48 Reviews liked by Erockthestrange


A fun side effect of writing about games, even on an amateur level, is that one ends up reflecting and researching on games a bit deeper and thus getting to know more about them than if they just hop from game to game. I originally planned to open this review by talking about the early days of the DS and PSP, how despite the DS being the best selling (and arguably best) portable in history, the two portables being presented in 2004 left audiences puzzled as to what Nintendo was thinking, and why anyone would want that quirky thing instead of the much slicker PSP. That's because I believed that to be the cause for Konami opting to play it safe and make the first DS Castlevania a sequel -- an assumption which proved incorrect.

No, Iga was pretty much sold on the DS from the start, and Aria of Sorrow's great sales on a Nintendo platform sealed the deal on the DS as the host for the next portable entry in the Castlevania series. As for why make a direct sequel, in particular, that is owed to Iga knowing that he and his team had accomplished something special with Aria, both in terms of storyline and gameplay. Iga truly loves the soul system from that game, and that would become even more evident years later, with Bloodstained: Ritual of the Night, but I digress.

As a direct sequel to Aria, Dawn of Sorrow might get criticised for being a rethreading of known ground, but the fact of the matter is, it's rethreading some damn solid ground. Most of what I mention in my Aria of Sorrow review applies to its sequel as well, from the robust gameplay systems to the beautiful sprite art. There are some areas in which Dawn attempts to stand out from its prequel, some of which are successful, some of which, not so much.

Immediately apparent from the cover of the game is that the art style for character art was changed, moving away from Ayami Kojima's (gorgeous) character portraits to... somewhat generic anime art. This change is said to be a result of demographics, with portable gamers being mainly children and, as such, it making sense to use character art that appealed more to that age group. Unfortunately, none of us happened to be in the room when that decision was taken to loudly point out that Aria was a success among that very demographic and that aging down the brand identity so suddenly might be a bad idea, so this is what we got stuck with.

It's not that the character art is terrible -- it reminds me of Rondo, which also used anime art and is still widely beloved by the fanbase -- but Dawn is trying to tell a story from a handicapped position and nailing the gothic horror vibes right from the cover would have helped its case by a lot. See, the position of a sequel to a work that was never written in a way to have one is a difficult one: the big twists have already happened and characters have experienced their respective growths, so what do we work with to make a new story?

(Incidentally, Dawn opens by spoiling the big twist in Aria, so absolutely play Aria first if you can.)

What immediately springs to mind are those Disney direct-to-VHS sequels that were mostly pretty forgettable, when not antithetical to the original work, as that's absolutely the vibe one gets when one mischievous gang of troublemakers shows up in the opening in Dawn to oppose Soma and his crew. The generic cartoon aesthetic makes for a poor first impression even though the storyline is actually quite competent and, for a game ostensibly marketed at children, it shows some rather dark imagery.

The idea is that, with Dracula being forever gone, a cult forms from people that desire a new Dark Lord, and a few of its head figures step forward as candidates to fill the power vacuula. They decide to have a go at Soma, attacking him and his girlfriend when the two are hanging out in town, and our boy doesn't take too kindly to that, setting out in pursuit of the group, pulling the whole crew from Aria in with him. What follows is a metroidvania romp just like Aria, which has Soma claiming monsters' souls as he brings down the Dark Lord wannabes.

Where Dawn successfully improves on Aria is in quality of life features as well as better tuning. On the former front, Soma can now use two different equipment sets that can be swapped at the press of the X button, a very welcome feature as it switching souls without entering the menu, thus letting the player adapt to each situation faster. The game also makes good use of the DS's top screen, displaying either the castle map or a screen with Soma's and enemy's stats. While having the map always visible is a godsend in this genre, having enemy info readily available is great when farming souls, as it does exactly the same thing the gadget from the Advance Collection does in Aria.

As for tuning, weapons have been rebalanced, emphasizing their variety. There's even a system through which, by imbuing weapons with certain souls, they can be upgraded, a nice addition that unfortunately ends up underutilized due to the rarity of some of the souls it requires. Having a use for excess souls, however, is a nice thought, and again I point to Bloodstained as the unofficial successor to Dawn, with Iga further refining this idea in that game.

Incidentally, while Aria already had souls that powered up with their count, Dawn brings this feature to the forefront explicitly calling it the Soul Level -- this is also a key feature in Bloodstained, where it exists for all souls-- uh, all shards. Souls have also been retooled in Dawn: while a lot of them are reskins from those from Aria, there are a handful of interesting new additions to the roster, and the player can expect to work with different toolsets than the ones the prequel gives. Of note is that late game souls are absolutely stacked, making them really gratifying to use.

And they have to be, because the best part of Dawn is its extremely challenging bosses. Aria's were great, but Dawn takes it to a new level: every boss is a unique enemy with a carefully crafted moveset, and their hits are extremely punishing. Even when spamming items, playing sloppily ultimately ends up in Soma getting overwhelmed, so instead, the player is expected to learn each tell and carefully avoid each attack. The magic seal mechanic is the cherry on top, forcing the player to remain vigilant for the prompt while adding flavor to finishing off the boss.

(Admittedly, if playing on an emulator, magic seals are an absolutely cursed mechanic, practically serving as an accidental form of anti-piracy . In that case, use the mod that removes them from the game.)

But is it better than Aria? Probably not: it will never be able to count on the simplicity and novelty factor that that game presented. However, even if it doesn't surpass its predecessor, it is a thoroughly enjoyable game that proudly stands at its prequel's side. Fans of Aria willing to look past a horrid first impression will find themselves a fiercely challenging game that brings back many of the original's boons.

I have no interest in hunting and I do not find it fun. I'm not sure why I even own this game (I might have found it for like 1$ at value village?). This game is of a worse quality than Wii era shovelware but requires a 7.3GB data download in order to be playable. The gameplay consists of running through the most generic pre-made unreal engine terrain you have ever seen to shoot animals, and it controls like garbage. My first 30 seconds into the game I got softlocked because I got stuck in a crack between two rocks and the slope was too deep for my character to walk out of. I'd also like to give a special shout out to this games incredibly diverse character roster (why does it have a character roster??) that consists of 4 white men and 2 white women, all of whom definitely do not look like they'd have an unhealthy obsession with a certain yellow haired, orange faced, formerly presidential individual.

