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FFXV's a ghost game, a haunting. the immaterial remnants of Versus XIII's blighted development history in conflict with the internal nightmare dialectics that inform modern final fantasy. from the weightless combat and absent storytelling to the lifeless world and characters, this is a game defined by nothing. a game that says nothing. a game that does nothing. a thousand ideas, all equally formless and unsatisfying outside of those brief moments before first contact

it's in the dead landscapes dotted with little more than gas stations and rest stops where nameless, faceless motorists drive endlessly from nowhere to nowhere. it's in the way we're told of rich, meaningful bonds without ever seeing them firsthand. it's in the way virtually every interaction prioritizes presentation over active involvement. enormous vacancy disguised by ostentatious pageantry; simulacrum within simulacrum, every moving part uncanny and ersatz. the plot, the road trip, the party, the relationships, the core mechanics — nothing coheres, nothing is substantiated, and nothing feels real. this software isn't real. it doesn't exist

by the midpoint even the pretense of wholeness or congruency erodes entirely. hours and hours of empty spectacle and collapsing narrative slip away and in the unearned pathos of its closing moments you're left with one final display of pure artifice: an ending to a game that never really occurred

Does anybody else get exhausted of our cultural tendency to immediately lump any given piece of media into concrete categories like "good" or "bad", the latter often attributing a sort of spiritual disposability to said piece of media? Like, in a vacuum, I guess it's not the worst thing we can do, and it's something you shouldn't be ashamed of doing or something you have to stop doing outright if you just really love or really hate something, but it does tend to have this knock on effect where we don't have to engage with media once we've categorized something as either "peak" or "dogshit".

Because of that sort of black-and-white mindset, Gamer Discourse just ended up eviscerating all discussion of Final Fantasy XIII when it came out, and in all honesty probably bled into the potential enjoyment other people may have otherwise received from the game. I'm not a psychologist I can't prove that, but like, it happened to me for a long time until I broke out of that mindset! Not saying people have to suddenly like FF13, or that we have to completely flip the discourse around towards largely positive, but it's pretty cool that Final Fantasy XIII even exists imho!! Like, how many AAA sci-fi fantasy RPG epics were we even getting during that era of gaming? I won't say it's as overall satisfying or as complete feeling of a work when up against most other Final Fantasy titles, and maybe even other RPGs of similar budget and scope, but I enjoyed my time with it despite it kind of having a Wind Waker-ian malaise to it (I mean that in both a good and bad way, but mostly a good way!! btw while we're hanging out in the parentheses dimension misusing basic conventions of punctuation and general formatting, does anybody else want to eat the little spheres in the Crystarium? They look like tasty little candies to me, probably even tastier than materia).

The basic combat system is contentious for a reason, but it's kinda sick as hell in a way I both love and despise. It's like, attempting to replicate the feeling of turn-based combat -- which is a style of gameplay that typically abstracts interactions between entities for the sake of compartmentalizing actions to allow strategy to be coherent for the player -- while ostensibly (and correct me if I'm wrong about how this game actually functions) being an action game that the player only tangentially controls. Even in the event that the player has chosen to manually select abilities, the other two thirds of your party still remain uncontrollable, but they function within the specific physical minutiae of an action game that Square Enix has created but that we are not allowed to play directly. In opposition to similar systems like maybe Chrono Trigger or Dragon Quest IX, characters and enemies move in realtime, collide with other models, and can get hurt by splash damage (a particularly frustrating aspect of the combat system when afaik you cannot change the position of a character without making them perform an action that would require them to move); it's not always an immediately pertinent aspect of the game's combat, but it's something that remained on my mind consistently after I noticed it.

The result, along with its almost proto-Yokai Watch-esque approach to RPG strategy, is combat that can often make you feel like you just coached somebody else into getting a SSS rank in a Devil May Cry game, but equally ends up being probably the closest a video game has ever gotten to replicate the feeling of what it's like to drive a car in a dream? Idk if anybody else has dreams like that where you're in a dream, and you're trying to drive a car, and it is NOT working AT ALL, and you kind of just swerve all the over place and kinda noclip through dream terrain until it gets too scary and you wake up. Maybe that's just me?

