361 Reviews liked by LukeGirard


an odd one out of suda's ouevre. largely avoids the fixation on violence grasshopper's games are known for, foregoing the hard boiled cybercrime noir of the silver case, the post-9/11 sentai horror bloodbath of killer7, and the sillier nerdfighter grindhouse bloodbath of no more heroes (which would set a pattern followed by most of the studio's subsequent games as bloodbaths, with suda only occasionally as the director. its humor is also pretty close to fsr's at times). tonally very different from these but thematically very familiar, flower sun and rain should be taken as both sequel AND side story at once to tsc, and its very hard to talk about without also bringing up that game, in a way i dont think is as true for the more standalone k7 or nmh. there really is an appeal i'm finally starting to understand with taking tsc, this, and likely 25th ward--which is next up for me--as a trilogy with its own arc.

the silver case itself, as the starting point, is obsessed with the internet and the city, finding a formal link between the two. it's in the clacking text boxes, the film windows, the backgrounds with rotating numbers and flashing shapes and out of context phrases, altogether an abstracted space of words and pictures that feels like website presentation. its also in the player movement thats restricted to hotspots with rigid pathing befitting of street grids, apartment buildings, your home that you make the same linear motions in everyday. both feel non-naturalistic and cramped, but that just emphasizes the experience we have with these spaces. surrounded by cold geometric cells online and off, everyone so close together yet so far away. it gets exhausting, being unable to find ourselves outside of these boxes, to get some picture of truth. the game recognizes the need to reach for the light within yourself, outside of this darkness, but what would that even look like?

fsr shows a world "outside" by taking the reverse approach. your movement is "freer", your sense of space perceivable with the player character's own two legs in relation to analog control. hotel guests, staff, and people of the island get in your way to ask for "help", more or less, with tasks that are nonsensical in their solution and often ridiculous in their premise too, but the experience of it creates a sense you are working for a net good out of mondo's own developing kindness. you gain more and more of the world to move in until you eventually feel your sense of self stretch across long roads and pathways--literally as the in-game guidebook itself says. you can check bathrooms, take unnecessary detours, hear the rolling waves and the chirping birds. maybe this is where you can find the light.

but this "naturalistic" feeling of freedom the game allows compared to tsc, however, belies the truth of lospass's paradise as being just as artificial as the 24 wards, in a different way. the puzzles you help others with are just solved with codes based off relevant trivia from a pamphlet, blatantly mechanical logic as it can get (reminds me a little of riven, though the juxtaposition of natural and unnatural here is more unmistakably intentional). the staff hide themselves behind friendly smiles, and some of those you help may be tricking you. the hotel, a temporary place to stay, is the only "living space" you can find. structures feel too new, too slick, to feel some engrained identity behind them. the island lost its own past, perhaps even had it stolen, with whatever it is that looks like "history" you find not necessarily being factual. it goes beyond feeling touristy, it's like people can't really live and be oneself here for all that long.

what i like about flower sun and rain not being a silver case sequel in name is that its another way the game frames itself as an escape from the confines of the wards--meaning then that 25th ward may be a return to the grime so to speak, to confront that space again. fsr is trying to forget the past that built it, only to find a new kind of artifice that reminds you of the one you knew before. this doesn't mean the game is saying its escapism is ultimately useless and selfish though, because when you're in the dark it might be a matter of needing to see something different, anything else, to gain a better understanding of yourself and your past that made you yourself. new memories tinged by a new sun, even as artificial light, might be whats needed to really move forward.

loved doing math homework and taking daily jogs on my tropical vacay. ps the walking around wasn't even as bad as it was made out to be, you guys are just weak and need to break your brain like i did with aimlessly backtracking for no real reward in other games that have even larger and emptier worlds

Of course you have blue hair and pronouns.

such a bizarre main narrative this time around. opens with nary a hint of subtlety as per usual but, on the contrary, suggests its writers have direct experience with the subject matter in a way that hasn't exactly been the case for any RGG title prior to this. despite proudly displaying this burgeoning inkling of something rather unique, it shows every card in its deck by the time the second half rolls around and we're made to watch the narrative spin its wheels fruitlessly time and time again. pair that with a modicum more self-awareness than usual and you've got a somewhat frustrating and cumbersome package - the hyperreality of these games is often ill-suited to meaningfully address any issues plaguing modern society because you know the way you'll end up mechanically addressing this is by putting some middle aged guy who represents an extreme solution to the core problem in an armbar. which is still fine, don't get me wrong, but opening the final boss by spelling out 'well, maybe he's got a point here...' feels very much like they don't trust me to reach my own conclusions. obviously it's all endowed with the usual charisma and strength of direction but it's an amateurish legal drama and very likely a weak detective narrative depending on your perspective.

