6 reviews liked by K14


Right after beating Echoes of the Fallen, I went straight for the follow up with The Rising Tide. At long last, the DLC featuring Leviathan the Lost is finally here, just like its predecessor it takes place before the finale of the base game and leads the party towards the hidden region of Mysidia, where its clear skies are a sight for sore eyes after having to deal with a gloomy purple filter for the later bits of the main story, specially when you first see how visually stunning the sights in this new zone are.

TRT takes its more self contained story as an advantage as it serves to do some very well received complementary worldbuilding through a story that is quite easy to follow and stays true to the themes of the base main quest and doesn't overstay its welcome. As usual, Sidequests can be very hit or miss but they are still as brief as ever.

But enough of that yapping, lets talk about what everyone was looking forward to about this particular DLC: Leviathan himself. It turns out you actually get his powers quite early into the new story, with his playstyle focusing on projectiles that pack way more of a punch than the standard ones, while giving Clive much more improved mobility when it comes to dodging.

Leviathan himself is a phenomenal fight with phenomenal music that reaches the same peaks of Hype that both Titan and Bahamut do, with the extra bonus that not only he hits hard, but he can fuck you up if you let your guard down for a moment, the hype really paid off with this one.

Oh and if you have already beat both the game and the dlc, pay the Arete Stone at the hideaway a visit. You won’t regret it

With this DLC, my time with FFXVI has officially come to an end, until I feel the need of revisiting it once again. However I am glad to have been part of this journey from the moment of its announcement to the point where I got to meet the amazing cast of characters and fall in love with the world, story and music, however flawed they might be.

By the way CBU3 you bastards you still owe Jill (my beloved) more screentime, like, give her a solo game at this point now 😤

“I am Joshua’s Shield. I’m sworn to protect him… He takes too many risks. I only wish I could save him from himself.”

“Clive, you... Well, if you’re not going to pray to Metia for your safe return, I shall just have to do it for you.”

These lines are spoken in the very first hour, and detail three crucial details. His duty as Joshua’s Shield. How much he cares for his brother, and how Jill prays for his safe return. It’s simple, to the dot, and captures the player’s attention immediately. Statements are said with conviction, will, and resolve. Told during the halcyon days of their youth. Ahhh. But terrible storms gather nearby. For Clive, Jill, and Joshua their fates will change forevermore…

Final Fantasy(FF) is no stranger to taking risks. And each iteration boldly goes where the previous ones have not walked. And FFXVI is no different. We follow Clive Rosfield’s journey as a young lad into something more. For better or worse, he and others are embroiled in a political drama within Valisthea. A large continent with six nations all with their factions, agendas, and notorious individuals with nefarious goals. And Rosfield is the poor sod who has to survive, kill and go past his limits. Make no mistake, out of all the FF games I’ve ever had the pleasure of playing. Sixteen consumed my waking thoughts, and remained a constant as I went through the daily motions and as the days passed into weeks. I am astonished by how much there is to do, uncover and learn. I have gone the distance to see as much as I possibly can within two playthroughs. And here I am staring at my google docs page after an exhaustive duel, spending countless hours figuring out if it deserves to reach my top 5 FFs. And it does. I don’t say that statement lightly, since I love the series since starting with thirteen and have enjoyed over twenty-two entries. So you could say I am very familiar. Now then it is time to review the latest entry to one of Square Enix’s(SE) long-running IPs.

