25 reviews liked by gbjakey


Finished this dlc for the second time today, and it's still peak.

Pretty sure I only had three deaths to bosses; one to Demon Prince and two to Midir. Actually did Lapp's quest for the first time, which was a fun look at a classic character and his armor was a nice reward. I summoned him for the Spear of the Church boss since it felt like his quest wouldn't be truly complete otherwise.

Slave Knight Gael was just as fun the second time, and effortlessly defended his spot at #2 on my "Best FromSoftware Bosses" list. I used the Great Corvian Scythe this time, which turned out to be a really fun choice. In the end I was out of Estus, one hit from death, and managed to close it out with some tightly timed attacks in between one of his combos.

Couldn't ask for a better conclusion to the series.

My first Donkey Kong Country game was Returns for the Wii. I got it for Christmas the year it came out (that or it was 2011 I forget) and I remember being so excited to play it. While nowadays, I'm not the biggest Returns fan personally, I can't deny it started my love for the DKC series. Once I got into Super Nintendo games with Super Mario World and Yoshi's Island, I decided I wanted to play the very first Donkey Kong Country game since at that point I still only played Returns. I bought it at my local flea market I believe and really enjoyed it. I mentioned how Yoshi's Island always reminds me of the weekend, since I would play that a lot during that time, and the same applies here too. While I think the sequel does everything this game does but better, I still think the original is a really fun time.

The general gameplay of Donkey Kong Country is you run, jump and roll. Those are basics of course, as each level has other aspects that change gameplay up like barrel cannons you can shoot out of or ropes you can jump on but the general gameplay is pretty simple. The controls are basically perfect, rolling feels super good to perform, and if you know the layout of the levels it's very easy to just speedrun through levels since both Donkey and Diddy are relatively fast. Speaking about the characters, Diddy Kong's first appearance was in this game, and he honestly upstages Donkey Kong. If you get a DK barrel, you can get the other Kong along and they basically act as a 2nd hit. You can switch freely and this is helpful since they each have different attributes to them. Donkey Kong is slower but heavier so he can kill certain enemies that Diddy can't. Diddy just feels better to play as he's faster than Donkey and also has a smaller hitbox. Both are valuable, but Donkey is more situational and is mostly just used for one enemy type (and even then, Diddy can defeat them by rolling into them) so Diddy Kong is my much-preferred Kong to use.

As for collectables in the levels, you have bananas of course. The main plot involves King K Rool stealing DK's banana hoard and he must go after him and his baddies to obtain them back. I think the reasoning behind there being so many littered throughout the levels is he just dropped them or something but either way, they act as coins and getting 100 earns you a life. You can collect letters that spell out KONG and they also give you a life. You can also collect these animal buddy tokens, and getting three of a specific buddy lets you collect these stars, and every 100 you collect ALSO gives you a life. Besides all this, you can also find secret bonus rooms. These all contain all the aformentioned items, or just lives straight up, but these can be a pain to find. I wouldn't have an issue normally since these are optional bonus rooms so it makes sense they'd be really hidden, but getting every single one is how you get 101% in the game, so if you're a completionist you must find them all. The real issue then is, a good chunk of them are just kinda bullshit. You'll have some that are very easy to spot and are self-explanatory. But then you have ones that are completely hidden and sometimes even require blind jumps into pits. I know they wanted you to buy a guide or a Nintendo Power back then to find these locations, but I don't find random pit bonuses or random breakable wall bonuses fun ever. I used a guide for like 80% of these cuz I only ever 100%ed this game once before, so I forgot most of these. The sequel can be like this too, but it generally handled bonus room locations a lot better. Alongside all the collectables and bonus rooms, you also have animal buddies. These are fun as they change up the gameplay slightly. Rambi can kill usually unkillable (unless you have a barrel) enemies by running into them. Expresso can jump a bit higher and float over large gaps. Enguarde swims faster in water and has an attack you can perform. Winky...well Winky just jumps really high, tho he can also jump on usually harmful enemies too and he's honestly underrated. These guys appear enough where they don't just feel like one-off gimmicks or anything.

