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1 day

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June 15, 2023

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DISPLAY


It's the late 80s right? Like, almost the 90s really. The Legend of Zelda, and other Nintendo and Nintendo adjacent titles, are thriving on an aesthetic of minimal abstraction, which gives them a certain absurdist charm and a kind of timeless and ageless quality. Like, Mario is a plumber that jumps on turtles and stuff, and no one even knows what the hell Link is doing. In the world of Nintendo-aesthetics there's no space for logic or urbanism, there's just a dude living in a cave that's like "here, have a sword", and that is, and has always been, kinda beautiful.

On the other end of the spectrum, PC RPGs and dungeon crawlers were presenting aesthetics deeply rooted in fantasy novels and D&D, with the latter connection made stronger by their mechanical density. These were clearly aimed at a vaguely more mature audience, and every character looked like either Conan the Barbarian or Gandalf.

The original Ys kind of lived in between those aesthetics. Way more concrete and "realistic" than TLoZ, but way more streamlined and simplistic than most PC RPGs of the time. Its aesthetics and tone are naive and direct in a way that almost lays bare the absurd framings that make the foundations of the RPG genre. Like, where TLoZ is the rich inner world of a child playing pretend, Ys: The Vanished Omens is a passerby looking at that child and only seeing an idiot who's waving a stick around. You play it and you can't help but think that it's kind of weird that most RPGs, no matter how mature and complex, are fundamentally built on a foundation of us playing pretend that we're warriors on some silly quest.

I'm not really going anywhere with this really, but yeah. I don't know why we're so obsessed with medieval times honestly.

Anyhow, this is a pretty fun RPG with fairly streamlined mechanics. It has nothing too obtuse on it, and the progression is quite satisfying. Honestly, it has aged quite well. Someone could have released it in the 2010s as an Indie game (capital I indie), with some obnoxious tagline like "Finally we're streamlining boring RPGs with the innovative mechanic of bumping into things", and it would have been a modern critical darling.

(Ok, the level design of the dungeons is a bit ass, but that was sort of the style at the time)