417 Reviews liked by HotPocketHPE


Shigeru Miyamoto has gone on record saying that Mario “isn’t the kind of game you necessarily have to finish, it should be fun to just pick up and play,” and as a kid I often really would boot it up solely to jump around Bob-Omb Battlefield for a bit and feel myself or whatever. A pattern I’ve observed with a lot of gamers is that, as they get older, they slowly prioritize finishing games over simply the inherent fun of playing them — and while I definitely feel that was accurate for my late teens/early twenties as well, I’ve since returned to craving those more innate pleasures.

It’s wild how much Nintendo got right about Mario’s animations and the overall sound design on this first attempt, conveying that perfect sweetspot between weight and nimbleness, something I honestly don’t get as much out of 64's successors. Similarly, the level design also manages to find this nebulous since-unmatched middle-ground between open-ness and tight pacing, with many of the stages presenting you with vertical, spiral-shaped layouts, made up of multiple digestible paths that intersect so seamlessly that you never stop to think about them as anything other than one cohesive whole.

Aspects that feel like obvious limitations, like being booted out of the level when grabbing a Star or the rigid camera, end up aiding the game’s pacing and overall structure the more you actually think about it. The way you bounce between different paintings within Peach’s castle, completely at your own leisure, mirrors how you tackle the obstacles inside those worlds; loose and free-form and whichever way seems enjoyable to you at the moment without even having to think about it. It all seems so simple, and yet I’m still waiting for another platformer that is this immediately fun and endlessly replayable.

The understandings that come between characters worlds apart, rendered blissfully through everyday life, from absurd to natural. Nasu's most interpersonal poignant work I feel, largely by nature of being invested in the day-to-day growth between its cast, reflecting on people throughout their days of steely clouds, fallen snow, and fairy tale amusement parks. Ever more blissfully held up by how Type Moon's characters are given such vibrancy, with each interaction always flowing off the page for me into a real group of multifaceted people ^/w/^

I will admit though, that I found myself wishing there was more to chew on than what's here. There's a crazy good juxtaposition between the changing architecture, the diametrically opposed functions of old and new, nostalgic and living-in-the-present, but it ends up becoming more cornerstones of the players of life rather than delved into thinkpieces. Which is largely the point, after all, as this is coming-of-age in its truest form. Everything is open, wide, and turning pages into a more difficult cityscape that demands resolution from you as you're just starting to figure out what you're looking for. And in that way the platitudes, the stories of making the most of your life, the ending divvying up of regrets you still have of the life you've led so far, all culminate together into something deeply fulfilling.

It's a wonderfully graceful work with all that. I'll really have to think on it a lot more as I leave it.

This game is a Rebirth in the way that Buddhists believe you will be reborn as a hungry ghost with an enormous stomach and a tiny mouth as a punishment for leading a life consumed by greed and spite

Genuinely the best feeling 3D platformer I've played innnnnn gotta be at least 5 years. It's, just, pouring out the seams with charm and earnest love, to the point where the polish feels homemade with its partly-crusty lining. Sometimes for woe though, of course, like when the geometry can ~occasionally~ disagree with your particular momentum and existence. Otherwise it feels as clean as it should be!

It has the makings of doing the Super Mario Odyssey flowchart of hat-tricking, but with detours and digressions from that linear track, encouraged both for score and conserving momentum. Sonic but not-quite-Sonic sprinklings on top, and that all flows together phenomenally. What's altogether more stunning though is it's the only work of its ilk that bothers to really have "level design." There's real guidance through its stages in a way that lets you go absolutely hogwild with its toolkit without ever being 'too open' or 'too constrained.' You can reasonably skip as much as you'd like to by mastering the speed of yo-yo tricks well enough, but there's always some things you Need to do. It's so super encouraging of going for the One-Combo 100% run through its stages, to the point where I actually went and did a few. I can't say a game like this has done that to me! It helps that the music is so bouncy and blissful, and stages never outstay their welcome to where the prospect of "you need to do this entire stage again" is a "absolutely hun let's do even better this time".

