143 Reviews liked by KiSs


what if Silent Hill was your phone????? have u ever thought that social media is bad?? teenage girls wouldn't be bullies online if they just went shopping. maybe if they watched Final Fantasy: The Spirits Within on a big tasty plasma TV, that'd work too.

The Persona game than Persona fans don't want you to play.

TLDR; Amazing JRPG story if you can stomach mid RPGM gameplay and H-scenes (Steam has a censored version that works).

Unexpectedly amazing RPGM game that has lots of care put into the writing, especially with character interactions and worldbuilding. FANTASTIC music from SHADE too, but a decent amount of the music is stock RPGM stuff (some of it is actually pretty good though).

Gameplay is standard RPGM fare unfortunately, but the exploration to find broken gear is done pretty well actually. Combat follows typical magic weaknesses, elemental type, etc., although it does have something similar to the Trails series craft point system to spice things up. It is very easy to break the game's balance in two with certain party members.

The themes of the story are very simple, yet executed extremely well. Loved the exploration on the relationship between two groups, the defeated and the victors, and more abstractly, the "us" vs. "them" mentality towards an unknown group, and how those viewpoints slowly evolve via prejudice, a want for a stable life, and more.

The story and characters start off pretty simplistic, but layers of depth slowly get added onto them as the story gets more and more complex and morally grey. The overall party honestly became one of my favorites in any JRPG, and Deathpolca in particular became one of my all-time favorite JRPG protagonists.

Story pacing is noticeably faster than 90% of JRPGs available now, with interesting developments, plot twists, and wide-sweeping events happening constantly. Not many segments just completely halt all story progression happening (ala Trails into Azure). Even with this fast pacing, the characters still get ample time to develop, alongside the world. One notable weakness in the writing are the villains, they're kind of like Kiseki antagonists (lame).

Elephant in the room in this game is that it is an eroge, meaning lots of H-scenes. The story related ones were pretty bad and felt like they were there to satisfy the eroge quota. R-18 skip exists, which may alleviate this for people who don't like these.

there's so much to talk about.

the constant clashing of ideals between "them" and "us", the lenghts one must go through to achieve their ideal, fighting fate in ways never seen before, hammering the fact that freedom is the most frightening gift for people who have been enslaved as far as they can remember (for the latter, DR really puts in perspective how immense that change of way of lives is). so much love and care went into treading these subject that i can't bring myself to rate this game any lower despite its flaws

the first half has alot to be desired from its antagonists, up until orphe; but still, it wasn't boring the slightest since there's no padding in the game; the pacing and execution of each arc made up for everything by tenfolds . The music is spectacular, most of it from free to use rpgm music but very neatly chosen ones; the one created by SHADE though, absolute masterclass after masterclass. Soo much soul went into composing them, BLOSSOM being my absolute favorite as i tie it to my favorite duo in the game; this allows me to talk about the cast now. oh my god this cast. NONE OF THEM feel wasted the slightest from each side of the game; never becoming irrelevant later on which is something that plagued most jrpgs i played beforehand, i'm telling you this game was made with unrivaled passion and love for the genre and stories as a whole

It really achieve what every story about opression and equality desperately seek and never achieve (thus leaning to a centrist end most of the cases). not only did DR avoid taking this route, but its execution of it is nothing but magistral. hard to talk about any of it without heavily spoiling the game, but see for yourself. i wanna add though, the way it connect to its sequel (that released before DR) is so unique and is why the game works so well, to a translation of king exit one day!

A great exploration of conflict and how prejudice towards a specific group can prevent understanding of one another. It has many glaring issues but the sheer passion and heart seeping out of every pore of it makes up for it tenfold. So many moments are executed with the utmost of sincerity that I can't help but just feel enamored by it.

The cast is also surprisingly well written with Deathpolca and Diana being the most standout. Deathpolca is an excellent protagonist that is perfect for the kind of story this is. Diana is one of my favorite JRPG party members ever with an incredibly strong character arc that had a cathartic conclusion. The rest of the cast are no slouches too with them being very endearing and having great dynamics. The weak link of the casts are sadly the antagonists but the Emperor and another one I shall not name are pretty good.

The way it functions as a prequel to King Exist is also unlike anything I've ever seen. This is a very uniquely executed prequel.