Unmatched in the field of causing involuntary bodily responses in the player, the difficulty of F-Zero X itself’s exceeded only by that of trying not to squirm in your chair as you (un)successfully round corners at >1500km/h, bump rival racers off the track while trying to avoid speeding headlong into the abyss yourself or snatch first place out of an increasingly tenuous situation just as a guitar solo kicks in like it’s cheering you on.

The constant multisensory tug of war comprising every race’s brought about in large part thanks to a significant emphasis on tracks’ newfound verticality, enabled by one of the N64’s relatively unsung (though no less impactful) series-first forays into 3D, but it wouldn’t be complete without the mechanics themselves getting a makeover too. What’s probably the most crucial example of this is that boosting’s gone from its own independent resource, as in the first F-Zero, to something you now have to sacrifice your vehicle’s health to use. It’s streamlining at its finest; races rarely play out the same way because there’s no longer a guarantee of either you or your competitors being able to boost upon the completion of each lap, it’s inherently riskier to use but with greater potential reward due to the momentum gained from it carrying over into slopes or airtime, and it paves the way for strategies and decision-making which weren’t really present before. Will you have a comfortable amount of health left for the next lap if you boost partway through the healing zone? Are you gonna do without healing altogether to go for gold and beeline for the boost pad between them instead? Boosting up this hill could rocket you ahead of the crowd, but is your health and the geometry ahead sufficient for a safe landing? With how little time you have to make up your mind, each race leaves your frontal lobe as sweaty as your palms.

All of this in turn has the knock-on effect of enhancing the death race concept at the heart of F-Zero, brought to the forefront by and intertwined with the addition of attacks you and your opponents’ vehicles can perform. At the cost of momentarily decelerating, you can either horizontally ram into other vehicles or spin to win, stalling whoever you hit for the most critical of split seconds and dealing damage proportional to each party’s speed and/or proximity to walls. How smartly this is incentivised becomes increasingly apparent as you ramp up the difficulty and other racers’ AI becomes accordingly aggressive – to come out on top on Expert or above, you pretty much have to kill your designated rival at least once both to broaden your own margin of error and halt their accruement of points, the health it grants you being similarly precious given how often you’ll be boosting. On a less tangible level, there are in general few outlets for gamer malice so cathartic as hearing a series of brrrrrings sound out as you position yourself for a double kill, nevermind doing so by rendering Fox McCloud an orphan in the opening seconds via the world’s least ethically sound game of pinball.

While the actual Death Race mode itself’s a bit anaemic, having only a single track (albeit one unique to it) in which other racers mind their own business instead of trying to bump you off too, it’s nonetheless a useful stomping ground for practicing these mechanics and is balanced out by more substantial post-game unlocks. My favourite racer doesn’t become playable until after the credits roll, for one thing, but the main draw in this regard’s the X Cup and its randomised tracks. Even if it seemingly can’t generate loop-de-loops, cylinders or steep vertical inclines in general, the layouts still manage to become chaotic enough and unlike any of the handcrafted ones to the point that you’ll invariably want to give it at least a few spins. “Ahead of its time” is a phrase I typically don’t like, since the way it’s often used feeds into the idea that new = inherently better and rarely references any actual points of comparison. That said, it feels appropriate in this case when you take into consideration the relative prominence of roguelike side modes and/or DLCs with similar emphasis on procedural generation that’ve crept their way into multiple major releases in the past couple of console gens – the people are crying out for what this game essentially had as a free bonus when I was still being wheeled about in a pram.

As much can be said of F-Zero X in general. Beyond its intentional minimisation of graphics exemplifying the uncanny foresight of Nintendo’s president at the time, it seems as if must have been on the minds of the team behind Mario Kart 8 (currently the second-highest selling first party title ever) to some extent given not just the appearance of both Mute City and Big Blue in it, but also the conceptual overlap between its anti-grav segments and X’s dizzying track designs. Tighten your frame of reference to just its own series and even more recent evidence of how rock solid these mechanics are presents itself in the form of F-Zero 99; while its Skyway and titular battle royale idea help carve out its own more accessible, comparably well-considered spin, it’s also simultaneously a fusion of the first game’s assets with X’s systems. In short, there’s at least a few reverberations of how much this game gets right still being felt, as well as of how timeless its appeal remains, enough so to be more digestible to today’s players than you’d initially assume. If and/or when they decide to prove as much again by taking another crack at the formula, hopefully it won’t be set upon by quite as many people who’ve never played any of them for not being the “proper” franchise revival they were definitely clamouring for.

This is all to say: don’t be intimidated by its steep learning curve and give it a whirl, because the F stands for fun and there are too few games which let you do something like this completely by accident. Like its announcer whose garbled voice gave my brother shellshock says, it’s way out in front.

I spent a lot of time editing this review with Pangburn and discussing the game's various aspects thoroughly with him. Thanks again for all the help!

I’ll get my major gripes out of the way first: many of them are due to potential areas of improvement in Yakuza 0’s combat. I admit that I’m not a huge fan of the Style System, which felt underwhelming to me because it usually results in spreading myself too thin while locking the best abilities until the very late game. Money is a bit harder to come by in the early game (unless you can consistently win against the roaming enemy Mr Shakedown, who can just as easily bankrupt you upon defeat if you aren’t prepared with the adequate combat upgrades), and each combat style is tuned to adapt for specific situations (i.e. Rush Style is agile and allows Kiryu to quickly slip behind single enemies and bog them down with attacks, while Beast Style is often better at handling multiple foes by picking up large objects and swinging them for effective crowd control). However, a lot of the valuable defining traits for specific styles (i.e. Iron Gut on Beast Style to guard against knife/gun attacks, or Quickstep Blow on Rush Style for quick evasion into powerful attacks) cost significantly more than previous steps (2 million yen for Rank 2 abilities to 30 million yen for the above Rank 3 abilities), so I felt incentivized to invest equally into the different styles instead of trying to specialize. As a result, my characters felt somewhat lacking through most of the game’s runtime, since I had to split my investments equally between the different styles to accommodate for different situations (and thus often lacking crucial abilities). Eventually, the three-style system becomes effectively superseded once your protagonists finish their main side-quest lines and unlock a “true” 4th style reminiscent of prior entries in the series that combines traits of the previous styles, which to me seems to only further highlight how insignificant progress within the style system can feel.

