109 Reviews liked by minusforever


It's easy, sometimes, to forget that FromSoft is at this point a triple-A studio. The games in their Souls quasi-series are so idiosyncratic, and remain so true to the personality of Demon's Souls and Dark Souls, that even as budgets would bloom in size they still kept much of that original slightly-janky charm. Even Elden Ring, a game whose colossal size makes its budget clear, and that unfortunately teeters into open world design industry standard bloat, still flies in the face of a lot of other industry standard design philosophies in such an intense way that other triple-A developers were up in arms upon the game's release at the notion that people were actually enjoying it so much.

Then, there's Sekiro. Don't get me wrong here, Sekiro is still undeniably a FromSoft game; obtuse, thematically deep and unusually challenging. That said a bit of me wonders how much influence Activision might have had on this game's final form, with the mass of skill trees and weapon unlock trees, something that makes my eyes glaze over at the very sight of, feeling both wholly extraneous to the experience the game is trying to provide and reminding me of the way that trash like God of War slaps on rpg systems into a decidedly not-rpg game just because that's the industry standard. There are hints of this design philosophy elsewhere with quick-time events, platforming based more around hunting for symbols to click on rather than thoughtfulness, even the bizarre inclusion of a boss rush mode, and whilst none of this was as objectionable to me as the tacked-on rpg aspects it still all hints at a design approach that is very much at odds with FromSoft's other output and which lands as off-putting to me. Even the game's insistence on having picking up an item cause in turn a pop-up, listing in entirety what an item does even if you've picked up said item ten times beforehand, to take over the screen and interrupt the gameplay feels like it may have come from an Activision higher-up tapping on Miyazaki's back to say that expecting people to go into their inventory to read what the items do there is a step too far.

At the same time there's an assured artfulness to Sekiro that excels beyond their other work, too. I adore the thematic exploration of this company's work just generally, and in particular I am very drawn to the almost tone poem nature of the Dark Souls trilogy, but Sekiro manages to use more exact language to tell such a wonderful and engaging tale about devotion and commitment, corruption and the nature of family. This aspect of the game is something I was not able to fully appreciate at the time for reasons I will get into shortly, but re-watching some of these cutscenes now and taking a more vested interest in the lore in the past day or so has revealed a real, subtle and powerful emotionality to the game, and I do find aspects of Sekiro quite beautiful as a result of this.

The biggest diversion from the Souls games is of course Sekiro's combat system, built around deflection, parries, posture, and the notion that you must not hesitate, must be prepared to be relentless. At its very peak this leads to some of the best fights FromSoft has ever presented; one-on-one fights with other warriors-with-swords like Owl, Genichiro and the final boss, or even mini-bosses like the Lone Shadows, O'Rin and the Ashina Elites, present such intense battles, that mechanically encourage you to never let up and that carry this almost rhythmic joy to them once, after many iterations, you start to truly understand the timings of those deflections and how to respond to your opponent's actions. Genuinely thrilling, adrenaline surging stuff, and immensely rewarding to gain a handle on after the steep learning process.

Conversely, when Sekiro's fights deviate from this structure I found the combat honestly lacking. Demon of Hatred might well rank below Bed of Chaos as my least favourite FromSoft boss ever, and fights like the Guardian Ape encounters, Headless Ones, Chained Ogres, Shichimen Warriors and the Bulls all attempt to mix things up, to encourage you to engage with the full extent of what Sekiro's combat system is capable of, but I find many of these fights frustrating in how they don't feel like they actually play to Sekiro's strengths, and tedious in some of the play-patterns they can encourage. This is emphasised by the game's difficulty; for me Sekiro was the hardest game this company has released by a substantial margin in part because the Souls games allow a lot more means for you to influence their difficulty, but mostly because the Souls games largely ask for your patience, for you to be willing to learn and meet the game on its own terms, whereas Sekiro asks, undeniably, for impressive reflexes and dexterity. I found myself mostly able to meet the game on these terms, and I legitimately enjoyed a large part of the process involved in learning to beat some of the more imposing bosses here, but the moment Sekiro deviates from its strengths and asks you to beat up some rampaging ape, whilst still keeping the difficulty high for these ill-fitting encounters, it starts to really lose me and leave me, for the first time since Dark Souls 2, genuinely frustrated (and honestly; baffled).

There are some other issues I have with the game also; a small handful of mini-bosses necessitate the usage of consumables that are very limited in quantity until late into the game, the scaling up in difficulty of areas reaches the point that by Fountainhead Palace I was finding some of the encounter design quite unpleasant especially when the game asks that you fight multiple enemies at once that are fundamentally designed to be fought one-on-one with deflects and parries (all too often my response to this was just to run past them, which is equally unsatisfying), the game is just frankly over-long which makes its insistence on recycling large amounts of content feel even more bothersome.

There are points where I look back on Sekiro and feel like I could rate the game even as much as a full star lower and not have that much regret, yet at the same time it feels undeniable that some of FromSoft's very best work exists within here also and the moments when it shines it is glorious. I wish I liked this game more than I do.

Expanding every corner of Midgard. Maybe they expanded too much?

Making a whole game out of the first section of the original gives room to many possibilities. It allows for building places, for focusing on the people, for caring for the little stories and for putting emphasis on life itself: you are not the center of the story in an abstract environment anymore, you are AT the center of everything, making changes to the environment and to the story simultaneously. Both are one in the same.

The moment it strays from that, it shows how convoluted the whole thing can be. Entire chapters dedicated to giant mechanical bodies of architecture, whose main purpose in the original was to be little transitional levels with a few puzzles and encounters. Expanding them only serves to prove how innecessary was to expand them in the first place.

The soundtrack is remade by master craftspeople, there are musical numbers full of dance, light and music, the details are in the thousands, an insane amount of particles are present in every fight. Excess is everywhere. Probably the thing that may scare people the most, but it's one of the things that I enjoy the most of Nomura and his team. If you're gonna remake something this big, go with everything and don't look back.

But, what are they remaking? Will this be the same story? Has the story been told already, and we're seeing the future? The things that are yet to be? Knowing Nomura, I knew he wasn't gonna do a straight forward game, the context won't allow it. This first part in the trilogy is already messing with time and space, converging moments from AN end from A story, forging destiny as we speak. I have no idea what kind of destiny he wants, but i'm definitely eager to find out.

What a strange piece of media

A fantastic puzzle game, and an experience akin to joining a cult and slowly going mad. The more you play this, the more you will begin to see indecipherable mishmashes of letters and numbers in your sleep, and the more Tarot symbolism will crowd the corners of your mind.

Because, as much as the game is about solving word searches, anagrams, mazes, and more, it's also--maybe more significantly-- about sheer, unadulterated vibes. The graphics in the Mac version are outstanding, depicting everything from evil high priestesses to men singing haunting songs to the visage of death itself in beautiful, stylized, black-and-white perfection. There is no sound or music, but there doesn't need to be.

The best part about The Fool's Errand is that it's completely surmountable, and most of its secrets are brilliantly hidden in plain sight. I played it with my dad (who played it first when he was in college, and then introduced it to me when I was young), and together we breezed through it in a few sittings. Not that it wasn't difficult--it just never completely stumped us, or felt cheap. Had I gone it alone, I think I would've been much worse off, so I definitely recommend playing it with someone, and bouncing ideas off one another.

Anyway. I might have nostalgia blinders on just ever-so-slightly, but I really do believe that this is a beautiful video game in almost every respect, and that Cliff Johnson is the genius that Johnathan Blow wishes he was.

Archaic and mythic in a way that even Bloodborne couldn't quite muster to this extent in its boldly horrific perfection. Though while that game is superior, it being far more focused and accessible (and frankly more personally appealing) in its approach to the FromSoft formula, there is something deeply boundless and near avant-garde about how epic this feels; an accumulating influence that trickled into subsequent titles in the developer's work. An abstractly fantastical vertical climb and descent from the heavens to hell and back again through a dilapidated and diseased kingdom. While the layered mythology calls for intense analysis, I firmly believe this is a game that asks to be felt and experienced rather than put under scrutiny. There's no shortage of praise that is thrown at this game but despite my past encounters with the franchise, I was consistently humbled and fixed into place by this in more manners than one. It is hard to believe this exists at all and in such existentially despairing and bittersweet form. An evocative representation of the politics of defiance against past generations, the cruel cycles of depression, and interlacing the meaning of existence with twisting power struggles between greedy Gods and petty mortals.. the living and the dead... the tangible and intangible. Through vast ruins built on top of ruins resting atop inter-dimensional tree trunks, a sort of connected system of 'Garden of Eden' clones where all creation was sprouted, the brooding and broken civilizations of Dark Souls unfold to us. These dynamics are sprawling, intimidating, a little silly, and most probably flimsy in how it weaves all them together but undeniably absorbing. After all, the metaphysical essence of these ruinous spaces are tied intrinsically into the nature of life itself as it pertains to the Chosen Undead. We are one with this world for better and worse and we can choose to wield that power with greed and malice or with fairness and embrace of the darkness within the light. Dark Souls understands however that this is not a binary affect but a deeply moralistic play in our own interpretation of what it is to be chosen.

