26 reviews liked by huginn


It is easy to be dismissive. Be it art, people, food, events, the rapid, continual pace of consumption necessitates the compartmentalisation and categorisation of happenings. One can be dismissive in the positive and in the negative. The complex emotions elicited through our lives fade as quickly as they arise. Perhaps it is a consequence of language, an inability to express the phenomenon of experience. A meal's interplay of tantalising nostalgic aroma and comforting warmth in the belly is, for most of our lives, recalled as good - if it is remembered at all. A film is so bad it's good, some self-fulfilling label that sets expectations and ebbs the need for analysis of artistic merit and failure. A book is well-written. Your ex is a bitch. Last Christmas was good.

In the new hyperactive mode, wherein consumption happens largely for the sake of consumption, categorisation happens more readily, more aggressively, less critically. A director is washed. Your favourite is 🐐-ed. Films are kino or coal. Aesthetics are reduced to haphazard strictures, art pinned as frutiger aero, frasurbane, girlypunk neo-Y2K vectorheart nu-brute. Games are flavour of the month, kusoge, kamige, kiige, bakage, normiecore. Bring something up, and everyone has an opinion, a rote repetition of regurgitated refuse. Exhibit passion for that outside the zeitgeist, and be lambasted. Convey discontent with the beloved, be accused of poor media literacy. Are we even partaking of that which we parade around, or are we playing an elaborate game of telephone?

Even Burger King Orientation CD-i Training cannot escape unharmed. A wave of ironic praise and genuine befuddlement at why this exists, why it is revisited. One must be seeking attention for having such a quirky thing on their profile. It is impossible that it is enjoyed on a deeper level, as a response to a wider fascination, as a dive into historical (non-)import. The new hyperactive mode intentionally seeks signifiers which mark the self as interesting. An intentional facade which begs it won't be scrutinised.

But just because you have constructed this mask does not mean we all wear it. And perhaps I am being dismissive of your own thoughts. The truth of the matter is you don't care what I think, or why I feel a certain way. And to be fair, I feel the same animosity towards you. We are strangers at the conflux of comparison of preference.

I am filled with a genuine glee when I 'play' Burger King Orientation CD-i Training, but maybe it is best I keep the reasons to myself, as with so much else.

After all, you care not for what I think, so what is the difference if those thoughts are no longer laid bare.

While it hadn’t gotten as much love as other Nintendo franchises at this point, like with Mario, Zelda, Kirby, and others, the Metroid series was still considered to be one of their big IPs at the time, and had a bit of a reputation at that point. The original Metroid and Metroid II: Return of Samus, despite not reaching the same level of quality as future titles in the series, were still good games in their own right, and were a pretty good launch point for this series as a whole. Not to mention, they were pretty successful, selling 2.7 million copies and 1.7 million copies respectively, so naturally, a sequel was going to be made… but not right away. There would be somewhat of a gap in between releases, primarily because the devs were waiting for just the right time, the perfect time, to bring Samus back into the limelight once again. This perfect time would come in 1994, and with the help of Intelligent Systems, who had developed plenty of games with Nintendo before (including the original Metroid), they would then release the long-awaited next chapter in the Metroid saga, Super Metroid.

Unfortunately, it wouldn’t go onto sell as well as its predecessors, but it would go onto garner universal praise from fans, die-hard or otherwise, and critics alike, with it now considered to be not only one of, if not THE best Metroid game of all time, but also one of the greatest video games ever made. Many have sung its praises over the years in many ways, it would get plenty of mods later down the road supporting replayability, it would become a favorite amongst speedrunners, and it would help go onto establishing an entire sub-genre of video games as a whole. As for myself though, I wouldn’t jump onto the Super Metroid bandwagon for quite some time, despite watching plenty of videos about it that would praise the game and go into great detail about why it was considered a masterpiece. When I eventually did decide to give the game a fair shot, I immediately understood why, as it is an incredible game, and absolutely deserves the reputation it has garnered over the years. While it may not be my personal favorite Metroid game, it is clear when playing the game that the devs put plenty of love, detail, and care into this game, making it one of the best games you could ever play not only from this era, but from any era.

The story continues on from where Metroid II ended off, where Samus Aran, now with a baby Metroid in her possession, brings it to a team of scientists at the Ceres research station to conduct further study on the specimen, but shortly after she leaves, the station is attacked by Ridley, back in the flesh after his defeat in the original game, killing everyone inside and stealing the baby Metroid, and fleeing back to the planet Zebes, so it is up to Samus to travel to Zebes once again, get back the baby Metroid, and uncover what is really going on here. It is a fairly simple premise, one that is easy to understand for new players, but also complex enough to create intrigue for those that are wanting to learn more about this game and its universe, making it very pleasing to experience and ponder about.

The graphics are absolutely phenomenal, not only bringing Samus to the 16-bit era in the perfect way, but also creating plenty of iconic locations, enemy designs, and atmosphere that still holds up tremendously well almost 30 years later, the music is wonderful, creating a perfect balance of being moody, setting the tone for many of the environments you travel in, yet still being filled with plenty of life, while also being tense and action–packed when it needs to, the control is perfect, feeling like the perfect evolution for how Samus should control in one of these games, while giving plenty of new things to mess around with right from the get-go that give you more versatility than ever, and the gameplay is pretty similar to the last two titles in the series, but now it has been made to be a lot more exciting, approachable, and memorable.