Enemy variety is also rather bland in the Yakuza games (most likely due to the beat-em-up structure), which in turn further homogenizes combat. Most enemies are simple grunts around your size that will charge at you with standard close range attacks. Some will try and stagger you with knives and swords, a few have tasers on hand, and near the late game, a couple of enemies will have guns. While tasers and guns can stunlock you and force you to mash to stand back up, you can just pay for the corresponding expensive upgrade in each style to nullify stuns altogether. As such, I ended up fighting every enemy as if they were functionally the same, and once I purchased the necessary unlocks, tearing through them like paper became a simple task. The only time I had to accommodate for a different enemy type occurred during specific story missions, where sometimes larger grunts with superarmor appear that actively require baiting and punishing. Otherwise, most non-boss combat starts to all blend together, and it never quite hits that sweet spot between mindlessly mashing to take out scores of enemies or getting tossed around like a salad by guns and tasers.

There’s also a weapons system involved in all this, but it feels rather extraneous. There’s never any real need for weapons given the functional homogeneity of most of the enemies. Moreover, many of the combat scenes in the game are placed in locations with plenty of breakable loose objects lying astray that often serve that exact purpose as is. Additionally, weapons have a durability counter, and to repair weapons, you either have to use Repair Kits (which are obtained randomly from Dream Machines) or trek to the local Dragon & Tiger. The actual fees involved are a trifle considering how much money you’ll end up earning, but having to waste tons of time farming Repair Kits from Dream Machines to fix your weapon in the middle of combat or spend time outside of combat walking back and forth from the Dragon & Tiger is a pain in the ass. As such, I basically never bothered with weapons in-game, save for the one quest with Simon where you have to purchase and farm weapons & materials/recipes from Dragon and Tiger (and that is a whole different time-consuming RNG endeavor altogether, though again, it never felt crucial due to how little I used weapons).

If there’s one silver lining to all this, it’s that the combat never truly felt like a significant barrier to me due to its simplicity. It becomes pretty straightforward to cheese and simplify combat once you figure out the easiest strategies for each protagonist. Majima’s Breaker style was fantastic at stunlocking enemies due to how many hitboxes got thrown out in each cycle, and later on, Slugger became my go-to because the extended X-X-X-Y-Y cartwheel combo broke every enemy’s stance and was actually positive on hit in every story fight I encountered on Normal difficulty. Meanwhile, Kiryu’s Beast style quickly became my mainstay; picking up large objects and batting away foes was a bit too overpowered most of the time. As mentioned previously, the quick crowd control options, alongside better defensive tools such as superarmor, provided Beast Style with most of the utility necessary to clear the majority of the game’s standard fights. Thus, even if combat was uninteresting most of the time, it was at least over quickly enough to where I could proceed with little stress, especially when utilizing stamina drink stockpiles for powering through damage.

I’ll give Yakuza 0 some credit though, as a few of the boss fights were engaging enough to leave a mark on me. The Kuze fights are a huge highlight here, considering that his first fight resulted in my first game-over, and it was extremely satisfying performing visibly better with each consecutive fight, especially since a few of these fights are no-frills 1v1 fights that forced me to rely upon more of my toolkit. In particular, I found Kuze and other bosses to be far more aggressive and willing to combo me for larger damage margins and chipping away at my health while I was knocked down. Defensively, they were more up to par too, with much more emphasis placed upon quick dodges and guards to nullify my lighter attacks. The final boss fight for Kiryu takes the cake for my favorite boss encounter overall given how the different phases mirror Kiryu’s own abilities, and it put a smile on my face when I realized that they were willing to pull the exact same stunts that I had also been abusing in combat. In particular, I couldn’t stop smirking during the second phase of the final boss, when my opponent began picking up tables and chairs to slam and hurl at me. It’s a very visceral yet humanizing way to top off the game, and I do wish that more of the other fights had enemies that were willing to resort to similar underhanded tactics to highlight just how dirty the crime world can get.

That said, you’re not really here for the mostly inoffensive combat: the real bulk of the game is everything else, more specifically the various interactions between every other system in the game including the different connecting narratives and side/substories. Perhaps that is the true strength behind the franchise: no one system stands out above the others, and as a result it becomes something much more than the sum of its parts. It may sound like a weakness, and it is a major weakness of many games that try to do everything at once, yet Yakuza 0 escapes this pitfall because everything is seamlessly and inexorably linked.

A lot of this is in part due to the centralization of progression systems within the game. Everything is linked to exorbitant amounts of money, which is not only thematically appropriate but also results in all grinding leading to the same collected pool. Money can be earned through fights, certain sidegames, and most importantly, Kiryu’s real estate and Majima’s cabaret club. In turn, money is used to upgrade your characters (and weapons) for fights, pay for entering certain sidegames as well as upgrading necessary materials for better performance, and paying for properties and staff in your respective side gigs. I was afraid at first that the existence of all these different activities would result in a million different systems that I’d have to memorize and optimize for different purposes, but since they all feed back into the same resource, everything you do ultimately results in some form of progress towards the same end goal, resulting in a much more focused experience than what I had first assumed on a surface level.

To expand upon the two main side stories, Kiryu and Majima must essentially fight rival head honchos of each section of Kamurocho/Sotenbori through the collection of landshare/influence. Kiryu can purchase certain properties in each area to later invest and gain dividends, while Majima can partner with properties to increase Club Sunshine’s fanbase and gain more notoriety during cabaret club nights. As the player gains more control over each sector, more of the background behind the opposing head honchos is revealed until inevitable confrontation occurs, usually in the form of a minigame/street fight for Kiryu and a “club battle” for Majima where Club Sunshine must outcompete its opposition while enduring enemy abilities. These side stories feed right into the overall progression system, since they provide a reliable source of income as well as an incentive to engage in outside activities and explore the two hub areas for staff and valuable resources. As mentioned previously, the definitive and more overpowered 4th fighting style unlocked from completion is a great cherry on top of this whole endeavor.

