This review contains spoilers

After 7 years of being one of my favourite games, I think I finally found a thesis for my thoughts on Undertale. Since I don't really feel like writing a full essay or anything, and don't have much to say on level design or artwork or boss design, I'll summarise it here:

Undertale is an examination of LOVE - although on a broader scale, I think the game focuses on 'empathy' itself. Not just in terms of endearing players to its lovable characters, and asking them to forgive the unforgivable so that the world can move past vicious cycles; those themes are primarily relegated to the Pacifist, which I still adore for its passionate spirit, wonderful humour and touching story about "Determination". No, Undertale is fundamentally criticising the way its audience's empathy can become divorced from the way they play games. In most Neutral routes, the game calls uncomfortable attention to the accumulating impact of taking a life - producing unique interactions with Flowey, and culminating in the many variations of the player's call with Sans.

In the Genocide route, generally taken as the player's final route for completion sake, Toby Fox reveals his entire metatextual hand with a superb flourish. Encounters become a chore, the game's mechanics and characters resisting your impossible determination to butcher Toby's story, and in the final moments the player loses control of their character as they disregard, and murder, every element of the world. As the game repeats in the Genocide route (e.g. Snowman), everything has become useless to you. It's a haunting challenge to the idea of completionism, made even more potent by this route's recontextualisation of Flowey, the hateful villain of Undertale, as a literal mirror of what the player has become. Uncaring about the story, and devoid of 'empathy' or LOVE.

This review contains spoilers

Finally, the anti-VN! Something that starts good, but gets much less interesting!

Don't get me wrong, Slay the Princess is really fun and snappy from moment-to-moment, and has a really great sense of both its characters' voices and artistic style. Furthermore, the game is super reactive to the player's choices, and even invents new characters on the spot to constitute the audience's swaying opinions on the plot, enhanced in enjoyable due to the clever, thoughtful prose given to these characters and the narrator - occasionally even matching my actual thoughts.

However, the ending stretch really muddles my feelings on the game (as it did for most people) - as it turns out, the metafictive format was actually intended as a commentary on the nature of death and rebirth in our universe, illustrating oppositional philosophical perspectives as deities and leaving the final judgement up to the audience (I think? It's a little unclear for me...). I personally thought this was really jarring for the story's actual content, which seemed to hint more towards a dissection of fictional constructs and their purposes for comforting or challenging us. In that sense, I found the Thorn to be a much more fulfilling ending, even if its story only focused on the relationship between two people stuck in an intrinsically mistrustful, yet potentially enthralling, relationship.

This might be an unfair/cliche comparison, but the ending struck me as a lesser replication of (THEMATIC SPOILERS FOR BEST GAME INCOMING!!) Outer Wild's ending; however, that game chose to centre itself around life and its potential for discovery/adventure, complimented with a time loop mechanic that pushes players to stubbornly oppose the universe's end. As such, the ending itself (which I won't spoil) becomes a rather beautiful and striking teaching moment, flowing perfectly from the game's tone and progression and leaving me with my favourite ending ever. By contrast, the misguided ambition of the far less textually-integrated message in Slay the Princess sort of fell apart; leaving me with a fun, yet almost insubstantial, experience.

As a side note: the game wasn't particularly scary (that may be intended, idk), but the sound design was good.

A never-ending playground of exciting, fluid ideas. The deft, coherent game design that always thrived in the Mario series bursts to life in an all-new world and colour palette, tucking wonderous (hah.) secrets around every corner of every (and I mean every) level. In a sense, this is the perfect translation of the Odyssey format to 2D platforming - I also think this does better at avoiding some of Odyssey's pitfalls, such as the overabundance of useless content. Sometimes a little too easy - how is the final bowser level meant to be a 5-star difficulty?? - but never dull. And occasionally, it gives you a challenge like the final-final special level to demonstrate the brain-tickling tactility with which every single mechanic ticks together in harmony. Marvellous.

By the way: I get the complaints about the flowers getting grating and a little too 'tutorial-y', but I found them to be quite charming, and even funny sometimes. They especially helped the fact that I couldn't play this online, since I am not paying for NSO.

Hate to simplify such a beautiful, intricately designed and consistently-enjoyable game, that both subverts the expectations of a BotW world and improves its story/gameplay as a sequel should, but: that is quite possibly one of the best final boss defeats ever. Holy shit.

100% recommendation to anyone with even the slightest tinge of curiosity or adventure to their soul.

"The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it."

"Remember us. Remember that we lived."

"Though the world be sundered and our souls set adrift, where you walk, my dearest friend, fate shall surely follow."
"Stand tall, my friend."

Y'know, I could probably write a long essay about why Shadowbringers is immaculate. But in the end, I kinda just want to leave this reminder of my time with it instead. I know everyone always posts these kinds of quote-reviews for Backloggd, but know that I do this as tribute to how much I treasure this entire game - Shadowbringers most of all.

Take this message instead, if all the countless others posted on this site (and many more) have somehow eluded you - if you have the time to sink in, I implore you to play Final Fantasy 14. It's real long, real fun, real heartbreakingly-compelling, and real good.

(There were at least three more quotes from 5.3 alone I could've used)

Familiar become Unfamiliar. Something was there, now it isn't, something wasn't there, now it is. Change and decay seep into the walls til they begin to crack, til something unchangeable happens to the home. What was once a safe haven becomes a nightmare of the unreal, an inescapable perversion of your own personal life.
Perhaps it was a traumatic event caused by family. Perhaps it was merely an overactive imagination. Or, perhaps it is the house itself that hungers for your pain. The source is unknowable.
All that you could ever know is that piece by piece, the beast is tearing into your memories, devouring all you ever knew, and it cannot be undone.