The game is a 2D action-adventure game, where you take control of Samus Aran once again, go through the depths of the planet Zebes once again, this time with much more detail, life, and secrets to find, defeat plenty of creatures, big or small, that inhabit the planet and want you dead as you go deeper and deeper into the planet, gather plenty of upgrades to Samus’s arsenal to make her into the ultimate warrior, such as with health upgrades, beam power ups, or regular power ups that give you new abilities, and take on plenty of bosses, both new and old, that will provide a challenge to those unprepared for what is to come. It has all the same elements that the previous two games had, not really introducing anything that majorly different for the series at the time, but there is one thing that it does manage to do above all else: perfect the formula.

As I mentioned earlier, Samus is now more capable then she has ever been before, not only having the same basic abilities and powers that she could get from the previous game, but she is now also able to aim in eight separate directions, she can crouch, and she even now has a wall jump, where you can continuously scale up a wall if you press the right sequence of buttons, allowing you to ultimately make the game YOUR BITCH. It is the perfect way to naturally evolve not just Samus and her capabilities, but also how the game plays, because when compared to the original game and Metroid II, this is just perfect in every way. Not only that, but the arsenal of weapons that she can acquire throughout the game is just as helpful as before, with classics like the Missiles, the Morph Ball, the Hi-Jump boots, the Screw Attack, and the various beam powers making a return, and each of them are incredibly helpful in plenty of situations.

Not only that, but there is also a good amount of new power ups for you to mess around with in the game as you go about finding them. There’s the Speed Booster, which allows Samus to run extremely fast and make her an unstoppable bullet train, the Shine Spark, which allows you to fire yourself through hard structures while using the Speed Booster, the Grapple Beam, which can be used to latch onto certain surfaces and swing around all over the place to reach new areas or more goodies, and the X-Ray Scope, which allows you to scan nearby areas to see if you can find any hidden passageways, power ups, or otherwise. Most of these new additions would become staples in the series in the coming years, and all of them are extremely useful and wonderful to test out in plenty of locations… with the exception of the X-Ray Scope, which I barely used at all, but hey, it is there for newcomers, so that is good.

And speaking of newcomers, like I mentioned before, this game is much more approachable when compared to the previous two titles, not just in terms of what it provides the player, but also in terms of design. In the first two Metroid games, there was always the possibility of getting lost or confused while traveling through these corridors, because not only did you not have any way to track where you were in the game, but also because a lot of the hallways look almost identical to each other, meaning you could think you are in a whole new area, but instead are stuck back-tracking when you didn’t want to so that.

Thankfully, with Super Metroid, not only do you now have a map which can track where you have been, making it a lot easier to decide where you want to go next, but every single area in the game, big or small, now has a distinct look and design to it, making it so that you will always have new things to discover, and even if you haven’t fully explored one area due to a lack of tools needed to do so, you can always find your way back in order to do so later. With that being said though, even though you do have a map, it doesn’t automatically point out every single thing to you, encouraging you to explore around more and see where more items and secrets can be hidden, which is always a great thing to have when it comes to any video game.

One last admirable quality about Super Metroid that I really admire, especially when it comes to video games of this era, is in terms of its storytelling. Most games around this time either don’t give you too much story at all, or they are all saved for cutscenes and the instruction manual, which is fine on its own, but it doesn’t give you much opportunity to really connect with the game’s world as a whole. Super Metroid, however, manages to do this flawlessly, starting off with an intro sequence that doesn’t tell you everything you need to know, or about what happened in the previous two games, but they tell you enough to where you get ready to go and want to learn more. Even when you land on the planet of Zebes, you can tell that it’s gone through plenty of changes, with the first areas looking all desolate and destroyed, no doubt a result of your actions from the original game. However, after you get the Morph Ball, this beam of light shines on you from the corner of the room, and suddenly, all kinds of baddies are up and at 'em, ready to take you down, which is a really nice detail.

Everything else remains relatively normal and simple from there on out, until you end up fighting Ridley, where after you defeat him, you end up finding the capsule that the baby Metroid was sealed in… but it is now shattered, and the baby Metroid is gone. You have no clue what could’ve happened, so you end up going about the rest of your business, getting more items, fighting more guys, and breaking the game to your heart’s content, until you reach the final area of the game, where you descend down further into the core of Zebes, and that’s when the final events of the game start to kick off. Oh, and by the way, spoilers for the final act of the game are coming up, so if you haven’t played or seen through that part of the game yet (even though you have had 30 years to do so), then just skip to the final paragraph of the review.

As you enter this area, you notice that it is surprisingly… quiet. There isn’t that much going in with the environment, and the only enemies that you find in this place are Metroids and those weird ring things that shoot out from the walls. Eventually, you find more enemies later on, but they appear to be… drained of their life, disintegrating upon contact, leading you to suspect that something weird is going on here. You then find another one of these enemies, alive and well, seemingly impossible to kill as you try every single weapon on it, but nothing works. Before you can think of what to do next, all of a sudden, this GIGANTIC Metroid comes out of NOWHERE, and latches itself onto that creature, draining it of its energy, and probably scaring the shit out of whoever is playing the game at that point.

After it finishes off this creature, it then heads straight for you, starting to completely drain you of all your energy as well, with you being able to do anything about it, as you fidget around in an utter panic. However, before your health bar drops to zero, all of a sudden… it stops. It stops draining your health, and it detaches itself from you, letting out some cries, until ultimately fleeing the scene. It is then you realize that this giant Metroid that almost killed you was the baby Metroid that you got from SR388, and it had one HUGE growth spurt, but even after becoming the ruthless killer that all Metroids naturally are, it still cares deeply about Samus, and wishes to bring no more harm to her.

