97 Reviews liked by ResonanceJay


Present: Muddy Footprints

"You say you left the morgue, but these footprints of indeterminate size could only match the gardener. If he was the only one who went in and out, where did you go?"

"I don't know what to say exorcist, maybe I cleaned my shoes and forgot?"

Psychological Evidence obtained: The doctor is a cannibal.

Generally, when I write reviews, I focus on positivity. I'm an easy to please kind of person. When I get excited to talk about something, I can only remember the positives. The complaints I have during the journey fade into the background as I revel in the charming parts of a game.

This didn't make enough of an impression to provide that. Weird Catholic Sci-Fi mystery and the mysteries aren't very interesting or well-realized.

I live in the American Gardens building on West 81st street. My name is Patrick Bateman. I'm 27 years old. I believe in taking care of myself, and a balanced diet and a rigorous exercise routine. In the morning, if my face is a little puffy, I'll put on an ice pack while doing my stomach crunches. I can do a thousand now. After I remove the ice pack, I use a deep pore cleanser lotion. In the shower, I use a water activated gel cleanser. Then a honey almond body scrub. And on the face, an exfoliating gel scrub. Then apply an herb mint facial mask, which I leave on for 10 minutes while I prepare the rest of my routine. I always use an aftershave lotion with little or no alcohol, because alcohol dries your face out and makes you look older. Then moisturizer, then an anti-aging eye balm followed by a final moisturizing protective lotion. There is an idea of a Patrick Bateman, some kind of abstraction, but there is no real me. Only an entity, something illusory. And though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours and maybe you can even sense our life styles are probably comparable, I simply am not there.

Looking in the mirror and accepting I ain't finishing this one.

A truly masterful one man effort. Over the course of nearly ten years of development time, Matthias Linda delivered a truly ambitious product. The game is filled with overwhelming levels of content. The first act takes up nearly 20 hours, at least including some sidequest work, with elaborate mechanical systems to dig into. Combat is always a challenging puzzle, understanding enemy weaknesses and how to build a party against the different kind of foes you may acquire. Unique monsters, blue-magic style enemy attack stealing, and elaborate mechanical depths to each character, all provide an incredible run-time of content.

Its just, I kinda think Matt needed another writer on this one. There's so much lore bloat, its kind of hard to keep track of what matters. The political conflict surrounding a magic nuke and how it shapes the world is interesting enough on its own. Once reincarnation, old gods, and immortal plots get involved, the entire story gets so unwieldy and difficult to follow. Its deeply inspired by Chrono Trigger and FF6, but those stories are ultimately straight-forward, with strong character work backing it up. Only a few characters of Chained Echoes rise above "okay" and its hard to push through when the things that made the lead hero interesting are swallowed up by the lore stuff. And once that lore stuff takes center stage, the other party members fade into the background, with little else to engage with. The things that made combat so challenging also becomes frustrating towards the end. The no level-up system certainly helps avoid too much grinding or so on, but it also means there's never a time where I feel powerful. Dying to enemies constantly. Stops being fun.

Its a gorgeous game, it really is, I just wish the final stretch kept up all the things I enjoyed for the previous 60 hours I dropped into it.

This review contains spoilers

The idea of the unreliable narrator has been used a lot in fiction, and it's one of the more interesting tools in an artist's toolkit. It's visited less often in video games than it is in novels or film, mainly due to it being a burgeoning medium still: the most notable example in this space I can think of is Final Fantasy VII.

In Final Fantasy VII, the protagonist Cloud is someone who believes to have been an elite member of a corporation's military police at one point. Throughout most of the game you simply believe his testimony, and it's only at the turning point that you realize that he was never that - it was through systems of capital and their atrocities that his identity was twisted and warped, changing his very memories in order to suit the propaganda narrative of said corporation better, even if they didn't intend it to. Final Fantasy VII makes a bold declaration with this: our perceptions of ourselves and the world around us are tainted by systems of abuse and violence that we are thrust into.

Bastion attempts something similar, and it succeeds in some aspects. The propaganda narrative of the imperialist narrator, Rucks, is a pretty spot-on satire at points - a particularly clever usage of it is how whenever you try to talk to characters from the oppressed class of people, he will speak over them in vague non-answers to your questions. The systems of empire do not want their victims to have a voice. He's an effective antagonist, one that makes you commit terrible acts of genocide in the name of his warped ideology. The issue lies in that the game doesn't seem to want to commit to him being an antagonist.

This is the second Supergiant Game I've played, and it's two for two on terrible endings that back out of committing to the game's ideas at the last second. In Pyre, the ending is a changing of the guard as opposed to anything revolutionary. It's framed as a massive upheaval, but is just neoliberalism. It's not great, and it leaves a bad taste in my mouth every time I think about it.

