13 reviews liked by Mufti


A game I was done with a good 15 hours before it was finished and which I've only become more done with the more time that passes. Absolutely at its best when it's acting as a non-stop comedy adventure flying between wildly incongruous tones in this goofy road-trip cat-and-mouse chase. The characters? Charming! The jokes? Funny! The thrills? You better believe they're thrilling! Unimpeachable combat and constant amusement park minigame switching makes for a cotton candy delight that borders on transcendent and at moments had me convinced it was the best game ever.

Problem with cotton candy though is that you put it in water and realize: oh it's actually nothing. Rebirth is packed to the gills and yet completely empty, gutting the original's story for sophomoric multiverse shenanigans that flatten any emotional or thematic depth. Worse, the game is too scared to actually do anything with the new ideas it does have, constantly pulling back at even the slightest glimpse of genuine intrigue until the entire game is rendered a purgatory of non-movement. Nothing happens! Please let something happen!! The dungeons are a bore and just about every other event is so blatantly shoehorned in to fill for time that even if you ignore sidequests and mainline this thing, the pace is genuinely baaaaad. Just the most "too much" game I've ever played, maybe.

So yeah, loved it at points, gave me a dull headache at others, and is spoiling like milk in my brain. (Yuffie great tho--they did justice to my girl)

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

(snes version)

All but perfectly composed. The way the world folds out from your central location (the place you save), the magnificent numbers tuning where a 5 is the most beautiful thing you've ever seen, the hum of combat stripped to its essentials and the light open-world design that encourages interacting with its residents...Dragon Quest basically one-and-done'd it all. About the only thing I have any desire to ding it for is that magic is largely useless outside of healing and traversal, half your arsenal profoundly unnecessary in a game otherwise so tightly formed.

But honestly who cares when faced with Dragon Quest's greatest strength: its tone. Despite the image DQ has accrued of being lovely and charming and nostalgic and warm, this game is a profoundly sad experience. The world is dead. Towns are in ruins. Poison litters the ground as naturally as water and there are more bloodthirsty, alien monsters than there are people anymore. And every person you talk to time and time again puts it all on you: you have to save us, you are the only one who can. There are no party members, it's a journey of solitude. No friends to make, no campfire stories or wacky hijinx to get into, just the one thing you were born to do. You have no choice; it's in your blood. You can't even die, fate and duty so strong that you are brought back again and again until you succeed. Every inch of this game is oozing a melancholic weight heavier than just about anything in gaming. It's no coincidence that Koichi Sugiyama's (god not rest his soul) overworld theme here, the song you are treated to the most, brings to mind the fog before a rain more than any idea of adventure.

Palpable stuff! Stuff that is astounding in its own right but which also builds to a transcendent release at the end, one of the great narrative moments in a game, when you finally accomplish your goal and the world explodes into flowers and all the monsters vanish and everyone celebrates and you, the hero, freed from the grip of responsibility and expectation, life now perfectly without purpose, wander off to new worlds. (something something about killing the dark fascist lord and then rejecting your noble monarchal position to live free from systems of power)

I repeat: all but perfectly composed.

This game introduced me to so many franchises and games that I love to this day. I wouldn't be the gamer girl I am today if it wasn't for this game. Also it has anime boobies so this lezzer happy. Good game.

I had lunch before playing this game and the store made it come back up, 0/10 that was a nice sandwich too :(

I hate this game, they used my favourite little bo to push one of the most malicious and disgusting monetary grab bag trash. I spent no money and still feel robbed. Chocobos deserve better.

Play this game if you're a fan of the 2020 Final Fantasy 7 Remake. Rebirth has all the spectacle of that game alongside all the strong themes from the 1997 Original. The game also has all of the tedium and weirdly low quality moments of the first FF7 Remake in addition to all it's benefits. Everything you loved and hated from Remake is still present in this game.

The open world is better than you might assume, as it serves to enhance the environmentalist message of the story and has both rewarding side activities and less interesting ones that just pad the runtime. Not the best, but not the worst I've ever seen either.

A game where it is hard for me to not get stuck on what I wish it was instead of what it is. I wish every word of dialogue was excised--the little that is here is unnecessary and clearly not one of the developer's specialties, god bless em! I wish there were more interesting combat counters instead of exactly one (the final boss, which is a blast). I wish all the systems were slightly less finicky in how they interacted with each other. I wish, I wish, I wish. I suppose that's appropriate for a game about wishing and dreaming.

The mood is potent, the map full of delightful surprises, the movement near sublime. For a large portion, this game really is a dream, this joyful and mysterious celebration of our bodies and our architecture playing out like hazed memories (aided by the fuzzy, chunky aesthetic) of being a kid exploring, hopping and climbing around and putting yourself in a lot of potential bone-breaking scenarios. A very nostalgic game!

Incredible first release, especially from a solo dev. Freak-mode talent

This is the worst game ever made and Gavin Moore is an orientalist incel.

I want Sybil to give me a footjob.