Once that is all over with, you once again go through the game like normal, finally reaching Mother Brain, back once again from the original game, right alongside a fight that seems like it was ripped straight from that game, with you needing to defeat her in the exact same way. However, when it seems like she is destroyed, she then rises up from her defeat once again, now rocking this brand new body. Naturally, you start to throw everything at her, but it doesn’t seem like anything is really doing all that much to her, as she fights back and then starts to charge up something. This then leads to her firing this gigantic rainbow laser beam of death at you several times, which not only starts draining away all of your health like crazy, but it also takes away all of your missiles and bombs too!

At this point, you are now stuck, unable to move, and getting continuously beat up by Mother Brain, wondering how the hell you are going to get out of this one. However, before Mother Brain can land the final blow with one more laser beam attack, the full-grown baby Metroid then suddenly barges in and starts draining Mother Brain of all her energy, causing her to start to stagger and cry out in a panic, until she is left petrified for a brief moment. The Metroid then goes towards you, latching onto you once again, but instead of draining your health again, it then starts to… heal you? No clue how the hell they are supposed to be doing that, but at this point, you’ll take it. But then, while the Metroid is starting to heal you, Mother Brain gets back up.

It then starts to fully attack the Metroid non-stop, causing it to grow weaker and changing to a much weaker shade of purple and yellow, until the Metroid then unlatches itself from you, and then goes in for one final attack. Unfortunately though, before it can land that final blow, Mother Brain gets the upper hand, killing the Metroid, and causing it to explode into dust. You may not have known him for long, but you are probably feeling pretty saddened and angry about Mother Brain killing your baby, but fear not, because from the ashes of the Metroid, you gain one final upgrade to your beam that is capable of killing Mother Brain: the Hyper Beam.

You then unload plenty of shots from your own rainbow laser, right into Mother Brain’s dumbass face, until it ultimately crumbles to the ground, ending your mission, and leading you to quickly escaping from the planet. This entire sequence of events, from where you find the destroyed capsule all the way up to when you kill Mother Brain, is executed flawlessly. It is such a simple sequence of events, but they are presented to the player so naturally, without any real pauses in the gameplay, allowing you to fully get absorbed in these moments, which make them all the more surprising, jarring, heart-breaking, and satisfying. Of course, you probably already knew about all this, and you may not think it is such a big deal, as did I when I went into this game, but even when I knew all of what was going to happen, it still made it so that those emotions were rushing through me by the end, and if a game manages to do that even when you already knew it was coming, then that deserves only the highest regards.

Overall, while it still isn’t my favorite game in the entire series, or even my favorite 2D Metroid for that matter, I can’t help but fully admit that Super Metroid, on its own, is almost completely flawless, giving a natural evolution for this series that excels it to new heights, and providing so much fun throughout all that it offers, whether it be through gameplay, presentation, story, or otherwise. I absolutely recommend it for anyone, those who are big fans of the Metroid series, or if you are someone that is wanting to get into the series yourself, because it is not only a perfect starting point for newcomers, but also a title that has held up masterfully after all this time, and it is clear why it is still so prevalent in plenty of gaming communities to this day. Although, I will say one thing, for those of you who are planning on playing this at some point… make sure to save the aliens. You may not know what I am talking about, but trust me, you will want to remember that, so that you won’t get shunned by your peers for doing something wrong.

Game #492

Masterpiece of game design with unbelievably extensive modding capabilities and a fantastic multiplayer, this game has insane replayability

Didn’t add pop culture references and/or write Golbez like a Power Rangers villain, waste of a remake

In a FAQ on Blood Omen: Legacy of Kain. It was revealed that "The Vision of Kain'' was conceived to be a game which adults would want to play. The character Kain was modeled in part after Clint Eastwood's character in the movie "Unforgiven". In this movie, there were no "good" or "evil" characters, they were all "gray". The vision of Kain was to create a game where the player is put in the position where everyone believes you are evil, perhaps even yourself. We wanted to ask the question "What is evil? Perhaps it is merely a perspective."

The notion of evil has long been exercised for, against, and studied at length for varying degrees across countless years before the release of Blood Omen: Legacy of Kain. Most often against the opposite side of ‘good,’ yet intensely analyzed with a fine pen from the schools of philosophy and psychology. Yet, here the concept is used in a uniquely interesting manner compared to all the other titles in the PSX library I’ve played thus far. Since released back in 1996. Offering a nuanced dark story, featuring an unconventional ‘hero’ protagonist. Where you play as the aforementioned character. A recently slain petty noble turned vampire on his quest for revenge and cure for his vampirism status. His quest is fraught with peril at every turn. He’s weak and isn’t a badass for one turned into a dark creature of the night. Hasn’t adjusted well to his transformation thus his monologues both external and internal display a cynically arrogant personality throughout. A type I vehemently abhor in video games. Yet I cannot help but become allured to his actions throughout as he marches across the lands of Nosgoth.

