213 Reviews liked by Minish


B3313

2021

can something be obnoxiously juvenile but also a totally unique lightning-in-a-bottle experience at the same time? because that's B3313 to me. the internet iceberg meme/creepypasta origins of this ended up leading to the creation of something that is kind of unlike anything else in existence (even if it is heavily indebted to stuff like Yume Nikki), but it is also somewhat inherently limited by its origins.

it's sort of like if Mario's castle was reimagined as Constantine's Mansion in Thief: The Dark Project, mixed with Yume Nikki and various internet memes. in your endless hours wandering through the confusing labyrinth of the castle, there are isolated moments that are unique and brilliant. and then there others that are just sort of… there. you’ll spend 15 minutes wandering through a bunch of fairly bland, indistinct rooms and corridors and then you’ll come upon something really haunting and memorable. and then, maybe, you'll be right back in the bland mazes. maybe you'll run into some creepy thing and crash the game. maybe creepy thing will be interesting and well executed, or maybe it'll just be obnoxious boilerplate creepypasta stuff.

these contradictions get more and more noticeable the further into it you are. some of the levels are really interesting/bizarre alternate universe takes that recontextualize the original Mario 64 and seem to offer greater commentary about the nature of how nostalgia shifts things into an alternate universe that is actually different from the source of the memory. "i like to remember things my own way. how i remembered them, not necessarily how they happened" says the deeply troubled Fred Madison in David Lynch's Lost Highway. but other times it feels like you wish you were spending more time in the new/more unique areas you occasionally stumble upon, and less in the 6th variation of old Mario 64 levels.

B3313 feels almost like a bigger AAA game to me in both the sheer scope of the project that's filled with a lot of internal contradictions, and in also how much it truly doesn't respect your time. that’s probably the nature of things of this size, and that a lot of people were involved contributing in what seems like a very tumultuous dev cycle after a certain point. but perhaps that explains a lot about the sometimes inconsistent/varied nature of the experience.

i will personally admit to not caring whatsoever about the personalized copy of Mario 64 meme or the numerous ways this hack borrows from different beta builds of Mario 64. i like Mario 64 a lot, but it is absolutely wild to me the way that game has been metabolized into the consciousness of videogame world. and so i do think the whole “this is a beta version of the game” thing and slavishly cobbling together any and every scrap of asset or idea that was cut from an early documented build of Mario 64 to put on this thing is a bit of a dead end artistically. most of the stuff Nintendo used in earlier builds just seemed like temp assets and doesn’t seem THAT interesting to me outside of that context. it's just not very interesting to those of us who are not 17 years old anymore and not still spooked by internet lore. it just feeds back into a lot of fan culture content machine around big franchises that just feels like this self replicating beast that never really goes anywhere and is always invariably beaten back into conformity by the big companies that are in control of these properties.

i am someone who loves strange and unique experiences. but to me, i want stuff that i guess attaches itself more to telling a specific kind of story through what it’s doing, and B3313 is a bit too much online meme-referencing for me to take that aspect of it very seriously at all. B3313 doesn’t have the narrative coherence of a MyHouse which i guess is the other big artsy creepypasta game mod of the moment. and it doesn’t have the artful direction of a Yume Nikki, which it is obviously cribbing the general kind of surreal abstract multidimensional wander maze thing from.

all of this is to say: why did i give it 4 stars and 30+ hours of my time, then? maybe it comes down to: there is an indelible, haunting Tower of Druaga-esque charm to all of it. the commitment to being cryptic and giving the player nothing and doing all these machinations behind the scenes in the game is kind of remystifying what has been lost in a lot of consumer-facing art in general. in games, with all the talk of FromSoft games or like the last couple Zeldas bringing back "old school" difficulties and design values, those are meticulously tested commercial products… not community made romhacks. they simply can’t go anywhere near as far out there as something like this. and we in general are in a moment when so much art seems paralyzed and unwilling to take chances out of risk aversion from industries that have been strip-mined by the rich and powerful. something like B3313 stands in contrast to that - completely unwilling to compromise itself.

