8 reviews liked by tertyyy


You pretentious haters just loathe the idea of innovation in the RPG scene. Maybe if they added the legendary hero, slimes or goblins the turnbasers would eat this shit up. I think you're all just mad because this game is about getting a job and you feel called out. https://careers.mcdonalds.com/

are you using your time to properly think and talk with art? are you listening? or do you plug your ears anytime it tries to talk with you, to challenge you and make you rethink what you're engaging with?

i don't think i have any common ground with most people who like videogames, actually. but i don't think this is just videogames anymore, this is endemic in all of the arts. people stopped being listeners, started being consumers. no long a plot twist will make your heart skip a beat, now it's the author "betraying" your trust. no longer can complicated concept be presented before your public, now you're "fumbling", "overdesigning" or whatever new word people will invent to use as analytical shortcuts. like, really, you spent 90h with this game and all you could get back from it was that it has "Ubisoft-like" design because it has towers? i don't care if you gave the game 4 or 5 stars or if that was a compliment, is it that hard to think more about it? am i setting the bar too high? probably.

Final Fantasy VII Rebirth is not a product, it's an art piece which you converse with (that's honestly 99.9% of games too btw). hefty admission price for sure, but it does not need to cater to you at any moment. it needs to be heard, seen, felt, I think running around the grasslands felt incredible and vibrant, i love how every map changes its whole design based on the chocobos, i love how sidequests have their own little songs to them with battle music included, i love how every character gets explored a whole ton more because now they have the time to do so, I love how Tifa can be herself instead of Cloud's past, I liked every change, I think this game is probably one of the most courageous games ever made and that will ever be made and people won't appreciate it enough, but that's fine because I will.

the more i think about it, the more i think about its last hours, the more i think how they handled -that moment- the more I like it. I like this and Remake for entirely different reasons, but Rebirth made me feel things I don't think i was even aware I could feel playing a game and I don't mean crying i cry for everything and i cried super hard at several moments in this game, it's something else, which i would only dare to explain if I had spoilered this text but i don't want to do so.

like i said i think i finally realized my lack of common ground is what makes it really hard to talk about videogames outside of my circle, people who only wear "videogames are art!!" as a mantle for feeling validated, but not really treating them much differently than the hamburger they'll buy for lunch. i don't mind if you didn't like the game but i only ask for something of substance, an interesting read, at the very least a personal perspective, not internet gaming buzzwords i can see in like 60 other reviews. i just want to think and challenge myself and i feel like i'm always going into a hivemind. but i guess that's fine i get to cherish good things when i see them at least.

i just need to remind myself of this

92 hours clocked in and I still want to go back for more. This is a dream game. This is a landmark title in my personal gaming history. Remake felt a similar way but in a much more contained way. I adore it and everything it set out to do, but it was clearly a fraction of what was to come. Rebirth sits among the best experiences I’ve ever had with a video game. It reminded me of the first time I played Xenoblade Chronicles 1, being blown away by every environment and piece of music. It brought me back to playing Kingdom Hearts 2 for the first time with its constant narrative mystery and ridiculously fun and snappy combat. I can’t fully express how impossible it feels that this exists. Maybe to some it’s nothing more than The Witcher 3 with JRPG elements, but the way this game approaches the series legacy and history is unlike any remake I’ve seen, including the previous entry. It completely understands the spirit of the original. So many mini games that are actually fun. A card game that’s finally better than triple triad. It has the best towns I’ve experienced in any jrpg. In general it really revived the idea of the jrpg town being a place to look forward to and interact with. Too often do post 16-bit jrpg towns act as simple checkpoints and rest stops. There’s wonderful exceptions of course like DQXI, though it does feel rare.

Not a single side quest lost my interest either. A lot of them have unique mechanics or expand on some aspect of the world in an engaging way. It puts Remake’s side quests to horrendous shame. Even if the quest itself is a standard monster hunt, the developers know that the characters are the most important aspect of the story and turn every quest into a bonding experience. It adopts a dating-sim approach in a way. Choices pay off and almost feel like a personality test. Despite my efforts to go on the gold saucer date with Aerith, I ended up getting paired with Red. He’s my favorite character and the game knew that. It’s a very clever and simple little trick it pulls. I’m sure with more intent to artificially raise my relationship with certain characters I could have forced different scenes to play out, but I really loved the natural results I ended up with.

Playing this every day after work with my fiancé was a warm and comfortable tradition. The amount of emotions we experienced was unforgettable. Rebirth is a legit funny game a lot of the time too, only occasionally having an eye roll of a joke. The way these characters play off of each other and feel like real people is not a surprise after remake, but man is it nice to get 90 more hours of it.

