33 reviews liked by SkyCladBrent


This game's dedication in making every part of its world feel like a real lived place is outstanding, it's something I have always enjoyed about Final Fantasy as a franchise but this one particularly excels at just making you want to have your own adventure at your own pace
I've been fully on board with their vision of making more than a remake of the original story since the beginning but Rebirth truly fully sold me on the idea.
While not flawless by any means, it will be a long time until I encounter another game that feels this ambitious and for lack of a better word, "magical"

Hey there reference to the first game did you like reference to the first game here's 10 minutes of dialogue abstracting reference to the first game.

Bored of reading in a vn? Don't worry, here's an anime AMV depressed lofi beats to study and reference to the first game.

are you using your time to properly think and talk with art? are you listening? or do you plug your ears anytime it tries to talk with you, to challenge you and make you rethink what you're engaging with?

i don't think i have any common ground with most people who like videogames, actually. but i don't think this is just videogames anymore, this is endemic in all of the arts. people stopped being listeners, started being consumers. no long a plot twist will make your heart skip a beat, now it's the author "betraying" your trust. no longer can complicated concept be presented before your public, now you're "fumbling", "overdesigning" or whatever new word people will invent to use as analytical shortcuts. like, really, you spent 90h with this game and all you could get back from it was that it has "Ubisoft-like" design because it has towers? i don't care if you gave the game 4 or 5 stars or if that was a compliment, is it that hard to think more about it? am i setting the bar too high? probably.

Final Fantasy VII Rebirth is not a product, it's an art piece which you converse with (that's honestly 99.9% of games too btw). hefty admission price for sure, but it does not need to cater to you at any moment. it needs to be heard, seen, felt, I think running around the grasslands felt incredible and vibrant, i love how every map changes its whole design based on the chocobos, i love how sidequests have their own little songs to them with battle music included, i love how every character gets explored a whole ton more because now they have the time to do so, I love how Tifa can be herself instead of Cloud's past, I liked every change, I think this game is probably one of the most courageous games ever made and that will ever be made and people won't appreciate it enough, but that's fine because I will.

the more i think about it, the more i think about its last hours, the more i think how they handled -that moment- the more I like it. I like this and Remake for entirely different reasons, but Rebirth made me feel things I don't think i was even aware I could feel playing a game and I don't mean crying i cry for everything and i cried super hard at several moments in this game, it's something else, which i would only dare to explain if I had spoilered this text but i don't want to do so.

like i said i think i finally realized my lack of common ground is what makes it really hard to talk about videogames outside of my circle, people who only wear "videogames are art!!" as a mantle for feeling validated, but not really treating them much differently than the hamburger they'll buy for lunch. i don't mind if you didn't like the game but i only ask for something of substance, an interesting read, at the very least a personal perspective, not internet gaming buzzwords i can see in like 60 other reviews. i just want to think and challenge myself and i feel like i'm always going into a hivemind. but i guess that's fine i get to cherish good things when i see them at least.

i just need to remind myself of this

This review contains spoilers

Sonon was based

Thinking with portals is crazy, dude.

I don't recall ever thinking that Portal was a hard puzzle game whatsoever and that hasn't particularly changed on this long overdue replay. However, the escalation of complexity, especially towards the later half of the game still feels like a stroke of genius on Valve's part. Hand in hand with GLaDOS' narration the game just gives up on guiding you (at least THAT overtly, the blood smeared exit signs are a bit much) and lets you figure things out for yourself.

My gut feeling tells me I'm always gonna be more likely to replay this very short and dense brain buster over the more bloated, if still very enjoyable, sequel in the future.

Yakuza/Like a Dragon has been my favorite gaming series since a few years now and naturally I've been very hyped for Infinite Wealth. So much that I didn't watch any trailer past the first 10-minute reveal of the game and muted Yakuza related keywords on social media. I usually never do this for a game, but the urge to see Kiryu's fate by myself was strong, since that's a key selling point for this entry.

The new characters are great and became some of my favorites in the series, but it was also nice to see how Infinite Wealth expanded on the previously established characters from Yakuza: Like a Dragon in meaningful ways. This is especially noticeable with Ichiban himself, since he really gets to shine in many different aspects here - whether he is serious about the things that matter the most to him or if he is just goofing around with his friends, he just feels like a great guy to be around overall. There's something about him that just feels so human and real.

