GodManAntilope
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I have terrible taste but for good reasons
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Geometry Dash is a perfect microcosm of all execution-based gaming. There are almost no unnecessary distractions, the game has a clear objective and you basically always only have exactly one way to do it.
In this (not endless!) runner game the screen moves from right to left while you control a character that can – according to the whims of the level designer – jump, fly, flip gravitation, airjump or whatever else can be fit into one-button gameplay. Yes, Geometry Dash is playable with only exactly one button. I played it on a smartphone and the controls allow you to touch the screen anywhere. I could go on a tangent here how this ridiculously simple design still actively makes you consider the control choices here, but I don’t want to bloat this review too much. (ask me about it tho)
Depending on the form your character takes (which is purely determined by where in the level you are), you control character height in different ways, but you only control your character vertically, while the horizontal pace of every level is constant, and only modified by the level and not you. As a cube, you have a jump of fixed height. As a rocket, you ascend when pressing and descend when not pressing. As a ball, you have to flip gravity to roll yourself through the level. And you have to do it perfectly for each level, from start to end. If you die, you start over. The game doesn’t care if you died 98% through a 5 minute level and if you only lost because your nerves got to you. Do it again, you fucking nerd. You’re not in control at all, but you have to make the ride work anyways.
This simple concept evokes a lot of feelings for me. I have to ask myself, why is it so addicting? The game might have collectibles in each level and you gain fake “currency” for every time you progress further into a level, but neither is anything of this paid or even slightly intrustive, nor do you unlock anything but cosmetics. It’s just neat reward - it doesn’t skinner-box you, but it gives you a lot of options how you want to look for your own enjoyment. I don’t play this game to “unlock” stuff, though, not at all. The main drive of this game is that it shows you how you, as a human, can get better at something that seems impossible and it does so at an incredible pace. You might think collecting the three coins in level 6 and finishing seems impossible when you try it the first time, because, well fuck, how are you going to keep up your concentration for this long, and you can only get consistently to the 15% mark of the level – how are you supposed to do that? Thankfully the game supplies a handy practice mode that lets you fumble through levels and learn each section the way you want with checkpoints where you want them. You can retry each section on your own 50 times, and suddenly, wait, how did I finish the level after 2 hours? It seemed so impenetrable.
I know some people have defeatist feelings when they watch a veteran player utterly destroy a game that they struggle with. Older Platinum Games might have great combat, but the scoring is often wildly demoralizing to newer players, and since the learning curve there is longer than 2 hours, it makes people give up faster, when it is meant to motivate them. Geometry Dash is here to remind you that, what seems impossible, is maybe just a minor roadblock. You can get decent or even good at something extremely fast, and you’re just overestimating the task because you haven’t faced anything like it before. You learn each level and get better, the execution is in your hands and mastering each of the levels is a very own niche skill in itself. Over time, you will have to learn less and react better on the fly to more complex level structures. You not only get better at a micro-, but at a macro-level, considerably so.
Another question this game is making me ask is this one: How many games are at their core just like Geometry Dash, about pure memorization and execution skill without player expression and how do they still differ?
Geometry Dash is more varied than pure rhythm games like Osu, DDR or Guitar Hero that keep the same control scheme and functionality over literally all gameplay, which makes it harder for Geometry Dash to keep the same macro-level skills like these games do, but there is value in that. There is excitement in being absolutely flabbergasted at the challenge each time and learning to overcome it anyways. Even if it is limited, Geometry Dash can show you through its simple memorizational and executional challenge that you can also be good and learn a skill, if you go about it the right way. There is no “finding out”, there is no “trying different things”, there is no expressivity and no dynamism. There is only “do it”, and yeah, that is sometimes how life works.
The reminder that there is always a little challenge on my phone that shows me that I, in fact, can just “do it” puts me at ease.
Great Ace Attorney is a crime-solving VN where you play young Japanese man Ryunosuke Naruhodo who has been thrust by unlikely circumstances to become a lawyer in England.
The premise is ridiculous and the game successfully walks the thin line of taking itself serious at times where it's important (with big shonen anime pathos, but serious, nonetheless) and being a playful adventure around both intriguing and wacky roundabout crime-solving mysteries with courtroom drama.
