Certainly not a complete waste of time but nonetheless a chore to get through. Can’t call this outright bad because the chief concept is novel enough and it’s executed with sufficient earnest panache that I found myself pleasantly amused by it at times. The art direction is pretty and the characters and “genies” charming enough to at least get through the story but the second I saw this relied on motion controls I switched that shit to manual and prayed the choppiness of the gameplay let up (which it didn’t lol). This might just be a case of me not being the intended player base however for this being a free PS+ title, I can’t complain too much.

I mean it's more of the same Naughty Dog formula without much radical improvement but it's so incredibly refined and confident at what it accomplishes that it almost doesn't matter. That final act is a doozy and probably the peak at the seamless cinematic excitement these games strive for.

A few weeks removed and this lingers in my head as something genuinely exhilarating. An earnest and true AAA horror blockbuster if I ever played one. As a morbid collection of grotesqueries this succeeds at patiently doling out its dense if simply designed environments for the player to quickly sift through on top of an effectively satisfying central hub. The narrative moves at a lightning pace, never letting up and it's so pleasing to see the varied facets of horror (European gothic, Italian schlock, industrial body horror, the decay of civilized towns and swamps, etc) explored and dissected. This is as much a clever deconstruction of its respective genre as it is a new "Resident Evil" title and that earns it a lot of respect from me for pulling off a neat balance of the two while remaining wholly accessible. Nothing feels short changed and every location and story beat is gorgeously and meticulously designed to deliver maximum atmosphere. While I feel VII might be the more immersive, absorbing entry this is a more than worthy successor if only for how it continuously expands its mythology and Ethan as a character. The inclusion of the typical RE tropes, while expected, were homely and properly integrated in a fashion that only perpetuates this franchise's knack for giving complete wack finales and wraparounds. I was giddy as hell all throughout this. What it means in its totality is yet to be determined but I adored how well Capcom nailed so much of it.

A near masterpiece of queer rage, the haunted binds of domesticity in flux, and the reflexive nature of memory and narration. Its dated simplicity in visual design is more than made up with its eerily effective sound design and heartbreaking vocal performance by Sarah Grayson. Playing this with the commentary highlighted the intricately complex process that something like this requires within its deceptive exteriors. There's much that goes into the narrative misdirection that the exploration leads the player on and it pays off beautifully by the end. This is a game that initially purports conflict and confusion in its voids of spaces but then become a serenely moving tale that finds ghosts in love and love in ghosts; encased as tragic echoes perpetually trapped in winding suburban hallways and fleetingly filled bedrooms.

The Phantom Pain but somehow blunt force it even harder. That said, this is easily the best of these that I've played yet.

2006

Shame that the music is so beautiful because for something called "flow" it does everything in its power not to do so. I just wanted something to help me relax in between blocks of my Bloodborne replay but this annoyed me more than anything in that game. It's a game that doesn't innately push goals on the player and yet punishes them for not quite being the "alpha organism" that the developers want you to be. Funny seeing many video game critics/reviewers toutedthis as some "art piece" upon release in 2006. Y'all were starving. Anyways, death to motion controls beyond the Wii.

Forgot to review this back in August when I played and thinking back it's easy to see why. It's a perfectly realized and tuned experience that knows exactly what it wants to be and what it's going for. A goofy exercise in cruel irony and societal disruption that doesn't stray beyond surface level theatrics and childish power moves. However for that its existence feels petty and without lasting value. At least for me. Outside of some moments of genuine amusement that I recall I fail to see why its cacophony of noise deserves any retrospective thought beyond the cute meme that it was upon release.

This is more like it. Motion controls here are far more intuitive and typical of thatgamecompany the soundtrack is lush and feels beautifully in tune with what's going on in the game. However's there has got to be a better way of incorporating a sense of progress in a game besides "light every plant up". Especially when you end up having to scour an entire area over and over again in search of that one petal buried in the fields of grass you missed. That kind of shit bogged an otherwise pleasant game down to bits along with the preachy attempts at profundity in its second half. I just wanted chill vibes. I don't need to be taught the ugliness of industry; especially when its this hammy and obvious. Thankfully with Journey the developers learned to craft these atmospheric titles without having to contain themselves to "gamey" formulas in the process.

Something I'd definitely try on VR at some point.

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.

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.

2012

One of the most astonishingly realized and atmospheric titles; washed in an over saturated and ethereal hue of blinding light and a sparing soundtrack that is no less heavenly and unsettling in equal measure. The game's antiquated and old fashioned structure, its occasional repetition in enemy encounters and frustratingly shoddy platforming, left me a bit cold for slim stretches at a time but there's no denying just how effective and integral and timeless the player's relationship with Yorda is. Despite it all, that finale leaves me speechless and moved. Ico realizes the universal vision of emancipation from powers beyond your understanding and control. The developers craft this twisting labyrinth of a castle to navigate this newfound maturity and responsibility that befalls Ico. There are few games that openly test the patience of its player by simply testing their capacity to be an empathetic human being; guiding someone helpless to shared freedom through an uncommon unity. Exquisite yet maddening in its approach, but are those not the qualities that encompass the trenches of childhood? Ico is modest fantasy as dreamlike nostalgia.

