6 Reviews liked by utterlynowhere


silentchad2004:
using data mining, conventional mining, divination, and star charts I've uncovered shocking lore implications involving the 1999 teen choice awards, eddie's skull circumference, and the last herakleopolitan pharaohs that challenge everything you thought you knew about james. it all starts with the hex code for his jacket, which I'm sure many of you already noticed is #303828, a clear reference to the roland TB-303 commonly used in chicago acid house. to understand this better we'll first need to return to the topic of jean baptiste point du sable's whereabouts in 1780 and how they tie in directly with merikare of the 10th dynasty[...]

the fans:
obviously. it's soo obvious

masahiro ito:
šŸ˜­šŸ˜­šŸ˜­

People complaining about having to read for more than 2 minutes is a harrowing example of deteriorating attention span

Where were you when cyberpunk became escapism?

Look around discussions of Cyberpunk 2077 and keep track of how long it takes before someone says that they wish they could live in Night City. Watch these conversations as they turn to screenshots of scenic views and vistas, with all involved waxing poetic about getting lost in the world. See the rising glut of "comfy" cyberpunk games ā€” DYSTOPIKA, Skid Cities, Nivalis ā€” and remember the genre's origins, written in blood and broken teeth from beneath the heel of a corporate boot. Cyberpunk has not been a genre where hope exists. It has not been a place for people to want to be. Cyberpunk media is a warning more than anything else. Despite this, more people than ever don't just see places like Night City as an acceptable alternative, but as something to yearn for. What they have now pales to what the genre's founders threatened would come to be. It isn't difficult to understand; I spent four years in Toronto, and that city has been a fucking shithole longer than I've been alive. This is a common opinion for extant cities and towns all around the globe. But what once existed as the worst-case scenario of a dark future has since emerged as more favorable to the world we occupy today.

There's an honesty to cyberpunk media that isn't there for much else. To pull an idea from Fighting in the Age of Loneliness, our world doesn't make sense. It's all abstraction. There are no roots, no sensible causes, just an ideological superstructure over everything that never seems to be shaped by its base despite all theory suggesting that it must. The bank owns a home owned by a landlord whose mortgage you pay. Your work is dictated by a boss who is dictated by a stock market which is dictated by investors, all so far removed from what you do that they couldn't ever comprehend it, yet they remain in charge of shaping it. Your country sends locals to other countries to kill other locals and nothing ever seems to come of it besides more people being dead sooner than they would have been otherwise. Cyberpunk media offers an escape from the absurd; it puts a gun in your hand and tells you to go and blow someone's fucking head off. The cops won't stop you, you'll get paid to do it, people will celebrate you. It's brutal, and barbaric, and it'll eventually leave you with more lead in your body than blood, but it's honest. It makes sense. There's no abstraction. There's you, there's a gun, there's a computer, there's a target, there's a legend. If it doesn't change much, it'll feel good to do it. Adventurism can't even promise you that in real life.

The greatest triumph of Cyberpunk 2077 is almost inarguably in its world design, doubtless thanks to the many decades of effort put in by creator Mike Pondsmith. Whether or not CDPR did a great job in translating all of that background lore into gameplay ā€” in empty, clean streets, packed with inaccessible buildings and linear pathways ā€” the design of everything borders on flawless. Night City is an urban planning nightmare, all twisted highways and too-dense housing. Drive a few miles out of town, though, and it starts looking like LA suburbs; drive a bit further than that, and you hit desert. While this alone is nothing new ā€” Grand Theft Auto 5ā€™s Los Santos is effectively the same thing ā€” I feel that this is pretty rare for a lot of cyberpunk media, especially in the ones that break into the mainstream. People online will talk about that ā€œeating noodles while wearing a trenchcoat in the rainā€ joke a lot when it comes to their ideal cyberpunk setting, but really take a second to think about how painfully generic cyberpunk media tends to be. Everyone wears stupid clothes, lives in permanently-raining cities with neon lights running 24/7, they all listen to nothing but darksynth, theyā€™re all either corporate goosesteppers or chromed-out hackermen. People in cyberpunk settings are almost universally treated as set dressing, as indistinct and universal as the fucking wind. Thereā€™s some real diversity to both Night City and to the people that make it up, and it goes a long, long way in making it feel like a possible outcome for the real world rather than yet another piece of computer-anarchist wish fulfillment.

