441 Reviews liked by RedBackLoggd


Gris

2018

A colorful platformer from the minds of Spanish company Nomada Studio, Gris tells the haunting story of a young girl coming to terms with losing her mother. To do this, she’s tasked with collecting light across several biomes. Which is where the theme of color comes in. Gris uses bold colors to both represent emotions and make astonishing landscapes to traverse. From blue-accented underwater caves to windy red sand deserts, each section uses striking mono or dual tones that make exploring the game a veritable treat, all underlit by a serene, contemplative soundtrack that I just had to download after finishing the game. As you progress you’ll become increasingly antagonized by black ink creatures, who serve as the sole foes of Gris, requiring puzzle-solving to evade or outright defeat them. I’m personally a fan of them. They provide brief bouts of tension to show the young girl’s inner turmoil in addition to pumping in a dose of urgency to your actions.

Whether I was escorting a newly-acquainted buddy across lush forests or running for my life through Greek architecture from giant crows, my interest never dipped, nor did confusion or frustration rear their heads. It might not be obvious at first the true goal of the game, but as you near the ending and the young girl regains her voice and thus her ability to sing, it becomes abundantly clear what she wishes for and finally gains. Peace with her mother’s passing. It’s a somber feeling to be certain, yet as the credits rolled and she ascended the clouds, it wasn’t despair I was feeling. It was contentment. The obvious contentment from playing an A+ game, but also a closure for the main character that couldn’t help but leave me hopeful. While the story leaves little room for a sequel, you better bet I wouldn’t hesitate to hop on that quicker than a fly on honey.

4 stars for actual game but im gonna have to give it half a star because my playthrough was ruined by fromsoftware elitist fans who have been ableist and stupid as shit to disabled people asking for an easy mode or using summons.

I genuinely will never interact with anyone who says "youre bad if you use summons" i do not give a shit, yes its easier and you can say the boss is boring now, but i dont give a shit. I cant play games like elden ring without help because im fucking disabled in my prominent hand so having to make my fingers work and do everything needed to beat a boss drains me mentally. Oh and thats not even it because there will always be that one mentally unwell basement dweller who says "git gud"

Left to Rot

Team Silent's last effort went into this experimental and odd entry in the Silent Hill franchise. It is not as well remembered as the trilogy itself, at least for what I could read on the internet and asking people online. It is quite sad, but I can totally understand why after finishing it and is not everyone would enjoy, initially. Specially comming from prior entries which follow a set structure regardless of how wildly they might differ thematically. The Room is different.

We awake in an unknown apartment complex, inside what must be our room: 302. After taking a look at the main entrance to the room, we find out the door is completely shut. Someone took a huge amount effort and emphasis on not wanting us to leave the room whatsoever.

"Don't Go Out!!"

-Walter

Peeking into the door's peephole reveals that we are at least not alone, a lone woman wonders outside our door. She can't hear us and our only way to interact with "the outside world" is through pen and paper; notes. After exploring most of what the room has to offer up to that point, we end up staring at a large hole in the bathroom wall. In classic Silent Hill fashion, our protagonist ventures straight into the darkness to another entirely different location where the adventure starts.

The Room as I said before drifts away from the conventional spirit of the series. For instance, it is not even located in Silent Hill to begin with but a town nearby called South Ashfield. The town is full to the brim with people just living an everyday life, that is quite a contrast to the other three games. It makes emphasis in the room itself, not just as a place but as an enigmatic living entity that lives on it's own throughout several small changes we'll be seeing while we progress in the adventure. It feels like being inside of a creature that doesn't exist or rather, we can't comprehend.

But where does the "bad reception" comes from exactly? Tough one. The very nature of this game being an experiment of sorts for Team Silent delivers a layer of complexity above prior titles when it comes to storytelling and structure. It's story is secretly sparse and told in the aforementioned notes, that can be found through the apartment and the worlds themselves as we explore. How the game structures the map is simpler than prior entries, since it's divided into little worlds entirely different from one another. Think of it just as a level or zone. The absense of challenging puzzles (aside from the water prison world puzzle) might have been one of the factors too since they were not challenging at all. It is fractured into little pieces and the room serves as the central hub to take a break from time to time, read through the notes and piece the story together in something that can make sense in your head.

But, I believe there is something definitely lacking in The Room: Emotion. It is known that Silent Hill as a town can manifest people worst thoughts and transform them into reality. What does that have to do with Silent Hill exactly? This isn't about the protagonist we control, Henry. But rather it's the story of Walter Sullivan; an individual with more close ties to the town of Silent Hill, an it's religious cult. The distant nature of Henry is quite peculiar as it is non-intrusive and let's the story flow naturally while exploring a world that is not his with more ease. But it lacks that strange yet beliveable human connection characters previous titles had up to that point. This is were The Room fails to make an impact on me.

The Room is unusual, unsettling and quite interesting knowing this is Team Silent last game. Definitely feels like a side-project, while Silent Hill 3 was recieveng all the manpower and money possible to develop; Silent Hill 4 was a strange experiment that they turned into a full game. For me, it's the scariest Silent Hill game by a long shot. Don't believe me? See the intro for yourself.

Story and Characters
-The story of Resident Evil 5 revolves around Bioterrorism Security Assessment Alliance (BSAA) agents Chris Redfield and Sheva Alomar as they try to track down a bioterrorist threat in Kijuju, a fictional region of West Africa. As you can probably guess from that description, this is not your typical Resident Evil game as it feels far more like an action movie in both its story and gameplay, even more so than the previous game, Resident Evil 4. The story is fairly simplistic, but it works well enough even if it does lean heavily into the cheesiness of a B action movie. The villains are very over the top and the story lacks the tension of some of the previous games, but it works well as a fun action game.
-Chris and Sheva are both fairly generic characters that don’t get a ton of development, but they have good banter together and I liked seeing them work together as a team throughout the game. They are both highly trained operatives at this point, so the focus on action makes sense narratively as well. It would be hard to believe that someone who has been through as much as Chris Redfield would still be scared by the virus so the lack of horror works, although I do wish the game had a bit more of it.

Gameplay
-The gameplay in many ways really works, but there are also many frustrations I found with the game as well. The movement uses a somewhat modified version of the tank controls from the previous Resident Evil games and while I found myself getting used to it as I played, it still doesn’t feel as good as regular modern games’ movement like the movement in the remakes. Not being able to aim and shoot while moving can be a bit frustrating as can not being able to reload while moving. The gunplay itself feels pretty good however, and I like the various weapons that the game gives you to allow you to change up your playstyle.
-The main point of contention I have with the gameplay is the inclusion of the AI companion and the inventory system in place. To be clear, I like Sheva as a character and I like the idea of having a co-op action game. I did not play this game with another person which may be why certain aspects of this game really didn’t work for me because the AI can be very frustrating. Sheva was actually decent in most combat situations as she was a decent shot and I liked being able to customize her weapons. The issues would arise at certain times when we had to separate and she had to fend off enemies by herself and would get killed fairly quickly. She also would occasionally shoot at enemies for no reason that couldn’t be damaged and would waste all of her ammo. The biggest frustration for me though was the inventory management. Each player gets 9 slots for their inventory at the beginning and you never have a chance to expand that. That may seem like a lot, but because the game gives you so many weapons and ammo types to carry, it fills up very quickly. You are unable to drop items on the ground and so I would have many times when I really wanted a health item, but I would need to discard ammo or grenades to pick it up. Sheva would also pick things up on her own which at times can be helpful and other times, can be frustrating. During one of the boss fights, I had almost no health and was trying to pick up a green herb, but my inventory was totally full with weapons and ammo I needed for the fight. So I tried to bring Sheva over to grab it, and instead she grabbed some grenades off the ground. You cannot discard items directly from her inventory, instead you have to swap items with her, discard the items from your inventory, get your items back and then have her pick up the new item. The game doesn’t pause when you are in your inventory so as you can imagine, trying to do all of this while having to do QTEs to dodge the boss’s attacks was very aggravating and I ended up dying and having to restart. That isn’t the only frustration with the inventory either as you can’t combine items from the ground with items already in your inventory except for ammo. So if there was a green herb on the ground when my inventory was full, I couldn’t just combine it right there with a red herb that I already had. Again, this means if I really wanted the health item, I was having to discard something to get it. Usually though, the red herbs were useless anyways because I would have Sheva hold the herbs because I was low on space and she would always use the green herbs as soon as she got them. Essentially, the AI companion and the poor inventory management systems make this game far more frustrating than it otherwise should be. Playing with another actual person definitely would’ve helped with some of those problems, but the inventory would still be annoying to deal with.
-Another aspect of the game that I found to be rather frustrating at times were the boss fights. In the first half of the game, they really weren’t too bad and while they could sometimes be a bit challenging, they were never overly annoying. That changed with the second half of the game and there were a couple fights that really annoyed me. The main issue that I had with them is that they simply go on for too long at times. There is one particular one in a lab where it felt like you had to do the exact same thing eight times in a row. Then if Sheva or you die, you have to restart all over again and you likely don’t have many health items because they get used so quickly. The bosses can also feel inconsistent with their QTEs where sometimes I would get a prompt to dodge an attack and other times I wouldn’t and I would just get hit. The only saving grace is the rocket launcher which you can spend a bunch of money on but it essentially one shots any boss.
-This isn’t really a gameplay point, but the game does not have skippable cutscenes and so if you die to a boss, you will have to watch that same scene over and over again with no way to skip it.