Combat is addicting. I couldn’t get enough of it. Experimenting with new skills and outfitting my kit. Or rushing to face numerous bosses that are both fair and hit the right spots. Tweaking the difficulty at your leisure from story or action focused. The former grants free rings at the start to aid you. The latter, you don’t acquire automatically. But you can freely switch difficulties at any time, so you won’t miss out. Equip accessible rings to make combat easier for ya. Auto dodge, auto combo, auto potion, and more are available. A nice way to make fights easier or harder depending on your preference. With the help of Kingdom Hearts developers and PlatinumGames. And signing up Ryota Suzuki. A Capcom veteran and one who has worked on the Devil May Cry franchise. A triple alliance emerges between these forces and at the helm is Creative Business Unit III(CBU3) joining to make an impressive quad squad. The titular and amazing Naoki Yoshida(Nicknamed Yoshi-P) is the producer. A man who has worked tirelessly to reform the original FFXIV launch into one of the most successful MMORPGs today. So you could say these guys are in very safe hands. Unafraid of taking risks, each FF entry strives to make combat innovative, but also familiar to entertain both veterans and sprouts(newbies). Traditional turn-based gameplay has radically shifted since its foundation, shifting into real-time action. And as someone who favors the turn-based approach, I don’t mind the change to real-time. I appreciate it. There is a fluid momentum persisting as you dodge, parry, and execute Eikon's abilities. Goblins? Move over Goblin Slayer, Dude will incinerate them to kingdom come. Phoenix shifting, with relentless fury as if the wind has blessed him with deadly claws. I didn’t find clunky movements wherever I treaded, making battles go smoothly. Transitions into these skirmishes are near instant. So don’t be afraid of a lengthy wait. Quick and nimble is the key here. And I had no problem acquiring different abilities to experiment and juggle my enemies. Didn’t find an issue with the experience. The gain was fair. Both in leveling up and upgrading my skills. I was satisfied to a degree of wanting more and the developers gave me that and extra.

The soundtrack is subtle, but full of magic. Composed by Masayoshi Soken Who has worked just as tirelessly as Yoshi-P in composing FFXIV melodies. Sixteen’s composition is distinct from the compositions of Nobuo Uematsu(FF1->10), Masashi Hamauzu(FF13 trilogy), Yoko Shimomura(FF15), and other composers. More in line with Hitoshi Sakimoto's works. Of FF Tactics and Vagrant Story fame. Subtle, in a good way. I think most if not all tracks work in favor of providing a layer I don’t find as bombastic, full of vocals, or orchestral. Going more tranquil, peaceful, and in some cases filled with tension creates a tightrope to induce fear and bravery. There is meaning and weight to these songs. Triumphant lyrics are largely missing in favor of the solemn and at times contemplative ambient sounds gracing our ears. Pleasant, soothing, and incredibly transformative. Didn’t hear the same old repetitive track again and again. Always something unfamiliar to hear, and listen to when I travel new places around the block. I could say more, but for the life of me, I cannot describe it justice enough. Just know when the epic tunes hit they hit bloody hard. There is a payoff in going subtle here. And if Uematsu could hear this, I think he would clap in joy for Soken’s work.

Gratifying gameplay loop that is cyclical, interconnected and works in tandem with the other systems in place. Get too tired with combat? That's fine. Take a breather with some side quests(SQ) that are almost perfect. Hitting the near-zenith of Witcher 3 SQ quality combined with consistently powerful worldbuilding I haven’t seen since I last played through The Legend of Heroes IP. Specifically, the Sky trilogy, Crossbell duology, and Cold Steel tetralogy. There is so much depth, I am left in wonder and awe to study more about the history of Valisthea and its denizens. More often than not you will encounter chunks of lore. To varying degrees. Religion and societal customs included. Unexpected discoveries in interpersonal relationships with folks I didn’t expect. Helping people in need at the main hub to assist strangers out in the wild. And these are not pointless to do, since the rewards can range from increasing your potions limit to rewarding items, weapons, equipment, materials, and key items. Worth it, both in the physical and knowledge aspects. Easily, the strongest SQs are the ones related to the main character(MC), his party members, and by extension those who are allied with him. Granting a decent to lengthy quest chains to learn more. Bond further and even partner up! Worthwhile to do and I encourage everyone to complete as many as they possibly can. Some of these connect with quests benefiting players and heck if you’re bored you can even undertake a hunt mission. Which are like bounties to defeat unique monsters out in the wild. Fun to do and a worthwhile conflict awaits. A solid way, building up renown to earn supplementary rewards. It's gotten to the point I couldn’t wait to finish the main story quests(MSQ) so I can complete new SQs/hunts popping up on my radar.

