eating a piece of plain white bread, untoasted

complete dogshit. "oppressed people are JUST as bad as their oppressors if they resist with violence" fuck outta here lmfao. the gameplay is mediocre too, it just deserves a half star for the nauseatingly pretentious writing.

even if you get past the insidious and varied transmisogyny, the fact that the main character is a sexual predator and one of his close friends is The Pervert(tm), the infantilization of one of its female leads and the cardboard cutout tsundere archetype of the other one, the racism of having the only black men in the game be aggressive and violent thugs who do immoral things, the fact that this is a very loosely concealed harem game with a fast and loose interpretation of science and physics, the fact that the main character is braindead and cannot engage in basic rationalization to predict one of the most obvious plot twists in any video game ever...

even if you can get past all of that, this game is just fucking bad and sucks big shit lol

shut the fuck up quildewivy you like fate/stay night. you would not know what good writing is even if it rammed you at light speed

one of my favorite sentences is "Kingdom Hearts III is the tenth main installment in the Kingdom Hearts series."

no sir, i don't have a retirement fund, but i DO own two copies of this game. so it all balances out

i hate discussing this game with fans because they always move the goal posts. no, this isn't the first time i've played an older 3d game, and no, i don't dislike this game because i can't appreciate them. i greatly enjoy and love games like resident evil, tomb raider, crash bandicoot, and sonic adventure; those were all early 3D offerings that were rough around the edges. they had very thought-out mechanics with intentionality behind their level design and were consistently engaging to play. i cannot say the same about this game. super mario 64 is not fun for me play because i do not find the mechanics or level design engaging. additionally, the camera is atrocious and has aged poorly. there's also this weird pseudo-tank controls aspect that changes how mario moves without warning and killed me several times in the later levels like TTC and RR. movement is actively one of the worst parts of this game, which is the kiss of death for a platformer. i don't dislike this game for being old, i dislike this game for being bad.

i respect what it tries to do, and i think there is some level of admiration game devs of the time express for it that i understand. i get why this was such a groundbreaking game in some ways. but, i grew up in this era, and even as a kid, this game didn't connect with me. finally sitting down and playing it as a fully grown adult, i can understand and verbalize what it is that fucks me off from this. am i impressed with the attempt to focus so much on momentum as a platforming principle? yes. do i think this game hits the mark with that lofty goal? absolutely not. again, it's not that this game is old; i had this same exact feeling when it was still a new game. i do not enjoy super mario 64 not because it is dated, because dated things can still be enjoyed. i do not enjoy super mario 64 because i do not enjoy super mario 64.

1.5/5.0 feels harsh, but it's a combination of not enjoying my time with this game as well as resenting this game's legacy. i don't understand how this is still regularly discussed in contention for greatest game of all time. i hate how it's still seen as hipster and contrarian to say this game isn't the second coming of christ. and, most importantly, i am very tired of this idea that the games that we love cannot have flaws and cannot be criticized.

persona 3 was a game with identity, intent, purpose, intentionality, heart, and, most importantly, creativity. i don't enjoy the lot i've been cast in life where i have to play bad versions of persona 3 and say why they're bad, whether it be the answer, portable, or this. reload is not just a bad remake of persona 3, it is a bad game that tells an interesting story in a ho-hum and pedestrian way. it takes so many narrative risks and choices from the original presentation and either waters them down or overly explains them to make sure the lowest common denominator doesn't have to interpret art. even divorced from its source material, this game fails to create a gameplay experience worth investing time in. as a remake, it fails to capture what persona 3 meant. as a JRPG, it is a dull affair with little challenge or complexity. persona 3 reload fails to be worth the effort it takes to play it.

