50 reviews liked by DEEPSLEEP


I think Mikami understands to an unnatural degree that video games are fundamentally about problem-solving. Unlike an academic interpretation of "problem-solving" though, Mikami understands that the exercise of problem-solving is less about solving the actual problem but of learning new ways of thinking. Sure, other video games are problem-solving in a base sense, but Mikami's problems have that magical "Oh Shit" element to them; everyone who's done one playthrough of this game will instantly remember all three wolverine encounters, the first time they encountered Regenerators, the Krauser section, the entire 4-4 homestretch, etc. Consistent to all these amazing sections is that the game feels like it's adapting along with the player--as if Mikami was a math tutor guiding us along the workbook. "Ok you know how to deal with Wolverine now, but what if we stuck in you a locked cage with one of them? What if we put two of them in the same room? How would you adapt then?" You have to recontextualize and reinvent constantly, without forgetting the fundamentals that got you there. One of the fundamental pillars of a conservative mindset is the idea that change is risky--the problem might get worse if you approach in a new way, so it's safer to keep doing things the same way. RE4 looks at this mindset, kneecaps it, then gives it a head-exploding suplex--change is necessary, even if it is risky; use more of your resources, resupply, be more precise, exploit another weakness, or use a goddamn rocket launcher if you have to--just don't think the old way is the only way if you want to make it through. It's a constant escalation of gameplay, and that the narrative matches this escalation tit-for-tat is just aces. Literally one of the most radical games of all-time, in every sense of the word.

what may just separate the veterans from the inexperienced in this game is the quality of their knifework. leon might pack an arsenal replete with the sexiest weapons of all time, but it's the tried-and-true double-edged stiletto he's packing that remains your eternal companion out there in the shit. utilizing it to its fullest requires confidence to an extent that resembles rashness - a full understanding of where to strike, when to kick, and how to deke. if you ask me, coming fresh off a run of professional, this is one of the most compelling elements of RE4 - the convergence between melee and gunplay is transformative, configuring leon into a living weapon. there is no element of his kit that goes unused or registers as unnecessary.

i once jokingly claimed that a remake of this title needed to simply superimpose re6's base of mechanics on to the game, but actually convey to players how best to parse these systems. there's actually probably a little nugget of gold buried in there - after all, i refuse emphatically the addition of a block button ala the ethan winters duology, or the presence of a parry which, when mishandled, tends to choke combat systems with its rote all-encompassing applicability. what they really need to do here is expand and tailor the level of knifework present. imagine if we got rid of the need for qtes because we got a game with hitboxes every bit as fair, but your knife mode had dozens of options attached to it resembling something like genes dodges from god hand, informally and unofficially linking mikamis action game tenure...errant slashes leading to blades clashing...im talking high risk high reward knife action in such a manner that it doesn't compromise on leons fragility. that, to me, would be a good rendition of re4. shouldn't bend the knee or make concessions to enemy design so as to make the holy grail 'knife only challenge run' more palatable to layfolk...people figured out how to do it with the original, they'll do it again

also id like to be able to throw my knife

NieR

2010

Nier was truly the culmination of Drakengard's experiments. This fresco of gameplay and narrative ideas works best in the arrangement of styles as opposed to the value of each individual part. Firstly, its 3d-action gameplay framework is constantly meddled with by flashes of brief but intriguing creativity, injecting elements of platformer, puzzle, bullet-hell, horror, and even text-adventure into sections, dungeons and minigames that frequently change perspective. The combat system itself isn't particularly frustrating or repetitive, but its implementation (and the surrounding RPG aspects) is underwhelmingly basic, with the best displays reserved for their most Zelda-like of boss battles. Nier often stylistically channels the splendor of Team Ico's masterpieces: Ico's idea of subdued yet majestic post-apocalyptic areas - if heavily expanded, and Shadow of the Colossus' weakpoint-addled massive bosses and warped contexts on enemies, but the melodramatic flair is all theirs. Settings range from simple fields and villages to offbeat towns that straddle the border between childish fairytales, bizarre caricatures, and disturbing nightmares, each area boasting a distinct flavor while retaining some form of melancholic atmosphere tying them all together.