The characters themselves play a large part in why players seem so desperate to live here. Night City, as presented here, is kind of just filled with decent people. Now, we canā€™t talk about 2077 without talking about the Edgerunners anime, so Iā€™ll be brief. What people liked about Edgerunners, I hope, is that it did a good job of establishing how someone can slip into a street gang. Not just a cyberpunk-themed one, but in general. Davidā€™s life fucking sucks from minute one, and it doesnā€™t stop sucking until the day he dies. His life is dog-eared by the deaths or betrayals or both of just about every person heā€™s ever cared about. He starts out with no money, no opportunities, and no future. Finding his crew is a release from that, but itā€™s short, and itā€™s painful. V, by contrast, has been born with a silver spoon in their mouth. The most stark difference youā€™ll notice happens right at the beginning, when Viktor Vektor gives you a free 21,000 eddies worth of cyberware that you never have to pay back. This is a strong line to draw between the two works. 2077ā€™s Night City is nice, and forgiving. Edgerunnersā€™s Night City will swallow you whole. It makes it really kind of difficult to believe that this is such a terrible world to occupy when V never really struggles for much, due in no small part to how strong of a support structure they both start out with and discover as the game goes on.

While nowhere near as cutthroat as they perhaps ought to be, considering that the way they act runs counter to how bad youā€™re told the setting is, 2077 has a strong supporting cast. What helps is that most of them are flawed in fairly believable ways: Judy is an idealist in a situation where it wonā€™t work; Panam is so emotionally stunted that nearly every conversation she has ends with her blowing up on the other party; Jackie doesnā€™t know when to quit; River is here. Everyoneā€™s favorite wholesome chungus Keanu Reeves is here as Johnny Silverhand, too, and he does a good enough job playing his character that you might forget that Silverhand is supposed to look like Bowie. Something I really do love about Silverhand is that it would have been so easy to make him fall on one extreme or the other ā€” always right or always wrong ā€” but he straddles that line exceptionally well. Johnny spends most of the game as an insufferable asshole, but when heā€™s right about something, heā€™s very right about it. By contrast, thereā€™s a lot of time spent on him being wrong, and thereā€™s really nothing to ought to say to him beyond telling him to go fuck himself. Itā€™s a nice balance, and one that CDPR couldnā€™t keep up through Phantom Liberty, but thatā€™s a review for another time.

The writing, broadly speaking, is good. I think a lot of the best stuff gets tucked away in the side jobs where you can actually dig into who these characters are and what theyā€™re about, rather than just using them as a point of contact to get more ā€œgo here and kill a guyā€ missions from. Iā€™m not completely sold on this being a masterpiece once you start poking away at specific details; I remain very surprised by people who both got attached to Jackie and then were surprised to see him die. The guy is throwing death flags from the very first mission. ā€œMama Welles is worried about me because all of her other sons died doing exactly what Iā€™m doing, but itā€™s okay, because Iā€™m never going to die. I love being alive. Hey, bartender who works at the place where they name drinks after dead people, hereā€™s what my drink would be.ā€ It doesnā€™t help that CDPR apparently ran out of time and money and stuffed the majority of Jackieā€™s character development and Vā€™s start in Night City into a montage. I donā€™t know for certain how much it would have helped, but I have to imagine that Jackieā€™s death might have hit a bit harder if the guy wasnā€™t gone after a grand total of two gigs.

