94 Reviews liked by bapanadavibes


Heaven Will Be Mine is a flower growing defiantly in the hostile soil of cisheteropatriarchy. A stand against cishetero constructs like “physics” and “human” and “combat.” A rejection of the so-called natural sciences and their domination of metaphysical possibilities. The law of gravity is the law of gender binary and Heaven Will Be Mine rejects it, proposing instead a world where physics are subordinate. This is true science-fiction, science as a starting concept for what could be, because why couldn’t it? How could our fiction be shackled to their science? How could our bodies? A stand against Earth’s cultural authority expressed through its physical gravity, because culture and science have never been distinct concepts. A rejection of bioessentialism through an assault on objectivism. True subjectivism that rewrites ontology backward, to define being rather than allow being to define us. Earth’s inhuman, incontestable military power contested by girls in machines built to not kill. How could this be anything but pure hope?

I’m not familiar with NGE or 2001, I haven’t seen extensive Gundam, I’m a relatively new convert to the mecha genre and sci-fi in general, and I’m not a gender doomer. Maybe those associations are what lead to what I feel are unfair readings of this game. The conceit is obvious: Earth and “humanity” represent the cis world. The greater allegory may be a bit harder to fully accept, perhaps for those unable to identify with the metaphor or mesh with the flavour of sci-fi. “By becoming more human we become less human.” The core thesis of the game is provocative, but not ambiguous. What Saturn and Pluto and Luna-Terra do is right for humans because it’s right for them and they’re human, the most and least human of all. It’s designation they’re fighting, designation is violence, interpellation is violence. To accept their desire to stay separate from Earth is not to accept the incompatibility of the cisgender and transgender worlds, rather it is to accept the transgender world’s right to exist on its own terms, according to its own ontology; to allow humans to be free of the label human and trust it won’t lead to war. To reject this premise is to align with Iapetus, whose function is to “divide and categorize.” It is to condemn the girls to designation according to Earth’s ontological authority, to reject their wishes and thereby their being.

Heaven Will Be Mine is a surrealist piece that demands engagement on surrealist terms, but I’ll attempt to address it more concretely. Its prose is beautiful, poetic yet direct. It may be difficult to engage with for those unfamiliar with surrealist fiction, but don’t confuse this with confusing writing—it is intensely readable. Conflict and romance are written with chemistry and inertia, driving readers through scenes at a breakneck pace and punctuating kisses and combat with immense kinetic power. The game drops us into an established world but doesn’t expect us to immediately understand its jargon and lore, only to absorb the atmosphere; let the feeling of it envelop you, by the final playthrough it will all make sense. The characters are organic and realistic, queer down to their foundation but never superficially or ornamentally so. I’ve seen Heaven Will Be Mine compared to fanfiction, yet the prose is on par with that of professionally authored novels. Are we so afraid to legitimize works that tell our stories in our vernacular? Should our art not be grounded in our experience? This game shows that our right to exist is proven in our metrics of communication, our relationships, our community. It gives us recognizable characters with clear interiority and shows us how they clash and change each other, how they reshape through connection the same but different, a billionth at first then a hundredth, until it’s enough to live free of the Earth, to change the Earth’s gravity, to escape Earth’s designation.

Heaven Will Be Mine has no true ending. All of the endings are the true ending. None of them are. Who decides which ending is bad or good or true? “We don't need a true ending. We can make a true ending out of any ending. We can make it without the true end. We can make it out of the best ending, or the second best ending, or a bad ending. Beyond the part where there’s an ending. Until it’s something else.” Heaven Will Be Mine is pure hope. It announces a future where we can be whatever we are and not be held back by what already is. “When we let our children develop in the lightness of space, they chose their bodies, genders, souls, hearts of their own volition.” It is not a rejection of our compatibility with Earth and the cisgender world. It is a wish on a trinary constellation that Earth can become space, that its gravity can change, that the cisgender world can become ours too. You can hear this in the soundtrack, in Silly Game especially. It is art that could have only been born from our community with all of our hopes and dreams behind it. Heaven Will Be Mine is pure hope, hope for our future and our being and our humanity. “The human part isn’t the ear, but the hole in the lobes for your earrings, lipstick is real, lips are not, and we see humanity defined in its own gravitational output.” Heaven Will Be Mine is the pure hope that our gravitational output is enough to guarantee our existence no matter what obstacle may stand in our way. It’s right there in the title—we will achieve heaven, everything we want and deserve, to be free of 9.8 m/s^2 forever.

