Tag: gaming

  • Can I Platinum 2026?

    Can I Platinum 2026?

    I have, let’s call it, a sickness.

    That sickness is that I will play most games until I hit end credits, regardless of when in the process of playing that the experience has become an insufferable nightmare. Worse still, is the hunger deep within me that yearns for the dopamine rush of a platinum trophy. I need them, I dream of them, I make obsessively detailed plans for how to acquire them. I stopped enjoying Ghost of Tsushima about four hours in, but when I peeked at the trophies (a blunder I repeat with every game I buy) I realized just how attainable that platinum trophy was.

    So I got it. Every step of the way I was battling with reason, with decency, with my knowledge that my time on Earth grows shorter with each enemy encampment cleared, with every haiku composed. Was it worth it? Probably not.

    Does my heart gleam with joy when I see that (at time of writing) I have 61 platinum trophies to my name? YES.

    Outside of gaming, I have become a goals oriented person in the last few years. I write to-do lists every day (a useful method of coping with my severe and unmedicated ADHD), that will remind me to do basic things like shower or write an email I’ve been meaning to send, or to spend a few minutes reading or outlining my next post. It’s remarkably effective, and is a practice which I’ve been thinking may lead to some big growth and possible successes in 2026.

    I turned 30 at the tail end of 2025 and with it came a lot of angst but also a sudden drive to get more of my big picture goals out of the way by the time I turn 31. I decided that the best way to achieve these goals would probably be to make a long-term to-do list and check them off one-by-one, breaking them down into a lot of attainable milestones rather than vague, nebulous idealized dreams of success.

    Like… a trophy list.

    <sicko mode engaged>

    So here we are. It’s 2026 and I have only one thing on my mind. Can I platinum the year?

    Below I have organized my goals for the year into the typical trophy categories. Bronze trophies are things that are most likely to just happen with little input or extra effort on my part. Silver trophies take a little more time and energy, and have the potential to be missable by certain deadlines if not adequately planned and prepared for. Gold trophies are the real difficult tasks, things that might not even be up to me and my efforts entirely and may rely partly on a bit of universe-scale RNG.

    Some of these are silly. Some of them are deeply personal. All of them will benefit me in some way.

    Here is how we get there.

    Bronze Trophies

    Wolfing it Down – Read Gene Wolfe’s “The Book of the Long Sun” and “The Book of the Short Sun”

    Simba, Remember – Finish all Elden Ring Nightreign Remembrance Quests

    Not A Waste of Money – Finish my backlog of unwatched DVDs

    Cyber New Type – Watch Mobile Suit Gundam ZZ and the film Char’s Counterattack

    Explorer – Visit 10 previously unvisited local bookstores

    Mysterious Benefactor – Back 5 TTRPG crowdfunding campaigns

    FINAL-LY – Finish and write about all remaining mainline Final Fantasy games

    Cleaning House – Clean out my closet and dressers of old clothes and donate them

    Silver Trophies

    Ooh Shiny – Acquire 15 more Platinum Trophies (how meta!)

    Bookbound – Finish 50 books

    Consistency – Publish a new episode of “Table for Two” every single week

    Number Go Up – Reach 1,000 downloads for “Table for Two”

    Do it For Them – Finish and publish my next game, “For the Flock”

    A Real Game Dev – Reach 50 downloads on itch.io

    Cooking Papa – Cook 20 new recipes from the various cookbooks I received for Christmas

    It’s An Investment – Purchase a Steam Deck

    Gold Trophies

    It’s For Your Own Good – Exercise Daily (at least 10 minutes, work counts)

    People Are Talking About This – Reach 20 patrons on the “Table for Two” Patreon (that’s patreon.com/tablefortwopod)

    Whisper – Publish a short story

    Speak – Publish a novella

    Shout – Complete a first draft of a novel

    Tables Squared – Launch a secondary series on the “Table for Two” feed

    Platinum Trophy

    2026 – The Year of the Celestial Fox – Acquire all other trophies

    So there it is: my trophy list for the year 2026, due no later than 11:59pm on December 31st.

    Wish me luck.

  • Game of the Year List – 2025

    Game of the Year List – 2025

    It is something of a triumph that in a world as absolutely miserable and cruel as the one we inhabit still there can be found art that touches the soul and tickles the brain and tugs at the heart in no less profound a way than in years before: games that speak to our desires, our ambitions, our fears, our sense of wonder, our childish glee at solving a puzzle or discovering something new.

    This year, as with every year since the medium’s inception, there were a ton of great games to play and I was fortunate enough to play a lot of them. So many that it was a bit of a struggle to decide not only on the order this Top Ten list would be arranged in but which games would and would not make the cut. After waffling back and forth here and there, I’ve reached my conclusive Game of the Year list. Here it is.

    I’ve spoken about many of these at length already (I will link those posts where applicable), so each entry on the list will only have a short blurb describing why it’s there. As an important note, I recommend all of these games to whoever is even the least bit interested in them, as I had an excellent time with each one. Starting with…

    10. Labyrinth of the Demon King

    If you are a fan of the early King’s Field games or the visual and audio aesthetics of PS1 horror titles, then this is the game for you. It is fun, challenging, tense, atmospheric, and delivers a hack-and-slash dungeon crawling survival horror adventure that doesn’t overstay its welcome and has loads of fun puzzles and unique enemies to overcome.

    9. Absolum

    https://vulpesvalentine.blog/2025/11/18/absolum-review/

    In addition to looking and sounding absolutely gorgeous, this game is simply so damn fun to play. Combat is fast-paced and hard-hitting, with delightfully spectacular abilities to unleash on the many foes that stand between you and the Sun King. The progression, the secrets, the random events encountered on the path to each boss, and the uniqueness of each character make for an exciting time that is even better with a friend thanks to a well designed co-op feature that even allows you to balance the game differently for each respective player.

    8. Wanderstop

    https://vulpesvalentine.blog/2025/11/11/wanderstop-and-the-necessity-of-play/

    In a perfect example of ludo-narrative harmony, Wanderstop asks the player to un-learn the ways that many modern games have taught us to enjoy our time gaming, and to instead put that energy into self-reflection and meditating on the simple mundane tasks set before you. It made me laugh. It made me cry. It left me in a contemplative space for days upon completion. What more can you ask from a game?

    7. Monster Hunter Wilds

    Dragons. You can ask for dragons. And big pink gorillas. And also a rooster (psst, it’s also a dragon). This game became a staple of my afternoons for a few months and I had a wonderful time mastering my weapon (dual blades babyyyyy) and learning how to face down each new monster that came my way. The focused attacks add a level of strategy that I greatly enjoyed, despite playing most of this game like a kid at an arcade cabinet of a Street Fighter game. Them buttons be mashed.

    6. Despelote

    https://vulpesvalentine.blog/2025/07/22/despelote-review/

    There is a sequence in the game where you play an in-universe soccer video game which slowly bleeds into a dreamlike stroll through your hometown from a bird’s eye view, accompanied by a simple yet devastatingly beautiful score. You are merely a dot in a world so big and and at times empty feeling, but still you walk these streets. You follow them home.

    I think about this every day since I played it.

    5. Metal Gear Solid 3 Delta

    It’s a risky position to put oneself in: remastering a game that a good number of people consider to be one of (if not the) greatest game of all time. Do you make changes that you truly believe will improve upon what some call perfection? Do you leave it alone and have people call the remaster lazy and uninspired? MGS3D finds the perfect balance. It leaves a lot of stuff untouched and gives you a great deal of customization options for your preferred play style. Do you miss the fixed camera angles of the original release? Toggle them on! Do you prefer a more traditional behind the back camera? Then go with Konami’s blessing. New secrets abound, old secrets are still there, and all the wacky mini-games and meta mechanics work just as fantastically as ever. It’s a perfect remake for a nearly perfect game.

    4. Elden Ring Nightreign

    https://vulpesvalentine.blog/2025/08/12/elden-ring-nightreign-review/

    One of my favorite games of all time had a baby with Apex Legends and it came out beautiful if not a little sickly. I love so much about this game, from the way it reshapes Elden Ring’s already flashy and engaging combat by giving each character unique passives, skills, and ultimate abilities, to the steady increase to stratospheric levels of difficulty. The writing is also, in a word, phenomenal. Some of the best fantasy writing I’ve seen in years is tucked into the journal entries of the game’s Nightfarers, providing side-objectives that help you gain mastery over the characters, their stories, and which unlock tangible rewards that will help you struggle through the Night. I can’t stop playing it even though I have the most catastrophically terrible luck when it comes to item drops and matchmaking.

    You know who you are.

    3. Citizen Sleeper 2

    There is an ending to the original Citizen Sleeper that makes my chest tighten and my eyes water just thinking about it. When I finished the first game, I slumped over on my couch and cried for a good ten minutes, mostly because the content of what I’d experienced was so moving, but also because it had been a while since a game had effected me on such a deep level.

    In the sequel, unfortunately, none of the emotional peaks ever reached so high, but the mechanical tightness and expansiveness of the game coupled with its new features made for an experience that was impactful, memorable, teeth-clenchingly tense, and darkly beautiful. I have loved everything I’ve played from Gareth Damian Martin and I look forward to whatever they make next.

    2. Blue Prince

    (https://vulpesvalentine.blog/2025/07/08/blue-prince-review/)

    In a year that featured some of the best writing in games I’ve ever encountered, Blue Prince hit the ball all the way out of the park and coupled the brilliance of its language with one of the most engaging and deep puzzle games I’ve ever played. It was spooky, suspenseful, and had me frequently screenshotting and jotting things down in a notebook I kept at my side, the puzzles ranging from simple mathematics and logic games to translating languages and remembering complex political histories of made up countries. There is so much depth to this game that it at times feels like an endless spiral into madness, the desire to learn more, to uncover that next big mystery, pulling you down with its infinitely alluring siren’s song.

    And if you get stuck, just use a guide. If anyone judges you, send them my way.

    1. Clair Obscur: Expedition 33

    https://vulpesvalentine.blog/2025/07/15/clair-obscur-expedition-33-review/

    What else can be said of a game that has captivated the minds and hearts, the attention, of seemingly everyone involved in games culture this year? How many more times can we praise its voice work, its mechanical tightness that bleeds into damage number absurdity the likes of which you’ve never seen before, its Sekiro style perfect dodges and parries that will reward your bravery and punish your failures in equal measure? How much can we continue describing how amazing it is that games like this can even exist? Should we talk about the spell-binding music? The comedic beats that make us laugh so hard we cry and the emotional moments that just leave us sobbing and breathless?

    Clair Obscur is at times a flawed and janky game. Its animations are occasionally stiff, its levels can be difficult to navigate as it is often unclear where you can even go and where you cannot. The optional bosses in the endgame are so blisteringly hard to beat that they practically beg you to employ tactics from a guide on how to create the perfect build for your party, one tailor made for this specific fight. The entire third act of the game suffers from a lack of specificity and direction that takes the pacing of the narrative out to the woodshed with a gun in hand.

    And yet, I love this game. I love what it says, I love the way it makes me feel, I love how much goddamn fun it is to play and how every fight rewards the player with new abilities, new weapons, or bonus experience for doing everything with precision.

    I love Clair Obscur. Odds are, you love it too.

  • Update – GOTY List and Short Break

    Update – GOTY List and Short Break

    Happy December y’all!

    It’s a big and busy time for the Valentine household, and I wanted to inform all two of you that continue to read my ramblings that I will be taking a break from my weekly posts for a few weeks to spend more time with my family and less time alone at my keyboard. I have already written my GOTY (game of the year) list and will be posting that next week, but my next post will likely be sometime in January.

    I hope to have more to say about my current project “For the Flock” and my podcast “Table for Two” (which you should totally check out by the way) and will be getting some much-needed rest in the meantime.

    Additionally, it is very likely that the next installment of First Time Final Fantasy will NOT be next month, but will actually be in February. The reason for this is quite simple.

    Final Fantasy VII is long as hell.

    To all of you with holidays to celebrate: may they be merry and relaxing. To those who are lonely: I see you. I have been you. It’ll be alright.

    Much love. Thanks for all the support you’ve given me.

    Peace and love.

  • First Time Final Fantasy – Final Fantasy VI

    First Time Final Fantasy – Final Fantasy VI

    I talk a lot about legacy in this series. It makes sense; these games are a franchise that is continually evolve as technology and industry standards change, as expectations of audiences shift toward bigger and bolder experiences and more and more competitors appear with each passing year. Naturally, a key aspect of looking back at the history of the franchise is examining the ways in which the games are in deep conversation with previous entries, present concerns, and an effort to look ahead to what big moves they can make next.

    Returning from previous Final Fantasy games are the Active Time Battle system, a more rigid narrative structure than is found in the first game, and a party of prescribed characters with their own histories, mechanics, and who rotate in and out of the player’s control. With Final Fantasy VI, it feels like we’ve reached solid ground and the feelings we tend to associate with franchise entertainment (formulaic construction, familiar themes, returning characters/names, references to other titles in the series) are starting to settle in. For North American players at the time in 1994, this feeling was probably a ways off since this was only the third mainline FF game we got (FFIV was called FFII for us and VI was titled FFIII which, interestingly enough, has never confused anyone ever).

    But what’s new about Final Fantasy VI? What makes it breath? What makes it live in the hearts and minds of gamers all these years later? I think these question have two distinct sets of answers, because FFVI is very explicitly segmented into two sections.

    In the first, you are introduced piecemeal to the world and to each character you will have in your party (a whopping 10 characters with 4 additional secret ones). At times, these characters split into different groups and you are given the option of which story path you will follow first. The world is extremely narrow and linear, with very little side-content and few places to explore that aren’t on the critical path, but the pacing is pretty tight and there is a lot of variety in the environments and the tonal content of these chapters.

    The game introduces unique abilities for each character that to greater and lesser extents radically change the way you utilize them in your party. One character has a list of special moves that require you to perform fighting game button combos. Another is your standard thief with the ability to swipe items and additional gil from enemies. Celes (my favorite) has the ability to forgo attacking entirely to stand guard and block the next incoming magical attack, absorbing it for a quick boost to her MP. Gau (my least favorite and the objective worst member of the party) can be released from the party temporarily to go into the wild like the feral child he is, only to return hours later with a handful of new abilities learned from the same monsters you’ve been fighting. The variety gives each member of the party a signature feel that gives much needed life to the starting-to-stagnate combat system and cements the identities of each character in a way that significantly contributes to their iconic status in a lot of people’s minds.

    The linear feel is at times stifling, and sudden spikes in difficulty are frustrating but are mitigated by a very generous system in which game overs do not actually remove any experience or new abilities gained between death and your last save. This means that if you’re stuck on a particularly challenging boss and you’re locked into a section that you cannot leave, you can grind against weaker enemies as long as it takes for you to overpower the boss. It ends up killing the pacing, and it’s a compromise for a problem introduced by the game’s structure, but it technically solves the issue and I can’t complain about it too much all told.

    In the second part of the game…

    OK, huge spoilers incoming.

    Midway through the game, the primary antagonist, a fucked up clown wizard named Kefka, unleashes UNLIMITED POWER and destroys the whole world, rupturing the land and scattering the party, leaving them in a dark and miserable post-apocalyptic setting filled with deadlier monsters and the traumas of the cataclysm fresh in everyone’s mind.

    The real Final Fantasy VI starts here, and it is

    You take control of a single character, Celes, who is living in isolation and awash in grief at the party’s failure to save the world. They were the heroes! How could things have gone this way? How could Kefka win? How could the world end up like this, broken and inhospitable, crushed under the boots of an egomaniacal literal clown?

    What makes Final Fantasy VI truly special to so many players, myself among them, is the story of this second act. In a world in ruins, how do we find the hope to keep going? How do we continue to fight when the fight seems over, when so much has been taken from us and the harm can’t be undone?

    We can keep fighting because it’snotover. We’re still here. So is our enemy.

    As Celes, you set off into the World of Ruin, a remixed and greatly expanded version of the game’s overworld which is now stuffed with optional content and tons of secrets to find that will empower your party for the final showdown.

    Oh yeah, your party!

    A key element of Celes’ quest in the second act is to find and reunite with the members of your party, helping to rescue them from danger, aid them in their own adventures to try and put the pieces of the world and their own lives back together. Importantly, you don’t have to get all of them back in order to face the final boss (though… why wouldn’t you?). You can collect powerful Espers, this game’s biggest mechanical addition, spirits which can be bound to party members that guide the way their stats increase on level ups and allow them to learn powerful abilities and magics. You are given the freedom to swap these around, so you can shore up your party members’ weaknesses or play to their natural strengths.

    It’s a beautiful synthesis between the Job system and the designated character builds, one that blends freedom and character identity seamlessly. Plus, some of the Espers are gated behind challenging optional dungeons, quest-lines, or even secret encounters, making them really fun and rewarding to find. Mechanically, it’s easily the best part of the game.

    Once you’ve reached a certain point in the story, you are given the option to go and face Kefka whenever you’re ready.

    There’s something powerful about this freedom.

    Take your time. Make sure you’re prepared, that you know what you’ll be up against and how to protect yourself. It’s never too late. It’s never too late.

    It’s NOT TOO LATE. We’re still here. We’re alive and we can fight back. We can’t fix everything, we can’t save everyone, we can’t undo the damage that has been done.

    We can get better. We can heal. We can show each other the love and forgiveness we so desperately need, extending that grace to those around us and, hopefully, to ourselves. We can take time for ourselves, for those who need us because above all we know that we can’t do it alone.

    We can build life among the ashes. We can protect those who we can reach.

    And we can stop the fuckers responsible.

    Next month: Final Fantasy VII

  • Recency Bias Volume 6

    Recency Bias Volume 6

    As autumn draws to a close and we approach the dark and cloudy days of winter, it is important to remember the real reason for the season: to use all the extra time off to play video games.

