216 Reviews liked by Minish


uhhh its pretty fun. idk how to play it tho my brother asks me and i always lose but whatever makes my lil bro smile

This review contains spoilers

Celeste is a game about climbing a mountain. From what I observe generally, people see that, play it, get to the Summit chapter, conclude with "yeah that was pretty good, a bit heavy-handed with the main metaphor, but it was pleasant enough" and move on. Maybe they'll try some B-side bonus content, maybe they'll play a bit of the PICO-8 original, but most people I've seen are happy enough leaving that as the experience. The story is over, right? Why keep playing? She had to overcome the mountain, and she did just that. That's the end of it.

But what if you kept going?

What if you came back with the 4 Crystal Hearts for Chapter 8, with Madeline revisiting the mountain an in-game year later? She had no real reason for being there in the first place, and now she's there again. Why are you still there and not playing something else? Was it the gameplay that was so intricately crafted, Maddy's still updating it years later to improve the feel on a microscopic level? Lena Raine's shimmering arpeggios? The friendly cast of faces Madeline met with, brought to life with voices that were actually ridiculously elaborate in implementation? A perhaps too simple and saccharine approach to mental health draped in pastel colours, that made for a warm and relatable enough environment you could maybe appreciate nonetheless? Even from this game's biggest detractors, I still usually hear "it's so polished tho". The amount of care that went into Celeste fires through on all cylinders.

Okay, but what if you just kept going.

What if you did all the B-sides. And now the C-sides. Every strawberry. The golden strawberries too maybe? That one achievement where you get 6 strawberries back to back? Speedruns? Custom levels?

Completionism is pretty normal territory for people that really like a game, and Farewell muscles its way in as one more thing to check off the list. Some time long ago, Celeste stopped being a game primarily about climbing a mountain for these people, as they had found themselves consumed in every bit of the experience. Trying to fill that cake Madeline bakes at the end with as many strawberries as they could. Really milking that climbing action.

Not moving on.

So isn't it funny that Farewell's a story about grief, pelting Madeline every few minutes with "hey, you should move on now"? Part of Her gives up with reasoning as to why she shouldn't be using her psychic mountain climbing powers to spend the entire chapter chasing after a bird. She met Granny, she climbed that mountain, these were events in the past. She should just move on now. You're still playing Celeste, named after the mountain you're meant to be climbing, even though you painstakingly covered every inch of it already. "The mountain looks like a molehill from here," she remarks, even though you're still playing Celeste.

Madeline contorts herself in dashes and obscure movement techs, in order to scrape through the most pulverising screens the game now has to offer, because you just can't get enough of the climb. Even when there's no mountain left, when she's lost in dreams of exploding puffer fish, flying jellyfish (...green moose, guava juice), as the game is throwing literally every gimmick you've seen up to this point while introducing new shit at the 11th hour, glitching out, putting up barriers, demanding wavedash finesse, it's hard to stop playing. I quite like it giving you a Crystal Heart that doesn't count at one point, to tie together the completionism with grief further. "Empty Space". Maybe depicting grief with even more shmovement than dysphoria depression and anxiety in the main game might be just as whitewashy, or worse. It still feels well-intentioned enough, ending on a really sweet note, and there's no "omg selfies #buzzed YOLOOO!!" talk going on this time. Sorry Theo.

Farewell is a message to those fans ultimately. Not the ones that just dipped after beating it, but the ones that really exhausted that damn mountain. It was originally intended to be played after beating every C-side, though it pops up innocuously for anyone newly done with Chapter 8, only unceremoniously gating them halfway through (and requiring 15 Crystal Hearts, as opposed to 23). This is maybe my biggest complaint, as the only warning sign here saying "hey, maybe don't play this until you've worked through all the content?" prior to that is the fact that Madeline is just chilling in the 7C scenery upon starting it — something only people that already played 7C would catch onto.

Despite the stellar rating curve on the left there (which I suspect has some survivor bias), I'd say Farewell is a bit more polarising in how it's been received, judging from people's reactions online. It's obscenely difficult and seriously expects you to master some fairly obscure movement, introduced with as much grace as exploding fish to the face, as per how I expect the average experience went for a lot of people:

"Oh cool, I unlocked Ch 9 after beating Ch 8."
"Why is this so fucking hard? What is all this shit?"
"I need FIFTEEN HEARTS to get past that gate? After all that?"
(if they actually went and did that) "This game has WAVEDASHING??"

