Reviews from

in the past


i have daily traumatic flashbacks to high school where i was walking down the halls wearing an Undertale shirt and this one random guy was like "wh-what??? a gamer girl!" and then blocked my path and did the entire Sans speech. the whole thing. in public.

What am I doing with my life? All this time spent ironically praising shitty games including this one and now people are unironically gassing up generic survival crafting game number 74,963. That settles it, from now on the words “peak fiction” will never leave my mouth ever again!

it's actually called "Super Mario Bros. 2" in japan


made like a dark, twisted version of pokemon haha. Just a glimpse into my dark reality. A full stare into my open-world survival crafting slop would make most simply go insane lmao.

This review was written before the game released

She elden on my ring till i'm far fromsoft

A creeper blew up my home fuck this game lol, Im gonna to taco bell need some tacos

"this game is deep and stuff bro, it says something about the human contidion" I utter as I furiously masturbate to 2B sfm porn

not morally egregious per se but rather a depressing culmination of a decade's worth of design trickery and (d)evolving cultural/social tastes and otherwise exists as insipid twitchcore autoplaying bullshit that should come with a contractual agreement binding its devotees to never speak prejudicially about mobile games or musou ever again lest they face legally enforced financial restitution. just play nex machina man. or watch NFL. been a fun season for that. fuck the review man let's talk sports in the comments

I love when he says some shit like "is your character known for writing FNAF Minecraft AU fanfiction" on like the third question and you just have to politely say no.

It's a perfect recreation of the high school experience, complete with that one friend who's really homophobic for no apparent reason that makes you look back and think "wow that guy really was a massive cunt why did I hang out with him" except everyone is homophobic including you

Never played but obligated to give it a 10/10 because of how much enjoyment I get from joining a new MegaTen server, making a joke about how Persona 3 was the first Persona game, turning notifications on my phone, and then shoving it up my ass

Talking flowers, really?

This series has been around for god knows how long and the kids who grew up with the original game on the NES are old enough now to collect social security. So why does the series continue to go for the kiddie audience instead of appealing to his actual fans, the adults? Think of how awesome a Mario game where he swears and uses mushrooms like drugs would be. Such a shame that the lazy devs don’t understand what the real fans want.

Link tearing through the lands of Hyrule on the shit that killed Shinzo Abe

"wot if u were a boy with no personality but two hot babes fell in love with you because you were nice to them on the most basic level possible and also the hot babes were part of a marginalised group considered your property but it's ok it's not weird we promise they actually like that you are Their Master it's ok :)"

You should all be ashamed of yourselves.

Genshin Impact Fun Facts! The age of consent is 18 years old!

projared gave it a 4 out of 10 but he cheated on his wife

some dude who's favorite game is a JRPG with a 20 minute skit about accidentally groping a girl: "the writing is pretty cringe"

The creative experience is knowing, at any time, you have the potential to put a YIIK into the world. Harrowing.

Haven’t played yet but he erased his deadname? I’m so happy for his transition

Content Warning for Attempted Suicide, Terminal Illness, Death, and Chronic Illness

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It’s September 2011 and I’m seventeen years old when I try to kill myself. There are two ponds near my parent’s house. It’s like 4 AM. I like to be out this early. Nobody else is awake, and they won’t be for a while. It’s like the whole world belongs to me. I wander around between the neighborhoods, along the roads, and in the fields. In ten years these will be fresh real estate properties but today they’re still farmland. This hour and a half is the only time the anxiety quells. The real world never knows peace. There’s a dread that accompanies every action and every moment; living in that house, going to school, hanging out with my friends (are they my friends? They are but I won’t be able to understand that until I’m healthier). I’ll always have to go back home. I’ll never be able to articulate what’s happening to me. The pressure is too intense. I don’t plan it, but, the pond is right there, and it’s deep enough, and early enough that no one will hear me. Not having a plan is what saves my life. Turns out impromptu self-drownings are difficult to pull off when the water is still and not THAT deep. So, it doesn’t work, and I’m soaked, and grateful to get home and hide the evidence before my parents wake up, but I don’t feel BETTER. I feel despair, still. There’s no way out. I wish I could just climb up the stairwell, out of this. I wish I had the clarity to understand what was wrong with me.