    And while this November was a time for me to play a couple new releases and march my way through another Final Fantasy game, it was also a month of clearing out the backlog and having a great time doing so. I’ve also launched a pretty big project this month which I’m excited to highlight here (spoiler: it’s my new podcast!) and I sat down with the family to enjoy a new Stephen King adaptation that was fairly good in spite of my expectations that it would be quite bad. You know what? Let’s start by talking about that.

    The Long Walk (2025 film)

    The Richard Bachman books are, shall we say, not so good. They were books written by Stephen King but then published under a pseudonym for… well a variety of reasons both stated and implied such as trying to escape the pressures of a massive audience to taking advantage of loopholes in publishing contracts. They feel exactly the way that their context allows for: like books written by an angry young white guy, dusted off years later and pushed to market. They often give the sense of being incomplete or largely abandoned projects, and the whole Bachman experiment in general has always struck me as more odd than it is compelling. And it was abandoned fairly quickly, considering that now all of my copies of the books proudly announce that the author is “Stephen King writing as Richard Bachman”. No great mystery as to why that might be.

    But one of the Bachman books I always had a particular soft spot for was The Long Walk, a dystopian novel about a national competition wherein the contestants must walk at a steady pace until only one of them remains. Those who choose to stop, or who are forced by their bodies, their minds, or external forces to stop; are executed by cold and unflinching soldiers. The prize for winning? A single request that will be met, no matter how outrageous or exorbitant the cost. The surface level criticism one can easily make of the book is this: they’re just walking. And while the actually interesting aspects of the books are the physical and spiritual toll the contest has on the participants, the human drama of how in-groups form and social lines are quickly drawn and violated, you kinda gotta wonder at how this would make for an interesting film when the primary action is guys walking through rural Maine.

    Where the film succeeds most highly is in the performances of its two leads: Cooper Hoffman and David Jonsson. These two elevate the somewhat lackluster source material through the chemistry they share and the way they are able to confidently and beautifully express their ideals to one another. You root for them, the pit in your stomach reminding you that there can only be one winner and that at some point you will have to see one or both of these men die.

    With some very smart changes from the book, The Long Walk is able to run where the book… uh… walked.

    Kirby Air Riders

    Remember those games you played as a kid? The ones where you spent hours and hours in front of the television, ticking off every little activity, every side-objective, every unlockable, only to keep on playing with the same fervor? The game you couldn’t pull yourself away from, the one that always sat within arm’s reach, ready to be popped in and booted up at a moment’s notice?

    As you could probably guess by what I do for fun, I had a LOT of games like this, but the original Kirby Air Ride was definitely one of the ones I spent the most time on, playing with my brothers on our CRT television on our beat up Gamecube. And boy did we play the crap out of City Trial.

    When it was announced that Nintendo was developing a sequel after over a decade, my brothers and I all kind of had the same thought: they should just make Kirby Air Ride … but like… again.

    They delivered.

    Though the game is remarkably similar to the original, the added content is nothing to sneeze at. There are tons of new vehicles, new characters, a story mode with branching paths, online functionality, and a heaping helping of additions and tweaks made to the old content to make it feel crisp and new again. Blasting around the City Trial map on release night with my youngest brother was an absolute joy, and you can bet that we spent the next night playing even more of the game, breezing through the new courses and all of the retro tracks in a single sitting that left us feeling excited to run them all again.

    It’s a very pedestrian take to have, and an oft repeated phrase that really offers very little in games criticism, but I feel it is aptly used here: if you liked the original game, you’ll like this one too. I know I sure do. I’m actually going to play more of it as soon as I’m done writing this.

    Table for Two

    For those of you who don’t follow me on Bluesky (you should, vulpesvalentine.bsky.social) or who missed my post from earlier this month, I have started a podcast with my good buddy Kadmor. On the show, we both play and discuss a different tabletop roleplaying game every single month, breaking each game into a character creation episode, a one-shot campaign, and a pseudo-review and TTRPG general discussion episode. In addition, backers of our Patreon will have access to monthly bonus episodes where we play micro-RPGs, sometimes with special guests!

    So, if you haven’t already, pull up a chair and join us wherever you get podcasts!

    https://media.rss.com/table-for-two-pod1/feed.xml

    Have a Happy Thanksgiving and I’ll see you next week to talk FFVI which I have DEFINITELY finished already.

  • Absolum – Review

    Absolum – Review

    Rogue-likes have a certain kind of magic to their design: this stationary threat at the end of the road that sits, patient and menacing, for you to walk into its lair and claim victory over the game’s greatest challenge. The final boss in a rogue-like is often the thing you think about the most, and actually encounter the least. In a game like Nightreign, you plan which locations to strike and what kind of build to work toward based on your knowledge of the Nightlord you’ll be facing at the end of the cycle. In Hades, you repeat the path through the rest of the game so frequently and with such speed that you can reach a flow state wherein you start thinking less about what’s happening in the immediate present and more about how everything you’re doing is going to save or condemn you later on. Hades himself is at the end of the line no matter what, so it’s best to have a plan. Through a more narrative-centric lense, The Binding of Isaac puts the game’s primary antagonist not only at the heart of the game’s loop but at the heart of its story. Mom is a vicious, unpredictable threat in the literal text of the game and in the ways that the runs themselves are so incredibly chaotic and deadly.

    These are games that really test the player, forcing you to repeat sections over and over and over again, to grind your blade to dust against the bosses until you break through just once, then again, and then again to the point of it being a foregone conclusion. They are often brutally difficult and punishing to those who do not think tactically, but by necessity they need to be pleasant to look at, hear, and play because the nature of the game demands an incredible amount of repetition.

    So along comes Absolum, a fantasy beat’em up rogue-like from developer Dotemu, and a game that not only understands the concept of the “run”, but heightens the enjoyment of each run to a degree I haven’t felt in a long time within the genre.

    There is so much about this game that brings me immense joy, from the intense and driving soundtrack (with a few extremely catchy tracks), to the delightful aesthetic that calls to mind various fantasy comics and cartoons, and the deep wealth of randomized and systematized events which can curve a run in unique directions or give the player special goals to try and achieve.

    Perhaps most noteworthy is the option to use what is called the “Active Assist” mode. This function allows you to raise or lower the amount of damage each player both outputs and receives, meaning that if you just want to goof around and experience the story you can drop the threat all the way down to zero and just have fun. The game features online and couch co-op, and Active Assist can be set to effect the players to different degrees for a truly custom experience.

    Absolum takes place in a somewhat typical fantasy setting: a vast and magical land overtaken by the shadowy forces of an evil ruler, this time being Azra the Sun King. Each run, you pick from between your available characters, select a special move, and set off on a quest to defeat two of Azra’s top soldiers before storming the capitol. You know, assuming you make it that far.

    What makes each run special is the amount of variety. Not only are there multiple branching paths to take on your journey (the first phase of the game offers almost a dozen unique combinations of levels to reach the first major boss) but with subsequent runs, new paths will open up and new events will play out in levels you’ve already passed through. One of the early levels is a dense forest full of scarlet trees and a horde of goblins to fight your way past. Standard fare, yes, but once I’d gone through it two or three times, an NPC pointed out that a new path had been cleared away by some loggers and a secret level was unlocked. Excited and intrigued, I took that path and found an alternate route to the Underking, the first of Azra’s most loyal subjects. Pretty neat on its own, but what really sealed the deal was that when I came back on another run through the secret level, a new NPC appeared with a special side-quest that took us to new parts of the level with some fun secrets to be found.
    It was, in a word, delightful. And if I had to pick one word to describe this game, that’s what I’d go with: delightful.

    There are so many secrets to uncover, new characters to unlock, skills to master, alternate routes and random events that’ll mix things up in exciting ways. Perhaps most important for Dotemu to nail was the combat (I mean, it’s what you’re doing basically the entire time) and nail it they most certainly did. Combos flow nicely together and characters feel agile and strong. Launching enemies into the air before unleashing a series of aerial attacks makes you feel like a god. Gaining a power that spawns throwing daggers when you successfully deflect an enemy attack and then hurling those daggers at your foes like an M60 machine gun at full force is one of the greatest beat ‘em up experiences I’ve ever had. Take into account that the Active Assist function lets you increase and decrease the difficulty to fit your preferences and this game oozes satisfaction.

    Perhaps my only real criticism is that it is occasionally a little buggy. I encountered two rather nasty glitches in my time with the game, one being when a group of chickens launched my character into the air and suddenly the framerate dropped to about 2 per second and it couldn’t seem to recover. On another occasion, talking to one of my other characters in the game’s central hub opened a dialogue box that was completely empty and impossible to escape, resulting in me having to reload the game. I didn’t lose any progress, but I can’t shake the feeling that I might be missing out on one of the few hidden questlines I have yet to unlock.

    The few nitpicks really aren’t worthy of much discussion though. Playing this game co-op is a frenetic rush, and the pure tactile joy of fighting through hordes of enemies was enough to keep me coming back until I snagged that platinum trophy. Not to mention, the game is nowhere near the cost of big releases, so there’s really no excuse not to make what will likely make my top ten games of the year.

    Absolum is, in essence, the primary reason why we play games. It’s just so damn fun.

  • Wanderstop and The Necessity of Play

    Wanderstop and The Necessity of Play

    Video games can be their own kind of chore. Free-to-play games laden with micro-transactions will supply dozens of reasons to log in every single day: Daily Login bonuses (which, of course, get better the more days in a row you log in), Daily and Weekly Objectives, Season Passes, Limited Time Banners, the list goes on. They take the structure of a game, typically a turn-based strategy game, an idle game, or an open world game, and hollow out the bones, filling them with ways to empty your wallet and capture your attention and time.

    There is a ghoulish efficiency to it, and a nightmarish level of effectiveness. If you play video games even on the most casual level, there is a solid chance that you’ve given more than $50 to a Fortnite, a Genshin Impact, or even a simple puzzle game on your phone.

    Something that is fun becomes an obligation, which becomes a recurring charge to your credit card. For some people, it leads to bankruptcy and divorce as their time and money are sucked away by the endlessly nagging desire to keep playing: people with impulse control issues, addictive personalities, or loads of free time and few social obligations are usually not only the victims but the intended targets of these games. For the developers that create them, it’s a daily grind of their own. They pump out new content, new mechanics, new features, with such shocking regularity that it’s a wonder their own employees have time to do anything else, and if you know anything at all about video games as an industry you know that they probably don’t.

    Outside of video games, our culture has become obsessed with the notion of the “grindset” AKA hustle culture. If you use any form of social media, you’ve come across this stuff. Hell, if you’ve ever ordered food from Uber Eats or Doordash you’ve brushed elbows with it. There are millions of videos, articles, and podcasts where the focus is how to maximize profits and financial growth in nearly every aspect of your everyday life. How to take your limited time on this Earth and turn it too, like everything else under capitalism, into a venue where the focus is the money coming in and the show is a strictly regimented cookie cutter carbon copy of every other hustler out there. Input money, output slop. Worse than making additional swill for the trough, you can find new and exciting ways to reach into peoples’ pockets while whispering false promises (whether or not you believe them is sort of irrelevant, eh?) about how wealthy they’re going to be, you know, once their money is in your hands. Sure, you can definitely make money driving Uber on the side, just forget that the pay is peanuts, you use your own car (which will require additional gas and maintenance, things not covered by Uber), and its hours upon hours of low physical activity, no social interaction with customers or coworkers to meet those needs, and there’s no way in hell you’re getting insurance out of the deal. Never mind that you need to set aside sufficient time to do any of these “side-hustles”, time that has to magically appear between your more regular job, sleep, your basic bodily needs, and any kind of social life.

    You have been sold a lie. Wealth is not just beyond your grasp. If you weren’t born near it or neck deep in it, you’ll likely never get there, and if you do, take into account that the thousands of coincidences and occurrences specific to your situation and are not universal rules anyone can follow. There are thousands of “self-made millionaires”, if you set aside that they often came from money or were simply close enough to people who were willing to offload some of theirs. Prosperity gospel (the idea that if you are moral and good, money will follow) implies that poverty is a moral failing. If being good turns into financial gain, than what does that say about those who have nothing? Are they too wicked to deserve an income, a home, food?

    Wealth can solve some problems, but happiness isn’t bought or made in a factory, and fulfillment takes more time to find than you might ever give yourself to find it. You can’t sweat and grind away the days to become a full person. It’s not one simple trick away. If it was, everyone would do it, and… well, does it look like everyone is doing it? Diamonds are made at great depths, not on the surface.

    “I’m different,” you think. “I’m stronger, smarter, more committed. This is my life’s ambition, the key that will unlock the whole thing. This is who I am.”

    And then, life is in the past. Where did the time go? You used it up. Existence is material: we use things and they are gone. One minus one is zero.

    Did it work? Did you find what you were looking for?

    Are you whole?

    … I promise this is about a video game.

    Wanderstop is the newest game from writer and designer Davey Wreden, who you might know from his sensational hit The Stanley Parable or it’s less popular but still excellent (I’m told) follow up, The Beginner’s Guide.

    In it, you take on the role of Alta, a woman living in a fantasy world (think knights and dragons but also smartphones for some reason?) who has spent her entire young life training to be the world’s greatest fighter. She spent months with a blacksmith helping them forge the perfect sword. For years, she traveled the world and competed in tournaments, roundly defeating every foe that stood in her way and becoming the greatest champion of all time, a beast with a blade on a winning streak that felt seemed endless. This was everything she wanted. This was what gave her life purpose.

    Then, before the game has even begun, she lost.

    So she pulled herself back up. She trained harder than ever before, forced herself to work more diligently, to study technique, to get back on top and-

    Then she lost again. And again. And again. Each defeat more crushing, more humiliating than the one before it.

    When the game properly begins, she is racing through a strange and magical forest in search of someone who can help her reclaim her glory, but instead she starts experiencing anxiety attacks which leave her debilitated. Her sword grows impossibly heavy and falls to the grassy floor, and she follows it shortly after, as she loses consciousness.

    A large man finds her, and when she wakes up he has brought her to the safety of a pleasant clearing. He introduces himself as Boro, the owner of a teashop called Wanderstop situated in the clearing. He speaks to Alta gently and with bottomless compassion, in spite of your ability to respond in the following ways: biting sarcasm or begrudging indifference. Seriously, she is such a bitch and I LOVE her.

    In spite of this, Boro offers her some tea and invites her to stay a while and relax. He’s brought her sword to the clearing, but she remains unable to move it even an inch. “In the meantime,” he says, “Why doesn’t Miss Alta help me with the shop?”

    And, in spite of her protestations, that is exactly what you do.

    You trim the bushes, gather herbs, collect mushrooms, talk to customers, decorate the shop, and (obviously) make tea. At first glance, this seems entirely unremarkable. There are literally hundreds of games about running a small business in a fantastical setting. I could name over a dozen right now off the top of my head.

    (Actually, let me do that. Moonlighter, Stardew Valley, Harvest Moon, Story of Seasons, Graveyard Keeper, Animal Crossing Happy Home Designer, Fantasy Life, Tavern Keeper… ok you get it.)

    A simple difference changes everything, and it’s a design choice completely in sync with the themes of the game.

    Alta can, at any time, ask Boro what she should be doing. Boro will always answer with the same response. “Miss Alta can do anything she likes.”

    You don’t HAVE to garden. You don’t HAVE to tidy up. You don’t even HAVE to make tea! You can, if you feel so inclined, throw an entire potted plant in into the mixture and drink that, or serve it to your customers. They won’t like it all that much, but there’s no money you have to manage, no reputation points or experience points. No skills, no leveling up.

    You just do what feels right.

    As Alta gets to know the customers who wander in and out of the clearing, she learns about their struggles and fears. One of the becomes afflicted with a magical curse, another hides her insecurities behind delusions of being an incredible businesswoman in spite of having (checking my notes here) zero customers. After a certain point, Alta even starts to open up about her own anxieties. But at eventually, each customer leaves and never returns, sometimes in what feels like the middle of a story rather than the end. When this causes Alta to worry, Boro gives her an important piece of wisdom. “I need you to know that everyone has their own story, and sometimes you won’t be there for all of it, even if you care.” You can’t save everyone. This isn’t the kind of a game where every character is reduced to a series of objectives. You’re not always there when you’re needed, and you’re not always needed to begin with.

    You are yourself with all of your own fears, your own regrets, your own desires. At times, it can seem like a lot, like a weight you can’t lift no matter how much force or how much will you put in.

    But you can relax. You can take time to reflect, to think about what it is that you want and who it is that you are. Who you want to be. What defines you? How have you failed, and are those failures really so existentially devastating as they feel? Alta spends a lot of the game blaming other people, blaming herself most of all, but it’s only towards the end that she starts to think forward rather than backwards.

    You can’t keep going all the time. You can’t define yourself by one thing you’ve done, one passion you’ve followed, one dream achieved or abandoned. To do so is a profound disservice to what it means to be a fucked up, beautiful, and infinitely strange human being.

    Sometimes, you need to sit down. You need to stop running towards something.

    Sometimes, what you really need is to just drink some tea.

  • Update – New Podcast: Table for Two!

    Update – New Podcast: Table for Two!

    Greetings everyone!

    If you have enjoyed my posts and are similarly inclined to play video games and tabletop games, then I cordially invite you to join me and my good buddy Kadmor on our quest to play a new TTRPG every single month!

    We’ll do an episode on setup and introducing the game to each other and our audience, an episode or two on actual play, and then a discussion episode.

    In the future, we will also have a Patreon wherein you can back us to receive monthly bonus episodes featuring dozens and dozens of micro-RPGs made by tons of talented and thoughtful creators.

    We hope to see you there!