The one true flaw of the game that I can't ignore is definitely the gameplay and overall world design being boring. It is not very fun to play sadly, and when compared to other RPGM games such as Black Souls, it falls flat in this aspect for me.

I love Deathpolca so much.

King Exit translation when.

"He was a boy who accepted everything, but had nothing"

"She was a girl who threw it all away, but never lost a thing"

Me: 😭

Mahoutsukai no Yoru also known as A Magician's Night or Mahoyo for short and officially translated as "Witch on the Holy Night" is a visual novel by Type Moon written by Kinoko Nasu and set in his "Nasuverse" alongside other creations such as Fate, Tsukihime and Kara no Kyoukai. Originally released on April 12th (Coincidentally my birthday) in 2012 now over 10 years later remastered in HD with full voice acting and a remixed score, this particular re-release of Mahoyo is a landmark title for Type Moon and Nasu being the very first of Nasu's VNs to ever receive an official localization and translation in the west (Here's hoping Tsukihime and Fate will follow one day)

Mahoyo is at its heart a conflict between mages set in an urban environment, a battle for land, status and power and all the mind-games that come with it. However that is merely a fraction of this tale because it is also a story of duty vs purpose of fate vs destiny, of the insatiable human thirst for knowledge of the unknown and most importantly it is an introspective coming-of-age story of reflection and self-discovery.

Far from the grandiose stakes of Fate, this is a much more grounded and personal narrative that has no grand contests or life changing prizes, no, Mahoyo primarily focuses on the day to day lives of the main trio of characters the firey mage's apprentice and student council president Aoko Aozaki who has to learn how to balance her double life alongside her calm, stoic and mysterious mentor Alice Kuonji and Soujyuro Sizuki a kind and naive boy who grew up in the mountains far away from the wonders of modern society who finds the concept of electricity just as magical as seeing someone shoot a laser beam from their fingertips. These three are polar opposites with vastly different backgrounds, personalities, moral values and motivations and through Mahoyo's 13 chapters we get to see how they develop and change based on their interactions with one another (and an eclectic cast of side characters) and all the drama that comes with it. It was a thoroughly enchanting tale that kept my full attention for its entire 30 hour run time.

Aside from the the narrative and characters being top notch, Mahoyo also feature truly incredible world-building because Misaki Town itself almost feels like another character in this story as it both plays an important role in the main plot, but also we just learn so much about its history and the places in the town and see all the main characters interact with the town itself so much and that just adds so much more to the immersive feeling the story gives. Also that's not even mentioning how much Mahoyo goes in-depth into the rules and systems of the universe between the differences of magecraft and true magic itself or the concept of The Root or Mystic Eyes, so many fundamental building blocks of the Nasuverse get explained in great depth here and it's just a treasure trove of knowledge for nerds who dig fascinating fantasy lore and world-building (It's me, I'm that nerd)

Another thing that's worth mentioning is the sheer quality of the production values. Between the stunning artwork, backgrounds and character designs plus the more cinematic third-person approach to the visuals and the sheer amount of detail in every panel including subtle facial expression changes and the attacks almost feeling animated, Mahoyo might very well be the most visually stunning VN I've ever read.

The incredible OST which varies from mystical symphonic pieces with Latin choirs to jazzy lounge music and even a bit of industrial rock perfectly compliments the story and adds so much more impactful emotion and immersive atmosphere to every individual scene whether it be an epic fight or just a character walking home from work and the fantastic voice acting performances make all the characters feel so vibrant and alive.

Honestly the only minor flaw I can even find in Mahoyo is the localization itself having many spacing errors, typos and just coming off as kind of weirdly direct at times. However considering this is the first VN of Nasu's to get an official English translation and according to the credits it was done entirely by one guy (Shout out to Norimitsu Kaiho, he's a real one) I can cut them a bit of slack in that regard, I'm honestly just happy I was even able to experience such a masterwork in general.

All in all Mahoyo is one of the best stories I've had the pleasure of experiencing in quite some time and I can certainly see why it gets the praise it does. Between its fascinating characters, immersive world, breathtaking artwork and visuals and masterfully composed OST if you're looking for an enchantingly beautiful tale full of magic and mysticism then look no further than Witch on the Holy Night.

