21 Reviews liked by gslttk


This review contains spoilers

In my opinion, Meakashi is the best arc of Higurashi. It’s intense, cathartic, and wonderfully paced. Meakashi is basically a character study of Shion, most of which takes place while she is by herself or consumed by her thoughts. While this is certainly a different approach, I think it works in Meakashi’s favor, because Shion is such a compelling and well-written character, definitely one of Ryukishi07’s best.

Meakashi’s portrayal of trauma and isolation and their effect on your mental health is superb. While often presenting herself to others as confident, fun-loving, and friendly, she is in actuality a very lonely, cold, self-loathing, and manipulative person. Her whole life, Shion has been abused, rejected, and neglected by her family, many of which are violent yakuza; these factors have left a lasting impact on her mental health. She’s essentially abandoned at a boarding school that she despises, and when she escapes to Okinomiya she must live in isolation to avoid being caught and tortured by her own family. Whenever she does go out, she must dress up as her sister to avoid detection. While she attempts to cope by projecting herself onto the Houjou siblings and becoming increasingly involved in their lives, she can never truly shake her feelings of distrust, rage, and loneliness. Her self-hatred and anger initially manifest as hateful thoughts towards Satoko, who she relates to the most, but gradually become more intense and destructive as the arc goes on. You truly feel just as trapped as Shion as she tries to make sense of everything she’s gone through, especially after the slight time-skip that happens around halfway through the arc.

It’s not only Shion that makes this arc good- Higurashi is a psychological horror visual novel after all, and this is one of the most genuinely unnerving arcs in the series, especially near the end when you are trapped in Shion’s mind as she tries to justify her increasingly violent and irrational decisions. The mystery element is also strong- while this is the first “answer arc”, and it certainly does clear up the questions from Watanagashi-hen, it leaves the reader with a long list of still-unanswered questions, and leaves you wanting to read on and unravel the rest of Hinamizawa’s tale. Another thing I love about Meakashi is how it captures Shion’s mental state following her escape, and her overall feeling of aimlessness post-trauma. The complicated feeling of wanting to recover, but being unable to shake your hurt and bitterness, constantly retreating into your memories, and just feeling… stagnant and unchanging, is genuinely so perfectly captured.

I also really love this video analysis, as I think it breaks down both the arc and Shion as a character wonderfully, though be warned that it contains spoilers for Higurashi as a whole. https://www.youtube.com/watch?v=NIqrUmJLr5A

The moment I downloaded Wonderful Everyday, I realized that I’ve made a terrible mistake, as alongside the game’s installation folder there was a file that redirected to a website called “Fap for Fun”. Despite trying to deny its very essence, Subarashiki Hibi always felt like an erotic game first, and a drama story second. The themes that it tries to tackle such as lack of proper treatment and respect to mental illnesses, cult mentality and its propagation, and ironically, porn addiction, are hidden beneath a total of disheartening 17 explicit h-scenes, that are most of the time directly tied to the story, instead of “bonus scenes” that you can turn on and off in the menu.

The story is filled with moments that start off tackling a properly interesting theme or topic and then proceed to take a complete 180, becoming just another harmless predictable scene that vomits cliché hentai tropes. The appeal of subahibi comes from the fact that there are some genuinely great and creative segments of storytelling that could only ever be experienced in a visual novel format, but those precious moments are deep within a sea of ecchi mediocrity. You might be asking yourself, “how worth is this dive?”, and to properly answer that, and also why such a specific eroge gathered a cult following as a fourth eye opening provocative narrative, we first have to talk about how VN’s tend to implement this type of adult content (If you are sensitive to topics such as these, please sit this one out).

Lewdness has always been associated with visual novels, no matter where you look at it. Whether we’re judging possibly the first one ever released, or some other “classics” such as sex, and it’s perfectly named sequel, sex 2, and many other games mostly for the pc-98, these titles found a lot of success predominantly aiming towards a lonely straight male demographic. The inclusion of either full on explicit h-scenes or elements from dating sims, sometimes even both, was to be fully expected in this media’s infancy. Stories during this period sometimes avoided this topic altogether, however, that was a gamble not everyone decided to take, as the mere inclusion of some sexual content would likely increase for sure the number of people who would want to give your novel a shot. After some years, a weird symbiotic relation started to develop, as a lot of independent novels from the early 00’s tried to hook the viewer with promises of showing NSFW material, but made them keep wanting to read until the very end, due to the proper story that it was telling.

