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.

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.

In terms of the intensity and depth of the emotional response it engendered in me, Seabed compares neatly with The House in Fata Morgana. It takes a completely different, much quieter and subtler path to get there, obviously. Fata Morgana gets there with the most hard hitting melodrama possible. Seabed gets there through countless quiet moments, all working in concert to slowly weave a spell over you without you even realizing.

As a text game dev, I deeply appreciate the presentation. The whole story is told through VA-less NVL-mode walls of text, borrowed royalty-free music, as few VN presentation tricks as humanly possible, and a combo of blurred photo and cheap blender backgrounds. The only major points of aesthetic interest are the beautiful character illustrations by hide38 (who also wrote the script).

And the story still hits like a truck. When you make your characters and their longings feel this real in the reader's heart, you don't need voice acting or a bunch of expensive one-off assets. Seabed does exactly what it needs to with the presentation to support the writing, then gets out of the way and lets the story speak for itself. I think that's really admirable, and speaks to a confidence that a lot of devs would benefit from.

If all this sounds back-handed, it shouldn't. Some of the most well-loved VNs in history are doujin games like Higurashi or Tsukihime, which used similar aesthetic shortcuts. I cherish many VNs with super-loved-on presentation. But my favorites will always be the ones that make me believe in their stories, and you get there first and foremost with strong writing.

Seabed is as affecting a story as any visual novel I've read. I don't have much to say beyond that that wouldn't spoil the shape of the story (hence why I spent three paragraphs soapboxing about VN direction). If you're up for the slowest of slow burns, and you appreciate VNs with grown-up theming that don't talk down to you, give this one a read.

Yeah, I'm completely checked out. First 3/4s of the tea party was maybe the most hyped I've ever been playing umineko but the sappy way it resolves ruins it, and the rest of the episode's a snoozefest.

Gonna play ep 8 of course but this is a huge step down from higurashi. Ryukishi focused so much on the pointlessly reader-adversarial mystery that he forgot to tell a good story.

God I'm tired... pretty good ending though. I can see how folks got pissed off back when it released, but I was already Very Mad at the end of ep 6 and 7 and pretty checked out. A lot of this ep surprised and delighted me in comparison. Once I'd found my solid ground (a character I like is on the literal precipice of an important choice) I could finally just roll with the story and enjoy it, I found the stakes and could enjoy the magic finally.

It's a good ending to a different visual novel. I think he figured out too late what his story was REALLY about and couldn't go back to edit the earlier eps 'cause they were already released. Umi feels at war with itself on the mystery/truth stuff, I just don't think it's all the way there. But like, I ended eps 6 and 7 really pissed off and thinking this whole thing was a disaster, "not all the way there" is a big upgrade from that.

I thought ep 8 would reveal once and for all that the mystery box was empty, that the story really didn't have a heart; instead it did the opposite. I'm glad I stuck it out and read the last two eps. If you're willing to do a lot of the work yourself (too much IMO) and fill in the gaps I can see being really moved by it.

Ultimately still too little too late for me, sorry. I hate getting jerked around and umi Jerks You Around. And christ alive why is it 120 hours long. "In retrospect that holds together in a pretty neat way" isn't what I want out of an eight book series -- I want to fully enjoy it as I'm actually reading it, like I did with ryukishi's previous series.

It's never gonna be one of my faves but I can understand and appreciate why friends adore it now. If you tell people to skip higurashi and read umineko first then we're Eternal Enemies though.

Extremely extremely delightful. I've been savoring these over the last few months, and I finally ran through the epic finale last night. I've been playing thecatamites's games for over a decade, so it's really awesome to see so much of his style synthesized into such a dense hilarious vision.

It's cathartic because I've actually often struggled to connect with his games. thecatamites's work is focused more than anything on strong texture, loved-on spaces, and funny lyrical writing. That's all great -- but I like games with strong emotional arcs, stories that take me on dramatically pointed and specific journeys. thecatamites's games (and his criticism for that matter) don't generally seem interested in drama at all. Anything resembling a dramatic moment in his games tends to feel playful and ironically detached. In many respects our critical lenses are almost exact opposites.

I had a really negative reaction to Magic Wand when it came out for this reason; I kept expecting it to have some kind of real rpg story, and it just doesn't. Space Funeral has a neat little meta theme at the end that really resonated with me, but it's more of a cute final note than a big climax. The games of his I've enjoyed the most with are the short comic ones like Murder Dog IV, where I can focus on enjoying the texture and jokes, and they're over before I can build any lofty narrative expectations in my head.

Anthology of the Killer meets me half-way. The grand joke of these games is that thecatamites is as good as literally anyone on itch at making Eerie Haunting Dream spaces in 3D, at setting up scares, at panicky chase sequences. He speaks the language of "Unity horror game" extremely fluently -- which makes it VERY funny when BB cracks a perfectly timed hilarious joke that sucks all the tension out of the scene. (Drool of the Killer's ending sticks out to me as a particularly great moment.)

The writing is SO funny, constantly, and pairing that sense of humor with the great horror language never stops being delightful. It's also possible he was always this funny, and I was just finally disarmed and willing to fully accept his sense of humor because he fit it into a game with the most perfect cast of blorbos imaginable (I cherish ZZ).

I haven't played all of thecatamites' ouevre, in part because I've sometimes come out of his games frustrated. I feel bad about never getting around to 50 Short Games or 10 Beautiful Postcards in particular; I really want to play those. Part of me wants to end this on something like "Anthology of the Killer is thecatamites at the height of his powers," but that doesn't feel quite right. It's more like, I'm thankful that he channeled his myriad artistic strengths into a package I could personally connect to, even as someone that doesn't share all his values as a creator and player.