so I played the game-- and I fell in love.
Visually, OUTBREAK was one of the best games I owned on PS2, and although parts of the story were difficult to follow, I was hooked. I dedicated entire days to this game, and because there weren’t any guides, I had to write down every code and location so I wouldn’t get lost/forget them. Today, I still have pages folded safely in the case. The amount of exploration and character interaction opened me up to a whole new genre of video games. In fact, it basically introduced me to anime-style games. I could actually buy gifts for my friends and build relationships. That seems common now, but back then it wasn’t for a typical PS2 game.
Unfortunately, tragedy struck when the save cartridge was accidentally kicked by my brother and all of my data was lost. I wasn’t too concerned, since I figured I could just replay the game and get everything back ... but the disk was also severely, irreparably scratched. It no longer plays. As such, it is now merely a keepsake from my father. I miss you, dad.
But 16 years later and my sister and I are still quoting this game! XD @alannahkiwi https://www.youtube.com/watch?v=0I-7hwgwqa4
10. Persona 5
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I only recently started playing Persona 5, but it’s quickly made its way to my top ten. I can’t say too much about it just yet, aside from the fact that the animation is crisp, the story is gripping, and I’m ready to sink hours of my life into platinuming this gorgeous feet of human achievement! So much heart and sole was poured into this game and it shows with every in-game step I take. This is the only game on this list that I haven’t yet finished, but I have a sense that I don’t really need to. Thus far, every mission has been a gem and I don’t want the party to end!
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