i dunno, let's keep this quick. to say it's a bit clumsy is an understatement - and there are certainly aspects of the overall narrative i struggle with - but the depths of its sincerity won me over. i have no particular attachment to yakuza 7 either, and in fact i find much of that game to be very awkward, stilted, and grating so ultimately no one's more stunned than myself here.

when it's not luxuriating in this chilled-out ocean's twelve vibe which i loved, infinite wealth is written with far more intentionality and consideration than most entries in the series; while one might accuse of it of verging on threadbare or cloying for its strict emphasis on theme, i think the game trusts its audience to take some of the emotional leaps necessary to make the storytelling work. character writing for the leads and the party members has seen a dramatic improvement across the board. ichiban as usual brings a lot of levity to the table - thankfully none of it quite as irritating in the zany sense as 7 liked to employ - but kiryu's portions of the game are comparatively sobering. collecting memoirs has a weird psychological effect at times but the series has earned the right to do this by this point given how much of the kiryu saga can feel siloed or compartmentalized - in the same vein as gaiden, the game almost damns him for this, for never taking a chance to stop and reflect, for the consequences of his interminable martyr complex

that tendency to bury the past is only contrasted further by infinite wealth being maybe the most direct sequel the series has seen yet - the events of that game are still fresh in everyone's mind and sets the stage for the overarching conflict and everyone's investment in said conflict. it's a surprisingly natural extension of a lot of 7's themes, and i found it worked better for me this time. 7 often felt more gestural than anything else - to me it balanced far too much as this metaphorical (and literal) tearing down of the old ways, handling the introduction of a new protagonist, paying lipservice to series veterans and setting up parallels to the original ryu ga gotoku. infinite wealth to me feels more fully-formed, more confident; i think the team was able to use this title's unique hook and premise to really bring the most out of 7s promise of something new, and it could only have achieved it by taking the time to reflect on the past.

to this end: they made the game a JRPG this time, that counts for something. and not just a JRPG but one that feels as close to traditional RGG action as possible. some excellent systems this time with a lot of fascinating interplay and the level curve is fantastic. not necessary to sum up all the changes, you've seen them, but they really promote a lot of dynamic decision-making with respect to positioning and once you figure out how status effects can correlate with them you feel like your third eye's opening. very fond memories here of navigating around a crowd of enemies - some of whom have been put to sleep - and figuring out how best to maximize damage without waking anyone drowsy up. lots more strategy and enjoyment to be had here than pretty much anywhere in 7.

that said, i know RGG prides themselves on the statistics relating to players completing their titles, but they could really afford to take a few more risks with enemy waves in the main campaign. i felt like my most interesting encounters were usually street bosses or main story bosses, but the main campaign's filled with trash mobs. and i'm not saying every fight has to be some tactician's exercise - in fact i think that's the opposite of what people actually would enjoy - but i really wish the game took the time to play around even more with positioning. there are some exciting scenarios in the game that are too few and far in-between. stages that split up the party, encounters with unique mechanics...would really liked to have seen more in that vein.

some extra notes - would like to dig a bit deeper into the strengths of the narrative as well as some additional hangups but i can't be assed to write more
- honolulu's great, it gets probably a little too big for its own good but it's a real breath of fresh air for most of the game
- yamai is the best new character they've introduced in years
- dondoko island feels like a classic yakuza minigame in the best possible way, might even represent the apex of this kind of design. not obscenely grindy but just something casual and comfortable with enough layers to dig into without being overwheming and enough versatility to express yourself. shame you can't really say the same for sujimon!
- kiryu's party is disarmingly charming and they have some insanely good banter
- despite what some have said, i think this is a good follow-up to gaiden. it's not explicit about it but this is still very much a reckoning with kiryu's character and his mentality; it is every bit as concerned and preoccupied with the series mythos, the core ideas and conflicts driving a lot of installments
- honestly found the pacing to be on-par for the average RGG title if not better. i can concede that the dondoko island introduction was a bit too long but that is the most ground i can afford. if we can accept y5 into our hearts we can accept infinite wealth; IW makes y5 look deranged for its intrusiveness despite both titles occupying a similar length. if any of it registers as an actual problem, i think people would benefit from revisiting yakuza 7 to find it is almost exactly the same structurally if not worse
- IW is home to maybe the best needle drop in the medium
- played in japanese, like i usually do, so no real interest in commenting on the english dub since it's not real to me but i will say that what i listened to seemed like a bit of a step back from the dub quality in previous RGG games. yongyea isn't a convincing kiryu either and while i could be a bit more of a hater here all i will say is there is a STAGGERING whiplash involved in casting a guy like that as the lead in a game with themes like this. in a grouchier mood, i think it would genuinely be a bit difficult to look past this and it does leave me feeling sour, but ultimately the dub doesn't reflect my chosen means of engaging with the title and it never will
- what is difficult to look past is the game's DLC rollout, which arbitrarily gates higher difficulties, new game +, and a postgame dungeon. i acquired these through dubious means (which i highly recommend you also do) so i feel confident in saying they're really not at all worth the money unless you had a desire to spend more time in this world, but what a colossal and egregious failure to price it in this fashion. new game + specifically has tons of bizarre issues that make me believe a revision of some kind was necessary.
- you will not regret downloading this mod that removes the doors in dungeons


long story short, ryu ga gotoku's journey began in 2005 with a simple motif: to live is to not run away. so much of infinite wealth is about taking that notion to its furthest extent. it couldn't have possibly hit at a better time for me. at times it might be a classic case of this series biting off a bit more than it can chew for a sequel, but i don't think there's anything you can reliably point to that would make me think this is one step forwards, two steps back.

also awesome to have a game that posits that hawaii is filled with the fire monks from elden ring and then you have to travel to the resident evil 4 island to beat them up

This review contains spoilers

“The Dragon Engine at this point is kind of a bit of an old engine. We have made a lot of minor updates over the years for it, or we've made a lot of minor updates over it, but we haven't made any major updates. So probably next what's coming for would be a major update if we had to do anything,” Yokoyama says.

...

“So, regarding [Unreal Engine 5], yes, we are researching it,” Yokoyama said in response to a question asked by IGN during a roundtable interview. “We are kind of looking at it and saying, what are the merits of each? What's the merit of the Dragon Engine? What's the merit of the Unreal Engine? And when it comes down to it, the Dragon Engine…it's really perfectly designed to represent a city at night. The nighttime city. Whereas Unreal, it's better at showing nature and daytime and that sort of feel.”
- Masayoshi Yokoyama, September 14, 2022

it shouldn't come as a surprise that RGG studio might be considering some evolution of their proprietary engine following the release of infinite wealth. key figures from the studio have spoken at length about the technical difficulties and production challenges associated with the engine, and unreal engine has the obvious benefit of practicality that a proprietary engine does not, with vast swathes of community resources to tap into during production.

of course the question is whether or not this proposed engine change will constitute a productive shift for the studio - certainly, epic's growing engine monopolization raises some concerns, and the ishin remake, itself an attempt to learn the processes of unreal, ultimately looks flat, lacking in warmth. likewise, it can't be understated just how well-optimized the dragon engine is in contrast to something like unreal engine 5.

it's worth noting that we are now seven years into a dragon engine-led era, ironically introduced by the game which initially purported to be kazuma kiryu's swan song: yakuza 6, one of the franchise's most polarizing entries. setting aside thoughts on its narrative, one of yakuza 6's chief issues is how spotty it is. while it's capable of rendering some gorgeous environments - the quaint countryside of hiroshima is still pound for pound my favourite locale in the series - it's also marred by poor in-engine presentation, a stilted combat system, frictional rpg systems, and disarming balancing.