Tsukihime, for example, would not only work, but also be massively improved without every single despicable fetishized rape scene or dialogue mention. It’s very telling that in the 2021 remake of the novel, the studio behind it decided to pretend that all h-scenes didn’t happen and adapted the script to it, essentially turning the story into a proper cohesive shonen that doesn’t perform mental gymnastics to justify rape whenever possible, solidifying it as the definitive way to experience the novel. In a less extreme case, we can also take a glance at Higurashi, who early on put a lot of emphasis in long fetishized sequences that replicated staples from ecchi stories, but gradually stopped being as frequent, as the narrative started to find its footing, besides some occasional nods in bad taste from Ryukishi07. What makes Higurashi’s case interesting, is the fact that it’s the opposite approach from Subarashiki Hibi: The ecchi scenes contradicted one of the game’s themes about child protection, while in Wonderful Everyday, you'd see even more scenes depending in how essential to the theme the chapter was.

Through the years, visual novels started to gradually become more and more respected as a media in no small part due to works such as the previous ones mentioned. By slowly being freed from its private horny jail, a wave of new stories started being developed for other demographics, like straight women or non horny men, eventually attracting the attention of people outside of Japan. The late 00’s were marked by some novels being developed, translated, and appreciated by foreigners, which even saw some works from previous years such as Saya no Uta, Umineko and Fate/Stay Night gathering a considerable late cult-like following as classics.

Despite all that however, Subahibi opted to tackle themes strictly tied to pornography, and it still became relatively famous around the newer circle of VN’s that westerners appreciated. Direct comparisons to the infamous 'Boku no Pico' anime can be made, as both weren't the first nor best ones to tackle niche erotic themes in a media mostly seen at the time outside of Japan as "something for kids". Both of them ended up gathering attention due to the timing and difficulty of access to other products of the same medium during their respectable releases.

Written primarily aimed towards a straight male demographic and with the premise of showing gratuitous NSFW material, it has a completely pointless first chapter that lasts around 4 hours and is solely made as a symbiotic hook. After reading the novel to its full extent and revisiting the beginning chapter, I hoped to find a new meaning to what exactly happened, but it just left me feeling very disappointed. A pattern that you'll see from the novel that plays an important role in the chapter, is that there are plenty of useless name drops to a lot of other "intellectual media", that has little to do with the story. The only use for such is that it tries to show some validation to the reader to what they are reading, as in pretending it's an actual respectable story that just so happens to have a generic and forgettable anime art style.

This is your warning for spoilers now, if you’re still thinking about giving this one a shot, please do keep in mind that it’s somewhat long and tackles frail topics without proper respect.

The second chapter thankfully denies the eroge counterpart and goes for a more eerie atmosphere, showing the ascension of the typical nerd loser, Mamiya Takuji, as an actual God among men. This was a very surprising yet welcome change, and in hindsight I appreciate this chapter more, as it could have been the start of something great, however, it also has some of the shallowness the early chapter had, but in a different way. I didn’t care for the opening chapter at all but I always understood why they were acting in such a one dimensional porn-like way, meaning that even if the scene was just an excuse to show a panty shot, it would still make some sense narrative-wise. In the second one however, Yuki, the protagonist once again, and everyone else involved, acted in a way that felt like their actions were randomized. It mostly makes sense in the hours to come after the “twist” but that doesn’t help the fact that it’s just another 4 hours of infodump done wrong as Yuki only opts to delve deep in the subject of the underground forum and not answer some other key areas. Essential plot points such as Mamiya’s family, or the twins suddenly acting aggressive towards him, or pretty much everything relating to Zakuro, who was the most important part of the opening chapter, are put under a pretentious rug called "Don't think about it too much".

It’s really interesting seeing how she reaches to some logical conclusions while reading, but it’s similar to a game of Clue, where you’ll discover what happened and feel good about it, but in the end you were so unattached to the characters that you just accept Colonel Mustard probably just wanted to use that knife in the Hall. Things aren’t better for Mamiya’s side, as the only real segment of him showing some faint semblance of distinctive personality was in one of the most embarrassing written scenes I have ever seen in any visual novel.

Takuji’s pitiful speech, his spotlight moment, is one that can only truly be impressive for those that, to put it nicely, like to mention quotes or name drop philosophers without knowing what they stood for, which should say something about the shallowness of most VN’s as the scene is hailed as a sort of “redpill”. His discourse is plagued with small problems, but one of the most fundamental ones is that death became suppressed dogma in modern society, which doesn’t make sense if you also argue that philosophy fundamentally changed it’s key areas with time, and that religion is a type of philosophy, which is true by definition but doesn't give room for your point. If you are confused, it's like arguing how old movies embraced nationalism as a fundamental part of their stories and then argue that there is a conspiracy nowadays to have movies not embracing this pillar, without realizing that it was something related to the time period instead of the media, while also agreeing that movies changed fundamentally with time which leads to the development of a direct counter culture.