    Use this RSS feed link or find us wherever you get podcasts!

    https://media.rss.com/table-for-two-pod1/feed.xml

  • First Time Final Fantasy – Final Fantasy V

    First Time Final Fantasy – Final Fantasy V

    Folks, we’re back.

    What a rollercoaster this has been. Five games into the series and we’ve seen some of the highest highs and the lowest lows, and at the heart of it all are ideas and questions surrounding the core identity of the RPG as a genre: narrative, or rather, how can narrative can be conveyed through the structure of a game.

    Final Fantasy I gave you a world and took its hands mostly off the reigns as far as your player characters go. That freedom can feel empty if you’re not willing to fill the spaces left with your imagination, the same way we can imagine a handful of colored squares on a TV screen are a dragon.

    Final Fantasy II grabbed you by the wrists and dragged you through a lifeless story while trudging through the death by a thousand cuts that is the gameplay.

    Final Fantasy III restored balance to the Force, giving you mechanical expression through the Jobs system and telling a (mostly boring, yes) story that focused on how your characters propel events forward.

    Final Fantasy IV took an odd back-step, trying to tell a more structured, focused story with almost no chance to express your own narrative through gameplay. The presentation was better, characters underwent arcs, but neither half of the experience felt fully coherent or enjoyable enough to really take my breath away.

    Now we have arrived. Final Fantasy V takes the series’ innovations and iterations, its confident strides and its clumsy staggers, and reaches newfound heights in nearly every aspect of the experience.

    So why am I so bored?

    Starting from the beginning, we are introduced to our main cast in fairly quick succession: Bartz (a wandering… uh, guy), Galuf (an amnesiac old man with his fair share of secrets), Lenna (the princess of the kingdom of Tycoon), and Faris (a pirate captain with a mysterious past). These are not your clay figures to mold into characters of your imagining. They are well-defined, they have a lot to say, and (most importantly) they are good characters.

    FFV is the first game in the series that makes an effort to have the characters move around in cutscenes. To emote, to react, to interact with one another in ways that are genuinely funny or heartfelt or that help to solidify the feeling that they are on an adventure together, developing bonds and gaining a sense of familiarity that comes with sharing so many experiences. While there aren’t many standout moments of characterization (all-in-all, these people are mostly one-note) there is far more effort made than in any of the previous games to endear them to the player. Cecil was a buffoonish loser, and the majority of other characters in FFIV ranged from annoying at worst to underutilized at best.

    There are arcs for these characters. Reveals, moments of genuine affection, stories that intertwine. This is by far the best character work in the franchise, easily.

    And now we reach an interesting point of contention. This game brings back the Job system from FFIII, only expanded and with the ability to mix and match abilities that you have mastered to create some truly fun and powerful combinations. Leveling up really only raises your HP; it’s the Job levels that make the difference. In practice, I adore this system and I am thrilled to see that it returned. It made the gameplay a lot more fun than some of the previous entries, probably the most fun yet in terms of digging into the mechanical structure of the game. But there is a downside and it’s that because any character can be any Job, some of the work done to give them a sense of identity is slightly undercut by giving the player free reign over how each character plays.

    There is a prevailing feeling in games criticism (what little of it remains) that player freedom is paramount, the primary goal and objective moral good of game design. To me, this is a baffling perspective. While freedom can be an exhilarating feeling and can lead to some of gaming’s best experiences (see the immersive sim genre) there is profound beauty in a tightly designed and carefully prepared linear experience. When a game lets you do anything, the things you can do become equally valuable by default. Sure, FFV locks away its more interesting and powerful Jobs behind story progression, but they become immediately available to all members of your party whether or not there is a narrative (written or implied) reason for them to take on this new role.

    So, yes, Galuf is an interesting character, but functionally there is nothing to separate him from the other characters and this feels like it was an over-correction from FFIV’s setup.

    It’s a strange, living contradiction. On one hand, the customization feels really good and lets you do a lot of fun things. On the other, it undermines a story that could’ve used a little bit of a boost.

    The story does play with some interesting ideas though. In this entry, the power of the crystals is not treated as sacred or divine, so much as they are batteries for industry and the conveniences of comfortable living. They are constrained, consumed, and ultimately destroyed by the people in power who have taken them for granted. The antagonist (yes, he’s really named Exdeath) is a being born of the natural world able to take on the shapes of trees and… a splinter. He is an avatar for the elements fighting back against the abuses of humans, and the many environments of the game often strive to show how the natural world is undergoing a state of turmoil.

    And wow, some of the most fun locales we’ve gotten to explore thus far are here. Ghost ships, other dimensions, massive castle sieges featuring an aggressively paced and epic struggle on an enormous bridge, and a truly cursed palace made of flesh and bones. The visuals are quite nice in these areas and the game world is suitably massive for a franchise that continues to make enormous leaps in scope with nearly every entry.

    But it’s almost too massive.

    A level of fatigue had started to settle in by the time I was in the game’s final act, and there was a lot of side content I very intentionally left out of my playthrough. With each time the game’s world expanded I felt myself growing less impressed and, frankly, more intimidated. Is the fact that I’m playing all of these massive JRPGs in a row partially to blame? Probably. But I couldn’t escape the feeling that some of this stuff could’ve been pared down a bit.

    Final Fantasy V is a great game. It has a fun story with fun characters, a level of mechanical complexity that is deep and enjoyable even by today’s standards, and for those who want it there is a ton of content. It’s biggest failing, oddly enough, is that it doesn’t quite manage to coalesce into a finished product that leaves a big emotional impact or introduces enough unique and new experiences. We’ve reached the “franchise fatigue” step in the arc that much of media undergoes. Will FFVI be able to breathe new life into the series?

    Next month: Final Fantasy VI

  • Recency Bias Volume 5

    Recency Bias Volume 5

    Greetings, boils and ghouls! Welcome to a spoooooooky installment of Recency Bias wherein are found the thrillingest, chillingest, most terrifying…

    OK, I enjoyed some spooky stuff these last few weeks and now I’m going to talk about them.

    <Lightning crashes, a raven cries, a banshee shrieks in the distance>

    Yeah.

    Crow Country

    As I stated in previous posts this month, I’m a relative newbie to survival horror, but it’s a genre I’ve already gained a lot of love and respect for. I spotted Crow Country on The Sphere Hunter’s Youtube channel, where she covers a lot of survival horror classics (I highly recommend her channel!). About a minute or so into the video I closed it and realized I needed to try the game for myself. I added it to my Steam Wishlist with the full intention of buying it when I got my next paycheck.

    Then, I forgot about it. ADHD is really cool like that!

    So imagine my surprise and excitement when I was browsing the Playstation Store the other day and came across Crow Country once again, this time for free to PS Plus members like myself. No brainer. I installed it, played it, and ended up marathoning the game all the way to the end in a single 5 hour session.

    And what an awesome Halloween treat this game is! With a visual style inspired by the blocky, dozen or so polygon based characters of yesteryear (think FFVII)the game perfectly rides the line between fun and spooky. The majority of monsters are genuinely creepy, but when downed by your expert marksmanship they fall flat with a heavy and, frankly, quite funny thud. The interfaces are very reminiscent of early Resident Evil titles as well, in what feels like a great homage rather than a punchline.

    The game is balanced really well, with some tougher and more stressful encounters that’ll test your reflexes, but lots of tricks and ways to get an edge such as the ability to use certain environmental hazards and traps against your enemies rather than stumbling blindly into the fifth trap you’ve been injured by in this one area alone. Hypothetically speaking, of course. There are also quite a few puzzles that are fairly simple and satisfying to solve as well as more challenging ones. This is a break out the notebook type game at times, and I love it for that.

    It also has the option to play on a much easier Exploration Mode if you’re looking for vibes but none of the survival horror stress, and plenty of secret unlockables to reward diligent exploration and repeat playthroughs, and the brief runtime means that you will likely want to go through Crow Country multiple times.

    This was a fantastic game for Halloween season, and I couldn’t recommend it more to casual and longtime fans of the genre alike.

    Until Dawn (Film)

    Sometimes a movie can creep under your skin, and settle in your bones like a bitter winter breeze. You leave the film haunted by its images, its implications; unsettled by the darkness you never imagined could be thought up by mortal beings.

    And sometimes you point at the screen and say, “Ha ha. Look at those hot twenty-somethings get murdered.”

    Until Dawn (which has so tenuous a connection to the video game its apparently licensed from that to call it an adaptation would be a pretty major stretch) is the latter. It is a mindless, empty calorie type of film wherein attractive young people get brutally slain often and repeatedly thanks to a time loop, the one interesting thing about the movie.

    Well, that and the tap water scene.

    While there are moments of genuine schlocky horror joy to be found, Until Dawn is also ruthlessly unimaginative, frighteningly dull, and horrifically under-baked, leaving the impression that this is what it might look like if you made gumbo out of every January release horror film of the last decade.

    Still, the “water wall” joke is an all-timer.

    Tender is the Flesh by Augustina Bazterrica

    I tried to read this book several years ago. I failed to finish it, and not because it was poorly written (it’s not) or because it fails to tell an interesting story (it succeeds at telling a deeply fascinating one), but because it is the exact type of horror that scares me most: dehumanization.

    I love a good monster flick, and ghost stories are a delight (hell, I’ve read so much Stephen King that I have a whole three shelves devoted to him like a half-hearted shrine), but what truly gets my heart racing, my palms sweating and each breath labored is the repulsive ways in which real human beings are so easily and readily able to depersonalize one another.

    Bazterrica’s novel tells the story of a near future world in which a deadly virus has infected all of Earth’s animals making the slightest contact potentially lethal. To combat the virus, all animals are exterminated from the planet and in the wake of this event, what industry ends up with a pretty big crises on their hands?

    The meat production industry, of course.

    No longer able to breed, raise, slaughter, prepare, package, and sell meat products, the industrious leaders of many corporations begin to sell “special meat”, meat made from human beings bred and raised as cattle only to turned into food for a protein starved world.

    The book is deeply critical of the ways capitalism turns back on those who live beneath it, stripping them of identity, complexity, and individuality to become either machines of industry or another kind of commodity. It is most frightening not only because the premise is so sickening (and explored in such thorough detail that the memory of certain passages is enough to make my stomach churn) but because the metaphor is so thin that one cannot help but be forced to reckon with its implications, with its suggestions, and with its bared teeth accusations aimed directly at the reader.

    I finished “Tender is the Flesh” this time. And I don’t think it’ll ever truly leave me.

    And that is true horror.

  • Cronos: The New Dawn – Review

    Cronos: The New Dawn – Review

    Survival-horror games live and die by the tightness of their balance. You can never have too many resources, too much ammo, or too many healing items. You need to be teetering on the edge of having nothing or having just barely enough to get through each area. Every encounter should have you tense, grappling with the stress of making every decision count for something, because a few wrong moves and it all comes crashing down around you.

    So it is a genuine achievement that Cronos: The New Dawn absolutely nails this balance, giving me one of the most stressful survival-horror shooter experiences I’ve had since Resident Evil 2: Remake. The inventory size is just tight enough that you’re almost always making tough calls about what to bring with you when you leave the comfort of a safe zone. You always have either enough money to get those weapon upgrades you desperately need, or that ammo you might not be able to survive without. Even the times when you enter a combat encounter feeling well-stocked and ready to take on a legion of baddies, a few seconds in you’re left panicking. Every missed shot might as well have leapt out of the TV and hit you in the gut. The game simply works in the ways it gives you that sensation of always being on the knife’s edge, of never getting too comfortable. One of the most effective ways that Cronos makes you have to strategize is tied in to what some might call its primary “gimmick”.

    To give some context, the hordes of monsters you’ll be killing in this game are Dead Space necromorph adjacent creatures that are part of a shared collective mind: a massive hive of living flesh and memory that mindlessly devours all life it encounters. When you manage to down one of these creatures, tentacles amass around the corpse and tie it down, an eerie and almost protective gesture. Now, you might want to remember where that corpse is. Because the remaining enemies know, and they want it, they need the flesh and muscle of the lifeless body to be reintegrated, reabsorbed. The creatures will seek out the corpses of their fallen and unless you can interrupt them or burn the bodies, monsters will merge the dead creature into their own bodies and become significantly more dangerous, sometimes even gaining new abilities like hardened chitinous plating or the capability to spit acid. Flamethrower fuel is another resource you’ll always be hurting for, so there is a constant question of “Should I torch these bodies in case new enemies show up? Or should I just try to efficiently dispose of new threats before they can merge?”

    It’s a relentless threat, this ability of theirs. Monsters that do manage to merge can quickly overwhelm you if you’re not careful, their own resilience increasing in tandem with their ability to do harm. For what sounds like a simple trick, it’s remarkably effective in reinforcing the themes of the game’s narrative and the strategic aspects of the gameplay.

    To top that off, the game oozes a dark sci-fi atmosphere evocative of games like Dead Space, Callisto Protocol, and (oddly) Destiny. Unsettling gurgling comes from the sludgy masses of merged flesh around every corner. Bodies of enemies lie lifeless in the halls… until they get up. A pretty stellar soundtrack of eerie synths and haunting choral music heightens the experience by a wide margin, and we have a new entry on the list of all time great save room themes.

    Perhaps my favorite part of the game (and this will sound strange, I know) is the way that the protagonist moves. From the jump, you get the sense that this is a person whose sole motivation is the efficient and effective completion of their mission, so it is a great bit of characterization that they move stiffly, heavily, and when taking hits from big enemies the weight of their armored suit sends them stumbling awkwardly to the ground. The sound design emphasizes each gesture, each instance of your heavy boots hitting the concrete, the dirt, the muck. All of it sounds so weighty and full that you really get the feeling of being an armored soldier on the march through dangerous territory.

    It’s clear from Bloober Team’s history that they are big fans of survival-horror, and when fans of a thing make their own version of it results tend to vary widely. Speaking from experience, there’s a pretty big gap between loving a thing and understanding why and how it works. What’s also clear is that Bloober does understand why these games work on a design level.

    Perhaps the only real critiques I have are with the game’s story. While it starts out with a tantalizing air of mystery and terror, by the end I was starting to lose the plot a little. I stopped being able to follow what everyone was talking about, and a lot of the more intriguing aspects of the setting were sort of left behind, mostly ignored or backgrounded for the purpose of focusing on a tighter narrative about a few key characters. Unfortunately, I found the story to be oddly flat without these more interesting elements being in the forefront, and the ending to the game left me feeling a little disappointed, even though the final boss fight was very fun and flashy.

    Cronos: The New Dawn doesn’t manage to leave as strong of a lasting impression as I would’ve hoped for, but it’s a truly thrilling game to play that looks, sounds, and feels exactly the way it ought to, and should a sequel arrive in the future I know I’ll be there to take another dive.

  • Silent Hill f – Review

    Silent Hill f – Review

    LIGHT STORY AND MECHANICAL SPOILERS

    I try to play more horror games around this time of year. I’m corny like that. Last year, I treated myself to my first ever foray into the world of Silent Hill by picking up the remaster of Silent Hill 2. What I found was not exactly what I hoped for, but in spite of my complaints I had a pretty great time with a classic of the genre, updated for popular modern tastes. I was familiar with the fan narrative of the franchise’s history: that the first couple games were good, but things spun off the rails after SH4: The Room, and with the cancellation of Del Toro and Kojima’s Silent Hills, people assumed the franchise was basically dead or at most treading water. With the renewed interest and the success of the remake, it made sense when Konami announced they were developing a brand-new entry in the series, one that would take a major aesthetic and thematic swing by being set not in America, but Japan, and 1960’s Japan to boot.

    I was intrigued.

    As soon as the game released, I was there. Lights off, headphones on. Here we go. Give me thrills and chills!

    And this game, my second Silent Hill experience… left me kind of cold.

    There are times when a piece of art makes us feel disappointed in ways we don’t really understand at first. We have to spend time talking about and thinking through our experience to fully grasp our feelings toward it, to figure out what didn’t work for us and why. With Silent Hill f, there was no mystery.

    It’s the combat. And by that I mean: it’s stupid. There are all of these mechanics to juggle: stamina meter, weapon durability, attack animation timings, range, speed, counters, dodges that feel like protagonist Hinako has learned Instant Transmission, perfect dodges resulting in slow-motion, a focus meter that lets you unleash a powerful special move, and a mountain of different items that have different effects on your health, stamina and sanity meters that are all kind of hard to distinguish as someone not immersed in Japanese culture. Hell, late in the game there’s an ultimate meter which builds to a transformation ability where you go berserk and become immune to damage while you unleash a flurry of unblockable strikes.

    Why is this here?

    Thematically, Silent Hill f is a game about gender and oppressive traditions, the ways we deny ourselves autonomy with strict adherence to custom. It’s a game about a young woman struggling desperately to carve her own path, beset on all sides by friends who harbor animosity towards her, abusive parents, and an older sister who she feels betrayed by ever since she went off and got married.

    So the combination of a dark, adult story with an objectively goofy, arcade-y combat system is so baffling as a design choice that it actively hurt my experience with the game throughout my entire playthrough.

    Since finishing the game, I’ve even felt the desire to return and finish the debatably mandatory New Game Plus content and get the other endings, but the thought of slogging through the sluggish and awkward combat, including boss fights that feel more in line with something from a From Software game, fills me with more dread than any of the horror in the game ever could.

    Ultimately, this dissonance between the story and gameplay (some might call this ludo-narrative dissonance) is irreparably harmful to the game, and leaves me puzzled as to why it was implemented this way. Did two separate studios develop these aspects of the game? Did no one talk? Is this somehow thematically relevant? Are we, like Hinako, torn between two realities and psychically torn in two by societal expectations, resulting in a game that is at times brilliant and at others so wildly atonal?

