56 Reviews liked by MoeGap


Even though I'm not the best at rhythm games, Hi-fi Rush still manages to make you feel like you know what you're doing (most of the time).

Was not a fan of the record-scratch introduction from the trailer but the humor, style really ended up working in the context of the game. Always great to see unique, colorful art styles being used.

All in all a great surprise drop that makes a great use of gamepass.

God I love how people who don't like this talk about it. From the outside you'd think it was some insanely transgressive thing. Gaming's "A Serbian Film". Some real visceral reactions.

It is merely some of the best "Brain off, number go up" fun I've had in ages. At times I thought it was gonnae crash from the amount of projectiles and effects layering the screen, slowing the framerate down to the teens, which made it even funnier and added to the daft power trip. Cost me like £2 and isnae trying to rinse me of my dosh through microtransactions. I don't see the problem.

It's great fun when YOU are the bullet hell.

This review contains spoilers

author’s note: this analysis will only be covering the four chapters of the initial higurashi when they cry series - onikakushi, watanagashi, tatarigoroshi, and himatsubushi. the remaining four chapters, the “answer arcs”, will receive their own right up under the page for higurashi when they cry kai. please be advised that as of the time of writing, i have only played these first four chapters, and as a result, conclusions drawn or predictions made may not reflect my final views of higurashi when they cry in its entirety.

an additional note - this piece comes with a content warning for topics including abuse, trauma, death, and sexual misconduct, both in context of the fictional work and within the context of the author’s real life experiences. please be advised, should those topics be uncomfortable for you to read or partake in discussion about.

“o! the dead! 27 people / even more, they were boys
with their cars, summer jobs / oh, my god... are you one of them?”
- sufjan stevens, "john wayne gacy, jr."

heat rises from the ground in waves, thickening the air and blurring the horizon. the afternoon’s dry scent of grass and foliage. the wanton laughter and excitement of children living out dog days, wrestling, screaming, giggling, sharing secrets, telling stories - a tiny, forgotten slice of their world seemingly cut out of the cloth of modernization remains their kingdom. 1983; a revolutionary shift in culture, a new change of scene. let the children lose it, said bowie a decade prior. these are their days and this is their sprawling, rural dominion. i remember my summers. i remember the feeling of those middle school years, going to beaches and boardwalks and campfires with my friends. i remember the feeling of my first attractions, of kicking myself about things i said to those people with faces and names i can no longer recall, tossing my nokia flip phone - my first - around and waiting for a text back on that terrible signal and hoping my data would last the weekend.

any way you slice it, those days seem natural, comfortable and desirable from any outsider’s perspective. indeed, i find myself looking back at those aspects of that time with a smile while writing this. but context, as always, defines everything. while all of these things are true and i am capable of siphoning fondness and nostalgia from the memory, when the camera zooms back - i was in a living hell. by that age range - say, 13 - i’d experienced a great deal of death and loss, some firsthand. dcfs had made regular appearances in my homes, there had been explosive arguments in both of my parents’ houses, some turning physical. hands and words and neglect had been used against me as a child enough to call a regular occurrence. addiction and its results were every bit of a piece of my developmental years as learning my times tables. by the last visit i can recall taking with friends to those places, where i must’ve been around 14 - about the age of higurashi’s main cast, i’d been sexually abused at least twice by people i trusted. i felt betrayed by institutions that the government had told me would fight to protect me and my brothers. friends couldn’t do much but offer safe havens for temporary stay and hope for the best.

in my 20s, i consider these summers a double-sided coin. i don’t reject one half of that reality in acceptance of the other. often, i feel as if these different compartmentalized sections of my past - to borrow from the grateful dead, these attics of my life, exist in different planes of existence from one another. but part of recovery from trauma, part of equanimity with oneself, is the acceptance, love, and patience with the person you’ve been and the places you’ve been - and to find unison by tying all of those strings together. upon learning that the sole writer and creator of this series, ryukishi07, was a social worker prior to leaving in order to tell this story, the pieces all began to click, and i shared a much needed, heaving, cathartic sob of release alongside higurashi’s third chapter. for the first time in this medium, i feel directly spoken for, understood, loved, apologized to, heard, and fought for by a work of art on this intimate a level. i’ve experienced many titles i hold dear that i appreciated and knew the subject matter to be well-researched, sensibly handled, and passionately discussed. this may be the first i’ve seen where i truly believe this to be a story the author needed to tell, enough to lay down his career and push to make that happen. i’ve described higurashi as “a collection of cries for help”, and that extends beyond fiction. these cries are likely those of children, of families, ryukishi knew, worked with, and felt for. this is living testimony of people like us.

