235 reviews liked by Blowing_Wind


For a god-like all-knowing powerful being, the puzzles it throws at you are a really pitiful attempt at stopping you... Something ludonarrative dissonance something something.

I was enjoying the game whenever it let you explore (specially those sections that give you the illusion of an open world), that's where the dev's world design shines (great atmosphere for what is a minimal style), that's accompanied by some interesting moments of subtle world building or quirky interactions. But sadly ruined by mundane puzzles and clunky platforming sections that take away from the experience. Also, what's the point of the breathing mechanic? You use it for like 10% of the game, and it practically only exists to distract and not let you immerse yourself. Maybe the devs should've stuck to the premise of it being an "artistic experience" and not a game, even though it sounds pretentious as hell in the steam description. Anyway, I don't want to rip too much into this game since it's free, and the most offensive thing it does is being amateurish... Overall, a decent short game. Discovered "BLAME!" thanks to it too, so I'll probably go right ahead and read that.

(Oh, if you have a monitor with an energy saving feature that turns it off whenever the screen is black, turn that off before playing because the game's really dark, and lifting the gamma to max on the settings seemingly doesn't help lol.)

This franchise has been subject to fifteen years of nonstop milking, overwhelming asset reuse, predatory DLC models, and even the leave of its original creator. Somehow, it still manages to remain not only strong but as emotionally, thematically, and mechanically involved as ever. Like a Dragon has always been best when it explores the concept of identity and recognizes the potential for density within its maps, Gaiden specifically excelling at both. The ending also made me cry buckets!

This review contains spoilers

Cuando hablamos de Narcissu nos referimos a una novela visual que tiene todas las bases para ser un drama con el que muy probablemente sacarías una lagrima, trata sobre dos pacientes terminales que buscan un lugar donde morir mientras reflexionan sobre como sienten que sus vidas han sido insignificantes al ver que como personas no pudieron cumplir sus metas y objetivos. Voy a admitir que no suena mal, hay historias similares que han sido de mi agrado y por ende esperaba encontrarme con montones de reflexiones e introspecciones psicológicas que harían valer la pena jugar este juego que ya de por si dura lo mismo que una película. Lamentablemente, parece que el creador decidió tomar las peores decisiones al momento de escribir la historia.

Partamos del hecho de que los personajes son secos en todo lo que presentan. Por un lado, el protagonista no tiene personalidad pues su función es servir para que el espectador pueda auto insertarse y sentir mas cercano el drama presentado, venga que incluso no tiene nombre y en la única foto que se tiene de el ni se le ve la cara.

Por el otro lado, Setsumi, la coprotagonista, solo es caracterizada por su personalidad fría y callada, siendo alguien que el 99% se la pasa melancólica y triste, llegando a ser agotador pues al inicio de cada capítulo recalca exactamente esto mismo. Se que buscaran defender esto diciendo que es entendible que sea así debido al estado en el que se encuentra y aunque en parte esto pueda ser verdad me sigue pareciendo un error ya que el juego pudo mostrar mas facetas del personaje previo a ser una paciente terminal. Esto ultimo incluso pudo haber hecho un buen contraste haciendo que simpatices más con Setsumi y ya de paso balancear mas el tono del juego para que las escenas tristes no te empalaguen. Y si, sé que tiene una secuela que precisamente hace esto que pido pero realmente no pienso tenerla en cuenta pues funge mas como precuela y en todo caso hubiese preferido que el pasado de Setsumi hubiese sido mostrado intercaladamente en la historia principal y no como un juego exclusivamente centrado en eso.

Otra cosa que molesta de la novela visual es como resulta ser bastante simplista y conveniente en cuanto a eventos se refiere. Los personajes se llaman así mismos “fugitivos” e incluso en una parte parece que los estén buscando, pero no sientes nada de tensión debido a que no muestra la perspectiva de los perseguidores o no parece que sean competentes en ello. ¿No habría seguridad en un hospital para que los pacientes no escapen? ¿Un chico puede robar dinero en una casa de apuestas y no ser buscado por las autoridades? ¿Por qué el tipo de la farmacia no los persiguió? Todas estas escenas del chico robando bien pudieron ser omitidas pues el propósito de mostrar lo apenado que se siente el protagonista luego de robar no termina fluyendo debido a que carece de una catarsis final.