I am convinced Hideo Kojima is not human how tf do you make a game like this in 2001

You see people say how this game is ahead of its time, predicted the future, has some of the most profound ideas in gaming, and after playing it I am pretty much convinced, absolute masterclass

Once the bugs get ironed out, this will be the video game equivalent of House of Leaves: visually inventive, its unique presentation within its medium an artform unto itself, but I don't know if the stuff beyond that will stick in my craw quite like what it draws comparison to.

The lack of both enemy variety AND interesting things to do with the enemies (lack of consistent stuns and/or limb-based damage or hit reactions in general) gets really tedious, and the walk speed is pretty slow relative to the amount of ground these maps want you to cover. They have a "shoot the randomly-determined glowing weak point" mechanic and then make it almost impossible to hit enemies from behind because of their tracking, aggression, and your lack of counterplay.

There's a lot of "but why?"s like it in these mechanics. I really think the pistol upgrade Saga gets that lets you stun enemies with successive headshots should've been a core part of your kit for both, and I STRONGLY question the inclusion of a powerful dodge mechanic that includes an even-stronger perfect dodge. It feels like it's supposed to be your universal stun option, but it's inherently reactive instead of proactive (which, given the lack of other options mid-fight, means everything you're doing past just waiting for them to attack is boring and feels bad) and it also means that ranged enemy types, all one-and-a-half of them, have zero interesting counterplay options.

I'm not sure why they got rid of the "flashlight-is-your-crosshair" conceit they had in Alan 1 when it was distinctive, satisfying, and cool. Inventory management, at least on PC, feels like every interaction has one button press too many, and it's just not very interestingly handled in the first place - it's not as complex as RE4's tetris and it doesn't have the addictive optimization-induced high that successive RE:2 replays tap into. It all being real-time would be cool if you ever had to interact with it in combat, but the hotkeys are generous and the UI is kludgy enough that anything not on them is just not worth equipping mid-fight. Saga's key items list is just flat-out bugged and doesn't remove most of them like it's supposed to, which makes finding the few reusable keys incredibly annoying.

It feels like punching down to write this much about the mechanics when Silent Hill's gameplay is also pretty bad and it's my favorite survival horror series, but Silent Hill is a lot more cohesive with how puzzles, enemy placements, and dungeon designs loop you around encounters (even if they're too damn easy). Alan Wake 2 feels like it wants a lot of Things To Do for the sake of it, and this confounds pacing and requires interactions with the mechanics far more than it or I actually want.

At its (frequent) best, it's instead a set piece-driven linear thrill-ride. Character writing in general touches on cool or relatable conceits and doesn't really know what to do with those ideas outside of these set pieces, even if there are a lot and they're actually sick when they do happen. Alan's plot board allows for a lot of visual inventiveness but runs dry pretty quickly, and it's genuinely astonishing how underused the lamp is after its cool-ass introduction. It entirely ceases to be a resource immediately, and I feel insane thinking about that for too long. His dungeons get progressively shorter as time goes on, or maybe just repetitious enough that I started editing out the downtime in my brain.

Saga's side hews more traditional in structure, aesthetics, and Silent Hill-ass dungeon crawling, and it's generally better for it. Her mind palace mechanic is addictive and rewards engagement with the environment while training the player to be genuinely thoughtful. The route split is strange and outright expects you to finish one side first despite not signposting that, which makes the escalating action that leads into its climax scream to a juddering halt.

I don't want to go into detail with said climax, but I left feeling like it has two amazing ideas with only one getting the execution it deserves. They cooked incredibly hard with tying mechanics, presentation, and narrative to a singular moment of catharsis and then killed whatever momentum built up before or after that before running face-first into an ending that felt like it needed far more deliberation.

My issues with the ending and its narrative momentum were heightened by having a staircase bug out and make me fall through the map every time I sprinted on it, forcing me to lose 2-5 minutes of progress. Remember what I said about walk speed? Still a pretty easy recommend to anybody interested though, and hopefully my issues with the climax get ironed out with NG+ and the DLC. Initiation 4 is worth the price tag on its own. Do wait for bugfixes though, it's really dire.

this is how you make a remake!!

While I would love to write a lengthy review on Endwalker and how it completely improves everything the game has done so far, delivering peak after peak, there are no words in the English language that can truly describe the adoration and love I have for this game and expansion.

