11 reviews liked by JamesBackup


Being at once a follow-up to the game credited with putting a legendary series back on the map after a dry spell and taking so many elements from the gigante absoluto that is RE4, Village was setting high expectations for itself. For me, it more than met those expectations and I'm glad to see that most people seem to be pretty happy with it too. There's still at least one aspect in which I think it deserves more credit, though. I've often seen Village compared to a greatest hits album or described a celebration of the series rather than having a unique identity of its own, which is a bit of discourse I can't help but disagree with. It's specifically because Village does such a good job of taking familiar ideas and twisting them in new ways that I've ended up thinking so highly of it.

RE is no stranger to backtracking through old areas to get newly uncovered goodies as you progress. But the structure of Village's dedicated, uh, village™ hub zone reminded me a lot of Deus Ex in a way that felt both refreshing and like such a natural extension of RE's exploratory nature it's a wonder they didn't try something like it sooner. Sifting through little buildings for resources hidden under furniture or tidbits of environmental storytelling (greatly assisted by the first person perspective), bumping into optional mini-bosses and enemy encounters who gate off unique treasure, seeing the place change visually as you progress, etc. I absolutely loved its implementation, and I think it'd be easy to tell how much confidence the developers had in it even if they hadn't made it the game's namesake.

In my mind that alone would be enough to give Village its own individual niche within the series, but another thing that I felt wonderfully complemented one of the series' trademarks - its campiness - was the Gothic/Hammer Horror-inspired cast of monsters/villains this time around. It'd be misleading to act as though camp is all they have going for them, though. Capcom's animators have pretty much always been among the best in the business, but with Village's creatures in particular they've struck an amazing balance between looking just human enough to be subtly uncanny in some moments and overtly beastly enough to cause immediate distress in others; I was pretty impressed that they were ballsy enough to make even the most basic enemies move so erratically and quickly. The bigwig villains each have a similar degree of effort put into them, being so varied and distinctive in terms of appearance, gameplay mechanics and personality that I never really knew what was round the corner, which was bolstered by what a unique setting there is on offer here. Transylvanian vampire castle? Nothing new, sure. Devoutly Orthodox dilapidated Transylvanian village turned weird neopagan werewolf enclave? Yes please.

It's thanks to these sort of things that the atmosphere and imagery in Village is among the strongest and strangest the series has to offer whenever it leans into the horror side of things. In that respect, it also has a gorgeous marriage between art direction, photorealism and performance that serves as further evidence that the RE Engine is comprised of black magic. All this helps to make the more action-oriented turn Village takes towards the very end actually feel earned for a change; I kept expecting to come across some area or gameplay segment that I would find myself dreading on later playthroughs, but instead I only felt pleasantly surprised at how consistently high quality each zone was and what a strong note the game ended on in particular. Surely that must be the best final boss in the series so far?

There also aren't any unskippable cutscenes this time, Chris actually looks like Chris again and Capcom remembered that Mercenaries exists, so that's all pretty nice. Mercs is a little barebones compared to its last few iterations and there are two regions which I wish were a little bit more fleshed out and/or longer, but it's hard to fault a game for making me want more of it. All in all, Village is a great time.

Playtime: Just under 10 Hours
Score: 9/10

I have been so excited to play this game as I loved 7 and this game was taking a lot of influence from 4, which is still my favorite Resident Evil game. After playing it, I can see this game took a lot from 4, and not just in the similar European setting, but a lot of the gameplay systems are ripped straight out of that game and into this one. For someone like me who loves 4, this was awesome, but if you prefer the classic games like 1 and 2, you may not like this one.

The story has you once again play as Ethan Winters, as your wife Mia is killed while you and your daughter are kidnapped by Chris Redfield, and your stranded in a village somewhere in Europe. There are some twist reveals at the end that I'm not sure how to feel about yet, but overall I enjoyed the games story. Ethan is written a lot better here then in 7, as he comes across as more capable and reacts to things a lot more like how any normal person would.