i don't think it's a coincidence that the first entries in this series to eschew the traditional inventory limitations on healing items are also the first ones to have this many issues with its combat, with mechanics that are more suggestive than they are clearly defined. and it's not just yakuza 6 either, even if that game does reflect the nadir of these complications; several quirks and blemishes are instead intrinsic to almost all the dragon engine games and never really get fixed. there's still no consistent and meaningful way to shatter enemies' guards. enemies still recover very quickly and will often break their animations or shrug off further attacks to do so. enemies will have unblockable grapples that are terribly telegraphed. heat systems sometimes feel like an afterthought, or an excuse to rapidly pile on damage moreso than to facilitate interesting decision-making. if the general intent of the combat of this era is to evoke a film set - a sandbox and space for opportunity allowing for high octane action and gruesome applications of the environment - then these titles fall short compared to even yakuza 5, which has a colossal list of heat actions and arenas cluttered with miscellaneous knickknacks allowing for quick experimentation, dwarfing almost anything else in the dragon engine games.

the list goes on. as a whole, the combat of the dragon engine games behaves far less consistently than the 2005 - 2015 RGG era (also marked by drawbacks, albeit for different reasons), which can often be a really frustrating element of the newer games to deal with. the judgment subseries fares a bit better in this respect, but is still shackled to many of the same key concerns.

however, yakuza 6 - and the dragon engine in turn - does incorporate several features that i think would be difficult to discount, since these titles aren't strictly combat showcases. as adventure games, they've really started coming into their own. dragon engine titles generally have a faster gameplay loop, seamlessly transitioning into and out of battle with ease. this extends to arcades, shops, and most interiors within the game. the explosiveness of the combat works to its favour a lot of the time - it's hard not to crack a wry smile at any of the insane ragdoll shenanigans unfolding on screen. long battles and scenarios are oftentimes more unique than anything in preceding entries - the various infiltration scenarios in 6 come to mind, as well as the battle on the cargo island. and of course, the presentation of these titles reached an apex with the dragon engine games - a necessary virtue in a series with a reputation for lengthy cutscenes.

it's that level of production which gaiden has really electrified - this is without a doubt the best looking game in the series. the team has gotten ridiculously good at exploring what can be accomplished during in-engine scenes. where yakuza 6 was rife with expository scenes of characters blankly emoting and talking to each other, gaiden instead enriches its canvas with various techniques - action choreography, bespoke animations, and some truly stunning lighting from time to time. it really breathes a lot of life into exactly how this series chooses to disseminate its narrative - if any of this is possible owing to its pared back approach, then please, by all means, rgg studio, i would love to see more gaiden titles.

the title's combat chooses to evolve the lineage from yakuza 6 and kiwami 2 while largely ignoring the judgment subseries. this makes gaiden more of a lateral move than a strict improvement, and makes for a bit of an awkward approach when contrasted against the highs lost judgment managed to reach. credit where credit is due, the yakuza style is the strongest implementation of this specific combat system yet, and the agent style, while unwieldy, earns points for being one of the most idiosyncratic styles in the series yet. they remembered having a combat theme with grungy vocals is kind of essential to kiryu's whole deal, can't be mad at them.

gaiden's chief draw is really its narrative. ultimately, the smartest thing about gaiden is that it really is not a retroactive apology for y6 the way so many - myself included - suspected it would be. gaiden instead leaves the status quo intact from 6 and is content to simply wrestle with the consequences of kiryu's actions. to that end, the game is much less of a character study than is currently advertised, but this really works in its favour. we already know that kiryu is impulsive and strictly bound to unaccommodating codes of honour; these traits almost get him summarily executed in a clandestine, dingy room far away from his loved ones. we already know that kiryu is passive and wrestles with his conflicting loyalties to both his adoptive family and the tojo clan; gaiden forces kiryu to play a pivotal role in dissolving the tojo clan at the behest of his successor/figurative son, causing an organization he devoted his life to for almost 28 years to crumble into dust without any real say in the matter.

turning a stray plot beat from y7 into a pivotal moment of kiryu's arc and imbuing it with all the weight it deserves is genius. similarly, forcing that dissolution to culminate in a battle against someone who is essentially the embodiment of every guy in a fart hoodie who kiryu essence of finishing stomp'd was a fantastically realized decision. shishido is probably one of my favourite characters in the series. unlike most other final bosses in the series, shishido isn't wearing a suit, his face communicates his troubled history immediately and his irezumi covers most of his battered and bruised body - it speaks to the sense that there is no other life for this character imaginable except for the wretched and brutish violence of the yakuza. the game makes clear that there is no honour in his way of life, no decorum. as other characters posit, he's a wounded animal trying to escape his forced euthanasia. fleeting dream starting up is probably the most beautiful moment in the series - it's just so irrefutably clear at that moment that shishido is fighting a losing battle which he does not have the capacity or clarity to appreciate, much less understand.

in general, gaiden is the least inclined entry in this series to lionize the yakuza as an organization. even those with honour like watase and tsuruno, ostensibly your allies, are not above petty manipulation and using others for their own gain. this extends further to the game's monstrous villains this time around - particularly nishitani III, who i must confess is very weirdly handled? the seeds of a compelling idea are there - nishitani III gave up his name and adopted a new title before proceeding to more or less denigrate it - but if the constant innuendo surrounding his involvement with shishido is to be taken at face value, he invites a level of darkness into the narrative proceedings that i'm not sure RGG studio's writers are tasked to handle. likewise, configuring the game's only korean character as yet another jingweon survivor scans as a bit tasteless at this point (although to be clear, nishitani himself never brings this up and doesn't seem much interested in that facet of his past - it's tsuruno who keeps harping on this as justification to murder nishitani). i do, however, enjoy the kind of psycho FKMT vibes of the castle, it's an alright setting.

throughout gaiden i spent a lot of time reflecting on just how much of a privilege it is to chart out one character's story, with close to 40 years of history to sift through. it's certainly not an opportunity almost any other developer can dream of, and RGG studio has often squandered and wasted it. almost every entry in this series is set in the year in which it released - kiryu keeps getting older, and you can't exactly turn back the clock on any of it. and so in this subdued way gaiden is really one of the first entries that i felt manages to effectively reckon with the often messy and wayward elements of the series - all the errant tendencies for character mismanagement and disorganized plotting and wasted opportunity - and it does so by simply choosing to tear all that history down and start anew. kind of remarkably poignant stuff from this studio.

misc notes:
- i appreciated that this game pretends to be an 007-esque spy thriller for all of two hours before revealing that a.) kiryu fucking sucks at this b.) the first half antagonists' whole plan is basically 'kiryu we have to link up 🗣️‼️', which then allows for this to become a typical RGG meathead game. beautiful.
- the akame network is a decent enough way to recontextualize and consolidate the substories/busywork of RGG games for the purposes of a smaller scale title. it's a bit tired and some of these substories are actually just kind of bad, but akame herself is charming.
- as previously mentioned agent is fun because it's so odd but it really underscores just how badly these games have needed a proper lock-on function for almost two decades now. the spider tool especially is quite unwieldy
- i really do think that finale is going to occupy a spot in my brain for the next few years.
- the game doesn't call attention to any of it but there are a lot of miscellaneous details that are brought forward which i ended up appreciating. there's an exchange in yakuza 0 where a character asks kiryu if he's someone who could ever be worth one billion yen; in gaiden, the watase family coughs up 50 billion yen to spare kiryu and retain his services, much to his chagrin
- really looking forward to infinite wealth particularly after playing the demo, seems like a straightforward improvement. can't wait for kiryu to put up michael jordan numbers in the RGG equivalent of the flu game for his character arc.
- find it very promising that yokoyama is aware that people want more gaiden-sized titles - i only hope that they're able to clean up some of the bunk pacing because it really does get kind of irritating here and while i'm long past the point of being inoculated to the bullshit in this series, i could reasonably see this as being a major turn-off for anyone.
- it does bug me a lot that these games call kiryu's style the dragon of dojima style...no it's not...i see akira in the colosseum literally using the old kiryu style, where do you get off
- extremely funny that this game introduces the 'daidoji zone' as a shadow realm equivalent. if an RGG character is not confirmed deceased and they have since disappeared from the fabric of the narrative then they are either now a bartender or they are a daidoji faction agent
- ichiban was taking a nap during the RGG equivalent of the final fight in mgs4