the design doc of persona 3 reload had a very clear goal: leave no one behind, whether it be in story or gameplay. this results in story cutscenes being more explicit and less interpretive (compare the opening FMV with yukari) and gameplay that refuses to obstruct the player in meaningful ways. to be more specific, reload sacrifices any need for the player to become competent with its systems to make sure that anyone can beat this game. theurgy makes the game brainless and poisons basically every boss fight (ken can get a theurgy skill a little over halfway through the game that casts mediarahan + samarecarm + tetrakarn + makarakarn on the entire party). resource management is embarrassingly easy to trivialize (yukari can cast media for literally 1 (one) SP; there is a veritable buffet of SP items that you can trip over in daily life for little to no investment; theurgy overall negates the importance of SP and running out of SP is not the death knell it could be in orginal). social links as a whole are extremely easy to manage both due to point requirements being lower to accommodate for needing to spend more days on new content like linked episodes. hell, remember persona fusion? now it's been greatly dumbed down such that even triangle fusion isn't available anymore. this game is a concession that persona 3 was too ambitious and needed to be toned down. this is a remake that asserts that persona 3 did too much and tries to do less instead.

i'm not even beating the dead horse that is my opinion on party control because there's so many more issues to address. on basically every level, this game has either simplified or deescalated the complexity of its mechanics to accommodate a mainstream audience. i don't think there's inherently anything wrong with making persona 3's systems more accessible, but i think these capitulations go overboard and rob the game of compelling gameplay moments. there are no bosses in the game that truly force me to approach a challenge in a new way or think outside the box in the way that bosses like change relic did. every boss in this game is made longer to accommodate for theurgy damage values without any sort of intelligent design to make the fights feel more exciting for that length of time. boss fights are longer and easier because it's more cinematic to see mitsuru skate around and use her theurgy instead of letting the player use their own competency-based skills and strategy to end the fight. i am not the person who's going to cry that atlus sold out or whatever, but i am the person who's going to tell you that persona 3 reload feels like an undercooked experience because it consistently refuses to ask anything of the player. this game is easy, this game is simple, and this game is uninteresting.

above all else, this game begs one question: who on earth is telling atlus/sega that persona games need to be longer and have more content? persona 3 was a game that had a slowburn start that reload now turns into a bloated nightmare. everything takes so much longer in reload and everything feels more belabored, so i can't blame anyone for getting burnt out or even fucked off from this game's plot by the time things start picking up steam. on top of this, a lot of the new slice of life content wastes so much of the player's time. why do we need multiple scenes dedicated to kenji's performance on job day? i remember when saying that persona 3 was 70 hours felt like i was talking about this gargantuan piece of art. meanwhile, in reload, i hit 70 hours somewhere between september and november. these games do not need to be this long, and it actively ruins the experience to do so. persona 5 being a triple digit hour experience was a bad thing, not something to aspire to.

it's hard to not be at least a little offended because, whether or not P Studio intended it, they have basically hollowed out what made persona 3 so unique, so special. reload looks drab and unimpressive in UE4, and so much of the moody visuals get lost in the graphical fidelity. iwatodai dorm feels too bright, and then when january rolls around, they make the color scheme so muted that it is genuinely comedic. and there's just some really baffling and ugly visual decisions they made, like how everyone in club escapade stands motionlessly in pose. meanwhile, lotus juice has his fingerprints all over the OST in a way that just doesn't work ("mindin' my biz, so mind your own biz"). persona 3 was more than just a game with impressive systems that engaged the player, it was also a piece of art that had an aesthetic that gets lost here. this game feels completely identity-less when compared to the original because the original was both a deconstruction and a hybrid of genres. in many ways, reload doesn't just fail to live up to that artistic intent, it outright doesn't seem to know it was even there in the first place.

and i get it, as a fan of persona 3, my opinion has a giant asterisk at the end of it. why listen to a star wars fan tell you about why phantom menace is the worst movie ever? i will own up and openly admit i expected this game to be bad and had greatly wanted it to not exist. i had a feeling atlus would fuck it up somehow. i don't like being right about that. at the same time, i think there are missteps here that would stand out regardless of familiarity with the source material. yukari's edginess is completely deleted from her character here and she now just sounds and acts like chie on vyvanse rather than a girl with abandonment issues and trauma. fuuka got turned from "weird girl who serves as the empathetic core of the cast" to "girl who could have a thrilling conversation about spoiled milk". and reload isn't the first time akihiko's been sanded down to "protein fanatic who trains a lot", but it's probably the most offensive here. wouldn't it be really fucking funny if, the whole time you were studying with him, akihiko was doing something wacky like squatting above his chair instead of sitting normally?