My only ~real~ issue is that the swinging and twirling, sadly, lacks enough bite, at least for me. I don't think there's a single stage or moment where the game challenged me, and this is AFTER doing every bonus stage. Sure I can do the one-combos and those can be difficult but with all the skips it's only really as hard as I let it be? Even though it's not uncharacteristic for such a clearly soft platformer, I find myself so unsatisfied with the lengths the game really went to, especially when the final boss was more of a wet fart than a real demonstration of the game's skills, or like, your performance as an artist!!! Give it an encore! A real spicy star road!

started to see the vision once I realized the grab (your only verb outside of jumping) gives you i-frames when you bounce off of whatever you're grabbing... pretty cool wrinkle on an otherwise plain set of mechanics. a lot of the game is carried by the dense mix of geometric terrain and organic outgrowths a la sonic; it's no surprise that much of this team got rolled into sonic team for NiGHTS into dreams the year after. said team really demonstrates their technical aptitude as well, with some stunning overlapping parallax on stages such as planet automaton and swirling line scrolling in the background of the itamor lunch fight. ristar emotes fluidly, with his walking scowl morphing into a grin and twirl upon defeating hard enemies. occasionally he'll even show a penchant for childlike play, such as in this snowball fight setpiece.

a first impression yields something a little dry on the gameplay front, with single-hit enemies and slow movement compounding into something more leisurely than interesting. thankfully around the halfway point the design veers into level-unique puzzles and setpieces. the one that stuck out to me the most was a series of areas in planet 4 involving babysitting this radio(?) item across various hazards in order to give to various birds who want them blocking your way. presages a klonoa style of puzzles built from manipulating objects in the environment rather than working with pre-defined aspects of the player's toolkit. near the end the game veers into some execution challenges as well, with mixed results. ristar's grab actually has a lot more going on to meets the eye: not only does he have the aforementioned i-frames, but he also gains a bit of height off his bounce, and he can hold onto some interactables indefinitely, swinging back and forth using his arms as a tether. the former gets used for a couple climbing challenges jumping between walls and swinging poles, which makes for some pleasant execution trials in the midst of the level-specific stuff. the latter never gets expanded on quite as much, probably because ristar maintains no momentum from his swinging when he releases due to bouncing back off of the fulcrum he's attached to, so actually manipulating the technique to achieve certain bounce angles is a bit unintuitive.

bosses are neat across the board; while somewhat cycle-based, the designers trickle a couple small points for attacking them before they're obviously wide-open. some of these (I'm thinking of specifically the bird boss on planet 4 and its array of non-linear projectiles) encourage the i-frame abuse in interesting ways. by the end of the game, however, it seems like they expect you to exploit it pretty openly to get anywhere, and by that point the bosses end up becoming grab spam. definitely makes the fights fly by quicker, but I find myself preferring the more cautious approach I took during the earlier bosses, although I would imagine upon a replay some of the same techniques apply.

I've got real admiration for the theatrical trappings, with panels falling off the back wall and gyrating stagehands gussying up the set as you stroll through, but I think coming back to this style of gameplay doesn't hit the same for me anymore. the treasure hyperfocus on impressive boss fights is here without the richer mechanics of gunstar heroes or alien soldier, leaving much stricter scenarios where the player has less leverage over the proceedings. it's heavily setpiece-driven and thus built upon cracking open whatever essential strategy solves each individual encounter rather than learning particular mechanics over the course of the game. a good example would be izayoi, who has a rapid arm extension attack that aims for your head, so if you throw your head above you right when she starts tracking, you can repeatedly have her whiff and then bop her in the face when she briefly exposes it afterwards. that's a cool little extension of the game's primary mechanic (you can throw your head in any direction), but once you lock it in the repetition of her behavior pattern and her cyclically available weak point make the fight rather static.

