the european box art is better don't @ me

shoutout to everyone who played this game once only for amazon to hand out steam bans to all inactive users. yes it shows up on your steam profile, silly.

One thing that frustrates me is that people talk about about how dated/bad this game is without realising how revolutionary it was for the time. Similar to HL I genuinely believe that this changed FPS forever. This game isn't perfect (after all it has the issues with most CODs) but for 2007 this has aged incredibly well.

Holy shit! There has never been something released before that I dislike yet absolutely want so badly!

To write more seriously, I was extremely surprised when Nvidia shadow-dropped on a livestream their latest technology in which they are able to implement RTX into most games that support DirectX8 and 9. For many this came out of nowhere and to a bigger surprise a playable showcase was being released; players could experience the entirety of Portal with RTX-Remix on.

From a technical standpoint, Portal with RTX is nothing more than a sublime marvel and an exciting look into the future of graphics development. The RTX part doesn't actually mess with any of the game files itself but instead acts like a wrapper. The gist is that modders with just a click of a button, RTX Remix will take all render data for textures, lighting etc. and load it into the application itself, allowing modders to change these to their hearts content. This new software seems to have no downsides, doesn't it? Except your game must have a fixed function pipeline renderer so games like New Vegas won't work. Hooray.

However, the decision to revolve the tech demo around Portal is in itself flawed and unluckily damaging to what Nvidia want to show. To put it simply, the RTX often works against Portal's art direction. When we have an environment that is supposed to be decrepit and abandoned, it no longer makes any sense to have shiny, reflective surfaces. When we are supposed to have sterile blue lighting and blue surfaces that help invoke a feeling of isolation, we are given instead a 2017 Minecraft shader pack. What we lose in this "DLC" is important details in the game itself as well. The walls are originally supposed to be made from lunar rock and now everything seems to be made out of Portal 2's metal. Albeit impressive, pushing out light reflections and HD textures seems to be losing what made Portal even special in the first place.

This isn't really Nvidia fault, he technology is there and it's impressive. If you want to replay Portal and perhaps want to check out something more refreshing then try the RTX mod (if your PC can even handle it, my 3060 struggled even with 30fps). However there is not any reason to play this over the original if it's your first time into the Portal series. It's weird how except for DirectX issues this showcase wasn't done for Portal 2, since the game deals with more open spaces and opportunities for fauna reflection. However we can only wait to see where this goes in the future...

just wished it worked for New Vegas :(










"It's good to live in the moment and not live in the past."

Nostialgia will often and mostly will blindside our views and opinions on the games that we play. For many, their most positive experiences in gaming would be reminiscing on times when they were younger, and one of my first every memories was me being given this cartridge of New Leaf after being stuck severely ill in hospital. Unlike most my first memories in gaming were the late DS to Wii era, where most families where brought back into gaming with its aged motion controls and outstanding "3D effects."

To say I wasn't completely addicted to my new devices would be an underestimate. Long gone were my chances of being a normal child and instead grew my passion for gaming and the medium surrounding it as a whole. For these games on these consoles, I am extremely thankful.

So what can I say about New Leaf? For Nintendo this was their 4th rodeo with the franchise, after the extreme commercial success of City Folk and Wild World that both outperformed the original by a shot, and the idea of a newer Animal Crossing with elements of both games together is a great idea considering the 3DS' portable way to be played in short/medium play sessions, making it a no brainer to release another one during the early days of the 3DS' life cycle. It is argued that this game made severe changes and improvements that, in future installments, sorta shaped the way that AC was going as a hole. The most known and important change of this game compared to the others was the player's role in the game itself.

I'm case you didn't know, New (leaf, haha) to New Leaf was the mayor role, the way that the Player can control certain parts about town and later on in the game, build new structures and facilities. Although early game is a slog as it requires you to grind until you unlock these features, it added an immense amount of replayability to the game itself as everyone's towns could be decorated an insane amount more. This has kinda been undermined by New Horizons and the ability to place furniture outside (which you can't here which sucked coming back to) but for the time this was huge. It was also Isabelle's first introduction into the series, being your secretary throughout the game, being crazy as she alongside Tom Nook has become one of the game's mascot and became a cultural icon.