Going from the main content to the patches feels like the writing team just suddenly turned on the "meaningful execution of ambitious themes" switch; though that may be because unlike Heavensward, they kinda passed over a lot of the previous (and weaker) plot points for more Doma shenanigans or just completely new stuff in general. Helps make things more enjoyable, but it doesn't help this expansion's overall disjointedness (or the poor understanding of revolutionary politics). Anyway, all of the Doman characters are really cool, Yotsuyu's arc is pretty compelling, Zenos is fun but a bit underdeveloped and out of place for the story's current themes, and the gameplay is massively improved from past content. Absolutely ecstatic to play Shadowbringers.

This review contains spoilers

Outer Wilds is a game that teaches you, mostly without a single word. The game teaches you its world, it allows you to slowly discover its mechanics, and along the way it teaches you its philosophy; the ability to move on, and allow a new universe to flourish. The nature of a free, open-world game directly enhances this experience: everything you discover is by your own choice, and if you're stuck on a puzzle you can always find somewhere else to explore.

The DLC completely uphauls these notions, while still remaining faithful to the original game. The solar system is replaced with an expansive, near-overpowering ring world, where 'light' is completely recontextualised and a whole new set of settings, mechanics and characters (dead) are awaiting you. The journey you take is a little more linear than the previous one, and a fair bit scarier, yet the game design is still as tight and open as your engagement requires. It's a little harder to get through than the base game, both in difficulty and in patience, but it's well worth it to discover everything that Mobius Digital hid away.

Speaking of, this game might be one of the best utilisations of gameplay in teaching and communicating themes that I've ever seen. You, as the player and your real identity, are forced to plunge yourself into the darkness to discover the truth: to face horrors and hardships all in the name of truth. Your journey here directly parallels the owl people's exploration of the galaxy - however, they feared the truth upon discovering it, and hid the eye away from all travelers. In contrast, you choose to continue, challenging the very structures of the world and breaking through the fabric of the virtual illusion to free the Prisoner.

The final encounter is probably my favourite moment in the game. Yes, even up there with the normal ending. The prisoner despairs at his people's actions, fearing his search for the truth was destroyed. At this point, you have gone through countless worlds, exploring every facet of the galaxy, and have learned everything the game had to teach you. At that moment, you become the teacher: you step forward as an active character in the story, show the prisoner everything you've gone through, and tell them their efforts weren't useless after all. The Nomai found the eye, leading to your own discovery. With that, the prisoner cries out in a mixture of sorrow for his race and relief for the universe. And thus, both of your bodies now deceased in the real world, you depart from life itself (except you wake up afterwards, of course).

Echoes of the Eye may not be as expansive, or engaging, or as well-paced as the base game. But it is absolutely worthy of the "Outer Wilds" moniker in nearly every way.

Incredible production and gameplay for a free mobile game, especially with its snappy, satisfying animations. Mostly harmed by its repetitive structure, but still a great time.

This review contains spoilers

I've been trying to think of something to say about this game for ages, but nothing's ever come to fruition.

That's because this game defies everything. It is simultaneously a fresh reinvention for open worlds in general, a surprisingly in-depth integration of scientific logic and reason, and one of the most well-developed worlds, atmospheres, and stories I've ever played. You can do anything you want to without limitation, save for a serious lack of information and skill that the game slowly guides you into learning by yourself, and that's absolutely superb. Aside from that, the visuals are a minimalist masterpiece in colour, creativity, and design, and the music is probably the best way you could integrate post-rock and folk into a game soundtrack. It's really hard to properly express how GOOD this game is.

However, the best compliment I can give this game is that it made an existentialist like me less scared about death.

You've probably played Outer Wilds already - at least, you should've, given the Spoiler Warning. So, all I'd personally suggest doing is playing it again with a controller, possibly on a good console if you haven't already, and buying the DLC. This game is phenomenal, you probably already know this, and thank you to all the Backloggd users that recommended me this game.

Probably one of the best endings in all of gaming. The writing of the final case is basically untouchable for any other story-based game, and I can't wait to see what else Ace Attorney has hidden up his sleeve.

"The only time a lawyer can cry is when it's all over."

I see why people love Metroid so much now.

This review contains spoilers

Wow. Snowgrave might actually be the most unsettling thing Toby Fox has ever made.

If Deltarune continues at this level of quality, it may even surpass Undertale for me.

Probably the most fun thing ever? Super Mario Odyssey is a bit more 'wonderous', in my opinion, but I doubt anything will ever overcome the purity of this game's focus on just being an absolute joy. Not every game is perfect, and I wish that 2-Player Mode was more obtainable and extensive, but this game has really just perfected one of the most important aspects to any game - making you happy.

I'll probably find more hyperbolic ways to say "this game fun" later, but just know that if you have either a Wii U or a Wii (or an emulator what who said that), absolutely buy this game.

The "2001: A Space Odyssey" of gaming - exactly the director's mindset, a deep and engaging story, unlike anything else in its medium, and outstandingly impressive technical aspects (for Rain World, the Enemy AI and animation go above and beyond), yet still remains controversial due to its unusual presentation.

If you wish probably to experience the most immersive survival game ever created, this is a must-play. Just know that this is an unrelenting, often confusing game that is not afraid to frustrate the player.

Or you could get this game for the amazing competitive multiplayer mode. That's pretty good too.