not sure what to think of the different abilities you can get with various heads throughout either. theoretically I could've enjoyed having them woven in through enemies or something else organic a la kirby, but having the abilities just sitting out in the open right where you need them feels a bit raw. it's especially apparent given how few there are that alter mobility or do anything other than make combat easier; perhaps a bit of tunnel vision on the developer's part, even though you can tell they attempted some actual level design here. you may get a sequence with some wall-climbing thanks to the spiky head ability, but these segments boil down just to "scale the wall with the powerup" without many complicating factors thrown in aside from a late-game segment where you use it to stall on the ceiling and avoid rocket trains zooming by. the way that abilities are applied in the boss fights also fall into a narrow paradigm, with more than a few bosses having abilities sitting around that effectively shut them off: time stop in multiple fights, both a bomb with crazy damage and invincibility in the aforementioned izayoi fight, and the hammer in both rever face and the final boss fight. really something where some sort of trade-off regarding grabbing the ability would've made more sense; the developers settled instead of interleaving junk abilities in the rotating ability selection that will inevitably cause you to eat a lot of damage until they wear off.

obviously with mikami at the top of the masthead on this one it's very tempting to extract the seeds of resident evil and his later titles out of this one. hmmm... limited inventory, you say? narrow corridors with dangerous enemies that you have to expend limited ammo against or lure away through subtle AI manipulation?? all these environments that loop back on themselves... you can really see the sketches of the spencer mansion here...

but really, it's heavily streamlined zelda in the same way quackshot is heavily streamlined metroid. the structure is effectively five dungeons in the classic single-screen room format strung along with some cute cutscenes of goofy and max trying to rescue pete and pj from a group of pirates. there's no resource management; exiting and reentering a room resets the majority of its state, which includes various throwable objects used to attack enemies. occasionally a puzzle will affect something in the next room over, but by and large every room here is a self-contained puzzle, ranging from "clear all the enemies" to push-block puzzles to a couple things in between. they're pretty solid too: the push-block puzzles often require using certain blocks to line up others, keeping the mapping of routes from becoming rote, and since clearing a room requires paying attention to where throwables are located and how to access them, some cool ideas arise from determining an order of attack and manipulating enemies to assist you with killing others. AI manipulation puzzles are a thing as well, ensconced into the game's toolkit with a bell item that draws aggro and thus controls enemy movement. the concepts stay remarkably fresh throughout, although given that the game is only a couple hours long, it would be tedious if this wasn't the case. a couple favorites of mine would be ones where you trick enemies into walking into oncoming fire from cannons and a particular one where you line up four enemies in a corridor to kill them with a single sliding block.

beyond throwing items and kicking blocks, goofy can hold two items at any given time to assist in particular puzzles. other than the bell one mentioned earlier, the hookshot serves the most "interesting" purpose of the bunch, as it can both stun enemies and create tightropes. not exactly exhilarating, but its latter purpose consumes the item, making searching for new hookshots an additional intrigue that drives exploration. beyond these the applications lack substance; the candle widens the sight radius in infrequent dark rooms, keys are just keys, and shovels can be used to farm life-up items in some rare locales with movable dirt. in this way the restriction of holding only two items at once becomes less demanding, since the latter set are so situational that holding onto them longer than a room or two will always be a waste. by the late game item-reliant puzzles give way to ones that leverage the game's inherent mechanics, so it seems like the designers figured this out as well.

Music highlight. Tim Follin, you can't save this. I can promise though, I sunk a good few hours in because the OST is great.

Really telling that this is sitting at a cool 6/10 despite most people likely never figuring out what the potions did (essential) or how to jump-grab or drop-jump. Not a single mention of the nearly frame-perfect waiting sections with oscillating spike-balls, the spawn-in death traps, or the borderline item softlock (I elaborate on this one in the description)

I'm a Zelda II defender (4/10) and I love Mike Tyson's Punch-Out!! (8/10) for its masterfully tight design and satisfyingly brutal difficulty, but every other chamber in Solstice by comparison is full of "gotchas" and absurdly tight windows that are made worse by the isometric view obfuscating their actual location. You can infer a lot of locational stuff, but only so much; there's a reason platformers nearly entirely avoided this perspective even back in the day, opting for either top-down or side-view.