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What do you even say about Silent Hill 2? To say that it’s one of the best video games ever made feels simultaneously obvious and like I’m underselling it, right? Fuckin, uhhhh, Resident Evil 2 is one of the best video games ever made. Ace Attorney 3 is one of the best games ever made. Come on! When we see people talk about old games that they like they’ll so often say stuff like “it holds up really well for its age” or some similar comment that implies that progress is the same as quality. This is, of course, nonsense. I wouldn’t say video games are better as a medium in 2021 than they were in 2001; on the whole and in the mainstream I would say they’re demonstrably worse in almost every way – how they look, how they sound, how they feel. Silent Hill 2 was a AAA game. What do we get now instead? Far Cry 6? The fuckin, THE MEDIUM? We’ve lost everything in pursuit of bad lighting and looking like a mediocre episode of whatever was popular on HBO three years ago. Silent Hill 2 looks great and sounds great and fuck you it plays great too it feels good and even the puzzles are MOSTLY FINE. MOSTLY. Listen I’m saying this is the all time best video game I’m not saying it fuckin ended world hunger.

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It’s October 2012, I’m nineteen and I’m sitting in a business communications class when I get the text confirmation that Sam’s brain tumor is back, again. It’s not the first time, and I know that there’s nothing left to do, he’s going to die. It’s fast, untreated. He’s one of my best friends, and the only person I know from home who went to the same college as me, but we live really far apart on a big urban campus and I haven’t seen him as much as I’d have liked to. Now he’s gonna spend the rest of his time with his family back home. When I see him next it’s at a hometown charity event for his family in December. He’s unrecognizable physically, and he can’t speak. The event is at our old catholic elementary school, in the gym, where in the years since we graduated they’ve painted a giant tiger on the wall. It’s the school mascot. I feel incredibly awkward around him and spend most of the time away with our other friends. I only speak to him briefly, and when I do it’s a stupid joke about the tiger mural. These will be my last words to him. I do know this will be the case, I think. Later that month I’ll be one of his pallbearers. I spend a lot of time angry and ashamed of myself for not being better to him, not knowing how to act or what to say. I’m about to drop out of school for reasons financial and related to my mental health.

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So what DO you say about Silent Hill 2? That it’s a masterpiece? That it’s the most well-conceived and executed video game ever made? That every detail of it dovetails into every other in a legitimately perfect cocktail story, presentation, and play? That the performances, cinematography, soundscape, all of it are untouchably top of their class? That when Mary reads the letter at the end I WEEP because it’s one of the best pieces of acting I’ve ever heard? That if I ever meet Troy Baker it’s ON SIGHT? These things are all true. We all know it. Everybody knows this. It’s Silent Hill 2.

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It’s August 2019, I’m twenty-five and I’ve just managed to graduate college in time to move to a new city with my partner as she enters her third year of medical school. That’s the year they kick you out of the classroom and you start going to the hospitals to do your real hands-on training month to month. I’m job hunting unsuccessfully and we’re living exclusively off her loans, when what seems at first like a pulled lower back muscle becomes a fruitless early morning ER trip (five hours, no results, not seen by a doctor) becomes an inability to get out of bed becomes a forced leave of absence. Without a diagnosis she can’t get disability accommodations. While on a leave of absence we can’t have her loans, and in fact we have to pay them back. We’re getting desperate, thousands of dollars in debt, and I take the first soul sucking job I can find. It takes almost a full year of visits to increasingly specialized physicians but eventually my partner is diagnosed with non radiographic axial spondyloarthritis, an extremely rare condition that culminates in the fusion of the spinal column. We can treat the pain, sort of, but it’s only a matter of time until it’s likely to evolve into a more serious condition, she’ll never have the strength or stamina she had before, and the treatment options are expensive and difficult. Her diagnosis doesn’t even officially exist as a recognized condition that people can have until September 2020.