2022

Refreshingly unsentimental where it counts, mostly made up of post-humanist dystopia vibes and not much else. What more do you need in a game than neon lights and a cute kitty though? And this takes full advantage of those on that front. It is confident in its simplicity and knows where to draw the line before becoming needlessly complicated in further building mechanics. The focus remains on the beautifully textured atmosphere and the cat's interactions with the communities and the worlds they inhabit. It's not particularly rich in those explorations and I don't know how this will fare retrospectively but its briskness and accessibility (not to mention gorgeously moody soundtrack) made for a weekend well spent. A rainy day matinee blockbuster wrapped around an indie core. Admirable.

next up on this boring wednesday, is a song to get your blood pumping

Barely misses the mark on true five star status- at least for now- if only for how the Leon run slightly drags towards the end (climaxing with the final Mr. X battle which might be the game's only real misstep). By this point it especially hurts after having experienced the superior Claire run and believing the game to be utterly perfect. Beyond that though, this is a genuine AAA horror masterpiece in every way. Skating on narrative (and almost meta) surrealism and packed to the brim with iconic moments of fright and gruesome delight, Resident Evil II's greatest strength is its sheer efficiency in crafting pulpy thrills and placing the naive player in constant states of panicked laughter and sweat-filled anxiety. Simply put, it is just so scary and yet so fun and swings violently between those two modes with immense confidence in itself. In ways this might be the most successful of the franchise on how it balances that dynamic even if it stumbles at times in a way REmake and IV don't. Even still, the extended Sherry and Ada segments, exploring the nonsensical police station and its labyrinths beneath, the bastardized nuclear family illustrated by the Birkins, the abominations lurking in the sewer, the corny expletives shouted by the protagonists when confronting the ass end of biological existence.. and of course the marvel that is Mr. X- a creation so ingeniously straightforward as to suggest inertia but is rather a stroke of mastery by the developers in constantly turning the tables against the player. These and more are all elements that display an insane level of prowess so rarely found in horror games. It is one thing for something to feel bluntly oppressive in its atmosphere (the easy path I'd say) but it's another challenge entirely to structure your overall design in empowering the player yet engulfing them in sterilized environments that instigate vulnerability at every turn. Down that hallway, turn a corner, up a flight of stairs, something's following from behind (or not?), hear a sound from the other side of the room.. perhaps through the walls. It is three dimensional terror that transcends logic and in effect reality itself. The game is its own consuming nightmare and Claire and Leon are themselves manipulated pawns in a manufactured world of ever shifting spaces. I have faith in whatever they're cooking in the next remake.

for all intents and purposes, this is the apotheosis to everything the previous remakes have sought to accomplish. it eschews the abstract poeticism of the original- losing the heightened nightmare married pulp power fantasy that it oozed in favor for the grounded visceral realism that defined the previous entries. in that case this succeeds as its not merely trying to replicate the classic but instead continues a thread already established; implementing fine-tuned narrative coherency in its characters and a welcome linearity in its level and environment design. for me, these things are rather perfunctory in the grand scheme but in the moment it is indeed a total blast. there is no doubt this will not age nearly as gracefully as the original if for one reason- a lack of modern innovation. this is simply an incredibly well polished restructuring and reskin of the original, undeniably calculated and carefully considered in every way, and for that it doesn't quite reach masterpiece status for me and probably never will. nonetheless this is an excellent AAA action-horror experience that consistently and cleverly exploits the sheer intensity of most set pieces to peak effect. I had the sweaty palms and the increased heart rate... I just wish the soul was more singular and less reliant on the overwhelming power of its past life.

this community deserves a better class of 'cult classic'. this game's hare-brained commitment to pastiche, if it can even be called homage, is as tedious as its combat. there's a crude smugness underlining much of this that tries to lighten its self-deprecating nature and vindicate the nonsensical and confused narrative that increasingly put a bad taste in my mouth. to what end does any of this serve? a game whose central concept invites boundless ideas and yet is frequently constrained by rules and thematic barriers. its lovingly rendered environments and eccentric set-pieces ultimately do little to excuse the 2010s-isms that stink up its identity. i can understand its lasting appeal and at points I found its overtly deliberate camp charming but after the hundredth flying refrigerator, thousandth needless fail state, the millionth shootout, and the trillionth Twin Peaks reference, I tapped out.