This review contains spoilers

PREFACE: this is my longest review by far. It's about 7000 words long and not that funny. it has a bunch of spoilers for the game in, so please do BOUNCE if this aint ya thing

man. i dont even know where to start with this one. it goes without saying that the original Final Fantasy VII is one of my favourite video games of all time, if not my favourite, so anything that attempts to remake it is going to fall under my hard scrutiny. i replayed FF7 Remake only last year for the first time since release in anticipation for Rebirth, and ended up enjoying that a lot more than i expected to. i found it to be well paced, decently balanced, with some extremely strong moments... albeit some unecessary flourishes that blemished that final picture. despite those, i ended up more excited for Rebirth than nervous, although there certainly were nerves. what we got though wasn't something i could have predicted at all. not one bit.

i think the game opening on the Nibelheim sequence is perfect. it's an extremely faithful recreation of the original, especially in regards to the scene where Sephiroth gets to Jenova, but more than that it more subtley alludes to the truth of what really happened in ways that are quite delightful. it brings a lot of character to Nibelheim, and it is delightfully fun to be able to play as Sephiroth for a short time too. it's better than the original FF7 in that regard actually, because he was automatic in the PS1 version, so letting us actively take control of him is a really fun little bit! it's a great way to introduce synergy skills and abilities too, which i'll come back to later. overall, chapter 1 was a great way to open the game. then with chapter 2 we get the re-introduction of our main cast, and the beginnings of the open world. i think the opening is quite strong here too! we get to walk around Kalm, the first town in the game that isn't Midgar, and it's so beautifully realised. so unbelievably colourful and thriving with NPCs, it's a delight to be around. once we enter the open world though, things begin to change. there are ingredients at our left or right, and we are introduced to the game's first problem. crafting.

why is crafting here. are game developers really so idealess about what to put in an open world that it has to be crafting? the open world is now filled with an abundance of ingredients that are totally lacking in flavour, and THAT is our reward for exploring it. you'll get a whole bunch of Planet's Benison and sprigs or oregano, and you'll never use them! you'll still be picking them up for some reason even though you almost never use them! the game is not interested in the fiction of crafting things either, because we do our crafting with an "Item Transmuter", technobabble that allows us to make worthless items for no reason. the ingredient cap for an item is 99 so we end up with 99 ingredients that we never, ever use, and we don't ever bother actually crafting anything. why would i bother crafting items that i know i can't use in hard mode, and if i need items i'll use my ridiculous amount of gil to buy them from the millions of vending machines in the game! seriously, there are vending machines everywhere. i know immersion isn't the be-all and end-all of video game storytellign but it is pretty immersion breaking when i am in the centre of the gi cave and there's a fucking magic vending machine selling potions. is it REALLY so bad if i can't go back and buy potions? we know that the game is balanced well enough in hard mode ot be playable without items, so when the game is EASIER in normal mode we probably dont need fucking vending machines everywhere! i have come to the realisation that item economies are incredibly hard things to balance, FF16 and all Persona games have this problem of just not knowing what to do with all of these items. i've heard some people say that items themselves should be scrapped outright, and while i dont agree with that, i think we could do a lot better than what we have now. i've digressed a bit to complain about items generally, but their pointlessness is one of the reasons why crafting blows chunks so much. the items are pointless, the fiction isn't interested in the crafting itself, and bland ingredients are what make our reward for exploration in the open world.

and that's our main incentive to explore in the open world if we're being serious. so it means bad things for the open world, which it turns out, isn't an open world at all, not really, and also, is just some of the worst dogshit game design i've seen. and to pre-face this bit, i actually LIKE chadley as a character, just so you know. he's my son, in fact. but to start with, the remnawave towers don't clear the fog on the map. instead, they reveal locations on map you can find, like lifesprings (ingredients) or summon caves. the fog itself clears when you walk by it, which doesn't sound bad in ofitself, but means that if there's a large open area on your map that's all foggy, to clear it all you need to sweep back and forth. and because you've activated lots of remnawave towers you already know there isn't actually anything to discover in the fog, you're just clearing it because your map is fucking ugly otherwise! except there are parts of the map you can't access, so your map constantly ends up looking unfinished. i have to wonder what the point of even having the fog was there for, because it doesn't cover any of the secret locations at all? its just sort of there. i look forward to the mod for PC releases that simply deletes the fog, because it will be just much better! other people have mentioned this already, but the open world sections are also basically ubisoft checklist shit. you get told that there's a bunch of towers you have to activate, which only serve to tell you where more map locations are, which only really get you ingredients. you can also find the summon shrines as i said, which are basically fine, but they give you this absolutely pointless minigame to do. i'll take about minigames later too though. lastly there are the protorelics you can find, and these are basically fine. in each region the objective associated with the protorelic is different! so in Junon you play Fort Condor, but in Cosmo Canyon you play Gears n Gambits. they all have some little sidestories associated with them, and tie into a larger one that introduces Gilgamesh to the FF7 canon for the first time. and its cool! i like the protorelic stuff. some minigames are better than others, some stories better than others, but that's fine. i'm happy to leave the protorelic stuff as it is. i mentioned that the open world is broken up into regions, and there are checklists of things you can do in each region. i think the list itself makes the open world really suck here, because it gives you this sense of "okay i'm done here, I have absolutely no reason to come back" whereas if you didn't know you'd be more interested in returning, as you'd think there might actually be something you missed. it would make each of these regions feel a bit more alive, and that's really exciting! but nope, instead it's just boring checklist stuff. nothing really worth discovering, very little worth doing, and then you're done and you move on. i will say that each region has its own unique flavour though, and the architectur here is amazing. i've heard it said from youtube's very own Fudj that Elden Ring's devs were the master of architecture, but i have to give that to the team behind Remake and Rebirth. FF7's world is a world of junk in the best way, there are derelict facotires, reactors, junkyards, warehouses, construction sites, all sorts of stuff. the world feels really unique and has been crafted so lovingly that it's a delight to look at. there's absolutely fuck all worth finding in it, but it is cool to be in! so it's a world of junk in the bad way too. each region's different checklist also gives them a different flavour; the difference between the Junon region and the Grasslands (tangent, could they not have come up with a better name than "the Grasslands"? what kind of level 1 RPG name is that? they put all this work into technically you about the Republic of Junon and how the world has farred since the Republic lost the war against Shinra, and then the first fucking area is called the Grasslands? come ON) is really noticable, and the different chocobos in each region means you traverse each region differently too. actually, the Junon region is one of my favourite ones because the chocobo's new ability isn't particularly gimmicky. the music is nice, and the different locals in Junon are also markedly different! though it does suck that they just removed Fort Condor and put it somewhere else. in fact, the geography of the world has been changed quite markedly. this isn't something i was expecting! I thought they'd adapt the world so that the edges of the land all stayed the same, but that the smaller parts were different. i like the way the swamp starts in this game, as it actually has flavour compared to the original, but the actual shape of the land is different. this became quite frustrating around the Gongaga area, which is easily the worst in the game. horrifically hard to navigate because everything looks the same, and youre looking for these giant mushrooms to bounce off to get around. where the mushrooms bounce you to never really looks like it takes you where it should, so it's impossible to predict where a mushroom will take you. just far too hard hard to navigate by far, and ends up being not fun at all because of it. nothing worth finding it, horrible to move around it, awful. the cosmo canyon area is better than gongaga, but not by much. these areas took me the longest to do and were needlessly frustrating and just not fun. they end up feeling like huge playpits instead of an actually open, living, breathing world. the Nibel area is one of the best ones because the chocobo's ability there can be used throughout, and allows you to speed up how and when you want to. the walls and cliffs are less frustrating to deal with and it made collecting everything that much better. just a more enjoyable experience all around!

each of the open world regions also has towns in them. one of the exciting things about coming across a new town in an older JRPG is that there are new things to find there. shops and money in RPGs are not always interesting, i think dragon quest do them the best. in the original FF7 you'd essentially get the "next set" of weapons available to you from the next town, as well as some new materia. if you were beefing out the whole squad this would cost you a lot of gil, that you probably didnt have! this means gil has value, and shops are interesting, because they hold things you want! not so in FF7 rebirth. practically all of the game's weapons are found outside, meaning that there is really a reason to check the shops. they also rarely have new materia. because there are choco-stops all over the place and we have millions of potions all the time, the inn in a town is also basically useless as well. so towns become the next checkpoint for the fiction, but don't actually end up really serving a purpose outside of being a hub for sidequests or the ocassional minigame, and it's a real shame! i get that the game wants to reward exploration in the dungeons by giving us new weapons there, but it makes towns suck! this game could easily have avoided this problem by having different weapons available in the towns to the ones we find outside... like in the original FF7. i appreciate they don't want to overload us with lots of new abilities, and thats fine! the weapons we get in the shops don't have to come with new abilities! or they can come with those stupid elemental moves like snow flurry! and they could have simply been the weapons from remake, so that way we could've had the best of both worlds, old weapons and new ones. a lot of the weapons in this game are kind of ugly and it wouldve been really nice to have the nice ones from the first game too! hardege i forever miss you! when PC modding becomes a thing, i will replace igneous sabre with hardedge instantly lol (though i will replace mythril sabre in remake with the Runeblade however! so do with that what you will)

outside of towns and open world regions are the "dungeons" for lack of a better term. places like mythril mines, mount corel, temple of the ancients, and so on. the first game was only really towns and dungeons, and one of the reasons that worked was that all the dungeons had to be hyper-focused and well designed. this game is just a whole bunch bigger, so there are a lot more dungeons! i think the loop of dungeon exploration has gotten worse here, maybe because the ideas are worse or maybe because i'm just burnt out on them. dungeons in both Remake and Rebirth often have a puzzle element to them, or something you need to do. the party often splits up, with Cloud needing to do something like push blocks around to make a bridge. the puzzles are very barebones, never particularly interesting or exciting. we're talking the first few rooms of every zelda dungeon where its basically spelt out on the wall. the bits where you control someone else, like Yuffie or Barret, are even worse. Barret's ones are terrible because they boil down to "shoot thing on the wall to get pointless item". it's a shame because these linear, focused sections of the game are where the game should shine. they allow us more focused character moments, which we do sometimes get! but they never quite do enough with that. in Corel, Cloud gets a migraine from all of his cigar huffing and Yuffie takes the lead with Barret and Tifa. it's a nice moment to have a different team for a while, but the three of them literally dont speak until after theyve beaten the boss of the dungeon, and its such a shame! it's kind of true of all the dungeons, that the puzzles are mindnumbing and there isn't quite the focus that it needs. remember the collapsed expressway from Remake? that has some of the best character interraction between Cloud and Aerith possible, with slightly more engaging puzzles. rebirth should've been filled with dungeons that did that, but it doesn't quite deliver. by the time you get to the temple of ancients you are pretty sick of the dungeon "puzzles", and that dungeon's puzzles are the absolute worst. clouds pushing large blocks around again, and aerith has to hit little green crystal clusters and then hold down triangle to absorb a resource... i dont know man, they just fucked it up i think. mt corel's ascent was the best one.

