74 Reviews liked by Kan


Still one of my favorite games to this day. I have beaten this game upwards of 40 times bare minimum. It just never gets old. Sound design just does not get better than this. The sounds all the ghosts make, the musical queues, all the sounds each different money type makes hitting the floor and getting sucked up. So many games WISH they could make something as satisfying as sucking up a ghost in this game but you can't beat it.

I absolutely love how every ghost feels subtly different to vacuum. They all have a different level of aggressiveness and strength to escape, and it's not something the game ever explicitly tells you, you just feel it. And how that interacts with the layout of the room? It turns such a simple gameplay loop into something I will never bore of. The skill ceiling is deceptively high, considering you can do things like 1-cycle the bogmire boss though it's incredibly difficult.

So many small details and hidden events crammed in such a condensed space. The graphics and overall presentation have not aged a day. The closest thing to a flaw is late game there's some small padding by making you have to backtrack up and down the mansion from the roof to the basement and back. But I'm not gonna hold an extra like, 30 seconds of walking against this game. That's just how good it is that an extremely minor bump in pacing is the only thing I can really bring up. And even that could be a small environmental storytelling thing. You're near the end of the game, walking through the mansion with the lights on shows the progress you've made, when normally you'd be constantly moving ahead to the next dark area.

Peak gaming right here.

yeah the PC ports suck but they got Mori Calliope to do a song for this that's way worse

This review contains spoilers

“It’s only natural for living creatures to fight to protect their own lives. But what makes us human is that we fight for others. But who do you fight for? How hard must you fight…? That’s the true measure of what human life is worth.”

In a way, the entire Ace Attorney Trilogy revolves around this ending remark. After all, we wouldn’t even be playing as a defense attorney if not for that very thing. Many major character arcs throughout the series thus far have been about questioning and growing out of one’s own, often selfish ambition. And it’s perfect that this game is the culmination of all of that, and it’s especially perfect that the main antagonist of the game is the complete antithesis to that statement.

But to call Trials and Tribulations merely just a perfect conclusion would honestly be underselling it. It ties everything up from the first and second game so well that I was genuinely shocked to have learned that a trilogy was not originally planned. In fact I found myself liking cases from older games more because of how effortlessly some of the cases here contextualize them. In my AA1 review, I wrote about the game case by case but while I felt like it was a good way to represent that game, Trials & Tribulations is different. Every single episode flows so well into one another that I think covering it all individually would be doing it a disservice. That’s how well paced everything is.

Everything throughout the games is at its peak here. Even though no new gameplay mechanics have been added to the main investigation sequences, like the Psyche-Locks in Justice For All, they are still easily at their best here, they're much more cohesive, and much better paced, relying far less on just looking in another area after you're done with another and doing a better job of linking you along and giving you a clearer idea of exactly what you need to do, who you need to talk to, etc. The trials are still as engaging to play through as ever, with some moments that genuinely just made me giddy, on top of some actual "holy shit" twists. None of these parts feel forced or as if they're desperately trying to evoke a reaction out of you, no - they are just that well written. The filler case trials too, which I usually wouldn't be as invested in really caught me this time around. And it doesn't really ever feel like there are any significant leaps in logic when cross examining or presenting evidence, as borderline silly some of the trials can get. For all I care the killer could have been an angel that fell from the sky and I would still be following through the whole way. That is a testament at how good Trials and Tribulations is at handling it's cases.

Even in spite of the middle act being largely filler, the writing is still fantastic, this especially shines through at the fourth and fifth cases, the latter of which even managing to get me misty-eyed by the end of it. Above I briefly talked about what I think to be the most prevalent themes throughout the trilogy, that being altruism and identity. And I think that’s the true tragedy of Trials and Tribulations. Throughout the game characters often hide things in the interest of others, even when it’s extremely risky and they often hide things to protect others, even when it’s eating them from inside, the main mystery solving of the game being based around finding what they’re hiding. But how hard must they fight? Ultimately it comes down to one thing, which I’m sure you’ve heard time and time again between this game and the last two, being the truth. That sometimes the best thing to do is to let the truth come out, even if you believe that it will hurt others. Ron DeLite believes that if his wife were to find out he was Mask DeMasque, it would make her hate him, but Desiree ends up loving Ron more for it. Misty Fey conceals her identity from us because she believes that she’s tarnished the name of the Fey clan and can't face Maya, but when it comes to light that she acted and died only to protect her daughter only strengthens her resolve. Iris doesn’t reveal that she was in Dahlia’s place while dating Phoenix in fear that it would ruin his memories with her, but Phoenix reassures her that it’s exactly what he needed to hear. So on, and so forth.

And of course, you’ll notice that every culprit throughout each and every case is the subversion of this, they act out of pure self interest, going to extreme lengths to make sure the truth is as buried as possible and making sure that others suffer for their deeds. The obvious one being of course Dahlia Hawthorne. In fact, she says it straight, she has never cared about anyone except herself. Almost everything she’s done within the game has resulted in a death or a near-death. If our fight for others is how we weigh human life, then Dahlia is inhumane, which I think frankly is the point.

