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It was hard to have high expectations of a free Silent Hill game put out by Konami after their numerous gaming crimes - losing Kojima, cashing in on pachinko, Ascension, to name a few - but Silent Hill: The Short Message, a game about grief, suicide and abuse, is WAY better than it has any right to be.

I will admit that the game pinches from P.T and a little Serial Experiments Lain, with a trashy J-emo script that has all the subtlety of.. well, a corridor covered in abusive post-it notes. But I don't hate that, I vibe with it. Sure, I think it could've benefited from being in its native Japanese language rather than English, let alone even the illusion of being set in bloody Germany, as some of the bullying language feels cliche. But the handling of the heavy themes and conclusion it reaches about the victims have a strong emotional impact, and, I must add, a much healthier take than Bloober's offensive The Medium.

But now for the game's main strengths. The boys are back! Akira Yamaoka's score is understated but stirring, the sound design creepy and enhancing the presence of Masahiro Ito's menacing new monster that hobbles after you down corridors with a stop-motion jitteriness. The pursuit sections are reminiscent of Shattered Memories but much more effective, claustrophobic and panic-inducing - they can be difficult and sometimes frustrating but get by on their short length. There’s not a great deal else in terms of gameplay beyond wandering a dilapidated apartment block, but the grimy design and atmosphere are enough to enjoy just moving through the eerie space, uncovering the story in various gameplay ‘loops.’

Of course, it can veer into amateur territory - the drawings are tad too Tumblr, the acting is mostly strong but occasionally a bit off, those sections in school corridors are a bit too 2013 for my liking - but I suppose the game is not made by a bunch of Kojimas.

However, for the first effort in a couple decades from a Konami-led Japanese team, it’s a rather satisfying return to form for Silent Hill. It’s not perfect, but it didn’t need to be, especially not when it had Ascension’s act to follow.

Some of the imagery and ideas were good but shortfalls in the game design and some particularly on-the-nose writing made for an ultimately mediocre experience.
Honestly I'm mostly upset that they had a cute actress in the live-action scenes and forcefully dubbed over her😔

Shame the concepts weren't executed better, even bigger shame that such a large part of the response to it is to ridicule teenagers for being depressed over dumb things🙃

Probably the most bizarre Mario game to date. I wish we got more stuff like this.

Devil May Cry 2 was a bit of a letdown for me. The plot felt weak, the combat got tiresome, especially when bosses pushed me to rely heavily on ranged weapons. Dante, who was so cool in the first game, felt kinda bland this time around. It's not all bad – I did have some fun playing as Lucia and tackling missions felt pretty rewarding. Yet, I can't help but feel they missed the mark with her character. The potential was there, but the execution fell short, leaving me wanting a deeper exploration of her story and capabilities. It's a missed opportunity that adds to my overall disappointment of the game. Looking forward to the other games in the series.

A lot of fun for a spinoff, good new characters and fun gameplay.

Fire Emblem Persona is all I've ever wanted. instead we got Mario Rabbids Persona but thats really good too

Perhaps too faithful of a remake, but just proves the game was just about perfect to begin with

Devil May Cry 1 provided a nostalgic journey into the simplicity of classic games. The straightforward gameplay, where progression meant acquiring stronger weapons and enhancing personal abilities, was a refreshing departure from the information overload and busywork prevalent in contemporary titles. It's a reminder of a gaming era where the focus was on the core experience of playing and growing stronger, a sentiment often missed in today's more complex gaming landscape.

Sure the combat could be better but if you think its bad clearly you've never impulse mega flare permafrost dancing steel into stagger will-o-the-wykes lightning rod gigaflare zantetsuken level 5-ed before and it shows :/

I struggled a good bit throughout my playthroughs of Final Fantasy XVI. It is now the third mainline game in the series I've beaten but at the time I started it I had intended it to be my first. Its a series I've always known i needed to try to get into, and the demo of this game was absolutely amazing, it completely blew me away. I was very unexpectedly hyped for this. And playing it I was like oh yeah this is def 5/5 material, after the Garuda fight I was so sold on the game. The music is fucking fantastic and I've never seen such awesome boss fights. But then after that the game felt like it had already peaked. There are still great boss fights through the rest of the game but they never were as impactful as the first 10 or so hours were for me. I felt myself increasingly disinterested in the plot and all the lore and by extension - the game itself.

