80 Reviews liked by LidlMan0679


Went through this to see just what the recent euphoria hype was all about. I can see why Drake is getting the flack for being a producer on this, because what the fuck. It's just like his music; there's way too much shit for this to be enjoyable. Kendrick Lamar was right and he should fuck Drake more violently, please.

Replayed this for the sake of nostalgia and its themes of accepting your own death resonate with me even more now because this account is dying on May 27th, 2024

At some point in the future, I really ought to write a great deal more about this duology, but having just completed my revisit I wanted to voice my initial thoughts. Whether or not I prefer certain aspects of Ocarina to this game, whether or not I resonated with one half more than the other, or whatever other gripes and nitpicks I have - as a conclusive, consecutive whole piece, that is both halves of this duology combined, I believe the Nintendo 64 Zelda duology very well may be Nintendo's magnum opus.

The Ocarina pairing carry themselves with a certain sophistication and solemness rarely felt in the company's other titles. What I felt these games have to say about the passing of time, of childhood innocence warped and cast aside, the process of growing up and the relationships, expressions and experiences that carry us through to adulthood... that's the sort of magic that this group of creatives was capable of in this era. The sort of knowing adoration poured into this duology, into Mario 64 and into MOTHER2. It's Nintendo at their absolute peak, and I don't want to get into my displeasure with the company as they stand and have stood for years now here... I simply want to commend them and express my gratitude for this two-headed beast, this totemic work of human expression they took the Nintendo 64 to its limits to produce. I'm not the Nintendo fan I was as a kid... far from it. But during those moments in Ocarina and Majora... yeah. I believe.

To me, this is just an ordinary Killer7

fans love to make erroneous arguments about how detractors dislike the game cos it's different, but the problem has always been that those differences amount to nothing of substance. if they're not completely insignificant they're fakeouts or walked back, if they're not fakeouts or walked back they're jj abrams mystery box bullshit to keep the online dustcloud with arms and legs kicking and howling about The Implications for another four years. this is a game more concerned with how to capture will they/won't they Engagement than its own thematic core; an impressively meticulous effort moored in goopy fanservice and speculation bait

control freak energy from top to bottom, sanitized to an extent that you'd think square report directly to the health department, and guided by one of the medium's most overbearing directorial hands. all slick and shiny bombast and spectacle, perfect skin, compilation pilled navel gazing, and endlessly wrested control. thirty long hours of red light green light meandering thru kidzbop cover acts of familiar events and environments before shunting all responsibility for unpacking anything it might have to say onto the next game

big win for folks who wanted tifa to be a noodle armed simp and sephiroth to have the presence of yakuza kiwami majima

Is and will always be my favorite game of all time. The gameplay, the story, the graphics, the propaganda for the military industrial complex; it’s all just perfect. The only thing that could be more fun than this game is making a dumb gimmick account as something to do when I’m bored during work and getting a surprisingly high amount of clout amongst a community I mostly chose not to engage with. Thanks for 10,000 likes.
Also, Fidel Castro is like the rawest video game character of all time and I wish he was real so fucking much.

made like a dark, twisted version of pokemon haha. Just a glimpse into my dark reality. A full stare into my open-world survival crafting slop would make most simply go insane lmao.

Why didn’t Avalanche just vote for a new CEO of Shinra?

This game pisses me off so much, it has some of the best pure action gameplay I've experienced in the medium, with beautiful graphics and a killer soundtrack.


THAT BEING SAID, it has so much wrong with it and for the first few hours I was hating on this game HARD; I still stand by a lot of those opinions which I want to go into below:

-The writing gets better as the game goes on, but those first few hours are actually insufferable, the plot in general is incredibly standard and by the books, it was fun to riff on with my brother but if I was playing this alone I think I would be skipping cutscenes. Its physical comedy is top notch but the actual joke writing is 80% miss and 20% hit (& that's being generous)

-The character design is generic at best and pretty damn uncomfortable at worst; Chai is about as forgettable a design this game could muster for a protagonist, 2 out of the 3 female characters wear denim booty shorts and the less said about Macaron the better. It's like the rejects of Overwatch.

-The pacing at which the game shows its full hand can be a bit off at times, not giving me a parry until a few missions in is an insane move!!! It's platforming is weak and I wish there was some better downtime other than what feels like the most base level busywork in-between fights.

And despite all of that, I can't bring myself to give it a lower score because the actual combat and flair this game has is just that good
The first impression it gives off is one of trying wayyyy too hard, and it absolutely does, but like the protagonist of the game itself, Hi-fi Rush wins over the player with it's nonstop energy and just plain good game-ing

I would like to thank the Game Awards for bestowing the Content Creator of the Year award to I, DestroyerOfMid

This game still sucks ass though, why did it win GOTY

Completely dumbfounded at how this is one of the first rogue games ever made? Beneath Apple Manor and, uh, Rogue both predated E.T. by a few years each, but for many, this was surely their exposure to the genre - I know it was for me, anyway. Assuming you don’t manipulate your RNG and lock in the positions of the phone pieces (and presumably the zones, I’m not sure) in advance by holding the fire button on startup, each reset should essentially result in a completely unique playthrough. For a time where most games didn’t even have an ending, let alone such variable factors to consider in each run, this is a pretty impressive piece of shit, I gotta say. It’s not all glamorous of course, people have torn this game apart for years (and repeatedly recited the same factoids about its history to a more exhausting degree than even the development of Super Mario Bros. 2) and I’m obviously not blind to its faults. Still, I think people can be pretty uncharitable towards it all the same.

