748 Reviews liked by smaench


what exactly is "friction"? the backloggd community frequently evokes this term to describe a wide array of moments and mechanics, yet without any sort of ontological basis to unify disparate uses of the term. I don't seek to define any axioms regarding the term, but I would like to take the opportunity of my completion of freedom unite's arduous village questline to ruminate on the uses of friction as an intentional and unintentional design technique. let's first establish friction at a high level:

Friction consists of gameplay elements that oppose player progression or elongate time spent on it.

this is a nice open-ended definition that gives us plenty of room to explore. possibly the most basic example of this is movement: the physical limitation of your avatar being unable to exist at all coordinates at once or being able to instantly teleport to any coordinate is within itself an act of friction. this spans a wide range of mechanics; consider tetris, where at high speeds the frame count behind a single lateral movement of the falling piece becomes a limitation against being able to place a given piece at the desired location before the piece lands, or games with areas that change the kinematics of a player's movement to become slower or faster than their base speed. for a walking simulator, the act of movement is the primary element separating their narratives and environments from less frictional genres such as interactive fiction and visual novels. of course, this above classification isn't necessarily useful for discussion given how wide-ranging it is, so I'll present a taxonomy to cover the most common types.

Immersive friction consists of frictional gameplay elements that seek to heighten the sense of existence in the game's environment.

a good example of the above would be plant growth mechanics, where seed items are planted and then can be harvested after a given amount of in-game time. while this poses a time restraint on the player in terms of obtaining the items, few would object to such a feature given that it simulates crop cultivation in reality. unless the player has no exposure to agriculture, they will be able to make a connection from reality to the in-game environment and integrate the mechanic into their understanding of how the world operates. this doesn't necessarily have to consist of elements that correspond to our reality, as I would suggest it also encompasses elements that exist to introduce the player to the particular quirks or "unrealistic" elements of the in-game world.

Oppositional friction consists of frictional gameplay elements that seek to heighten difficulty.

this design methodology is the reason that many of us find many 8-bit games unbearable; games that lean on oppositional friction too heavily can suffer from serious artificial difficulty. otherwise this is pretty bread-and-butter design fundamentals in order to present a proper challenge to players. damage balancing, enemy counts, time limits, and cooldown timers (among others) all fall under this umbrella, and often these values are the first to be tweaked in post-game updates in order to dial in the exact amount of challenge players need.

Unintentional friction consists of frictional gameplay elements resulting from oversights in the development process.

bugs, glitches, and their ilk all fall into this category. the shining example of this in my head is the sonic adventure duology: both of these games would likely be far better tolerated by the gaming community at large (who already are relatively forgiving of these games' failings) if they simply weren't riddled with countless collision issues, screwy camera sections, and physics goofs. of course, it's not always easy to tell whether a given mechanic falls into this category or one of the others given that specific design intentions are not always known. it's also certainly true that "unintentional smoothness" or something similar exists in many games, where development oversights actively reduce friction in other areas.

every game has frictional elements that fall into each of these categories, and identifying them within freedom unite (which I'll hereby refer to as mhfu) is easy. monster hunter games have retained a loyal fanbase that appreciates the dense internal logic of the series's world, all of which relies on immersive friction. weapons become dull with repeated use and must be frequently sharpened, materials must be gathered by hand or farmed over time, certain monster materials come from breaking or severing specific parts of the monster, and powerful items must be combined by hand. while understanding the intricacies will never come easily to a new player, the games do provide ample resources to those willing to learn, and the difficulty is balanced in such a way that new players won't have to leverage every mechanic in order to succeed during the early hours of the game.

mhfu is not a truly standalone product, as it is not only the culimination of the first two generations of monster hunter and an expansion of monster hunter freedom 2, but it is also at some level a retooled port of the ps2 title monster hunter 2 dos (or mh2). that game pushes the envelope on immersion past the first generation of entries by heavily expanding the single-player village scenario and introducing a cycle of seasons that solidified the game's setting. day and night alternate and change the map layouts, huntable monsters vary based on time of year, and the overall progression befits that of a living area that grew with the player day by day. players need to plan for seasons in advance; for example, beehives with vital honey deposits dry up in the cold seasons, forcing players to either stockpile in advance or lie low until the season passes over. every material carved or received post-hunt must fit in your limited pouch, and items in your box only stack to the point that they would in your regular inventory. all of this was carefully considered by the developers in order to create an enticing hunter/gatherer simulation that pushed difficult decision-making and world knowledge onto the player (for more information I highly recommend this rather lengthy retrospective of the game).

mhfu rolls back many of these changes in favor of streamlining the hunting experience. virtually all the mechanics I've listed above are absent: there is no seasonal system, day/night features are now simply part of the quest instead of cycling, item box space is nigh unlimited, and quest rewards teleport directly to your box. I want to stress that changing these isn't inherently a problem (something that the above video struggles to articulate). the monhun portable devs had decided to center the boss fight aspect of the series rather than the survival mechanics, and given the boost that mhfu gave the franchise, it seems like they successfully identified what enticed most players to begin with.