i don't have too much to say about the combat to be honest! it's very similar to Remake but with the addition of new characters, more materia, and synergy skills and abilities. the skills feel really clunky to use, and i was never particularly sure when i should be using them considering they don't use ATB. but the abilities are great, they feel like cheeky new limit breaks that are exciting and useful! and it's fun to see all the different things that happen, so combat feels good! they start the game by giving cloud and barret their best abilities from the first game, triple slash and maximum fury respectfully. barret in particular is goated in this game. when he gets bonus round and overcharge speedup he can just decimate. his ATB grows so fast that having prayer or cure+magnify on him makes a powerhouse of utility. easily my favourite combat unit in the game, feels like he constantly has something to do. i think they made cloud's punisher mode less interesting in this one, but i love the addition of prime mode to make a much meatier punisher mode that i can forgive it. tifa ended up feeling very similar to the first game in a good way, she is still an absolute powerhouse of a unit that i dont fully understand. aerith unfortunately feels a lot worse, while radiant ward is incredible i really noticed how slow her ATB is in this game, and without Ray of Judgement she just feels like she has less utility. i'm glad tempest was moved to the square button but she just feels like she's missing something. i guess when she staggers enemies now you should just cast regular spells? yuffie is also goated in this game, elemental ninjutsu, doppleganger, and banishment make her nuts. a perfect glass canon but so worth using. red xiii is fun to use but i couldnt get used to using him. i almost wish the game opened on forcing him to be in my main party so i had to get used to him for a little while. same with cait sith, who i liked it, but found kind of confusing to use. i do love that i dont have to use the moogle though. using Kitty Wollop on Safer Sephiroth was pretty good... the actual fights themselves are fun too! i loved doing the summon fights on their hardest difficult. that was probably the hting i enjoyed the most, fighting Alexander, Bahumat, and Odin. super engaging, and not gimmicky. there is a couple of gimmicky fights that i didnt like, but the summons were great fun. i didn't reach Gilgamesh but i suspect he was probably fun too.

while i dont have much to say about the combat, i DO have something to say about the minigames! and thats that there are too damn many of them! dont get me wrong, i really praised Remake for having all of those minigames, old and new, like darts, but rebirth's gamification of things that don't need it gets in the way. when you find one of those summon caves you have to do this, lets call it a microgame, where you have to press buttons on your controller in an order. its never hard or engaging, its just padding. find lifesprings is even worse because you can't even get it wrong, you just have to press triangle on time. what is the point man? needless padding for something already uninteresting, and fels like a complete waste of time. the actual minigames themselves that are given whole rules-sets and space to breathe are mostly good fun! 3d brawler is good fun, as is fort condor. i know people dislike the new fort condor for its lack of customisation compared to Remake's DLC, but i actually preferred it. i almost wish it didnt let me pick my group setup at all! there's something i don't find fun about having to think about which group to use for which level, because the levels feel like they've been designed for you to use a particular group-set. i liked it though! i liked Gears n Gambits too even, which i didnt think i would! never really understood why i won and had no curiosity whatsoever to do the hard mode of those, because i knew i'd fuck up entirely. the protorelic cactuar minigames in corel dessert sucked big time! the aerith ones in particular were needlessly frustrating and i was glad to be done with them when i was! the dolphin minigame was good fun, nice and simple, and chocobo racing is super fun! i wish the tracks had a bit more variety but the minigame itself was actually fun and i was glad to have done it! the box minigame from Remake is back but with some slightly new features, and i enjoyed it again! i think they interrupt the plot a few too many times but i still liked them. there are others, but the real monarch of minigames is, of course, Queen's Blood, which I did really love. i loved that it has a stupid storyline about the death of the creator and a scary queen and all that jazz. incredibly silly stuff but i enjyoed it. the actual game itself is really engaging and building a deck is awesome. i appreciate how easy it is to reset a game and try again, so i'm okay with there being no real reward for beating all the Queen's Blood players, i just enjoyed playing the game. i'd love for a free to play app like Hearthstone of Queen's Blood for me to fuck around with other players. just a good time!

alright, enough fucking around. you didn't come here to talk about queen's blood, or how shops are boring in Final Fantasy VII Rebirth. you came here to see how angry i got at the story. and oh boy. i got angry.

the part of the origina lgame that this is adapting is largely lax in actual storycontent to be honest. it's mostly just "let's go get Sephiroth" and you travel, go to places, do some things, and that's about it. which means this game had to use a lot of creative liberties to expand on some of that material. and that's okay! this game should be bigger, Kalm should have story signifigance by itself. we should be allowed to see what the power on Bill's Chocobo Ranch are actually like. we should have characters like Broden and Roche who succumb to SOLDIER's celluar degradation. i love that stuff. i found myself genuinely sad when Roche "died" in this game, and that's crazy because when i played Remake i didn't like him at first! funny how things change. that also means that we get really delightful stuff like everything that happens at Junon. Junon was fantastic, although i would've liked more to find in the town and to do there, but i loved it a lot. i love Rufus, I love the Turks, i like that Rufus gets more focus in this game instead of the board of directors, to justify his lack of presence in Remake. i abhor the inclusion glenn as a matter of principle - do NOT put characters from your fucking gatcha mobile game in to a mainline entry!!! it is creatively and morally bankrupt of you to do so. that being said, i do like that he acts as a foil to rufus, because rufus ends up getting more flavour. he's a good man! or rather, he's an interesting character, i think giving him that extra flavour will be one of those things that makes Advent Children slightly better on a rewatch (although Advent Children does blow chunks also sorry lol). the ship has been changed to a holiday cruiseliner now. i loved the ship in the original but i do think it needed changing! there's not much to actually do on there and it ends up being a bit boring in the original. the song that plays, originally called It's Hard to Stand on Two Legs, Isn't It? was conspicuously absent which i found very upsetting, but i did get to play a fucking bunch of Queen's Blood which meant it was okay. Costa Del Sol is fantastic, i love what they did with it. perfect time for a bunch of minigames, and dressing up in different outfits. the boss fight is kind of lame but it's a great time for Yuffie to join the team and, man, i just love the outfits. But i do HATE that the outfits are locked behind finishing the game!!! this will be hopefully another mod i can install in two years times lol. there are now two gold saucer dates in this game, which i also think is an improvement, and i respect the game going out of its way to flesh out getting different dates with different characters, making getting a date with someone like Barret a lot more viable than it was in the original game! the dates were delightful and i'm excited to go through that again. i think the story starts falling off from there onwards though. the desert badlands don't feel anywhere nearly as dangerous as they should, and the dyne situation has been totally toned down. i understand why they would to cut the scene of a man killing himself, but thematically it is a failing to have Dyne be killed by anyone other than himself. his attitude is a mirror of Barret's, angry at the world and Shinra for what happened to him. his attitude is his responsibility though. which means if he kills himself it was his own perspective that lead him there. that's what tragedy is in a literary sense! the inevitable downfall of someone because of an inherent trait in that person. in Dyne's suicide Barret sees himself, and realises he doesn't want to become a jaded monster like that. it ends up feeling spineless to have Dyne gunned down by a bunch of regular troopers, and that's really disappointing. then we get gongaga, which has already been the worst part of the game to explore. the story stuff there is... interesting. for one we meet Cissnei again from Crisis Core, and to be honest she sucks! Cissnei is super bland, totally sauceless. gongaga feels like a strange town, because I can't imagine Zack ever growing up there. i dont know, just didnt like it all that much. Then we get the return of the Whispers from Remake, which were the worst thing about that game's story. we get all this stuff about the Weapons, and Tifa falling into the lifestream. i think they are setting up the lifestream "revealing the truth" of the matter there, as Tifa gets a small revelation about something. I like this bit, but i find it frustrating because this thing gets cleared up for Tifa that we as the audience never knew was something she was confused about? the whole thing is very flashy and dramatic, something Rebirth has in spades. Cloud is going whacko Sephiroth mode too, and I like the slow depiction of this throughout the game, so no complaints from me. before we get to Cosmo Canyon, Cid Highwin gets introduced early, and that's also because they cut Rocket Town. I'm actually okay with Cid being introduced earlier because a lot of JRPGs suffer from this thing of the later party members having less reason to be in the team, and Cid's reason for joining us in the original game is quite flimsy! We almost accidentally end up on his aeroplane with him in the original and the wifebeater just sort of... decides to join us arbitrarily. However they didn't actually improve this at all in this one. In fact, Cid just feels worse in this game! I'm happy for them to cut the wifebeating stuff for sure, but his reason for joining us is that he knew Aerith's mother a long time ago, and "wants to do right by her", this isn't elaborated on or explored. he has no relationships with anyway, doesn't do anything other that pilot the Tiny Bronco as a boat. He's really nice now, so just ends up having no actual personality? you can cut the wifebeating stuff without making him a nice guy. he can still be a dickhead that we have to tolerate! and this is just his lot for the game! cosmo canyon is basically the same as it was, except Red XIII is now the most annoying character in the game. i can't believe it how much he sucks. YES I get he is experientally a child but he is just so unbelievably annoying in this game! i'm happy for the Gi to have made the Black Materia as it probably does make more sense that someone else made it, as the Cetra probably wouldn't have and i doubt it would've formed naturally in a lifespring. but we do find out that the Gi are not from the planet! and that's interesting! so they're aliens! but that also is not explored at all, so like, where the fuck did the Gi come from? maybe this will come up in the third game. I like the Nibelheim story stuff! They made Cloud remembering who Zack is work, and I love what they're doing with Cait Sith. the second date at the Gold Saucer is delightful, love that they lean into the romance with Tifa and Aerith (although as someone on team Clearith I am malding that they don't kiss, but I appreciate that what they're doing is having Aerith realise she likes Cloud as a person outside of his connection to Zack. it's sweet I think! Happy for the Cloti fans that Tifa and CLoud do actually kiss though!)

