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weird game girlie, writing about whatever i find interesting! bit of a critic, but out of love

> list of faves! <
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Favorite Games

Crypt of the NecroDancer
Crypt of the NecroDancer
Celeste
Celeste
Hypnospace Outlaw
Hypnospace Outlaw
Fire Emblem: Thracia 776
Fire Emblem: Thracia 776

324

Total Games Played

019

Played in 2024

000

Games Backloggd


Recently Played See More

Super Mario RPG: Legend of the Seven Stars
Super Mario RPG: Legend of the Seven Stars

Apr 15

Anodyne
Anodyne

Apr 13

Phoenix Wright: Ace Attorney - Justice for All
Phoenix Wright: Ace Attorney - Justice for All

Apr 09

Fire Emblem: Path of Radiance
Fire Emblem: Path of Radiance

Apr 03

Phoenix Wright: Ace Attorney
Phoenix Wright: Ace Attorney

Mar 28

Recently Reviewed See More

At risk of beating a dead horse, I think the weakest part of Path of Radiance is easily its relatively low difficulty. To preface, this is from the perspective of a series veteran (“awakening babies” get to call ourselves vets now, how lovely) with a very intimate understanding of what’s ‘good’ in these games, but I started playing with 35% increased enemy growths, later bumped it to 55% and I still felt like I was cruising through most of the mid to lategame chapters. A lot of those chapters lack any sort of pressure to threaten your strong units or to push you to move faster (the latter camp usually being enemy thieves that a good mount can easily reach) and boil down to being very sluggish ‘fields with enemies’ that let you tackle them as risk-free as you want. Combined with how high growths are and how BEXP lets you blitz even further ahead of the curve and I think most of the game lacks bite even when the enemies are boosted to the point where they border on unfair. It has a lot of interesting things going on in theory - side objectives for BEXP, forges being limited to one per chapter, some cool gimmick chapters late on (CH22 is just a pokemon strength puzzle and I kinda love it) - but the game never has quite enough friction to bring out its own potential.

But the draw of PoR mainly comes from the strength of its writing. The majority of the character writing is very realistically grounded in the game’s settings and situations. Every support and base conversation is lovingly woven to bring out subtleties of the cast’s personalities, worldviews, personal struggles, dynamics, their growth or lack thereof. Their personalities are strong but not exaggerated (for the most part) and the interactions are full of little remarks or conversations that feel unexpectedly resonant or meaningful. It’s a lovely cast that’s very difficult not to fall for. While the story itself has a large focus on Fantasy Racism and does stumble a little into its trappings (primarily its tendency to categorise all Kilvans in one particular way), its angle towards it feels very carefully-written and used in a way that attempts to earnestly explore attitudes towards prejudice. It uses its depictions to present the importance of uprooting systemic oppression and breaking the self-perpetuating cultures of hatred that it brings, and how vital it is to do so despite how much of a Herculean task it is in reality. It all further feeds into a broader theme held up by scenes beyond how it presents discrimination - how understanding and righting past wrongs is vital to be able to truly move forward and make meaningful change or growth. It’s the *honesty* of all its explorations, more than anything, that I found so unexpectedly disarming.

It caught me off-guard with how much I ended up liking it, but it’s really easy to see why it’s so beloved. If you don’t mind it being slightly defanged on the strategy end, it’s a lovely, warm and charming game that’s surprisingly confident in its writing.

I've noticed that games like Ico - games that commit their entire being to presenting a particular feeling or mood - are harmed even more by the slightest annoyances, since once the immersion is broken there's a good chance it has no more legs to stand on. At its best, Ico was a beautifully-woven fairytale world portraying the struggle and necessity of absolute trust between two complete strangers. At its worst? It couldn't make me feel anything.