    The story content is intriguing, some of the set-pieces and scares are genuinely impressive, and the game is visually remarkable. The music which accompanies the wonky combat is chilling and distressing, deeply effective and it would be even more so if the combat weren’t so actively unenjoyable. It’s been over a week and I keep watching let’s plays, reading about the game and thinking through its story and visuals over and over. There is a scene in the game (for those of you who have played it, I’m referring to “The Ritual”) that is so disturbing and so stomach churningly dark that my eyes felt like they were about to leap from my skull and run for cover under my bed.

    And yet, I came away from Silent Hill f liking it, and wishing I’d loved it, but knowing that I simply could not have. While I think it’s worth playing, and at the very least worth watching someone else play, the frustrations I have with the combat simply cannot be ignored. If there are going to be more SH games in the near future, I’ll more than likely try them. Perhaps only to see if Konami, like me, wishes they’d gone another direction.

  • First Time Final Fantasy – Final Fantasy IV

    First Time Final Fantasy – Final Fantasy IV

    I stated early on in this project that I suspected that with each entry in the franchise there would be new and interesting innovations, not only within the context of Final Fantasy itself but in the wider field of RPGs and games writ large. Four entries in and I can say with confidence that so far my hypothesis is looking more and more likely to be true. Final Fantasy IV takes enormous swings in nearly every aspect of its design, breaking from conventions established by the previous three games. And I say nearly every aspect because, in a lot of ways, the game seems to slip into old pitfalls.

    Whereas the first three games in the series felt like they were always advancing, always iterating, adding new features and expanding its scope in both a narrative sense and a mechanical sense Final Fantasy IV seems to go hurtling backwards towards a some of the bad concepts from Final Fantasy II, heedless of the danger, the futility of the act. II took on a more story-centric approach. It was linear but let you wander into dangerous areas only to immediately die to trick you into thinking it wasn’t. One of my biggest complaints, aside from the extremely lackluster narrative content, was that it couldn’t make its characters special and well thought out OR blank slated enough that it was fun to tinker with their abilities. Unfortunately, IV seemed not to hear my complaints… decades before I made them.

    IV begins with the story front and center. An introductory sequence introduces us to the Kingdom of Baron, the Red Wings airship brigade, and our …hero? OK, we’ll circle back to that, trust me. Cecil (our protagonist) is a member of the Red Wings, and has just returned from a mission wherein he massacred the peaceful inhabitants of a village of mages, stealing their elemental crystal. He laments that he has done this to his lover Rosa and questions the morality of his actions (big thinker, this Cecil) with his comrade-in-arms, Kain. However, for expressing doubts in his King’s methods, Cecil is stripped of his title, removed from the Red Wings, and given another assignment: to deliver a package (a totally NOT suspicious task to give to a, as of seconds ago, disgraced military commander).

    This package is a bomb. Like, the monster. Capital B, Bomb. It blows up another village (sick kill count, Cecil) and leaves one survivor, Rydia, whose mother dies before her very eyes while Cecil looks on in horror at what he has unwittingly done. Cecil takes her with him and flees the village, headed towards… I don’t remember. Honestly, aside from some highlights, I remember very little at all about the story of this game, and I JUST played it.

    So, this might be the right time to tell you: I think this story is bad, and a lot of it has to do with the way the game integrates party members.

    Because Final Fantasy IV is trying its best to tell a more complicated story, the game returns to Final Fantasy II’s notion of giving you characters with predetermined identities, but doubles down to remove any element of customization for how these characters play by essentially making each one their own Job. This makes them stand out, yes, and makes your party varied and gives you lots of new mechanics to play with each time you get a new member of the crew, and (perhaps most importantly for this series) begins a new era for Final Fantasy, one in which the party members are all unique characters with unique abilities and personalities. Aside from, you know, the MMOs, Final Fantasy mainline games are never going to be about you and your band of self-insert adventurers again. It’s about… these guys.

    And in Final Fantasy IV, these guys suck. But don’t worry, none of them stick around for more than a few hours! Because, in a staggering display of misunderstanding which parts of FFII were good and which were bad, the game is constantly shuffling characters in and out of your party, never giving you a chance to go through more than a few areas with a consistent party at a time. Furthermore, you know the mage Rydia who has perhaps the most classic fantasy backstory of all time? She is essentially side-lined until late in the game where she returns as a powerful mage who has spent time living among divine creatures of myth from another world and learning to summon them in battle, on a quest for self-discovery and revenge against the evil empire which destroyed her home and family. This is a way more interesting story than, “guy who does genocide feels bad about the genocide he already did”, but the game doesn’t seem to want to engage with it all that much.

    But you know what this game does want to try its hand at? The brand spankin’ new and flashy ACTIVE TIME BATTLE SYSTEM. <The crowd goes absolutely ballistic with applause>

    Yes, folks, not only have we arrived at one of the most defining features of Final Fantasy’s storytelling, but at the combat system which has essentially become the franchise’s identity, and one of the critical ways it distinguishes itself from other JRPGs.

    I may have mentioned in the past that I have ADHD. This can make turn-based combat a little tricky for me, as it’s easy to get a little bored and have my attention and motivation slide off the game like the screen has been freshly buttered. So, with the combat taking a more urgent pace, I should be thrilled rig- WRONG.

    The active time battle is the bane of my existence, the enemy of my already frantically hamster wheel spinning brain. “Oh, you were having trouble paying attention? How about pay rigorous attention or lose hours of progress?”

    Hey, FFIV, screw you, man!

    The menus are already a little clunky to maneuver, and the fact that many boss fights have weaknesses and reactions that change depending on how you time your attacks (while genuinely a very good idea) ends up feeling clumsy and hard to manage. You can’t just sit and wait for a good opportunity to strike, because if you idle the enemies keep whacking you regardless. And if you’re waiting to time something correctly you’re giving up any opportunity to protect yourself or heal up with some items. There is also a brief windup period before spells are cast, making it even more difficult to gauge the timing.

    This would suck even worse, were the game not stupidly easy. Not once in my playthrough did I get a single Game Over, and I did minimal grinding between dungeons. And how are those dungeons?

    Boring, mostly. While there is a higher degree of aesthetic variation between locales (at the end of the game, you go to the FUCKING MOON, dude), there still has yet to be much difference in how you navigate these dungeons. FFI had some puzzles and environmental hazards in its dungeons, and FFIII had a… fun(?) boss rush at the end which you could take on in any order you wished. FFIV has a few neat moments, and the world maps are pretty cool, but so much of the presentation is focused on a story that simply can’t hold my attention. Nonsensical twists, characters popping in and out so often that it’s hard to get attached (to anyone but Rydia; Rydia rules).

    The other thing I need to keep in mind is that I play a lot of games… a LOT of games. And playing other long games including other JRPGs while also playing Final Fantasy at a near constant rate can at times drag me down. That being said, I don’t think that playing this after a several month gap in FF games would’ve made much of a difference.

    The attempts at something new and fresh are interesting on the surface, but the game ends up feeling overly structured. There’s no experimentation, no real exploration for much of the runtime, and the story is so scattershot and dull with characters who rarely feel like they’re getting enough time to say much of anything.

    I think FFIV is probably a fine game, but for me it only barely beats out II and pales in comparison to both I and III. And the other one, the secret one I’ve already played. We’ll get to that.

    It sets a lot of precedents for the series going forward, or so I am led to believe. This gives me some anxiety. How will the next entry grapple with the changes to FF? And how will it draw on the games further back in its lineage?

    And will there be anyone nearly as cool as Rydia?

    Next month: Final Fantasy V

  • Recency Bias Volume 4

    Recency Bias Volume 4

    Well, well, well… here we are again, my friends. Another month has come and gone and let me start by saying that this was a BIG month for games. So much so that while I did plenty of reading, movie watching, and music listening, the majority of my non-work time was dominated by the incredible gaming experiences I was having. So, for this edition of Recency Bias, we’re goin “Oops! All Games!”

    Labyrinth of the Demon King

    Hello, it’s me, bandwagon From Software fan who hopped aboard when the majority of us did with 2009’s Demon’s Souls. King’s Field who? Yeah, I missed those. We were a Nintendo console family, after all, and my foray outside of Mario and Zelda really only started with the Xbox, 360, and eventually the PS4. The early days of weird Play Station games were something I regretfully passed by, something that I’ve been looking to remedy in recent years.

    And who should come along but J. R. Hudepohl with one of the most fun homages to the early From Soft / survival horror games of yesteryear. I don’t have much nostalgia for the look and feel of this era of games, but something magical happens in this way that Labyrinth so perfectly captures the aesthetic that really pleased me. Not to mention the game is pretty tough in that “well, obviously the jank works in my favor as much as against it” kinda way that I’ve always had sort of a soft spot for.

    Could be just me, but I’m not even seeing the game get a ton of attention which is kind of a bummer because it’s inexpensive, not a huge time sink, and is full of genuinely fun puzzles, fights, monsters, and environments. Not to mention the fucked up cat merchant that, in an alternate world, could’ve become one of the 2000’s most meme-d video game characters.

    Metal Gear Solid 3: Delta

    The first time I played the original Metal Gear Solid 3, I was a depressed college student who was working his way through the series as a desperate measure to fill my time with something enjoyable rather than… you know… my schoolwork I wasn’t doing. The first game was great overall but left me kind of lukewarm, and I gave up on MGS2 after the fight with what felt like twelve-thousand Metal Gears, so I entered the third entry with a degree of hesitancy.

    This hesitancy was totally unnecessary because the game kicked so much ass that I couldn’t stop ranting about it to people who had already played it, people who met my praise with knowing smiles and silent nods of “yeah dude, yeah dude, YEAH DUDE”. There’s so much to love about the game, but I’m sure most of you know that already. It’s a certified timeless classic! The little bit of clunkiness in the controls is fairly easy to get used to, and the amount of different ways to play, optional objectives to undertake, and neat little tricks that will surprise and delight you are all so fantastic that the remaster basically changed nothing. The updated visuals work really well for me (come on guys, the original was always a bit washed out looking), and I snagged the platinum trophy within just a few days of playing it, which included only about seven different sessions of play.

    If you haven’t checked this out before, you owe it to yourself to play one of the greatest tactical espionage action games of all time.

    Elden Ring Nightreign – Deep of Night Update

    I have spoken a lot of praise about Nightreign since its release. I love all the characters and the unique ways they play. I love the writing and the story content with the personal objectives for each Nightfarer. I love the Everdark Sovereigns and the brutal challenge they force you to endure, with switched up mechanics to transform them into a whole new fight. I have a few criticisms, of course, but chief among them was the simple fact that once you’ve beaten all of those bosses and finished every character’s personal story, there isn’t much to keep you coming back.

    I was a fool to doubt From Software.

    With the newest content update, a new mode called “Deep of Night” has been added to the game, one which imposes new challenges such as powerful weapons that have improved buffs as well as dangerous debuffs and drawbacks that’ll make you start weighing your options with a bit more gravity, and new mechanics like hiding the identity of which boss you’re going to face, leaving you scrambling to find a build that’ll work for the boss you think you’ll encounter. The addition of scaling difficulty via the ranking system adds a feeling of progress and achievement that has more or less defined the studio’s games of the last decade, and I’m overjoyed to have more reasons to come back and take another swing at some Nightlords as my favorite character: Duchess.

    The official word is also that new Nightlords, new Nightfarers, and more are still in the pipeline. Miyazaki, I am READY.

  • Update – For the Flock is in early playtesting!

    Update – For the Flock is in early playtesting!

    Happy Tuesday, folks!

    This week I figured I’d talk a little bit more about my upcoming game, currently titled “For the Flock”, a solo or group journaling/survival game about a nomadic people traveling a dangerous wasteland. I’ve been hard at work on the project after a few weeks of inactivity, and have even gotten the chance to playtest a few hours of the game with a friend of mine. We’re both having a really great time, which I take to mean that the game is at least fun at this stage, and I consider that a pretty big win.

    It’s my impression that this can be one of the more difficult parts of game design to get through: the seemingly endless slog of testing, tweaking, testing, tweaking, over and over until you start to forget how the game looked when it was unrestrained by logic, accessibility, readability, etc. That said, I’ve found that I actually quite enjoy this part of the process, especially when you have cool people to engage in it alongside you, providing real-time feedback and impressions.

    My hope is to have the game ready for testing on a wider scale by next week, so keep an eye out for that!

    To give you some idea of how the game plays, you draw cards from a standard deck which give you a prompt to help you imagine what kind of struggles or encounters your Flock is having while on their yearly pilgrimage to the safety and tranquility of a place known to them as the Summer Lands. After describing the situation, the player chooses one of six available Paths which represent the style of resolution (ie, the Path of Violence means the Flock will be fighting or mistreating someone or some place, but the Path of Trade could mean they’re bargaining or maintaining a balance with the environment around them). The other players (or if you’re playing by yourself, you) roll a number of dice equal to the current Flock score, and the result determines which Path gets chosen. As the player who’s turn it is, you have some options to sway the outcome of the roll, and all of these systems are meant to parallel the real workings of a democratic system filled with diverse peoples with unique perspectives. It’s not always easy.

    There’s obviously more to the game then just that, but I’ll save that for when it’s closer to being ready. I’m also going to try and actually get some art in this game, give you something to look at that can get the gears of imagination turning in your head as all good tabletop game art does. My first game, “our hope is You” was released in its current edition without art, as I wanted something pared down to start with. I’m also reworking some things in that game and will likely release a widely modified and updated edition.

    I have no idea how to create nice looking layouts, and I have no skill for the visual arts in general, so if you happen to be an artist reading this or know someone who might be able to help out, get in touch on Bluesky @vulpesvalentine! I DO NOT ALLOW ARTISTS TO WORK FOR FREE, YOU WILL BE COMPENSATED.

    And I think that’ll wrap it up for now. Next week’s post will be another edition of Recency Bias, but look out for an additional post on a new release I hope to have dug into in the next few days.

    Ciao!

  • You are God / You are the Devil – Analyzing Indika

    You are God / You are the Devil – Analyzing Indika

    I’m going to talk about the end of Indika, a surreal indie game from Russian developer Odd Meter about a nun who leaves her cloister on an errand which turns into a psychedelic adventure in search of a miracle. It’s an interesting game, and it only takes about 4 hours to complete, so if you haven’t checked it out and you feel even an inkling of interest, I encourage you to stop reading this and go play it. Full spoilers begin now.

    Indika(the character, not the game) is a young nun living in a remote convent who is… not exactly popular with the sisters. She is regularly treated as burdensome, a nuisance, and it is quickly revealed that this is because Indika harbors a dark connection to what she (and likely others) believes is the Devil himself, resulting in strange visions that blur her sense of reality and cause her to act in ways that are disturbing to others. As the player controlling her and experiencing the world from her perspective, you hear the voice of the Devil speaking to you directly, and speaking to Indika, taunting her with the language of anxiety, pulling on her fears and insecurities at every opportunity. He mocks her, tells her that the sisters have nothing but contempt for her, and whittles away at the foundations of her faith with questions of logic and philosophy.

    There are even segments throughout where reality fractures and turn a hellish red. His voice becomes louder than all other sounds, drowning Indika in his laughter, his mockery, all on a loop which plays over and over until she can at last silence him through prayer and perseverance. She clings to faith, even as he breaks her platitudes and scripture apart with nothing shy of glee.

    Along the way, Indika encounters a man named Ilya, an escaped convict with a diseased arm that is at risk of killing him via sepsis. He tells her that he has heard messages from God since the arm became infected, telling him to go to the town of Spasov where a relic of the church called the Kudets is being shown to the faithful so they may pray at it and ask for miracles of their own. The voice of God, which the player does not hear, insists that he must not treat his injury, that only the Kudets will heal him. Ilya is a believer, and Indika takes a liking to him. He’s honest, upfront, and relentlessly dedicated to his quest.

    However, as their time together continues, Indika does not revel in their shared faith. Quite the opposite, in fact. She shares with him some of the ideas the voice in her head has spoken to her, sometimes in the form of questions and others as direct statements. It’s clear that she is searching for some kind of exchange, some kind of reassurance from Ilya, yet he offers very little, remaining focused on the immediate dangers they’re facing and the task he’s been given by God.

    During a quiet moment following a rather harrowing trek through a fish cannery, Ilya falls unconscious. Indika, with some medical education, believes that the arm will kill him unless it is removed at once. Unable to watch him die, and in direct contrast with his wishes, with the supposed word of God, she amputates.

    Ilya awakens and is horrified at what she has done. He chastises her, and seems not only outraged but deeply sorrowful, feeling like his journey has been for nothing, that he has betrayed God. The normally talkative man becomes quiet, resigned. Yet, this game’s surreal elements remain at the forefront.

    His severed arm, which he has slung across his back in the sling which had held it steady all this time, is still moving. It points, it gestures, it closes into a fist. And despite believing he has disobeyed the word of God, Ilya persists. He chases the Kudets still. In spite of everything, he still wants a miracle.

    Indika’s final sequence feels truly cinematic. Following a dramatic few scenes where they beg the local priest of Spasov to let them behold the Kudets, only for Ilya and Indika to be accosted by the authorities on account of his being, you know, an escaped convict, the priest is shot in the ensuing chaos and Indika is held responsible while Ilya manages to escape.

    While in prison, the devil’s voice haunts Indika, and an offer is made. Not the kind of Faustian contract one might expect, not even really any kind of exchange. He simply instructs her to let him help her escape. The specific means are obscured, but Indika overpowers the guard and escapes the prison to go in search of Ilya.