I can't help but feel like you're better off playing one of the adventure games of the 80s and 90s instead if you want a "vibes-based exercise in trial and error."

When I was younger, I thought Dead Space 2 was the usual case of a horror game starting incredibly strong and then weakly limping to the finish, but this most recent playthrough has totally inverted my opinion; while the first half gets all the nicest areas and flashiest setpieces, it’s the second half, where you’re funneled through the metal guts of the station, that the encounters start to pick up, with a wider range of enemies to deal with and a playful sense of meanness to the combat design- like a memorable room where the game spawns an explosive enemy right next to a breakable window that’ll send you out into the vacuum of space if you so much as touch it. The final section is amazing as well, chased by a regenerating necromorph that gets the best use out of your busted kit out of all the challenges in the game, forced to push through hordes of enemies while this unstoppable enemy is constantly shadowing you.

But all this should be couched in the fact that many of its best moments here hover around the opening 30 minutes of RE4- you’ll be really lucky if you’re fighting multiple waves of enemies or have to make meaningful decisions of who to prioritize first in combat, the designers seemingly all too comfortable to throw the standard melee and acid-spitting necromorphs at you and a haphazard assortment of the other enemy types as a little bit of flavor. Some of this flattening is due to how powerful your Stasis ability is: because so many of the encounters take place in this tiny corridors and cramped hallways, it’s really easy to negate the threat of an ambush or poor positioning by freezing an enemy and dismembering them with little thought on your part, aided by how generous the game is with dropping stasis packs and doling out recharge stations. It’s something especially felt with the Stalker enemies, a standout addition deemed so important that they get their own dedicated rooms, but they end up being some of the simplest in practice- boiling down to hunkering in a corner and waiting for them to run at you, a cool enemy type that feels unfinished when fought on their own. (The fact that you never fight these guys while dealing with your O2 meter is a massive shame, something that might’ve curbed how easy it is to passively engage them.)

Maybe the most damning thing here is that the weightlessness of the new additions to the bestiary highlight just how well-considered the original’s enemies were, testing you on the applications of the dismemberment system and on third-person shooting in a way none of the new creatures do- the frantic, vertical movement of the scorpion-like Leapers or the surgical precision demanded for the Pregnant necromorphs, diluted here with a lot of stuff that swarms you and that can be beaten out more simply with direct damage. A lot of the discussion about the two games centers on the weakening of the survival horror elements from the first entry to the second, but I think this less defined mechanical identity is probably the bigger loss for the series.

Still, a hard game for me to really dislike- nails the feedback for combat (even reloading looks cool!) and I’m not sure if another game has had a better justification and visualization for the combat tunnel/amazing skybox/combat tunnel structure than working your way through the various sectors of a dystopian mining station. Was ultimately reminded a lot of my time going through Titanfall 2 a few years ago, a strong string of setpieces and a great-feeling avatar not able to shake the feeling that the encounter design never really pushed the mechanics far enough.

Extra thoughts:

- Played through the game on Zealot, and got about halfway through on the limited-save Hardcore difficulty before losing a couple of hours of progress when I clipped through the floor of a tram and opted to call it there. Otherwise, I think these are pretty admirable difficulty modes, the increased lethality and reduced ammo of the former and the endurance needed for the latter do a nice job at recontextualizing the game. Granular bits of optimization, like being able to use random kinesis objects to slowly bludgeon enemies to death and getting a free refill on ammo and health when you upgrade their capacity, turn into run-saving maneuvers when you're under so much pressure. Good stuff.

- The Severed DLC is slightly more respectable than I remembered- the stasis enemies from Dead Space 1 aren’t a super-noticeable addition, but going backwards through old areas is far less egregious than it sounds, both due to some nice enemy arrangements (probably has the best Stalker encounter in the game) and for the fact that the player character comes with a predefined loadout that might get you to see a different side of the arsenal. Would never have used the Seeker rifle otherwise, for instance.