here is our cry for help.

i didn’t have a hinamizawa growing up. my childhood was spent away from the rural sprawl and the vast expanse; just the opposite really, most was spent in and around the bustle of the city or in low-income neighborhoods. but there remains solidarity in the background. we felt firsthand growing up the effect of the affluent and capable vying for leisure over equity. when the game would make the off-hand remark about hand-me-down p.e. uniforms or thrift school clothes shopping, i had to smile because that’s the world i knew well, too. it’s a weird time to reflect on. middle school is a strange period; kids are learning things about themselves, about others, about ‘adult things’ in the world, and conversation about it tends to lean into the comical to avoid discomfort. the higurashi cast reflects this from some of the first conversations in the game. i definitely grimaced at some of the more crass bits of dialogue but in the grand scheme it’s more relatable than i feel it is expository. i wasn’t even popular in school at that age but i found solidarity with kids goofing off and just not really knowing what was going on. going with the flow and learning as we figured out how. higurashi reflects that inquisitive age, with all of its embarrassments, in an earnest way.

the aesthetic direction of the game hammers home that era and those sentiments. i’m of the firm belief that the original art and music is the way that higurashi should be seen and heard, because every bit of its personal charm, handmade expression and amateur auteur bursts to life in a way so much more endearing and captivating than the re-releases’ “cleaned up”, standardized presentation. the voice acting work included in the sound novel release completes the picture, with the most passionate and powerful performances i’ve ever heard in a video game, across the cast. it’s the buzz in the microphones, it’s the jpeg artifacting around the complicated hair sprite work, it’s the hand-airbrushed photo backgrounds, the mp3 quality soundtrack that truly piecemeals together the authentic 2002 experience that higurashi embraces and dilapidated equally. higurashi outright requires and demands its context - lodged in the midst of key’s iconic run of air, kanon and clannad, alongside the blossoming mind bending shift towards meta and surrealist writing coming from works like tsukihime and ever17. in order for higurashi to become truly timeless, you must accept it and consider it as being exactly from its era, with all of the patchwork handcrafted humanity that took it there. there is perhaps no atmosphere in gaming as heady, surreal, and uneasy as hinamizawa’s. the shrill singing of the cicadas, the warm afternoon glow, and the lynchian pacing of keenly awkward line after line. the feeling never quite lets up.

and it’s through these imperfections and because of the odd sprite clipping and engine pauses and clipping audio peaking that an effect that could not be replicated intentionally by a modern counterpart occurs. somewhere in onikakushi, the group i’m playing with expressed this uneasy feeling that something lurks within the game itself. in ways, higurashi truly begins to feel like a living being, or at least, the vessel for something much angrier, saddier, and grief-wracked - a host for a bellowing beast scratching at the walls of the game window and begging to be heard and understood. the feeling never quite goes away, even with the shift away from psychological horror in later chapters to lean into societal/political power-vaulting and intense melodrama. higurashi oftentimes leans into sensationalist, breakneck moments and twists, but everything remains grounded, logical, and heartfelt at the core, so what could in a lesser story become jarring feels like a natural symbiosis within its context. on a similar note, where many works influenced by higurashi would prefer the route of “x character initially appears to fill x anime character stereotype but this is actually lampshaded and not true at all because of x circumstances, and when said circumstances are revealed, x character drops these traits and reveals a ‘true’ personality”. this isn’t subversive writing - at least, it’s not smart subversive writing. ryukishi doesn’t abandon the idea of who his characters are at face value, rena remains rena, mion remains mion, satoko and rika are very much themselves - but it’s the complexity with which they’re built upon that makes those foundations so strong. their seemingly archetypical first impressions become cornerstones of their personality and their dependencies as people. when rena lashes out in protection of rika at keiichi, of course it seems natural. of course mion has complicated feelings about her responsibility to her family and her never-ending comparisons to shion - of course it drives her mad that the results of her ‘go-getter leader’ backbone keeps the boy she loves from noticing her. and of course… of course there’s a reason why satoko vies so hard for the attention she does. no wonder she finds joy in being noticed. of course she flourishes in the environments where she gets to be the one provoking a little bit of light-hearted fear. juxtapose those children against the adults that permeate these first few chapters - the adults are every bit as interesting, fulfill the same “stereotype of the genre that’s actually the cornerstone and foundation for something much grander”, but when it’s just these characters in the spotlight, or better on their own, it’s like a completely different world is playing out with different morals and perspectives. hell, there’s an argument to be made that ōishi is higurashi’s most complex, enticing, and interesting character. every bit the shit-eating pig he comes off as at first - and every bit more come the events of say, chapter 3, but it’s still unclear what his agency in everything is, what his beliefs are, and why he’s so intently involved. irie, takano and tomitake remain key figures and if himatsubushi is anything to go off of, i get the feeling there’s an entire story of their own on the horizon. there isn’t anyone here to just fill up time or support a gag. one of the strongest casts in fiction that i’ve come across.