”For all of eternity, you’ll have to remain as Dahlia Hawthorne. A miserable, pathetic, weak creature who can never win at anything…”

A more tragic, but in my opinion also more interesting example is Godot. Of course, it would be a crime to discuss this game without bringing him up. Over the course of the game’s story he’s presented as enigmatic and vengeful towards Phoenix, and as a prosecutor, he’s a pretty entertaining character, not quite as arrogant as others but his suave personality makes him very fun to face off against and it makes what comes next hit all the more harder. There are clues dropped here and there, but it’s not until the fourth and fifth cases until we get any real insight into his origin, and damn is it a sad one. Of course he did still kill somebody, and make no mistake, the game doesn’t try to glorify that in any way but I think it’s interesting to see how he represents both sides of the coin, he’s constantly fighting himself between vengeance and a genuine desire to protect Maya, but in the end the former gets the best of him and he gets Misty killed. But again, once the truth comes out, he feels healed. I think it’s especially interesting what he says to Phoenix at the end of the final trial.

“You never ran away from Mia’s death. Instead, you picked up where she left off, as a true defender of the people.”

And that’s where we come full circle. Even when facing tragedy, we have to remain strong for ourselves and those around us. I remember after beating the game and watching the credits roll, I just sat there pondering everything the game was telling me, and when it all came together it felt magical. Trials and Tribulations is a mastery. It is a story of closure, not just for the characters but for the player. Not just within itself, but for the games that came before it. I couldn’t possibly think of a better way to cap this trilogy off, so for now, all I can really say? Bravo.

This review contains spoilers

Let me preface this text dump with its intent. This is not a review. Mother 3 has not been a game you discover on a mere fancy for quite some time now. Recommending this game by highlighting its appeal and features is a meaningless endeavor. It is not a product to be consumed, you cannot even purchase it. It is instead a work you seek out at the culmination of a personal journey. It being an iterative sequel, its slight inaccessibility, and its resonating message that people wish to share. These traits means that by the time you get around to seriously consider playing it, doing so has already become an inevitability.

So instead, this is merely an attempt to journal what this game means to me and my personal interpretation of it. Publicly disseminated so that I may compare my thoughts against those before me whom this game has also touched. The game has a lot to say and with the minimalist nature of trying to condense it all onto a 32-megabyte GBA cartridge there is a lot of room for its players to extrapolate its messaging from its details. I am incapable of encapsulating it all and certain topics I refrain from repeating, that which others I know have articulated far more succinctly than I. I choose instead to limit my focus on my observation on what Mother 3 says about legacy, and unavoidably, of love.

“And so the tale first begins… …as a tragedy”

We start off with the first chapter, establishing the tone of the rest of the story that is yet to come. Immediately any preconception that this tale was going to follow in the whimsical adventure template of its predecessors is stabbed through the heart. Flint, a reliable man of action loses the love of his life to an encroaching corruption. His son emulating him, goes out to seek retaliation. It does not end well. Although Flint does refrain from perpetuating the cycles of harm, this event destroys him. Unable to move on from his grief, Flint becomes stuck reminiscing in the past. Impotent to act against the coming storm.

“However, not everyone is content to sit quietly by as the enemy continues its odious attacks from every angle”

Recollection of the past can be more than just escapism from facing the present, understanding the past is paradoxically necessary to escape from itself. Duster, is strongly connected to the idea of identity to one’s legacy. Although not made apparent until the end, the idyllic communal town of Tazmily exist as the result of deliberate obfuscation of the past. However, without having the learned lessons of historic mistakes the town is vulnerable to repeating them. Wess, Duster’s father, is burdened to act as a failsafe during the inevitable time of crisis. A crisis that may not occur in his lifetime. How can one fulfil such a purpose that exists beyond their span? Through proxy. Duster is made to inherit this burden, the gravitas of which supersedes any personal desire for agency. Although the intention is noble, the game does not downplay the result of such a relationship where a parent tries to live extendedly through their child. Abuse. No matter the beatings or verbal assault or even mutual desire of both parties, Duster can never become Wess. This idea culminates in Duster’s inability to intrinsically understand his purpose, failing a test of discernment. The implication of this failure not lost upon an exasperated Wess.

“The pain and the sadness are unforgivably regrettable. Now I would like to repay all of this to you”

The abuse Wess enacts upon of Duster is born of frustration. While not to be undermined it is important to note that distinction when examining what follows. Fassad’s abuse of Salsa, and their zealous desire to destroy Tazmily, is incomparable. It is pure unadulterated malice. Calculated cruelty engineered to harm as much as possible. Fassad’s explicit motives are never elaborated upon. They are ultimately irrelevant. To provide a motive is to provide vindication that these actions are plausibly justified. Mother 3 makes no such concessions. Instead, the game gives nuance to his character through his background. That being, he was counted among the number of Magypsies, the nigh eternal beings responsible for overseeing the end of the world. Once again, the motive of his disaffiliation is left to the player to infer. The why is less important than the who. Fassad, is an individual acutely aware of history, and will ensure it is repeated. To oversee that humans cannibalise themselves to extinction once more through hubris and greed. Perhaps they seek to begrudge humanity from redemption? That when given a clean slate we can be so gently nudged towards our own annihilation. Perhaps this affirms a cynical worldview, that which appears reformed is merely a façade worth of contempt. It matters not, he is ambiguous by design for one to speculate. To showcase that vitriol can stem from anywhere.

