1521 Reviews liked by KB0


was dashing through the MSQ and doing an admirable job progressing through FFXIV Stormblood like a good little worm until I finally reached a point where I had to organize my full inventory to proceed and the mere thought of doing so was so agonizing that I dropped the game entirely, perhaps forever

Look, as much as I treasure this game I completely understand the (usually clear-headed and astute) swathe of middling reappraisals that I've noticed recently. I think the uniformly positive SHOCK 2 THE INDUSTRY reception this had, along with its legendary/unassailable art game™ status, are somewhat responsible for a glut of lazy contrarian game design theorizing--and the now VERY tired trend of copycat "nonviolent guideposted explorathons" that reek of a certain elitist hostility toward any games that dont fall into this hyper-accessible, beauty obsessed, pseudomeditative format. I'm sick of this very narrow concept of what constitutes an artistic or thoughtful game too!

However, I can't blame Journey for the cultural response that engulfed it, especially because I truly believe that Chen and Santiago operated from an honest and inquisitive place of creation while chasing the ideas that most captivated them--not out of some pompous guiding impulse to shake up the system or merely prove that games could be "more". Watching interviews with Chen where he barely holds back a giant beaming smile while discussing his inspiration for Journey--the sense of disempowerment, awe, and unity felt by those who had seen the Earth from space--showcase an entirely uncynical fascination for an implicitly compelling subject to explore through gameplay. Journey feels incredibly bright eyed and open: its taut aesthetic beauty, welcoming accessibility, ambiguous spirituality, and intimate nonverbal social system don't come across as demands or provocations to me, but as the shared passions of a group of artists culminating into this radiant, excited thing. A lot of the game actually feels metaphorical of the game-creation process for this small studio of friends experimenting together: the stone-carved glyphs and histories of bombastic past creators are present and noted, of course, but they're merely abstract window dressing in the much more personal collaborative journey being discovered.

I do think ThatGameCompany's prominent reputation HAS affected their process, and no longer feel the same spark in their work. I don't know if I believe in the whole "art has a singular soul" concept or even invest too seriously one way or the other in auteur theory in general, but I do know that for me, Journey emits a purity of spirit that makes me feel an intense affinity with those who created it--one that isn't matched by later games with very similar structural trappings. Maybe it's not possible to feel that anymore if you're coming to it with the foreknowledge of the game's reputation and legacy, or if you've already had this sort of experience with one of its many stylistic second cousins. I'm not sure.

Journey really was the conceptual apotheosis of ThatGameCompany and everything the alumni have made since has been more or less a total dead end huh :( The few new ideas here (mmo-esque interactions and gacha game purchases) feel totally confused or spiritually incongruous w/ the intended vibe of playful communalism. "journey but in the clouds and you're like a toddler maybe" does not make for a very compelling new identity. Pretty but unsurprising, and so slight.

also as someone who has vibed considerably with the "graphically-stylized culturally ambiguous traveler(s) tenderly exploring the ancient ruins and uncovering lost secrets in glowy wall frescoes" genre: can we pls do something the fuck else

Takes a cute concept and spins it into an algorithm-driven gameplay loop completely barren of any soul. Totally threadbare in terms of characters, questlines or narrative. There was nothing keeping me attached to this game aside from rather frantically exploring the admittedly gorgeous and well-realised map to find something that could make the data entry-esque gameplay feel worth it. It's in early access at the time of writing this review - and if history has proven anything, it will feel unfinished long after it hits 1.0. Worthless.

literally soul vs. soulless. every single bit of the original's presentation has been crushed into some sloppy paste. whatever it can't recycle from yakuza 6 is recycled from yakuza 0 and then recycled from the PS2 game, and everything else that's actually original is horrifically unpolished even by this series' standards.

if slapping PS2 animations on 2017 models, gutting set pieces, substituting Norihiko Hibino's score (MGS2 and 3 composer) for dull song loops, and awkwardly crowbarring in uninteresting side content into the main story is your idea of a good remake then you should probably be put out back and shot

as like a release week technical showcase of the beefy ps5's ability to handle a million particle and lighting effects in large, detailed environments with miniscule load times I suppose this is satisfactorily impressive

as a faithful (or even interesting?) artistic adaptation of the subversive and quiet power of Demon's Souls this is a morbid act of grotesque disregard and tantamount to high treason, everyone involved shall face my blade