I always felt like the combat in Yakuza 7 was a bit janky, but I excused it since it was RGG's first attempt at creating a turn-based game. Fortunately, Infinite Wealth follows up on the foundation that's already there and adds some tactical elements like moving during turns, guaranteed crits when attacking from behind and combo attacks with party members. It really makes a big difference and makes the combat flow a whole lot better. Balancing is also just right for the most part and the DLC classes have good basegame integration this time around. No more solo-ing bosses with the comically overpowered Head Trauma move in the previous mainline game.

Story is enjoyable for the most part. There are some plotholes and other minor nitpicks that bother me, even so it's still an enjoyable ride overall with some good supporting characters and villains along the way. Pacing is a bit wonky in a way that there are some instances where you have to follow a very linear route across half the map to get to your destination while avoiding random encounters left and right. This makes sense with the narrative context in those situations, but it's rather dull from a gameplay perspective, considering you just have to beeline from A to B without being able to do anything else for that time (without prior warning). It's not a major flaw, since it only occurs a few time in the game, but what's really bugging me is that the narrative unfortunately has a lot of wasted potential, keeping it from being one of the best ones in the series. Some seemingly "major" characters are especially undercooked, which is a shame given their assigned roles in the story.

Now for some positivity again, one of the biggest highlights in Infinite Wealth for me is Kiryu's involvement. Having to come to terms with his own mortality, he decides to seek out friends and locations from the past one more time. It's really cool to see so many returning characters from the Kiryu games and what they're up to now; the little flashbacks to past Yakuza games you can see at various points scattered across the cities are also neat fanservice. While this aspect falls pretty flat for those who got into the series with Yakuza: Like a Dragon, it feels like a nice reward for all long-term fans and might even motivate some of the newer fans to go back to the Kiryu saga!

Overall, Infinite Wealth feels like a big step up from Like a Dragon into the right direction and is worth your time. It's not just a good game for Yakuza fans, but for JRPG fans in general with the amount of effort put into this game. Now onto Persona 3 Reload, another game I've been looking forward to a long time!

Thanks for reading.

Corn Kidz is an very accurate take N64 platformers (limited experience so laugh at me if wrong), down to the incredibly anger inducing frustration I feel trying to do platforming. It also has plenty of other shit (accurate) that usually makes me groan like timers and aiming timed bombs with no reticule.

On my second session I just got like immediately tired and wanted to get to the end and was met with a boss that I fucked up and died, so I'm sent to the checkpoint which is before some platforming I would really not like to do again to get back to the boss. I just quit right there, I'm an adult and I can stop doing stuff I do like anymore.

Besides my frustrations, I really do enjoy the art style, the main character has such fluid animations it looks so cool. It also has a 2000's Hot Topic Invader Zim vibe that of course I'm rocking with. The girl goat goes hard.

Once severely maligned by casual players and hardcore fans of the series alike, Final Fantasy 13 has been nothing but vindicated by the success of Final Fantasy 7 Remake. A hybrid combat system with both real-time and turn-based elements. A strong focus on characters and vistas. The presentation of the world as a sight-seeing tour through mostly linear corridors.

This might feel very contentious to a lot of people, but it’s true that a lot of 13’s DNA is present in 7R, and for the most part, 13 just does it flat out better. This game has a strong focus on its central mechanics - the combat system. It’s the central way of engaging with the game, and – spin-offs excluded – it’s one of the most combat-heavy Final Fantasy games to date, with even the more exploration-heavy areas having combat as their main reward.

The combat is designed really well - a very compact system that lets you do decisions about a meta-level of play that any sensible player already knows how to employ if they ever touched a turn-based combat system. As the developer correctly surmised, there is no challenge anymore in menuing to a Cure spell every other round to keep the party alive, especially for JRPG veterans. Final Fantasy 13 still seeks its identity in an idea adjacent to ATB, although the real-time component of older Final Fantasies mattered too little to actually make the quick menuing dangerous to your party. Final Fantasy 13 solves these problems: It relieves you of the burden to micromanage and additionally makes the real-time component integral to the challenge by constantly pressuring you to make quick decisions.

The focus in the battle system lies on choosing the correct strategy and not telling each character exactly what to do. These strategies are defined by the “roles” each character has, and these roles define what moves a character has and how they will behave. There are 6 roles in the game, each character has 3 of those 6 roles as their “main” roles, in which they excel. Each possible role combination of the 3 active characters is a “paradigm”. One of the genius parts of this battle system is that you can only choose 6 paradigms before each battle in your load-out, which means you have to leave a lot of possible options on the table and still have to be prepared for all eventualities that might occur in the battle. The game would arguable devolve into just another form of micro-managing if you could assign roles individually during a battle, so I welcome this limitation. There will always be some fights where you won’t have the optimal paradigms equipped, and still winning quickly despite that is what makes you feel like you really understood the ins and outs of the game.