The levels themselves are generally well designed. They're simpler than the sequels, and I feel like there's generally more bullshit due to enemies suddenly appearing on screen randomly, but there's a nice flow to the levels. Visually, I think it just looks alright. The characters themselves looks good, I just think some of the backgrounds don't look great compared to others, and definitely compared to 2's backgrounds. I think it also doesn't help that the level themes aren't too interesting in this game. You have jungles and mines and factories and Mayan temples and some of these are more unique than others, but they don't exactly lead to very vibrant colors. When it hits, it hits. The one jungle level with the sunset is really nice and I like the ice caves. The factories are kind of cool near the end too, but overall, I think the level settings can be a bit bland here. Not like Returns tho, since that is very formulaic with its level themes but compared to 2, 1 is not as good in that regard.

The bosses in this game are kind of a joke. All of them, besides King K Rool, are incredibly easy and just feel like a slightly tougher regular enemy. They could've easily had no bosses and it would've been fine so I guess it's not like they detract from the game too much, however 2 did bosses way better.

This may be my hottest take though. I don't love the OST. A big reason for that is most of the OST was in Returns, and so I had always felt there was an identity crisis with this game which is not the game's fault and is more a me thing because I played Returns first. Even outside of that, some of the songs I just never really got into...but objectively the OST is quite solid. There are still bangers like Aquatic Ambience and Gang-Plank Galleon of course. Also a shoutout to Fear Factory, that one's nice too. Even though I don't love the OST, it's still good overall, I just much prefer 2's tbh.

I've kind of been complaining about things here or there despite praising the gameplay. Something else I'll praise about this game tho is its Rare charm. Animations are very charming between characters. Donkey and Diddy both get terrified when you're at the edge of a cliff. They do a charming celebration whenever you defeat a boss or complete a bonus room. Diddy Kong throws his hat down and stomps on it when he loses a bonus room. The dialogue between the other characters like Cranky or Funky or Candy are very charming too. There's a fake-out Kremlin credits that happens when you get halfway into King K Rool's fight, and the actual credits have humorous cutscenes between characters. Not only is this game charming as hell, but it also created all these well-known characters too. We wouldn't have Diddy Kong or Cranky Kong or Funky Kong if it wasn't for this game. We wouldn't have my man K Rool either, he's such a memorable villain. The Kremlins themselves are very memorable and cartoony. I think besides the actual gameplay, the best thing DKC1 does is the worldbuilding and charm. Before this, we just had DK and DK Jr. It's all thanks to Rare, that we have as many memorable characters as we do now.

I may have some issues with this game, and I think 2 fixes them all pretty much, but this is still a classic for a reason and is staple Super Nintendo game. I was honestly thinking about dropping this to a 7, even up until writing most of this review, but it wasn't until the paragraph before this did, I really ponder and think about how many staple characters this game created and just how charming this game is in general. It's very important to entire DK series as a whole and is a very fun platformer at that! However, as I've said several times in this review, 2 is better in every way and I'm going to be replaying that soon so stay tuned for that review!

Not too long ago, I was asked by a friend to describe the appeal of Gravity Rush, and it took me a while to come up with an answer. Was it a twist on the classic open-world sandbox? A physics-defying superhero simulator? Both of these descriptions are reasonable to some extent, but neither felt like a perfect characterization of what kept me hooked to my favorite Sony series exclusive. Then a few days later, I stumbled upon this list, and BeachEpisode’s description caught my eye: a platformer where you “tumble through the world with an elegance of a Ghibli movie.”

Just like that, it clicked. In the same way that VVVVVV is a deconstruction of the traditional 2D platformer, Gravity Rush to me feels like the natural progression of deconstructing the open-level 3D platformer. There’s still jumping between floating platforms of course, but the jumping is deemphasized. Instead, since larger objects serving as buoys don’t have pulls towards the center of gravity, it’s up to you to shift the flow of gravity as necessary to prevent yourself from “falling off" and maintain control. Therefore, every surface becomes a possible platform, limited only by your access to said surface and your gravity energy gauge.