around the time yakuza 3 wrapped development, there seemed to be some internal consensus that kiryu shouldn't helm these games on his own anymore; the team thought that some fresh blood could really open up the scope of these games narratively and mechanically and instill a sense of surprise in its audience. and to be clear the series has benefitted strongly from how well it characterizes its protagonists relationships to their environment, but fourteen years later we can safely state that they kind of failed miserably at this task and kiryu is still around. still, this is what makes looking at yakuza 4 and kurohyou interesting - i genuinely have no idea what happened here. yakuza 4 is this insanely unfocused and indecipherable improv mess of 'yes, and' plot developments. you spend the whole game playing through highlight reels of what the dev team thought was cool - they'll hire koichi yamadera specifically to play akiyama ("If Akiyama isn't voiced by Koichi Yamadera then it won’t work! We can't capture his charms!") and then have him make constant metaphors about the animal kingdom, also because they didn't actually have any editors working on the game, they just had a bunch of guys in a room saying 'hell yeah'. they'll walk back pivotal character beats because they don't subscribe to the series' bizarre ideology on who can and can't be a player character. an antagonist will show up in exactly one scene wearing an alternative version of kiryu's suit to show that he's gone full heel and means business. we could literally recap the things that make yakuza 4 ridiculous and i would be here for the next 24 hours.

kurohyou, meanwhile, possesses a jolting sense of restraint. much of this has to do with its comparatively small scope, but even so as an attempt at establishing a new protagonist, there are clear strides to parallel the first ryu ga gotoku. when we first encounter kiryu, he's sacrificing himself by taking the fall for a murder he didn't commit; when we first encounter tatsuya, he's beaten a man presumably to death, and he scrapes up the loose cash he can find and makes a break for it.

all of which is to say that tatsuya starts off as a bit of a psycho - uncharacteristic for this series, to say the least - and the rest of the game is devoted to his character growth. it's parts tournament arc, parts delinquent manga, parts coming of age story, told lovingly through comic book cutscenes reminiscent of those found in portable ops or peace walker. for the most part, it's really solid! no one will be stunned by the direction the story takes but it comes off as tender and earnest; where the fixed camera angles of the ps2 duology reflect its noirish tone, the fixed camera angles of kurohyou's kamurocho evoke a diorama of sorts, befitting of tatsuya's small world and limited interiority. he's a high school drop out who can't really see beyond his fists, and the game manages to eventually channel a level of introspection which feels true to the character.

it sucks that the rest of the game is kind of a first draft. part of why i hold the original yakuza in such high regard is that it's a fantastically realized game that you can wrap up having experienced most of it in between ten and fifteen hours. comparatively, kurohyou has far less to do, but runs for about twice that time. the mini games are much weaker than the standard fare for the series, the absence of taxis makes getting around a bit of a pain, the OST isn't that great, and substories are a notch below the usual degree of quality in spite of how fun tatsuya's interfacing with the world can often be.

kurohyou's strongest draw, then, is its combat - vicious, kinetic, dynamic, and satisfying in ways that the mainline series sometimes can't deliver on. as a def jam fan i felt like i was being pandered to and i'm right at home with AKI/syn Sophia's sensibilities, but it still feels like it's missing something for several reasons. targeting limbs isn't really as important a strategy as it's made out to be; heat faces its most unsatisfying and uninteresting implementation thus far, with nary a hint of resource management to keep players thinking; grabs are too strong for players and opponents alike; for as many fighting styles as there are, some of them are underwhelming and homogenous and all of them are subject to long grinds in order to flesh out; the levelling system is somewhat confused and arbitrary; its differing focus means that some series staples, like long battles, aren't present.

but when it does work...man. so smart to center this game on intimate battles with no intrusion from the UI. performing custom combos and figuring out what works organically instead of queuing up the next tiger drop. relying so strongly on tells in order keep track of your own stamina and to figure out when an opponent might be gassed is a joy. the bosses are a mixed bag because their second phases are all kind of ass, but the bosses that decide to eschew convention via additional parameters (i.e. don't target this opponent's head; you are at increased risk of leg damage) offer very fun twists on the format that you're just not ever going to see in the mainline games.

overall, a great experiment - ten years of thinking about playing this game and now i finally got to play it. satisfying. they should let you cancel attacks using command inputs in the mainline games like they do in this one. sure, they break the combat system on its hinges, but they're pretty fun to execute, no?

https://i.gyazo.com/76525f4af06a9a6194b6128055fe48d8.png

yeo's environmental design, soundtrack direction, and laissez-faire approach to 'structure' elevates the somber and dour proceedings here and the title's very much so animated by its refusal to guide the player in any strict sense. it's commendable how driven yeo is towards theme and feeling and the world has just enough in the way of flourishes to stimulate a sense of role-playing but too little to fully and succinctly become immersed in; yeo does well to play with this disconnect, causing the complete and utter listlessness of the game to swell and swell and continue to swell prior to the game's climax (if you could call it that) on a frigid november day

on the other hand...there's a dearth of particulars here for me to really feel invested in or compelled by. backtracking here: ringo ishikawa's ultimate success lies in a delicate marriage between the formal & aesthetic language of a kunio-kun game, and the - you'll have to forgive the reductive if undemanding comparison - exploratory, life-sim mechanics of something like shenmue. and the idea's so obvious, so axiomatic even in the kunio-kun games that ringo does little to iterate upon that idea, with certain environmental backgrounds and even mechanics feeling directly lifted from its NES progenitor. thrusting the lifesim framework to the forefront, then, is the most transformative quality of ringo and it achieves this by inviting players to test the boundaries of the world and create their own sense of meaning within that structure - that ringo obscures how tightly directed the game actually is only serves to further entrench just how well-considered and intelligent its design is as well. the game is also underscored by honest-to-god literary ambition which all eventually coalesces into an absolutely devastating ending but whatever i digress

point is, stone buddha...bit less going for it. it's a mood piece first and foremost - which, to its credit, its executes with total conviction and belief in the premise - but everything that you'd expect a game which probes into ennui would have is here, which honestly does it no favours. a lack of concrete narrative + good deal of economical prose invites some lovely interpretations, but you can see this specific ending coming a mile away and there's just too little that's actually transformative about it to really have the same sense of emotional resonance

sounds like im ragging but it's still a great time. unpolished sections and inelegant difficulty curve, sure, but it doesn't overstay its welcome and yeo's willingness to eschew conventional game design continues to delight. there's a lot to love about how the mechanics inform the atmosphere and how you eventually build an innate and instinctual feeling for exactly what you're supposed to do (and i particularly did enjoy how rote it felt when finally mastered - that contrast between what's supposed to be kinetic and improvisational versus the reality that you're a slowly advancing turret) but im also unconvinced that that part of the game was supposed to be intentionally monotonous like everyone says or whatever which does make me feel a bit of internal conflict. id bet my apartment on yeo designing the combat with a bottle of beluga going like 'yeaaaaaaaaaaaaaaa'. good for him

just a casual update on this. prior to the game's newly implemented master rate update - which introduced ELO as a separate, zero-sum figure which factored into matchmaking and more clearly delineated skill in players - a charitable interpretation of the game's ranking system would be as an extension of the game's thesis, the idea that the journey for strength is never-ending. and there was certainly an appeal to that: now that you've reached master rank, you'll have to duke it out with every other person who put in the time and managed to make it to the top.

