10 reviews liked by Nandus


Ich glaube das Spiel ist vor allem was für Leute, die sonst nie groß Spiele in der Art spielen. Durch die wenigen Blocktypen ist es sehr einfach Ketten zu bauen, auch wenn man es nicht beabsichtigt, sodass man schnell ein Erfolgserlebnis hat.
Allerdings ist es glaube ich nicht für Leute wie mich. Und das liegt jetzt nicht daran dass es Baby's First Puzzle Game ist, das ist bei einem Kirby-Spiel zu erwarten. Ich spiel ja auch gerne einfachere Plattformer, da ich das als entspannend empfinde. Das Problem für mich hier ist, dass ich Puzzlespiele immer so lange spiele, bis ich abschmiere. Und das passiert mir hier nicht. Ich hab heute bis zur Maximalpunktzahl gespielt, worauf mich das Spiel abgewürgt hat. Ich hab jetzt zusammen über fünf Stunden Material von einer Session (die ich dann Switch mehrfach pauseieren konnte), wie ich dieses Spiel spiele, und ich hab nicht alles aufgenommen. Irgendwann wird dieses Spiel dann einfach nur noch ermüdend, und man spielt es so halb im Autopilot, während man sich dabei YouTube-Essays anhört, weil es anders nicht mehr geht. Und ich weiß dass das albern klingt dass man dann überhaupt noch spielt, aber das Ding ist dass ich halt so lange spielen will bis ich abschmiere um wirklich zu wissen wie gut ich bin. Ich will mich da messen. Und wenn man mit dem Ansatz daran geht und ein wenig Ahnung von solchen Spielen hat, ist das hier nix für einen. Wenn man sich das Genre ansehen will, oder man nicht schauen will wie weit man es schafft, dann kann ichs empfehlen, ist ein süßes Spiel. Aber ansonsten nicht.

Embraces open-world excess in a way that undercuts Breath of the Wild's more meditative appeal and turns into a far more uneven experience as a result, but all the new shit it does attempt is SO peak that it sorta evens out.

My friend Heather once said about Katamari Damacy that it's a game about interesting sensations rather than interesting obstacles and the way Tears of the Kingdom lets you interact with space, objects and materials is something I promise you've never quite sensed in a video game before.

no schmovement + linear + cringe + ratio

Prime takes its series to new heights in atmosphere, environmental storytelling and polish, but also sacrifices a little too much of Super Metroid's sweaty energy and genius level design structure for my tastes. Morphballing over bumpy terrain, side-stepping around Space Pirates and double jumping between platforms is fun, but is it as fun as it could be when every room is a tiny self-contained box? It sucks ass how you can get the Ice Beam, see eight Ice Beam doors on your map and then realize that seven of them are dead ends.

The wide-eyed little gamer in me hopes Retro will take inspiration from more loosey-goosey schmovement sandbox FPS games like Quake, Titanfall 2 or Halo Infinite for Prime 4. As it stands though, I can appreciate this more rigid Ocarina of Time-style take on Metroid for what it is!

The Pathless's most eye-catching feature has to be its movement system: I know I was instantly drawn to the game when I saw footage of its main character sprinting over this huge grassy field, then going into a slide as she draws her bow, gaining a huge burst of speed on hitting one of the floating targets dotted all over the screen. There's actually a little bit more to the system than you initially expect: targets can be hit with more precise timing to get an even bigger speed boost, and those exact windows are naturally dependent on your current distance to each individual one, keeping you active and constantly trying to intuit when to let go of the trigger. Going for a more difficult shot and then fucking it up will slow you down more than if you'd just gone for the easy shot in the first place, and while none of the game's challenges ask you to think about it that hard, maintaining your momentum with no awkward breaks is intrinsically satisfying and presents you with a perpetual guessing game of how best to approach each target, which specific ones to go for and how to smoothly transition between grounded and airborne traversal. A lot of that natural pacing translates perfectly into the boss fights; even though they're not nearly as varied or surprising as I would've ideally liked, they provide meaningful shots of excitement, as well as a glimpse at just how special The Pathless could've been.

Because ultimately, the experience feels sadly torn between all the obvious potential of its overall premise and general execution, and all the different elements that are so painfully undercooked. The four area bosses that you will eventually fight also roam the world as you're exploring, and coming into contact with them triggers a stealth sequence where you need to dodge lights as you try to get back to your eagle companion. Mechanically, it saps the game of all its appeal, while also failing to elicit any sense of tension or worry for your pet with how bland and rigid the execution is (not to mention that the punishment for being spotted is inconsequential.)

This brings me to the much larger issue in that the bond between the hunter and the eagle feels incredibly anemic. It's clear The Pathless is specifically trying to fill the shoes of both Shadow of the Colossus and The Last Guardian, but it doesn't do itself any favors with how much less organic and elegant it comes across by comparison. There's never a point where the eagle steps up from being a gamey mechanic existing solely for your convenience, to anything even resembling a living creature in the vein of Aggro or Trico. Moments of implied peril will just leave you cold when the eagle is so clearly artificial, always there at the touch of a button and with no unique behavior arising naturally from play. The way you're reliant on the eagle feels so specifically gamey and rigid that it actually ends up running directly against a lot of the story's themes: as you explore, you begin to understand that the people's over-reliance on the Gods and clear instructions for how to lead their lives is what lead to the slow decay of the world; but the way the game's message ends up boiling down to "find your own path or whatever" doesn't hit when, mechanically, the way you conquer every new obstacle is through some Deus Ex Machina power-up for your eagle (most evident in the final rematch you have with the main antagonist, where the game isn't asking anything new from you mechanically to overcome this previously unbeatable challenge, instead you just get buffed to shit in a cutscene.)