Such a clumsy way of going "oh anyone can play this but uh, actually no, sorry. It's for the hardcore fans lol". Farewell just ends up recontextualising all that "optional" stuff as a much more integral part of the game. It's titled and presented in such a way that anyone can clearly see that this is now that resolving piano chord at the end of it all, giving Celeste an air of finality, but its deceptive title of "Chapter 9" just works against it when there's a sea of content directly preceding it.

Despite all of that though, I'm confident in saying that this is my favourite part of Celeste. The twinkly luminous environs, the music ebbing back and forth from foreign to familiar as new motifs are weaved in with old... Madeline's just zooming, wavedashing, wallbouncing off of the most disjunct objects in this spaced out dreamy... aquarium... techno-observatory? I love how that visual style comes together when there are like 4 different themes being patchworked together. Every 5 seconds you're demanded to do some nebulous, evil oneiro-parkour, but you can't stop. You made it this far and you're not missing that last screen, damn it. Dash, dash, scrape against spikes, die. Just in this zen stupor, set to these spaced out surroundings, retooling yourself again and again. This was my 3rd playthrough of this game over the last 5 years, and my 2nd time ending on Farewell. It really truly feels wrong to me to actually stop playing at any point before Farewell. It's one of the most beautiful endings to any game I've played, and one I keep feeling eager to come back to in spite of thousands of deaths.

Happy 5th anniversary Celeste. Farewell for now.

--------------------------
A couple notes:

- I don't actually know why this is listed separately on IGDB. It's literally a free update and part of every Celeste copy, and you can't play it separately lol. I appreciate it because it feels disconnected and separate enough to the main narrative, but it'd be like if the third semester in Persona 5 Royal got its own page. That shit would have like a 4.9 average. Scary.

- They're very different ultimately, but the whole experience of physics-platforming as a girl in a surreal dream world and constantly being met with the most devious screens makes me think of Umihara Kawase. That game/series is awesome and I'd recommend checking it out if you haven't. More games like this please.

The Final Word On Getting Owned By 45 Year Old Men Who Have Never Played Another Videogame simulators

this is actually, sincerely, the citizen kane of Videogames

An excerpt from the tragically unpublished Shadow Tower Abyss tie-in novel, translated to English for the first time:
"...I plunged further into the labyrinth, through the shimmering limestone walls, where troglodytic cyclopean beasts kept counsel, but even they were cowed by the nightmarish bellows that reverberated up from the deeper reaches of the tower. A deft sword hand and heavy plate armour kept me alive, barely, as I cut my way through inscrutable rooms and hallways, which seemed to have no other purpose than to confound me, as if an ancient prophet-architect foresaw my progress and took it as an insult. Sometimes, I felt that the creatures of this place were as lost and afraid as I was, their masks of madness seemed to slip, and I saw my own quiet desperation reflected in them, but to see oneself in horrors wrought flesh inspires only deeper hatred, my blade never once hesitated.

I wandered at length, doubled and tripled back on myself, and the passage of time was measured only in the dwindling of my supplies. I did not sleep. Eventually I came to a pillared hall, great enough that it's ceiling disappeared into the gloom, the doors were cast open, and I stepped inside. The now familiar roar echoed throughout, the great doors suddenly shut, and the ferocious denizens set upon me in droves, I exhausted myself against wave after wave, nameless limb severed from nameless beast. I thought that was to be my end, that I would be consumed and all that marked my passing would be whatever the creatures could not digest. But at long last, after wearying battle, a way opened before me. This was only a bitter relief however; the deeper terror called again and with it, a message came unbidden to my mind, an invitation to match power against the lord of this forgotten hall.

With notched sword and rent armor I resolved to face this challenge, despite my great weariness I pressed on through the darkness, and came to a throne room. Face to face at last with the beast that so frightened even the creatures of such a place, it looked like a lion, only far too large, with a burnt and tattered mane, and a face possessed of wicked and alien intelligence. The monster was lounging on a smooth limestone pedestal, girdled by stalagmites, and as it cast it's malevolent gaze upon me it reared itself up to its full height, towering over me, the look on its face told me that I had been sized up as a play thing, inferior in both might and sorcery.