before i talk about the big story stuff, like the ending and the zack timeline, i'll harp on about the characters a bit more first

what this game is doing with cloud is great. from choosing which girlfriend you like the most out of aerith, tifa, and barret, to slowly going sicko mode, Cloud's development is really fun and exciting. his VA does a great job and i was never not interested in what was going on with cloud. they got him right! as I mentioned earlier, Barret's development is watered down by the watering down of Dyne's death, but Barret is one of the stars of this game still. there's that sidequest with the dog, salmon, in Junon, that gives him some adorable flavour. same with the side quest he has with vincent, he just gets to be a fun character in this game. i love barret wallace so much. Tifa also gets some great development, and i love her relationship with Aerith too. i really found their friendship incredibly believable, and its something that improves upon the original of making these characters have relatinoships with each other. It's development and expanding instead of changing something, and that's nice! like her gameplay, I actually found Aerith to have surprisingly few story moments in this game. there are very few story mandated moments of spending time with JUST Aerith, and that's kind of crazy considering this game should be making us spend time with her and Tifa all the time! despite the fact that both of my gold saucer dates were with Aerith, I didn't feel like I had actually spent all that much time with her. She doesn't really do anything! I like Yuffie as a character but i do wish she engaged with the plot a little bit more instead of going "I want more materia!" she feels like a Persona party member at points and it's frustrating. red xiii blows chunks and is the worst character in the game. cait sith ends up being super endearing, and i really like what they do with him. i wish we got a LITTLE bit more out of him, but i liked him enough to want to use him for parts of the game! i think the way relationships build are a little flawwed in this game. conceptually i love it, having all these dialogue checks where different options build my relationship differently. but some of the dialgoue is SO arbitrary it's like, how was i supposed to know which one was better? like in Gongaga tifa asks you what dinner she should make. and from the way she responded to each option i didnt know which one was the most effective because it was so arbitrary? there's no like, marker to indicate how successful it was? and it's like i could've been rewarded for knowing tifa very well, and knowing what she would like. she never told me she didnt like soup!!! how the fuck was i supposed to know that!! having side quests tied to character relationships again is good in theory, but ends up feeling tonally weird when your party of 6 people the majority just choose to not get involved in it and one person randomly decides TO get involved? especially with lacking cait sith, whose relationship doesn't get to build because of how late he joins the game. just feels odd! speaking of side quests, theyre okay. for the most part they're better than Remake's side quests, because a lot of them feature more established characters than Old Man, or Rude Woman from Remake, but some of them are downright DIRE. yes, I am talking about you Chicken Sidequest. i will never forgive you, Chicken Sidequest. and i am literally good chicken.

so the big stuff. zack's timeline. for the longest time i thought that what they were doing was hyping up this "doomed world" where aerith was in a coma with cloud, and then at the end when Aerith died in the real world, she would've woken up in Zack's world. not to toot my own horn but this would've been the best way to keep Aerith in the third game and also keep her death. if Advent Children is the fate of these characters, it wouldve been the perfect way to deal with this! the white materia in the real world faded, but was bright in that timeline! She and Zack could've helped summon the lifestream at the end of part 3 with Biggs or whatever!! and could've rekindled thei rromance so that when they show up in Advent Children as force ghosts to help Cloud, we can enjoy them together at the church! but nope. not what we got. in fact, the whole ending we got was garbage. the Zack timeline stuff ended up being pretty pointless! We got a bossfight with Cloud and Zack against Sephiroth that doesnt really feel earned, but is big on its dramatic flare. Sephiroth seperates them then Zack falls into this white abyss and goes "see ya!" which feels like he's dying again, but it's all meaningless dramatic flare as he just wakes up in the sector 7 church again immediately afterwards lmao. so the zack timeline is pointless. then forgotten capital gets totally butchered too. one of the most visually striking areas in the original game, and when we arrived there i was like "wow, it's so beautiful and fully realised!" and then the fucking whispers show up and just fucking destroy it. no exploration, ONE fight with whispers, then a multitude of bosses. never mind the fact that we teleport from temple of the ancients to the sleeping forest, and the survey team are gone. the world feels a lot smaller this time around and the pacing is ruined, the forgotten capital ends up being incredibly boring, just a place of totally nothingness. it was an underwater area over the sea level! it was so striking and now it lacks personality completely, just becomes a vague space to do boss battles. aerith still gets killed, thank GOD, but they completely fuck up the presentation of it for, what? shock value? because they just HAD to change it? what's the point of the fakeout? you have the most iconic scene in maybe all of video game history, and you just... completely fuck it up, because you can't bare to just adapt it straight. the devs have talked about respecting the original game but i just dont think that's true. why would you fuck up her death so much? cloud's words after aerith's death, "Aerith will never smile again, will never laugh again. My fingers are tingling. My lips are dry. My throat is hoarse" or whatever he says are all gone, just Sephiroth's yammering. The grief doesn't get time to play out as we go into an intense bossfight, and while they do use Aerith's theme for the JENOVA fight its no where near as impactful as the original was. Especially because Aerith SPEAKS after she gets killed!!!! and then she COMES BACK TO LIFE FOR THE FINAL BOSS!?! talk about gameplay and fiction overlap and you have FUCKED it up here so badly!!! The final scenes of Clouds delusion as he thinks Aerith is alive are frustrating because I think I know what they're going for, but I susect I'm also just wrong because what we get will just be infinitely worse! so the whole ending ends up blowing serious chunks.

but it sure had a lot of dramatic flare right? Aeirth came back, Zack came back, we fought Safer Sephiroth (even though they didn't use Birth of a God for the music, which was sorely disappointing... we got One Winged Angel again though. talk about wasting your musical trump card. it's just uninteresting here). THis game has dramatic flare in spades but its all style and no substance. I think that's a pretty good one line description for this game at the end of the day. SO much of what it's going for ends up falling flat because it's built on meaningless grandiose visuals and flares, like the ending of Remake having the fight against the Arbiters of Fate... genuinely pointless. Didn't impact that game's plot or this one, so what was the point? Anything to do with fate or destiny or whispers just convollutes the plot so much. Removes any of the intrinsically "human" elements to this story, the underdog nature of it all, and rams it into the fucking earth. I loved that middle point of the game where I felt like a bunch of fun characters going for a journey and going through all these towns, but outside of the dogshit open world, the dogshit ending, the terrible pacing, the disappointing dungeons, there's not that much left to love in this game. and it's so so so disappointing because i was so excited. When I played Remake for the second time i ended up liking it a whole bunch more than the first time, so I'm hoping that some years from now with mod support I will end up having a more positive experience with it. but i am feeling so jaded on this one right now. All it has made me want to do is play Final Fantasy VII for the PS1, a game that's actually just good. Tonally, pacing, open world, all of it just works. didn't need a god damn rebirth that's for sure.

phenomenal. A game that understands why going fast is fucking cool. incredibly tight controls, responsive and perfectly slippery in the right way. peppino feels incredible to move, to jump as, and to run. love it
The art style is absolutely incredible, perfectly goofy silly with sounds and music that totally compliment it. The scream that peppino does is so wonderful. the music is banger after banger, which surprised me. the bosses are tough and overwhelming but in such a way that when you beat them it feels so earned, especially the last one. honestly didnt expect it to be so cinematic!!!

minus half a star bc the best thing about wario land levels is their perfectly realised location. this game does have that but until the latter levels its not quite as strong as some of wario lands finest. Other than that theres really nothing to complain about!

This game is really special. i remember hearing tim rogers talk about this on an old kotaku video, and when the remake was announced both he and toby fox were very excited! and man, i really loved live a live. its not perfect, but it has so much endearing love put into it that makes it amazing.
octopath traveller took this idea of a bumch of strangers all coming togetger from live a live, and honestly i dont know why they bothered when live a live is this good. Each chapter is a seperate story within its own time frame. Each story is themed in a certain way, anc is allowed to totally be exactly what it is and nothing else. the wrestling chapter is styled like an arcade game fighting machine, it has no XP for battles, no roaming mechanics or NPCs to talk to. the prehistory story is done entirelt without dialogue, and the distant future is done entirely without combat. It doesnt force combat or buying new gear or upgrades where they dont matter, and it doesnt extend these stories longer than they need to be. some are better than others, like akira's and shifu's have room for improvement in terms of plotting, but they do so much to add flavour and make each one feel truly unique and special. the actual gameplay itself is seriously good, its RPG mechanics are non-intrusive for the majority of the game and the combat is active, interesting, fresh, and fun! each characters movesets are completelt unique and viable. the final chapters suffer from some repeated environments and random encounters, and some badly designed dungeons (the trial of keys lmao) but these weakspots are really very minor comments in an otherwise fantastic JRPG. I havent even got to the art style yet, this HD 2-D is utilised and made colourful in such an exciting and vibrant way that the game never gets boring to look at. i keep comparing it to octopath for very obvious reasons, but honestly its not fair, because live a live doesnt everything octopath wanted to do but superior. octopath traveller is terrible. live a live is a must play for anyonr with any interest in JRPGs.