And Clive. Bless his soul. Doesn’t mind at all aiding those in need. Especially to offer a guiding hand to Bearers. People who are essentially slaves and can use magic. Commonfolk can’t use magic innately. Used by slave masters, nobility as a means of cheap labor. Bearers are human tools. Do you want your garden trimmed? Let the boy use wind magic to trim the bushes into a presentable state. No need to work yourself and use bladed shears. Need clothes to dry quickly rather than letting the sun do the work? Let the Bearer use wind magic again to blow air on your wet clothes becoming a human dryer. Oh, need consistent fire for your blacksmithing duties? Grab one of those filthy Bearers and order them to use their magic to cast fira. Heating the stones instead of using natural fire. I kid you not these instances I saw plenty throughout and equally jaw-dropping tales inside. In some cases, my emotional state stewed in conniptions. I was immensely saddened to see a mirror image of our world’s history of slavery. And the developers(devs) have managed to capture these horrific moments in ways I was reeling. I won’t go into the exact details, but my heart bled for each one. And I quickly without hesitation became the shield for these unfortunate souls who were suffering without end.

Worldbuilding is quality across the board. I usually have problems with worldbuilding in other Japanese Role-Playing Games(JRPGs). Some go too far. Gorging the player on unnecessary details. Others have too little and need more of the former. It’s been a long time since I was so engrossed in the lore and history. Sixteen manages to do it in such a way I am left hungry for more. Complementing this is a handy codex in the form of Active Time Lore(ATL for short). Where you can see relevant information during any part of the story. Yes, this includes cutscenes. Incredibly well-thought-out and as a lore nut. The feature is very satisfying to use when I need a refresher on what this legend is supposed to be. Why do we keep calling places ‘Storm’ and ‘Twins?’ What are Bearers? The plot, quests, and your companions will continually talk about these elements in rich detail. I could gush more but I think you see the picture. Wish other JRPGs and Non-RPGs learn from this.

An evolving world is persistent here. Each time a major or minor event has been resolved whether by SQ’s or MSQ. The state of NPC's is adjusted to reflect that. And the very essence of Valisthea wherever you travel to also shares the same evolution. Oh, a major event took place at [redacted]? Time to head back to and check for differences in the citizenry. This is just one example of how places may vary over time. Very reminiscent of my time with the Trails franchise. I eagerly looked forward to returning to the main hub and conversing with my comrades on the latest gossip, new information about the state of the realm, or the odd tip here and there you may not see coming. I cherished these NPCs and I would go so far as to call some, my dear friends. They all play a big role in shaping not just MC’s story, but their tales and stories are interwoven with his. Leaving me with an everlasting impression. The gentle giant Goetz, Sharp eyes Gav, the gentle but stern Tarja, the wise Harpocrates, and of course we can't forget the wise, venerable and slick leader. These individuals have their struggles, and quests from which we witness. Cooperate and in doing, so we are treated to a fantastic cast willing to shoulder our burdens. To care for our wounds. To sustain us with supplies and support us through thick and thin. Against all odds. We stand together.

There are however mixed feelings I have with this entry. Won’t say names. Since this is a non-spoiler review and certainly not a positive or a negative. But for the sake of transparency, I'm noting down here. One character in particular needed more fleshing out, some villains and to a lesser degree other persons. I felt I didn't grasp their entire being more than others. Which is funny because I adore my party. Sadly, I’ve already devoured the game as much as I possibly could in search of critical and related information I may have missed the first time around with no success. And I doubt a third go around would change my thoughts. Anyway, I think further context on the background and subsequent encounter with the MC needed more ‘meat’ so to speak for lack of better words to create a dynamic that would immerse me further. Extra side quests regarding ‘x’ nation concerning their status, additional scenes, and heavier amounts of banter, especially during battles to alleviate some silence. There is some banter, though I think the devs could’ve added a healthy amount to spare. Tease me with interconnected lore concerning their powers I wouldn’t expect. Past entries in the series had parties where I can comfortably say I know their personality, likes, dislikes, habits, quirks, relationships with others, etc. And while this one individual didn’t have to that extent. I enjoyed their presence, actions, and the precious moments they had in the story. Granted, including my suggestions would inflate the base content more in hours, but I think it's a small price to pay to receive more fleshed-out people. I’m not asking for five hours extra. Although I wouldn’t mind it. Just an hour or two. Be that as it may, it doesn't diminish the game all that much.