The makings of a full super duper lovely and cute hamtaro season congealed into one very wonderful ~metroidvania-esque~ package. It's really sweet <3 Lot of smiles, lot of wonderfully relaxing and cozy vibes while simply taking care of all the hamsters as you help them find love!!!

HOP TOP meshes the enemy formations and attack patterns from games like Galaxian and the nonstop jumping from games like Icy Tower and Doodle Jump to create a new kind of arcade-inspired title. The need to watch your footing while making sure to blast enemies attacking from above creates a tense but easily digestible multitasking challenge where both the top and bottom of the screen are of equal importance. Each of the game's enemy types provide unique threats but are all initially vulnerable as they come swooping into formation, similar to the aliens in Galaxian. This games the start of each round extra important, as this is where you can kill a lot of the threats before they have a chance to retaliate. Unfortunately, HOP TOP features a pet peeve of mine where you're given an auto fire option but said auto fire isn't nearly as quick as manually mashing the hell out of the fire button. Like many games of its kind, there's no inherent reason to stop firing in most cases. A couple of the game's stages feature platforms that'll collapse on top of you if recklessly fired upon, but they're few and far between. Mashing till your sore shouldn't be a key part of your game loop but if you're going after highscores, it'll have to be in HOP TOP. This becomes extra obnoxious thanks to the orange enemy type that quickly flies offscreen, only to reappear at the bottom of the screen and zoom its way back into formation. As the game progresses, you're given so little time to hit these guys that they become a real pace killer. They only stay in formation for around half a second after the first dozen rounds, and that makes them occasionally impossible to hit when the layout of ther platforms aren't in your favor, leading to more waiting. Thankfully the game does have a counter against lollygagging players by automatically scrolling the screen up if a player doesn't do it themselves for long enough, but it's a shame the game itself isn't immune to halting the player at times.

As far as balance goes, HOP TOP isn't easy but there's some leeway when it comes to generous hitboxes and the occasional appearance of power-ups that alter HOP's shots. These shot modifications can easily end a round of enemies before they even get a chance to form up, but the frequency of these power-ups (as well as score items like balloons) seems inconsistent. Maybe there's an untold logic behind their spawn rate but I would frequently play for 10 or more rounds with no power-ups in sight, while getting 2 or 3 within the span of just a handful. These power-ups don't feel vital to your success so I never felt my runs were severely affected by the game's willingness to hand me convenient power-ups, but it's a strange aspect that could maybe use some finetuning.

Otherwise, I was surprised by how well realized HOP TOP is. While you'd probably never mistake it for an actual arcade game from the 80's, the paintjob is more than solid enough to sell you on the premise. The game features two main modes; an arcade mode meant to play within the limitations of those older arcade titles (so you're given less variety in enemy waves and power-up) that feels about as pure as any golden era arcade game, and a campaign mode with a larger selection of level hazards, backed by gorgeous 32-bit art. Games last roughly 5-9 minutes from my experience, so it's always tempting to go for one more game. Hopefully we see more games try to mix and match multiple arcade classics.

a katamari-like from the actual katamari devs; more specifically the Now Production jobbers who toiled to get keita takahashi's vision off the ground back on the original titles, although many of the devs on this particular title were johnny-come-latelies who started on beautiful katamari. munchables twists the "roll up stuff, get bigger, roll up bigger stuff" loop from katamari into a game all about eating, where your mute spherical protagonists chomp through waves of pirate/alien/frankenfood creations, getting progressively larger after each set of meals. your character's size is unambiguously labeled with a level number, with enemies larger than yourself having a similar label to illustrate who exactly you can eat at any given point. these larger enemies can be bumped with a dash attack that splits them into smaller enemies, although if the difference between you and the enemy is vast enough, each of their component sub-enemies may still be larger than you. interesting systemic element here, where due to the split being an equal amount every time, you can decompose an enemy multiple times, eat a select number of sub-enemies, wait for them to recombine into a slightly smaller enemy than before, and then break them once again to get a set of sub-enemies you can scoop up all at once.