a very special little GBA game that i dont think enough people talk about. wario land 4 is an INCREDIBLY solid 2d platformer that is INCREDIBLY strange and very japanese. wario land has always tried its hardest to differentiate itself from 2d mario, and each iteration does that in a particularly interesting way. this time around its levels are solved by finding the necessary treasures then setting off that level's self destruct sequence. the tension that comes with having to bolt back to the start of the level while the screen shakes and the timer goes down really can't be understated. it doesn't feel like backtracking, it feels like a perfect race against time. wario's new charging ability when you hold down R is perfect for this, it allows you to barrel along at crazy dangerous speeds, but also stopping means you grind your feet and takes a hot minute, sometimes missing your mark. and every single level is unique in every way,from music, SFX, backgrounds, hell, there are some normal enemies that only appear in one level each! it's just great. not to mention the sprite work is just amazing here, everything looks and sounds amazing, and the gameplay to boot rocks my socks. minus half a star because, honestly, it's too short! and maybe the minigames could've done with some work too idk

i ended up cheating and using duplication glitches in this game because the grind is this game is so fucking long. it's boring, it's hard to find certain enemies, and you're not even garunteed to get certain drops. mind numbingly boring grind.

the story continues to be incredibly bland with cookie cutter characters. there are a few nice cutscenes, like That One In Particular, but otherwise the characters are forgetable. the continuity between BotW and this is shockingly bad, it's genuinely shockiing just how badly written the bridge is here, and for no reason! there are no divine beasts, no one knows who link is, some of the characters are just gone, basically no one mentions the World Ending Event THe Calamity that is Quite Similar to the Upheavel??? just weird and strange! the voice acting in english is genuinely atrocious, i switched that shit to japanese so fast. im so happy for matt mercer that he got to voice a character that he loves, but his performance is terrible. zelda's performance is terrible.

i honestly believed they couldn't have made breath of the wild's combat worse in this game, but they did! weapon fuse in this game is basically pointless because all it does is make weapons more tedious. they present it like you have this vast customisation of what things to attach to your weapons, but most things are completely pointless to attach. be honest, all you ever did when fusing to your weapons was pick something with the highest number right? why wouldn't you do that? if that was the point then why not keep weapons as they were in BotW? at least that way the weapons dont have to be genuinely fuck ugly. also fighting silver monsters is so annoying because it just takes ages, and combat isnt dynamic enough to make enemies like that fun. lynels are still fun to fight because the act of fighting them is engaging, the act of fighting a silver bokoblin is NOT engaging. its also silly that silver bokoblins have more health than red hinox/boss bokoblins, and makes fighting big enemies feel weird, strange, and disconnected. weapon fuse sucks, weapon durability still sucks, (youre spending your weapons to get resources for weapons, theyre ugly now, and theres an extra tedious step involved)

ultrahand is really cool and this game's physics engine is impressive and amazing. to watch. i dont care about building elaborate torture devices or beyblade areans or actual cars becuase like, what is the point? i got by perfecting fine with my mini plane and my hot air balloon, never needed anything else. now that i've seen all that stuff on twitter i feel perfectly content to not experiment at all and thats fine. its mostly boring

i like that they added caves and wells to this game, they felt massively overdue and it was really cool to first few times you enter one. unfortunately this game has the skyrim problem of "quantity over quality" because like, yeah, you might find a cave, but there is never going to be anything interesting in there. it's more brightbloom seeds, more bomb flowers, another knight's claymore, and that's it. the cave under lookout landing was the most exciting because it just kept going on and it was clear that it was leading to hyrule castle, but it didn't feel worth it at the end anyway so what was the point? this game is FILLED with stuff to find, but none of it is worth it because it's all the same. i'd take a game 1/4 of the size of this one with more interesting and unique locations that are rewarding to explore on their own merits, not just because of the arbitrary reward of arrows i might also find. this applies to the sky islands and depths too, both of which are conceptually good and exciting at first, but like the rest of this game, end up being overwhelmingly boring in the end.

i did the gerudo area first so seeing the lightning temple as this claustrophobic, closed in place i was so excited to see the other dungeons. they're all quite bad and way too short still, but theyre better than the divine beasts, other than the zora dungeon. the water temple feels like it was cobbled together in 5 minutes and is genuinely just terrible. cool to see unique final boss monsters though, i liked that. gibdo queen and colgalula or whatever were very cool looking

please tell me this is the last zelda like this. its time to move ONNN come on. i get why people love these games, i do, and i believe it was youtuber fudj who said "This game isn't a response to the criticisms of Breath of the Wild, it's a response to the things people loved about Breath of the Wild" which is true. i think its just time for us to say "okay, we've done that, let's see what we can do next". i'm thinking about how different wind waker was to ocarina of time and i'm ready for that kind of jump. im fine for BOTW and TOTK to inspire and influence the future games, i think they should even! but they need to switch it up and experiment because after 125 hours of this shit i'm burnt out, i'm bored, and i'm fucking done.

DARK SACK BONUM PULLUM HAS INVADED

i have never played a soulsborne before, and i was very scared to start one. these games have a reputation for evil, man, and if i'm telling the truth, i get very angry when video games beat me up consistently. when i was a kid i used to scream and break stuff because i got so mad. i well and truly had milk all over my lips. so, to deal with dark souls, i streamed the entire playthrough to my friends through a discord server, some of which are veterans of this and other soulsbornes. it helped a lot. it did a lot for me that i wasnt going through it alone, but rather, much like Death Stranding, i realised that Dark Souls is a social strand game. i didnt play online or use summons, so Bonum Pullum's journey as the chosen undead was kind of a lonely one... but also one in which he did share that adventure with others. it helped me having people there to guide me, support me, hype me up, console man, and even ridicule me. losing 40000 souls bc i fell off a cliff or died in a stupid way helped me see the humour in dark souls. it was very rarely a frustrating experience, even during things like bed of chaos and kalameet, because it always just ended up being funny. and dark souls IS funny. its fucking weird! to get back to undead asylum you have to do bizarre stuff and then "curl up like a ball" in a bird’s nest with absolutely no explanation for why. you just sort of do it. it owns! the mere fact that Frampt exists is great, and everything about catarina is delightful too. i laughed so much during dark souls and that really helped me get into the groove of things. it’s just funny to swing your sword and slightly slip off an edge. it's funny to get to blighttown and get toxicated instantly. it’s funny when manus of the abyss wombo-combos you. it’s funny! those silver archers in anor londo? they are hilarious! what more can you want? once i realised this game was a big joke i was super into it. the obscure nature of its writing and storytelling do make it a bit harder for me to access, and i dont think I’d have picked up on much at all if it wasnt for my buddies answering my questions as i went. i still didnt really understand or pick up on a lot of it, but that doesnt mean i dont think it’s cool. for me, this might be a game's story thats more fun to read about on the wiki or watch a summary of on YouTube... like hollow knight.

all of that aside Dark Souls is a game that is known first and foremost for its gameplay. i dont play action games really, FF16 being my first one only a few months ago, so i was going in as a big baby. i know i wanted to be big and strong. i sort of regret starting as a knight bc it meant i had this great armour to begin with, although i was fat rolling up until bell gargoyles. i think if i had started as wretch i could’ve more organically built up my character and there would’ve been something in the player expression of that, bc my character didnt feel like mine until i got to the depths, and i put on the sack. but that, then, was when it all started coming together. i dont remember why i put the sack on as my headgear, but i found it very charming. and aside from a brief stint of using the helm of the wise to fight the gaping dragon, i wore the sack for the rest of the game. upgraded it to +10 quality where it was only MARGINALLY worse than random headgear found elsewhere. suddenly play expression meant that DARK SACK BONUM PULLUM was a real character and i became invested. that, and finding the two weapons I’d play the whole game with, made me realise i was in my playthrough. i used the halberd and zweihander for the whole thing, finding their different styles useful in different contexts. for sif, i used the halberd, but for Nito, i used the zweihander. that and the 3d metroidvania thing the game has going on was super cool. every time i unlocked a shortcut that took me from one place to another i did the biggest sexiest moan that i could. there is something so unbelievably satisfying about linking up all these areas. it helps you feel like you've conquered them in a very real way. and that in of itself helps you tackle the game in kind of whatever order you want! it felt good knowing that i did sif earlier than all of my friends because once i found him i decided to stick with him! the only boss i ran from to come back to was the stray demon in the undead asylum, and thats bc he sucks! BUT enough nattering... the gameplay of dark Souls is more than exploring or player expression. its combat baby! fighting in this game feels so good. it's so simple on one hand, light attack and heavy attack, but there's so much variety. every weapon has flavour and personality, looking cool and distinct and also feeling powerful and weighty. finding the right weapon for you feels incredible. landing heavy hits with the zweihander is genuinely addictive. flattening these fools, even big fuckers like silver knights, or staggering Artorias, is so rewarding. the way you commit to a heavy attack at the cost of precious stamina instead of rolling is a tiny calculation of risk, reward, and probability you are running in your head every few seconds in those hard as nails boss fights. and bosses are hard, they're relentless and feel unfair and like there's no way you can learn them... and yet you do! kalameet was probably the hardest boss in the game for me. he took me just under an hour to beat but at the start i seriously felt there was no way i was ever going to beat him. and yet the way you learn to read him, learn which way to dodge, when to sprint instead, where your punish windows are. beating these games rewards you with a feeling of satisfaction so pure that the in-game reward for it can be totally lacking (and often sometimes is) and its FINE because the reward you wanted was knowing that you won. very few other games can give you that feeling. Ornstein and smough gave me that the most. i got them on my third try, but genuinely don't feel like I’ve ever been that engaged with a boss fight other than extreme trials in FF14. genuinely bonkers how wired in you feel when you're going toe-to-toe with a tough motherfucker. can't recommend that shit enough.