Side Content
-The main game doesn’t really have any side content as it is a linear game. After you beat the main game, you unlock a new game mode called Mercenaries, but I didn’t play it at all, so I cannot comment on whether or not it is any fun.

World/Level Design
-The level design is very different from any of the previous Resident Evil games as the game is set in Africa and takes place predominantly during the day. Having the game set in a city and exploring the surrounding countryside does make the game far less scary and the atmosphere certainly isn’t as creepy as most of the other RE games, but again, this mostly works as the game is far more action oriented. I really liked a lot of the locations, especially the town and the marshlands and they were fun to explore and felt very unique. There is a part of the game where you are exploring these ancient ruins and it feels almost like a Tomb Raider game which I enjoyed. The game does have far less backtracking than its predecessors and you are always moving forward with the story instead of going back to explore old areas. I kinda missed the backtracking as I think that it can be fun and help you really become familiar with a location, but I did also like how many different places you go in RE5.
-Now I should address this topic as it is usually at the forefront of any discussion about RE5, but the game is set in Africa and there have been many people who feel it is racist for one reason or another with certain depictions. Naturally, with the game being set in Africa, you are going to be fighting a lot of black people who have been infected. This may rub some people the wrong way and I could see how someone may feel the “white savior” trope is at play here, but I personally was not too bothered by this. The part of the game that does feel a bit more problematic is when you leave the main city and go through the marshes where you encounter many enemies in grass skirts and using spears while being incredibly tribal. Again, you could argue that narratively, it is the virus infection that is causing the people to act this way, but it does feel like an outdated depiction of Africa and one that was a stereotype for a very long time. How much this will bother someone will differ depending on the individual, but it is worth mentioning that there are some questionable choices here, although I don’t think the intent was ever to be overtly racist.

Graphics, Music and Glitches
-The game was released 15 years ago now, so naturally the graphics are dated, but they still hold up pretty well and for a 2009 game, it all looks fairly good.
-The music in the game was good and it added to the tension of the action scenes when it needed to.
-I did not encounter any major glitches while playing the game.

Main Positives of the Game
-The characters of Chris and Sheva are likable and they have good chemistry with one another.
-The game has some cool locations like the city, the mine, the marshlands and the ruins you explore and I like how different the areas all felt. Driving around the boat in the marshes to explore new areas was really fun and was the most open the game ever felt.
-The combat actually holds up pretty well and the shooting all feels good. I also like that they have the different melee attacks you can do when enemies are stunned.
-The visuals hold up pretty well despite this being a 15 year old game.

Main Negatives of the Game
-The movement can be frustrating, especially by not giving you the ability to move and shoot or reload. Running can also feel a bit clunky at times.
-Unskippable cutscenes were very annoying as you had to rewatch them every time you died.
-The AI partner is very hit and miss and will often do things you don’t want them to do. They will waste your resources and will get killed fairly easily if you aren’t careful.
-The inventory system is awful and lacks so many simple quality of life changes that would make it so much better. Being able to drop items on the ground, combine items between inventories, and being able to upgrade the size of the inventory would all be very welcome additions. In an action game like this one, I don’t even know why they felt the need to limit your inventory so much in the first place as the survival horror element of the previous games is not really in play here.
-Some stereotypical African depictions that could be seen as problematic. I don’t think this is as big of an issue as some other people do, but it is something that should probably be handled a bit differently if they were ever to remake this game.
-The story is so over the top that it comes off as pretty cheesy, especially towards the end. The Resident Evil games have always had outlandish stories, but this one feels like it still managed to go a bit too far.
-Chris Redfield does in fact punch a boulder while in the middle of an active volcano and whether or not that is a positive or a negative is up to you, but that summarizes just how outlandish this game can truly be.

Overall Score: 6/10

DISCLAIMER: This review is not a review, it's a bumbling, messy rant I wrote at 2 AM. I apologize in advance for any grammar and spelling errors, as well as the occasional nonsensical sentence.

It has truly been some time since a game has so fully captured me to the degree that Little Big Planet has. There is something truly special about this game that is only shared with some of the best I’ve ever played, in fact, the last time a game was able to make me feel anything like this would have been my first playthrough of Super Mario Galaxy. I don’t Think I can ever truly, properly put it into words, but I'll certainly give it a try.

Before the actual review I’ll start by saying that I don’t have any nostalgia for this game, In fact, my first time ever playing would’ve been the day before writing this review. All of my opinions stem from very freshly playing through the game and experiencing everything it had to offer for myself.


This may be a fairly generic statement, but I think everyone can agree that today’s world has more than its fair share of misery. These past few months for me it's felt like on a global level there have been historical levels of suffering and wrongdoing happening all at once, and there is nothing I can do about it. When combined with the smaller stresses of simply living your life, it can be easy to accidentally start to live with a dark cloud over your head. This is not to say that I’m a miserable person or anything, It's just that I feel we sometimes forget how important it is to smile. I am of the opinion that we need more ways to spread positivity and happiness in the world, and that is exactly what Little Big Planet is. Little Big Planet completely counteracts everything negative I just mentioned on a personal level in nearly every way. It feels so purely created with the sole intention of bringing childlike joy and wonder to the faces of all who play it. From the animation to the music to the gameplay, everything feels so lovingly, passionately created to be the absolute best it can be. One of my favourite things about all forms of media, be it traditional books, comics, movies, tv, or games, is that they can give you such intense emotions that you would normally be unable to experience in ordinary life. Through Seething anger or incredible sadness, I’ve been affected by many of the things that I have watched, read, and played, but there is one thing even the best of movies and games are often not capable of, something that makes them truly stand out above the rest if they can accomplish it, and that's them being capable of transmitting pure, unfiltered joy to the same degree that they can other emotions. Throughout my whole playthrough, Little Big Planet had me grinning ear to ear. It's the first time in so long that I’ve been so completely invested in a game, that I’ve spent so much time in a game all at once, that I’ve been willing to give up doing anything else to actually find time to play, and since I’ve had my love for video games so overwhelmingly re-ignited like this. For all that alone, I will likely forever remember Little Big Planet and consider it one of the all time greats that I’ve played, But there is still so much more to discuss here.

Before even discussing the gameplay, there is so much to appreciate about Little Big Planet. Everything feels meticulously handcrafted, because it literally is. This game at its core is a level editor that all players have the ability to use, and the developers truly mastered everything about that level editor and managed to produce levels for the story mode that wouldn't feel out of place if they were found within a real, purely 2D triple A platformer. Within these levels there are representations of cultures from all over the world that are so obviously lovingly represented, and they have great humor to go along with them. This game genuinely made me laugh a few more times than I would have expected. The sackboy that you explore the Levels with is also an incredible addition to this game. Each sackboy exhibits so much personality and is so excellently animated. Something about their expressions just makes their emotions feel so real. The Developers really went above and beyond when it came to allowing players to fully express themselves without even speaking.

Speaking of player expression, the one part of this game that I’m really devastated I’ll never get to experience is the online. Exploring an infinite amount of community made levels with my friends and other people while being able to fully express myself and have fun at the same time seems like it would have been an absolute dream. I get hit by a little wave of sadness everytime see the crossed out online buttons on my screen, but even without them I had plenty to love about the game.

The campaign mode is spent helping numerous troubled characters throughout the earth in any way you can. Often just seeing how the developers had crafted characters and made them feel so alive through the crude level editor was enough to make me laugh, but it was also very charming. Every step of the way you are offered encouragement and witness so much creativity it's hard to not just constantly smile. Alongside just being fun to play through, these levels feel like they would be excellent inspiration for anyone who would have tried to truly dedicate themselves to the level creator as well.

In terms of actual gameplay, this is definitely the weakest part of the game, but still fun. It controls like a standard 2D platformer, with the sole issue being that sometimes sackboy feels a little bit slippery to control, putting you in the occasional situation that will feel a little unfair. Otherwise though the level design is so clever that the game never gets old. There are so many gameplay concepts and ideas featured within them I almost wish there were more levels so I could have seen them more fully explored. The game does get more difficult towards the end, but even with the slightly awkward controls I never felt it was too unfair, despite having to redo some levels a fair few times. What it really shows is that this game's potential for level design is more or less unlimited, something that would have made it all the more amazing when the servers were still up and running.

The music (partially composed by the guy who did spiderverse btw) was also a key factor to my enjoyment of this game. Almost every track is so uplifting and happy it felt like it was directly planting energy into my soul. Somehow these songs make me feel nostalgic despite having literally never heard them before yesterday. There are just so many different instruments and styles of music that all collide together in this game, making it one of my favourite gaming soundtracks of all time. Maybe I’m just weird but there were even 1 or 2 very oddly nice tracks that even made me tear up a bit.

In conclusion, Little Big Planet is just kind of a perfect video game to me. The combination of its endless creativity, interactive community, fun gameplay, and amazing music gives me the impression that it was lovingly created with the sole purpose of spreading Joy throughout the world, something we can always use more of. It's very rare that something is able to make me feel the childlike wonder I experienced while playing this game, and I'm so grateful I just randomly happened to check it out. Everything about it feels so human; you can clearly see the overwhelming passion behind the game poured into every nook and cranny within it, something I’ve only really been able to notice in a very small few of the best games I’ve played. In my opinion, more games should strive to be as joyous and as pleasant an experience as Little Big Planet. I definitely feel like this is a game everyone should try playing at least once in their lives, because if for some reason it strikes the same chord with you as it did with me, you’ll never regret it.