A profoundly misunderstood classic that manages to impresses when stacked up against other games of the time, and effortlessly clears most modern attempts at being a satisfying action game. Even beyond the innovation on display (nobody was doing it like Capcom back in the late 90's/early 2000's) I'm consistently swept off my feet at how enjoyable this game is, even after around 8 personal playthroughs and 21(!) years of further innovation and inspiration in the medium. Dante may be a tad heftier than your modern action protag, but it has the side-effect of forcing you to constantly stay glued to encounters in a way I haven't really seen before. You must consider every step you take and every action you make, it's electrifying. I don't have any ill will towards Itsuno for reinventing the series like he did --who wouldn't after being tasked with scraping together the scattered remains of the last title and still having it come out like crap-- but there's still something here that later entries still have yet to recapture for me. It may not have the glitz and glamor of it's many sequels, but what you get instead is one of the most well considered, tightly paced, and highly rewarding gaming experiences out there.

So I played this game for a month straight. Got to level 105 in 100 hours and got to the Mountaintop of the Giants.

That was a month ago. I have played maybe five hours since. I have officially decided to retire. Real life is too stressful to enjoy this any longer.

I have nothing interesting to add or contribute about this game.

It is perhaps the pinnacle high art AAA game development. It is the video game equivalent of one of those meals that would appear in the TV show Hannibal. It is elegant and expansive and exhausting. It is every Dark Souls game gelled together and cubed and stretched out across a giant canvas. It is maybe the best game I've ever played. It will be the best game I never finish until I make headway elsewhere. I will return to Elden Ring. But I feel like I've been clubbing for 40 hours straight and Hidetaka Miyazaki's idea for an afters is a 2 week no sleep bender to Ibiza. I'm good. Maybe later

The seminal 21st century horror masterwork. An utterly consuming post-modern translation of Victorian anxieties; the dangers of industrial progress being married to church doctrine as told with both gothic and celestial aesthetics. However it doesn't stop there. That's nothing to say on how the game further goes on to explore the terrifying Eldritch possibilities of unspeakable extraterrestrial beings beyond comprehension lying dormant within labyrinths and our attempts to understand and exploit these cosmic powers. How the result of humanity's endless search for more knowledge is ultimately rendered as capital once it breaches the surface. Just an unimaginably dense work capable of being terrifying, moving, sexy, and amusing in equal measures and completely goes all in on these facets; never shortchanging. My mind spins on the many narrative tangents this game takes you on, its profound sense of empathy for the cursed victims of exploitation, and beyond that it's also just a really fun and addictive gameplay loop with gorgeously designed areas and haunting bosses/enemies that ring in the head long after the television powers off. So stimulating exploring different weapons and builds and seeing what works and what doesn't. Perhaps some of the areas are more annoying than others (Nightmare Frontier, Upper Cathedral Ward, and Yahar'gul can fuck right off) but for something I deeply loved the first time I'm just shocked how much better this feels now. The m-word gets thrown around a lot nowadays but this work of art truly deserves the plaudit of being labelled a masterpiece. A sweeping culmination of everything FromSoftware has been striving to achieve. Everybody else should just stop trying.

Bloodborne is vile, disgusting and totally STINKING. Putrid filth and dirty shenanigans all over the place.

My God, it's lovely.

Also, it's got giant birds with the head of a dog, giant dogs with the head of a bird and an interactive pig's arse.

Bloodborne is fuckin' art.

The ancient Egyptians postulated seven souls.

The top soul, and the first to leave at the moment of death, is Ren - the secret name. This corresponds to the director, who directs the game of your life from conception to death. The secret name is the title of your game. When you died, that's where Ren came in.

The second soul off the sinking ship is Sekem - energy, power, and light. The director gives the orders, Sekem presses the right buttons.

Number three is Khu, the guardian angel, depicted as flying away across a full moon. A bird with luminous wings and head of light. The sort of thing you might see on a screen in a video game from your Xbox. The Khu is responsible for the subject and can be injured in his defence - but not permanently, since the first three souls are eternal. They go back to heaven for another vessel. The four remaining souls must take their chances with the subject in the Land of the Dead.

Number four is Ba, the heart - often treacherous. This is a hawk's body with your face on it, shrunk down to the size of a fist. Many a hero has been brought down like Samson by a perfidious Ba.

Number five is Ka - the double. Most closely associated with the subject. The Ka, which usually reaches adolescence at the time of bodily death, is the only reliable guide through the Land of the Dead to the Western Sands.

Number six is Khaibit, the shadow memory. Your whole past conditioning from this and other lives.

š“‚€

In the autumn of 2011, I got my first ā€˜realā€™ job, leaving behind the hell of zero-hour retail and office temp work to become an IT repairman at a big library. Finally, I could provide myself with food, clothing, shelter and, most importantly, video games. I loved problem-solving, working with tools and being on the computer so much already, and now had a professional outlet for all of those things that I enjoyed. It was the best job Iā€™d ever had, but there was one weird snag - the librarians really didnā€™t like the cleaning and repair staff.

Iā€™m not sure what makes librarians think that alphabetising Anne Rice novels is a more noble profession than networking 500 computers together or replacing tungsten filaments in industrial lighting systems, but nonetheless, they felt justified in keeping the workies out of every kitchen and staff lounge in the building. Mugs, coffee grounds, tea bags, milk, plates and microwaves were all kept in locked cupboards that only ā€œacademicā€ staff could access. Fresh out of retail hell, I just accepted this as a natural law of the universe (of course I was unworthy of a plastic cup for some water!), but in retrospect, it was a little fucked up. My ā€œnon-academicā€ colleagues responded to this in kind by hiding kettles, instant coffee and tin cups in electrical cupboards and storerooms, an essential act of survival misconstrued as spiteful by the microwave-havers. Without anywhere to store fridges in a stock cupboard, there was no milk to be had. Black tea or black coffee were our only options at break-time in the library.

This is how I learned to love black coffee. I had been a white-and-sugars type guy until this point in my personal hot-drink history, treating coffee more as a vehicle for warm milk then an experience in and about itself. Thirsty as hell from running around physically installing Microsoft Excel patches on computers still running Windows 98 in 2011, I had no choice but to forgo my preference for milk and just get used to gulping hot acidic bean water day in, day out when I needed to restore my hit-points. At first I didnā€™t enjoy it all, but like everything else in life, cultivating patience of habit can allow you to accept and adapt to almost any situation you find yourself in. 11 years later, I now drink nothing but black coffee. I could, probably, somehow - like those wine wankers you see in movies - even tell you the difference between different blends of the hot acid gloop that is burning my insides. Such is my passion for #coffee.

In the autumn of 2011, something else happened. A video game called Dark Souls launched on the Xbox 360 and PlayStation 3, to some degree of fanfare that is still up for debate to this day. Video game historians like to mythologise the rise of the Souls series, and often claim Dark Souls launched to very little acclaim - but from my own historical perspective, I contest this claim. My memory leads me to believe the contrary - that Dark Souls had an exciting buzz about it right out of the gate - for game-fans and game-readers, at least. I was mostly a Halo and Street Fighter IV player at the time, and even Iā€™d felt the urge to buy it on opening week. For some reason... I canā€™t remember why... That was over a decade ago. An age past. I donā€™t remember my motivation for every video game Iā€™ve ever bought.

Friends of mine whoā€™d foolishly bought PlayStation 3s to play Metal Gear Solid 4 derisively informed me that Dark Souls was the sequel to Demonā€™s Souls: their painful memories told mine that Demonā€™s Souls was a ā€œstupidā€ and ā€œunfairā€ game that treated its players with contempt and that I should consider getting Tom Clancyā€™s Ghost Recon: Advanced Warfighter 2 instead because this one was gonna have all-new ways for 12-year-olds to militarily abuse me through the internet. I wasnā€™t the type of person to listen to my friends, though - I preferred to listen to anonymous message board posters and professional video game journalists. With one of my first paycheques as a fully-fledged computer janitor, I purchased a Cafe AeroPress coffee maker and a copy of Dark Souls.