Suddenly I am a caretaker and everything is different now. Obviously our mood is stressed from the financial dangers, but she’s in pain, terrible pain, constantly for months. She can’t sleep, she can’t eat. There’s nothing I can do. It’s exhausting to live like that. She’s depressed. On good days we try to walk outside but good days are few and far between, and grow fewer over time, and her body makes her pay for the walks. She’s on drugs, a lot of them. Do they help? It’s unclear. They don’t make her feel BETTER. Nobody knows what’s wrong with her. Her school thinks she’s faking, they’re trying to concoct ways to get her kicked out. She wants to die. It breaks my heart. She’s everything to me, all that there is. She has literally saved my life. And I can’t help her. But it’s exhausting for me too. I don’t want to admit this, not even privately, to myself. It is hard to be the person who is leaned on, especially when the person you love can’t give anything back. I’m tired. I’m not angry, and I don’t think I’m resentful. But I’m tired. I feel shame for thinking about it, for acknowledging it. I know it’s silly to feel the shame but it’s there. I do find a job eventually, thankfully, but it’s still a long time before we get a diagnosis, much less an effective treatment. Even after things settle somewhat, it’s a hard year. And there are hard times to come.

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Ever since I first played it as a teen, Silent Hill 2 is a game that has haunted me through life, like a memory. It struck a deep chord with me when I was too young for that to be fair, too young to identify why I could relate to these people and their ghosts. I used to think this was a special relationship that I had with the game, the way you kind of want to think you have these when you’re younger, but the older I get the more I recognize this as part of growing up. Silent Hill 2 doesn’t resonate with me because I’ve encountered situations in life that closely mirror that of the protagonist. I mean, Angela’s story resonates deeply with me despite little overlap in the specifics of our family traumas. Silent Hill 2 touches me – and most of us – so deeply, because it has such a keen understanding of what it feels like to be Going Through It. It is a game that knows what it is to grieve, to despair, to soak in the fog, and also, maybe, to feel a catharsis, if you’re lucky, and you do the work.

I’ve been Angela, parts of her. I’ve been Laura too. I’ve had more James in me than I would prefer. I suspect all of us have these people, these feelings in us, to some degree or another. We collect them as we get older. That’s just part of it. Silent Hill 2 isn’t a happy game, but it’s one that Gets It, and lets us explore those spaces in a safe and cathartic way. It does this about as well as any piece of media I’ve encountered, on top of being so excellent at all the cinematic and video game stuff. But that’s really what makes it what it is. The empathy, and the honesty. I think it’s beautiful.


This game is unimaginably horrible and it's baffling it's the hill so many are willing to die on. There is no enemy variety, which is for sure a good idea for a modern open world game. There is no spell variety either (26), which again certainly was a great idea for a modern rpg based solely around it's magic set at a magic school, but hey Harry Potter has always had a terrible magic system so ¯\(ツ)/¯. For reference Final Fantasy (1987 NES) has triple as many spells (60), and Skyrim a more modern open world game for comparison has over 100 AND both those games have multiple combat classes besides magic. The game will let you use the "unforgivable curses" but it has no morality system to give any meaningful consequences to your actions because according to the devs it would be "too judgmental on the game maker's part". The world is empty, which is always a problem with open world games (not remotely a fan of the genre tbh) and every door is a loading screen. The game is also a buggy mess and anyone saying otherwise is just lying, the game literally has Denuvo lmao. But none of this is surprising, ignoring the original author for a moment, every trailer made it look lackluster and it's made by the developers infamous for Disney tie-in shovelware.