Start of a nice 2D metroidvania mining game. Combination of pretty chill genres and I finished it again after so many years and recently finishing the 2nd game. Finished in one sitting, literally one sitting, my ass hurts as I am typing this.

Sights & Sounds
- The characters and environments are crafted in a cartoonish style that's used effectively
- The Western veneer added some nice flavor. For a mining game about robots, it wasn't necessary, but I appreciated it
- The music follows the western visuals; lots of old-timey sounding western songs full of harmonized whistling, ricochet sounds, and whip cracks

Story & Vibes
- The game is very light on story, but it adds to the mystery of the gigantic caves you'll be tunneling through. All you really get told at the beginning is that your uncle has died and left you the deed to his mining operation
- This gives the game an opportunity to try the "show, don't tell" approach to backstory. Unfortunately, I feel like a few more breadcrumbs could have been shown to the player. I still don't really know what's going on
- This give the game very mysterious vibes, but I haven't had a whole lot of success digging into that mystery

Playability & Replayability
- Played this game on the Steam Deck, and the default controls were pretty good. They felt tight and responsive
- As you might expect, the central gameplay mechanic is digging through a series of gigantic mines to find ability-granting upgrades that help you go deeper into the mines as well as resources that can be used to buy things like extra health, a larger water reservoir for your tools, more storage capacity, equipment enhancements, and more
- Dying has very little impact on the game. You just restart in town and try to recover your findings from the bag that marks the location of your death
- Compared to other so-called "metroidvanias", neither the combat nor the platforming are very hard
- I've beaten the final boss, but I might revisit in an attempt to find some other secrets and pick up a few more achievements

Overall Impressions & Performance
- The game ran perfectly on the Steam Deck
- I tend to enjoy games like this where the central story line is fairly easy to finish (I did it in less than 5 hours), but there's plenty of other secrets and hidden areas to dig into. This helps exploration feel rewarding and worthwhile

Final Verdict
- 8.5/10 For a tenner, this game is absolutely worth the money for fans of platformers with a heavy emphasis on exploration

Yet another game I really liked. There isn't much to say about it though. Story is okay. It's slightly janky. But has a fun gameplay loop. It's a good game still worth going through, just understand it not a masterpiece.

The game has good music. But it isn't that special. The game essentially is dig, gather materials, go up and sell to buy upgrades. Repeat. On occassion you find a new power up or challenges in the mines.

The biggest issue in this is that you can def softlock and the only way out is death. If you are smart about your tunnels this mostly isn't a problem. But on occasion things happen that are out of your control and death is your only option.

Although it didn't happen to me, I could see how if you are terrible and die enough you can lose enough materials to be hardlocked. But I imagine most people that will not be an issue.

Controls are a bit jank but work fine enough. The game has odd difficulty spikes. At times the gameplay loop can be a bit tedious. It's a light metroidvania.

In general, it's a very chill experience. A brain off game. Nothing special, but still really fun. If you enjoy it, I highly suggest play the sequel as it's vastly superior. It improves and expands on the concept. You will need the story in this game to understand the sequel. Or better said, to appreciate the story in the sequel.

I didn't enjoy the first RE remake so getting right into this I couldn't be more pleasantly surprised. The game generally feels really great to play and really perfects the Resident Evil formula and fixes a lot of tedious aspects that hold back the classic formula from being truly enjoyable for me. It gives you so many options to play it your way that even when I came up some frustrating segments I had the freedom to experiment until I mastered some segments.

The general atmosphere, environments and map layout are so well crafted that I was fully immersed in it's world and did legitimately get spooked by some parts when I was on low health. Of course there's still some weaker puzzles and some less than stellar backtracking but it was very few and far between that it didn't bother me as much.

This remake takes everything that made the original game special and throws it all in the trash. Not only is the soundtrack worse (color your night and its going down now are the only better ones), but Tartarus, which was the only part that needed to get better (although I didn't find it boring in the original game), feels and plays worse because the floors are bigger and slower to go through and the enemies are too easy to fight and avoid, so, unlike in the original, I didn't feel the need to fight at all.

The overworld doesn't look interesting anymore, and all the atmosphere of the original is gone. I just feel like there are too many people, and that the isolated and lonely look that the city had in the original was better because it set the perfect tone for the story and its themes. The voice acting is worse, with Akihiko's voice sounding too deep (and in general, the whole cast sounding a bit worse, imo); the new in-engine cutscenes that replace the animated ones are executed badly and lack emotion, for example, the intro scene, which was, at least in my opinion, one of the best ones, gets ruined because of Yukari talking and ruining all the tension that was created in the old one.

I don't think I'll ever understand the hype for this remake since almost everything that it tries to improve was done better in the original game. 

This review contains spoilers

Before I begin, I will note that (per the developers wishes) there are content warnings on their own website, viewable here. Out of a desire for a completely blind, spoiler-free experience, I obligated to not view them, but if you’re of the younger audience, or simply sensitive to controversial themes, perhaps skip over this review. Reader discretion advised. And, as a precaution, I will talk about major (and minor) spoilers, as I discuss my personal experiences in great detail with this game. And if you decide to see yourself out, whether it be of spoilers and the like, don’t worry. Because no matter what, I’ll always be waiting for you in our next review together. <3

After the developers, Black Tabby Games, called out Backloggd users on their Discord, I knew what I had to do. So I bought the game, and here we are.

Slay The Princess is one of the few games that have sold me on their visual presentation alone. Almost immediately after watching the trailer for it (thanks to Steam Discovery Queue), I wishlisted it, knowing that it would be something truly special. The hand drawn artwork captured my attention, as it is and will probably always be one of my favorite styles in the entire industry. The Princess’s striking, yet disconcerted eyes explain a character’s entire story like no other. The contrast between darkness of the background, and the bright, white foregrounds makes each character pop out. The subtle redness of it all, prominent with the Princess’s dialogue and the gore, instills uneasiness within the player. More prominent than the artstyle however, was how the trailer ended.

Slay The Princess kicks off with the main, unnamed hero, arriving in a dark path, with only a narrator to accommodate him. On said path is a cabin, which has the princess within. From the narrator’s own words, she is to bring the end of the world, unless the hero kills her. Arriving at the cabin, we see a knife and a door. The door within holds the Princess, locked up and sitting innocently. The game then asks you if you would want to slay the princess (ala the game’s title). This is where Slay The Princess really surprised me. There’s so many dialogue opportunities, and all of it from what I’ve experienced is fully voice acted. The Princess herself is highlighted in pink text, representing her initial innocence. The narrator proclaims that you mustn't listen to what the Princess asks of you, no matter what. The Princess herself is a deliberate manipulator, a troubled creature, who gives the player the deepest of stares, and really makes you question if she’s as bad as she seems. If the people who locked her up were convinced of her danger, wouldn’t they kill her outright? I opted to not kill her, out of curiosity, and also kindness. I then proceeded to cut off her hand, to which she blankly reacted, no tears nor crying. As we escape, the Narrator interjects with the desire to kill her, and forces the hero to swing at her. All player choice is neutered at this point, and the princess swiftly dodges your blade, before turning it on you. This is how the trailer ends, and my curiosity began.

After you die, you revive on the same path. Chapter 2 time. It feels like a roguelike, with all new paths and experiences opening up to you. After my initial death, I refused to even enter the cabin, and this time, the Voice of the Skeptical accompanied me.. After that, another cabin came about behind me. I refused, similarly. And, as the narrator stated, the world I had seen had faded into the Void before my very eyes. And then…

I respawned. I began taking notes for this review. I use a dual monitor, so typing notes whilst also writing was a very easy task, and as the game’s audio played in the background, I had taken a liking to the soundtrack playing in the bacground. It was a very soft, endearing piano tune. A very simple composition, but a nice one. This run, I decided to hesitate, and then run into the cabin, balls first. I also grabbed the blade as well, before noticing that it might be the key to my next fate. I made a mental note, before moving on. This time, I had charged straight on in to net the coup de grace, before recieving a blow to the face. “Holy shit that hurt!”, the game pronounced. I didn’t know The Princess practiced arm game in this cell! We engage in a duel, trading blows as the Princess bleeds out. I then give up, admonished for doing so, before getting… stepped on. Goddamn it, I had already played Bayonetta prior. Now I’M the Angel! But, once again, I took notice to her eyes. Something about them conveyed unadulurated anger, unlike her previous expressions. As her bloodied clothes dry. She shoves her knee into my windpipe, leaving me oxygen deprived. Before everything goes dark, I take one last look, before finally passing.

Loop 4, time. Am I doing something wrong? Ending 3 had already sent me back to Chapter 1. Now, I’m back on Chapter 2, where I had previously reset. Once again, inspired to use the knowledge I had previously, I was determined to NOT. TAKE. THE. DAMNED. BLADE. She can kill me through sheer will power alone, so there was no use fighting. Before entering the cabin, I was forewarned by the Narrator, and he once again warns me of her lies. And then, I had gained the Voice of the Broken, a new character. I had also noticed the corrupted music within the background during this time. Was I finally making progress? Only one way to find out.