    Abruptly, the perspective changes. The whole game, we’ve been playing from a third person point-of-view, but without warning we are brought inside Indika’s head in a physical sense, changing to a first person viewpoint as she walks the muddy streets of Spasov and finds Ilya outside a cramped pawn shop. He is drunk. He stole and pawned the Kudets for a measly sum which he traded for an instrument he plays with the expected low skill level. His quest was fulfilled and abandoned in almost the same moment. No miracle saved his arm or his life. He’s a drunk, wasting his freedom and now in greater trouble than ever.

    Was it spiritual guidance which led him to the Spasov? Or was it just a physical impulse? Something purely internal? The arm being somewhat alive shows us that there might not be a difference. Even when cut from the body, when it becomes an external object, little about the arm changes. The force outside of him and the drive within were always the same.

    Indika enters the pawn shop, asking for the Kudets, a request the pawnbroker quickly denies. Ilya reenters and causes a commotion, outraged over the instrument he was sold, insisting he was scammed. In the confusion, Ilya grabs the Kudets and…

    And nothing. Nothing happens. What did she think would happen? Did she even have an idea? The faintest imagining? Was this to be the ascendant moment for her faith? Where all doubts were dashed away and God would reveal himself to her, fully and beyond questioning? Would the voice inside at last be silenced?

    Indika opens the relic and finds that it is empty. She falls to the floor, her prayer beads shattering as they slip from her grasp. Looking up, she is face-to-face with a mirror, but the only thing staring back at her is the demon. The one that has been with her all along.

    Its voice takes over, another one of its lectures on faith and morality while she tries to argue in vain. She slips away from reality, into an abstract space where she is literally and emotionally spiraling downward, lost.


    And we are returned to the beginning of the game, to the strange mini-game with the falling woman. Because the adventure didn’t change anything for Indika.

    She’s always had this doubt, this demon inside. From the start it was an internal force, an entity within her being, part and parcel.

    Indika suggests that, bleak as it may be, perhaps there is no God to count on for miracles, and no Devil to torment you into sin. Maybe God and the Devil aren’t even different. Maybe there’s just us.

  • Sword of the Sea – Review

    Sword of the Sea – Review

    One of the most important factors in my enjoyment of a game tends to be how it feels to move around. Perhaps my biggest criticism against Dark Souls II is how floaty and weightless everything feels whereas you would expect a warrior in metal armor with a stupidly large sword to trudge and lumber around. Playing Destiny feels smooth and the added movement options allow you to elegantly leap and glide around the battlefield like an angel of death. Monster Hunter Wilds gives you what is essentially an auto-pilot capable raptor mount that can climb, leap, and sprint across the wide-open spaces and navigate cave systems with impeccable ease, but dismounting changes your movement style to be slow and heavy yet more precise, perfect for facing down giant monsters in highly technical combat with hard-hitting attacks. And who could forget the heaving, struggling, gratifying feeling of scaling cliffs in Breath of the Wild?

    Keep this in mind when I tell you the pitch for Giant Squid’s Sword of the Sea: “What if Journey was a game about hover-boarding?”

    It’s no surprise that this particular developer would produce a game which draws so heavily on the aesthetics of Journey and their previous game, Abzu, combining the two almost literally in many cases. You play as the Wraith, a being of mysterious origin and granted with a powerful hoverblade (you read that right) that allows them to glide over the vast desert or snowfields while also slicing apart obstacles. As the game progresses, you transform the various environments into a roiling ocean, schools of fish and pods of whales springing up from beneath the earth and taking… flight?

    Confusing physics aside, the game is visually stunning in ways that are both familiar for the developers’ previous works, and altogether new and creative. The final two chapters of the game in particular were a feast for the eyes: glittering starscapes and lakes of blazing magma that are beautiful to the point of tears and treacherous to cross respectively.

    Equally impressive is Austin Wintory’s score, sweeping and glorious like his work on Journey, giving what might otherwise seem a little sillier of a gameplay experience an air of majesty.

    Similar to Journey, the threats you encounter are… alright, how much longer am I going to do this? I can’t just keep comparing it to Journey but… I mean, come on, it’s so similar! The way the story is presented through records from ages past, the dusty desert ruins decorated with similar deep red rugs which sway in the wind. Giant serpentine creatures of stone and fire are your adversary, and a silent protagonist is joined by a silent companion (although this time it’s a character and not an interesting form of ambient multiplayer). Furthermore, the game seems similarly fixated on aesthetic references to another past game, Abzu, what with all the fish that come blossoming into existence whenever you open a new path. Sword of the Sea even features the same secret shell collectibles from Abzu. Upon discovery of this fact, I said aloud, “Oh… again?”

    So, with a game that’s seemingly unable to move on from the developer’s past projects, can it really stand on its own? How can it establish its own identity?

    Because hoverboarding over deserts, tundras, and magma lakes looks and feels fucking awesome.

    And that’s honestly enough to make this game stand out among its peers, because where Abzu and Journey were meditative and slow with occasional bursts of excitement, Sword of the Sea feels exhilarating from start to finish. Even when things take a more contemplative turn, you’re still zipping around these massive spaces, grinding on rails, riding the walls, and doing all manner of flips and jumps to collect Tetra (the game’s currency which you use to unlock new abilities) and secret shells. If you spot a little crevice in the distance, you think might have a secret, you simply zip over and check it out, and most of the time you’ll be rewarded for exploring.

    There’s also a lot more spectacle here. The final chapters of this game leave me breathless, even on repeat playthroughs. And yes, I played through multiple times. In an age of loot boxes, card packs, and daily quest grinds, there is something remarkable about playing a game over and over simply because it feels good. And Sword of the Sea feels so good that I’ll probably play it a few more times, will likely even go for the platinum trophy.

    You can finish the game in a few hours, so I encourage you to take an afternoon or evening where the weather sucks and the blankets are clean and cozy, and get transported to the rolling dunes and gorgeous seascapes of this little adventure that leaves a big impact. In a world that demands so much of your time, nothing about my time with Sword of the Sea felt wasted.

    Giant Squid: What else ya got cookin’?

    Update: Between the time of writing and the time of editing, I have – in fact – acquired the platinum trophy. Game good.

  • First Time Final Fantasy – Final Fantasy III

    First Time Final Fantasy – Final Fantasy III

    There is a moment in Final Fantasy I where you’ve just finished rebuilding the bridge that spans a narrow channel separating two continents. You’ve spent a few hours fighting monsters, learning the structure of the game, and exploring the small portion of the world you’ve been given access to, so at this point you’re understanding of the game’s world feels like it’s filling out. You step across the bridge and a splash screen comes up showing your party of adventurers overlooking a gorgeous pixelated landscape and the iconic music plays, accompanied by this feeling that here, right here, is where the adventure of a lifetime truly begins.

    It’s an incredible moment. The world that seemed so small before suddenly explodes outward in all directions, expanding your understanding of the scale and scope of the game to an almost intimidating and certainly awe-inspiring degree. They even manage to repeat this trick three more times, once with the acquisition of the ship coupled with the opening of the channel taking you to the open sea, again with the canoe giving you the ability to sail along the currents of rivers, and again with the airship, taking not only the method of traversal but the speed at which you travel to unseen heights.

    Final Fantasy III looks back at the legacy of Final Fantasy I, the experiments and failures (and there are many) of Final Fantasy II, and says with a smile: “Yeah, I can top that.”

    And it does.

    There is a moment very early in the game where you acquire an airship. I remember thinking, “Wow, that was really soon! I wonder how they’ll incorporate this into-” and then it explodes into a million pieces and becomes unusable. It’s a gag that works because it’s completely unexpected, and when the game starts to build its traversal systems and overworld exploration back out again, there’s always this little chuckling voice in the back of your head that remembers the airship and wonders if it’ll happen again.

    It doesn’t, and that’s probably for the best, because the ways in which Final Fantasy III continues to expand its world are frankly astounding.

    You start the game on a continent that seems like a densely packed and populated realm. There are multiple dungeons (even some late-game optional areas), several towns, castles, and big set-pieces to capture your imagination. It feels like a complete game. So when the camera pulls back, you get a proper, functioning airship again, and you set out over the continent’s edge for the first time you discover that all that has taken place thus far took place on a floating island above a far more massive world than you could’ve predicted would await you. It’s jaw-dropping.

    AND THEY DO IT AGAIN. Late in the game you get access to a submarine and now there are multiple underwater dungeons to explore, mostly optional, with tons of cool treasures to find, new enemies to face, and environments to explore.

    There’s an interesting parallel between the world’s constant expanding and the game’s mechanics similarly growing, because Jobs are back from the first one and they’ve been totally reworked from something passably interesting to a full on highlight of the game.

    You start the adventure as four small children, all the same Job (the oddly named, Onion Knight), and you fall into a chasm beneath your home village wherein you find a magical crystal that grants them great power and access to the Jobs. With each crystal you find throughout the game, a batch of new Jobs gets unlocked, totaling in twenty-three unique classes for your characters to play, but we’ll come back to that.

    OK, you might think, so this was a cute little introduction and now I pick my four Jobs that my party members will master as the game progresses. Probably gonna need to some balance so not too many mages but we can’t have none. That classic party composition math begins ticking away in your head. Maybe they’ll advance to new forms like in the first game, but this is the configuration I’m working with, right?

    Wrong. Because in a masterstroke of design genius, FFIII allows you to freely change Jobs at will, meaning you can have a party of all White Mages, realize that this is untenable, and switch them around to various martial classes. Felt like switching one of your characters over to Red Mage for a while but now you’re not sure it’s working out the way you wanted? Switch them to something else! Try a Ranger! As the Job list expands periodically, you’re given multiple opportunities to entirely reconfigure your party and their skills, experimenting with different combinations, trying out the new mechanics that Jobs like the Bard and the Evoker bring to the table. And you’re encouraged to try all of these, since the only real cost is the time it takes to figure out if you like the Job for your character. You level up your party members separate from your level in a Job, meaning that while your mastery of a Job grows and you get new abilities, your stats are influenced by the equipped Job, but not pigeonholed by it. If you switch to a Knight from a Geomancer, get ready to watch your HP climb at a better rate. In theory, you could have a White Mage with more HP and Defense than your Knight. I don’t why you would do that but hey, it’s your game.

    Each Job also has a unique feel to it that changes how you approach combat, and the ability to swap these around freely is such a gift to the player, which is really no surprise when you look at the game’s structure as a whole.

    Because Final Fantasy III is the most impressive game I’ve played for this series and it’s not even close.

    And it’s weird how much of what good was in Final Fantasy II they are able to wring out and restructure for this game, because like FFII this one has a much greater focus on the narrative than the original game. There are distinct characters with motivations and stories of their own, and lots of them join your party for a brief while to go on some quest together. And while your party members also speak and have ideas of their own, none of it feels like the game is taking all the roleplaying out of your hands. You are still given enough empty space to fill in with your imagination that the creative expression of the game (although extremely rudimentary by today’s standards) works in a way that is not only similar to the first game, but that actually surpasses it.

    Advancement no longer feels like you need to be juggling spreadsheets and formations. Just grind for a bit. Level up. Watch your stats climb the way they’re supposed to. Sure, you can’t get as granular as you could in FFII (although for whom that is a problem I can’t imagine), but you still have a bounty of options at your disposal.

    Except when the game hems you into making all your characters the same Job for a dungeon, lest you face endlessly replicating monsters. Or when you are forced to make yourself small using the Mini spell, but now your physical attacks and defense are pitiful and you need to rely on magic or successfully escaping every encounter. Or when a boss can be defeated if you grind for a while and just brute force it, but it goes much smoother if everyone just switches to the one Job that’s kind of tailor-made for this situation. And I could be wrong, but in this specific instance I found that particular Job, the Dragoon, to be mostly useless outside of that fight.

    These kinds of setups are limited, but they are such a strange misstep in the design. It would be cool if one Job had a moment to shine, but the difficulty of these fights and areas for those not using that Job becomes frustrating and feels rather arbitrary.

    The game is also… like… really long? There were times when fatigue started to set in, and the amount of optional content (while impressive) started to resemble a chore list. This probably has more to do with my own brain chemistry than the design of the game, but a little quicker pacing would’ve appealed to me quite a bit.

    The story is mostly forgettable, being presented not so much as a continuous plot with growing stakes but instead as a series of small narrative arcs, usually revolving around an NPC you meet or the problems of a single town. It manages to evoke a kind of D&D feel, having your party bounce from location to location fighting various unrelated baddies and solving magical crises, but it lacks the kind of cohesion that would really elevate the emotional attachment you might get toward your characters and the setting. Ironically, it is this point that seems to undergo a complete turnaround in future games, though I’ll save my opinions for when I’ve actually played them.

    Perhaps my biggest criticism is the game’s final dungeon. It’s massive, gruelingly difficult even for a high level party, and there is almost nothing in the way of checkpoints, meaning that failure is going to send you really, really far back. And the final boss, while managing to capture my interest, is more of a brute force blast-fest than anything else, and there isn’t a ton of mechanical depth to the fight, which – to be fair – is true of most of the game’s combat.

    We’re still in an era where technological limits are tight, where modes of combat design that will become iconic to fantasy RPGs down the road simply haven’t been imagined yet.

    It’s sad to say, but the lack of depth to the combat, the lack of variety in what it is that you’re doing moment to moment, makes a lot of this game fairly monotonous to play. We seem to have settled into a rhythm here, a pattern that while enjoyable is beginning to get a bit stale. Now, playing them back-to-back is a far flung experience from what most folks would’ve had when these games were new, but my motivation to continue if things stay relatively fixed will definitely slip away.

    But don’t let that fool you into thinking that I had a bad time with this game. I didn’t. I had a great time, in fact! Much like the first game, it’s incredible to see the design methodology of fantasy games so clearly laid down so early on in the medium’s lifetime. I’m overjoyed at the game’s quality even when viewed from a modern lens, but I wonder if they will continue to innovate in ways that make the games interesting, or if they’ll fall into a repetitive rhythm that slowly fades into drudgery.

    Only one way to find out, eh?

    Next month: Final Fantasy IV

  • Recency Bias Volume 3

    Recency Bias Volume 3

    Sinners

    I try to watch movies I’ve never seen before fairly often. At least once a week, if circumstances permit. These can be movies from any era, but when I’m watching something with my mother (as I was a few weeks ago) we like to try something more recent. So, having no context for the film other than my vague recollection that Patrick Klepek who writes for Crossplay and Remap said he really enjoyed it, we tried our luck with Ryan Coogler’s newest feature, Sinners.

    Holy shit. This movie rules.

    It’s hard to talk about the plot without spoiling it, but I will say that the movie had me growing more and more invested not only by the literal text of the film, but by the ideas that were being explored, ideas of ownership, the freedom of Black folks in America to own what’s rightfully theirs. I’ve not been a fan of much of Coogler’s body of work, caring very little for the Black Panther movies, and I can say without a doubt that not only is this his best film, but it’s one of the best films I’ve seen in a long while.

    And the performances from all involved are top-tier. Michael B. Jordan stuns as twin gangsters Smoke and Stack, separating the brothers with subtle physical characteristics that make it immediately clear which brother is on screen and how they differ as people.

    Also they wear red and blue respectively, in case subtlety is not your thing.

    Alan Wake 2

    I am a latecomer to Finnish developer Remedy’s games. My first foray into their weird sensibilities was 2019’s Control, a really fun action game that plays in the same sort of narrative flavor as The SCP Foundation, the Cthulu mythos, and shows like Fringe or the X-Files. Shadowy government agencies battling world-ending paranormal threats, you know the deal. At the time I remember hearing about the ways in which Control made reference to the events of another game, Alan Wake, but a cursory google search of the game did little to sell me on it and I disregarded the game.

    But with the recent remaster and the sequel out and having gotten a fair deal of praise, I decided to dip my toe in the water and try it out.

    I enjoyed the first game in the way that one does when the game is equal parts campy charm and serious jank. I chuckled at the various Stephen King references and the Twin Peaks elements sprinkled throughout, but nothing could’ve prepared me for what awaited in the sequel.

    This next bit I will address to Sam Lake directly.

    Dude. I also loved Twin Peaks: The Return.

    And that show is so tightly woven into the fabric of this game that one could argue it is perhaps its sole influence. There are repeated visual and thematic references to Twin Peaks’ incredible revival season that listing them all would be it’s own series of posts.

    And for the most part, I liked this aspect of the game. The visuals are gorgeous, the same campy voice acting and writing are back and bolder than before, and there are new game mechanics and optional objectives which are interesting if not rather repetitive. Actually, placing notes and photos on the case board in new protagonist Saga Anderson’s mind became actively annoying towards the end of the experience because there were times where the path forward was locked off simply because I didn’t bother to have her repeat to me plot points I’d already had explained to me.

    But one thing puts this game so far up in my esteem that it can never be diluted by any other aspect of the experience. If you’ve played the game, you know what it is.

    The thirteen minute long prog-rock musical number featuring live-action actors performing the dorkiest choreography you have EVER seen. I cackled the whole way through and will never forget it.

    The Witcher

    Many years ago, I was given a copy of The Witcher 3 for Christmas. I booted it up, played an hour of the game, and turned it off. I had no fucking clue what was happening.

    A month later, a friend of mine told me that while the first two games weren’t too critical to understanding the story of The Wild Hunt, they informed me that the books were really important context to have. As a bonus, the books were really good.

    I read them all.

    They are really good.

    So good, in fact, that after I read them all I jumped right back into the game and had an absolute blast. So when I found out recently that Andrzej Sapkowski was going to be releasing a new standalone Witcher novel (“Crossroads of Ravens”) I decided that now was a great time for a re-read of the series.

    It’s always a treat when something you loved before holds up upon revisiting, and I couldn’t be more pleased with these books. Sapkowski strikes the perfect balance between world building exposition and following the emotional and narrative journeys of his protagonists. Entire chapters will be devoted to characters you will never see again, or only hear very little from in the future, yet none of these feel like padding for length or overly expository or indulgent. Complex political mechanisms are depicted in such accessible detail which is honestly shocking to see in a fantasy novel.