on a mechanical level, though, this felt tangential at best, and over time would likely only result in an increasingly lopsided system where most players had managed to get into master rank just by playing the game over a long enough stretch of time. having master rate now lends each and every battle this genuine tension & palpable weight. after all, nobody wants to be at the bottom of that leaderboard. nakayama's team designed sf6 with the notion that the versus mode is philosophically endgame content, a mode that, for absolute newcomers, should best be reserved until after the completion of world tour and some additional reps in practice. with this in mind, master rate goes beyond just 'endgame' content - it feels like a high level expansion where you're invited to prove your salt.

for my part, i've enjoyed two brief stints in the top 25 north american dhalsims, although as it turns out the mantle is hard to keep (as of writing: #45). is it impressive? i dunno, i feel like i have a lot more to learn and my character is underplayed by a margin of almost 200,000 players (as of august 14, there were around 221824 ken users. this is to be contrasted against a paltry 29183 dhalsim users). im not actually really a competitor in the FGC, but id like to keep growing stronger and keep fighting strong opponents. so i dunno, we'll see where this goes.

it's a significant motivator, then, that this is probably my favourite street fighter at this point, as well as probably my favourite fighting game. not to say that this is without fault - i appreciate world tour's inclusion immensely but it's half-cooked, the in-game economy leaves something to be desired, battle passes suck and the devs need to do more to encourage casual retention (further costumes is one thing but what about alternative winscreens, a functional music player, further customization of titles and versus screens, etc), matchmaking needs to be further expanded to utilize the game's strong netcode (why am i somewhat region locked), and no, you're not imagining things, the game's input register really is kind of wacky.

but i think a lot of other complaints at the moment stem from the amplification of certain voices on social media - as well as the fact that these people are also vying for a million dollars in the capcom pro tour and need things to resolve in their favour. so if we can learn to accept third strike as one of the apexes of this genre, a game constructed around problems with no clear, safe answers, a game where half of the normals kind of feel like shit, a game where chun li and yun and ken and all manners of bullshit are allowed to run rampant and free, then we can accept sf6 as a similar work in progress too. an evolving slate, one in which we have to learn - with time - to deal with strong characters and strong universal systems and strong offensive options.

this game really hits this absolute sweet spot of accessibility and depth of systems without presenting straightforward or clear solutions in a way that gets my brow furrowed in concentration and my brain eager to keep playing. i come from a samurai shodown background so everything to do with this central notion of not going on autopilot and guarding against the tendencies of players, in a sense moreso than worrying about the characters they inhabit, strikes a resonant chord with me. im really excited to see where it goes, and of course it goes without saying EVO top 8 this year belongs in the pantheon of fighting game tournaments. just a total gem. thank you capcom for giving me aki on my birthday

addendum: KB0 third strike review, november 2020:
"rather than establishing new legends, this game is about characters unsure about what the future entails, about what their next move should be, about what it even means to continue fighting - they waver, they fail, they practice, they move on. "

what a joy, then, that this is the overarching idea that propels world tour! street fighter has never really had traditionally good narratives, but when it chooses to it has pretty good vignettes and pretty good character writing, both of which world tour thankfully has in spades. very smart to organize a narrative around each character kind of just doing their own thing instead of trying to wrap them all into a sweeping narrative ala SFV.

probably my favourite system mechanics in any fighting game, battle hub perfectly encapsulates the arcade setting as cordial yet caustic, netcode is excellent, this is the best starting roster any of these games has ever had, world tour gets dry after a little bit but finally manages to capture these characters essences in a personable and human way which has been a rarity in SF up to this point, endless quality of life features officially make this the new standard to aspire to for all pending releases, dhalsim sounds like he’s telling opponents to kill themselves whenever i land drive impact. five stars

Jurors: No, we simply can't countenance such an inconsistent story!

Murder Dog: Narrative Cohesion Is Just One Of Many Things I Desire to Annihilate.

my interest in any truly structured long-form exercise here is more or less sapped so we'll hurriedly push past the brush and thistle to attempt to address the main points after one and a half playthroughs on hardcore. nota bene - i would have understandably played more if not for my analog stick succumbing to drift, and i would have also liked to squeeze in both a playthrough on standard as well as a professional playthrough in the interests of some nebulous due diligence i inexplicably feel i owe, but honestly the changes to professional seem mostly dull & the idea of learning the perfect parry timing in the game's second half on a ps4 with wobbly frame rate has less and less appeal the more i zero in on the idea. the ps4 version also has a significant problem with whatever technique they decided to use to render scope magnification, with a net result of halving the frame rate which is simply unacceptable for the kind of game this is - you're not zooming over swathes of land in search of a singular lonely target, you're scoping to try and land a bullseye that's five meters away! needless to say this made the regenerator sections tedious as all hell.

alterations to the core mechanical skeleton in RE4R are 'well-considered' but i hesitate to describe them as necessarily meaningful since an uncharitable interpretation would view this as a particularly hasty process of reverse engineering and applying tried-and-true bandaids to stem the hemorrhaging. free movement necessitates expanded enemy aggression, which inadvertently dilutes enemy behaviour, which means the designers had to inject elements of inconsistency to prevent easily optimized patterns of play, which calls for emergency defensive measures to keep encounters fair and level. this shifts the scope of its mechanics from thoughtful aggression to somewhat reactionary kiting. stack up enough of this over the course of a 12-20 hour playthrough and encounters start to blend together, something which becomes a rather serious issue once you get to this game’s fatigued rendition of the island. a shift in combat methodology towards reactionary gameplay wouldn’t be a problem in and of itself since you could argue it’s capturing some of re4’s more experiential qualities, but 1.) lol and 2.) brazenly inviting so many explicit grounds for comparison only serves to crystallize the qualities that made the original so special.

while many practical adages and tenets can be ascribed to and extracted from the original, it's difficult to say it doesn't subscribe to this overriding idea that 'less is more'. stop to consider the implications of this for one second and you might even recognize that the original doesn't have an overwhelming bestiary; there’s only a sparse handful of enemy types in spite of the notoriety of so many of its encounters. it’s commendable that a game built on minute alterations of one enemy unit can be described as constantly escalating and endlessly varied. one ganado on its own is never a threat, easily incapacitated with the swift slash of a knife, but as an enemy unit they are allowed to take on greater meaning through level design, decisions centered around resource management, and their method of deployment. in this sense, the original game has something of a beat ‘em up philosophy in its encounter design. there’s a comforting sense of rigidity set in place by its core mechanics which is then expounded on by the implementation of RNG which can alter the output of actions in ways both dramatic and subtle. a plagas eruption might force you on the retreat; a critical headshot might have robbed you of the roundhouse kick you were looking for; the enemy might have launched from your kick in a way that opens you up to risk if you tried to strike them on the ground. RE4R’s RNG, meanwhile, is most apparent in the way it approaches enemy staggers, and while it’s not something i’ll address too much since you’ve read about it everywhere else, it’s clearly a thorny inclusion which appears to be influenced by, at a minimum, the focus of your aiming reticule, the damage value of your weapon, the enemy’s health pool, and dynamic difficulty considerations which are holdovers from the previous two remakes in this new chronology. we might never know exactly how it’s calculated, but its effect on the game at a macro and micro level is easily observable and will make or break the game for some.