these characters have been reinterpreted so much that they've lost their core identity that was integral to the plot of persona 3. i don't get the feeling that i'm seeing akihiko or mitsuru, i instead sense that i'm getting how someone interprets them after nearly 2 decades of fandom and spinoff content. yukari still has those "mean" lines but they lack any emotional root, so they come off as nonsense mood swings rather than a scared girl lashing out. and i'll just say it, karen strassman clears the fuck out of dawn bennett when you compare the final aigis monologues (fwiw, in both these instances, i blame the direction, not the VAs). these characters have been done better and it's really jarring that reload tries to flatten them rather than give them more dimensionality.

there's room to broadly interpret these characters, but constantly trying to make a self-serious character like akihiko the butt of a joke that he's in on speaks to how much he's being mischaracterized here. when akihiko was in a comedic scene, it was because he was the straight man, not because he was a this big goofball constantly playing to the crowd. these characters don't feel like themselves in a profound way, and i'd have to wonder how much that comes across to anyone who hasn't played original. does akihiko just seem like a wildly contradictory character to new players? truthfully, i have no idea if any of these people would've resonated with me had this been my first exposure to them.

i don't hate what all of reload's new content wrt characterization, and i honestly really liked some of the stuff they added for shinjiro and ken. but there's just as much that is unnecessary and outright bad. when we said they wanted more backstory on strega, we didn't mean that we wanted you to turn takaya into another akechi. if you're going to remake persona 3, why even bother if you're going to do such a disservice to its characters and setting? sure, you made some of the UI stuff look neater and more Persona 5-y, but what does that meaningfully add to the experience? when i saw the trailer for reload, i immediately asked myself "what does the water motif have to do with persona 3? why is the main character sinking into water? what are they going to do with that?" and it turns out they just wanted a cool main menu animation and nothing else. i want to say that P Studio was just misguided, but some of this content is so actively bad that it makes me wonder if any of them even liked persona 3. so much of this feels like it's trying to fix something that isn't broken, like it's an apology for the source material. this isn't a persona 3 remake for people who liked persona 3. but, then again, who else was it supposed to be for if not people who wanted another persona 5? persona 5 is the new cash cow and my dread for this being a P5ified version of persona 3 was well-founded.

i kept trying to go "how would i feel about this game if it wasn't a remake of a game i love?" and that's an impossible question for me to answer. i can never know because i will never play this with the eyes and ears of someone who didn't play the original. again, as much as i've come to detest this game, i don't have it in my heart to give this a lower score, mostly out of pity, but also out of overcorrecting my harsh opinion as a fan of the original. still, i think many of reload's failings come from a place of trying to simultaneously be a remake and game for everyone. i don't think it's wrong for games to put off people. in fact, the best games often aren't for everyone because they can't be. P Studio emphasized making a game that was so mainstreamed and accessible that it would never present any obstacle or mechanic that could alienate players at the cost of making a game that players could actually be engaged with. i can't think of a broader way you could miss the mark with a persona 3 remake.

i'm being hauled away by two security enforcers, am hollering at the top of my lungs APOLLO IS STILL ONE OF THE MOST INTERESTING AND COMPELLING CHARACTERS IN THE ENTIRE AA SERIES AND CAPCOM SABOTAGED THE LAST CASE OF HIS GAME TO MAKE ROOM FOR BRAND RECOGNITION IN PHOENIX is choked and does not wake up for several hours

2014

This review contains spoilers

i do not understand what LISA is trying to say. i mean this both in the literal sense in that characters and their motivations come and go with the fickleness of a windy day in chicago, but also in that, when you look at the text of LISA, it is inane. i wanted to like this game, and, at times, i did. in spite of all that i'm about to say, there are moments in this game that genuinely amuse me. and some of the character stuff comes very close to landing with me, but it completely falls apart upon any level of scrutiny. i played this game in 2019 and only finally got around to finishing this game (3 full playthroughs, one on pain). yet, for a very long time, i've known that i dislike this game, and the biggest hurdle for this review was assessing how much i disliked it, how much was irredeemable, and how i'd be able to properly communicate the certainy i feel in that opinion to any reader.