All that changed near the end when I finally actually started doing side missions. I surprisingly ended up becoming quite fond of all the side characters in the Hideaway and to a much lesser extent the different characters out in the various towns and villages. The game has a pretty damn good cast. It was around that point that I was pretty hype for the end. And for the most part the finale delivers. Its plenty epic, and I was having a great time. But in the end, I was a bit disappointed in how everything wrapped up. That's not to say that there's really anything wrong with the ending, it just wasn't what I was wanting. How i feel about that is how I feel about Final Fantasy XVI as a whole. Plenty of great moments, but in the end still just a little disappointing.

Now that I've explained that I still think FFXVI is great, I have a lot more to complain about. Mostly minor things but it all added up over my 90 hours spent with the game. Some minor annoyances like enemy phases being tied to health bars so sometimes when you set up a stagger and start unleashing, the game just lets them sit there and recover without taking damage and you being unable to do anything for like 20 seconds before the next phase begins. There's also some battles in the wild where if the fight naturally goes a little further than where it started, enemies may just become immune and run back to their spawn point at full health. There's also without fail after every big boss, a main quest that's meant to let things settle but it just kills the pacing and feels like the game is wasting your time by dishing out forced side quests, sometimes several in a row. In the more dungeon-y areas the game is also pretty bad at leading the player along, there were several times I ran completely in the wrong direction because it doesn't make it clear what doors you can open unless you're right next to them. My final complaint is that Final Fantasy mode, the supposed hard mode for NG+, is a complete joke. Now I'm sort of glad it wasn't hard because it made the platinum obtainable for me and now that i have one for a mainline game in the series I don't ever have to bother again. But like, the games idea of hard is give every enemy 50x as much HP. For normal enemies it ain't nothin a level 5 Zantetsuken can't solve but any enemy with a stagger bar doesn't actually feel harder to fight, they just take ages to fucking kill. Even though i skipped every cutscene and did minimal side content, my FF playthrough felt longer than my first where I did basically everything. It just isn't very fun.

So that's about all of my thoughts with Final Fantasy XVI. But to end on a more positive note: Jill is hot and Titanic Block + Counter is one of the most satisfying moves of all time.

Thanks for reading <3

-----TLDR----
+ Great cast
+ Amazing soundtrack
+ Awesome boss fights throughout
- Story quality and pacing is wildly inconsistent
- Didn't like the way it ended
- Too many little gameplay grievances that add up

Nancymeter - 85/100
Trophy Completion - 100% (Platinum #278)
Time Played: 92 hours
Completion #6 of November
Completion #210 of 2023

It’s a nice bonus that the intricate and politically charged murder mystery plot is as thoroughly intriguing as it is; but for you, the protagonist of Disco Elysium, the main villain is yourself, specifically your (Ancient Reptilian) brain.
It’s an RPG in which the biggest obstacles can be just not saying the stupidest thing to a suspect, done through chance-based engagement with corners of your mind - logic, empathy, authority, volition, ‘inland empire’ (one of many Lynchian influences throughout) and many more.

Alongside the gorgeous painterly art style, the game’s key strength is its impeccable writing: the funny parts are funny, the narrator’s vivid descriptions are stirring, the characters and relationships feel incredibly real. It’s a game for people who love a really really really good book. Fuck it, Disco Elysium is literature.

Lastly, it’s just a gripping detective game in which piecing information together bares deeply satisfying results, and taking risks are, more often than not, met with rewards. A must play.

Alan Wake II is an absolute masterpiece, defying expectations and transcending the normal bounds of the medium to explore storytelling in a completely unprecedented format. It is brought to life through masterfully crafted art direction, graphical prowess, chilling sound design, enchanting performances and powerful music. It is an emboldened, metatheatrical, multi-media driven, survival horror game setting place in a lovingly crafted connected universe. Sam Lake has proven once again that he is a virtuoso of modern storytelling. His team shares a vision of salient ambition.

Back in September of this year the website "The Gamer" published an opinion piece titled, "2023 Has been a Horrible Year for Gaming." It was, of course, meant to be provocative and invite readers into an ongoing conversation around problematic trends in the industry: incessant lay-offs as companies haphazardly excise perceived sources of "bloat" without accounting for their heads' taking ownership over their gluttonous habits and actions during the pandemic. Indeed, this commentary should of course be considered alongside problematic cultures manifesting within the AAA development space and the completely unsustainable means by which many of these blockbuster games are being made. 2023 has also been a monumental year for video games. It is without a doubt one of the greatest, ever. The machinery of the game industry has caused much suffering to its artists, but we should also acknowledge the onslaught of phenomenal video games that have managed to release in this post-pandemic development era.