i'm feeling extremely high on Dark Souls having just finished it but it would be remiss of me not to mention that it does have a lot of stinker stuff in it too. the latter half of the game isn’t bad but does pale in comparison to the first. basically, once you've finished anor londo the game is just slightly not as good and its noticeable. the areas are slightly less interesting, some enemy placements are silly (looking at you, zombie dragons in lost izalith), and the bosses are just not as fun either. there are some real bad fucking moments though. tomb of the giants is absolute hot shit. such a cool idea for an area, an ancient crypt filled with skeletons of long dead giants... and yet it ends up being impossibly dark with annoying enemies and jank platforming. just not fun. crystal cave isn’t as bad but is definitely not good. invisible paths are just like, gimmicky. they're not interesting or innovative ways to keep environment design fresh. they're just lame. as for bosses, seathe the scaleless and moonlight butterfly are not good... but man, nothing is as bad as bed of chaos. its nuts just how bad that thing is. it's not even a puzzle boss; it has two huge glowing weak spots that need to be destroyed. the problem is not working out how to destroy them, but rather that he fucking kills you instantly 1000 times in a row and there was never anything you could do about it at any point. it doesnt engage you with the way you've played the game at all. your build or stats or understanding of combat or movement dont come into that fight. so why is it in an action game? delete bad of chaos. I’d rather fight kalameet again honestly.

things i wanna gush about before i go: Ornstein and smough, wow, genuinely so cool. doing Mario 64 in the painted world was awesome and one optional boss was genuinely super cool. the DLC bosses were all engaging and fun in their own way. Lautrec’s side quest is really great (although the idea that freeing him is a choice is kind of dumb. if your choices are "engage with a mechanic or dont" then the most interesting one is always the former). i love that he kills the firekeeper, despite the fact he can help you beforehand as a summon! then you have a fun boss fight with him if you want to get vengeance and bring firelink shrine back to life! thats genuinely so cool. I’d also never heard Gwyn’s music before, so even though he was pretty easy, especially after coming off the DLC bosses, he felt like a fun and fitting final boss. good stuff. in short, i liked dark souls a freaking lot!

DARK SACK BONUM PULLUM WAS VANQUISHED

just in time for Persona 3 Reloaded, Skrud the Tarnished has become Elden Lord and saved The Lands Between. do you have anything you'd like to say, Skrud, to the people reading this review?

"Hello."

great stuff, Skrud, thank you. while piloting the beastman and warrior skrud and whispering into his brain via an earpiece, i too became quite familiar with the lands between, and their mysticisms and danger. you spend 89 hours in a game and you're going to end up quite familiar with it! elden ring is the aftermath of a huge family drama where all the members of said family are immortal demigods whose whims can change the very fabric of reality. if they have a falling out its a pretty big deal! the influence GRRM has taken from middle earth is very clear if you're familiar with anything outside of lord of the rings itself, and it's very cool! much the same way that middle earth builds on old english myth to create figures of legend, elden ring's demi gods feel like mythic heroes. we talk a lot about figures that haunt the narrative, and while maybe haunt is the wrong word in elden ring the figures of its mythology exist throughout the world before they even appear. the golden lineage of godfrey, including godwyn, godrick, and of course, godefroy (lol), is by itself fun and interesting lore than elden ring dripfeeds you as a reward for your efforts in looking around and talking to people and remembering. there are no boring massive text entries or journal entries or computer terminals that act as unseemly, tedious game interruptions to forcefeed you lore. the fromsoft method of giving you tiny pieces of lore when you choose to engage is better i think, at least for this kind of game. even knowing everything thats happened and who all the players are, there is still this atmosphere of being in the age of heroes or whatever, or grand deeds happening with great figures who are more than just the individuals they are. it's dope. if you wanna call that backstory and worldbuilding, it owns, and i love it. the story that plays out itself isnt really there in some ways? its just kind of your tarnished wiping out these dudes one by one as you go because they're in your way, and there's something very funny about that. there is a story in that you are going to become the new elden lord, and there are some small decisions you have to make around that which can affect the endings, but the most part is you are living through the aftereffects of a story, and the entire game is just the conclusion. it's kind of strange, but i like it. i think a cohesive plot with very integral characters would hurt the atmosphere and vibe of this world. its size and quietude are important, because they allow the lands between to be majestic, which it must be more than anything else.

unfortunately i think the lands between themselves were, while not disappointing, maybe slightly underwhelming? don't get me wrong, this game is stunning. skrud, if you were to describe The Lands Between, what would you say?

"You're beautiful."

alright well he's a little confused but i think you get the point.

"Apologies."

the world is beautiful, and its legacy dungeons and crafted areas are my most favourite because that's clearly where the vast majority of design and thought has gone into. its not that i dislike limgrave or whatever, but when almost all of the openworld areas themselves are just grass with trees, it is a little underwhelming i guess? limgrave and liurnia just look basically the same. altus plateau is limgrave but yellow and annoying to navigate. caelid and gelmir admittedly are totally different biomes, but still feel mostly just flat to go through. navigation on torrent is fine but it sort of makes you go "whats the point of this being open world" if all youre doing is waiting for the next legacy dungeons? the caves and tombs and all of that too all feel so similar to each other in terms of aesthetic and gameplay loop that they end up being mostly uninteresting, even the good ones. and dont get me wrong, elden ring had no choice but to re-use assets and do this sort of thing to be a game of this size. it is quite literally just impossible for open world games these days to have nothing but completely unique crafted experiences throughout and still have this scope. it aint possible! and it probably wont be, like, ever? but i think im burned off the back of BotW and TotK to just kind be done with that kind of open world thing. especially when the boss is a boss you've killed before except he's stronger now, or there's two of them, or he's got rats backing him up or whatever. it's just a bit forgetable? the legacy dungeons on the otherhand are crazy. going through stormveil for the first time made me feel like i was playing dark souls 1 again. i lvoe that there's no loading screen or anything to entering stormveil, and i love just how big it feels. you can tell stormveil was made with love and care because it feels like they built a castle, then turned that castle into a level, instead of making a level around a castle. its so sick, and has so many good enemy encounters, and fun bosses. when you do encounter these crafted unique moments they always end up being the best parts of the game. the haligree, raya lucaria, volacno manor, there literally isnt a bad one. (although the boss of layndell being morgott was lame seeing as i'd fought margitt twice at this point) it obviously has me excited for the DLC, i just hope that the areas outside the legacy dungeons have a bit more unique flavour to each other. another thing. wouldn't mountaintop of the giants felt more like a mountaintop if we had, i dont know, climbed a mountain to get there? the map make the area look way bigger than it is and i think actually climbing it, seeing literal vertical progresion, would've been dope as fuck.

"Please help."

oh skrud you don't need any help! you are a powerhouse of strength and every enemy crumbled underneath you. and that was a slightly disappointing feature of my experience with this game's combat, in that it was so unbalanced for me. the nature of this game being as open as it is, with as much flexibility as it has, balancing is kind of an impossible thing to do, so i cant even properly criticise it. but for the fact i levelled strength for this game didnt grind at all, it is silly just how easy i found this game. not to say i totally steamrolled it, but getting astel on my first time without full health, without full flasks, with no summon, and still just winning outright doesnt feel like the intended way to play. i think im pretty good at this game, i still managed to beat morgitt and godrick on my first tries before i was overlevelled, but it got a point where it was just silly how strong i was. the only times i felt adequetly challenged in the legacy dungeons were stormveil, and the haligtree. every other one was kind of a cakewalk and that's a bit disappointing. especially because combat feels fun as heck! there are so many cool and interesting weapon types, crazy customisation with incanations, the wondrous physick, ashes of war, spirit ashes, and so on. it was fun from start to finish, but i think it couldve been more fun. i debated re-speccing some of my strength levels in arcane or mind just to make the game harder, but that inofitself removes some of the fun because progression is also a facet of enjoyment! taking that away wouldve made me lose enjoyment too, so i continued to get stronger and stronger. malenia was the only boss to give me serious trouble, outside of the first two evergoals i did: darriwhil and the crucible knight. every other boss was one to three attempts - usually one.

i'm excited for the DLC because i suspect it'll just be harder than the basegame, and skrud cant really get much stronger than he already is, so maybe that'll give me a good challenge and make me scream my flipping head off! anyway, cheers for reading the review. any final words skrud?

"Thank you."

please see my previous review for my thoughts

oeeeeeeeugggggghghhhhhh

This review contains spoilers

like most video games, combat is your main way of interacting with the world. unlikely most Final Fantasy titles, in this one its without menus, but as an action game! fun note: I have never really properly played an action game before this. I’ve never touched a soulsborne, didn’t get on with monster hunter, and only got about 20% of the way into MGS: R, so this is my first real exposure to the genre. it was good! I didn’t feel like it was impossible to learn what to do or how to get used to my toolkit which was nice! there's enough customisation of eikon powers to feel like you could do different playthroughs of the game with different styles each time, and its satisfying finding the setup that works for you. quick sidenote, I think Torgal should always have been auto controlled, because trying to control him manually feels clunky and difficult. I'm sure it's probably better to manually control him but by God, I couldn't work it out and relinquishing him control of his own life made the game simpler. the game's reliance of dodging is great fun but reads more like FF14 fights than it does Bloodborne. it's less tells and more AOEs that you're avoiding, but there are still tells to deal with. the berserker’s ring made for great gameplay as it rewards a perfect dodge with extra, fast, hard-hitting damage. that and a perfectly timed mega flare with stammer and limit break? feels good. when you can make this game's combat work it feels so rewarding. seeing 179000 damage come up in a stagger window feels incredible.

the game's item economy is terrible. gil is practically worthless as you always have enough to buy your gear and craft stuff, and the actual materials for crafting are always either already in your inventory or specific boss drops you'll get from the MSQ, so just playing the game casually is basically enough. opening a treasure chest and getting bones or hides feels weird, and it’s the games way of leaning into the action elements as opposed to the RPG ones. I love classic JRPGs, so this was a bit of a bummer for the fact that exploring the world just isn’t worth it. there is Never anything to find that is worth it, just useless crafting materials that all blend in together.

the game will tell you there are party members, but they're more decoration than anything else and their effect on combat is hardly noticeable. they're fun to have around but if you're fighting alone or with others you'll hardly notice. furthermore the "world" is smaller too. you have these teleportation stones you can use to fast travel around the world which is appreciated. they make it feel like the world you’re exploring is just a part of the country you're in, but based on the obelisk locations you quickly gather that you are exploring the entire country, and it’s made up of two cities and four villages at most. it makes the world feel small which isn't a great thing.

that kind of brings me to discussing the story, which is the big one.