any time my brain tries to analyze LISA, it goes immediately, as if drawn by a lighthouse on a stormy night, to the scene where brad kills marty. i am one of the few people on earth who seemingly played LISA the first before LISA the painful, so having context for not only marty's mistreatment of lisa as well as brad, i find it extremely difficult to side against brad, as the game wants me to here. marty is implied to have sexually abused lisa, was verbally and physically abusive to brad, and this is just what the player is shown. i not only understand, but endorse the violent murder of marty at brad's hands, especially knowing he's trying to groom buddy. sure, wanton murder isn't exactly moral, but this comes at the tail end of a game where it has forced death upon you with no alternative. in the grand scheme of things, killing marty should not be such a big deal. brad has killed at least a hundred guys by this point, probably more. it's telling that marty claims to have changed, yet one of the very actions he can do when brad fights him is to throw a glass bottle at him, just like in his childhood. but no, you kill marty, and in doing so, physically abuse buddy, and you are absolutely railroaded into this conclusion.

the first time i saw this scene, i assumed it was a heavy-handed hallucination/nightmare on brad's part because something this on the nose is not only poorly written, but poorly executed. why is marty here suddenly? how did he know about buddy? why is buddy so attached to him despite very likely barely getting to know him between the last time we saw buddy and now? to be fair, i'm going to take a good faith interpretation of this moment and say that, okay, sure, marty DID reform and WAS actually a changed man who was going to be a good influence on buddy (despite the game giving no evidence to believe this claim), unlike brad. but what does that say about the events that follow? if that is what was intended by the scene, then what does that say about brad and abuse victims? the only way to complete that moment is to knowingly and intentionally harm buddy, your surrogate daughter, someone the narrative has hammered home is the most important person to brad (and likely the player by this point). is this a metaphor about hurting those you love to protect them? if so, it's clumsy at best. instead, it feels as though the game cums over itself and the armchair psychology textbook it's reading from to go "abuse victims perpetuate the cycle of abuse whether they intend to or not". this is a DSM III type scene attempting to be some big emotional climax of brad's relationship with buddy, and it completely fucking sucks.

i'm all for sad and challenging narratives, but this isn't meaningful, this is just deterministic cynicism at best. brad was always doomed to harm buddy and realistically shouldn't have been anywhere near her. why? because he was never going to accept her personhood or agency and instead was set on using her for his own vindication. the text of LISA is pretty plain and direct in stating this, and it does so with the justification that lisa's suicide on top of marty's abuse forever fucked him in a way he could never recover from. this isn't dark, this is. . . boring! this is a boring read of abuse and how it functions. a narrative that says "a victim of abuse is going to be broken forever and incapable of loving themselves and those around them in a healthy way" is a very standard plot point that we've seen since something as early as 1960's Psycho. this is a standard unconscious social belief. there are bigger plot twists in "everybody poops". if you're going to choose such a standard and unremarkable theme to base your game on, at least do it well.

you can very easily take the perspective that looking at the events like this is results-oriented and that, ultimately, the events that happen in LISA are not meant to be extrapolated into universal applicability and events. i find this to be a cowardly way of viewing art, as art is not made or presented in a vacuum. there is, like it or not, baggage associated with the idea of a cycle of abuse being perpetuated by victims. if you want to use that in your narrative, there are going to be implications and inferrences. this is just how storytelling works. you can divorce yourself from the themes, but you can't deny them. LISA's problem is that it wants to be about nothing, it wants to present this shocking and grotesque world without any real-world grounding just to use shock value black humor. oh man, you made a joke about orphans getting set on fire? let me tell you this really funny dead baby joke while you're at it.

ultimately my root problem with LISA is that i detest what little of austin jorgensen i can find in his work. i do not know the man nor have i ever spoken with him, so i am not going to assert that he is this villain that needs to be taken down. i am, however, someone who has invested a significant amount of time into a game that he largely made on his own (as i understand it, outside of the music, it was a solo endeavor). it's hard to not gleam some fairly repugnant viewpoints from him based on how he portrays sexual violence, gender, and masculinity.