it’s in chapter 3: tatarigoroshi where my opening statement really comes into play, though. it’s here where satoko’s home life becomes the focal point of the story, and where everything about curses and rituals and yakuza and multigenerational sociopolitical powers is all stripepd away and the focus is given to higurashi’s most tragic character. it was around wrapping up chapter 2 where i learned of ryukishi’s history in social work. as satoko’s story unfolded and her life under abuse and neglect became clearer, this is when higurashi’s pinnacle emotional resonance began to take hold. for once, the feeling i got wasn’t just that the creator of a game like this knew about the subject, but that he really knew it on a serious, intimate level and needed to express that somehow. i shed tears for satoko. i shed tears for myself.

keiichi’s development and prophetic transformation come chapter 3 was a hellish spiral to observe. i’ve heard ryukishi compared to dostoevsky before, and this is the first time i truly see it. the comparisons to crime & punishment here are evident; the spiraling mind of a man turned to murder. chapter 2 may’ve been a look into a villainous mind (from our perspective), but this is something new entirely. keiichi is morally justified by his (and my) perspective in his actions, but the slippery slope out of sanity and into post-humanism is a mortifying one to endure. when all is said and done, the inevitable end of chapter 3 may be anticipated, but the depths to which it goes and the manner in which it plays out - in no small part thanks to the largely unsettling final sequence of “keiichi’s” final interview with text overlaying text and utter silence only bled out by radio static - could only be described as truly uncanny and haunting.

i tend to disagree with complaints about higurashi’s pacing - especially considering some of its contemporaries. i found most of the slice of life sequences pretty enjoyable, and some to be among my favorite moments of the early game. i look to watanagashi’s game tournament as an example of one of the highlights. tatarigoroshi’s baseball game led to some pretty amazing character moments from keiichi and satoko. hell, the only episode i didn’t love was the second of watanagashi, just because the perverted humor was a little too much for even my 70s-90s comedy manga raised ass to not get a little annoyed with. i think tatarigoroshi’s pacing remains the best of the four, and from what i understand the slice of life is reduced heavily moving forwards - and i think that’s a good thing. the sol content really benefited the pieces of the story it was there for, and i wouldn’t take it away. these characters wouldn’t have nearly the attachment and foundation they do if those sequences were gone. they feel like friends known intimately and passionately. that makes the chapters’ back halves as effective as they are.

i’ll save my analysis of higurashi’s use of the visual novel medium to tell its story until my group’s completion of chapters 5-8, but i have a working theory about what’s actually going on here, and i haven’t really found anything within the question arcs to disprove it. if i’m right about where this is going, i’ll be happy to talk at length about why i feel higurashi may’ve superseded the need for adaptation, and why i feel it is so integral that this story must be told in exactly the way this visual novel does it. for the meantime, before my theories are set in stone, here’s what i can say. background in the history of the medium here is crucial to siphoning every bit of higurashi’s post-genre approach that one can. it helps to know the formula of the multi-route visual novel, the structure of branching paths and that ultimate reward of a ‘true end’. although my thoughts and predictions generally leaned closer to true than not throughout the questions arc, i never felt above or on top of higurashi’s mystery - i never felt i understood more than i should from the author’s perspective. conferring with my playthrough’s small audience has led to some wild, intensely passionate discussion and we’re all chomping at the bit to see the payoff of the answers arcs. was it worth sitting through onikakushi three times before getting to move forward across various playthroughs? i only loved it and appreciated it more each way through. i can’t wait to be able to view, discuss and analyze the full picture. see you when i wrap up higurashi when they cry kai. as it stands, one of my favorite video games of all time, and hell, one of my favorite and one of the most personally effective pieces of fiction i’ve ever engaged with.