Since you aren’t necessarily jumping between platforms, it may be easier to characterize movement in Gravity Rush between two modes: grounded running/sliding, and soaring through the air between grounded movement. With the gravity slide, the protagonist Kat can make tight turns while also easily sliding up surfaces to maintain momentum without needing to jump and re-shift. Meanwhile, aerial movement can be thought more simply as “falling with style” (which explains why Kat’s float is less of a dive without boosting with X and closer to a derpy freefall), but is surprisingly tight; with the ability to slightly adjust your falling orientation with the left joystick, and the ability to either slowly rotate the camera with controller gyro controls or more quickly with the right joystick, the seemingly simple “flying” provides a fairly strong degree of character control. It never feels too disorienting either, because Kat’s hair will always point towards the directed flow of gravity when floating in place, and the camera will naturally rotate back towards “right-side up” from tapping R1 to stop/shift gravity (or you can tap R3 at any time to immediately snap to that perspective). As such, the real challenge is optimizing movement by juggling the two different modes to maintain momentum while never completely depleting the energy gauge. Since gravity sliding uses less energy and spending enough time not shifting gravity (including simple grounded running/waiting or natural freefall) will refresh the gauge, figuring out exactly when to insert these moments in-between gravity shifting traversal alongside collecting blue gravity tokens becomes key to efficiently getting from point A to point B. It’s a deceptively simple yet realized set of controls that can feel overwhelming at first but becomes this thing of beauty once mastered; some might call it less cool since you’re really just flail-falling about, but as an old teacher of mine once asked, isn’t flying really just missing the ground over and over again?

It's for this reason that it becomes quite frustrating that Gravity Rush 2 seems almost afraid to utilize its greatest strength during certain grounded side-missions and a few segments of main story missions. The most obvious culprits here are the forced stealth segments that will immediately catch you upon floating upwards and getting spotted by guards. It unfortunately feels rather counter-intuitive that a game emphasizing freedom of control has a few segments here and there that artificially limit your movement options. There are also quite a few grounded missions that require you to mash the square button to repeatedly talk to NPCs in hopes that they’ll point you to the right direction; definitely not great, but they’re at least over quickly enough and do end up facilitating movement around the city once you’ve got your necessary info to proceed. The absolute worst mission in my opinion however, has to be “Behind the Scenes I,” which has you running through the city on foot while dodging enthusiastic fans; NPC spawns are randomly generated, which means there’s a degree of luck getting a clear enough path and not too many NPCs to where they can’t be easily avoided or jumped over/around. I respect Team Gravity’s ambition in trying to diversify their missions and definitely appreciate the comedy behind the concept, but even I thought this one stuck out like a sore thumb.

While we’re on the topic of complaints, the other glaring complaint I often hear regarding Gravity Rush 2 is that the game feels a bit more grindy than the original title. You’re not likely to pick up many precious gems during most story missions and side missions, so most of your stock is going to come from getting gold medals in challenges and thoroughly exploring the hub areas to snag all the collectibles. Even then, you most likely won’t have enough to thoroughly upgrade all of the combat systems, which is where mining missions come in. Once unlocked, Kat can take a boat to a gravity storm mine and destroy green ore for precious gems. This process can take a while considering that environments are fairly spacious and empty, and it’s not particularly interesting repeating the same mines over and over for those final purchases. To be fair, mining missions do at least provide gravity storms that will occasionally spawn in different bosses for Kat to fight, and can also snag you talismans to augment your abilities and boost certain aspects of combat and movement. As a side note, if you really care about the trophy and don’t care much about the above, it is possible to replay old missions instead to at least get this grind out of the way.

Now, having gotten my major reservations out of the way… I actually like this way more than Gravity Rush Remastered.

The first main reason that comes to mind is that combat definitely has a lot more meat on the bone. In the original Gravity Rush, the flying kick was king; just aim and fire until everything in your path was gone, and if you miss, just keep readjusting and firing until you win anyways. Meanwhile, the sequel significantly buffs your other attack options to where combat no longer feels linearized through abusing the flying kick. Gravity sliding is much easier to implement during combat, not only due to the tighter controls but also due to the addition of a sliding dodge. Stasis Field (telekinesis to grab and throw objects) has also been buffed with a larger range than before, can be used without any temporary immobilization, and allows you to pick up enemies outright to chuck at other foes. You can also hold down the circle button when throwing to produce a piercing projectile at the expense of some of the SP gauge. Finally, Stasis Field can also be used defensively to block physical and energy-based projectiles with the proper upgrades. To tie this all together, the unlockable/farmable talismans really do make a difference in providing that extra kick to your basic abilities (ex: by dealing more damage with attacks, increasing the lock-on range of the gravity kick, decreasing the amount of gravity energy used, etc), and can later be recycled or merged for even more potent combinations of boosts.