the point is no challenge in the original comes across as repetitious the way it so often does in RE4R and what’s frustrating is that there are moments which offer compelling grounds for expansion but which are rarely capitalized on. red cultists in the original are simply hardier and more physically resistant enemies, which is a misfire, but the remake reinterprets these enemies as summoners who can outright conjure plagas eruptions. it’s a frankly brilliant idea, so it’s shocking that it’s only leaned into a handful of times, two of which are seemingly explicitly designed to be skipped for speedrunning purposes. it’s the kind of change that could really serve to flesh out this game’s identity much further, and it feels wasteful to not consider the ways in which this type of enemy can add a layer of decision-making to its combat design.

there’s no discussion of RE4R without a discussion of the knife (which i mostly think is appropriately satisfying if entirely boring), but rather than exhaustively assess RE4R’s knife or semantically compare knife usage between games, let’s change gears for a second here and just consider the knife in the original. the knife can deflect projectiles, interrupt enemy advances, set up contextual attacks, strike grounded enemies, crumple them – anything that a handgun can do, a knife can do at close range and without wasting ammunition. it’s the ol’ reliable, a fundamentally ‘safe’ option with an appropriately attached high degree of risk. given its newfound metered dependency in the remake, your safe option isn’t the knife anymore – it’s actually the bolt thrower. with its negation of aiming reticule focus requirements, ranged approach which shields you from close-quarters damage, silent nature (a veritable rarity in this title), semi-consistent staggers at the cost of slow firing speed and loading speed, and nigh endlessly retrievable ammo, the bolt thrower is, if anything, a safer option than the knife ever was in the original. deploy it carefully and meticulously, and the most risk you’ll ever be at is if you’re intentionally firing bolts into the ether; they’ve even programmed it in such a way that you’ll often be able to retrieve it from difficult to reach places should you miss.

in addition, you might consider the game’s bolt thrower to be evidence of RE4R’s interrogation and consideration of the lineage of titles which the original inspired – and i do sincerely hope it’s a cheeky homage to the agony crossbow – but it’s also a lesson in poor adaptation. a signature weapon from the evil within 1 & 2, the lynchpin the agony crossbow rests on in the original game is a crafting system dedicated entirely to its output, giving its litany of options distinct value and decision-making potential while reserving its use for player discretion. the second game dilutes this by more broadly allowing you to craft other types of ammunition in addition to bolts, which is the trap upon which RE4R is similarly founded with its crafting system. the system in and of itself is already mostly a needless addition without much interesting balancing relevance, but there's a smaller problem specifically in relation to the bolt thrower - on replays with a more comprehensive view towards where and when your knife could break in relation to its usage and the positioning of merchants, it’s all but certain you’ll be reserving kitchen and boot knifes almost exclusively for the crafting of bolts. it’s a question which at every turn mostly answers itself. the mines which attach to the bolts are interesting since they can be positioned in fun ways with foreknowledge and they also explicitly signal you’ll lose a bolt, but for the most part it’s a safe resource you can be sure you’ll never lose sight of, which is notable if only because it seems to be the opposite of what this game intends to go for. with an eye for long-term planning in relation to bolt usage and knife usage, it’s almost unbelievable how sections of the game i had really struggled with on my first playthrough of hardcore (largely spent surviving minute to minute with shells and rifle ammunition being luxuries) became almost trivial on a second go of it. despite reaching a high level of proficiency in the original, it’s telling that i still never approach things the same conservative way that i often would in RE4R.

in some ways, metered knife dependency the way RE4R approaches it might be the wrong question to be asking. after all there’s nothing stopping players from running away from engagements to seek repairs most of the time if they were so inclined, and there’s precious few chokepoints that make errant knife usage legitimately hazardous. there’s another version of RE4 out there that’s a bit different – it’s called dmc1 – and what’s notable about it is that it remains one of the strongest instances of meter dependency you could reasonably conceptualize in a game. devil trigger is an important resource that you need to tap into – you can build it only by engaging with the combat system, and it allows for a lot of freedom in battles while being tightly designed to prevent abuse, making resource management an ever-present consideration. it was also seemingly designed with a view for a long-term playthrough, perhaps with the intention of allowing players to turn to macro strategy. it’s tempting to ascribe the same quality to RE4R as well, but with every workaround that’s currently in place – whether it’s foreknowledge of merchants, the ability to return to them quickly in certain cases, or kitchen knives/boot knives which will conspicuously be more present in enemy drops thanks to extremely gracious dynamic difficulty if your knife is close to breaking – it seems more clear that it’s intended to act as a measure to get people panicking as a result of the jams they’d enter in their first playthrough while introducing a very slight layer of decision-making. it’s questionable how true this is – after all, every prompt where you could use a knife is very explicitly signaled, which is a distinct contrast from the purpose of something like fuel in REmake or matches in the evil within 1 – but i suppose it’d get people into the groove nonetheless. but if only there was some way to introduce meter dependency to discourage certain actions and reinforce careful thought in a way that was truly interlinked with the game’s mechanics without handing out this many get-out-of-jail-free cards…

ahem, comparisons to resident evil 6 have run amok since the release of the demo and to be sure, this is the only resident evil game since to squarely address action game mechanics, but ironically (and perhaps controversially) most of the comparisons reflect on RE4R poorly. despite its disorganized presentation and severely unsystematic approach, resident evil 6 is still one of the last capcom action games to anchor itself on player agency, and it has an enemy suite which is designed to match this. they're legible in their behaviour and they're consistent in how you can affect them. the game's most compelling qualities might be relegated to side content in its fantastic mercenaries mode versus the vulgar bombast presented in its campaign, but even those mercenaries scenarios are fledgling score attack exercises with legitimate thought given to the waves of enemies converging on your location. mess around a bit and you’ll find a game teeming with an onslaught of strong enemy types which is at no point at risk of illegibility, in which the effect your actions can have on enemies is always consistent, in which enemies still adhere to more classical ideas of encounter design, and in which the resource management imposed by stamina (versus the knife) yields just as many meaningful decisions on a moment to moment basis with similar consequences for misuse without throttling the strongest aspects of the game or precluding the player from engaging on those terms. the game is, almost to a fault, an intentionally spearheaded evolution of principles which are enshrined by both the original re4 and re5 – it’s fundamentally the same type of game. RE4R, meanwhile, belongs to a different caste of games in this regard by eschewing clarity and consistency for a middle ground which neither matches the deliberate rhythms of the original nor the dizzying highs of re6’s combat systems.

if i had to pick a favourite element of RE4R, it would be everything to do with luis, but if i have to choose something else i’d have to pick something which i haven’t seen much discussion of yet – the treasure economy. or at least it would be in theory, because regrettably and frustratingly, it’s still emblematic of a lot of the game’s issues. in the original game, treasure becomes an afterthought on subsequent playthroughs – you know where it is and you attempt to maximize the benefits you’ll reap by virtue of your patience, or you don’t bother and you forego the PTAs. seeing a fitting grounds for expansion, RE4R opts to introduce more layers to treasures – now, the way gems are laid in treasures can be optimized to provide higher payouts depending on the way you’ve combined gems, but it could take even longer to put together. this, combined with a lower turnout on PTAs in hardcore, makes for a tantalizing risk/reward economy – you’re always just on the verge of upgrades, and the treasures are massive boons, but if you’re patient you might be able to reach an even greater payday. the issue is that for all the touches of inconsistency present in the game, treasure is once again consistent for some reason. once you know where things are located on playthrough 1, you’ll know where they’re located on playthrough 2 – why include the gem payout table at all if people are going to go through the same rhythms again so they can optimize their payouts? if they had kept a system in which the treasures were consistent, but the gems were randomized across playthroughs, this would have been a wonderful system which i think would have served as an intelligent expansion of the original’s tenets because it would have kept players constantly thinking. further harming this is the fact that treasures are easier to find than ever, and the spinel trading system is subject to a lot of the same considerations which mostly leave something to be desired in spite of how strong the working concept is.