Gameplay wise, like I said this game plays exactly like 4, with how combat works, to their being a merchant known as The Duke (who I loved in this game) who can sell things to you and upgrade your weapons. You can find treasures both off of fallen enemies and out in the game world, which as a lot for you to explore. Its not open world, but there is a lot of areas off the beaten path with optional bosses for you to fight and gain cool items. The weapon variety is pretty awesome with some cool endgame weapons and ones you can only get in new game plus that worth tracking down. I just love the gameplay loop, as it encourages you to explore and get as much money as you can so you can upgrade your weapons more and more. Great power fantasy.

The villains are pretty cool too, with Lady D being with real highlight even though her involvement is pretty short lived. I also loved Heisenberg who straight up sounded like Nicolas Cage, which always had me smile. The other two main bosses are okay, and then theirs the final boss who's pretty cool too. Each boss has their own zone for you to enter before you get to them. Lady D has the castle which feels classic RE, while Heisenberg has a factory. A lot of people don't seem to like the factory, but I actually really enjoyed that area and the enemies you get to fight in it.

Some of the negatives, are that the puzzles are a bit too simplistic in this one, They don't really take too long to solve and some of them you can solve just by pressing random buttons until it solves itself which happened to me a couple of times. There are also areas in the game, that while on your first time playing them, they are pretty cool, but on your second or third playthrough they drag big time. The opening hour is you walking around a lot and watching cinematics, which was cool on my first playthrough, but when I started my second, it just dragged on and on. You can skip cutscenes, but there's still a lot of walking/running simulator segments in that first hour you can't skip passed.

But overall, I enjoyed this game a lot and it was everything I was hoping for! Highly recommend it!

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/
RE Engine Resident Evil Games Ranked - https://www.backloggd.com/u/JudgeDredd35/list/re-engine-resident-evil-games-ranked/

played 5 hours & im sorry but the open world just isn't doing it for me. i was excited for this after beating bloodborne last year but tbh all i really experinced here was a big open world filling space between the interconnected level design that i actually want to play. the open world didn't have anything that enticed me to continue foward...all i found was barebone dungeons with easy bosses at the end & a ton of boring standard fodder to kill off.

maybe i'm missing something but man...i was just deadpan. something i should say is that for me when it comes to games that are 'challenging/cruel/vague' is that personally? i much prefer that in smaller scale games like a classic resident evil or a hack n slash like ninja gaiden black & even tho bloodborne is a long game thats big it is so through having many dense areas being compiled on one another that you do one by one like levels instead of a massive open world so it doesn't overwhelm me with it's scale right out the gate like this does.

everyone else seems to have got the game they wanted & i'm happy for all of you but this just ain't for me.

Elden Ring gets caught into the trap of the open-world design: bigger always means better.

There is a sense of discovery in the first 20 hours or so, where you slowly uncover the elements that form the world (characters, enemies, levels, systems...). Many of them are well-known by now, as everyone has pointed out, given their iterative nature. But it's in how is iterated that I think lies the magic of those first 20 hours. The caves, dungeons and mines are my favourite part, having to keep your lantern with you at all times, not knowing where those little assholes will come you from. Little passages, some secrets, a nice boss battle at the end and out. A little adventure in the midst of all that grandiosity.

Sadly, those 20 hours of discoveries and secrets comes to an end rather abruptly, when the iterative becomes repetitive. The same locations, the same enemies, the same bosses, the same items, the same strategy, the same vistas. A boring mosaic. All the magic got swept away for the sake of squeezing all those hours that become junk.

There is much more than just small dungeons, of course. The rest is an extension of dark souls 3, not dark souls 1, with very big and intricate castles, and at the end a stupidly giant mega boss awaiting to be slayed and make a fucking super epic moment, which in many cases read as very similar encounters. I would lie if I'd say that i didn't enjoy (very much enjoy) some of those battles, mainly Radahn and Rennala. They offered something more varied and interesting than just battle, and very refreshing.

Dark souls games have been compered to Berserk ad nauseam, pointing at all the homages and references to Miura's biggest work. It is considered that Dark Souls 3, even this one, kept some of the spirit of the manga faithfully. Recently, I was once again listening to Susumu Hirasawa's ost for the anime while re-reading the manga, and when this song started https://www.youtube.com/watch?v=vZa0Yh6e7dw, I realised that we view Berserk through different lenses, because there is no moment in all Elden Ring that even resembles this.

