166 reviews liked by blankfret


A fantastic dlc that proves above all that Splatoon 2 truly outshines the rest of the series. Per 3's track record, I was honestly expecting just a rehashed version of the glory Octo Expansion brought us. A similar storyline copying level designs and gameplay from that era of the series, unlocking the ability to play as a sanitized octoling afterwards. I didnt think much else was going to come of it but I'm very happy I was wrong. Pearl and Marina are absolute delights and I'm so glad to see them presented so well. Their style, stunning. Their personalities even more so. Eight is also my favorite protagonist and I love that they kept the kind of sexual swagger Octo Expansion had with Eight's bdsm latex bodysuit thing. It is nice to see the series progressing their cast instead of just kind of freezing them in the past, and I loved seeing different sides of the 3 of them. Acht is cool as well, but I was very distracted most of the time by how hard they were going on Marina and Pearls apparent love for each other. I never say this about anything, especially Nintendo games, but to me it seems very obvious that they're supposed to be presented as a couple. Its a shame they will probably never openly admit that, but I appreciate the concept regardless.

People hate rougelites but gameplay-wise I had a looot of fun. The concept of the spire is smart, and as a very (very) damn good Salmon Run player I had a great time with the difficulty even if I can clear through the 30 floors, no sweat. I love the color chips changing your ink color, I love how broken you can build some of the weapons. The aesthetic, the enemies. Its everything, I absolutely loved it. Exceptions include having to clear the spire with the fucking gatling gun and Eight's horrible horrible palette, but otherwise I was having a ball through and through.

Definitely worth it, reminded me of why I like this series to begin with. Splatoon 3 is a horrible step in the wrong direction, needlessly unfun, and bland as all hell but at least now it has this. Hooray!

by far the best of the xeno games that i played. unfortunately the franchise got kind of ruined for me by Negative Stimuli so i don't know when or if i'll be able to bring myself to come back to this one. shame because it was basically everything i wanted the original xenoblade to be

they don't make them like this anymore, man. everything about final fantasy x bleeds unfettered confidence and an uncontrollable optimism for games as a medium of art and entertainment alike; not only did kitase and his posse clearly believe video games could Be More but they were doing everything in their power to make those dreams corporeal, to make the future of games become a "here and now" rather than some distant aspiration that video games could one day hope to touch. it's really funny how hallmark western titles like braid or the last of us that would come in the ballpark of a decade later were lauded as "games finally being art," or kojima's insistent and insensitive portrayals of sexual assault in metal gear solid v to apparently "validate" games as art suggest an insecurity in the form, a need to prove itself, when squaresoft in their prime knew games were something special and were putting in all the legwork they could to make people see that and had been doing that since the eighties.

though i treasure final fantasy xvi, i can't help but look at it as having fallen to the same insecurity i alluded to in the aforementioned western titles - which makes ffx's confidence in itself and celebration of its own achievements all the more commanding of respect and admiration. yoshi-p wanted a return to a more conventional fantasy setting so he neutered a lot of the whimsy and off-the-wall wackiness from final fantasy for a grim-and-grisly dark fantasy setting inspired by the hot-button fantasy stories of the era such as game of thrones and god of war. what did kitase do whenever his fanbase demanded a return to a traditional european fantasy setting? he acted in direct defiance of that and instead looked to the folklore, customs, cultures and traditions of east and southeast asia (in particular okinawa) and started from the ground up, sculpting every aspect of the game to make something unlike anything final fantasy had ever seen or would ever see again. that even bleeds into its storytelling - sure, final fantasy x gets a lot of flak as the "goofy" one due to tidus's infamous laugh (fuck you it's one of the best romance scenes in all of final fantasy) or its loud-and-proud nature as a product of the turn of the millenia, but i think this is probably final fantasy's most gripping and eloquent political narrative... even and especially in comparison to the more "serious" political final fantasy games such as tactics, xii and (again) xvi. while a lot of political narratives in jrpgs tend to more broadly broach abstract ideas about classism, imperialism and war, final fantasy x's politics are rooted firmly in okinawa's historical relationship with mainland japan and the ties therein with institutional religion in modern-day japan. it's an aggressively japanese game in just about every manner, to the point where i can't help but wonder if there's a tie between ffx being the laughingstock of the series in the mid-to-late 00s and the really racist hatred of japanese games in the west during the seventh console gen... hmm