I could go on forever, even without digging into spoilers. I know that Rebirth will likely be even more controversial than Remake, but I love seeing the discussion around it so far. Currently the final chapter is overtaking the conversation, but the wider scope of every chapter in this game warrants discussion. There’s sooo much here to reflect on.
I also love that we have some big questions answers but not all of them. I’m equally as eager for part 3 as I was for part 2. Something brilliant is happening here, and I hope those who flinch at things being different are able to look through what’s on the surface and see how it’s all still here. The discussion on what a remake of FF7 should be will never go away, but I believe what we’re getting is itself a reflection on that. It’s a swan song for these developers and probably their last chance to make this happen before they enter retirement. Discussion around remake felt like it lasted all the way until Rebirth. Rebirth will certainly keep us busy until part 3 is out. I can’t commend the creative team behind this game enough. Not only is this likely the best final fantasy game ever made, but it feels like what a modern final fantasy was always meant to be. Even if the story isn’t fully to your liking, the pacing and exploration on top of the tightly designed combat system and boss fights make for a modern reflection of classic final fantasy. Final Fantasy VII Rebirth is special. I can’t help but feel like this will end up as the greatest gaming trilogy of all time.

Good morning.
This farewell is as sad for me as it is for you.

I’ve prepared a goodbye party for tonight. A game competition will be included as well, so please feel free to participate.

The difficulty is small, but not to be trifled with.
As this will be the last opportunity, why not take part yourself?

Written in 1928 by S. S. Van Dine, the article “Twenty Rules for Writing Detective Stories” is a fascinating collection of 20 writing regulations that could, in theory, elevate a given investigation tale to its best possible iteration. Described by close friend and timeless author T. S. Eliot, as to one day having a nervous breakdown and spending the following 2 years in bed reading more than two thousand detective stories, the poet argues that during that time, Van Dine methodically distilled the genre’s formulas and began writing novels, to which he considered them to be masterpieces.

Out of his absurdly strict rulings, some may argue that most of them can in fact improve the narrative such as (10) stating that the culprit must play a role in the story and (15) stating that the truth of the problem must at all times be apparent, giving so a chance to the reader to decipher the story alongside the detective and not having to rely on hunches from time to time. The reception for his failed jurisdiction on the detective genre became a moderate success from the makers of such stories but not so much by the fans. It rejected possible clichés such as (11) servants not being able to be the culprits, and narratives that were not explored around enough at time such as (12) multiple culprits. People like clichés what can you do...

Over time however, reception of it started to get even worse, not only because of what was mentioned before, but in no small part due to the release in the following year of a much more CHAD reasonable article dissecting the mystery genre and its inner workings, called Knox's Decalogue, written by Ronald Knox. In one of literature's biggest middle finger ever, his 10 points were almost 1 to 1 with half of the Twenty Rules, prioritized giving the viewer a fair challenge of a tale, but this time allowing cliché tropes and creative liberties about its possible cast. Imagine Van Dine’s reaction seeing that become overwhelmingly more praised from writers and viewers alike. Take this big fucking L, nerd.

And while we get gaslit into thinking that the viewers rights to “fight back” in the intellectual game wasnt started by Dine, he will probably keep seething in his grave over the fact that some rules are obviously made to be broken at times, simply for fun. Even looking at the books in "golden age", some break fundamental rules that are praised nonetheless for it's creativity, as sometimes you can fix this unfairness in the game by using foreshadowing effectively (hats off to Disco Elysium). I am here solely to add to his perpetual torment in the history books arguing that his ruling number 3 in particular, is fundamentally why people like me and other highly sexy and intellectual individuals preffer the CHAD reasonable Knox's Decalogue more.

COMMANDMENT 3:
THERE MUST BE NO LOVE INTEREST. THE BUSINESS IN HAND IS TO BRING A CRIMINAL TO THE BAR OF JUSTICE, NOT TO BRING A LOVELORN COUPLE TO THE HYMENEAL ALTAR

It’s easy to just stop here and think about how many great mysteries would have not existed or be less impactful had every writer followed up on that, but we have to remember that this comes from someone living in what was soon perceived as the “golden years” for said genre. While you could argue that love could bypass any resemblance of a logical reasoning to which it would be the ends but not the why’s (aka when love devolves into lunacy with the killer incessantly screaming “I loved her” while being taken away) these are far and few between to be argued on Van Dine’s favor. Human affection can and will lead to insanity, but if the ultimate end goal is also one, was it really love?

The important element about love as a reason that has failed to be comprehended here, is that it can take many forms that I simply wouldn’t have time to begin describing here, as with just the change of a simple word in “love for others” becoming “love of others” you can turn tragedy into fortune. While the advent of romantic love that is heavily implied here does mean that the amount of plausible given possibilities are diminished, lesser infinities are still endless.

Now I’m sorry, but will there EVER be a better motive to kill, murder and slaughter someone, than the reason that brings up the loss of reason itself?

I will go further. There CANNOT be a single plausible reason for a murder in a tale that values the life of its characters and doesn't treat them as pieces waiting to fall off the board, other than actions relating to the innate fondness of others that we so desperately need. A given character in a tale that has their own romantic life all figured out should never be the killer nor suspect, as the most impactful and sincere motivation, from the bottom of their hearts, cannot be present.

Van Dine’s precepts make it very clear that (17) crimes by house-breakers and bandits are the province of the police department, not of authors and brilliant amateur detectives. If you fail to treat your victims and killers with the same amount of respect for an action that isn’t guided by an illogical leap-of-faith that seeks adoration of some sort, was it really a murderer or an overly intricate common burglar?

Love is the reason we sin.

Love is the reason we go further.

Love is the reason we are humans.

And to put it extremely bluntly.

Love just makes us do some stupid ass shit.