"However, in that darkness, a once weak boy tried to become stronger. Lucas, is trying to paint this tragic story with a bright future.“

Likewise, so can kindness. The obsession with preserving and propagating the past, ones lived experiences, is a curse imposed with age. It is not by chance that instigating change is much more readily embraced by the youth. The fresh perspective that comes from those living solely in the present is necessary to conceive a future that has never been. These were my initial preconceptions going in for my expectations of a character such as Lucas that would be a gross mischaracterisation of what they are now. Former crybaby Lucas, as he is oft described, is just as shackled to the past as those previously mentioned. While Flint chases the fleeting spectre of those lost, Lucas however opts to fill their void. Claus, his twin, his mirror, now just a memory is not gone. No, Claus can yet live still through Lucas. Equivalent since birth, Lucas steps up to emulate the headstrong person he perceived his brother to be. Already embodying a kind and empathetic personality reminiscent of his mother, Lucas will propel the legacy of those he loves through his own life. This is not a burden nor obligation, this is how a child is able to contextualise a traumatic event to allow themselves to persevere, live and move on in absentia of mother, brother, and father. Not that Flint needs to worry that he is unable to see past the past to guide his son, he has ‘already grown to be a strong young man’.

“We crafted our story in haste, so the people inside it have very little “past” or “history”.”

In contrast and in parallel to Lucas and Wess, Kumatora, the driving force against the corruption that desecrates Tazmily is notable in her complete absence of familial legacy to propagate. That initial descriptor I had of Lucas, that as the catalyst of change, is more aptly applied to Kumatora. Just as kind and capable if not more so, the rugged princess of Osohe is beholden instead to a responsibility masqueraded as a fictitious past. However, unlike Duster, whom is oblivious of his true purpose, Kumatora is much more aware of the farce that is her role. Yet she continues to serve it through her own conviction. This isn’t as saccharine as it seems, otherwise completely isolated from the lives of the villagers, she fears without her ‘story’ she has no purpose nor connection to be made with people. A psychedelically induced dream entity declares: “Princess Kumatora is no princess. She's a broken woman not loved by anyone”. These fears are not unfounded, her interaction with the general populous of Tazmily incites commentary that is othering. Regardless she presses on, the significance and belief in her task too heavy to let such concerns cause her to falter.

“A great undefiable power has prepared a festival for the end of all life…”

Together Duster, Lucas and Kumatora (and a very narratively significant dog that I would do an injustice to describe) seek to preserve the idyllic commune of Tazmily from succumbing to the corrupting tendrils of a malignant thought. One perceived to have been carefully eradicated in order to preserve what little salvageable life is left in the world. Their efforts prove to be in vain. To forget is to repeat missteps. You cannot move on from that which you do not know. Their quest doomed before it even began. The end of life, of everything becomes inevitable. Yet there is meaning to be found in the struggle. Duster whose agency had always been privy to others comes to self-realisation and through his own agency commits himself fully to the cause. An end may also conceive a new beginning.

“I'll let you in on a little secret. No matter how much you attack me, I'm not going to die. Even if you manage to knock me down, I will not die. Didn't you know that?”

Porky Minch and what they represent is absolute harrowing, they are the dregs of the experience that is life, they are very much human, and they are eternal. The final chapter of the game is almost entirely dedicated to examining Porky as a character and idea and consequently the very worst aspects of the human condition. Fassad, who represents a concentrated and precise contempt is a nihilistic ideal that can be tangibly confronted, defeated, and suppressed. Porky comparatively is instead almost ethereal. A theology that cannot be meaningfully engaged and therefore cannot be defeated. Yet the impact of this idea they represent are very tangible, having omnipresent sway over the hearts and minds of people. There is an allure to the commodified lens of the world that Porky embodies. A lens that will see you perceive the world in terms of value and outputs. Of dollars and gains. Of winners and more tellingly losers. The destruction of the world that Porky conducts, the same that had occurred once before, is not done out of hatred nor malice. It has a much more sinister motive. Apathy. The ideal that is Porky, this harbinger of humanity’s unmaking is simply committed out of boredom. An act of exhaustion ensuing from a long life that is unfulfilling. When examining the world in such a way, this capitalistic framework ironically makes everything ultimately worthless. This is because fundamentally, the reason Porky is the way they are is because they do not, they cannot, comprehend love, to perceive something you hold dear to have personal value. In love’s void a perverse imitation is born. This corrupt idea of value is what Porky covets, enshrines but is never sated by. And it is so very very contagious.

“Lucas, be happy. We found Claus”

You cannot truly defeat Porky because they are broader than the individual entity they are represented by, they are an eternal occurrence, a perpetual idea. The contemporary to love itself. But what of one who knew love once and lost it? At the very end of the game, you have one final confrontation. Before the final needle which will preside the collective worth of humanity. Lucas stands before his mirror, a young boy who lost themselves to grief. Whos love hurt them so much that it had to be buried. To be forgotten. To leave them with nothing. To see Claus like that, Lucas, whom sought to embody who Claus used to be, what he was going to become, falters completely. It unmakes Lucas, his love for the idea that was his brother was the source of his strength. Lucas doesn’t know what to do. He falters. A voice rings out. A voice that stirs the soul and resonates the heart. You cannot bury those memory deep enough. Love is insidious, its permanent scars mark the very fabric of who you are. And it hurts. It hurts so much. It is unbearable. The memory of love resurfaces indomitable. And it forces Claus to remember. To emerge from the prison of his heart and become himself once more. And then in cruel mercy, allows him the agency to destroy himself.

"You must be so exhausted. Come here Claus”

Its over. Love triumphs. It is beautiful in all its tragedy. There is just one task left. To pull the needle and be judged. What worth is this love that was fought so hard to preserve? Calamity manifests on screen. The End?

