137 reviews liked by BrainFloss


jesus fucking christ.

OKAY actual review (spoilers at the very end):
I think NSO has kind of decent ideas (the throughline seems to be “the endless cycle of chasing clout is bad and mentally ill people should get help instead of turning to the internet to cope”) but a lot of the endings are like, “Woah!! That was craaaazy! Wasn’t that fucked up?” And then they all just end without really even saying much or trying to elaborate on any kind of point. As someone who went out of her way to get the endings all boy did it make me mad to grind for some of them that were only a couple sentences long before abruptly ending jesus lol.

There isn’t even an ending that feels like you can truly win. And that’s not bad, I’m cool with an ending that’s a bit of a downer or things don’t go as planned/you don’t “win”, but NSO doesn’t have any real story to justify these endings or make them satisfying in their own right (and it makes less sense that this kind of thing exists in a raising sim where the whole point of the genre is to Raise Or Lower Number And Win). In the endings where KAngel gets tons of subs, she can dump you and then get into a scandal herself, break the internet, feel empty that she’s made it this far, kill herself onstream, etc etc. And I think I would be fine with some of these if they had anything to actually say or made the loss feel important. They jump right into the shock or weird stuff and then immediately end it with some fuckin textbox like “ohhhh she’s soooo fucked up what did you dooooo”! Like maybe I would like some of these more if they went on for more than 30 seconds and had some closure/thoughts to leave you with!!!

In my head I compared NSO a lot to Doki Doki Literature Club because that's a pretty popular game that also appeals to NSO’s audience of “Yeah this game looks cute and has a cute girl in it …. But be careful. It’s FUCKED UP”. But DDLC has the upper hand because you spend a lot of time getting to know the characters and see their arcs before they suddenly do the big horror twist, and after that every horror moment is carefully placed until it crescendos into the ending sequence. With NSO, there isn't really a story for you to get to know Ame with, you can learn more about her but you can really only bond with her on a surface level (taking her out, sex, playing games) before they start spamming you with horror stuff back to back with little to no breaks. You never share a truly deep moment or a moment that would legit make me go, “Oh wow, I really care about her”. As a result, whenever the game does freaky horror metanarrative-breaking things it’s just, “Oh wow!” in the moment and then it immediately ends, and that's it.

That’s kind of another thing, I just don’t like Ame. Menhera girls just really put me off, it’s one of those things that I think are popular because it’s Japanese/anime. Like the same girls that will go “i wanna die i hate myself im horny im lonely im manipulating people i want money blahbblahblah” also exist in SPADES on Tumblr and Twitter in English/America and everyone can’t stand those type of people (myself included). I just dont like self pitying “I’m so fucked up” manipulative people with mental illness especially when using it to get undeserved sympathy money/things from others. It just annoys me so much. Call it a mix of personal experience and I am mentally ill so I can weigh in on this a little. So when creepy things happen to Ame I just don’t really care. When she’s annoying I get annoyed. When she’s talking about how P-chan isn’t good I just roll my eyes. And I don’t even hate her, like I don’t want to ruin her life or anything, because she isn’t real so it wouldn’t matter. I just want her to like go away and get serious help. This is why the “hospitalize her enough and she becomes normal” ending rules in my opinion.

And THEN… Possibly my most lukewarm take ever, but I just don’t like stories that focus on the need to get likes/followers. I’m really weirded out by people who only care about this. It just feels so vapid and like not a real goal at all, to be obsessed with that kinda thing (one could say this is the point of NSO, but again I feel like the story is lacking and does not speak well on this point).

And she wants all of this shit in a month which is just laughable. Like yeah try getting a million subs in a month I’m sure that will work out for you. When she guilts you for not being able to get her that many followers it’s just fucking stupid, like girl you have been at this for 30 days and you’re an independent streamer. You’re lucky to even have 500 followers. On god plz stop.

