61 Reviews liked by Abdiel


A spectacular game. Visually it is very beautiful, and it has refreshing gameplay for a time when so many RPGs were wallowing in boring combat. Very fun worlds and puzzles as well.

Man this game is good, and it's aged perfectly. Combat that's simple with depth, great art design, funny writing, great pacing, no grinding. It's a quintessential RPG. I love Goombario, he is my child. In some random room in the final boss he tells Mario that his signature would be his greatest treasure.

Used to love this game, but after all the XD so quirky and random indie RPGs it's inspired I've done a complete heel turn on it. Fuck this game.

I have never, in my life, played a game so fucking hostile to having fun.

The greatest trick the devil ever played on humanity was convincing us that Zelda games are fun.

God this game sucks.

Ooh, boy, I have a lot to write up about this.

When I first started playing, I initially did it on mobile. The game was free, there was quite more people, it was chaotic but fun finding out how to actually play. The web and PC versions were actually shit, because they were built on Flash at the time, instead of Unity like the mobile version, so I stuck with the latter for a while, but I did buy it on Steam eventually for ease of convenience.
At some point later in the timeline, the botting incident happened. Simply put, it was impossible for the devs to manage the huge amount of racist and troll bots, so they had the game become paid for their last resort. This worked, but everyone agrees that it dramatically slowed any possible future growth of it.
And also, with Adobe dropping support for Flash and everything, the devs had to hurry and develop an actual Unity version of the game for Web/PC to replace that outdated, ugly engine. But as a consequence, the game stopped updating content.
So the game was in a stalemate for about 2 years. I never got into ranked myself but I'm aware that there was a particular meta that made the town faction really strong if the RNG blessed you with retributionist.

Ok, too much lore. But where was I at the time?

At some point of 2019, I was mindlessly playing the game on and off, trying my best to get some of the miscellaneous achievements on public games. Some of them are really hard to pull off, and not really because of skill, so I felt at the time that the 100% completion was going to be an impossible task.
Enter some random guy on a gaming Discord I was in, which drops a screenshot of their ToS completion. We all were dumbfounded. How is this even possible?
"Well, the truth is, you can get achievements on custom matches" they said.
And then the roar happened. I organized custom matches with some of the guys at the time, and did our best to get far ahead.
There were a couple of caveats to this:
-There were no private matches, actually. There was a single custom lobby for every server, and the english one usually had some random guy as a host trying to fill their 13-jesters room. So we had to switch to the spanish server to be sure no one would bother us (and in the rare case it happened, I could talk them out of it).
-Communication was complicated. We had to say our roles in advance to plan who to hang, who to kill, where to douse and hex, etc. with the limited time the game gave us.
-GRIND. The game has currently around 47 roles, I think (it was the same back then). And every role has their own "win 25 times" achievements. So by simple math you had to win more than a thousand goddamn times. Every match was, at most, 5 minutes, counting lobby joining, naming, finding out about roles, planning everything to finish by day 2 if possible... And you couldn't win every time, of course! Because sometimes you can't get the role you wanted to win on, and get stuck with an already completed one. It was better to refresh the game and log in back.
-Everyone got tired of organizing matches and matching free time, so I was left alone with a portuguese guy who wanted to complete the game at all costs. So I took it upon myself: bought the game 8 more times to create alt accounts (you can only start custom games with a minimum of 7 players, after all), installed it on my two phones, had 6 different game tabs open, bought the 3-scroll bundles a couple of times to get those so-desired Juggernaut scrolls, for a secret role that could only appear by an extra layer of RNG (the 'neutral killing' role) on Coven, and it was so fucking rare that it was better to spend those 8 dollars instead of losing your sanity. The portuguese guy was mostly AFK unless I told them to do something or they had to join a new lobby, so I was managing 6-8 accounts on my own.

And thus, after 330 hours across a whole year, we both could get all achievements.

What did I lose in consequence? I would never have the same patience for active grind achievements ever again. I was literally so happy to finally be done with this piece of shit.

I did not hate the game, though. With the Unity upgrade it looks modern! The game was, reiterating, plenty of fun to learn, and there probably are people still playing, if they aren't moving to Traitors on Salem, a new game by the devs.

