514 reviews liked by CorpsSansOrganes


It’s about making the most of your short time in life yet it’s 82 hours long? Hypocrisy much?

Games that tell stories only capable of being relayed through the medium of gaming will always hold a special place in my heart. Since my first encounters with video games as a whole, I've never quite found any method of storytelling to even compare to it. Sure, the occasional film or manga or what have you might catch my attention, but those I hold at the peak of any other medium don't really come close to the experiences I've had with gaming.

Return of the Obra Dinn has once again solidified this idea for me, and it does so in such a way where I feel that everything within the experience is deserving of commendation. The actors, writing, art, music, and everything all together unite for an extremely fleshed out and cohesive experience that held my attention the whole way through. I believe this holds true for much of the game's playerbase due to the incredible completion rates seen on each of the achievements. Return of the Obra Dinn manages to create a very unique gameplay loop I haven't quite seen elsewhere, it's an incredibly fresh and engaging experience that I feel anyone with a brain could hold appreciation for. It might not be a grand story in comparison to other titles of today, but it sure as hell is a good one, a GREAT one.

A game that will constantly have you thinking, theorizing, trying new things, finding new angles, and most importantly, keeping you engaged following through its bizarre and beautiful storytelling. This is a game that I believe couldn't and shouldn't be passed up, if you're interested, play it. You won't regret it.

An insult. I can't believe the revisionism this game gets. It is a horrible group of half baked MMO ideas that can't even get cooperative play correctly. Narrative is stale, slow, any and all "quests" regarding these supposed ideas are some of the worst paced pieces of RPG play the western space has seen in a while. It is paramount, in likely every way, of any shady and decrepit idea that modern developers have, locking private games to a subcription when public lobbies hardly make cooperative story missions functionable. Fucking awful.

as a straight, cisgender man i frequently find myself unable to resonate with a lot of queer media and resultantly assume it's simply not for me

heisei pistol show proves to me that's a reductive sentiment

this is a clear reminder that raw emotion is a universal language. even with how esoteric and intangible much of the narrative is, there's so much heart here that "heart" is literally the name of the goddamn protagonist

started sluggishly and initially had me rolling my eyes. but that turned around quickly enough and i'm eager to run it back to get a better grasp of the story really being told

Think the best way of articulating why I find this supposedly old/outdated fighter sick as someone who came to it without ever having played a subsequent SNK fighter is the infamous Geese Howard boss fight. In a vacuum, he's as cheap as its reputation would lead you to believe: his Reppuken has damage output that's approximately one third of your health as well as range high enough for it to severely limit your options against him and he can also casually invalidate the attacks you manage to land on him with a throw that does comparable damage to the Reppuken. Prepare to see that screen of your character falling out the window often.
However, the more times you die to him, the more predictable (no pun intended) his AI starts to become. If you jump forward and attack, he will always go forward and attack. If you try to approach him by using a special, he'll prevent you from doing so with the Reppuken. If you stand still, he'll do the same for a bit before making his move. So you have to pick up on every little quirk on his AI and find out how to bait him into a situation where he gets hit. While the sheer damage of his heavy hitting attacks would seem unfair, getting one hit on him more often than not means throwing him out of his comfort zone and turning that one hit into multiple, thus doing a similar amount of damage to what he would have done to you with one hit. If you keep this up, you can even get him into a situation where your special move will land on the early frames of his Reppuken, interrupting said attack. Through this plan of attack as well as, my noob at fighting games ass was able to eventually 2-0 him and throw him out the window like he did to me 28 times.
With its small player roster of three characters and its arcade mode that faces you off against opponents designed with no expectations of being playable, Fatal Fury 1 feels like it was designed as a single player game first and with multiplayer as an afterthought. And I am being 100% unironic when I say this design philosophy makes me feel like I became a better fighting game player, be it through learning how to exploit the habits of seemingly unbeatable opponents or by building up the ability to press buttons faster to make the most of those small moments of vulnerability when they pop up. As someone whose engagement with fighting games has usually been respecting them from the sidelines and/or having a quick laugh in a run of arcade mode on the lowest difficulty, I truly get them now.