    Furthermore, Geralt’s arc from being a stoic neutral actor to realizing how truly inescapable the gravity of world politics is and deciding to take a stance, to protect those he loves and those who otherwise cannot defend themselves is just as relevant today as it was when it was written. In America, it is perhaps more relevant.

    And that will close out this month! Lots of fun stuff coming next month, including our next entry in my First Time Final Fantasy series, out next Tuesday! See ya then!

  • Clair Obscur and Art as Escape

    Clair Obscur and Art as Escape

    *FULL STORY SPOILERS AHEAD*

    Near the end of Clair Obscur: Expedition 33, there is a pretty major twist. Maelle, the adoptive sister to early-game protagonist Gustave (may he rest in peace) is revealed to be Alicia Desendre, daughter to Renoir and Aline (AKA the Paintress), and sister to Verso and Clea. The game goes a step further to say that not only is Maelle not her real name, but she isn’t even from this reality. This entire world we’ve explored and inhabited for the game, from Lumiere to the Monolith, all the people we’ve met along the way including our own party members, all of them are creations of the enigmatic beings called, the Painters, who can create worlds infused with life to the point that they become indistinguishable from reality. This world is the creation of Verso Desendre, who perished tragically in what appears to be an arson enacted on the family home, and is the last surviving relic of his life.

    The Verso we’ve been traveling with this whole time is actually a fabrication by Aline, who in her grief entered the world of Verso’s Canvas and refused to return to her true family, creating new versions of them to protect her. Renoir, her husband, came in after her to try and bring her home, but the two became locked in an endless battle of wills as Renoir tried to destroy the Canvas from the inside and Aline did everything to protect it. You see, the Paintress doesn’t cause the gommage. She’s been holding it back. But as her power wanes and her sorrow deepens, her grip is slipping and she can no longer contain Renoir.

    The Verso we’ve been playing as (or as Esquie puts it, Verso who is Verso’s cousin) has been working towards a singular goal this entire time: to defeat the Paintress, defeat Renoir (both the painted version and the authentic one) and to destroy the Canvas, dooming this world to obliteration and finally putting an end to this life he does not want, the life of a shadow of a dead man, cursed to immortality and unable to cope with the perceived meaninglessness of his existence.

    Alicia, disfigured by the fire and left with the inability to speak, dove into the Canvas to try and rescue her parents, only to lose her sense of self during the process and wind up trapped there as a new being with none of her memories intact. She is born to new parents, painted ones. She is named Maelle. Her parents gommage and she is raised by Gustave and his sister. She learns to fight, and she becomes and Expeditioner to stop the gommage from ruining their world.

    In this strange, turnabout manner, Alicia has approached the conflict of Aline’s inability to deal with the loss of her son from both sides, and when all becomes clear to her and her memories are restored she remains resolute in this quest with one additional goal: to stop her father from destroying the Canvas, the last piece of Verso’s legacy, this world he created as a young Painter where he would play with Monoco and Esquie who remember him with deep fondness.

    This puts her and Verso in direct conflict with one another, though he refuses to admit what his true endgame is until the last moment.

    After defeating Renoir and convincing him that this Canvas matters, that it ought to be preserved, that mourning Verso does not have to mean either losing oneself to the despair of his death or destroying all evidence of his life. That she can live in this world, and return to her reality. That she can grieve and heal from that grief.

    Verso has other plans, and with his betrayal the true final battle begins, one in which the player is tasked with choosing a side and in doing so must answer a question for them self:

    “How real is this world and its inhabitants? And is it worth preserving? Or is the lure of ultimate escapism to great a temptation to allow one to reckon with?”

    Because one of the main themes behind Clair Obscur is that art is a double-edged sword. It is beautiful. It is terrible. It can take you away from your burdens, but it can also reflect them back at you. It can distract you from your reality, but it can’t save it.

    Art, even video games who go above and beyond in many cases to cement that sense of immersion, that feeling of embodying another person’s experiences, cannot replace your life. Art and creation can enrich it, give it additional meaning, but they cannot erase the fact that you are a material being in a material reality, with pressures both physical and social placed upon you at all times.

    Art is not an escape.

    But it doesn’t have to be.

    If you choose Maelle’s stance, you defeat Verso and remain in the Canvas. Not only that, but you undo the gommage, bringing Gustave and even Sofie back to life. In a deeply haunting cutscene, you see that even Verso has found something to live for, pursuing his true passion, music, and playing before an assembled audience of Lumiere’s citizens including Gustave, Sofie, Lune, Sciel, and Maelle.

    Then a horror movie stinger accompanies an image of Maelle degrading under the effects of remaining in a Canvas too long as a Painter. In the end, she failed to escape her grief not just for Verso but for Gustave as well. She stays here, in this fabricated world, and it is implied that she will never leave. At any time, she has the power to, but she simply won’t.

    And to be clear, while this is deeply tragic for Maelle, I think this is the good ending, at least in terms of being the most positive outcome for the most people. Because when all is said and done, you can argue over what counts as “real” but try playing the beginning of the game, seeing Gustave tell Sofie “I’m here.” as she gommages in his arms, hear her say “I know… I know.” and tell me that their feelings, their experiences, none of that matters because they were creations of someone else.

    Aren’t we creations of our parents? And if you’re a religious individual, aren’t you the fabrication of a divine being?

    It’s hard to define what is “real” because the word means so many different things, but to say that the lives of these people don’t matter and ought to be discarded simply because there exists another plane of being seems… well, deeply bleak.

    Which takes us to Verso’s ending.

    He defeats Alicia and destroys the Canvas, watching as Lune, Sciel, Monoco, and the entire world all fades away. His friends watch him with thinly suppressed hatred as he callously destroys their lives in an instant (Lune’s expression being particularly hard to watch). The Canvas world dissolves and we see a glimpse of Alicia in her real world, standing beside her brother’s grave. She turns to see her friends as an illusory image one last time before they fade away. She can move on, but that grief remains.

    Either ending to this game is heartbreaking. No one comes out of this unscathed, and the player is left with a bitter pill to swallow. Pain is real, it follows you, it lingers, and you can lose yourself to destruction, even that of the self, in order to be free of it, or you can create and create and create anew, hoping each time that this will be what saves you.

    But it won’t.

    That’s not to say we shouldn’t create. We absolutely should! It can help us to heal, can help us to grow and understand ourselves and even cope with the agonies of our reality. Creation, particularly art-making, is one of the things that most gladdens the spirit and pleases the mind, even when the work is difficult. Expression makes one feel the most them self they can feel.

    Art is not an escape.

    But it can help you to be free. At least, for a little while.

    Is that not precious enough to be worth fighting for?

  • Elden Ring: Nightreign – Review

    Elden Ring: Nightreign – Review

    You have played Elden Ring. You know the score. This is different, that much is obvious, but Elden Ring is in the name! It can’t be that hard to adjust, and you’ve played the other Soulsborne games. You pick a character based on a build style you’re familiar with and begin.

    Then you soar through the air on a spectral bird, drop into Limveld from an obscene height, and the chaos begins.

    Your party members go running off, seeming to execute complex mathematics in their heads as they go. The truth is, they know the score. You’re the newbie. You’re just along for the ride. You follow, getting used to the slightly tweaked controls, the speed of the new sprint feature, maybe you take some time to fiddle with your character’s unique skills. Perhaps you chose the Wylder, with his greatsword, his grappling hook and his all-around playstyle. Or maybe you wanted to try your hand at the easy to learn, difficult to master Recluse, with her recharging FP and her powerful elemental spells that rely on careful planning and memorization. No matter which Nightfarer you chose for your first run, you will quickly realize, just from watching your allies play, that each one of them is technically complex and surprising in how unique their identities are.

    Runes start pouring in and it becomes clear that you are being carried. You scoff. You’re the expert here, right? You leap into the fray. Enemies you recognize rush you in mobs and you take a couple hits but you come back swinging. “Alright,” you say to yourself. “I can do this! Just need some time to adjust.” This has happened throughout the franchise! Each entry is just different enough to feel familiar but a little disorienting. But those were all hurdles you overcame in a matter of minutes, hours at most!

    Your party is gone again, already rushing to their next target while you’re stuck trying to decipher which rewards you should be choosing, struggling with incomplete context. You try your best to make value judgments knowing you might not get another chance to take the rewards you don’t pick.

    The storm begins to close in. A lot faster than you expected. Man, this game is paced really fast! Kind of hard to keep up, especially when Souls games tend to be slow marches through dangerous, hand-crafted levels. This feels so much more chaotic, so much more hurried and frantic. Your party is launching spells, wielding weapons you vaguely recognize but with new abilities.

    And now it’s time to face your first boss, and like the weapons, items, and other enemies in the game you recognize this one too! Alright, you take a few licks, get downed once… maybe twice. But your party members seem to have a grip on the situation and you prevail. A big boost in runes and a handy buff come your way, or perhaps a new weapon.

    Then Day Two comes.

    Far more dangerous enemies (which were there before but are now marked on your map) seem to draw your party’s attention and you struggle through some challenging fights. You visit a few more areas, some ruins themed around a certain damage type/status effect, Limveld’s central feature: a castle with two powerful bosses and a bunch of high level enemies. The runes come flooding in and you watch your level climb up over ten and closer to the maximum level of fifteen. You’re beginning to truly grasp the flow of the game, this deadly rhythm of efficiently hunting the enemies most likely to provide more runes and better drops. You’re assembling an arsenal of powerful weapons, many of them carrying passive buffs that benefit you in one way or another simply by being in your inventory.

    Another boss encounter, this one much harder and the fight is won only through determination and a quick study of the enemy’s abilities. You drain every last flask you have, expend your consumables, get downed and get back up with a vengeance.

    Then the final stage begins. You are teleported to a small chamber free of threats. You have one last opportunity to level up, maybe purchase a few items that will help you in what’s coming (if anything can help).

    The door opens once your party is assembled. It’s your first, truly devastating encounter and it seems like victory is unattainable. You’ve used your items, you’ve been downed and revived twice now, and you realize that your build just simply isn’t up to par.

    And if you’re anything like me, you fail. It’s back to the beginning, but not without anything gained. The game gives you Relics, which can be applied to your Nightfarers and provide passive buffs and subtle (or sometimes significant) changes to the way they play. You realize how staggeringly little you understand about this game, despite having played From Software’s RPGs going back over a decade.

    In many ways, Elden Ring: Nightreign is a familiar beast. Many series staples are present, and the use of classic bosses means you have a shot at beating many of these on your first try if your memories of battles past are intact, the timing of dodges and opportunities to retaliate deeply ingrained in the deft movements of your hands.

    Yet the game is also shockingly unique when compared to other entries, not only for its multiplayer focus but the way it seems to grasp on to many modern conventions of games like Apex Legends and Fortnite, and somehow put them all to shame with the way it executes them with that classic combo of design genius and From Software jank.

    Not to mention, that familiar hook has already sunk deep beneath your skin and right into your brain. Ever since the first boss encounter way back in Demons’ Souls, that same psychological trap has been there, lying dormant until the next boss, and the next one, and the next one after that. In some ways, it’s an old friend.

    You bet you can beat it next time.

  • First Time Final Fantasy – Final Fantasy II

    First Time Final Fantasy – Final Fantasy II

    Well. That got weird fast.

    Final Fantasy I, for its faults, left an impact on me I could never have predicted from the outset of this project. I was astounded by its inventiveness, its creativity, and how memorable each set piece was, and I developed the belief that each mainline entry in the series would likely feel as innovative (for the time) as each one before it. After finishing Final Fantasy II, I think that the game being innovative is probably the nicest thing I can say about it.

    And also, the only nice thing I can say about it.

    It’s interesting to see how the oft thrown about criticism of video games being too cutscene heavy and taking too much control away from the player, subjecting one to a story which happens around their choices rather than because of them, has roots that go as far back as 1988. The game has a ton of non-interactive sequences where events unfold and characters appear, join up with your party, leave the party, blow up half of the towns in the game (really), or straight up die. I’m not asking for branching narratives, not in this era of games and I’m not even sure of the inherent value of such designs, but the characters you embody within the story seem to have almost nothing to add other than performing errands for all the other characters. You know, the ones with actual narratives?

    And yet, this lack of control or input is completely reversed in the combat and advancement. You have total free reign over what kinds of weapons, magic and armor your party is specialized in, and can build their stats accordingly, although (as we’ll get into) that might be too much freedom.

    Interestingly, there’s also an entire mechanic around conversations: a system for learning important nouns and keeping them in a list which you can later pull from to ask other characters questions that will guide you on your quest. This is a really simple and creative way of getting you to interact with the story, but it’s a far cry from what we nowadays consider to be conversation mechanics. The primary problems with Final Fantasy II are not that the game is taking enormous leaps away from the established mode of FFI, but in how those changes and experiments interact.

    FFI begins with an extremely simple character creation screen and then *plop* you’re in the overworld. FFII eschews any notion of jobs or the ambiguity of the low-detail sprites in favor of four explicit characters whose names you can change but whose appearances suggest little to nothing about how they are going to function mechanically. They’re also more specifically gendered, and the matching hair color on two of the characters suggests a familial relationship to anyone who has played a video game before. Right from the jump, FFII has taken some of the expression from the player, prescribing characters rather than having you create a party of custom ones. This is not an inherent flaw, but it’s a decision that’s indicative of a more tailored experience. You’re not telling stories in your head about who your four little heroes are, you’re putting names to people with predetermined identities.

    Immediately after this, we’re introduced to what I consider to be one of game design’s most tricky maneuvers to pull off: the forced failure. Your four characters are tossed into an encounter with some baddies, although this time they are not classic fantasy monsters. Your attackers are human soldiers in dark armor. Whatever conflict is happening in the world of FFII, it does not at first appear to be caused by demonic entities or creatures of myth, but by human beings, by nations and rulers, suggesting a more grounded narrative about people and the kinds of conflicts people engage with.

    And you instantly get wiped with no hope of success.

    Now, obviously, this is an extremely small portion of the game. It’s over in about a minute, but the problem is that this is the very first thing you experience. And boy, is it ever indicative of what’s to come.

    This can be done well. In Sekiro: Shadows Die Twice, you play through a basic tutorial section where you learn combat, stealth, and traversal mechanics, before you face down your first boss who almost certainly kills you with ease. Should you manage to succeed, likely on another playthrough, the protagonist is bested in a cutscene because this is a scripted narrative event. You play the game, then – armed with context for how the game operates – you get a taste of the sheer might the types of enemies you will be asked to best later can unleash. Failure in this fight teaches you a lesson: some enemies are going to take serious skill, and dying is part of the process. Additionally, From Software’s contemporary games are known for this sort of opening, so players experienced with their games are expecting it.

    At the start of FFII, you have no tangible experience playing the game and are therefore sort of taken aback when your very first encounter is essentially a cutscene of you getting your ass handed to you with no recourse. You have no context, so all that this tells you is that you’re weak. Don’t bother. You can’t beat them. Again, this isn’t inherently bad design, but it does leave the player with a much different taste in their mouth. First impressions are everything and FFII fails to make a good one.

    And it only gets worse.

    Because the game’s philosophy of customizing your character’s abilities is so granular, and progression so awkward that you never feel like you’re getting what you want, and certainly not at the rate you would desire. Gone is the simple gain EXP to get levels. Seriously, a JRPG without EXP. Instead, the game tracks certain values, such as MP consumed, hits taken, etc., and upon a successful combat encounter it checks to see if you’ve reached any milestones to get a stat increase. It’s interesting in concept and in narrative design, for example: your HP increases from taking damage in battle and your MP increases from using spells in combat. This makes a kind of sense, you get stronger the more you endure, better at efficient spellcasting with practice. OK, simple and easy to understand. The issues start to arise when you realize that your characters who are a little more fragile, are likely only going to get more fragile, because you naturally want to protect them from taking damage, so their HP isn’t increasing nearly as fast as the other party members. And to make matters more confusing, there are no clear ways to track how close you are to getting these stat increases, making it difficult to find a useful method for grinding. Gone are the days of just tossing a few mildly challenging enemies in the meat grinder for the experience points, because if all you do is fight weaklings, no one is getting hit and you’re not hitting things often enough or casting enough spells to get any benefit.

    Furthermore, all weapon types are their own skill to grind out, and (even worse), so is every single spell in the game. Fire strengthens separate from Blizzard which advances separate from Cure, and as the power of each spell increases, so does its cost, meaning there are actually disadvantages to using Cure to heal your party rather than potions, but if you abstain from spellcasting to preserve MP, you’re not getting Intelligence stat upgrades or more maximum MP.

    This creates a royal clusterfuck of improvement and growth whereas the straightforward job system offered clear archetypes and varied abilities for your party members. Now, your characters are likely to become extremely skilled at one or two things, and useless at everything else if you’re not willing to put in some serious, SERIOUS, grinding time. It’s interesting in theory, but the way you advance ends up being so time-consuming, so needlessly complicated and frustrating, that when you finally DO get some improvements and they end up being small, you just wanna give up.

    And boy did I want to give up at times. From an extremely lackluster story with no emotional weight and poor presentation, to the dungeons which are often too long, too confusing to navigate, and so overloaded with enemies way above your weight class, there are so many reasons that Final Fantasy II fails to make a good impression.

    As I close this piece, I want to tell you about a specific moment in the game which perfectly encapsulates the experience of playing FFII.