BLAM! BLAM! BLAM! BLAM! BLAM! BLAM! My Ruger Blackhawk revolver roared to life, 6 rounds of 158 Grain, Jacketed Hollow Point .357 Magnum tore 6 holes through the beast and left it crumpled on the floor. I blew the curling smoke from the barrel of my pistol. "Your face, your ass, what's the difference?" I announced, as I spun the pistol round my finger and returned it to it's holster."

Dared to ask the question "what if Bioshock was good?" 8 years before Bioshock came out

I did not get smarter between playing bioshock and bioshock infinite, but ken levine definitely got dumber

Fez

2012

I am not a fan of platformers. I am not a fan of cutesy art styles. I am not a fan of older indie games. Everything about FEZ initially put me off. Every single time I saw screenshots or gameplay, I looked at it as just another boring late 2000's/early 2010's "indie masterpiece" with a gimmick and nothing more. Because of this, understand that when I say FEZ is a masterpiece that is unlike anything that has come before or after, I really mean it.

On the surface, the game is a tough sell. A short collectathon where you rotate the world to pick up cubes and a handful of other collectibles in a sizeable world map. Nothing bad, just nothing immediately grabbing either. Screenshots don't help either; the game just doesn't initially look interesting in stills.

FEZ is the type of game where playing it yourself is the only way to truly understand it. FEZ's gameplay, controls, visuals and sound all come together in a specific way that can only be experienced though interaction. I watched someone play FEZ before ever touching the game, and I thought it looked boring. It wasn't until I got my hands on the game where everything clicked.

Once you get into it, FEZ is fun from beginning to end. A lot of people don't like the platforming in this game, which genuinely baffles me. The game just feels fun to move around in. Gomez has this specific feel and weight to him that is unmatched outside of Sonic maybe. It's hard to articulate, but FEZ is the only platformer I've played where the physics and feel of the character is as good as the platforming, which it in itself is really good too. The game is constantly throwing new mechanics and challenges at you. While the game never goes into much depth with them, the point is that almost every challenge feels unique and different to play. The platforming is connected together by one large world map, which might be the most addicted I've been to exploring a map ever. Every room is highlighted with treasure, and is given a nice gold sheen once you're done. A lot of the satisfaction has to do with the puzzles and secrets themselves.

And speaking of secrets, FEZ has a largely secret underside that is surprisingly overlooked. After you've finished the base game, New Game+ turns FEZ from a platformer with puzzle elements into a puzzle game with platformer elements. FEZ includes an entire language, numerical system, and movement cipher, all to make its secrets more elusive. Writing stuff down and taking notes is a heavily underappreciated and underutilized part of games that have sadly become more and more rare in games. A game designed around notes can provide a more thrilling and immersive experience than any quest log or information map could provide, and FEZ defines itself by that. The puzzles themselves too are no easy feat. For most of them, you're going to have to carefully observe your surroundings and use all your abilities available to solve them. There's also Red Cubes; puzzles that took the entire community coming together to help solve. Hell, one to this day isn't actually truly solved, being brute forced by the community by inputting every single possible combination for weeks, which I think perfectly showcases the intrigue of the mystery and the enjoyment of puzzle solving in FEZ.

The general presentation of this game is also unbelievable. I already mentioned how important it is to play FEZ to truly understand it, but I just want to reiterate. FEZ's world is animated, and constantly moving. There's so much flair and love in the environment that is so easy to overlook. The visuals would be nothing though without the incredible sound design and music. Every interaction and movement in this game has a sound, and it is genuinely some of the best sound effects I've ever seen in the game. From Gomez's footsteps changing from what he's stepping on, each region having its own bird species to personalize their atmosphere, valves and wheels playing small little tunes when you turn them, to that ever satisfying noise that plays when you solve a puzzle, FEZ has a audible identity I've yet seen matched. It's kind of scary how much personality seeps out of every aspect of this game. And this identity extends into the music too. The soundtrack is what convinced me to stop overlooking FEZ and to actually try it. The entire OST is fantastic, and contains some of my favorite songs in gaming (and possibly ever). Just as each object and action is defined by a sound, every room and discovery is defined by a song. I won't go into examples here, as I think it speaks for itself.