The real crux behind the deeper combat, however, is due to the presence of additional Gravity Styles which drastically alter Kat’s abilities. For instance, Lunar Style sacrifices power in exchange for more manueverability. The wormhole kick in particular lets you zoom in on enemies (which tackles the issue I had in the original, of faster flying enemies slightly moving out of the way and causing my kick to miss entirely) and can be used to teleport across the stage. Additionally, Projectiles fired with Lunar Style create lingering hitboxes once they hit their target, which can stun-lock individual enemies and knock off armor. Jupiter Style, on the other hand, slows down Kat’s standard grounded movement but in return, adds a lot more weight to Kat’s grounded combo attacks and allows you to charge up a kick that not only deals more damage, but can also create a shockwave upon impact that can eviscerate nearby foes for better crowd control. Similarly, you can charge and fire larger projectiles in Jupiter Style to instantly wipe out bulkier enemies. These two styles also affect Kat’s traversal options. Lunar will give you access to a quick long and low rocket Jump and a charged spring Jump for height, both of which can be chained off walls to maintain momentum. Meanwhile, Jupiter Style buffs Kat’s gravity slide, by not only increasing the base speed, but also granting Kat superarmor with the relevant final upgrade while allowing Kat to quickly slide-tackle enemies. As such, switching between the different styles (including the basic Normal style) grants Gravity Rush 2’s combat a bevy of different approaches to better handle varied mobs while also adding additional depth to Kat’s movement in-between.

The next improvement surprised me; believe it or not, despite my earlier complaints towards some of the missions, I actually do think that missions on the whole have also been improved. I’ve been a bit harsh so far regarding the missions that I don’t like, but the truth is that most of these feel relatively inoffensive or at the very least, not very intrusive. Stealth missions are quickly bypassed by running past enemies, taking them out one by one, or walking on walls outside of enemy vision. Mining missions, as brought up earlier, can be mostly ignored if you’re willing to grind the aforementioned old story missions for upgrades instead (and in fact, if you don’t care about the trophy or maxing out every single stat, you’ll get enough gems and talismans for the crucial abilities from other side/main missions anyways with little detriment towards movement/combat). It also helps that upgrades to the gravity gauge and health bar have been decoupled from the gems system altogether, and will naturally be augmented from completing story and side missions (as opposed to the original, which only increased the upgrade capacity cap for completing missions), thus providing a stronger incentive to tackle all the game’s sprawling content while lessening the need to gem grind. Granted, I still can’t defend Behind the Scenes I given how many times I had to restart due to bad RNG, but it’s more of an anomaly amongst better arcadey challenges that are otherwise great at testing your combat and movement optimization.

Having said that, there are some great side missions in Gravity Rush 2 that more than make up for the duller moments. One fan-favorite is the cake delivery mission, where Kat has to deliver fragile packages with Lunar Style using plenty of spring and rocket jumps to maneuver around skyscrapers, all the while dealing with recipients begging her for “the good stuff” and dodging attacks from your voracious best friend Raven. My absolute favorite though, has to be the first movie star mission, where a non-powered Kat must play the role of Battle Nurse through the filming of various scenes; the irony of a super-powered protagonist acting as a stunt double for a superhero film without her gravity powers definitely does not escape me. Not every side mission hits of course, but the vast majority of them grant you interesting avenues to exploit Kat’s various movement and combat abilities in a different fashion, and it’s still absolutely heartwarming and adorable to see Kat stumble and bumble her way through all these absurd scenarios while helping so many others along the way; in that sense, Gravity Rush’s side missions actually remind me a ton of my recent playthrough of Yakuza 0 and all the wild sub-stories that it had to offer.