As usual - the narrative is easily the highlight, yet here it attains a strikingly personal, heartfelt degree of quality. Overarching themes of sacrifice, revenge, consequence, and tragedy permeate the work, but unlike Drakengard, there's at least a glimmer of hope buried underneath. Much like the giants of 90s JRPGs, character subplots explore and vivisect different themes while avoiding self-indulgence, and towering above all of those is Kainé - one of the greatest characters of the 2010s. The eclectic cast, fantastic soundtrack, surreal story moments, and refined multiple endings are all functional to a mesmerizing whole. Nier horribly fails when it comes to its trivial side quests, awful minigames, bland dungeon layouts, etc. And complaints regarding its graphic quality and performance are all valid. There's actually quite a bit that doesn't work, and there's a lot that shouldn't work, but what succeeds is pure magic.

Yooooo my dad used to weigh my dog using the wii balance board

i think this game is responsible for my decline in self confidence in middle school

it's a shame that Dark Souls fans can't call themselves true FromSoft fans, because unlike Dark Souls you need a friend to play this one

The ports suck but who cares peak is back on the menu

https://imgur.com/a/qQegJ5O

Sometimes I fantasize about Shoka coming home drunk and beating me until I feel numb. She kicks me in the ribs until I can hardly breathe. Then she starts to cry and apologizes, begging me to forgive her. She holds me all night as I gently cry into her t-shirt. Is there any hope for me

admirably janky and esoteric? contemporary blizzard's calculated & castrated style of development has increasingly irritated pretty much every type of person I know--storyheads are mad at the sloppiness that has become starcraft/warcraft lore, hardcoreheads are mad at the removal of the legitimate labyrinth and arcane knowledge and dedication required to compete at the higher level of their games, aestheticheads are mad at the pretty homogenous 3d cartoon style that has ran blizzard's art direction for a decade now. overwatch has flipped from a rally point of team fortress 3 to a common point of derision, only relevant in so far as to how quickly the character designs can send hornytime signals to the brain. all of this piled upon a really horrid culture of abuse (not just the sadistic misogyny of contemporary blizzard, but also the labor abuse of the blizzard of past--this game did have about a year and a half of crunch) has pretty much soiled blizzard's reputation, and deservedly so.

picking up D2 then with the context of all of that, I was pleasantly surprised by how playful and whimsical a mess of a game this is. as in, its actively encouraged to trick the game into believing you are playing with 8 players if you're doing a single-player run in order to get better gear. as in, you can and should abuse the town portal spell in combat to literally teleport in and out of boss fights to reup on health and mana potions to have effectively infinite HP&MP. as in, one of the main builds in this game is to teleport into a crowd of enemies, send out some comically small floating hammers, and then watch the corpses pile up. as in, one of the most important aspects of gear in this game, runewords, isn't mentioned at all in the actual game and requires players to look it up, but can turn your painfully average loot drops into gear that can last a whole playthrough.

and underneath all that outwardly goofy design and "is this intended?" mechanics is some really rather ingenious game design--there's this article that I was just reading that breaks down how D2 uses randomness and procgen in a way other ARPGs haven't replicated, and looking at how this game has had several "close, but not quite" imitators 21 years on, you cannot discredit that blizzard north had struck magic. this is blizzard (more accurately blizzard's former employees as most of the talent behind this game would leave the company) being calculated not in PR but in understanding the history of RPGs, of what Y2K PC players were expecting of level systems, of how to reroute the dopamine rush of action games to the frontal-lobe focused role playing genre. even if the status reveals I ultimately bounced off this for now, when this was clicking I felt like a B.F. Skinner rat giddily planning out my build paths and gear progression as I was dripfed items and levels I wanted. each 30 minute trek before teleporting back to base being like a small map of DOOM or a quick level of Mario, in that I progressed enough to have a marked difference an hour ago but not enough to truly feel accomplished, which strangely felt me wanting more instead of frustrated. its a progression loop few others replicated, and when I feel the urge to delve into this tome of weirdness again it'll have me just as captivated. except next time I won't pick such a heavy mouse 1 build like holy fire paladin, man that was starting to get boring.

= http://thegamedesignforum.com/features/RD_D2_2.html

My mom and I would just spam E. Honda and see who would win. I think she won more because I was 4.

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