He visto a muchos decir que Narcissu toca varios temas, ciertamente de las cosas que mas alaban de la historia, pero no me termina de calar del todo. Verán, pese a que los temas si son presentados nunca son explorados, no son compartidas otras visiones de los temas más allá de lo que Setsumi piensa y opina. Todo es muy mono lateral, por así decirlo. Que en una historia un personaje se la pare repitiendo sobre la depresión y el vacío de la vida no quiere decir que se estén explorando los temas, debe haber un desarrollo y una conclusión amparada por los mismos pues sin esto los temas se sienten artificiales.

Para este punto no he mencionado ni un solo aspecto positivo y muy probablemente se preguntarán si hay algo que legítimamente me haya gustado de esta obra, a lo cual yo respondo “si”.

La música esta bien, ambienta de buena manera las escenas siendo melodías cálidas y melancólicas. El juego no posee sprites de personajes, algo raro en las novelas visuales, usando en su lugar imágenes de paisajes y escenarios buscando que las pocas escenas donde se muestra a Setsumi te lleguen más al ver todo de forma “distante”.

Puedo darle puntos al final pues, pese a no gustarme que el protagonista no tenga una conclusión formalmente hablando, puedo darle puntos al no ocurrir lo que usualmente esperarías de este tipo de historias. No hay conclusión romántica y no ocurre un milagro que sana mágicamente a la coprotagonista. Setsumi muere al final de forma amarga, y aunque no me haga derramar una lagrima, mínimo apreciare la valentía del juego (por decirlo de alguna forma).

Eso es todo lo que puedo decir de Narcissu, no es nada nunca antes visto existiendo obras con una premisa similar y hasta mejor. Si quieren una recomendación mía sobre un título que trate sobre pacientes terminales vean The Bucket List y si quieren un titulo que trate sobre alguien que “quiere acabar con su vida” vean Mar Adentro. No tendrán una linda chica timida, ni tampoco personajes para auto insertarse, pero personalmente encuentro más valor en esas obras que lo presentado en esta novela visual.

Le doy a Narcissu un 2/10.

everyone even the least bit inquisitive about beat 'em ups as a genre should play this, full stop. i cannot think of a more textbook representation of the idea that for a beat 'em up, encounter design is level design; divergence from this principle in final fight 2 results in perhaps the most anemic beat em up i have ever been subjected to. absolutely lifeless brawling in overlong stages as you contend with wall-to-wall waves of three polite barely dissimilar crooks at a time. devoid of any spirit even compared to some of its home console contemporaries. sure FF2 has a couple of things going for it compared to its predecessor but streets of rage 1 came out two years before this and while it is comparably centered around simplistic crowd control, it thoroughly overpowers this game on the basis of its encounter design, aesthetics, soundtrack, pace, etc. shout outs yuzo koshiro. FF2 does have maki though so who can say whether it's bad or not. bring her back in SF6 capcom i'll be very grateful

Tempo

1995

Unhinged game design. Literally everything in the universe is happening at the same time within the backgrounds. The boss fights are pure prerendered slop with horrible hitboxes. Loved every second of it. Tempo is my friend!

Kjjjj el título me hizo cagar de risa

Si los personajes de Silent Hill hablasen
Harry: oh me está comiendo, oh oh me está comiendo
El pterodactilo: toma estooo toma esto hombre malo toma estooo
La enfermera: hoy es un dia mas feliiiz

An absolutely serene collection of vignettes that consistently manages to feel poignant even if the lessons at play aren't always incredibly profound. One could criticize the gameplay if so inclined but that would really be missing the purpose of this experience.

Song Accompaniment

mil rosas (2021) is an autofiction about Gaby fighting cancer while her family pop in and out to offer words of support. Meanwhile she is playing through as one of the sisters put a 'very boring' fetchquest part of an RPG game on her GBA. The player is tasked with completing this fetchquest while the family pops in to say hi at triggered points in the journey basically interrupting the 'action' of walking and talking with visual novel esque dialogue the that you have to look up from the screen and nod about.

I put emphasis on explaining this because it is to my mind a completely unique set up for a more narrative driven 'story within a story' video play, its worth checking out for that reason alone. I also think given the story is touching on an aspect of disability and illness that is actually ignored, that being a marked lack of mobility and desire to locomote regardless. This double narrative works immensely well and conveying the sense of stasis and isolation that accompanies such a struggle.

The play doesn't settle with just stopping here though. It does something a bit bold and shreds away the conventions of proper names attached to any of the speaking characters whether in the GBA or the IRL characters. This obviously marks as a form of confusion for the player, but it also forces them to pick up the IRL story through context clues. After all we don't walk around outside of work with name badges attached to us so it makes sense not to do so. Along with this the action button, usually used to pull all of the text on screen, here it just skips to the next line instead. So you have to wait for all of it to scroll on screen before hitting the action button. These two factors work in tandem to 'slow down' the normal pace of play, it also makes narrative sense the couple times you make this mistake because one of the psychological effects of chemotherapy is fogginess so it makes sense you would mess up. This whole mediation on health and family works phenomenally well.