Dream logic is also a pretty fuckin' apt way to describe Final Fantasy XIII's plotting and narrative delivery. Final Fantasy XIII is like an obscure OVA of itself that's been spread out across 40 hours? It's feeling abridged in this bizarre but kinda charming way like, damn I shoulda read the manga of this one before buying the VHS, I guess. So much of what happens on screen is just not explained diegetically at all, which I wasn't a huge fan of in Final Fantasy VIII either, but I heard you could go to Selphie's custom GeoCities site in-game to see what the fuck everything is and means. Never did it myself, but I love that there it's at least seemingly diegetic. To be clear, I think in-game encyclopedias are cool as hell and I'm glad it exists in Final Fantasy XIII, every game needs a Piklopedia-esque feature as far I'm concerned, but I kinda like ending up there out of curiosity and not so much obligation. Maybe it's because I have issues with authority? I don't like being told what to do? I dunno. For what it's worth though, I don't think it outright ruined my enjoyment of Final Fantasy XIII.

I probably enjoyed Final Fantasy XIII more than at least three or four other mainline Final Fantasy titles, and I think it's unabashedly one of the most Final Fantasy entries in the series. I love the character designs (Lightning and Fang in particular Appeal to My Interests), I had fun with the combat sometimes, music is sick as hell; the visual concept of Cocoon and Pulse is powerful shit, though it feels underutilized both functionally and thematically. The game overall has this really rad 80s/90s anime vibe but with those sleek 00s sci-fi aesthetic touches; it's almost like Toriyama and team were making a secret AAA Phantasy Star title. The game is way more gorgeous than it has any right to be, which is unfortunately sometimes all the game is.

I wanted to kick down the door and scream "IT'S NOT HALLWAYS IT'S NOT HALLWAYS" so badly, but unfortunately, it is definitely hallways. Which isn't inherently a bad thing, Final Fantasy VII Remake's also hallways! But I think what makes it particularly excruciating in Final Fantasy XIII is that that's kind of all it is, and many environments repeat ad nauseam (that fuckin' forest level was definitely overkill with the same exact environmental structures over and over with only a couple narrative chokepoints to break up the pace), an issue that I don't remember the other Final Fantasy with a similar structure, Final Fantasy X, really having. This isn't something that's necessarily new to Final Fantasy at least, I think my least favorite aspect about going back to the pre-PSX Final Fantasy titles is The Caves. I wanna say Final Fantasy V was probably the best about it, but it got really bad in Final Fantasy VI sometimes and that game manages to be good as hell in spite of that.

Except, Final Fantasy VI does share some other issues with Final Fantasy XIII, like awkward scripts and translation, but I suppose it's a lot more noticeable in Final Fantasy XIII when real people are speaking dialogue that no person would ever say ever. I think my favorite "this translator was maybe being overworked god I hope they paid them enough at least" moment was when a villain told one of the good guys that "the next time you open your eyes will be the last" which like, what does that even fucking mean in the context of English. Like I've taken a decade of Japanese studies so I know it's most likely a direct translation of a vaguely idiomatic expression for "waking up", but it's so fucking funny that it got to the voice actor phase and nobody questioned it. I'm not even like, clowning on it, it's just extremely interesting to me.

Either way, my point isn't to say Final Fantasy VI or any other Final Fantasy is actually the Bad Game, my point is that Final Fantasy XIII is a reflection of the games that came before it both conceptually and logistically and maybe we should give it a break sometimes because it's a decently enjoyable experience when you aren't being cranky about the parts that maybe aren't perfect. And I won't lie, I definitely got cranky a few times; ironically I got the most crankiest at the point of the game that most people claim is "when it gets good". Friend, the game was already good, putting in a Xenoblade level isn't gonna suddenly make the game worth it, you either bought into it by that point, or you didn't, honestly.

One more thing that's sorely missing from Final Fantasy XIII though: minigames or minigame adjacent activities. Like, I think in this game of all games, a little extra would've gone a long way cuz sooooo fucking much of the game is just fighting the same exact guys over and over. I don't even think there's puzzles? I hated the puzzles in Final Fantasy X, but by the end of Final Fantasy XIII I almost missed them. They also find ways to put more of the same enemies in levels that by all means should NOT have those enemies, and like I get it, it's an issue that Final Fantasy X ran into as well, at a high enough fidelity it's probably not possible to make enough unique models/enemy types to fill out an entire 40 hour RPG's worth of content, but the lack of variety is notably pretty rough in XIII. I think the best signifier of that is how early and often you fight behemoths, a mob that's typically reserved for like, the last few dungeons of a given Final Fantasy title if not the final level outright. Plus, battles end up feeling pretty exhausting like, at least in Final Fantasy X the bosses with a bajillion health points are being fought via a fully turn-based system; the battles are strategically more simple in XIII, but they always took a lot more out of me due to the relatively fast pace of the action itself and the amount of moment-to-moment babysitting you're engaging in.

