299 reviews liked by ThruLidlessEye


Xenogears is a game that’s reputation precedes itself. Intimidating, yet fascinating. A game truly greater than the sum of its parts (a characteristic I find most great games share in common). The term “flawed masterpiece” was practically tailor made for the likes of Xenogears. Because while it’s a tour-de-force in storytelling, its shortcomings are numerous, and I’m not just talking about the obvious suspect, either.

Xenogears, being a Squaresoft PS1 JRPG, was born in what could be considered the genre’s golden age, within the walls of the genre’s greatest champion. The pedigree brings about a lot of expectations, which I think it mostly fulfills. But you can tell that this game is the work of less experienced game designers than the ones upper management at Square tasked for the Final Fantasy series. I don’t want to come across as too harsh, because the gameplay of Xenogears is a cut above your typical JRPG battle system, especially for the time, but it’s rough around the edges, without a doubt. The fighting game-esque “deathblow” mechanic isn’t ever properly explained to the player, and while it’s possible to futz around in the dark and stumble into learning these powerful moves, it doesn’t go far enough in readying players for the challenges ahead. I spent a decent amount of the early game just spamming the deathblows I had learned by accident; Something which rewarded me in the short term, but would’ve screwed me over hard if I hadn’t had the idea to consult a guide before the going got really tough. It’d be one thing if I understood what I was doing to be a short term solution, but I didn’t. Which is the part I find should’ve been the game’s responsibility to teach me about. Something I think the game did tremendously well though, was portraying the scale and power of the Gears. On foot combat I found to be the more interesting of the two sides of the battle system, but there’s something to be said regarding the sheer number inflation that occurs when piloting a gear. Wailing on these massive creatures and doing thousands of damage while barely being able to crack four digits on foot feels tremendous. Gears are devastating, which the game constantly portrays to the player.

Visually, Xenogears is almost this perfect marriage of two-dimensional characters in three-dimensional environments. It’s a look that surely wowed players back in the day, and has come back around to being incredibly appealing in a whole new way. This look was supposedly a compromise, after it proved difficult to get a fully 3D game the scale of Xenogears off the ground. As far as compromises go, this was a fair one. I feel as though any push further towards 2D would’ve sacrificed too much of the gravitas that accompanies the Gears. Still, there’s a lot about the “feel” of Xenogears that slowly got on my nerves as I played. Text speed is much too slow, which made me apprehensive to talk to many NPCs the further and further I proceeded through the game. God forbid I had to replay a lengthy cutscene due to a boss wipe. If I ever play this game again, I’ll most certainly employ the “fast text” cheat 100% of the time. I’d probably shave at least an hour off my playtime if I did. Many other aspects about Xenogears feel sluggish. The less said about the platforming, the better, so this is all I’ll say about it. No, I think the bigger culprit to my frustrations playing Xenogears have to be the random encounters. Complaining about random encounters might just be the biggest canned criticism of the JRPG genre, so let me attempt to get in front of the eyerolls and say I don’t hate the concept in the slightest. I’m far from some radical that thinks all RPGs should do away with them. They’re a mechanic that can be done well, or done poorly, like anything else put in a game. That said, I’m sympathetic to those who dislike random encounters, and certainly wouldn’t give them Xenogears to try and change their mind. Xenogears has one of the most egregious random encounter systems I’ve ever experienced. If you ask me, the key to preventing frustrations with random encounters requires at least one of two things: infrequency, or speediness. AKA, if you’re gonna have a high random encounter rate, you need to get the player in and out of the battle quickly. Battles shouldn’t require too much character management, and should be done under a minute, to choose an arbitrary time. Inversely, if you want the player to think and strategize throughout these fights, then they shouldn’t be occurring every seven steps or so, to choose an arbitrary number. Xenogears is the worst of both worlds in this regard. Random encounters take a decent amount of time whenever they occur, and they occur often. I think a decent litmus test for knowing if a JRPGs random encounter system is poor, is if the player fears navigating a dungeon outside of the bare minimum, which is a feeling I definitely had playing through Xenogears. The biggest joke of all though, is that the game has a bit of a delay between deciding a random encounter will happen, and actually putting the player through said encounter. This results in having to fight battles as they’re leaving a room, or opening a chest. I don’t think I’ve ever played a game that’s done that before, it was very strange, and very frustrating.

This whole time I’ve avoided talking about the narrative, and that’s because I sorta feel out of my depth discussing it. While playing the game, I would frequently tune into Resonant Arc’s discussions on the story (seen here: https://www.youtube.com/playlist?list=PLJCH8faf6GaxQ_7bA7cD0lROu3yMRmwh5).
Which kept me grounded and able to keep up with many of the complex ideas the game throws at the player. It’s a fantastic story, held back by things mostly out of its control. Like the translation, which feels stilted for much of the playthrough. It’s hard to put too much blame on Richard Honeywood, the translator, after knowing the behind the scenes story, but regardless, the conditions surrounding Xenogears localization resulted in the translation suffering. The big elephant in the room, however, is the infamous “Disc Two”, a turn in the structure of the game which sees much of the story progress via abstract narration of events rather than the more typical structure of disc one where we play through the events as they happen. While this surely shocked players back in 1998, these days its reputation precedes itself; I knew what I was getting into beforehand, so I wasn’t completely blindsided by this shift. I wouldn’t go so far as to defend this change as a good thing, mind you, but with how much of the story is covered by this second disc, it’s clear that if the “true” vision of Xenogears was to ever be realized, we’d be dealing with an incredibly bloated game that would’ve taken years to finish. I think I agree with Tetsuya Takahashi when I say that it was better to finish the story then and there. At the very least, it sticks the landing. The truncated narrative of disc two also means that the amount of monotonous futuristic hallway dungeons is kept to a minimum. Although a few still managed to sneak their way onto it.