I believe it was Tim Rogers of ACTION BUTTON fame who once said that "every Final Fantasy since Final Fantasy VII has been a proto remake of Final Fantasy VII" or something along those lines. we are at a point where the FF7 remake now exists, but also, this game did begin its development before the remake came out, in 2015. it’s clear that FF16 did not necessarily fully know what the FF7 remake was going to look that, and that lofty philosophical nightmare inspired this title, as it probably will future entries. this game was also very clearly inspired by Game of Thrones, which was premiering its fourth season when development began. rumour has it that a Blu-ray of the show at that time was bought, and everyone in the development team was made to watch the whole show! now this game is not a rip off of Game of Thrones by any means, but its setting is massively influences 16. decisions like British VAs over American ones may be attributed to Game of Thrones even, and its emphasis on noble families and medieval warfare as opposed to the high fantasy/science fiction borderline that we've experience for the previous 9 titles. Structurally we can see how this game has been developed alongside FF14's expansions Stormblood, Shadowbringers, and Endwalker as well, with that game's director being this game's producer, Naoki Yoshida. if we understand that Final Fantasy VII, Final Fantasy XIV, and Game of Thrones were three key pieces of influential work for this game, we might begin to understand where the world that was produced came from, for better and for worse.

where to even really start with the writing? perhaps with the inciting incident, which was also the demo. I love this game's opening; I love the way you can see Ned Stark is Elwin Rosfield, and Clive Rosfield is clearly Jon Snow. he's also Cloud Strife, but we'll get to that. we establish some of our main cast and move to the tragedy. tonally we're in for a darker, more graphic game with a world that is harsher than previous entries. the first use of "fuck" in a Final Fantasy game, gore and decapitations. it fucks, and the music absolutely owns. perfectly paced with things that are set up that we, the engaged audience, are hopeful will pay off later. the game changes tracks 13 years later and Clive is a slave soldier being used for his magic for the imperials who murdered his father. this is an important backstory event for Clive! or rather, it should be. the problem comes from the fact that 13 years of Clive's life have been spent fighting in proxy wars and killing people he didn’t know for another, all as a slave. Clive's intimate knowledge of the Empire and its systems never come up. he has no opinions on the secret bearer squad of assassins, nor does he have any feelings about Prince Dion or the Emperor. Even the bearer assassin squad never gets mentioned again, which is shocking because those bearers are super interesting characters! highly competent bearer warriors who wield magic, essentially willingly, for their slave masters! and it doesn't come up at all. Clive's trauma as a teenager does come up which is good, but his treatment as a slave hardly matters. the fact that he's been a slave for well over a decade doesn’t even seem to impact his decision to try to free the slaves - he doesn't really care about the plight of bearers at that time (despite being shown to be sympathetic to their cause) because he just wants vengeance. it's not until Cid properly convinces him why he's fighting that Clive dons the mantle. but we do get there, we get that Clive is fighting to essentially emancipate all bearers across the world, as well as humanity in general. a pretty unambiguously morally good stance to take I think slavery is bad and humans should have a right to live how they want. this arc of Clive's come to a head when you fight Ultima for the first time, in Stonehyrr, near the end of the game. Clive is trapped in a vision of Ultima's making where facsimiles of his companions try to convince Clive to give up as it's too late for him to atone for his crimes. His crimes of... what, exactly? killing people when he was a slave? from murdering slave masters and establishing systemic change across a continent so that slaves can have their own lives? what, exactly, is Clive atoning for? Clive Rosfield is not a morally ambiguous character. he's not even depicted as one. Clive is a pleasant, happy man with good intentions and an unwavering determination to do good and change the world with revolutionary tactics. he essentially gets forced into having this one scene that just doesn’t make sense, and it’s seen as a culmination of sorts of his story, but it’s totally unearned. a lot of the writing in this game is unearned. The moment with Clive and Jill on the beach where they first confess their love for one another is also problematic in this respect. Jill gives Clive the eikon of Shiva and has to help convince Clive that he’s not a “monster” which he identifies with. But again, his stance on freeing all slaves and wiping out slavery is not a morally complex one. Compare this to Barret Wallace’s arc in FF7, about being an eco-terrorist. Yes, Barret’s goal of saving the planet from an energy company is a good one, but as a terrorist whose actions leave multiple civilians dead or people in poverty or the slums, his arc is one about learning the method by which to change the world. Secondly, the scene where Tifa and Cloud are in the life stream mirrors Clive and Jill on the beach. In both cases, the magic pixie dream girl helps our big sword wielding C-named protagonist with their identity problems. Cloud’s story works because we’ve seen how his perspective and narrative don’t fit the truth and make him fall apart. Clive is lacking any of this complex feeling. The history is there to make him interesting but not the reason. Clive is just a nice, good guy, who knows what he’s about, and tells you that he has an identity problem. But it’s not believable and these scenes feel unearned.

Jill Warrick is another character whose entire storyline is unearned. Its not that the events that transpire in it aren’t interesting, but nothing actually happens with them! We see Jill a normal girl as a child, but really, its Game of Thrones influence in place, she is actually a ward of the Rosfields. She is Theon to the Starks, or Sansa to the Lannisters. Where Theon’s treatment under the Starks was kind, the novels and show still understand that despite their kindness, Theon is still a hostage. This complexity never comes up with Jill. It is mentioned, once? Maybe twice? It has no bearing on how Jill feels about Clive, Joshua, Elwin, or even Annabella. Jill never talks about this time or her feelings on it. She never really talks about anything other than to advance the plot. Her character and personality are never made clear. She never has casual dialogue that shows us what she is like! She never jokes or quips or reacts. She’s just there. When Jill joins us for the first time, she tells Clive that she has to go to Phoenix Gate with him to “get answers”. But nothing at Phoenix Gate directly has an impact on her personality or perspective. It’s not an event she was present for. The answers that Clive gets don’t make a lick of difference to Jill or her feelings on the situation. She says to Clive afterwards that she has her own motive now, and that’s to kill the high priest of her slaves. That’s because Jill was also made a slave soldier! But she is a Dominant, meaning they used her like a walking nuclear bomb. She would’ve committed huge war crimes for many years as a Dominant, and while powerful enough to escape, other hostages meant she stayed. This is a HUGE and very compelling story that explains why someone would stay and commit evil acts. If Jill had considered herself a monster, I might have understood it more, seeing as the devastating power of Shiva would have meant she took far more lives than Clive ever did. But Jill never speaks about this time beyond the story mandated reason to go and get the mothercrystal and take this vengeance. Her desire for vengeance has never once been explored or displayed. She simply tells us one day that she wants it, then she gets her vengeance, and never mentions it again. She continues to live on the fringes of writing, just saying things to be a person. I love her design and her VA does a good job, but Jill Warrick is unfortunately a husk of a character. While the same cannot be said for the other main women of the game, there are unfortunately few female characters even worth talking about.

They are primarily Benedikta Harmenn, Annabella Rosfield, and Mid Telamon. the first is the first dominant we fight and defeat. A fun femme fatale who has chemistry with Cid, Hugo Kupka, and Barnabas Tharmr, whose death before we even have Clive’s main outfit robs the narrative of a potentially fun rival whose complex relationships could’ve been further explored on screen. It’s made clear she is using Hugo for Waloed’s purposes and possibly also Cid, but there is such a short time with her, and her death ends up being more of an important moment for Hugo than for herself. Benedikta is fun, and then quickly forgotten.

The other character is Annabella Rosfield, Clive and Joshua’s mother. She is, of course, Cersei Lannister. Her role in the story is less on screen and more that she, like Rebecca de Winter, haunts the narrative by being the powerful, cunning and manipulative figure that caused our downfall, and whose wit knows no end. Her death is satisfying and gruesome when it occurs, but she seemed to lack much of a plan for actually what was going on. As a villain she is compelling and fun, but probably should’ve been in the narrative more presently, perhaps actively attempting to thwart Clive, Dion, and Joshua more.

Mid is Cid’s adopted daughter, a silly joke referencing Mid, the grandson of Cid from Final Fantasy V. Much like her father she is an inventor who is witty and sarcastic but very well meaning. She has little to no arc beyond being the person to invent things that advance the plot. There is a brief mention of her thinking that airships shouldn’t be invented for the possibility they have on modern warfare, but it feels unearned as none of her creations have been used that way before. Otherwise, quite forgettable

There is a slurry of other important characters who are worth talking about. I particularly like Cid, Gav, Byron, and Dion. This game’s Cid is probably the best one that we have. Ralph Inneson’s performance is amazing, and the character is witty, interesting, and believable. He immediately strikes us a hero whose death will come too early. From his coughing a bit too much and the evidence petrification he is undergoing due to his magic, we know Cid is not long for the world. His death is necessary for the purpose of Clive’s autonomy as leader of the outlaws. The problem is when, I think, and how. Cid dies in a duel saving Clive’s life against a large, otherworldly monster, and then bleeds out. Why foreshadow his weakened state if he’s going to die from a grievous wound? I would have, instead, had him survive this encounter, but slowly die of the next story events. Having several more scenes of him infirm in bed, helping Clive take agency. It would’ve been sadder and more tragic, and much more hammered home the fact that overusing one’s magic abilities as Dominant, or bearer has terrible consequences for the wielder. I think possibly up to the defeat of Hugo Kupka could Cid have survived, wasting away slowly in bed until he was no more. I would’ve also deleted the five-year time skip year for this reason, as it feels otherwise totally pointless.