Wish we could control other party members and while this doesn’t make a lot of sense due to spoilers in the story. Conceptually I think it could’ve worked to give further spice to the combat capabilities. Adding a greater emphasis to my earlier point of fleshing out the characters. Since some member’s ability kit is not as varied as the MC’s which would perhaps make the players feel more lacking in the combat. However, internally I’m torn with the idea since I think this would’ve created somewhat a lesser emphasis on his story. And at its core, there is an extremely high plateau of which we the audience bear witness to his struggles, failures, and triumphs through his eyes. If we take out our(his) eyesight and perspective, then these incredible experiences we see perhaps may not have had a greater impact. Balance is key here and while I could sprout more suggestions I could see why the developer chose not to do so. It’s a troublesome matter. I've long since debated whether more or less should be added for games.

Style over substance is here. Should be noted, I don’t perceive this notion in a negative light. I can see the merits, demerits with shades in the middle. For Style It is simply amazing to behold the Eikon fights. But it becomes rinse and repeat as we continue to reuse a repetitive formula. Spamming our attacks amid downtimes of our cooldown abilities, interspersed with quick time events(QTE) to add a flourish making battles memorable. Sure there are moments when this evolves to keep the combat fresh amidst these epic David Vs. Goliath clashes. Tynan Sylvester goes deep into the subject of this in his article on "Style and Substance in Game Design" Here he posits:

“The designs all become too similar to each other because they're all simulations of the same things. The style is decided upon and a simulation is built before the substance gets tweaked. This means that the fundamentals of the games are all the same; they are just variations on one another.”

We see this clearly with the Eikon fights and perhaps in some respects with the combat system in the non-Eikon battles. Nevertheless, it is fitting in a narrative sense due to how the plot and sequences are constructed. I think I would’ve preferred a more tactical aspect here. Instead of having mandatory engagements like these. Include more natural surprises to the player. Raising their eyebrows. Make us fight using different aspects of an Eikon. Outwitting my opponents using subterfuge, and backstabbing, Let us use the environment to our advantage, add in human enemies to avoid clashes, and instill a sense of unpredictability by introducing our loveable party members into the equation. Give us choices or perhaps go bolder where it's not even a fight, but merely a duel of words. I could say more, but I’ll withhold myself. I can’t help but begrudgingly praise how well these Eikonic clashes were done in a cinematic sense, but also what they accomplish in the story. The substance is here too. Good lord, there are simply too many to my utter joy and I’ve already said earlier regarding the worldbuilding, sidequests, and how that wonderfully ties together into not just Clive’s struggles, but the cast alongside him. Man has conflict everywhere.

FF16 RPG elements are barely within and while I think the commentary article does have some truth. I believe for the narrative this was sacrificed necessarily to focus entirely on his journey. I am not defending Sixteen by saying this, merely trying to infer based on what I've seen. There is a clear vision from which the devs have led from beginning, middle, and end for the player to see. And I for one applaud the move to risk in their grand vision, by sacrificing some RPG elements. As a result, I am given less time managing and micromanaging my units stats and equipment, in favor of returning to action. Is this a conscious effort by the team to do so? Perhaps. Should Final Fantasy have the bare minimum of RPG elements like tweaking stats, combat, and more to make it as JRPG as other entries in the past have done? I don’t know. I for one am no developer nor am I an expert in determining the correct answer to such a question. I don’t think there is even a perfect one out there from which we can all unanimously agree. maybe Chrono Trigger? Without a pedantic fella hollering “Well actually…” Comparisons will be made of course. And in tradition, we see these constant debates online. In my opinion, as long as the elements are satisfying to the player, then I think that system serves its purpose. I don’t play FF solely for the role-playing experience. Although I don’t mind if it's in-depth like say Bravely Default or other Square Enix IPs For me, I play FF to become engrossed in the story, characters, music, themes, settings, gameplay etc. And to this end, CBU3 delivers in chests full of Mythril.