My favorite factor that the narrative so elegantly teases at is the idea that handheld consoles have a specific unique quality in their focal experience that elevates them as anxiety suppression devices. A lot of us are used to the concept of sitting down and playing a video game on giant monitors or huge pieces of hardware. This is all fine and well, but it can shred away the appeal of having something in between your hands to mess around with on a trip or as a way to relax between social moments. Handhelds perform a similar function that light novels and magazines do. One of the earliest Nintendo success stories that caused them to pivot was the Game and Watch series which was literally a cheap digital clock with a bit of arcade gameplay for business men to pass the time on the train. The technology has expanded many times over since then allowing for more complex actions and narratives, that's the value mil rosas touches on. The imagined town and delivery situation is a bit more broody than people might initially expect from a top down GBA game, but I really like that idea of a serious and slightly gothic hand held adventure. To this effect how occasionally sassy and poetic the GBA dialogue is works for me, and makes me yearn to play these sorts of hand held titles over the more breezy titles associated with it. My guess is that this distinction in style is due in part to the spanish cultural background. There's rose beads and, going off the name of the work, it was written primarily with a spanish culture and background in mind. So that's likely where the gothic flair is coming from, which I can appreciate.

There are some thorns to this flower though. I mentioned earlier that I liked the dialogue design but I have some caveats: The fact that it functions equally in both the game and IRL the same seems awkward to me. For one I think the GBA characters having names when they talk would have made sense since that's a notable convention worth some parody on. More specifically though the pace and function of both dialogues operating and scrolling the same reveals an issue of narrative monotony. These two realms should operate distinctively because the whole point is that the Handheld is a form of escape. On top of this, the rather dreadful song adds a lot to the piece but doesn't change or stop when you enter or exit a room. Real missed opportunity for immersion here. That being said an argument could be made that the music is not actually playing from within the GBA, that its just an auditory hallucination or non diagetic accompaniment. If this is the case, it does improve the sense of monotony and dread but even here I think it should have lightened up or changed as the story went along from the initial sense of disorientation since its indicated within the plot much the same idea.

With that said this is a really unique and profound reflection far worth giving a shot. Especially in terms of the spatial nostalgia during illness makes it absolutely worth giving a try!

P.S. I recognize that assessing the 'value' and formal reflection on an autofiction may come off as rude or meanspirited. I notice that a lot of people get too shy when talking about the formal qualities of a 'personal' work. I think this can do a disservice to the art form though. Almost all poems are about grief, trauma, or personal love but we take no mind in analyzing poetry and form. Poets usually don't get hostile against poetic analysis of their very personal poems. I think if we really want to develop our minds and engagement with this medium its worth assessing what even the most personal works did and where they may have faltered. In particular the way critics seem to treat criticizing very personal videoplays as if you're battering somebodies brainchild reveals a quite false assumption that art cant be personal if its made by more than a half dozen people. All art has the element of 'personal' in it, and to assume we should hold back our thoughts on assumptions of how personal something is I think misses the point of good criticism in being agnostic to this fact entirely. No I think the reason people jump to this idea that its 'too personal to criticize' is out of a veiled sense of embarrassment of experiencing (and often enjoying) something outside the bounds of what they are 'supposed' to. Stop being so shy then! People love to know about the obscure. Just food for thought.

I honestly don't remember which taught me about video games as an art form first, LSD: Dream Emulator or Shadow of The Colossus... But anyway, I'll always appreciate this game for that, even if I didn't quite understand it at first (I remember a childhood friend in primary school talking about this game and I thought it was dumb hippie stuff, lol).

Coincidentally, I've just played a few dream logic games before this, and they didn't quite grab me. I think what LSD excels at is creating those dynamic unique moments, be it scary, bizarre, or beautiful. I guess those previous game felt a lot more linear... like there's a trail to follow, but at least to me, that's not really how it works in dreams. I mean, just a few days ago I had a dream where I was in Asgard(?), a golden city full of people, then the dream turned into a horror scene where I was being chased by a dark figure in a tunnel, which that figure turned out to be Orlando Bloom in a monster(?) suit. After, I remember an image of a car getting out of control, and I woke up hysterically laughing from that image. Pure nonsense, just like this game. Perfect.

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