The Cabin had completely altered this time, into a castle-like structure. Yes! I’m getting somewhere, finally! Right next to the basement door was a mirror. I clean it off, only to reveal nothing. Oh, well! Skipping the basement, I head straight into the basement. God, I could go for some Isaac Rebirth now. The Princess calls us once again, but her voice is… off now. I think we all know what that means, so with caution, I head down, without a blade. Is this what my kindness leads to? My own demise? The Princess appears far more intimidating than ever, growing far in size. Any attempt to fight her is futile at this point. And she KNOWS this. She KNOWS our pasts sins, as she states that she’s seen our previous killings. She is eternal. We attempt to kill her, she blindsighted and gruesomely kills us throughout each run. At this point, the only thing to do is kneel and beg for forgiveness. We come in for a… kiss or something idk, at least the Voice of the Broken knows what's up. I DON’T want to kill her. I don’t want her to know why I’m here. But she simply teases us, and I have no other options. She continues to tease us. She truly was destined to end the world, as she’s said. If you can’t beat em, join em… I free her from her chains, taunting us as we join her side for the rest of eternity. Is this truly our fate? Is there a way to save her? Because no matter what we do, saving her kills us, and killing her is suicide. And as we break her free, our narrator is practically killed, replaced with only the echoes of the cruel mistress herself. We attempt to take her hand, but right before our eyes, she disappears into the void. All we see now is a mirror, and much to the dismay of the hero, we approach it. We see… ourselves. And then we explore the void that now remains as a reminder of what we've done. There is no more cabin. Only the Princess remains, consumed by the hands, spewing evangelical-like nonsense. Out of desperation, I attempt to commit suicide, but it fails. I try to kill “her”, but it also fails. The world hasn't ended, but yet, this is the rest of eternity. Just me, the hands, and a shell of her former self; the princess. The Princess desires perspectives; the vessel she has now represents dominance. And she tasks us with forgetting everything that we’ve experienced thus far to continue the cycle. I refuse twice, not letting her reset my memories. She then promptly closes my game. Thanks! Now that we’re fully intertwined in the eternal cycle, there’s no way out of here, I guess. I forget everything, and reality shatters, which actually made me jump a little with the sound effect. PART 2, TIME!

I reload my save, out of curiosity. Rather disappointingly however, the same outcome happens. And I'm on Loop 1 once more. I've decided this time to be 100% peaceful.; no bullshit, no nothing. I charge in, no guns nor anything, straight to the Princess, completely unarmed. She's a lot more polite to me this time, but how do we get her out of the chains without a knife? She EATS her own hand off. Damn, how has this bitch been stuck in here since forever? She just ate her own hand off!!! Well, kind of, as we eventually just cut her hand off with a blade that mysteriously appears out of nowhere. The Narrator once again forces us to kill her, but something interesting happens this time. The Princess knows that some outside force is influencing us, and then she takes the blade, once again killing us, albeit with remorse this time. This singular line completely threw off how I perceived each run of Slay The Princess. Albeit subtly, the Princess already knows that what's happening isn't normal, not by a long shot.

RUN 2 PART 2: I directly accuse the Narrator of causing my death, and I gain a new voice; The Voice of the Smitten. He's the #2 Princess fan, so good luck stopping him! #1 being me. But once again, our cabin changes, and the Princess seemingly remembers us from before, leaving even the narrator shocked. The killing, the disarment, everything! However, once again, listening to her voice, something seems off. It's a lot less rude and demanding than previously. Maybe we fixed her? Let's rescue her, once again! Getting a closeup of her fac- wait a second. That IS a different Princess! But regardless, we slip her hands through the shackles that bind her, and she gives us a nice, warm hug. Awwww, she's so cute, disregarding her killing us in cold blood last time. But now we're left curious on what we do for the rest of our lives, but the music cuts abruptly, putting me on edge. But the GODDAMN DOOR CLOSES AGAIN. However, the power of love triumphs all, and by uniting our hands, we unlock the door, with only the wonders of the world between u- get fucked with the void lmao. Once again, it's reset time! That was… fairly short, but okay. PART 3!

I turn around, this time, then enter the cabin. I come in, say Hi, and the Princess is not as kind as before, but not necessarily hostile either. I decide to leave her downstairs on her own, but her eyes tell me all that I need to know. I will regret this. So, balls to the walls, I leave her. But even the Narrator warns me about the decision I've made. The Princess aggressively demands her own freedom, threatening to even free herself, but I keep on walking. Barricading the door, I run like it's no tomorrow. Watching eerily, I fall asleep next to the door, with the Princess calling me, begging me to open the door as she violently bangs on it. We nod off, but as we awake, the door was lock picked. The Princess has escaped, and her ass is chasing you now. Seeing what she can do, you probably know how this ends.

Run 2! Voice of the Paranoid, this time. Cabin changes, knife, mirror, same thing. We're met with a path, with the Princess out to kill us for what we just did. I don't act. She finds us, and paralyzes us from the waste down. At this point, I'm on the edge of my seat. The sound design of Slay The Princess is sublime, highlighted by this scene alone. Each effect leaves me anxious as all hell, and the only thing I can do is keep clicking. And the scene of black and white… it was just too much to take. We die as always, but we live on.

Run… 3? Starts in the night… skies. Everything is clear. We find ourselves with every single voice in the game. The cabin is a weird objecymt which shifts as we watch. Did I… fuck up? The mirror is once again fake, leaving only the blade, and we have no choice now. But as we grab it, it sifts through the earth, into the unknown depths below. And what are in those unknown Depths? THE GODDAMN PRINCESS OF COURSE! With no other options as she’s taken away our will power, we let her be free, and she thanks us, before becoming a part of the Void. Once again, we reset the universe, and now we’re back to square one. This was easily my favorite chapter of Slay The Princess thus far.

I enthusiastically head into the cabin this time, destined on cold murder as the narrator wishes us to, no lies or anything. This time, she’s a lot more hostile towards us, ala Part 1. But I charge straight in, stab her chest, and it looks like it did a lot of damage. But the Princess gets up and says “nahhhhhh i can tech this shit”, ending up dying anyways. After a job well done, we leave and see... The Void again. We can’t leave, but we end up staying in the Void for... eternity. Happy? After all of that, hell if I know. But hey, I got a good ending at least!!!! Welp, time to commit suicide and start the cycle all over again.

Voice of the Cold, we enter the cabin, it’s cold, grab knife. The Princess remains dead, as she was before. But that can’t be, right? The world was reset! Well, not entirely, as her spirit lives on, seeping through the bottom floor, heading straight at us. Rather than thinking with our fists, I hesitate. She’s dead anyways, what’s the harm? Apologizing for my past actions, the Princess seems apathetic to it. Out of the debt of our hearts, I ask her what I can do to repay her. The ghost wishes to return home, no battles, no nonsense. She just wants to live a real life. Desperate and out of options, I let her possess me, in an attempt to let her see the world. After briefly passing out, we wake up, with The Princess forever intertwined in our thoughts. We have the option of killing her, but I refuse to oblige, and we thus leave the Basement. As we open the door leading us outside, we suddenly pass out, and the Void faces us once more. As we’ve seen before, The Princess disappears into the hands of The Void, and the mirror once again appears. The evangelical being that was the Ghost states that we need one more vessel to bring her to singularity. As I near the end of the game, I wonder, which Princess to bring into this realm? Which girl to end the game on? Which one will be my final send-off to this game?

Okay yeah, I looked up how to do the Witch route. I am an absolute SUCKER for witches. So why not end the game on one? We enter the Cabin unarmed, but end up grabbing the mysterious knife. As we leave, we go in for the kill, she strikes back, killing us with her own nails. She seemingly meets her end soon enough, as we die.

THE BEST CHAPTER: II - THE WITCH!!! The cabin is grotesque this time, with roots of plants surrounding us, unarmed. Hey, wait a fucking second. THAT’S A CAT WOMAN! What a rip-off. The Witch is incredibly strong, distrusting of us, yet not hostile. I mean, after all, we did kill her. After some back and forth, we eventually get her to come with us for the rescue, not before telling her to go first, and with her subsequently sniffing us, insulting us in the process. Rude. But, not grabbing the knife was a mistake, as she reached it first. But, without warning, she closes the door on us, leaving us alone in our thoughts, with the void slowly consuming the world. As we gaze into the mirror for the final time, our reflection is blank, as the mirror cracks, and so does our reality. As the shards fall, the narrator’s true face is revealed, slowly fading away as we talk to him. What happened to these worlds, we ask. As he slowly dies, he begs us one final time, to kill the princess, once and for all. As we head to the cabin in this twisted Void, the hill bursts open and reveals…


The Princess! Every single version of her, united into one being. But, as The Princess reminds us of The Narrator’s final wishes, that leaves us with one. Last. Choice. As our playthrough comes to a close, The Princess expresses her wish for her own end, as each Princess comes back to remind us of our past killings and savings.

To slay or to not slay...? Every time we’ve come down, hostile or not, we’ve usually met our end, but that’s to be expected, no? After all, our goal is to kill the Princess, and of course she’d resist her own murder, right? Are we the ones at fault? But, we’re simply the player character in a game that FORCED us to choose to kill her. But, then again, we decided to buy the game that said “Slay The Princess”, install it, and play until the very end, out of our own will. We are the ones at fault. AND, with that revelation, I decide to SAVE The Princess, and free ourselves from this reality. But as the glass of this reality begins to crush us, the Princess and I unite into one self, as we spend the rest of eternity together, stepping into… the Infinite. We’ve finally made it back home, as the deceased Princess has wished.