    Near the closing chapters of the game, you embark on a lengthy quest to recover the most powerful spell in all of existence, one that will surely be the key to defeating the great evil facing the world. The journey takes you all across the many lands of FFII (nearly all of which are open plains by the way), through different dungeons, requiring you to face many dangers and endless annoyances. Finally, at the end of an excruciatingly long tower climb, you reclaim the spell, one that would become an icon of the franchise: Ultima. Only one character may learn the spell, chosen to wield ultimate power that was so dangerous to had to be sealed away from the hands of mortal beings, for fear of the destruction it would wreak upon the world.

    But you haven’t leveled it, so it’s weaker than your other spells if you’re a decent spellcaster, and takes just as long to improve.

    And in that way, Final Fantasy II summarizes itself. Lots of buildup with some concepts that at first glance appear interesting, followed by a depressingly underwhelming experience.

    The flaws of FFII are honestly too numerous to really delve into in a short post like this so now we move on. Suffice to say, I was pretty let down by this entry and I hope it doesn’t prove an ill omen for the future of this series. Our journey continues into (I hope) greener pastures! And more Jobs!

    Maybe we’ll be 2 for 3 on good Final Fantasy games?

    Next month: Final Fantasy III

  • Recency Bias Volume 2

    Recency Bias Volume 2

    Welcome, one and all to the celebration of our first full month of posting content! Woohoo! Mom, you said I couldn’t do it, called me a failure, lobbed several hundred dollars worth of rotten vegetables at me from your seat directly behind my office chair, but I sure showed you!

    For real though, it has been really gratifying to make these little posts and to work on these writing projects. Getting some of my thoughts on games on to the page is really fun in a “it’s work but it’s therapeutic” kind of way. And now we’ve come to that time again, that end of the month tradition (this is the second time, so it’s officially a tradition now) where we wrap up all of the little odds and ends of media I’ve been enjoying but didn’t feel the urge to write a specific feature about.

    Let’s cruise on down the list.

    Spy x Family

    You know that thing when you’re watching a show and you get so swept up that without realizing it you’ve stopped having thoughts like, “hmm what an interesting narrative choice” or “ah, this comments on the Japan’s anime industry because…” and you find yourself grinning, cheering, weeping, and feeling like you’re just having the best god damn time? Because that’s how this show makes me feel.

    I wouldn’t consider anime a huge part of the entertainment I enjoy, though I have had my fair share of it. I’d say I have a slightly above average American level of interest in it, but I’m not like IN IT. That said, if this had been the first series I’d watched when I was a teenager just getting interested in anime, my god, what a different life path that would’ve set me on.

    Spy x Family is one of those shows that just COOKS. Every choice made by the production team is the exact best decision, be it the way lines are delivered, the animation for a badass action sequence, or the clever ways the series plays with the dramatic irony of none of the characters fully realizing what’s actually happening in any given scene. It’s also a deeply heartwarming show, one that cares about its characters and has no trouble getting you to do the same. Adapted from the manga of the same name, Tatsuya Endo has mastered the comedy and romance of the romantic comedy, to the point that they should just retire the genre altogether.

    The premise is simple: a spy has to form a fake family as part of his mission, so he adopts a child (secretly one with telepathy) and finds a desperate young woman (secretly an assassin who is just as much using him for cover as he is her). With these pieces set in place, what follows is a show that will stop at nothing to fulfill every possibly delightful circumstance you could dream up, my favorite episode being one where one character has taken a non-lethal (but highly painful) injury from their secret career, and has to endure a romantic evening while trying to cover up the fact they’ve literally just hours ago been shot in the ass.

    Even if you have only a passing interest in anime, please check this show out. You won’t be disappointed.

    Baldur’s Gate 3

    So I’ve actually been playing this for over a year now and have completed two separate playthroughs already, but after a few months away from the game the siren call of the platinum trophy drifted from beyond the waves of the Sword Coast and pulled me back in for one, highly organized, efficiently designed, and carefully planned out final run through the game, on the highest difficulty no less!

    And I’ve learned that I am much too ADHD-brained to get really good at this game. Thank god for the gifts of RNG, save-scumming, and brute forcing!

    I’m a big opponent to the idea that these methods are somehow “less real” or “dishonorable” ways to beat a game. A game is, at its very base, a series of systems working in tandem to produce an experience, and if you can manipulate those systems to have a better time, you should do so! I summon for fights in Souls games. I also have the platinum trophy for Sekiro: Shadows Die Twice and earned it through sheer grit and skill. Play games the way you want.

    But what I mainly want to highlight in this section is just how truly dense this game is. You’d think after having beaten the game two times through and having gone out of my way to do nearly all of the side content I could find, there are still events and bends in certain scenarios that I have never come across before, and every time I find one I am left gobsmacked.

    Act One is by far the best portion of the game. It certainly feels the most fleshed-out. But this is one of those RPGs that truly allow you to play a role that feels personal to your specific experience. Which is kind of the whole point of an RPG and yet so many games miss this mark but so wide a margin you wonder how things got to this point.

    Look forward to my update next month where I complain about how brutal it was to keep all the tieflings alive through Act Two and rescue the prisoners of Moonrise Towers on Tactician Difficulty.

    Stephen King’s The Dark Tower Series

    I would say I am a fan, generally of Stephen King. Bold statement, I know, but I think he simply has the juice. Sure, his political ideology and mine are, let’s say, incompatible (by this I mean I am so far left that the center looks like the eastern horizon), and he has certain fixations that I find unpleasant to indulge in, but to purity test every writer is to find out that “good books” are virtually nonexistent. You truly can write anything (not that you should) and Stephen King must have heard that at some point in his early life because boy does he write ANYTHING.

    And of the several dozen King works I’ve read and to greater or lesser extents enjoyed, there is simply no greater embodiment of this method than the The Dark Tower books. As of the writing of this piece I have just finished Wizard and Glass (probably my least favorite of the series so far but still rather good) and the way that these books just… go places? Light spoilers but the way that elements and characters from other King stories get woven into the threads of this series are at times baffling and at other times immensely entertaining. Early on in this particular entry, I was the Leonardo DiCaprio pointing meme for a good long while when I recognized the term, “Captain Trips”.

    I’ve heard mixed things about the remaining books but I will likely be starting up Wolves of the Calla soon and intend to finish the series before the year is up.

    Side note: I also read Doctor Sleep recently and is it just me or is the movie actually better than the book?

    And that’s all for this month! I’m thrilled to be keeping up with this project. I’ve always said that even if no one sees it, I believe in the restorative effect this work has on my spirit and when even one person views something I’ve written it’s a bonus. And a genuine thrill! Look forward to more reviews, game design news, and other various pieces in the future!

  • Update: I make games too!

    Update: I make games too!

    Some of you reading this may be aware already but in addition to writing for this blog I write and design tabletop games! I’ve been doing this for a few years now, off and on in my spare time, not as any real career path or focus, but it’s work I (mostly) love doing and sharing with the world.

    After my first committed group of Dungeons and Dragons players dissolved, I settled in with another couple of groups in a role that was new to me: that of the GM. As many of you may know, being a GM is like being a large beetle that has gotten rolled on to its back: people are interested, they want to watch you struggle a bit, they might even feel bad for you, but they’re not going to flip you back over and help you out of this predicament, because then the fun would be over. So I spent many years s designated GM for the various groups I became a part of, and – to be honest – this suited me well.

    But the one thing I always craved and had trouble finding was the GM-less experience, being able to play the game as a participant alongside my friends without the need for a moderator, just us and the game interfacing at the same level. And there are tons of great games that offer this! But I wanted more, wanted them so bad that I decided to start making them myself. My core design principles were that the games would be simple enough for players new to tabletop gaming to understand with relative ease, to make games that were thoughtful about the way they depicted the world and its inhabitants, and that these games reflect my own minimalist tastes. Oh, and they’re always free.

    My first truly completed game was actually released recently. our hope is You is a game greatly inspired by Avery Alder’s incredible The Quiet Year, and is a science-fiction, apocalyptic storytelling game wherein players explore the path of a starship escaping a doomed planet from the perspective of those left behind. Looking back, I have my criticisms with my own design, but feedback from people I know personally who played it was positive and that’s good enough for me. If you’re curious, you can find that game here: our hope is You by Vulpes Valentine

    The main reason I decided to make this post was actually to announce my current project, another GM-less storytelling game for 1-5 players which I have tentatively titled, For the Good of the Flock. It combines my love of tragedy-laden stories of doomed peoples with the chaotic elements of group decision-making, and my strange, obsessive love for the word “flock”.

    In this game, you and your fellow players tell the story of a now lost culture of nomadic people, telling their history and charting their rises, their falls, and their steady decline into entropy. There are survival game-esque mechanics as well as a sort of Mad Libs approach to narration, both of which I think add additional layers to the game that my previous works have lacked. Essentially, you draw a random event each turn and have to decide how to approach the situation at hand in the manner that will yield the best results for your people.

    However, you are not the sole voice in this decision, and the rest of your companions have a nearly equal degree of sway in the matter, making each decision a constant struggle to maintain order and harmony among your people to avoid rash actions that will leave them hurting for supplies, or even get people killed.

    It’s chaotic and yet oddly meditative, with a rhythmic flow to the gameplay that I think folks will enjoy. I’m having a ton of fun designing it.

    I will hopefully have more to share on this soon, so stay tuned for updates!

  • Despelote – Review

    Despelote – Review

    How does one review someone else’s childhood? This is the task presented to me now, having finished Julián Cordero and Sebastian Valbuená’s indie hit, Despelote, a game which tells a slightly re-imagined version of Cordero’s own childhood living in Ecuador during a time of great political and economic strife, which also happened to be a period in which the country’s national identity was bolstered by their football team’s chances at qualifying for the World Cup for the first time in history. This became a unifying event that captured the attention of Ecuador’s people and culture, giving them hope and joy in a time where it seemed (to hear Cordero tell it) in short supply.

    Immediately, I was captivated by the game’s art style: a strange and yet comforting mix of photo-realism and black and white cartoonism that not only helps to distinguish which objects are ones you can interact with but also gives the game a unique visual charm that I’ve never encountered before. There is something intimidating about the towering, colorless structures surrounding young Julián, especially since they are presented from the eyes (read: height) of an eight year old boy, but the warm smiles and kind voices of his family, classmates, and various locals around him slip over the experience like a blanket.

    The audio of Despelote has a similar quality, with voices speaking authentic Spanish and always sounding natural and close, and with the ambiance of the city’s environments feeling deeply personal and immersive. There are times when it truly felt that I was looking out from Julián’s eyes at a world just as real as the one I inhabit, a feeling that whenever it is encountered in games I consider it to be both astonishing and deeply moving.

    And the primary mode of interaction with the game, fittingly, is kicking a soccer ball around, whether its playing with your friends in the schoolyard, exploring the local park and getting into mischief against your mother’s warnings, or playing a beloved video game that everyone seems bound and determined to shut off when you’re in the middle of a match. Man, every kid went through this, huh?

    But how does one, review this game in the sense that one assigns quantifiable virtues/flaws to it, the way most reviews are written? How does one give it some kind of qualitative statement that wraps it in a bow as being either a good game or a bad one, a game worth your money or not? It’s a difficult question because the game is so personal, so closely wrapped up in the lives of real people with real experiences, that the lines between the game and reality are so blurred as to become transparent at times.

    I don’t think I can say that the game is good or bad. I can say I had a good time with it, and I certainly did. An incredible time, really, one that was meaningful in ways I’m not sure I understand fully, the same way that it is generally meaningful to connect with people, to hear their stories, to tease at the lines that divide us and realize how illusory they really are.

    I suppose, what I can say, is that Despelote is authentic and heartfelt in a way that an increasingly corporate world seems ill at odds to handle. And, like my own blurred memories of childhood, it will remain with me for a very long time.

  • The DNF Report – Ni No Kuni

    The DNF Report – Ni No Kuni

    There are many reasons not to finish a game. For working adults like myself, free time is a luxury I can rarely afford, and I’d rather spend it playing a game that is interesting or exceptionally fun than one that isn’t really grabbing me. In other cases, a game can simply fail to entertain me at all, or can even go so far as to leave me irritated, frustrated, or disappointed.

    Or maybe I once tried getting into a gacha game and watched hundreds of dollars slip from my bank account before I grabbed hold of the emergency release lever and deleted the game, and now I have to live in fear of micro-transactions or other exploitative practices prevalent in the industry, sometimes starting to play whatever new, flashy game comes out only to run in abject terror the first time it asks you to pay $10 for blupee gems or bing-bong crystals.

    Just as a general example.

    Here on The DNF Report (DNF standing for Did Not Finish), I seek to work through why certain games fell apart like sand in a windstorm, losing my attention and ending up on the pile of games whose endings I will never reach.

    To inaugurate this new series, let’s take a look at my most recent DNF, Ni No Kuni: Wrath of the White Witch.

    This game has been out for several years now, but I somehow remained mostly unaware of the specifics. I knew the big selling point: that the art and many cutscenes were lovingly designed in collaboration with the highly acclaimed Studio Ghibli, famous for such movies as Spirited Away and Howl’s Moving Castle. I was also vaguely aware going in that it was designed in the style of classic Japanese RPGs.

    What I didn’t know, importantly, is that it is boring.

    There’s something to be said about what it means to be a game “for kids” in the modern era, where games designed to be appealing to kids are often full of collection plate passing tactics like custom skins, battle passes, gacha pulls, etc. These games tend to be flashy, aimed at producing the most consistent dopamine hits that the medium can offer, and fast-paced to prevent kids from getting bored. And while Ni No Kuni is most definitely a game that seems eager to appeal to children, it is shockingly dull and slow-paced.

    The game’s basic premise is very familiar. A young boy in a humble town embarks on an adventure to magical world living in parallel to his own, guided by a jovial companion (in this case, a smart-mouthed fairy named Drippy), whereupon he fights monsters, an evil sorcerer, and teams up with additional allies he encounters along the way. There is a lot of charm in the early hours of the game, from the pleasant visuals to the inoffensive (but certainly insignificant) music which evokes a sort of classic ideal of fantasy stories for children. Characters tell jokes, there are anthropomorphic animal folk, and the action of combat is bloodless and cartoonish.

    It’s also, despicably clunky.

    You never feel like you have enough time to react to the attacks of enemies, as combat is set in a strange combination of active time and turn-based styles that more often than not leaves you on the back foot, reacting instead of pushing the enemy into a corner and committing to attacks that often leave you vulnerable to a swift pummeling. To summarize, the members of your party can fight as themselves, or send familiars to fight in their place. These familiars are admittedly charming in their visual design, evoking a sort of Pokemon/Digimon sort of style, and they function similarly to the monsters in those games, having elemental weaknesses and resistances, a set number of special movies to use in combat, and even evolution paths that change their form and grant them new abilities. The familiars are the same monsters you fight on your journey, but a random roll upon defeating a monster can grant you the opportunity to claim them for your party’s collection.

    When I first encountered the familiars, I was sort of surprised. I hadn’t expected this kind of gameplay, but I was open to it and kind of interested to see what the different monsters would play like.

    It didn’t take long to find out that the system is needlessly complicated and clumsy. You have to feed them to up their stats, with specific kinds of food granting specific upgrades. But don’t feed them too much or they get full and can’t eat anymore! And don’t raise their abilities with food too far, because there is a hard limit to how much they can increase their stats! And don’t let them get stronger without evolving them because they drop back to level one when entering a new form, leaving them almost always weaker than they were before with the promise of long-term benefits, benefits that never feel meaningful because you are (most likely) continuing to advance through the game and therefore encountering harder and more dangerous monsters that will wallop on your poor little under-leveled creatures with precision and brutality.

    And there are hundreds to collect but your party members can only hold 3! And for some reason, THEY ALL SHARE THE SAME HEALTH AND MANA. This means that if you send one familiar out and find that they’re getting absolutely stomped by the enemies you’re fighting, you have no recourse but to use items or spells to heal before you can switch to another creature, but that mana could have been better used on the other familiar if you had sent them out in the first place.

    Battles are also more often than not unavoidable, and enemies work with much more focus and aggression than you (and certainly more than a child for whom this might be their first RPG) can manage with the clumsy controls and interface.

    The story does even less to keep the player interested. The problems your party must solve are often connected to one of the game’s main antagonists only in a vague way, and the only real thread tying the events of the game together are the machinations of the aforementioned White Witch, whom you get remarkably far into the game before learning ANYTHING about. The dungeons are boring and might as well be gray hallways for as fun as they are to traverse.

    And I unfortunately got very far into the game before finally reaching the conclusion that it wasn’t going to suddenly get better. For all of protagonist Oliver’s magical acumen, he couldn’t make the game entertaining.

    He also can’t move at higher speeds than a brisk walk. Oliver, I have to work tomorrow! MOVE!!

  • Clair Obscur: Expedition 33 Review

    Clair Obscur: Expedition 33 Review

    Some games, particularly those in the RPG genre, take their time to really get the player invested. The worlds can feel so dauntingly large, the number of new proper nouns to learn can leave one confused and turned off. In some cases, whole chunks of the mechanical structure of a game can be locked off until several hours in, and narratives can take their sweet ass time to really get going. It’s so common, that there is a well-known joke in the games community that goes, “the game gets good after x hours” and usually that x is a number in the double digits.

    In Sandfall Interactive’s Clair Obscur: Expedition 33, there was no need to wait, no toughing it out for the good stuff. Within the first 15 minutes, I was deeply intrigued by the setting, invested in the characters’ to the point of deep, gasping sobs when things turned to tragedy, and fully locked in on the satisfying and technically dense combat. It’s been a long time since a game had me so hooked so early on, that I knew immediately that I was going to see this one to the end.

    And I did! Here I am, many hours later with the platinum trophy and enough thoughts to write a whole book on this game, though – for now – I will stick to just this simple essay.

    This will be a spoiler free review, but if you want to go in completely blind I will say these things up front.

    Should you purchase Clair Obscur: Expedition 33? Yes.