Do not squander it. The legacy I leave you.

"There are good things even when you become an adult... Just a few..."

Inteligente como sequência, tratando das consequências dos atos do jogo anterior, e brincando com percepções preestabelecidas, como o Joker e seus boatos. Tornando o vilão mais do que um personagem, mas uma "infecção", que reforça a temática apresentada de "Kegare" [穢れ] forma de "poluição" causada por sentimentos negativos, como inveja, angústia e principalmente pecados, focando mais nesse lado do ocultismo e da reação humana a grandes tragédias, se prendendo a superstições e opiniões públicas.

A exploração inusitada de personagens adultos, em interação e temática, é sua principal característica. Uma interação peculiar, os personagens por muito tempo nem se consideram amigos, e nem se esforçam para ser, apenas seguem o mesmo objetivo, cada um com seus problemas. As brigas leves foram trocadas por discussões morais, e mesmo os insultos levam tons diferentes. E claro, há destaque para o texto, se tratando de sentimentos causados pela transição para a vida adulta, incluindo arrependimento pelas escolhas passadas, inveja pelos mais bem-sucedidos, busca por conforto causada pela falta de autossatisfação e responsabilidade inevitável. É impossível não se identificar a personagens tão humanos, ainda mais para mim, que recém me tornei adulto.

É idiota continuarem com a fórmula do protagonista mudo em P2, já que paralelamente os dois são interativos, então nesse jogo a Maya vira silenciosa, enquanto o Tatsuya é explorado. Seu texto trata de seus arrependimentos e seu fardo a eventos passados, junto de sua caracterização trágica mostrado nas suas interações recolhidas com os personagens, e também no "Tatsuya Scenario", em fórmula similar a uma visual novel, com narração em primeira pessoa, explorando seus pensamentos com muita descrição para imersão, mostrando muito de quanto ele exige de si mesmo e se culpa por tudo.

Diferente do Innocent Sin, nesse jogo os inimigos realmente dão dano, mas o balanceamento ainda não é bom. A dificuldade é inconsistente, o dungeon crawler continua fácil pela recuperação frequente de SP, causada pelos passos, level up e até nas interações com demons, além dos fusions spells destruírem grande parte das batalhas aleatórias, mas em certas boss battles se torna problemático, continuando com aquele padrão de "quanto mais inimigos, mais difícil", além de debuffs e HK ainda serem quebrados. E sua principal mudança negativa, tornarem o sistema de combate em presets, diminuindo muito a fluidez e imersão na estratégia, atrapalhando até o charme da ordem dos turnos.

Fico confuso em minha satisfação com a gameplay em comparação ao seu anterior, mas em execução textual cumpriu o esperado como sequência, trabalhando perfeitamente o personagem do Tatsuya e tendo um cast adulto e suas complicações por tal fase, se tornando único na franquia.

This review contains spoilers

Spoilers for The Silver Case and Flower, Sun & Rain within.

I'd really like to see where I stand on this game in a few months' time, because based on initial impressions, I don't know if I've ever been so frustrated by a game I still, in part, loved in my life. I absolutely trust Grasshopper and their vision in the Kill the Past era: The Silver Case, killer7 and most especially Flower, Sun & Rain stand as some of my favorite games of all time; games which I feel explore ludonarrative devices dealing with and exploiting intentional monotony and hazy obtuseness in ways really only the prime works of Suda51 could. Miraculously, I think The Silver Case pretty much immediately nails this right out of the gate, with an always-morphing aesthetic and narrative that twists meaningfully from the profound to the absurd (and likely somewhere inbetween) to result in a Y2K powerhouse which screams "love" at the heart of a cold and dying world. Flower, Sun & Rain completes this cycle by completely folding its predecessor inside out - exploring a lush paradise with a Man Behind the Curtains, only to pull away the sheets and reveal a final act about atonement with oneself and securing the ability to move on and live in spite and because of ones past. So here sits The 25th Ward, revived from the clutches of pre-smartphone mobile obscurity, brought to new life in a way that overshadowed the tremendous news of its predecessors' localization. Suda in fact claimed that it was essentially like recieving a new game instead. Admittedly, I have some skepticism about the direction his writing has gone since the turn of the decade. It seems the Western journalist flanderizaiton of Suda's works as being defined as loudly quirky and crass has begun to infect his works - while I find titles like No More Heroes fun enough, there's definitely a substance and pathos to his early works missing in his 2010s catalogue. Knowing that this is a game he's only one-third responsible for writing, and the final chapters he wrote nearly twelve years after the original five - I should've seen the signs coming.

