man it must have sucked to have been a teen when this came out, so many discussions of undertale are always tangled up with a lot of emotions to the effect of "teens loved it and acted like teens about it" or "i'm embarrassed about what i was like when it came out and this is the game's fault somehow" and etc

anyway none of that should reflect on the game in any way. undertale was and is very good, very charming and very thoughtful as metatext when other "commentary about gaming" games commonly fumble the ball to this day. it's just delightful

made me feel a deep international proletarian kinship with all the shitty post-industrial towns of the usa and the people who live there, which is a feat in its own right

less of a story and more of a picture of a place, which is, i think, why it draws criticism of being weirdly paced and not having a lot of "plot". either way it's very genuine, very heartfelt and wears its convictions openly. it's a five outta five from me

pros: saved the series, i had fun with it

cons: difficult to find a single genuinely likeable character. i guess lucina cos as the poster girl she's allowed to have TWO character traits. the plot put me to sleep -- and it's not that usually fe plots are much higher quality, it's that all the participants here are so one-note and with zero depth. unfortunately from the success of this they learned they should make fates, which was just this turned up to 11

also the difficulty on lunatic is weird and all over the place. you will outscale it eventually because of how ridiculous well built characters get in this, but the early game is just an unfun reset fest where correct strategy only helps so much

bro what if SHREK had SEX and did KETAMINE

the game outright lies to you in a tutorial about how one of its core systems works so naturally i'm way into it. i don't know if i'd go so far as to say it's "good" but i've played it a bunch and really enjoyed wrangling its obscure and uncooperative mechanics

the story turns out less interesting than it could have, the characters aren't anything special, but to me the way the game doesn't explain itself very well lent its world a sense of danger and mystery that's difficult to achieve otherwise

2008

i thought the time mechanics were cute but it's difficult to overstate the degree to which this was heralded at the time as god's gift to gaming that will finally elevate it to a serious and respectable artform, when in reality it's the definition of fake deep

kr0 lands in that perfect sweet spot of being densely referential and literary but in a way where it's already strange and eerie and heartfelt even if you don't pick up on any of that, and knowing its inspirations just makes you appreciate it more; also, funnily enough, in its preoccupations it's not that far removed from drakengard and nier even if on the surface it's a completely different type of thing

definitely a game by and for american lit graduates, but don't let that deter you; in the first place, it's about people and the systems that try to grind them down

2017

thoroughly cool as a space, an aesthetic and a concept, although i felt like some of the minor characters ended up being pretty unconvincing. basically what bioshock could look like if it respected the player as a thinking person

my big strike against it is the combat: it's good that it's a bit clunky, scary and something to avoid instead of cool and satisfying, because it fits the tone, but they sure throw a lot of unavoidable combat at you later on regardless

either way though, this is the real successor to system shock and i like it a lot

This review contains spoilers

well... the voice acting is really good?

i'm always interested in those games that seem to be really going for something and kind of fall on their ass halfway through, so you'd think i'd be into this one. but in the end, it's just the second weakest final fantasy for me.

if i had to pinpoint what went wrong, i'd say that it has the same sidequest structure as ff tactics advance 2, where there's a million of them and they constitute most of the game -- there's no reason to go to like half of this game's zones if you're not chasing hunts -- but in a story that wants to have much bigger stakes and a much more serious tone and so accommodates this kind of low-stakes distracted gameplay much less. so your final experience is likely to be that you either gave up on the sidequests, or you really powered through them and then the main plot is this weirdly paced afterthought that you come back to after 100 hours, having forgotten who any of these characters were.

it's too bad! i love balthier, i love fran, and then i guess the others are there too. that's another problem, actually -- ashe's motivation and internal turmoil were just completely unrelatable to me. the intro makes it clear that her marriage to that guy was one of political convenience, and from how she keeps following his ghost around, we're clearly meant to take that sometime in the interim, she came to love him -- but we never see the coming to love him part, and it's hard to just take it on faith. we see a lot of stuff about the imperials and their royal family and politics -- and then in the end it just kind of doesn't matter, like most of the politicking in ff tactics. venat and all the other spooky proto-ascians are cool -- but there's like zero time in the plot spent on who they are and what they want, so they feel like a half-developed idea (and god bless the ff14 team for running with it and turning it into something wonderful).

plus, gambits suck and are a gigantic downgrade from ffx's combat. everyone in the business wanted to turn everything into an mmo for a while bc mmos were making the big dollars, and here it just results in a dull and annoying system where characters have no mechanical identity and most of your gameplay time is spent yelling at cooldowns to go faster.

i will say this, though: this version of ivalice is very beautiful and full of life, and it's overall still like a million times better than xv.