If that wasn't enough, I've also been replaying Dark Souls 1 at the same time, and it's really jarring the comparison. People destroyed Dark Souls 2 for not capturing the essence of the first one, but I now think they only meant the world wasn't fully interconnected, because Elden Ring is nothing like the first one in the worst ways! DS1 gets much better the spirit of Berserk, the melancholy of a dark and twisted world, full of violence but with traces of hope to continue. Some of the characters you meet along the journey are too cynical to keep going, some of them still hold the will to go forward, many will fall into despair, madness and death, but every single one of them are bound to the strength needed to dream a different future. The idea that the world is not going to die this time. Some still believe it, some stopped believing a long time ago. You yourself keep persevering in a world that has died so many times that it doesn't make sense anymore. Buildings are not going down, but the concept of architecture itself is fading. Ugliness can be felt in the colors of the walls, in the faraway trees and landmasses. Elden Ring is too concrete and clean to show that ugliness, and is too convoluted with power plays to make character interactions tragic or memorable (also, maybe having much more characters doesn't help). The only exception is the woman's hug in The Round Table, something that could perfectly have been in DS1.

I read someone explaining the game as "imagine the moment in DS3 when you saw Irithyll for the first time. That's Elden Ring all the time", implying that it was something great. For me, it's not. I got saturated of so much "beauty", so much brightness, so much clarity, so many perfect compositions that it didn't strike me anymore. Since you are going to be traversing a world for a long time, they decided to make STUNNING VISTAS all the time, every time. An attempt to naturalistic open-worlds. In Spanish, there is a word that perfectly describes my sensations: relamido.

Yes, the gameplay is obviously good. Its the previous games with more weapons, which translates in fun ways to approach fights. But I find pretty underwhelming that the thing this game has going for is what people criticise constantly: polish. A bigger and uniform forest with polished trees.

Maybe I'm being more harsh with this game than with any other, but seeing the comparisons with previous games and Berserk, and spending maybe 70 hours with no moving or alienating experiences unlike the previous ones, has made me more bitter towards this spouting of thoughts. Beware games, don't make me play for that long.

This review contains spoilers

"You have died, and the Nexus has trapped your soul."

"You cannot escape the Nexus."

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CW: Brief discussion on the game's use of rape

In Elden Ring, you can never discover anything once. That was the thought that entered my head early in the experience and never quite left it. One of the most evocative parts of the game's genuinely stunning art direction is the walking cathedral, a strange and arresting colossus that stumbles across the Weeping Peninsula, each step ringing the bell that hangs beneath its torso. It was a sight of strange, beautiful magic, the kind of which these games have been good at in the past.

Except, to describe this creature in the singular would be inaccurate. Because Walking Cathedrals appear all over the world of Elden Ring, each one identical in appearance, each one performing an identical, express mechanical function for the player. This cannot be left alone as a strange, unique beast, it has to be reduced to a Type of Content a player can engage with over and over again for a characterless transaction of pure mechanics. It is the excitement of coming across something esoteric that the Souls games have made a core part of their identity, utterly commodified and made into the exact same arc that applied to Assassin's Creed the moment climbing a tower to survey the environment and taking a leap of faith into a haystack below shifted from an exciting and evocative moment into a rote and tiresome mechanical interaction.