here, let's start with the real winner of the show: Male Rape and how epically funny it is. early in the game you're told there's a woman that exists and is real and is at a location. you go to the location where she is guarded by a fairly difficult boss encounter. you beat the boss, enter the door, and then SURPRISE lmfao the """woman""" was an man!! and it gets funnie because he cries about how they still raped him despite him having a mustache and saying he was a man XDDD and then after meeting him you get an achievement on steam titled Violated Guy, because sexual violence is teh epic pwnage. lastly, if you were unclear as to how serious he is treating the concept of rape, he names this character Fardy. because it sounds like fart. he has brothers named Shardy, Lardy, and Tardy. in-game text states that all his peers hate him.

accuse me of being a huge joyless unfun sjw all you want, i really don't care. i just want to know: what is the point of this character? rofl male rape victims are weak and when they get raped it's funny? compare this to the implied rape (via grooming) of buddy by sticky. the game at least passingly treats this as more serious and worthy of sympathy. it doesn't explicitly come out and say it, but by brad's reaction and the extremely subtle dialogue with sticky afterwards ("she wanted it", "she needed to be educated", etc. etc.), you're given very little room to interpret any alternative. to be fucking blunt, if you're going to have sexual violence in your work and handle it with the shittiest most clumsy portrayal possible, do everyone a favor and just omit it. it's personally offensive to me to see jorgensen point and laugh at a male rape victim and go out of his way to let you know that not only was a man raped, but it's extremely funny and we should be finding this inherently comedic. it's legitimately evil shit to put in your game and it's astonishing to see something so mask off get so little criticism.

i'll jump back and try to be a little more charitable. LISA is a game about the post-apocalypse and what would happen if all the women on earth suddenly disappeared or died or whatever. ok, well what does this world look like? surely infrastructure still exists, it's not like BOMBS fell or anything, right? NOPE, it's mad max out here and men are completely dysfunctional in all meaningful ways without women. i do believe a societal shift and potentially even collapse would occur with the total removal of women. but there's nothing to go off of what happened to cause this beyond "women no longer exist so naturally everything's fucked". like, you're telling me no one's trying to do some IVF or something? maybe trying to do some dolly-esque cloning to make a female? does some of this fall out of the scope of the game? of course, i'm not going to deny that this could come off as pedantic. but so much of this setting is cutting corners just to get to the meat of the narrative, which is men doing heinous and awful things to each other, often in gangs. i need at least something to work with to believe that civilized society could go so poorly so quickly.

but no, men without women to temper their barbarous spirits will naturally form sadistic gangs that seek out nothing but wanton destruction and suffering, as you do. again, this is such a fucking dull take on gender politics. you have an interesting premise and you completely shit the bed just to go into gender essentialism that's existed for centuries. yeah, of course, without women, men will use pornography magazines as currency. sure, that makes sense. there's such a drought of actual gay and trans men in this work too that it makes jorgensen come off as sheltered and telling on himself. did you really not consider what a gay/trans/etc. man would do in this situation or how they would fit into this new world? jorgensen comes off as someone who just wanted to tell a story that begins and ends at "men are inherently violent, women are inherently caregivers, and without one, the other goes wildly out of control."

by the way, this is a video game. i know you might have been confused considering i've said sweet fuck all about the actual gameplay of this video game that i played. and here is my opinion: it has amateur design. i know that's almost a nothing statement considering that jorgensen IS an amateur, but i want to call a spade a spade. he seems to really value and want this aura of "this game is going to make you have to REALLY choose things and it's going to be really difficult to deal with it", but he completely fumbles the execution. oh no, buzzo showed up and wants to cut off your arm or kill the first party member in your team. instead of giving him your arm, you can just reload your most recent save (which is approximately 5 minutes away from this choice), put a character you either don't ever use or outright dislike in that slot, and just kill them that way. you can spend the night at campfires but OH NO sometimes bad things can happen to you like you get poisoned or one of your party members gets held hostage. but, there's a save point near almost every major one, so you can just reload if that happens. or, even better, you can just stay at an inn that charges a measly 10 mags for guaranteed safety. how about when you're forced to do russian roullette? yep, you can just save reload until you get through flawlessly. this is a viable and applicable strategy even on the supposed "pain" mode that was intended to curb this type of behavior. these choices ultimately just end up being unnecessary inconveniences that add nothing to the game. they're speedbumps that you can detour around masquerading as some dark soulsian punishment.

