5 reviews liked by karmotrina


Within the game's gorgeous open zones, windows of interaction with different manners of moving through the maps (using a stream of wind to get up a platform, using a fire skill to burn down vines, etc.) are often gatekept by a varied set of abilities acquired by leveling up certain attributes in favour of specific openings in the game's Affinity trees (which are unique for each Blade) --- the so called field skills are only but one of the many variables that rule how Blades you bond with will interact with traversal, combat and overall progression through the game. There is a notable contrast between the sprawling, natural and detailed zones of the setting and the slippery, awkward character movimentation through these same panoramas filled with markers and cluttering UI identifiers; an incongruity between the maximalist, megalomaniac numerical obsession of the matters in which players connect and interact with that virtual world, and the often terrain-based combat/navigation that constantly demands that you look around and look for gaps between the pixelated topography, to check if there's an unrelated enemy around who could aggro you and interrupt your chain of orbs, to topple a flying enemy and make it fall down after you make it to higher ground, to use rails, rocks or other common environment assets to cheese your way through battles by gaining distance from the enemy's aggroing and auto-attacking with a bitball or a cannon while their path is blocked by said asset, to make use of the game's many position-based Arts: these strategies are not exceptions, but constant thoughts and visualizations I had through the game's many, many encounters.

This friction between the 'artificial' and the 'pulsing', the 'constant' and the 'drifting', is what builds this game's main dialectics: in this made-up world of flamboyant designs destined to be made fun of or utilized for their visual and questionable appeal, of series of integers and technical rigidness bounding the player to a progression based on variables and array-based requirements, how do we achieve genuine connection between constructs that seem to attract inherent unseriousness and confusion? How do we break down the walls of 'artifices' between the player and the game? The answer could only be one: Rex, and his Salvager Code.

The panache and naivete of juvenile optimism, the shonen-esque confidence in all that exists and the resolve to make people smile. Within the bounds of its own artificiality and the signifiers used to construct its experience, Xenoblade Chronicles 2 somehow manages to weave a convincing force of sincerity through a world that is conducted by the forces of constants, arrays, dipping frames and uncertain dynamic resolution --- all of that which cannot be organically touched or interacted with, ends up crossing the walls of mechanicality unexplainably by the end of it all, finding expression and meaning in the most unexpected places. A boy and a girl make a promise to reach Paradise; the boy complies without knowing why, not even because of the fact she saved his life right beforehand --- for giving his life for a stranger is simply his spirit. A girl who fears her own power, shutting herself off for unspecified milennia; a boy who finds treasures in junk for a living, salvaging meaning and memories out of seamless clouds. In the friendship between Rex and Pneuma lies the game's final and most important dichotomy, the impossibility between eternity and remembrance, the way in which our selves are tied to our egos which are formed by the promises we make to each other, how one would rather die than be forgotten by the one they love and keep on going for infinity. Theirs is a relationship of light: uncertainness about oneself's purpose breed spontaneity and trust in that which shines the way forward. Shin had Metsu, Hana had Hikari; within the endless streams of lights we project when we break down the walls of artifices between us, we find identity and purpose.

In each of the game's varied landscapes, one sight tends to repeat itself: the view of Alrest's enormous World Tree, the promised spot that gives access to Paradise and God, peering at his creations above the sea of white. To find that these organic leaves sprouting from its head and that the wooden exterior of its large shell house a high-tech facility full of elevators and robot guards only intensifies the images that Alrest creates through gameplay: an ocean hiding before humanity's ruins in Morytha, the vistas of the clouds forming different shapes and patterns within the perspectives of each character, numerical catharsis and exploitation of the artifices as a means of visualizing the act of bonding and the struggle of moving forward by your own means. Connecting Arts and auto-attacks indefinitely, building up elemental spheres and breaking them with the collective power of strategized synchrony; the endless QTEs building up in the screen demanding timing and linking in this fascinating real-time turn-based system.

"I love this world because you're in it."


GRATA SURPRESA, claro que tem espaço pra melhoras, claro que a gameplay e os controles são meio lerdos mas tudo isso se paga quando se tem uma customização maravilhosa e uma atmosfera única até
Perfeito? Longe disso mas um ótimo primeiro passo

the black panther of people who masturbate on public transit

This review was written before the game released

She elden on my ring till i'm far fromsoft

VERY great concept but when i remember what actually happens in this game i start laughing. You ever read the Godzilla NES creepypasta? Same thing happens here, it's very unfortunate.