I think it’s not impossible to have a good game critiquing the internet, it’s a less popular game but the game Buried Stars (game about 5 kpop stars being stuck in a collapsing building) does a very good job of both telling a compelling story while also weaving in what fame/ followers/internet can do to change people and influence their choices in the moment. Though that game is more about showbiz, it definitely has strong critiques of some of the same things that NSO failed to try to say, because you can grow with the characters and find out deeper things about them and learn on a deeper level how everything affects them. Meanwhile Ame is just constantly in comically high highs and low lows and you can only exchange a couple of messages with her a day, never having a meaningful talk.

And hey! Spoiler time. The twist that P-chan isn’t real is just stupid if you think about it for more than 5 seconds. Who was she having sex with the whole time to the point of making the screen shake (finger blasting queen I guess)? Who was she at the amusement park with and kissing in the ending where she has her livestream outside? Who was walking around in her house and making noise during her livestream where she was talking about mysterious things and even said “Teehee I didn’t tell P-chan I was streaming so they were walking around!” after the stream? In the Labor ending you’re messaging from the computer while she’s away at work and doesn’t come home, what, is she actually at home typing on her computer and just ignoring her own texts to herself then? What about the endings where she blocks you from viewing her page, bro you made the fucking guy up you don’t have to block them they ain’t real they can’t actually see your post anyways!!!! I could literally go on and on but it’s a twist that exists just to be a twist. It doesn’t need to be there and the more you think about it the less sense it makes within the context of the entire rest of the game.

I do not like menhera girls, I do not like plots about chasing after clout, I do not like the lack of writing this game had. I suppose I am out of the target audience for the first two points but overall I feel like a good game should be able to pull you in regardless if you’re not necessarily a huge fan of some of its elements, because it does something good with those elements. This game has nothing to say except internet be crazy and mentally ill people be crazy too, and even then it can’t even be fucking bothered to say that half the time, it just shows you a fucked up anime girl who’s bloody and saying mean things and then it just ends. What an absolute waste.

I don't really know what but there's something that really pissed me off about this game. I think at the core of it, it's that, I know some women who are influencers or streamers of various scales, and I think about this game and wonder "does this game do any justice for the kind of stuff they deal with online and offline, or the kind of social conditions that even pushed them towards that stuff in the first place? Does it primarily push a player to consider those things deeply?" and my answer, regardless of any interpretative gymnastics aside, pretty much comes down to: "No."

I think humans are generous and thus you CAN find something good in this game. But I don't think the game is, itself, meaning to be 'good' towards the types of people it takes up as its subject manner.

I guess one way I can frame it is, what if the premise of the game was flipped a bit and it was something like "Desperate Asian Girlfriend?" We play as a boyfriend of some unspecified age who has surprising control over an 'unstable' asian girlfriend. Through your choices you can lead her to all sorts of terrible endings! In fact the game revels in that - the endings are flashy, 'cool,' and a big selling point for the game, more than any look into why this 'asian girlfriend' is 'unstable' in the first place, historical precedents, etc. That's just what this feels like but for I guess, young Japanese women who use the internet a lot or something... like are we really playing this to somehow get a better look at mental illness and the internet? Or for something else?

---

As a "princess-raising" style game it's a bit flat-feeling - having to go through the same motions of opening the messages, twitter, etc each day make replaying stuff a bit of a slog.

Beyond that idk. I understand how people could see themselves in this character and the pressures of the internet, but there's just something to the way that feels a bit more like a exploitative look at "various kinds of mentally ill streamer women" - I think, because of the way the game really pushes you to do things like overdose her on drugs, push her stress to the max, as it places (!) icons on all sorts of options. I would wager that more endings than less have these sort of schlocky, shock-value endings.

Does the game think that women who become streamers are stupid, emotionally unstable and manipulative? Does the game think that streaming is an exploitative system that perpetuates loneliness amongst viewers and streamers while video companies profit?

It honestly doesn't particularly argue for either, but it definitely plays into the shock value to increase its sales, and it takes advantage of players' preconceived notions expectations as to what hope to see happen to the character. It barely looks into Ame as a character outside of a malleable doll tumbling towards any one of the bad endings.