Speaking about NPC's, we are introduced to a lot more characters and structures in this game. One thing I have to say bad about this game is that the villager's personalities start to blend together and you notice repeating dialogue throughout the game, which becomes hard to play towns for a long amount of time. Reese and her husband Cyrus are alpacas and run the Re-Tail shop, where you do most of selling and buying other villager's items as well as redecorating your items. This felt like a weird choice as you could've always sold your items at Nook's (although he now runs a different shop where he upgrades and decorates your houses now with ridiculous bills) but it's usually placed within your acres instead of the Main Street. Leif the Sloth runs a plant store and Dr Skunk the axolotl has a Club where music is played and he also teaches you emotions, I guess?

The last two mentioned earlier as well as other shops throughout the series are placed on the Main Street connected North of your town where by a small loading time connects you to all your shops. Some are unlocked with certain requirements and some like Nook's Cranny have upgrades that sell you more items and unique furniture, which really really helps in the long run.

Tortimer's Island is also there, I guess? The mayor from previous titles return as he owns a private island where you can play "Tours" (glorified minigames) for points which can be used to buy items. They're a really fun and nice distraction, but in my experience you're gonna be there most of the time to catch rare bugs and fish and making nice moola.

After around 3 years of release and ~1 year after the mixed release and reception of spin-off Happy Home Designer, the massive update to NL, titled "Welcome Amiibo" was released. Younger me still had no clue how updates worked so when the title screen changed I was ridiculously hyped. The game added mostly entirely new content (learn, New Horizons) and for me this was a peak of my life as I spent countless more hours discovering what the game has to offer. The update itself just added amiibo as well as other QOL, but this was my first time encountering a large scale update and DLC before in my life and changed my views on everything once again.

New Leaf faces issues that all of it's previous entries face before. Gameplay becomes tedious and relative, dialogue and dialogue all other the place. If you don't have a guide a lot of the unlockables are very hard to get as they don't tell you what to do most of the time and expect you to just find out yourself. Every issue you'd find in this game you'll probably find in all Animal Crossings (except breakable tools, a horrible decision in NH).

Some games that we once loved will age with time and sour. But New Leaf for me will forever be in my heart as the game that made me love gaming itself. This title has continued to age like wine and surpass the expectations surrounding it, and I hope it continues being an amazing experience for many years to come. Thank you New Leaf.

Unless if they port the GameCube one then idk shit I guess.

I genuinely don't think there are any other games out there that can tell a story like OneShot. I can't even write a proper review without spoiling 90% of the game but, thank you. Thank you OneShot.

The Shattered Memories of FMV ga- oh wait.

Spoiler warning for events and plot points in The House in Fata Morgana that are best left for you to discover in your own playthrough first, as my comments here may undermine the experience for your own. You have been warned.

"𝘕𝘰 𝘰𝘯𝘦 𝘬𝘯𝘰𝘸𝘴 𝘸𝘩𝘰 𝘧𝘪𝘳𝘴𝘵 𝘴𝘢𝘪𝘥

...𝘵𝘩𝘢𝘵 𝘵𝘩𝘦 𝘮𝘢𝘯𝘴𝘪𝘰𝘯 𝘸𝘢𝘴 𝘤𝘶𝘳𝘴𝘦𝘥."

Indisputably one of the strongest pieces of the visual novel medium, the haunting yet human narratives of Fata Morgana establish it as one of gothic fiction’s triumphs. There’s a decisive first impression during the course of FM’s “Act 1” that represents it’s tone and theme, and what the player is going to experience throughout. In it, we are presented with the revelation that during the mid-end of one of the Maid’s tales that a painting laid hanging in the adolescent Nellie Rhodes’ bedroom, depicting what used to be the two siblings side by side of each other, to be a prophecy, depicting the future in which Mell and the White Haired Girl are more related than we think. Following further events this reveal is somewhat insignificant and one of the title’s less shocking twists than to what the story later goes on to portray. Nonetheless this is the first example in which we see one of Fata Morgana’s key devices; the ambiguity and non-linear storytelling.