There's a lot about this game that feels intentionally awkward in service of that mood - the difficult part is that the things that felt intentional are the bits I like the best! As an example, the combat isn't exactly "fun", and that seems to be a pretty major sticking point for a lot of others who dropped off the game - but my first few combat encounters were absolutely mesmerising. The weightless swings and the tendency of the shades to dodge and outmaneuver rather than overwhelm gave this delicate feel to the combat that perfectly complemented the aesthetic. But it's the little things I picked up on that *didn't* feel intentional - or specifically not in service of anything - that started to get to me. To use the same example, after a while I started noticing that some combat encounters took a wearily long time; as I later realised, shades that successfully 'capture' Yorda disappear into the same portal and seem to take a long time to reappear. You're bound to get knocked about and have her get dragged down at some point, but the feeling it gave off quickly changed - I'm not feeling tension for Yorda, I'm feeling annoyed because I have to wait around for the shade to come back. Parts of the game also felt like they had a *lot* of combat encounters - combine with the intentionally awkward combat and the previously-mentioned issue and I just groaned whenever I heard the cue.

I do want to make it clear that the combat is far from my only issue, and it was a pretty wide spread of minor annoyances that snapped me out of the experience it tried to convey. I just don't want to come off like I'm bashing this game. I have a lot of respect for it, despite my ultimate decision to drop it - I just wanted to express this feeling I've had welling ever since I tried Rain World last year, and Ico was just a much better vessel for doing so.

The worst thing the internet ever did to me way back when was selling me on the idea of Dark Souls as this SUPER HARD GAMER series for GAMERS! GIT GUD and PREPARE TO DIE! When in reality it’s this really offbeat and interesting interpretation of an RPG where even though it’s entirely skill-based, and it can be pretty hard, there’s still more than enough to form personal attachments with outside of the gameplay itself. It’s very light on narrative but fosters mechanical storytelling through its nonlinearity and some of its wonkier mechanics. Getting cursed in Depths and having to climb my way out, having my weapon nearly break halfway through a bossfight and having to swap around on the fly; two emergent situations that aren’t really all that significant, but were memorable enough to hold onto and help my playthroughs feel ‘mine’. Working towards the Dragonslayer Spear only to realise I just transformed my only good weapon into something I’m 10(!!) levels away from being able to use would probably come off as cheap in any other game, but I found myself eager to work around this sudden frustrating wrench in my build when the whole game builds itself around putting you in uncomfortable situations and telling you to deal with it.

It’s a vibes game to me, really. It’s hard for me to imagine there’s many of that GIT GUD crowd still grinding out DS1 when games like DS3, Sekiro and Elden Ring exist because it just doesn’t offer the same mechanical depth or extreme upper limit of challenge compared to them, and it only gets easier when you realise you can deal with most of the enemies in the game by circle strafing and backstabbing where possible. But that’s not the point, right? It’s more than just a set of challenges, it’s a world to be explored and overcome. Combat encounters aren’t just enemies to be killed and walked past; they’re part of the world they live in, to transform threatening environments into dangerous ones and communicate the hostility of the world. “Easy” sections lighter on combat allow themselves to exist in order to punctuate the danger for feelings of peace, introspection, foreboding; Kiln of the First Flame, Lost Izalith, the empty space in Anor Londo. Challenge is part of the aesthetic, but it’s not *the* aesthetic.

Something I noticed even when I was playing DS3 as my first Souls game, and have only grown more vindicated on as I’ve gone back, is that the slow combat is much better to emphasise the games’ stellar visual design than the faster-paced lean the newer games have taken. Taking DS3 as the example, most combat encounters with anything too much harder than basic Hollows take a lot of focus to the point where it’s hard to take in anything that’s around me until they’re done, and in bossfights I’m spending too much focus on the attack cues to focus on really anything else. Not that DS1 doesn’t take focus, but there’s enough downtime *during* combat to take in everything else; to focus in on bossfights, there’s only one fight in DS3 - Gael - who I’ve been able to appreciate for anything except for the kinetic feel, whereas one of my favourites in DS1, being Gaping Dragon, I love for practically everything *but* the gameplay.

It’s probably not that surprising from this to hear that I have more of a strained relationship with From’s later titles, but this game really hits such a good blend of atmospheric exploration and slow and simple yet punishing combat that I just can’t get enough of, even when it’s not putting its best foot forwards. Anyway I can’t wait for King’s Field to beat my ass