speaking of the seventh gen and onward it feels like every single way that developers try to flex the power of their hardware and their grasp over it is just graphics, graphics, graphics, to the point where we're getting diminishing returns and the games just flatly don't look all that great because they're bereft of visual direction and identity. i'm not really gonna do much talking about x's graphics (although this is STILL probably one of the best-looking ps2 games, especially those fmvs - oh my god!)... again, compensating for something, forgetting what makes games what they are. like yeah, games are a medium of art capable of conveying powerful messages and emotions like any other medium, but games are fun too! and man, what a better way to flex the capabilities of the recently-launched playstation 2 by making final fantasy x a GAME's game on top of all the shit it has to say as a story. there's so much shit to do in this game, man. it seems like every other nook and cranny has some minigame, sidequest or post-game content for you to sink your teeth into, squaresoft just packing all this random bullshit into this game because they COULD. like fuck, did you know there's a butterfly hunting minigame in the macalania lake? i sure as hell didn't until this playthrough!

i can't help but mourn what games have become and the state of the industry over the past decade and some change. square enix is a shell of its former self between its unbelievably slimy business practices and the increasingly-cynical nature of its output and middling quality of its games. final fantasy x seems like a relic of a bygone era that we can never return to, a reminder of better times, and a testament to the potential that video games in the AAA sphere have broadly failed to live up to.

but - true to the game's main message - final fantasy x also acts as a reminder of what games can be, what we can hope for and expect out of games, and a reminder that games are not inherently as rotten as the industry nowadays would lead you to believe. who knows? i certainly don't, but i also don't want to just give up and accept the stagnation that games have broadly been reduced to, or resign myself that this spiral of cynical corporate product-pushing is all that there is.

and i don't have to, really. the glory days of the aaa sphere might be over, but making games (and sharing them) is easier than ever. the titans of tomorrow are getting their start now with nothing more than their passion for the medium and a desire to connect with people whose passion matches theirs. ultimately, that's what brings people together to begin with: shared convictions, shared faith, shared ideals and shared love for their favorite things in the world.

and when that love brings people together and unites them in a common belief, thus enabling them to exert their will upon the world at whatever scale their numbers and determination allow for... things change. isn't it wonderful?

not to beat a dead horse but persona 5 is the epitome of style over substance

one of the most overhyped games of all time, and i kind of regret the 140 hours i sunk into it when i played it initially in 2019. i liked it at the time but it was also the first big jrpg i had played at the time, and the more games in the same genre or that tackled the same themes i experienced, the less love in my heart i had for persona 5. theres a lot there but other than the aesthetics (which im not a fan of) and the music (which is basically just baby's first acid jazz sampling) there isn't much to whats there. the characters give you the facade of being deep and intricate when they get introduced but unless you're akechi or fucking morgana you either don't get development past your introduction or that development practically gets disregarded for the rest of the story.

the story itself is also noncommittal to the idea of rebellion that it sells itself on. empowering the underdogs of society but only in a way that supports that status quo. we wouldn't want to actually try to say anything now would we? the closest thing to challenging the status quo that these kids actually do is by targeting a single corrupt politician.

i know there was a lot of drama a while ago about people experiencing the game by watching it and how that "isn't how you're supposed to" but you genuinely lose out on nothing and i honestly might have a higher opinion of this game if it was just the story bits and not the insufferably droning jrpg with a 3/10 dating sim tacked onto it.