however, this absence of immersive friction seriously wounds the believability of the world. mhfu lacks the undergirding framework that made mh2 so interesting as a simulation of hunter-gathering lifestyle, and without that structure the cracks in the foundation begin to show. monsters here are endless scores of polygonal marionettes to be plopped into one of the many areas on a whim. they frequently walk in place, awkwardly jitter between moves, and refuse to interact with other monsters in their vicinity. stripped of the ecological backgrounds underpinning their mh2 appearances, these monsters can do nothing except serve as punching bags for the player to idly and repeatedly kill. later games would substitute back in more immersive elements that make these fights feel more dynamic and alive: the exhaustion system in the third generation slows down the monster and makes them feel as if they are legitimately expending energy battling you, and the fourth generation adds a significant amount of environmental interaction with the focus on verticality. mhfu sits at an awkward crossroads where it streamlines the mechanics to the point of killing some of the charm while simultaneously not possessing any innovations that make up for the lack of immersion.

simultaneously as the immersive friction is dialed back, the oppositional friction stings ever greater. the hitboxes are one of the most infamous examples from this entry (and prior ones); virtually every monster has an attack with a disjointed hitbox or a frame one activation that seriously strains depth perception and reaction time, especially for players new to the game. with the artifice of progression already so apparent here, these questionable design decisions scan more as cruel tricks to increase playtime and encourage reliance on multiplayer. the game seems as if it were self-aware, less truly a hunting game and more a endless boss rush that relies on compulsion to drive playtime. in response, the player begins to push back, bending the game even further away from a microcosm of elevated reality. why not just spam flash bombs if every monster can be repeatedly blinded by them? why bother exploring all the different quests when I can just look up key quests online? what's the point of fighting two monsters at once when I can wait for minutes on end in a different area waiting for them to split up? at this point the game begins to lose sight of the thrill of the hunt at all, and for every pound of pain it dishes out it receives a karmic retribution threatening its ability to convince me that its conceit has any basis to it at all.

so while its many weak points have been rectified in later entries and it performed incredibly well when released, from a design perspective I see mhfu as a cautionary tale in many ways. friction is not just a blunt weapon but a nuanced tool that requires care to truly apply properly. to that end: simply removing elements of friction from a game does not necessarily have a net positive effect on a game. removing key elements of immersive friction can in turn kill a player's desire to exist within the world the game creates. removing some elements of immersive friction may be for the best, but it may be equally or more pertinent to target elements of oppositional friction instead, especially if the goal is to streamline gameplay. finally, there are other ways to include immersive elements that are not necessarily frictional. including these can retain essential depth even when frictional elements are absent. I intend that none of these conclusions are dogmatic, but merely that they are my examinations of how this game feels slight compared to others in its series.

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gonna be upfront here: I didn't really finish the village quests. once I got to 9 star quests I did a quick tally of how many wyverns I had defeated and the number was probably around 60 or so, which is way under the 100 threshold you need to unlock the silverlos/goldian key quests. no way in hell I was going to needlessly grind when I already had 80+ hours and was desperately tired of this game, so I went ahead and set a goal to defeat rajang and call it quits. honest to god I was surprised I got that on the second try given how much of a pain it is... when enraged he could easily knock out 75% of my life bar if I got hit with the beam or some of his other attacks, especially since I was still using LR gravios armor (heavily upgraded of course).

nekoht's quests in general are probably the most abysmal key quest choices I've seen in the series up to now. for one: great forest is barely ever featured even though it's supposed to be the new map for the entry. it's a solid map but given that I've literally fought no one other than hypnocatrice and narga there I don't have super strong opinions on it either way. meanwhile you're pushed into a bunch of the shitty first gen maps... I read a gamefaqs thread stating that first gen desert is far superior to its dunes remake in fourth gen and I am perplexed about how anyone can hold that opinion. another place where the lack of other immersive friction fails: here is a map with two gigantic flat areas that I never get to explore organically at all and where I can be knocked into the adjacent areas off of virtually any border with no indication of where said border falls. the white monoblos fight here walled me for a bit and it was so infuriating. the basarios fight is bizarre since it takes place in old swamp and basarios literally never leaves a single area... the khezu fight is fine, even though having to run back and forth between the two separate cave areas isn't particularly fun. the double hypnocatrice refight is pointless (what a boring addition) and the rest of the 8 star rank keys are sort of here-or-there, just more hunt-a-thons.

except for yian garuga... what the fuck were they thinking. supposedly this Elegy of a Lone Wolf quest features the souped up scarred garuga variant and it hits like a truck with a cushy hp boost as well. I legitimately timed out on this fight using gunlance much to my absolute bafflement. my bit of hammer practice from mhgu recently came in handy here however, as I grinded out a nice iron hammer for HR and proceeded to crush the poor bird's skull in a truly cathartic 25 minute blast. this is truly the mhfu dichotomy: you feel like absolute shit when you do poorly and an absolute god when everything's going in your favor. just a year after starting my true monhun journey I finally felt like I accomplished one of the major elements of being a strong player, which is actually being able to switch weapons to counter a specific monster rather than leaning on a single weapon type for everything. it felt like such a natural fit too, as I was sussing out the safest quarter-turns to get fully charged standing shots on, nailing rolls through certain attacks, and watching my positioning to ensure I couldn't be caught by frame one moves at any point. that's some fucking monster hunter. same with the rajang fight; he's total bullshit but then it just clicks and suddenly I'm side-hopping through his punches and exploiting his janky beam hitbox.