But I cannot, in good faith, recommend this for those 80 thousand points on SteamHunters.

good old times when i palyed with filip and made sure to get him executed everytime

Better than Sonic 06, Shadow the Hedgehog, Sonic Lost World and Megaman X6.

What does Megaman X6 have to do with this? Nothing, but fuck Megaman X6 anyway.

I really want to get through this... I had half a mind to shelve it simply because I don't have the patience, but the combat takes soooo long to do and it's soooo easy to do. I try to play so optimally so it's difficult to measure whether I should be autobattling or optimizing the tactics, and there's not a lot of reward for playing super well at all early in. With Caligula making a theatric out of combat every single time, I immediately missed the massive amount of rpgs I played where attacks and small engagements go quick and painlessly. When the first dungeon took me more than three hours because I kept exploring and checking out the whole map I realized I was sort of playing this "wrong" but the game honestly doesn't give me a way to do this "right", other than cheating just to skip the combat equation altogether. But now it's too late. The cold clinical aesthetic has drained me dry, the budget is wearing on me, the main battle music has already gotten "annoying" (dangerous), the weight of the real anxieties these characters are facing that I imagine could be incredible note drops later have become a grueling Ask. Disgustingly unfortunate.

Shigeru Miyamoto has gone on record saying that Mario “isn’t the kind of game you necessarily have to finish, it should be fun to just pick up and play,” and as a kid I often really would boot it up solely to jump around Bob-Omb Battlefield for a bit and feel myself or whatever. A pattern I’ve observed with a lot of gamers is that, as they get older, they slowly prioritize finishing games over simply the inherent fun of playing them — and while I definitely feel that was accurate for my late teens/early twenties as well, I’ve since returned to craving those more innate pleasures.

It’s wild how much Nintendo got right about Mario’s animations and the overall sound design on this first attempt, conveying that perfect sweetspot between weight and nimbleness, something I honestly don’t get as much out of 64's successors. Similarly, the level design also manages to find this nebulous since-unmatched middle-ground between open-ness and tight pacing, with many of the stages presenting you with vertical, spiral-shaped layouts, made up of multiple digestible paths that intersect so seamlessly that you never stop to think about them as anything other than one cohesive whole.

Aspects that feel like obvious limitations, like being booted out of the level when grabbing a Star or the rigid camera, end up aiding the game’s pacing and overall structure the more you actually think about it. The way you bounce between different paintings within Peach’s castle, completely at your own leisure, mirrors how you tackle the obstacles inside those worlds; loose and free-form and whichever way seems enjoyable to you at the moment without even having to think about it. It all seems so simple, and yet I’m still waiting for another platformer that is this immediately fun and endlessly replayable.

I honestly found it pretty mediocre because the narrative is rather generic and some of the choices are nonsensical at times. Maybe I'll change my mind once I do the true/golden route, but I'm in no hurry to replay this game.

This review contains spoilers

In spite of its design flaws, Nier Replicant offers a brilliantly executed narrative experience by devoting itself entirely to what it seeks to accomplish.

Our time with the game is dedicated to showing us that our meaning in the world derives from our connection to one another. Even if humanity is to perish, preserving that meaning is what we live for. This idea is established within the opening hour through Nier's monologue, claiming that, despite the world dying, his only goal is to ensure that he and his sister survive. What becomes of humanity is nothing more than a distraction to that objective. Replicant builds on this through the structure of its storytelling, subverting the archetypal hero's journey in favor of a more intimate goal. Emphasis is placed on this concept by utilizing perspective as a tool. We initially perceive events through a lens that portrays Nier and his companions as the heroes fighting against an unequivocally evil threat, Shades. Toward the end of our first playthrough, a twist reveals that the beings we've been mercilessly slaughtering are actually humans that currently exist in the form of 'Gestalts' and that we, 'Replicants', were conceived as nothing more than shells for them to survive in. With that knowledge in mind, the second playthrough builds on this by forcing us to revisit the same scenarios with newly added scenes that show us the Gestalts perspective, humanizing what was seemingly evil through familiar acts and motivations. This functions to recontextualize how we view our actions in this world and what changes once we're made aware of the harm we've brought to humanity.