overall i just genuinely do not like this game and after 3 years of stewing on those feelings i don't think much is going to change my mind. i think a large part of that is that i don't like the presentation much (it wore off on me pretty quickly when i initially played and i never reacclimated to it) and the ost is only really good for 2 or 3 songs unless you've just never listened to any form of jazz fusion or its derivatives.

i wouldn't call persona 5 a bad game but with how long it is and how much time i invested into it, i can't help but be frustrated with how shockingly little i actually got out of the experience positively.

within a span of two months, from september to november of 2019, i lost an old friend and former lover to bone cancer at 23 years old, and my father revealed to me that he’d been diagnosed with stage 2 lung cancer. this would indicate a nearly three year journey to where i am now - a sequence of events which tested the limits of my perseverance, willpower, camaraderie, self-love, and actualization of community. my life underwent severe changes throughout this period; essentially revising my entire outlook on my relationships to patching up and mending my relationship with my dad which had resulted in some pretty catastrophic gaps gashed out pretty equally on both sides. some outside events completely reformed how i lived, the safety and love i had to provide myself for my own wellbeing, and fostering a lot of growth and evolution out of a patch where what i’d known and what i held onto were slipping through my fingers.

during this time, my father set an example of how he would choose to live. he combatted cancer and heartbreak with rudiment, structure, dedication and iron will. i watched him break on more than a few occasions. but it was through his search for that light where he found his own branch of buddhism, practice of meditation, and a new outlook on his life. he began to teach me the lessons he’d taken away - both of us being that type of person with loud, constantly-spewing minds. he instilled and internalized the idea that meditation and serenity are not about clearing the mind of thought, but finding a means to acknowledge the thought and move on from it. it was only along the lines of that practice that we both began to unbox our trauma - both conjoined and individual. it was only then when we could cultivate growth, hope, and those first rays of light.

i had no access to therapy or professional help at the time. i was between jobs when i wasn't crammed into ones that abused and berated me and my time. my greatest resources for self-love, as they are now, were my loved ones and my then-cracked-yet-unbroken devotion to art. traumatic attachments kept me apart from those things i loved most, but in the process of recovering from a sequence in time in which i felt like i’d lost myself, figured it took recessing back to those works which had so clearly defined attics of my life to that point to regain shards of who i’d been, and define who i would choose to be moving forward. over the next year, i would play final fantasy vii six times to completion, twice with friends, four times on my own. the hanging threads of grief, trauma, self-actualization v. dissociation, lack of direction - these things culminated in a story which more and more i felt whispered answers directly to me, for my consumption alone. it’s in those moments where a bond is made between art and audience where the attachment becomes not just inseparable, but near essential.

final fantasy vii doesn’t hand you answers for the questions you come to it with. there isn’t a resolution to the trauma, there isn’t a solution to the pain or the grief. it is an embrace, and a hold of the hand, and a gentle call; “here is how you live with yourself. here is how you learn to be alive again.” the sociopolitical conflicts, the internal struggles, the budding seeds of affection and fraternity don’t reach a natural apex - they hum in anticipation of a deciding factor which never comes. perpetually trapped within the question, but offering you the means to provide your own answer in life. the final shot of the game isn’t a conclusion meant to be expanded upon. it’s simply a closing of the cover, the final page turned before the index of note paper before being passed to you with the command - “apply yourself. turn this into something that matters.” so i chose to.

and i found myself in midgar again, with new friends and a new outlook.

you come back to the slums of wall market and sector 7 with a new worldview and appreciation each time. there’s a different purpose, when your relationship with this game is as intimate as mine, for coming back here. i know the smog, the street life, the feeling of inescapable, walled-in urban destitution well. you grow up in any city poor enough and you get to know midgar intimately. it’s a familiar setting with a familiar social agency. the seventh heaven crew, they’re all faces i’ve known, fires in bellies i once shared, and now understand in a different light. they’re old friends i knew in my activism years as a teenager, they’re people i looked up to and lost through the years. i’ve lost a lot of people and a lot of faith over time. it might seem like a quick moment to many but the sector 7 tower fight reminds me of people and things that exist only in memories now.