i now want to talk about the part of the game that infuriated me more than any other singular part: the road scholars. for anyone unfamiliar or forgetful, the road scholars are a trap boss fight you will encounter early in the game. you go to a side path and find a small town with no way to heal, and nothing much of note in it. just one way in, one way out. no place to grind for item or money. just. that's it. still, there's a save point, so unless you're playing on pain mode, you're almost certainly going to save. and so you try to leave and suddenly you're accosted by a gang who wants either 100 mags (a significant amount of money by this point in the game) or they're going to destroy the town you just left. i want to stress that there is very little of value in this town in the first place, so this choice from a metagame standpoint doesn't even particularly matter, and thus fails to be "hard". yet, you've likely just saved and you're locked into this worst-case scenario. but, here's the thing: i'm an asshole. i hate when games try to gotcha me like this. i say no, eat shit, i'm fighting you. and i fight them. and i lose. several times. because this fight is very clearly heavily stacked against the player. it's a gotcha, but it's also a trap. you made me make a choice i didn't know i was making then tried to point and laugh at me for the choice i didn't know i made having consequences. these types of things can be done well, and oftentimes having a game react to something you did that you didn't expect it to acknowledge can be some of the best type of stimuli-reaction you can get out of the medium. but this is just a gotcha, an attempt to make me feel as though i should've been more careful when there was no way i could have possibly predicted this outcome would occur. it's not clever, it doesn't elevate the gameplay in any way, and it ultimately just burned goodwill i would've had for the game.

in a sad way i want to give points for effort and heart here, because while i think jorgensen largely missed the mark and likely has a personality i would find repellant, i genuinely respect the authorial stamp he put on this game. it is uniquely and creatively his own, probably for the worse. i still can't quite wrap my mind around the positive reception this game has garnered. this is considered an indie classic and it's frankly baffling to me how it earned such accolades. this game is mechanically unengaging, thematically cretinous, and overall an extreme disappointment considering the mountains of praise that i have seen from both strangers and friends. i can only hope that games we love in 2024 age better than the ones we loved in 2014.

there's a reason why someone once said "metroid prime is the citizen kane of video games" in full sincerity. (author's note: i have never watched citizen kane)

this game fucks and cums. i couldn't think of a good way to start this review so i just decided to go with that. there's no subtle way to go about this: third strike is a game with a shitload of style and swagger, and it rules for being such a remarkably and uniquely presented game.

in terms of changes, it doesn't necessarily feel like a lot was edited to III's formula going from second impact to third strike. the 5 characters added round out the cast to a solid 19, and there's a lot of winners here (i ADORE twelve, love gayboy remy, and this entry made me become a makoto main). i think any potential issues i had with the past two entries' cast were a tad overblown, but still, it's great to have these additions and get a fuller and more fleshed out roster. this fighting game has the best ratio of characters that i want to main relative to the cast size; you're telling me i want to use 25% of the cast? you must've done something right in the design stage. characters here are visually appealing, aesthetically distinct, and fun to play as.

there's really something to be said for the fact that even though this roster isn't quite as big as say alpha 3's, it feels brimming with creativity and personality. maybe quality is in fact more important than quantity when it comes to these casts. we only have 4 returning SF characters here, the other 15 are all distinct characters that feel very well-defined. on a gameplay level, a lot of these new characters buck established SF archetypes too. sure, remy has similar specials to guile, but he's got much lankier normals and a much taller sprite, so he plays fairly distinctly from guile. nothing here feels recycled or reused, and in that sense, this is probably the most innovative SF game and maybe even fighting game of its time.

visually, i'm saying nothing new when i tell you that this game is eye candy. the animations, much like in the past two games, are extremely detailed and add personality to these characters in small yet important ways. but i think of all the left turns the street fighter series could've taken, the soundtrack of third strike is one i'm nearly positive most wouldn't have anticipated. III's OST gets completely overhauled here and goes in a direction that fuses hip-hop, drum and bass, and house. and it works incredibly well, in one of those ways where it feels like a natural progression of both fighting games and street fighter. i don't give a shit what dunkey says, the rapping in this game is great and there's not a single misstep in this OST. this genuinely might have taken the spot of my favorite fighting game OST of all time, but that's something i'll have to marinate on.