this plays into the other mechanic: chaining. eating an enemy starts an implicit chain timer that replenishes with each additional enemy eaten; when the timer expires, the number of meals counted from enemies eaten during the chain will more or less double. a cute idea in theory, although you may be able to see how that breaks any thought involved with above decomposition mechanic: more at once is always better, so split big enemies into as many sub-enemies as possible every time you see them. however, in the first real levels (in the second world) you can see how this still ends up having that katamari flair to it. a large arena of different zones, each locked behind edible barriers with level requirements, where you can freely navigate across zones and backtrack to your heart's content. similar to how katamari lets the player reason about the optimal size to grab a set of items at once, here you can plan inter-zone chains by carefully planning your feeding route to give you just enough food to bypass barriers while leaving plenty of enemies on the field to grab in a single swoop.

if that was the game it would probably be pretty good; there's a buffer-able, charge-able dash chomp you can use to link enemies in a chain, so there's a comfortable rhythm to the experience that negates the otherwise ho-hum movement. unfortunately, the level designers got antsy and started actually designing some levels. the progression quickly devolves into linear gauntlets, jettisoning the potential for inter-zone chains and replacing it with quick bursts of enemies with ample downtime in between. these in-between sections get muddled with switch "puzzles" and other tired gimmicks that continually throw the katamari loop out the window. the aforementioned issue with chaining gets exacerbated here, because there's never a reason to not decompose big enemies as soon as you see them, so the linearity of the levels becomes even more apparent. when the game veers into actual platforming it's even more appalling: there's virtually no mechanics here to support that outside of some mild air stalling whenever you chomp. much more tedious than it has any right to be.

Genuinely the most creative set of fps levels I've got to experience <3

The full characteristics of cyriak videos + old-doom level design philosophy congealed into a rocking-rollercoaster of an Office Experience. Smile on my face from start to finish, from just, incredible use of space and wonderful level gimmicks. Big shoutout to the one messing with past/future, titanfall 2 could never /s /s

If anything, my only 'real' issue is that there's a lot of jumps in terms of difficulty (although a lot of the later breathing room makes sense,, some of these maps hold nothing back), as it does always make me giggle when the Hardest challenge was Well Before the halfway point for me. Then again I do feel like just experiencing this pack front-to-back helped me buff out a lot of my amateur-ness with running these maps. I feel more equipped than ever to tackle stuff like Sunlust again.

If you have even the remote interest in trying out a Doom WAD, I think this is the best place to start, just so you can experience the true 9-5 workerman perspective.

it has super mario 64 loosely draped over it, but in reality this is meat-and-potatoes platforming platforming: linear levels, hazards galore, and not a single NPC in sight. would be fair to say it has quite a lot of crash in its DNA, although gex completely jettisons the on-rails setup of crash in favor of more spacious locales. to try to wed its two influences, gex tends to set up its areas as narrow gauntlets at the start with forks in the road around the middle of the level so you can access each objective (red remotes that serve as this game's equivalents of mario's stars). for the majority of objectives, which slap a series of platforming challenges in front of a red remote, this is more than serviceable. it becomes more tedious when occasional objectives require you to find X number of thingamabobs strewn throughout a level; in these you get the unenviable chore of playing the same level forwards and backwards, swinging the camera around in the hope that you'll see a thingamabob tucked behind a wall. this is not to say that gex doesn't have some tricks up its sleeve: the early level Out of Toon starts off with a wide open area for its collectable jaunts (and a hidden silver remote too!) before tightening into a line for the rest of its duration, and the more experimental level Poltergex from late in the game provides a haunted mansion locale with doubly-layered rooms, giving two stacked paths that combine and loop back with a couple of branches off at key points (including a secret third and fourth layer of rooms on top). perhaps this game would be more interesting if it leaned more into these styles of level-building that took more advantage of the full 3D space.