The base concept of 25th Ward is made pretty clear from the start: three cases, three protagonists and their respective demons to face and pasts to kill. Suda's Correctness seeks to essentially boil down the previous Transmitter chapters to its basic elements - a he-said she-said rugged cop story leading an emotional climax as the truth is revealed about a new Kamui Uehara. However, where Transmitter soared in its psychological examination of Kusabi and Sumio, Correctness never quite gets there, giving us a third-person lens to view Shiroyabu through that never ultimately reaches any emotional connection - much less Kuroyanagi, who's ultimately given no depth or focus beyond her relation to the narrative blueprint. Where Silver Case's HC Unit all felt like meaningful additions to the cast with their own morals and agencies, the Correctness side casts feels at best like narrative assets and at worst filler text despots. No one has any focus here, and the sudden come-and-go of Sumio and Kusabi feel aimless and purposeless. And really, even if the events aren't literally 1:1, what's being said here that wasn't already covered with heart in the previous titles? What does 25th Ward say about self-actualization and reclamation despite ever-encroaching nonindvidualism in urban dystopia with any more, or hell, equal heart than Silver Case did? I'll touch upon the ending later, but I really do not understand why this didn't end with Case 6, which at least wraps up the narrative purpose of Shiroyabu's story on a meaningful note. Emotionless and ultimately indepdent to the game's actual heart, but purposeful within the context of Correctness itself.

Outright, Match Maker is a fucking mess. This is the mobile-phone tier writing that I should've been worried about, and despite initially really clicking with its core cast (certainly more cohesive than Correctness), my friend group and I ultimately found ourselves asking what the point of it as an addition to the game even was. You could make the argument that this is a story about a haunted man in search of himself while also trying to protect his young protege from something he doesn't understand, but again, that's The Silver Case. That's already been done, and with characters that served as more than mob-story stand-ins and quip dispensers. In order to stir things up and perhaps maintain interest, elements of both Correctness and Placebo are interjected throughout Match Maker, but to neither the benefit or even the progression of either Match Maker or those respective cases. There is no purpose to Morishima's or Kuroyanagi's parts in Match Maker. The story begins with promise but ends with a nothing-burger of a plot revolving around yet another Kamui replica in the works (which ultimately as a plot point does nothing that Shiroyabu's arc somehow doesn't do better) and a relationship between this Kamui and the protagonist which ultimately goes no deeper than quippy workplace banter. The single most frustrating story in Kill the Past.

I want to save the third of this game I loved the most for last, because I know this has come off largely negative so far but there is a good deal to be loved about this game. I think when the art direction actually serves the story, which it does more often than not, it's striking. The minimalism is played to even stronger effect here, which really benefits the sterile, lifeless 25th Ward particularly in Correctness. I don't feel this is effectively handled as well in Match Maker, but that entire scenario could be dumped with nothing of value lost. Where the game truly shines artistically is in its character art and soundtrack remixes by Akira Yamaoka: both serve to bring out the feral heartbeat and terror that lies underneath the surface of this post-urban death-land in such striking and significant ways. These elements allow those moments of true beauty, of color and light, to truly shine when the covers are pulled back and the life truly brought to the forefront.

This is as good a segue as any into Placebo, where I'm happy to say 25th Ward earns its wings and becomes a genuinely worthwhile experience. By this point in the series, Sumio's tenure as overarching protagonist has really come and gone, and Morishima, perhaps the character most emblematic of the themes of Kill the Past of all, is given his due spotlight. Here, all of the purpose and heart of 25th Ward is afforded - its lengthy and profound statements about the bustle of the online post-apocalypse, of camgirls and AI and lonely nobodies; of the essence of "humanity" and what it means to live and take a life. How we define friendship, how we define relationships - perversion, taboo, death wishes and moments of clarity. If 25th Ward exists to do anything, it's to show Tokio Morishima that life is beautiful, and that his is one worth living even in spite of all the danger. It's to give Suda's best character a little closure, and to pass the torch on. To give him some rest. And shit. Suda didn't write this one.