It ironically plays entirely into the streamer and social media fodder that partially creates the space for people like Ame to suffer, or creepy dude producers like P-chan to take advantage of young womens' streamer labor for money or sex.

I don't really know what to say but young women struggling through life or the internet aren't lab rats to be categorized and put on display in these kinds of bizarre simplified archetypes. I understand that women could find themselves represented in this game and I'm not faulting them for liking it, but to me that just feels like a slight positive to the game rather than an argument for the game's holistic goodness.

I'm not against a more nuanced take on the struggles of streaming, but I don't think it should be done through this cliche of the 'huge big streamer' - what about the majority of streamer, people who perhaps - are equally unhappy - but with small audiences in the 100s or even 10s, working each day towards... what exactly?

I don't know. The kind of latent misogyny I feel from this just pisses me off for some reason, something that is just profiting, via spectacle, off of the whole culture of fame and whatnot that makes a lot of people I know suffer

I can't think of the last time I played a game where I mulled over its themes like this one. I do this all the time for great movies (I did this for The Zone of Interest a couple of months ago), but I don't think I've seen a story come out of a game that fully utilized its medium and was so artistically unique, quite like this one. It throws a LOT at the wall, and while not all of it sticks gameplay-wise, I still recommend people try this out. It's short (almost too short), cheap, and it'll gnaw at your brain hours after beating it.

Don't mistake me. This is a HIGH 7, and don't be surprised if it's bumped up by the end of the year, as I can only see myself appreciating this game more from here.

This review contains spoilers

first of all it's not a video game. removing the gacha elements only makes this more clear. the only mechanic is Number Big? if number big, you win. if number not big, pay up. in its final pre-cancellation form they let you skip that and in so doing only reveal there was never anything there in the first place, it was alwasy only a series of whale checks in front of that sweet sweet yoko taro lore you crave. the craven cynicism of it all is existentially destructive for the work, as taro's already tiring eccentricities of hiding crucial details in the least accessible of places now become vectors to leverage for the direct exploitation of his audience into a gambling black hole. better hit the pulls so you can upgrade enough bullshit to see the dark memory that reveals the connection to drakengard 3 that makes everything click into place!! don't want to be left behind!!

but that is known. the game is a gacha and more than that it is a bad one even by the exploitative standards of a blighted genre that shouldn't exist, and that's why it's shutting down. nier reincarnation will forever live on as a series of youtube videos where fans can experience the story fairly close to how it was originally intended, and that's more than you can say for japanese exclusive yorha stageplay number squintillion. so how is that?

bad!! very bad!!! the game takes one of the weakest elements of the nier games, the sidequest and weapon stories all having the exact same tragedy monotonously drilled into your skull over and over and make it the entire game. no weiss and kaine bantering to prop all that up with a jrpg party of the greatest oomfs ever pressed to a PS3 disc, no experimental presentation of combat and level design, just storybook tragedies presented at such arch remove you don't even learn the character's names until you check the menu.

it is ludicrous. it is hilarious. there's one where a kid joins the army to get revenge on the enemy commander who killed his parents, only to as he kills him discover with zero forshdaowing that the commander is his real father and his parents kidnapped him as a child. there's one where a perfect angel little girl's father is beaten to death by his own friends so she runs home crying to her mother, who is in the middle of cheating on him, and is like sweet that owns and leaves lmao. they do the who do you think gave you this heart copypasta!!! and you'd think with such ridiculous material that it would be played with a coens-esque A Serious Man type wry touch, but it isn't at all, it's thuddingly earnest throughout as every tragic story plays out to overwrought voice acting and a haunting sad piano.