that nargacuga fight is the most telling of where the series was destined to go from this game on. narga might be using tigrex's skeleton (I think anyway) but its moveset is completely its own. it moves with grace, braces itself for attacks, and features unique windups for virtually everything in its arsenal. I've fought narga dozens of times in p3rd when grinding for his endgame weapon, so I never expected this fight to be tough, but it really did put into relief how clunky many of the other monsters are. the move pool for 1st gen monsters is absolutely barren; expect to see virtually every wyvern have a tail whip, a hip check, a basic bite, and a turn-around swipe, all with virtually identical animations. some of the skeleton reuses are particularly glaring as well, like what are the differences between diablos and monoblos really? is it just that diablos jumps further from the ground when reemerging and also has more hp? it's pretty cleared why they've phased sone of these out in more recent years... it's an absolute crime that gigginox hasn't replaced khezu though, that fight is miles more interesting.

really it comes down to how much information you have going in. I already knew the controls from p3rd so I wasn't too thrown off by not having little context icons to let me know how to gather in certain spots or climb ledges. I started farming armor and power seeds from day 1 as a cash crop, and I ended up having to extensively use them not only for demondrugs/armorskins but also to consume on their own; who knew that they give +10 to a stat and stack with your drugs? in many of the other games I could coast without really preparing for each monster, but here it's an absolute necessity. flash bombs for everyone, sonic bombs for diablos, tainted meat for tigrex, etc. etc. I needed to spare no expense just to get by here. without all that prior knowledge it would've been curtains for me with this game a lot faster I think, and I would absolutely not recommend this game at all to those who haven't played any of the other pre 5th-gen games at least. I'm soloing G4 stuff in mhgu without thinking twice and then getting my ass handed to me by high rank village in this game. rough.

one day I'd love to flex my assembly knowledge and maybe make an easy-type hack for this game, which seems potentially feasible given that FUComplete exists. my ideas:
+base value of 50 defense. this is what mh3u did, and it would hopefully dull the edge on some of the truly insane attack values in this game.
+dung bombs actually scaring off monsters. this works on khezu, so it may be possible to either expand this check for all monsters or hook in the code for it into other monster AI routines, wouldn't be easy though. would really make double monster quests far more bearable
+felyne chef auto-cooking. just always give me 50/50 please, stop making me look at the wiki for the various recipes
+high rank village harvest tours. what the hell were they thinking leaving these out??

anyway back to mhgu... I'm an agnaktor x set grind away from getting to enjoy that kickass ahtal-ka fight. I'll come back to this and do multiplayer sometime, I'm sure I'll get an itch eventually and hunstermonter is still very active. maybe then I'll finish off village... which btw I already fought akantor a bunch in p3rd so it's not like I'm missing that fight completely, and I skipped HR shen gaoren because that fight is easily the most boring siege I've ever played.

another quick note: sony rules so much for making their handheld save data easy to access and move. originally started this on my dad's vita, moved the save to ppsspp, then back to vita, then to my psp, then back to ppsspp. playing this with claw on psp actually feels pretty viable but it was starting to give me some arm pain so I decided to call it quits on real hardware. it looks so gorgeous on that screen though...

SSX 3

2003

A quick aside;- Spent the past few weeks on a bit of an PS3 emulation kick, knocking out a few stragglers from the gen 8 library that always managed to elude me. One of the games I tried out was the 2012 SSX reboot nobody really likes - god knows why I chose to start my foray into this series with that entry, it was just kind of there I guess. It was alright! Hard to really fault what appears to be a rock solid racing foundation w/ incredible feedback & thrills. I managed to get surprisingly close to the end of the game before my motivation careened off a couloir with the insistence of an awful statistical equipment store, gimmick missions like the oxygen tank, glider, solar power & rear-view cameras. If only EA made no less than three games beforehand where this memetic & metric excess is absent!!

Anyway SSX 3 is fucking sick. Nothing short of a landmark achievement for this game to accomplish as much as it does way back in 2003, all the while fully maintaining this feeling of modernity that makes it absolutely breezy to pick up blindly in current year. Snowboarding controls iterated on to a mirror shine, mechanically dense & full of freedom of expression in how you can approach the shockingly sprawling slopes that spread their tendrils through a track like a spaghetti bowl. Repeated heats thru race courses would have patchnotes I swear, the more I familiarised myself with their layout the more they’d pull the rug out from under me to reveal new avenues and secret paths. I love the blisteringly fast risk reward & fuckup cascade that can happen when your antic hubris meets its match & your teeth meet the grind rail. I fully expected this to just control like a breezy Tony Hawk clone or something, but it's so bespoke to itself & intensely demanding in a way that I adored losing myself to the mastery of.

Perhaps unshocking, but it’s also striking to me how much better this game looks over the next-gen reboot lol. Feels as though the art designers had no say in the way SSX 2012 looked, rendering the majority of its slopes a very grey textureless mush that only came across as too scared to introduce visually interesting locales like the audience’s eyes would just burst like blueberries under the tropical sun or something. SSX 3’s mountain is lined up like a daisy chain of unique vignettes with key visual identities and senses of purpose in the macro. I adore how the lighting and skybox would change subtly as you progress down the mountain, so when you do the ultimate no loading screen downhill jam through every track you’ve familiarised yourself with it feels like such a perfect odyssey. Unlockable Adam Warren art is rly great, particularly adore the concept art of the courses themselves and how franco belgian they look lol. Eventually I’ll play Tricky and enter the heated internal angel & devil inside of me debate between which of these two entries I prefer. I DEEPLY want these games to be added to that Noclip.website so I can see how these tracks curl in on themselves.

On one hand it's the most mechanically complex kart racer I've ever played.

On the other hand it's the most mechanically complex kart racer I've ever played.

At the end of the day the real PS1 mascot was never Crash, Spyro, Klonoa or PaRappa... its the parachuting kiwi bird from Jumping Flash 2.