Aiding all of this are the numerous substories scattered throughout the two main hubs. No side quests are marked immediately on the map with markers when you first start new chapters; instead, you have to unlock them by stumbling into the correct section of Kamurocho/Sotenbori or by engaging in certain activities long enough. Once you do unlock these side quests, actually fulfilling them is simple enough, since blue question box markers will appear on the map showing you where to head next to progress. The result is that exploration in the overworld opens up fairly organically; the player is incentivized to wander about naturally without any pressure to eliminate all the lit up checkpoints on the map from the start. Additionally, side quests often are completed in spurts, and players often have to travel outside of a given quest’s area to activate its next section on the map, meaning that they have a choice of whether or not they want to continue seeing the quest through at that very moment or spend time elsewhere and return to that sidequest later. Finally, completing sidequests can lead to unlocking other related side quests as well as gaining aforementioned helpful staff, properties, and useful items (such as an encounter finder, to track down street fights more easily). Yet, there’s no single substory that feels so important in terms of personal or monetary gain that players have to go out of their way to fulfill all necessary conditions for it. By doing this, Yakuza 0 never imposes and merely suggests; players can complete and explore as much as they wish with little negative externalities if they choose not to go all the way.

To add on the above, the actual activities themselves are designed in a way where there’s just enough depth to allow for significant improvement if players choose to dedicate more time to their favorite pastimes, but again, not too much depth to where it takes an eternity and a half to master certain activities. For instance, consider the bowling minigame. It’s quite simple to pick up: you can adjust your ball’s weight, starting position, trajectory, and power, with the obvious caveat that heavier balls are tougher to aim but better at retaining momentum. You don’t necessarily need to keep close track of every option to succeed and best your buddies in three-frame sets, but there are nice little side rewards in the form of completion points (CP) (which can be used at shrines to unlock unnecessary yet helpful little abilities such as longer dashing times and more Nouveau Riche encounters to fight for more cash) for bowling ten strikes. Further plays also increase friendship with the attendant there, which will result in a sidequest that allows you to recruit a chicken as staff for your real estate firm once you bowl a turkey. There’s also a separate side mode called Split Game where you have to more carefully aim your ball across special split pin arrangements that allows you to earn more cash and a potential CP. Again, there’s plenty of optional rewards that are great for upgrading your character and systems if you choose to invest a bit of time here and there, but even then, more grindy minigames are optional to the point where they become unobtrusive; as such, you can switch between a multitude of different activities with little consequence whenever your current focus starts to wear you down.

The story can also be thought of as another of the game’s smaller systems, thanks to how it never feels particularly intrusive. After clearing the first chain of events in Chapter 1 as well as the associated tutorials, the main introductions take a step back and you can begin messing around with the aforementioned sidequests and minigames. The game is very good at telegraphing exactly when the player needs to be committed to the story and when they are free to meander about; at no point does the game ever feel like it is forcing you to put down what you are doing at that exact moment in time to return to the main storyline. At the same time, progressing through the story events is greatly streamlined whenever the player needs to do so. Therefore, despite the main storyline’s linearity, the game manages to retain a visage of non-linearity; the wide variety of activities available at any given time allow you to swap between the story and optional content effortlessly at your heart’s content.

Just as there’s a balance between story progression and player-driven exploration, there’s a certain balance struck in the game’s tone that’s present throughout each narrative thread weaving into one another that exemplifies an undercurrent of sincerity. The central plotline jumps back and forth between Kiryu’s struggles escaping the Dojima family after being framed for murder, and Majima’s struggles serving as a blackmailed affiliate of his old yakuza family while seeking release from his gilded cage. Both are constantly caught in increasingly absurd scenarios by old friends and random strangers alike, and play fantastic straight men juxtaposed to the sticky situations that they must resolve. Alongside this, RGG Studio balances frenzied street brawls between topless yakuza members with dramatic scenes of characters pouring their hearts out. Even the substories carefully walk this tightrope between cheesiness and earnestness: one of my personal favorites has to be Stadium Jumper Strut, where you have to escort a guy whose dream is to walk across Iwao Bridge. He begs for Majima’s assistance, for every time he tries, he is beaten up by thugs because he refuses to take off his stajun jacket that’s riling them up. It’s an absolutely ridiculous premise, yet even I had to admit that sealing the deal with the life lesson of “pursuing dreams regardless of what others think” put a smile on my face. Camp meets candor time and time again, and as a result, Yakuza 0 never feels too sarcastic or too overbearing; it’s a cozy and compelling mix that kept me hooked during every story beat throughout.

There’s so much more I could say regarding Yakuza’s imperfections thanks to its many ambitions. There’s a forced stealth section that feels a bit clumsy since you have to guide and protect an escort at the same time. To do so, you must hide amongst crowds to avoid detection by patrolling foes, and this becomes a bit awkward since enemies can spot you from far away and enter/leaving crowds has a noticeably long animation with a forced delay between entering and leaving, so staying out of these optional fights is much more tricky in practice. Majima’s cabaret management progression feels not quite as well-integrated, since it’s actually possible to keep gaining fans by playing the club minigame over and over without purchasing properties, and the final stretch requires a bit more grinding as preparation to avoid your hostesses losing all their HP from the opposing club’s special ability. Finally, special moves can be taught by mentors through their respective side missions, and while Majima’s mentor missions are fantastic (Fei Hu’s lessons are a thrill, having to adapt against his quick Kali Sticks and Nunchakus), Kiryu’s mentor missions feel a bit squandered and too by-the-books. My favorite mentor missions there would have to be Miss Tatsu’s training, which involves puzzles where you have to destroy crates for money while eliminating mannequins with guns. It’s a bit more clunky than expected, since you often don’t have enough time to react and throw/dodge when picking up boxes to attack these targets, but it’s definitely an interesting thought exercise of what could have been and it helps that it’s accompanied by a track that quite frankly puts the main Beast Style theme to shame.

Yet at the end of the day, I have to wonder how much these nitpicks matter in the overall scheme of things. I came into Yakuza 0 wanting to fight Kuze and experience a change in pace, and I left feeling quite emotionally invested and fulfilled considering how much time I wasted cheering to x3 Shine and flaunting my new disco moves to Let’s Dance I Wanna Take You Home. While I have to admit that I can’t see myself 100%ing the game anytime soon, and I’m not quite ready to dive into the rest of the series lest the experience begins to outstay its welcome, I’m more than content leaving everything as it stands. It’s obviously doing something right if I’ve managed to spend over 70 hours messing around with everything that even mildly interested me without any single aspect feeling too disjointed or particularly irritating. My fears that Yakuza 0’s wide appeal was an indicator of numerous hours of padding and shallow interaction between systems appear to have been unfounded, and needless to say, I can wholeheartedly recommend Yakuza 0 despite the rough patches. I’m looking forward to the inevitable YaKuze spinoff where we get to play as the old man in the profession where men tend to die young.

