NateLight
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Your local weeb
Your local weeb
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This review contains spoilers
Uplifting to what they call as dregs of society given the Japanese rigid culture that prioritizes honor and reputation above all else. Gang members, homeless, ex-convicts, sex workers, and the like, the story is genuinely empathetic to their plight although by no means endorsing their actions but sheds light how they went through in that position and why they're also defending their own interests, grey zone as the game calls it. It questions the performative organizations wiping out the stain mentioned before though all of these can be problematic depending on how far you interpret what they represent.
Like previous Yakuza games, it challenges family values and if the iron of fist and traditions are still of use in this fast-changing world. The game perfectly captures the end of an era for the franchise and its zeitgeist.
The gameplay returns to its JRPG roots and emulates similar games to illustrate the progression of our main cast arcs and their social standings. It's incredibly fun seeing props, practical movesets, and job system can be recreated as your hero party. I also liked how it incorporates geography in the combat. Like previous Yakuza games, there are plenty of subquests and mini-games to immerse yourself with and rewarding at that. No Way But Up
I appreciate and very much enjoyed all these elements I mentioned even if I wanted more out of it and thought that the story flow could be better and underwritten parts could be more fleshed out. It did a lot I didn't expect so it's nice. I recommend playing.
Like previous Yakuza games, it challenges family values and if the iron of fist and traditions are still of use in this fast-changing world. The game perfectly captures the end of an era for the franchise and its zeitgeist.
The gameplay returns to its JRPG roots and emulates similar games to illustrate the progression of our main cast arcs and their social standings. It's incredibly fun seeing props, practical movesets, and job system can be recreated as your hero party. I also liked how it incorporates geography in the combat. Like previous Yakuza games, there are plenty of subquests and mini-games to immerse yourself with and rewarding at that. No Way But Up
I appreciate and very much enjoyed all these elements I mentioned even if I wanted more out of it and thought that the story flow could be better and underwritten parts could be more fleshed out. It did a lot I didn't expect so it's nice. I recommend playing.
"Yes. Sometimes it's better to let people come to these conclusions themselves."
The best way to describe Disco Elysium is greatness. I'm not talking about certain aspects about it. Not the main parts or just the climax. Everything about it is carefully constructed and well-written. From the moment you get introduced to the main character, conflict, subplots and from the very last minute after you finish the game. There's a minute precision and care on every detail of the game, it's truly amazing. The mystery's well-thought out, the process is methodical and every angle is considered. Locations are memorable. B-b-but what if it sacrificed enjoyment for writing? Overdone joke but you just have to see it. The prose and dialogue are witty, humorous, wild, and organic. Every character have distinct personalities, motivations, and beliefs and contribute to the overall picture the narrative is going for. It's incredibly refreshing seeing how the characters interact and there are consequences with every choice you make even if you attempt to avoid them. What's at stake is believable. "Okay but you're just talking as if the game is objectively great and not coming from your own opinion." You know me, I prefer reading books, and visual novels now so this type of game works for me. There are 3 things I want from creators. First, I want them to be ambitious, I meant that I don't want to see them holding back. Go ahead make me uncomfortable and I'd prefer that instead of thinking what-ifs, and buts. I want them to commit in their vision in the way that they can only do. With countless other things out there and ideas recycled, there's still room for originality. Secondly, I want the story to be thought-provoking. It could be any topic but I want it to tackle grand ideas and down-to-earth ones. It wouldn't matter if you couldn't learn or reflect about anything from it that's relevant in your life. Lastly, it must make me emotional not that it's necessary. It'd be pointless if it's forced out of me but I want just a bit of everything. Joy, sadness, anger, catharsis, frustration, empathy, regret, etc. Such is life and how art is best experienced.
Well no surprise, they succeeded in every single category with ease. I already love stories these kinds of stories and glad that it still surpassed my expectations even with minor inconveniences and shortcomings. So go ahead and let yourself soaked with it's rich world and characters. Disco Elysium is a self-discovery journey awaiting you.
The best way to describe Disco Elysium is greatness. I'm not talking about certain aspects about it. Not the main parts or just the climax. Everything about it is carefully constructed and well-written. From the moment you get introduced to the main character, conflict, subplots and from the very last minute after you finish the game. There's a minute precision and care on every detail of the game, it's truly amazing. The mystery's well-thought out, the process is methodical and every angle is considered. Locations are memorable. B-b-but what if it sacrificed enjoyment for writing? Overdone joke but you just have to see it. The prose and dialogue are witty, humorous, wild, and organic. Every character have distinct personalities, motivations, and beliefs and contribute to the overall picture the narrative is going for. It's incredibly refreshing seeing how the characters interact and there are consequences with every choice you make even if you attempt to avoid them. What's at stake is believable. "Okay but you're just talking as if the game is objectively great and not coming from your own opinion." You know me, I prefer reading books, and visual novels now so this type of game works for me. There are 3 things I want from creators. First, I want them to be ambitious, I meant that I don't want to see them holding back. Go ahead make me uncomfortable and I'd prefer that instead of thinking what-ifs, and buts. I want them to commit in their vision in the way that they can only do. With countless other things out there and ideas recycled, there's still room for originality. Secondly, I want the story to be thought-provoking. It could be any topic but I want it to tackle grand ideas and down-to-earth ones. It wouldn't matter if you couldn't learn or reflect about anything from it that's relevant in your life. Lastly, it must make me emotional not that it's necessary. It'd be pointless if it's forced out of me but I want just a bit of everything. Joy, sadness, anger, catharsis, frustration, empathy, regret, etc. Such is life and how art is best experienced.
Well no surprise, they succeeded in every single category with ease. I already love stories these kinds of stories and glad that it still surpassed my expectations even with minor inconveniences and shortcomings. So go ahead and let yourself soaked with it's rich world and characters. Disco Elysium is a self-discovery journey awaiting you.
This satisfied my desperate need for an engaging SRPG. Rance series gameplay ranges from some of the worst you've ever played to decent at best but somehow Tada outdid himself with this one. Well-rounded and carefully crafted (except for the dungeons but we don't talk about that) that feels rewarding and high replay value. Rance also redeemed himself from whatever the fuck happened in the previous game.