The dungeons(these are places from which we fight.) Could be improved level-wise. To allow more freedom to explore. Why can’t I search for a castle more thoroughly? Why am I stuck in yet another forced battle to clear out a room of enemies and goodness by the almighty grace of Greagor please not another forced skirmish? As a consequence, a formulaic method rises as we go through the corridor and room to fight familiar enemies before we can progress. I don’t think this is a bad design. I simply believe other avenues were available. Don’t make some fights mandatory. Allow us to free-roam, and inject some npc’s to raise an eyebrow. Drop some lore papers around ruins so I have something else to do beyond fighting enemy mobs who think they have a chance of opposing me. Be bolder and go the distance by granting loads of enemies to clash with, akin to Dynasty Warriors. Scores of deadly mobs push me to the limit. To play devil's advocate, I can see why the devs didn’t do so, since sixteen is already ambitious. And the pace of how the story beats are granted is logical to me. Overall I think aesthetically they’re great, and the mini-boss/regular boss fights are a thrill to test my mettle. The dev’s don’t miss on constructing these encounters. Using their mmo skills to bring in their expertise to a single player game is a 200 IQ move.

Final Fantasy Mode seems to be the intended difficulty. Unlocked after beating the story. Featuring better tweaks by removing button prompts during QTE's and relying on visual cues to press. Adding exclusive content(in the form of upgraded weapons and accessories), increasing enemy strength, and more enemies in areas you wouldn't expect in a 1st playthrough. I feel this mode ought to be available from the start. Granting a balanced challenge to players looking for a bitter bout. But I think I understand why the developers didn’t unlock it in the beginning. Some areas felt like padding by adding a miniboss in areas when the base game didn’t have one. Which is an interesting choice. Alternatives I was thinking to alleviate this were adding 10-25% more enemy variety and injecting these instead of more mandatory fights. Nevertheless, I am a bit eh on the FF mode. Although, It is a delightful affair for those who seek it.

That’s it for my mixed feelings. Despite the unholy amount I spouted, I don’t believe they bring the entire product down a great deal. Think of these ultimately as food for thought. The rest are minor nitpicks not worth mentioning. Two last notes before I head out and I am so sorry for writing more than I thought possible. But in the writing here. I savor every word. Very mature and filled with layers deep with rich dialogue. Considering it was spearheaded from creative director/lead writer by Kazutoyo Maehiro Who was mentored by Yasumi Matsuno(He directed FFT, Vagrant Story, FFXII among others). Therefore, the writing is beautifully well crafted. Not to the extent of flowery as the Shakespearan translation of FF Tactics: War of the Lions. But a cross between Vagrant Story & FFXIV dialogue in a modern take. Resulting in naturally organic voiced scenes. I frequently traveled back to cities, towns, and my main hub and listened to unique dialog every time. No need to hit a button to converse. Simply walk by and you can hear their chatter. The MSQ cutscenes between every important individual on-screen are handled with care and delicateness. Villains too. This attention to detail is given the same treatment as we go through the SQs and man it is so worth it. Clear amounts of nuance here where you will see neither side winning or losing. But full of shades of gray in the dialogue, and how some quests are resolved in unexpected, yet realistic outcomes.

Clive’s story from start to finish is such a breathtaking journey every FF fan needs to experience. Wonderful development, in my honest opinion. I was deeply moved by how raw Ben Starr voices the MC and how these give so much intensity to candid and countless natural conversations. Hell, even the voice actors aside from Ben deserve praise. A solid crew who tests, questions, and guides. Their counterparts, the villains, provide a powerful incentive to beat. Make no mistake. His story is not for the faint of heart. But, as much as there is darkness here, so too is light and it is without a doubt impeccably strong to behold. Cuteness and priceless moments are here to counter the stormy Valisthea political climate.

Final Fantasy has always been near and dear to my heart. I have witnessed innumerable stories that resonated so powerfully. Likable to loveable casts I reminiscence from time to time. Soundtracks never failing to capture the spirit of fantasy. Gameplay that can be a hit, miss or somewhere in between. And while some entries stagger and sputter without gas. Each one has a special place in my heart. From the foundation in one to three. Ascending to greater heights than before from four to six and taking a more bold and experimental graphical change from seven to nine. Transitioning into an advanced engine from ten to thirteen. And while I haven’t played FFXII yet. By the Founder, trust me, I’ll get there. FFXIV & FFXV still kept my faith. And now for FFXVI to grace our presence I am left in awe at the immense weight of it all. The sheer depth at stake here, when analyzed under a fine magnifying glass is a bloody tour de force. I applaud Square Enix’s Creative Business Unit III. Rarely do I become so absorbed in such a captivating narrative of Clive’s story. Seeing his growth from his younger days as he ages is such a vital aspect to soak in. For those who still doubts the series, this is a title that is simply a must-play and CANNOT be missed. For any newcomer to JRPGs, I envy you greatly if you start with one of the finest Final Fantasy games I’ve had the pleasure of playing.

