Thinking about this game, the discourse around it, the developers, the streamers, the players, the supporters, gives me spiritual depression

All of the let's play narration for these random-build-focused slot-machine-action-games is like 'ohh after your 50th run you'll have enough gopher coins to now unlock the Zuckerberg's Icon so now when you play Billy Boy and choose the Steven Stone for your 14th Arcana Tier you'll be able to Yummymax your way past the 4th Tier of Encroachening when you face the waves of 23 Yeti-men. Make sure to spend you 1.0% APR Slammy Shards only on Subtle-enchanted Attack Boosts to make sure the chance of reaching Heaven is fulfilled on a blue day! Like comment and subscribe

Review

I gave it a real shot, for 8 hours!

You can read my notes and thoughts here : https://twitter.com/han_tani2/status/1735187901296836666

Or read an essay in which I discuss TotK https://melodicambient.substack.com/p/why-ocarina-of-time-cant-be-recreated

The short version is: the game has its nice charming moments, I actually like the idea of janky physics dungeons and riding around on stuff. NPC designs are nice and some of the side quests looked interesting. But I hattteee the crafting stuff, it kind of ends up padding almost everything in the game out. There's also so much distraction, it feels like YouTube recommendations or TikTok...

Shitpost review

Zelda but if Miyamoto wasn't inspired by wandering the countryside as a kid but opening up Genshin enough times to get the 30 day login bonus

The first thing to note is this game's composer, Masamichi Amano, was an actual orchestral, film and anime composer! This was his first stint in games. The music is generally excellent - a lot of times in games, classical-influenced music gets stuck in cliche (think of your typical mediocre town song from a JRPG). You can tell he's drawing on a wide range of experience and that makes it a fun listen

What's neat about Quest 64 is how it's sort of prototypically 'open world', its world an imaginative mix of MMORPG open-ness, 3D towns, dungeons translated from their 2D counterparts. Is it repetitive with its endless battles? Yes. Is it tense in uninteresting and interesting ways? Yes! There is sooo little relief going through long areas like boil hole or blue cave, where one fuck-up means redoing it...

I think the hiding level-ups around the world and towns is really neat still. Also, the game not being hampered by an equipment system helps bring the battles into focus, as does the limited inventory and items in the game creating a unique texture. There's the sense of being a young, underprepared magician.

Sure, you can also use skill points in the wrong element and get stuck with bad builds! That's kind of the fun... and everyone just does the earth avalanche + magic barrier build in the end, so...

The battle system isn't executed perfectly (lining up attacks is tough, dodging is sometimes counterintuitive), but it was experimental and pretty fun most of the time! Not to mention 'seamless'..that buzzword.

I actually think the game is quite beautiful at times, using the low-poly and texture limitations to its advantage. The beanstalk at the end of Cull Hazard, the blues of Nepty's HIdeout, the expansive caverns of Blue Caves. They have an imaginative painterly quality that would be replaced by realistic lighting half the time nowadays...

On top of it all, there's such a quietness to how you progress in this game - only getting a few lines of dialogue from bosses, kings of towns, and the game being quiet otherwise. There isn't much going on in the story, but the point of Quest 64 is the quiet, difficult adventure, and I think the bare story works well in that way.

I don't really know what but there's something that really pissed me off about this game. I think at the core of it, it's that, I know some women who are influencers or streamers of various scales, and I think about this game and wonder "does this game do any justice for the kind of stuff they deal with online and offline, or the kind of social conditions that even pushed them towards that stuff in the first place? Does it primarily push a player to consider those things deeply?" and my answer, regardless of any interpretative gymnastics aside, pretty much comes down to: "No."

I think humans are generous and thus you CAN find something good in this game. But I don't think the game is, itself, meaning to be 'good' towards the types of people it takes up as its subject manner.

I guess one way I can frame it is, what if the premise of the game was flipped a bit and it was something like "Desperate Asian Girlfriend?" We play as a boyfriend of some unspecified age who has surprising control over an 'unstable' asian girlfriend. Through your choices you can lead her to all sorts of terrible endings! In fact the game revels in that - the endings are flashy, 'cool,' and a big selling point for the game, more than any look into why this 'asian girlfriend' is 'unstable' in the first place, historical precedents, etc. That's just what this feels like but for I guess, young Japanese women who use the internet a lot or something... like are we really playing this to somehow get a better look at mental illness and the internet? Or for something else?