Makes sense that most of the communist-chanting options are played almost as jokes, because no one believes those grand statements anymore. More than that, they can't believe. They almost lost their meaning. This town is more complicated than all of that.

The sense of longing and the pain that comes from nostalgia are not enough: the world, the people, society, they have layers and layers. Reality is broken, and the past holds too many traumas for everyone. But you can still peel most of those layers, and get to the bottom of the heart. It doesn't feel like a task or a chore in any moment, it's like the answers are always driving you forward in such a small and concrete environment. You HAVE to keep going!! Be the detective, untangle every mess in your life and roll those dice!!!

I have no clue if this is still the last bastion of our culture war or if it’s too woke now so I’m giving it a 5/10 to average those two possibilities out

I was wondering why this game had a reputation for being way more brutal/grindy than it actually is but then I saw that the Starmen.net guide I was used recommended that you grind to a level where you one-shot enemies at a point where you're already safely two-shotting them and remembered that the average Nintendo fan can't be trusted to know shit about RPGs

When a friend first asked me how I would describe Final Fantasy II, I was about half way through the game, and had just met Leila. I didn’t really know how to describe it, it was something I couldn’t compare to anything I’d played before. It led me through the story like an early JRPG but with early WRPG mechanics. It was bizarre and completely threw me off from what I learned in FFI. So much of what I learned from the first game didn’t matter at all now, and what it was trying to teach me seemed almost alien. So of course, my natural response to my friend was a wary, “Have you ever played… Morrowind?”

Final Fantasy II is nothing like Morrowind. Well, it has its similarities, as comparing any game from the same genre to each other would, I guess. I came into Final Fantasy II having only the original Final Fantasy to compare it to… eh, within the Final Fantasy series at least, as I have played a handful of 3rd-gen RPGs before it. Maybe it’s why I ended up thinking of FFII so positively compared to others. Maybe that’s a negative, but I like to think of it as a positive. It keeps me thinking of FFII in the bubble it originally released to, but unfortunately that also lacks me being able to compare it to much else.

One thing I should warn before diving fully into the review is that I did play the game in Japanese, so some of the names for things might be spelled differently from my own personal transliteration vs other later official English translations (wait his name was Josef and not Joseph this whole time?!). The Famicom version I believe is also missing quite a few additions that future versions had added later on, including ones added even a couple years later in the Famicom dual-release of both FFI + FFII.

—------------------------------------------------------------

From first glance, I could immediately tell that Final Fantasy II had improved drastically from its predecessor. The creators were able to expand A LOT on what they made with the original. Just to list a few:

• You’re now able to fully go into buildings and walk around. You can even see little Firion sleeping in the inn!
• There's a crazy amount of new magic you can learn (which you see early on thanks to Ming Wu).
• You can now see your character’s negative status effects play as a funny symbol on top of them in battle (black glasses for blind, green swirls for poison, they literally turn into a rock when hit with the stone status!). It looks great and makes it easier for players to remember what exactly the current status of their party is just at a glance.
• The character designs are more varied and more detailed, even if Firion is just the fighter sprite from the first game. With Maria, we can now see our first true playable female character in the series, rather than the assumed fully-male cast of the first (or at least that’s how the English guidebook describes the cast which uh, infamously got quite a few things wrong about the game, so take that as you will LOL). You meet a very colorful cast of characters right at the start as well, with a good amount having fairly unique designs (Ming Wu is my favorite)!
• Lastly, the thing I noticed and was so happy to see was that you can now save whenever you want. Well, whenever you’re on the overworld map. But, still! It’s a button that’s always on your menu screen. You don’t have to bank on having a hotel or cottage in your pocket so you can save before a dungeon, which can make expeditions infinitely less frustrating.

The story of FFII is surprisingly engaging for a 3rd-gen game, with it starting out with a 5 minute long interactive cutscene kinda thing. Watching it, you quickly learn that you now have a set story with characters that have a set destiny. You can name them and train them to be whatever you want, but no matter what, the story has a path it will always take with characters you can’t always predict. Oh boy, how you can not predict. About 2/3rds of the temporary party members who join you end up dying! Even NPCs you don’t interact with too often end up dying! But hey, the story does focus around war, and what’s war without loss. Though more realistically, I imagine they killed off a majority of your short-term party members as a way to cycle through different characters and show the player different builds they themselves could evolve on. My favorite non-player characters that I met along the way were Paul the Ninja, and Sid and his son, who offer a shuttle with their flying boat not unlike the one from the first game… hey wait, why does Sid have his clearly underaged son in a bar? Oh well, it works for the story. Just try not to think about it!