A medieval fantasy land full of vampires, humans, and other manner of terrifying supernatural creatures prowling the night and day. And before I entered the game, I checked the world map to see what the world is like from a geographical perspective. Nosgoth is filled with large swathes of diverse terrain. Mountainous regions, lush forests, spots of bustling towns, and fortified cities lie amidst the gentle rivers and calm lakes. Most eye-catching of all is the unusually large architectures: big skull, floating island, tall fortress near flowing lava, nine giant pillars, some kinda frozen water temple? A haunting mansion, and one colossal knight statue similar to the Argonath from Lord of the Rings. There’s more I could list but hopefully you get the picture. Jutting out with varied names attached related to the Circle of Nine. Nine powerful sorcerers who protect the pillars of Nosgoth. These pillars reflect the health of the lands. And I was struck with a burning wanderlust to travel to each exotic location and see what each experience has to offer me.

A clear strength at the forefront to lure me like bait on a hook for subtle worldbuilding. Sure it’s not as rich and dense as the Forgotten Realms universe or how nuanced the deep characters of the Witcher are in complexity. Nor does it boast the rich history from Fallout or the sinister and epic clashes from the Diablo games spilling into the world of man. Nay, Nosgoth’s light world-building is steeped in the powerful echelon of the circle, the unholy might of vampires grip onto fearful mortals, breeding suspicion, fear, and all manners of dark monsters waiting, watching to grab innocents and thus bring them closer to death's embrace. Oh yes, right off the bat the unforgiving tone and presentation caught me unawares to the point my wonder was viscerally torn at how brutal events play out here. Evil thrives in all forms and I am here for it.

Despite the malevolent atmosphere, I had plenty of fun here with some caveats I’ll talk about later. For now, I’ll reminisce on the good memories. My first impressions as several hours passed shocked me. To find the gameplay remarkably similar to the Legend of Zelda (LoZ) formula except twisted in a Vampire’s tale filled with a darker domain and dubious individuals at nearly every turn. Short to medium-length dungeons with multiple rooms and puzzles. Seen from a top-down perspective. Linear with non-linear segments for optional items or for the most studious in exploring to be richly rewarded in permanent upgrades to health and magic capacities. Different weapons, armor, spells, and transformations can be found and earned in optional caverns and cleverly tucked away basements in mausoleums or normal houses. Not a wide selection, but useful nonetheless in overcoming multiple obstacles in your path. Use a mace to break stone formations, and axes to chop trees blocking your way. Turn into a wolf to leap across great distances, a bat to fast travel and so much more. Hell, spells are useful when you’re in a pickle like summoning a lightning bolt to activate a switch from a fair distance. A light spell to illuminate your surroundings, and my favorite mind control. Oh, man! You can assume control of any enemy except bosses to reach inaccessible areas, activate a mechanism on the wall, procure consumable items, and even kill enemies! Seriously, I'm amazed at how versatile his powers are in both equipment and utility. I used them habitually time and time again as I progressed further into my quest. Removing anyone and anything from my path.

Vae Victus

In the opening FMV, those lines were uttered by Kain as he suffers with a big sword lodged through his chest and again used during combat as a battle cry. The iconic line and more is profoundly voiced by Simon Templeman. A man who eloquently becomes the aforementioned character to deliver rich monologues both external and internal. His many years of theatre experience provide such a dash of realism to the protagonist to the point I am instantly captivated by his voice just as any time Morgan Freeman talks. And this without a shadow of a doubt is one of the game's strongest points. “Where the entire story is conveyed through voice-over and first-person narrative.” told by Denis Dyack, who created the original concept of Kain. & director. I was engrossed any time Templeman spoke, and beyond the cutscenes lies numerous mystical signs littering the grounds of Nosgoth where he would speak. Of his internal thoughts. The Shakespearean-like voiced lines provide a fascinating look into the thought process, habits, personality, beliefs, values, history, relationships and so much more. Through Kain’s eyes, we see the story in a personal nature arise and combine with the mature plot. Complementing the FMV and plot beats in tandem with the excellent voice acting. In layman’s terms think of our central figure commentating aloud on the previous events, of goals in mind, self-doubts, and ruminations. It is here I felt the voiced narrative intertwine with the inhabitants ranging from all kinds of human hierarchy. Commoners, beggars, nobles, knights, guards, kings, and of course the nine sorcerers who become major subjects of interest to our 'hero' within thirty minutes of starting the game. Their voices contribute a stark contrast to the audacious personality our titular character conveys. Mortanius the necromancer, speaks to the newly turned vampire via telepathy. Supporting him with new goals. Vorador the elder vampire, a mighty being who without remorse advocates embracing blacker-than-night tendencies. Ariel, the balance of the circle, offers our main character an unusual proposal to cure his sickness. Common folks are not spared either. Granting hints via gossip on unnatural events occurring nearby. Spells, weapons, armor, and items are also given fair treatment. Our key player will briefly talk about the item at hand, any relevant history, and their purpose during battle. Never was tiring hearing these precious lines or other beings like foes. Administering an immersive quality and thus bringing liveliness and deadliness as we journey onward.