... And I hated it. As my friends had prophesied, Dark Souls was relentlessly unfair. Enemies came back to life and stabbed me in the back; pathways crumbled and sent me tumbling to my doom; evil knights shrugged off my attacks and responded in kind with bigger and badder swords of their own. The infamous curse status - an affliction that permanently halves your health and prevents you from becoming human - was my final straw. I recognised the gauntlet that was being laid before me in the Undead Depths and chose to reject the challenge. I found solace in the darkness of my coffee maker and put the game away forever.

A few months later, while trying to avoid studying for the most important exams of my life, I picked the game up again. I had decided that wading around damp dark sewers as a cursed little half-health freak up to his knees in rat shit was less daunting than preparing for my final exams before my adulthood-proper. I persevered, #coffee in one hand and a Wiki in the other, learning the ins and outs of the gameā€™s mechanics in far greater depth than any of the Relational Database Management Systems textbooks on my study desk. I would rather prepare to die than prepare to pass.

Like many rookie Dark Souls players, parrying was my Everest - though perhaps over-emphasised by the playerbase as an essential skill for completing the game, it was certainly a far more important mechanic back then than that it is today. I spent many hours in the Undead Parish practicing my defence; learning the intricacies and timings of the mechanic and its follow-ups with my undead knight partners until the synapses solidified and I could pull a parry out of my reflexes without much mental effort. It was the key I needed to unlock my progress through the game, and I proudly rode my parrying prowess to the Kiln of the First Flame, linking the fire in ignorance of an unintended side-effect this new reflex had developed in me in the new ages to come.

Years later, I got the chance to play the now-infamous Dark Souls 2 demo at a video game expo and felt compelled to put my parry skills to the test once more. Despite the fact a coked-out Bandai Namco Games employee was offering free t-shirts to anyone who could beat the Mirror Knight in their allotted 15-minute slot, I persevered in the starting area until I could get my timings down once more. After a few whiffs and some off-colour comments from our jaw-clicking host, I finally managed to bat back a shadowy blade. It was at that moment that I discovered that Dark Souls 2 had a brand new feature - the parries smelt and tasted of black coffee. Despite all the gamer sweat and farts and poorly-ventilated electronics in my environment, I could sense coffee inside my brain. Hours of parry practice while sipping black coffee in my bedroom had built a permanent association between parrying and coffee in my mind. A soul memory.

Iā€™m sure youā€™re familiar with the concept of soul memory, even if you know it by another name (Mikhail Bakhtin calls it the chronotope, for instance). The taste of spaghetti bolognese reminds you of a good day at your friendā€™s house in 2002. The fresh scent of factory plastic that emanates from a new video game takes you back to the summer holiday when your mum finally bought you Timesplitters 2 despite it being rated a 15+. Perhaps a particularly bad hangover from a night of drinking rum and coke has forever ruined the taste of Pepsi for you. Petrol makes you think about the forest, for some reason you donā€™t remember. And so on. Youā€™ve all seen Ratatouille, I guess. I donā€™t need to labour at this point.

Soul memory is the currency of the sequel and the franchise, and in our current era, soul memory is undergoing hyperinflation - Star Wars: The Force Awakens; Spider-Man: No Way Home; Ghostbusters: Afterlife - filmmakers are eagerly trying to collect soul memories so they can take them to the bureau de change and cash out in dollars. You might baulk at this suggestion that the scent of your grandmotherā€™s baked potatoes can be commodified, but I think thereā€™s ample evidence to suggest that no link in your mind is safe from capitalā€™s claws.

Video games are perhaps the most egregious traders of soul memory. Video games, even the best ones, are standing tall on the shoulders upon shoulders of prior moments in space-time - real and imagined - all the way back down to Donkey Kong. Re-releases and remakes and remasters and retro collections are nostalgia-primers for experiences you might not even have been alive for - we all love Pac-Man, even though we may not have met him in an 80s arcade hall; you and I replicated those experiences instead with a movie) or a PlayStation 3 Arcade Archive or a Pac-Man music video on MTV; phenomena best exemplified by the teenagers I saw on Twitter who are collecting Sonic the Hedgehog 3 & Knuckles promotional Happy Meal toys from 1993 to bring their souls closer to their blue-haired messiah. By letting you collect and play your figurative Rainbow Roads again and again and again in generation after generation after generation of product, video games explore the loss of a childhood place, and our attempts to recreate it.

And so what if the place that we are in the midst of is different from the physical space that we currently inhabit? What if the things we yearn for are located elsewhere, in another place or a falsely-remembered past, and all we now carry within us is an image of this place. We may remember only elements or impressions of it: there may be certain objects, sounds, a level, a character, special moves, cutscenes, or online battles; all of which come out in a manner that we cannot control or understand. Yet any of these elements or impressions make us feel at home in a way that we cannot find in the physical space where we are now stuck. Being displaced and yet capable of remembering the particularity of place: it is the state of being dislocated yet able to discern what it is that locates us. We have a great yearning, but we often cannot fulfil it with anything but memories from our soul.

In my review of Halo Infinite at the end of last year, I suggested the possibility that game developers are attempting to harness soul memory in new and exciting ways, the limits between your imagination and theirs almost fully removed in this gilded age of RTX and NGX and Speed Tree and shader-caching and other computer stuff I donā€™t understand; the world expanding ever-wider as we slot in more and more chips, spreading the channels between CPU and memory (both silicon and cerebellum) ever-wider. The end-state, no doubt, is a game that never ends, expanding outwards like our universe, all contained in the heart of an eternally-burning electric star on the platter of your hard drive. But how do you fuel a world-game of such approaching-infinite size? With the dependable financial and artistic mainstays of gaming, of course - the memory of/reverie in/nostalgia for/ known experiences, known systems, known self. Which makes Halo - a DirectX-based comfort food of the 18-35 crowd - an ideal candidate for colonisation via constant computer creation.

With Halo Infinite, itā€™s hard to gauge the intentionality of the author (and the multi-billion dollar corporation employing the author). By all accounts, Infinite was a scrap-piece, a million shattered pieces of contractor work and discarded concepts fused into a Holiday Product - something that, at least initially, presents itself as a never-ending ring-world: Zeta Halo could not be more apt as a setting for the beyond-open world template thatā€™s come into vogue this generation (see also: Microsoftā€™s other tentpole, Forza Horizon). But was this product forged with any purpose greater than a shareholder deadline, a gilded-gold ring that canā€™t sustain itself beyond a financial quarter (never mind an eternal age!)? Fields upon fields of the same retrofuturistic alien base and knowing remarks about crunch and copy-pasted environments from your maiden, Cortana Weapon, imply that Halo Infinite was an illusion produced by profit - a defective ring-world, nothing more; but there are, at the very least, implications that game developers know what they create. In this new Halo instalment, Master Chief, regretting his transition out of cryostasis, is the only character in the game who opposes the rebuilding of the Halo installations. Too bad, John - youā€™re going for another last-minute warthog ride to the sounds of early-2000s progressive hard rock.

Does Halo Infinite sound familiar? Well, you might have played Dark Souls 3 and its downloadable follow-up: The Ringed City. Hidetaka Miyazaki's Souls series homecoming may have been hailed as a "return to form" for the franchise after the polarising reception to Dark Souls 2, but this oft-quoted games-journalist soundbite has a double-edge to it - namely, that it quite literally returned Dark Souls to its original form, repurposing locations, bosses, and emotional beats from the games that came before it. Lothric isn't a million lightyears away from Zeta Halo - it forges a similarly flimsy ring of questionable geography and architecture, a Dark Souls Disneyland built from item and character references that no longer mean anything beyond commercialised self-sabotage, names and item descriptions appearing only for the purposes of cynical, cyclical continuity with its predecessors. The game knew what it was creating with itself in its Bandai-Namco-hued orange-yellow wasteland - an idea perhaps best exemplified in the Abyss Watchers, a gang of frenzied Artorias fanboys from the Firelink Shrine who serve no literary purpose beyond infighting among themselves about the ways Artorias of the Abyss was like, really, really cool. (For some reason, I am now recalling the fact my PlayStation 4 copy of Dark Souls 3 came with a mail-order slip for a Ā£344.99 statue of Artorias from the Bandai-Namco Official European Store...) These references without continuity, these connections without purpose... all they do is ring a Pavlovian spirit bell of soul memory in your brain for a fleeting moment. Nothing more. And Dark Souls 3 didn't just know this - it made it a central tenet of its thematics, even building its last-ever DLC around the concept of painting a forever-world made of the Dark Soul itself. Known experiences, known systems, known self, known forever. Consuming the Gods without question, like Gael, until the coming Age of Dark.