I don't really feel like getting into spoiler territory for this one, not that I think it's even possible to spoil anything about Final Fantasy XIII that aren't things you'd find out in the first few chapters or so anyways, but either way, lemme awkwardly transition to a conclusion where I talk about Lightning. She's probably in my like, top 10 favorite fictional characters designs despite Final Fantasy XIII not even breaching my top 100 favorite games. She's like, if you combined Utena Tenjou with Cloud Strife and Squall Leonhart. She kinda sucks really bad as a person early on, but I like that she grows from her whole "being a cop who punches people for no good reason" phase after getting scolded by a lesbian for being that way. Pretty excited to see how they simultaneously ruin her characterization and make her even cooler in the other two games in the trilogy! Half expecting Lightning Returns to end up as my favorite of the trilogy since it looks like it's the funniest, but we'll see.

Also I originally had this whole bit at the beginning about the tangential relationship being Sonic the Hedgehog (2006) and Final Fantasy XIII, but I dropped it cuz I couldn't really work it into a broader cohesive point, but I think they're cool fucked up 7th gen console zeitgeist siblings, and my brain just associates them with each other cuz of that. Anyways, this discussion is pretty much pointless because we ALL know and have unanimously agreed upon as a culture that Final Fantasy XV is the actual best Final Fantasy.

Olha sinceramente, eu acho muita sacanagem a desfeita que a Atlus faz dessa duologia, já que esses dois entregaram uma história que eu não imaginava ver na franquia persona.
Eu fico surpreso pq essa continuação é muito perfeita, ela melhora tudo em questão de gameplay do anterior e mesmo tendo um cast totalmente diferente ele ainda desenvolve esses personagens de um jeito maravilhoso, isso me deixou muito ansioso pra ver como podem trabalhar eles num possível remake. A espera pra eu jogar essas pedradas valeram a pena.

Quando a gameplay dessa desgraça finalmente clica, esse jogo vira tipo uma das melhores coisas do universo.
MOKUJIN MY BELOVED

É um jogo definitivamente
fiz só a run dos mishima pq sei la joguinho estranho,
mas a atmosfera... aah a atmosfera...

I recommend playing Shin Megami Tensei V before this one so that you understand what a mediocre SMT game actually looks like

Just some quick thoughts for this one, apologies if it's a little scatterbrained.

As a game this is probably the most ""content"" for your dollar that you could possibly get out of a scripted game and I'm truly blown away by how much effort it must have been to put this whole thing together. Dondoko Island is a minigame with more mechanics than 98% of the games I play each month. If that were all there is to say then I'd be giving it a 10/10 - and I understand that everything after this point is going to make me sound like an insane person to 85% of people playing this - but the truth is that this game (like Y7) is so hell-bent on being silly at all times that it often undercuts itself when it comes to dramatic tension or consistency of plot/characters - again! Genuinely, if the Ichiban games just knew how to solve their tonal issues then I'd be giving this game an extra star, if not more. Classic Yakuza goofiness works best as a break from the drama - it's less effective when the cutscene establishes a legitimate, serious threat to your loved ones and then immediately warps to your female party member decked out in a coconut bra and maracas strumming a ukulele at a guy with a beach ball for a torso.