thankfully, lost judgments buoyed by the strongest combat in the dragon engine yet and by its compelling extension to the originals approach to side content. much of the original judgment's side content revolved around currying favour with your community and in building up your reputation bit by bit as you work to dispatch the keihin gang, arms-dealing nuisances who functioned as massive thorns in your side. lost judgment sets much of its side content within the walls of seiryo high school, wherein yagami serves as an advisor to the mystery research club and is made to infiltrate various other clubs and societies at the school in order to investigate a school-wide conspiracy. this facet of lost judgment is often really good! extrapolating a lot from the tenets of substories in previous games is greatly enriched by this adolescent context, which seems to serve as an excellent opportunity for the series' characteristic optimism and humanism to surface while still retaining a lot of the same devil-on-your-shoulder humor. the high school setting obviously never strays too far from the JRPG subconscious, but it's nice to participate in these activities as an adult where the goal is not to lead a kind of fulfilling life but instead to help these kids grow and to tell them to take it easy sometimes cause life ain't easy. a lot of it ends up being touching in ways i didn't expect, and chronicling the journeys of all these respective students and clubs culminates in yet another effective substory finale, something i wish these games would do more rather than throw amon at me and call it a day. some infelicities with some of these minigames - it's both extremely funny and entirely predictable that you're expected to remember more about stray cats than you are about any of the hostesses from girl's bite - but for the most part lost judgment shines in this department.

reminded me a lot of Y5. that's a good thing! appreciated that RGG studio seems to slowly be going back to the Y1/Y2 model of being rewarded for exploration with the judgment subseries; there's still work to be done in this respect but anything beats the borderline mobile game side content structure of, say, Y:LAD. that said im told they hid a fourth battle style behind dlc and that's unforgivable. loved skating through ijincho and kamurocho, weaving through crowds to keep up momentum. similarly enjoyed putting the fear of god into high schoolers.

they killed flash so that this game could be sealed away like a demon-infused amulet

EVERY Prince of Persia is "The Sands of Time" when you're playing on an emulator, baby!

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04. kohta / "euphoria"
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last year, I played Astro's Playroom, the PS5 pack-in game. it was ok. i was immensely endeared to the way it posited itself as taking place "inside" your PS5, which i thought was a great conceit for kids to enjoy a prohibitively scarce piece of tech that is being taken out of their reach by assholes like me who aren't so much interested in the games available on it now but in the promise of games to come out in the future (Final Fantasy XVI) while they complain about how bad the Demon's Souls Remake looks.

the most interesting part of it, though, was it's reverential references towards the past of playstation, in ways that sit increasingly strangely with me. Certainly, sony acknowledging that they have a past was a breath of fresh air against their landmark launch title, the aforementioned Demon's Souls remake, speaking to a greater desire to obliterate the past with the gleeful cooperation of myriad voices in the industry. but as a launch title, as something that is designed to get you excited about playstation 5, it feels like a strange foot to put forward, spending so much time in the past rather than on the exciting future playstation 5 has to offer. maybe that's because there is no vision for what the future looks like, certainly not a vision that we'd like to live in. what's coming out for the PS5? what does it have to offer? i can't tell, and astro's playroom couldn't either.

Ridge Racer V is not a pack-in game, but it has the essential soul of one. released in 2000 alongside the playstation 2, the year that Ridge Racer Type-4 rang in ahead of schedule, RRV's jaw-droppingly sick UI, smooth rounded Y2K futurism feels molded around the PS2 and it's dashboard, an atmospheric place that feels most at home in the dead of night when everyone else has gone to bed. the use of the PS2's system configuration aesthetic in the save menu clinches it: this is a game intrinsically linked with the PS2, set inside it just like Astro is set inside the PS5, to such an extent that playing it on emulator felt wrong to me, and compelled me to seek out a physical copy and find a way to hook up my PS2 to a TV that has outmoded it to the point of needing a technological prothesis to facilitate communication between the two. the game's use of a a singular, compact space only enhances this sensation: these are the streets of the PS2, a city of pristine tarmac and glass monoliths that reflect the rays of the sun onto the streets, empty save for the machines that ride through them and give them life.

it is a game not only about the PS2 and why you should feel great about having spent money on one, but also about the promise the PS2 represents, about the future it represents, and what it means to be here. in many ways, this makes it the philosophical antithesis to Astro: a game that never once looks in the rear-view mirror for more than a second.

to underline this point, we must look at the front-cover star: ai fukami. reiko nagase was only in ridge racer for a couple installments, but already her presence was ingrained enough in the minds of ridgeheads that her replacement immediately produced frustration and rejection. but her replacement was purposeful. this is a new ridge racer for the new millennium. we're not going to keep anything, even the fake cgi girl you like.

the racing itself is similar kinesthetically to R4 but in practice feels almost completely different. if R4 was about pushing your machine through ultimately forgiving tracks to hit the front of the pack, then RRV is a game of perfection, of mastery of it's language of curves and bends and aggressive opponents, who no longer exist as obstacles to be passed like the wind but as snarling competitors who can and will leave you in the dust if you make even a single mistake. a single graze against a single wall is all it can take to leave you out of the race: nothing less than fluency can be accepted.

this is the future. this is what it is like. it will not wait for you, and will not carry you forward into it. sink or swim. adapt or die.