[[LAUNCH DEADLINE REACHED - BACKLOGGD SHAREHOLDERS ARE DEMANDING A Q2 LAUNCH OF THIS REVIEW ]]
// TODO: placeholder for another 9 paragraphs discussing the cyclical ages of fire depicted in the Dark Souls trilogy here and how the idea can be metatextually applied to the development cycles of each Souls game and their growing commercial impact vs. receding artistic impact. This part will be included in a post-launch patch to this review at an undetermined date. Hopefully never.

In Buddhism, the Four Noble Truths are the truths of the ā€œNoble Onesā€: those who are deemed ā€œspiritually worthy". These truths are:

- Dukkha (suffering, incapable of satisfying, painful) is an innate characteristic of existence in the realm of samsara, the world-cycle of death and rebirth we all live through. Existence is pain, to some degree.

- Samudaya (origin, arising, combination; 'cause'): together with dukkha arises taį¹‡hā ("craving, desire or attachment, lit. "thirstā€). While tanha is traditionally interpreted in western languages as the 'cause' of dukkha, tanha can also be seen as the factor tying us to dukkha, or as a response to dukkha, trying to escape it; a suffering often understood to be a combination of a consumptive desire for fleeting things, destructive hatefulness, and ignorance of the world as it truly is.

- Nirodha (cessation, ending, confinement) dukkha can be ended or contained by the renouncement or letting go of this taį¹‡hā; the confinement of tanha releases the excessive bind of dukkha; the end of suffering. We are finite flawed creatures with only two ways out: either cyclical death, or transcendence through enlightenment.

- Magga (the path, the Noble Eightfold Path) is the path leading to the confinement of tanha and dukkha. The next path in the teachings; Buddhismā€™s sequel, post-launch DLC or content update.

ā˜ø

Elden Ring is an action role-playing game developed by FromSoftware and published by Bandai Namco Entertainment. The game was directed by Hidetaka Miyazaki and made in collaboration with fantasy novelist George R. R. Martin, who provided material for the game's setting. It was released for Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and Xbox Series S on February 25, 2022.

Elden Ring is presented through a third-person perspective, with players freely roaming its interactive open world. Gameplay elements include combat featuring several types of weapons and magic spells, horseback riding, summons, and crafting. Elden Ring received critical acclaim, with praise for its open-world gameplay, fantasy setting, and evolution of the Souls formula. The game sold 12 million copies within three weeks of its release.

Elden Ring is From Software's first game of a new decade that follows an Age of Dark.

The exciting thing about a long voyage like Elden Ring is that it can inhabit so many spaces and times within your life, entwining its soul memories with your own in so many more ways than just an association between coffee and parrying. Due to its epic scale, brutal difficulty and my desire to travel through it as un-aided as possible, it took me four months to beat the game. Looking back from the now, the distance from February until May feels, as it often does in modern times, like a lifetime and a moment. Nothing and everything happened within the standard cycles of my life. I got up and went to work every day, playing through Elden Ring in spare moments and evenings. A war broke out while I was playing Elden Ring. I finished all six seasons of The Sopranos and four seasons of Buffy the Vampire Slayer in the time period I existed within while attempting to beat Elden Ring for the first time, and I noted that Buffy the Vampire Slayer: Chaos Bleed for the PlayStation 2 plays surprisingly similarly to Elden Ring. I went abroad for the first time in over two years, often thinking about Elden Ring while looking at the cathedrals and sweeping vistas of Barcelona. I saw a bunch of my friends in person for the first time in years while playing Elden Ring, and we discussed what builds were cool and which characters were cool. When I started Elden Ring, social distancing and facemasks were still mandatory in many places; when I finished Elden Ring, they were not.

So how do these new memories of mine intermingle with those presented in Elden Ring? Does Hoarfrost Stomp taste like marzipan? Is the Altus Plateau a portal to the golden fields of childhood freedom? Have I come to understand Godfrey as a Tony Soprano-like patriarchal figure in relation to Godrick's AJ? Perhaps nothing as crass or immediately interdependent as that. Has playing Elden Ring while existing in 2022 caused me to draw personal and societal parallels between my different lives? I'm tempted to say yes. I'm tempted to take apart Elden Ring's Elden Ring piece-by-piece and point at its golden roots and talk about the scarlet rot and the human ashes that drown the golden skyscrapers of Leyendell and all the ways in which this tale of souls and swords can be applied to someone who travels in the world of our present. But I'd be here even longer than I already am, hanging onto the dying embers of a rambling essay that has gone on too long. In a sense, choosing what aspect of Elden Ring to unpack and explore is exactly how the game makes you feel when you're contemplating which path to take at a crossroads in the Lands Between - whether to explore a cave, a castle, a peninsula, a continent, a realm, a galaxy, an age, a concept of the afterlife turned into a video game level. Naturally, you have to let go of possibility and walk down a single path in order to move forward.

This painful push and pull between potential possibility and your (perhaps pre-determined) path is what makes Elden Ring so compelling. Of course games like Breath of the Wild have already explored this concept of 'go-anywhere', but not in an artistic sense that exists beyond the controller and the things that are happening literally on the screen. In Breath of the Wild, going up a hill will get you into a fight with a bird and you will do a puzzle and you will get a cool sword and you will have a lot of fun - but experiences begin to entwine and overlap, memories becoming overwritten and jumbled in endless plains of rolling green and goblin. Memories require delineation if they are to be stored within containers of consciousness, and in Elden Ring, going up a hill can turn into a 20-hour odyssey through the ashes of time to explore an all-out conquest that was once fought over the very nature of Godhood, where you will meet and contemplate primordial, psychological and philosophical concepts in the form of a dude with a wolf head who reads Berserk. Or maybe you will explore the entirety of a lost kingdom on the edge of the afterlife's cosmos and wonder why it exists or even existed at all, all while the ghost of a forgotten world-serpent caves your skull in. And you will get a cool sword and you will have a lot of fun and those unique, memorable moments will bond with a greater space and time in your head.

Exploration of space beyond the time is a fundamental element of Elden Ring and the Elden Ring. From Software understand that space-time extends with video games, through video games, in video games - that old cliche of a gamer living a thousand lives. In much the same way that it can be confusing to refer to Elden Ring as both a video game product and a concept within the world of Elden Ring itself (it is amusing to note how difficult it is to get the wiki page for the Elden Ring on the Elden Ring Wiki), so too can it be confusing to separate memory and space-time as they exist within and outwith ourselves, our Golden Orders of subjective fact and fiction; moments and how we place ourselves inside them, the near-infinite subjectivity of experience that so often causes people to argue with each other over matters that are ultimately our inner order of perception and recollection. Was Radahn right? Was Malenia right? Sound off in the comments below.

For a long time, one of my most-visited YouTube videos was this performance of Dragon Quest Vā€™s music by the NHK Symphony Orchestra. The music is a fantastic soundtrack to a comments section full of positive nostalgia in a foreign language. Google Translate doesnā€™t get the full meaning across, but you can feel all thatā€™s being said despite the barriers between people on opposite sides of the internet's round table. This is the comment that always stands out to me when I scroll down:

ā€œThis was a game of my dadā€™s era, but it makes me nostalgic for that time all the same.ā€

I only beat Dragon Quest V in 2019, but I feel this same nostalgia, these same memories, this same realisation of a video game world as a portal through soul memory. I beat the iOS port of the DS port of the original Super Famicom version while sitting on the toilet at work, but my shared DQV reality with that kid, and his father before him, who played the game on different hardware in a different space in a different time, allows me to understand them. We saved the world and that adventure will stay with us all for a lifetime. Bur this feeling isn't anything unique - throw a dart at the board of YouTube's video game soundtracks and you'll find this phenomenon replicated for pretty much every video game ever made. Queen Rennala stands in a Grand Library and offers you endless rebirth.