While I know that my explanation of how Slay the Princess made me feel what I did was pretty beefy, it was mostly a journal of the game, as I had processed it in real time. In the end however, Slay The Princess reminds me of The End of Evangelion. Something that was definitely enjoyable on a first look, but when the journey’s all over, you think “Wow, that was actually kind of GOATed”. It's an intentionally deep and complex narrative, with multiple different choices to make, and gorgeous production values being present everywhere in its content. Each run feels different from the last, with the entire narrative changing to reflect your actions. Every variation of the Princess is an extension of your actions, and yes, while some paths felt underdeveloped (Damsel) unfortunately, I still think Slay the Princess is worth your time overall, and the visuals alone will stick with you for a very long time, much less the story and music. Every choice I made had significant meaning, and I can’t wait for my next playthrough of the next few routes. But for now, this is where Slay The Princess ends. And where MY bitching begins.

This was a bit of an experimental review style, one that I don’t plan on using much in the future, but for a game with as many paths as Slay the Princess, it really demanded this style. Hell if I know I’ll continue to use this style, but hey, it’s a thought. But speaking of reviews, I hate to announce so many things in a short time span, but I think I’m also looking into replaying the Bayonetta games soon. I absolutely LOVED Bayonetta 1 when I played it last year, but I never ended up finishing it, unfortunately. All that’s about to change, because I’ll be playing all three mainline titles, back to back, and I’ll also be including Cereza and the Lost Demon as a bonus. It’s been something I’ve always wanted to revisit. I really love Bayonetta, both as a character, and as a game as well. So, I hope you’re looking forward to that. But, that’s all for now. Until next time, my friends!

In a 2013 GDC talk on the development of Dragon’s Dogma. The director Hideaki Itsuno wanted specific principles: “high degree of freedom, simple action, highly realistic.” With examples: Elder Scrolls Oblivion, Fallout 3, and Fable 2. Disclosing their units shipped and the same quality/s each possesses. These three aspects I'm quite fond of. With the first as numero uno what I look for. Freedom. Always. His “job was to convince internal members of Capcom that this is a challenge he wanted to take on. Similar games in this open world RPG genre didn't really exist in Japan. And they weren’t able to accurately forecast if the project would sell or the market potential.”

I couldn’t help but remember a comparable individual I look up to, Tetsuya Takahashi. The man behind the creation of the Xeno series along with his team and his wife Soraya Saga. In a 2015 Venturebeat interview he answered a question on what is the "biggest difference between Western and Japanese audiences, especially in terms of what they want from a role-playing game?” Takahashi said “What you’ll find quite often is that a lot of the markets outside of Japan are interested in games where you can do anything you want. They put a high priority on a great degree of freedom. In the Japanese market, it’s more common for people will demand a certain flow to the events in a game. We find that they’re more comfortable with a linear framework. We have our theories about why this might be.”

The comparison is relative due to the creators of their respective franchises aspiring to replicate near identical reception and appeal within their works. To differing results. Moving outside their comfort zone creating a fusion in a way. As much as I would revel in going off on Xenoblade Chronicles X, that’s a story for another time. Among the challenges and expectations, Itsuno is trying to match Skyrim’s massive reception with Dragon’s Dogma. An ambitious endeavor I appreciate as he remarks transparently in March 20, 2012. “At Capcom, we’ve made Dragon’s Dogma and come up to this point through our experience of action games. We’re trying to make a new genre: We’re using our action heritage and putting that into an action RPG.”

Emphasizing “changing action RPG to ACTION rpg.” Going for ambition is not inherently wrong. Great to have these goals to strive towards. As long as they stick the landing, journey and beginning. And I must say, after 3 playthroughs. One on normal, on hard mode, and finishing a speedrun whilst completing everything I can in postgame and the DLC on Bitterback isle of the Dark Arisen version, I firmly believe they succeeded in accomplishing all three qualities. However, despite my abundant enjoyment I did come across a sizable bulk of concerns I’ll discuss later in my mixed feelings. For now, I’ll discuss immediate sections I love.

Freedom is unrestricted. You can forget the main quest and go gallivanting off the beaten path and run towards any place on the map. Delving freely into dark dungeons, rocky caverns or forgotten ruins where a lantern is a must to combat the darkness. Filled with a plethora of variable attackers you won’t usually see copy-paste monsters on a budget. Harpies, undead skeletons, zombies, knights, mages, bandits, goblins, liches, ghosts, ogres, and etc. Even their variants are suitable. Clashing heavyweights against yours. Thus I can’t complain on the diverse enemy enriching every location you stumble in your wanderlust. Speaking of stumbling, you can upon completing a small bit of central plot early on set your fast travel points within reason. I didn’t like the approach since you receive a limited lot but ultimately came around to liking the unorthodox system. Helped by the fact the world didn’t feel too huge to traverse. Nor too meager to explore the sum of the whole caboodle within a short amount of time. Instead, the locales are filled with interesting locations. Multiple medium to large-scale dungeons displaying serviceable level design beyond linear corridors. Plenty of paths to tread both up and down. Breathtaking scenery during adventures. Bluemoon Tower made me feel as if I was transported in Rome’s Colosseum except fantasied. Ruined in decay where a single step can lead to certain death. Or embark on a long fog-filled forest where directions can prove futile for a newbie traveler. Yet for the experienced, hitting misty poles can unveil the true path. Mayhaps you will partake in a water temple? Which by the gods isn’t as arduous as other infamous water temples in games I’ve played. Link would breathe a sigh of relief here. Levers and switches to change the water level. Or for the speedy, they can excuse the routes and with careful jumping reach the end of the dungeon. Outside the danger is palpable with special zones where never-before-seen creatures lurk. Dangerous lichs and small drakes patrol. A functional day/night cycle capable of giving goosebumps if you decide to tackle the absence of sun with naught but your companions along. Hopefully, you brought ample oil flasks for your lantern. Cause oh boy does the night present dangerous adversaries not just in a greater supply of darker denizens but boss behemoths roaming the lands. Reminded me a bit of turning tail and running towards safety amid the nights in Dying Light. Seeing a chimera pop up near my location still gives me shivers…

Additionally changing vocations called classes and specializing in whatever playstyle you so choose is near-painless. Parallel to the weapon classes from Monster Hunter, but different. As you kill bounties of opponents and level up your vocation rank, unlock new skills and abilities. Allowed me to play as a mystic knight capable of dishing out spells while tanking with a shield and upon switching my staff in the menu. I return, bashing heads without remorse. Each class is satisfying with strengths and weaknesses. I honestly didn’t expect to fancy bow and arrows, and DD made me a fan of archery. What the heck man? I was a longtime Greatsword user.Heck, you can grab and climb any large creature during conflicts whenever. Hiroyuki Kobayashi, the producer said in an 2011 Siliconera interview. How DD’s grab mechanic in addition to “...the main character can go and do whatever he wants in this world, it gave birth to the idea that he’s fighting enemies and he should be able to fight them in any way that he wants and so we came up with the idea of the grabbing mechanic. He can climb on these enemies and fight them however he chooses.” A defining trait adding an essential option for players to tactfully embrace a closer savage quarrel against any terrifying freaks. Though the concept isn’t fresh, Shadow of the Colossus(SOTC) requires players to climb and weaken a colossus by striking their weak-spots. The influence I feel resonates still with characters conducting similar operations. If I am climbing a Cyclops then surely the eye is the weakness right?! Yes! Chimera for instance as an early boss functions in a comparable manner. Slay the snake tail, to make climbing safer. Hitting the goat head silences spells, then bashed the lion head to finish off the triple threat in a single body. Refreshing to play an open realm granting players simple mechanics and then shooing them off, if they decide not to embrace the major narrative at will.

For folks who don’t know the premise is simple and lightly intriguing. Within a small village called Cassardis you(after creating your protagonist) live a relatively normal life. Until one day. A BIG RED DRAGON starts scorching your fellow villagers on the nearby beach. Wreaking havoc. Heart pounding you decisively run out. Brandish a rusted sword and try to fight off the savage dragon. You can undoubtedly realize how such an encounter fared. Very poorly. We lose our life. But wait! We are alive? The dragon decides to steal our ‘heart’ literally. And some way, somehow we are alive as “Arisen” A human being whose destiny is tied to stopping the dragon. Welp, there goes my regular routine. I already had plans for. Although facing the dragon is the least of our concerns, immediately you are bombarded with new main and side quests to undertake at your leisure. And it is here where the realistic portion emerges.

Highly realistic is accurate. For better or worse, everything operates and contributes to the unique presentation. Resembling real life, a black market exists for counterfeiting necessities. Try saving key special quest items instead of returning them to the owner. Giving them a pale counterpart. The outcome may raise eyebrows. Moving on, all items have weight. Healing, tools and materials are not spared. Gathering materials takes time. Thankfully not too slow and not too fast. I mentioned the grab mechanic earlier, but just as you are provided the ability to climb onto giants, so too do they have the innate ability to pin you down in their grasp! Best to keep on the move Arisen! Lest you fall into their hands! Stamina(ST) is your lifeline. Every weapon ability used will deplete a small portion of your gauge. Sprinting slowly depletes it. Running then jumping can induce a noticeable chunk gone. Don’t forget grabbing is affected. And behind a hidden blindspot. Your height and weight matter too. Being a figure with low density grants the highest stamina regen and the lowest encumbrance(Volume you can carry). Attaining a higher amount of body load causes you to restore a bit slower, on the offset causes you to be granted extra capacity for ST and encumbrance. Here is a chart for reference. Height also plays a key role. Being of a minimal stature allows entrance upon tiny openings and perhaps smaller hitboxes. Whereas a tall guy cannot enter limited spaces. Will have the inverse effect of hitboxes. Forget plans to go underneath a Cyclops as a six footer fella. If you thought that was the term of the realistic portion. Think again. Encumbrance affects all the above. Here is another chart for reference. Depending on how your current carry load. From ultra light to over-encumbered. Parameters in values will alter jogging & running speed, recovery time, climbing, carrying, grapple, and running. Naked for instance will have little to no penalty. Can grapple giants for the longest, run for an extended period along with moving at the fastest speed. Compared to a heavy individual. Oh man, you’ll be as slow as molasses. Not to that extent, but a noticeable degree changes with whatever you do. Finding yourself out of breath easily. Constantly recharging your gauge and good lord don’t get me started on the inability to pick up items except for several exceptions. Not strictly a requirement to understand these mechanics as you assemble your character and comrade. To the surface-level player, but to those who love knowing every itty bitty detail, they prove their tonnage in gold. Attention to detail in weight, height, ST and encumbrance demonstrates a philosophy that is neither half-baked nor too overly complicated. Functions as a well-oiled cog with alternative core features the developers are trying to convey. Such as a satisfying fight loop.