And now for the elephant in the room... The game doubles down on all the racism and antisemitism of its source material, anyone saying Terfling had nothing to do with this game is bending the truth. The official Q&A for the game on their site says they worked closely with her team so it perfectly fits her world, and that it does a little too perfectly. The main premise is squashing a goblin rebellion riddled with antisemitism. The goblin rebellions are not new to the franchise, they are a thing mentioned in the books and expanded material as something the students learn in history class. And what were all the rebellions about? The lack or basic rights like using wands, and checks notes wizards attempting to enslave them "as house elves" but we’re supposed to believe they’re still the villains throughout the franchise?
Which brings us to the next topic, the house elves... As in the source material Hogwarts is run by slave labor and the franchise doesn't want us to look deeper into what that means, waving it off with "well they like it". But if wizards can attempt to enslave goblins as “house elves” what does that actually mean, what exactly is a “house elf” and why doesn’t the series creator want us to examine it? The head house elf at Hogwarts becomes a companion, so you don't actually get to own a slave but you still get one by proxy. The game also lets you decorate the Room of Requirement with mounted house elf heads, with how controversial this aspect of the books has always been idk who on the dev team didn’t think “maybe we shouldn’t keep the mounted head of a sapient creature decoration item”. Again none of this is surprising given the source material where they decorate houses with elf heads and the kids put little hats on during christmas, oh isn’t it so cute and whimsical? And the fact that one of the lead devs was a gamer gate youtuber (them stepping down was never going to divorce the game from these elements). The game is also a prequel set in the 1800s so it can't actually effectively deconstruct the issues with the source material, the goblins are still the anti-semetic bankers, the house elves are still slaves, and the ("good") wizards are still the good guys that have every right to oppress them. Just like Terflings own politics and the politics of the source material the game's message is about preserving the status quo, nothing meaningful can change and it shouldn’t cause we have a continuity to uphold damnit!
The game also throws in the series "first trans character" who they named "Sirona Ryan", this is a name of a Celtic goddess (as many people will point out in an attempt to ignore criticism, despite the origin not being the issue with the name) but just like "Cho Chang", "Anthony Goldstein" and "Kingsley Shacklebolt" it's certainly a choice out of all the Irish names to deliberately use that one for your first trans women. Sirona was also very obviously thrown in last minute in an attempt to save face and say the game was divorced from Terflings and her raging transphobia, but as you can see the game is quite the opposite.
But you know despite all that 9/10 IGN-ostalgia am I right!

In conclusion this game is truly the “Legacy” of this franchise and I can see why fans say “this is everything I ever wanted in a Harry Potter game” because this is all the franchise really truly is. I certainly hope everyone who bought the deluxe edition for the sole reason to spite a minority the author is actively harming daily love their overpriced shovelware and fuck off. Remember yall were the same people in the 90s who hated and wanted to boycott the books for being “satanic” and "progressive". (spoiler alert they never were)

And for anyone who can’t let go of the franchise because of “childhood” and cause “it’s so magical”, let me recommend “Earthsea” by Ursula K. Le Guin, “Discworld” by Terry Pratchett, and “Percy Jackson” by Rick Riordian. None of those series are perfect and have their fair share of problems, but they were written by authors who actually cared, who actually took criticism and grew from it. You can let go and grow too.

It’s about making the most of your short time in life yet it’s 82 hours long? Hypocrisy much?

Incredibly accurate simulation of living in London

This review contains spoilers

"You have died, and the Nexus has trapped your soul."

"You cannot escape the Nexus."

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CW: Brief discussion on the game's use of rape

In Elden Ring, you can never discover anything once. That was the thought that entered my head early in the experience and never quite left it. One of the most evocative parts of the game's genuinely stunning art direction is the walking cathedral, a strange and arresting colossus that stumbles across the Weeping Peninsula, each step ringing the bell that hangs beneath its torso. It was a sight of strange, beautiful magic, the kind of which these games have been good at in the past.