there's a sort of expectation that comes with the majority of visual novels and their treatment of women and queer characters; sort of a roll-of-the-eyes, "well, it's just the lay of the land" expectation that even some of the best titles that the genre has to offer fall into. it's that way in jrpgs, too, which have lent themselves to some of the most expansive and intricate narratives i've ever experienced... yet this is a piece that kind of seems to come "with the territory" for most landmarks in the medium. it came as some surprise to me, then, that the house in fata morgana arrives with as much empathy, passion, and blatant progression in the ways of feminist and queer storytelling within its medium. this sort of rhetoric may be anticipated more from independent releases in the decade that has followed the house of fata morgana's release, but here it was in 2012, so open and so loving in its approach. it's astounding.

rather than indulge length for the sake of more intricate or convoluted narrative, fata morgana has one major route and it's better for it. much time is spent with fata morgana's secondary and tertiary characters, but the main duo encompasses so much of the thematic and dramatic storytelling that you really end up feeling as if you've spent these years, years and years with them. an era-hopping adventure awaits these two and the amount of care in truly making each of these scenarios feel weighty and relevant is some of the best i've ever experienced in video games. fata morgana essentially has no filler, which is remarkable considering how many moments are essentially retold through another perpsective down the line. it's not that the story itself is convoluted, it's the myraid of contextual facts and viewpoints that convolute what to feel, how to interpret, and how to siphon the meaning and weight of those events where fata morgana finds its strength.

the actual structure of the game itself is pretty genius. as i mentioned, fata morgana has a single cohesive route, and the choices to get you there are pretty minimal, but that's fine. where the cohesion and impact lies is within the pacing itself. the first maybe six hours of my time with the game served as context for the house itself, experiencing the lives of those inhabitants, heirs, and usurpers of the rose-petaled manor. in those sequences, i began to appreciate the influences fata morgana adapted and drew from; no doubt including classic anime such as the rose of versailles, berserk, revolutionary girl utena, and basically any and all of naoki urasawa's early work. the thematically diverse revues which open up the mansion and familiarize the reader with not just the stories, but the rooms, halls, doorways, and secrets of the mansion itself are remarkable atmospheric storytelling which i can't say even similar indie titles such as edith finch manage to achieve, let alone in a similar runtime. the mansion truly comes alive and almost begins to feel like a character in and of itself, but it's that revelation about six hours in that this was all outside of the curtains, and what lays behind them is the TRUE beginning of this timeless narrative, where i began to understand the weight and finesse with which fata morgana has mastered the art of the visual novel. and trust me, if you've only played through the three door sequences, you haven't even begun to understand just how expertly this game is about to play out.

friends, there very well never be a love story told in gaming as passionate and beautiful as the main crux of the house in fata morgana. this is a story that for reasons regrettable and favorable i find myself and my love in. it is a story of tragedies, some of which i've shared in my own life. there are triumphs i felt genuinely warm and good about inside. the peaks of fata morgana are some of the most emotionally enlightening experiences i've ever had with art. this isn't just a game visual novel enthusiasts should be playing. the presentation is gorgeous, the soundtrack is among the finest ever produced for a video game, the story is beyond gripping and captivating, the characters are earnestly written and unforgettable. if it hasn't already been established by its fervently growing reputation, acclaim and fanbase, let me speak this truth to you now; the house in fata morgana is one of the all-time greats, and likely the greatest visual novel i've ever played to completion. it's one of the best video games and one of the best works of fiction i've ever experienced. there IS a house in fata morgana, and i will never forget the time i've spent within its halls.

within a span of two months, from september to november of 2019, i lost an old friend and former lover to bone cancer at 23 years old, and my father revealed to me that he’d been diagnosed with stage 2 lung cancer. this would indicate a nearly three year journey to where i am now - a sequence of events which tested the limits of my perseverance, willpower, camaraderie, self-love, and actualization of community. my life underwent severe changes throughout this period; essentially revising my entire outlook on my relationships to patching up and mending my relationship with my dad which had resulted in some pretty catastrophic gaps gashed out pretty equally on both sides. some outside events completely reformed how i lived, the safety and love i had to provide myself for my own wellbeing, and fostering a lot of growth and evolution out of a patch where what i’d known and what i held onto were slipping through my fingers.