Ultimately, none of this has an impact on how Nier proceeds toward his goal. The final battle with Shadowlord continues to drive this point when he is revealed to be the human version of Nier that we witnessed in the prologue, sharing the same goal of saving their respective versions of Yonah. Ignoring these parallels, Nier's response to this information remains abrasive. "You want me to understand your sadness? You think I'm gonna sympathize with you?" His only promise was to protect my sister, cutting down anyone that gets in the way of that. If there is a difference between Nier's goal at the beginning and ending of his journey, its the addition of people he holds dear in this world and resoleves himself to protect even if the circumstances involve existence itself. In defeating Shadowlord, an end was put to Project Gestalt, which effectively dooms humanity to an inevitable extinction. The consequences of this can be seen in another Yoko Taro works, further emphasizing what is being sacrificed for Nier's goal.

A knot is tied onto these themes through its implementation of metanarrative. Ending D, what was considered the true ending for 11 years, closes the game with Nier's sacrifice of his own existence to save Kainé's life, one of the people he swore to protect. The impact of this sacrifice is conveyed through the erasure of our save data, associating the player's personal experience to depict this. Exclusive to ver.1.22474487139... is Ending E, featuring a continuation of this ending where Kainé fights to undo what was lost through D, which restores our previously deleted save file. While this may seem to undo what was originally bold about the previous ending, it functions to provide a more thematically cohesive statement toward what Replicant has been attempting to tell us. Kainé's struggle to restore this world is pointless in the grander scheme as nothing will be fixed. Gestalt Nier and Yonah's deaths still lead to humanity's extinction and Replicants are no less of an errored existence than they were prior. Similarly, restoring our save file does not serve much purpose as our time with the game is still reaching its end without any change in the events that will follow. Instead, what Kainé's actions accomplish is bringing back the world where she experienced acceptance and learned the value of connecting with others. The game closes its narrative with one final scene that Kainé and Emil communicate to us as Nier's existence is returned to their world.

"Our journey may have been meaningless. Our past may have been a mistake. But... we're not going back. Even if this world... comes to an end. Because this... this is the world with the people we cherish."

The conceptual execution of Replicant's message is strengthened by extending itself onto other areas of the game's design, providing consistency that goes beyond the narrative itself. It shouldn't take long to notice that letters are strangely prominent throughout our experience. Symbolic of the themes surrounding human connection and intimacy, is is often depicted through various elements of its visual presentation, such as mailboxes serving as save points or the menu's UI being styled as a postcard. The loading screen comprises of letters written by Yonah, frequently reminding the player what they are fighting for. Several quests either feature or are centered around letters. One in particular plays into this concept by bringing us to an old lady whose happiness derives from receiving letters from her lover. Unbenounced to her is that this man is no longer alive and the person writing her has been the postman delivering the letters as a means of preserving that happiness. Offering consistency in this regard is a showing of how much thought goes into the themes.

Of course, this isn't the only aspect of its presentation that functions to provide a more effective experience. Accompanying all of this is the sound of Replicant, a facet of the game that is integral to the holistic execution of Taro's vision. From the haunting vocals opening the game in 'Snow in Summer' to the to the melancholic tone of 'Grandma', Replicant's ethereal atmosphere serves as one of the biggest contributors to its identity. Common collaborator Keiichi Okabe and his studio, Monaca, compose the OST with assistance in the form of Emi Evans's voice. Okabe's compositions allow for a distinct harmony to exist with her vocals, blending them into tracks as another layer to the production. This is partially accomplished through the utilization of Evans' Chaos language, which is made up of sounds that derive from 6 different languages, making the lyrics incomprehensible without being jarring. According to Taro, he wanted to avoid using recognizable lyrics to prevent distracting the player, serving more appropriately as background music. Track placement is also given emphasis to enhance immersion throughout the playthrough. Certain sections of the game splits tracks into multiple layers, introducing a new layer as the player continues to click through the dialogue. This is a technique that is utilized to synchronize a track's placement with what is being shown on screen more accurately without stripping away the player's agency.

This isn't to say that the game is flawless. It continues to function off one of Taro's most infamous quirks in forcing redundancy on the player in order to experience all of the content. At least three playthroughs of the game's second half are required for this, the third barely adding anything prior to reaching Endings C and D, which may result in a fourth playthrough if the player neglects to save before the final area. As the most criticized aspect of the experience, its reasonable to understand why several people may not come off Replicant with a positive impression. However, those who can tolerate these inconveniences will find themselves experiencing one of the most carefully crafted experiences the medium has to offer.