Except, to describe this creature in the singular would be inaccurate. Because Walking Cathedrals appear all over the world of Elden Ring, each one identical in appearance, each one performing an identical, express mechanical function for the player. This cannot be left alone as a strange, unique beast, it has to be reduced to a Type of Content a player can engage with over and over again for a characterless transaction of pure mechanics. It is the excitement of coming across something esoteric that the Souls games have made a core part of their identity, utterly commodified and made into the exact same arc that applied to Assassin's Creed the moment climbing a tower to survey the environment and taking a leap of faith into a haystack below shifted from an exciting and evocative moment into a rote and tiresome mechanical interaction.

Because, that's right everyone, Dark Souls Is Now Open World. Not an open world in the same way that Demon's Souls, Dark Souls, or Dark Souls II were, where you could freely venture down different paths to different bosses and take things in an order outside of the game's expected leveling curve. No, this is an Open World as we understand it today: an enormous ocean of discrete repeated Activities dotted with islands of meaningful bespoke design. There's plenty of stuff to do in this world, but it's all of a specific type - in a catacomb you will navigate stone gargoyles and chalice dungeon designs to a lever that will open a door near the entrance that will contain a boss that you've likely found elsewhere in the world, and will be filled with stone gargoyles. Mines will be filled with mining rock-people and upgrade materials. Towers will have you find three spectral creatures around them in order to open them up and obtain a new Memory Slot. Camps will contain a patrolling enemy type and some loot. Even genuinely enchanting vistas and environments get their space to be repeated in slight variations. Boss battles too will be repeated endlessly, time and time again, with delightful designs like the Watchdog tragically becoming something I sighed and was annoyed to see crop up half-a-dozen times over the course of the adventure, and I was truly, deeply annoyed at fighting no less than about ten or twelve Erdtree Avatars and Dragons, with whom the moves never change and the fight plays out the exact same way every single time.

The first time I discovered these things, I was surprised, delighted even, but by even the second time, the truth that these are copied-and-pasted across the entirety of the Lands Between in order to pad it out became readily apparent, and eventually worn away even the enthusiasm of that first encounter. When I look back on my genuine enjoyment of the first battle with the Erdtree Avatar, I can only feel like an idiot for not realizing that this fight would be repeated verbatim over and over and become less fun every single time. When you've seen one, you've really seen all of them, and this means that by the time you leave Limgrave, you've already seen everything the Open World has to offer.

This is, of course, to be expected. Open world games simply have to do this. They are an enormous effort to bring into life, and the realities of game production mean that unless you're willing to spend decades on one game, you're going to have to be thrifty with how you produce content. I expect this, I understand this. Fallout: New Vegas is probably my favorite Open World game, but its world is also filled with this template design. But what's to be gained from this in a Dark Souls game? Unlike contemporaries like Breath of the Wild, your verbs of interaction in these games are frighteningly limited, with almost all of the experience boiling down to fighting enemies, and without a variety of interactions, the lack of variety in the huge amounts of content stands out all the more. Does fighting the same boss over and over and traversing the same cave over and over make Souls better? Even if you choose to just ignore all of these parts of the Open World (which is far easier said than done, as due to a very harsh leveling curve and the scarcity of crucial weapon upgrade materials outside of The Mines, the game's design absolutely pushes towards you engaging in these repetitious activities), the Legacy Dungeons that comprise the game's bespoke content are functionally completely separate from the Open World, with not even your Horse permitted to enter. This is no Burnout: Paradise or Xenoblade Chronicles X, which retooled the core gameplay loop to one where the open world was absolutely core to the design: this is a series of middling Dark Souls levels scattered among an open world no different from games like Far Cry or Horizon: Zero Dawn that many Souls fans have historically looked down on, and the game is only worse for it.