---

As a "princess-raising" style game it's a bit flat-feeling - having to go through the same motions of opening the messages, twitter, etc each day make replaying stuff a bit of a slog.

Beyond that idk. I understand how people could see themselves in this character and the pressures of the internet, but there's just something to the way that feels a bit more like a exploitative look at "various kinds of mentally ill streamer women" - I think, because of the way the game really pushes you to do things like overdose her on drugs, push her stress to the max, as it places (!) icons on all sorts of options. I would wager that more endings than less have these sort of schlocky, shock-value endings.

Does the game think that women who become streamers are stupid, emotionally unstable and manipulative? Does the game think that streaming is an exploitative system that perpetuates loneliness amongst viewers and streamers while video companies profit?

It honestly doesn't particularly argue for either, but it definitely plays into the shock value to increase its sales, and it takes advantage of players' preconceived notions expectations as to what hope to see happen to the character. It barely looks into Ame as a character outside of a malleable doll tumbling towards any one of the bad endings.

It ironically plays entirely into the streamer and social media fodder that partially creates the space for people like Ame to suffer, or creepy dude producers like P-chan to take advantage of young womens' streamer labor for money or sex.

I don't really know what to say but young women struggling through life or the internet aren't lab rats to be categorized and put on display in these kinds of bizarre simplified archetypes. I understand that women could find themselves represented in this game and I'm not faulting them for liking it, but to me that just feels like a slight positive to the game rather than an argument for the game's holistic goodness.

I'm not against a more nuanced take on the struggles of streaming, but I don't think it should be done through this cliche of the 'huge big streamer' - what about the majority of streamer, people who perhaps - are equally unhappy - but with small audiences in the 100s or even 10s, working each day towards... what exactly?

I don't know. The kind of latent misogyny I feel from this just pisses me off for some reason, something that is just profiting, via spectacle, off of the whole culture of fame and whatnot that makes a lot of people I know suffer

Edit (2023)
I originally wrote this in a salty mood. Now I still think the dungeons aren't particularly fun - they're nice when you're not super stuck or dying to a bat - but I like the jank ambition of OoT a lot. And the atmosphere is still great. And all the npcs and little item interactions are great .. I sort of wish they'd try making this scale of Zelda again, but with the better design knowhow of 2023.

--

In summary: https://twitter.com/han_tani2/status/1529794146617421824

(Edited to add some positive things about the spatial concepts of the dungeons and towns)

Would you put a health bar into a 3D block / hidden object game, so if you die at the end of three puzzles, you have to redo all of them? Probably not!

Now imagine that there was a game that did this - and in fact, it sold well - not only that, but it became so unimaginably popular, that its idea - adding a health bar to a 3D puzzle game - became considered 'good practice' in thousands of games, and in fact, this game went on to have dozens of sequels with the same idea: put a health bar in a puzzle game.

Ocarina of Time strikes me as absurd. Having played through the water temple, there hasn't been a single truly interesting idea in any of the dungeons. The base mechanics are so flat and uninteresting - imprecise combat (even with the Z targeting), finicky auto-jumping, slow climbing, a camera that almost always points into the ground, and the need to walk slowly everywhere. When the atmosphere and setting do work, it feels more like a welcome distraction against the task of trying to play through the game.

Every room in OoT boils down to:

- Get oriented, see the obvious thing you need to do, and then do it.
- Sometimes doing it is hard: you might die (often from an enemy that's incidentally in the room, and not the conceptual focus of room puzzle), you might fall and need to re-do rooms. Sometimes it's slow and boring: you need to push a block around some ice.

(One room in the Water temple carefully makes you shoot a water-level-changing crystal 5 times to make it through. Nothing about this idea is interesting, the solution is obvious from the get go!)

