what metaphysical pussy does to a mf

yeah it was a DESPERATE STRUGGLE to finish this one alright

(plays through the game) woah (looks up the plot summary on wikipedia) damn

once when i was like 11 or 12 or something i was at this christian summer camp and some kid was being mean to me and making fun of me etc and i got mad and picked up a small rock from the ground and threw it at his back and a bunch of camp counselors saw and i got in trouble and one of the counselors sat me down and said what i did wasnt very christ like and made me feel guilty about it and i cried about it all day. and then for about a week or two i tried to atone for my sins by reading the bible but it was the old timey king james translation and it didnt really make sense to me so i gave up and became an atheist. so i relate to james in that sense

one of the side effects of the brand-ification of mario as nintendo’s flagbearer is that we’re probably not gonna get any games as comparatively offbeat and goofy (quirky dare i say :3) as this any time soon. just some really silly stuff happening here. mario goes into a haunted house and you have to avoid goombas in jason masks with lil knives sticking out of them. mario goes into a bigger mario and the final bosses of that world are the three little pigs. if you get a game over the game says fuck you and makes you go through each boss stage over again but it doesnt matter too much because you can grind enough coins to buy enough extra lives to max out the counter pretty easily. wacky stuff. i played this in my hotel room over a weekend of traveling so it was a decent way to kill some time in the hours before i fell asleep

masterclass in how to screw up a time-tested gameplay formula that at this point probably should've been failproof for capcom

the overall pacing is bad - it's a 12 hour game that should only be around half its runtime

level design is wonky - you're either constantly backtracking from location to location or you're moving around an entire facility with no real way to get from point A to B concisely. it's an ordeal to grab one item needed for progression (in a game series about resource management and planning routes effectively!). comparing the maps in this to the RE1 mansion or the RE2 police station is such a stark contrast

for some reason the game gives you way too many bullets and resources? the way enemy placement is laid out encourages you to use them too. by the time you've explored a map once, you've killed all the zombies and then you're just running around empty corridors with no tension or need to plan ahead with your loadout - again, bad pacing. you can argue this can happen in the other classic REs but their level design guarantees youre not really visiting those same places over and over and over again. CV wants to be an action game but without all the mechanics to make that actually work

and even with that abundance of resources they never seem to be in the place where you actually need them - like, before boss fights?? i've seen more than one post here from people saying they had to restart the game completely because they ran out of healing items or explosive arrows or what have you (it all comes back to bad pacing...). to be fair - this can be mitigated by just rotating your saves but if it comes down to it that often that feels like bad game design on the devs' part

steve fucking sucks ass

the art direction overall isn't... great? it's softer and lends itself to being a lot less, idk, spooky, but i think there are individual parts of the game that are pretty cool - the victorian stylings of ashford residence, the cabin on the island, etc. and before it sunk in just how fucking long this game was, some of the backtracking felt almost comfy - like a walking sim pure vibes game.

and then i beat the tyrant on the plane and claire went to antarctica. and then after another hour the perspective shifts and theres a whole other half to the game. okay jesus christ

plot's bombastic and ridiculous but it's a different bombastic and ridiculous than other titles - and i do think a lot of it is genuinely really fun because of it. alexia and alfred are goofy weirdos, the first meeting with neo wesker is fun, it's INSANELY contrived in a way that works in its favor because of how goofy RE is as a series already so all the plot beats are just seeing how quirky the writers can get with it

this game would probably benefit from a remake like a lot of code veronica defenders say - but i don't see why capcom would feel the want or need to when the source material just isn't quite there. better to move on to revamping one of the best-selling games in the series in RE5 rather than a complete overhaul of a game that most folks don't really care about - and for good reason

they should call rival characters "greens" instead of vergils

i dont think it aged as well as people said it did (audience boos at my dumb shit) but i gotta bump up the rating for the obvious innovative and historical value. the godfather of all great 3D platformers (audience dies down and claps politely) like super mario sunshine (more intense booing)

im literally boomer kuwanger

shigesato itoi's second greatest accomplishment behind placing 8th in the 1992 monopoly world championship

This review contains spoilers


One of the best and most innovative JRPGs of all time that disguises itself as way more unassuming than what it is. It absolutely revels in subverting player expectations and mixing genre forms; so much so that I feel like I can’t talk about it at all without spoiling what are some of the coolest gameplay setpieces in the genre.

(but i will anyway)

The entire anthology of mini-RPGs the game bases its whole schtick around makes Live A Live a veritable love letter to video games the same way something like Cinema Paradiso is a love letter to film.

I’d recommend going into this game completely blind so you get what I’m sure is the dev team’s full, intended experience, but if you’re curious as to what some of these chapters actually entail, my personal rankings are:

1. Distant Future: Eschews standard JRPG progression and battles completely in favor of an atmospheric, exploratory narrative that takes inspiration from Alien and 2001: A Space Odyssey.

2. Feudal Japan: A single-man raid on a castle where you can choose to infiltrate stealthily or kill all the inhabitants, with multiple routes of infiltration to choose from; years before games like Thief and Deus Ex would popularize the immersive sim genre, and on much less powerful hardware.

3.Imperial China: Aging kung fu master decides he needs to find and train disciples as his last mission in life before passing on. Has a very inspired, affecting twist midway through.

4. Wild West: Seven Samurai/The Magnificent Seven-inspired western where a wanted man and a bounty hunter team up to protect a town from being ransacked by a gang of bandits. The Sundown Kid is so cool. Mad Dog is so cool.

5. Near Future: Suffers from some pacing issues, but the most bombastic chapter at its highest points, taking inspiration from mecha anime and tokusatsu series of the 70s and 80s. Has a LOT going on. Extremely fun final sequence.