The ending of Bastion, similarly, leaves a lot to be desired. In a lot of ways, it's much worse. The aforementioned narrator and his awful views are swept under the rug. After the protagonist decides to evacuate the Bastion and break free from the cycles of violence, Rucks... shows no indication that he's even learned anything from the experience. This is an imperialist warmonger who tricked you into perpetuating racialized violence, but the game decides that everyone has to be friends by the end of it. There is no resolution to this. It's a vapid, feel good ending that doesn't address major issues with this character because to do so would be difficult. What we end up with is a disappointingly centrist "why can't we all just get along" story.

It seems that behind the illustrative beauty and innovative gameplay mechanics of Supergiant lies a deep disinterest in making any bold statements with their games, which is a true shame.

I think more games should have glitches, actually. It will cull the weak from the strong.

I feel conflicted even joking about that because that level of discourse has reached such a weird level among the online gaming community, especially with Pokemon. Its got such an unpleasable, toxic, spiteful fanbase that its gained a counter-discourse machine of people who see any complaint as some kind of personal slight. Navigating gaming discourse is bad enough without those two extremes to balance. So in regards to that element of Pokemon, I guess I come down to "the developers needed more time and less crunch" and "this game is pretty neat and charming." I think those thoughts can coexist pretty easily.

For as new to the Pokemon scene as I am, I've always wanted more freedom to choose gyms in any order. The open-world gimmick of the game leans into that idea on such a vaster scale than I anticipated. Even beyond just the gyms, the different challenges all over the map add such a fascinating variety to a player's experience. The team battles and the Titan Pokemon hunts are really novel ways to split up the standard gym badge routine. It helps that the characters you meet along the way are almost universally charming. The bond you build with your rivals also feels more personal than previous games have. Despite how disparate their plotlines feel at first, the main cast comes together in a beautiful way in the final dungeon to really form a trusty band of adventure teens.

The final dungeon in particular is where this game really soars. There's a pattern to games that were put under crunch where the early game can be stunning, while the final levels fall apart. Get those early reviews to look flattering, you know? Which is why I was so surprised when the final dungeon is easily the most gorgeous, well developed part of the game. Its a stunning, emotional climax with some of the best music and vibes I've ever seen. For once, the game's writing excels in the unspoken. There's an aching void left in our heroes, wondering how much of the truth they'll ever understand of the situation. We don't get full answers, only pieces. And that writing is deliciously intentional, reveling in its ambiguity. I've gradually realized that Pokemon really excels at using gameplay to tell its story. A rival has a secret heart of gold only seen through how high their frendship points with their Pokemon must be. Pokemon Black/White's boss uses attacks that can only be used by Pokemon that really hate their trainer. Their writing skillset has always been the subtle details, rather than the actual dialogue or story crafting. The game manages to sort of use the franchise's weaknesses as strengths in such a creative way. By giving you less information, the game makes you sit in those unanswered question. It works! I like the Pokemon! This might be my favorite one!

Pay GameFreak more, give them more time to make games, the industry can't survive like this.

this is actually just the best vr game hands down it was worth getting a quest just for this

I liked the part when the bad guys said "it's moebing time" and moebed all over ouroboros

Black Panther for people who hate Sonic Unleashed

This review contains spoilers

There's something to say about quality vs enjoyment. There are pieces of media everyone around you thinks is fantastic but you don't seem to get, or you can find guilty pleasure in something maligned by the public. Earthbound Beginnings is the latter.

The mechanics of this game have aged like an ice cream cone in the heat, with barely stapled together "balancing" consisting of enemies who consistently take negative damage while posing as massive threats to your party. The world is rather barren and labyrinthian, and key objectives are obtuse to find with little to guide you on your way. Yet, despite all this, there lies this nostalgic charm in the game's presentation that drives me to think about it more than I should.

Similarly to Persona 5, I would say that the best thing this game has to offer is the general aesthetic. Simple and cute westernized characters fighting enemies ranging from everyday birds and bullies to more bizarre zombies and alien robots lends itself to a sense of escapism. This is a game that I often imagined me and my friends partaking in when I was younger, being psychics and exploring the world while dealing with weird threats. While Earthbound fulfills this escapism fantasy arguably better, with more varied locations and set pieces, Earthbound Beginnings takes pride in it's simplicity, feeling more homely as a result. And that humble, nostalgic feel also ties into this game's underground narrative.