Enter, Remedy Entertainment, who have chosen to return as a true champion of light. They have, outstandingly, delivered on sustainable budgets and time structures. They developed the 2019 hit "Control" with uncompromised graphical and technical prowess at a mere fraction of what we might see with other AAA hits. This rings true with Alan Wake II as well, which has already at the time of my writing recouped its development costs. They continue to keep their staff from project to project, and once again with Alan Wake II (shortened to AW2 throughout this review) they bring forward many of the lovely faces they've been working with for years… in reprised, reimagined, and new roles.

For 13 years, as he has outlined for us, creative director Same Lake has wanted to make a proper sequel to 2010's "Alan Wake." He has stood on this promise and dream with stoic determination, or perhaps more appropriately, "sisu." Finally, we have it, his initiative brought forward in Alan's highly anticipated return. I believe Sam Lake when he says he is grateful it took so many years to logistically make this project viable, because there is now a cauldron full of bubbling ideas seasoned and adjusted to perfection after the learnings of many other projects since 2010. Frankly, Alan's overwhelming journey is reflective of Remedy's own learnings and attempts to manifest this game from writing to reality.

Making a sequel to a cult classic is truly no easy task, especially when you have chosen to completely reinvent the genre it will abide by. "Alan Wake" (2010) certainly had unnerving elements, but ultimately it was a campy jaunt through what the protagonist told us was a horror story. You often fought hordes of Taken, plowed them down with cars, and had plentiful access to ammunition and batteries for your trusty flashlight. AW2 grounds the experience. The resource economy is well tuned, where every bullet, bandage and battery pack counts. A push-and-pull of exploration exists, which promises more invaluable resources but at the possible cost of spending more to survive. There are periods of suspenseful silence and uneasy tranquility, inviting players to let their guards down before suddenly being attacked by 1-3 Taken. Frankly, there is one thing hasn't changed since 2010: there are few gameplay moments more satisfying than shattering a Taken's shadow shield with a burst from your flashlight, followed immediately by a blast from your trusty revolver or shotgun. In AW2 the guns feel punchy and impactful, but anything that might feel overpowered naturally suffers from resource scarcity. Combat isn't necessarily a focal point of this experience, but what is here feels good and responsive. The crowds of enemies are, as previously alluded to, notably toned down compared to the original game. However, the campiness is still present. AW2, for as much as it revels in jump scares, pitch-black environments, or horrifying scenes… loves throwing in a little bit of zaniness at every other corner. "Wonderfully weird" is my recurring phrase for Remedy video games… it continues to be apt here.

Alan Wake II explores new-form storytelling. What is accomplished here is not paralleled by any other game, and Remedy will make you believe that this is the only medium by which they could accomplish this. It is uncompromising and tenacious in its efforts to lead a completely unique experience. Interwoven into the plot are jaw-dropping set pieces, seamless integration of expertly acted live action footage, and a captivating soundtrack. In this nightmare, everything around you is riddled with as much art as there is darkness. Thematically, as you will find with many facets of Alan Wake II, this works perfectly. The Dark Place and Cauldron Lake feed off creativity. The very lore that tells us fiction might manifest reality in this place invites the submission of art to wield this power. Whether it be to bend it to one's will in a play for power, the ramblings of a mad creative, or a desperate act to survive, you will find art everywhere in Alan Wake 2. The absurdly proficient art direction, graphical fidelity, and sound design all serve this well. This is certainly a game meant to be played with headphones, complete with haunting ambient tones and often terrifying directional audio. Even the technical prowess on display is a means by which to capitalize on AW2's multi-faceted approach to storytelling, allowing for instantaneous transitions in and out of live action pieces from controlled gameplay. Alan Wake II plays plenty homage to its inspirations, from "Twin Peaks" to Remedy's own work in "Max Payne," you will find nods and references to real-life art everywhere. AW2 is certainly not afraid to broach metatheatre throughout its own narrative, embodying the campy nature of its predecessor by doing so. The Poets of the Fall (and their alter ego, The Old Gods of Asgard) make a dazzling return as well. The music choices throughout are excellent. I made sure to jam out with end of chapter song every single time, each of which remarkably coincided with the themes of the concluding chapter. Much can be said about how Remedy chose to characterize this world, but that does not even scratch the surface of other narrative techniques employed here: inspired use of dual protagonists and the ongoing construction of the Remedy Connected Universe should also be discussed.

