3 reviews liked by Ecliptyk


I played this on a keyboard. This review is only about Chapters 1-7, the main content really.

I could stew on a chapter more which would be to the betterment of the rating, namely 5, which I thought had a decent bit of exploration sections that weren't very dynamic and wouldn't be on return, and also a decent bit of dialogue (which I'll get to overall soon)

What makes this game great for me:

I think this game succeeds mostly by outrewarding the pain of failure, to me this is done by a dynamic design that provides the challenge with proper room for tangible steps to victory, wherein being given the path and tools to allow for innovating with each failed attempt, toward grasping each one of these micro steps, we get the feeling that even when we fail and don't clear a stage- we feel closer and we feel like we learned something new about what we can do, which is wonderful in of itself. It's what encourages us to the current end goal.

The style of this game and the osts are also quite charming and complement the stage designs, which can make for cool sets and atmosphere, and really electric sequences when the game flows rewardingly. The anxious chase, and peace and motivation both are represented well here.

What makes it not as great for me:

The overwhelming majority of dialogue in this game to put it simply. It feels like it comes from a good place, most of the people in this game seem like cool people, but not necessarily characters that make music between different instruments, it feels a lot like one song or instrument in one key, and when it's not the same song the dichotomy is comprised of: people that are kind and anxious vs people that are meanies- for the most part. Overall, text can be quite predictable / general, on the nose, and even tacky at times as it attempts to evoke a perspective of optimism and conflict of it's era. I think what I see as the positives of its gameplay is what really fills in most of the story, the text is more so an attempt at an outline to perceive and define the gameplay's contributions in, which clutters things a bit for me. It's not responsible for much of the intimate or evocative quality that the gameplay boasts, it's often redundant even, and dilutes quality.

I reference the first paragraph of the positives when I say that- the other times this game doesn't work is when the level designs regress to stuff that provides very undynamic pieces for us to execute upon towards victory; effectively puzzle stages where we know the few steps we have to take, the steps are so few yet so challenging and requiring tight execution- asking not to innovate our ability for success one step at a time towards the stars, but to invent an entire rocket out of nothing to get there, which is hard to do and usually results in massive amounts of unrewarded failure. I don't think any philosophy of "you can do anything if you keep trying" when you have infinite attempts is fulfilling or respectful to the player that suffers through these tedious high execution puzzle stages, and I don't think it even comes from any founded place. It's like slamming your head into a wall hoping to find the answer, it's jumping into a void, it's a leap of empty faith. This game is never a void tho, it's full, and it's beauty is founded by it's and our progressive innovation and the courage and drive we gain from that. It's great for embodying that spirit, it would not be great to me if it was just some game that was an agony to get through, and then once overcome destructively, be used as a 2 minute ego stroke that "I did it".

Sections:

Idk if I could rank my favorite chapters in order, but the ones I thought were great are 1, 2, 4, 6, and 7. My least favorites are 3 and 5 as of rn.

7.5/10

Limbo

2010

Minimalistic and abstract in style, open to interpretation narrative, beautifully seaming together film noir aesthetic, the German Expressionism esque art direction and style with sombre use of sound, Limbo throws the player into a unique atmosphere. The gameplay controls are refined and smooth and are complemented by the physics of the mechanics which in combination with the film grain filter lends an ethereal experience.

I don't really talk about video games since I don't think I'm knowledgeable or experienced enough on the medium, but I had to make an exception in this case because it's a work I'm very attached to. My growing up from the age of 8-18 involved revisiting Vice City numerous times. But upon replaying GTA: Vice City for the first time since I became an adult, it was a pleasant surprise at how well this game still holds up today, very polished and innovative in terms of world design, narrative and realism which makes the extensive research apparent.

Definitely one of the most culturally and historically significant video games for USA, Vice City is a brilliantly verite portrayal of 1980s Miami, the intensity of the crack epidemic, tension between the Haitians and Cubans (exaggerated and questionable but not baseless) and Mafia control.

Tommy Vercetti at the centre of all the conflict and drug trade is utilised to perfection. A very simple character journey, but a lot of complexities are imparted in him through subtle indications and mannerisms complemented with bravado by Liotta's emphatic voice acting performance. One of my favourite gaming characters, though nostalgia does play a part I'm sure.

Undoubtedly the most fun I've had with a game which cemented GTA as my favourite gaming franchise, at least concept wise. Vice City's depiction of Miami is one of the most dynamic gaming worlds ever.

Another notable aspect is the diversity of music integrated and meticulous detail put into the radio shows. Never a dull moment in it and one can spend long times just listening to different channels.

Not much coming from me, but GTA: Vice City is one of the greatest games ever made, the best GTA game, and one of the most notable and influential works in the crime genre. Revolutionary for its time.