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes… Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game… Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity… wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse… like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight…

The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above

List of mods I used available on my pastebin post here. I should also note that “Mastered” in my case means getting all the achievements, leaving out a handful of Thieves Den Awards that become active or otherwise easier to nab in NG+.

For an RPG I heavily played well over a month, fresh and pampered from revisiting Persona 3 in its original and remade form prior, as well as the hot button topic it’s become over the years, you'd expect I'd have a lot to say about Persona 5 Royal. Well... I don't, really. All I can think about in my sleep deprived state is how my 200+ hour venture - and that's generously ignoring inflated idle times Steam's counter acclimates - is how woefully underwhelming the package was save for a few bright spots, and how dispassionately apathetic I became after finally finishing and scouring out for the light.

It’s funny I mentioned my time investment a bit off the heels of a discord within FF7 Rebirth’s activities and planning, cause it should be mentioned (and emphasized) that it’s actually pretty easy to focus and fine-tune your palette into whatever it is you desire. No one except yourself, and perhaps foolish pride, is forcing you to do all of those activities after all, unless they’re particularly easy to nab off the beaten path. That is, of course, neglecting the key component: the focal point where all points are stitched and huddled around, an area P5R constantly falters over. Already saw a flashback sequence? Fret not, you’re gonna be subjugated to it not 10 minutes after. Got a good grasp of the ongoings of the story, be it by themes or event details? Alright, but you’re gonna have to bear the condescending attitude as you watch the character(s) exposit these things anyway. Grew a form of investment over a beat and how it unfolds before and during the main show? Slow your roll there bucko, you haven’t heard about the overly unnecessary and outright damaging undercurrent that ruins it! Sure, it sounds like hyperbole, and as you go along many of these detriments are either quelled or nulled, but it doesn’t change the fact that they’re present, nor does it alleviate their weight of bloat and the meekish presentation of what are honestly some pretty simple themes. The fact it took my entire first session of play to get to the initial true Free Time event on the 18th, whereas P3 - both versions, might I add - give me that freedom within just a few short hours and P4 just about half of this, is appalling.

The writing woes extend to the Phantom Thieves themselves, which I suppose isn’t a Hot Take or anything since there’s been a bit of a debate surrounding them over the years. To dispel some common points, I don’t believe the notion that they are “centered” around Joker - on the contrary, not only is this running along the recurring theme of “kinship through displacement”, there’s already a bit of an established line between Ann and Ryuji, Futaba and Sojiro, and, though faint and dubious, Makoto and Haru. As a group, there’s a rather believable sense of friendship and camaraderie developed and finalized throughout the course of the story amidst the hustle and bustle of urban civilization, which is a bit of a surprise since I was pessimistically expecting the opposite. What did come true, unfortunately, is the lack of individualism and the expression that's delivered from it. The handling of Ann and Haru are criticized enough that I don’t think I can add anything to the former’s blobby mold of an archetype and hypocritical implementation of her supposed freedom of self-expression, and the latter’s seed of growth taken away due to the already mentioned bloat plaguing the game; same with Ryuji and how his (great) Social Link about reliance on others and strength through teamwork is routinely undermined by him being treated as a joke within the main cutscenes. Futaba is ostensibly headcanoned as one under the Autism umbrella, and while the intent is competently delivered and well-handled, the amount of #GAMER allusions are poor and clumsily handled, leading to a bumpy state of her psyche. Yusuke, who’s SL arc revolves around the dichotomy of man and their drive of passion within the hobbyist and professional mindset, is often treated as The Quirky Oddball One of the group with superficial understanding as to what art is since they did this like, twice before I guess and believed third time is truly the charm, which is also why they made Morgana have the same arc as Teddie and Aigis but without any of the things that made those two compelling. Of the group, Makoto is the one with the fewest weights holding her down; her arc is straightforward, explored to its fullest in her SL with little downplay within the narrative, and her importance in the group is always front and center. Her straight-edge nature can be too plain at times, granted, as are her connecting points regarding resolve and resolution, but compared to everyone else? It’s way easier to swallow. To reiterate, however, my main issue isn’t with the characters themselves, honestly I only truly despise Morgana and his obnoxious (albeit small in intensity) demeanor - it’s just kind of hard to truly feel connected with the group when the game seems to treat them more so as dolls for amusement than actual people, something even P4 never fully succumbed to during its outing.