Or worse, it might be a combat room, where you're subjected to a camera and combat system that's impossible to aim with, with enemies whose design concepts tend to be "invincible 90% of the time, maybe vulnerable in a weird, awkward window".

Every dungeon is dozens of these rooms stitched together, in a way where it's easy to miss a key you need, only to find you need it later - after completing 10 minutes of boring puzzle rooms. Then, you get to backtrack, and do the boring puzzle rooms again.

In this way, OoT feels like it was a 2D Puzzle game on paper, naive concepts hackily translated into 3D with a combat system grafted on.

Each new item you get is a failed answer to 'how do we make this interesting?' Pointing your bow around the room, bombing a dodongo, equipping the iron boots over and over. These new items are never fundamentally interesting, they just create a new paint job for a switch sitting on a ledge.

To OoT's defense, I think it succeeds with interesting spatial setups and dramatic pacing (deku tree web, etc, water temple water level) but the moment to moment execution of how you traverse those setpieces just really doesn't work. It's super cool to think about the process of climbing to the ceiling of the Fire Temple, but it's kind of shrug when you think about the moment to moment process of getting there.

The layout of the world is cool (on paper), it's just a slog to walk across. Likewise with the execution of the towns like Zora's Domain or Goron City - they're neat to be in, up until you need to Do Something.

If you knew exactly what to do and when to do it (to avoid backtracking or costly dead-end-investigation), I think this game would be a lot more tolerable. I can see why it became people's favorites if you're intimately familiar with it - breezing through dungeons and slowly making progress is actually a little fun.

Unfortunately (for this review) it doesn't make sense to review something in such a context of having played it 10 times...

--

In some ways, OoT fundamentally feels like a mix of Hidden Object games, the puzzle genre, and even mystery games/JRPGs. It's less a visionary step into 3D than it appears, it's more a hackjob of genres whose saving grace was the production value, hang-out-vibes and atmosphere.

It's very easy to get stuck or lost in the sections between dungeons. E.g., stopping the goron and waiting a minute for it to uncurl, in order to get into the entrance to the Fire Temple. And it's all hampered by slow movement and easily getting disoriented, making what might be a fairly straightforward puzzle into a nightmare.

--

What angers me about this game the most is how much Nintendo - and nostalgic developers - doubled
down on the travesty of mechanics the game has. Having a terrible core moveset, tons of stupid items with one-off uses has become 'good practice'. You can probably find a dozen youtube videos on what makes OoT's dungeons "work". None of the fundamentals here are 'good' - they're merely passable ideas that can become palatable through fancy art or story design.

To me, every game reproducing these ideas feels like a child-like grasping at recreating the magic of childhood favorite. And they ironically miss the point: what does manage to work about OoT is NOT those fundamentals of bad puzzles and combat and poor level design, it's the atmosphere and tone, it's the fun of uncovering a dungeon.

Even future Zelda games do this. I don't know how they became so fixated on this uncomfortable mix of tedious puzzles and sloppy action.

Most of what is required in OoT to progress the game is at best calmingly repetitive (it can be fun to breeze through a dungeon and slowly uncover its treasures), and at worst offensively tedious.

What's good about OoT is the strange NPCs, the quiet little subplots on how parts of the world change over time, the random horror, the way you can kind of just hang out and roll around in it. The sense of inhabiting a grand myth. But even that, to an extent, feels cheapened by a story that's too willing to make everything you do as an adult easily fix every single problem. The Kokiri Forest comes back to life! All the Gorons are safe! Zora's Domain melts!

As far as Japanese Anime story set-ups go, Young Link's stuff was not bad. But the follow through in Adult Link's repetitive romp through dungeons, at least through the Water Temple, feels like it's just going through the motions.

--






Sure, present-day me has some qualms over the design and such, but Metroid Prime still stands as one of the AAA game industry's great achievements in pushing the FPS to new and interesting spaces. And it's a successful collaboration between an American studio and Nintendo, which is interesting. I love the relatively short 15-hour length, too, and the way the game's world feels just nonlinear enough that you're surprised when you can go to new depths, and it was always cool how well the scan visor slotted into the whole experience.

As for my design issues... I guess they're fairly minor, the game is strong overall. The musical and art direction are still amazing, over 20 years on!