When a friend first asked me how I would describe Final Fantasy II, I was about half way through the game, and had just met Leila. I didn’t really know how to describe it, it was something I couldn’t compare to anything I’d played before. It led me through the story like an early JRPG but with early WRPG mechanics. It was bizarre and completely threw me off from what I learned in FFI. So much of what I learned from the first game didn’t matter at all now, and what it was trying to teach me seemed almost alien. So of course, my natural response to my friend was a wary, “Have you ever played… Morrowind?”

Final Fantasy II is nothing like Morrowind. Well, it has its similarities, as comparing any game from the same genre to each other would, I guess. I came into Final Fantasy II having only the original Final Fantasy to compare it to… eh, within the Final Fantasy series at least, as I have played a handful of 3rd-gen RPGs before it. Maybe it’s why I ended up thinking of FFII so positively compared to others. Maybe that’s a negative, but I like to think of it as a positive. It keeps me thinking of FFII in the bubble it originally released to, but unfortunately that also lacks me being able to compare it to much else.

One thing I should warn before diving fully into the review is that I did play the game in Japanese, so some of the names for things might be spelled differently from my own personal transliteration vs other later official English translations (wait his name was Josef and not Joseph this whole time?!). The Famicom version I believe is also missing quite a few additions that future versions had added later on, including ones added even a couple years later in the Famicom dual-release of both FFI + FFII.

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From first glance, I could immediately tell that Final Fantasy II had improved drastically from its predecessor. The creators were able to expand A LOT on what they made with the original. Just to list a few:

• You’re now able to fully go into buildings and walk around. You can even see little Firion sleeping in the inn!
• There's a crazy amount of new magic you can learn (which you see early on thanks to Ming Wu).
• You can now see your character’s negative status effects play as a funny symbol on top of them in battle (black glasses for blind, green swirls for poison, they literally turn into a rock when hit with the stone status!). It looks great and makes it easier for players to remember what exactly the current status of their party is just at a glance.
• The character designs are more varied and more detailed, even if Firion is just the fighter sprite from the first game. With Maria, we can now see our first true playable female character in the series, rather than the assumed fully-male cast of the first (or at least that’s how the English guidebook describes the cast which uh, infamously got quite a few things wrong about the game, so take that as you will LOL). You meet a very colorful cast of characters right at the start as well, with a good amount having fairly unique designs (Ming Wu is my favorite)!
• Lastly, the thing I noticed and was so happy to see was that you can now save whenever you want. Well, whenever you’re on the overworld map. But, still! It’s a button that’s always on your menu screen. You don’t have to bank on having a hotel or cottage in your pocket so you can save before a dungeon, which can make expeditions infinitely less frustrating.

The story of FFII is surprisingly engaging for a 3rd-gen game, with it starting out with a 5 minute long interactive cutscene kinda thing. Watching it, you quickly learn that you now have a set story with characters that have a set destiny. You can name them and train them to be whatever you want, but no matter what, the story has a path it will always take with characters you can’t always predict. Oh boy, how you can not predict. About 2/3rds of the temporary party members who join you end up dying! Even NPCs you don’t interact with too often end up dying! But hey, the story does focus around war, and what’s war without loss. Though more realistically, I imagine they killed off a majority of your short-term party members as a way to cycle through different characters and show the player different builds they themselves could evolve on. My favorite non-player characters that I met along the way were Paul the Ninja, and Sid and his son, who offer a shuttle with their flying boat not unlike the one from the first game… hey wait, why does Sid have his clearly underaged son in a bar? Oh well, it works for the story. Just try not to think about it!

There’s little things I can nitpick though, of course. I absolutely hate the new map. I understand this map is WAY bigger than the last, and the illusion of the globe allows them to fit more with less, but holy shit its soooo slow - and if I just want to check what direction I want to go to reach a dungeon, I have to slowlyyyyyyy wait for the globe to turnnn and inchhhh and oooo we’re almost there, baby!!!! Well, this shouldn’t be a problem, right? Final Fantasy I, Dragon Quest, Legend of Zelda are all games that provide a full map for you in the manual to glance at, so there must be one in this manual- nope. Okay, what about the guidebook? You know, the thing you spend extra money on to hold your hand and show you how to get through the whole game- nope. There’s no maps at all actually, even for the dungeons! Remember how Final Fantasy I had big maps for the player to scan through for everything, all within the manual packaged with the game? Well, Final Fantasy II says “Fuck you, why don’t you figure out,” as they hand you Slowpoke Rodriguez’s favorite class globe.

The manual and guidebook at least are very useful in including every little detail about the new leveling system, and also informing the player on what all the new magic does. A stupid complaint, but skimming through this lovely mapless guidebook, I was excited to see Chocobos appear, which are like giant chickens your player can ride on! Unfortunately, I never ran into them once throughout the entire game. They seemed cute, and the book says you can find them in a specific forest if you wander, but I never found one, even when purposefully looking for them. Oh well, maybe I was just unlucky!

Wait, that’s it? Those are the only complaints? It seems like FFII should smell like roses in comparison to FFI after all that, shouldn’t it? Well, it does…! It does, except for one very small, very tiny detail…

GAMEPLAY AND RPG MECHANICS

FFII doesn’t level in the way that Dragon Quest or even the original Final Fantasy do. In fact, the closest comparison I can personally make to a game that I’ve played that came out before FFII is regular tabletop DND. When you want to level up, you have to focus on a specific skill or trait. It’s not as simple as leveling up your magic to improve your magic; you have to focus on what exactly you want to level up in your magic. Did you want your magic attack to be stronger? Then focus on using the specific spell you want to be stronger, as the more you use it the more it levels up. Did you need more MP? Then use more magic to get more magic! Using magic in general also helps level up your magic strength… but specifically your intelligence or spirit which correlate to your black and white magic respectively. See where I got the Morrowind comparison? It’s a lot, but as you can see with my magic example, a lot of it relies on each other, so if you play naturally, you should still level up naturally like you would in FF1.