Gav and Byron both are side characters who are fun, large comedy characters who have a surprising amount of pathos. Both characters are lacking in magic but are clearly competent and well loved. Their charm may have something to do with the fact that both have great performances behind them. Neither has a particularly exciting arc, but they fit into the story in such a way that they don’t need them. They’re just good, fun honest boy, and I am happy that they both get to survive.

Dion is a more complicated matter. He is a character who is mentioned and discussed throughout many of the events of the game. We essentially watch his storyline happening in cutscenes from the side with literally no involvement ourselves. Clive doesn’t actually meet and speak to Dion until very shortly before the final events of the game. Never does Dion actually join us as a party member, which feels sorely missed (although we do get one quick time cinematic clash as Bahumat in the final battle) as he has been in the narrative for so long. But even his arc is unearned. He feels guilt about the destruction that Bahumat caused in the dominion, but Ultima had literally controlled him at that time, so his actions were not his own. This massive point completely undermines Dion’s guilt, and makes his death feel pointless. Which is a shame, because as he is our first explicitly gay Final Fantasy main character, if anyone deserved a happy ending, it was him.

Surprisingly I don’t have too much to say about Joshua, other than that I like him, and the writers were clearly trying to make G’raha Tia from FF14 your brother instead of your boyfriend. And you know what? It works! I am of the theory that Joshua does survive the events of the game because of Clive’s actions.

I’d like to talk about villains and evil intentions now, because I feel the Game of Thrones influence and previous Final Fantasy influences get their wires crossed. Clearly there is love for Game of Thrones and its interesting, complex characters. Annabella would not exist without Cersei, and Clive as the jaded son who does years of hard labour would not exist without Jon Snow. But what of Ultima? Where does that leave the ultimate villain? And Barnabas? Game of Thrones’ villains are interesting because they are explicitly human beings with motives that are derived from their experiences in life, and the people they have loved and lived with. Ultima is an otherworldly creature, he's more Night King than Ramsay Bolton. As such, his perspective is unknowable to us. We cannot empathise or understand or even rationalise with Ultima’s motives because they come from a place that human beings cannot go to. This is fine, I don’t care for it but it’s how a lot of world ending monsters are perceived. The problem here grows from the fact that Ultima doesn’t stop fucking talking! (Side note, I wish they hadn’t called him Ultima. Feels like he should have had a unique name, because Ultima is a series staple and now its delegated as the villain of this game. I don’t know, I find it hard to find the words to describe exactly what my issue is here, but every Final Fantasy needs a villain, so to name the one we know we’re going to encounter something like this, feels like it takes away from their identity? I just don’t like it). Ultima has so many scenes where he just goes on about how the greatest sin humanity ever made was waking up. First of all, you have failed in your comparison to Paradise Lost, because the first sin was using free will to disobey God, and then they became aware of their nakedness. Simply having free will was not a sin in the Bible, it was how they used it. Secondly, the obvious hypocrisy that Joshua and Clive themselves mentions makes Ultima so easy to discredit. He doesn’t need a tragic backstory to be interesting, but his motive should come from a place we can reckon with for it to feel weighty. But he’s just a big evil monster who hates humans because he thinks they’re lesser. It’s so boring, it’s the same old crap that we’ve seen time and time again. Ultima goes on about Clive’s will being his weakness and breaking it, and teaching us the meaning of suffering, but it’s just villainous buzzwords to fill the silence. Ultima ends up having no flavour whatsoever. He’s an alien, make him feel more like one instead of his anime-ass boring nonsense. You’d think the mysterious dark knight Barnabas would be more compelling, but when it’s revealed that Barnabas is just a servant of Ultima we run into more problems. For one, the world already feels small because of the limited maps we explore. But if Barnabas, a villain we know is actually just working for Ultima, then suddenly the complexity is gone. If we have myriad villains throughout the game with different motives and feelings from each other, then every action Clive and co. make makes the world that bit more complex and interesting. The world feels huge and alive. Welcome to Game of Thrones! Barnabas being a pawn of Ultima from the get-go slices off any interest dynamic that could’ve been there. Barnabas gives out lofty villain monologues about accepting your destiny and humans losing their free-will, and its just philosophical nonsense that is so incredibly easy to dismiss. The perspectives that Barnabas is coming from is one that no real humans believe in, so what’s the point in letting him talk? The audience will hardly understand where he’s coming from and Clive will just dismiss it, which is correctly done! It just makes Barnabas fall so flat at the end of the day and made him feel disappointing. I would’ve liked him more if he was different to Annabella, and different to Ultima. And that if he and Sleipnir had fucked nasty, which they should’ve done. At least Kupka was kind of his own unique villain.

The game’s FF14 DNA can be seen in its alliant quests, little miniature storylines that we do throughout side quests through the world. They are cookie cutter stories about working together, and the goodliness of acceptance. They have no real weight to them, and their characters are as bland as their messaging. They are entirely forgettable and far too frequent. Some of FF14’s worst stuff is when you have storylines that are saccharine that they make you want to feel sick. You spend enough time in the world of Eorzea and that’s what you get, storylines that conclude with everyone hugging each other and kissing each other on the cheek. The alliant quests are like that too and they are not good, they are just boring and bad.

That’s it, I think. I’m sure I’ll have more to say later, but that’s it. I didn’t spend much time praising the game’s writing, so I will say that the period wherein Hugo Kupka is the main villain up to the Bahumat fight is probably the best the game ever gets. Its exciting, there are multiple perspectives and strange things. The fight with Hugo is great and cutting his hands off is a genuine shock surprise. It’s nice to not have Jill around because she’s so boring, and we get to hang out with Byron and get some environment changes too. Then, there’ the eikon fight against Titan. With amazing music, it leans in on humour and spectacle and oh boy does it deliver. There aren’t many eikon fights in the game but this one is so, so, so good. I was cheering during it, and Hugo’s death at the end felt like this long-awaited rival who has been causing us problems is finally gone. The victory felt earned and the fight itself was amazing fun. If the rest of the game had this killer pacing and fun character balances, then this game could’ve been truly incredible. Unfortunately, its mired down by disappointing villains, arcs and storylines that simply make sense, and a pacing that doesn’t suit its unfortunately tiny world. I really did have fun with Final Fantasy XVI, I just think it needed to be tighter in its writing. I’m very excited to see if this game gets any DLC at all because I’ll definitely play it, and I’m looking forward to replaying it on PC with mods when it one day comes out. But for now, I think I’ll leave it at that.

This review contains spoilers

the pokemon company delivered their promise to make an open world pokemon game this time around. they genuinely commited to it, they didnt hold our hands and railroad us on some cheesy feelgood bullshit this time around. this, in an essence, is everything we wanted pokemon to be, and performance issues aside they really tried to meet the fan expectations... but they were so preoccupied with whether they could, they didn’t stop to think if they should.

this is an open world game. this is also a JRPG-lite. i do not think they mesh well.

in another open world game where your destination is your choice, you might encounter something that is too ferocious to deal with, but with your cunning and wits, you might still be out to outgun whatever baddie you encounter. in a JRPG, fighting an enemy that's twenty levels higher than you is almost always impossible without some form of exploit that makes you play the game entirely differently. this is true of pokemon too, you might be able to take on a gym where the pokemon are so many levels higher than you, but it will be because of some bullshit, or because you had a fuck tonne of potions/max revives. i hate using items in pokemon because it feels so cheap; for a game where the premise is equal opponents against each other, using items just feels like cheating. as a result of this, winning a fight against a gym i'm not levelled for is an impossibility. there's simply no point! doesn't really matter how well I know my type matchups, if you have a dragonite that's 40 levels higher than me there's no way my wooper and dunsparce are surviving that. as a result, the open world nature of pokemon kind of failed here i feel like! i just ended up using a guide to go to the recommended next area because it felt like otherwise i was getting my shit kicked in, purposely avoiding trainers and wild pokemon until i could reach the gym and cheese my way through it, and that wasn't fun at all.

another aspect of the open world is navigating it; we're given Miraidon/Kiraidon for this purpose, and it's cool how our mount evolves with each titan that we beat. it's so much faster than running on our feet it feels absolutely necessary to use, but honestly, i felt like i didnt get agood picture of what paldea looks like because of it. sure i explored, but that quickly got boring because there was never really anything worth finding. sure there's items and TMs, but they're both boring. there was never, as far as i'm aware, a case of only finding a certain pokemon in a certain place. each pokemon kind of wanders round aimlessly in each area, feeling less like actual animals with habitats and more like freckles that are scattered across your skin. the towns too are completely bland, totally lacking in personality. i would say they might be the worst towns in the franchise. you can't enter any buildings except for the gyms, which are just boring ass gray buildings with nothing going on! i get that there's an emphasis on being outside but man, i didnt get that feeling of "oh cool a new town!" that you get when you find one in an older pokemon game, which was a real shame. they used to be so colourful. i guess the mount controls okay though. side note, the game's overstated horrific performance issues do not make paldea a nice region to look at either! paldea was not particularly fun to explore for any reason! it wasnt bad it was just... not good?

the story is pokemon as always. team star was absolutely the worst bit, completely lacking in flavour at all. the bosses are all boring, and cassiopea was boring. i DID like clive though; i wish he would have got flustered everytime i called out who he really was though, that would've been funny. the champion storyline is also pretty meh, the gym leaders this time around are mostly forgettable, some of them being memorable only for their visual designs and not much else. i didnt like nemona at the start but whatever reason she grew on me! the game seems to realise that she's stupid and that makes me like her more.

arven's story was the best one with the titans. the titans were the coolest thing in it, and i wish they had been a bit tougher or stranger, but i did enjoy them a lot, and arven's thing with sada/turo is good too... speaking of...

area zero takes the game into a totally different, bizarre for pokemon, act. nemona, penny, and arven have all this expository banter while you explore this dazzlingly beautiful area on foot, it's tough and dangerous. for once a pokemon game also acknowledges that people can dislike each other; the characters are witty and have banter with each other, and they're mean about it sometimes! even penny has a level of sarcasm to her that gives her some flavour, and i suddenly found myself invested in this little friendship group i was in. the paradox pokemon are genuinely cool, and the mystery of what's going on genuinely caught my attention. the fact that the real professor turo/sada has been dead the entire time is a genuine shock, and the final battle with their robot clone is tough and super exciting! it's not a long final act, but it's a really good one! it made me wish for not an open world pokemon game, but a focused one with a decent story... kind of like colosseum, but with more choice of pokemon in the team!