the moment the world opens up and the main theme plays, while unscripted, is one of the most powerful in the game to me. i retain that this title track might be my favorite piece of video game music and such a perfect encapsulation of the game’s philosophy and emotional core. stinging synth strings meet acoustic woodwind and orchestral drones. playful countermelodies give way to massive, bombastic chords in a rocking interplay that rarely fails to inspire, intrigue and invoke. uematsu-sensei, unquestionably at the apex of his mastery here, provides his most timeless score. i think about, am inspired by, and draw from his work here intensely. the artistry pours out from every nook of final fantasy vii - the models, the cutscenes, the background renders, the gameplay systems, the story, the use of diegetic sound, the pacing, the designs - everything came together in a way that somehow evokes equal feelings of nostalgia, futurism, dread, fear, warmth, love, hope, and utter timelessness. streaming and voice-acting this entire game with my close friends was one of the best experiences of my year. hitting each turn with a decently blind audience provided both knowing and loving perspective and the unmitigated rush of first experience - in tandem, a passing of the torch, an unspeakable gift of an unbroken chain shared between loved ones. if final fantasy vii saved my life once before, this was the run which restored its meaning and direction.

i’ve been cloud, i’ve been tifa, i’ve been barret, i’ve been nanaki. i’ve been zack, i’ve been aerith. there are lives lived in the confines of final fantasy vii which i hold as pieces of my own, countless repetitions of those stories with those resolutions my own to meet, different each time. there was something magic about the ability to, a year after that painful strike of all of that anguish, that death, that loss, that fear, sit on the end screen as the series’ endless “prelude” played amongst 32-bit starfields and openly sob for a half hour surrounded by the voices and words of my loved ones. that was the day i learned to live again. it’s more than a game when you know it this intimately. it’s more than an experience when you share these scars. it’s more than art when you hold onto so dearly. there isn’t a classifier for what final fantasy vii means to me other than, “a lot”. sometimes, less is more. i don’t have a conclusion beyond that for you. the experience recalls everyone and everything i've ever loved and lost, and all that i've come to gain and hold dear. goodbye to some, hello to all the rest. true, reading this, it may have been a waste of your time, but i’m glad i was able to share this with someone. i hope this reaches at least one of you on a level you needed today, or maybe it invokes something in you about something you love so dearly. i’m here to tell you - this is how i learned to live again. if you need someone to tell you, today, that you can too, here it is. you aren’t alone. go find those answers for yourself.

please don't step on the flowers on your way.

makes me feel like an ai artist with all the fucked up hands i'm making

Xenoblade Chronicles 2 wastes your time with slow battles and inflated healthbars. It wastes your time with slow menus and long load screens. It wastes your time with having to play a gacha in order to fill requirements to progress both main and side content. It wastes your time with asking you to open a blade's skill tree every single time a skill is unlocked, otherwise the unlock won't take effect. It wastes your time with a story that lacks real direction and sense of progression towards the main goal for over half of its runtime. It wastes your time with tone-deaf japanese anime tropes and gags. It wastes your time with cutscenes where lipflaps never match dubbed dialogue.

But I think, after all that, the breaking point was being asked to wait real-world time for merc missions to complete. Missions which are critical to completing the game's thorough side content, and missions which unlock QoL static upgrades like boosted movement speed and gold gain. Missions which can take nearly two hours to complete just one if you haven't gotten good enough luck with your gacha pulls to lower the time. Missions which ask the player to wait to be able to play more of the game they paid for.

It's a game with a disgusting lack of respect for its players and should be treated with an equal disrespect.

game: the only ever edition

overindulgent and overstuffed with straight-faced generic-isms strewn across an equally vapid, noisy world primed to prey on those with “thing to do” syndrome