His journey, for a closer inspection underneath the surface, upholds a somewhat deadly, but mostly fair design in how dungeons, puzzles to a certain extent, and boss fights are constructed. Tying to the fun gameplay I mentioned earlier. The adequate Legend of Zelda-esque dungeon designs are designed with a mix of traps, like spikes coming from walls and floors. While pesky enemies like skeletons, wraiths, ghosts, murderous humans, etc litter rooms. Thankfully, the game employs a lot of enemy variety so we're not bored seeing mob #1 to mob #2. Switches and levers on walls to open a passageway, sometimes big puzzles requiring more than simply hitting a switch reside. Tingling the brain to use other means within your arsenal. Traveling to another location in a specific path, do so wrongly and I am teleported back to the beginning, one had me teleporting to different places, so backtracking may be needed to remember paths, some walkways may seem insurmountable, but using a handy spell or transformation will make the march trivial. There’s more I could list, but hopefully, you get the picture. To contend with these endeavors in dungeons lies a dungeon boss. Most bosses can be eliminated by any means of weaponry or ability at your disposal. The hard part is getting close to them. Usually, they’ll have a gimmick or two involved making any movement closer hastily punishing. For example, bullet hells. Illusion of death, oh you thought this would be a fair fight man vs. man, bouts of strength and attrition, etc. Overall I would say most of the encounters with each big baddie were decent to very satisfying. Some worrying signals to know though.

And this is where I'll talk about my mixed feelings. Not a positive or a negative. Simply some concerns I found that may prove troublesome for others in varying degrees. For me, all of these points brought the all-embracing experience a tad. Yet doesn’t detract too much from the positives the game entails.

First, every time you re-enter a room or corridor all enemies will re-spawn. In spite of already defeating them into oblivion. This wouldn’t be so egregious if we could gain a reward like extra items to replenish our vitality. Yet some adversaries are troublesome to defeat since they will always be without end once your character moves closer to them. Become public enemy #1 where you cannot escape until you run a sufficient amount of distance. Distance from what I experimented with leads from afar. You go into another room. And two. Run a decent amount so they cannot catch up to you. Both parts aren't really helpful in the long run if I need to go back to a previous room. Driving the knife deeper are several enemies like wraiths shooting magical bolts dealing a decent amount of damage and flinging you to one side. The game loves to slap several of these infuriating dudes in a room and have us try to kill or evade them. Imagine killing the insufferable apparitions only to forget there was a spare hidden path tucked cleverly. Oh, I should head back. OH, MAN. You guys again f%^ my life. For what it’s worth, these occurrences didn’t happen often, merely uncommon to rare times. Doesn’t help that we can't suck the essence out of foolish enemies to recover our strength. And more often than not I faced scores of foes where I cannot possibly suck their juice. Thereby taking my enjoyment a bit at times in a minor form.

Second, speaking of opponents. I think the game needs to lessen the attackers' devastation in the middle to late game. Enemies hit hard, so you’ll need to be careful of wasting precious items and spells. Dying here and using up your remaining heart of darkness(these are the only consumables to automatically restore you to life with 1/7 of your max health) sucks. I think more enemies chained on walls to freely replenish our vigor would’ve helped and a decrease in overall damage from 10-25% towards endgame would’ve helped smoothen my slight frustration. He doesn’t have a lot of health in the beginning. Regardless of the player exploring thoroughly to upgrade their total HP supply. Therefore, my endgame suffered a bit until I decided to use cheats the game employs. Starting from the halfway mark. Think button commands ala Grand Theft Auto III to restore health. Only used the commands as a last resort to recover my magic/health. And only when I had less than three hearts of darkness in my pockets. Die without any of the hearts and goodbye save file. Hello, game over screen and back to your last known save location. I should confess to prevent any misconceptions. I explored thoroughly to grab as many health and magic upgrades. To the point I was still struggling somewhat with this amount of health and magic Yet I still suffered through bloodshed. Even when I ran away most of the time. I barely used any blood spells which according to the spell description can restore your health from enemies. Using the heart as a consumable might also mitigate loss in endurance due to restoring a decent amount of health instead of dying and reviving. So maybe my playstyle suffered more because of this. Thus, your mileage may vary.

Third, both qualities of constant re-spawning of enemies as we re-enter rooms and high damage output from assailants lead me to believe the Silicon knights(the developers who created Blood Omen: Legacy of Kain) perhaps had trouble configuring the right balance of enemy placement and harmful properties. The fact there are cheats available leads me to believe that the devs saw this as a temporary bandaid to solve possible frustrations from lack of healing/revival items. I suspect perhaps if I were more vigilant and prepared properly with some tips and hints then maybe I wouldn’t have any issues. However, one other factor that may cause further difficulty is how the save system is implemented. Innately players cannot save manually anytime. They have to approach a blood shrine to activate. I found these shrines constantly in caverns, mausoleums, castles, towns, cities, and homes where a multiple-floor level resides. The problem is that they only appear at the start. So if you die mid-way through a dungeon. Welp, my dude back to square one. Only if you have no heart of darkness. If you do, you can come back alive. Thankfully before hitting a major boss, the devs saw fit to include another shrine before a bossfight. A large sigh of relief overcame my being once I saw this implemented again and again, yet this doesn’t remove the underlying dilemma. Progress lost is still progress lost. Losing minutes to half an hour can be morale-inducing to my detriment. So beware of each shrine location and how far you are from one. Still, the aspect isn’t a major negative in my books, since I was able to complete the game using the titular mechanic constantly. Merely a warning for those curious about how to save properly.

That’s it for my mixed feelings. Honestly quite a lot of my troubles I feel were attributed to my negligence to seek help in favor of a blind playthrough. I don’t regret it. But a lingering doubt in my head feels like it could’ve been better to smoothen out my overall experience. Nevertheless, the sheer strengths Silicon Knights employed back in 1996 deserve special praise to this day. The music hits the orchestral high notes while giving off epic drums and beats to intensify our moods into mythical dimensions. Complementing well with Templeman’s impeccable voice acting among others. Luring me like a helpless slave to their magnificent voices. Reminiscent of Louis de Pointe du Lac detailing his past stories as a vampire to a reporter in the film Interview with a Vampire(1994). And similar, but different in some respects to Sang-hyun. A priest who turns into a vampire. From the Korean film Thirst(2009).

