9 reviews liked by Firi431


It's difficult to pinpoint what Minecraft does so differently that other games, before or after its inception, can't seem to be able to remotely capture. Regardless of how many years have passed since its Alpha days, booting the game up and spending those first couple of hours building dirt houses and digging ridiculously autistic tunnel systems still represent some of the most magical and captivating moments I have experienced in a videogame. A maverick trail-blazer of game design, Minecraft disregards any previous notions of what makes or breaks a game, and instead plops you into an indifferent and artifical world without any seemingly narrative context and invites the player to fill it with life and personality by leaving his permanent mark on it, starting right off the bat by having you punch wood out of trees and that totally making sense.

Either a stroke of genius or just pure luck, the combination of cutesy and colorful lego like aesthetic with the occasional lonely and scary desolation nature gives Minecraft a surprisingly introspective atmosphere, making grand statements about human labor and wilderness conquest out of simple moments like finally finishing that perfect wooden balcony as you watch the square sun rising and "Wet Hands" starts to play. The tangible and real threat of Minecraft's permanent item loss and unwillingness to throw the player a bone or hold his hand, turns the mere idea of exploring the outskirts of your comfy man hole into a cautious adventure that has you feeling a sense of joy as you catch on your way back the familiarity of your ever evolving house on the horizon, and turns a simple detour that leaves you lost in the woods at night into a dreadful nightmare that has you frantically searching for a light source inbetween the trees as you dodge a horde of zombies and skellies.

While there is some truth to the criticism that "there's nothing to do" in Minecraft, which can be attributed to its low skill ceiling and diminishing returns as you run out of goals and ideas, the devs have been intelligent enough to not mess with the core appeal of the game with its inumerous updates over the years, and that's letting the player find his own fun, be that building a giant castle at the top of a mountain, building a minecart track that crosses a lava lake in the Nether, conquering The End and beating the Ender Dragon, or simply exploding enough TNT at once to crash the game.

I still can't decipher Minecraft after all these years. All I know is that I keep coming back, be it with a group of friends, or by myself. I still find its quiet and randomized world to be beautfiul and imaginative. I still love how the animals and enemies look and sound. I still can't get over how perfect and effective its oddly sad soundtrack is. I still get a stupid grin on my face when I manage to make the simplest of redstone mechanisms work. I still shit my pants every time I fall into a sense of safety around my home base and suddenly hear that dreaded hiss behind me as I watch my work explode. I dunno, it's a very good game.

at time of writing, Minecraft has sold around 200 million copies. for reference, The Beatles, across all of their albums, have only sold 183 million.

Minecraft is bigger than Jesus.

Never played it but the porn is pretty good.

Just counting the days when I suddenly crave Minecraft and I play it non-stop for 2 weeks, only to drop it for half a year. This cycle will follow me til I die.

the greatest game I have ever played.

might get a concussion just to play it for the first time again.

its a humbling feeling to find a game that feels bigger than you

i dont even know where to start describing it. at its core, its a game about not understanding. the gameplay revolves around trying in vain to learn about your surroundings - to piece it all together and find a solution to a problem - only to die not because of a lack of trying, but because we just dont have the time.

the beauty of Outer Wilds lies right there. its galaxy is small, yet feels huge and only gets bigger the more you dig. by all means it should feel like a hopeless venture to continue exploring, but its too engaging not to. there is no end goal, and it makes no promises other than the fact you will die.

and the magic is that we did anyway. even if i didnt know what for, i kept exploring its planets to find its secrets. i felt giddiness meeting every character and hearing their stories. i pat myself on the back after solving puzzles once i asked the guy at the starting campfire how to.

Outer Wilds - despite playing as an alien - is a deeply human game. a journey about facing adversity through sheer willpower despite not having all the answers, and knowing youre not alone in that.

i cant do this game a service with my $5 speak and someone else could do a much better job, and thats ok. because like i said, this game - like its setting - is big. theres so much to talk about, yet its message is so precise. its mysteries are so complex, yet so simple in retrospect. games like these remind me how special this industry is, and what kind of art it can produce. Outer Wilds is a profound experience i likely wont forget for a very long time.

YOU -- "But what if humanity keeps letting us down?"
STEBAN, THE STUDENT COMMUNIST -- "Nobody said that fulfilling the proletariat's historic role would be easy. It demands great faith with no promise of tangible reward. But that doesn't mean we can simply give up."
STEBAN, THE STUDENT COMMUNIST -- "I guess you can say we believe it *because* it's impossible. It's our way of saying we refuse to accept that the world has to remain... like this..."