When called out by Yuki, who makes a flimsy and flawed argument for someone that reads Kant, about how he sees human lives, Takuji argues that it’s not charlatanism because “the only thing that matters is that he is right in the end”. All that was missing from this scene was a Big Bang Theory laugh track to finish it off: the amazing manifest that ends with the argument “I’m the chad and you’re soyjack”. The point of the scene, as pointed out by a friend, is to display that Takuji is wrong, as he even hits a girl in the class and talks about how people attribute others as being crazy when they don’t understand, which internally forced the author into writing others as the dumbest human beings possible, even making the history teacher respond to Mamiya with “I don’t know” when asked what part of what he said was wrong. In retrospect I partially agree with my friend’s take, but I think the framing and the fact that he was shown to posses godlike powers makes me think that they wanted to sneak in some truths in his arguments to justify him being in the wrong by just making him unnecessarily aggressive and rude, like how Marvel wrote Black Panther’s villain, Killmonger, in the 2018 movie.

Third chapter is all about Takuji’s point of view, which makes the second chapter nearly useless and redundant, as his point of view is far more interesting and makes Yuki’s actions feel more humane as she doesn’t seem like your typical dumb yet top notch detective. This is THE CHAPTER for h-scenes, featuring a lot of gratuitous sexual violence that are handled very poorly, hitting nearly every slot in the kink bingo: rape, feminization, bdsm, more rape, futanari, public humiliation, more rape again, torture, dismemberment, and of course, even more rape. The unlikely underdog story from rape victim to serial rapist is just flat out disrespectful and ends up helping me prove my point that there isn’t a single piece of media that benefited from flat out showing rape scenes instead of making them simply implied. After enduring an entire sequence in which Takuji is abused in every way possible, and knowing what happened in the previous chapter, and how he treated Zakuro to this games most gratuitous sex scene ever, all that I could think was how he would do everything the same if he was in their places but much worse, to which latter parts of the VN proved me right. I hope everyone will agree with me on this one when I say this is the most ill-mannered way to write a story on the subject.

Chapter 4 is all about an abuse victim who starts seeing visions of God telling her to kill herself as revenge, to which the game shows that it was the right thing to do in later chapters. No further comments.

Jabberwocky onwards, is when the story finally compensates for you enduring the hot steamy garbage from before. It’s a chapter about Mamiya’s most hated bully, Yuuki Tomosane, the only actually good character in the story. Tomosane’s chapter is fascinating, it pulls the rug and explains the twist that he and Yuki were personalities developed by Takuji, they all lived in the same house, and the twins didn’t actually exist as individuals. The framing is also top notch, making you know what risks he’s taking even if you think you know how it’s going to end. Mind blowing after mind blowing scene shows a new perspective I didn’t thought was possible from the story, which made this chapter, excluding the massively homophobic comments, a blast to read. The sequel chapters, Which Dreamed It and Jabberwocky 2, are also really welcome additions to the story, although not as jaw dropping, that expand the narrative in meaningful ways that have the unfortunate consequence of making Mamiya’s torturous life feel “justified”.

2 / 3 of Subahibi is dedicated for making the reader as tortured as the girls in the story, which tries to make up for the last 1 / 3 which gives the feeling that you’ve conquered the narrative, taking a stance against what was stablished early on. That’s a really interesting concept, however, it was one that was done better in a novel that you might have heard about: The House in Fata Morgana. Written in a way that’s more mature, gracious, and made to scare easily impressionable VN fans, it deals with dark themes as well, but with a proper respect for the situation in which the characters find themselves in. The also really competent sequel, A Requiem for Innocence, talks about similar themes from Subahibi which are it’s main justification for shoving garbage eroge topes, having the characters live in a brothel and dealing with an oppressive threat that haunts their frail psychology. Their themes are obviously not comparable on a 1 to 1 basis, however even if it's lowest points, one shows the other that you don’t have to treat every female character as pawns that merely exist to fuck when a male character so desires.

Main point is, what Wonderful Everyday does well, is done better in other visual novels, and what it does wrong, could only be done poorly here. Unless you really like the sensation of scavenging through hours of garbage to find gold that doesn't shine as bright as others given for free, maybe this one is not for you. If you still really want to know how this mess feels, I guess there’s no saving, since the premise is interesting nonetheless.

