76 reviews liked by AttackFrog


Are we so gullible? Do we as an audience not demand anything from our art? There's no story, no new mechanics, no real characters, no interesting or enjoyable visuals, no compelling gameplay, no original ideas at all in fact. Is a faceless strawman to antagonise really enough to get millions of people to play an Unreal Engine asset flip made as artlessly as possible? Is no one else actively disturbed by how blatantly and gracelessly this rips mechanics from every popular game of the last 2 decades, without integrating any of them together whatsoever? Has art ever felt this cynical before?

Feel free to discount my opinion. I am a 'salty Pokemon fanboy' after all, and I only gave this game an hour or so of my not particularly highly valued time. I personally just prefer the art I engage with to care for the art form it sits within, even a little bit. Palworld hates video games. It sees nothing more within them than a collection of things to do and hopes that by shovelling a flaccid farcical version of as many of them as possible into your mouth it will somehow constitute a 'video game' when all is said and done. It doesn't. I'm deeply saddened that so many gamers think so lowly of our art form that they genuinely think this is acceptable.

The biggest video game mystery of the past decade. It's the most groundbreaking, medium-redefining experience of our generation - and nobody can explain why. I'm convinced this is all a conspiracy orchestrated by YouTube video essayists. The promise (yet unfulfilled) of The Great Open World Video Game blinds us to the fact that we've seen all of this many times before.

Fundamentally, Breath of the Wild is a pastiche of the safest, most focus-tested game design principles of the preceding decade. You could call it the 'Tower' type game. Climb a tower to unlock a new area on your map, which will reveal the repeatable skinner box activities you can complete there. Puzzles, dungeons, enemy camps, the usual. These activities give you something like XP, increased health, or a new item, which account for progression. Once you're done, you climb another tower and repeat the process until you're ready to fight the final boss (or more likely, until you're bored and ready to rush to the game's end).

That's the gameplay loop. And like every single other one of these games ever made, the loop eventually becomes a dull grind. Breath of the Wild does nothing to solve this problem endemic to open world games. Some have praised the game's traversal, which, other than shield surfing (which is cool to be fair), is really just climbing walls, riding a horse, using a glider, or fast travelling; the same traversal methods in Assassin's Creed: Brotherhood, released seven years earlier (Shadow of the Colossus is also a clear influence). Really I would challenge anyone to explain how Breath of the Wild is a masterpiece while Assassin's Creed is a soulless corporate product. You're playing the same game. What's the difference besides some nice vibes and a cell-shaded art style? Grass? At least Assassin's Creed has that cyberpunk meets ancient aliens meets secret societies meets historical fiction bullshit made up by French people. That's creativity.

Proponents of the game may praise the Shiekah slate physics abilities as an innovation, and that feels true at first. But eventually your enemies become too powerful for hitting them with rocks or whatever to do a thing; you'll need to use some bullshit level-scaled RPG weapon. And even if the Shiekah slate remained effective in combat, you would still end up doing this. Why? Because this game has so much dull, repeated content to wade through that it becomes easier to take the path of least resistance, the least thought required, and just hit them with your sword. 30 hours in, no player is using cool Shiekah slate tricks to clear those regenerating bokoblin camps.

Much discussion has already been had on the monotony of the 120 copy-pasted shrines, which make up the bulk of the game's content (its version of the side tasks from Assassin's Creed), and the 900 copy-pasted korok seed puzzles, which act as the collectibles obligatory of every Tower game. I won't rehash that too much here, copy-pasted content is already the most common criticism of open world games in general. But knowing that, I want to talk about something I've noticed with a lot of the praise for this game.

Some of the most common sentiments expressed toward Breath of the Wild are that it's "magical" and captures the "joy of discovery" and a sense of "childlike wonder". And I think if you play through the entire game and still feel this way, then that is a horror beyond comprehension. What was your childhood like? Did you spend it as a laboratory subject or something? Just completing mundane, repeated tasks and being awarded food pellets? Because that's what Breath of the Wild is: a world filled not with a sense of mystery or infinite possibility, but the exact opposite: A world where you know exactly what you will find under every rock, inside every strange ruin, over every next hill. A completely controlled, sterile environment of utilitarian systems for the player to exploit. Completely antithetical to anything "magical".

I think there's a pretty strong argument to be made that video games fundamentally cannot represent anything magical, emotional, or spiritual. Depicting anything in interactive form drains it of all sacred meaning, makes it a joke; it's the "press f to pay respects" problem. The tenets of game design stipulate systems and mechanics that are rational and understandable to players. That might be the biggest sin of video games as an artistic medium: taking everything unquantifiable and beautiful in life and reducing it to man-made systems for a single individual to exploit (For more discussion of this issue, play the Metal Gear Solid series).

