i gotta be honest with you, they did a fantastic job with the sidequests this time around. love the music too.

main quest is... idk yet. i want to love it when it's done but there's still time for the writing to do a big comedy pratfall and end up like xianzhou did. i'm optimistic though.

why are western VN authors too precious for text auto-advance? f/sn had it in 2004!

edit: well, that was short. fairly standard world of darkness stuff, solid writing and very beautiful background art. big shoutout to hope's story in particular, fantastic take on a malk. finger still hurts from having to click through everything manually though.

i don't like the witchy aesthetic. i think overly mystifying women's shared connections and secret powers leads you precisely to the kind of world this game paints: untethered from reality, out of space, out of time.

i'd prefer not to make this point too strongly, but why would nonhuman extraterrestrials or prehuman ancient beings have the category "woman" or a relationship to it? i really do think that to make a story within this aesthetic interesting, you have to come into it with an understanding and critique of the milieu's constitutive gender essentialism that this game sadly just isn't armed with.

i know how hard it is to believe i might be offering these kinds of criticisms in good faith in 2024, when red strings club, the previous game from this studio, caught some unbelievably hypocritical pseudofeminist crap when it came out, and a similar type of aggressive, vapid moralizing is now a more popular strategy than ever for bringing queer and gender nonconforming artists down a peg. i do just genuinely believe it's disrespectful not to fully critically engage with a text just because some other people do it in a dishonest way.

you ever think about all these nasu mage kids inhabiting huge, intimidating, foreign-style mansions in which they carve out a precarious, temporary, probably doomed, and yet precious daily life, always threatened by some inhuman force of lineage and tradition?

you ever think about the experience of trying to inhabit a way of life or a culture different from the one you are expected to have? you ever feel out of place? you ever tell lies to protect other people's feelings? your own?

of course not. me neither.

mechanically i think it's super good, more on the monster train side than spire, but it really bothers me how it looks like adventure time and hearthstone had a baby.

don't get me wrong, it's stylistically consistent and pleasant to look at, like a theme park or a candy store. everything is crisp and clean and cute and consumer-friendly. personally, since i am a beast who wallows in ugliness and grime, i find that unbearable.

the best turn-based roguelite (really stretching the limits of the term here) i've played in years: simple and very engaging systems, a great pixellated look, and an "unlock everything" button for when you're feeling fed up with metaprogression bullshit. fantastic game.

this horny dungeon crawler with bad combat cares more about the inner lives and humanity of its women characters than every million dollar AAA girlboss piece of shit you'll ever play. that's fate, babey

neither an amazing fate story nor an amazing dungeon crawler. i still like it quite a bit because i love fate, it's got some themes, it's got some character writing, it's got some atmosphere, but it didn't leave me an emotional mess like these things are supposed to. i feel like the story doesn't really get to have enough scope or room to fully work. or maybe i've already read too much nasu.

i am compelled to play all the slay the spire clones for some reason. this one's cute and in space which is basically all i've been asking for from this genre

some type of demon possessed me to try and get decent at starcraft 2 in the year 2023 and in the process of doing so, i was really struck by how good this game's UI is. everything makes sense, every hotkey is rebindable, units control in an intuitive and satisfying way, it gives you all the information and feedback you need and nothing more. i was never a huge rts player, but this is really making me remember what the appeal was.

unfortunately the campaigns are just depressing otherwise, because it's impossible to stop seeing the wh40k origins of every element of the world, except completely deprived of all bite and humour, and reduced to action movie slop about space americans doing regime change and also ancient aliens. in other words, it's a blizzard game.

the music is still incredible but if this is what the first game was like, i'm really struggling to understand the appeal. having to pick up mobility as random drops or be doomed to slowly and pathetically traverse the same 5 huge empty platformer levels repeatedly is not my idea of a good time

foolishly, i put this in turn based mode and had an okay amount of fun until i got to a defense mission where 20ish "allied" npcs take their useless moves one by one while enemy reinforcements spawn every turn. the fight took something like 32 turns and i uninstalled the game immediately afterwards.

honestly, i would have powered through even a little bit more than that, because there's something satisfying to me about pathfinder's ridiculous character building system, but the writing was the nail in the coffin: verbose, unengaging, boilerplate fantasy about angels vs demons, delivered in a combination of font and text box that made my eyes tire really quickly for some reason.

i'm sure there's a fun game in here if you're willing to look for it. not for me though.

lots of games these days look great, but this one is a huge example of the difference between "good graphics" and the beauty resulting from a deliberate aesthetic effort, style and vision.

also, if you were ever wondering how pentiment could be improved upon, right here is your answer: make it more gay and anime.

i can't in good conscience give it 5 stars because i had close to zero fun with any of the actual dexterity based gameplay and i think it's just no good. but i love the game anyway. what a treasure.

it starts off really slow and i made sure to give it time to hook me -- introduce a character that i'll go crazy about, show me a mechanics complication that i'll be excited to exploit, set up a plot thread that looks promising -- but it just refused to do any of that. i gave it enough time, even, to do what fft does in its first act -- throw us into the confusing tutorial mission in medias res to create the impression of a whirlwind of political violence and uncertain allegiances, and then flash back to introduce the historical background, ramza's relationship with his brothers, delita's difficult place in the family, all the stuff about the corpse brigade or whatever those guys were called. triangle strategy used that time to drag its feet and belabour the most obvious "everything changed when the fire nation attacked" setup in history.

i really tried to like it. i wanted to see what it was going to do with its branching narrative stuff and all the scheming nobles it was so slowly introducing. but i just don't have enough fft nostalgia in my body to carry me through what's otherwise an alright but thoroughly unexciting game.

it's still a slay the spire clone but the moebius looking art is sick