119 Reviews liked by MelosHanTani


Structurally this is basically a Dragon Quest. You walk around, fight some random battles, get into shenanigans, fight the big bads etc. etc.

Would be pretty average if not for the fantastic visuals, that make full use of the PC Engine CD capabilities, and a definite charm in its folkloristic setting.

It never really rises past being a cutesy kids' cartoon in rpg form, but if anything it's at least a pretty cool piece of video game history.

Myst

1993

I suspect Myst will go overlooked by the vast majority of modern audiences due to an (arguably) lackluster presentation, yet that may just be the ace up its sleeve. When you compare Myst to any other puzzle game, it's sort of mind-blowing how it has pretty much only individual puzzles per area, barring those having to directly interact with the Age gimmick, and yet there's next-to-zero communicative failure on a sensory side regarding what those puzzles do. Even if you're pixel-hunting to discover the mechanisms you need, or just clicking hopelessly to find another screen you missed somewhere, the actual mechanisms at play are immediately quite clear-cut and intriguing in function. They're industrial, you read the cues of how you'd physically interact with those objects and voila, you've done it. The scope of the areas leaves you still scratching your head about the greater purpose of anything you find in spite of this though, and it's this combination that makes Myst both a solid game for those completely unfamiliar with video games, and those who've spent their life on the medium. Almost every technique here is beginner-friendly, but doesn't push away hardcore players, so much so that the only method of movement is extremely intuitive in a way I think almost anyone could immediately grasp, and is hard to formulate solid complaints against at the same time given Myst's goals. It'll lure in newcomers... but it'll also interest anyone deeply familiar with video games as a whole, with its fascinating setting and worldbuilding that don't fall clearly into any genre of fiction, alongside the creative puzzle concepts, which make the process of "fucking around with (effectively) alien contraptions" all the more alluring. If there's any point to take away from all this: designers of the future, and players, should probably go back to Myst to voice how to clearly communicate unique gameplay ideas without overt text being a driving factor, because it's excellent nonetheless.

Masterpiece obsession simulator. A game that invites the mind to spiral and to be consumed, that encourages paranoid uncertainty. Taking the shin-honkaku (new traditionalist) mystery into a new medium, the game obsesses over its own artifice and form, twisting what should be a classic whodunnit into a bold post-modern labyrinth of different genres, meta-reflections, and player implications. A game that feels like no matter how much you dig, there is no bottom. Even when you "beat" the game, solve the mystery, it only reveals more to you and in turn uncovers more questions.

What is at the bottom of Kamaitachi no Yoru? Strip it all back, find its heart, and what exactly is this game? That is the real mystery. And it's a mystery you could spend a lifetime trying to solve.

More thoughts here

The 2000 Toyota Echo of Video Games

This game is completely unplayable. It is also one of the best experiences you will ever have. Easily one of the most intelligent games out there, with so much complex stuff going on regarding trauma/memory/childhood/sexuality/fluid gender/sexual dynamics/neurodivergence, etc. It is not particularly scary, but it is a deeply rich text that is rewarding to return to.

Honestly though, it should have been a visual novel, a point and click adventure, a walking simulator, or a film. It is simply unplayable as a horror game. Ludic elements often mar what are otherwise incredible experiences.

One of my favorite games without question. I play it maybe once a year, and platted it on PS3. While the character controller is a little awkward, the level design is superlative and the sense of exploration and mystery as you dive into its systems is unmatched. It's a shame the main takeaways people had from this game were "make it hard" and "leave a bloodstain" and "dodge roll" because what makes this game wonderful is none of those things. It is the constant willingness to surprise you.

Huge piece of shit but the vibes are singular. The only zelda I respect.

This game makes me feel like I'm going to fucking die in real life.

The first time I lost a single pikmin in this game was devastating. They're so cute and have so much personality, and to watch them fucking die in the line of duty is actually emotionally affecting.

But the clock is against you in this game -- 30 days to collect 30 parts and your pace must be relentless if you have any hope of getting of this god damned rock. I felt my heart harden in real time as I sent hoard after hoard of these little guys to their deaths; cannon fodder to achieve my own selfish goals. The cold calculus of war starts to take shape in my head: so long as the replacement rate is higher than the casualty rate, who cares if a couple of pikmin drown when I lead the platoon across a narrow fjord?

An uncharacteristically brave design from nintendo.

I have really strong emotions about the concept art for this game. The game itself, eh. It's interesting, but hard for me to actually get through.

the game people pretend the original metroid is

This game has the greatest architectural design of any videogame I've ever played. It's a joy just to walk around and just exist in a space. (John Ford voice) When the level goes up! That's Interesting! When the level goes down! That's interesting! When the level is flat! That's boring as shit!

This game has to be my favorite game that I never beat. And I’m not ranking it 5 stars out of pure nostalgia. I love this game! It was one of my 1st RPGs. I love the soundtrack, gameplay and all of the main characters. I don’t get why this game gets so much hate, but I love it. I will beat it one day! Hoping it’ll be on Nintendo Switch Online soon…

FUCK TEARS OF THE KINGDOM!!! HALF A FUCKING STAR!! DID NOT AND WILL NOT FINISH THIS STUPID FUCKING GAME. THE MOST EMOTION I GOT WAS ENTIRELY BY ACCIDENT WHEN I ENTERED KOROK FOREST AND LEFT AFTERWARDS AND WAS STRUCK WITH THE COSMIC AND INCREDIBLY PERSONAL WEIGHT OF LINKS ACTION THERE WHICH I MADE UP ENTIRELY. THE HALF STAR IS FOR THE DRAWINGS OF ZELDA AND THE KIDS IN THE HATENO SCHOOLHOUSE THAT TOUCHED MY HEART. GOD. god. FUCK THIS GAME

Loved this to bits -- it's solid and excellent, in a subtle way. A few notes:

- This isn't Final Fantasy VII -- dungeons are numerous, mazey, long, and chock-full of random encounters. Multiple times the main story pauses until you go to two or three dungeons (in any order) to get the required plot tokens. This is bad if you see rpg dungeons as an unpleasant obstacle in the way of progressing the rpg story. But I loved the combat system, and I was in the mood for a classic, dungeon-y, meat-and-potatoes jrpg, so I had a really fun time.

- Small cast sizes are good! There are only six playable characters, and they all get plenty of time to shine throughout the story. I semi-recently played FF9 and Xenogears for the first time; both those games have much bigger casts, and both drop the ball with many of their characters. There are no Ricos or Freyas here, characters with a couple good scenes early on that have nothing to do otherwise. The skits, added in the PSX remake, obviously go a long way in helping me further connect with the characters. Their ending resolutions, and the extended pre-final dungeon scene in Early, cemented them in my heart as an all-time favorite rpg cast. (The excellent, playful writing in the Phantasian Productions patch also definitely helped.)

- The main villain is introduced in the first seconds of the game, and he stays the main villain for the entire story. There's no bait-and-switch, no big twist. There are two main act break setpieces, one about three hours in and one about twenty hours in, that each further establish the villain and develop your relationship with him. When I got to the finale and the full arc of his story was revealed to me, I was really moved. A big part of that is that they didn't pull a new villain out of their ass for the final boss -- this is Dhaos's story from start to finish as much as it is Cress and co.'s, and that's a rare feat for an RPG story.

The only other Tales game I've played is Vesperia, and it frustrated me because of its extremely long, sloppy story full of dropped threads and its very easy fighting. Phantasia was the perfect antidote -- it's more tightly focused, and the dramatic fights kicked my ass. I have a lot of friends that adore Tales; I'm really happy I found the right game to invite me into the series.