The combat in MP is fun, when considered as a simple (and accessible!) FPS. And it's really cool when the game slips into a 'survival horror'-esque register - like going for the Thermal Visor or that late-game Phazon Mines gauntlet as you look for the Power Bombs (I think?). I feel like a modern Metroid Prime could look to various shooters like Amid Evil, DOOM mods, etc, for inspiration in enemy layouts in the more combat-intense sections, though. Or to modern metroidvanias in terms of structure inspiration? I always felt MP1 was really on to something.

At times the enemies feel too cut-and-paste - fire 4 missiles, aim a single super missile, etc. I also feel like a sparser experience, upgrade-wise, could be fun? To convey more of a sense of alien planet rather than perfectly laid out loop corridors that power you up. I always did feel the game shifted too much to exploring Space Pirate stuff as the game went on.

(JP-only but I hear there is a good fan translation!)

They (the company making the massively famous (in Japan) Sylvanian Family line of children's toys) made a GBC Moon Remix RPG-like for girls. I found about this by going to a random toy/game store in Shinjuku the other day. I ran into a friend visiting from Northern America, he pointed out the place's stock seemed to have renewed from a week ago.

He pointed out a giant stand that was filled with perfect condition GBA/GBC/Virtual Boy games: someone probably found an unopened shipping box sitting in some warehouse and sold it to this store. In it were various games - Telefang, Sanrio Timenet (all pokemon-likes), hamster-raising games... an interesting reminder of the diversity of that era. Lots of amazing (and mediocre lol) art and games.

But this one, Sylvanian Family caught my eye...

The art and setting make it charming enough: it's set in one of those "far off villages across countless mountains," kind of a idyllic, maybe Christian-y kind of fairy tale world. I wouldn't be surprised if there was some story behind whoever created this line of toys and branding: it has a strange innocence to it (https://www.google.com/search?q=sylvanian+family).

You have free reign each day to explore where you want, you're only limited by the need to be back home by 5 PM ... or else! You die!

Actually... the day is considered a "dream" and you just reload your previous save.

Each morning you're forced to greet your parents before leaving. Between that and the curfew there's something very childhood-y, strict, proper, about it.

But alongside that, as you explore more, find things, complete minigames... you'll level up, which gives you more stamina to explore for longer. (Hence the MOON comparison). I feel like you'll find yourself thinking about wherever it was you grew up, and how big it felt as a kid vs. now.

As you level up, time literally slows down. It's a neat way to make you feel like the character is somehow growing older and more experienced as you get more time to wander each day. Eventually you can make your way out to some mountains and get lost in a surprisingly stark-feeling system of caves that feels out of a pokemon or dragon quest dungeon. Of course, you'll always emerge safely out of the other side.

The level design has a nice variety: you mostly wander small mazes of trees or bushes looking for items to pick up, but they still feel distinct. The winding gardens of the city, the open meadows of the grassland, the confusing forests of the mountain. They're simple mazes but it works for the game.

Fast-travel holes emerge in the ground: I felt this kind of contradicted the power of the 'time slowing' leveling system.

Before the advent of crafting systems and these kinds of games being almost entirely about making small children develop compulsive-level collecting and building habits (see recent animal crossing or like, Fantasy Life), these kids adventure games were pretty tight experiences.

Sylvanian Families even has a furniture buying/placement system, but there are so few items and options that it feels more like a Harvest Moon-esque progression where you just get to occasionally change your home.

Funnily enough, the items you buy are literally real toys that kids could buy at the time. Those sly branding marketers! There's a cuteness to some of the items: a piano in which you can practice at and get better each day. A house upgrade which will surprise your dad who usually only ever tells you to not come back too late.

I'm reminded of 1998's Dokidoki Poyacchio (https://www.youtube.com/watch?v=msjpAsvJ5XU) which I somehow haven't logged here yet), or 2001's Uki-uki Carnival (I still have the only review here! Who do I have to pay to get this translated... https://www.backloggd.com/games/sakura-momoko-no-ukiuki-carnival/ ).