before i played this game at home, i played this game in the arcade, both growing up and as an adult. it captured my attention in a way that very few fighting games ever have, and, sitting down to analyze it, it's clear to see why. there are so many fine touches and refinements here that all cascade into a joyous experience. when i played this game for several hours at the arcade, i was playing it because it was providing a delight on a visual, aural, and visceral level. there's an argument to be made that if you only ever play one fighting game in your life, it should be this one, and it's a very convincing one.

undeniably, there was something lost during the transition from gen 1 to 2. you can even start to see it from red/blue to yellow. designs became less abstract, instead opting to ape the designs shown in the anime. the feeling of a JRPG monster game was traded in favor of eschewing a new genre, something a cross between that and a pet simulator. it's very fascinating for me to go back and see how distinctly unpokemon red/blue was, and gen 2 is really where you start to see a lot of the themes and tone come about.

on some level, i do prefer red/blue to this game. there's a greater "pick up and play" element to it for me, there's a staggering amount of content condensed into a relatively simple experience. something about the game design of red/blue evokes a "do another playthrough" desire out of me; it could be the relative minimalism by series standards or just the fact that it feels so video game-y in a way that pokemon's largely abandoned. charmander isn't a cute little salamander, it's a monster that's meant to grow into something greater than itself. and sure, some of the NPCs in the game do remark about how cute and adorable pokemon like jigglypuff and meowth are, but there's this implied understanding that, to be a superior pokemon trainer, you should be looking at stats and moves, not at designs.

fastforward to gen 2, and you get an almost completely opposite message from the game. there's a greater emphasis on bonding with your pokemon, both in the addition of a friendship statistic and also in the form of friendship evolutions. baby pokemon are added despite serving no advantage in gameplay terms and being relatively useless. much more gimmick pokemon are added that seemingly lack real-world counterparts to add to the world, like shuckle and gligar. in large part, gen 2 is the point in the series when pokemon decided to stop being centered on imitating the real world with a JRPG lens and instead became its own, lived-in universe. pokemon have mythos and lore beyond pokedex entries now! you can breed pokemon and get powerful egg moves onto things, regardless of how sensible it may be (hello chikorita with ancientpower)! gen 2 is when we look at pokemon's world in greater detail instead of abstraction. on the one hand, i appreciate and miss the abstraction of gen 1. on the other, it's undeniable that gen 2's when the pokemon series really kicked into high gear and cultivated its iconography and gameplay systems beyond what many expected of a fad of the year series.

it's worth mentioning that this game does a lot of quality of life improvements as well as bug fixes and move effect retoolings from gen 1 that were sorely needed. i could spend what feels like days listing off everything improved, but it's staggering when you sit down and bullet-point out how much of gen 1 needed to be fixed by its sequels; moreso staggering that it was. it's very easy to go "the jump from gen 1 to gen 2 was big", but it doesn't feel quite as big until you play them both back to back. the art style alone is so different that the games feel as though they're not even related. pokemon red/blue was the blueprint, pokemon GSC was the reinvention.

the largest and probably most damning flaw of the game for me is that a large portion of the gen 2 pokemon are prohibitively difficult to obtain. some are locked away behind trade evolutions, some are only obtainable after beating the elite four, and some are just painfully rare encounters (see: dunsparce, teddiursa, and swarm pokemon like yanma + qwilfish). and literally half the gym leaders only use pokemon from gen 1. you're telling me that you introduced one new ghost type pokemon in misdreavus, and not a single fucking person in morty's gym uses it? and falkner is left by the wayside in only using pidgey and pidgeotto. sure, he's the first gym leader, but you really couldn't have at least given him something at least a little interesting like hoothoot or murkrow?

but i'm nitpicking. this game is considered a hallmark of the series, and, when you consider the context, it's easy to see why. as much fondness as you could have for digimon, you simply must admit that it lacks a pokemon GSC. it lacks a video game that dominated markets and cemented its series as a mainstay of pop culture. for what pokemon has become and what we all wish it could be, there was a time when it felt like it was truly breaking new ground, as though it were mapping uncharted territory. that was exciting. thrilling, even.