The beauty of Elden Ring's length, scale and scope is that it's also capable of playing with this concept of chronotope from within. Whereas Dark Souls 3 relied on imagery and ideology from previous entries to invoke soul memory with (intentionally) cheap referentiality, Elden Ring instead chooses to loop over itself many times over in order to play new games with your mind. There are many ways in which the game achieves this, and if you've ever griped about "reused content", you probably know the kind of thing I mean - fortresses reappearing in different states of decay and ruin; enemies returning again and again as if pursuing you through the Lands Between; the souls of wolves and trees and tree-avatars haunt the earth; the same dungeons and dragons in different locations, sometimes appearing as battlefields of the present, sometimes appearing as sites of historical importance - Great War memorials on a school field trip. The game even deigns to reference the wider From Software cosmology (I am using every word in my vocabulary to avoid typing the term "Soulsborne"), but interestingly chooses to place a lot of these capricious callbacks in dank, dirty, decaying swamps - they are deemed to be hollow, undead references. In a sense, it's a game so vast that it's able to create nostalgia for itself.

For me, the most interesting way the game exemplifies soul memory is in its boss battles. In our realm, the bosses of Elden Ring are something of a contentious topic - out of some 150+ battles that put grand old names above life-bars, only five in the whole game are wholly unique. "How could the developers be so lazy as to do this?!" is the rallying cry of the passionate masses who are seemingly unwilling to afford From Software any artistic agency or intentionality of design. In a series/franchise/whateverthisis like the Souls games, isn't the whole point that you're prepared to die, over and over again, in the same battles, just like the demigods that you seek to surpass? You're in battle against spiritual and physical elements of the universe itself! The Fallingstar Beast appears twice in the game, but you didn't fight him twice, did you? I'm willing to wager you fought him five times, ten times, twenty times, maybe many times more. Why delineate by encounters in space when you can just as easily use time? Was each death and rebirth just "reused content", or was it an intentional part of an experience that the game's developers wanted you to live through? The game's named after a big old circle, for crying out loud!

This isn't an attempt by me to reframe the reuse of content as a purely artistic choice - of course it was done to gild the game's vast size and ensure every crevice of the world map had some experience of some form for the player, but practical compromises made within the constraints of development can be moulded, with appropriate care, into art. We can challenge From's tendency to rework frameworks, but aren't they trapped in their own never-ending cycle by capital, working to the drumbeat of 100 million sales? You may rankle when yet another boss pulls off the iconic Scarlet Aeonia (itself a reference/homage/repetition of a Magic the Gathering card ), but it's all in aid of your personal character development and the development of the game's characters and their relationships in the Lands Between. While I certainly wouldn't call any of my many, many, many battles with Malenia and her acolytes art in and of themselves, my memories of these multi-faceted repetitions tie back to an essential theme of the Souls series - overcoming the greatest boss of all: yourself.

It would be trite of me to spend a ton of time telling everyone about a universal human experience and how it applies to a series of video games that have sold enough copies to make them almost universal gamer experiences, so instead I'll just share a soul memory of Elden Ring that I think embodies this value of repetition and self-mastery. The Subterranean Shunning-Grounds (the names in this game rock lol) is essentially the final dungeon of the game, a terrible theme park of sewer content that long-time fans of these games will immediately recognise - pipes, poison, basilisks, curses, rats, little fucked up gargoyle dudes. It's essentially all the most annoying things about playing a Souls game in a single package, ramped up to 11 by twisted virtue of the fact this is the final area in a 100-hour game that stands at the end of a path of six other 100-hour games with similarly wicked ideas. 11 years after giving up on Dark Souls, I was once again a half-health freak up to his knees in rat shit. Indeed, it is a punishingly difficult experience to be a half-health freak up to his knees in rat shit - even with a high-defense build, certain enemies can take you out in a hit or two. And if they aren't capable of taking you out in a hit or two, they have almost certainly been carefully positioned next to a giant pit that can take you out in a single hit. It's an infuriating area, yet entirely optional. You don't have to do it to yourself, but at this point, it just feels right that you should pursue whatever nebulous reward that the Shunning-Grounds harbour. And what is the final test at the end of this dungeon? A dragon? An army of the undead? Another cosmic deity? No! It's a jumping puzzle in a tomb of skeletons and corpses piled to the ceiling - an incredibly tricky test of wits that combines your physical dexterity with an eye for problem-solving. It took me dozens of tries to master, and memories of the hallways leading from the bonfire to the puzzle chamber have now been seared into my mind. A video game challenge that made me scream out in pain for the first time in years... Fuck that bullshit!!! And at the end of it all, what is your reward for completing this task? No runes or swords or armor. Just a spell called Inescapable Frenzy, an incantation that sends the minds of humans towards madness. Let it never be said that From Software do not have a sense of humour! No wonder some players choose to enter into a covenant with Chaos a few moments later...

"try jumping" is a message you see a lot in Elden Ring. One of the oldest pranks in the Souls fan playbook, it's a nasty little trick that encourages the freshly chosen undead to leap from high places with promise of some unknowable reward. Inevitably, it always leads to one thing - a painful, costly death. Why do players take the time to encourage people they'll never meet to commit suicide, and why do so many people mark these messages as helpful to others? Probably for the same unknowable reason that people tell each other to kill themselves via other mediums of the internet. Ugly as "try jumping" may be, it has always fit comfortably with the artistic notions of Dark Souls as an analog for the neverending battle against depression and misery, the difficulty that comes with suppressing one's urge to die, to give up, to leave it all behind. One of Elden Ring's first concessions to new players is to finally explain this meta-mechanic - if you fall for the very first "try jumping" message that the game places before you, you end up in a tutorial area. Hopefully you won't make the same mistake twice now. From Software know that the Internet-at-large is one of the most lethal enemies their games have to offer, and I fought against that wicked foe by making a point of putting down some "no jumping ahead" messages while on my journey.

The online component of these games has always existed, but has never really been explicitly acknowledged within the game-world beyond a few experimental instances like The Ringed City's Spear of the Church. As the ostensible herald of a new age Elden Ring takes the first steps toward acknowledging ours, supplementing a mechanism with a metaphor. To avoid beating around the bush - I think the Roundtable Hold is the Internet. A realm inaccessible by horse nor foot, where the people of the world meet up to sell shit, trade stories, gossip and fuck around, all under an oath of no physical contact. Per Varre's comment, the Roundtable is "a place for has-beens trying to look important but unable or unwilling to actually take any action". Sound familiar? There is a place in Leyndell Royal Capital that looks exactly like the Roundtable Hold, but no one is there - the Hold is, in effect, a virtual, imagined space; a simulation in parallel existence to reality. It's a trick that From has pulled before, but characters and their occupation of parallel space-times with differing persona spells out that this is, in some classic weird-ass cosmic FromSoft way, a digiverse within a digiverse.

Ensha, Dung Eater and D are the most vivid exemplars of this idea. Three masked edge, lords who spend their time in the Roundtable acting aloof and cool and above it all; their corporeal forms lashing out with hatred against women in the meatspace of the Lands Between, giving away their Inner Order to pursue violence against Malenia, Fia and - in the Loathsome Dung Eater's case - every woman and child in the known universe. (See also: Gideon/Seluvis and their relationship to the class-conscious Nepheli Loux: Gideon as a gatekeeper who encourages you to overcome your Maidenless status and venerate yourself in the eyes of the Roundtable's men ("the road of champions"); Seluvis as a PUA who tries to involve you in a date-rape scheme.) In the case of D, the game implies the existence of a "twin brother" - an alternate persona - who behaves differently depending on the space-time he inhabits. We see him in reality, unreality and Nokron's post-reality afterlife, behaving more aggressively in each plane until he loses bravado when faced with with the bare-faced truth of inescapable Death itself. The player has the option of giving him back his mask and suit of armour, which ultimately leads to a violent death for "that bitch" Fia, a woman who recognises men possessing a warmth that has nowhere to go. In the case of the Dung Eater, whose mortal form is trapped within the aforementioned ur-Souls palace of the Shunning-Grounds, the connection to our ugly internet personalities is a little more explicit, a seeming admission by From Software of all the ugliness that arises from building one's personality around a nexus of digital souls and swords. If From are shackled on some level to this medium of expression, the least they have done here is develop some self-awareness and critique. At the game's climax, the Roundtable burns out, telling us more or less everything we need to know about the developer's feelings on the Web Between Worlds that we inhabit and the paths we choose to walk in each realm of spirit. Will this Roundtable fall to the mortal ashes of Leydendell too, or is there potential for All to achieve Magga, the enlightened transcendence of Buddhist teaching?

