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I don't generally like being vulnerable, publicly. Even my most personal write-ups tend to be at least a little bit structured to guide around pain points that I'd rather not disclose, boiling down thoughts to more readable ideas that I don't need to haunt me. I don't really have that luxury today.

My uncle died yesterday, and we were close enough to where today I woke up staring up at the ceiling regretful, toiling around in my own head with a fog of thoughts that even now still permeates. I went through the rest of the day so far trying desperately to act as if nothing happened, driving with FFXIV music blaring out the car speakers, taking care of responsibilities with the best smile I could feign. Then I got home, and loaded up this game again, drawn to it searching for comfort. After an hour I started rewatching cutscenes, reading things about the game again trying to reexperience the same feelings that brought me solace. The game's chock full of them after all, with a dying man sitting at the bench with you giving last thoughts on a world and life he knows has dealt him the worst hand, to a scummy kid who is envious of his brother and still is even after his death not realizing how much he's trying to fill that hole in his heart that's been left. An old couple welcomes me in with smiles on their faces as they continue to grieve, just my presence being enough to remind them of what once was, but still they look forward hopeful.

I'm crying again as I attach myself to these stand-ins for loss, those depressing but not lonesome stories that help me grieve on my own time. This aura permeates through the entire narrative, as characters not so much different from my feelings of today pull off the same images of trying to act like everything's ok, and even the most naive cocky individual of the party has to come to terms with a hospitalized lover who he now wishes more than ever that he could've spent just one more minute with. I wish I had more time too, the last memory of my uncle is going to be me moving around stuff in his house while he can barely move about his home, and then after helping when he offers me and another sibling to stay and watch a movie with him, I say that I have to go home as it's getting too dark to drive. I still don't know whether my leaving was out of apathy, or cowardice, and I don't know which is worse.

And this game rejects apathy, it pushes to understand these feelings I struggle with today, an ENTIRE cult founded to bring the fall of all is juxtaposed with a desire from those who have suffered the most to keep living. A disgusting choice is thrusted towards the player and what's best isn't to remain ignorant but it is to defy this fucking downfall. It's hopeful, in the end, not wallowing in sorrow, even when the ending is still painful.

Not to say that this is a perfect simulacrum of these discordant thoughts, the combat ensues listlessness even in this version that tries to right wrongs of the flawed original. You walk multiple floors fighting enemies on passable at best strategies thinking about how it'd be nice if we were back several minutes ago to feel feelings at a scene again. There's even what would become late Atlus's problematic bullshit with hots-for-teachers and terrible handlings of lgbt, and that only spreads more poison over time for me. It just makes me angry, bile held and punches I wish I could throw at something other than air.

But the game still very much speaks to me, just putting out these thoughts after every couple minutes of tears and thinking of what this MEANS to me, what it represents, what it is, is helpful. I don't know if I can entirely recommend, or hope that the same will stand true for most individuals, not that it matters I guess. Please spend time with your loved ones if you can, I'm surely about to drive once more to be with family and mourn together while I still struggle not to fall myself.

I mean it is the weakest paper mario game, but I don't get why so many people act like this game killed their entire family

Don't really care for 2 sword fighters in a row but hey my sibling likes to play as them and that's all that matters :)

this game has aged like milk due to its inclusion of jontron and projared, who have each gotten into some intense scandals since its release. but i have to give it some credit since i met some of my closest friends through it and it helped me figure out i'm attracted to women (shoutout to mai)

i love when a captive young girl is raised as essentially a feral plaything confined to a birdcage by psychotic racists her entire life but after being freed is a quippy well-adjusted girl-next-door hottie and just sassy enough disney princess who sings zooey deschanel covers of abolition spirituals to smiling black children the game doesnt give a shit about

esoteric christian gnosticism but make it fashion

coming out to your parents as "indie"

i bought this game in the midst of my teen sexual identity conflict and lied to myself that i liked it b/c of the revealing outfits when really it was because of the gaudy pop music and fashion combat

playing both this and Pathologic 2 in the same year really ruined the writing in every other game ever for me

absolutely hates women and denies them any personhood at all but simultaneously tries to be a critique of impotent men who hate women and deny them their personhood

IT FAILS REAL BAD!!!

A real shame because some of the satoshi kon-esque psychological imagery can be fun and the puzzle gamplay is devious and interesting.

The transphobic stuff is just repulsive and sad. The fact that this game was branded as some dark and cerebral adult drama that analyzes relationship dynamics is a pathetic joke. There's less nuance here than a Two and a Half Men episode.

nothing but happiness and support to House House and their success but it really irks and saddens me that so many beautiful indie games are largely ignored because their gameplay can't easily be repackaged into absurdist meme content to repost on twitter

zdislaw beksinski girl i am so sorry they did you so dirty like this

Headbone connected to the headphones
Headphones connected to the iPhone
iPhone connected to the internet
Connected to the Google
Connected to the government

This review contains spoilers

extremely surreal to see that a prevalent consensus on this is that it's an OBVIOUS uberbleak nihilist exercise in cynical ultraviolence when I feel like it's Very Clearly shooting for (but emphatically not always flawlessly succeeding at) humanist themes exploring mercy, kinship, and absolution: The last spoken line/thesis of the game is literally "I don't know if I can ever forgive you, but I'd like to try" which basically mirrors the bubbly final sentiment in Steven Universe of all things... like come on people the game clearly has a lot of faith in human compassion and optimism that we can be (and are) better than our worst impulses. We can (and should!) totally debate the efficacy of the way the game communicates these ideas. I think there are plenty of areas to criticize or outright condemn in terms of execution; the pieces written about the games fraught zionist inspirations and the discomfiting misogynoir on display in regards to a specific moment are especially vital reads--but framing this story's outlook as intentionally nihilist, player-blaming pain porn about the inescapable cycle of violence is just.. totally disingenuous to what it's clearly trying to do, imo. A story about empathy without a soft and tender pastel veneer does not render it ineffective or worthless. I would probably argue that the game's refusal to over-sentimentalize the repugnance of its deuteragonists' actions (or make their realities easily accessible/justifiable) lends more integrity to the challenge of conveying the inherent worth and potential for change within them... I feel like the game makes it extra clear that Abby and Ellie are not universalizing prescriptive ciphers for the human condition / our inescapable URGE 4 VENGEANCE and are instead very specific / detailed character studies of damaged people whose emotional processing is expressed through borderline surrealist New French Extremity interactive dream logic in a world that also presents a variety of individuals with approaches and outlooks that are direct foils to these self-destructive coping strategies!!!

lots and lots of thoughts about this game, might revisit and explore further at some point

(also feel the need to say that Naughty Dog's crunch culture is a blight on the industry and this game could have been just as affecting as a more contained and less needlessly sprawling experience)

Two things strike me as kind of unbelievable about this game. The first is that this was somehow made on the same console as the original Super Mario Bros, a game which feels incredibly creaky and antiquated nowadays, whilst Super Mario Bros 3 both still controls well now and isn't that far off aesthetically from a product I'd be fine with seeing released nowadays.

The second is how, despite countless games since SMB3 imitating it and reusing its ideas, even now you can still feel this game just oozing imagination. There are close to no moments spent in the game that aren't either introducing a new idea or developing a previous one in an interesting way, and whilst not all of those ideas are necessarily good even the duds are largely excusable because you'll be only moments away from something far better.