In the end. The dark fantasy & bloodthirsty LoZ-like formula works almost perfectly, the solid arsenal and wicked powers our titular character can utilize are maximized to a degree, I didn’t have trouble figuring out the right solution to solve the puzzles. Sufficient amount of paths to back-track for the curious fella in need of any upgrades to become stronger. A large and dense world to traverse while listening to Kain’s constant monologues is alluring, if not horrifying to witness. As a consequence, we are treated to a captivating nuanced character development take, of a 'hero' into something else. A remarkable campaign experience from the good old days and most certainly punches above its weight class for the grayish gothic story-telling. Delving without excess on what shapes evil, different forms that come to be, why the notion exists, and for what purpose does evil maintain in a world against a different ‘evil.’ And ultimately what is the result of our malicious acts? Blood Omen: Legacy of Kain asks these mature questions without forgiveness. Through his eyes and actions, the unmaking of the human soul surges. Blackened with dark tapestry and removed of all sensible feeling. Hmmm… I wonder what awaits me plus others, as the saga moves forward to Soul Reaver. And what fate ultimately lies to Kain in the end.

Vae Victus. Suffering to the conquered.

7.7/10

References & Additional Material:
FAQ on Blood Omen: Legacy of Kain. - Frequently Asked Questions on BO:LoK. Inspirations, original concept, creator etc.
Evil. Origins and all forms from Stanford Encyclopedia of Philosophy - More reading material on Evil.
Nosgoth world map - Lord of the Rings Argonath - Picture example
Playing Catch-Up - A conversation with Denis Dyack, founder of Silicon knights and creator of the original concept of Kain
Interview with Denis Dyack - On Simon Templeman who voices Kain
2nd interview with Denis Dyack - on Silicon Knights and what they tried to achieve with the first entry of Blood Omen: Legacy of Kain “Where the entire story is conveyed through voice-over and first person narrative.” and more like Too Human and guild philosophy.
Blood Omen: Legacy of Kain cheats - Cheats if you need it. Think of button commands like GTA III cheats
Example of my endgame health and magic - Disregard the subtitle
Youtube example of slow load times on PS1 - Compared to fast loading speed on PC -
Simon Templeman - who voices Kain in every game.
Blood Omen: Legacy of Kain on Mobygames - Interesting to see the narrative in the genre section is horror. When wikipedia classifies the game as dark fantasy.
Plot Guide to the whole series - For all games + observations after the ending
Highly Recommend installing fan-patch on PC - Verok's GL wrapper & patch should be enough. Was easy to add after first installing the GOG version. Game is super cheap when on sale at less than 2 bucks.
Essential tips on for newcomers to Blood Omen: Legacy of Kain - Previously prior to this review. There was no section for BO:LoK. On the Before I play website. So I contacted the owner and sent him my tips! Hope this helps newcomers!

Hades

2018

Its the first Supergiant game Ive sort of enjoyed. Its combat is similar to Bastion but a lot more satisfying and readable. Nevertheless, the action does tend to get lost in the billowing dust cloud of combat which turns into a goddamned bullet hell by some of the later chambers.

Its focus on greek myth and dialogue is admirable and I can see how the two phases of the game are appealing to a lot of people but I quickly found it tiresome. My eyes just sort of glazed over and I sighed as a new wave of monsters showed up. It just gets boring because the random elements dont really change the gameplay significantly. It becomes tiresome to die just at the end of a long run and have to do it all again. And yeah, that is the point of the narrative but Id rather play a game that didnt play out like this.

I admit I have never liked roguelikes, and hades not changing my mind on this is unsurprising, but I am glad for the "god mode" I swiftly turned on after a few runs and I can safely say that was the right call. Essentially after every loss your damage reduction gets increased by 2% up to a total of 80%. That got me enough of an advantage to eventually beat an escape attempt.

Spoilers, I guess.
That doesnt actually end the game, in fact it takes 10 whole successful runs for the game to actually, properly "end". And quite frankly, fuck that.

Oh and also I found the stock sound effects really distracting, might just be a me thing but still.

"Even in times of peace, one is not spared from the cruelty of man.”

Every time I play a game I always ask myself if this game is the one that will wow and impress me. And most of the time I'm usually left with good, great, all right, meh and other regular platitudes to describe my experience after the end of a game. Chained Echoes is none of that. The game strives to become something bold and new all while standing tall on its own and merely showing what it has to offer. Matthias Linda who created the game and Eddie Marianukroh who composed the soundtrack have remarkably impressed me to a degree I haven’t seen since I played Omori. So yes this is one hell of a bar they raised.

The game doesn’t boast to wear its proud laurels touting the best of the best jrpgs of the past. Instead, the game simply describes itself as a “16-bit SNES style RPG set in a fantasy world where you follow a group of heroes traveling around the continent of Valandis to bring an end to the war between its three kingdoms.”