and i love it. i'm shit at it, don't get me wrong. this is second only to F-Zero GX in terms of sheer difficulty i've experienced in a racing game, it took me hours to complete the first grand prix on the normal difficulty level, but that's why i like RRV, for reasons quite apart from why I like R4. it's a game that demands something totally different, and something that I relish to give it, a sense of mastery buoyed by the genius decision to repeat curves and straights and corners across multiple tracks, simulating the sense of growing mastery in a series that would otherwise risk bringing you back down to zero with a single new track that doesn't gel with you. even when you're on a new grand prix, you know that corner coming up. you know what to do. you're ready.

it's still really, really hard. but no one said that forging a future, staying alive in it, would be easy. lord knows we all struggle enough in the future we've found ourselves in.

racing through ridge city at night on solitary time attack roads made me strangely sad. not because i wasn't enjoying myself, but because i realized that i miss this. i miss this feeling, the feeling that the future is here and god we are so excited that it's here, i miss the boundless optimism we had about how the internet would change the way we talk and think and connect us like never before, before we started talking about hellsites and posting and post-post-post-post-post-ironic self loathing. i miss the sheer unbridled enthusiasm for mobile phones, of cloud strife in advent children whipping one out being given the same triumphant framing as arthur pulling the sword from the stone. i miss when launch titles were so brazenly about the future instead of desperate attempts to relive the past. despite never playing it till this year, i miss Ridge Racer V. i miss PlayOnline. i miss dot hack. i miss The 25th Ward. i miss The Bouncer.

god, do i miss The Bouncer.

i recognise that this is oxymoronic, contradictory, to pine nostalgically for a sense of anti-nostalgia futurist optimism that burned out two decades prior, but i can't help but feel this. i've become more and more invested and interested in this kind of early 2000s futurism over the past year, and more and more eager to find the way it makes me feel in my daily life. because I think we might have done this to ourselves. i see it in how the people i know who are most jaded about Online are the people who actively seek out people to be miserable and angry at, consciously or otherwise. i see it in how we characterize our phones as evil bricks that siphon away our life even when they offer us the world in our hands. i see it in myself, and the way i engage with this website, hyper-focusing on interactions that make me feel miserable and worthless instead of the majority of warm, lovely people i interact with on here.

i'm not advocating for a removal of critical thought, here. there are critiques to be made of all of these things and reasons for why these resentments and frustrations spring. there are a great many things wrong with the internet - and the world at large - right now. but what i do want is to be more optimistic. i want to find that hope that there is a brighter future, that technology can connect us in ways that are positively transformative, and that we can transcend the now and race into a brighter tomorrow, together.

i've been trying to write a book for...too many years now. it's always in mind - not a single day goes by where i don't pore over it in depth in my head. it's about the world, and how i feel about living in it, about two people who are aware that they are living in the last days of the world and how they come to terms with that. because that's how i feel, all the time. my cringe bio on backloggd i've had for a year now is how i feel: stuck at the end of everything, playing video games. and that isn't necessarily a statement of hopelessness: i do think that the world we live in now is corrupt and evil. but it's only ever the end that i think about, there is never a thought about what comes after. that's why the book has remained mostly unwritten: i don't know how it ends. i don't know what comes after this world. but i think i would like to start trying to imagine it, if i can. to change my perspective so that i do not look on the future with an eagerness for the end, but with an excitement for what comes after that.

i want to find that world. i want to find that tomorrow to believe in, the one that Astro's Playroom couldn't discover, but one far away from the world Ridge Racer V arrived in. i don't think i can find it here, and i don't think i can find it now. but, still. i want to believe in it. because sony computer entertainment sure as hell doesn't.

Sonic CD is good and people misunderstand what makes it good.

Sonic already kind of has a problem where people want an extremely specific form of gameplay out of it and mentally disengage whenever it's not scratching that itch. So it's not really surprising that people dislike CD so much with its 'playground' mentality to level design; aimless and chaotic routes that weave inorganically with each other doesn't facilitate the speedrunning flow that people want from the classic sonic model. But that's kind of the point from an aesthetic sense? I always took the ruptured level design as a complement to the game's narrative themes of untainted nature becoming abruptly industrialized, and that messy stylistic relationship gets reinforced further by both soundtracks: JP bringing out the dreamlike pop that NiGHTS would later champion, while US is more overtly ominous and uncomfortable. The game wants you to feel that environmental conflict between the harmonious chaos of Little Planet's flora while being corrupted by Robotnik's bizarre machines. Even from a gameplay standpoint, there's still a lot of fun to be had in learning how to workshop optimal routes for time trials. There's a reason the stages are so short and the game rewards you so heavily for those time attack scores.

The only major failing that I think makes CD hard to come back to is that for how open-ended its levels are, it doesn't give you a lot of incentive to explore them. The metal Sonic generators and transporters are the only objects that occupy these stages and reward you for trekking around. But I also don't really know what the design solution to this would be: Adding spontaneous collectibles could easily turn exploration into a begrudging chore and take away from the freedom of exploring levels at your own pace. On the flipside, I think the existence of special stages as an alternate means for unlocking the true ending is kind of genius: You can take the exploration route, or stick to the Sonic formula of platforming fast, and this duality supports the franchise's long-running depiction of their character's agency and motivations. Sonic is more than just being the hero; he's doing it his own style and he won't change.