This review contains spoilers

this is the only one i've played so far, and i think it's pretty good. it really lays bare what's obvious but not openly said in the other ones -- kojima is just a huge film nerd and he's putting every cold war spy movie and every action flick in a pot and stirring. the enemy midboss squad are equally james bond villain henchmen and mega man boss concepts, you can phone up your handlers at base and just have a funny conversation about godzilla or several dozen other popular movies, etc.

as far as ideas and characters go i don't think it should be treated too seriously. of course we still have the eternal mgs theme of looming nuclear war and that never gets less serious, but all this stuff about the boss's sacred and sacrificial motherhood that must be killed in order for the modern cold-war-and-after world order to take shape -- i don't really know what i think about it. some days i'm like "oh kojima is being weird about women again" and some days i'm like "yeah but in this one it kind of works if i tilt my head". don't really have a strong feeling about it. i think it's style over substance, basically, and kind of fumbles over what it's trying to say because the deeper ideas beyond the obviously true "war bad" are not that well-examined -- but again, this is sort of appropriate for an action movie? and also, i say obviously true, but a lot of games don't even get that far?

mgs is in this weird place where it's thoroughly historically literate, and very seriously anti-war, but also incredibly silly and very much a love letter to its hollywood inspirations. i think 2 will end up being the one that stood the test of time the best but i quite like this one too

This review contains spoilers

i think 3's existence is wholly justified by that vista just before the last boss and the section at the beginning of ringed city, where a bunch of locations from the series are piled on top of one another and squashed together in one gigantic trash heap, looked over by uncanny and disturbing tree angels that wouldn't be out of place in berserk. it's the same type of sublime imagery as ash lake but from the complete opposite direction: instead of an incomprehensibly majestic and pristine primordial state, it's the immense, infinite landfill at the end of the world -- and specifically, the end of this fictional world, which has already said all it's needed to say and its further existence is only to sell increasingly boring copies of itself. it's already mocking the demon's souls remake before that even existed. i think other aspects, like the presence of "the painted world", also support this kind of interpretation if you want to really get into it.

there's a ton of willful misreading of this series around, because some people built successful youtube brands out of it, and their kind of reading is exactly like digging through the trash for loot and not looking at the angels overhead.

anyway as a "game" that people "play" it's like, fine or whatever. the formula's pretty exhausted at this point and it's a good thing they moved on to bloodborne and sekiro and elden ring to try new stuff.

We sit together,
the mountain and I
until only the mountain remains.

you know, to be perfectly honest, i don't remember that much about grandia 2 besides that i had fun with it. it's a neat jrpg that's not very deep, the english voice acting is great, the church is evil, you know the drill. but (spoiler for the first 5 hours or so lmao) there's a girl who's a nun by day and a demon by night and she's better written, more likeable and has more personality than annah and fall-from-grace combined

these games came out within a year or so of each other and maybe it's not much more than a funny observation, but i think there's an insight here about the drastically diverging paths of character writing between jrpgs and wrpgs

i guess it's a foundational early rts that i, everyone i knew and everyone i knew's dad played for countless hours, the direct precursor to command and conquer and so on and so forth

but it's also the best soundtrack in history and it could be glued to a videogame that sucked ass and still be amazing. (of course this is a nonsense sentiment because what's great about it is that it captures the sublime desolation of arrakis and the energy and aggression of the technofeudal armies locked in a forever war over its resources, but you get the idea.) frank klepacki & dwight okahara greatest of all time

also i guess people might not realize this today but the fact that operation desert storm, george bush senior's first invasion of iraq, was on the news all over the world all day every day in early 1991 -- something i have only a very hazy recollection of -- really contextualized this game and its world in a way nothing else could

i'll defend conquest on the basis that at least lunatic is super fun but this one is just a snoozefest. i do love what they did with all the funky hoshidan classes conceptually but it's just too boring in practice to really be worth playing around with