Not the most exciting catch to pull every consumer, but I feel it gets the job done. Because right off the bat, it is not saying they’re going to be the next classic since the time of Chrono Trigger or whatever RPG that is simply the best. Nor are they comparing their game to the JRPGs of old like other games on Steam. The devs are merely detailing what their game is going to be about. And that’s it. The game will show what it has to offer through the gameplay, story, music, characters, and more. And so the question remains. Does the game deliver? And is there a lot of content?

Chained Echoes does have a lot to offer. You have mecha gameplay. A big colorful cast of party members. The gorgeous visual style and soundtrack are worth listening to. An engrossing story, with a plot that is grounded and paced well. And scenes that left me shocked and unpredictable throughout. All of these hit me in such a way, I couldn’t stop myself from seeing one more scene, one more battle, and one more secret to find. I lost myself in the game and was chained, not willing to let me go.

Before I start, I need to preface this with some critique of the game. While excellent and remarkable in its own right, I feel the game could’ve used a bit more scenes to flesh out the characters. Not bad mind you. About three moments in the game, I feel could’ve transitioned better. Possibly, been padded a bit more to allow players to digest what happened from moment to moment between party members. It wasn’t jarring or abrupt. I just felt some scenes needed a bit more oomph in a way to let players digest a bit more context and exposition. Although, I find myself battling this point because if there is too much or too little it could break the pacing or remove the player from being immersive in the game. I equate this to deleted scenes in movies. While not strictly necessary, some additional scenes could've explained or refocused the scene differently.

Secondly, several villains except for some since they’re brilliant. Could’ve been fleshed out a bit more to make them more compelling. I noticed in their dialogue they would be in their role to be evil and explain motives and more etc. Except, during their final moments. Their character shifts in a way that is acceptable and decent, but I feel can be perceived as a tad abrupt. Not horrendous or bad. But my mind couldn’t help but consider alternatives if the scenes were rewritten or tweaked a bit. It's not a knock on the character as a whole since they performed as expected and in some cases unexpectedly, but the dialogue felt off and forced in a way. So more scenes to flesh them out really.

That’s all I can name off the top of my head.

Now let's dig into the real good stuff.

The story, caught me off-guard because I expected a standard JRPG trope affair full of references non-stop along the lines of Ready Player One. Instead, I got something the likes of Xenogears except much more grounded and taking me on a roller coaster ride. As if Chrono Trigger devs blessed the team to perfect the formula of introducing scenes to intrigue players, quick meaningful battles, excellent usage, and placement of antagonists scenes with well-placed humor sprinkled here and there that is fun and not forced.

The gameplay is fun and fresh and not all that complicated. Get into overdrive and stay there. Don’t overheat. And as I continued to gather more party members and when the game introduced mech gameplay, oh boy my grin was ear to ear. Plenty of bosses and unique enemies to fight, along with encountering a host of different creatures and beasts and humanoids here. Whereas, other games would usually change the color of an enemy and call it a day. None of that lazy stuff is in Chained Echoes. Each enemy fits their environment. Hell, there is a reward board ala FF12 style. So you can complete tasks while out on the field and get rewarded for doing so. None of the simple fetch quest and kill ‘x’ creatures stuff here. You have sidequests, buried treasure, hidden caves, unique requirements to finish off a group of enemies, defeating unique monsters, and more. Heck, the game doesn’t even have a level system so you don’t need to grind!

The game felt balanced since there are options to manage skills and upgrade them. And options to reduce enemy health and aggressiveness if you so desire. Overall, I didn’t feel tired from the combat system since the whole package of the game from reward boards, mecha gameplay, and unique enemies and bosses made the experience all the more satisfying to complete.

Visually the game is stunning and the art style works to its favor, a great deal. I was constantly impressed not seeing copy-paste areas and looking for templates where Mathias cut corners and I could not find one! Every environment is unique with a gimmick to earn your way out through small puzzles or clever switches and hidden areas to traverse. And these puzzles are implemented in such a way I wasn't truly frustrated. A nice change of pace and a breather from the regular travel and battle. Enemy design is terrifying and cute in some ways. The scenes throughout the game felt natural with animations not too sudden or too rigid. Smooth is key here and I can’t for the life of me recall a bad scene or egregious bugs.

On the soundtrack, I am just in awe of Eddie's work. It’s not the greatest thing since Mitsuda or Okabe. But holy hell does Eddie demonstrate MAXIMUM EFFORT here. I felt so much passion and emotion in Eddie’s soundtrack. Field themes that left me breathless and where all I wanted was to listen to the track on a loop. Catchy battle themes I never got tired of listening to these. Feeling pumped and invigorated to hear this again and again. And appropriate themes in cutscenes leave me shifting my mood to what is currently happening in the game. Serious scene. Cue slow track. Sad scene. Cue sad track. Funny moment. Cue funny track, and so on. And these cases were placed with such care I couldn’t predict what was coming next. Yet, transitioned well to match what is shown on the screen. Brilliant synergy to know what scene and track to use and display that to the player enhances their experience. Excuse me as I go back to listening to Iron Scraps for Breakfast and Flower Fields of Perpetua and so much more on repeat.