Because, that's right everyone, Dark Souls Is Now Open World. Not an open world in the same way that Demon's Souls, Dark Souls, or Dark Souls II were, where you could freely venture down different paths to different bosses and take things in an order outside of the game's expected leveling curve. No, this is an Open World as we understand it today: an enormous ocean of discrete repeated Activities dotted with islands of meaningful bespoke design. There's plenty of stuff to do in this world, but it's all of a specific type - in a catacomb you will navigate stone gargoyles and chalice dungeon designs to a lever that will open a door near the entrance that will contain a boss that you've likely found elsewhere in the world, and will be filled with stone gargoyles. Mines will be filled with mining rock-people and upgrade materials. Towers will have you find three spectral creatures around them in order to open them up and obtain a new Memory Slot. Camps will contain a patrolling enemy type and some loot. Even genuinely enchanting vistas and environments get their space to be repeated in slight variations. Boss battles too will be repeated endlessly, time and time again, with delightful designs like the Watchdog tragically becoming something I sighed and was annoyed to see crop up half-a-dozen times over the course of the adventure, and I was truly, deeply annoyed at fighting no less than about ten or twelve Erdtree Avatars and Dragons, with whom the moves never change and the fight plays out the exact same way every single time.

The first time I discovered these things, I was surprised, delighted even, but by even the second time, the truth that these are copied-and-pasted across the entirety of the Lands Between in order to pad it out became readily apparent, and eventually worn away even the enthusiasm of that first encounter. When I look back on my genuine enjoyment of the first battle with the Erdtree Avatar, I can only feel like an idiot for not realizing that this fight would be repeated verbatim over and over and become less fun every single time. When you've seen one, you've really seen all of them, and this means that by the time you leave Limgrave, you've already seen everything the Open World has to offer.

This is, of course, to be expected. Open world games simply have to do this. They are an enormous effort to bring into life, and the realities of game production mean that unless you're willing to spend decades on one game, you're going to have to be thrifty with how you produce content. I expect this, I understand this. Fallout: New Vegas is probably my favorite Open World game, but its world is also filled with this template design. But what's to be gained from this in a Dark Souls game? Unlike contemporaries like Breath of the Wild, your verbs of interaction in these games are frighteningly limited, with almost all of the experience boiling down to fighting enemies, and without a variety of interactions, the lack of variety in the huge amounts of content stands out all the more. Does fighting the same boss over and over and traversing the same cave over and over make Souls better? Even if you choose to just ignore all of these parts of the Open World (which is far easier said than done, as due to a very harsh leveling curve and the scarcity of crucial weapon upgrade materials outside of The Mines, the game's design absolutely pushes towards you engaging in these repetitious activities), the Legacy Dungeons that comprise the game's bespoke content are functionally completely separate from the Open World, with not even your Horse permitted to enter. This is no Burnout: Paradise or Xenoblade Chronicles X, which retooled the core gameplay loop to one where the open world was absolutely core to the design: this is a series of middling Dark Souls levels scattered among an open world no different from games like Far Cry or Horizon: Zero Dawn that many Souls fans have historically looked down on, and the game is only worse for it.

NPC storylines in particular suffer massively, as the chances of you stumbling upon these characters, already often quite annoying in past games, are so low as to practically require a wiki if you want to see the end of multiple questlines. However, that assumes that you will want to see the end of these stories and that you are invested in this world, and I decidedly Was Not. Souls games have always had suspect things in them that have gone largely uninterrogated but Elden Ring really brings that ugliness to the surface, with rape being an annoyingly present aspect of the backstories of many characters, and even having multiple characters threaten to rape you, none of which is deployed in a way that is meaningful and is just insufferable edgelord fantasy writing, and the same could be said of the grimdark incest-laden backstory, the deeply suspect trans panic writing surrounding one of the characters, and the enthusiastic use of Fantasy Racism tropes in the form of the Demi-Humans. I remain convinced that George RR Martin's involvement in this game was little more than a cynical publicity stunt, but certainly the game's writing indulges in many of that man's worst excesses, whilst having almost none of his strengths.