First, if you’ve ever belabored that the game is too confusing or doesn’t make sense or whatever, you have to consider that all the game’s mechanics were actually broken down in the manual. No stone is left unturned, it even explains how the scoring system works (or how it’s supposed to work, apparently the way your point total gets tallied during the ending is kinda fucked up). Pits are the mechanic that have seen the most criticism at this point, and while they can certainly be frustrating, they’re not glitched or broken or whatever. People have even pointed towards the collision being the culprit, which isn’t true either. In fact, they work completely perfectly. The real problem is that the collision is too good. E.T. and his sprite is so accurate that it’s incredibly easy to clip the pits while navigating, on top of easily falling back in once you get out. While this can be alleviating beforehand by improving your steering, or afterward by leaving the bottom part of the pit rather than the top, it’s still a mechanic that could have seen some brushing up with some hindsight - shrinking your hurtbox slightly should theoretically fix the issue entirely.

Once you have a grasp of world navigation, finding the phone parts and scraping the map for zones is actually pretty fun. And I hate to say it, but scrambling for and getting to the “go the fuck away” zone icons in-between scuffles with the government agents can actually provide very small bursts of excitement during the game. Getting grabbed by an agent sucks, but since the game is over in three minutes and a fresh start is a reset away, the pace is genuinely kind of electric. Where it does fall apart for me is actually in the home stretch of the game - while placing the Phone Home zone on one single unique spot of the map is a natural evolution of the preexisting rogue mechanics, it’s pretty obnoxious blindly running around each of the game’s five major screens looking for the correct spot while avoiding the rest of the hazards. Oftentimes I’d get all the phone parts, fumble around for the last zone, get caught, and then just reroll the system for better odds. Again, while the game can get away with these weird bumps due to its length, this one in particular feels the most cheap to me - it’s not enough to ruin the game, but definitely holds it back from being something I’ll want to replay often.

If you’re not 5 years old and refuse to read an instruction manual, there’s really no reason to be so vehemently against this one I feel, especially on a system like the Atari 2600 which, in retrospect, wasn’t pumping out the finest of the medium. It’s not high art, and surely there’s a lesson to be gained from how its launch window was handled (not just for this game, but other games launching around the same time), but gimme a break lmao. With 40 years of hindsight, I think it’s fair to say this is easily the 2nd best piece of E.T material that’s ever been made.

2004.

A year in gaming like no other, where consumers were banqueted an assortment of games, many of which would become some of the best in gaming of all-time. That year, we saw the release of games like Half-Life 2, Halo 2, Metal Gear Solid 3, World of Warcraft, Grand Theft Auto: San Andreas, Counter-Strike: Source, Vampire: The Masquerade - Bloodlines, Knights of the Old Republic 2, Ninja Gaiden, Katamari Damacy and many, many more. More importantly though than that these games were fun, they were innovating. Pushing forward to the future of what games could become. And the game that lead that helped lead this charge and would lay down the foundational bedrock for a scene that would rival AAA studios was Doukutsu Monogatari, or Cave Story. A game that was all created by one developer, Daisuke "Pixel" Amaya.

Amaya's game wasn't groundbreaking by any means. Cave Story isn't an innovative milestone nor is it pushing any boundaries. What Cave Story is was polished, taking influence from games that Pixel enjoyed from his childhood, like Metroid and Castlevania that he references. It was an extraordinary game, with absolutely stellar music, gorgeous pixel art, and very snappy run-and-gun action. Cave Story is cited by many indie developers as the game that got them into development or as influence for their games, and in-turn, the art those developers would create would influence other indie developers in this chain-reaction of inspiration that would see the rise of the indie game industry. It is to note that Cave Story is by no means stand out in what it does, even in its legacy of a game from one developer. There is a long history of fan-made and independent content. It would be more apt-to say that Cave Story laid the foundation for indie developers in terms of its inspiration, much like Cave Story was inspired from others before it.

But Cave Story was not even meant to be special, it was an untranslated shareware game, among others in Japan's own long history of doujin soft, that had been going on way long before Cave Story even came to the picture. Japan's history of indie development goes back just as long as the rest of the world, most of which of which were as a hobby. This scene that was once, and in some cases still is, enclosed off from the rest of the world, would have its own fair share of games that inspired others, have doujin games created based off the works of others out of admiration, like Touhou. In 2004, Cave Story would be released into the public in a limited release alongside another game that would predate it.

Yume Nikki.