The natural follow-on from this topic is an exploration of the golden Grace, the "maidenless" concept and its real-world implications, but I feel the paragraph above demonstrates why it's unwise to provoke red phantoms in the hold through discussion of certain topics and experiences. Elden Ring is a game where not every path should be taken, and, as I already said like three times before (lol), the same holds true of a review; I'm not sure I have the experience or incantations necessary to step into that toxic swamp, lest I provoke an invasion. Instead, I choose to focus on the light that casts this darkness: Friendship. The golden light of the summon sign is the natural enemy of the blood-red invader, and Elden Ring makes this relationship more explicit than its predecessors by mandating that human invaders can only go after parties of two or more players - the eternal war between the "git gud" and the "git help" is now more aggressive than ever before. By changing the mechanics of the franchise's online component, From Software have peppered their latest instalment with challenges to the sensibilities of try-hard players that remind me most of Sakurai's implementation of the anti-competitive tripping mechanic in Super Smash Bros. Brawl. While I think the omnipotent anger and cultural overpowerment of the "git gud" crowd is perhaps overstated by the fans at large, it's an unfortunate signifier of their ever-presence that after seven of these games I still get second thoughts about asking for help when I need it.

The kindness of strangers is an enduring motif of Elden Ring, a natural tonic to the toxic anger that permeates every environment you journey across. Melina, the thematic emodiment of this kindness, turns your experience and soul memory into strength, a companion who appears to those at risk of stoking personal flames of frenzy as a guide who leads you towards the Erdtree and the Elden Ring. I don't think it's a coincidence that the game gets inordinately tougher to handle by yourself in the wake of her ultimate sacrifice; investments in endgame Rune Levels feel less substantial, less meaningful, than those conversions of experience made while travelling with Melina at RL100 and below. (The Ranni questline, with its literal idolation of a young girl as a peculiar doll the player can contemplate in silence by the fire, dovetails nicely with Melina's death and serves as an interesting pair of endgame decisions the player can take, further compounded by the Roundtable stuff discussed above) The final stretch of the game demands, almost explicitly, that the player look beyond themselves and extend a hand of need to those around them in much the same way one should following a deeply personal loss.

If you did not touch a summon sign or ring a spirit bell or read a fan-wiki after Leyendell, know that I know you are a liar and a punk and you will be judged far more harshly by my council than the guys who spent six hours outside Maliketh trying to bring in a sorcerer called Pigf#cker or whatever other desperate means they chose to undertake in order to realise their ambitions. Everyone needed help to finish Elden Ring; everyone needed help to stave off the Frenzied Flame that the Elden Ring's Golden Order was trying to stoke from within you on your personal path to enlightenment. Fought the Godskin Duo by yourself, did you bro? Well, the Godskin Apostle didn't. He brought in someone to help him. Are you really that stupid? The legend of Let Me Solo Her didn't develop from the tremendous feat of beating Malenia solo - was this noble pothead the first person to ever beat her by himself? Of course not. The legend developed as a veneration of kindness, a manifestation of will and memory and dreams of ambitions, a symbol of those Tarnished who offer their help to those who need it most: Let Me Solo Her is our idealised savior, a breakup bro for the maidenless, a hero who will help you fight your hardest battles and overcome your most painful soul memories. Stay isolated and lost in your past, or find your friends on the path and start living your life.

Because we don't know when we will die, we get to think of life as an inexhaustible well.

Yet everything happens only a certain number of times, and a very small number really.

How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more, perhaps not even that.

How many more times will you watch the full moon rise? Perhaps twenty.

And yet it all seems limitless.


So what of soul memory, the idea I spent so long talking about at the start of this review? Well, that's another thing that's beautiful about Elden Ring - I'm not done playing it yet. Much in the same way I wasn't done playing Dark Souls after I'd put down the pad, Elden Ring has manifested itself in my everyday life and my relationships with the souls and space-time and coffee granules around me. It's difficult to write a conclusive conclusion for an Elden Ring review because it doesn't feel like the game is over yet. I fought the Elden Beast, I saw an ending, I saw the credits, but evidently I can't stop thinking about the game and the ideas and memories and experience it imbued me with. I'm walking on an invisible path in a consecrated snowfield of boundless white, trying to find my noble truth and inner order and greater will by constantly making sense of everything I've seen, heard and felt through, with and in my lives lived, tilting at windmills in the gardens of madness within this life and beyond. You are too. Let's face it together.

š“‚€

The seventh soul is Sekhu. The remains.

spent so much time with this (and the two following games) across platforms in my childhood but never finished any of them until now. got 101% completion in this over the past few days.

the music, overall sound design, and aesthetics are absolutely incredible not only for when this released but in general. each game in the trilogy is stellar with presentation but i'm particularly fond of the abstract feeling here. 2 and 3 have more cohesion in the world and level designs within said worlds but i loved bouncing from a treetop level to an underwater one or a mine one with no rhyme or reason. there's not a ton of settings or level types to be found here but there's a ton of diversity in how the levels show up in terms of gameplay or mood which helps a ton.

some of the stuff with going for full completion is a bit rough in terms of how overly obscure it can get. the worst of it all was the bonus room within a bonus room which just who knows... i think i prefer the bonus rooms in general in the next games but i'll have to see when i get to them.

can't wait to play 2 and 3, hopefully sometime this year.

(beat all leagues on beginner and standard)

When I was young, I played this at a friend's house prior to our families going on a road trip together. I was absolutely terrible because I never took my finger off the accelerate button ("slowing down is for the weak", I reasoned) and couldn't finish any of the races except for Mute City 1; still, it was enough of a vibe that I ended up playing Mute City again and again. We then went on the road trip and I proceeded to annoy the everloving shit out of everyone by singing the Mute City theme for the entire duration of the trip.

F-Zero has many of the same annoyances that I've savaged other early racing games (see Road Rash and Super Mario Kart) for: wonky collision physics that seem to always work in the AI's favor, rubberbanding, invulnerable opponents, and a Grand Prix mode that doesn't let you continue if you don't place in the Top 3, walling some interesting tracks behind bullshit ones.

However, unlike those games, F-Zero is at its heart an extremely solid pure racer. This is - at least in part - down to the vibes, but also due to the smooth controls and excellent physics (with the noted exception of when cars crash into each other). The devs made the very wise choice of working within the system's technical requirements and making every track on a flat plane, which ensured a very good draw distance, especially compared with its contemporaries.

Also, instead of leaning into the 'versus' style of gameplay like other casual racing games, F-Zero feels more like a time-attack game with a GP mode thrown in as a bonus. There's too much bullshit for me to even think about completing any of the Grands Prix on expert mode, but there's something therapeutic and satisfying about roaring round the tracks on Practice.

brb off to annoy my wife by singing Mute City again

drunk thoughts:
- our spectacle is entirely metatextual

-The game is a fail at the beginning. the drama adopts the triads as an aesthetic element rather than as a real device for conflict. Any protocol or issue related to the triads is taken more from the collective imagination, more from and closer to the mafias of Europe than to those of Asia.
Of course, in the end, the bad guy was the Occidental.

-Less vulgar (vulgar images and spaces are good) than it appears and more organized (poorly) than it should. Any moment is approached from the same common ground as all modern action games with open-world structures: (efficient) fights and (horrible) shootouts here, chases there, on foot or in vehicles. Follow the line on the minimap, don't get lost.
and bro, nothing really matters when no set-piece takes advantage of the architecture. Why Hong Kong? I play because I'm supposed to be Hong Kong, but until I raise the camera slightly I can't tell these digital streets apart from others I've already seen. The camera does not emphasize anything or let me take a look on my own, it is hermetic and protocol business.
And how can it be? There is pampering here. Yes there is architectural mime (I guess)

-the True -True Crime Hong Kong: the city is a zombie set where the little life of space begins and ends with its references to the cinema. God, what a pain to see PTU reduced to a couple of fights and encryption minigames
Anyone who has seen Johnnie To knows that the monster, the titan and the biggest character in HK cinema is the city itself.
but here is just a wallpaper.

I can't believe EA came up with something so original!

There is so much I love about this game, and the parkour mechanics are a good place to start. The moveset is intuitive and tight, the controls mostly feel smooth, and the first-person camera manages to viscerally capture the 'feel' of parkour for a couch potato like me to enjoy, alternating between being exhilarating and vertigo-inducing. You also know that a game mechanic is effective when it starts to bleed over into your real-life experiences, and that's what happened here; Faith's instinct and insight on how to get around the environments is represented in-game as various key objects being highlighted in red, and when I went out after a particularly long play session I walked a path I'd walked many times before and noticed some pipes and AC units I'd never paid attention to before.

