Straightforward banger. Not reinventing anything but slick and crafty, feels good to engage with on every level of its design. Maybe too close to homage than artful theft for it to really sing, but just hard to argue with.

Was surprised and taken with how emotive this is. Lots of classic DBZ style shit here with father-figures and brothers fighting each other only to embrace in death. Some carefully realized and straightforward emotional stakes make a big difference.

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What a massive improvement over Her Story lol. Playing these back to back (for my horror game podcast The Safe Room) gave me whiplash.

Unfortunately I think this is still pretty tiresome. The first time you encounter "the twist" (several of the people in Immortality are actually two immortal beings simply called The One and The Other One) is legitimately un-nerving and it is slick to move through clips. But it explains itself too much and is too cute by half.

Lot of people have talked about how this critiques the "male gaze" while indulging it, but I don't think that's exactly the problem. A lot of Immortality's horror is found in the kind of woman who has been eaten alive by Hollywood being able to look back at you, being actually the most powerful person in the room. The One is obviously meant to be sympathetic and I understand the move of turning a victimized woman into an ageless vampire. But it's difficult for me to read this in an unparanoid way. The concluding conflict is that The One physically cannot hold themselves as both male auteur and female star. They almost die doing it. Rough!

This may just be a me problem but: The juxtaposition between scenes, individual cuts, is cinema! Having those be algorithmic (on some level anyway) is kind of soul crushing to me. To be clear there are some effective beats in this vein. Though I dislike how expository the hidden talk show scene is, the way it gets more distorted the deeper you get into it very cool. But the construct is so artificial, I wish it would either let itself have some damn shot-reverse-shot or actually lean in further and have takes of the same scene from different angles. It's already work! Do interesting things with that friction instead of trying to rub it away.

That said I will probably be around for whatever Half Mermaid kicks up next. It's better to have things to say than nothing.

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It took me like 3 years to actually finish this replay good god. Got a big essay about these coming... soon, so look forward to that!

I did play it on the highest difficulty, but this is a supremely cool action game. They finally figured it out. Big, expressive classes with bombastic powers that interact in simple but strategic ways. This is the least expressive ME as an RPG, which was already slim, but goddamn it feels so good! Shooting infantry with fiery ammo and then exploding with them a biotic attack... Truly never gets old.

Narratively this is. well. hmm. All of ME3's core conflicts boil down to "can't we just get along?!" Shepard as UN ambassador to the stars. Nice to have some moments where they get legitimately humbled that cannot be negotiated away, but this is as vapid a power fantasy as the series has ever been. The thing that ME1 has over all the others is tone; it's melancholy and spacious. Basically all that is evacuated here in favor of Naughty Dog blockbuster design. This is also maybe the weakest core cast of the series, which is admittedly helped a lot by the frequent cameos from previous party members.

Thane is still MVP. The only person in the franchise that really feels three-dimensional and it's nice that he just gets a lot to do. His deathbed scene is the single most moving part of the franchise to me and it's the only moment that questions Shepard in a resonant way.

The other thing that emotionally works here is despair. The flickering moments Shepard spends on the ground of massive scale conflicts underline that, no matter how "good" you are at the game or how many persuasion checks you pass, a lot of people are dying. This has some political... issues. The only thing that can defeat the reapers is throwing lives into the grinder, accelerating the war machine. There's a mission where you recruit child soldiers and then they turn into numbers in your spreadsheet! But if you can take it on its own terms (I can't personally lol) there's some legitimate melodrama!

The ending itself both tries to make you powerful and weak and therefore it doesn't really succeed at either. You HAVE to be the galaxy's most special boy or girl, but also you can't just win outright. Think the game does a fine job with that incredibly tough hand, but it would help a lot if the stakes weren't scaffolded by being the GREAT MAN who is willing to make the HARD CHOICES.

This is moment-to-moment the most successful Mass Effect I think, but it gets that through a slickness that lacks some of the last twos compelling edges. Despite it all, I thought a lot about ME1's empty spaces. Would make a big difference to have that kind of emotional room here.