Love is generous, love is merciful.
Love does not envy, it does not boast.
“ - Zepar & Furfur

" At times, love can make the invisible visible. " - Featherine

The love we give away is the only love we keep. “ - Ushiromiya Ange

To fear love is to fear life, and vice-versa.
One must never embrace death as long as love persists.
“ - Ronove

Without love, it cannot be seen. “ - Beatrice

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Welp, I’ve used all my pretentiousness for now.

I know someone really special will be reading this soon so I’ll be brief now.

Merry Christmas Audrey.

I love you so much.

Do you want to be my girlfriend?

BUZZFEED QUIZ #1986

Who Said It — Taylor Swift (😍😍😍) Or Beatrice (🤮🤮🤮)?

1 "Did I close my fist around something delicate? Did I shatter you?"

2 "Do you miss the rogue who coaxed you into paradise and left you there?"

3 “Past the curses and cries, beyond the terror in the nightfall"

4 “Now my eyes leak acid rain on the pillow where you used to lay your head"

5 “Life isn't how to survive the storm, it's about how to dance in the rain”

6 “Words can break someone into a million pieces, but they can also put them back together”

7 "I'd meet you where the spirit meets the bones in a faith-forgotten land"

8 "Your touch brought forth an incandescent glow, tarnished but so grand"

9 "I wish to know the fatal flaw that makes you long to be magnificently cursed"

10 “Ushiromiya Baaaaaaaaaaaaaaaaatler cackle cackle cackle cackle cackle"


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Answers:

1 Taylor Swift
2 Taylor Swift
3 Taylor Swift
4 Taylor Swift
5 Taylor Swift
6 Taylor Swift
7 Taylor Swift
8 Taylor Swift
9 Taylor Swift
10 Taylor Swift could have said that too we can’t say for sure (Devil's proof)

Number 1 female Spotify artist EVER.

Taylor could write Umineko but Ryukishi could never write Evermore.

“People haven't always been there for me but music always has.”
― Taylor Swift
👆👆👆👆 Such powerful words 😭

Swifties stay winning 💅💅💅💅 You mad little gay boi with the SHEEPS 🤣🤣 and WOLVES 🤣🤣 family ????

My diva is also taller (1.80 cm or 5 ft 11") than your stupid spaghetti (🍝?) smelling ass witch.

>calls herself golden witch
>can only manifest candy
>og_battler_crying_sprite.png

>calls herself a "mere" pop artist
>also wrote the best country, country-pop and pop-rock albums of all time
>CHAD_TAYLOR_DIVA_QUEEN_QUEEN_CHAD.png

Stay slayin queen, don't let this goofy ass spaghetti (🍝?) smelling ass witch take your throne.

Me when 黄金の影修正版 BEATRICE MELODY(ラック眼力)is playing: 🥱😴🥱😴🥱😴🥱😴🥱😴🥱😴🥱😴🥱😴🥱😴🥱😴
Me when Shake it Off is playing: 🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻🎵💃🏻

THAT'S 👏 ALL 👏 FOLKS 👏 !

With the Phantom Pain, Kojima avoids the kind of spectacular descent into villainy that the fans wanted and the trailers promised. Instead he gives us the Sopranos season 6 of Metal Gear (but instead of a depressed mobster, we play as a depressed war criminal). Maybe that sounds like one of those hack game journalist "the dark souls of x" comparisons but it's true. The best case scenario for all of our favorite characters at this point is a swift death.

Spoilers below.

After losing everything in 9/11 Ground Zeroes, having his mind and body shattered, Snake just... gets what's left of the gang back together, rebuilds his army, and tries the exact same shit again. Only now, it is completely devoid of purpose; The revolutionary anti-imperialist cause of the 70's is all but forgotten. There's a sinking feeling of dread as the camera pans to "our new Mother Base" in the helicopter after rescuing Kaz; an undeniable sense of this being a pointless, doomed effort. But since being a soldier is the only thing these people know how to do, they are stuck repeating the cycle. They're just going through the motions at this point; You really get a sense of that as the once charismatic and driven Big Boss is rendered a mute with a permanent thousand-yard stare who just does whatever Kaz and Ocelot tell him. When he's at the base between these missions he just stares at nothing and vapes for five hours straight. Far from the badass antihero that people expected from trailers. Venom Snake is actually kind of a directionless loser, which makes him just as good of a player stand-in as Raiden.

And the missions in this game, while incredibly fun and well-made, really beg the age-old American question "What are we even doing in Afghanistan?". The plot feels totally incomprehensible at times; you spend the whole game going after random acronym organizations, shell companies, and mercenary groups with some vague connection to Bin Laden Skullface and al-Qaeda the American deep-state/Cipher. But every single character is lying and basically, everyone is Cipher. I had to repeat mission briefings multiple times at certain points to figure out what the hell was going on, and I still really don't. You could say that's just bad writing, but it works for what the game is trying to do, which is to make you feel like someone with a severe head injury. You're not supposed to understand this convoluted imperial entanglement - no one can. Especially not someone as fucked up as Snake.