There’s little things I can nitpick though, of course. I absolutely hate the new map. I understand this map is WAY bigger than the last, and the illusion of the globe allows them to fit more with less, but holy shit its soooo slow - and if I just want to check what direction I want to go to reach a dungeon, I have to slowlyyyyyyy wait for the globe to turnnn and inchhhh and oooo we’re almost there, baby!!!! Well, this shouldn’t be a problem, right? Final Fantasy I, Dragon Quest, Legend of Zelda are all games that provide a full map for you in the manual to glance at, so there must be one in this manual- nope. Okay, what about the guidebook? You know, the thing you spend extra money on to hold your hand and show you how to get through the whole game- nope. There’s no maps at all actually, even for the dungeons! Remember how Final Fantasy I had big maps for the player to scan through for everything, all within the manual packaged with the game? Well, Final Fantasy II says “Fuck you, why don’t you figure out,” as they hand you Slowpoke Rodriguez’s favorite class globe.

The manual and guidebook at least are very useful in including every little detail about the new leveling system, and also informing the player on what all the new magic does. A stupid complaint, but skimming through this lovely mapless guidebook, I was excited to see Chocobos appear, which are like giant chickens your player can ride on! Unfortunately, I never ran into them once throughout the entire game. They seemed cute, and the book says you can find them in a specific forest if you wander, but I never found one, even when purposefully looking for them. Oh well, maybe I was just unlucky!

Wait, that’s it? Those are the only complaints? It seems like FFII should smell like roses in comparison to FFI after all that, shouldn’t it? Well, it does…! It does, except for one very small, very tiny detail…

GAMEPLAY AND RPG MECHANICS

FFII doesn’t level in the way that Dragon Quest or even the original Final Fantasy do. In fact, the closest comparison I can personally make to a game that I’ve played that came out before FFII is regular tabletop DND. When you want to level up, you have to focus on a specific skill or trait. It’s not as simple as leveling up your magic to improve your magic; you have to focus on what exactly you want to level up in your magic. Did you want your magic attack to be stronger? Then focus on using the specific spell you want to be stronger, as the more you use it the more it levels up. Did you need more MP? Then use more magic to get more magic! Using magic in general also helps level up your magic strength… but specifically your intelligence or spirit which correlate to your black and white magic respectively. See where I got the Morrowind comparison? It’s a lot, but as you can see with my magic example, a lot of it relies on each other, so if you play naturally, you should still level up naturally like you would in FF1.

That would be all fine and dandy, except you don’t level up the way the creators intended. I don’t know whose idea it was to go against the golden rule for JRPGs since Dragon Quest: Allow players to level up quickly with the game requiring more points to level up the further they play. For example, to get to level 2 in… let’s say using a sword, maybe you need to use it 10 times before it reaches level 2. After that, then you need to use it 20 times to reach level 3, and so far so forth. FFII doesn’t do that, and I think that’s where its biggest flaw shows. It requires you to use whatever it is you want 100 times each time you want to level it up, all from the start. It’s awful, to put it lightly. The great thing to remember is all the Final Fantasys on the Famicom are insanely broken! As a result, I quickly found out that you can input a move on a party member and quickly cancel it and do it again. It only takes one move but it still counts the first use, essentially doubling the points I get from it. Do this 50 times, and you just leveled yourself up in one battle. Though of course, it’s just that one thing you leveled up, whether that be a magic skill, your attack, defense, HP, MP, or whatever else you focused on. It unfortunately also can mess with the leveling a crazy amount as well. Ugh, just think! This would be significantly less of a problem if they just followed the guide of leveling-up starting fast only to slow it down the further you go. They did it in FFI, so they must have found an issue to force the mandatory 100 points for FFII… On top of that all, the same issues with magic in FFI still exist in FFII, with a nice chunk of spells being completely broken and not working the way they intended. Most infamously it affects Ultima, a spell intended to be the most powerful in the entire game. The only way to figure out what works and what doesn’t is through trial and error- how horrendous! Thankfully, we live in the future, so I was able to quickly find a guide online that lets modern players know what magic to not waste their time on.