Undoubtedly one of the best games i have ever played.

Yakuza 0 features extremely fun combat and multiple combat styles that suit a million different play-styles and allow anyone to play how they want. the music and quick-time events during fights are incredible and add an amazing feeling of flow to every combat encounter, and the boss fights are absolutely amazing.

One of this games most impressive feats is that it has side quests that are actually fun. I often find side quests in games to be extremely boring and uncompelling, often being just fetch quests or just completely uninteresting. But in Yakuza 0, Every side quest is fully voice acted and masterfully crafted and is either compelling, funny, fun, or all of the above. the world is also visually littered with detail everywhere, especially for a game from 2015.

Yakuza 0's most impressive aspect however would have to be its story. I think this is probably one of the best examples of an excellent story that could only be told through a video game. Its extremely long and is so interesting and full of twists and turns that it keeps you on the edge of your seat for the games 30 hour run time. The characters are all so lovingly crafted and filled with personality that despite the ridiculousness of their surroundings at times, they all feel so incredibly real and relatable. This game has the best character writing of any game i have ever played, and has probably permanently raised my standards for games i play in the future.

Yakuza 0 is overall absolutely incredible and has me incredibly excited to check out the rest of the Yakuza series.

I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

this game was made by satanic people who hate sunshine, rainbows, laughter, puppies and every joyous thing in between. fortunately miyamoto found God and redeemed himself with mario 3 so he wouldn't repeat the same mistakes 🛐

I'm going to resist writing a shitpost review just this once to point out how comically bad this game is. To this day, I remain absolutely appalled how this somehow got greenlit and still sold 380,000 copies. I'm trying to visualize how the pitch must have gone:

"Hey, let's make a Pokemon Game that's actually about watching shows!"

"So... the Pokemon anime?"

"Well yes... but also no! Let's also throw in RNG based card collecting mechanics, time stalling tactics such as the need to completely rely on Pikachu to complete simple tasks AND ask for permission for every task, have 1 minute screen transitions between each area as you wait for Pikachu to run on over and then dab on you, and make it so if you don't zoom in on the screen, Pikachu can fiddle with your touch screen television and answer questions incorrectly for you AND buy expensive shit off the shopping channel using your own money!"

"holy SHIT you absolute mad lad this sounds like the greatest video game ever made with tons of immersive and gripping gameplay let's head to the races and make the big bucks :DDDDDDDDDD"

The subliminal messaging is what really kills me. As the name suggests, everything in your life revolves around the television. Pikachu gets pissed if you turn the television off, and asks you at some point to learn how to turn the television on with this dumb smile on its face every time it succeeds. There's even an unlockable channel that tracks how long you've been watching TV and how much money you've spent buying things, and makes fun of you if you're considered sub-par in either category! It's hilarious how this almost seems like a critique of 21st century commercialism and sedentary lifestyles... but then they play it straight and earnestly so it's actually part of the problem itself.

Honestly, the biggest problem is that it's super, super tedious. Which you'd already kinda expect from Pokemon, but it's somehow even worse because the draw is watching television (you know, while playing a video game) and everything is so drawn out; imagine Animal Crossing but the main activity is waiting instead of collecting resources or building new things. (Oh, and speaking of Animal Crossing, to progress the story, you'll often have to wait til the next day after submitting a full report. Might just want to change the GC console time instead.) Just to change the weather, you have to wait a solid few minutes for Slowpoke to walk on and off the screen until it decides to jab its tail onto a sign. Fishing is complete RNG watching Pikachu struggle to pull up a catch, just for that extra card. And if you want to immediately travel to a place that's not Viridian Forest, you're gonna have to wait at least a minute for the buses to change at the bus stop. And those are just three of the many examples of straight padding forced upon you in Pokemon Channel!

But hey, at least you get to make untold millions through selling Jirachi by playing Pokemon Channel over and over again (assuming you bought the PAL version; if you didn't, lmao)!

For every great game on the NES, like Super Mario Bros. or Ninja Gaiden, there were five games like this that had unfair level design and brutally frustrating enemies, like Battletoads or Ninja Gaiden.

Something this singularly focused and confident in what it’s setting out to achieve goes beyond a breath of fresh air and into the realm of interactive mouthwash. Nearly everything about Penny’s game encourages you to stay on the move at all times – it’s present in how the secret areas’ entryways outright throw you in or out, its main enemy type’s mode of attack being chasing you, her bouncy bunny-like outfit and the combo system rewarding you for every trick you pull, and it knows what a joy it is to do so to the point that its main collectibles reward with you with progressively zanier layouts to test your mastery of it in.

It all hinges on building and maintaining momentum, so it’s just as well that her toolkit feeds into both so intuitively. Comparisons to different platformers in this respect are easy – I got enough mileage out of her drop dash equivalent that I occasionally forgot she also has a spin dash one – but viewing this game through the lens of others is selling it short when her yo-yo swing’s the type of thing which makes returning to them initially feel weird for the lack of it. It’s so malleable it’s unreal: an on-demand boost whose strength’s proportional to her speed going into it, contextualised into her design, which can mantle up ledges or grab special items or correct jumps, all dependent on the angle at which you let go and the nearby geometry. Rarely will any two attempts at the same section of a level pan out the same way because of it alone, and that’s without delving into how fluidly almost all of her other manoeuvres interweave with it and what a complementary fit they are for stages so littered with half-pipes and slopes. By no means am I a capital P Penny gamer as of yet, but hopefully this shows what I mean to some degree.