And like Snake, the returning characters from Peace Walker are reduced to these broken versions of themselves. The only person who seems to be doing well is Ocelot, who has really come into his own as the sort dead-eyed psychopath that thrives in this kind of environment. Honestly? Good for him. Kaz on the other hand is a crippled, traumatized husk driven by revenge which is in turn driven by his own guilty conscience, and Huey has become a delusional, pathological liar focused solely on self-preservation. The few unnamed soldiers who survived 9/11 Ground Zeroes are literally running around as raving lunatics in the wilderness. All of these people were supposed to die a decade ago, and instead they linger on as hollow men. Even the metal gear Snake fights is broken - it literally doesn't work without someone's magical powers. It's just this technological abomination created by a madman. When it tries to chase Snake it gets stuck in rocks because its sheer size is self-defeating, and Snake easily sneaks away. Probably the most obvious meta joke in the game (watch the last couple minutes of the launch trailer and tell me the game isn't making fun of itself). These Metal Gear (Solid)s aren't what they used to be. I mean come on, Metal Gear Rex roared like a T-Rex; Metal Gear Sahelanthropus... makes monkey noises.

Even Skullface, who was built up in trailers and in Ground Zeroes as this terrifying villain, turns out to be just a sad joke like everyone else. His plan is the most nonsensical, harebrained shit ever explained by a villain in any Metal Gear game. He spent a decade practicing a 10 minute theatrical monologue about why he has to eradicate the English language and give everybody nuclear weapons to unite the world. It makes absolutely no sense, it's a parody of Metal Gear villains, which were already parodies of 80's movie villains. While Skullface is performing his monologue in the jeep (to the wrong person), Venom just hits him with that fluoride stare and loops through a 20 second idle animation. Then Sins of the Father just... starts playing as they sit across from each other in complete silence and avoid eye contact. It's one of the funniest scenes in the entire series, mistaken by many fans as simply botched and awkward on accident (rather than on purpose, which it was). And if that wasn't obvious enough, Skullface's defeat is just straight up slapstick comedy; he gets crushed by his own non-functional Metal Gear in the middle of another absurd speech. Genuine comedy gold.

I think a lot of people overlook the humor in this game. It's a lot more muted and sad than in the rest of the series, but it's smarter here than in any other entry. Miller's "why are we still here" speech is MEANT TO BE FUNNY AND OVERLY MELODRAMATIC, as well as depressing and hard to watch. The way it ends, with that uncomfortable silence before he just... awkwardly sits back down? That was on purpose. The tone is that this has all become a very pathetic (and funny) spectacle at this point. Kojima's famously asinine dialogue becomes something really transcendent here; each hollow, ham-fisted statement really drives home the fact that everyone is just making this shit up as they go along now, trying to weave some bullshit heroic narrative out of a long series of L's. Kojima is telling us: "This is you dude. This is the American Empire. Your War on Terror is as darkly funny as it is monstrous." MGSV isn't the self-serious death march the trailers painted it as.

The way V's cutscenes are shot adds to these moments too. The shaky, handheld camera builds documentarian realism and a sense of witnessing real atrocities in more high-stakes scenes, but can also lend a comedic awkwardness to these exchanges between characters. I've seen someone compare it to The Office as a criticism but I think that's a feature and not a bug, as strange as it sounds. Somehow, it just works so well for the tonal balancing act this game maintains. But what really elevates V's cinematography thematically is its use of continuous shots. One-takes are often criticized as being essentially a gimmick, style over substance. But in Metal Gear Solid, a series defined by the juxtaposition between hard military realism and over the top fantasy? It's pure genius. Having all of this insane Kojima bullshit captured in documentary style is so fitting for this series. Perfectly hyperreal.

Speaking of hyperreal, let's talk about Quiet. I've thought a lot about whether her portrayal plays into Kojima's contempt for the audience (and the Metal Gear series itself for that matter) or if it's just a part of the game that didn't land. I was inspired by this article to conclude the former. In classic Metal Gear fashion, Quiet's characterization is ridiculous and offensive, but ends up transcending its low-brow trappings and having an emotional payoff - all while playing into a greater meta-narrative. And if you don't like that method of storytelling, then you sure picked the wrong media franchise. That scene of her speaking for the first time to guide the helicopter through the sandstorm is genuinely great. It perfectly encapsulates Kojima's ability to make something ridiculous, cheesy, and melodramatic - but still deeply affecting and with a lot of heart.

But let's not get ahead of ourselves; Quiet is absolutely a biting self-parody of Kojima's own portrayal of women throughout his series and in the wider industry. It's Kojima saying "Is this what you like, you sick fucks?" or possibly a case of introspection on his part ("Oh God, is this what I like?"). She has some hastily made up bullshit explaining why she wears no clothes, she is literally incapable of speaking for herself, and she undergoes gratuitous violence and imprisonment. Kojima obviously knows how ridiculous this is; he's seen basically every American movie, he knows this isn't how you're supposed to respectfully portray women. No, Quiet's portrayal is purposefully exploitative. Her objectification starts out fairly straightforward, but it becomes more and more disturbing for the player to partake in as the game goes on, in order to heighten the dark absurdity of all of this (particularly in Chapter 2, which is where everything in the game falls apart, on purpose). The point of Quiet's character, and the whole game really, is to give players exactly what they want in the most contemptuous way possible. To make you "feel ashamed of your words and deeds", you could even say. MGSV is about getting exactly what you want (another MGS game, endless content, revenge on Skullface, a sniper gf) and resenting it.