One thing I should mention here is that Great Ace Attorney ventures far more into the realm of "real-world" problmes than the other games in the series, namely, racism. You would think a wacky anime game like this is ill-equipped to take on such a heavy subject matter, but it realistically depicts how people back then (and nowadays) view other people from far removed cultures. The constant allusions to Japanese people being "just weird" almost feels like an indictment towards this sentiment in our era, where it's always about those wacky Japanese people doing wacky Japanese things without any regard for their other cultural habits and customs. I highly respect that Great Ace Attorney was willing to go there, even if it always addresses the depicted racism with some form of levity and snarky remark from Ryunosuke and doesn't just make you look at it and get too uncomfortable.
Enough heavy stuff. I feel like VNs live or die mainly by presentation and writing, which are both in my opinion
a) absolutely excellent and
b) highly subjective
but I can also commend the games on its active gameplay segments:
a) absolutely excellent and
b) highly subjective
but I can also commend the games on its active gameplay segments:
1) Mostly linear point & click investigation segments. These are mainly structured in a way to pace the flow of information, which, admittedly, doesn't really feel like meaningful gameplay and more of a knack in supplying information in a more exciting way but that 100% isn't meant as a detriment. Tiny bits of looking around and clicking stuff to simulate investigating a crime scene goes a long way for experiencing a story that is fundamentally built on mysteries and intrigue. Being delivered all this information passively through pure VN segments would frankly be more boring and make you feel more disconnected from the mystery at hand.
2) Deduction-based gameplay:
This is where this series truly shines. Unlike the gameplay mentioned before, these segments are strictly linear, but they always face you with a conundrum that surrounds the established facts. Does anything that has been said by a witness contradict the facts? How do you explain this or that circumstance of the case? What evidence has to be looked into further to give an answer? The genius herein lies that the game (usually) has given you a lot of information at the start of each of the deduction segments, making you anticipate the points that might crop up but also blindsiding you with details that have always been there from the first place - Yes, some revelations only come with time and you will be given decisive information very late into trials, but the way everything falls into place is always a very satisfying romp and a very engaging brain-teaser. I was flabbergasted when the final case had established and hidden a crucial detail right in the first 20 minutes of the courtroom trial, and I never noticed until it became important.
This is where this series truly shines. Unlike the gameplay mentioned before, these segments are strictly linear, but they always face you with a conundrum that surrounds the established facts. Does anything that has been said by a witness contradict the facts? How do you explain this or that circumstance of the case? What evidence has to be looked into further to give an answer? The genius herein lies that the game (usually) has given you a lot of information at the start of each of the deduction segments, making you anticipate the points that might crop up but also blindsiding you with details that have always been there from the first place - Yes, some revelations only come with time and you will be given decisive information very late into trials, but the way everything falls into place is always a very satisfying romp and a very engaging brain-teaser. I was flabbergasted when the final case had established and hidden a crucial detail right in the first 20 minutes of the courtroom trial, and I never noticed until it became important.
The game had me beam with joy at its writing and character the deduction segments were engaging and fun, and it's all around a wonderful experience. The worst I can say about it is that it feels too much like a mid-season-finale, almost like it sets up too much for the second game and is not interested enough in explaining its own overarching mysteries, so it ends on a rather unsatisfying note in regards to that. I have to deduct points here because the game is banking on the promise of something really good coming. I do wonder if the second game will make it all pay off, and if it does, hey, I'll be very happy, but I can't give points for promises, now can I?
I love that we finally have a soulsy action game that turns your defensive options alone into a whole new category of risk/reward system that I've never quite seen before like this. Choosing between parry, soul shield, dodging and avoidance through abilities for every enemy attack while managing the break meter is the most fun I had with defense in a game period. I also love that this game finally does away with the stamina paradigm of many of its contemporaries and introduces this different kind of active resource management that feels fresh and exciting. The combat as a whole doesn't have the depth of Nioh 2's combat, but it is satisfying for many hours all the same. You can make up so many fundamentally different strategies for every challenge this game throws at you, and while that does throw balancing out of the window for some of them I would much have this breadth of choices that I can mix and match through the job system to create my own depth rather than every boss having the "adequate" difficulty. You know you made a soulslike game fun when the magic casters are a) viable and b) make you think rather than just spamming spells. Speaking of, the MP system (getting more max MP through soul shield) is also very smart, because it plays into the aforementioned strong defensive options while giving casters a strong reason to move in.
The story is a cool subversion of the classic Final Fantasy tropes, the game is a heartfelt love letter to the series in its music and visual design.
Also, there are both a banger Dubstep and a DnB remix of FF5 music on this OST, so this is an instant 5/5 stars