RE4R is not a bad game, but it’s a frustratingly risk averse one – we’re talking about a game whose hallmarks include attache case tetris and they have decided to include an auto-organizer at the click of a button. its best qualities are rehashes of either the game it’s based on or of contemporary third person-shooters that still arguably retain more to unpack and think about (the evil within 2, dead space 2, debatably the last of us). it’s a shock to the system to play a modern TPS that isn’t meandering in pace or languidly focused on some misguided appropriation of cinematic expression to its detriment, but even RE4R’s slower-paced moments – total anathema to the game it’s in conversation with – still present SOMETHING different that sticks out in my memory, some kind of hook to latch onto. there’s a late game section which uncharacteristically wrests control from your grasp and forces you to march forward which, for a few moments, taps into a new idea which the game could have called its own if it had the gumption. instead it opted to pay homage to the original's action game legacy - it's not the wrong decision per se, but without that substantive design backing it up, i'm not certain it was the right one.

- admittedly great soundtrack though, not exactly an aesthetic quality of the original that shone.
- love the new merchant
- narratively it's tonally confused but there are a few moments that make me think they're a little in on the joke. i'd submit it's not quite as self-serious as you'd expect from one of these remakes but that doesn't mean it has as much fun with the source material as you'd like. the villains are charisma voids here since they don't show up to talk their shit ever and it's telling that they dumped like half of salazar's most iconic lines into his boss fight since he had no other opportunity to reference them. come on guys, do something new, even re3make abandoned the most iconic line from the original game because it was the right thing to do.
- environments look great from time to time, enemies...much less so. the artist who likes object heads and sharp teeth got their hands on re4, now just you wait and see what he does with re5
- oh yeah they're remaking re5, no question about it. funniest decision of all time. im willing to betray all my principles on remakes to see that. at this point im just along for the ride, they haven't put out a resident evil game i've really liked in a long while.
- there's an interesting wrinkle in this game's narrative - it's this newly introduced thread about the capacity people have for change, which i think is a somewhat fitting idea given the parasite motif, but all the strongest changes are basically just reserved for luis and ashley and no one else gets anything neat. not sure where they were going with this ultimately.
- what's up with the minecart section in this. even re6 has a traditional minecart section and that game also has free movement so don't bother trying to say they needed to script it here
- the thing i was really looking for here was some REmake level thread which justified its existence - something that showed they gave a lot of thought to the original game's mechanics and intended to evolve it while providing a fundamentally different experience. REmake is very much a Side B to the original RE1's Side A - you won't get value from it without understanding the original title it's in conversation with. regrettably, this was not the case and RE4R's remixes of the original game's content are much more pedestrian and conventional.
- good on them for making krauser a boss fight this time and i enjoy the krauser encounters in the original
- i'm really underselling how much i enjoyed luis in this game
- separate ways dlc...zzz...

what if we made counter-strike but it had the lightning pace & matchup knowledge required of fighting games. you have to put up with ubisofts abysmal pc client, occasional server issues, an extremely steep learning curve, and years of iterative liveservice grievances, but the reward for your patience, composure, and penchant for masochism is one of the most dynamic & fierce multiplayer shooters you could sink your teeth into. skirmishes are claustrophobic, intensely layered, and verge into eerie; when communications are in disarray and the information economy siege is founded on fails to tick properly every environment tends to feel like it's haunted, almost voyeuristic. you never know what hole operators are peeking at you through, or if they're inverse rappelling from above a window with laser sights trained on you. just as the cruelty of hunt: showdown ate up a lot of my time in 2022, i expect 2023 to be the year of siege standing in for my personal go-to multiplayer vehicle

i can't say i anticipated enjoying this as much as i do but sometimes my tastes skew far more plain than i posture them. DRG is really charming. in my eyes it's the first cooperative game since L4D2 to really match that game's quickfire energy with accessible yet layered strategizing; the four available classes are idiosyncratic to such an extent that you might feel naked in any given operation without even one of their toolkits. it smartly pairs lite-monster hunter mission variability & team synergization with 2010's procgen & terrain destructibility to create these delicious scenarios where blue-collar panic is the norm as you shuffle and squirm in pitch-black subterranean sprawl. it's you and your dwarven brothers against hordes of starship troopers bugs, a wealth of toxic environs, and really all manners of cave fauna...as well as plenty of other surprises (both the extent of enemy and mission variability were genuine delights to me). i have a fondness for these kinds of titles - one where environment is integral to engagement, not just as a means of circumnavigation but as something that can be excavated, twisted, molded, and manipulated to create opportunity. the missions where you have to construct labyrinthine pipelines (and then RAIL GRIND ON THEM) or clumsily build connections to power machinery throughout convoluted geometry that has been torn apart by explosive combat, awkward digs, or meteor intervention set my brain alight. no more words only rock and stone.

being an axl main is awesome. everyone hates you and routinely skips past playing you for the simple crime of forcing them to play a bit of neutral. you prevent them from running their twenty second lockdown pressure drills for a bit and it’s the end of the world; they’d much rather go up against the litany of other rushdown characters who can all do that or the guy that can eat your healthbar in three decisions.

the game is fine. as far as its pace is concerned, strive is essentially rocket tag, and that’s a fine thing to enjoy. it just comes at the obviously infamous cost of representing a departure from xrd (or prior entries but i won’t pretend to be knowledgeable in this arena). this has invited natural comparisons to street fighter (super turbo in particular) and samurai shodown, but i think the core system mechanics manage to carve their own niche within the high damage subgenre. for all the debate around simplification, it seems clear to me that arcsys’s goal was to create a fighting game that the majority of people familiar with the genre can learn simply through relevant match experience, avoiding the confines of the training room and bringing the title in line with an older arcade experience. again, totally fine thing to be. i do think i prefer xrd’s brand of bullshit but not because it’s inherently more cerebral or anything - matches just tend to feel more dynamic. it’s an instance where strives emphasis on creatively using meter’s hundreds of applicable permutations to open holes in opponents defense is somewhat negated by the lack of opportunities to tap in per round and by how viciously quick some of these rounds can close out.

i strongly dislike the menus, user interface, and lobby system, but this aside it’s curious to me that strive represents an artistic departure from the rest of the series as well and this aspect has mostly been swept under the rug by the community. i assume this is fine for most because it’s pretty and because we will never escape the fondness gamers have for the metal gear rising/anarchy reigns soundtrack. still, its very much an intentional continuation of xrds aesthetic sensibilities - understandable given that titles landmark reception - but it feels worth mentioning that we are at this point quite far removed from the grungy, muted, and punk tone of earlier entries. but giovannas hot so who can say whether this is bad or not

not morally egregious per se but rather a depressing culmination of a decade's worth of design trickery and (d)evolving cultural/social tastes and otherwise exists as insipid twitchcore autoplaying bullshit that should come with a contractual agreement binding its devotees to never speak prejudicially about mobile games or musou ever again lest they face legally enforced financial restitution. just play nex machina man. or watch NFL. been a fun season for that. fuck the review man let's talk sports in the comments

fully automated gambling is a mainstay of digital entertainment, but whenever its presence is established in other titles i never once felt the need to participate. too much time, too little reward. i imagine most players feel the same given the achievement stats for new vegas, a title where hustling on the strip is the game’s core motif. and yet in spite of my disposition, i found myself spending an inordinate amount of time in red dead redemption II playing poker. when i wasn’t playing poker, i’d be hitting blackjack, and if i wasn’t betting against the dealer i’d be making my bones in dominoes. on paper, none of this served any real practical purpose. unlike the brisk pleasures of most computerized gambling, a round of poker in RDR2 takes much, much more time – your opponents need to shuffle the deck, lay out the cards, or place their chips on a bet. sometimes their decisions won’t be near instantaneous, and in all cases, the victor will smugly reap the spoils of their bet, dragging their hoard of chips inwards. as if the protracted length of gambling wasn’t enough, RDR2 axes the high-stakes poker variant from the original game, so even in the best-case scenario – a six player poker match, no player leaves early, and you rob everyone of their chips – you can only stand to net $25 dollars in profit. a handsome sum in 1899, but a pittance in contrast to RDR2’s other revenue streams, especially when you factor in the time investment. it’s all too likely you’ll end up losing money if you gamble poorly. why bother?