To build on MGSV's portrayal of women though, I think it's important that Paz takes on the role that she does in this game. She makes an initially very confusing reappearance - that first moment when you see her is genuinely unnerving, as if even the strange, fucked up Metal Gear reality we have become accustomed to can't explain what we're seeing. Out of all the unrealistic fantasy bullshit we've seen in this series, a series where it feels like anything goes and there are no rules or laws of physics, this is the first moment where I went "Wait, what? How?" But as we find at the end of "Paz's" side story, this is all just a projection of Snake's fragmented psyche. It's incredible in the way it makes you question what's real and what isn't, while simultaneously using Paz as a proxy to just straight up diagnose Snake's own mental disorders. But it's tucked away where most probably never saw it - like a hidden repressed memory somewhere in Snake's mind.

It perfectly conveys his nostalgia for a time that was never even good, as well as his crushing guilt and helplessness over the death of Paz. It's genuinely moving. That last tape of hers is something right out of Silent Hill 2, and it adds such depth to Snake as this miserable person that you should absolutely not want to be. For Snake, women really are just these fixtures of loss, shame, and regret - feelings that no doubt originate from the killing of his mother figure, The Boss. And despite all of the talk about getting revenge and taking down Cipher, the only time we ever see Snake get animated in this game is in his scenes with Paz. Snake's desire for redemption, his insistence on nuclear disarmament that feels strangely out of place, and his statement at the start of the game that he's "already a demon"? It's all about Paz, man.

One thing fans really disliked about Snake's portrayal though is that he never really seems to become the demon we knew him as in the early games. We never get to see The Exact Moment Walt Became Heisenberg. Quite the opposite; his intentions appear to remain heroic all the way to the end. The only scene where Snake approaches the kind of evil fans wanted to see is when Snake appears to murder the children in the mines but ends up saving them instead. In trailers this was depicted as if Snake actually goes through with the murder; to me, this is the smoking gun of another Kojima bait-and-switch. Fans wanted a game full of shocking, flashy acts of villainy on the part of Snake, and Kojima deliberately lead them on in trailers (just like in MGS2) but denied them of it in the final game. What did fans get instead? Spreadsheets.

Don't miss the forest for the trees; Snake is absolutely responsible for unimaginable atrocities during the events of MGSV. But instead of sensationalist images of man's inhumanity to man, Kojima shows us the banal cruelty of what it really means to be at the top of the war machine: You're just... on the computer, like everyone else. And everything you're doing is represented through so many layers of abstraction that it is impossible to understand the consequences. This ties directly into the themes of Metal Gear Solid 2 as well; by issuing your orders via this computer interface, you are even further removed from what is happening in reality. You just do a cursory cost-benefit analysis before sending the next death squad to do god knows what in some African or South American country you don't even know the name of.

And when a disease outbreak hits Mother Base, Snake's iDroid computer makes it easy for him to commit ethnic cleansing, sentencing scores of people to imprisonment and death for the language they speak. It isn't until all of the digital artifice is stripped away, and Venom is forced to enter the quarantine zone and personally slaughter his own men, that he has any crisis of conscience (and you actually lose some of your best men, because Kojima never fails to give the story actual weight via game mechanics). And you can say "Venom didn't want to do it, he had no choice." But that's exactly the point. If the Metal Gear Solid series is about one thing, it's about individual will being crushed under the weight of systems and institutions that have become organisms in and of themselves.

It doesn't matter how much Venom yearns for redemption. It doesn't even matter if he's in charge of Diamond Dogs. The system of global private warfare that Big Boss and friends established has taken on a life of its own, just like the Patriots of MGS2. His own intentions are irrelevant. If this system demands he kill his own men, he will do it. If this system demands that Raiden later kill Solidus, he too will do it. All actions within the system, regardless of intent, perpetuate the cycle of violence, war, and profit. Even if Venom disarms all of the nukes and brings about the Peace Day that never came for Paz, it just sets up the nuke free world that we hear about Big Boss exploiting in the intro to Metal Gear 2.

That's why everything in MGSV takes on such a hilariously pathetic flavor. Nobody, not Big Boss, not Zero, not Skullface, not Venom, has any agency in any of this. They're just flailing, looking for anything they can do to enact their will in a system that now imprisons its own creators. The only person who manages to achieve victory over the system by the (chronological) end of the series is, once again, Revolver Ocelot. And he only does so by shedding all individuality, tearing his mind into a thousand schizophrenic pieces to always be one step ahead of the algorithm. And it's all because he wants to fuck Big Boss. In the end love wins, and I think that's beautiful. But for everyone else, they are doomed to perpetuate the system they so desperately want to be free of.

And to what end? The truth is that there is no point to this system beyond its own self-perpetuation - it's a Snake eating its own tail (pretty good, huh?). The soldiers of Diamond Dogs, and every other PMC, kill so that they can keep killing. It's all for the love of the game at this point. Sure, they did the same thing back in Peace Walker, but at least back then it felt like you were blazing a new trail, sending a ragtag band of freedom fighters to oppose imperialism - that's long gone now. Any lofty goals this organization may have had are now lying somewhere at the bottom of the Caribbean. All of the bullshit Snake and Kaz spout about "fighting for the future" and "standing tall on missing legs" are just words to talk the gun out of their own mouths, to convince themselves that they are still moving toward something.