it is impossible to take seriously, and by the time the twelfth playable character has experienced a tragic loss and succumbed to the anime nihlism of I'll Kill Them All, another more fundemental question arises: what does all this lore actually give you, as a function of storytelling? the yokoverse is an intricate and near impossible thing, spanning multiple decades and every kind of storytelling medium imaginable, and reincarnation references damn near every single page of it, grasping onto the whole thing and framing it as a sprawling multiverse of human conflict across infinite pasts and infinite futures, with decades of mysteries to unravel and connections to make and characters to ponder and: why? for the exact same No Matter How Bad It Gets, You Can't Give Up On Hope ending that every anime RPG has? that automata already did? the plot is vast and intricate but the themes are narrow and puddle deep.

the more nier blows itself out to greater and greater scales the smaller it feels. in earthbound you fight the same ultimate nihlism of a the universe and then you walk back home again. and you say goodbye to your friends. and you call your dad. and it makes me cry like a fucking baby every time. the original nier, for all its faults, had that specificity. that sense of a journey with characters you loved that overcame the generic nature of its larger plot. here, you heal all the tragedies and fix all the timelines and everyone continues to live inside the infinite quantum simulations that will never end as you strive to find a way past the cyclical apocalypses past and future that repeat for all eternity, and i feel absolutely nothing. a world of endless content and no humanity. how tragic. how so very like nier.

I was destined to fail in this god forsaken life when I landed on Justin Bieber tier

The best Metroidvania I've played that's not either namesake of the genre (I count Bloodstained as a Castlevania) Lost Crown manages to nail pretty much everything about getting the genre down right. The combat flows so well and as someone who usually doesn't like parrying in games the parry window was forgiving enough where I actually enjoyed doing it (Not to mention that you’re not forced to use it to actually beat bosses; this game and how great it is really me reminded me of how much I hated Metroid Dread). The movement and platforming is fast, responsive, and smooth. Moving around the world feels great and there’s enough well-placed warps where backtracking never feels like a problem. Exploration is rewarding with useful upgrades and items to discover and collect. The moves you gain also feel good too and have all that growing power and variety a quality Metroidvania should have. The game also manages to make you feel powerful as you progress through the game but still demands a good engagement with the mechanics on Normal, i.e. bosses are a great mix of requiring you to know how to play but never feeling like a slog. The main antagonist especially, who is clearly Vergil, Judgement Cut and all, is a great example of this. I’m also real glad that the only thing this game cribbed from Dark Souls was the estus flask system because man I am really sick of so many indie Metroidvanias shoehorning in Souls mechanics when they don’t really work all that well with the genre; I liked Hollow Knight in spite of that, but Lost Crown doesn’t have that problem at all. A few of the side-missions are a pain in the ass though so I didn’t bother with them, but overall I did most of them and they were real fun. Ubisoft Montpellier really proving they’re like the only part of Ubi making fantastic passion projects like this instead off AAA slop anymore. Lost Crown definitely going to be one of the must play games of this year and it’s already one of my favorites.

Galerians almost immediately starts with you, Rion, in a "Short" state where you can kill any enemy in one hit by just getting near them and also where your health dips by the second. there are some lore documents that could help you figure out what to do, but you know you're playing a survival horror, famous for it's limited resources, so this is definitely scripted right? i'm not gonna waste any resources this early into the game. this meant that 4 out the 4 people (including me) who have recently played it died in this beginning sequence without ever saving, having to restart it's short 3 minute sequence all over again until you figure out the solution. a powerful way to set the stage i think.

Galerians' industrial noise pipe banging, steel ball clacking, radiator recording, air conditioner infused soundtrack will perpetually aggrieve you all the way to the end (this is a good thing). while not really a scary game, it doesn't actually feature any jumpscares and some places, while creepy, are not so gross or otherwordly to inspire any sense of disgust, it does invoke a very specific sense of dread, of something wrong. the hospital features no windows and feels much more like a research facility, your house seems to be stuck in time, the standard hotel still runs a boiler room with terrible piping even though the city seems to be very well developed. "it is what it is", is probably what the citizens of this megalopolis think to themselves. and Rion, being a kid with a mission and no real agency, has no time to think about that. but the player certainly has.