with B3313, oftentimes there really is nothing on the other side. but that emptiness starts to feel really intentional after a certain point. as a player, what's interesting in the feeling that you want the design to follow some kind of logic that you can eventually glean so that you can understand what the designers were getting at is that it feels almost like an intentional choice to have it consistently not do that. occasionally it does hint at a deeper language/design sensibility, but mostly it doesn’t. there are times when the “story” or the progression of stages seems to be developing into something more coherent, but then the rug is pulled out from under you. and that happens over and over. because it’s all rug pulls at the end of the day. the message of the design is: whatever happens, whatever journey you go through… it’s all inevitably a way to throw you back into the maze. you’ll always be endlessly wandering the maze.

to me, that says something about Nintendo games in general - how you have these long journeys that (in the case of the newer Zelda especially) aggressively don’t respect your time and send you to all these interesting locations. and then it always just sorta ends, because there’s nothing really deeper at the core a lot of the time. it's escapist entertainment, often with some kind of crypto-conservative values and imagery in it. B3313 feels totally unafraid to unearth and make you fully experience that ugly side.

maybe a lot of our larger culture right now, especially obsessive lore-based fan culture, are just variations of that too. increasingly everything seems like it's hostile, broken down, and filled with different kind of rug pulls. the ground feels totally unstable and there is no “there” there a lot of the time, but we keep shoveling through hoping for new discoveries and hoping for it all to make sense. it’s like being in an abusive, codependent relationship. there’s no light at the end of the tunnel. it’s a disempowerment fantasy. and B3313 captures that feeling absolutely perfectly, in such a uniquely fleshed out way.

there are moments to B3313 that are genuinely unique and fun too, like some of the more creative creepypasta scenarios that i won’t spoil here. or like, occasional stages like the one when you have to climb some structures that are supposed to be some sort of bob-omb factory. you activate the “self-destruct” sequence when you enter which causes you to have to outrun rising lava until the top. and then you get to the top and there’s a little yellow bob-omb guy sitting in a little office and just complaining about how you destroyed the whole factory. it does make me wonder if there’s like some kind of commentary on the tropes of Mario games being attempted in small moments like that. like the fact that Mario is basically a cipher who everything resolves around, and none of these other characters have any agency.

of course, none of that is delved upon for very long. because invariably, you're going to get fed back into the maze. and so that's both the great strength and the great flaw of something like B3313. it doesn't try to offer a way out, it just tries to express what is there. and in doing so it captures a feeling perfectly, in a way that is inspiring. even as a memey internet romhack, it is absolutely something i would call an "art game". there are a lot of memorable areas and moments that really explores the latent strangeness and darkness of Nintendo games, and the latent surrealism of a lot ofearly 3D games in general. it’s also real testament to how far romhacking/modding community projects can really go artistically, along with MyHouse.wad. it could have an enormous impact on a lot of games stuff that comes further down the line. so it’s definitely something that demands more attention and respect outside the whole memey lore ecosystem a lot of this stuff usually occupies. it of course, comes from that however and will probably will do itself no favors in distinguishing itself from that.

i only hope in the future that people take the ambition and interesting ideas from this and run with it in a way that feels unafraid to make a larger statement about the world, and doesn't just do the cowardly thing of retreating with its tail between its legs back into insular internet memes and the online lore ecosystem fed by various content creators. whether or not you think B3313 subverts or further perpetuates that that i guess is up to you. but i still think we have a pretty far way to go.

[beat chronos a few times, progressed game steadily up to around the 25hr mark]

pretty fascinated by this one, having loved so much of H1 then bouncing off of H2 quite firmly. i think it's bc [stream of consciousness begins now]

Zag's plight was personal while being relatable. we've all felt that urge to discover more about ourselves / the world around us and take positive steps. Zag's privilege in being able to afford that action while having a safety net back home is recognised and part of the tension. we also see his journey play out before our eyes, front to back, developing his relationships with the cast (with the god's jovial boon banter feeling tonally on point).