Ultimately Sylvanian Family doesn't reach the experimental highs of either of those games - but it's still a well-designed experience that stands on its own and establishes an enjoyable fantasy setting, and manages to do a lot with its stamina system, relatively sparse dialogue and events. Curious to see what the rest of the series holds.

Also the music bangs https://downloads.khinsider.com/game-soundtracks/album/sylvanian-families-otogi-no-kuni-no-pendant-1999-gbc/17%2520BGM%2520%252317.mp3

Pleasantly surprised at parts with Metroid! Dark Souls bonfire runs have nothing towards the run through Tourian, or making your way through ridiculously precise rooms of Kraid or Ridley's Lair before having to win at equally ridiculous fights.

The silence of Metroid's world works great - the art feels creepier and more organic as you go deeper into the planet, only to at times be replaced by the metallic architecture of Ridley or Kraid. It really conveys the sense of being in an alien planet, one that we'll never see all of, and one that wants Samus dead.

I found the moveset to be really well designed - not being able to shoot down and Samus being two tiles high means you have to really be aware of what's at your feet as well as how that distance affects where you shoot and jump. The screw attack adds an interesting (if chaotic) extra layer of strategy to later levels - although it feels powerful at first, it has an element of the unreliable against the flying beetles, and can feel slightly stiff to pull off in certain situations.

Enemy patterns can be very difficult but I feel like every room had some kind of 'solution', even if it was very hard to pull off. I found some of the timing windows too intense - the very long, narrow corridor in Ridley's lair with endless flying beetle pipes come to mind. Likewise, it can be hard to get your bearings as your health meter quickly depletes, with the game severely lagging when multiple enemies are on screen, and Samus's slightly limited movement conflicting with enemies that are somewhat too quick.

Health is hard to come by: this feels balanced throughout brinstar and Norfair, but takes a turn for the worse in Ridley and Kraid's areas. Part of this was that I never found the Varia suit (50% damage reduction!), but I do think that some of the long runs from the elevator to the bosses were just Too long, especially when you have to grind your health back after dying.

I thought the long beam, bombs, ice beam, missiles were all great additions to the arsenal, having their place within combat. Having the ice beam the whole game led to a really weird dynamic of having to be more precise with shots so as to not unfreeze enemies.

Room designs were generally pretty varied, and I liked that! It really felt like I was just stumbling across loot that the pirates left around - not as much like it was just a big world full of upgrades to find, designed just for me. That worked thematically with the setting. I liked that some rooms had an element of humor - the hidden hole near an energy tank, the secret morph ball passage beneath an otherwise very hard gauntlet, etc.

The copy pasted rooms felt a bit cheap, but it did add to the sense of being in a maze. I had a lot of fun drawing out my own maps for this game.

Overall I was pleasantly surprised! There's a lot to this game that could be improved, but I don't think improvement looks like Super Metroid. Key to this game are the arcade-y, yet nonlinear, stretches of making it to the next elevator or boss, and the way the game demands you to intimately know how to handle enemies and be on your guard. Things can go south really fast relative to other metroid games.

INASA!!! My friend made this game... I'm American, so I don't have experience with a rainy summer day stuck at my grandparents' place in Japan - but I (and I imagine many others) have similar youth experiences of being left at a relative's house, feeling like there was very little to do... this game conjured a lot up for me. I loved the choice of letting you pick 20/40/60 minute play session, I also liked slowly uncovering the moveset. After about 10 minutes you'll have an understanding of the house, so passing time becomes a matter of how you use your moves... you can crouch, sit, jump around, open doors or move stuff. As a kid, once I had a Game Boy it became easier to feel busy (perhaps to a fault), but I remember doing things like trying to 'draw' images on plush carpets my moving the fibers, sliding down staircases over and over, looking at grandparents' travel knick-knacks...

Flawed and ambitious, Banjo-Tooie is full of so many memorable ideas from the weird 'find the doubloons in this tiny town' of Jolly Roger's Lagoon, to combing a theme park for goodies. What stops these things from feeling merely like little fetch quests is that they usually relate to the moveset in some way - Banjo-Tooie is essentially a point-and-click-puzzle-mechanics adventure expressed through a fairly puzzle and exploration focused platformer. Sure the game is about 50/50 on whether these puzzles feel nice or not, but when things work it's a delight to see your moves put into some new joke or mini-story's context. I like that the moveset never becomes overly powerful: even if some moves amount to keys, the moves' scopes remain constrained enough to still give the levels personality by the end.