I hope CD being ported again via Origins doesn't introduce another wave of jaded thinkpiecers trying to tout CD as the 'overrated letdown' of the franchise. It deserves more appreciation for the ways Sonic's framework allows for experimental design.

completely unjustifiable and anarchic. what we have in FSR is a surrealist pseudosequel to a 1999 visual novel that was not localized at the time that FSR was, making the game upon original release borderline incomprehensible. compelling analysis can still be written without knowledge of the silver case, but the vast majority have settled into a comfortable deconstructionist lens - austin walkers interpretation is one such prominent take, evincing the game's dissatisfactory DS implementations (useless bonus puzzles, step counter) as part and parcel of the game's antagonistic design, antithetical to its own industry ('It's mean. It's cruel. I kind of love it.')

despite this, one of the most beautiful games ever and the work of someone i am increasingly convinced by the day is one of the most valuable devs in the industry. masterful in tone and delivery, FSR sharply threads together various disparate narrative and thematic strands to excellent effect, resulting in an anti-game package that stands head and shoulders above the crowd by closely resembling something akin to video game poetry. what does FSR pontificate on, if not to act the provocateur or to senselessly challenge convention? in no short order: truth, mystery, identity, purity, artifice, colonialism, primitivism, paradise, death, rebirth, spirituality. the influence of kafka, jodorowsky, and lynch, for example, is felt strongly, but never so strong that it is cynical or unoriginal - to be ensnared in suda's mosaic of cultural references is only to gain appreciation for the ingenuity of his work.

i think FSR and NMH's reputations precede them such that suda is seen as a figure whose sole developmental shtick lies in deconstruction and satire, but FSR is so much more than that - it only requires the player to ascend to match its level, to bask in the sunlight and take solace in ocean waves, to intuit what can't be sensed through mere deduction and speculation. truth is, after all, as natural, forthcoming, and innate as the bright blue skies around us, sometimes.

"How far are you gonna take me?"

A palate-cleanser after a week of driving a Testarossa and an F50 around the technically impressive but virtually soulless Forza Horizon 5. After Microsoft forced me against my will to play a mission called "#SQUADGOALS", I knew I needed to play a driving game with real romance in its heart.

I'm sure one of the best reviews on this whole site was of this game, and it said something to the effect of "OutRun 2 understands that making your girlfriend happy is the ultimate game", but I can't find it because it's super-hard to sift through Backloggd data. So let me re-iterate that statement and say that more video games should implement mechanics centred around satisfying the whims of a romantic companion. Funny that it's a driving game that best understands romance as a chain of dangerous manoeuvres through risk and reward to keep a ticking timer alive.

The Quick Play mode dropping you in as a white-sheet Ferrari that's hopelessly, perpetually chasing the ghosts of the iconic OutRun F50 feels like the developers saying that they could never hope to catch the original game, but god damn did they come close. A testament to how well-built this thing is under the hood that it feels endlessly replayable without even going into the submenus to find mission modes, time trials or unlocks. Just glad that my long-past self unlocked all the songs, because all I wanna do is handbrake and swing tail to this beat all night: https://www.youtube.com/watch?v=ypiaPp3xMPo

A genuine artistic crime that a video game masterpiece like this is trapped in a prison made of licensing - surely Sega and Ferrari can work things out? Sega are rich now! They make movies! Ferrari's big red cars come off better here than they do in Forza, but I guess it would pain a modern-day corporation to admit their products might be inhabited by living souls - the girlfriend in OutRun 2 has more personality in her little 2-polygon pinky than all 132GB of what Horizon 5 is offering us.

You've got a heart, right? Go on, try this game out - you can set up PPSSPP, download the .bin file and complete a race to the finish in the time it takes your PC to download the first gig of Forza! Men with guts play OutRun 2006: Coast 2 Coast!

NEXT STAGE: GIANT STATUES

One of those games people talk more about the console it's on than the game itself when discussing it.

Anyways, stellar atmosphere, Grant Kirkhope and Graeme Norgate produce what is in my mind still one of the greatest OSTs in a first person shooter. This is honestly like half the reason I'd bother to keep playing it, maybe a hot take but it's good enough that imo it hard carries a lot of the game's struggles (but only so far)

[something about controls/difficulty section:]
A lot of people like to groan about the controls but they're REALLY not that bad. The game is deliberately designed around a shooting gallery style of play to compensate for the N64 controller's single analog stick. No, the problem comes from some really questionable game design choices otherwise; I was breezing through the game on 00 Agent until it came to a screeching halt with Bunker (or Return to Bunker, I forget), playing on the leaked XBLA port/remake via Xenia. It's little things that add up, like making explosions a lingering effect that still hurts you a lot if you scrape them, or enemies' cloth caps tanking a headshot from you (massive pita for Bunker/RtB), or deciding to fill up large open rooms with enemies that can nearly one-shot you; not even the KBM emulation build will save you from that one. I also just think the KBM build is generally a lame way to approach it, I'm all for options/accessibility in games but I would never go out of my way to recommend it, it utterly trivializes what good challenge was carefully designed around the controls while still not being a remedy for more core issues (as stated earlier)

All in all it's a fascinating game from a historical context (but specifically only for console..?), hard carried by its godtier atmosphere. Unfortunately held back extremely hard by questionable mission design in the latter half.