None of this is to say that Elden Ring is devoid of enjoyment. While the fact that it did hit just in time for a manic-depressive mood that made me perfectly suited to play a game I could just mindlessly play for a couple of weeks, I did see it through to the end in that time, even if I did rush to the end after a certain point. From Software's artists remain some of the best in the industry, with some incredible environments and boss designs that deserve Olympic gold medals for how much heavy-lifting they're doing to keep the experience afloat. I loved being kidnapped by chests into other parts of the world, and I wish it happened more than a couple of front-loaded times. But the enjoyment I had in it never felt like stemmed from the open world, and even its highest points don't hang with the best bits of the prior installments. Stormveil is probably the level design highlight of the game but it already fades from my mind in comparison to the likes of Central Yharnam or the Undead Burg or the Dragon Shrine. Indeed, the fact that they exist as islands in an ocean of vacuous space between them precludes the so-called "Legacy Dungeons" of this game from having the satisfying loops and interconnections that are often the design highlights of prior entries. The bosses are a seriously uneven mixed bag as well; even setting aside the repetition, as the nasty trend of overturned bosses that started in Dark Souls III rears its unfortunate head again. The superboss Melania is an interesting design utterly ruined by her obscene damage output, and my personal highlight of the game, Starscourge Radagon, who is the only boss fight that felt like it played to the things that Elden Ring brought to the table, and is a moment among the series that the game can truly claim as it's very own...but the tuning of the fight prevented it from being the triumphant coming-together moment that it is clearly attempting for many of my friends, who left the fight feeling that it was just annoying and tedious. Modern From Software could never make a fight like Maiden Astrea again because they'd insist on making her really hard in a way that actively detracts from the emotional experience in the fight. Boss fights can be about more than just providing a challenge, and I think From has forgotten that.

Taken as a series of its legacy dungeons, of its finest moments, I think Elden Ring would only be a middling one of these games. The additions to the formula feel anemic and unbalanced, the multiplayer implementation is honestly a quite considerable step back from prior games (the decision to have the majority of invasions only occur during co-operation feels like an attempt to weed out trolls picking on weaker players but in reality what it does is make equal fights are next-to-impossible and put Seal-Clubbers in a place where they are the only players who can effectively invade, a completely baffling decision), but it's really the open world I keep coming back to as the reason this game doesn't work. Not only does it add nothing that wasn't already present in better ways in prior games, but it actively detracts from the experience. The promise of the Open World is one of discovery, of setting off in uncharted directions and finding something new, but do Open Worlds actually facilitate this any better than more linear games? I don't know if they do. I felt a sense of discovery and finding something in so many of these games, even the most linear ones, and felt it stronger because the game was able to use careful, meticulous level design to bring out those emotions. Walking out of a cave and seeing Irithyll of the Boreal Valley, or Dead Man's Wharf stretch out before me, were moments of genuine discovery, and they would not be improved if I found six more Dead Man's Wharfs throughout the game. Contrary to their promise, in my experience, the open world, rather than create a sense of discovery, undermine it due to the compromises necessary to create these worlds. All the openness does for your discoveries is let you approach them from a slightly different angle as everyone else.

That is, if you can even claim to have discovered anything in the first place. To call Elden Ring derivative of prior games in this milieu would be a gross understatement. I am far from the first person to note that the game's much-hyped worldbuilding is largely content to regurgitate Souls Tropes with the Proper Nouns replaced with much worse ones, but it goes beyond that - entire questlines, plot beats, character arcs, dungeon designs, enemies, and bosses are lifted wholesale from prior games practically verbatim. More often than not Elden Ring feels closer to a Greatest Hits album than a coherent piece in and of itself, a soulless and cynical repackaging of prior Souls Classics, irrevocably damaged by being torn from the original context from which they belonged. I'm not a fan of Dark Souls III, in part because it too is also a game that leans on repetition of prior games, but at the very least the game was about those repetitions, where yes, old areas and characters would be repeated, but at least it was thematically resonant with what the game was doing. Elden Ring can't even claim that. Whatever this shallow mess of a narrative, easily the worst of the franchise thus far by my reckoning, is going for, it is done no favors by being this stitched-together Frankenstein of Souls.

I was particularly shocked by the sheer ferocity with which the game steals from the fan-favorite Bloodborne. Quick, tell me if you've heard this one before: you encounter a hunched, bestial foe, who fights you with their fists, but once you get their health halfway down, the battle stops, a cutscene plays, where they speak coherently, summon a blade from their past, and stand with their former dignity restored, the music changes, and their name is revealed to be "X the Y Blade". Or what about a hub area, separated in its own liminal space from the rest of the map, that can be discovered in its True Form in the material world? What about when that hub area is wreathed in spectral flame and begins to burn as the final hours of the game is nigh? These are far from the only examples, as there are multiple enemies and ideas throughout the game that are shamelessly lifted from my personal favorite From Software effort, but these stand out as the most noxious of all, as they simply repeat beats that were effective in the game they originated from because the game was able to build to them and have them resonate with the rest of the experience. You cannot just graft things whole cloth from prior work onto a new one and expect it to work as a coherent piece, the very prospect is ridiculous.