I say “almost” for the same reason as the “nearly” at the start, because although it’s a resounding success at funnelling you into a flow state the vast majority of the time, one or two common interactions stand out as uncharacteristically finicky. The window for maintaining a combo when transitioning from a yo-yo swing into spinning on top of screws feels excessively strict, slightly marring how much I’m predisposed to love any control scheme which even vaguely reminds me of Ape Escape, while obstacles which require Penny to come to a stop (like tree catapults or giant drawers) seem incongruent with how you otherwise pretty much always want to be moving. I’m hesitant to criticise these aspects too much because all manner of unconventional games, not just skill-intensive ones like Penny’s, suffer too often from players’ tendencies to blame them for their own lack of willingness to meet them on their own terms, and knowing that levels can be beat in a single combo makes me think the relative discomfort of these moments is my own fault. Occasional collision issues and/or clipping through terrain are more unambiguously annoying, but in any case, stuff like this is only so conspicuous because everything else about how it plays is so bang on.

That’s similarly true of its levels themselves. While it’s a bit of a pity that the amount of levels per area vary so steeply – Industria and Tideswell, my two favourites in part for the Dynamite-Headdy-if-he-real visuals and being yet further evidence for why Tee Lopes should be made to compose every game ever, only have two levels each – any pacing issues this could’ve potentially resulted in are offset by what a smooth difficulty curve they result in when taken wholistically. The progression from early hazards like water, which can be manipulated to the player’s advantage via the point bonuses it offers by riding on top of it with enough speed, to the absolutely no-touchy electrical discharges powered by breakable lightbulbs in later areas creates this lovely feeling of the game taking its gloves off just as you’ve become acclimatised enough with its systems to no longer need the help. I initially found it frustrating that hazards like the latter hurt Penny if her yo-yo collides with them, but after sitting on it, I can now see that it’s just another example of what a unique platformer this is – substantially extending her hurtbox whenever you perform a trick causes you to really consider when and where to do so in a way that many others don’t really demand of you.

It's evocative of a larger point, which is that Penny’s Big Breakaway is the type of game we could all do with more of. It’s one that’s not afraid to be so out-there in both mechanics and visual design to the point of potentially being offputting for some. It’s one which tangibly takes enough inspiration from the like of Sonic or Mario Odyssey to feel immediately familiar on some level, yet also puts equally as much of its own spin on areas in which it shares common ground with bigger names to the extent that you can’t treat it like them. It’s one that’s in general so unabashedly itself that you can’t not respect it regardless of whether or not it’s to your personal taste, but if you’re at all into the kind of game which gives out as much as you put in and only becomes better as you yourself do, there’s too much on offer here executed to too high of a standard for it not to be.

To extend to it the highest praise in a more succinct way: in art direction, ethos and gameplay philosophy, this is essentially a fully 3D Mega Drive game. Breakaway indeed.

Whenever Sinistar isn’t on screen, everyone should be asking, “Where’s Sinistar?”

The great strength of Disco Elysium is this critical distance between the character and the player. In particular, it's the innovative mechanics of the inner monologues that force you to react according to the skills you have chosen. This is particularly subtle, but special mention must be made of the discussions with Klaasje, during which we know that our 'sensors' are being manipulated and giving incorrect information, if not for Volition managing to keep us on track. With this preliminary mention, it appears that Disco Elysium is a title that allows for almost infinite narrative creativity, since – as with the ideal role-playing game – the perception of the world is modified by our mental inclinations. The sense of detail is exceptional, so that the world reacts to our posture: eradicating The Expression and shaving will have effects on dialogue and how people view us, as will the use (or not) of illicit substances and the persona we choose to assume. While the title shines in its moments of absurdity, allowing for some particularly hillarious humour, it also has some very charming moments with a very pleasing metaphysical depth. Whether it's Pale's existential angst or Dora's acceptance of her choices, questions are posed across the screen about how one should live their life. As such, it is the whole political purpose of the game that attempts to answer this question. Disco Elysium doesn't hold back its blows against centrism, but the left-wing tones are greyed out. The Revolution failed, creating human wrecks, but yet the ideal was noble. More than ever, the title conjures up the unpleasant impression of an invisible hand – the Capital – coldly slaughtering individuals, without realising it. The rough and sublime prose is truly at the heart of this experience, a mark of the great CRPGs. Some would regret the ending, which contradicts the game's efforts to be a Golden Age whodunit, but this coincides with the metaphysical point it seeks to make. Disco Elysium comes across as an extraordinary experience, following in the footsteps of its illustrious predecessor, Planescape: Torment, with the twist of modernity and a political emphasis. It is, without doubt, a success.

Pseudoregalia strikes me as a short and satisfying 3D platformer, though I hesitate to call it succinct. Its core strength is its simple yet nuanced toolkit, as its multi-faceted movement options provide great depth. For example, the wall-kick serves an obvious purpose as a wall jump by kicking between two opposite walls, but you can also use the wall kick to alter your trajectory and gain more air-time. This can lead to exploits such as wall-kicking up corners to scale previously unreachable platforms, or wall-kicking just below ledges and immediately reversing your trajectory with another wall-kick to grab the ledge. As a result, the game's many obstacle courses never feel prohibitive and are not so much tied to specific upgrades as they are to the player's ability to execute movement tech, making exploration feel much more open-ended. Unfortunately, Pseudoregalia's exploration is stunted somewhat because it's super easy to get lost without any maps or checklists showing the player where to go/what's left to collect. The room layouts further exacerbate this confusion, because the overworld consists of many long branching tunnels instead of focusing on larger, more open areas that allow for hidden shortcuts. If all of the six main sectors had shortcuts to one another so I could access any section from any main hub (as opposed to wasting time mindlessly backtracking through the same central hubs), I think that my overall playtime would have been shortened by a solid hour or more.

Similarly, combat simply exists in Pseudoregalia, and could have been removed altogether with little consequence. Aside from two isolated bosses (one tutorial boss and one final boss), combat is usually unnecessary since most enemies can be easily avoided by constantly moving about. There's generally no tangible benefit to attacking enemies outside of restoring energy for healing. While there is an unlockable ability that lets you gain height while attacking enemies mid-air, I can't recall any real need to utilize this ability against moving foes outside of the collectible's immediate vicinity. The combat's superfluity becomes even more flagrant thanks to a few forced encounters: these tedious affairs require players to exterminate various spongey enemies to unlock a room's exits. As such, I think combat should be taken out while keeping invulnerable enemies around as a threat, and health restoration could be entirely tied to save crystals instead. I'd also be okay replacing the final boss with a final obstacle gauntlet forcing me to put all my movement tech to the test: while not a terrible fight, it felt a bit out of place relying on fairly restrained bait-and-punish + heal to defeat a final boss when I'd much rather be zipping about. Regardless, Pseudoregalia is a solid Steam debut for rittzler that's well worth the price of entry despite its lack of polish, and it's a game that I could see myself warming up to further with additional runs. I can't wait to see what they've got in mind for Electrokinetic.