But they aren't. In the end, after killing Skullface (which was made purposefully unsatisfying according to Kojima) as revenge for the events that destroyed his life a decade ago, Snake is left to rot in a hell of his own creation. There are no holiday celebrations or fun outings like on the Mother Base of Peace Walker, and it's far lonelier; Quiet is gone, Huey is gone, Paz is long dead but still haunts him, and some of his best men are dead by his own hand. His only friends, Kaz and Ocelot, are just using him in some schizo game of global 4D chess. Even Eli and the child soldiers are just suddenly gone, and your metal gear with them - much more simple and poignant than the infamously cut Episode 51 would have been.

The effort to rehabilitate these kids, and maybe figure out Eli's origins? Track him down after his escape? Nope, you never see them again; they're just another of Diamond Dogs' many failures, another part of yourself that will be missing forever. All you can do is take the same helicopter ride to do the same (flawlessly crafted) stealth infiltration missions again and again and again, because senseless murder is the only thing that makes you feel anything anymore. And with the battlefield always shifting to adapt to your tactics in-game, you'll never make any real progress. Oh yeah, and none of this is actually real and Snake's entire life is fake. And deep down, he knows it.

So what about the real Big Boss? Well, he's basically stuck in the same cycle, only he has shed even more of his humanity than Venom. By using Venom's life as a tool in his own geopolitical game, Big Boss has committed the very same crime that was done to him and The Boss back in Operation Snake Eater. And all you can do about it is watch him ride off into the sunset to pursue yet another stupid evil scheme (that we already know will be a total failure), before getting right back to work like the epic gamer you are. Because you the player, like Venom, love LARPing as Big Boss no matter how pointless and repetitive it becomes. You'll complain about how Chapter 2 is "unfinished" and repeats the same missions from Chapter 1 (those were optional just fyi), but guess what? You're still gonna play those missions.

The Phantom Pain left players with such a profound feeling of emptiness and loss, and that's the real reason they felt it was unfinished. It's not because of any actual missing content - MGS2 had far more cut content, backed up by documented evidence, not just internet memes. But the difference with that game was that there was no falling out between Kojima and Konami - a convenient scapegoat for any aspect of the game that wasn't what fans expected, anything that hit players the wrong way. But that gnawing void you feel playing this game, the feeling that something is missing? That was intended, and it's honestly pretty heavy-handed and obvious when you approach the game on its own terms. I mean do I even need to say it? The pain from something that's missing? It's barely subtext.

Kojima purposefully denied us almost all of the campy, goofy nonsense we love about the Metal Gear Solid series to force us to confront how fake and hollow the legend of "the world's greatest soldier" really is. The level to which this game irrevocably shattered the minds of Metal Gear fans, leaving them eternally chasing their White Whale (the Moby Dick references weren't for nothing), is a testament to how the whole experiment was a resounding success. It snuck past gamers' emotional defenses, subverted their media illiteracy, and made them actually fucking feel something for once. Something real, something about their actual lives even.

There's a reason the game ends on a mirror - it's because the game is trying to hold one up to its players. And they could never forgive it for that. For turning their shallow, campy video game funtime, where I get to be a cool secret agent and Solid Snake is my dad, into a challenging work of art that interrogates their life. Because it's true: you are Venom Snake. You're a slave to the whims of others, your own desire for satisfaction. You do not know why you do the things that you do. And everything you're doing here - in this video game, in the digital realm - is ultimately fruitless. Fans complain about how there's no real resolution or ending to the story in MGSV, but it seems to me like that's the point: There is no resolution to be found here - not for Snake, and not for you. None of this is moving toward any conclusion or moment of truth. If you spend your life playing video games, you certainly won't ever see one. Like Venom, you'll never understand yourself, never have a real identity. The only way out, to freedom, is to stop fighting - to stop gaming. You can't save MSF, or Paz, or the Boss, or even Snake - you can only save yourself. Get out while you can. In the words of Naomi at the end of MGS1: "You have to live, Snake."

And that's the way this story ends. No Mission 51 "Kingdom of the Flies", no unwinnable boss fight against Solid Snake like fans wanted. Not even a sudden cut to black à la the Sopranos. Just the same meaningless thing over and over again, but somehow getting worse, until it's just... over. Not with a bang, but a whimper. If Metal Gear Solid 4 was about accepting the death of something that has clung on to life far longer than it should (the Metal Gear Solid series), MGSV is about being denied that noble death, brought back to life in some profane necromantic ritual, forced to live a tortured, half existence for all of eternity.

MGSV is best summed up as Kojima's way of saying "You guys wanted to keep playing Metal Gear Solid forever? Fine, here you go. Enjoy yourselves." He knows that he'll never be able to give this series a conclusive ending - he already tried that with MGS4. Instead, Kojima hands it off to the player, letting each of us come to it on our own, privately. One day, each player will get tired of the same missions and the same fucking helicopter ride and quietly decide for themselves, once and for all "Alright... I guess Metal Gear Solid is over. I'm done." and turn the game console off.