When Elden Ring did all this, my jaw about hit the floor from the sheer unmitigated gall. When it chose to conclude itself with a straight-faced Moon Presence reference, complete with an arena that directly evokes the Hunter's Dream, I just had to laugh. The final statement the game made on itself, the bullet point it chose to put on the experience, was "Remember Bloodborne? That was good, wasn't it?" Because in many ways, that really was a perfect conclusion to this game.

While it would be a mistake to claim, as people seem increasingly eager to, that Souls emerged entirely out of the magical ocean that is Hidetaka Miyazaki's unparalleled genius or whatever, as these games have always drawn heavy inspiration from properties like Berserk, Book of the New Sun, and The Legend of Zelda, and were built on top of a framework clearly established by past Fromsoft series King's Field, the reason I think that myself and many others were initially enthralled by the promise of Demon's Souls or Dark Souls was because they were decidedly different. Their esoterica, willingness to buck modern design conventions and hugely evocative online elements were why these games set imaginations alight so strongly, and proved enormously influential for the past decade of game design.

Demon's Souls felt like something new. And while successive games in this series have felt far less fresh, none of them have felt as utterly exhausted as Elden Ring: a final statement from the designers and writers at From Software that they have officially Ran Out of Ideas, that the well has long gone dry, that all they can do is to hastily staple on the modern design trends they once rejected onto a formula that does not gel with them, and that they are wandering without life through a never-ending cycle of their own creation, branded by the Darksign. Perhaps it's no surprise that their least inventive, least consistent, and least creative game since Demon's Souls is also by far their most successful. Once From Software defied conventions and trends, and now, they are consumed by them.

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"You have died, and the Nexus has trapped your soul."

"You cannot escape the Nexus."

This game must have went through development hell similar to FF15 or something because it's rough around the edges. Square Enix just doesn't do it like they used to and it's sad.

Pros:
1. Graphics are great. At times I feel like GOW Ragnarok looks a smidge better, but its very close.
2. The music is good, but not the best in the series.
3. The abilities you can use are really fun to just use in general. Very flashy and feel good.
4. The story, although very slow, if you keep with it does get really good. With every Final Fantasy game it falls off at the very end with abstract fighting God stuff.
5. The voice acting is great.
6. Sound design is great. With surround sound it is a bit weird that background sounds from explosions or characters talking behind you get crazy loud.

Cons:
1. The story is way too slow and too long. So much standing around nothing happening. I must have ADHD or something but man it was hard to sit through all those cutscenes. At times the game showed too much of the little stuff like it wanted to be an MMORPG at one point.
2. The combat feels as simple as Dynasty Warriors, and when you later in the game get a bunch of abilities it feels like about all you are doing is spamming abilities instead of auto attacking because that's just the better thing to do. You just press square four times then triangle for a fire blast when auto attacking and dodge when you are about to get hit. I'm fine with the combat being simple, but when the enemies are as much of sponges as they are it makes for long and boring fights.
3. The side quests are typical filler content you find in MMOs. I did them at first until they bored me and I never looked back. I never regretted it too because the main story has filler main quests you have to do that feel like were there to pad the game out more than it needed.
4. Why in the crap can I not run with a button at any time? This also made the game very slow. Only time you can run is when you get to an open area and are jogging for a few seconds. I see reasons why they did it this way, but it sucks overall for the speed of the game. I think this is another game that was either not optimized well enough for the PS5, or it pushes the system too far. I believe if you could just run at any time that even with performance mode on the frames would drop due to you moving too fast and the game not being able to keep up generating things. I believe it's also done to let everyone in the story say the lines they are scripted to say, so you do not move too fast and get into a cutscene that stops them in the middle of their sentence (I did not do the side quest to unlock a chocobo and just found out you could get one by doing a certain side quest, so I am not sure if that would have fixed this issue of mine. This quest should have been part of the main story but ah well).