That would be all fine and dandy, except you don’t level up the way the creators intended. I don’t know whose idea it was to go against the golden rule for JRPGs since Dragon Quest: Allow players to level up quickly with the game requiring more points to level up the further they play. For example, to get to level 2 in… let’s say using a sword, maybe you need to use it 10 times before it reaches level 2. After that, then you need to use it 20 times to reach level 3, and so far so forth. FFII doesn’t do that, and I think that’s where its biggest flaw shows. It requires you to use whatever it is you want 100 times each time you want to level it up, all from the start. It’s awful, to put it lightly. The great thing to remember is all the Final Fantasys on the Famicom are insanely broken! As a result, I quickly found out that you can input a move on a party member and quickly cancel it and do it again. It only takes one move but it still counts the first use, essentially doubling the points I get from it. Do this 50 times, and you just leveled yourself up in one battle. Though of course, it’s just that one thing you leveled up, whether that be a magic skill, your attack, defense, HP, MP, or whatever else you focused on. It unfortunately also can mess with the leveling a crazy amount as well. Ugh, just think! This would be significantly less of a problem if they just followed the guide of leveling-up starting fast only to slow it down the further you go. They did it in FFI, so they must have found an issue to force the mandatory 100 points for FFII… On top of that all, the same issues with magic in FFI still exist in FFII, with a nice chunk of spells being completely broken and not working the way they intended. Most infamously it affects Ultima, a spell intended to be the most powerful in the entire game. The only way to figure out what works and what doesn’t is through trial and error- how horrendous! Thankfully, we live in the future, so I was able to quickly find a guide online that lets modern players know what magic to not waste their time on.

This is the biggest turn-off of Final Fantasy II to players, and I don’t blame them. I especially don’t blame players who had to try and figure out everything without the manual guiding them through this incredibly involved leveling system. I found the manual and guidebook for FFII on Internet Archive, and even with that by my side I constantly had to look at it over and over to remember what exactly I had to do to level-up myself up. Eventually, I just wrote and drew a shitty guide just for myself so I could more easily memorize it. In the end, I got there! Then I had to read and memorize all the new magic spells! Oh, well. As someone who loves journaling and taking notes, I really didn’t mind it, but of course I can understand how unbearable it could be for someone who doesn’t like it. It reminded me, again, of tabletop gaming and how when I play that with friends, I often fill a whole booklet with my little notes. Maybe I was used to it? Maybe I just felt it immersed me better into the story, and helped me feel more understanding of how the gameplay meshed with the narrative. In the end, it helped me gain a bit of an emotional attachment to it all; characters and game mechanics alike.

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Well, how would I compare it to my friend now, after finishing it? I’ve been told the Romancing Saga series takes heavy inspiration from it mechanically, and by the time I finished I could see the Star Wars parallels loud and clear. Obviously, it has its Wizardry, Ultima, and Dragon Quest influences… What didn’t back then? But how would I describe FF2?

It’s broken, it’s unreliable, it’s confusing. But it’s also rewarding, emotional, and easy to get wrapped into. It tried crazy things for both the time and platform it released on, but it found its people, and its people found it.

Final Fantasy II is like Final Fantasy II. You wanna know what THAT means? Well, play it and you’ll find out!

4/5

I really do hate feeling that I’m undervaluing effort. If anything, I should probably have just played a fantranslation of the original Live A Live, so that I could feel a little more as though this game’s web of genre anthologism was particularly formally impressive or functionally experimental. It’s a little personally embarrassing how much slack I’m willing to give older gens for breaking their spines over ambitious systems I take for granted nowadays, and narratives I’d find quaint in anything released now. I want to lay blame on Octopath’o’vision more than anything.
Live A Live’s cool, I won’t deny - the individual cinematic reverence to which each of these chapters are framed, the unique ways their characters express themselves thru bespoke mechanics like Pogo’s rudimentary crafting & hunting, Shifu’s already capped level & disciple training, Akira’s overworld psi abilities… I just don’t think there’s enough meat on any of this game’s bones for me to feel strongly either way about any of the stories, let alone for the final act to even feel self-justified that its cast have the capability to act as convincing anti-hate thesis statements - and not simply an extension of what Live A Live always does; falling back to the motions of genre.
Playing through Square’s library has made me feel incredibly assured in their ambitions and creativity, kindling much of what I find so mysterious and evocative about the JRPG genre. Games that spin themselves wildly into their own neuroses and bloom into an orchard of mechanics and character dynamics we’re today still only barely reaching similar heights of. To me. Live A Live feels like a demo disk or something of that mission statement, glimpses into their process but, too brief for hooks to really set in.

