the discomfort zone got too comfortable so we made the comfort zone discomfortable. samus: meet samus

where super dove uncritically into the power fantasy that metroid II (the game with a literal Genocide Counter in the UI) unmasked and deflated, this feels like it's turning it inward against you personally. Your body, Your likeness, and Your autonomy hijacked; Your celebratory past tense role as (repeated) casual annihilationist to reckon with and cower from

it operates as something of a Super Negative Image Metroid: an inversion right down to the uncomfortable, choking grip of the direction. all that clammy ADAMsplaining, those sequestered zones, the redline urgency; everything's dialed perfectly into the exact same channel with uniform intent. even the woozy alien psychedelia's been spirited away in favour of clinical, detached interiors and astroturfed xerox biomes with some of the most appropriately sterile Oops No Backlight lighting on the GBA

and no, it obviously doesn't accomplish the same things as its predecessors, but it's not attempting to. this is a game about lack of control, and altering the format would be akin to breaking the spinal column that holds it upright. fusion's big successes (the pacing, brevity, tonal and thematic consonance, and delicate curation of tension and challenge) are the result of its structural changes. being shunted around a tiny sarcophagus isn't a flaw, it's the entire premise. duh

even without all that though it's impossible for me not to love a game with nightmare, the Profaned Baja Blast Suit, AQA's sunken banger, shots like this, and those absolutely psychotic ridley screams

quite possibly the best SA-X heavy fusion since the sultry sounds of steely dan

outside of the (understandably) on-the-nose coloured doorways nearly every instance of environmental interaction is rich and tactile. thirty years later it's still a wonder to grope and paw at every (Possibly Maybe) malleable surface and leverage every new upgrade toward greater structural manipulation and command

in ensuring how and when are given as much significance as what and where it forms a relationship between actor and environment that bears uncommonly personal patterns and markings as you learn to use Your body as an implement to interface with the world. sidepaths and back alleys that carve Under - Over - Through reshape the familiar thru layered mechanical discovery and shift the internal v external dynamic in turn; mastery of the self begetting exponential mastery of the other

a fitting problem then that the biocircuitry, plunging intestinal mazes, and gloomy dark ambient synthesis quickly become less something to endure so much as to dominate; the dissonance for show, and the brutality nakedly glamorous and one sided. so much of it exists in service to the pursuit of (Your) power, kneeling with its neck outstretched waiting to feel bones shatter for Your gratification. sure, I feel obscenely powerful, but I'd rather feel anything else

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I love the way exploration works here; the refusal to budge on fast travel save for diegetic ox carts, snatching back dark arisen's infinite ferrystone, and stretching the landmass both horizontally and (especially) vertically is wonderful. in many, many ways it's a bigger, slower, denser game, and they did it all while focusing on the most mundane environments devoid of giant theme park attractions bulging from every flat surface

likewise I love the idea of elaborating on the sense of traversal and moving toward a holistic spirit of adventure. deteriorating health ceilings aid attrition and help answer the inherent slime of menu heals, and having campfire rests operate as something of a risk/reward mechanism goes a long way toward giving each journey a greater heft and substance

even something as transparently gamey as designing the map as a network of funnels and chokepoints stippled with smaller threats and crosshatched with bigger ones was very clever; it's all just nouns crashing against nouns as they fire down chutes, but when coupled with the meaty physicality of the game's interactivity it goes a long way toward building up those Big Moments

but the consequence of trash mobs operating as speedbumps means moment-to-moment encounters operate more as filler than anything you could consider independently engaging scenarios. it also means that despite the map being several times larger than gransys it ends up feeling a lot more suffocating due to all the overlapping nouns slamming and interrupting each other without end

I just about luxuriated in the rare opportunities to enjoy brief spells of negative space; I savoured it like one of those FMV steaks. I'd kill for more moments like the arbor or the battleground where I was able to inhabit the world as a pilgrim or wanderer rather than serial wolf slaughterer or battahl sanitation expert, but they're very few and far between

there's no escaping the impenetrable walls of goblins, wolves, harpies, and saurians polluting every inch of the world. the already slender DD bestiary's been ported over nearly 1:1 with about as many additions as subtractions, and between the absurd density and massive landmass the variety ends up looking and feeling significantly worse than it did when it was first pilloried twelve years ago in a notoriously incomplete game