The level design goes all over the place, but the theming and little NPCs always pulls the levels together in at least an acceptable way (not all levels are great, of course.) Things feel thought out.

I have to give a hand to Grunty Industries for being so ambitious - we basically get a 3D Zelda dungeon, but far larger and ambitious than any Zelda dungeon ever made. Weaving between a building interior and exterior, spanning 5 floors, themed around all these aspects of a factory - on some ways it feels like a dungeon: it's so complex that it kind of eludes your full spatial comprehension of it, while still being 'logical' enough to somehow keep yourself oriented. Unlike the way some game dungeons give you maps so that you never miss a thing, Grunty Industries is happy to just let you not be able to find everything. "Don't 100% me, just leave the mystery until next time." I like that. The mystery isn't in some meta-layer or 4th-wall trick: the mystery is right in front of you, it's contained in your failure to grasp the ridiculous layout of the level. And in some ways that feels truer to life. When do we ever know the complete depth of anything?

...That being said, if you ever play this, make sure to bind fast-forward to your controller's R2 trigger. I mean you can play it the 'old normal' way if you want but I honestly don't think the added hours you'll spend walking slowly around will add much to the experience.

If I were simply comparing this against a 'modern ideal of Exploration-Action RPG design' I'd probably give this a 3, maybe a 2. But since it was put out in the late 90s, is 3D, and surprisingly playable, I'll bump it up to a 4.
actually 5 bc brightis #1

COMBAT

Mechanically, this is a hard to control action game with no lock-on mechanic. Your sword hitboxes are small and very directional based on swinging up or down. Moving left or right ALSO turns the camera so positioning yourself properly is tricky, especially during boss fights. There's a complex moves system but you end up sticking to two or three useful moves. Basically the 'move economy' is too close together that it's hard to distinguish the value of one move vs. another - usually I just end up thinking 'a combo would be good' or 'a charge strike could be good for getting one hit in and running off.' The depth of combat doesn't go very far. Usually you just hold block until there's an opening, swing, get away, etc. Some enemies attack through your guard, some move very fast, but for the most part combat tends to feel repetitive, sometimes even annoying - it's hard to precisely line up and easy to get smacked without realizing it.

Bosses, rather than pushing combat into interesting and focused space, end up being battles of attrition, trying to awkwardly line up and smack the enemy before getting hit in the face with a 30% damage attack.

HISTORY

STILL, it's pretty admirable for a time where there were only a few decent attempts at 3D exploration-action combat. By the PS2 era various studios had good attempts by that time - DMC, Kingdom Hearts, Tales of, the Ys 6/Oath/Origin, Xanadu Next - but the PS1 era is pretty slim. You have Granstream Saga (also by Quintet/Shade) (1997), which is more focused in combat scope (I haven't played it), as well as Brave Fencer Musashi, which is simple and 2D zelda-y in combat scope. Alundra 2 has a lot of money put into it but the boss design and combat design are a bit straightforward. Parasite Eve is good, although more of a shooter.

We also have Mega Man Legends, great 3D 3rd-person shooter RPGs, and Threads of Fate.

Of course there's the N64 Zeldas - which feature combat, but honestly more as a 'texture' than as a combat system that was interesting to engage with. Funnily enough the Wikipedia article for Action RPG skips completely from late 90s 2D ARPGs to Demon's Souls...! On the Western side, developers didn't seem to explore the 3D ARPG much? I guess it was just hard to do 3D games then. There's Ultima IX, King's Quest VIII (a personal favorite...although not a very sound game, design-wise, haha).

Anyways, the point is, Brightis did a pretty good and forward-looking job in 1999! I wouldn't be surprised if it was the basis for some of FromSoft's 2000s (also mixed/so-so) ARPGs - Evergrace 1 and 2, those other ones after it.