Agent Saga Anderson and Alan Wake are notably different protagonists, with equitable contributions to the story, in spite of the game's title. Saga represents a newcomer to Bright Falls and is fairly naïve to the altered world event occurring there in 2010. In her segments Remedy heralds in a "True Detective" style to building the narrative, demonstrating Saga slowly put together the sensible through-lines within a maddening ocean of information. Her segments often are slower paced, plotting, and inspire horror through tension or unnerving encounters in the "real world." Saga witnesses firsthand the human consequences of the horror story in a way Alan is not privy to while trapped in The Dark Place. Alan's segments, on the other hand, are notably more weird. The Dark Place's rules are loose and poorly understood, by him and us. The vastness of the Dark Place is on full display here. Alan, stuck here 13 years, remarked for us long ago that its influence was not nearly as confided as observers expected. "It's not a lake, it's an ocean." Its depths also represent the unconscious mind, although burdened with darkness and a seemingly endless loop of directionality, thus allowing its vastness to directly contribute in driving Alan past the brink of insanity. AW2 continues the franchise's ongoing themes of reality, creativity, and the power of storytelling. It pulls these threads in new directions, challenging the rules it establishes and inviting a greater depth of exploration. Deeper and deeper it seems to go, truthfully making it hard to stop thinking about AW2 even after credits roll. Alan's wrestle with identity throughout it all is brought to life with a captivating, page-turning performance. He reckons himself everything from husband to writer to monster. As Alan, more questions will arise than answers, but not in a cheap or dissatisfying way. He too plays the role of "detective" and utilizes various light puzzles to explore the nature of murders occurring in the real world that might just be directly inspired by his writings. He must navigate what feels like "loops," first introduced in Alan Wake: American Nightmare, where he must suffer through repeated events with slight variations. He is constantly left to question if he is in the last one? If they will end at all? If the content of these loops can be in any way influenced or changed through his actions, or are instead up to predetermined fate? The enemies in these segments also are questionable in their sheer threat. Distorted shadows approach you in masses… many of which will dissipate yet still others will take more solid form and attack with little warning. This adds a level of tension to every encounter unique from the quietness we experience with Saga, where your ammo conservation demands reservation in the face of constant stimulation. Alan and Saga's tales connect in a natural, understandable manner and in many ways help make two stories form one cohesive narrative. That goal takes both metaphoric and literal form, because of course it does.

Lastly, I want to speak a bit to what is building here with the "Remedy Connected Universe." With just 4 games now, including American Nightmare, it already feels like it has the makings of something special. Familiar faces from Control are seen in AW2 in ways I will not divulge here, but in charming capacity that respects recurring players and invites intrigue from new ones. Callbacks are tactful, ranging from cute and small acknowledgements to huge payouts. Old faces return from prior games, with no stories to be told. Others are yet alluded to. Small things like the "Drink 'Em Both Up" achievement or stacked solo cups of the original Alan Wake are explicitly referenced here. More critically, the Federal Bureau of Control (FBC) plays such a meaningful role in this story. There are small payouts here too, including an explanation of the "raccoon situation" you could read about in a lore piece from Control's AWE DLC. Grander implications for the FBC's monitoring of Cauldron Lake, Alan Wake, and so on are of course revealed as the player presses on. All throughout, and most importantly, I felt thoroughly rewarded for my knowledge of these prior games.

There is so much love put into this title. You can tell Sam Lake has inspired a tremendous crew to adopt an outlandish shared vision that only they are truly equipped to deliver on. I welcome the upcoming DLCs "Night Springs" and "The Lake House," desperate to spend more time exploring Alan Wake II's narrative riches. I also look forward to Control 2, and whatever else might follow. This really is a special team, doing special work. There is not one game out there that is "like" Alan Wake II. It is truly, emphatically, "one of a kind."

May the Remedy Connected Universe continue to spiral, bringing us ever closer to new answers and infinitely more questions.

Bravo.

13 years ago, Alan Wake became my favourite game of all time... I am so fucking happy that Sam (/Remedy) got to make this.

Alan Wake II is a remarkable triumph in creativity and gaming as a whole.

This is as Spider-Man as it gets. Swinging never felt so good.

Easily the best 3/5 game of the year!