Beaten: Aug 23 2021
Time: 15 Hours
Platform: Mac (via WINE)

WOWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW I loved this game.

I'd heard that this was the best part of the Neverwinter Nights 2 package and HOLY HELL IT WAS TRUE!!!! Not only that, but as a standalone experience I'm pretty sure this is one of the best games I've played this year? And it's just an expansion???

Uh ok ok I should calm down and talk about the game. Sooooooooooooo if you read my Neverwinter Nights 2 review you know I thought it was good enough. Well written, though a little unimaginitive with it's tropes for my tastes, and mechanically solid. The last act of the campaign mostly made up for some pacing issues in the beginning by delving deep into some interesting lore and doubling down on the action, but I was pretty lukewarm on the whole experience.

This expansion not only addresses all my issues with the base game, but it even made me appreciate the base game more! Mask of the Betrayer is a mysterious, tightly paced experience that contrasts the bright tone of the original game with a tone not dissimilar to Planescape Torment. It's depressing, dour, unique, and and imaginitive as hell, even when dealing with typical fantasy creatures, and I love it for that.

On top of that, it's much more thematically focused than the original game. I've been trying to describe the game without spoilers to friends, and the most unhinged attempt I had at that was "it's like if obsidian made a game based off The Stranger by Billy Joel", but that's really more of a starting place for the themes. It deals with masks as both a theme and a plot device, but also as a gateway to talk about other themes, particularly love. I don't really want to say too much about it, because when it all came together to me it hit like a ton of bricks, but in short the game does a very convincing portrayal of a hopeless and cold story, defined by it's nihilism more than anything else, and it's actually the most hopeful and warm game I've played in a long time. It's a game full to the brim with love, no matter how dark it gets.

I don't really have too much to say about it compared to what I usually like to talk about. Like, the only flaw for me was that the combat was a little hard for me at times, but I'll give it a pass on that because it's an epic level campaign. You're fighting gods, you should feel like you're fighting gods. Also the game isn't the most stable, which is something I didn't mention in my review for Neverwinter Nights 2 but absolutley got worse here, as more spells are being cast and more effects fill the screen. Again though, I don't really care about that. I got good at saving a lot and that let me focus on the game, and that's all I needed.

But yeah that's about it? Pacing was perfect, length was perfect, writing was amazing, dungeon design was great, and the connection of gameplay to story was stunning. It all comes together in such an amazing way. I hugely recommend this game, and I'll prob be replaying it whenever I replay kotor 2 and planescape.

Oh also, you can absolutely play this without playing the original campaign. You'll miss out on some references, and like I said before the tonal contrast elevates both games, so I'd still say the best way to play is to play the original campaign first, but if you don't wanna spend 40 hours on a campaign that's a little shy of great, just read up on some build guides for this and dive straight in.

Content Warning for Attempted Suicide, Terminal Illness, Death, and Chronic Illness

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It’s September 2011 and I’m seventeen years old when I try to kill myself. There are two ponds near my parent’s house. It’s like 4 AM. I like to be out this early. Nobody else is awake, and they won’t be for a while. It’s like the whole world belongs to me. I wander around between the neighborhoods, along the roads, and in the fields. In ten years these will be fresh real estate properties but today they’re still farmland. This hour and a half is the only time the anxiety quells. The real world never knows peace. There’s a dread that accompanies every action and every moment; living in that house, going to school, hanging out with my friends (are they my friends? They are but I won’t be able to understand that until I’m healthier). I’ll always have to go back home. I’ll never be able to articulate what’s happening to me. The pressure is too intense. I don’t plan it, but, the pond is right there, and it’s deep enough, and early enough that no one will hear me. Not having a plan is what saves my life. Turns out impromptu self-drownings are difficult to pull off when the water is still and not THAT deep. So, it doesn’t work, and I’m soaked, and grateful to get home and hide the evidence before my parents wake up, but I don’t feel BETTER. I feel despair, still. There’s no way out. I wish I could just climb up the stairwell, out of this. I wish I had the clarity to understand what was wrong with me.

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What do you even say about Silent Hill 2? To say that it’s one of the best video games ever made feels simultaneously obvious and like I’m underselling it, right? Fuckin, uhhhh, Resident Evil 2 is one of the best video games ever made. Ace Attorney 3 is one of the best games ever made. Come on! When we see people talk about old games that they like they’ll so often say stuff like “it holds up really well for its age” or some similar comment that implies that progress is the same as quality. This is, of course, nonsense. I wouldn’t say video games are better as a medium in 2021 than they were in 2001; on the whole and in the mainstream I would say they’re demonstrably worse in almost every way – how they look, how they sound, how they feel. Silent Hill 2 was a AAA game. What do we get now instead? Far Cry 6? The fuckin, THE MEDIUM? We’ve lost everything in pursuit of bad lighting and looking like a mediocre episode of whatever was popular on HBO three years ago. Silent Hill 2 looks great and sounds great and fuck you it plays great too it feels good and even the puzzles are MOSTLY FINE. MOSTLY. Listen I’m saying this is the all time best video game I’m not saying it fuckin ended world hunger.