I'm playing with motion controls!

i came into this game with two things: a functioning knowledge of all the major plot twists in the game and very low expectations. neither prevented me from having a blast and enjoying myself. rockstar sat down and made a grounded and realistic GTA story with realistic and relatable characters that i can feel pathos for. having played previous GTA games, that is something i wasn't convinced they would ever do. i have my share of issues with the way some characters are handled (i.e. kate), but on the whole, i find the story of this game to be its best aspect.

for me, my enjoyment with this game begins and ends with Niko. Niko is by far the most interesting main character in a game that i've played in a long time, and i was invested in his character arc and narrative from beginning to end. i really adore how the game gives you so much to work with in regards to his character. rather than just being told "Niko is a traumatized man who is haunted by his past and finds it difficult to connect with people", you actually get to experience it first hand. Niko is awkward on dates and the women he dates tend to not value him as a person, more as an idea. when he opens up to them, they (typically) disregard his feelings. when talking to his friends, Niko will often say that he needs to distract himself from his intrusive thoughts or negative feelings. hell, this even extends to his combat dialogue. whereas Tommy or CJ would say snappy one liners or something stereotypically cool in combat, Niko just shouts shit like "PUSH ME, PUSH ME" and "I'LL TEAR YOUR FUCKING HEART OUT". he's clearly unstable and has an unhealthy relationship with violence. this is a character that feels like a living and breathing person with complicated feelings and emotions.

on the gameplay side of things, i enjoyed myself quite a bit too. the vehicle physics take a while to get used to, but now that i've sunk an ungodly amount of time into this game, i can say that they feel pretty natural now. i almost can't even imagine what older GTA games felt like at this point. the online multiplayer is fun too, for as active as it is in 2020. i feel genuine regret in never having the chance to play some of these modes with a more active userbase, because i had a lot of fun with the nearly dead one that i did play with.

the mission structure is fairly standard if you've played a rockstar game. there are some standout missions and some less than stellar ones as well, but overall there's nothing exceptionally shitty, which is another thing i'd never expect to be able to say about a rockstar game. i will say that i don't adore the abundance of chasing missions, because the rubberbanding on the AI always being just a little bit faster than you is apparent, but that's something i take as a necessary evil to keep a game like this exciting.

however, i do have problems with this game, two major ones. the first is that there's virtually nothing to use money on in this game, both online and offline. in San Andreas, you had so much more to do and work with in terms of buying property, clothing, hair styles, tattooing, etc. meanwhile here, you have next to no clothing shops and basically nothing to spend money on besides weapons and taxi fares. i've felt every GTA game has a major problem with "there's never anything good to spend money on" in GTA games, and this one has it arguably the worst out of all of them.

the second problem is honestly more damning for me: GTA IV hates me and people like me. if i was writing a polygon/kotaku/etc. esque article about GTA IV, i would title it something to the effect of "This Game That Includes Homophobia Is Really Good Once You Get Past The Homophobia". within the first five minutes, you hear someone say "you're a fag". the only named gay character you can do missions for is called a fag by Niko in his very first mission, and then later by another NPC. every single gay character shown in the game in meaningful capacity is either a repressed closet case or a flamer who might as well have the words "stereotypical effeminate faggot" tattooed on his head. and that's not even getting into the ways in which this game seems to adore using the t slur and referencing transphobia/misogyny like it's an auto-laugh thing. i don't have a problem with games having slurs in them if there's a point to it. none of the gay men in GTA IV are good representations of what it means to be gay, and instead are just caricatures meant to elicit laughs from those who see people like me as "others". it fucking sucks.

it's difficult for me to rationalize liking and enjoying this game when i consistently feel like my personhood is a joke to rockstar. i get that 2008 was 12 years ago, but that's simultaneously not that long ago. there were several points where i wanted to give this a shit score on principle, because it's reductive and makes me feel shitty. i guess i'm in this place where like, i simultaneously think this game fucking sucks, but also i greatly enjoy it and have fond memories of my time with it. it's this compartmentalization that you have to go through with some media. it's a little weird, but what can you do?

the vibe is the best radio station in the game btw.