Before I got to the middle of the game I was contemplating giving this a 3 out of 5, but the story made me rethink things. It ain't the best ever I've experienced, but it's serviceable with some good stuff in it.

Honestly not sure what more you could want from a Ratchet game. The whole cast, new and old, are fantastic. The story was fun, engaging and higher stakes than ever. The weapons complimented each other well and felt great. The use of the PS5's controller really adds to the experience in a way I wouldn't have even thought of.

The game looks super pretty as you likely know, but it feels great too. I had so much fun just roaming around and, well, playing. The dimensionator allows for enemies and references to previous games from over the years, as well as a plethora of new content that I personally loved. The game's direction too is top-notch with even the on-rails level being a delight for once!

I 100%'d the planets on my first playthrough but need to go back for a couple clean-up trophies (bears, jukebox, 1 weapon-specific) which is a helluva lot more than I'd usually do in a game. In fact, in my 17ish hours of playing the only issue I encountered at all were some voice lines being triggered at strange times, and even this was only half a dozen times at best.

Overall, I've no idea where they're gunna go after this, but I'm excited for it. Especially if Rivet is involved, she's dope :)

This game made me so happy! It took me back to the first game when I was a kid with my younger brother. I don't just mean the nostalgia, but the way the game felt, the way it was structured. It gives me hope for Sony's future.

The gameplay, running at 60fps, was beautiful and felt great to play. The colour palette and lighting as my enforcer lit up a room of goons-4-less was stunning. I haven't seen anything like it on the PS5. The game itself looks incredible, the graphics are stunning.

Rivet is a great character, and I can't wait to have a Rivet and Kit game. The story was basic, but hey, it's fun, and that's all that matters with Ratchet and Clank. One of the first games this year to make me excited about a sequel!

one of the most depressing things i've ever seen. in videogames it takes less than a decade for an "auteur" to turn his fairly unique creation into the equivalent of a marvel movie.

Translator’s note: “wealth” means “padding.”

It can’t be stressed enough how much Infinite Wealth’s core gameplay tweaks salvage it. This marks an all-time high for the Dragon Engine games’ responsiveness in terms of just fundamentally moving around, both Ichiban and Kiryu turning and 180ing with an unprecedented level of fluidity, but the real star’s the combat’s new emphasis on positioning. The movement circle’s so impactful for such a seemingly minor addition; lining up back attacks, proximity bonuses and the directions enemies get knocked in is an endlessly engaging triptych with suitably punchy feedback, as well as the best justification of the engine’s ragdoll physics outside of Lost Judgment’s big enemies, and only improves as you fiddle with party members’ equipment, jobs or builds. Kiryu’s fighting styles are arguably better differentiated here than in the game they’re from, which is emblematic of the extent to which all these pre-existing assets and gameplay concepts get freshened up by the genre switch. Despite retaining some of 7’s issues which’re less understandable in a game that already has a foundation to work off of, like a poor battle camera regularly obscuring enemies’ attacks and allies sometimes just not performing chain attacks when they trigger, it’s overall legitimately at the point where I can picture this being someone’s favourite turn-based RPG based on its mechanics rather than solely for how conceptually unique it is.

Playing so well’s an absolute lifeline given its relentlessly sluggish pacing. There’s an early segment in which Ichiban needs $30 to pay an information broker, and if you already have at least $30 he actually comments on how it’s already sorted, but instead of letting you just pay the broker at that point (as you weirdly can when this exact scenario resurfaces much later), you instead have to get roped into a substory which isn’t even really a substory since it’s bloating the main story to play a minigame to make the money you already have first, then travel back and only then pay him. The fatigue a situation like this brings on’s initially lessened by said minigame being great, but its introduction would’ve been a more unambiguous highlight if you’d been permitted to find it on your own and is quickly exacerbated by how often this happens; sizeable portions of the next three or four chapters are comprised of mandatory, agonisingly slow tutorials for shallow knock-offs of games Yokoyama was pretending this series is too cool for fewer than a couple of years prior. He talked big pre-release about how much longer Infinite Wealth is than the others, and although he wasn’t lying, it would’ve been good to mention that this is only because the typewriter monkeys under his dominion are masters of stretching out what could be single button presses into entire hours.