This is felt especially harshly in a Tower game like Breath of the Wild, where an entire open world is reduced to a few classes of interactive activities. Progressing through a game like this is a process of total disillusionment with the entire world; spiritual death. It accidentally replicates the central theme of Ocarina of Time: the transition from idyllic childhood to grim adulthood. But Ocarina ends with Link confronting the darkness of adulthood and returning to a childlike state of play with his adult wisdom integrated. Breath of the Wild, though, is a state of permanent adolescence - it never goes anywhere, and simply decays over time. Eventually, you exhaust all of this life's possibilities and choose to finally, mercifully end it. Deciding to face Ganon isn't about bringing the story to a climax; it's the gameplay equivalent of taking a plane to Switzerland to get euthanized. And the game practically spits in your face after you defeat him, simply reverting to an old save before the final fight. There is no salvation, no redemption for this world. Only the ceaseless march of content.

Early on I said this game's reputation is a mystery, and I actually lied; there's a pretty simple explanation, one that I briefly mentioned: grass vibes. The game has an incredible atmosphere when you're first starting out, and that's what people are talking about when they call it "a breath of fresh air" or whatever cliché they think of. It has nothing to do with any game design element found here. Because there is no common understanding of what that would even mean. There's no concept of the formal elements of game design, or the storytelling language of video games. We're all just making this shit up.

People only pay attention to, y'know, the actual art: music, animation, visuals. The game itself can be anything, nobody really cares. The discourse surrounding games as a medium of art in themselves is mostly bullshit. People appreciate the traditional artistic aspects of a game (music, animation, visuals, acting performances, writing) and then project that sense of artistry onto the game design itself, where there is none (and in fact, there is a profound dissonance between it and those elements). That's how people process games as an art form. And that's why games like Breath of the Wild are held up as the pinnacle of games as art.

(I'll also say that I have no respect for any open world game like this after the release of Metal Gear Solid V (2015). It correctly portrayed this breed of AAA open world game as something that cannot be revived or rejuvenated as Breath of the Wild attempts to do; this is all salted earth. If MGSV had been properly understood, we would have seen it as the just and merciful execution of games like this.)

"Hey I'm glad you're having fun with the musou gameplay, but before you go back out there remember to manage your unit levels, class masteries, combat arts, tactics, supports, weapons, battalions, accessories, facilities, supplies, abilities, and inventory in order to be optimal"

The best way I can think to describe this game is by first going all the way back and quoting my review for the Wii game:

"It's full of personality too. Every single character you can choose to put on your team is different. You've got different stats obviously, something like 4 different categories, but each team captain has their own unique item, each sidekick has their own unique special shot, each character has different theme music that plays when they score a goal, and different dodge animations (which itself is different per character class, with some being more offensive, some being able to bypass the goalie with the right timing etc). It just really helps feel like every character you pick makes your team personalised to you, rather than just generic characters with a Mario skin."

All of this is gone, except for the stats (and even those can be adjusted to basically make every character whatever you want them to be). Everything else just...gone. No more sidekicks in general, no unique special shots, no character-specific items, no theme music for goals, no unique dodge techniques. Personality has at least survived with some things like animations, but it's all aesthetic and there's essentially zero gameplay differences between the tiny roster of 10 characters.

Quoting from my old review again though:
"My main issue is with the super strike mechanic. While this also plays into the idea of the game making each character unique, by giving them characteristic animations during the move, it is way too powerful and slows the game down every time it's used. I think it would have been fine if it was just limited to once per match, including the set-up screen, so that if you tried to use one at a bad time, you're out of luck. It'd add a lot more strategy and give it a huge risk-reward factor, while right now it's just no reward-reward."

This has at least been changed. No more spamming super strikes for 5 easy goals. Now you can only do them when a special item appears, and they only give you 2 goals. They still kind of break the pace when using them (unskippable 30 second or so cutscenes), but generally they're a big improvement here.

Anyway moving on to things unique to this game - Holy shit the way they handled customisation. So they have some pretty cool ways to alter the look of your side of the field, things like the look of the goal posts, the electric barrier pattern, the scenery items outside the barrier etc. But you can ONLY do these as part of a striker club. And only the leader of a striker club can alter them. Like you can still use your clubs field outside of club mode, even in story mode, but for some reason there's no way to just...make field designs you want. It makes zero sense. Have it so you can only use your clubs field specifically when doing club matches, but why the hell would you not let us make our own fields for single player and quickplay matches?

You might think "Well I'll just make my own private club so I can make a field how I want". Except nah, because on top of the obvious disadvantage you'd be in for ranking with a club with only 1 member, you can't actually do proper club matches like this (which you need for currency to buy customisation parts). The characters you can select in club matches are exclusively the ones the players of a club have registered as their character in said club (including their gear). So you can use YOUR character, but if you're the only one in a club it'll fill the last 3 with random characters, none of which have gear. So your only choices are to join a club and let the leader pick all the customisation options for you, or be lucky enough to be the head of a club with 19 other people (and hope they bring in good characters to use).

Also club mode launched without even having a current season lmao. Why?!

Anyway here's just a random list of other complaints:
-Zero content. 10 characters. 5 stadium themes that have zero gimmicks (may or may not be a positive to some people), and all the actual pitches are just plain grass. The only single player mode is now a simple bracket tournament with 3 matches across various cups.
-The inclusion of more timing based elements for things like perfect passes and perfect shots sounds good on paper, but in reality it just results in WAY too many goals. Especially combined with being able to min-max any stat you want. Having a max shooting stat with a perfect shot (honestly not hard at all to time) results in a goal from anywhere almost automatically. 4 minute matches will take at least twice as long thanks to the amount of goals.
-Items have been reduced to just the basic 5.
-Stadiums are tiny now.

