farawaytimes
Bio
Account for making pretty lists and following what my friends are up to. This site isn't cool enough to have all the games I play so if you want a fuller rundown visit my backloggery:
https://backloggery.com/Crono_Maniac
Account for making pretty lists and following what my friends are up to. This site isn't cool enough to have all the games I play so if you want a fuller rundown visit my backloggery:
https://backloggery.com/Crono_Maniac
Badges
GOTY '23
Participated in the 2023 Game of the Year Event
Popular
Gained 15+ followers
Well Written
Gained 10+ likes on a single review
Gone Gold
Received 5+ likes on a review while featured on the front page
Liked
Gained 10+ total review likes
Pinged
Mentioned by another user
Organized
Created a list folder with 5+ lists
Elite Gamer
Played 500+ games
Gamer
Played 250+ games
Best Friends
Become mutual friends with at least 3 others
Noticed
Gained 3+ followers
N00b
Played 100+ games
Favorite Games
600
Total Games Played
008
Played in 2024
000
Games Backloggd
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Carrion does One Thing and does it really really well. I was worried at first it would get tedious as the game went on, but it introduces just enough little movement and puzzle mechanics to keep things fresh. I really appreciate the game's restraint; less confident games would have three times as many upgrades, ten times as many optional collectibles. But Carrion only does exactly what it needs to communicate its story. It knows it doesn't need to dangle keys in front of your face to keep you interested.
It was clearly play-tested to hell and back too. It takes a ton of work to make a game that feels this smooth and frictionless without also feeling patronizing. It reminded me of Valve games at their best honestly. The choice to not have an in-game map was inspired, and I'm sure it created a lot of extra work making sure players can stay on track without one, but it fit the tone perfectly.
I appreciate the inclusion of the containment units since it gave me an excuse to run around the game world at the end, see how things fit together. It took maybe an hour to find them all, which felt like exactly the right amount of time I wanted to be backtracking before going back and watching the perfect ending play out. The extra puzzle rooms were fun too, and I appreciate that none of the setpieces ever got hard enough that I got frustrated with the innate imprecision of the movement.
Making a commercial-scale game that's this quietly Rock Solid is a huge accomplishment. There isn't a single thing about it I'd want to add or take out. I can't remember the last game of this scope I could say that about.
It was clearly play-tested to hell and back too. It takes a ton of work to make a game that feels this smooth and frictionless without also feeling patronizing. It reminded me of Valve games at their best honestly. The choice to not have an in-game map was inspired, and I'm sure it created a lot of extra work making sure players can stay on track without one, but it fit the tone perfectly.
I appreciate the inclusion of the containment units since it gave me an excuse to run around the game world at the end, see how things fit together. It took maybe an hour to find them all, which felt like exactly the right amount of time I wanted to be backtracking before going back and watching the perfect ending play out. The extra puzzle rooms were fun too, and I appreciate that none of the setpieces ever got hard enough that I got frustrated with the innate imprecision of the movement.
Making a commercial-scale game that's this quietly Rock Solid is a huge accomplishment. There isn't a single thing about it I'd want to add or take out. I can't remember the last game of this scope I could say that about.
Cleared on Hard, finished all side-quests. Finished it a while ago, but it's still stuck in my craw, so I feel like writing a review. I'm not going to spoil anything directly but I'm definitely giving impressions of the whole game, so if you're particularly sensitive to spoilers maybe dip now.
This was obviously lovely in a lot of ways, but I think this is where I get off the Trails train for a while. Trails has never been big on stakes, but the lack of lethality to anything in Zero and Azure is just devastating. There's no weight to this anymore. The big scary villains aren't scary because I know no one's ever ever going to die.
It's especially weird because Zero gets most of its resonance from paying off an extremely dark character thread set up in 3rd. You'd think they'd realize it's good to have some edge every now and then in a massive fantasy epic. But if there was any edge left in Zero then it's completely gone in Azure; this is one of the most bloodless stories ostensibly about revolution I've ever seen. The new emphasis on light dating sim mechanics means we also don't get a strong core romance like in Sky. I didn't get to see any of the meager sparks between Elie and Lloyd pay off because I didn't buy her enough stuffed animals to put in her room, whoops.
It's a shame because the character writing is as lovely as ever. I finally upped the difficulty to Hard for this one and I should've done it sooner, it feels amazing and the bosses are super-chunky and fun to unravel. The music and art and setting texture are as gorgeous as always. But at this point Trails is a romance where nobody fucks and a war epic where nobody dies. I've lost my patience for that for the moment.