Mel's plight, at least initially, is a revenge course she has little stakes in beyond her own indoctrinated upbringing, for a family she doesn't know. Maybe more is revealed but the sense of urgency associated with a widescale war between gods feels distant from our scenario. We are not privy to the battle beyond occasional boon commentary (that predominant banter now feeling widely misplaced) and wafty optimism from a new hub cast that seldom offer anything remarkable which helps Mel grow alongside the player.

The same feels true in the way Zag and Mel's stories are told through a rogue-lite genre. Where the former's story felt intrinsically linked to a rogue (his levelling and weapon progression begins when he sets out to escape Tartarus and beyond), Mel is (according to Hecate) prepared for her duel with Chronos, with her training complete. But we know that isn't true, because we've got dozens of empty equipment, weapon, farm and cauldron unlocks that immediately tell us otherwise! Similarly, death for Zag usually meant he was edging closer to his deeply personal goal, with time on his side; Mel meanwhile, is in a literal battle against Time to stop a war, death hurts her cause tremendously but there's no mechanic to represent this, good or bad.

less worried about where combat is right now bc it's early access, but fwiw i don't vibe with it bc

+ hex is a major limited factor to expression until we spend a boon on regenerating it in any meaningful way (often your Hex Ult is literally unusable bc it's not possible to expend enough magic)

+ many weapons feel underbaked and simply aren't fun to use currently.

+ cast attack in general is underwhelming

+ Cerberus just a big ol' health sponge. Chronos phase 1 takes place in a literal hallway. Hecate both bores and frustrates with her spells, mainly taking up time more than asking anything impressive of the player.

by the time I would be entering the Hades fight with Zag, my chest was more often than not puffed; i knew what my build was about. With Mel, my tail is almost always between my legs, i don't know what my win condition is, and i've got a stack of death defiance's to prove it.

i am entirely confident that Supergiant will find more fun in HII and i will be in there, but I'm less convinced it casts a stronger spell than it's predecessor.

strapping on the black leather to go fight my mommy issues

You pretentious haters just loathe the idea of innovation in the RPG scene. Maybe if they added the legendary hero, slimes or goblins the turnbasers would eat this shit up. I think you're all just mad because this game is about getting a job and you feel called out. https://careers.mcdonalds.com/

Only thing worse than a game that people are really annoying about is when all the annoying people are right and now you're one of the annoying people

It's hard for me to think about what to write about FFX--so much has been said about it over the years! And if I'm honest, so many of my thoughts are so tied up in the experience of nostalgia and of playing it when it was new and I was a young teenager. So in lieu of anything massively interesting to say about its mechanics (which I love), or Blitzball (which I love) or the story (which I love) or the characters (whom I love), I'll just relay some anecdotes from my freshman year of high school in the fall of 2002.

The first in-real-life girl I ever felt anything for (I wasn't out yet, not for a long time) and that I knew I felt things for and I were in that girl's bedroom. We had met at the statewide anime convention earlier in the month and only then realized that we were going to be going to the same High School. We were both nervous and both ended up talking about how what we talked about at the convention was how cool Lulu and Yuna were and how annoying we thought Blitzball was. She turned on her PS2 and loaded her save; it was at the Shoopuf landing. I felt my heart flutter as she ran around.

The first time I ever truly had my heart broken was by the dungeon master of the first D&D campaign I ever played in; I was a sophomore and my Wizard's name was Yunalesca.

The first time I was ever stopped for photos by multiple people in an anime convention hallway and had multiple cameras snapping away like the paparazzi was me cosplaying Rikku; I cut my hair so short my mother cried. I was a Junior in high school.

I love Final Fantasy X. It made an impact on me. I think you should play it if you haven't.