    Should you finish Clair Obscur: Expedition 33? Yes.

    Is Clair Obscur: Expedition 33 my current pick for Game of the Year? Absolutely.

    From its opening moments the game’s music, visuals, writing, and voice acting are top-of-the-line. Themes of decay, loss, and perseverance in the face of impossible odds weave elegantly into ideas around child-rearing in a world that will not be able to support future generations. Existential dread is the name of the game here, and yet somehow the characters and the writers of the game find time for some of the most hilarious lines I’ve encountered in an RPG.

    Each character feels has a distinct personality and look which gives the player an immediate sense of their identity, and they are complex and well-realized characters with differing motivations and ideas on the nature of life and the struggles therein. And they somehow all find time to crack jokes, to be intimate with one another, to express doubt, fear, and admiration. To look at the terrors they face with a deeply human combination of abject horror and profound amazement.

    To put forth the very basic premise of the game, Clair Obscur takes place in a world that was literally fractured: broken into chunks with the land scattered apart and many people left dead or utterly at a loss as to the cause of this calamity. Furthermore, there now stands a great monolith at the far edge of the horizon, impossibly visible from the distant city of Lumiere, where our story begins, and at its base sits a weeping, huddled figure known only as The Paintress. Above her, luminous as the sun, is the number 33.

    This number, as we soon come to realize, refers to a sort of literal deadline for human life. Every year, like some grim holiday, the Paintress paints a new number, sequentially moving downward towards 0, and anyone whose lifespan has passed this limit is near-instantly killed, dissolved into withering flower petals in a process called, gommage (a real life practice of removing dead skin cells). The true terror of this premise is twofold.

    One, every human being knows exactly how long their life has the potential to be.

    And two…

    That number is getting smaller.

    It is an incredible premise, and everything in the first few minutes of the game solidifies the tragedy and complexity of a world living under such bleak and absolute tyranny, exploring the painful realities of child-rearing in a doomed world, questions many of us in our own dying world often come to grips with.

    And it’s only the beginning of this game’s astounding journey, one that is beautiful both in its narrative content, its presentation, and its mechanical cohesion, because Clair Obscur is not only deeply engaging in terms of its story, but in the gameplay as well.

    The game’s combat starts simple: it’s turn-based with a dodge mechanic during enemy attacks that lets you evade incoming damage entirely, or a more precise parry that can result in a powerful counterattack, creating an effective risk vs reward scenario during every enemy turn that never stops being engaging. Add in a light bit of resource management (balancing usage and creation of AP – action points – to use special abilities or fire off ranged attacks to pick at an enemy’s weakness or deal that last little bit of damage to finish them off.

    Right from the outset this is an effective system that keeps the fights interesting and tempts you with that ever-present challenge: “Can I do this without getting hit a single time?” The answer, for every fight in the game’s lengthy runtime, is an emphatic yes. The timing can get tricky, but once you start to internalize the patterns of your enemies’ attacks, the momentum of a fight can shift dramatically in your favor.

    That’s barely scratching the surface.

    Because for all of its many, MANY wonderful aspects, Clair Obscur’s gameplay is primarily focused on the many additional layers to the combat which get added as the game progresses.

    First off, each member of your party has an entirely unique set of skills, weapons (each with unique passive buffs and traits) and equipable powers from the game’s Pictos, which require a limited resource to equip and grant passive or active bonuses and tweaks to the way your characters play. Essentially, these work like badges from the old Paper Mario games, and if you aren’t familiar with those, come back once you’ve played them, you rube. These all combine to give the player a staggering degree of control and depth, creating unique builds which are fun to poke around with and fine tune as the game progresses and more choices become available. The combat becomes so deep that it can start to feel intimidating, and the admittedly poor UI design doesn’t do much to help in that regard. However, mastering the dodges and parries can allow you to brute force your way through combat where your constructed builds aren’t working, and you have an enormous amount of freedom and opportunities to undo potential mistakes in your characters’ advancement.

    Not only that, but each character plays so distinctly from the others, with unique mechanics and specialties. These make them stand out not only in a narrative sense, but in the way they interact with the change how you think about their turns and how they work in tandem with your other party members. This does a lot to foster strong feelings of attachment to your the characters, because not only are they interesting in the way they are presented through writing, visual design, and voice work, but in the way they play to certain strengths and weaknesses.

    For example, the first party member you get is presented as being analogous to a mage in a more traditional fantasy setting (she even floats rather than walking when outside of combat). Suitably, her abilities are all about elemental attacks that can chain together with the elements you’ve used in previous turns to unleash even more devastating attacks or to grant buffs and debuffs that can change the course of a battle in an instant.

    And you can create some seriously incredible combos to deal astronomical amounts of damage. A guide online taught me how to construct three characters to work in tandem so that the game’s most powerful optional boss can be defeated in a mere TWO HITS.

    Incredible.

    I could easily go on for several thousand words about why Clair Obscur’s story and themes are so incredibly well-explored, so powerful and meaningful, so evocative and brilliant and tragic and beautiful…

    But that would be so full of spoilers as to ruin it for those of you that are sensitive to such things, so I will refrain. I will simply leave you with the way I felt upon reaching the credits of Clair Obscur.

    My god. I’ve just finished one of the best games I’ve ever played.

  • First Time Final Fantasy – Final Fantasy I

    First Time Final Fantasy – Final Fantasy I

    We begin our epic journey with a series of admissions.

    Firstly, for the original 6 mainline entries in the series, I will be playing the Pixel Remasters of the games. I made this choice for a few reasons, chief among them being that I have serious ADHD and the idea of sitting through the painfully slow and dated combat and traversal of the original games sounds like a nightmare realm that would make Hades cry with fear.

    Secondly, as I stated in the introduction post, I have only played two of the mainline games before (no, I’m not telling you which ones yet, just WAIT). Seriously, I have no idea how this happened but this was the strange childhood I had and now the world will have to bear the consequences. I will probably revisit these over the course of my expedition.

    Lastly, I will attempt to get one of these out each month, but with my real job and the fact that these games tend to get progressively longer as the series goes on, and boy oh boy are there some impressive run times in store.

    That being said, I think it’s time we get into the adventure proper, and talk about Final Fantasy I.

    When I first envisioned this project, one of my biggest worries was that I wouldn’t really gel with these games, that their age and my lack of any nostalgic connection to the series would make it difficult to enjoy the experience, to really get something out of it.

    I’ve been a fool.

    Not only did I absolutely adore Final Fantasy I, but I adored it on my first, and subsequent three playthroughs. That’s right, I played it not only once but four times start to finish, even netting myself the platinum trophy. But even having become so familiar with the game, I find it difficult to put into words exactly what about the game truly stands the test of time.

    As most of you have probably known for years but I’ve known for only weeks now, the game begins with you choosing the names and classes of your four party members, then plops you down without a moment of fanfare. Boom, game is starting, idiot. Get in. And from the jump it’s immediately earning its reputation as one of the foundational JRPGs, its influence resonating into the modern era of gaming without a shred of doubt in the fact that it just works. You fight random encounters in turn-based combat, explore a huge (and yeah, mostly empty) world map, crawl through dungeons, and stop in at towns to get some clues as to where to head next and stock up on gear, spells, and items. The real action of this loop occurs when you poke your heads into a dungeon and spend a while exploring its darkened corners, scouring each environment for valuable treasures and new monsters, before the climax of an encounter with a boss monster that advances the story and rewards you with one metric boatload of experience and gold. Or gil, or whatever.

    What really amazes me, particularly in the age of bloated open world games with repetitive activities and staggering amounts of checklist style tasks to complete, is just how fresh and unique each dungeon is under the limitations of its time. One dungeon will have cracks in its icy floor which drop you down into lower regions of the cavern, while another is full of locked doors hiding valuable loot you have to return hours later to claim. The volcano dungeon is full of lava tiles which deal damage to your party while stepping over them, and the fortress up in the sky has a series of teleportation pads and a secret material necessary to craft the ultimate sword, Excalibur. Not only do they offer small, but unique, ways of interacting with the levels themselves, but each of them bear an aesthetic design that is specific to each location. This philosophy extends to the towns and villages as well, giving each one tiny visual signifiers, a personality that goes a long way even at such a small scale.

    The music… do I actually need to talk about this? I feel like nearly everyone at every level of interest in gaming has at least heard the original battle theme and the iconic “Prelude”. Suffice to say: it slaps, it goes, it cooks, it owns.

    Now, the game hasn’t escaped its age in all respects. Combat is simple, and there is an almost elegant quality to its simplicity, but there comes a time when you are so powerful that nothing can stand in the way of mindlessly mashing the Fight command, having your mages spam their most powerful offensive and healing spells over and over until they need to drink one of your *checks notes* 30,000 ethers give or take. At the outset (and even moreso in the original release of the game from my understanding), there is a small degree of strategy to be deployed, namely, conserving your MP and carefully selecting your targets so as to mitigate incoming damage. Some weapons even have special traits that make them more effective against certain kinds of enemies, but these hardly make any practical difference by the time you get most of them (and, hilariously, most of them actually didn’t work as intended at all in the original version).

    It happens to everyone. You reach a certain point where no enemy, no status effect, no environmental hazard can do little more to hinder you than make you open the menu to use an item. Trolls, dragons, giants, mind flayers, all of them are momentary distractions to mow down so you can harvest that sweet EXP and become even more of an unstoppable god of destruction.

    And it’s not like the developers of the remaster are unaware of this. My heart soared to heights undiscovered at the site of the Auto-Battle button, which instructs your party members to repeat whatever their last manual command was until you toggle Auto-Battle off again. It even (blessings continue) accelerates the speed of the game. They know. You know. Combat is a formality after the first third or so.

    This isn’t even really a negative in my view, and that’s mostly because the game is so short. I was able to finish it in three or four sittings of a couple hours, and that was without a guide. Because the experience races by, the sped up, mindless combat takes on a new shape: a glimpse into the rising power of your characters like a sentence in a book describing some fantasy hero smackdown of another grunt-type foe. It’s quick, it’s concise. There are no unnecessary frills. Number go up.

    Yet the game retains, even after all this time, a sense of wonder and epic heroism. You meet a dragon king who sends you on a perilous quest across a dangerous continent, the reward for which is a massive spike in power and abilities. You unearth a long-buried airship from the sands of a lonely desert, using a crystal stolen from the monsters of a hidden cave beside a maze of rivers. These things play out just as excitingly as they sound in part because the game lacks the ability to overindulge itself on visual flair. As has often been said of old pixel art: the beauty is in its minimalism, its lack of detail, because the mind is a powerful thing which is eager and overjoyed to fill those gaps with the limitless embellishment of your imagination.

    It is in this low-fidelity that the game remains frozen in amber in some ways. Final Fantasy I can spark the imagination of a player with no pretext, no strong emotional ties to the game aside from its legacy (and, honestly, a mild skepticism of the merits of that legacy). It’s the kind of game that makes you want to pick up a book when it’s over, or to draw your favorite monsters in the margins of your notebook. It’s the kind of game that sticks with you in a small, kindly way, leaving a mark on your heart and mind of a journey overcome and a quest now ended.

    As far as beginnings go, it’s hard to imagine a better first impression on a franchise than this, and the fears I felt at the sheer size of this undertaking have been mostly stripped away by the simple fact that Final Fantasy I remains a true classic, one which I will no doubt revisit when there is as much distance for me as there is for the players who experienced the original, and to which I will likely feel a bit of that same reverent love.

    Next month: Final Fantasy II

  • First Time Final Fantasy – Our Story Begins

    First Time Final Fantasy – Our Story Begins

    The greatest stories ever told have but one thing in common, one shared pillar of their creation that elevates them beyond the reach of all other stories, towering above the petty works of lesser mortals.

    They were written by someone other than me.

    It can be strange to look at the totality of creative work that has survived to the present day and think, “Now what kind of a shot do I have of making something that lasts even a fraction of that lifespan in the social consciousness?” Well, statistically speaking, and with ever-shrinking attention spans being a major factor, your odds aren’t good. They’re abysmal actually. But take heart! For though it is a quieter, more solitary path, one crowded with undergrowth and shade-dappled by heavy trees overhead, there is still a way to achieve a kind of creative immortality.

    Influence.

    And it is hard to argue that there are many franchises in the video game space as influential on the medium and on video game storytelling writ large, as Final Fantasy.

    Or, so I’ve been told.

    Alright, grandiose language aside, all of this stuff about legacy and influence is more of a called shot, a belief formed by cultural osmosis. To really throw myself to the wolves of the gamer-verse, I must make an honest confession.

    I’ve never finished a mainline Final Fantasy. Well, there are two exceptions to that rule, but we’ll come back to that at a later date.

    Tactics Advance? Absolutely! One of my all-time favorites!

    Crystal Chronicles? You know I was there for that shit!

    Revenant Wings? Hey man, why you gotta bring that up, my mom got it for me, alright? She didn’t know any better.

    Crystal Bearers for the Nintendo Wii? Now you’re just being mean.

    But seriously, having spent basically my entire life immersed in gaming, Final Fantasy has somehow always been a weird blind spot for me. Until now.

    Because friends, we’re going back to the start.

    As a fun, monthly segment on this little archive of mine, I’m going to be playing the mainline Final Fantasy games in order from I to XVI, with the likely exclusion of XI because it sounds like a ginormous pain to setup and I’m already cashing in my one MMO token for XIV. Sound good?

    So come along with me, as we embark on an epic journey through one of gaming’s biggest franchises, Final Fantasy, starting (of course!) with Final Fantasy I.

  • Recency Bias Volume 1

    Recency Bias Volume 1

    In this, the very first of these updates, I want to talk about what you can expect going forward. Every couple of weeks I intend to write up and post a new volume in which I discuss the various media I have been enjoying or have at least experienced between the previous update and the current one. The primary focus will be on video games, but I will most likely always mention a movie or two, or a television series and occasionally some books since I tend to blast through at least one every week.


    And with that, let’s just launch right in.

    Alan Wake: Remastered

    As a child, horror was not a big part of my media consumption, nor was it really anyone in my household’s. The adult version of me mourns this loss, as the horror genre has become a staple of the things I enjoy, from film to literature (Shirley Jackson stan logging on) and, of course, video games.

    But for many reasons beyond my control or understanding, classic horror games can be notoriously hard to get a hold of in the modern era. I was very thankful for the remake of Silent Hill 2, which I thoroughly enjoyed in spite of a few criticisms, and not terribly long ago I had a great time playing through all of the Amnesia games.

    Seriously, The Bunker? So good.

    If there’s another go-to genre for me, it’s camp. My hunger for cheese is insatiable. I can always watch an episode of the original Star Trek. Twin Peaks is perhaps my favorite show of all time. I crave what is earnest and sincere, budgetary restrictions be damned! So after years of hearing how beloved Alan Wake was and how SUPREMELY dorky it was, I knew I had to try it.

    What I got was a fun romp filled with callbacks to Twin Peaks and Stephen King (like, so many King references), a game which employs live-action actors selected from the dev team to perform Twilight Zone parodies and make bizarre, Lynchian recordings of the protagonist struggling to understand the nature of creation and the twisted situation he’s found himself trapped within. It’s a game with a ton of heart; awkward and goofy, not all that scary, with a reasonably fun if at times frustrating combat system.

    And god damn, so many collectibles!

    William Gibson’s Sprawl Trilogy / Cyberpunk 2077

    Imagine this: you’ve just read the extraordinary trilogy of books often cited as one of the foundational works of modern cyberpunk. Excellent characters, beautiful and tragic concepts of speculative fiction, and questions on the nature of intelligence, of existing in a world which actively wants to crush you under its heels or is otherwise indifferent to you and your suffering.

    You smile. “This is cyberpunk!” You cry to the heavens. “Down with corpo scum!” You dye your hair. You refer to checking social media as “jacking in”. You rewatch the Matrix movies.

    Then you play CD Projekt Red’s controversial Cyberpunk 2077 and are reminded that, oh, this is cyberpunk.

    The rampant Orientalism, the goofy slang, the casual violence done to women and often towards sex workers, the appropriation of West African religious practices; all of the most problematic elements that have rooted themselves at the heart of the genre.

    Here it is, in all its splendor with nothing at all to say except “corporations = bad probably but not in any specific way”.

    Bugs and jank aside, Cyberpunk 2077 is not an un-fun game to play. Combat is fast-paced, the world is full of detail. My favorite parts of the game were just walking around the city streets, seeing the sights and people-watching. I had a great time sneaking through dingy apartment buildings concealing drug laboratories and picking off enemies with precision and a little bit of hacking finesse.

    But that’s kind of where the fun stops. After the opening several hours are gone, the game really starts to show the limits of its imagination. The writing is at times, deeply and profoundly unthoughtful. Its ceiling of quality is “mildly entertaining”, dragged further down by a pathological need to reference other games (and, bewilderingly, “The Office”), not to mention the repeated references to Gibson’s work.

    Can we just agree that this should be the last game to make a “the cake is a lie” or “the cake is a lie” adjacent joke?

    Not even Keanu Reeves can save this.

    Star Wars: Andor Season 2

    As of writing this I have only seen the first few episodes but it is truly awe-inspiring how excellent every aspect of this show was in season one and continues to be in season two. I was one of the few survivors who sat through the entirety of “Rise of Skywalker” (easily my worst movie experience ever) and even though the early days of “The Mandalorian” were promising I was doubtful that Star Wars could ever grow out of its obsession with Jedi and bounty hunters to tell a story that was unique, one focused on the intimate details of living in the Star Wars universe. A story that was altogether more adult-oriented.

    Andor delivers, adding in some of the most gripping writing and performances I’ve ever seen on television. It’s easily my favorite Star Wars property and I can’t wait to finish it up and immediately rewatch the whole show.