Perhaps that’s the best way to explain my love of this franchise, as I could honestly nitpick the game all day. Gravity Rush 2 suffers from a similar issue to its predecessor in that the FOV feels a bit too constrained at times, which becomes particularly noticeable when you crash into a wall and the camera gets uncomfortably close during areas with tight corridors. Special moves are a strange combination of busted and janky; the Spiraling Claw does tons of damage between enemy clusters but often gets you stuck on walls, the Gravity Typhoon is just a quickfire projectile chuck that is often detrimental in the long-run since it strips the environment of possible projectiles for Stasis Field, and both are essentially rendered obsolete by the Micro Black Hole, which will outright destroy any enemies in Kat’s vicinity. Finally, I have some problems with the pacing here and there, particularly in how the beginning is rather sluggish (without many opportunities to really abuse your gravity shifting powers) while the endgame is quite rapid-fire and blows through multiple story chapters in the course of a couple hours.

Despite all of that, I absolutely adore this game. I have to admit that I don’t really mind that most of the missions are just some combination of flying around and beating up enemies, because Team Gravity does a much better job disguising all this by slightly varying your specific tasks during missions to better facilitate the satisfying bread-and-butter movement + combat without levels feeling too rote. It helps that the core game-feel is greatly accentuated with the little touches like how the wind rumbles around you while boosting, or how falling and landing from great distances creates an earth-shattering boom that stuns you temporarily unless you land and roll with R2. So much of the world feels like it was constructed with such love and care to the point where I’m willing to overlook much of the jank and many of the dips. The environmental storytelling of all the various locales, the little bits of chaos that ensue as casualties of Kat’s gravity powers (from accidentally launching NPCs about to destroying parts of the environment from shifting and landing all over the place), the little responses here and there from other civilians when Kat makes gestures at them… there’s so many details that ultimately bring everything together. I especially appreciate being able to revisit Hekseville again from the original Gravity Rush; it was quite nostalgic catching up with all the familiar locations and characters while understanding how new events played a role into shaping subtle differences. Sure, the story takes so many twists and turns that at times you wonder if anything’s ever played straight in the first place, but there’s this undercurrent of sincerity that keeps you invested throughout the game’s entirety. The final chapter after the fake credits was the perfect way to tie this all up, resolving a lot of the resounding questions left after the ending of the original Gravity Rush while giving Kat & friends the opportunity they needed to go out with an emotional climax.

At the end of the day, there is simply nothing like the Gravity Rush series. No game before or after has ever felt this exhilarating to me, zooming around these anachronistic floating isles and kicking major ass against these shadowy creatures while having fun with friends made along the way. Even despite the missing online functionality, the core solo experience feels just that memorable to me. It’s rare that a game fills me with the same sheer sense of wonder and discovery since the first time I ever completed Okami, nonetheless while considering all the various imperfections involved. Perhaps this game is the perfect encapsulation of a Japan Studio title: an innovative spin on a classic genre that pushed its concepts to their very limits while effortlessly exuding charm. In spite of all the lack of polish here and there, Gravity Rush 2 manages to stay true to itself, and most importantly, never forgets what makes games so much fun in the first place. I’ll forever be saddened at the loss of my favorite Sony developer, because this game deserved so much more. Nevertheless, as long as red apples keep falling from the sky, the seed of hope will find a way to keep hitting us somehow.

When I think of the “Soulslike” genre, I never get eager. It is a genre full of no fun try-hards claiming to be above the rest of us peasants. What Another Crab’s Treasure does with the genre, is stick a pipe up its ass.

MAJOR SPOILERS AHEAD

This was my most anticipated game of the year, legitimately. I had just finished Elden Ring when I found out about this, and I loved it. When I saw the… options… in this game, I immediately knew it could be something truly special. Yes, you are an animated crab with a fork as your weapon. If that doesn’t just scream “have fun,” then what does?

The idea of the difficulty setting in the soulslike genre has always sparked heated discourse. I’m all for it personally, but Aggro seems to have a much different approach to this complicated mechanic. While there are a plethora of available settings to increase or decrease difficulty, the main one is very obviously the gun. You have the ability to have a gun as a shell, that kills everything in a single hit.

Now, the gun doesn’t actually save you 100% of the time. The 2nd phase of the 2nd to last boss is an escape test, you don’t actually attack it. A few of the bosses start far away, and are incredibly fast, so the option to shoot immediately sometimes doesn’t pan out. Plus, you still have to do all the platforming, and can still take damage.

The end game gets absolutely ludicrous. There are 3 final bosses with 2 phases, with the first 2 being utterly mind-fucking. You’ll think, “Oh this must be the final boss!” Until you think that again, and then again… The bosses overall are also incredibly entertaining. A wide variety of designs, movesets, unique dialogue, you name it.

