54 Reviews liked by zepic3


Ico

2012

cherishes human connection in an endearingly immature way. very quaint but also overbearingly self-conscious in its approach to standard conventions, sometimes to a fault? “design by subtraction” sounds genius on paper, though to me it can lend itself to one of two mentalities in execution. it pushes the player towards experimentation; resulting in immense satisfaction when success occurs due to intuitive forward-thinking, or the absence of any emotion at all in triumph as the logic of the solution may have never transpired within the player. thankfully i think ico manages to lean more towards the former overall with only a few moments that underwhelmed my train of thought. the inquisition of the existence of swinging on chains was that of satisfaction. i noticed when jumping on chains that they’d naturally swing back and forth a little, so i figured there was a way to voluntarily execute that on my own and voilà! the action button had answered my prayers. in opposition to this, much later into the game you’re required to blow up the base of a water tower to progress, as for some reason when its blown up part of the tower conveniently falls to form a bridge leading to the next part of the area. this seemed odd to me because there’s… no indication this would happen and i dont think the average person would assume it’d either. you just throw a bomb at the tower because in the scenario there’s no other options of what to do. this was a time where i was met with dissatisfaction in puzzle solving. even if it is kinda minor it still racked my brain a bit.

anyway i believe this “subtraction” psychology applies to more than just the diminishing of useless aspects that dont add to the artist’s vision. namely it contributes to the progression. frequently we’re paraded with the great expanse of the castle utilizing overhead views and wide shots. in continuing our journey we inherently subtract the unknown of that expanse, and perhaps any fears of it that had construed our view of it. i suppose any action in the (or any) game can be interpreted as a subtraction. subtracting enemies, problems, etc etc…

some further things i had noted…
i was heavily reminded of love-de-lic and cing’s work while invested, i think mainly because of the childlike innocence on display in both of our protagonists alongside the organic vibes of the atmosphere respectively. ico’s selflessness struck me in a similar way to moon’s main character and yorda that of another code’s ashley.
the deprivation of any music aside from minor points is an oddly fitting choice that i appreciate a lot. im a sucker for nature ambience and this is no exception. in a way it kept me grounded throughout the entire experience.
the first time i was met with the blissful save theme it had sounded awfully familiar, within seconds my mind uttered “Based God sampled this!” precisely in Flowers Rise on batshit insane mixtape GODS FATHER. i fucking love that tape man i’ll take any chance i can get to shill it.

this was a really resonant experience for me and i’m glad i finally got to this one. i definitely see where people like taro and miyazaki were influenced here. in the industry nowadays you can still feel tremors that this game insinuated way back when (for better or for worse). brilliant display of the importance of environmental attention to detail.

" Alright we're in charge of localizing this, what's the story like again? "

" The world in the near future reached such a stage of late unregulated liberalism that 2 companies have more power than every other nation combined, and they declare war against one another because they would rather destroy half the world than not have a total market monopoly. "

" Hmmm how about we change that so that capitalism is good actually and there's a shadow government manipulating those companies who are innocenet and don't know any better (also their leader is named Aurora, thats important), and when you beat them... you achieve eternal world peace? "

" Sure. "