There seems to be a prevalent expectation that as games evolved, they also became exponentially more approachable. Higher budgets resulted in smoother graphics and fewer bugs. More complex controls (adding left/right triggers, then adding one/two joysticks, then dabbling with motion inputs, etc) gave players a firmer grasp over their characters. AI became more predictable as their algorithms became more intricate to capture a wider range of responses. In a sense, as the technology expanded, the resulting products seemingly became more streamlined to better suit the player’s needs while more thoroughly capturing a developer’s vision.

Team Ico has never been about following tradition, however. If anything, the evolution of their titles embodies the regression of player control, choosing to instead utilize technological advancements not just to refine its premise via "design by subtraction" as chump has pointed out, but to deliver an entirely new experience altogether. Ico was a classic tale of boy meets girl; the girl had to be freed from her cage and pulled around the castle, as the boy protected her against everything in her way to prevent her demise. Shadow of the Colossus, however, was a story concerned with the struggle over control. The lone wanderer, in his quest to revive Mono, hunts down various several-story colossi capable of swatting him about like a fly. In the resulting desperate dance of death, he at first struggles to climb their hulking figures, hanging on for dear life until he discovers their weak points and stabs the colossi while they helplessly flail about. In other words, it's a game about trying to regain any semblance of control until you realize after the fact that the only shadow left was the literal shadow cast by Wander over their fallen corpse.

The Last Guardian then, can be thought of as the natural evolution of Team Ico titles, in that it melds previous design sensibilities and thrives off of disempowering the player throughout its entirety. Trico, the player’s companion and a cross between cat and bird, is essentially the analog to Wander’s horse in Shadow of the Colossus, Agro. Fumito Ueda designed Agro as a companion rather than just a vehicle, and had his team develop specific movement algorithms that would allow Agro to steer herself without the player’s explicit control, forcing players to put their trust in their steed during certain fights emphasizing bow aiming. Ueda and his new team at GenDesign iterated upon this idea, explicitly creating environments where the player was forced to rely upon Trico’s actions to progress and thus establish dependency between the boy and his companion.

While the game can be thought of as an inversion of Ico in this sense, its design influence upon The Last Guardian should not go overlooked, particularly in how the game captures Ico’s physicality. Ico’s key strength was establishing a sense of presence through minimalist puzzles that lacked overly gamey elements, namely in how Ico interacted with his surroundings. Players are subtly guided into climbing chains, pulling levers, sitting on stone sofas to save, and most importantly, holding down R1 to hold Yorda by the hand around the castle and pull her out of danger whenever captured. The Last Guardian innovates upon this by combining several of the traversable elements and the companion into one. To better navigate the vast ruins, the boy must guide Trico and utilize their tall body of climbable feathers in order to scale heights, while occasionally dragging around their large tail and dangling it over ledges to safely climb down. Most importantly, you get to pet Trico whenever you feel like it to comfort your friend in both their happiest and most emotionally taxing moments. In both Ico and The Last Guardian, the player’s constant contact with both the environment and their companion keeps them firmly rooted within its constructed sense of reality by regularly reminding them of their companion’s physical presence.

This physicality would not be as significant without the lessons learned from Shadow of the Colossus however, not just regarding AI behavior but also specifically in how it adapts the game’s sense of scale. Trico is large, and the boy is small. As mentioned previously, Trico can utilize their size to lean against walls and give the boy a step up, but they can also utilize their weight to hold down large chains and swipe away at imposing bodies of armor. Meanwhile, the boy is much more agile and can fit into otherwise inaccessible small spaces by Trico, squeezing through narrow tunnels and gaps in metal gates to pull switches and let his partner through. This obvious difference in size creates consistent room for contrast, not just in how the two characters differ in terms of functionality but also in terms of their scale when measured against the traversed liminal spaces of the ruins, constantly transforming from immense empty rooms to constrained and suffocating tunnels and corridors.

What is particularly interesting is not just The Last Guardian’s disempowerment or sense of scale, but rather what it manages to achieve with said elements and the resulting contrast to establish interdependency between the two characters and solidify their relationship. The combat, an almost complete inverse of Ico’s combat, is the most obvious example. Rather than defending Yorda by whacking shadow enemies with a stick, the roles have been reversed, in that the player must rely upon Trico to guard against scores of possessed armor as to avoid getting kidnapped himself. Even so, the game plays around with this idea of vulnerability, shifting the onus of responsibility about as the boy often finds himself in positions where he must actively support or protect Trico, such as disposing of glass eyes that scare his friend or scrambling to pull a nearby switch to lower a bridge and give Trico room to climb up to safety. The game is even willing to occasionally break its own rules to demonstrate how this sense of caring evolves past its defined guidelines. In almost any other game, this mechanical inconsistency would be regarded as a flaw, but it is this sense of doubt that creates room for the relationship to build from in the first place, and is perhaps the game’s most understated strength.

This is not to say that The Last Guardian was bereft of limitations regarding the execution of its ambitious scope. The most pressing challenge that Ueda and his team faced was how to balance its constructed sense of reality with regards to player expectations; that is, it had to find meaningful ways to commit to its vision of establishing the relationship between the boy and Trico while also acknowledging and appeasing players that would otherwise get lost or frustrated. Perhaps the most obvious downgrade from Ico is the presence of constant button prompts appearing on-screen to alert the players on how to better control the boy and instruct Trico; while the frequency of the prompts lessens over time, it is a slight disappointment that the game doesn’t simply force the players to experiment with inputs and commands as a more subtle and trusting substitute. This downfall however, is an anomaly amongst The Last Guardian’s other shortcomings, as it manages to successfully disguise many of its other concessions and limitations. There’s a classic “escape from the collapsing structure” sequence where all you do is hold forward and jump, but the game gets away with it because the player is used to being framed as a helpless participant. There’s occasional voice-over dialogue hints whenever the player has been stuck for a while in the same area, but it feels far less intrusive than Dormin’s repeated and booming hints in Shadow of the Colossus because the game has already established itself as a retrospective re-telling from the now grown boy’s point of view. Trico doesn’t respond immediately to the boy’s commands when being told where to go, but it makes sense that they wouldn’t function like clockwork and would need time to spot and process the situation from their own point of view, so the lag in response feels justified. It doesn’t matter that certain isolated elements of the game would crumble under scrutiny. What matters is that the situational context to allow players to suspend their disbelief is almost always present; in other words, the illusion holds up.