“But as you can see, everyone is just fine! We’ve regained something incredibly immense”.

On a black screen the words above appear among many others. After witnessing the spectacle that is the end of the world, the game addresses any player that is still left wanting after the end screen. By fumbling around eventually you are rewarded with text. One by one characters chime in reassuring you that they are all ok and that everything worked out in the end. You can see it right? This is something that you the player can visualise right? This beautiful ending where it all worked out alright? The game is asking you if you can believe it. Do you?

I could not see it. I am currently incapable of doing so. This is a personal failing of mine. I have let bitter cynicism wear down my ability to conceptualise such a world. If I cannot even imagine it, how can I even seek to have it realised? But even so, I believe in it. Everything worked out ok for Lucas, Kumatora, Duster and everyone else. I might not have been able to witness it but it happened. Mother 3 says it can and it did. And I believe it. For what else is there to believe in?

“It looks like things will work out here, but what about your world? Will it be alright?”

The slice-of-life and town vibe are great. The character interaction is great. The music is great, probably the Nasuverse's and Fukasawa's best. The visuals look great, character designs and fights included. I also like how it found a good way to explain its magic, especially during fights, where unlike Fate, it doesn't get in the way of pacing and also doesn't break established rules (much). It also, unlike the overwhelming majority of visual novels, not only doesn't have sexual content, it also doesn't have explicit romance, or even "anime moments". The main trio are a group of friends, a guy and two girls, and it was a very pleasant surprise to see a friendship between a boy and a girl depicted in a platonic manner in this medium.

Still, it's been over a decade and the promised Mahoyo 2 (where my issue would've been addressed, supposedly) is nowhere in sight, so I'll just say this now: this work isn't very interesting thematically. In fact, unlike something like Tsukihime, KnK or Fate/stay night, it doesn't focus on themes much at all. It doesn't have much to say, which is fine, but I can't help but wish it did, considering Nasu has interesting themes and messages in his works. It feels like lost potential.

This review contains spoilers

Steins;Gate, Science Adventure Series #2, is a time travel story. It focuses on fighting against time, fate, and really the universe itself through human willpower. Faced with the difficult choice of mutually exclusive outcomes of letting Mayuri or Kurisu live, Okabe tries his utmost to somehow save everyone.

I really did like the anime when I first watched it, and I like it more than the VN (I don't think Braun being a much better character for 30 minutes and Nae are worth 5x the time investment while going with the VN over the anime). But as years passed and I read more, I realised that I just don't get why this is considered to be the zenith of the medium or something similar. If you look at the top 10 on VNDB at any given point in time, Steins;Gate will always be there in the top 3, but I would argue that out of all of those, S;G is the only one that isn't all that ambitious. It's just a well-executed "good" story. It isn't very ambitious when compared to Chaos;Head, let alone compared to White Album 2's journey of an emotional love drama, Umineko's attempt at a take on anti-mystery and shinhonkaku, Muv-Luv Alternative's take on the visual novel medium, emotional moments and world building depth, Full Metal Daemon Muramasa's exploration of ideals of life and war, the climax of the entire Utawarerumono Mask duology journey, Higurashi and its impact on the medium, etc.

Steins;Gate aims to be a "good time travel story with themes of fighting against fate and fun characters and grounded sci-fi with decently-written characters" and nothing more than that. Not that there's anything wrong with going for a small scope and executing it well, but a more flawed yet ambitious work impresses me much more. If you compare this to Chaos;Head's theme of loving oneself or Chaos;Child's societal commentary, I believe where I am coming from here is understandable. Allegedly, the SciAdv writers weren't very interested in writing a time travel story, either. It just feels like less of a passion project than C;H was. The characters are often walking tropes, too, like Daru or Faris, without any sort of commentary on those tropes.

I'm fine with the pacing, contrary to what some readers have been saying, but the choice system is godawful. You are locked from the true ending if you answer wrong about cupped ramen. That's just great, I guess. Also most of the alternate routes were meh, barring Suzuha's.

The artstyle in this is really nice, and the music is great as in all of SciAdv. It is not an overall unenjoyable experience by any means, it just isn't all that compelling to me.

In my view, White Album 2 is very inconsistent. Some of the CC routes have questionable writing (such as Haruki's actions in Mari's route) and I don't really care about parts of the execution of one of the last routes' endings as it goes overboard with the point it is trying to make, beating the reader over the head with it. In addition, I have problems with another one of the last routes, but this time because of the themes it tries to communicate. I also think a couple of the routes were boring in terms of execution. And yet I still loved almost all of them.

Despite all of the issues in parts of the story, even at its lowest points, WA2 perseveres with pure emotion. There was no major chunk of the story where I didn't feel something, where I didn't feel like all the characters in the story had their layers and layers of complexity, where every action they took let me see another side of them.

That's the thing about White Album 2 — the characters behave like real human beings in this, more than in the vast majority of media, and it's astonishing. People's views of each other are not necessarily on the mark, in fact, they almost never are. Even if you are close to a person, your view of them is filtered through your own perceptions and biases. It is difficult to understand exactly what a person has been through.

Characters don't act logically in White Album 2, because love, and by extension, the human condition, are not logical. Being in love is emotional. Humans are complicated. The characters are often downright infuriating or pathetic at times, just like we all are from time to time. In many other works this kind of writing would be considered BS, because it is extremely difficult to pull off, but Maruto Fumiaki succeeds at doing this. I've never truly been in love, but WA2 is an example of what I expect it to be like.