Alright, back to the game...

SO WHAT'S GOOD ABOUT IT...?

The story isn't too substantial, standard genre dark fantasy fare, but it is fun to revisit the village over time and talk to NPCs and see how they're feeling.

What's neat is the overworld and dungeon design. Though both go stale quickly, the game features a fully connected overworld (with loading pauses), which gives it a very 'lived-in' and hiking feel. As far as I could tell there is no fast travel (if I missed the option then... lol), so you have to walk everywhere. Areas feel like snowy mountains, or ravines, or grassy plains. You'll even unlock a few shortcuts around the overworld.

It goes stale, though, as only a few enemy types roam the overworld. They get boring to fight and also barely give EXP or have a reason to be killed. Still, the overworld spaces always have some interesting visual gimmick to them, but you have to really wish that there was a wider screen at the time or better camera controls. This is a case where the super short draw distance is kind of sad, actually...it hides a lot of the expansiveness the game designers were going for.

Dungeons are interesting - they, too, are 'continuous' and I think, realistically laid out. But it's hard to keep the whole structure in your head because most dungeons are interior hallways. Still, the dungeons are very ambitious - there's a beautiful temple near a lake with sprawling, Shadow of the Colossus-esque mossy ruins, and a tower climbing into the sky. You'll find huge underground caverns, strange ruins... etc.

It was a lot of fun to see these RPG tropes brought to life in a way that reminded me of the later Souls series.

That being said the design gets a little boring, simply because there isn't much to do except walk around and fight enemies with the sort of flat battle system where enemies all have the same strategy and it doesn't control well enough to want to fight. You quickly see why N64 Zelda opted for items and puzzles to spice up their fairly flat combat system. Dungeons feature a 'brightness' mechanic where if you can run out of light and it becomes hard to navigate levels or have a sense of the space. This happens a lot in later levels.

Dungeons generally have pacing issues - you have to clear them in one go without leaving or you lose your keys. This is tiring and also, because you can't get a sense for the whole dungeon layout, it's hard to tell how far along you are. this is quite the headache when you're far along from a save point, trying to figure out where you are, without dying to something..

Still, I think it's brilliant for the time and quite ambitious. It's a shame that Quintet and Shade folded after this or split up, because they really could have done something amazing in the 2000s! If there's anything I've learned about Exploratory Action RPGs, from the '80s till today, is that it's very hard to make one. Everyone's just building off of ideas from the previous games, while trying to push things slightly forward, or finding ways around the difficulty of the 3D view and camera.

Even 3D exploration-action games in 2023 are still coasting (FromSoft included) off of the innovations of Demon's and Dark Souls 1, going down more technically-demanding paths (Nioh), rolling around in the impotent mud of gacha action design (Genshin Impact), or falling into that +0.5% Defense Diablo Garbage Picking Hole. To me the genre feels a bit stale nowadays. It's time for someone to shake it up again!

2023

Loved the cooking mechanics here - they actually felt like the process of learning a new recipe. And the integration with the story and the way cooking intersects with life and memories was great too. The story was pretty heavily tragic and it was interesting how it balances that with the lighter aspects of life!

While it doesn't go into detail, I guess for time's sake and the overall tone of the game, it speaks a lot to the waves of immigration from one country to the 'friendly first world white countries'. While this is a specific family's story, the general sense of helplessness the family feels as their kid negotiates multiple cultures feels very 21st/20th century to me - having your original identity ripped away from you as you're forced to adapt into Canadian/American society. I feel like it's a very 21st century condition to be feeling alienated from some sense of cultural roots due to how easy travel is nowadays.

What then is there to do? I liked how Venba's story ends - the mom moves back home, and the child reconnects with his mom. It's not framed as the solution but it feels right for Venba who was very isolated in Canada.

It was nice to learn about Hiroji Kiyotake, one of the directors of Metroid II, and probably a leading force in the sheer personality and fun that a run of good GB platformers have - Metroid II, Super Mario Land 2, the Wario Lands...

Despite having played most Metroid games I'd never played Metroid 2. I bounced off of it a few times, but after roughing it through Metroid 1 (another brilliant game), I went ahead and played through 2.