During battle you only directly control your party leader, meaning the other characters behave autonomously according to their role and the current state of the battle. The fact that the automated characters almost always (and by almost I really do mean 99+% of the time) make sensible choices in combat is a testament to how simple the rules of menu-based combat usually are. Even for the party leader, the game gives you an option to preselect the character moves for you, still abiding by the thought that what you have before you is probably an easily solvable problem, as long as you have the correct strategy in mind. You can – of course – always manually choose the inputs of the party leader to optimize everything a bit further, and that is sometimes a key component of harder boss fights, but micromanaging one character in a tight situation is a far cry from inputting moves for every character each round regardless of the current battle complexity.

This all begs the question, if everything is automated, surely the game must not be very challenging? The answer is: Kind of. Final Fantasy 13 can be an easy game if you just try to play it safe and survive at any cost, but playing that way is highly discouraged through fostering intrinsic and extrinsic motivation. The really smart thing about this combat system is how the game tries to get you to overextend yourself, and it has 2 main ways of doing this: The ranking system and the stagger system.

The ranking system is very simple, but elegant for this purpose: The faster you complete a battle, the better your rank is and a better rank means you get better items. This gives you an additional extrinsic motivation for optimization and going for offense, and it cost me quite a few battles just because I really wanted a full 5 star rating and made an unsafe decision because of that. It’s very to the point: “You could have been faster“, and holding this over your head alone is a great motivator and factor that keeps pushing you into new strategies.

The other way the game tries to goad you into making mistakes is the stagger system. Most modern Final Fantasy games have the stagger system as a bar that fills upon attacking the enemy until it – on completion – stuns the enemy for a brief period of time and gives you a damage multiplier on your attacks during that period. The interesting thing about this is that 13 is the first FF to ever employ this system, and it’s still by far the most interesting iteration. In this game it’s not only designed to give you catharsis through a bigger damage output through upon completing the bar, it actually has a few more purposes that feed directly back into the idea of letting the player make more mistakes.

The stagger bar in Final Fantasy 13 isn’t just a constantly filling bar that rewards you with a damage multiplier at the end, it consistently rises and increases the multiplier with each hit. The bar also constantly reduces (not the multiplier!) and only resets when you do a hit to the enemy. Upon the bar reaching zero, you lose the current damage multiplier and you effectively have to start your offense over again, only keeping the HP damage you did to the enemy up to that point. This, of course, means you have to constantly keep pressuring an enemy if you want to end up doing substantive damage, not to mention that keeping an enemy in check during stagger is much easier, since he is more easily interruptable.

Playing defensively is of course still an option, and having a paradigm only consisting of defensive roles is sometimes even necessary to survive, but keep that formation running for too long and you potentially nullify all effort you have put into the battle offensively. Again, this constant feeling of push-and-pull to keep going is great at getting you to overextend yourself and make bad decisions. You might be able to put all characters into an attacking role and fill the stagger bar before any of your characters die, but making the right judgment call when you go for the final part of the stagger bar is crucial. There are bosses in this game that attack relentlessly, finding windows to attack and quickly fill their stagger bar always feels like a gamble, but at some point you want to take the proverbial leap of faith and go into complete offense, lest you turtle even longer and lose that sweet 5 star rating. All systems in the game interlock masterfully to give you this one goal: Minimal defense, maximum offense.

Of course, all of this would be useless if every battle played the same. Luckily, the game understands this and has a wide variety of enemies and enemy formations that each require different strategies. The further you get in the game, the more enemy combinations make it hard to map out the encounter strategy in your head: Who should you deal with first? Can you get through this with a short buffing period? Should you have a safety healer on hand or just bumrush the enemies with a completely offensive strategy? Which offensive strategy? Is debuffing key here or not? These questions constantly turn up in play, and it’s basically guaranteed you will keep dying and learning to deal with new formations thrown at you throughout the whole game. As the game progresses, paradigm changes will happen quicker and you will sometimes change up the strategy to simply execute a single move and then move on to the next paradigm. The challenge escalates and the gameplay becomes more frantic as you go, which is an impressive feat for 30+ hour game.

One problem the game has here is that the pacing of the variation of combat encounters could be faster in a lot of chapters. There is a lot of monotony in certain locations, even with the whole idea of optimizing the battles. Some sections drag out too long and throw too many similar enemy formations at you to keep pace with player skill – which is a shame, considering that the chapter-to-chapter escalation is really solid otherwise. It feels like the developers wanted to play it too safe at some points or that they wanted to preserve the “feeling” of older RPGs where you fight each enemy more often.