Didn't finish this because it got just too fiddly damn it. It's a cool idea to have level ups based on items you buy, but when you can't buy in bulk and only have limited inventory slots... pain.

Dug this though! The basic concept of dungeon crawl but with new worlds on every 5 or so levels of the tower is evocative. Each of the worlds is distinct, if gestural, and it has that existential quality I really like in FF1 and its ilk. It's also neat that it ratchets up in narrative complexity from floor to floor. Perfect road trip game.

Talked about this one on my podcast The Safe Room.

I don't mind the apparatus of this, but I do think it is poorly used here? Basically the trick of the mystery is just getting to the last run of clips, where Hannah explains the plot in entirety to you. You can do a lot of work to construct the mystery that the game ends up just doing for you. Could stand for more ambiguity.

I thought about Delores Claiborne (the novel specifically) a lot playing this, which does veer into horror briefly, but is ultimately mundane. Her Story is about women and police in only the most superficial ways. It can't really muster a systemic awareness or make that emotive. Claiborne has a scene were Delores goes to the bank to take out her daughter's college savings... only to find her husband has withdrawn them all. Her Story's direction is ultimately abstract and fairy-tale-like and it could far more biting mundanities.

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I'm really such a narrative bitch.

BotW has plenty of flaws, but it sings for me because it has such a solid emotional core. Link and Zelda's partial failure 100 years prior drives the emotions of exploring the world, trying to remember a memory that just barely eludes you. It's melancholy, even if it ends in triumph.

Tears of the Kingdom makes similar moves with Zelda's disappearance as well as her ultimate fate. But it's a dramatic retread, we already had a game where Zelda was trapped somewhere else. I truly do not expect Zelda to ever be a completely active agent, but TotK invents new novel ways to be misogynistic (perhaps turning her into an animal that resources can be gathered from was uh... ill-advised). It's also completely bizarre how much this feels like a reboot, with barely any mention of the events of BotW and all the signs of that game's calamity completely gone. I don't feel like I'm asking for a lot when I think several characters should maybe just recognize Link? It gives exploring towns and cities a strange flatness.

There's plenty positive to talk about too. It's incredibly technically impressive and the dungeon and enemy designs are a massive improvement over BotW. The underground areas add some much needed texture. BotW was a world of surfaces and TotK does some cool work accounting for that. It's just a few steps closer to the traditional open world, contraptions aside, and feels all the busier and un-emotive for it.

I did like things about this! Jala is a great protagonist, at once relatable and ineffable in a perfect way for a RPG protag. The big recipe for a great computer RPG lead is a mix of a well-defined past with plenty of room for interpretation and intervention. Nice to see that used in a way more mundane context than Disco Elysium or The Witcher.

The biggest problem is. This game is 90 percent exposition. Every battle with a jilted ex is just an extended "last time on" explaining Jala's past relationship JUST before they both reconcile. The structure means that there is no time to sit in awkward situations or wade through complex emotions beyond characters stating them out loud. The result is that, even when it goes for more nuanced ideas, the game always feels like it is reading aloud a twitter thread about representational politics rather than being a considered soap opera.

Like its predecessor, the craft here is undeniable. The way the semi-open levels of suburban wasteland gradually fade into delirious hellscapes and blistering set pieces. The last half-hour is revelatory, a clear example of how intercuts and strong sense of pacing can elevate hackneyed and predictable writing.

I do prefer the first one, despite the sequel being a much more even experience. The pitch fever of The Evil Within's haunted house is just too potent and it does get lost in the mix here.

Rating could go down upon further thought, but hard not to be blown away by the last half of this.

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Astoundingly lovely and tender, so many post-apocalypses are content to use the setting to skip ahead to whatever new world this is, but Fragile Dreams completely luxuriates in the loss of old things, giving its survival horror trapping melancholy rather than terror.

DNF. The degree to which they could have just made another one of these with online multiplayer cannot be overstated.

Evocative and lean, with a strong amber palette. Nice to see women being fucked up and evil.

Clever and well-crafted, builds out a consistent ludic language that nevertheless often surprises! Just good stuff if you are into this kind of thing.