Bravo Yoshi-P, Hiroshi Takai, Michael-Christopher Koji Fox, Masayoshi Soken, Kazutoyo Maehiro, Mitsutoshi Gondai, Ryota Suzuki, Yusuke Hashimoto, Hiroshi Minagawa, Kazuya Takahashi, and so many more who helped develop this raw title. And most of all thank you to anyone who read this long review. You guys are the best.

9/10

Note: If any links are not working please let me know and I'll update them accordingly. Worried about some FFXVI OST YT videos getting removed.

I don't like sequels in general, yes, but at least some sequels solve the issues of their first game, which is good obviously

in this case, literally NONE of the issues were adressed(EDIT:enemy projectiles can no longer be destroyed by your attacks, at least with the staff, that's one thing they actually addressed). None. Enemies are still stunlockable, armored enemies are present, dash is... ok, literally everything is almost the same, alright. There are more attacks, yes... This game is a mindless clicker on stunlocked enemies 30% of the time and 70% of the time it's a run & gun from armored enemies (Hades 1 was kinda the same, but at least there were less armored enemies and default attack wasn't AOE on any weapon (that's why "stunlock simulator" happened only on 1-3 enemies at a time in the first game)), it's funny. Builds are also the same, except for now you have like 4 more attack than before and a new mana system. Like that matters, because the dominant strategy is still pretty much "just invest in one attack and spam it for the rest of the run". And yes, it's gonna get goty and indie game of the year and game of the game of something
My only hope is that they will make NG+ system actually good, but we will see
No, it's not bad of me to review a game that has JUST released in early access, because all of the issues stated above will stay the same. Minus points for being a sequel to roguelike only after 4 years, minus points for being a sequel that doesn't make anything better, only add on to. I have my insane reasons to lower the score of games, sorry

another EDIT: Grinding for resources in this game is somehow INFINITELY WORSE NO SERIOUSLY WHY DOESN'T ANYONE MENTION IT (once again, another EDIT: the devs proposed to make grinding... less of a grind, I'm sorry. Section below is gonna be irrevelant, probably) . Resource system in the first game was... pretty bad, but here it's just on a whole different level. You have to pick one. One tool at the start of the run. To gain one (two) specific resource. Can you imagine the grind it would take to unlock everything? I don't want to. Reminds me of the fact that, in the first game, there's little to no chance you will be able to upgrade every single aspect to full level, due to titan's blood (that's how it called, right?) dropping only on the first and last boss, iirc. It drops only once on one weapon and one heat level

and I haven't finished a single run yet, I wonder what awaits next... I have about 6 hours of playtime as of now.

The true reveal of Metal Gear Solid 2 is not that we play as Raiden instead of Solid Snake - it's that the antagonist of the game does not exist. It's pulling back the curtain to find that the man behind it died a century ago. The most powerful nation on Earth is essentially an algorithm with a mind of its own, akin to a runaway train that everyone "in charge" pretends they are responsible for. There is no individual you get to blame. Not the politicians, not the CEOs of major corporations. Not even the current or former presidents of the United States have any idea of what's really going on. The algorithm will replace these people the second they stop being useful. In my opinion it's a much better conception of "the system" than what you see in most conspiracy fiction: a small, shadowy cabal of people pulling the strings from behind the scenes. The reality is that all of the powerful people we blame are just the ones who managed to latch on to the algorithm of capitalism and milk it for all they can. There is no grand design, nobody is in control, everyone responsible for setting this system into motion is long dead. Which is why Otacon says the Patriots "have been dead for 100 years".