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A 2 week old fetid corpse hangs from a tree, a ghastly sight; a human life reduced to a macabre piñata for small children to pelt stones at in a twisted idea of entertainment. The children themselves, a hopped-up junkie and a nameless orphan respectively, both the result of a broken system that has unequivocally failed them. The district of Martinaise, pockmarked by the remnants of revolutionary war, abandoned by the world at large, it and its people subject to the pissing contests of petty government officials to see who is lumped with the task of looking after the place, the site of a months-long, on-the-brink-of-warfare labor dispute that's about to boil over with the lynching of a PMC soldier who was meant to "defuse" the situation. All of this, left to the hands of a suicidal, vice-riddled husk of a cop who can barely get his necktie down from the ceiling fan without potentially going into cardiac arrest. Disco Elysium is an undeniably depressing experience that isn't afraid to cover the messy spectrum of humanity, from insane race-realist phrenologists to meth-addled children to every kind of ghoulish bureaucrat under the sun. The district of Martinaise, as fictional as it is, is a place I've seen before, reflected in the streets, reflected in the people, reflected in the system; an undeniably full-faced look at the horrors faced by those below, and the resulting apathy expressed by those above.

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SUGGESTION -- Brother, you should put me in front of a firing squad. I have no words for how I failed you.

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Every aspect of Disco Elysium reflects its overall theme of "failure". Martinaise itself has been failed by the institutions meant to help it, abandoned by the powers that be, who only intervene when it looks like anyone is trying to enact change. NPCs can reminisce on days gone by, of the tragedies in their past, or of their cynical rebuke of the future. The various schools of political thought you can adopt and their representatives are mercilessly picked apart, from the Communists too entrenched in theory to take notice of the suffering around them, to the frankly pathetic fascists who use their prejudiced beliefs to shield themselves from their own flaws. Our protagonist is constantly haunted by his past and even starts the game recovering from his own self-destructive ways, and on a gameplay level, the way that our intrepid detective can fumble the bag in nearly every way imaginable and still be allowed to make progress in investigations and sidequests is commendable. Failure is so integral, so vital to Disco Elysium that it's not only an aspect deeply ingrained in its story, but also its very gameplay.

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VOLITION [Easy: Success] -- No. This is somewhere to be. This is all you have, but it's still something. Streets and sodium lights. The sky, the world. You're still alive.

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And yet, despite this cloying cynicism and acknowledgement of the ugliness of reality, Disco Elysium is magical because of the fact that it ultimately believes that there is a world worth fighting for in the end. It would be incredibly easy to be defeatist in the face of such constant, institutional and societal failure we are presented with in Revachol, to be ceaselessly apathetic in the face of your own overwhelming shortcomings, to fall back into the comfort of old vices instead of facing our problems head on. Still, Disco Elysium has that fire inside of it, an untapped hatred for fence-sitting, for passivity in the face of oppression and valuing the status quo over any meaningful change. Roll up your sleeves and fight for a better future.

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RHETORIC -- "You've built it before, they've built it before. Hasn't really worked out yet, but neither has love -- should we just stop building love, too?"

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STEBAN, THE STUDENT COMMUNIST -- "In dark times, should the stars also go out?"

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RHETORIC -- "Say one of these fascist or communist things or fuck off."

---

Disco Elysium believes in the people. It believes in humanity, no matter how messy our supposed paragons are, or how flawed our beliefs and values can be, or how cyclical we can be in the face of it all. In a city plagued by an inability to move on, Disco Elysium says that there is always a possibility of change. If two broke Communists and a junkie wino can defy the very laws of physics in a slummy apartment, no matter how briefly, with the power of their faith and co-operation; imagine what we could do as a group. As a city. As a species.

Disco Elysium says that the cup is half full. Even if we won't see the own fruits of our labor in our lifetimes, it still looks you in the eyes and says:

"The only promise it offers is that the future can be better than the past, if we're willing to work and fight and die for it," a conviction belted out by the youths of tomorrow.

"Un jour je serai de retour près de toi", written in bright burning letters across a market square.

"TRUE LOVE IS POSSIBLE/ONLY IN THE NEXT WORLD--FOR NEW PEOPLE/IT IS TOO LATE FOR US," painted on the side of an eight-story tenement.

"Disco Inferno...," a lone voice belted out through a boombox's speakers across a frost-bitten sea.

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MANKIND, BE VIGILANT; WE LOVED YOU

This is, by all technicalities, a quirky indie RPG about depression

One of if not the best puzzle/sandbox/stealth/assassination games out there. The story is the only thing really holding this back but it's not bad, just lackluster. However everything else about the presentation, gameplay, tone, humor, and more are top notch. Unrivaled in its genre.