"Character action" has never done it for me. I feel the floaty combos and distant cameras really dampen the impact of combat. I'm so glad that we live in the timeline where instead of representing the future of the Resident Evil series, Devil May Cry became its own franchise. Resident Evil 4 was a game that Capcom attempted to make several times, before begging Mikami to come back to the director's seat, and even he scrapped a couple of false starts before he settled on the game he ought to be making. The change in camera was the big thing that players talked about, but it was the shift in focus and tone that really made Resi 4 so beloved by its biggest fans. Mikami had gained skill, establishing multiple complementary mechanics and tying that to a campaign, but he was also more confident in his own sense of humour and whimsy. Resi 4 was a game with a real sense of personality, but it was compromised by the pressures of the surrounding franchise, the publisher and the fanbase. For his next game, he'd disregard all these aspects and make it entirely for himself.

When I first played God Hand, it took about five seconds before I knew I loved it. It's very much built on the back of Resi 4, but makes no apologies for its eccentricities. It takes the weight and impact of Resident Evil 4's shotgun and puts that behind each punch. Resi 4 utilised the sensibilities of modern games just enough to adopt a mostly useless camera manipulation system to the right analogue stick, but God Hand foregoes those conventions entirely, tethering it to your critical dodge system. God Hand doesn't care about any other game. It's fully confident in what it's doing.

God Hand's vibe is a very divisive thing, and not something you can choose to opt out of, but a truly cultured mind will undoubtedly side with it. Its sense of humour comes from a very specific place. It's a deep affection for Fist of the North Star and low-budget 70s kung fu films, but there's so much fondness for late-80s and early-90s action games, too. It loves the ridiculous, digitised voice clips from Altered Beast and Final Fight. The greatest joy is when you encounter an absurd, one-off, late-game disco miniboss, and he hits you with the same audio clips as the standard grunts from Level 1. This is a game full of explosive barrels and giant fruit. Shinji Mikami started production on Resident Evil 4 trying to fulfil the obligation to make his scariest game ever, and by the end, he got so bored with that direction that he created a giant stone robot Salazar that chased you through brick walls. God Hand was the logical next step for him.

There's a focus to God Hand's ambitions that implies Clover really knew what they had with it. A few ridiculous bosses and minigames notwithstanding, the levels are typically fairly boxy and nondescript. All the attention is on the distribution of enemies and items. It's spectacularly un-fancy. Flat ground and big brick walls that disappear when the camera gets too close to them. It doesn't care. The fighting feels great, and we're having a great time with all these stupid baddies. Fuck everything else.

Your moveset is fully customisable. Between levels, you're given the opportunity to buy new moves, and apply them to your controls, either as specials tethered to a specific button combination, or even as part of the standard combo you get while mashing the square button. It offers players real versatility as they figure out their preferred playstyles, and what works for them, while trying something less intuitive can open you up to new approaches. There are quick kicks and punches that overwhelm opponents, heavy-damage moves that take longer to pull off, guard breaks, and long-range attacks that can help with crowd control. There are certain moves and dodges that are highly exploitable, and risk breaking the game's balance. Clover are aware of this though, and whenever they found a strategy that made the game boring, they made sure to penalise you for using it by boosting the difficulty massively whenever you try it.

That's the big feature. The difficulty. God Hand starts out really hard, and when the game registers that you've dodged too many attacks or landed too many successive hits, it gets harder. This was a secret system in Resi 4, but in God Hand, it's part of your on-screen HUD, always letting you know when you've raised or lowered a difficulty level. Enemies hit harder, health pick-ups drop less frequently, and attacks become harder to land. The game's constantly drawing you to the edge of your abilities, and if you die, you have to try the entire section again from the start. It never feels too dispiriting, though. You retain all cash you've picked up after you died, and you feel encouraged by a drop in difficulty. If you do well enough on your next attempt, it won't take long before the difficulty gets back to where it was. There's also some fun surprises for those who get good enough to maintain a Level 3 or Level Die streak for long enough, with some special enemy spawns and stuff. You feel rewarded for getting good, but never patronised or pandered to. Your reward is a game that felt as thrilling as it did when you first tried it.

It's the little eccentricities in God Hand's design that I really admire. Pick up a barrel and Gene will instantly shift his direction to the nearest enemy, eliminating any extraneous aiming bullshit, and pushing your attention towards the opportunity for some cheap long-distance damage. If an item spawns, it remains there until you pick it up, giving you the opportunity to save it for when you really need it, even if the backtracking route becomes a little ridiculous. Since the camera is so stubbornly committed to viewing Gene's back, they've implemented a radar system to keep track of surrounding enemies, and it makes little sense in the context of the scenario, but the game doesn't care about that stuff. It's another thing that makes the fights against gorillas and rock stars more fun, so run with it. Between each section of the game, you're given the opportunity to save, or warp to a kind of mid-game hub world, with a shop, training area and casino, which you can use to unlock better moves and upgrades when you need them most. You can gain money by taking the honest route and chipping away at its toughest challenges, or take the less honourable route with slot machines and gambling on poison chihuahua races. It's blunt, utilitarian, and it's entirely complementary to the way God Hand feels to play.

It's the consistency in tone and intention that completes the package. God Hand knows what it is, and how it feels, and it never betrays that. It doesn't obsess over lore or characters, but it really has fun in introducing new baddies and scenarios to put you in. And I really like its taste. I like that all the big bosses meet up at a secret hell table to exchange barbs between levels. I like the fight on an enormous Venetian gondola. I like the dumb, weird, repetitive soundtrack. The developers are world-class talents, and they just wanted to make a dumb, stupid, fun game.