I don't find this nearly as good as BFBB, but it does end with me fighting the final boss on the back of a big hairy dude and I think that's kinda hot so it's getting an 8.

This review contains spoilers

Spoilers will follow


A majority of RPGs today have their roots in Dungeons and Dragons. Even though these roots have often been obfuscated by some 40 years of iteration, they still provide an invaluable lens for observing RPGs. D&D is unique from most video games in that to play it you must actually roleplay, that is to say, you must be willing to partake in the fantasy of the game. The compellingness of this fantasy is, of course, the primary factor in your willingness to partake, and, as such, is critical to the integrity of the work as a whole. While traditional narrative driven video games are inherently quite different from Dungeons and Dragons, the player’s agency over a character who is part of a fictional world offers a similar kind of fantasy which is equally important. Satoshi Tajiri, the man behind Pokemon’s original concept, shared this sentiment in an interview, stating that, “Even though the presentation was limited by the console (referring to the original gameboy) the idea of exploring the natural world and forming bonds with the creatures around you is something most people can relate to passionately. The dream of an ideal world for exploration is the core of Pokemon.” A universal, engaging fantasy like the one found in Pokemon is an essential component to the success of any given JRPG.

And it’s for this exact reason that Shin Megami Tensei V is so foundationally rotten. I’m a huge fan of the Megami Tensei franchise and most of Atlus’ broader catalog, but despite my love — and despite beating the game four whole times — I still came away from this most recent entry extremely disappointed. So, what is Shin Megami Tensei V’s fantasy? What core of the human psyche is it trying to evoke? Luckily for me, Atlus was pretty transparent about what they were aiming for. It's very clear that they were trying to recapture the ideas that made Shin Megami Tensei III: Nocturne such a fan-favorite. In both games, the player is dropped in a desertified, hellscape version of Tokyo, and must use the power they gain while fighting their way through this world to shape its rebirth into one they consider to be more righteous. There’s a lot to love about this premise; The fear of isolation, the tension of struggle, the agency of being able to change the world. It’s a setup with the potential for deep catharsis. While Nocturne does fall short of its lofty ideas in some ways, that just means Shin Megami Tensei V had the potential to actualize them similarly to how Shin Megami Tensei IV did for the first game in the series. But knowing a developer’s intent can be a poisonous thing when it comes to observing a work as it actually exists instead of how it was intended to be. It's possible that I somehow simply overlooked the fantasy Shin Megami Tensei V was trying to evoke due to my familiarity with its predecessors. However, assuming that Atlus was trying to invoke similar ideas here, this game shows a jarring lack of commitment and focus to them in comparison to earlier entries in the series. This lack of commitment, more than any individual failing of the design, is ultimately what damns the game to mediocrity for me. Let’s start by looking at how the mechanics fail this game, as this series has quite the reputation for an intense gameplay focus atypical for JRPGs.

When discussing the mechanics, and more specifically, the combat mechanics of Shin Megami Tensei V, one thing sticks out to me as particularly garish in how it undercuts the player’s agency. This is the fact that the level difference between the attacker and defender in any given combat scenario applies a modifier to damage outside of stat differences. Put more plainly, if the attacker is lower level than the defender, then the attack will do less damage regardless of stat differences. This may seem like a sensible choice at first. “If the player notices this, then they can use the enemy’s levels to gauge what their own level should be, and stay on the difficulty curve.” I question the necessity of this, as levels serve this function in most RPGs even when they lack a damage modifier mechanic. Players will naturally appraise themselves against their enemies based on their level and will decide for themselves the range where they feel comfortable fighting enemies. More skilled players don’t look at an enemy that is five levels above them the same way as new players. While it’s true that if your level is on par with the enemies in Shin Megami Tensei V they will be more tightly balanced around your capabilities, it’s also true that this makes any encounter where your levels are mismatched extremely lopsided. You either outlevel the enemy and they can barely touch you, or they outlevel you and every encounter feels like a boss fight. This effectively narrows the range of engaging, fun experiences the player can have.​​ Thankfully, completing challenge runs or playing below the level curve is still possible in Shin Megami Tensei V, however, this mechanic pushes them out of reach for a large portion of the player base and often forces players who aren’t actively doing the game’s many below average side quests into grinding. This is further compounded by the baffling ways Atlus has chosen to diversify the pool of demons.