NPC storylines in particular suffer massively, as the chances of you stumbling upon these characters, already often quite annoying in past games, are so low as to practically require a wiki if you want to see the end of multiple questlines. However, that assumes that you will want to see the end of these stories and that you are invested in this world, and I decidedly Was Not. Souls games have always had suspect things in them that have gone largely uninterrogated but Elden Ring really brings that ugliness to the surface, with rape being an annoyingly present aspect of the backstories of many characters, and even having multiple characters threaten to rape you, none of which is deployed in a way that is meaningful and is just insufferable edgelord fantasy writing, and the same could be said of the grimdark incest-laden backstory, the deeply suspect trans panic writing surrounding one of the characters, and the enthusiastic use of Fantasy Racism tropes in the form of the Demi-Humans. I remain convinced that George RR Martin's involvement in this game was little more than a cynical publicity stunt, but certainly the game's writing indulges in many of that man's worst excesses, whilst having almost none of his strengths.

None of this is to say that Elden Ring is devoid of enjoyment. While the fact that it did hit just in time for a manic-depressive mood that made me perfectly suited to play a game I could just mindlessly play for a couple of weeks, I did see it through to the end in that time, even if I did rush to the end after a certain point. From Software's artists remain some of the best in the industry, with some incredible environments and boss designs that deserve Olympic gold medals for how much heavy-lifting they're doing to keep the experience afloat. I loved being kidnapped by chests into other parts of the world, and I wish it happened more than a couple of front-loaded times. But the enjoyment I had in it never felt like stemmed from the open world, and even its highest points don't hang with the best bits of the prior installments. Stormveil is probably the level design highlight of the game but it already fades from my mind in comparison to the likes of Central Yharnam or the Undead Burg or the Dragon Shrine. Indeed, the fact that they exist as islands in an ocean of vacuous space between them precludes the so-called "Legacy Dungeons" of this game from having the satisfying loops and interconnections that are often the design highlights of prior entries. The bosses are a seriously uneven mixed bag as well; even setting aside the repetition, as the nasty trend of overturned bosses that started in Dark Souls III rears its unfortunate head again. The superboss Melania is an interesting design utterly ruined by her obscene damage output, and my personal highlight of the game, Starscourge Radagon, who is the only boss fight that felt like it played to the things that Elden Ring brought to the table, and is a moment among the series that the game can truly claim as it's very own...but the tuning of the fight prevented it from being the triumphant coming-together moment that it is clearly attempting for many of my friends, who left the fight feeling that it was just annoying and tedious. Modern From Software could never make a fight like Maiden Astrea again because they'd insist on making her really hard in a way that actively detracts from the emotional experience in the fight. Boss fights can be about more than just providing a challenge, and I think From has forgotten that.

Taken as a series of its legacy dungeons, of its finest moments, I think Elden Ring would only be a middling one of these games. The additions to the formula feel anemic and unbalanced, the multiplayer implementation is honestly a quite considerable step back from prior games (the decision to have the majority of invasions only occur during co-operation feels like an attempt to weed out trolls picking on weaker players but in reality what it does is make equal fights are next-to-impossible and put Seal-Clubbers in a place where they are the only players who can effectively invade, a completely baffling decision), but it's really the open world I keep coming back to as the reason this game doesn't work. Not only does it add nothing that wasn't already present in better ways in prior games, but it actively detracts from the experience. The promise of the Open World is one of discovery, of setting off in uncharted directions and finding something new, but do Open Worlds actually facilitate this any better than more linear games? I don't know if they do. I felt a sense of discovery and finding something in so many of these games, even the most linear ones, and felt it stronger because the game was able to use careful, meticulous level design to bring out those emotions. Walking out of a cave and seeing Irithyll of the Boreal Valley, or Dead Man's Wharf stretch out before me, were moments of genuine discovery, and they would not be improved if I found six more Dead Man's Wharfs throughout the game. Contrary to their promise, in my experience, the open world, rather than create a sense of discovery, undermine it due to the compromises necessary to create these worlds. All the openness does for your discoveries is let you approach them from a slightly different angle as everyone else.