What's GOOD about the game? Well... it still plays fairly well I suppose. There's still a lot of personality in animations (though I think the amount of possible goal animations per character have been drastically reduced?).

Umm... I dunno what else. This game is such a shell of its former self. They seemed to bank literally everything on the idea people would love being part of a club online, and maybe if you have 19 friends to join that'd be the case, but for anyone who has to resort to joining random open clubs, it's just a bad game with basically nothing to do.

This is a game at odds with itself. It wants to be about exploration, but it provides no incentive or reward for poking about, minimal and clunky tools for actually moving about, and only has a central story to uncover. Very quickly the answer to "I wonder what's over there" is "lethal environment, annoying traversal, and random story scraps". Too much time is spent on mechanics that aren't relevant to much of the uncovering, and not enough on those that are. The loop is exhausting, the writing generic, the story (as much as I got in 8 hours) uninteresting. Supposedly the ending is fantastic, but I've lost all interest in getting there.

i just dont care

i think the biggest problem with this game is its lack of direction does not work in its favor. im just bored. im wandering around aimlessly and i guess im learning stuff but none of it feels helpful or useful? especially since everything is on a time limit which just stresses me out and makes me not want to explore.

the biggest sin is that it just is extremely boring and uninteresting. i like relaxing games. this is not fun to me.

also the controls fucking suck

I just finished a quick playthrough of the Dark Brotherhood storyline with a bunch of mods installed, including the alternate start. There's so much potential for role playing in this game when you completely remove yourself from the main story. I was much more invested in the narrative I came up with for my character than I ever have been about being the Dragonborn. Playing this way helped me appreciate how compelling the world of Skyrim actually is.

yeah i feel pretty mixed about this video game right here. I've sunk about 50 hours into the multiplayer and haven't touched the campaign yet and while it is Pretty Fun, i can't help but constantly feel like i want more.
big fan of the squid roll, squid surge, new customization, QOL stuff, etc., but this really does feel like a glorified Kinda Big update to the previous game, which is what splatoon 2 also felt like. is the inevitable splatty 4 also gonna feel like this? yeah probably

Nintendo struck gold with splatoon back in 2015 (yet somehow this game has a lot of the problems from then, i.e., terrible comms system, constant connection errors) amidst their Big Fuck era of the wii u and realized, "okay this is awesome and people really like this, we can get away with half-assing a sequel and not only will we make big bucks but folks will not just tolerate it but Love it." and they did it again!

it feels unfinished? incomplete? i don't know exactly what word to use but it feels like a lot is missing here. im glad that people are enjoying this game but playing the multiplayer feels more like a rinse-and-repeat cycle of 'max out salmon run rewards and then maybe play a little bit more of that and turf war until i get bored' as opposed to...i dunno, just playing for funsies with a goal or 2 in mind.

and how the hell is there no brand new mode? (Tableturf fans you can suck my nuts (not really though))
it feels like they think that making salmon run available 24/7 (which is a stupid fucking sentence) is enough to justify them not bothering to add anything entirely new to the online.

overall to me splatty 3 really feels like it just lacks the substance to justify it being a brand new game. like sableyeruby said in their review and replies to said review, its a pretty Good Game in a vacuum but it reeks of FOMO.

i feel the same way about splatoon that i do about pokemon. this franchise is so fucking cool and its a damn shame that its plagued by AAA gaming fuckshit

okay bye guys im gonna go get 1200 points on salmon run and hopefully maybe get the dab emote by december ^_^

a self-satisfied hoodwink; an open assault and battery on gamers. these developers hate you and they're only in the industry to debase it

The first video game I remember playing. As a 4 year old, you’re not paying attention to the directions you’re given (of which this game gives few), you’re just stumbling blindly through this colourful playground, seeing all it’s creative locales and enemies, getting stuck on bosses, bouncing with excitement when you unlock the next zone and all the crazy new things that come with it, it's a pure whimsical adventure. The levels have a way of inciting your curiosity, make you think “can I get over there?” get you experimenting, get you to apply your simple moveset in creative ways, then you get there and just have this mindblowing “EUREKA” moment and you’re rewarded with a whole new section of the level to explore. It took me a couple years to beat this for the first time as a kid, a couple more to 100% it, and I savoured every second of it. As an adult, and especially compared to it’s sequels, I appreciate A) it’s simplicity, how it always stays true to it’s core mechanics, never relying on gimmicks or forced backtracking, and B) it’s trust in the player, it’ll tell you “you need this many of this to go here,” and that’s it, it doesn’t spoonfeed you tutorials or exposition, it just lets you loose, lets you figure out and find things yourself.

It’s a defining game for me, shaping a lot of what I look for and judge in games. So much creativity and whimsy, I return to it every year or so and 100% it again. Absolutely adore this game to death.

3 lists liked by AttackFrog