The main trio of Haruki, Setsuna and Kazusa are characters that you just keep trying to figure out more and more as the novel goes on, with Setsuna perhaps being the most interesting character in the story, but even the side-heroines in the Closing Chapter and supporting cast such as Takeya have a lot to offer to the overall picture, from how the side heroines represent various aspects of the trio and their dynamic, to how characters such as Takeya view them and influence them.

Side note, but one thing I appreciate about this is that every member of the main cast in this is an adult, while looking and acting like one. It also lacks the more disgusting tropes you often see appear in eroge. Didn't feel icky reading this at all, even though an all-ages version exists only on consoles.

Boiling all my feelings on this down to a short review is truly impossible. What I recommend is to go read it and see for yourself, and experience one of the greatest fictional narratives of your life.

The first FromSoft game that I've finished. This has pretty much the real robot mecha I prefer. The gameplay is great. The story was whatever to me, and I didn't like the fact that you need to replay it multiple times to get all the endings. Overall a great experience

The true reveal of Metal Gear Solid 2 is not that we play as Raiden instead of Solid Snake - it's that the antagonist of the game does not exist. It's pulling back the curtain to find that the man behind it died a century ago. The most powerful nation on Earth is essentially an algorithm with a mind of its own, akin to a runaway train that everyone "in charge" pretends they are responsible for. There is no individual you get to blame. Not the politicians, not the CEOs of major corporations. Not even the current or former presidents of the United States have any idea of what's really going on. The algorithm will replace these people the second they stop being useful. In my opinion it's a much better conception of "the system" than what you see in most conspiracy fiction: a small, shadowy cabal of people pulling the strings from behind the scenes. The reality is that all of the powerful people we blame are just the ones who managed to latch on to the algorithm of capitalism and milk it for all they can. There is no grand design, nobody is in control, everyone responsible for setting this system into motion is long dead. Which is why Otacon says the Patriots "have been dead for 100 years".

Every choice you (and Raiden) make perpetuates this status quo, and every radical political cause (like Snake and Otacon's 'Philanthropy') is effortlessly co-opted by it. MGS2 conveys this idea in a way that only a video game could: By playing as Raiden, you are forced to directly confront the futility of any resistance. You can approach MGS2 in a million different ways with an expansive arsenal of tools, getting no kills or alerts and discovering every secret in the Big Shell, or do the exact opposite. But the end result is always the same: You kill Solidus, the only threat to the Patriots, after they explicitly tell you it's exactly what they want. If you opt out entirely and "turn the game console off" you're still doing something you were ordered to do. Even if you choose not to play, you lose to the Patriots. MGS2 places you in the position of the post-information age, digital subject: Imbued with detailed knowledge of every single way you are being oppressed and exploited, you still choose to follow orders. You are so overwhelmed by information, some true, some false, that is causes a kind of exasperated compliance.

This is simultaneously a commentary on the nature of video game stories as an immutable, pre-programmed series of events not as different from film narratives as we like to think; Any "choice" is always an illusion, whether it's in Metal Gear Solid or a Telltale game. Any game that sets out to fulfill the concept of "player freedom" in its story will always fail. Video games stories are (at their best) about interactivity, not choice. They let you play out a pre-ordained role and do some improvisation, not write the story. Kojima understands this, and it's why he borrows so much from film. It's also why the criticism that his games are too much like movies is kind of pointless; he's just recognizing the inherent similarities of the two mediums.

On a less meta level, this lack of free will in MGS2 underscores the reality that capitalism, American empire, the very norms and values of American society, whatever the antagonist of the game is - cannot be destroyed from within. It is a system that has achieved self-awareness. Any possible attempt to destroy it has already been anticipated with an infinite number of contingencies. Emma Emmerich gave her life to destroy the GW AI and it was just replaced with a backup. The battle has already been lost, and it was decided by a microscopic processor in a fraction of a second. Solidus (a perfect stand-in for the kind of right-wing populist we wouldn't see for awhile in 2001) was the only person in power trying to oppose the Patriots, but his fatal mistake was believing that the Patriots were essentially a deep state globalist cabal, rather than the nigh omnipresent force they really are (they aren't really a "they", but an "it"). Like Snake said, "the Patriots are a kind of ongoing fiction". But even the legendary Solid Snake, the archetypal hero who opposes the system with clear-eyed determination, is completely dumbfounded after the credits roll.

And that's because this enemy is simply beyond the abilities of one man, even if that man is a Snake. It can just create its own soldier to surpass Solid(us) Snake and even mass-produce them, and your actions throughout the game prove it. No tactical espionage action can defeat what is essentially an idea - one that has infiltrated the furthest depths of the human soul. The only hope lies on a society-wide level: An alternative has to be built by everyone from the ground up, through finding what is true and meaningful in life and passing it on to the next generation. Slowly, generation by generation, an alternative capable of opposing the great algorithm can be built. And it has to be one that people can have faith in, in a spiritual sense.

But the encroachment of the internet into our lives is making this less and less feasible. By replacing the traditional nuclear-armed metal gear with Arsenal Gear, an AI that controls the internet, Kojima is essentially framing the internet itself as a threat equal to or greater than that of nuclear weapons. It is an instrument of human separation much more powerful than the splitting of an atom. The quote at the beginning of Raiden's chapter tying computers and nuclear weapons together bolsters this interpretation.