Speaking of dialogue, this is not just another goofy heartwarming story because it’s a cartoon style. Characters die, MAIN characters. The story really makes you feel like all of this senseless violence in the end is for nothing, because, well, it practically was. Kril’s entire mission was to just get his shell back, seemingly willing to do anything to retrieve it. Even if “anything” means putting people he cares about amidst a magnitude of harm. In the end, he attacks someone who was never exactly a friend to him, but didn’t deserve his fate, just to get his shell back. Then, the game just kind of ends… It’s an incredibly dark and depressing narrative, capped off with dark undertones through environmental storytelling.

Now, there are some serious bugs. I know that games on Steam are often complete jank, since PC is much different when it comes to developing games for it, but I’ve heard that these bugs occur on console as well. I had to restart the game a few times in the first day, but I can say that I never experienced anything major afterwards. I played for I believe around 20 hours. Keep in mind, this is a MASSIVE game from an indie studio with a single other game under their belt. The scale of this game, how great it looks, how funny it is, how solid the VA can be, I really have to give them credit.

This game has what I believe could be the best soundtrack of the year so far, too. Styles are constantly making drastic shifts from area to area, all fitting the world around them. The city is a cute upbeat sense of vacation, the electrical area is a wobbly synthesized amalgamation, the credits plays a melancholy song with a play on words, all crafted in such a well produced way. it’s, quite literally, music to the ears.

The little details of things like the writing on the “I Can’t Believe It’s Not Butter!” carton, the jokes written on hidden popsicle sticks, the references to things like Taito and CVS, I just can’t believe the scale of this game given the circumstances.

If it wasn’t for some serious camera flaw, or early game bugs, I think this would truly be up there with some of the best games ever. Regardless of my issues, this is still an absolute home run. 9/10.

What can I say about this game that hasn’t already been said. It so fun especially with friends. Everything is so addicting to play and the game looks so good and I love the voice acting as well.Especially the narrator Combat is also super fun. 10/10 games

This is peak. Literally peak. One of my new favorite games of all time. So fun and intriguing. So full of adventure and wonderful story telling. This game literally has changed my view of life (exaggerating) but this game is literally in my top 10 games of all time. I love everything... everything about this game. The characters are all so amazing and the voice acting... ARUAAGAHH INCREDIBLE. I love the gameplay and combat and I love the dice mechanic and everything else about it. Totally deserved game of the year 2023. I wish I could of beaten it soon but life be life that. Larian please make a sci-fi game please.

There seems to be a prevailing expectation that as games evolved, they also became exponentially more approachable. Higher budgets resulted in smoother graphics and fewer bugs. More complex controls (adding left/right triggers, then adding one/two joysticks, then dabbling with motion inputs, etc) gave players a firmer grasp over their characters. AI became more predictable as their algorithms became more intricate to capture a wider range of responses. In a sense, as the technology expanded, the resulting products seemingly became more streamlined to better suit the player’s needs while more thoroughly capturing a developer’s vision.

Team Ico has never been about following tradition, however. If anything, the evolution of their titles embodies the regression of player control, choosing to instead utilize technological advancements not just to refine its premise via "design by subtraction" as chump has pointed out, but to deliver an entirely new experience altogether. Ico was a classic tale of boy meets girl; the girl had to be freed from her cage and pulled around the castle, as the boy protected her against everything in her way to prevent her demise. Shadow of the Colossus, however, was a story concerned with the struggle over control. The lone wanderer, in his quest to revive Mono, hunts down various several-story colossi capable of swatting him about like a fly. In the resulting desperate dance of death, he at first struggles to climb their hulking figures, hanging on for dear life until he discovers their weak points and stabs the colossi while they helplessly flail about. In other words, it's a game about trying to regain any semblance of control until you realize after the fact that the only shadow left was the literal shadow cast by Wander over their fallen corpse.