gex's toolkit is brief and functional: he gets a tail bounce after any starting jump, and he gets a flying kick that gives a quick burst of speed while tying him to a particular direction momentarily. these are small additions to an otherwise standard run/jump/tailspin verb set, although the smooth implementation allows for seamless transitions and minor momentum conservation to those looking to speed up their gameplay. the obstacles in each level follow suit, providing a nice overview of traditional 3D platformer obstacles at this nascent point in their history. there are seven primary locales with a handful of levels each that reappear over the course of the game, and thus the gimmicks from earlier ones tend to be iterated upon for later entries. the best of these is probably the Circuit Central stages, which have a variety of manipulable platforms for the player to move across its vertically focused areas, such as a platform that rotates around a center pillar until it is struck, sending the platform off in its tangential direction. these levels also center an time-based energy power-up that allows gex to turn on other platforms and walkways when in contact with them. most other level gimmicks are cycle-based: flying table/drawer-platforms in the haunted mansion areas, rotating flat platforms suspended in air in the space areas, dripping lava in the prehistoric areas. very traditional platformer design, but at the same time it becomes hard to tell which of these were really new ideas in '98 when thinking through the slurry of platformers I've played from this period. it becomes even harder when said challenges are seemingly dropped at random throughout a level without real mechanical through-lines to grasp onto.

I went in thinking the voice lines would be trite, but they verge on nonsensical; it sort of presages a family guy-esque "look at the reference!" formula without the nicety of setting up some punchline in the process. gex rarely emotes anything relevant to the situation (outside of an eyebrow-raising chinese accent in the Kung-Fu Theater areas), instead preferring to sing bars from schoolhouse rock songs or drop random schwarznegger lines. or he just says "it's tail time!" over and over and over again. wanted to dunk on the simpsons writer who apparently penned much of this, Robert Cohen, but looked into his history and found out that his one primary simpsons episode credit was.... Flaming Moe's. very unfortunate, because that episode is a series-defining classic.

nothing embodies this experience better than the 1-2 punch of the loopy arthouse perfume commercial intro followed almost directly by the mcdonalds ass "595839122 deaths served worldwide" advert in majula

on one hand we got a game with the foresight of a haruspex that envisions the ever-escalating arms race the series would find itself in and tries to preempt it with radical mechanical changes, and on the other we got a game that thinks Rat With a Mohawk is a really sick idea for a boss

this thing is the living end; the result of a wild disregard for anything fans consider sacred and a critical eye that found dark souls' core pillars wanting. given the chance to do a remix/remaster they chose to ignore all feedback, double down on all the bullshit, and name it SCHOLAR OF THE FIRST SIN like it's a terrence malick movie. the haters never had a prayer against this kind of power

oscillates between achingly beautiful and sandy petersen's work on doom II. presents characters as haunting as vendrick and lucatiel then goes and reskins dark souls' most emotionally resonant encounter as ripper roo. both modern fromsoft's most melancholic, human game, and the only one where you're forced to play as an absolute mutant

I'm at the point where I'm glad the lighting got downgraded before it came out. it should be fucked, it needs to feel sickly and eroded and wrong. iron keep has to be something you can't understand, and the transition from shaded woods to drangleic castle has to be as disorienting as possible. every time you question the earthen peak elevator I only grow stronger and more insufferable

this is the response to a call no one made. it's gotchas behind gotchas behind gotchas, noble failures, bandai namco PTDE marketing quotes, and fromsoft's most indulgently experimental design since demon's souls. it's the bondage gimp door, the gender swap coffin, npc invaders modeled after the most dickhead player behaviour possible, and the cumulative psychic damage of the frigid outskirts

it's fighting the rotten four times to skip half the game, becoming drangleic's next top model, and having NAMELESS CHAD kill you while you idle in iron keep. it's backstep iframes, powerstancing demon hammers, unbelievably good pvp, and yui tanimura's masterful turn as director of the dlc trilogy

talk all the shit you want:

a lie will remain a lie