MVK
Bio
also known as the slightly peeved gamer aka the game completer aka the crazy one
Badges
GOTY '22
Participated in the 2022 Game of the Year Event
Shreked
Found the secret ogre page
Best Friends
Become mutual friends with at least 3 others
Donor
Liked 50+ reviews / lists
2 Years of Service
Being part of the Backloggd community for 2 years
On Schedule
Journaled games once a day for a week straight
Elite Gamer
Played 500+ games
Loved
Gained 100+ total review likes
Well Written
Gained 10+ likes on a single review
Gamer
Played 250+ games
Popular
Gained 15+ followers
Liked
Gained 10+ total review likes
Noticed
Gained 3+ followers
N00b
Played 100+ games
GOTY '20
Participated in the 2020 Game of the Year Event
Favorite Games
854
Total Games Played
032
Played in 2023
000
Games Backloggd
Recently Played See More
Recently Reviewed See More
"I know a lot of gamers out there don't have much patience". This line was as true in 2007 as it is now. With that in mind, it's easy to see why The Last Guardian is a pretty divisive game. Doesn't help that the game's lack of polish makes it kinda hard to tell what's intentional and what isn't, at least at first.
To anyone that played ICO, the parallels in The Last Guardian are obvious. In ICO you're in the position of power, taking care of a defenseless girl, in TLG you're actually the small one and have to rely on a huge bird dog thing for pretty much anything, bar some choice moments. While not really original, this dynamic is rare enough to feel different, and the game makes sure to always involve both the player and Trico (hugebirddogthing) at the same time. For people who stick with the game, this is very effective: eventually you'll feel some sort of bond with Trico, considering you went through so many puzzles/platforming sessions with it, making the narrative moments much more earned than they usually are in games of this type.
Trico itself is the main point of contention with The Last Guardian. Instead of what other developers would've done, and probably would've been more immediately functional, TLG aims to make Trico and the experience of bonding with it as realistic as possible: you don't press a button to make it do something, as much as you suggest it does something. You'll point where to go, tell it to jump or break something, and see how Trico reacts to it. This requires patience especially early on, as Trico won't react much to your commands and its animations will be much longer for everything. This is where I think people are mistaken when they say that Trico has faulty AI: they see that their command isn't getting an immediate response, and so they try different things or keep telling it to look at something, when the game did in fact read the command, it's just that Trico itself has to process what's going on. The trick is all in observing the creature, how it moves, how it reacts. I'm not sure how much trickery there is to Trico, but it really did seem like its AI was improving, or at least understanding the commands better, as the creature itself got faster at responding and by the end of the game even mostly understood by itself where to go. What's really impressive is how second nature this becomes eventually, you don't even notice that you're waiting a few seconds every time Trico has to jump, and you figure out when Trico is in the process of doing something or waiting for a command. If Trico were just a big item like in something like Majin and the Forsaken Kingdom (raise your hand if you're one of the 5 people that played that) the game wouldn't resonate nearly as much, for better or worse.
What isn't a point of contention, at least from where I'm standing, is how unpolished the game is. There's some framerate issues, some visual glitches, some really bizarre physics engine flubs, but what I really can't excuse is how bad the camera is. It generally does a good enough job as the game is pretty slow, but in platforming and generally more action-y sequences it has a really hard time tracking what's going on. Which can be made even worse by the fact that the game's collision detection isn't great, especially when it comes to recognizing ledges to grab. I died in perfectly normal platforming sequences more often than I'd like to mention because the boy just doesn't feel like grabbing onto a platform.
Despite all my reservations built up over years of word of mouth, I think The Last Guardian is a worthy sequel to ICO. I can't say everyone who liked ICO will enjoy TLG, as it's not nearly as immediate and requires a lot more time to soak it in, but I would recommend it to anyone who wants something a bit different out of their videogames. Now if you'll excuse me I have to wait for Trico to take a dump for the trophy
A concept anyone can instantly understand.
If you played Nioh, you'll be immediately familiar with how Nioh 2 works. Not meant as a negative, it just means that the game can focus on improving itself instead of trying to reinvent itself to prevent getting stale. The game thankfully knows what it's doing: it doesn't waste much time explaining things it doesn't need to explain, from the get go it gives pretty vital moves that the first game made you unlock, and in general it all feels a bit harder, and much tighter.
That's what Nioh 2 is, a game that knows where it's getting at and what it wants to do. It learns from the first Nioh, which was a game where it felt like the team was throwing a lot of stuff at the wall to see what stuck, and made it more focused on the good stuff (the combat) and makes it less reliant on the RPG/Diablo mechanics. Add actually decent level design, a new parry system that despite first impressions actually changes and adds a lot to the combat, and there isn't much more you could ask out of the game. Maybe more enemy types and better average boss quality? Well, this game has those too.
There's only so many ways I can say "Nioh 2 is great", so I'll just say it one last time: Nioh 2 is great. And probably the best action game of its generation, make of that what you will.