I’m still learning more about the game to this day. There are so many little details that I wouldn’t have spotted upon a first playthrough, and it’s an absolute joy finally getting to gush upon spotting them in replays. Of course it makes sense that you can’t just issue specific commands to Trico at the very start as a sequence-break despite not being taught by the game; after all, Trico hasn’t had time to observe you and mimic your actions to carry out such commands. Of course the hostile creatures that look exactly like your friend behave similarly; how can you then use your preconceived knowledge of their physiology to aid your friend in a fight against their copycat? I also can’t help but appreciate how GenDesign condensed so much learning within its introduction; in the first ten minutes alone, you’re hinted on how to later deal with the bodies of armor (the magical runes that appear before waking up are the exact same as the runes that appear when grabbed, and are dispelled in the same manner of furiously mashing buttons), you get to figure out how Trico’s eyes change colors depending upon whether they’re mesmerized or hostile, and it quickly establishes the premise of building up trust with a very wary creature that’s more than likely to misunderstand or ignore you at first. Combine all of these nuances with the game’s ability to destabilize and diversify playthroughs via Trico’s innate curiosity and semi-unpredictable instincts, and you get a game that becomes easier to appreciate the more the player familiarizes themselves with its inner workings.

I think a lot of criticism for The Last Guardian ultimately comes down to less of what we perceive the game is and more of what we perceive the game isn’t. It’s not a fully player-controlled puzzle-platforming game like Ico, it’s not a puzzle-combat game with spectacle like Shadow of the Colossus, and it’s certainly not a classic companion escort-quest game where you can just order Trico around like a robot and expect automatic results every time. Instead of focusing on the progression of more complex controls and puzzles, The Last Guardian is focused on the progression of a seemingly more complex relationship. I’m not going to pretend that everyone will get something out of this game, as it definitely requires a good deal of patience and player investment to meet the game halfway. It’s certainly more difficult to appreciate given its lack of influence unlike Ico or its lack of exhilarating boss encounters unlike Shadow of the Colossus. That said, it’s this element of danger in its ability to commit to its vision while alienating impatient players that makes it such a compelling title once it finally clicks. Many before me have pointed out how powerful the bond between the player and Trico felt upon learning from others that improperly caring for Trico results in your companion stubbornly ignoring the player’s commands; after all, volume swells cannot exist without contrast to provide room for growth. Perhaps this is why at the end of the day, I find myself transfixed by every word that Fumito Ueda has to offer. In an era where developers feel overly concerned with the best and brightest, he doesn’t seem concerned about what video games mean so much as what video games are. I can only hope that someday, he and GenDesign will return to bring us a new title that captures our imagination as thoroughly as many of his works already have for me.

They dared to change, just like Simon dared to rid himself of Dracula's affliction in the face of ridicule by his fellow townsfolk.

At the approach of midnight, I began my journey home, my boots trudging through the mud as I pumped my fists to the Dance of Monsters. The chill of the wind rustles through the trees as I keep myself at the ready, for any moment the skeleton or wolfman could walk out from the brush begging for death's sweet release by the hand of my mighty whip passed down to me by my ancestors. Upon entry to town the sunrise brings about temporary peace, wherein I decide to visit the local grocery and throw my bottled water at it's floor to reveal the garlic salesman hiding underneath the floorboards from minions of the Count who has decreed that garlic was illegal.

Perhaps I'm obsessed with the idea of pretending to be Simon, perhaps he really is just the world's biggest badass being able to beat Dracula by himself and then again later while he's dying of a curse placed on him by the same guy. You think I wouldn't want to role play as him?

A color palette of putrid dilapidation, reminiscent of Hammer horror films, a land that continues to be ravaged by monsters chaotically stalking about despite the Count's destruction. Simon himself now as pale as a ghost due to the curse that has been sapping away at him for the past seven years, a depressing tone for what should've been a peaceful reconstruction after our past victory. The last town in the game Ghulash is completely monochrome in color with only one person residing in it, showcasing the devastation that has expanded from Dracula's castle. The townsfolk talk in riddles and lies, done in either genuine good faith or as an act of sabotage to keep Simon from completing his quest for fear of Dracula's early return. The ringing of tears flowing from a ballroom mask echo across the land, a most legendary composition.

They say if you wish to follow up perfection, then you better hit strong, differently, or both.

As I have once said before, a game that becomes more enjoyable the more you replay is but a sign of perfection. For the original Castlevania it became more enjoyable as I grew quicker at conquering it from sheer skill, and for Simon's Quest it became more enjoyable as I grew more wary of it's tricks. Instead of a test of strength, it is a test of shrewdness and clever understanding. Whereas the original opted to try and beat you into the grave, Simon's Quest looks to baffle you with illusions and misdirection. Typos appaering, translations such as the Fist of the North Star reference getting turned into a weird shout out to the Galactic Empire's infamous space station, and signs of a rushed development seem to only help it, perhaps it is perfectly imperfect. A perfect sibling to what was a perfect game.

Maybe I am obsessed, maybe Dracula exists and he put a curse on me to forever defend Simon's Quest from the never ending ridicule that comes it's way thanks to videos that were made for humor back in the times of the ancients. Simon's last adventure now cursed to being used as the butt of a joke, and constantly used as a punching bag by armchair game designers. Those who hate are numerous, and me and my fellow Simon supporters are small in number, but we are steadfast and strong in our beliefs. We stand together in the face of hostility and look onward at the army in front of us, I unsheathe my whip, brandishing it in hand and turn to my allies with but two quiet words, "For Simon", I rush into the ensuing battle leading the charge into our forever war.

Our battle is never over, but despite our curse we forever fight to the bitter end just as a Belmont would.