A commonly cited issue with Shin Megami Tensei IV was that demons felt too similar. The freedom of being able to select any skill from the demons being fused to give to the resulting demon allowed players to optimize most of their party members into one or two generic builds based on whether they were physical or magical attackers. While it could be argued that this level of freedom is a point in the game's favor, a more diversified demonic lineup would only be a good thing. Shin Megami Tensei V (and Shin Megami Tensei IV: Apocalypse) both agreed, and attempted to solve this problem in two major ways. The first was by expanding the number of skills that are exclusive to specific demons. Only seven demons had unique skills in Shin Megami Tensei IV, five of which are DLC bosses. Meanwhile Shin Megami Tensei V has almost seventy unique skills split across its roster despite having half as many demons to spread them to when compared with Shin Megami Tensei IV. Their other method for introducing variety was the affinity system. Starting in Apocalypse, demons have values intrinsic to them that dictate what types of spells they’re good at using. Both of these ideas sound good on paper but are once again, critically flawed. The demon affinity system only gives the most surface level difference to demons’ optimal builds while directly harming the player’s ability to come up with interesting viable skill sets for their favorites. An optimized electric demon still looks the same as an optimized ice demon in terms of their abilities. The only difference is which flavor of damage they do which also becomes a more meaningless distinction in the late game when bosses have fewer weaknesses and you’re adding a pierce effect to your attacks anyways. Unique skills are a much more appealing system on the face of it and that’s probably why they’ve been around in all parts of Megami Tensei since the first mainline game. The major issue being that it once again limits any player trying to optimize their party into a select few demons of any given type. Give up on making your favorite demon your healer if they aren’t Demeter or Idun because they will never be able to cast Eleusinian Harvest or Golden Apple.

JRPG players often seem to forget that combat is only one part of the gameplay experience. For the mainline series' big return to home consoles for the first time in around two decades Atlus decided to supplement the combat sections with the largest freely explorable areas in the series so far. By my estimation this just above mediocre exploration gameplay makes up the largest share of the game’s runtime and is where I was most personally disappointed with the game mechanically. This is because, beyond the fact that the set dressing is apocalyptic and demons are present, nothing is done to sell you on the experience of being a human (or technically a Nahobino I guess) exploring this foreign dangerous world. Enemies move much too slowly and simplistically to ever be considered threatening, outside of the very few instances where the level design funnels you into them. I was pleasantly surprised to see that the overworld enemies were not all functionally identical to the glitchy blobs present in Shin Megami Tensei IV. Enemies can fly, fire projectiles, vary in size and movement speed, and a few late game demons even have some unique tricks. That being said, all this effort is effectively wasted when you can easily outrun enemies in almost any situation, and even when they maybe catch you off guard, you can still instantly warp yourself back to the last save point with no down side thanks to how frequently they’re placed. Even if the save points were incredibly sparse it wouldn’t make these journeys more intense because movement, and by extension, navigating around enemies is always incredibly simple. Your jump doesn’t even carry dash momentum so your journey back to where you warped from is always as simple as just walking there. There is pretty much never any tension in the exploration segments of Shin Megami Tensei V. You never have to consider the journey you’re about to make mechanically beyond remembering to hit the heal button before you leave the save point. There is also pretty much nothing to actually “discover” in these segments. All possible rewards for exploration are clearly shown within the first couple hours of gameplay and the surprisingly good level design can only do so much to make you feel like you’re actually exploring when the only thing waiting for you at the end is a Miman. The decision to hide portions of the map behind the abscess fights is shockingly clever as it forces the player to really observe the surroundings to find a way to these blights. This is undermined by the fact that 80% of them by my estimation are just placed out in the open to be combat tests. I would have loved to have seen Atlus solve two problems at once by allowing the demons in your possession to interact with the environment in some way unique to them. This would at once introduce a new way to vary demons and also maybe require the player to be a little more thoughtful during their preparations for a trip into the Da’at. With combat, demon fusion, and exploration the game sees fit to limit both the players and its own expressive ability in some vague pursuit of balance. Instant kill spells and the tension they provided have been drastically toned down assumedly because they don’t provide a “fair combat scenario.” Enemy ambushes are infrequent because they could be considered “classic smt bullshit” if the player died to one. If there was anything I expected from a mainline Shin Megami Tensei post Dark Souls’ blowing up, it would be that the game would revel in its edgy, punishing reputation and push its classic RPG gameplay to new expressive heights much like Nocturne and Strange Journey did before it. Instead the edges have been sanded down and any punishment amounts to a slap on the wrist. The game instead is too concerned with presenting a pretty, polished version of a battle system we’ve been using for two decades now, for whatever that’s worth. If this vapid gameplay was constructed in service of some narrative component of the setting I could understand it, but sadly the setting falls flat there as well.

The setting is the aspect where this game is most directly comparable to Nocturne and anywhere it differs, it does so in a way that detracts from the game. Shin Megami Tensei IV saw no shortage of deserved praise for how it used its dozens of characters to really bring the worlds of Mikado and Tokyo to life. Nocturne similarly saw praise for the way its sparse storytelling and barren wasteland of a world imparted a sense of awe and isolation. Shin Megami Tensei V manages to snatch defeat from the jaws of victory and draw on the worst aspects of both of these approaches while reaping none of the benefits. It is both too lacking in compelling dialogue or developed characters to flesh out its world, while also being too populated for the player to feel any kind of isolation. The non plot critical humans all exist mostly unaware of the Da’at and as such have very little to say beyond “Oh man the world sure is scary huh.” Meanwhile the non plot critical demons are mostly delegated to very mediocre sidequests. There are some standouts in this group. Khonsu, Fionn, and Shiva are all tangentially related to the narrative in a way that makes their quests feel more impactful. A few others like the succubus quest stick out for how you engage with them but the vast majority are MMO level fetch quests or the most reductive law/chaos choices in the franchise, which the discussion around this game seems to hype up for some reason. I think this largely stems from the fact that the demons haven’t really formed communities or social hierarchies with the humans the way they have in Shin Megami Tensei IV. There’s nothing really unique to observe here in the characters or the way they interact beyond the group of Egyptian Deities that forms right at the end of the game. Even the fairy forest, which may at first seem to be exactly what I’m looking for, is incredibly minor and entirely derivative of prior mainline games. Every single mainline game barring If… to my memory has the fairies establish a community that serves as a uniquely peaceful place amidst the apocalypse. None of this is helped by the games lackluster aesthetic design.