when the Big Moments do happen they're often spectacular, and it's easy to see why the chaotic intersection of AI, systems, and mechanics was prioritized so heavily and centered as the focal point of the entire experience. early on every bridge that breaks behind you, every ogre leaping from city walls, and every gryphon that crushes your ox cart feels huge and spellbinding; the game's at its best when all the moving parts align just right to achieve dynamic simulacrum, leveraging unpredictability to carry encounters well above their station

where that stuff loses me most is in the complete lack of friction. for a game with so many well considered means of drawing tension out of discovery it manages to render most of them meaningless when you're never being properly threatened enough to let them kick in. camping, eating, crafting, consumables, ambushes, and setpieces all take a significant blow from the chronic lack of bite, and it's frustrating to see so much potential go to waste when everything's already set up unbelievably well for success

even if you choose to go it alone, or do as I did and run with a party of two (ida + ozma: wily beastren + weakest creature), it only does so much when every corner of the map has CAPCOM Co., Ltd superpawns and npcs popping out of the ground to aid you unbidden and monsters are all mâché sculptures begging to be stunlocked. where's hard mode? why does it feel like everything DDDA did right got ignored? we just don't know

I'd have been happy if the game yanked a bit of control back with some kinda endgame/post-game dungeon, but there isn't one; there aren't really dungeons in general. in opting for quantity (50+!!) over quality we end up with none of them feeling particularly curated, and none of them having the scope or menace of the everfall, let alone bitterblack. no ur-dragon either, which is just baffling. the entire run from endgame to post-game is a gaping hole where something oughta be but certainly isn't

when I hit credits I felt almost confused, like I'd just been tricked into playing a remake or reboot of the original dragon's dogma that somehow had less material stretched even thinner. I enjoyed what I played for the most part, but the more thought I put into it the more it feels compromised and unfinished in all the exact ways itsuno promised over and over it wouldn't be this time around

there's a lot to love here: stuff like fucked up modular teeth, the sphinx, seeker coin platforming, pawn bullshitting, the dragonsplague, cyclops ragdolls, opaque sidequests, intentional tedium, and routinely bizarre interactions. much of what was good in the past remains good, and even bits that stumble backward generally land someplace close to decent regardless. some of the vocation/gear downgrades aren't to my liking, and there's an odd shallowness that hangs over the experience, but I think I liked it?

I just don't really get it

at first blush clear sky's beautiful: rich sunlit autumn with its blues, greens, oranges, and browns warm and radiant; chornobyl's surface murk all but lifted entirely and soaked up into the soils and waters and still breathing bodies that inhabit the zone

but it soon becomes plain that the cosmetic changes are something of a diversion; sleight of hand that draws the eyes away from the coming suckerpunch: twenty odd hours of being flanked by grenades, bled to death, mulched by MGs, and robbed blind. a cursory search shows that the lion's share of its legacy revolves around torturing and bamboozling those who expected a straightforward sequel to SoP instead of an Iterative Pain Milker, but as the saying goes: "you opened it, we came"

the heart of the experience is nothing short of broken; theoretical emergent turf wars reduced to ceaseless big boss killing field masturbation due to poor macro level AI and myriad bugs and glitches. every claim and conquest soon snuffed out or stolen; all elaborate actors, a-life improvements, hard fought battles, pleas for help, and catastrophes rendered as droning background noise. this world is doomed, and your input is worthless

it's exhausting, and even more so to know a great deal of it's the result of a series of inefficiencies so great they actively sabotage the very firmament. at times it almost feels like a comedy of errors when the stoned anarchists or authoritarian paramilitary freaks manage to bungle every single lead or advantage you give them. five idiots loping so slowly across the zone that by the time they arrive (if they even bother) they're inevitably pressed into hamburger by the dozen guys who somehow respawned in the interim

when sutured up nicely with the likes of Sky Reclamation Project it lurches upward, alive. all the blood for blood's sake recontextualized: the junkyards and warehouses turned sacrificial pits summon successfully, allies arrive, and land changes hands; guns still jam, MG nests still butcher, and grenades still flow freely, but there's purpose and direction granted. movement in the zone is given breath and motive outside of the infinite looping thresher, conflict finds a utile path, and there's reprieve and closure and tangible winners and losers. unfortunately, it lasts about an hour

once you join a faction you'll walk point-by-point through enemy checkpoints, get into a few scraps, take their base, and that's about it. somehow adhering to intentionality and giving all the dopey wind-up toys a chance to fulfill their goals and retire does nothing but harm. without the futility it oddly ends up even more meaningless; all perpetual motion and conflict rendered still and dull in the blink of an eye. omnipresent inferno degraded into sidequest