during this time, my father set an example of how he would choose to live. he combatted cancer and heartbreak with rudiment, structure, dedication and iron will. i watched him break on more than a few occasions. but it was through his search for that light where he found his own branch of buddhism, practice of meditation, and a new outlook on his life. he began to teach me the lessons he’d taken away - both of us being that type of person with loud, constantly-spewing minds. he instilled and internalized the idea that meditation and serenity are not about clearing the mind of thought, but finding a means to acknowledge the thought and move on from it. it was only along the lines of that practice that we both began to unbox our trauma - both conjoined and individual. it was only then when we could cultivate growth, hope, and those first rays of light.

i had no access to therapy or professional help at the time. i was between jobs when i wasn't crammed into ones that abused and berated me and my time. my greatest resources for self-love, as they are now, were my loved ones and my then-cracked-yet-unbroken devotion to art. traumatic attachments kept me apart from those things i loved most, but in the process of recovering from a sequence in time in which i felt like i’d lost myself, figured it took recessing back to those works which had so clearly defined attics of my life to that point to regain shards of who i’d been, and define who i would choose to be moving forward. over the next year, i would play final fantasy vii six times to completion, twice with friends, four times on my own. the hanging threads of grief, trauma, self-actualization v. dissociation, lack of direction - these things culminated in a story which more and more i felt whispered answers directly to me, for my consumption alone. it’s in those moments where a bond is made between art and audience where the attachment becomes not just inseparable, but near essential.

final fantasy vii doesn’t hand you answers for the questions you come to it with. there isn’t a resolution to the trauma, there isn’t a solution to the pain or the grief. it is an embrace, and a hold of the hand, and a gentle call; “here is how you live with yourself. here is how you learn to be alive again.” the sociopolitical conflicts, the internal struggles, the budding seeds of affection and fraternity don’t reach a natural apex - they hum in anticipation of a deciding factor which never comes. perpetually trapped within the question, but offering you the means to provide your own answer in life. the final shot of the game isn’t a conclusion meant to be expanded upon. it’s simply a closing of the cover, the final page turned before the index of note paper before being passed to you with the command - “apply yourself. turn this into something that matters.” so i chose to.

and i found myself in midgar again, with new friends and a new outlook.

you come back to the slums of wall market and sector 7 with a new worldview and appreciation each time. there’s a different purpose, when your relationship with this game is as intimate as mine, for coming back here. i know the smog, the street life, the feeling of inescapable, walled-in urban destitution well. you grow up in any city poor enough and you get to know midgar intimately. it’s a familiar setting with a familiar social agency. the seventh heaven crew, they’re all faces i’ve known, fires in bellies i once shared, and now understand in a different light. they’re old friends i knew in my activism years as a teenager, they’re people i looked up to and lost through the years. i’ve lost a lot of people and a lot of faith over time. it might seem like a quick moment to many but the sector 7 tower fight reminds me of people and things that exist only in memories now.

the moment the world opens up and the main theme plays, while unscripted, is one of the most powerful in the game to me. i retain that this title track might be my favorite piece of video game music and such a perfect encapsulation of the game’s philosophy and emotional core. stinging synth strings meet acoustic woodwind and orchestral drones. playful countermelodies give way to massive, bombastic chords in a rocking interplay that rarely fails to inspire, intrigue and invoke. uematsu-sensei, unquestionably at the apex of his mastery here, provides his most timeless score. i think about, am inspired by, and draw from his work here intensely. the artistry pours out from every nook of final fantasy vii - the models, the cutscenes, the background renders, the gameplay systems, the story, the use of diegetic sound, the pacing, the designs - everything came together in a way that somehow evokes equal feelings of nostalgia, futurism, dread, fear, warmth, love, hope, and utter timelessness. streaming and voice-acting this entire game with my close friends was one of the best experiences of my year. hitting each turn with a decently blind audience provided both knowing and loving perspective and the unmitigated rush of first experience - in tandem, a passing of the torch, an unspeakable gift of an unbroken chain shared between loved ones. if final fantasy vii saved my life once before, this was the run which restored its meaning and direction.