... And I'd like to say that final epilogue, where all of the themes are explored and the loose ends meaningfully left to be closed are closed up. And yet - "blackout". I certainly don't mind the abstract nature of choice here in concept - I find some of the potential answers humorous, some thought-provoking, but none meaningful. Nothing here actually carries any substance. And if this was Suda's attempt at a "commentary" on the illusion of choice, that wasn't a meaningful theme explored in the series prior. Kill the Past has always been a story about triumph and assertion of freedom in the face of totalitarianism and oppression. I don't need that spoonfed to me through psuedointellectual garble meant to close out a game well closed-out already. And hey, Suda, if it's just meant to be an inside joke, then give me the epilogue scene after one, or even a handful of these instead of wasting my time going through 100 of them. The monotony was meaningful in the first two games and served a genuine purpose from a game design and narrative perspective. If you're a fan of Twin Peaks: The Return like the ending suggests, maybe a rewatch to see how it's really done is in order. That David Lynch guy seems to know what he's doing.

I really wanted to come out of the ending satisfied, being able to find it within myself to fully accept the way FF16 executed its vision and say "despite its flaws it's very well done". But as the dust has settled, I find that while I still feel like its messages are extremely palpable and powerful, I didn't come out of the experience feeling wholly confident that FF16 executed itself to the best of its ability.

It's no secret now that this game is not actually a game of thrones politics heavy Final Fantasy game, but is actually just your typical JRPG romp. Make friends, save world, defy fate, etc etc. It's this first element especially that is essentially the lynchpin of the entire narrative, and it is the center of its focus on every level. From the plot, to the thematics, to the characters, to the game design YoshiP and Maehiro STRESS deeply the communities you've come to be a part of, as well as the power of the found family you’ve come to create. And I think through the sidequests this is done super well, but I don't love how these elements at times can take away from the main scenario experience. From the literal times which the plot halts completely and has you fill time by going around the hideaway, or how everytime you enter a new area you have to learn about its local town and the secret leaders who run them. While I find the former egregious, the latter isn't inherently problematic. I am a 14 fan after all, but the difference between 14 and 16 in this department is the potency of their writing and worldbuilding. I don't mind helping people do random BS in Shadowbringers cause Norvrandt is one of the richest worlds out there and Ishikawa writes with such charm and turn that random NPC's can really have an impact on how you view the world. Maehiro in 16 just really doesn't have the charm in his writing to consistently make his NPC's pop and Valisthea is just not an interesting enough setting to carry these more mundane sections. There is a lot of focus in trying to make some of the more significant NPC’s notable characters and I really appreciate that approach, but there really is only so far you can go with an NPC in terms of character writing.

It really ends up being a double edged sword, where while I do think it ultimately contributes to this holistic vision that can be satisfying (see the conclusions to many of the side quests), it at the same time draws focus away from things that definitely could've really used it like better exploration of the politics within Valisthea. This is something really made apparent by the fact that there’s literally a character who’s entire job is to explain to you the political state of the world on the handful of occasions Clive actually ships out on a mission.

I feel like every day I'd hop on 16 I'd feel different about it, more or less confident with its vision at each step, one day content and another quizzical. Funnily enough this is exactly like how I was with Endwalker, and I probably have it within myself nowadays to admit that Shadowbringers/Endwalker are my de facto top 1 fiction, but the difference here is I just don't think the quality of the writing is ever strong enough to really make my confliction ever bloom into deep appreciation and love.

That being said, I do really enjoy a lot of the game. I've been very critical of it simply because I think there is a lot to say about 16 as an experience, but ultimately there are still a lot of positives to remark on. The boss fights and setpieces are awesome, the cast is way better than I'd ever thought it'd be, Maehiro wrote his first truly great antagonist, the cutscene direction/general visuals are incredible, and I think in general the story has a really great sense of thematic cohesion which makes a lot of the moments land especially hard. This game is good, without a doubt in my mind do I think it's good but before I had first played it I said something to myself, which was I'd be content if it was at least better then Heavensward. And I haven't played Heavensward in so long, so it's hard for me to even make this judgment properly, but it's the fact that I can't be confident about it that gives me pause.