The Last Guardian then, can be thought of as the natural evolution of Team Ico titles, in that it melds previous design sensibilities and thrives off of disempowering the player throughout its entirety. Trico, the player’s companion and a cross between cat and bird, is essentially the analog to Wander’s horse in Shadow of the Colossus, Agro. Fumito Ueda designed Agro as a companion rather than just a vehicle, and had his team develop specific movement algorithms that would allow Agro to steer herself without the player’s explicit control, forcing players to put their trust in their steed during certain fights emphasizing bow aiming. Ueda and his new team at GenDesign iterated upon this idea, explicitly creating environments where the player was forced to rely upon Trico’s actions to progress and thus establish dependency between the boy and his companion.

While the game can be thought of as an inversion of Ico in this sense, its design influence upon The Last Guardian should not go overlooked, particularly in how the game captures Ico’s physicality. Ico’s key strength was establishing a sense of presence through minimalist puzzles that lacked overly gamey elements, namely in how Ico interacted with his surroundings. Players are subtly guided into climbing chains, pulling levers, sitting on stone sofas to save, and most importantly, holding down R1 to hold Yorda by the hand around the castle and pull her out of danger whenever captured. The Last Guardian innovates upon this by combining several of the traversable elements and the companion into one. To better navigate the vast ruins, the boy must guide Trico and utilize their tall body of climbable feathers in order to scale heights, while occasionally dragging around their large tail and dangling it over ledges to safely climb down. Most importantly, you get to pet Trico whenever you feel like it to comfort your friend in both their happiest and most emotionally taxing moments. In both Ico and The Last Guardian, the player’s constant contact with both the environment and their companion keeps them firmly rooted within its constructed sense of reality by regularly reminding them of their companion’s physical presence.

This physicality would not be as significant without the lessons learned from Shadow of the Colossus however, not just regarding AI behavior but also specifically in how it adapts the game’s sense of scale. Trico is large, and the boy is small. As mentioned previously, Trico can utilize their size to lean against walls and give the boy a step up, but they can also utilize their weight to hold down large chains and swipe away at imposing bodies of armor. Meanwhile, the boy is much more agile and can fit into otherwise inaccessible small spaces by Trico, squeezing through narrow tunnels and gaps in metal gates to pull switches and let his partner through. This obvious difference in size creates consistent room for contrast, not just in how the two characters differ in terms of functionality but also in terms of their scale when measured against the traversed liminal spaces of the ruins, constantly transforming from immense empty rooms to constrained and suffocating tunnels and corridors.

What is particularly interesting is not just The Last Guardian’s disempowerment or sense of scale, but rather what it manages to achieve with said elements and the resulting contrast to establish interdependency between the two characters and solidify their relationship. The combat, an almost complete inverse of Ico’s combat, is the most obvious example. Rather than defending Yorda by whacking shadow enemies with a stick, the roles have been reversed, in that the player must rely upon Trico to guard against scores of possessed armor as to avoid getting kidnapped himself. Even so, the game plays around with this idea of vulnerability, shifting the onus of responsibility about as the boy often finds himself in positions where he must actively support or protect Trico, such as disposing of glass eyes that scare his friend or scrambling to pull a nearby switch to lower a bridge and give Trico room to climb up to safety. The game is even willing to occasionally break its own rules to demonstrate how this sense of caring evolves past its defined guidelines. In almost any other game, this mechanical inconsistency would be regarded as a flaw, but it is this sense of doubt that creates room for the relationship to build from in the first place, and is perhaps the game’s most understated strength.

This is not to say that The Last Guardian was bereft of limitations regarding the execution of its ambitious scope. The most pressing challenge that Ueda and his team faced was how to balance its constructed sense of reality with regards to player expectations; that is, it had to find meaningful ways to commit to its vision of establishing the relationship between the boy and Trico while also acknowledging and appeasing players that would otherwise get lost or frustrated. Perhaps the most obvious downgrade from Ico is the presence of constant button prompts appearing on-screen to alert the players on how to better control the boy and instruct Trico; while the frequency of the prompts lessens over time, it is a slight disappointment that the game doesn’t simply force the players to experiment with inputs and commands as a more subtle and trusting substitute. This downfall however, is an anomaly amongst The Last Guardian’s other shortcomings, as it manages to successfully disguise many of its other concessions and limitations. There’s a classic “escape from the collapsing structure” sequence where all you do is hold forward and jump, but the game gets away with it because the player is used to being framed as a helpless participant. There’s occasional voice-over dialogue hints whenever the player has been stuck for a while in the same area, but it feels far less intrusive than Dormin’s repeated and booming hints in Shadow of the Colossus because the game has already established itself as a retrospective re-telling from the now grown boy’s point of view. Trico doesn’t respond immediately to the boy’s commands when being told where to go, but it makes sense that they wouldn’t function like clockwork and would need time to spot and process the situation from their own point of view, so the lag in response feels justified. It doesn’t matter that certain isolated elements of the game would crumble under scrutiny. What matters is that the situational context to allow players to suspend their disbelief is almost always present; in other words, the illusion holds up.