The game revels in its building of tension and mystery throughout its chapters. Things often need second glances and you’re often encouraged to witness events and characters and view them more as double entendres. You’re often flung twists and reveals, but to credit the writing none of them feel poor taste, and fortunately in the wider picture they fit in well. The ambiguity of the writing itself is also a double entendre of the character of Michel. The third person perspective of Doors 1-4 at first dictate how you believe the rest of the game is going to be, and unbeknownst to you perspective switches between “You” and the Maid in order to intentionally throw you off. We entrust conventional visual novel’s unspoken rules and conventions, only to our astonishment that our perception was false. Door 2 is purposefully skewed towards The Maid’s recount of the story (notice when she isn’t there during Pauline’s sequences) and the chronology of accounts is swapped and mismatched to accommodate reveals. However the perspective swapping also provides insights into characters and the overall synopsis that you wouldn’t see if the story was linearly one identity. Door 5 is the largest and grandest example most likely, as by benefitting from two perspectives we are able to understand Michel and Giselle’s blossoming relationship. Fata Morgana sometimes does the reverse, and provides only a singular perspective. Door 7 leads us only through Michel’s eyes so we can grasp only his emotions and intentions.

There’s undeniable immense credit that has to be given to the game’s atmosphere and tone. JoshTheFourth describes it as “neoclassical darkwave”, and even the comment was jokey in a sense, (if not, then I’m deeply sorry) there’s an ironic sense that the blend of newer and older genres only fit into a game about different point in a millennium. The game advises that you immerse yourself in its sound, only to provide often grimy, eerie and distilling moods upon the player. Most doors have different sounds and ways of expressing themselves to the reader - but all without a sense of.. Uncomfortableness. There’s also the blend of the newer and older art of Fata Morgana - backgrounds are often minimalistic and don’t insight much, but darkening colours and palette swaps to more sinister shades during pivotal moments create a deeper and foreboding tension. Character portraits seem almost too detailed in comparison - beautiful and frailish, lighter tones juxtaposed to the background. Some characters do not even have portraits - referred to only in the text screen below. A lot of what Fata Morgana does well is that, like most visual novels; actions and objects are mostly left to your imagination. This is why moments feel more anxious than they should, and more satisfying if you take more time to invest and put yourself into the game.

There were minor mentions and nods to themes earlier in this text, and I would like to apologise if my haphazard and sometimes lazy forms of writing don’t give the quite mature themes this game envisions the evaluation it deserves. In spite of that I would like to say the game handles these messages extremely effectively. There’s the overall arching theme of morality and humanity during the whole 30ish hours, but towards the end of the game we are shown this in a new light. Morgana’s core sentiment is that the three men are all morally black - unworthy of forgiveness and in that belief she casts them to eternal suffering. Michel argues there is no such thing, good people aren’t good, they do bad things. However he always puts Morgana, generally speaking the victim in this situation, first above all else. Fata Morgana asks that you don’t necessarily need to seek forgiveness in others, but content in yourself. Morgana in the end, has to accept the men and the others around her - and herself - as human, and Michel puts faith in others that although they are indeed flawed; they possess the abilities in themselves to take accountability for their bad characteristics. Unfortunately not everyone in the world is likeable (Michel describes himself as “grey” sometimes - and despite the red herring of the White Haired Girl of being morally… white, she is the subconscious of Morgana’s ideals of human), but by coming into terms and accepting people for who they are we are more likely to make peace with the inhumanly parts of ourselves we reject. There is indeed the rejection of your belonging in this world and striving towards the human in which you want to be. The three men’s plan was never to always to do wrong (their constant belief was that they were in the right) but by accepting these truths they transform into more humane characteristics of their previous selves. We see these in the stories too - Mell wanted to stay loved, the Swordsman truly wished for inner peace, Jacopo wished to be with the girl he cared for deeply. But these actions were inherently selfish, and had to be changed.