I kind of wish I had more to say, really, cause it’s not as if I totally hate P5R or anything. There’s some good bits in here, like the full exploration of escapism as a theme finally being done here thanks to the “Royal” part of the game desperately giving the endgame a sense of closure, some of the non-essential confidants like Hifumi, Mishima, Chihaya and Yoshida being great to explore despite the drawbacks, and the superbosses being a fair bit of fun to go over. But, like, I’m not really sure what more I can add unfortunately. I’d sort of just be repeating common talking points and, compounded by the fact I’m facing burnout from both writing and my aforementioned time allocation, it just feels fruitless to go over? Like I don’t want to be the umpteenth mouthpiece going over how ridiculously easy this game is even excluding Merciless’ baffling(ly hilarious) modifiers pertaining to player favor and the constricted dungeon design making it so that ambushes are a rare, if ever present, occurrence one can face, cause everyone already discussed that. Did you know that, even in the original team, there were some Etrian Odyssey battle planners? Really makes me wonder how the hell it ended up so milquetoast in engagement, dungeon layout, and the us v them nature of gameplay routing when EO1’s first two stratums already had more going on. It’s also why I’m hardpressed to mention my adoration with Third Semester, cause I can’t quite word it in a way that isn’t already brought up by the people, what with Maruki, Akechi, and Kasumi being the ethos, pathos, and logos of Joker’s - and by principle, Yuki and Narukami’s - Wild Card slot and the reflection they face should his life be altered ever so slightly. I dunno man, it’s like… expansion aside, this is the RPG that got a lot of people into the genre now? The Atlus mega-hit? I’m a lot cooler on the problems than others seem to be, and I wouldn’t cynically berate others over this cause that’s stupid and rude, but it does leave me scratching my head and wondering what else I had missed in my long, long journey as an urbanite Fool.

this game has the exact same narrative tone and writing style as neon white but y'all aren't ready to have that conversation

I don't like sequels in general, yes, but at least some sequels solve the issues of their first game, which is good obviously

in this case, literally NONE of the issues were adressed(EDIT:enemy projectiles can no longer be destroyed by your attacks, at least with the staff, that's one thing they actually addressed). None. Enemies are still stunlockable, armored enemies are present, dash is... ok, literally everything is almost the same, alright. There are more attacks, yes... This game is a mindless clicker on stunlocked enemies 30% of the time and 70% of the time it's a run & gun from armored enemies (Hades 1 was kinda the same, but at least there were less armored enemies and default attack wasn't AOE on any weapon (that's why "stunlock simulator" happened only on 1-3 enemies at a time in the first game)), it's funny. Builds are also the same, except for now you have like 4 more attack than before and a new mana system. Like that matters, because the dominant strategy is still pretty much "just invest in one attack and spam it for the rest of the run". And yes, it's gonna get goty and indie game of the year and game of the game of something
My only hope is that they will make NG+ system actually good, but we will see
No, it's not bad of me to review a game that has JUST released in early access, because all of the issues stated above will stay the same. Minus points for being a sequel to roguelike only after 4 years, minus points for being a sequel that doesn't make anything better, only add on to. I have my insane reasons to lower the score of games, sorry

Hades

2018

The best roguelites are all about toying with choice, expectation, and consequence. The very best games the genre has to offer often forces players to choose between an item or a weapon, a damage boost or a health pickup, a dangerous encounter with better loot or a safer encounter with a lesser outcome. They force you to make tough decisions and live with those decisions, with even early-run items and mechanics can have lasting consequence until the end of a run.

Hades is one of the most linear games I've ever played and it results in a game that barely feels like a roguelike. Each run features a fixed number of rooms that you move through, and a small variety of hand-crafted rooms that start to feel very retreaded after a handful of runs. Every run feels the same because there's no way to go beyond what the game expects of you with structure.

My favorite roguelikes feature very dynamic level design or offer a variety of additional challenges like bonus floors or areas, specific challenges to make the game have extra longevity, and secret bosses or bonus modes.

Hades is able to spice up a bit of its variety with options like the pact of punishment, but these are merely difficulty modifiers that tune numbers or force you to play more cautiously or quickly. According to Steam I spent around 22 hours in this game, and I reckon that's closer to 19 or 20 once you shave off extraneous dialogue and the few cutscenes the game has. Throughout those 20 hours I played about two or three dozen runs. None of them stand out. Every run felt the same.