I probably ought to give the soundtrack a little more credit. This is from Masafumi Takada, out on loan from Grasshopper Manufacture before he became a real gun for hire, working on Vanquish, Kid Icarus: Uprising, Danganronpa and Smash Bros Ultimate. He's great at elaborate, high-energy compositions, but his work on God Hand is some of his dumbest stuff. It's great. The constant Miami 5-0 surf rock, the warbling Elvis boss fight music, and the Flight of the Bumblebee guitar for the fight against a giant fly. He's having the time of his life on this one, fully liberated from the pressures to convey a consistent tone or atmosphere. It's stunning work, and he makes the correct call every time he has to write a new piece of BGM for God Hand.

Shinij Mikami is a bit of an enigma, and his work on Resident Evil has unfortunately typecast him as a horror director, but he's never expressed a real affinity for the genre. He was put into that position under an obligation to Ghouls 'n Ghosts' Tokuro Fujiwara, and the game he ended up making was full of corny heroes and giant snakes. The subject matter was a shock to audiences in the mid-nineties, but in reality, it wasn't that far removed from his work on SNES Aladdin. By my estimation, God Hand's the closest we've come to seeing the real Mikami through his work. He's made Resident Evil 4, and he wants to leave that behind him, but EA and ZeniMax kept dragging him back to his biggest hit.

God Hand feels like the only point in history God Hand could have happened, and it's pretty wild that it did in the first place. I mean, it makes sense that once you hand Capcom the Resi 4 Gold Master disc, they'll let you do whatever you want, but they were so rattled by the result that they fired all of their key talent and started making calls to Canada to produce Dead Rising 2. Confidence in Japanese development was at an all-time low after 2006, and the PS3 and Xbox 360 resulted in some of the most embarrassing entries in many legacy franchises. The PlayStation was born out of a SNES project, and that ethos was what drove the first decade of Sony Computer Entertainment. Afterwards, a new game proposal would not be greenlit without referencing the design of the latest Grand Theft Auto. The Konami, Namco, Square and Capcom that we have today don't reflect who they were in the nineties and early 2000s. To me, God Hand feels like the final page of that chapter. But, man, what a fucking statement to close out on.

It takes about 4 hours of excruciatingly bad jokes and nonsensical puzzles to get to the point in which you see the funny fugu fish that says "don't pee on the floor use the commodore" and not even 5 minutes later he's used in a setup of a racist joke, very cool, thank you game.

Damn y'all weren't lying, the Playstation can really produce mind-boggling effects...

Very cute and very short game where you play as a muddy puppy trying to get the house as messy as possible! Think of untimed, noncompetitive Splatoon. Takes only like 30 minutes to play and is free, so why not check it out?

3/5

Addendum (4/26/24): A 2.1 patch dropped and gave the game another honest try, while there's still some pretty big problems with the overtuned difficulty of the emerald challenges, the kart handling, and very misplaced GP courses (really that first GP is a mess compared to the rest), there is a MARKED improvement as a whole with the way the game plays now.

This still needs some hefty lifting and work on its backend and I'm still not over the moon with it, but its a step in the right direction. I'm at least happy the devs seemed to have gotten over this attitude from older comments I've seen and actually taking the criticism to heart to make it better.

ORIGINAL REVIEW: Between the hour long tutorial with constant info dumping mechanics, a mess of visual components making seeing the tracks difficult, and the mechanics of racing itself being overly complex with both a ring currency system for spending to keep your top speed up...

This game's a complete mess. I really enjoyed Sonic Robo blast 2 Kart for the fact it was heavily skill based but still goofy enough that it was in line with how Mario Kart plays. This is just overkill in the audio/visual department without much of a second thought given to the actual core gameplay of the game. So much focus went into shoving so many mechanics like fast drops, ring spending, tricks off springs, etc. that it feels less like I'm racing and praying to god I do finger gymnastics to even stay on the road.

I hope they strip back some of this game or better balance it because in its current state, it's a frustrating mess that isn't very fun to play and its tutorial is a FUCKING HOUR LONG that I spent that I genuinely didn't enjoy.

Meant the world to me when I was going through a horrible depressive spiral, around the time it launched. Everything resonated with me in ways I really didn't expect. Seeing the game get boiled down to "teehee funny Robot Ass" isn't my favorite thing, but honestly, I'll take anything that'll potentially get people to play a game that means the world to me.

Yellow Taxi Goes Vroom hooked me from the trailer, and I'm glad to say that fully playing the game pleased me more than I thought it would. I ended up falling in love with the gimmick of figuring out how to maneuver through a platformer with no jump button, and I feel really confident in saying how it ended up being some of my favorite controls for a 3D platformer I've played ever. I've said before that I'm not a huge platformer person, and I'm not, but something with Yellow Taxi Goes Vroom hits me just right. Maybe it's my hidden obsession with tiny toy cars, maybe it's the way the bright colors mixed with the polygon graphics and music, maybe it really is those tight controls - all I know is I'm not a platformer person and yet I 100%'ed this game over the past couple of days. I have never had a platformer completely cloud my thoughts in the way Yellow Taxi Goes Vroom has to the point that when I wasn't playing it, I was just thinking about playing it. It's perfect: in control, design, length, story, everything! I finished the entire goddamn thing and I'm still thinking about when I can play it again!

Absolutely a shining star for new releases in 2024. Can't wait to see what else Panik Arcade has up their sleeve, because they have gained a very loyal fan.

5/5

Well, I finally got to play the original OutRun cabinet! The deluxe one to be specific, where the car you sit in physically shakes and turns you to match what's on screen. I thought it was pretty cool, but completely freaked my wife out when she tried it out lol. I've never been a fan of OutRun's premise I'll be honest - with it not being really a racing game, but more of a "beat the timer with a bunch of stuff in your way" kinda game, but OutRun in comparison to other car driving games at the time is GORGEOUS and plays like something we've never seen before this, allowing the player to really feel like they're in control of the car on-screen.

