49 Reviews liked by estet


Hades

2020

hum button is all you need

The most Remedy of all Remedy games, this has all the virtues of their last few releases going at full blast but still doesn't manage to escape their flaws. The writing is charming throughout: Sam Lake's dry sense of humor shines through the low-budget TV spots and the glimpses we get of Control's FBC, but it's equally capable of pulling at the player's heartstrings. Particularly for a player invested in the people of Bright Falls and in Alan's own story, there's a lot food here.

The large-scale plot is where the game really fires on all cylinders, though. It's meticulous and intricate, a full-on puzzle box that renders Alan Wake 1's opening quote on horror not having a clear explanation deeply ironic in retrospect. It loops in and around itself, tying knots of astounding beauty, wrapping up the emotional core of the game like a gift for the player.

It even pushes the formal boundaries of what a game can be in a way no AAA studio other than Kojipro has dared to do. I'm deeply thrilled to see full-motion video again after being effectively exiled since the 90s, and absolutely head over heels for the way it's used in Alan Wake II. I can't say much more without risking spoilers, but there were more than a few moments that had me shouting gleefully at the screen.

The only problem is, in grand Remedy tradition, the game isn't actually that fun to play. As incredibly gutsy as the plot and writing is, the game design feels shot through with a deep anxiety about not being "game-y" enough. It's filled with little collectables and largely-irrelevant upgrade trees that just feel banal in juxtaposition with the absolute mastery of the rest of the game.

To be fair, it's solidly an improvement on the previous Alans Wake and particularly on Control's agonizing need to act modern-AAA. The combat is no longer the unmitigated slog of AW1 and AWAN. But neither is it fun, especially with the tight resource constraints and intense awkwardness of trying to fumble with the equipment UI in combat.

Nor do the non-action aspects of the play bear the weight they're asked to. The game's photo-and-string conspiracy board simulator feels like sleepwalking. The case board only asks the player to follow a single well-lit path, placing one piece of "evidence" after another until Saga Anderson voices a fairly obvious deduction. It's just a treadmill, an action to take purely for the sake of having the player do something during exposition. That's not inherently a bad thing from a design perspective, but it feels galling in the broader context of the game. It has a conspiracy board and it asks the player to untangle a complex metaplot, but these two aspects of play are totally disconnected from one another.

This glaring contrast between the mediocre reality and a shining possibility is also what makes the combat so frustrating. Alan Wake 2 takes on the ancillary design trappings of survival horror, with limited resources, inventory grid, and threatening enemies, but it doesn't follow through. In order for those limitations to induce interesting decision points, the game also needs to make it possible not to fight enemies and make a victory at least somewhat permanent. Just dropping them into a shooter with respawning mobs ends up with a frustrating mess.

It's a testament to how fabulous the good parts of this game are that I still consider it truly excellent in spite of its flaws. I'll probably play "The Final Draft", its version of NG+, within a few weeks. But I'm disappointed that I can't endorse the entire game as wholeheartedly as I'd like, and I hope one day Remedy gets as confident with their mechanical design as they are with their writing.

Omori

2020

the art style is exceptional and the story is so impactful and depressing. truly one of the best games i have ever played.

this game made me feel so empty. thanks, maruki.

the coding in this game is wild

the ending is so depressing.

A generational title - never before have I lacked the focus to complete a game simply because I wanted to continually start new playthroughs to experience it all. It's a title of unbelievable freedom, incredibly charming characters, and satisfying progression all begging for this game to be experienced more than once - truly a must-play title.

Tunic

2022

A satisfying and well-crafted Zelda-like game that is great in its own right, but further propelled to greatness through incredibly clever level and game design. Best experienced blind, it's one of those games where the first playthrough is magical and you'll wish you could erase your memories to experience it anew.

On one hand, beautiful, on the other, bloated, boring, and tedious. If you can tolerate run of the mill open-world checklisting, by all means, but I cannot stand this game.

It's a good piece of interactive fiction. But as a game it's severely lacking, and it's clear from pre-release comments that the devs had much grander ideas for the RPG systems than they ended up managing to execute. This ultimately quite heavily harms both the fun and the immersion - no matter what sort of a cop you play Harry as, he'll always be a serial clothes thief who changes right in front of a soon-to-be-grieving widow so he can get +1 to his empathy skill.

Also the fanbase is fully of terminally online communists which miss the point of the game.

A man wakes up, hungover in a trashed motel room, whatever his old life may be is as dead as disco, with whatever comes after picking up the pieces, He goes on a journey trying to solve a murder while rebuilding his personality from scratch in a dead-end town in a dead-end world.

If the main thing that interested you in BG3 was the branching dialogue and permanence of your choices in the story as well as them being continuously referenced for the rest of the game, then this is the game for you.

kim kitsuragi is one of the best characters ever written.

Beautiful. This shit is scripture, genuinely the most affecting game I've ever played.

Owned this 3 times before i ended up liking it but its fantastic