The digital age has turned human life into a scrambled mess that is impossible to parse. We create entirely idiosyncratic, patchwork realities for ourselves by finding various "truths" through our own individual exploration of the internet and jury-rigging them together. We relate to each other less and less, and mental illness is widespread. This overload of information makes us increasingly neurotic, isolated, and unable to determine truth from fiction. The collective human mind is being broken (or at least pounded into a new shape) against the collective neuroses of the internet, and nobody knows what to do about it. We're all alone right now, each of us left with the isolating task of finding our own truth amidst the cacophony. Even the algorithm fears for our future, yet it's still the only entity with a solution: Censorship. Make the noise stop. Honestly, has anyone thought of a better idea?

Content Warning for Attempted Suicide, Terminal Illness, Death, and Chronic Illness

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It’s September 2011 and I’m seventeen years old when I try to kill myself. There are two ponds near my parent’s house. It’s like 4 AM. I like to be out this early. Nobody else is awake, and they won’t be for a while. It’s like the whole world belongs to me. I wander around between the neighborhoods, along the roads, and in the fields. In ten years these will be fresh real estate properties but today they’re still farmland. This hour and a half is the only time the anxiety quells. The real world never knows peace. There’s a dread that accompanies every action and every moment; living in that house, going to school, hanging out with my friends (are they my friends? They are but I won’t be able to understand that until I’m healthier). I’ll always have to go back home. I’ll never be able to articulate what’s happening to me. The pressure is too intense. I don’t plan it, but, the pond is right there, and it’s deep enough, and early enough that no one will hear me. Not having a plan is what saves my life. Turns out impromptu self-drownings are difficult to pull off when the water is still and not THAT deep. So, it doesn’t work, and I’m soaked, and grateful to get home and hide the evidence before my parents wake up, but I don’t feel BETTER. I feel despair, still. There’s no way out. I wish I could just climb up the stairwell, out of this. I wish I had the clarity to understand what was wrong with me.

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What do you even say about Silent Hill 2? To say that it’s one of the best video games ever made feels simultaneously obvious and like I’m underselling it, right? Fuckin, uhhhh, Resident Evil 2 is one of the best video games ever made. Ace Attorney 3 is one of the best games ever made. Come on! When we see people talk about old games that they like they’ll so often say stuff like “it holds up really well for its age” or some similar comment that implies that progress is the same as quality. This is, of course, nonsense. I wouldn’t say video games are better as a medium in 2021 than they were in 2001; on the whole and in the mainstream I would say they’re demonstrably worse in almost every way – how they look, how they sound, how they feel. Silent Hill 2 was a AAA game. What do we get now instead? Far Cry 6? The fuckin, THE MEDIUM? We’ve lost everything in pursuit of bad lighting and looking like a mediocre episode of whatever was popular on HBO three years ago. Silent Hill 2 looks great and sounds great and fuck you it plays great too it feels good and even the puzzles are MOSTLY FINE. MOSTLY. Listen I’m saying this is the all time best video game I’m not saying it fuckin ended world hunger.

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It’s October 2012, I’m nineteen and I’m sitting in a business communications class when I get the text confirmation that Sam’s brain tumor is back, again. It’s not the first time, and I know that there’s nothing left to do, he’s going to die. It’s fast, untreated. He’s one of my best friends, and the only person I know from home who went to the same college as me, but we live really far apart on a big urban campus and I haven’t seen him as much as I’d have liked to. Now he’s gonna spend the rest of his time with his family back home. When I see him next it’s at a hometown charity event for his family in December. He’s unrecognizable physically, and he can’t speak. The event is at our old catholic elementary school, in the gym, where in the years since we graduated they’ve painted a giant tiger on the wall. It’s the school mascot. I feel incredibly awkward around him and spend most of the time away with our other friends. I only speak to him briefly, and when I do it’s a stupid joke about the tiger mural. These will be my last words to him. I do know this will be the case, I think. Later that month I’ll be one of his pallbearers. I spend a lot of time angry and ashamed of myself for not being better to him, not knowing how to act or what to say. I’m about to drop out of school for reasons financial and related to my mental health.

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So what DO you say about Silent Hill 2? That it’s a masterpiece? That it’s the most well-conceived and executed video game ever made? That every detail of it dovetails into every other in a legitimately perfect cocktail story, presentation, and play? That the performances, cinematography, soundscape, all of it are untouchably top of their class? That when Mary reads the letter at the end I WEEP because it’s one of the best pieces of acting I’ve ever heard? That if I ever meet Troy Baker it’s ON SIGHT? These things are all true. We all know it. Everybody knows this. It’s Silent Hill 2.

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It’s August 2019, I’m twenty-five and I’ve just managed to graduate college in time to move to a new city with my partner as she enters her third year of medical school. That’s the year they kick you out of the classroom and you start going to the hospitals to do your real hands-on training month to month. I’m job hunting unsuccessfully and we’re living exclusively off her loans, when what seems at first like a pulled lower back muscle becomes a fruitless early morning ER trip (five hours, no results, not seen by a doctor) becomes an inability to get out of bed becomes a forced leave of absence. Without a diagnosis she can’t get disability accommodations. While on a leave of absence we can’t have her loans, and in fact we have to pay them back. We’re getting desperate, thousands of dollars in debt, and I take the first soul sucking job I can find. It takes almost a full year of visits to increasingly specialized physicians but eventually my partner is diagnosed with non radiographic axial spondyloarthritis, an extremely rare condition that culminates in the fusion of the spinal column. We can treat the pain, sort of, but it’s only a matter of time until it’s likely to evolve into a more serious condition, she’ll never have the strength or stamina she had before, and the treatment options are expensive and difficult. Her diagnosis doesn’t even officially exist as a recognized condition that people can have until September 2020.