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It’s October 2012, I’m nineteen and I’m sitting in a business communications class when I get the text confirmation that Sam’s brain tumor is back, again. It’s not the first time, and I know that there’s nothing left to do, he’s going to die. It’s fast, untreated. He’s one of my best friends, and the only person I know from home who went to the same college as me, but we live really far apart on a big urban campus and I haven’t seen him as much as I’d have liked to. Now he’s gonna spend the rest of his time with his family back home. When I see him next it’s at a hometown charity event for his family in December. He’s unrecognizable physically, and he can’t speak. The event is at our old catholic elementary school, in the gym, where in the years since we graduated they’ve painted a giant tiger on the wall. It’s the school mascot. I feel incredibly awkward around him and spend most of the time away with our other friends. I only speak to him briefly, and when I do it’s a stupid joke about the tiger mural. These will be my last words to him. I do know this will be the case, I think. Later that month I’ll be one of his pallbearers. I spend a lot of time angry and ashamed of myself for not being better to him, not knowing how to act or what to say. I’m about to drop out of school for reasons financial and related to my mental health.

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So what DO you say about Silent Hill 2? That it’s a masterpiece? That it’s the most well-conceived and executed video game ever made? That every detail of it dovetails into every other in a legitimately perfect cocktail story, presentation, and play? That the performances, cinematography, soundscape, all of it are untouchably top of their class? That when Mary reads the letter at the end I WEEP because it’s one of the best pieces of acting I’ve ever heard? That if I ever meet Troy Baker it’s ON SIGHT? These things are all true. We all know it. Everybody knows this. It’s Silent Hill 2.

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It’s August 2019, I’m twenty-five and I’ve just managed to graduate college in time to move to a new city with my partner as she enters her third year of medical school. That’s the year they kick you out of the classroom and you start going to the hospitals to do your real hands-on training month to month. I’m job hunting unsuccessfully and we’re living exclusively off her loans, when what seems at first like a pulled lower back muscle becomes a fruitless early morning ER trip (five hours, no results, not seen by a doctor) becomes an inability to get out of bed becomes a forced leave of absence. Without a diagnosis she can’t get disability accommodations. While on a leave of absence we can’t have her loans, and in fact we have to pay them back. We’re getting desperate, thousands of dollars in debt, and I take the first soul sucking job I can find. It takes almost a full year of visits to increasingly specialized physicians but eventually my partner is diagnosed with non radiographic axial spondyloarthritis, an extremely rare condition that culminates in the fusion of the spinal column. We can treat the pain, sort of, but it’s only a matter of time until it’s likely to evolve into a more serious condition, she’ll never have the strength or stamina she had before, and the treatment options are expensive and difficult. Her diagnosis doesn’t even officially exist as a recognized condition that people can have until September 2020.

Suddenly I am a caretaker and everything is different now. Obviously our mood is stressed from the financial dangers, but she’s in pain, terrible pain, constantly for months. She can’t sleep, she can’t eat. There’s nothing I can do. It’s exhausting to live like that. She’s depressed. On good days we try to walk outside but good days are few and far between, and grow fewer over time, and her body makes her pay for the walks. She’s on drugs, a lot of them. Do they help? It’s unclear. They don’t make her feel BETTER. Nobody knows what’s wrong with her. Her school thinks she’s faking, they’re trying to concoct ways to get her kicked out. She wants to die. It breaks my heart. She’s everything to me, all that there is. She has literally saved my life. And I can’t help her. But it’s exhausting for me too. I don’t want to admit this, not even privately, to myself. It is hard to be the person who is leaned on, especially when the person you love can’t give anything back. I’m tired. I’m not angry, and I don’t think I’m resentful. But I’m tired. I feel shame for thinking about it, for acknowledging it. I know it’s silly to feel the shame but it’s there. I do find a job eventually, thankfully, but it’s still a long time before we get a diagnosis, much less an effective treatment. Even after things settle somewhat, it’s a hard year. And there are hard times to come.

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Ever since I first played it as a teen, Silent Hill 2 is a game that has haunted me through life, like a memory. It struck a deep chord with me when I was too young for that to be fair, too young to identify why I could relate to these people and their ghosts. I used to think this was a special relationship that I had with the game, the way you kind of want to think you have these when you’re younger, but the older I get the more I recognize this as part of growing up. Silent Hill 2 doesn’t resonate with me because I’ve encountered situations in life that closely mirror that of the protagonist. I mean, Angela’s story resonates deeply with me despite little overlap in the specifics of our family traumas. Silent Hill 2 touches me – and most of us – so deeply, because it has such a keen understanding of what it feels like to be Going Through It. It is a game that knows what it is to grieve, to despair, to soak in the fog, and also, maybe, to feel a catharsis, if you’re lucky, and you do the work.

I’ve been Angela, parts of her. I’ve been Laura too. I’ve had more James in me than I would prefer. I suspect all of us have these people, these feelings in us, to some degree or another. We collect them as we get older. That’s just part of it. Silent Hill 2 isn’t a happy game, but it’s one that Gets It, and lets us explore those spaces in a safe and cathartic way. It does this about as well as any piece of media I’ve encountered, on top of being so excellent at all the cinematic and video game stuff. But that’s really what makes it what it is. The empathy, and the honesty. I think it’s beautiful.