Much has already been said about the games liberal palette swapping of the four major areas even by avid fans of the game, so I trust I don’t need to reiterate that here, but even beyond that this game desperately needs some visual variety. When speaking about Shin Megami Tensei IV, art director Eiji Ishida said “If we’d applied the ‘infernal’ design to the whole game, though, it would start to resemble one of those trite Western games with their overused post-apocalyptic motifs.” Sadly, it seems Ishida was not involved with Shin Megami Tensei V and as a result, the entirety of the Da’at is the trite apocalypse he was referring to. No room for interesting communities and cultures to form in this world. All we have is blasted out buildings and Miman. Not to mention the almost complete lack of any iconic Tokyo architecture which makes this apocalypse seem even more generic. Unfortunately the lackluster visual design extends beyond the environments themselves.

I consider myself quite the fan of both Masayuki Doi and Kazuma Kaneko. I have a few of their works framed on my walls and think that their work, more than any other individuals’, is what shapes mainline Shin Megami Tensei into something I love. That isn’t to discount creatives like Okada, Ishida, Yamai, or Kozuka of course. I just find an incredible amount of meaning in the art of this series. That being said, I don’t feel like either artist's work is used to its full potential here. It is cool to see a lot of Kaneko’s iconic demon designs rendered in 3D but with the man himself long since gone from Atlus, there is a notable lack of cohesion amongst his demons in V. One of the greatest strengths of Nocturne is the way the entire world felt blended together in the style of his art. His and Shiraishi’s oversight in the modeling process no doubt contributed to this. In IV, Kaneko had already passed on the mantle of the demon painter and as such cohesion is lacking there as well. That being said, IV used this to its advantage with a roster of over 400 demons and a plethora of designs from guest artists as well. While it is true that not all of these were hits, it led to some absolute standouts such as the four archangels and chemtrail. You could say that the absolute chaos of IV’s bestiary is what made it stand out in a good way. V once again threads the needle into an unsatisfying middle ground. The pool of demons is understandably smaller given the game's scope, but the game splits this small pool between old Kaneko designs, more modern ones, and Doi’s designs. Doi’s demon designs this time around also vary wildly in quality. He was given more demons to design than ever and was even allowed to handle the ones found in random encounters, which he had historically stayed away from. Two things stick out as in this set: . Legs, and tokusatsu. As if mandated by some marketing executives, most of Shin Megami Tensei V’s new female demon designs are constantly showing off their legs and seem designed primarily as cute anime girls with light mythological theming as opposed to actually being those myths. I’m not a prude or anything; I’m even a fan of Kaneko’s famous bondage angel design and his many literal gential demons. The problem here is they feel pandering. Abdiel for example is not served as a character or mythological figure in any way by her skimpy outfit. The trend of demons being characterized by their place in the story as opposed to their mythology actually began in Shin Megami Tensei IV and I would highly recommend @eirikrjs writings on the subject if you want a more thorough exploration of that in particular. That being said, Shin Megami Tensei V takes this further by seemingly having a large amount of its characters be designed in contrast to BOTH their mythology and their character. Beyond this issue (which could totally be a symptom of marketing focused direction or something) one of Doi’s eccentricities as an artist works its way into this game in a way that clashes horribly. This being the aforementioned tokusatsu influence. Aogami, the Nahobino, Tsukuyomi, Odin and even Lucifer stick out like they’re entirely different categories of creatures from the rest of the demons. Honestly it isn’t even an aesthetic I’m entirely negative on but I question its haphazard implementation here as it only serves to undermine any sort of focus the art direction may have had. For a future mainline game I would prefer to see Doi keep his stuff more in line with the Kaneko designs they seem intent on using for the rest of eternity, or for Doi to be fully unchained and Atlus allow the game to take shape around his unique aesthetic identity. Ultimately, the visuals fracture the setting in a way that makes it impossible for you to ground yourself in it while never quite reaching the surreal heights of other games in the franchise.