SPOILERS START HERE



While this game is now more formally called Earthbound Beginnings due to the original translation officially being published, I am more keen on calling this game as it was initially pitched in japan, MOTHER. MOTHER, for how narratively shallow it seems on the surface, actually has more underneath the plot than is shown, all relating back to its namesake. Giygas is genuinely a sympathetic being, raised as a child by a young couple and growing conflicting feelings as the love of his mother Maria is constantly swept away by his hatred for his father George for treating his psychic powers like a toy. This is even shown in the final battle, where Giygas offers Ninten, the great grandchild of George and Maria to be spared while the rest of humanity is conquered. I like to believe that he sees the same spark of hope that Maria instilled him with. However, so filled with hate, it's hard to accept the love in your life, especially when it stems from something that hurt you. Like anyone dealing with trauma, his conflicting feelings end up causing him to escape in the end when confronted with the side of his family that loved him, wrought with his emotions until he eventually collapses and becomes the embodiment of misery we see in the sequel. For how little this game actually says, the deep emotional core of the MOTHER series still manages to shine in what is still by far the lightest in tone of the series.



SPOILERS END HERE



So, that's it right? Bad game is saved by a good story? Well, you've seen my review score, and all that I just said in that last paragraph is my own interpretation of what happens. MOTHER is a series built on implication, with barely anything of its deeper themes being explicitly stated to the player. This is most evident here, where the game plays more of like a comedy (not that it's a bad thing. I think this game is very charming) than an emotional gut punch like its grandchild. When you're playing this game, instead of dealing with a gripping story, you're dealing with tedious to bullshit encounters and getting lost in large areas that barely look distinct from each other. There are literally two factories you do back to back in the middle of the game, with the second one just being a longer, more annoying version of the first one, and it's just one example of this games many frustrating areas.

MOTHER is not a good game, and honestly I would advise to NOT play it. But, that does not mean this game doesn't have any merits. This is a game I love discussing and thinking about more than actually playing, with a whimsical OST, escapist nostalgia, and a story deeper than what is presented. It's a prime example that shows that while flaws may be prevalent, you can still find enjoyment in other aspects of a piece of art, and that's exactly what I do with this game.

TL;DR Pollyanna is the best overworld theme of all time and Teddy is a gigachad.

Prey

2017

This review contains spoilers

It was pretty enjoyable and spooky.

The nightmare was a mechanic that I did not get the point of considering how easy it was to avoid.

The ending (atleast the one I got) was a bit weird considering it was a 10 second cutscene of you ship leaving the station then the MC saying “sometimes I have this dream” with an abrupt cut to credits.

(EDIT ABOUT THE ENDING)
It was a post credits scene? I mean sure but why?

Oh and fuck the imposter cook

"This is what you people want, isn't it? A narrative full of mystery, deceit, and conspiracies? I gave that to you."

A young girl decides to attend an elite private school for the wealthy. She quickly catches the attention of the student council, each of them eager to try and take her on a date. And wouldn't you know it, she'd be happy to accept.

She has to find out which one of them killed her father, after all.

WKMFA was included in the itchio racial justice bundle a while back and I always meant to give it a shot. But I was always afraid that its core premise wouldn't end up landing. And in the first, oh, thirty minutes of gameplay, its hard not to think that WKMFA isn't treading dating game subversion narrative that hasn't already been tread better before.

But the game isn't its first half hour. Its a LOT more than it appears.

The narrative swings that this game takes is truly inspired. Going through each route and learning about the different nuances and tragedies behind the different dateable boys is exactly as compelling as any good dating sim should be. But its given these additional layers through the fact that you're manipulating them for information. You and the protagonist are toying with the feelings of these kids for the sake of your gain. And that's where the real narrative commentary comes through, as you encounter endings where the protagonist wonders if she did the right thing, outright telling the player "I hope this was all worth it to get to the next route." You and the protagonist are in a transactional relationship: you get your story, she gets the ending she wants. But the game is careful to give nuance and weight to different decisions on different routes and it creates just... a really compelling narrative.

I don't want to get too much into detail because its a game best played with minimum spoilers, but the number of twists and turns and meta-commentary swerves that land so much harder than they should are just stunning. An absolute hidden gem of a game.

best final boss in video game history

Critical mode KH2 is the coolest video game ever made

"give 'em a gobful!"

whoo boy, how to even begin with this one? team fortress 2 is my favorite game of all time, let me just get that out of the way quick. I've been playing this game since I was 11, and I'm 20 now. it has fun gunplay, weapons, lore, characters, maps, and cosmetics. the years have been very kind to tf2 in most regards, it still holds up amazingly well, and is free to boot. every aspect of this game is so well made, you can spend thousands of hours, like i have, and not even come close to mastering everything in it. only issue i have is the bot issue you're probably aware of in this game. casual is a lot less fun, and valve better step to the fucking plate with it, for real. i have some faith in valve, though i can't say i like the company too much. they'll probably do something eventually. either way, tf2 is an undying titan. so many games have come and gone, but not my baby. she's still here, and she won't leave. the trailer says it all 'the most fun you can have online'