the more I dabbled with alterations the more I came to feel that shaking it from its stasis and evening out the unintended caustics made for a lesser experience. SRP's default settings are undoubtedly the best option for keeping clear sky roughly in line with its original intentions, but the tradeoff between the accidental and the deliberate isn't always worth it

if you tinker a bit further there're countless other options that make "improvements" to the likes of ballistics, enemy behaviour, and damage values, but almost all of them do so at the cost of its core identity, sanding it down to another shadow of chernobyl at best and another call of pripyat at worst. most of SRP's optional addons in particular feel designed from the ground up to wrench its teeth out one by one, and while I'm not gonna be a shitty cop about how people wanna enjoy things, I can't help but feel like docile's the wrong look

for me clear sky's best as an experience in overwhelming reduction — of the player, of power, and of dominion. a living space occupied by the dead and a set of systems in perpetual, unavoidable collapse. gears turning and great machines moving in an endless cycle of yearning greed and control. one big dumb bright cozy purgatory

win today, lose tomorrow. spin the world's wheel again

1989

now I know how all the other guys named john wayne gacy must've felt

so first thing's first: X86000 version is better than the windows version, and you're probably gonna want some kinda autofire. I use XM6 Pro-68k's built in option, but you can do whatever you want cos I'm not your dad. you can even ignore my suggestion and let your arm balloon into a hellish rod of ruby muscle and errant bone, just as koichi yoshida intended. people will wonder if it's infected or filled with saline or if you're some kinda lab experiment and maybe you'll get a chance to tell them "no, I'm just honourable" before someone calls the national guard and they shoot to kill with those long bullets that explode human heads

maybe you can even survive the first shot and amble into oncoming traffic, horrifying children and dogs and doglike children alike with your heinous appendage as vehicles swerve dramatically out of the way like salarymen about to drive into the ocean

maybe you'll escape your pursuers and find yourself in an old growth forest, the perfect resting spot for the beast you've become. your freakish arm will be a warning to others and you'll spend the rest of your years tearing bark off trees to suck down termites and carpenter worms. once in a while someone will stumble into your leafy manse and see you, but thankfully their photos will be inexplicably blurry and your existence will be deemed a hoax by all but true believers. your family will mourn the son or daughter they lost, your boss will replace you with someone they can pay less, and life will go on as it does so beautifully

in your final moments maybe you'll smile and think to yourself:

"what the fuck does curse know anyway?"

for less than the cost of Middle-earth: Shadow of War you can image search "Viggo Mortensen Kissing David Cronenberg", which you will enjoy much more

I can simply no longer idly stand by while users with names like realbabymario who probably wear polos and adhere to their local exterior property maintenance bylaws say games are "like crack smoked crack"

if you'd like to keep comparing computer entertainment software to drugs I'm going to hereby require evidence that you've done them. to this end you may send a video clip with your username and partaking visible as well as a signed letter of guarantorship from your dealer and That Guy who's always chilling with your dealer to my personal address: johnerowid@gmail.com

anyway, more games should feel like technoweapons. I wanna feel disoriented and unhinged and experience immediate changes in my mental state. I wanna turn it off and feel like thick, heavy cables were yanked from base of my skull. the word visceral was commandeered by marketing freaks selling gratuitous 7th gen killporn animations to teenagers, but once in a while you get a chance to remember what it actually means

some games can take hours and hours to draw a potent reaction from you; this one takes a few seconds. soon as the garish flashing, unbearable speed, and famicom techno hits you immediately understand the experience and the relationship you're gonna have with it

one of the most convincing displays of technical wizardry you'll find in 1992 or otherwise. this is the exact moment yagawa the grey turned into yagawa the white. these boys weren't just cooking, they were on that molecular gastronomy shit. that FFIX 99 frogs shit. that meowscular chef shit — no dango in sight

this hits me like saying games "feel like they were made in an albuquerque RV" hits guys who think mexico's literally yellow

🥰🥰🥰🥰🥰

no idea if this is good or not because it runs like absolute shit and when I tried to go online to get some second opinions I experienced acute larp exposure and passed out

the doctors tell me I'm lucky to still be alive

the tribal stuff is awful and the sense of humour stinks like greasy 90s posturing and rank self-congratulation. bombards you with unbearably unfunny pop culture references, plays sexual assault for laughs, and couches all its insipid beerbong edgelord shit in THATS THE WASTELAND BRO because it has no conviction or insight whatsoever that wasn't set up in advance by cain and boyarsky

avellone + friends' worst work by miles and miles. the only thing I like here is My Chrysalis Highwayman which mark morgan probably plagiarized like (allegedly) half the music. everything bad bethesda did to the series' integrity (and worse) started here. this is ground zero and the common (delusional) notion that FO3 was a bolt from the blue tells me the classic fanbase doesn't know shit. Bro??? it's all right here. it's been here since 1998, inside this gross, smelly software that you (allegedly) played. imagine clutching your pearls about a fridge ghoul when FO2 canonized talking deathclaws and tom cruise — even pete hines unwittingly had you boneheads pegged. who the fuck cares about the world building in the knowyourmeme ass family guy rpg?

