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Final Fantasy VII ''Rebirth'' Continues on with the fallacy that retelling the same story in a lengthier, more convoluted way, will somehow—someday— mean that more equals better.

The second coming of madness proves the faults of a ''quantity over quality'' philosophy; FF7's remake pushes through on presenting a thirty wordcount story in what feels like a thousand lines.
That which was once focused and intentional is lost in the sea of side content add-ons, there for the sake of justifying yet another 70-dollar purchase.
Because good things can't die, and if they can, then we'll just make them again— except completely different.
So long as nostalgic attachment can fuel another one.
And then some.

Enough time has passed for the waters to settle in what seems to be the new era of Street Fighter, or maybe fighting games in general.
As always, new brings change and change brings joy, but also much fear...
And yet, beyond the frustration of microtransactions and overall decision-making regarding monetization in the FG scene, therein lies passion. Although buried beneath massive corporative cynicism, Capcom's passion project burns with life still.
Street Fighter 6 has brought a wave of different ideas and from these ideas new players, but its ultimate reason of success— the perseverance of this franchise, unprofitable, as it exists— remains the same.
Because I don't play fighting games off the need to beat people up, I play fighting games off the need to see myself better.
To learn.
To grow.
To evolve.
In striving to improve from its past mistakes, the sixth entry in this series has done so all of the above.
If learning the complexities of this genre can be in any way meditative, 'SF6' proves the importance of looking deep within oneself. Identifying that which must change before you can keep going. Difficult as it may be, it is fruitful.

'Jusant' has perfected the climbing genre to such a degree, that it feels intimidating pointing out its most obvious flaws.
Don't Nod's produced a game with incredible level designs and atmosphere— Incredible, yet not perfect.
Inspired by The Legend of Zelda's new emergent gameplay formula taken to the extreme, the lack of UI text will be immersing-- as it will be frustrating, too.
Breathtaking art direction is only so good to the extent it benefits the game it's attached to. The way we have it, strides in graphical achievement by Lumen render interactable objects indistinguishable from those that are not, in especial during dimly lit segments. For a game based around grabbing onto things? You can guess the problem.

Ya see, at the end of the day what Jusant lacks is not vision or engagingly tense mechanics, but intuitive enough level design. Levels designed to make one feel as if they're playing the game, rather than breaking it.
Too many times I found myself exploiting the silliness of its pendulum physics to get me through a phase than wondering the intended path. The problem is not found in the fact that I broke the rules; but instead in the fact that I firmly believe there weren't any.