The aesthetic and character designs are great - I particularly like that Faith is a badass Asian female lead who they didn't sexualize at all, and her design reminds me somewhat of a modern-day Ayame from the Tenchu series (another of my favorite characters). But let's be real here, the best 'character' in the game is the city itself. A dystopia in utopian make-up, with its beautiful skylines and starkly sterile colors (even the plants look more white than green!), with buildings everywhere but seemingly no one in them but cops, the City of Glass takes on a life all of its own. The design of the city parkour sections is incredible, and while there is a key that you can use to point yourself in the direction of your end goal, the level layout does a really good job at subtly directing your eyes towards where you need to go anyway!

This makes it all the more a shame that some aspects of the game just feel 'off', for lack of a better word. The fact that this game was so unique and fresh makes a certain lack of polish inevitable, but I can't pretend it didn't affect my general gameplay experience. For one, certain moves were rather unreliable; wall-running is rather finicky, and there were plenty of sequences in the final act of the game which required near-perfect wallrunning in order to progress. The difficulty curve was all over the place, which I can excuse, but the placement of checkpoints didn't seem very well thought-out. One particular moment stands out to me where I must have died and retried dozens of times: I pressed a button to open a door (which took about 5 seconds to open), walked through the door and was killed within 5 seconds, and was sent back to before the button press, ending up in a very unpleasant loop of playing five seconds and waiting five seconds.

I also feel, given the game's laserlike focus on parkour, that it could have leaned even more into it. Just prior to the final act, the game made a big deal about introducing a new enemy type - a parkour cop that could follow you around the rooftops - and that idea was strangely underutilized in favor of a more action-based final act that mostly took place indoors and shone an unwanted spotlight on the game's gunplay mechanics which are functional but not much more.

As a final point, I wish the game weren't so linear in the paths it sets out for you. There are of course different ways to tackle the various obstacles, and the robust parkous mechanics lend themselves to all kinds of insane speedrun strats. But there are almost no instances of branching paths to get from Point A to Point B, and it really kills the illusion of freedom for me. I'm aware that it's sequel/reboot somewhat botched the transition to open-world, but I would have loved some form of open-world mode in this game because the moment-to-moment gameplay was so good.

The relative failure of the sequel, combined with a seeming lack of spiritual sequels, mean that Mirror's Edge still feels fresh 14 years later, but also means that (AFAIK) we don't have a game that transplants the wonderful spirit of this game into a more refined experience. Mirror's Edge is one of a kind, both for better and for worse.

(PSA! I nearly gave up on this game due to motion sickness at first. If you have the same problem, switch graphic quality to 'low' and remove the reticle - it saved my playthrough and I hope it helps someone!)

One year after Racing Lagoon put Livejournal behind the wheel of a Subaru, Square performed another proverbial kick of the monkey through Topman with The Bouncer: a dependable PS1 genre concept basted in Square's signature century-turning style, applying firm-hold hair gel, Hot Topic chokers and tribal-fonted loading screens where they donā€™t necessarily belong but are nonetheless appreciated for how f#cking c00l and aw3some they are. Like The Matrix, this is 100% the sort of thing that has slingshotted itself round the wormhole of bad taste and come howling back into the 2020s with Evanescencent avengence, a lifer lesson kerranging in the past that sends a machine-headā€™s message to a future with faith no more. Does for Fighting Force what Racing Lagoon did for Ridge Racer, for better and very much for worse - mechanical function giving over to stylistic form.

Sadly, the buck stops with aesthetic appreciation. The Bouncer canā€™t muster up anything more interesting than a re-run of Midgar, making this perhaps the first of many times Square would return to FFVIIā€™s well for waters of uninspiration, a cycle of Nomura-headed rebirthing, retreading and reheating of Sector 7 pizza thatā€™s sustained us all the way to 2020ā€™s VII: Remake; but are you all that bothered about playing through one of the best settings in all of sci-fi one more time? Think about how many times weā€™ve been to Middle Earth and Tatooine and Colony 7 and Deep Space 9 and maybe you can find it in your heart to accept that there should be more stuff set in Midgar, the cyberpunk setting where ponytailed CEOs wield meito-grade katanasā€¦ Tempting to live in this world, isnā€™t it? This push-and-pull between pish-and-pill is at the heart of the game - two wolves within with lip-piercings fighting over whether a dude with jorts and a Gerard Way haircut is cool enough to compensate for the fact you can barely walk him in a straight line without your controller registering a busted input.

Unfortunately for me, the Lawful Gamer within won out. As intimated earlier, New Millennium Square simply couldnā€™t cut it outside of their usual turn-based fare. Combat is clunky and stinky and sticky and lacking in anything of note to someone whoā€™s played pretty much any other beat em up ever made - each enemy seems to have a weakness to one of your three face buttons, so fights simply devolve into basic 1-in-3 guesswork that leads to your guy headbutting a sentient load-lifter sixteen times in a row, the menacing model ā€œdyingā€ by simply becoming an unresponsive clutter of polygons in the way of you Square-Square-Squaring another Shinra goon.

Fights being sheared into two, three, four or even five different pieces by cutscenes that dole out your little brother (Tetsuya Nomura)ā€™s Final Fantasy VII fanfic feels like an intentional design choice to cut down on the number of times in a row youā€™ll have to press the Triangle button, but was in truth probably an attempt to showcase how super-duper impressive the PlayStation 2 was in the year 2000. Despite being alive and fully cognisant of the consoleā€™s grandeur at the time of its release (I powerfully remember seething with jealousy when someone showed me SSX Tricky at a time when all I had was an N64), I can no longer perceive that element of the gameā€™s appeal so many years after the fact, in much the same way we no longer lose our minds at the transgressive nature of old Seinfeld episodes or the fact our phones have a little camera built into them. Such is the fate of almost every launch window title for a games consoleā€¦

Woodaba said that games (namely this one) do not have to be good to be great, which I think touches up against what Iā€™d say about The Bouncer - itā€™s a ā€œtheoreticalā€ game, one that exists more powerfully as a cool box art, a collection of short twitvids shared among friends, character names (Sion Barzahd, Dauragon) that can be ironically idolised from a distance but arenā€™t really all that funny when youā€™re hearing them in your sixteenth cutscene before fighting your five-hundredth cut-paste enemy soldier. A 2000s artefact to be placed in a glass case; a cautionary tale of Y2K design-hedonism for the youth to heed, lest they too think itā€™s acceptable to wear two crucifix chains on your jeans.

One of my favourite traits of Fromsoft's work on their assorted Souls games is their ability to make worlds feel larger than they actually are. The way these games will have you be able to visually see in the distance places you will reach over ten hours in the future, or looking back and seeing where you journeyed from and feeling so small compared to this world around you. How the very existence of illusory walls makes it feel like there could be a secret hiding basically anywhere. Huge chunks of content being hidden in compelling, obtuse or even outright bizarre ways, with no concern for the notion of players missing out on literal entire regions or multiple major boss fights as a result, leading both to excitement and surprise when you manage to stumble upon these secrets or figure them out on your own, and to those amazing moments where you get to share discoveries with others or learn from them, the game repeatedly opening up to be even bigger and more mysterious somehow. I typically don't love the npc quests in these games but even those, with their habit of careening off-course as if some player's unfortunate choices unknowingly ruined their dungeon master's plans, make the world feel somehow larger than you and beyond your strict control.

This is also why I think lore videos for these games have ended up coming awfully close to just being their own miniature industry. You're always playing as someone showing up long after the main event has already concluded, with the history of these worlds and characters being something spoken of in riddles and hidden in item descriptions of the relics you find, etched into the environment around you. You have to piece together what happened to get the world to this state from incomplete information, often with the gaps leaving things up to player interpretation. Yet again this all leads to you feeling very small, and the world around you feeling incomprehensibly large with a history so rich that someone as inconsequential as some random undead/hunter/unkindled can't possibly hope to fully grasp all it.

A lot of this would be considered by many to go against a lot of principles of Industry Standard Good Game Designā„¢, but the sum total of it is game worlds that become just endlessly fascinating and evocative to the people they connect with; it turns out designing games is a lot more than just fulfilling a bunch of heuristics on how games and narratives should look, and FromSoft's holistic approach to how the design and lore of these worlds interact with their mechanics is such a great example of this.