the new pokemon this time around are really good, i surprised myself by managing to finish the game with a team full of entirely new pokemon, which i dont think i've ever done before in a new pokemon game! that's genuinely awesome!

final note, i think making your first open world game also the game with the boarding school was a HUUUGE mistake! boarding school fiction is fun because it's a centralised location that the audience becomes intimately familiar with; dropping that in a game where we have very little incentive to go back to is insane! and now we're likely to never get it again which is a shame, bc i love boarding school fiction! ah well!

tried at the recommendation of a friend. unfortunately i dont like card games! cant get my head around it and am just not enjoying it. the voice acting is good and the art style is lovely. im sure the story is good although i didnt get very far in at all. some tedious aspects about navigating the world and being able to click through some dialogue but not all of it? oh well

This review contains spoilers

phenomenal, still holds up on all grounds.

its simplitic art style is charming, colourful, and fun. the animations for attacks are great, and its unique character sprites stand out as imposing an interesting. a good example of a game whose sprites inspire your imagination. joy mutants look silly but the dark, thick lines of their twisted skin inspires fear and caution.

the music is goofy and weird, often looping badly or ruining its own songs with unnecessary changes or interruptions. its so perfectly LISA that a song like Summer Love can be as relaxing as it is but have those big drums in them. that a song like the Beehive can be so mysterious and then so beautiful, or a theme like Die Die Die! can be so slimey and then so intense. its tunes are memorable and strange and funny, and totally heartbreaking

its gameplay is fire. exploring the world is fun and punishing, the upgrade from walking to cycling feels so earned and smooth, and the world is clearly expertly designed around that. the humour that comes from traversing to a new screen and falling off a cliff to your death or massive damage is brilliant. the battles too are fantastic, almost every enemy being unique, with quirky names and abilities. SP and TP mirror each other delightful and the characters having button inputs like a fighting game works so well. the vast number of party members allows for a huge amount of replayability, although i'll always use terry

the humour in this game is so dark, so silly! from accidentally pouring gasoline on children to Timmy Carrots and Percy Peas saying goodbye to each other, this game made me laugh out loud constantly. it juxtaposes true silliness with heartrending drama , being able to ramp up your emotions with humour to strike it all with drama. we love to see what olathe has to throw at us next because its always stupid. its stupid, silly little sprites with their dumb soundeffects, dumb music, and bright pink nipples. I dont think there's a joke in this game that didnt land for me

but all of that aside we talk about LISA because we talk about its story and its world. olathe is fucking horrible and so is this game. it covers themes like abuse, rape, suicide, trauma, drug addiction, and complicity. where does all of it start and where does it end? the apocalypse in this game is secondary to the story that is interesting; which is brad's journey to find and capture buddy. brad is neither hero nor villain, he is simply a selfish man doing what he thinks is right... or what he wants to be right. brad proves time and again he is capable of selfless heroism, sacrificing his limbs for his comrades and defeating gangs or bandits. he also proves they are secondary to his own desires, throwing them to the wolves if need be. he is so interesting, one of the best examples of a character whose history is so storied it cannot be fully comprehended by the individual living that life. all of brad's life is wordlessly mushed into his spirit and they make the broken man we see at the end of the game. we love brad, we root for him. we hate brad, we know he is a selfish murderer. we know he must be beaten, but we don't want him to. his companions feel the same.

for a long time, i felt complicated about the fact that his companions betray him to save buddy at the end, but the definitive edition made me like it more, specifically because of the campfire scene with Terry Hintz and Mad Dog. brad is not a stupid man, he is aware that he is in the wrong but he cannot act otherwise. furthermore, his sense of guilt urges him to reach out to Terry for comfort. and Terry does comfort him, reassures him that Brad is a good man for the way he makes him feel! Terry, in his ignorance, does not know brad truly. he says to Brad "Promise me one thing. That you won't become a monster like the rest." It's Mad Dog who recognises what Brad is really, sees the violence for what it is.

"A dog
in a dog
in a dog
in a dog."

When Terry turns on Brad with the gang to defeat him, it's because Brad failed in his promise. He became a monster. he couldn't get away from it

all for nothing

This review contains spoilers

actually, i think sonon not being controllable suits the perspective of yuffie. sonon kind of pretends/allows yuffie to be his "boss", like he's her older brother, right? when yuffie drops in battle he gives the remaining amount of his HP to her, and then he obviously permanently does that at the end of the DLC. you spend the whole DLC in the perspective of cocky naive yuffie that the one actual adult character should feel out of reach. idk, I just felt like it worked well in terms of its narrative structure! nero is still incredibly stupid and should've been scrubbed from the whole thing, and these dungeons are kind of too big, but idk, i had a good time :)

i first played final fantasy 6 back on the PS1 when i was like, 6 or 7, something like that. could barely get past Mt Koltz when i was that young, if i got that far. like its younger brother FF7, this game has been with me for my whole life. and with the pixel remaster i have FINALLY finished it. what's really remarkable about FF6 by itself however, is just how ahead of its time it was. you compare this to a lot JRPGs today and it still blows them out of the fucking water. the expressive sprites, the fantastic music, the beautiful enemy and esper sprites, and the great characters. admittedly its characters are a little more simplistic than later games in the series, but when you have a cast of 16 characters i think what is produced is astounding. especially seeing as newer games with half the cast (octopath traveller lol) have even more barebones characters with worse writing. (side note, octopath traveller is the worst jrpg i have ever played.) i still kind of cant believe just how good FF6 really is. the entire world of balance is fantastic, it sprouts a huge and interesting world that feels interconnected and personal. i always loved the way Nikeah and South Figaro have a trading route between their ports, and I love that the towns on the outskirts of Vector have been colonised by the empire. there's a real understanding of the towns are neighbours to each other which only arguably FF4 had before it (and even then not to this degree). the flow of the story is great and its set pieces are brilliant. Sabin's route after the returner hideout is genuinely one of my favourite ever video game experiences, and i think the only thing wrong with it is that its not longer or got more to it lmao. it is a whole mini story by itself which is so impressive, and the phantom train is soooo gooood dude. phantom forest is a beautiful piece of music, and the very experience there is weird and fun and interesting, and totally unlike anything else i've ever seen in a game. the games comedic moments between sabin, cyan, and gau are whimsical and delightful. just think about when you recruit gau and have that whole shindig with him, a game like pokemon could NEVER even BEGIN to dream of that kind of stuff. and this game came out in freaking 1994 dude!!!!
i wont go on about the entire world of balance but, needless to say, it is unabashadely fantastic. (the opera scene in the pixel remaster is also amazing, people have noted they wished the whole game was done in hd2d but to be honest i'm glad it wasnt. we've only got two games right now in that style and i'm already sick of it! plus FF6's art direction is part of its charm; i dont think it necessarily needs changing)
on FF6's game design, i only realised for the first time THIS playthrough that the only way to get stat gains on a level up is to use specific espers on each characters. having come off the ass of FF8 with its weird stat gains i was a bit worried about this, but its simplicity does it favours here, and allows you to grind specific stats in a satisfying and noticable way. have the right espers on and levelling up twice makes you notably stronger. bueno nice or whatever!!!!
FF6 is of course, not a perfect game however! there are pacing issues around the world of ruin time. in particular i think it does start with the world of balance, the way strago and relm join your team and then immediately leave it is a tad disappointing. like most JRPGs the later party member additions never feel like they have the weight the starting lot do, and FF6 suffers from this. the lack of story content in the world of ruin definitely is noticable as well, the difficulty spike and the lack of story hits this game hard but thankfully if you like it enough to get to the world of ruin, you'll probably see it through anyway. unlocking the ultima spell makes the game totally trivial too; it is ludicrously powerful, cant be dodged/reflected, and hits all enemies lmao. busted. next time i play i will be smashing up that esper into a sword instead.
anyway, i love this game. i would probably write more but i have to go to work now. bye!

heyyy its breath of the wild!! its the best game ever or something!! but not really, like it's pretty good but definitely has a lot of problems. its my second time completing the game and i've put it in a good 210 hours or some shit and im like... done with it now lol

so first of all how is it as an open world game? for one, hyrule is massive! and that is great, it feels honestly inconceivable to walk from the west to the east but you definitely could. i love how huge it is, and when you realise how far away stuff is it truly wild. the world has a lot of things in it that constantly rewards you, be it monster camps, shrines, towns, etc etc, its good! but herein lies one of the problems. once you happen upon a korok or a shrine a lot of the time it just feels like a chore. i came upon so many korok spots and just thought "I cant be bothered" because the reward just didnt feel worth it. thats true with a lot of the things in this game i feel, you see an enemy camp and think "what am i gonna get? a knight's claymore? not worth it" and just not worth going in! this would happen LESS if your weapons didnt break, but because they do you have to weigh the pros and cons of doing stuff. if you already have decent weapons youre attached to then why would you risk/damage them for something worse? its just not worth it

combat is mostly good! it's quite simple, and especially so when there isnt much normal monster variety either. (bokoblins are the best, then moblins, and lizalfos DEAD last) combat feels really good when fighting bosses and mini-bosses because they're intense. fighting lynels and guardians is particularly fun because of the big open arenas and how much room you have around them. otherwise combat is a LITTLE bland? it gets the job done and isnt bad but it definitely makes me want for a little more! maybe i should play dark souls!

as a last aside, the voice acting in this game genuinely sucks! zelda's fake british accent is not good, and all the old characters being voiced by VAs who are clearly young people and they do a really bad job! i sometimes think its quite shitty to dunk on VAs like that but in terms of the art of this game i do think it affects it. this game came out during the 2016-2017 VA strikes so potentially the VAs here are also scabs. hard to say!