Yume Nikki released on the same year as Cave Story on the same site. Much like Cave Story, Yume Nikki was also developed by one person, Kikiyama, who would create the entire game's sound, art, programming, everything. It also saw a very limited release, until fans of the game created an English-translation that would see to this games proliferation across the Internet. And much like Cave Story, it's a game that has had a strong influence on so many people across the independent games scene across the globe and has become the primary inspiration for a lot of their games, with the primary example being Toby Fox's Undertale, which in-turn would also spawn it's own creative legacy with others. But what sets this apart from a lot of its contemporaries, despite also not being the first game to accomplish this, is Yume Nikki itself.

Yume Nikki does not play like anything I've ever seen before, with LSD: Dream Emulator probably being the closest example we have, and yet Yume Nikki is still unique of its kind. Yume Nikki is a game where you're experiencing the dreamscape of your unconscious mind. There are no specific goals, there is no dialogue, there is no direction. There is only experience. Drifting around these multivaried and interconnected areas of your REM sleep reality, all abide by unspoken, archaic rules. Worlds inhabited by all of peculiar creatures, if you can even call them that. Common themes that binds one particular area offset from another with their own entirely different gimmick. These worlds were not meant to be traveled but be explored, not to pass by but to immerse in. These long, often unending segments of your dream stretch out unfathomably long with often repeating objects in varied patterns dispersed widely across the abstract plane. It also seems so repetitious, especially underscored with tracks that last no longer than ten seconds before they loop back.

And yet, that is the point.

The long journey to of discovery of one's own mind, the human tendency to find patterns and symbolism in things that seem incomprehensible to anyone else. To seek meaning in things where their may not even be any and may not matter if it means something to us. These long stretches of pure infinite void to find discovery in things about ourselves and trying to make sense of the chaos that we have no control over, there is a sense of understanding. As you traverse further into the worlds deeper and deeper below the surface, things become more sensible and concrete and another branch far deeper are the things that we don't understand but have a profound effect on us. The further down we go, the more sensible it is and the more terrifying the implications, as the things that make sense are the things that are the reasons why they're pushed so far below in the dark depths of Madotsuki's mind, likely distorted memories of things that should never be resurfaced. Memories of key moments in her life that we do not wish to ever see. While Yume Nikki is quite abstract it is not without some obvious themes and common interpretations found from the clues you find plummeting down the rabbit void. A sense of identity, trauma, and death are very common imagery found throughout the game and lots of theories that the community have surgically went over the game. For me, I ignored all of those because they're not relevant to what I want to take away from this personally and feel like using things as guides and theories would get in the way of the intended idea of directionless roaming around without any sense of guidance or preconceptions.

If there's any one goal the game might have it's collecting these Effects that will transform Madotsuki into various forms with some power. All of which have very little-to-no use and almost none needed to "progress" in the game. But what they do have is consequence. The unpredictable events that it can bring to the inhabitants of your mind, and in doing so, discover a little more (or less) about ourselves. I used an Effect to transform myself into a traffic light and interacted with one inhabitant, in a place fathoms below the surface of our dream, who are one of the few people who actually resembles something like a human in a landscape where everything looks distorted and crude. What I got was a complete surprise and something I never would have expected from a game that thrives off unpredictability and the strange at the very beginning.

Even as I completed the game and remained stunned at the ending of a game I already knew years in advance would happen, the first thing I did was boot it back up again and kept going. Yume Nikki has this wonderful sense of atmosphere that I kept finding myself going back to even after its completion, because it wasn't complete. There was more to see and discover and more to know about what this game is. To retread familiar grounds and journeying through tonally whiplashed zones, both visually and through its sound. It's hard to really nail down what this game is trying to go for or to explain the hook of what makes this game. In fact, conceptually it sounds extremely boring. There are no puzzles, nor action, exploring the worlds sounds repetitive, there's no story. And yet, for many, it's their favorite game of all time and has saw almost as much popularity over Cave Story.

It has found its own niche audience that has grown in popularity. Many fan games were created that were almost as good, if not just as good, as Yume Nikki. And while it's not a big foundation starter for a global industry kickstarter like Cave Story, it would help lay the cement and provide further inspiration to younger developers to create things of their own: things that were more profound, thought provoking, creative, or just downright silly and strange. That's what's fascinating about doujin soft games is that they didn't care much about making games that fit some niche but to fit the things themselves they would want to put out. Born from that were some incredible titles of ingenuity, while of course among the piles of rather mediocre titles. Regardless though, all made out of some love or passion from what the things that influenced them that would be discovered by others to translate these games to be shared worldwide and influence other generations of artists to create something of themselves. Yume Nikki while has its influences that clearly inspired it, like Mother 1, it doesn't behold to any conventions or adhere to any standard industry practices. It's just whatever Kikiyama wanted to make, no strings attached.

2004 was a good year.

And Yume Nikki is an art like nothing else.

While I prefer the other three games in the series that I've managed to finish (6, 7, and 9) by a fair margin, there is something to be said about how the original Final Fantasy nails the feeling of creating your own adventure more than most later RPGs and wears its D&D influence on its sleeve. For instance, I did a playthrough where I role played as four beings of pure evil.

what was miyazaki thinking