Action albeit simplified achieves hallmark makings of a gratifying beast slaying loop. Imagine facing a near insurmountable boss only to win succeeding ‘x’ or ‘xx’ amount of tries. Hmm, I’m reminded of Hidetaka Miyazaki’s Soul series. Good. That works. Broadening your horizons then, input a hardy challenger with a health bar and conjure the memory of facing a troublesome 2+ health bar encounter. That too is acceptable. Finally, remember how Monster Hunter immersified you to hunt, check for clues then melee and perhaps trail a weakened creature? Well, erase the busy work and focus on the bout. Hit any usable abilities with the smash of a button. 3 or six depending on the class provided. Sure it uses stamina, but the expense is negligible unless spammed. An immediate gratification than a delayed response. A real-time shift to having the ideal battles in Dragon’s Dogma. Except missing a couple major details. You. Are. Not. Alone. Pawns are lifelong companions. A main pawn is always at your side. With two spares you can summon in through an online feature. Connecting online accommodates your world a random assortment of online pawns. No need returning to base and recruit, simply talking with them and as long as they meet your current level. A free no cost sign-up to your party begins. Thus, clashes against adversaries transform regular duels into a group brawl. Facing a horde of goblins never got old by channeling my inner Goblin Slayer party. A towering cyclops becomes inadvertently a fantasy AT-AT skirmish to bring them down. Here’s a hint. Focus on the legs! Encountering a drake in the wilds is a flee-on-sight order early on. Impossible to finish a coup de grace as a greenhorn adventurer. Though, you are welcome to try. The outcome is less PTSD inducing trying to sneak by a Xenoblade Rotbart. Death awaits…

Nevertheless, vocations are powerful when used effectively. Applies, to companions too. Having a standard tank, healer, archer, and a mage. Deja vu DND party? A nice callback to Western party composition. Of which has never failed me yet. A tank as a fighter and warrior offers the classic sword and shield capable of taunting foolish dumb dumbs. Embracing the greatsword yields high damage at the expense of losing blockability. Archers employed as striders are quick dual daggers with flashy moves and evasion skills to support both in and outside of combat. Ranger provides an extended longbow specialization capable of sniping from long distances. Attaining greater firepower. Supplemented by a decent dagger skillset. Mages offer a wealth of healing and buffing parties with elemental enchantments. Having a dagger imbued with either fire, ice, electric, holy, or dark offers an extra modifier damaging susceptible opposition with a weakness towards certain aspects. The sorcerer class trades healing with an increased arsenal for magickal power. Those who know Konosuba's Megumin* blasting everyone to smithereens illustrating a magical nuke. Can render analogous results with a hurricane. If not satisfied, summon a meteor from the skies, Ice spikes, or seismic ground spells, yeeting hostiles to kingdom come. There’s a reason why I didn’t use the magickal jobs a lot. Matches end quicker once I finish casting. And I prefer not one-shotting everything hehe. Before I forget, three hybrid vocations exist solely for the player. Mystic knight, magick archer, and the assassin. By far I enjoyed these plenty than regular jobs due to the fact they can use further than two weapons. Mixes classes, thereby offering distinct move sets and abilities. Launch magickal arrows raining from above, use spells as a tank whilst hiding behind a shield, or gouge enemies biting deeper and causing severe blows when mounted. Are a miniscule taste of what they offer. Don’t be me who spent twenty hours as a warrior slamming my greatsword deep into mons. Viscerally pleasant. Even supposing I had the foresight to experiment. So go off my friends! Trial and error with whichever job you fancy.

As an addendum to the combat above the realism meshes well enough during bloody encounters. Low health causes the screen to die in red and slight screen shakes will occur. Buffs can benefit you in the tides of clashing steel, but so too do debuffs, classified as debilitation's from the other side may prove detrimental. Blind for instance will blind your screen. Almost literally except for a very limited view. Petrification will turn you into stone sooner or later. Torpor plays out as if the player is in a slow-mo. Super cool to see at first glance. But dread and despair abruptly emerge. I could add extra into the next 16 debuffs. But I’m trying not to scare you… Notwithstanding these harsh conditions, there is a respectable measure of curatives restoring to normal statuses so thou-shalt-not fear them too much. You can at least spam them to your liking without an animation. So Skyrim spamming HP foods restores health after a near defeat is both humorous and a valid strategy. Reminds me of the Tales series because I'm properly making use of my inventory management instead of hoarding. I'm eating grass plants, raw meat, and questionable rotting meals if I have no choice… Oh boy no wonder why I have horrible indigestion and poison… I won’t say the reason why...Ugh.

The addendum is vital because in peeling a layer, a fresh coat arises next. In learning and understanding these miniature details do we embrace and take advantage of the rules connected and presented. I’m reminded of Masahiro Sakurai. Talking about his Eight Hit Stop Techniques Video. For those unaware he first educates the viewer by asserting “'Hit stop' is an effect added just as an attack hits its target. Both you and your opponent stop for a brief moment." Fighting games apply the method among plenty of auxiliaries outside the genre, but I want to direct your attention to a technique. On point five - Control the amount of hit stop. I’m paraphrasing but he displays a sword’s tip that deploys higher damage than merely slashing. Creating a multiplier effect. DDDA has something similar, performing buffs to maximize attacks given and while not the same as Sakura with the sword tip. The placement of weapon attacks is crucial. Hitting a weak spot on a cyclops' eye presents far better devastation than hitting steel plates adorning their feet. Bouncing your weapons off. Deadly monstrosities present separate qualities to take advantage of their weaknesses. I won’t declare any more to spoil the surprise, though keep an eye out for possible body vulnerability. A few may not be as clear-cut as the above example, but in the course of conflicts, pawns can learn strategies to call out. “Wolves hunt in packs.” “Tis weak to fire!” Or “Strike from the rear!” Improving as you do. Making ventures into the unknown is not so daunting. Creating opportunities midst facets of combat that in turn grasp both parties on strengths and weaknesses. Resulting in an easy curve to comprehend. Oh undead weak to holy? Quickly enchant my weaponry in holy magic! Blast I'm being possessed? Guess I'll pray for my ally to friendly fire me gently. For fellow Arisen struggling with AI behavior there is an overlooked characteristic in determining inclinations. I didn’t constantly re-tool inclinations and inputted a sort of aggressive stance during clashes. One and done setting their parameters. Think of it slightly like gambits from FFXII. Determining what they should prioritize when facing enemies. Defending, healing, focusing on spell-casters, adventurous etc. Not complicated at all and I found to my gratification their Artificial intelligence surprising at times to slap me from a possession, heal me when I need it, or taunt foes while I recover. I recommend re-configuring a pawn’s priorities when you see a nearby knowledge chairs in Inns if you’re unsatisfied with what they’re doing.

Additionally, Sakurai posits the pinnacle of hit-stop techniques. By keeping the attacker moving slightly during the hitstop. DDDA operates in the same vein at landing a blow on an enemy. Even launching them into the air works super effectively. Man, I thought there were no supplementary hidden features. You wish! A knockback rule exists! I won’t go into the finer details, but suffice it to say you can stun an enemy by delivering a threshold of damage. Staggering blows into dazed status. Each enemy has different thresholds. Not earth-shattering, but players from Smash,min-maxers, or fellows who enjoys reading the closer details. Proves an invaluable mechanic. Why should I endure a long battle whereas I could blast the creature off a cliff? A flying griffin for instance who loves employing guerilla warfare can’t do anything once tethered onto sweet dirty ground. And if so inclined, may use dastardly tactics to grind a deathly foe later on. Furthermore, The motion of following through with attacks remains intact. Wonderful smacking foolish opponents daring for a challenge. Resulting in throwing attackers into the sky or yourself. And despite a lack of playing DMC games from Itsuno’s library(I’ll get there trust me) I will confess I felt Monster Hunter DNA at times. The feeling of every physical melee weapon impacting on a mon’s flesh is visceral and resorts back to the hit-stop. In searching for validation I dug deeper into the team’s qualifications and found despite a lot of heavy hitters from the DMC4. There is a decent chunk of old veterans. You can see a full list here from MobyGames.. Figures like as Minae Matsukawa, Kento Kinoshita, Programming lead - Yoshiharu Nakao all have experience from the franchise. So it is not a stretch to declare DD has a lot of combat expertise in the action department. A respectable load of history bleeds beyond the monster IP and forges a sort of culmination so to speak of their past practices. If that’s not enough, compare the two cover art and see striking resemblances. It’s no wonder why I had comforting familiarity with its systems in place and not-clunky responses working adequately on my controller. The fact there is no innate lock-on button speaks volumes in conveying a move harkening key positioning. Strats over stats or vice-versa is a viable method. Learning the ins and outs of brute patterns, dodging if needed, and persevering in spite of a tough, challenging harsh world that can eat you up. As a consequence the clunkiness and jank were nonexistent. Therefore, the fun loop in engagements felt ruggedly smooth. Leaving out conniptions. And followed up by "Try and beat me!"