i’ve been cloud, i’ve been tifa, i’ve been barret, i’ve been nanaki. i’ve been zack, i’ve been aerith. there are lives lived in the confines of final fantasy vii which i hold as pieces of my own, countless repetitions of those stories with those resolutions my own to meet, different each time. there was something magic about the ability to, a year after that painful strike of all of that anguish, that death, that loss, that fear, sit on the end screen as the series’ endless “prelude” played amongst 32-bit starfields and openly sob for a half hour surrounded by the voices and words of my loved ones. that was the day i learned to live again. it’s more than a game when you know it this intimately. it’s more than an experience when you share these scars. it’s more than art when you hold onto so dearly. there isn’t a classifier for what final fantasy vii means to me other than, “a lot”. sometimes, less is more. i don’t have a conclusion beyond that for you. the experience recalls everyone and everything i've ever loved and lost, and all that i've come to gain and hold dear. goodbye to some, hello to all the rest. true, reading this, it may have been a waste of your time, but i’m glad i was able to share this with someone. i hope this reaches at least one of you on a level you needed today, or maybe it invokes something in you about something you love so dearly. i’m here to tell you - this is how i learned to live again. if you need someone to tell you, today, that you can too, here it is. you aren’t alone. go find those answers for yourself.

please don't step on the flowers on your way.

sitting at the top of a hill littered with 2010s western independent charmers with hamfisted attempts at satire, post-modernism, genre critique, societal reflection and subversive storytelling is this crown jewel; the crème de la crème example of the self-serving haughty pretentiousness of an entire generation of would-be internet geniuses scrolling through tv tropes page by page in hopes to form contrarian opinions on popular media based on the talking points and consensuses of other people. if you're of a certain age demographic, you know this person - the one who parrots the opinions of your nostalgic critics and mr. enters as if the information they siphoned by lazing about youtube in search of a personality might be enough to make someone go, 'geez, this guy KNOWS his stuff' without having to go through the effort of formulating their own thoughts, or even worse, having to experience the media they're responding to the response of firsthand.

doki doki literature club stands as an indulgence of saturated moe-era anime tropes under the guise of a critique of the wikipedia plot summaries of KEY, ryukishi07 and type-moon games without having the slightest bit of humility or self-awareness in its execution. it, its creator, and its audience herald itself as some massive deconstruction of the visual novel form, when in actuality it's about in line with the actuality of what it's criticizing as yiik is with jrpgs. there is no metatextual subversion to be had. doki doki is a children's birthday magician - a couple of flashy tricks capable of fooling someone who doesn't know how ren'py works, but beyond its cheap parlor tricks which might give the astute horror mastery of, say, happy tree friends a run for its money, the title lacks substance, it lacks any form of personality, and it lacks the competence to warrant these mistakes in the face of a greater picture or experience.

i won't even dip into the implications the creator has made about how this game is apparently a very real and serious approach to topics such as self-harm and abuse - as a survivor of both i find these claims bordering on insanity - but i will offer the benefit of a doubt and suggest that maybe this is a product of genuine, ineffable incompetence and misjudgment... rather than one of deep-rooted pretention and narcissism. you could get the exact same experience intersplicing five nights at freddy's jumpscare reaction videos, one of the upteenth saw sequels, and nyan neko sugar girls as one would have playing doki doki literature club, but at the least, the former is shocking, entertaining and funny when it intends to be. do your wallet a favor and pass on this one - and yes, i know it's free.

Unlocked everything base game had to offer, this game got me in a chokehold with how addicting it is.

Low-input dopamine-simulator with banger music and tons of Castlevania references. If you're a casino addict, then this might serve as a nice and better substitute for the grand price of 5$. Your head will never be as empty as when playing this.

Better remake than several of the contemporaries, basically because it is a remix that assimilates the false -or more widespread- history of "survival Horror" (the genre names are a bit silly) that the magazines sold us here in the West batter than the last "new" games of the last few years. Think of essential pillar works of the horror aesthetic in gaming And you probably don't think of Laplace No Ma or Twilight Syndrome, god, names like Sweet Home, Clock Tower and contemporaries are probably starting to sound, but surely most say Alone in the Dark and already jumps into the golden era of Resident Evil, Silent Hill, White Day, Project Zero and all that.
It is natural, understandable due to the lack of a consistent canon in gaming, incapable of being properly created even in the puberty of a medium that is forced to a maturity that it could already reach (in fact it has already touched it).