Suddenly I am a caretaker and everything is different now. Obviously our mood is stressed from the financial dangers, but she’s in pain, terrible pain, constantly for months. She can’t sleep, she can’t eat. There’s nothing I can do. It’s exhausting to live like that. She’s depressed. On good days we try to walk outside but good days are few and far between, and grow fewer over time, and her body makes her pay for the walks. She’s on drugs, a lot of them. Do they help? It’s unclear. They don’t make her feel BETTER. Nobody knows what’s wrong with her. Her school thinks she’s faking, they’re trying to concoct ways to get her kicked out. She wants to die. It breaks my heart. She’s everything to me, all that there is. She has literally saved my life. And I can’t help her. But it’s exhausting for me too. I don’t want to admit this, not even privately, to myself. It is hard to be the person who is leaned on, especially when the person you love can’t give anything back. I’m tired. I’m not angry, and I don’t think I’m resentful. But I’m tired. I feel shame for thinking about it, for acknowledging it. I know it’s silly to feel the shame but it’s there. I do find a job eventually, thankfully, but it’s still a long time before we get a diagnosis, much less an effective treatment. Even after things settle somewhat, it’s a hard year. And there are hard times to come.

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Ever since I first played it as a teen, Silent Hill 2 is a game that has haunted me through life, like a memory. It struck a deep chord with me when I was too young for that to be fair, too young to identify why I could relate to these people and their ghosts. I used to think this was a special relationship that I had with the game, the way you kind of want to think you have these when you’re younger, but the older I get the more I recognize this as part of growing up. Silent Hill 2 doesn’t resonate with me because I’ve encountered situations in life that closely mirror that of the protagonist. I mean, Angela’s story resonates deeply with me despite little overlap in the specifics of our family traumas. Silent Hill 2 touches me – and most of us – so deeply, because it has such a keen understanding of what it feels like to be Going Through It. It is a game that knows what it is to grieve, to despair, to soak in the fog, and also, maybe, to feel a catharsis, if you’re lucky, and you do the work.

I’ve been Angela, parts of her. I’ve been Laura too. I’ve had more James in me than I would prefer. I suspect all of us have these people, these feelings in us, to some degree or another. We collect them as we get older. That’s just part of it. Silent Hill 2 isn’t a happy game, but it’s one that Gets It, and lets us explore those spaces in a safe and cathartic way. It does this about as well as any piece of media I’ve encountered, on top of being so excellent at all the cinematic and video game stuff. But that’s really what makes it what it is. The empathy, and the honesty. I think it’s beautiful.

I, for one, don't really think there's much room for a video game to be better than Super Metroid. It might be the most ahead of its time a game has ever been. The lonely, somber, yet ominous atmosphere, masterfully crafted in the environments and soundtrack. The slow, gradual increase of power, the growing satisfaction of blazing through areas you had previously struggled with. All those secrets, hidden items and little details, gently beckoning but not begging you to come back some day and discover an assortment of things you hadn't before. It all fills me with childlike wonder.

It boggles my mind how intricate this is for a SNES release, even for the mid 90s when seemingly all the big names stopped pulling their punches and came out with pure gold. Even today, it stands out. There are tons of games nowadays trying to be Super Metroid, or perhaps Symphony of the Night, but it always seems to be missing that spark that makes these two, especially Metroid, so special. It's genre-defining. It's genre-codifying. And, if you ask me, it's a defining piece of the entire medium.

I don't like to suck off Nintendo - nor any other first or second party game companies, really - but this game is utterly magical. Just about everybody's played it, but for everyone else I just can't recommend it enough.

What is the best game?

What could the best game even be? It's hard to think of, isn't it? Maybe you would want good mechanics? A gripping story with very well-written and likeable characters? Lush environments with an atmospheric soundtrack that drags you straight into it's universe? There's many more you could want that would be more tailored to your personal tastes, which at that point your best game becomes my mediocre game and vice-versa. Arguments and debate about influence are often used as sticks of measurement as to what the best game possibly is, but influence is something that can be lost in time like many other things in life. After all, nothing is truly original, and would it be fair to give an award to one who was simply....first? I'm not entirely sure on that myself.

Metroid on NES was different from the other games I had played on that system, where as I played other stuff like Super Mario Bros. or Duck Hunt for childish entertainment, I felt a much different array of emotions. I was scared, I was curious, I was confused, and I was intrigued. It was due to this, and my sudden discovery that I enjoyed music coming from a little electronic piece of equipment, that Metroid was something I couldn't really forget, nor would I not find it's ambition to be truly commendable for such an early title. I liked it, but it wasn't my favorite NES game. Samus would notably spend a long ways away from my personal gaming timeline, Metroid II just being that Super Game Boy box was again my only memory, and in Super Smash Bros on Nintendo 64 I would play as Samus wondering where she's been this whole time, being reminded of her existence as I played as her, because she just seemed cool. She was cool, but I noticed something when I would look at her character profile in there....

Super. Metroid.