Moreover, Majority of quests excel in rising above the average of mundane. Close in regards to boring me due to how the design usually offers a fetch, extermination. But digging deeper by talking to various NPCs, investigating for clues, escorting helpless innocents, following suspicious individuals, and by far ones that raised my eyebrows were chained side quests which act as further development arcs of NPCs. These missions flesh out the remaining cast further, don’t expect full nuance ala CD projekt RED quality. Within these hidden assignments emerge uncommon cutscenes for the side-cast, once their character arcs reach their cusp. Giving precious glimpses into the lives of the folks asking for Arisen's services. Not extraordinary, filled with the most amazing must-play ever. But also not being boring to the gills. If you ever wanted to know their background then embrace their inquiries without complaint. I found to my amusement notable ones. I'll share vague memoirs. I assisted a traveling merchant who wanted to know what happened to his father, while infuriating because of the number of requests early on. I quickly forgave him when I learned the reasoning. To my amazement, I chanced a weird meeting with a naive fool whose wanderlust knows no bounds. Often leaving him in dire straits of remarkably horrible stamina. An irony not lost on me. Gathering healing curatives was less of a task than above and by the boundary of his errands, I found a relatable dude who took his hardships by heart and appreciated my efforts to aid him. In contrast to the people I said earlier, I came across a flirtatious gal who swindled me for money. Forgive me for I was besotted by her charms and foolishly gave her a decent chunk of my purse. Thinking perhaps she’ll repay me cash someday. Wrong. I got played like a damn fiddle. Turning my heart darker. Lightening once I saw her in trouble later on, I could not leave her alone. And to my shame, I became a white knight to save her again. The lesson I learned thereafter is to never be infatuated by the charms and beauty. I was foolish. But continued in the pursuit of lore I found to my delight a worthy sidequest of my time that granted me further insight into the lands of Gransys. Not lore shattering, but close. I won’t mention anything concrete, but I live for these conclusions despite the almost mundane design. I would claim they’re worth it if you relish learning deeper the days of yore and its hearty and duplicitous denizens. For those looking to tie a deeper love. You can gift presents to vital NPCs. Ah very realistic the developers are striving towards.

Need a break from the RPG nature? Partake in platforming. Where you have to reach the highest point of a building, structure, or ruin to take a medallion. Employ the environment. Didn’t expect platforming, but hey it's pretty refreshing. And this is tucked away in noticeboard operations. 50 of them are available. A good friend of mine mentioned they lead you to secret spots. Hell the starting area after creating your character has one! A cool benefit of learning precise maneuvers on wall structures/spaces. Never hurts to check your surroundings, my dude!

The story itself I initially perceived to be a nothing burger for about ??% of the way. However, the remaining ??% due to lore bombs and recontextualization of the narrative because of the lore-dropping revelations opened my eyes beyond a basic story into clever territory. Make no mistake, this doesn’t mean the plot elevated and demolished my initial impressions. Instead, I think I’m on board with what the writers were trying to achieve, and it's a concept I don’t see often in JRPGs except my favorites. Delving not too simple and not too complex which is bonus credit for me. But in terms of impact? I find it acceptable, but incapable of mesmerizing me to the terminus. A clean “Oh you clever dastard” for lack of a specific conclusion. If viewed alongside the whole shebang, I believe it is appropriate judging about the overall thematic messaging. And for that, I respect, admire and praise it in the confines of which it struggles to desperately convey to the masses. To fluctuating outcomes.

Despite, the praise I said above. I must confess to a host of mixed feelings. Concerns I had amid my playthroughs, I feel are worth noting to varying degrees that are neither positive nor negative.

First, I realize certain systems and mechanics are too realistic for my blood. This isn’t laziness. I’m tolerant of many things and if I wasn’t I wouldn’t have played three reruns. Be that as it may. I still feel the beginning hours can be something of a hurdle to unfamiliar folks unused to the style of play. Can take a while to reach a constant cycle of enjoyment in lieu of a delayed gratification. A few assorted examples that will trickle below on numerous fragments. I don't appreciate having a limit placed on me regarding weight. I revel collecting anything in my sight. So the constrained encumbrance based on character creation is debilitating in maintaining a constant fun flow. Perhaps doubling or tripling the maximum supply would be an acceptable softer blow. I recognize this is a balanced measure to not spam healing items amid combat. Regardless, I can make my Pawns into mules carrying rations and whatnot. Also, I abhor the stamina system over sprints, when no enemies are nearby. I believe my limiter should drain exclusively in the nearby vicinity of adversaries. No malicious entities close by? No depleting. So I can freely sprint to my destination without frustration. Thereby, respecting the player’s focus and investment. The forceful nature of realism is apparent anytime I'm out roaming. Yet entering a city/town, I can jog to my heart's content.

Second. The focus to limit fast travel points via port crystals in a limited volume feels constricting. inside, you cannot teleport regularly like in other rpgs. A simple click on a town/city and voila “I'm there” is not the same. You have to set a handful of crystals(by completing the prime quests in an NG playthrough(NG being a new game) to place on any overworld spot, not a town or dungeon. Then you gain the power to transport there with a ferrystone. The Dark Arisen version comes equipped with an eternal ferry stone to acquiesce unlimited travel back to places. Very weird. know I've come around on the concept earlier, yet I cannot help but remark the NG+ implementation of buying another crystal feels like the right approach. Extras cannot be available for purchase until reaching NG+ With previously set crystals already shown on the map ready to be teleported at your leisure. Makes backtracking to old areas somewhat of a pain to trek repeatedly. Wonder if the sequel changes things up and adjusts normal travel if they already discovered the location. Rather than setting their own. But the underlying problem arises just as I am forced revisiting former whereabouts where I don’t have a teleportation ready. Perhaps an alternative was to balance the components by discovering locales, and therefore freely travel excluding the requirement of a crystalline item.

Third - Failable & Missable quests. Mostly concerning the side-content. Imperative to note, changing several quests in the menu. Can fail certain operations outright. I remember a particular instance of escorting a fella only to switch to separate assignment real quick to complete as well. Failing the assignment. I was shocked. My entire work and I must revert to my old save file or checkpoint. Not a major deal since I activated it like a madlad. But DD operates on a single file. Thereby, I cannot pull from a list a quick load easy peasy. You get 1 solo file and a checkpoint. The latter is akin to a hard autosave. And activates as you sleep among divergent matters. Ergo if you’re screwed by the 1st option a 2nd exists. The alternative choice is reverting to the checkpoint. A weird implementation system feels again restrictive in freely managing their save options. Resorting to a strict implementation of accepting the consequences. Reminds me of the Souls series where a similar loadout occurs. Nevertheless, necessary to keep in mind. On missables. Keeping in mind your employer’s deadlines is advisable since the whole title operates under a day/night cycle with every important NPC patrolling a different route. And so you will need to remember where they're previously. Admittedly I didn’t have much trouble finding them since almost always there is a marker on the map/mini-map to lead you to the corresponding location. Plus they can fail if you don’t finish them quickly. Let’s say, you decide tackling the side content from NPCs just before the final boss. Welp, you missed out on nearly checking all boxes they have to offer. Most of them must be finished as you progress through the leading narrative. If there is a big pet peeve I have is that unknown to my knowledge missables may be incurred. Hence why I decided to casually refer to a guide to not miss any of them. Brumbek’s Steam’s guide was immensely helpful in solving an ungroovy dilemma. And of course the Before I play section too.

Fourth - Miscellaneous areas such as the expansion's secret augments should’ve been an extra free section to equip in place of having to override your set augments already. Aside from abilities, you can equip more than five augments. Acting as passives, these to a certain degree substantially add effective modifiers to gameplay. Extra carry heft. Extra damage, reduction of a blow upon your life, etc. Each job upholds special properties to procure with discipline points. The expansions make it so you would have to replace them if you find them worthy of your attention. Several, I found extremely lacking. Gathering faster? Ballista ammo reloading faster? These in my mind should’ve been freely equippable without replacing old skills. Perhaps in a separate section. I haven’t seen the entirety, but looking at the list I would claim a decent chunk are not important than others. Plus the post-game area needs further diverse environments than copy-pasting several variants together and re-using few bosses. Make it truly unique. No half-measures. The expansion at the least did a full-blown dungeon crawler area complete with original foes to combat and traps to escape from. The process of gifting, could've been enhanced rather of on NPC's. Have the player romance our main pawn please. I conceived this would be a natural way to induce a pure love than seeing a human on the street, you meet one day to become your beloved before end credits rolled. Call me a romantic, but friendships forged by fire together are super satisfying as my best buddy likes to disclose mhm. Lastly, I firmly believe changing abilities while on the field than having to resort to a friendly neighborhood is less burdensome. Wherefore I am endowed with alternating cool powers to try. I loathe retreating to a town/city just to change my job and set current skills repeatedly. These are added busywork and do little respecting a player's time. I dearly wish a loadout is readily available, so I don't always have to reapply my normal gear every occasion I change vocations. Why must I become naked anew… I’m not asking for auto-changing jobs midway through skirmishes, that would be extremely silly. Merely asking for tweaks in minor quality-of-life suggestions. For instance, Baffling having three ability slots for warrior in spite of distinct jobs having no trouble slotting six. I'm not carrying a shield man!