A common complaint with roguelites is that they are often unfair and success relies on getting a good item that will win you the game. I understand these complaints but the genre is often deliberately designed to be unfair to make runs interesting. When a game forces you to play through the same components dozens or hundreds of times, it's essential that runs feel interesting and diverse. There are many runs I've had in games like Enter the Gungeon where I got screwed over by lack of good items, but for every one of those, there's a run where I got some incredibly unique gun or item that made the game extremely fun to play. Those runs stick out and are the reason why the best roguelites are paragons of good game design.

Because levels don't fundamentally change, all of Hades' variety is dependent on boons. Some boons make the game feel different, like Athena, whose boons are largely defense-related, or Hermes, whose boons alter speed and dodging. However, every other Olympian's boons usually have to do with a specific status effect. Chill. Doom. Jolt. Drown. Drunk. Charm. All these statuses are different names for the same general effects. Once you pass the opening hours of Hades, the smoke and mirrors dissipate and the game's façade of variety falls apart.

That's not to say that Hades is a bad game--it's an alright game. The art is gorgeous, and combat feels good to play in the most direct fashion, but combat is also extremely simple, with pretty much every enemy except the last two bosses being defeatable by spamming attack and dodge. The music is fantastic as it always is for a Supergiant game. Surprisingly, I felt like the story left a lot to desire. The thing that has always drawn people to Supergiant games is their stunning art, music, and writing--all the elements of games that other studios and developers often fail with.

The story in Hades is actually really underwhelming largely because there isn't really a story. There's no general plot and everything is communicated in through dialogue. The narrative is carried by loose relationships between thinly-defined characters, and as such feels like pretty much any other roguelite without a story. Early on I felt impressed by the fact that there was no repeating dialogue (which is certainly a feat), but after enough time I realized that this was just another gimmick. Non-repeating dialogue carries no importance when characters use a multitude of words to say nothing at all. Every dialogue or conversation feels identical to the previous and by the time I got to the end of the game I found myself skipping, or skipping through, most of these encounters.

It's really quite a bummer that I didn't enjoy this game more especially because of how much I enjoy world mythology and how much a strong impression the game made in the opening hours; but just like Doom 2016, even the most thrilling gameplay loops can stagnate without innovation.

I don't really know what but there's something that really pissed me off about this game. I think at the core of it, it's that, I know some women who are influencers or streamers of various scales, and I think about this game and wonder "does this game do any justice for the kind of stuff they deal with online and offline, or the kind of social conditions that even pushed them towards that stuff in the first place? Does it primarily push a player to consider those things deeply?" and my answer, regardless of any interpretative gymnastics aside, pretty much comes down to: "No."

I think humans are generous and thus you CAN find something good in this game. But I don't think the game is, itself, meaning to be 'good' towards the types of people it takes up as its subject manner.

I guess one way I can frame it is, what if the premise of the game was flipped a bit and it was something like "Desperate Asian Girlfriend?" We play as a boyfriend of some unspecified age who has surprising control over an 'unstable' asian girlfriend. Through your choices you can lead her to all sorts of terrible endings! In fact the game revels in that - the endings are flashy, 'cool,' and a big selling point for the game, more than any look into why this 'asian girlfriend' is 'unstable' in the first place, historical precedents, etc. That's just what this feels like but for I guess, young Japanese women who use the internet a lot or something... like are we really playing this to somehow get a better look at mental illness and the internet? Or for something else?

---

As a "princess-raising" style game it's a bit flat-feeling - having to go through the same motions of opening the messages, twitter, etc each day make replaying stuff a bit of a slog.

Beyond that idk. I understand how people could see themselves in this character and the pressures of the internet, but there's just something to the way that feels a bit more like a exploitative look at "various kinds of mentally ill streamer women" - I think, because of the way the game really pushes you to do things like overdose her on drugs, push her stress to the max, as it places (!) icons on all sorts of options. I would wager that more endings than less have these sort of schlocky, shock-value endings.

Does the game think that women who become streamers are stupid, emotionally unstable and manipulative? Does the game think that streaming is an exploitative system that perpetuates loneliness amongst viewers and streamers while video companies profit?

It honestly doesn't particularly argue for either, but it definitely plays into the shock value to increase its sales, and it takes advantage of players' preconceived notions expectations as to what hope to see happen to the character. It barely looks into Ame as a character outside of a malleable doll tumbling towards any one of the bad endings.

It ironically plays entirely into the streamer and social media fodder that partially creates the space for people like Ame to suffer, or creepy dude producers like P-chan to take advantage of young womens' streamer labor for money or sex.