It is this pacing I want to talk about next. There is a great deal of freedom given to the player in the middle of the game that doesn’t ruin the pacing of the game at all. I feel Mathias managed to balance player freedom with nudges here and there on the main plot to give you just enough to be satisfied with your optional content and then focus back on the real task at hand. And this is exemplified again and again when I was played like a damn fiddle. Since I wasn’t exposed to constant exposition or repeated reminders of what to do, nor were there scenes where villains regurgitated lines they said previously. Character development was the answer here. Nothing too crazy and none too ambiguous or slow to manifest. Instead, used in such a way I found myself nodding. The cast struggles and learns, fails, succeeds, tries to learn to be better, fails again, and yet keeps trying is admirable and moving. It's not exactly what happens in the game, but just a rough estimate. Other elements can be injected of course like other cast members' motivations, feelings, history, and current relationships can tip the scales quite a bit to create drama or more. Keeping you the player invested in what happens next.

And this is what Chained Echoes demonstrates to an excellent degree. The pacing coupled with character development balanced it with optional content.

Before I forget, I have to give praise to the characters. Since, I doubted every single one of them and by the end of the game came away very impressed by how far each has come. Some more so than others, but for the most part, I felt attached to my characters. I hated one character quite a bit for a good chunk of the game. And yet by the end after seeing said character's struggles and scenes I couldn’t help but begrudgingly admit how hard they suffered and what they had to go through to see what becomes of them in the end. And this extends to my other party members who more or less undergo remarkable development throughout. In a manner, I found realistic without taking my suspension of disbelief to a whirlpool and flushing it down the ocean. There is a heartwarming amount of care Mathias has done to create characters with feelings that are so human and in the opposite spectrum create characters, so twisted and disgusting I can’t help but feel conniptions towards them.

Still what remains is a loveable cast of quirky characters and antagonists who are more than a simple villain here and there. A riveting story the likes I haven’t seen since Chrono Trigger and Xenogears and other wonderful JRPGs of old. Very fun and satisfying gameplay loop taking me over 40+ hours to 100% the game without being tired. Visuals aesthetically pleasing with no copy-paste artwork and unique enemies/characters/environments everywhere. The soundtrack is very satisfying to listen to, taking my breath away every time I listen to the main theme and more. Pacing and character development are balanced and excelled with nothing coming to my mind that felt forced or unnatural. And while it could’ve been improved on some villains and moment-to-moment scenes, I can forgive that since the game as a whole more than makes up for those very minor critiques.

Chained Echoes isn’t trying to become good nor does it profess to become one of the greats as classic well regarded JRPGs have done in the past of which we hold them fondly as favorites and more. Chained Echoes is one man’s vision with the help of a fantastic composer to bring to life an indie RPG with a story they want others to experience.

It’s a humbling, heartwarming game in homage to old JRPGs of the past. With enough content to stand tall with the greats. If you love JRPGs, Indie RPGs, or have a desire for a starter in the genre. And wish to be wowed like I did, to a point where you hold your favorite games close to your heart. Perhaps Chained Echoes will be that one game to impress you just as it had with me.

Back to the time when Isometric 3D was a peak.
Light Crusader is a cool game with charming graphics and good controls, and a interesting spell system. Enigmas are very pleasant to play too.
But the battle system is so bad and the ennemies have way too much HP it lessen the pleasure.

spoilers!

If I had to name my favorite dungeon tropes in games, I think the 'multi-floor world-dungeon' would be one of them: where the space that you traverse downwards (or upwards) is tied to the story that's being told. Nepheshel and its descent into the abyss is a particularly breathtaking example, as is the indie game Slimes and its frightening slime-horror-cave. ... Usually this trope is within the turn-based RPG genre. Now in those two games cases, they're relatively short.

But in other cases - like dungeon crawlers like Etrian Odyssey, Undernauts, Nemuru Mayu, Labyrinth of Galleria, SMT Strange Journey etc, the games are very long! And at least in Undernauts/SMT (I haven't played much EO, Nemuru Mayu, or Galleria), things get more involved the farther you go in. You really have to love the time-consuming dungeon crawl to enjoy the 'spatial story'.

Well, that is to say, I really liked Light Crusader trying to marry action elements to the dungeon crawl RPG. If I'm being honest its actual action and puzzles are maybe a 3/5 at best, but the whole world set-up - explore 6 floors underneath a castle, each its own huge dungeon - was a lot of fun. Each floor reveals some new secrets and twists, and although the game's narrative never reaches exciting territory, it was still such a memorable and fun structure. Also there were great tunes and Treasure's pixel art is amazing!

(Yes, the same studio that made Ikaruga made this!)

The action, like other games of the era, suffer from enemies having poor tells for ridiculously fast attacks. This game is isometric fake-3D, meaning it's hard to line up or dodge or jump over things. Your attack hitbox is really small, too.

There's a real 'small-team' feel to the game. Little one-off jokes here and there which I won't spoil. The way the late game floor has you warp off into 8 different zones with completely different genre settings - Japanese rooms, warzones, future, etc - was surprising. Unfortunately I wish they had done something more interesting with that other than just let you visit briefly! But it was still a fun surprise.

The way everyone talks is brief and almost stilted, but in a way that suits the tone - it's a small, scary medieval town and everyone's getting kidnapped. Things seem to be in a panic..

Well, also, it's just a short game. I finished in like 4-5 hours! I miss that length. The game is just trying so much, and using all these fun ideas, that it's hard to not give it a 5. It's a game with very good Spirit.

premio con la sufficienza quella che in sostanza è una buona idea e niente piÚ, il gameplay non è che sia povero quanto piuttosto direi essenziale. Punta e clicca che trovo il suo punto forte nell'estetica, la diciamo trama è un topic interessante ma che in una ventina di minuti chiaramente fornisce solo qualcosa di abbozzato

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