Some things (the combat and chain attacks, Hawaii, every non-Sujimon minigame) are miles better than they were in Y7, but the game also loves to tell the same jokes over and over so things that are initially endearing (seonhee fangirling over kiryu) become extremely grating by the end. I also think Yakuza Gaiden works better as a farewell tour for Kiryu because it's not just crammed into a game about someone else in a city he's barely been to - having Kiryu reminisce can be fun at points but so many of the locations are completely arbitrary and having Kiryu go "Remember all the times Date rescued me in a helicopter?" because he walked into a cafe feels dry and artificial, not fun. I'm almost resentful that so much of the focus is placed on him in this story when his main purpose for most (not all) of it is to be a cool friend who people on the street constantly recognize. The big Kiryu checklist wavers between being interesting (reflecting on basic things Kiryu never got to enjoy because of his insane life of constant fighting) and mind-numbing (do you remember the dancing minigame in Y0? how about the fishing minigame?). Ultimately though, it's part of a larger push to make these characters feel like they have lives outside of Ichiban's adventures (Ichiban included) and it works wonders... when it works at all. Tomizawa shines particularly brightly as someone whose drink links highlight a life that's been uprooted in a way that ties into the main plot while remaining personal to him and exposing more of his character. Saeko and the other women, however, mostly get these nothingburger chats that are about Ichiban or how cool Kiryu is or how stressful it is to run a business.

Also: It needs to be better about signposting when you're about to switch protagonists. At one point it splits your group between two locations and warns you that you're going to need good gear because there's some combat coming up, but it doesn't tell you that it's going to switch you to the other group first, leading me to 75 straight minutes of fighting with a party that is severely underpowered because I read the warning and assumed I'd be fighting with the group I was currently controlling.

Also also: I'm still not a fan of the enemies they cook up in the Ichiban games. A lot of them are creative and fun and a lot of them really, truly are not - it's cool to see what attacks they assign to random day jobs, it's not funny or interesting when the fat guy in ill-fitting clothes hits you with a big hot dog or the Chinese mafioso performs acupuncture in the middle of a fight. That shit is so fucking boring, dog. Ichiban could really use a better imagination.

I realize that this might seem overly negative for the rating I've given. I enjoyed myself for the vast majority of its runtime, but so much of this just collapses in on itself for me when I give it any thought at all. I'm still in awe at the production value here - this game blows my mind in much the same way that 2D mode in Dragon Quest XI did - they simply did not need to go so hard in crafting a big video game buffet. Combat has only seen a few changes but the changes that have been made take it from something I tolerated in Y7 to something I truly enjoy (as long as I'm not underleveled). Y8 addresses so many of the concerns I had with Y7 but about once an hour I'm reminded that the Daidoji faction is transparently complete nonsense (in the same way the Florist used to be), that the Drink Links still insist on having One Big Problem that each character must solve that ends in a fight (which means each character only gets to talk about a single thing during their moments in the spotlight), that both the English and the Japanese dubs feel inappropriate for the setting at least 50% of the time. There's a lot to like about this game and for significant chunks of it - mostly while I was ignoring the story - I was considering just giving it 5 stars and calling it a day, but the more I think about it, the less appropriate that feels.

Sério, eu amo TUDO nesse jogo. O modo arcade é excelente, com uma progressão de dificuldade muito boa e nada exageradamente punitivo. A customização de personagens é um dos charmes do jogo, da pra criar muita coisa diferenciada. O modo TAG é o grande diferencial, combinar combos enquanto troca de personagem certamente é o ponto alto aqui, extremamente satisfatório e recompensador.

I don't think games should work with these kind of topics. It's a very thin line between awareness and abuse of a difficult and sensitive matter for a cheap spook.

The game itself is pretty much what you can expect from a free to play horror game.

Eu amei lost judgment, de certa maneira por motivos diferentes do que eu amei o primeiro.
Ele consegue pegar um tema que de primeira parece simples e batido que é bullying e transforma em uma discussão de moral e justiça de uma forma magnífica, yagami que brilha forte no primeiro brilha ainda mais aqui, de uma forma vulnerável e bem legal de se ver.
Outra coisa que amei foi o fato da coragem de fazer um jogo que é extremamente focado na história que obviamente tem ação mas ela é bem mais posicionada do que no seu predecessor, lost judgment pra mim é um hit e conseguiu bater nas minhas expectativas, belo game

It has a feature called "scary mode" which just adds random jumpscares to the gameplay. And that's maybe the funniest thing I've ever seen a horror game do

RGG really did pull something off here that I think most studios would’ve slipped off the balcony if they attempted to try by reinventing what Yakuza is and turning it into something more, and it pays off so well as a JRPG and is absolutely up there with Y0 for me. My only regret is I wish I played this sooner.

Ichiban my new bro now and I can’t wait to see what they do with him and the gang for the future of the series

This game is harder than Dark Souls those fucking decepticons should have stayed on cybertron