V lives a remarkably untragic life when you really zoom out. Aside from Jackieā€™s death, basically everyone that V knows or cares about either continues living their lives just fine or straight up moves out of Night City to go someplace else. Evelynā€™s suicide is barely felt because sheā€™s barely known, a couple of Aldecados can bite it, some dolls die in a Tyger Claws raid, and thatā€™s about it. When you see how easy it is for Judy to leave Night City, for Panam to leave Night City, for V to leave Night City, for River to go on the run, for Kerry to go on tour ā€” it makes you wonder why the fuck anyone actually stays in Night City. It doesnā€™t really seem that hard to just bounce. Of course, this is where something like the core books or Edgerunners come in to demonstrate why people canā€™t leave, so Iā€™d say CDPR just did kind of a bad job in conveying this.

2077 does manage to be a decent immersive sim released in the year 2020, and thatā€™s something of a feat. While some missions are incredible railroads that essentially force you down a set of tight hallways, there are significantly more of them that allow for quite a bit of player expression. Far from your usual dichotomy of ā€œguns blazingā€ or ā€œrear-naked choke fanaticā€ ā€” though that certainly still exists here ā€” 2077 likes to play around with the idea of your skills allowing you to break a mission in half. These are usually relegated to your mobility options, as most characters can walk out of the first couple hours of the game with a double jump and an airdash thatā€™ll allow them to soar like a majestic, sequence-breaking eagle. Itā€™s like a more limited Cruelty Squad, as the closest comparison; thereā€™s no gunk booster jetpacks or intestine grappling hooks, but you can instead kill people with your brain or get Gorilla Arms to punch them in half as a trade-off. These are what you should be prioritizing when it comes to killing people, because firing guns feels pretty bad. The best thing you can do with regards to firearms is get the biggest shotgun you can find and stuff it in someoneā€™s chest, or get smart guns that donā€™t require you to aim. Peering down your sights and taking potshots at approaching enemies from anything more than ten meters may as well just subtract the ammo from your gun without all of the sound effects and visual flair that would suggest it would ever do anything. Of course, this is all moot when you consider that the most optimal and most fun way to play this is to activate your berserk implant and just smash everyoneā€™s face in with a baseball bat like youā€™re the Babe Ruth of the dark future.

Itā€™s still kind of a buggy piece of shit. I do like 2077, but this is not the absolute slam-dunk comeback that itā€™s been hailed as. Granted, itā€™s certainly a lot better now than it was ā€” back when it was so bad that Sony pulled it from digital storefronts and issued no-questions-asked refunds ā€” but you donā€™t get points for getting your game to day-one launch stability three years after you released it. The opening nomad lifepath at one point flung me a kilometer in the opposite direction from my car for seemingly no reason, and I had to walk all the way back to it. This is in the introduction mission, before youā€™ve done anything. This is not the point where things should be breaking yet.

More and more of these bugs will continue to rear their ugly heads the further into the game you get and the more things 2077 needs to keep track of, and itā€™s clear that itā€™s a juggler with too many balls. Cops stopped spawning entirely at one point, allowing me to massacre civilians with no penalty; calls for new missions stopped coming in, so I couldnā€™t progress the side stories; the game engine would forget a fundamental law of reality and drop me through the map, or launch me hundreds of feet into the air, or make it so my guns just wouldnā€™t fire when I pulled the trigger. These come infrequently, but popped up enough throughout my 25-hour playthrough to bother me. Iā€™m playing this on a brand-new computer off of an M.2 drive and Vā€™s dick is still out whenever he gets on a motorcycle for a few seconds before his clothes load in. Somethingā€™s fucked up behind the curtain.

2077 is good, but given how much of a moment it was intended to be, it falls more than a little flat. CDPR still made a fucking gajillion dollars before it even released, so it isnā€™t as if theyā€™re going to learn anything from this. As The Witcher 3, as Cyberpunk 2077, so The Witcher 4. Expect their next title to also be a barely-working mess that takes years to patch to an acceptable state. This is good, but itā€™s only good. It's a lot of missed opportunities rolled into a single work.

In Night City, you can be cum.