This is the environment into which Elden Ring is born. On the one hand an open world game feels almost inevitable in some sense; FromSoft has spent so much time designing game worlds that have their first priority set as making you feel miniscule contrasted with your environment, the player often feeling like a footnote in a long and storied history, and so going ahead and making these feelings come a bit less from smoke and mirrors and a bit more from something literal feels like, at the very least, something they must have been curious to experiment with ever since the original Dark Souls' deeply interlinked, almost Metroidvania-esque map design. On the other hand, isn't it a bit redundant? If they're already instilling these emotions in people what is there to gain from actual, physical vastness, and wildly excessive runtimes, and aren't there just too many costs involved in pushing your game to be this large? This forms the central conflict at the heart of Elden Ring's existence, and whilst I do largely have a lot of fondness for this game, laying out the conflict in this manner makes it very easy both to see why some people are so besotted with Elden Ring, and also to see why others feel like FromSoft jumped the shark here compared to their previous work. Towering, spectacular, intoxicating ambition meets the awkward reality of trying to make that sense of scale be something rendered so literally in a world where realising that takes unfathomable hours of labour.

If you had asked me what I thought of Elden Ring 30 hours into my playthrough I would have said it felt like one of the best games I'd ever played, and that I was anticipating the possible reality where it ends up becoming my favourite FromSoft game. This opening act for me was frankly magical, and really shows what FromSoft can bring to open world games as they apply many of the principles that they approached their previous Souls games with but on a grander scale. I'm going to avoid explicit spoilers here and make oblique references instead, but the manner in which I first discovered Caelid and Leyndell, how you are shown Siofra, and interacting with The Four Belfries for the first time, all rank as some of my favourite moments in gaming as multiple different tricks are taken advantage of, that follow through on FromSoft's usual strategies but writ unthinkably large, to impart a sense of scale, wonder, curiosity and awe on the player. Combine these tricks with how rich these environments are to explore, the handcrafted element that even the various catacombs or caves had to them, and the ways in which, in stark contrast with other open world games, ticking off lists and markers is heavily de-emphasised in favour of advocating for intrinsic motivation and player agency being much greater focal points of your journey, and I found exploring the Lands Between simply enchanting.

If you had asked me what I thought of Elden Ring 60 hours into my playthrough I would have said it was a really great game, but one that is not without sizable flaws. This is the point at which the cracks start to show as the sad reality of trying to make any open world game is you're going to need to re-use a lot of content to make that achievable. The Erdtree Avatar fight that I'd really enjoyed several hours into my playthrough had been repeated to the point where it had become mundane, the wriggly Tree Spirit I'd found in Stormveil Castle that really wasn't very fun to fight but was still interesting because it was a fairly unique encounter was, apparently, nowhere even close to being a unique encounter, and almost any boss that I found in a catacomb or cave would end up being dredged up again, sometimes multiple times, sometimes even as a normal mob enemy. Even some of the wonderful early-game surprises become diluted a bit as they're repeated, the recurrence of the walking mausoleum being the saddest example to me. The crafting system, that I touched only a handful of times in my entire playthrough, is very much a symptom of the open world format too; you need something you can scatter around the world for players to pick up, some reason for them to jump to that hard to reach ledge, but you can only put so many runes and swords and hats in the game so crafting materials start to seem like a necessity and yet it's hard to say that they really add anything to the game except more menus and a slight pang of disappointment when you finally fight your way to that shiny purple item and it turns out it's just another Arteria Leaf.

Despite this I understand that these design decisions are largely just a necessity in a game this large, and outside of them the game was a really great time for me at this point in my playthrough. Exploring was still lots of fun and whilst the exciting moments of discovery had become a bit less frequent they were still there, often delightful, and the quieter, emptier moments found in areas like the Altus Plateau made for a sense of palpable loneliness that served the game well. Build variety felt the best it ever has to the point where I was toying with the idea of a second playthrough later this year. Ranni's and Fia's questlines were very compelling to me, emotionally, narratively and in terms of the physical journeys they involve, and are among the highlights of the game. The bosses felt like a clear step down in quality from Dark Souls 3, but there were a handful of fights that were still really enjoyable to me in different ways, and the game has a great sense of spectacle that sold even some of its overwise more uneven fights.

By far the most impressive portion of the game at this point were its legacy dungeons though. Even the weakest ones among these are still largely fantastic, and the level design in the two highlights, Stormveil Castle and Leyndell, is among the finest work FromSoft has ever done; packed with secrets to an almost ludicrous extent, constantly looping back in on themselves in really cool ways, and with great encounter design throughout. I adored these portions of the game, but I could never fully shake the notion from my head that if the very best portions of this game are the bits that are contained to a single zone then why exactly is it open world?

Sadly, this is where things start to really drop off for me. My playthrough landed at a little over 90 hours and I'm honestly a little exhausted? Leyndell was the highlight of the game for me, and after this area was complete I was very satisfied with my experience and honestly pretty ready for the game to end soon but it just kept going.

A part of the problem here is that I'm not convinced a game like this was ever meant to be this long; the various Souls design tropes that are very entertaining in a shorter game start to wear thin when you're seeing an enemy with their back to you mournfully looking at an item on the ground for the 25th time. A part of this too is that reused content was starting to rear its head to an absurd extent; a beloved enemy type that I was thrilled to see be brought back and placed in a tonally appropriate area earlier in the game would go on to reappear a few more times in areas much less fitting to it, earlier enemies in general just get brought back far too much (the hands are a great example of this; I adored their first appearance and how well suited they were to that locale, and every appearance since felt like the game was just struggling to know what to fill the environments with), Erdtree Avatars, dragons and Tree Spirits showing up yet again would just start prompting eyerolls from me, even a storyline boss from earlier in the game could be found roaming out in the wild in multiple different places. In possibly the most insulting example a secret boss from earlier in the game, that felt very important from a lore perspective and which was very visually unique and impressive, ends up reappearing as the final boss of an otherwise inconsequential cave. This is the sad reality of trying to make a game this literally vast instead of simply instilling a sense of vastness.

Despite all of this I think I would still have mostly been onboard with the late-game stretch, or would have at least been more forgiving towards it, if all the bosses after you leave Leyndell didn't just...kind of suck? There are far too many ridiculous AoE attacks with some bosses having a few different variations of these, shockwave attacks that hit on multiple different frames and so feel very janky and unintuitive to dodge, ridiculous combo attack strings that would appear a couple times per game previously become the norm now instead, every boss had multiple attacks with ridiculous wind-ups (again, a thing that was used but sparingly so in previous games) to the point that fights feel weirdly disjointed and impossible to sight read, multiple bosses are placed in the same arena without any real concern for how these are going to interact with one another, windows to get in attacks are narrowed to the bare minimum especially for anyone who wants to play the game purely melee, and there are a handful of bosses that are gigantic to the point where you can only see their feet as you slash at them oblivious to whatever is actually happening. In two different cases with these oversized bosses I felt like I spent as much time charging across the arena to reach them whenever they ran away as I did actually engaging in combat.

Many of these late-game bosses are just not fun, poorly designed, and beating them for me felt less like I learnt the fight and played it well and more like I just got lucky and rng landed correctly. Even that exciting feeling of how much build variety the game had started to slip away at this point; the late-game requires that your build be incredibly powerful and severely limits what things are viable as a result. Maybe this is just a case of FromSoft just misbalancing things or having an off-day, a bunch of the bosses in Dark Souls 2 are very disappointing too so it's not like this is a first, but I think this is actually the final, and most frustrating, manifestation of the downsides of open world games. It's so hard to keep one-upping yourself over the course of a 90 hour playtime, in a game with a colossal number of boss fights, that the only way you can guarantee the bosses become even more spectacular is to start pushing them in the direction where they also start to feel unfair too, and with how big the game is leading to there being so much game to test it's easy to believe that maybe these bosses just weren't given as much playtesting as they should have as a result.

I see everyone talking about how Elden Ring refined open world games and is going to change them for years to come and whilst I do think there are a bunch of elements of Elden Ring's approach to the quasi-genre that make for a more satisfying, rewarding, and less cloying experience than what you'd find elsewhere, I think ultimately it made me feel like the best thing this game could do for open world games is convince more developers to just make tighter, more refined experiences instead.

I wouldn't blame someone for being just completely turned off of Elden Ring by these problems that crop up in this final stretch. It left a really sour taste in my mouth at points, even in between moments of still genuinely enchanting imagery and art direction. Ultimately though I really loved so much of my experience with Elden Ring in its earlier hours, and there are many moments from this game that will stick with me for a long time, so despite its fairly severe flaws I can't help but find a lot of love in my heart for it regardless. Elden Ring is a display both of the reasons I love FromSoft's approach to game development, and of why I hope they never make another open world game again.