"this is worse than the time I got beaten at chess by a freaking radscorpion"

lower gen x into the ground already

should've called it zs

cos I'm snoozin

nothing embodies this experience better than the 1-2 punch of the loopy arthouse perfume commercial intro followed almost directly by the mcdonalds ass "595839122 deaths served worldwide" advert in majula

on one hand we got a game with the foresight of a haruspex that envisions the ever-escalating arms race the series would find itself in and tries to preempt it with radical mechanical changes, and on the other we got a game that thinks Rat With a Mohawk is a really sick idea for a boss

this thing is the living end; the result of a wild disregard for anything fans consider sacred and a critical eye that found dark souls' core pillars wanting. given the chance to do a remix/remaster they chose to ignore all feedback, double down on all the bullshit, and name it SCHOLAR OF THE FIRST SIN like it's a terrence malick movie. the haters never had a prayer against this kind of power

oscillates between achingly beautiful and sandy petersen's work on doom II. presents characters as haunting as vendrick and lucatiel then goes and reskins dark souls' most emotionally resonant encounter as ripper roo. both modern fromsoft's most melancholic, human game, and the only one where you're forced to play as an absolute mutant

I'm at the point where I'm glad the lighting got downgraded before it came out. it should be fucked, it needs to feel sickly and eroded and wrong. iron keep has to be something you can't understand, and the transition from shaded woods to drangleic castle has to be as disorienting as possible. every time you question the earthen peak elevator I only grow stronger and more insufferable

this is the response to a call no one made. it's gotchas behind gotchas behind gotchas, noble failures, bandai namco PTDE marketing quotes, and fromsoft's most indulgently experimental design since demon's souls. it's the bondage gimp door, the gender swap coffin, npc invaders modeled after the most dickhead player behaviour possible, and the cumulative psychic damage of the frigid outskirts

it's fighting the rotten four times to skip half the game, becoming drangleic's next top model, and having NAMELESS CHAD kill you while you idle in iron keep. it's backstep iframes, powerstancing demon hammers, unbelievably good pvp, and yui tanimura's masterful turn as director of the dlc trilogy

talk all the shit you want:

a lie will remain a lie

fans love to make erroneous arguments about how detractors dislike the game cos it's different, but the problem has always been that those differences amount to nothing of substance. if they're not completely insignificant they're fakeouts or walked back, if they're not fakeouts or walked back they're jj abrams mystery box bullshit to keep the online dustcloud with arms and legs kicking and howling about The Implications for another four years. this is a game more concerned with how to capture will they/won't they Engagement than its own thematic core; an impressively meticulous effort moored in goopy fanservice and speculation bait

control freak energy from top to bottom, sanitized to an extent that you'd think square report directly to the health department, and guided by one of the medium's most overbearing directorial hands. all slick and shiny bombast and spectacle, perfect skin, compilation pilled navel gazing, and endlessly wrested control. thirty long hours of red light green light meandering thru kidzbop cover acts of familiar events and environments before shunting all responsibility for unpacking anything it might have to say onto the next game

big win for folks who wanted tifa to be a noodle armed simp and sephiroth to have the presence of yakuza kiwami majima

gaslighting's everest. megafreaks convincing me this was the series peak had me telling everyone I knew how bad mega man sucked for two decades. I've already done more damage to the mega man brand than inafune ever could, and I was primed to do even more before I tried some of the other ones

sure, the robot master stages are mostly solid, but you'd need the most hexed, jinxed, and cursed grey matter on the planet to convince yourself normal people want to experience wily's castle in any capacity. the creases in your brain need to have been carved by unnaturally odious forces to sit there recommending this with a grin on your face while knowing sniper armours exist

boobeam comes up in conversation and MM2 guys go silent at the dinner table, start pushing their peas around the plate, and ask to be excused

if you love it so much then why don't you marry it