This is the biggest turn-off of Final Fantasy II to players, and I don’t blame them. I especially don’t blame players who had to try and figure out everything without the manual guiding them through this incredibly involved leveling system. I found the manual and guidebook for FFII on Internet Archive, and even with that by my side I constantly had to look at it over and over to remember what exactly I had to do to level-up myself up. Eventually, I just wrote and drew a shitty guide just for myself so I could more easily memorize it. In the end, I got there! Then I had to read and memorize all the new magic spells! Oh, well. As someone who loves journaling and taking notes, I really didn’t mind it, but of course I can understand how unbearable it could be for someone who doesn’t like it. It reminded me, again, of tabletop gaming and how when I play that with friends, I often fill a whole booklet with my little notes. Maybe I was used to it? Maybe I just felt it immersed me better into the story, and helped me feel more understanding of how the gameplay meshed with the narrative. In the end, it helped me gain a bit of an emotional attachment to it all; characters and game mechanics alike.

—------------------------------------------------------------

Well, how would I compare it to my friend now, after finishing it? I’ve been told the Romancing Saga series takes heavy inspiration from it mechanically, and by the time I finished I could see the Star Wars parallels loud and clear. Obviously, it has its Wizardry, Ultima, and Dragon Quest influences… What didn’t back then? But how would I describe FF2?

It’s broken, it’s unreliable, it’s confusing. But it’s also rewarding, emotional, and easy to get wrapped into. It tried crazy things for both the time and platform it released on, but it found its people, and its people found it.

Final Fantasy II is like Final Fantasy II. You wanna know what THAT means? Well, play it and you’ll find out!

4/5

Kinda way too disillusioned by the superfluous pageantry of P-Studio's Persona titles to keep up with this and it's making me hate playing video games, so shelving this and P3P for my own sanity. Maybe I'll get around to it in a few months once I'm in the mood to push through a fluffy monster RPG with concerning portrayals of women again. Which like, even though I say that, Persona 3 feels a lot better in that department than P4 or P5, especially from what I've also been playing of Persona 3 Portable, where Yukari in particular almost feels like a real teenage girl with actual interiority! Really wanted to see more of Mitsuru, she seems pretty cool. Same with the autistic trans-coded robot girl and the dog, those guys are like 50% of the reason I wanted to play this game.

Tartarus was also way fucking cooler than I expected! Well, not in Reload, but in Portable it was pretty comfy and had enough going on with its moment to moment gameplay to make me not fall asleep. Though early on your power scales up way faster than the difficulty of the floors themselves do, and the bosses felt more like brute forcing them instead of instigating a strategy. Reload feels like it makes that whole dealie even worse, like you get all the fun midgame toys from Persona 5 like right away, and I feel like it just trivializes the whole thing (I am not playing on hard mode ever again though, it literally just makes the game twice as long, made the mistake once in Persona 5)! They also had an opportunity to give Tartarus sections more of their own mechanical identity to mix it up from the more pure dungeon crawling of the original, and at least what I've played it just feels worse somehow, even more lifeless and toothless. Maybe I'll change my mind once I get to the later portions, but I was not very impressed.

I don't wanna carry on with the negatives too much, there's clearly a lot to love here, and I'm sure this will end up being a lot of people's go-to way to experience P3, but man, Reload is so much. Seriously considering just playing FES first instead next time, and then working my way up through each iteration, because even as somebody who has only had minimal contact with the original Persona 3, something really feels off about this game. I don't trust it. Maybe I'm just annoying and old though.

Anyways, Persona 6 should be about a 40 year old lesbian detective and her talking tanuki tulpa that nobody else can see who says kinda borderline problematic shit. Also probably put a different kind of music in these games next time; maybe it's just the remixes that were giving me a migraine though.