What is that? In 2023 it might be a bit hard to believe, but back then I did not have internet, or even cable. The only games that were out on Super Nintendo to my knowledge were just whatever was at the local Hollywood Video and such. Maybe I saw Super Metroid at Toys r' Us and just never registered it? Who's to say? One thing is for sure though, at one point I started getting into gaming magazines, and my dad eventually had a cable package with G4 among it's listings. It was in places such as these where I would hear the combination of the words "Super" and "Metroid" a lot. I was already interested, but in these same pieces of media, many would cite Super Metroid as "one of the best games of all time" and other such words of grandeur. It knocked me off my feet to hear about it or even see footage of it, Samus was in...the best game? I... wasn't there for it.

For years, it would be a bit of a white whale of gaming for me, especially after having enjoyed games that renewed my interest in the meantime such as Zero Mission and the Prime games. I had played pretty much every major release that came about on the SNES too...

Super Mario World? Of course.
Donkey Kong Country? Was my jam.
Link to the Past? Yeah, I played it at a friend's house.
Super Metroid? Wha-what?

It wouldn't be until I started browsing GameFAQs where I would eventually learn of this thing called "emulators". What are those? One google search later, I would find it... a program that would help this penniless child play a game they had stuck in the back of their mind for what seemed like a decade. It was during a time where emulation was a bit dodgy, certain things would look off and sounds could come out pretty warbly. Back then though, we were just happy to have something work at full speed. I was thankful enough just to see that famous intro, albeit with German subtitles attached to it. I couldn't believe it, on my family's kitchen computer I was about to play it, the best game...

It seems our little friend from our adventure on SR388 has been kidnapped by familiar foes, those we hadn't seen since they were but adorable 8-bit caricatures. They have rebuilt their base, and have grown far more fearsome. It's time to visit Zebes again, our old stomping ground. We trek across familiar landscapes, recalling the memory of escaping during the countdown of the original destruction of Mother Brain and find our morph ball....right where it was last time. All too familiar, until we are spotted and suddenly we find Ridley's henchmen swarming the innards of Old Tourian. This Zebes is different, it's been expanded and they are much more prepared for us this time it seems, and Kraid has gotten.....larger.

....but we were ready, for we are SUPER Metroid!

I always thought it would be seen as odd to have nostalgia for an emulator. It's not a real system, it's a fake, a phony. A shoddy imitation of what was my little grey and purple friend I had next to my little cable-less hand-me-down TV in my bedroom. To top it all off, there is no reason to ever use it anymore, it is obsolete and has been for some time now. It's existence means nothing anymore, but it lent me a sudden helpful hand and let me experience games that I had missed out on...and allowed me to finally revisit old favorites during a time it felt impossible. Oh, Star Fox how I had missed you so. It's difficult to believe they were once so guarded from young online eyes, and now they are commonplace. It's hard for me to imagine a world without them...a world where those younger than me wouldn't be able to easily experience that of which I had grown up with.

Thank you for your time ZSNES my old chum...and thank you Nintendo for making this apparently behind my back, and thank you Zeric, maker of this map on GameFAQs.

That leads us back to the question I asked from the beginning, what is the best game? Is Super Metroid the best game? Well my friend, I've played many a "best game". Many have not survived my trials, whether it was due to factors like "I didn't care for the thing" or a simple "I just don't play well with RPGs I'm afraid", but... Super Metroid has legs. It's a horse in this race of highly-acclaimed classic titles that I would get behind. It walks that aisle, and styles and profiles. Upon finishing my return to this game that I played very much legally as a youngling, I found myself playing again right away, and my entertainment somehow doubled as I was utilizing wall jumps to find alternate quicker paths to upgrades and energy tanks. It's a rare breed of game that somehow gets better the more you play it, just like a true Metroid adventure. What was once a clunky feeling is now just second nature, no longer do I care about the controls or Samus' physics of actually feeling like a person in a space suit jumping around on an alien planet. It is all just second nature, and now I am Samus, and I fuckin' rule.

The high I get from seeing that small amount of inventory I start with getting larger, and eventually taking up all that space on the top of the screen? Unfathomable.

Imagine making something that was so good that developers didn't want to even follow up such a game. That begs the question, could you in fact make a better Metroid? What is the next step for the series then? If Sakamoto could not imagine a way to utilize the Nintendo 64's controller, then what hope is there for the Dolphin console? There is maybe one way...how about, now bear with me on this...two fantastic games, at the same time. Would that be sufficient? Hrmph, unlikely that such a thing would be done. Regardless, it seems we would need to wait a while to go on another adventure with our favorite bounty hunter. I suppose another round of matches with the boys would be okay in the meantime. Until next time Samus, take care.

See you next mission.

Save the animals.

I don't think there's anything NEW I or anyone else can say about this game. It is, rightfully so, regarded as a pillar of modern game design. It is an absolute master class in its design, stupefying in its depth as the world loops back in on itself over and over, creating confounding connections and new paths forward. If you pay attention, there will be an "aha!" moment so often that it is difficult to keep up, as your arsenal expands rapidly, fundamentally changing your relationship to Zebes every single time you get a new upgrade. And all of that is just speaking on the gameplay loop itself, not even touching upon its excellent art, music, environmental storytelling, replayability, the depth of its many mechanics, the multitude of techniques to perfect, how it teaches the player through its design...

And yet, despite how influential and groundbreaking it is, it still feels extremely fresh and exciting. Plenty of games wear this influence on their sleeves, from Symphony of the Night to Hollow Knight, and although many of them succeed in their own ways, nothing may ever surpass the towering achievement that this game is.