Quake

1996

Quake 1 is the greatest FPS of all time and it was made essentially on accident by a group of extremely skilled people who could not stand eachother anymore cobbling something together. Quake 1 is the Fleetwood Mac - Rumours of videogames

they 'fixed' the MP5 and shotgun so instead of needing to rely on a whole arsenal of explosives, traps and weirdo guns you can just handle every single fight with two guns
they 'fixed' the HECU marines so instead of erratic freaks they just kinda stand around and impose a health tax if you look around a corner
they 'fixed' xen by making it look like it was trending on art station and replacing all the weird cool levels with Half-Life 2 puzzles for some godforsaken reason

There is a tendency when dunking on Bethesda games, to criticize them from the lens of their failure to be like other RPGs- The Witcher 3 is more cinematic and refined, Baldur's Gate 3 more densely written, Fallout 1 more actually good, so on and so forth. The truth is that Bethesda games suck much more tragically and pathetically on their own terms than in comparison to other games, Todd Howard who began his career with monumental works of termite art in the end forsook the dream of the Bethesda game. The dream of the bethesda game was always to create a holodeck, a simulation for you to inhabit totally- 'Why the hell would I pick up a spoon?' someone asks, perfectly reasonably expecting game mechanics to exist for gameplay reasons, but it's just that you can pick up spoons because it's something a person is able to do. Personally I think this dream is perhaps misguided, but nevertheless they pursued it, which is admirable in its own right.

"With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created."
The message you receive upon killing a crucial NPC points towards the commitment towards the holodeck dream, it will continue on even if you totally fuck up, and indeed there are generally ways around the death of those crucial NPCs provided you understand the simulation.

And fear of people misunderstanding the simulation is what drove bethesda to make many crucial NPCs invulnerable in Oblivion, you never know when you're actually in a simulation or not anymore, even as the NPC AI had become much more sophisticated with schedules, likes, dislikes and habits, the places you could engage shrunk, and then even the ambitious NPC AI in subsequent games was stripped back for ever more presentable and simpler systems, to the point of Starfield doing deliberately what Morrowind had done out of technical limitations 20 years prior: 24/7 vendor NPCs with no schedules, likes or dislikes, who exist only in service of the player.
But maybe most telling of all, was that in Fallout 4 they decided that the player need a good reason to pick up a spoon.

a sprite scaler style shooter so authentic feeling that you can't really tell when you've successfully passed a projectile or not

I waited 7 years for Granblue Fantasy Relink and I can say that it has exceeded all expectations I had. By the middle of the story campaign I was jumping up and down with delight and screaming in awe at the spectacle of it all, also very glad that it has a long tail as for now I'm a bit burnt out but It'll be fun to come back periodically and find new characters ready to give me something brand new to sink my teeth into

Interested in Dark Cloud but haven't played it yet?
Maybe it’s an all-time favorite and you want some more history?

Check out this “Prep Kit”, full of pre-release coverage, interviews, advertising and merchandise to get you in that Launch Day mindset!

https://goatedquest.blogspot.com/2024/04/068-dark-cloud-prep-kit.html

Let me help make every game you play feel brand new, no matter how old

On the first twilight, rejoice at the greatest of all time.
On the second twilight, those who remain shall experience the hallmark of media.
On the third twilight, those who remain shall praise the zenith of the medium.
On the fourth twilight, experience the apogee of creativity.
On the fifth twilight, experience the vertex of invention.
On the sixth twilight, experience the pinnacle of innovation.
On the seventh twilight, experience the epic of epics.
On the eighth twilight, experience the legend among legends.
On the ninth twilight, the gold standard of storytelling shall revive, and no 'mid' shall be left.
On the tenth twilight, at Journey's end, you shall attain to the power of Peak Fiction, once and for the last time.

Peak Fiction shall praise the wise and bestow four treasures.
One shall be 'Goat'.
One shall be 'Raw'.
One shall be 'Kino'.
One shall be 'Fire'.

Sleep peacefully, my beloved media, Peak Fiction.

sometimes when you play a good game it makes you feel more charitable to other games in it's genre, Fallout 1 is so good though that it makes you feel less charitable; forces you to wonder why you'd ever want to play yet another RPG that confuses amount of writing for quality of writing