I don't really know what to say but young women struggling through life or the internet aren't lab rats to be categorized and put on display in these kinds of bizarre simplified archetypes. I understand that women could find themselves represented in this game and I'm not faulting them for liking it, but to me that just feels like a slight positive to the game rather than an argument for the game's holistic goodness.

I'm not against a more nuanced take on the struggles of streaming, but I don't think it should be done through this cliche of the 'huge big streamer' - what about the majority of streamer, people who perhaps - are equally unhappy - but with small audiences in the 100s or even 10s, working each day towards... what exactly?

I don't know. The kind of latent misogyny I feel from this just pisses me off for some reason, something that is just profiting, via spectacle, off of the whole culture of fame and whatnot that makes a lot of people I know suffer

Needs a little work in the vehicle inventory, statistics and train management areas still but a very enjoyable tycoon game in it's current state.

I prefer this to what I've played of OpenTTD due to the high level of environmental detail. Being able to enjoy the countryside while riding your trains makes your constructions a lot more tangible.

Really like the core ideas, but there's just enough jank to the implementation that I found myself growing frustrated fairly often.

For example, I really wish you'd just automatically recharge when docking, or could do a lot of the management tasks from a single screen instead of having to scroll off the screen to find the building you're trying to interact with.

Presentation wise the art is very charming, while the music is extremely repetitive and is always cutting in and out. I ended up just turning it off.

Overall I enjoyed the time I've spent with it, but not sure I'll be going back.

It’s really a shame that reactions to Stellar Blade are more focused on the fanservice or the coomer reactions. You got one group of people who just focus on the fanservice and hail the game to be the savior of sexualized women in gaming, and then you got the other group who view the game in a negative light because of the first group. And you know what? I can’t even blame them because the first group is really insufferable.

I don't care in the slightest about Stellar Blade having a "sexy" protagonist. I saw a trailer for it once and was immediately interested, because of how fun and unique it looked.

But coomers saw the female Protagonist’s butt and were obnoxious about it ever since. Like come on, it’s bottom of the barrel fanservice you’re going all crazy for. Literally everything I've seen about this game online is people with underaged anime character avatars cream their pants over how this game is "destroying wokeness" or whatever. Nothing against Eve, because she is really pretty and I actually really like her, but she looks like every female character in every korean MMO ever made. It's like people going to war over white bread. Apparently, these guys are now whining about censorship, signing petitions, and making videos of themselves (they look about as you'd expect) about why their cause matters lmao. These pathetic gamerbros will never not be incredibly annoying and cringe to me.

Because Stellar Blade is just so much more. Picture all those apocalyptic gachas and their really great world-building, fantastic atmosphere but really cheap and dull (chibi) gameplay, then amp it up to AAA levels – that's the magic of Stellar Blade.

The environments are beautifully crafted and the atmospheric soundtrack is another aspect I deeply appreciate and thoroughly enjoyed in this game. There's nothing quite like losing yourself in a captivating melody as you journey through vast, lonely landscapes and cities. Just like Nier, Stellar Blade really nailed its soundtrack.

The gameplay is just so much fun and showcases an exceptional level of refinement and polish. Every movement, dodge and parry hit the mark perfectly. The more skills you unlock, the cooler and more fun the combat gets. There's never a dull moment - the gameplay remains consistently exciting and stylish from start to finish.

I found the plot to be really intriguing, and I really enjoyed uncovering plenty of secrets and snippets of lore. But what really surprised me were the sidequests. Sure, some were usual filler content, but most served to make the world feel alive and deepened the lore. Completing them was enjoyable, they never felt like a chore. So good job there.

Oh, and I'm pleasantly surprised by Eve! Initially, I expected her to be the typical "waifu" (ugh, I hate that word), merely there for visual appeal with little personality beyond conforming to generic “anime girl” tropes. Most of these tropes revolve around being “innocent”, "naive" or a "sweet flower girl." But Eve defies those expectations, and I couldn't be happier about it.

Even though Stellar Blade took huge inspiration from Nier and other apocalyptic gacha games, it's still an extremely unique and fun game that everyone should give a chance. Don't listen to the manchildren throwing tantrums or all the buzz about the “fanservice," which is honestly vastly overexaggerated due to some optional skins. Honestly, aside from the optional skins, there are absolutely no horny aspects present in the game.