There is an undeniable value in early 10’s VN culture with Subahibi that made it stand out, however its vile and disrespectful approach to sensitive topics were a problem even when it launched, and it gets more outdated by the year as visual novels get more sophisticated, denying its origins as a media that started with a game in which you undress a minor for fun, and starting to develop more on the lines of being an interactive story. After multiple warnings by different people telling me to stop reading it, I endured through the end of Subarashiki Hibi hoping to find something that was clearly never meant to be there, as alongside the game’s installation folder there was a file that redirected to a website called “Fap for Fun”.

okay so imagine dead by daylight but the developers are racist and also you can play a match with osamu dazai, light yagami, goro akechi and nagito komaeda as your teammates

have to remove 2 stars because I can't make Lobo in this game

It's clunky and old. It's pointlessly provocative. It's comically edgy. It's incredibly tedious. It's programmed like dogass. It's one of the most fun and memorable PC games ever made.

There's so much I want to say about this game that I struggle to find the words for. If my critical mind can tell the truth, this isn't a 5/5. Its flaws are much too glaring to swipe under the rug in its worst moments, and its gameplay cycle is quite repetitive at the end of the day. However, if a game this shoddily put together has the sheer confidence to grab me by the shoulders, look me in the eye, and tell me to play through it 3 times, and I find myself obeying without a single doubt in my mind? I believe that's worthy of the score I've given. Impossibly rich with its themes and writing, and meticulously crafted in regards to its world, all in stark contrast to the deceivingly low quality of its gameplay and graphics. A miracle of a game, no questions asked. Will I find myself replaying it in favor of its requel? I'll be truthful and say no, but I'm alright with having experienced everything this has to offer me in the 70+ hours I've sank into it. I feel like I've just closed one of the greatest books I'll ever read, and that feeling alone nets this game my praise. This game will live with me forever, I feel, and I welcome it.

A case study in how one of the most prolific and resourceful game studios in the world can be led by a single man’s beliefs to create something that is immeasurably hollow and hateful, exacting a grueling human toll in the process. Free Palestine.

Baby's first subversive video game

>mediocre 2010's generic third person shooter about killing people
>"cringe"
>mediocre 2010's generic third person shooter about killing people but now has a shitty and pretentious message about "are we really the bad guys?" presented in the worst possible way
>"masterpiece" and "hidden gem that we didn't understood at the time"

Siren

2003

Incredibly underrated gem. This horror game had some of the most interesting lore, characters, and presentation I have seen in a very long time. The graphics and sound design are extremely impressive for a 2003 game.

The gameplay was incredibly fun for a horror game imo. Most horror games are a lot of wandering until you stumble your way into the next cutscene to advance the story. This game operates with mission objectives, in which you clearly know what the goal of each level is. Some would call the game tedious or difficult, since it is a lot of revisiting areas and trial and error, but each map changes significantly on each revisit. To me, this serves to make you feel more acquainted with and immersed in the town that is afflicted by this curse you're trying to uncover the truth of. Each map also has key locations and points of interest, so as long as you remember those you won't have any trouble.

The English dub is a bit shoddy, but it only adds to the old school PS2 era horror charm. Great game, 8.5/10.

Once the bugs get ironed out, this will be the video game equivalent of House of Leaves: visually inventive, its unique presentation within its medium an artform unto itself, but I don't know if the stuff beyond that will stick in my craw quite like what it draws comparison to.

The lack of both enemy variety AND interesting things to do with the enemies (lack of consistent stuns and/or limb-based damage or hit reactions in general) gets really tedious, and the walk speed is pretty slow relative to the amount of ground these maps want you to cover. They have a "shoot the randomly-determined glowing weak point" mechanic and then make it almost impossible to hit enemies from behind because of their tracking, aggression, and your lack of counterplay.

There's a lot of "but why?"s like it in these mechanics. I really think the pistol upgrade Saga gets that lets you stun enemies with successive headshots should've been a core part of your kit for both, and I STRONGLY question the inclusion of a powerful dodge mechanic that includes an even-stronger perfect dodge. It feels like it's supposed to be your universal stun option, but it's inherently reactive instead of proactive (which, given the lack of other options mid-fight, means everything you're doing past just waiting for them to attack is boring and feels bad) and it also means that ranged enemy types, all one-and-a-half of them, have zero interesting counterplay options.

I'm not sure why they got rid of the "flashlight-is-your-crosshair" conceit they had in Alan 1 when it was distinctive, satisfying, and cool. Inventory management, at least on PC, feels like every interaction has one button press too many, and it's just not very interestingly handled in the first place - it's not as complex as RE4's tetris and it doesn't have the addictive optimization-induced high that successive RE:2 replays tap into. It all being real-time would be cool if you ever had to interact with it in combat, but the hotkeys are generous and the UI is kludgy enough that anything not on them is just not worth equipping mid-fight. Saga's key items list is just flat-out bugged and doesn't remove most of them like it's supposed to, which makes finding the few reusable keys incredibly annoying.