Despite the mixed concerns. These issues can vary greatly from person to person. As of now, they didn’t impact my overall experience severely, but if you had randomly bumped into me years prior in 2015. Playing the PS3 version. I would quickly comment "I fell off hard" and subsequently again over several years across different platforms before I decided enough was enough to click with many things. Then my initial past impressions would not be as kind as I am now. It's why I think anyone who concluded poorly of the game is without a doubt true. Everything can be perceived as mundane, busywork, tiring, troubling, lacking for the sake of realism. Perhaps buckling under the pressure of its ambitions. Not connecting with the player sufficiently to invest farther into Gransys and what they offer. And I firmly believe that’s fair and valid. Because that’s what I thought of it before. On the other hand, there’s a special oomph underlying the working limitations and minor laws in play uplifting, transforming into a greater than the sum of its parts. Critically understanding interconnected features in place. Emerges a particular identity. A Japanese open-world ACTION rpg styled in the likeness of a Western RPG, but with the "Hiyah!" DNA of Capcom’s legacy is a sight to behold. And while I am not as versed as I am in Capcom’s library, isn't the game the first bold showing of a true open-world RPG at least from the corporation in 2012? I was checking the company’s past titles and I saw Okami and Monster Hunter titles released prior. But the former isn’t a true RPG as far as I am aware and the latter had segmented zones, not seamless. Tying back to what Itsuno said earlier of similar games not existing in Japan. In such a way Dragon’s Dogma is akin to a blueprint inspired by Skyrim. A WRPG made by JRPGs developers.

At the end of the day, this is the first title I've played directed by Hideaki Itsuno with his team, and holy moly does this man cook blazing fire! Very ambitious plan splicing Western RPG ideas with a considerable degree of freedom and Capcom's long standing history has most certainly paid off. A new IP since launching in 2012 has sold 8.4 million units as of December, 2023. Boasts a humongous market of consumers vying for this type of medium. Of course it didn't reach Skyrim's far reaching sales records, but for a New IP it is a worthy achievement. And one I can only say exceedingly rare that I replay again and again. My last memory was Final Fantasy XVI and Shadow of the Colossus. Thus it comes as no surprise that I enjoy to the fullest extent what is offered here. A tough, brutally challenging low fantasy medieval adventure handling the reins of a plain yet straightforward action formula. A pawn system never fails to leave me alone even in the darkest of days. Nakama power at its peak. Allowing a party to venture without restraint into dangerous areas. Accepting the consequences of my activities due to the sheer freedom given. Wrestling with the unique ideas offered unorthodoxly yet refined presents a hell of an ordeal. For better or worse the realism can destroy the immersiveness and fun, but for those who stick through thick and thin. I believe there is something quite special in store for you. And in my case. The light premise, in the beginning, invigorated me to face my ultimate opponent at the end of the primary story, post-game and expansion. And I was left not disappointed. Rather grinning from ear to ear at one of the finest battles and experiences I've determined from my multiple adventures for a JRPG. Move over Monster Hunter. I became a Dragon Slayer.

9/10

References & Additional Material:
2013 GDC talk on Dragon’s Dogma development
2015 XCX Director Interview
2012 Itsuno and Skyrim
2011 Siliconera interview
Credits of Dragons Dogma

Systems & Mechanics:
19 Debilitations Overview
Encumbrance Overview
Augments Overview
Weight Overview
Pawn Inclinations

Helpful links:
Brumbek’s Missable Quests Guide
Before I play

The depiction of an endless world here is really beautiful, there is no end nor start to the huge megastructures you traverse through, in fact, falling into the void to get on a platform you couldn't reach is a main mechanic, as the world loops over itself. Time and space have no meaning, both don't have a defined start or ending, they are simply there while you walk through them until you finally reach your goal. Or perhaps it isn't really as much of a goal as it is an inevitability. Life tends to end one way or another, even if you could life forever in an equally never-ending world, sooner or later you'll want it to be over. The scale can make you feel insignificant, but you can still bring some life and beauty to a meaningless world and give it some meaning.

Illogical architecture mixed with constantly shifting gravity plus some really, really beautiful landscapes make for a really innovative and creative puzzle game. Unfortunately, you get used to the puzzle mechanics and everything described above stops working as great as it could have at the start. The endlessness cannot be understood, you can't - or more likely, you shouldn't - get used to it. For a world as illogical as this, everything seems to work under a defined set of rules. This could be subtext on how everything in nature is defined to work in a certain way. For example, zebras have black stripes over white skin to hide better from hunters, this is something that nobody who has ever been alive has decided, it is mostly accepted as something that simply is, the same way the world of Manifold Garden is supposed to not have been created by someone but is heavily based on clearly defined rules that seem to hold a greater purpose, that purpose being to get you to reach the end. There's always an intention to everything.

The purpose of the world is perfectly defined and understandable but it wants you to think it's incomprehensible, your small size in comparison to the eternal world pretends to represent how small you actually are in comparison to the grand scheme of things, but fails because conceiving infinity is rather impossible yet Manifold Garden reduces it to a bunch of gravity and colour block puzzles. Despite all great that I said in the last two paragraphs, that is mostly stuff I've thought of while writing this, not while playing the game. That is the problem of depicting the endless as a defined set of rules, that this ends up feeling more like a technical showoff rather than a tale on passing through an unintelligible and seemingly illogical world. The greatly executed mind-bending puzzles are the real meat here. The effort is commendable, but the intention of the world can be understood really fast, as it just is to get you to the next level and consequently the ending. This is a game about contemplating the vastness of the universe in which the universe itself looks huge and bigger than life but is actually all about getting from one chamber to another. Portal if it was about shifting gravity and bizarre architecture.

Maybe the real problem of depicting something as abstract as the endless isn't that we can't associate it with something, but rather the human part of the work in which everything has to serve a purpose as specific as getting the player to the next level. I had my solid time with the puzzles tho.

Within the first 5 seconds of freedom this game gave me, I immediately picked up the kitchen knife and used it in probably the worst way possible. The game didn’t stop me and it also didn't seem to care, and neither did I. But that was probably the worst way possible to start this game, because as it dragged on for hours the main thought in my head was, “We were cooking on the first route” which should have ended the game. Instead I was trapped in a torture chamber of nonsensical solutions and horrible dialogue delivery, with an ending that wasn’t even interesting enough to be worth the painful drawl. The image of Daisy Ridley’s weird polygonal feet are scarred into my brain forever.

While I find the trial and error bit of gameplay to be rather neat, it’s done in such an excruciatingly painful way here. Every do-over lacks the ability to skip the cinematics so you’ll feel your body rapidly age with every scene you’re forced to watch on repeat. The lack of options your character gets to work with are frustrating and unrealistic. The characters shamble around like zombies and there’s zero way to speed up the process to get back to a later segment in the timeline aside from some line skips. I guess had they implemented such a silly concept then the game would quite literally be 12 minutes long. Instead, you sit through hours of trying out the smallest changes, only to awkwardly miss-click something and have to redo the whole process again. With every make-out session your wife assaults you with unprompted at the beginning of every loop, the more reptilian I felt while playing this game. How icky it made me feel while I slowly became an iguana.

You’d think a game that allows you to stab the shit out of your wife in the first five seconds would have literally anything to say about violence or impatience or domestic abuse or literally anything? Maybe it’d point a finger at me and go, “You’re part of the problem!!” and question my immediate conclusion to stretch the game's choices to it’s most inhumane limits. Nope. It meant nothing, like it was just something cool you could do for the sake of it. Violence is actually the only way to siphon any useful information from any of the characters, in fact the peaceful communicative solutions don’t even open up until after you’ve murdered so it’s not like it’s not encouraged. But, it literally doesn’t acknowledge this as something awful nor does it affect your character in any real way. The game does not care, so why should you? Allowing me to start the game with the ability to do this really set itself up for failure. It never challenged my thought process, so I just simply progressed with not giving a shit. It's almost like game interactivity has a way of affecting the player if it's implemented in a meaningful way instead of just existing for "artistic" shock value.

At the end of the day, does it even matter? I went through all this effort just to land on a conclusion that I said out loud as a joke. When the twist happened and that joke ended up being the reality, oh fuck off. This is it. It’s just a game that let me murder my wife in the first 5 seconds of it and nothing else. Riveting stuff, guys.

How they got James McAvoy, Willem Dafoe, and Daisy Ridley involved in this is insanely hilarious. They sound like they’re phoning it in the whole time, like they don’t even believe in this game’s bullshit themselves. It’s artistic, I’ll give it that. But, am I buying it? No. I ate chocolate mousse while a man screamed at my wife and hogtied her to the floor right in front of me. Neat.

One of the most beautiful and daunting games of all time. It's also an unfair, annoying, cryptic mess. Many will let it off just because of how stunning it is to behold, but this isn't a fucking art gallery, is it?

I will give it credit though, since it was mostly made by 1 man. That must been a Herculean scale task. I would still recommend trying it out, but don't come in expecting the greatest game ever made or something.