i still gambled a lot though. no matter the inconvenience of the supposed realism on offer, i wanted to fleece people. i wanted to stop and think about my decisions, and i wanted to withstand droughts of bad luck only to tap in when fortune was turning in my favour. and i guess uncle’s smug aura at camp made me want to rip him off all the more. the defining trait which enables this engagement is also RDR2’s greatest strength: the level of verisimilitude it aspires to. the slowing-down-of-affairs intrinsic to RDR2 is somewhat uncharacteristic of rockstar, but they’ve thrown their immense weight behind a kind of granularity not often observed even in comparable massive AAA productions. i honestly think it saved the game for me. i had to force myself through gritted teeth to finish the first red dead and GTA IV, and i’ll never finish GTA V at this rate, but conversely for close to three weeks straight i lost myself in rockstar’s portrait of the old, dying west, however illusory it was.

GTA is very much predicated on extreme player agency in real-world facsimile. the dedication the team committed to this vision creates this inherent friction where in the absence of real limitation, the world rarely feels alive but feels more akin to a little diorama or a quite literal playspace. the devil is always in the details with these titles, but i find the fetishism for the microscopic to be little more than framing at best and rote at worst. maybe if you walk the streets of san andreas in GTA V and get lost in a suburb, quietly observing the mundane (they need an umarell minigame in these games), a lived-in feeling really does exist, but this does not feel like genuine intent so much as it feels like supporting the foundation of american pantomime.

while the quotidian is nothing more than a byproduct in GTA, its function in RDR2 is the games essence. new to the series are various impositions which carefully stitch together simulation elements, asking for a stronger degree of investment from the player than past rockstar entries, both in a literal and abstracted sense. hunger and stamina have to be continually managed for both the player and their steed, money is harder to come by than prior rockstar games, and every activity (hunting, fishing, crafting, cooking, gambling, weapons maintenance, chores + camp support, horse grooming, even just simple travel given that fast travel isn’t immediately present) represents an innate time investment – gone is the sense of casual gratification, tightened ever so slightly more for the sake of a more cohesive world. naturally i’d be remiss to not point out they’re intrusive to only the mildest of degrees - it’s certainly the ‘fastest’ game ive ever played with a simulation bent - and rockstar’s aim here isn’t necessarily to rock the boat but instead one of vanity, to impress with their technological prowess and visual panache.

i understand that rockstar titles are now once-in-a-generation events subject to whatever epoch of games discourse they are releasing in but it is with great amusement that i look back to two strands of dominant conversation at the time of the game’s release: that it is too realistic for its own good, and that its mission design is archaic. both are conversational topics that, at least from my perspective, miss the forest for the trees with critical rdr2 discussion, and at least partially feel like people taking rockstar to task for GTA IV & V’s design after forgetting to do so the first time. firstly, everything addressed as cumbersome in rdr2 is polished to a mirror sheen; whatever truth might be found regarding rockstars digital fetishism impacting personal enjoyment loses a bit of edge when one considers that the inconveniences imposed on the player are essentially operating at a bare minimum. for every measure of sternness here there is a comical remedy. players might be expected to have attire fitting for the climate zone they travel in lest they suffer core drainage, but the reality is that preparation is easy, conducted through lenient menu selection, and at no point is the player strictly via the main narrative made to trudge through the underutilized snowy regions. even a snowy mission in the epilogue automatically equips you with a warm coat, negating the need for foresight. temperature penalties are easily negated for lengthy periods of time if you consume meals that fortify your cores. you don’t even really, honestly have to eat. the penalties associated with the ‘underweight’ class don’t obstruct players very much and individuals can forego the core system entirely just to rely on health cures and tonics alike, meaning it’s a survival/simulation system carefully planned out so certain kinds of players don’t actually have to engage with the systems at all. the most egregious offender for the audience, then, is time investment, for which my rebuttal is nothing so eloquent: just that it’s barely a significant one. there’s something genuinely fascinating about this undercurrent of somewhat strained response to an AAA production making the slightest of efforts to cultivate a stricter set of systems for immersion only to be met with the claim that it goes against the basic appeal of games, something which i at least find consistently prescriptive, contradictory, and totally self-interested. that breath of the wilds approach to open world design predates this is probably at least somewhat contributory - after all its priorities are to filter reality and freedom through more sharply accented and cohesive game design, far from the totalizing rigidity of rockstars work – but it’s not a case of one needing to mimic the other when it’s simpler to state that the contrasting titles just have different priorities. all this is to say that RDR2 is really missing something without some kind of hardcore mode, which would have probably increased my personal enjoyment exponentially and led to a tighter game.

secondly, the complaints regarding mission design are reductive and downplay a much, much broader foundational problem. there are a lot more missions that i actually liked compared to the usual rockstar fare this time, in part because character dialogue is mostly serviceable and not grating, but also because several of them are content to serve characterization or to convey some kind of tailored experience. all the best missions bring the combat to a halt rather than a crescendo. serve on a mission alongside hosea, for instance, and the odds are unlikely you’ll end up drawing your revolver. likewise certain missions are focused entirely on camaraderie, narrative, or some other kind of unique quality. this works really well in spite of the game’s tendency to anchor the proceedings to the mechanically dull yet market-proven gunslinging. it’s unfortunate to center so much of this game around combat when the shooting rarely, if ever, registers as more than serviceable; pulling the trigger feels great, but its repetition, lack of intimate level or encounter design, and oddly weighted aiming reticule underscore a game in need of some kind of revision. strangely enough there are many options for mixing melee approaches and gunslinging in a manner that feels close to appealing but is never leaned on because it’s just not efficient, paired nicely with level design, or geared towards survivability. likewise, the scores of ammunition types and combative crafting options feels redundant in the face of the simplicity of the ol’ reliable revolver and repeater, the lack of genuine ammunition limitation (you’re always able to stock more ammo than you could ever reasonably need) and every enemy’s total vulnerability to precise aim.

but the fact that there are genuinely enjoyable missions that focus more on the game’s verisimilitude is indicative of my chief takeaway from RDR2: all of my favourite components of the game managed to make me finally understand the appeal of the rockstar portfolio, and all of my least favourite components reminded me that i was playing a rockstar game, with a formula and brand reputation that now serves as a millstone around the neck obstructing genuine innovation or risk. for one thing, it was absolutely lost on me until RDR2 that these are open world games which are concerned with a loose sense of role playing but don’t much care for the implementation of stats, skill trees, abilities, or what have you. because these systems are handled with more care than in the past, i found there to be genuine pleasure in this complete reprieve from the mechanical, with an emphasis towards simply just existing and being. without the admittedly illusory constraints of the core systems or the time investment required from its activities, i may not have stopped to have felt any of it – it would have been every bit as inconsequential as GTA. but RDR2 demands to be soaked in. its landscapes really are vast and gorgeous. the permutations of the weather can lead to some dazzling displays; tracking and hunting down the legendary wolf at the cotorra springs during a thunderstorm is imagery permanently seared into my brain even after dozens upon dozens of hours of play.