It feels like punching down to write this much about the mechanics when Silent Hill's gameplay is also pretty bad and it's my favorite survival horror series, but Silent Hill is a lot more cohesive with how puzzles, enemy placements, and dungeon designs loop you around encounters (even if they're too damn easy). Alan Wake 2 feels like it wants a lot of Things To Do for the sake of it, and this confounds pacing and requires interactions with the mechanics far more than it or I actually want.

At its (frequent) best, it's instead a set piece-driven linear thrill-ride. Character writing in general touches on cool or relatable conceits and doesn't really know what to do with those ideas outside of these set pieces, even if there are a lot and they're actually sick when they do happen. Alan's plot board allows for a lot of visual inventiveness but runs dry pretty quickly, and it's genuinely astonishing how underused the lamp is after its cool-ass introduction. It entirely ceases to be a resource immediately, and I feel insane thinking about that for too long. His dungeons get progressively shorter as time goes on, or maybe just repetitious enough that I started editing out the downtime in my brain.

Saga's side hews more traditional in structure, aesthetics, and Silent Hill-ass dungeon crawling, and it's generally better for it. Her mind palace mechanic is addictive and rewards engagement with the environment while training the player to be genuinely thoughtful. The route split is strange and outright expects you to finish one side first despite not signposting that, which makes the escalating action that leads into its climax scream to a juddering halt.

I don't want to go into detail with said climax, but I left feeling like it has two amazing ideas with only one getting the execution it deserves. They cooked incredibly hard with tying mechanics, presentation, and narrative to a singular moment of catharsis and then killed whatever momentum built up before or after that before running face-first into an ending that felt like it needed far more deliberation.

My issues with the ending and its narrative momentum were heightened by having a staircase bug out and make me fall through the map every time I sprinted on it, forcing me to lose 2-5 minutes of progress. Remember what I said about walk speed? Still a pretty easy recommend to anybody interested though, and hopefully my issues with the climax get ironed out with NG+ and the DLC. Initiation 4 is worth the price tag on its own. Do wait for bugfixes though, it's really dire.

So Sam lake comes in as himself in Alan wake 2 as the actor for Alex Casey in the films based on books of Alex Casey that Alan wake wrote while Alex Casey is essentially max Payne and Alex Casey is also a real detective who is also acted and voiced by the people who act and voice the fictional Alex Casey based on Alan wakes books and this is all written by Sam lake So there's multiple max Paynes and multiple Alex Casey's and multiple Sam lakes and multiple James McCaffrey's and Alex Casey is a fictional detective who is Sam and James but Alex has a book series written about a detective of the same name who isn't actually Alex Casey just a detective written by Alan wake but the fictional Alex Casey movie features Sam lake and James mcaffery as that fictional Alex Casey who's based off Alan wakes book who's character shares the name to a real but fictional guy who's acted and voiced by the same people who act and voice the fictional fictional movie adaption of a guy who shares his name but the actor and voice actor of him there is a fictional version of those respective actors

Rockstar loves designing highly intricate open worlds and then just trashing them with the worst missions to ever grace a high production value videogame

GTA games excel at world-building and action sequences. Not much else, in my opinion. The characters hardly ever break out from their two-dimensional stereotypes, and when they do it's only briefly. The voice acting is phenomenal btw

The first half of Cry of Fear delivers a top tier horror experience. Its claustrophobic environments create a sense of unease and the deliberately janky combat amplifies the tension. The light puzzles help it maintain a well-paced flow, preventing any sense of monotony.

But then, Chapter 4 hits and I go : https://www.youtube.com/watch?v=dsV7JoDPajU

It takes an unexpected turn into an uninspiring fetch quest with a more action-oriented approach. This slight shift in gameplay in increaseing enemy spawn rate in more open areas, doesn't quite align with the game's Silent Hill-esque combat. Moreover, the iconic Half-Life 1 jank become more unbearable during platforming and nightmare sections, making me a lot more grateful for Valve's inclusion of quicksaves in all their singleplayer games.

As for the story, it's alright. Although, like with some other indie horror games, I can't help but evoke the thought, 'this is just doing what Silent Hill 2 did way better.' But it's worth noting that Cry of Fear was developed by a group of college boys, not a team of AAA professionals. The game radiates a genuine sense of passion and commitment and the flaws don't overshadow the effort and dedication poured into creating it.

It has heart, a somewhat janky heart, but it is still in the right place.