I struggle to comment on themes of gender identity, for I am not intersex myself and do not have the internal understanding that intersex people may have themselves to the story, but I would like to briefly comment on the game’s sensitive and supporting handling of such topics. But it is the unfortunate disparity that people recognise that Fata Morgana is often an exception when it comes to the views of gender and queer aspects in visual novel media. Though it may not be my place to comment, I hope intersex and people who may also identify themselves as transgender resonate with the nonconformity and exploration of gender that Fata Morgana empathetically provides.

A final theme that I would like to present here; love is a vital theme that exists through nearly all of Fata Morgana’s lapping plots and intricate storylines, and is somewhat hard to ignore its general significance. The multitudes of love present throughout also have different extents. Nellie’s love is more harmful than positive affection, to the point of seeping through and damaging the lives of those around her. Nell leans too much onto the love, despite him knowing that it’s unhealthy in their circumstance. Pauline’s love is almost blindsided - she’s unable to see the inhumane parts of the Swordsman within him, and vice versa where the Swordsman is using love selfishly to keep those parts hidden. Jacopo never acts in time and when he does, not truly what he wants to do, meaning he loses the White Haired Girl/Morgana. Although it is until the eight chapter when things are presumably resolved between the three, the Fifth Door allows all the events of time to flow into one. It is a breakaway of a gothic tradition. Despite losing each other for hundreds of years, Giselle and Michel will always love each other, and their love is enough for the lives around them to flourish and expand exponentially.

I would like to close this text by directly speaking to whoever is reading this to take a more rigorous look at Fata Morgana than I have here - there are many rich themes that are present as well that I haven’t described here without these paragraphs feeling bloated and without effort put in. If you’ve read up to here and have not played for yourself at least once, I strongly suggest that you still pick up and explore the mansion for yourself. A lot of what is written here is not effective if you haven’t experienced the emotions and mysteries of what lies in it, and despite some colossal spoilers for events some especially impressive moments have been left out. The House in Fata Morgana is simply ground-breaking; an interlinking of rich themes, atmospheric tones and narratives and subversions that create something that can only be made once in a generation.

… I don’t have a sufficient enough or impactful sentence to end things here, so I’d make the final statement that Michel and Giselle are quite adorable.

“𝘈𝘯𝘥 𝘸𝘩𝘦𝘯 𝘐 𝘥𝘪𝘥…

𝘵𝘩𝘦 𝘮𝘰𝘰𝘯𝘭𝘪𝘨𝘩𝘵 𝘴𝘩𝘪𝘯𝘪𝘯𝘨 𝘥𝘰𝘸𝘯 𝘶𝘱𝘰𝘯 𝘶𝘴 𝘪𝘯𝘵𝘦𝘯𝘴𝘪𝘧𝘪𝘦𝘥,

𝘢𝘯𝘥 𝘰𝘶𝘳 𝘨𝘢𝘻𝘦𝘴

𝘰𝘧 𝘫𝘢𝘥𝘦 𝘢𝘯𝘥 𝘳𝘶𝘣𝘺

𝘪𝘯𝘵𝘦𝘳𝘵𝘸𝘪𝘯𝘦𝘥.”

Frozen and Evangalion next to each other is the rhythm game equivalent of whiplash

2009

konami's horror magnum opus

the gaming equivalent to a teacher hanging a 2010 white impact text meme on the wall. great, now ive related to the sweaty gamer xD 4chan nerdy femcel girl and have been baited hook line and sinker. and no, I will not buy your redbubble merch and follow your twitter, and subscribe to your patreon for you silly nsfw posts, I would rather look in the mirror and have a Crying Dysphoric Date Night™ thank you very much.

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Everyone thought this game was gonna get a bunch of good updates then it didn't LMAO.

The DS cartridge has a 2010 save file of a woman called Ellie whos brain "age" was 80 and I thought she died

If you don't mind the price for quite a short game (took less than an hour for me) then this game is nothing more than a cozy yet surprisingly well built adventure game. Very relaxing.

very fun (albeit short) game-jam very similar to the style and looks of the sega saturn, mellorine hits it out of the park with another good OST this time. would love to see a full fledged game like this, a wacky cartoony Petal Gear Solid 3: Honey Eater