also Babylon Hotel. this game is not very subtle in any of it's themes or imagery (last boss is straight up an H.R. Gieger painting), but this stage. this stage could have it's own entire game made around it (actually now that i think about it someone kinda did it's called hotel dusk play it). not that I do not enjoy the rest of Galerians' stages, the fact that it cut out it's survival horror narrative in several stages is very cool!! but the hotel goes a step beyond. here you have several characters with their own stories and developments and all of them with voiced cutscenes (it's no wonder the hotel is disc 2 by itself). while all of these characters are just a means for Rion to progress the story, most if not all of them have nothing to do with him or each other even. they're living their own feverish personal dramas, each one with their own ambitions, be them good or bad. it paints the picture of a horrible world, one that seems to be crumbling and finding it's denizens progressively more unhinged. and Rion, who has been mostly on a (justified) murderous rampage, seems like the most normal one there. he's just a kid after all, what can he do to emotionally reach these adults even if he has psychic murder powers?

Galerians' ambitious cinematic take on the survival horror genre created a very very short game chock-full of very cool FMVs which makes me think that the fact that it ended up getting a CGI-based OVA retelling of the game's story was it's only logical conclusion (it also has a PS2 sequel that seems to change the vibe completely, looks pretty fun!). i'm gonna watch it someday, but until then, i'm still very glad games like this exist and that people were able to make them in the first place

"Where did your true self go? You are now nothing but an empty vessel pretending to be human. "

There's a pounding in my head it hurts its screaming its crying my heart is beating too fast way too fast it's gonna burst my hands are cold my skin is cold my skin is hot its too hot too hot too hot too hot too-

The Delmeter finally kicks in, and the splitting headache fades. The world stops spinning and I can finally feel my own two feet. There's a corpse by feet, it's face a gnarled mess barely recognizable as human. There's blood pooling beneath my shoes, and I can feel the Delmeter fading already.

Galerians is a 2000's survival horror game about Rion, a young boy who wakes up in a hospital, with no memories of his past and a sudden batch of psychic powers, who's only motivation is to locate the girl who's been contacting him telepathically. In doing so, he unravels a conspiracy surrounding the sentient supercomputer running the city that wants to replace humanity with a race of psychic superhumans known as the Galerians, and how the girl he's looking for is the key to stopping the AI's ascension to godhood.

As Rion, you have to manage your limited psychic powers via the multiple types of drugs you will inject and ingest over the course of your adventure. Rion can switch between different types of psychic attacks by injecting himself with three different types of drugs, and each attack used will slowly drain your drug meter until you need your next fix. Compounding your limited usage of Rion's psychic powers is the AP meter. By attacking, taking damage, or even simply running around, the AP Meter will fill, and if it hits max and Rion tries to use a psychic attack, he will Short, making him a walking death trap that will instantly kill all enemies that come near, but will slowly drain Rion's HP until he either dies or takes another drug called Delmeter (of which there is only a finite amount of in the whole game) to reset the gauge to 0. The limited resources, alongside the ticking time bomb that is the AP Meter heavily discourages combat in Galerians. Outside of a few forced encounters, combat is completely optional and provides no tangible benefits for Rion, meaning that in true survival horror fashion, hoofing it is usually your best option in any given situation.

The puzzle solving is fairly simple, usually consisting of key hunting and very basic fact recollection. Rion can use his psychic powers to gain hints for item locations and puzzle solutions, which means that it's very hard to get truly stumped. While the puzzle solving is basic, the moment-to-moment gameplay is mind-numbing and the combat is rather clunky when you're forced into it, Galerians' aesthetic is what really makes it stand out. The story is a wild ride full of insane plot twists and heady themes that aren't really tackled in a very deep or clever manner, but this alongside the sparse moments of Scanners-esque ultraviolence and beautifully rendered early 2000's CGI cyberpunk landscapes full of alien architecture and that glorious Y2K technological aesthetic elevate Galerians from a mediocre Resident Evil clone to an absolute standout hidden gem of the survival horror genre.