the bad gameplay being narrative is fine until it makes you want to gouge your eyes out

Yoko Taro, you've done it again. You've created a game with an interesting setting and narrative and somehow made it more excruciating to play than NieR. I have fond memories of ragequitting at the desert level reskin that forced you to stay near torches or you'd lose health and looking up TheDarkID's LP. He said that level caused him to put the game down for 3 months. It's been 6 years and I still haven't picked it back up.....

nO STOP GIVING ME ANOTHER TUTORIAL

Never got what people saw in this game. I saw an alright story marred by combat that was an exercise in frustration rather than an appropriate challenge.

Such a weird little game. I'm not sure who thought steampunk American literary heroes vs literal lovecraftian monsters was a good idea, but it kind of worked. Its hard to figure out who the target audience was and the markets didn't help. What percentage of people who play video games even know Randolph Carter is Lovecraft's alter ego he wrote into a few of his short stories? The gameplay was pretty solid. Standard XCOM fair, but you line up weak point shots instead of rolling the dice, which heavily favors aggressive play. The game did a good job constantly introducing new characters and maps, but ran out of enemies to pull from halfway through the game and started to throw multiple previously plot-important bosses at you all at once. The soundtrack, however, was fantastic. While the enemy music could unfortunately stumble into dubstep, the player phase music was a glorious combination of metal and strings , somehow giving songs that were both fully metal and 18th century america. Despite my enjoyment, it doesn't get my recommendation as there's simply better games you could play instead. Its not like this will ever get a sequel with how poorly it performed anyway.....

Controls are solid and responsive, but holy shit the map is way too big. Overall map design isn't that great either tbh. Rooms aren't really memorable and a lot of exploration just ends up getting you geo instead of anything meaningful.

Do you believe aesthetic can be narrative? Manifold Garden is so obsessed with its aesthetic that it forgets to use it in any interesting way aside from just looking cool. But holy shit it looks cool. I was hoping for an antichamber-style game and got a walking sim with minor puzzle elements instead, but did I mention the visuals were fantastic? If you want a 5 hour game walking through Piranesi/Escher-style architecture stretching into infinity, this is your game. And fractals. Lots of fractals at the end.

I really liked what BotW did in theory, but the reality is that the shrines felt too segmented and the dungeons too short. The lack of any truly unique or memorable rewards for most of your exploration discouraged me from finishing the game. The Wii U load times didn't help either .....

Felt like a rehash of the ideas in SMG1, but less interesting this time. The world map and hub have far less charm, the story is less interesting, and there's less new ideas.

Game was too floaty, but subspace emissary was fantastic

Sheer brilliance in writing and puzzle design. A truly legendary game for the ages. Always worth playing.

It just sort of .... is. It has nothing going for it. The plot isn't intriguing, the characters aren't interesting, the puzzles aren't that great. But hey, it's a functional game.

A frustrating experience where every attack is a consumable. Hope you didn't accidentally use that unique sticker on a random fight when you need it for a boss/puzzle....

no uchikoshi stop you already killed it