When Demonā€™s Souls released in 2009, I was going through a pretty hard crisis of faith regarding videogames. I had grown old enough to finally see their limits, the industry-imposed repetition and condescention in their design, the corners that have to be cut and padded. I blindly took the advice from a few raving cynics I aligned myself with and imported Demonā€™s Souls from America as a last shot before I defiantly moved on from the medium like the little drama queen I was. DeS was exactly the game I needed, I had never played anything else like it, I had my mind shattered by the way the bosses in the title werenā€™t so much battles as they were puzzle boxes - imposing small situations to solve, being asked to find the lone small thread that will make the beast unravel. It felt like a NeverEnding Story adventure or something, I loved it, I still do.

With every new Fromsoft game, Hidetaka Miyazaki takes the opportunity to twist the dial even further from Adventure Fantasy to Battle Fantasy, the focus becoming more oriented around a type of mechanisation I personally find diagnostic-feeling, much less fulfilling - stat optimising and gear building, rote memorisation of excruciatingly difficult boss movesets. Very disenchanting open world too; everything in every corner is there to make your character more powerful, a handful of ā€œtypesā€ of dungeon/outpost, a truly memetic core routine that made me feel like I was just playing Genshin Impact. This is obviously just a preference thing, but you must forgive me for feeling a little left behind.

There is a lot beauty in Elden Ringā€™s world, if I had anyone to thank for giving me the desire to trudge through this game to the end, itā€™ll be the stellar art and design team. Some of the most stunning locales Iā€™ve seen in a minute; Iā€™m particularly fond of miquellas haligtree, crumbling farum azula, and even revisiting Radahnā€™s arena post-battle for a taste of what Iā€™d personally hoped exploring Elden Ringā€™s open world would feel like. The monster designs are nuts too, some skirting the perfect balance between recognisable and grotesque to lend some genuine unease.

Elden Ring is a fantastic game, just not a game for me. It actually gives me a little tinge of sadness to play a Fromsoft title and be made to think ā€œthis reminds me of another gameā€ so many times. I respect the player-hostility maximalism of the bosses and the dizzying open-endedness of character builds - and in all honestly, Elden Ring very clearly has some of the richest thematic storytelling across the Miyazaki platter right now - I would just rather watch people snap the game over their knee on Youtube than ever play this again.

2024 Addendum long after the point of writing: I'm not exactly comfortable with my "eh it's not really for me" take being among the top reviews for this game. I use this site as a personal journal more than a platform for formal academic reviews; ultimately I'm glad that I'm not alone in my perspective, but we all know how Souls fans act, and believe me I'm not pissing all over your holy object - I'm bemoaning the fact that I've felt this illustrious series slip through my fingers and take the form of something I can no longer care for.

Hades

2018

only so many times I can go thru the same floors with the same enemies and the same bosses and the same weapons and the same everythings. for something so lauded I expected some variety. I'm sure some bozo will tell me "umm actually curse, there's six billion lines of bespoke artisinal stone baked dialogue" but you can blow it out your ass if the whole thing's contingent on slaving away in the metalayer currency mines for hours on end

every room seems to go on forever man. imagine if in isaac or monolith you cleared a room and then it filled back up with the same shit five more times. what the fuck guys? you have like four enemies per zone, you don't need to rub it in. is the expectation that I'm basking and luxuriating in these encounters? I'm not. I'm bored before I hit the third floor

maybe it gets better once I suck up to every NPC and collect all the gizmos and upgrade the weapons and upgrade the dungeon and upgrade the shop and upgrade the trinkets and fill out my pokedex, but I'll never know. I fuck with greek mythology when it's about cronus eating his kids and perseus cutting heads and severed testicles goin in the sea, but I don't think I'm the target audience for this kinda snarky post-tumblr young adult stuff. I'm glad folks like jacking off to it, I guess?

probably beats playing it!

Don't think there's much left to say about the game at this point, but it definitely blew me away by how insanely good it was even on top of my ridiculous expectations for it.

The story and characters are peak kidsmedia-core and the gameplay is insanely fun. I'd say my only issue is how the game is pretty much impossible to solo in the final difficulty which is a damn shame since I still prefer to solo all these games.