Some kind of stride’s finally hit with Kiryu’s segments – the core theme of recognising his mortality and appreciating the time he has left’s particularly resonant, as someone whose family’s seen one stage 4 cancer diagnosis and other health scares in recent years – but it’s also got the side effect of making the rest of the narrative that much thinner comparatively. In the same game partially revolving around the terminal illness of a character whom a decent amount of players will have essentially grown up alongside, I just can’t get invested in nuclear waste disposal, the unintentional humour brought about by a Vtuber interviewing yakuza figureheads or Ichiban’s efforts to assure child-gassing Dick Dastardly that they’re still nakamas to the extent that the amount of time dedicated to these seemingly expects you to, especially not with the lifeless substory-esque presentation the cutscenes for these plot threads often have or villains so tepid and hard to believe. Never mind that the Geomijul can hack government satellites but can’t doxx a famous streamer, whose decision was it to make the most American-as-interpreted-by-the-Japanese looking centenarian you’ve ever seen speak English like he’s fresh off the boat from the Tokugawa shogunate? I don’t know if it’s more or less dire than how Ichiban’s either unable to speak English or fluent in it depending on what the given scene demands. The camerawork’s presenting Bryce like he’s on the brink of attaining godhood or something and I’m giggling every time he speaks. The mismatch between voice and character’s sillier than all the plot twists people meme about combined.

His home turf’s enjoyable to explore at first thanks to an impressive amount of detail relative to its size, but the scale ultimately detracts more than it adds. Bigger in-game worlds wouldn’t feel so misguided for these games if Lost Judgment hadn’t already solved the issue of boring traversal; compared to its skateboard, the segway’s much slower to whip out, put away or move around on, more expensive, vulnerable to enemy encounters, prevents you from picking up valuable materials, doesn’t even require player input and has no tricks to perform or any means of interacting with the environment at all. Taken together with still being able to immediately fast travel to any taxi from the map, plus the fact that doing so’s cheap as chips, it becomes redundant not long after it’s introduced and with it goes most reasons to actually engage with this huge, meticulously crafted city. The likes of Kamurocho and Sotenbori stand out from the worlds of most vaguely comparable games for being small enough that you’ll naturally come to know them street by street and getting from A to B’s never arduous. Conversely, Hawaii and (this and 7’s version of) Yokohama are pretty much the definition of what Hideaki Itsuno was talking about here.

Regressions like these are only so frustrating because the occasional flashes of greatness shine so bright, though even those are weighed down by a disproportionate amount of them being relegated to a protagonist who’s supposed to have passed the torch roughly four times as of Infinite Wealth, which seems especially egregious when you consider how often its core cast reflect on the importance of moving on. The route 7 decided to go down was a much needed one that I’m still on board with in theory, and Ichiban remains a pot of potential narrative gold (which I don't think either 7 or IW fully capitalise on outside of Aoki's final scenes in the former), but it’s increasingly difficult to be confident in his ability to carry a franchise on his back when his own creators don’t seem to be themselves. His last scene ending on a punchline at his expense is so uncharacteristically insincere for these games, like an exclamation mark punctuating my confusion at this being their biggest break commercially and critically. If I wasn’t a big proponent of trusting people to know what they like instead of rationalising silly reasons why they might feel differently from you, I’d assume that the Daidoji are both real and responsible for the inherent RGG bonus that factors into Backloggd’s average score calculations.

The net gameplay improvements here are too substantial to suggest that Infinite Wealth isn’t worth playing, but at the same time, I reckon it’d be made largely redundant by its own predecessor if you could somehow surgically remove them and retrofit them into it. Eagerly anticipating this series’ sense of direction appearing as a bartender in the next one.