This was obviously lovely in a lot of ways, but I think this is where I get off the Trails train for a while. Trails has never been big on stakes, but the lack of lethality to anything in Zero and Azure is just devastating. There's no weight to this anymore. The big scary villains aren't scary because I know no one's ever ever going to die.
It's especially weird because Zero gets most of its resonance from paying off an extremely dark character thread set up in 3rd. You'd think they'd realize it's good to have some edge every now and then in a massive fantasy epic. But if there was any edge left in Zero then it's completely gone in Azure; this is one of the most bloodless stories ostensibly about revolution I've ever seen. The new emphasis on light dating sim mechanics means we also don't get a strong core romance like in Sky. I didn't get to see any of the meager sparks between Elie and Lloyd pay off because I didn't buy her enough stuffed animals to put in her room, whoops.
It's a shame because the character writing is as lovely as ever. I finally upped the difficulty to Hard for this one and I should've done it sooner, it feels amazing and the bosses are super-chunky and fun to unravel. The music and art and setting texture are as gorgeous as always. But at this point Trails is a romance where nobody fucks and a war epic where nobody dies. I've lost my patience for that for the moment.
I had measured but fairly high hopes going into this one. I'd just played Tales of Phantasia and absolutely adored it, and this game shares a lot of the same core creative team. It's actually a great meta-story -- after chafing under Namco's direction during Tales of Phantasia's development, the creatives left Wolfteam to form their own studio, Tri-Ace. So, Star Ocean was Tri-Ace's first game after its founders escaped from under the thumb of big daddy Namco. It's a great narrative about creatives thumbing their nose at big publishers and making the games -they- want to make.
So it's a shame Star Ocean sucks ass!!! I haven't played an rpg this devoid of charm and joy since Suikoden. It's easy to focus on the nakedly incompetent parts. A popular target is how the game essentially begins with a ninety minute cutscene dropping gallons of lore and exposition about its big sci-fi multi-planetary universe, only to drop you on a single generic fantasy planet for 90% of the game. I'd also mention how the entire last three hours comes out of nowhere and feels totally weak and unearned, and how we only meet each of the two main antagonists minutes before they're killed and exit the story. But there's so little here to latch onto that I don't think fixing the glaring unforced errors would help much, honestly. At least the big mistakes are funny.
I can't speak much to how the remake compares with the original. My partner and I compared scenes from the intro cutscenes with the remake, and the original seemed a little better directed. The remake will smash cut between scenes or music tracks in ways that feel amateurish and ridiculous, and the original at least seems to avoid that. The original's aesthetics feel a little nicer to me too. But I like the fighting in the remake (apparently borrowed from Star Ocean 2) a lot more, so it's all kind of a wash.
Ultimately the foundation here is so rotted through that I don't think it can matter much which version you play. Maybe the SNES version has stronger texture, but I don't think there's any iteration of Star Ocean that compares with the straightforward competence and resonance of Tales of Phantasia. Maybe some creatives benefit from a producer looking over their shoulder after all.
So it's a shame Star Ocean sucks ass!!! I haven't played an rpg this devoid of charm and joy since Suikoden. It's easy to focus on the nakedly incompetent parts. A popular target is how the game essentially begins with a ninety minute cutscene dropping gallons of lore and exposition about its big sci-fi multi-planetary universe, only to drop you on a single generic fantasy planet for 90% of the game. I'd also mention how the entire last three hours comes out of nowhere and feels totally weak and unearned, and how we only meet each of the two main antagonists minutes before they're killed and exit the story. But there's so little here to latch onto that I don't think fixing the glaring unforced errors would help much, honestly. At least the big mistakes are funny.
I can't speak much to how the remake compares with the original. My partner and I compared scenes from the intro cutscenes with the remake, and the original seemed a little better directed. The remake will smash cut between scenes or music tracks in ways that feel amateurish and ridiculous, and the original at least seems to avoid that. The original's aesthetics feel a little nicer to me too. But I like the fighting in the remake (apparently borrowed from Star Ocean 2) a lot more, so it's all kind of a wash.
Ultimately the foundation here is so rotted through that I don't think it can matter much which version you play. Maybe the SNES version has stronger texture, but I don't think there's any iteration of Star Ocean that compares with the straightforward competence and resonance of Tales of Phantasia. Maybe some creatives benefit from a producer looking over their shoulder after all.