I think a term commonly associated with romance/sol animanga and games is “wish fulfillment.” Now, from my experience, it's a term usually met with some level of disdain or condescension. “Wow what a loser, they need this thing to feel good about themselves.” And, sure, I can understand where that attitude comes from, in fact I'm like that sometimes too. But I feel it's not that simple. People come from different backgrounds, places, and circumstances. Sometimes what we need is comfort from something, even if it isn't real.
Clannad, among many, many other beloved visual novels is boiled down to the common “your friends and family are important, your life is worth living” morals, but is it a bad thing to be so commonly communicated? I would assume that Maeda and the many other writers at Key are trying to convey this, and even if they were or not, intention does not always align with found purpose. Tomoya Okazaki, our protagonist, is a great stand in for players like me to some degree. He's still his own character, but I think him being a loner to align with the usual “wish fulfillment” protagonist role really works to its benefit. No matter your background or role, there is worth in finding friends and family, whether it be genetic or found. It finally gives us purpose to those who feel so aimless in life. Clannad is not simply “wish fulfillment” at play. It's inspiring us to fulfill those wishes ourselves, and fulfill the wishes of others.
I’ve seen complaints about Clannad’s core structure before, as for some people the routes are “not interconnected enough”. But is that a problem? In my opinion, anyway, Clannad is an anthology of the multiple “what if” scenarios surrounding Okazaki’s journey in life. While Nagisa’s route is what leads to the true ending of the story, it doesn’t make the other routes pointless. Regardless of what is the “true” outcome of the story, your experiences and how you see these characters develop will always live on with the player. You get to see Okazaki give these people true happiness in life, and by the true ending, he is repaid for everything he’s done. While in gameplay the route system is a little rough around the edges with much needed polish, I think playing with a guide allows for a very smooth experience.
Playing this after my most prior Key visual novel experience, that being AIR, really opened my eyes to how well thought out and executed much of Clannad is. While AIR suffers from an overly ambitious but ultimately meaningless structure, Clannad takes a safer approach and cuts out any filler. Jun Maeda and his team really wanted to make up for the mistakes of AIR, and you can really tell from how much more polish is applied to this game. Despite this being one of the longest games I’ve ever played, Clannad rarely falls victim to artificial padding. The game gives you and makes proper use of the “skip already read text” feature, which makes hopping into your next route a very quick and easy experience. It helps that the game is split into 10+ routes that all vary in length, meaning I don’t think the game can ever burn you out from a scenario. Each route (with two exceptions, one being entirely optional) is very different overall so nothing is samey either. I’d also like to make note of the amount of content on offer, Clannad is not only long from the main game but has TONS of little secrets and extra blurbs of dialogue to discover, it really feels like the team wanted to put as much as they could onto the disc.
And that’s the overall thing I love about Clannad: it’s very polished. Not perfect, but very damn close. Clannad may seem safe or tropey, but it uses those aspects and pushes them to a wonderful and engaging extent. The current top review tries to make fun of fans of this game and I’d have to say that this person probably has never experienced joy in their life. None of the huge visual novels I’ve played so far have been flops, and Clannad is no exception either. In fact, out of the three (Higurashi, Tsukihime, Clannad) I would say this is my new favorite, and knowing that Key still has some fantastic games in their catalog for me to still try out (Kanon, Little Busters!, and Rewrite) has me so immensely excited. But none of those games, or any visual novels in the future will take away what a special experience Clannad was for me. I had taken a long break from reviews and I needed to get out of that slump, and this game was what inspired me to write a little something again, especially seeing how none of the longer reviews about this game on this site are in good faith. I wanted to fix that. Thank you for reading, and if this review manages to get even one person to fully play through this game, I’ll be happy.

“life is simply unfair” how about i shove a snail up your ass huh how about that

Puts you in a trance from the beginning, where you’ll be under its spell till the end. Lingering even after that, begging you to come back and take flight once again. Electrosophere may not be as mechanically sound as the previous entry in the franchise, which is why it speaks volumes that it’s able to grip you tightly regardless, where you’ll dance to its tunes and fly through its skies. It’s more than just a pretty aesthetic, it’s more than just anti-war.

AC3’s view on war itself is that of a sick game played by sick old men and it treats it as such. What are you fighting for, really? Every mission feels like you’re nothing more than a pawn for powers greater than yourself, it's all a ploy. All of it. Every one wants a piece of the pie, a taste of power, a chance to reign supreme. Your actions are not your own, your decisions are not your own. It's all an illusion, a trick, and at the end of the day what are you fighting for, really? To maintain the status quo? The same one in which people live under corporations that only exist to suck them dry even further? What was it all for? Do you the connections you hold have any meaning?

The true ending which you unlock after having done all five routes is the ultimate showcase of this, showing why wars are really fought. Nothing noble, nothing special. Just a personal vendetta. Did it even matter? It's just a game at the end of the day.

𝗘𝗡𝗧𝗘𝗥𝗜𝗡𝗚 𝗘𝗟𝗘𝗖𝗧𝗥𝗢𝗦𝗣𝗛𝗘𝗥𝗘

What am I doing with my life? All this time spent ironically praising shitty games including this one and now people are unironically gassing up generic survival crafting game number 74,963. That settles it, from now on the words “peak fiction” will never leave my mouth ever again!

being honest this game helped me understand the influence of iconoclast culture among video game circles and how preconceived notions on products directly propagates user feedback in mostly negative ways against the creators

It's called the Apollo Justice trilogy because he's three different characters in every game

This review was written before the game released

WARNING: THIS PORT OF ACE ATTORNEY: APOLLO JUSTICE COMES WITH TWO VIRUSES THAT CLAIM TO BE GAMES CALLED "DUAL DESTINIES" AND "SPIRIT OF JUSTICE", DO NOT OPEN EITHER OF THEM UP BECAUSE THEY WILL BRICK YOUR CONSOLE/PC

Heartbreaking: two games you vehemently despise for spitting on the creativity of your favorite contentious sequel of all time just got a good port

Ico

2001

The only time I’ve ever touched a girl

Ico

2001

This is how my brown ass drags white women outta bar

this happened to my buddy silverus

watched the fmvs on youtube and woke up as a girl the next day

Raiden stronger than me man if i was that Nigga i would've killed myself.