however well-intentioned it is though, this emphasis on simulation betrays a tendency towards excess that is profoundly damaging and saddles RDR2 with a lot of detritus where a sharper lens would have benefitted its approach to simulation. this is especially bad when considering that a good deal of these extraneous elements are where the crunch surrounding RDR2’s development is most inextricably felt. broader discourse often struggles to find a way to discuss bad labour practices without either treating it as a footnote in the history of an otherwise ‘good’ title (thereby excising its role in production completely) or only writing about it from a pro-labour critical stance, but RDR2 makes my work in reconciling these threads easy: it’s just too sweeping in scope for its own good, and it’s difficult to see how mismanagement and crunch resulted in a better game. after years of these scathing reports and discussions, it’s hard not to let out a grim chuckle when you reach the game’s epilogue, which opens up an entire state in RDR2, only to realize that all this landmass has zero main narrative context. new austin and the grizzlies are massive regions, perhaps not pointless in their inclusion per se, but the campaign has difficulties integrating them yet leaves them present in their totality. it’s a wealth of untamed land included for its own sake.

this is especially frustrating because the game’s structure is suggestive of, strangely enough, sly cooper. the van der linde gang moves further and further away from the west over the course of the game into new and uncharted territory and in each chapter, comes to grips with the surrounding locales trying to pinpoint where the next great score or heist may present itself. every time seems like a small reinvention. the atmosphere at camp changes, new dialogues present themselves, new opportunities, and the narrative is content to settle on one small pocket of the world rather than its sum. perhaps it’s not the rockstar modus operandi but when i realized this was the game’s impetus, i thought it would have been a fantastic way to try something different, for a change – to focus on a small number of higher density regions with a bit less sprawl. i think at least part of why i feel this way is because the narrative is not one bit committed to its stakes. they want you to feel like an outlaw on the run, the law at your heels, the world shrinking around you, and your freedoms slowly being siphoned away, and yet there’s no tangible consequence in RDR2’s worldstate for sticking around valentine, strawberry, or rhodes – three towns that you wreak significant havoc in – like there is for even daring to return to blackwater, the site of a massacre which kickstarts the events of the game proper. obviously the ability to return to blackwater would break the story on its hinges, which is treated as such, but it’s hard to say why any other town gets a free pass.

anyways i find it somewhat ironic that after a journey replete with as many peaks and valleys as the old west it's modeled on, it's the comparatively muted epilogue which is still holding my attention and adoration. the first game's epilogue was, similarly, a striking coda to a wildly uneven experience. after screeching to a halt for its final act, RDR1's culminating grace notes center around a hollow, self-gratifying act of vengeance which succinctly underscored the alienation & ennui of the world you were left stranded in. it was a weirdly audacious swing for rockstar to take in 2010 - to explicate the ever-present emptiness and artificiality of their worlds as part and parcel of RDR1's thematic intent – but in spite of my dislike of the rest of the title, i found that it resonated with me.

RDR2 has a somewhat similar ace up its sleeve. following the game's highest point of intensity, the player (now with john marston taking the reins instead of arthur morgan) is thrust into a narrative scenario ill at ease with the game's prior formal language, seemingly begging at all turns for the player to put up their guns. every triumph in the epilogue chapters won by means of gunslinging bravado is, as a result, sharply dissonant; the score is often explosive, almost mythic in the way that it recalls RDR1, but there's a sort of uncanniness present because, in leveraging its prequel status, one has total clarity as to where this path eventually leads. like in RDR1, the throughline here is still one of inevitability.

complimenting this is the epilogue's equal amount of focus afforded towards john struggling to acclimate to the simple pleasures of domesticity. a natural extension of john’s unexpectedly genius characterization in RDR2’s narrative up to this point as arthur’s perpetually irresponsible and imprudent little brother, this focus on smaller-scale character study allows for his character to be more fleshed-out than he ever was in RDR1. similarly, the missions present in the epilogue are afforded more variance than anywhere else in the main game, taking the title’s previously established simulation elements and bringing them to the forefront of the proceedings. taking your wife out for a nice day in the town is probably my favourite mission in the game - it felt tender in a way that i have never once come to expect from these titles.

it's a taut novella that honestly represents some of rockstars finest work, so naturally it's only accessible after some 40-70 hours of ho hum debauchery and mediocrity. no reason to waste more time on this so let’s carve through the more important bullet points quickly. arthur is a wonderful protagonist, likely the best rockstar has conceptualized for how he compliments the structure of these games. he’s someone who isn’t a lone wolf nor a second-in-command, but rather a mover and shaker who is third in the hierarchy and remains blinded by both loyalty, cynicism, and self-hatred. it’s a reasonable enough marriage between the game’s pressing narrative demands and the freedom to act that a rockstar title is built on, disregarding the horrid implementation of a trite morality system. all the little flourishes animating his character are excellent – the journal he writes in quickly became one of my favourite features of the game. roger clark’s performance alone is enough to carry the game’s writing when it sags, which it often does – clemens point and guarma are terrible chapters. side quests are also largely bad, save for a few that present themselves in the beaver hollow chapter - up until this point they are rife with the kind of desperate attempts at juvenile humour rockstar built their empire on. it’s less good that so much of arthur’s arc is connected to the game’s worst characters in dutch and micah. rockstar’s writers just do not have the capacity and talent to bring the vision of a charismatic leader to life in dutch – they want you to believe in the slow-brewing ruination of the gang and dutch’s descent into despotism but the reality is he starts the game off as an insecure, inept, and frayed captain and only gets much, much worse as the game chugs along. micah is just despicable and not in a compelling way, an active thorn in everyone’s side who no one likes and whose presence makes everything worse. reading about the van der linde gang’s initially noble exploits in-game and contrasting it with an early mission where micah kills almost everyone in a town to retrieve his revolvers is actively comical and it never really stops gnawing at one’s mind. just registers as a total impossibility that not one person in the gang considers this guy an active liability to continued survival. i think he’s someone who can be salvaged since he’s already an inverse to arthur and implicitly serves as a foil to john but not enough work was done to make these elements of the character grounded or believable. cartoon villain level depravity, dude sucks.

the rest of the characters range broadly from underused & underwritten to charming in a quaint way. arthur and john are the highlights, i liked charles and uncle, the rest...mixed bag of successes and failures. javier and bill are more well-realized than their RDR1 incarnations, but most of their character work is tucked away in optional & hidden scenes. sadie is one of the few other characters to be given narrative prominence towards the end, and she kind of really sucks. the list goes on. despite this, lingering in camp is so easily one of the game's strongest draws - wandering around and seeing hundreds upon hundreds of little randomized interactions is a delight, and there's no doubt in my mind that i still missed scores of them.

those more inclined to cynicism probably won't be able to reconcile any of this game's messy threads, and its strengths will likely be eclipsed by its tendencies towards waste as well as its tactless emulation of prestige drama, but for a time i found my own pleasure in the illusion of the west. i think i felt enthralled by it realizing that this was the closest to a great experience rockstar had in them, knowing that they're only likely to regress from here on. rockstar has an unfortunate habit of only being able to conceptualize one’s relationship to their environment if it’s predicated on danger, but at its best RDR2 is able to overcome this, however briefly it might last.

burial rites for the exiled and forgotten. what else can i do to save these people?

painterly in a way that eludes a lot of similarly inclined first-person shooters, genuinely really striking images presented here and accompanied with an eerie soundscape. it’s shackled to linearity both in rhythm and in how it opts to supply the player with resources, which admittedly may not have earned it the warmth it deserved back in 2009, but there’s an appreciated pointedness to its pace which perfectly accompanies its relatively short runtime. frankness is ultimately its greatest asset; most of the nonlinearity here is deployed through the vignettes comprising its narrative, portraying the north wind’s genuine tragedy with a leanness & brevity that underlines the humanity of its limited cast. as your journey shifts from something seemingly corporeal to metaphysical and impressionistic, it is this comfort with being construed as folkloric which allows its final moments to not only register as meaningful, but to provide this unexpected & poignant catharsis. really loved it.