Visuals are only one portion of the iconic Shin Megami Tensei aesthetic and thankfully the music fared much better in this outing. Kozuka returns as lead composer for this entry and after his beyond stellar work for IV and IV: Apocalypse I wouldn’t have anyone else. His crunchy, distorted synths and pained, furious guitars capture similar emotions to tracks in IV but in the decade since that game they’ve only grown more intense. Tracks like ‘Humans, Demons, and…’ are absolutely electrifying and haunting at the same time. Compensating for this more blown-out depiction of Tokyo, a lot of the funkier tracks have been sidelined in favor of a huge amount of sparse, industrial influenced, sandblasted ones. The theme of the Tokyo Diet Building shows off this new sound incredibly well alongside the instrument at the core of a huge portion of this game's soundtrack, a feminine voice that is absolutely haunting in an almost spiritual way. A perfect fit for the franchise if you ask me. Of course Kozuka’s famous bells make a return in the level up theme and even the game's credits, sounding even better than before. But apparently Kozuka didn’t do all the tracks on the OST (and I have my suspicions about which tracks may have been done by Atlus Sound Team) but ultimately the music is one aspect where Shin Megami Tensei V does not disappoint. It feels like this is the score to the ideal game SMTV fell short of. (Just as an aside about the sound design though: Can we stop with the atrocious voice filters that all the demons use? They rob their lines of any sort of weight every single time. Oh, and play the game with Japanese audio.)

Earlier I mentioned how non plot critical characters harm the setting, but unfortunately the plot critical ones, along with the plot itself, hamstring not just the setting but player agency as a concept. The player spends the bulk of the game pushed around by forces greater than themselves that they may not even agree with. I cannot stress enough how just the concept of Bethel is entirely antithetical to anything this game had going for it. Working for an organization whose goals you only partially understand removes your agency. Working with other people ensures you never feel properly isolated and accountable for your decisions. Exploring the Da’at isn’t your adventure, it's your 9-5 job. You spend so much time doing meaningless work for Bethel that the game retreading Nocturne’s climax of the opposing parties fighting for the right to literally recreate the world came as a surprise to me just by sheer virtue of how poorly it was built up. Of course most Megami Tensei games end like that in some way or another but this game's pacing seriously just does not build to that at all. The first quarter of the game is spent confused as to the nature of the world. The second is a monster of the week story. The third is suddenly an assault on the final bastion of the forces of chaos which is pretty confusing in and of itself because last I checked we were getting smoked. Then, all of a sudden, in one of the games like hour long exposition dumps, the final act is set up to essentially be Nocturne’s Tower of Kagutsuchi. It might sound like I’m paraphrasing but I promise you it feels exactly like that as you play it. An entire half of the game is dedicated to telling you what a Nahobino is and then like 3 finales are crammed into the back half. You have no ability to decide what you do, you have no real stake in the story other than the fact that you want to live, why should you care about anything happening in the narrative? Oh and of course the one area Atlus decides to give the player total control of the story they do so in the worst way possible. In an utterly baffling move for the series, the player's ending is no longer determined by the summation of their decisions throughout their journey but a literal ending select screen. This is some of the worst streamlining I’ve ever seen in a video game. It cheapens every single decision the player makes throughout the game retroactively. You no longer have to roleplay in Shin Megami Tensei V because that’s not what this series is about anymore apparently. The cultural zeitgeist has turned this series into every vapid, reductive, twitter generalization you have ever heard about it. Shin Megami Tensei is a series with cRaZy hard gameplay and penis demons where you kill your friends now. Nothing more.

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those bongos turn me into something im not. qtes release urge to kill that was already only barely restrained in the volatile preteen brain

i go back and forth alot figuring out whether this game or its sequel is better. we heart feels nicer to play, its soundtrack has an emotional depth and even more eccentricity to it that endears me to it more even if it isnt as fantastic as the first game's as a whole, the visual aesthetic of these games is at its peak, and the new stuff like co-op and playing as different cousins adds a lot to me. technically speaking its the best katamari, and i come back to it more.

but there's 2 things that might make me default to the original as the best one. the first is that i will never ever forget the christmas afternoon i played the last level of damacy, laughing the hardest that i ever had in my whole life probably, so hard that i scared other family members in the house. the purest sense of fun ive ever gotten from a game, capped off by a beautifully sincere sequence in the credits. we heart, great as it is as "more katamari", couldn't measure up to those 25 minutes i had, and i don't think it would've even if i happened to play it first. so i highly suggest playing the original first, in the hope that you can also have that feeling that i did.

the second thing, tying into the first a bit, is that we heart has a bit too much cynicism underneath it, injected by a director who did a good job but wanted to let us know, personally, that he hated doing a sequel. i dont blame takahashi that much for feeling that way, and maybe you could say it adds a more interesting angle to the game as the start of katamari inevitably being a franchise i guess, but pitting the two games together makes me a little sad. because the bells and whistles reluctantly added after the original, as genuinely great as some of them are, cant make up for a lack of the excitedness and ingenuity that inherently came with dreaming up with the idea of katamari in the first place. the first game wears this on its sleeve without any qualifiers (even the message abt consumption behind it or the prince's deadbeat dad don't really drag it into ~dark and fucked up~ territory or whatever), beaming with its unique kind of purity and optimism that its imitators, wearing the katamari name or otherwise, can't distract me from. the first might be the best because it 100% wants you to love it; its both unapologetically happy and intensely cool without being too cool for itself. pessimism can poison games too easily, and ill always love a game that refuses to have any.