Advertising and the Ludic factor have screwed up video games in many ways, but the worst is that accidental and unavoidable ignorance due to the lack I mentioned of a properly documented historical canon leads to constant redundancy in design planning and game direction. many "new" games. And it's not that I care too much about this lack of originality, this redundancy, nah, there are pre-rendered games with landscape Screen Orientation where the only thing you do is walk that take my breath away more than any "mechanical revolution" a-la Mario64. I don't think that quality is measured by originality, besides, bro, literally less than 50% of the mechanics that exist or were today are used expressively, almost everything is immediate gratification, fast food style.

We need more Historians in gaming, ASAP.

The adorable and beautiful thing about experiencing first works and recognizing influences on new authors is lost when they approach aesthetics with structures as closed as "classic survival horror", which always seems to result in the same sagas, with the same redundancy as I write these thoughts.

Well this brings us to Signalis. I recently came across a video on Youtube titled: SIGNALIS THE NEW FACE OF MODERN SURVIVAL HORROR

or something like that.

Modern? What ? in what sense? It is a remix of the supposed pillars of survival horror; RE structure, evocative images a la Silent Hill, hand holding sections in the first person, like horror graphic adventures or something from the golden era like White day. A Sci fi setting.
Martian Gothic.
DeadSpace.
Bro. Perhaps the only modern thing is the second round that works as a continuation and begins to suggest ideas about cycles and emotional attachment. But even in that I recognize other works.
It's not a bad thing as such. Remake and give your take, your version. I prefer it a thousand times to any remake of Vicarious Visions or BluePoint (May Arceus punish the shareholder meetings as they deserve) but Regardless of the intrinsic quality of SIGNALIS, you can see where it comes from and how little it can actually offer beyond entertaining hours: the product.

It's an alright game. The sliding can be fun but the shooting itself is pretty meh. But that's kinda all the nice I have to say. The story goes past the so cheesy its good and is just kinda really awful and uninteresting. The visuals are uninspired and dull with the grey and browns that have plagued far too many shooters. It just doesnt really feel worth it to keep playing, having completed just about 2/5s of the game so far I can tell It's just gonna be worth more of the same. Maybe it wont be, and it sucks to give up on a game but, I just dont think life is long enough to waste any more time on it.

Shelved for the forseeable future: likely forever

Nancymeter - 51/100

Platinum games have a certain prestige to them. Almost universally renowned for their gameplay. Vanquish is often pointed out as one of their more underrated titles. But I have to be honest, I really don't get it and I wish I did.

Originally i gave this a 5/10 and shelved it, saying I had already seen everything the game had to offer in the first two acts and wanted to focus on other games at the time. Well now that Im trying to empty my backlog and raise my trophy completion I decided to come back to this. I do admit my initial score was a bit too harsh but for the most part my feelings remain the same.

The gameplay in Vanquish is good. Sliding and boosting is fun and there are a solid amount of unique weapons. I appreciate how it can be a cover shooter but you're rewarded for not doing that. It also has a pretty interesting upgrade system. If you pick up the same type of weapon with full ammo you'll get parts towards an upgrade. This is a pretty nice idea even if it did mean more often than not i tried not to use a weapon so i'd always have enough ammo to upgrade. But the shooting is just, fine? it doesnt really feel spectacular and a lot of the guns are pretty weightless. Boosting is fun but you don't really have much energy anyways. I don't know. Its an absolutely solid gameplay system but when I think about my favorite combat systems in games this one just didn't really blow me out of the water.

The story is also really bad. Not in the fun and cheesy way like Bayonetta, its just terribly dull. None of the characters or dialogue are all that likeable. Sam as a protag is pretty empty but he has one or two cool moments. I do appreciate that the story all takes place during the course of one mission, I think thats pretty cool honestly and would like to see more "military" games try that approach. But the level variety is very lacking. If im being honest the game looks really ugly. It has that annoying "everything should be greyed out because its a 7th gen shooter" thing going for it and it just is really unpleasant too look at. Some boss designs are cool but theyre reused multiple times as well so even they feel samey. The game also lacks a proper conclusion. Its not as bad as like Call of Duty Ghosts but it definitely feels like sequel bait and when the story is already so undercooked as it is, it left me with a very unsatisfying experience.