At first I was hesitant about the structure of the game - seeming to move away from the chaotic maze of Metroid 1 for a more linear experience. But I think the structure of Metroid 2 - that of burrowing into an ant farm, exploring smaller labyrinths budding from a main path - works well. It enforces the narrative of Samus as this bounty hunter, cold bringer of death, her triumphant "overworld medley" song being replaced by the quiet nature and sounds of Metroids merely living at home.

The black and white graphics look amazing at times - especially level 3 with its mechanical sand maze and the vertical, overgrown shafts. At its best there's a real sense of encroaching into disturbing territory, the way it feels to peer from a safe path into a deep patch of forest. The variety of 'nests' the game manages to convey is inspiring! The game fully understands its visual format and how to exploit it. Metroid fights remain tricky to cheese, with the metroid becoming invincible offscreen, always feeling claustrophobic and chaotic, thrilling.

There are a handful of rough edges (the lack of save points, occasional missile/energy grinding) but I think the rest of the game makes up for it. I love the setpieces with the Metroid counter resetting in the lair, or the omega metroid attacking you after killing the alpha, or the lair of the omegas. I do think that the art could have been a bit more interesting at parts, especially with all of the vine background layers in level 3 - some later levels feel a bit empty .

That being said, the atmosphere never feels overexplained. It was fun to stumble upon the massive Chozo compounds, with dangerous robots, butted right up against Metroid caves and lush caverns.

Shoutout to the ambient music, which works really well! Unsettling, dark stuff, really understanding the 'texture' of the game boy sound palette.

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Overall, it's a very strong game, but I can't give it the "5 stars'... I think it might be related to the economy of ammo and energy and how they inevitably shift way in your favor as you progress through the game - enemy encounters always feel a little less exciting once you have the screw attack, plasma beam, etc. It feels a bit counter to the narrative they're setting up with you diving into more dangerous lairs. The Omega metroid may look spooky, but it's not much of a threat with my 150 missiles, varia suit, and 500 energy.

Things I Liked About Brain Lord

- Being accompanied by party members in an action RPG, but not having them at my side was a neat twist. Instead they appeared throughout dungeons, kind of reminding me I wasn't alone even though I basically was exploring alone.

- I liked its sense of personality for otherwise being a pulpy action RPG - the item descriptions, various NPCs, or just the funny things like not getting any loot from the first dungeon because your friends broke into the treasure room from the back while you went through the boss in the front. Stuff like tables being smashable, or NPC personalities being told through the decorations in their house are nice.

- The hints in the dungeons' rooms felt like.. friendly in a 4th-wall breaking way. Something funny about all the random puzzles. Idk. It felt like someone just showing me some cool stuff. I guess this didn't always help the world's overall feel, but I appreciated it didn't feel too self-serious.

- The interconnected world. I liked how it never zoomed out to show a world map, instead it just feels like there's a little tale being told about the area around these two neighboring towns. Reminded me of Ys 5's world a bit.

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The level design style is worth noting - the game is literally two towns, a few small fields and then five 4-floor dungeons. It's funny how some of these are accessed - one through bug tunnels under the town, another through a hole someone was digging under their shop.

I think the levels' pacing felt a little long - of all things, reminding me of my game Even the Ocean (its platforming-hevay levels are usually split into 4 big chunks, played one after another). The problem with ETO was there wasn't much sense of drama going from chunk to chunk, so it could feel like 40 platforming ideas laid out end to end.

Likewise, in Brain Lord, the levels sometimes fail to feel like "climbing higher into a tower," etc. I really like the idea of these huge dungeons with warp points in between them, but there was something to be desired with actually conveying the feeling of "Tower of Light" or "Platinum Shrine" or "Ice Castle". That being said, each level DID have unique spatial qualities that made them feel like their names, it's just I think they overall start to get kind of long, with many staircases going between floors. The issue is that it starts to feel like a labyrinthine maze - fine if that's the narrative theme of the dungeon - but it's not, so there's a weirdness there.

I also have a number of complaints about combat or level design mechanics, but I'll leave those out, overall it was a charming game!