To borrow a phrase, Xenogears is: “...the type of game that relieves my fears”. A collaboration between a team in way over their heads. A project that should’ve completely buckled under its own weight and resulted in a mess few could find enjoyment in. Instead, it’s proof that vision can shine through even the roughest of circumstances. I hope that one day I can make something that’s even a quarter as profound as something like Xenogears. Which I would recommend to anyone into JRPGs who hasn’t played it, despite the game’s numerous flaws (many of which could be remedied with some simple number tweaks, or a tasteful remaster, perhaps). It requires a lot of patience, but it rewards that patience in spades.

It's like if Banjo-Tooie's level structure was actually good and sane. Does the thing that game does where a level is like one big puzzle with multiple smaller ones to solve within it, but its not designed maliciously. Appreciate the way it really doesn't play like what has been standardized as the "good 3d platformer moveset", but still feels really good to nail. Has fall damage because its not cowardly. In general it feels like what Rare was going for with its harder platformer moments like Rusty Bucket Bay or all of Conker's Bad Fur Day but just not nearly as mean, but mean enough to be satisfying to beat. I think a lot of 3D platformer people have turned on Rare's n64 platformers for several reasons, but games like this show that there's still plenty of right lessons to take from those games besides "have a joke about balls" or "have more collectibles than God"

this is like if there was a game with an insane space alternate dimension plotline to explain why kazooie is in banjo's backpack

A really delightful little adventure that's visually stunning for a game of it's budget that does unfortunitely come at the cost of somewhat weak level design and an abrupt ending though. If it was a bit longer or had a more meaningful post game/new game plus it would probably be truely great. As is it's pretty good

-direct sequel that's notably different in tone and style from its predecessor
-two different campaigns that are both required to fully understand the story
-one of the playable characters is a female government agent
-there's a dark doppelganger of the main protagonist
-important story moments are punctuated with butt rock anthems by the developer's in-house band

this is just finnish sonic adventure 2

This shit is miserable to play.
I've put nearly 30 hours into this shit and have not had one bit of fun. I love fromsoft weird jank but this isn't it.

Why did Nintendo stop publishing arcade-style games? This is immaculate. Nintentubers need more STG in their diet.

from HexaDrive, the would-be Japanese equivalent to Bluepoint, artistes who brought you Rez HD, Okami HD and the year-late damage control 2.0 patch for Zone of the Enders 2nd Runner HD on only PS3 that fixed the abysmal framerate and Kojima had to personally fund as an apology, comes their very first original game
checks notes wait, wait, no I'm receiving information that their actual first original game was...uhhhh...The 3rd Birthday? the Parasite Eve game for PSP that seemingly nobody liked? poor guys, they got so critically SLAMMED that they retreated into the shadows to be a support and port studio for the next decade or so, and then their first original IP game was 2022's Voidcrisis, a "tower offense" game with mechs that has mixed reviews on Steam and looks like a visual clusterfuck, both that and this game echoing ZOE2

a decent enough successor to games like Metro-Cross and Temple Run (compare and contrast to Namco's cancelled but leaked also sci-fi successor Aero-Cross that I also reviewed), it's as short-lived as it is fast as it is free (as in free beer), featuring an exceedingly lean four short levels wherein you guide Genji Overwatch through an obstacle course, one of them being a tutorial, once you start it you may as well finish it instead of fritting about to another game in your Steam Library because if you don't care about the S-ranks you can complete it in 15 minutes
if you do care about the S-ranks add another hour or so
atmospheric-enough programmer art visuals, seemingly taking inspiration from the virtual areas in Astral Chain or Metal Gear Solid VR Missions

the title screen has such chill music that it reminds me of the eminently-loungeable soundtrack of a game they ported from 3DS to PS3, the excellent excellent E.X. Troopers, a Japan-only spinoff of Lost Planet that has since received a fan translation, the forbidden result of splicing Vanquish with Monster Hunter and the fastest most technically impressive shooting action the 3DS has to offer

oh yeah, did I mention Bright Tracer is free? and only in Japanese? fear not though, it's one of those imports that are just gameplay and soaked in tons of English text to look cool, so pretty much the only way a language barrier manifests is wondering whether you're changing from windowed to fullscreen or vice-versa

it's Unreal Engine 5 so it looks pretty nice, ran well enough on the Steam Deck OLED to look smooth, but it's pretty evident this is just a test project to get used to the engine, which makes you wonder, could they be making a proper full length original game in UE5? maybe one day we'll find out, or not

it's a weird feeling to miss the PS3 and 360 library of digital only PSN and XBLA games, but it's a feeling I have

anyway here's the URL, it's worth 15 minutes, it's FREE, might as well have it in your Steam library: https://store.steampowered.com/app/2253460/BRIGHT_TRACER/

3D platformer developers just love flooding their games with things that control worse then the normal platforming challenges

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