The “RPG” part of the game is really digestible: All of the customization in FF 13 comes from equipment, and every character only has effectively 3 stats: Strength, Magic and HP. The lack of any defensive stat is welcome, since most RPGs don’t actually handle the potential tradeoff between defense and HP interestingly, and it only muddles the water in what the player should invest in. Some accessories grant you defensive boosts against certain types of attacks, but these correspond to flat percentage damage reductions and are therefore easily understandable.

The game is essentially one long ride from battle to battle with some sight-seeing inbetween, but I do mean that positively – mostly. The game still looks amazing, even by today’s standards, and it’s not only impressive what Square got out of 7th gen hardware, but also how fresh and unique the environments and characters in this game feel. Final Fantasy 13 presents a world that is torn between technology and naturality and everything about its visuals underscores this dichotomy. The “gods” of this world – the Fal’cie – do not fall into any standard depiction of supernaturality, they are machinistic and technologic at their core, giant and complex machines beyond our comprehension. The designs of these beings vary wildly, but they are all cohesive in that they feel fundamentally alien and slightly unsettling, almost like a mechanical version of Lovecraft’s elder gods or the often quoted “biblically accurate angels”. This is not only a very unique design choice, it also drives home the point that these beings are at odds with the natural order of the world and with the humans that reside in it.

Even the music hones in on this theme – Masashi Hamauzu created an incredible soundtrack that underscores this conflict between man and machine by mixing up electronic and orchestral music. Some of the best music in the series is here, the somber “Dust to Dust” being one of the most powerful ballads these games have to show for themselves. Hearing the haunting vocals in the melody of the games’ leitmotif while witnessing the desolation around you is a moment that will always stay with me. The main battle theme “Blinded by Light” is a triumphant orchestral piece that never gets grating and, even at the end, had me humming along with the melody. The pop track “The Sunleth Waterscape” is (in)famous for how schmaltzy it is, but that exact type of unapologetic commitment to a corny pop track is what ends up making it so charming, and it ends up being one of the highlights of the soundtrack for it.

The pacing and story of Final Fantasy 13 are probably its weakest part – many of the emotional beats miss their mark, because the melodrama has been built up in a way that feels too convoluted. The best example here is the emotional arc between Snow and Hope, which falls flat for several reasons; The biggest one being that Hope takes way too long to confront Snow about his anger and Snow making way too many convoluted and incidental remarks that specifically only serve to strenghten Hope’s grudge against Snow. While the player already knows how both characters feel, we are strung along for a very drawn-out conflict that resolves unsatisfyingly. That’s not to say that none of these emotional beats work – Final Fantasy 13 is at its best when it’s drenched in straightforward, unapologetic pathos. Each of the characters has their own moment when they decide that they “can’t run away anymore”, metaphorically speaking, and this works better for some and worse for others, courtesy of what these characters are actually running from. Sazh’s story of grappling with his feelings as a father is probably the arc that resonates the most, and the game’s theme of pushing forward is at its most personal here, and I would argue that it also has the fewest problems with its pacing.

Another problem with the story is that some aspects keep being weirdly underexplained, even if you sift through the written datalogs. Especially the character motivations of Fang are confusing – who has a crucial role in the games’ finale. Her behaviour takes quite a bit of the hype out of the climax, despite the otherwise great presentation.

Final Fantasy 13 is one of those games that really struck a nerve with me despite its obvious issues. It will stay with me for longer and give me more to think about than most other linear JRPGs, because what I see here is an extremely interesting and highly successful attempt at deconstructing menu-based combat and trying to translate it to a meta-level, making a point to be less about singular actions and more about character behaviours, and it succeeds marvelously at that. It presents an ambitious idea at a combat system for veterans of the genre that are a tired of just hitting obvious choices in menus and already think about each fight in terms of roles and tactics.

It’s a game that has a very strong visual and auditory identity on top of that, and I can’t really say I played another game that felt, sounded or looked anything close to it. It’s a unique gem in the JRPG sphere in both gameplay and presentation, and even if you don’t mesh with all the things I mentioned as much as I do, I would still recommend giving it a shot, because it does present something far away from the typical fare the genre is known for.

This review contains spoilers

Quite possibly my only gripe with this entire game is that, during the final boss, it seriously looked like the protagonist was gonna rider kick the guy, and then he didn't.

(Also Felix is kinda ugly enough to put me off, but that's neither here nor there really.)