There are just so many little touches to the point where you can tell the developers really cared about making this game great, and they succeeded. Stellar Blade is simply a beautiful game.

rly agree with most of this, the spirit of this, the sublimity of videogame-as-exploration that i've always found myself so naturally impelled to experience the medium through, and just cannot relate enough to so much of the core thesis herein to the point where i feel like this is something i could've written in another life

but it's painfully obvious a white woman wrote it. maybe other-me is too

I played about 40 hours of Persona 5 in 2019 before circumstances led to the loss of my PS4. Waiting for 5 and later Royal to come to PC, I purchased Persona 4 Golden and played about 20 hours. That game unfortunately was a poor substitute for this one and I failed to get into it, so purchasing and ultimately playing through this behemoth of a game has been an immensely rewarding experience. To be fair to Persona 4 Golden, that game offered me a lot of what I love about this one. The gameplay loop of Persona games is something I find incredibly immersive; living out a chunk of time day-by-day (in Royal's case a year), growing social stats and developing relationships while the plot unfolds. I was drawn in by the steady but marked pace of Royal and the organic character development of my confidants that truly felt earned over time. I love the Megami Tensei shared universe lore, Persona combat systems, creature collecting, and storytelling approach of both Royal and Golden, and yet Golden was still a poor substitute.

Persona 5 Royal stands apart from other Persona games, from other JRPGs, indeed from other games in general primarily on vibe. This game offers a total aesthetic adherence unmatched by any game I’ve played. The visual design from costuming to setting right down to UI, music (of course), character writing, plot, and yes, the pacing all come together to form one message that you’re familiar with if you’ve played: Take your time. For my money this is the perfect comfy game. In 2019 my Saturday routine was to wake up, make a big breakfast with a pot of coffee, watch a couple episodes of Avatar: The Last Airbender, and play a few hours of Persona 5, a weekend routine that I long for now that my life doesn’t accommodate it.

These last weeks have been incredibly cozy, curling up with my Steamdeck and getting lost in the game’s world. Yes, it’s long, probably the longest I’ve spent on one completion of a non-roguelike singleplayer experience, but the length only serves to compliment the experience. There’s no rushing here, no panicking, no missing side content to mainline the story. The game takes over 100 hours no matter how you play, and for that time it fully immerses players in its world that oozes coolness and comfort while leveraging raw time investment to form meaningful relationships with characters and build an impressive plot that feels epic because of how much of the player’s actual life it takes to unfold, reminiscent of art like Sátántangó and Jeanne Dielman. Though the visual novel elements offer a superficial illusion of choice while leading down only one set path, they allow players to project their personality onto Joker which goes a long way to bolster immersion, and this game single handedly seeded my interest in visual and kinetic novels. Persona 5 Royal is the comfiest game I’ve ever played and probably the best JRPG I’ve ever played from a gameplay and story perspective, and it has given me characters that I know I will remember and think of forever. I love this game a lot!! Now onto P4G (again)!

Control is another incredibly unique experience from Remedy. From its gripping start that left me wanting more, to plenty of secrets and rich lore waiting to be uncovered, it's a game that pulls you in and keeps you hooked. The intriguing storyline, the immersive atmosphere, the amazing sound design, and the sheer thrill and fun of hurling all kinds of objects at otherworldly beings all contribute to its unique charm.

But as the hours passed, the gameplay loop of navigating the same environments, fighting the Hiss, and cleansing the control points started to feel a bit too repetitive. While the storytelling remained creative and engaging, the lack of variation in enemies and scenery became a noticeable drawback. This honestly slowed me down quite a bit as my play sessions became less and less frequent. As much as I love story-driven games, the gameplay loop just didn't click with me as much as I wish it did. Which is a shame, because the actual gameplay with all the fun physics and abilities is buttery smooth.

Overall, I'm glad that I finally got the time to play Control and experience something special. Just like Alan Wake, Control stands as a fantastic testament to creative storytelling. It's a perfect example of how story-driven games can unfold in innovative ways.

And the Ashtray Maze was just freaking awesome. Ahti has great taste in music.

What a wonderful little game !!

Platforming felt smooth and satisfying, and the story was really endearing and heartfelt. It really made me feel good about myself.

The music is also absolutely wonderful.

Not many issues, only that it was too short, but I understand why it was so short.

I played this on a Steamdeck OLED.

about on par with the first chapter. the music is wonderful and i'm still liking the characters even if the setting shift this is setting up isn't looking as appealing (we'll see with Chapter Three, i guess) in the end.

not sure why i waited so many years to play these games when they've been sitting in my library (both on Xbox and Steam) since near release for each one.