I think Vanquish isnt a bad game, its just a pretty okay one. Its short and the fast paced combat is nice so its definitely worth a play but I can't say this is a game i'll look back on fondly, or even really remember at all.

I wish I felt differently but hey, at least im digging the other platinum game im playing. Sorry so many of my reviews lately have been like 2.5s or 3/5s lol I dont like to be so negative but I like to think I give everything a fair shot at the least. Thanks for reading everyone <3

Trophy Completion - 54% (35/51)
Time Played: 7 hours 47 minutes (save file says 3 hours 25)
Nancymeter - 61/100
Game Completion #136 of 2022
November Completion #2

To say nothing of either the state censorship this company has experienced from the government of China nor the uncritical anti-Chinese and anti-Communist frenzy that has rallied certain dumb ass gamers to this game...

Unlike Devotion, RedCandleGames' follow up project to this one, Detention isn't burdened by a proven boring mode of storytelling--the Blooper Team style horror walking sim--and so their talent for luring you into emotional complicity with the drama of the game is able to shine especially bright. I would say, except for the last 30 minutes (or last chapter) of this story, where things become ambiguous and surreal as psychological horror stories have always felt like they have to, Detention offers a really compelling story that is grounded in a place, time, and sequence of psychological motives. This is an emotional kind of horror, which is less scary but more haunting than anything made by (sorry to mention them again, they just suck this bad and are far too popular) Blippo Team. Detention is just about 2 hours long, I guess. It's a wonderful experience, with beautiful understated art, a simple control scheme that is operated with one hand, reminiscent in non-cringey ways of the great Silent Hill, and a really satisfying story as well. Along side maybe The Cat Lady, I think Detention is one of the best indie horror games that has graced any digital storefront.

Detention plays out as a point and click horror game where you will need to solve puzzles in order to progress. Some of the puzzles can be fairly straight forward, they don’t feel too tedious or pointless. There’s always a valid reason to complete them and most of the time it’s to move the story forward. The Graphics are unusual but very unique and well done. The artist took a lot of time to add in as much detail as possible to give the game a sense of reality. Each area is well drawn, with clear distinctions from the odd dark world, with it’s grainy overly, to the creepy school at night. There's a lot that reminds me of silent hill at it's peak. Be it the unsettling atmosphere or the design of the enemies.
The story is pretty complex but welcome, as I know of many horror games that have little to no story at all. The atmosphere of the game is very unsettling, there are various puzzles and the game creates its horror from something far more potent than just cheap jumpscares, the real world.

This review contains spoilers

starts out well enough but eventually falls apart, especially in the later portions. the gameplay mechanics are fine and some of the horror visuals are solid (though not particularly original) but the narrative has massive problems.

i've seen it talked about elsewhere/in other reviews but it must be said that the execution of some of the end game reveals are baffling. the framing of the flashback with the teacher and how that's dealt with in particular comes across as muddled at best and irresponsible as fuck at worst depending on how charitable one feels. i was personally leaning towards the former but it doesn't change the bad taste that came from it or how much of a damper it put on the whole playthrough overall.

definitely not the slam dunk i had expected this to be for so long. hoping for something better with Devotion.

Playing Hi-Fi Rush feels like reading the first volume of a comic about a brand new superhero, unburdened by expectations.

There's such an obvious, whole-hearted commitment to creating a world that runs on music that I found myself bobbing my head and tapping my foot to literally nothing an hour after I put this one down. Rhythm is so thoroughly baked into this game's DNA that, after a certain point, it becomes more difficult to do things off beat than on it. It's got charm and earnestness that quiets my impulse to nitpick. Everything is music in some way, and every element snaps into place on a beat - UI elements, footsteps, enemy attacks, YOUR attacks, item pickups. Cohesive and confident enough that I would almost believe it if you told me it was somehow an influence on every rhythm genre hybrid that came before it. Feels like a game from 3 hardware generations ago, and I mean that in the best way possible.

13 Sentinels may not be a perfect game but the way it juggles more than a dozen non linear character driven plotlines that intertwine into an actual coherent and unique (despite hitting off every scifi trope ever conceived) story - it's a master craft second to none.

The visual novel parts are the main meat, they're lean on mechanics but have rich beautiful visuals.
the combat part is more abstract but carries a surprising amount of impact and velocity.

Fantastic experience