I'm sure if I spent more time with OutRun, I would eventually get a handle on how to play it properly, but when rating the game, I can't not rate it as anything lower than a 4-Star because this is one of those arcade games that completely revolutionized arcade history and became one of Sega's most successful cabinets to date. Gorgeous graphics, amazing music (implementing a radio to add to the immersion of driving - 12 years before GTA!), and unbelievable controls... you can even change gear! Every gamer should check OutRun out at least once in their life.

4/5

"We know that millions of people all over the world just love the PAC-MAN arcade game. PAC-MAN has won the hearts of men, women and children everywhere. We also know that PAC-MAN has traditionally been an arcade game. Well, we at ATARI know all about arcade games. After all, we make some of the greatest arcade games In the world, and we know now to bring the same dynamite game play into your home. Our PAC-MAN has all of the excitement and challenge of the standard arcade game, and you get to play in the comfort and convenience of your own home. This is especially advantageous if you still plan to make an occasional appearance at the arcade to show off your great playing skills. (Little do they know that you've been practicing at home all along.)"
-Page 1 of the Pac-Man Atari Manual

at that point in 1982, you could probably argue that those words in the manual were the biggest lie ever told in gaming. When it comes to converting arcade games to the ol' 2600, obvious compromises need to be made in order to crunch out that game essence. Some games, like Space Invaders, Asteroids, Defender, Berzerk, etc, make the conversion relatively unscathed. But sometimes you just get some absolute nonsense like Pac-Man. While this game is in literally no means an accurate conversion of the arcade classic, it does show some interesting insight into Atari history both in a cultural and gamedev sense.

So like, the game pretty much shares gameplay similarities with the arcade version and that's kind of it. You eat dots and avoid ghosts that chase you, but compared to the arcade the ghost AI is different, scoring is different, the hitboxes are different, the maze is different, you get the idea. The maze isn't even like a bastardized facsimile of the original, it's just a bunch of circles in a grid. The hitboxes for actually eating the pellets video wafers seem to be a lot smaller and more precise than the hitbox for touching ghosts which makes things feel kind of inconsistent since you gotta be further forward towards pellets video wafers in order for them to actually count as eaten whereas the ghosts touch any pixel of you and pac man dies right then and there. At least on the control front things still feel responsive and snappy. There are only 8 different game variations here, and they just change how fast Pac-Man and the Ghosts can move to somewhat alter difficulty. I found that Game 6 is the fastest for both and even then it's still not that fast, so that's my rec if you want the most engaging Pac-Man gameplay. The slowest ghost speed is designed for younger children apparently, and at that speed the only way the ghosts will ever get you is if you actively try and get yourself killed which is awesome. Also this is probably just a me thing but using the stiff Atari joystick to try and quickly maneuver Pac-Man definitely hurts my hands after a little while. If there are any boomers on this site reading this please let me know of any proper Atari controller holding tech because I still haven't figured out how to use it in both a comfortable and consistently functioning way just yet.

If you look at this game solely through the lens of how accurate of a conversion this is, it's pretty dire. But ngl this game is pretty cool to look at retrospectively. Atari crunched the fuck out of one guy in 6 months to make something they KNEW would sell millions on brand alone (and sell it did, this is the best-selling game on the system), and so within those constraints the guy likely chose to go for preserving what he believed to be the essence of Pac-Man, rather than trying to make a straight conversion with no proper time or resources. Honestly, the essence still comes through pretty well even in this conversion, and there are probably a solid amount of the 8 million copies sold were probably satisfied casual customers just trying to get their fill of eating dots and chasing ghosts without much care towards the details. It's also just that by 1982 the Atari 2600 was already roughly 5 years old, and Pac-Man was already 2, and many other people had understood standards of what they should be expecting from a first-party conversion of an immensely popular arcade title, and this definitely wasn't up to those expectations. Gaming wasn't a fad anymore, the market of core gamermen had bloomed by this point, and if there's anything we know about those guys it's that they have quite high standards for their gamin. As a result, this game (and it's partner in crime that would release at the end of the year, E.T.) could be described as one of the first games known to the general public as a "bad game", and are frequently cited by historians and fans alike as a major cause of the great American video game crash of '83 as well as being touted as some of the worst games ever made in the later internet sphere of things.

Do I think this game really deserves that kind of reputation though? I mean, kind of? It's not nearly as ambitious as something like E.T. and is a pretty blatant result of Atari cutting corners to get as much easy profit on their grubby hands at the cost of making a quality product for their consumers, so it's not exactly like this game is great or misunderstood or anything imo. The Atari could absolutely have done a more direct conversion of Pac-Man, as both the Ms. Pac man port and plenty of 2600 homebrew can prove, so it's not like it was entirely the hardware at fault either. I just think that the end product is such a fascinating result of so many factors that it's hard not to be curious about it. It will obviously never happen, but I do wish Namco would reference this bizarro version of Pac-Man or include it in compilations as a historical curio or something. If they had a 2600 pac-man skin in a championship edition game or something I would absolutely pop the fuck off ngl. I definitely still wouldn't really recommend it to anyone outside of the curious gaming historians out there in this day and age, but an absolute bottom-of-the-barrel irredeemable worst-game-ever-made this game is certainly not.