That is, if you can even claim to have discovered anything in the first place. To call Elden Ring derivative of prior games in this milieu would be a gross understatement. I am far from the first person to note that the game's much-hyped worldbuilding is largely content to regurgitate Souls Tropes with the Proper Nouns replaced with much worse ones, but it goes beyond that - entire questlines, plot beats, character arcs, dungeon designs, enemies, and bosses are lifted wholesale from prior games practically verbatim. More often than not Elden Ring feels closer to a Greatest Hits album than a coherent piece in and of itself, a soulless and cynical repackaging of prior Souls Classics, irrevocably damaged by being torn from the original context from which they belonged. I'm not a fan of Dark Souls III, in part because it too is also a game that leans on repetition of prior games, but at the very least the game was about those repetitions, where yes, old areas and characters would be repeated, but at least it was thematically resonant with what the game was doing. Elden Ring can't even claim that. Whatever this shallow mess of a narrative, easily the worst of the franchise thus far by my reckoning, is going for, it is done no favors by being this stitched-together Frankenstein of Souls.

I was particularly shocked by the sheer ferocity with which the game steals from the fan-favorite Bloodborne. Quick, tell me if you've heard this one before: you encounter a hunched, bestial foe, who fights you with their fists, but once you get their health halfway down, the battle stops, a cutscene plays, where they speak coherently, summon a blade from their past, and stand with their former dignity restored, the music changes, and their name is revealed to be "X the Y Blade". Or what about a hub area, separated in its own liminal space from the rest of the map, that can be discovered in its True Form in the material world? What about when that hub area is wreathed in spectral flame and begins to burn as the final hours of the game is nigh? These are far from the only examples, as there are multiple enemies and ideas throughout the game that are shamelessly lifted from my personal favorite From Software effort, but these stand out as the most noxious of all, as they simply repeat beats that were effective in the game they originated from because the game was able to build to them and have them resonate with the rest of the experience. You cannot just graft things whole cloth from prior work onto a new one and expect it to work as a coherent piece, the very prospect is ridiculous.

When Elden Ring did all this, my jaw about hit the floor from the sheer unmitigated gall. When it chose to conclude itself with a straight-faced Moon Presence reference, complete with an arena that directly evokes the Hunter's Dream, I just had to laugh. The final statement the game made on itself, the bullet point it chose to put on the experience, was "Remember Bloodborne? That was good, wasn't it?" Because in many ways, that really was a perfect conclusion to this game.

While it would be a mistake to claim, as people seem increasingly eager to, that Souls emerged entirely out of the magical ocean that is Hidetaka Miyazaki's unparalleled genius or whatever, as these games have always drawn heavy inspiration from properties like Berserk, Book of the New Sun, and The Legend of Zelda, and were built on top of a framework clearly established by past Fromsoft series King's Field, the reason I think that myself and many others were initially enthralled by the promise of Demon's Souls or Dark Souls was because they were decidedly different. Their esoterica, willingness to buck modern design conventions and hugely evocative online elements were why these games set imaginations alight so strongly, and proved enormously influential for the past decade of game design.

Demon's Souls felt like something new. And while successive games in this series have felt far less fresh, none of them have felt as utterly exhausted as Elden Ring: a final statement from the designers and writers at From Software that they have officially Ran Out of Ideas, that the well has long gone dry, that all they can do is to hastily staple on the modern design trends they once rejected onto a formula that does not gel with them, and that they are wandering without life through a never-ending cycle of their own creation, branded by the Darksign. Perhaps it's no surprise that their least inventive, least consistent, and least creative game since Demon's Souls is also by far their most successful. Once From Software defied conventions and trends, and now, they are consumed by them.

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"You have died, and the Nexus has trapped your soul."

"You cannot escape the Nexus."