6. Prehistory: Cute! An entire chapter featuring nonverbal cavemen, instead opting to use expressive 2D sprites and grunts to tell a story about love conquering all. This probably would have been more effective if I had played the original game with its hardware limitations, but this was still fun.

7. Modern Day: Not bad, just not a whole lot to speak of here. Grafts the RPG-grid combat of the game onto the UI of a fighter a la Street Fighter II as your player-character fights combat masters to learn from them and take their skills as his own (I’ve heard the remake actually bogged down this part a lot so it’s not as much of a gauntlet, which also explains some things). Also, having Yoko Shimomura write compositions for a SFII sendup in her first job at Square after leaving Capcom was also something I thought was kind of funny.

The remake and its additions, headed up by original-director-now-supervising-producer Takashi Tokita, similarly feel like a labor of love; almost uncharacteristically gorgeous environments in the HD-2D style, meta-storytelling through loading screen blurbs that actually made me tense up at times and an entire Mazinger Z-inspired chapter opening – complete with vocals from anime stalwart Hironobu Kageyama – were some highlights.

If the game were just a sequence of these vignettes completely separated from one another, it’d still be a pretty cool little experience. But the coup de grace of the whole thing is saved for the penultimate chapter.

Some context: Dragon Quest, the first game in the now-acclaimed series that created the standards of JRPGs as we know them, was released in 1986. Five games in the series were released before Live A Live’s original Japanese release date in 1994.

By that point, a basic narrative trope in JRPGs in the Dragon Quest vein had emerged: you’re a chosen hero on a quest to rid the kingdom of some ancient, omniscient evil. Pretty standard stuff, constrained to basics because of the hardware of the Famicom. But they were basics done particularly well:

Dragon Quest II is the most influential game,” said Tokita in a 2011 interview with Playstation Lifestyle. “It really showed me how traumatic an RPG could be. “There is a part where you are looking for your second party member for a long time and you are exhausted and you can’t find him. You come back to your camp and he is there sleeping and you get really pissed off, but you bring him into battle and he cures you and is really reliable. That was when I saw how the storyline of an RPG can do so much and can tell so much.”

The Middle Ages chapter not only subverts the chosen-one expectations of Live A Live’s predecessors, but also showcases Tokita’s philosophy of the genre. It’s one of the most interesting takes on some now commonly-established genre standbys I’ve seen in the medium.

Aside from the basic tropes - you have to save the princess from your foe and the kingdom from ruin - there’s no sense your character is motivated by anything other than what the game itself is telling you to do. He’s on a quest to be a hero simply because of a “destiny” the game lays out for him.

It’s only during the chapter’s climax that we see our character’s personality: arrogant and hypercompetitive, relying on his comrades to do much of his work while he receives the endgame glory.

His eventual betrayal and downfall because of these traits leads to one of the most interesting, nuanced final villains in a game. It’s an incredible subversion of JRPG tropes and the player-character power fantasy that feels incredibly well-earned.

To contrast, every other chapter allows its hero some agency, a clearly laid out reason for why they become heroes in the first place - a sense of duty, survival, love, etc. And despite being player characters, they aren’t silent protagonists (except for the two who literally can’t speak, but they’re able to convey emotions otherwise).

Some more context, as an aside: Takashi Tokita worked sparingly on the first three Final Fantasy games before becoming the lead designer on Final Fantasy IV, released in 1991. It took him being in charge of one game before knowing exactly what the JRPG genre was all about and being able to bend the entire genre to his whims. He also had help from scenario writer Nobuyuki Inoue, who would become the director of Mother 3 years later. GOAT shit.

I could write more about this if I wanted to from a gameplay perspective, but I’d like to play the original for myself and do some comparisons before tackling that.

THAT BEING SAID:

Some decisions, like one to include a radar that always nudges you to the story’s next checkpoint, seem to water down some of the sections that focus on player exploration vs linear progression, but I’m interested in seeing how the original game plays out without it and whether that inclusion was actually justified.

I know some real Live A Live heads from back in the day weren’t happy with some of the localization choices here, either (specifically one from the prehistory chapter that really bogs down its intended ending).

There were some pacing issues I also had in certain chapters as well, where some points would completely bring the forward momentum of a story to a halt. Grindy bits in JRPGs are fine with me – they’re JRPGs, after all – but in the context of Live A Live, where the story pacing is otherwise lightning fast, it became kind of a bummer when I wanted to see what would happen next.

Irks aside, though, this is one of those games I could see myself giving five stars to if it sticks with me long and hard enough. It’s tough to sell how much Live A Live loves video games and the people who play them over the written word.

was recommended to play this version instead of the version of castlevania 3 released in the west... not sure if i like this or castlevania 1 more but damn the musical and graphical upgrades the famicom disk system adds are incredible for the time. both kicked my ass but gotta give 1 some brownie points for putting a checkpoint right at dracula. for this game's dracula fight i used my one and only save state bc a game over puts you right back at the beginning of the level instead and i wasnt about that shit. forgive me.... my goofy ass probably couldnt handle finishing the western version at all... i'm a fake gamer ahh....

EDIT: it was the VRC6 chip responsible for those upgrades not the famicom disk system..... i'm even more of a fake gamer now ahhhhhh.......

team silent are honestly goated for putting in that no ammo failsafe for the final boss cuz my stupid ass forgot to pick up the rifle and was fighting for my life w 6 shotgun shells and my handgun

playing with friends on euro servers has made me deeply afraid of russians and other eastern europeans of that nature

played most of the campaign with KB0 as well as some beginning stages with some online randos

fun as dumb co-op bullshit but i can't justify giving it a positive rating on account of it not being good, or well made

wesker has that unspoken 2009 rizz though. mercenaries is fun. they should just move the game to australia or something in the remake