Every choice you (and Raiden) make perpetuates this status quo, and every radical political cause (like Snake and Otacon's 'Philanthropy') is effortlessly co-opted by it. MGS2 conveys this idea in a way that only a video game could: By playing as Raiden, you are forced to directly confront the futility of any resistance. You can approach MGS2 in a million different ways with an expansive arsenal of tools, getting no kills or alerts and discovering every secret in the Big Shell, or do the exact opposite. But the end result is always the same: You kill Solidus, the only threat to the Patriots, after they explicitly tell you it's exactly what they want. If you opt out entirely and "turn the game console off" you're still doing something you were ordered to do. Even if you choose not to play, you lose to the Patriots. MGS2 places you in the position of the post-information age, digital subject: Imbued with detailed knowledge of every single way you are being oppressed and exploited, you still choose to follow orders. You are so overwhelmed by information, some true, some false, that is causes a kind of exasperated compliance.

This is simultaneously a commentary on the nature of video game stories as an immutable, pre-programmed series of events not as different from film narratives as we like to think; Any "choice" is always an illusion, whether it's in Metal Gear Solid or a Telltale game. Any game that sets out to fulfill the concept of "player freedom" in its story will always fail. Video games stories are (at their best) about interactivity, not choice. They let you play out a pre-ordained role and do some improvisation, not write the story. Kojima understands this, and it's why he borrows so much from film. It's also why the criticism that his games are too much like movies is kind of pointless; he's just recognizing the inherent similarities of the two mediums.

On a less meta level, this lack of free will in MGS2 underscores the reality that capitalism, American empire, the very norms and values of American society, whatever the antagonist of the game is - cannot be destroyed from within. It is a system that has achieved self-awareness. Any possible attempt to destroy it has already been anticipated with an infinite number of contingencies. Emma Emmerich gave her life to destroy the GW AI and it was just replaced with a backup. The battle has already been lost, and it was decided by a microscopic processor in a fraction of a second. Solidus (a perfect stand-in for the kind of right-wing populist we wouldn't see for awhile in 2001) was the only person in power trying to oppose the Patriots, but his fatal mistake was believing that the Patriots were essentially a deep state globalist cabal, rather than the nigh omnipresent force they really are (they aren't really a "they", but an "it"). Like Snake said, "the Patriots are a kind of ongoing fiction". But even the legendary Solid Snake, the archetypal hero who opposes the system with clear-eyed determination, is completely dumbfounded after the credits roll.

And that's because this enemy is simply beyond the abilities of one man, even if that man is a Snake. It can just create its own soldier to surpass Solid(us) Snake and even mass-produce them, and your actions throughout the game prove it. No tactical espionage action can defeat what is essentially an idea - one that has infiltrated the furthest depths of the human soul. The only hope lies on a society-wide level: An alternative has to be built by everyone from the ground up, through finding what is true and meaningful in life and passing it on to the next generation. Slowly, generation by generation, an alternative capable of opposing the great algorithm can be built. And it has to be one that people can have faith in, in a spiritual sense.

But the encroachment of the internet into our lives is making this less and less feasible. By replacing the traditional nuclear-armed metal gear with Arsenal Gear, an AI that controls the internet, Kojima is essentially framing the internet itself as a threat equal to or greater than that of nuclear weapons. It is an instrument of human separation much more powerful than the splitting of an atom. The quote at the beginning of Raiden's chapter tying computers and nuclear weapons together bolsters this interpretation.

The digital age has turned human life into a scrambled mess that is impossible to parse. We create entirely idiosyncratic, patchwork realities for ourselves by finding various "truths" through our own individual exploration of the internet and jury-rigging them together. We relate to each other less and less, and mental illness is widespread. This overload of information makes us increasingly neurotic, isolated, and unable to determine truth from fiction. The collective human mind is being broken (or at least pounded into a new shape) against the collective neuroses of the internet, and nobody knows what to do about it. We're all alone right now, each of us left with the isolating task of finding our own truth amidst the cacophony. Even the algorithm fears for our future, yet it's still the only entity with a solution: Censorship. Make the noise stop. Honestly, has anyone thought of a better idea?

It is a shame that Nintendo put so much work and passion into this, only to have the misfortune of releasing in the same year as Armored Core VI. Poor Zelda is going to be dashed across the rocks and scattered into the wind by the game of the fucking century.

AC SWEEEEEP EVEN GEOFF WILL KNEEL!

God of War 2018 worked because it felt like a slow paced low stakes personal journey with a father and son.

Ragnarök's problem is that it wanted to be a higher stakes finale to the Norse saga with that same slow pacing and it just feels rushed as hell