I’m still learning more about the game to this day. There are so many little details that I wouldn’t have spotted upon a first playthrough, and it’s an absolute joy finally getting to gush upon spotting them in replays. Of course it makes sense that you can’t just issue specific commands to Trico at the very start as a sequence-break despite not being taught by the game; after all, Trico hasn’t had time to observe you and mimic your actions to carry out such commands. Of course the hostile creatures that look exactly like your friend behave similarly; how can you then use your preconceived knowledge of their physiology to aid your friend in a fight against their copycat? I also can’t help but appreciate how GenDesign condensed so much learning within its introduction; in the first ten minutes alone, you’re hinted on how to later deal with the bodies of armor (the magical runes that appear before waking up are the exact same as the runes that appear when grabbed, and are dispelled in the same manner of furiously mashing buttons), you get to figure out how Trico’s eyes change colors depending upon whether they’re mesmerized or hostile, and it quickly establishes the premise of building up trust with a very wary creature that’s more than likely to misunderstand or ignore you at first. Combine all of these nuances with the game’s ability to destabilize and diversify playthroughs via Trico’s innate curiosity and semi-unpredictable instincts, and you get a game that becomes easier to appreciate the more the player familiarizes themselves with its inner workings.

I think a lot of criticism for The Last Guardian ultimately comes down to less of what we perceive the game is and more of what we perceive the game isn’t. It’s not a fully player-controlled puzzle-platforming game like Ico, it’s not a puzzle-combat game with spectacle like Shadow of the Colossus, and it’s certainly not a classic companion escort-quest game where you can just order Trico around like a robot and expect automatic results every time. Instead of focusing on the progression of more complex controls and puzzles, The Last Guardian is focused on the progression of a seemingly more complex relationship. I’m not going to pretend that everyone will get something out of this game, as it definitely requires a good deal of patience and player investment to meet the game halfway. It’s certainly more difficult to appreciate given its lack of influence unlike Ico or its lack of exhilarating boss encounters unlike Shadow of the Colossus. That said, it’s this element of danger in its ability to commit to its vision while alienating impatient players that makes it such a compelling title once it finally clicks. Many before me have pointed out how powerful the bond between the player and Trico felt upon learning from others that improperly caring for Trico results in your companion stubbornly ignoring the player’s commands; after all, volume swells cannot exist without contrast to provide room for growth. Perhaps this is why at the end of the day, I find myself transfixed by every word that Fumito Ueda has to offer. In an era where developers feel overly concerned with the best and brightest, he doesn’t seem concerned about what video games mean so much as what video games are. I can only hope that someday, he and GenDesign will return to bring us a new title that captures our imagination as thoroughly as many of his works already have for me.

After playing and enjoying tf out of MGS V: TPP, I decided to pick up the whole franchise from the start of it.
All I can say is, that I didn't expect that the game that came out when I wasn't even in my Dad's ballsack, would intrigue me so much.
This game is 26 years old now, and besides the various moments where the gameplay feels outdated, the game holds up pretty fucking good.
As a huge stealth fan, it was my duty to play the whole MGS series, and the first game in the series already impressed me, and taught me a lot about stealth in games.
Looking back, I can safely say that Hideo Kojima is really a g.o.a.t in the industry, and he deserves his flowers. It's not easy to make a game that will age like fine wine.

It's really good. The combat is some of the best in any game ever. The story is fine but not really anything special. The camera can also be a bit finicky.

I had no idea what Classicvania was gonna play like going in, but this did not disappoint. It's a bit bullshit but not bullshit enough for me to not have fun with it. It honestly felt so rewarding when I'd die over and over to a stage, and by the 7th attempt, I've downloaded the entire thing into my brain, doing everything hitless, and then absolutely demolishing the boss at the end.