Overall, I can't recommend FEZ enough. Despite being one of the most iconic indies ever, I genuinely don't think I've seen a game as relatively overlooked and underappreciated as FEZ. No one talks about it, no one makes fanart, no one mods it, no one makes countless shitty video essays on it. My best guess is that most people feel the same way I did; I knew about it for years, but I was put off at a surface level and thought it looked generic. FEZ probably isn't for everyone, however if anything above looked interesting, please play it.

Spoiler warning for here on out. I'm going to leave this review untagged just so more people read the above and hopefully play it, but I can't not talk about some other aspects.

First, I want to mention the story and worldbuilding. I haven't researched into the lore and story of FEZ, only picking up the pieces it does show, however everything about it is super interesting. It feels like every game I love nowadays has some sort of sense of scale to it with godlike beings, and FEZ might be the best execution of it I've seen. The aliens are genuinely terrifying. They're kept so vague that I can't tell their intentions. Their designs are so simplified that I can't tell if that's what they actually look like. Their home world(?) is perfectly bizarre and has an overwhelming song that reinforces the scale. The scariest moment in the game for me involved them, that being the skull room. I have no clue what this room means or why it exists, but holding the skull of one of these aliens was so unsettling to me. To see their physical existence and to hold it in my hands just felt overwhelmingly wrong, which can extend to the entire room. I just felt out of place, like I wasn't meant to discover this. The song here too being one of, if not my favorite in the game really played into this too (coincidentally it was the song that convinced me to play the game). It's been a while since I've felt so uncomfortable yet equally mesmerized and intrigued by something in a game.

Finally, above all I mentioned before, even the puzzles themselves, FEZ is a game about scope. The scope of your world being tripled by the third dimension, the scope of the map and the secrets deep within, the scope of the puzzles and the intricate solutions, the scope of the past and what came before, the scope of the universe and those who live in it, and the scope of existence itself and everything that makes it up.

The ending of FEZ is something that I haven't been able to get out of my mind from the second after I finished the game. The visuals combined with the somber yet hypnotic tune creates an ending that's hard to describe with words. It seems sudden and out of place first, but just as the world gets realized as you play through it on New Game+, so does the ending. I'm not sure what the ending means for the story, if anything, but I know what it means for me, and that's all that really matters. And I can't think of a better way to end it then Gomez's celebration. However, there's also the second ending. I already went in with low expectations based off of what I was told, and I get why. The second ending is untriumphant, silent, and quickly over with, and that's the best part. The first ending is all about showing the beauty in creation itself. The entire game has you expanding your scope, so the ending pulls you back home to show you the complexity of yourself on the smallest scale possible. For the second ending to be grandiose, it would have to take away from what the first ending means. And in that sense, I think it's perfect.

MUTE that garbage soundtrack
PLAY the F-Zero Jazz album
( https://youtu.be/Ck5M9cQ22EU )
DESTROY the Br*tish countryside in the iconic 'Warthog' from the hit franchise Halo

I have to turn the game off whenever there's a cutscene or else I end up rewatching the entire trilogy

Fundamentally, Armored Core is about spending 45 minutes tuning your perfect killing machine, squeezing every last drop of performance out of it, so that you can spend 15 seconds killing PepsiCo security guards at the behest of the Coca Cola Company.

FromSoftware has just kept making this game for 30 years

While a great throwback to the NES Era of video game, Final Fantasy simply fails to live up to its predecessor Stranger of Paradise, keeping in mind its shortcomings and lack of content this game should've been a DLC bonus for Stranger of Paradise rather than its own standalone title.

Final Fantasy is a total step down in everything, even the combat, and story which was greatly shocking to me as I found those aspects of the original to be phenomenal.
Gone are the complexities of the soul shield system, and in exchange, we have a watered-down job system with a tiring and exhausting turn-based combat system which is a complete insult to everything Stranger of Paradise was.

The story is a complete rehash of Stranger of Paradise with plot points removed, despite the fact this is a sequel which greatly upsets me as the story was one of the best aspects of the original game and a follow up had a lot of potential, yet the execs over at Square care not for artistic integrity but trying to make a quick buck cashing on a massively popular IP which makes it safe to assume that Stranger of Paradise was a lightning in a bottle that they will never be able to capture again.

The Final Word In Not Wanting To Be This Kind of Animal Anymore Simulation