The game's impact ends up being so much weaker and more generic than it could've been, I feel, though from my perspective it also seems difficult to reconcile a lot of that potential without significantly more time spent in development. I can point out all these avenues for improvement, but making players feel shit is hard, and just like with the game's overall message, you can't follow a set blueprint if you want to move forward. While The Pathless gets too caught-up trying to reference surface-level aspects of more powerful games, I can give it some credit for at least trying.

(Footnotes: flaps are bad and hurt level design, having different arrow types to let you choose what an orb does rather than different orbs might've been more fun, puzzles are bland but it's cool how organically you can enter different locations from unique angles)

“Really sorry about your ass.”

(some spoilers for OG FF7’s first ten hours, no spoilers for FF7R)

I started this review series by listing my absolute favorite games; both because being positive feels good, but also to provide a kind of baseline for what to expect here, I suppose. In that same vein, I feel it’s also important to show contrast: if my favorites are all about pure mechanical expression and smooth, organic interactions, then FF7R, conversely, represents everything that holds games back to me. This thing is so rigid and limited that it somehow manages to feel more outdated than the turn-based 90s RPG it’s remaking. While FF7’s original design-ethos was built on detailed one-off environments, contextual storytelling and intuitive yet flexible battle mechanics, FF7R completely tears down all of these pillars, leaving in their place the kind of nightmare-hyperbole-parody that weebs are describing when they talk about the latest Call of Duty or Uncharted.

Action-adjacent Square RPGs like Dissidia or Crisis Core can have this tendency to not ground your actions in the game world very much — it’s the difference between button presses triggering canned interactions between actors, or throwing out an actual hitbox that I need to connect with the enemy. FF7R feels like the final form of this in the worst possible way: for as gnarly as the impact of Cloud’s flashy sword combos on enemy grunts may look on the surface, there isn’t actually any real physicality to how your attacks throw them around, nor does the addition of square-mashing add anything meaningful mechanically when compared to FF7. You quickly realize that your standard attacks don’t actually do appreciable damage and solely exist to pad out the time between ATB moves, a process that previously moved along on its own. No amount of alibi-action disguises the fact that this is, at its heart, still a turn-based RPG, where enemies weak to fire need to be hit with the fire spell and damage can’t be reliably avoided. You get about five hundred different ways to “parry” attacks, none of which actually require any careful timing on your end, but interact with enemies in ways that are completely arbitrary. The final boss in particular is a hilarious display of just how bad this game wants to look like a Devil May Cry, while still working under NES JRPG rules and refusing to adopt things like consistent telegraphing or hit reactions. In those instances, it’s some of the most shallow and repetitive action-gameplay imaginable.

Countless FF7R skill videos do show how much this new combat system can pop off, since it gives you control over when and how to queue up party attacks and provides some unique states for active positioning on the battlefield. What those videos all have in common though is that they're exclusively shot in the game’s VR challenge missions with precise Materia setups; ideal conditions for the system to shine that flat-out don’t exist in the rest of the game. Campaign mob fights run the gamut from boring to soul-crushingly tedious (those goddamn sewer fish guys,) while any fun you could be having with bosses is knee-capped by absurd damage gating and forced cutscene transitions that will eat any excess damage you put out that moment. This aspect should’ve been a top priority with the boss design considering how much combat revolves around slowly building up this Stagger bar, where the majority of the fight is spent purely setting up the boss for when you can finally lay the smack down (which, just like for FFXIII, already does a lot to make individual actions feel linear and meaningless.) The way all that damage will regularly evaporate into nothing due to factors completely outside your control feels like having a bag of Tetsuya Nomura-shaped bricks dropped right on your nutsack just as you’re about to cum.

Under that light, the proposition of digging into the Materia system and trying to get the most out of it is absolutely laughable. I can’t even begin to tell you how many boss fights I went into only to realize halfway through (after some kind of form-change or mechanical switch-up) that my setup wasn’t optimal, forcing me to either slog and fumble through the rest of the battle, or back out and start from scratch with this new knowledge. All that’s on top of the godforsaken menus you’re forced to work with that hit this abominable sweetspot between clunky stone-age level interface design and the suffocating swathe of meaningless skill trees you’ve come to expect from modern AAA games. How is it possible that healing outside of battle literally takes longer in this game than it did in Final Fantasy (just Final Fantasy. 1. the first one.) on the NES?

FF7R’s final Shinra HQ invasion has to be one of the worst isolated parts of any game I’ve ever played and represents a microcosm for how little it respects your time. Every issue I’ve discussed so far is amplified now that your party is split in half, with no way to quickly transfer setups between the two teams. Fights are now sandwiched between “””platforming””” sections that have Tifa monkey bar-ing by transitioning from one excruciatingly slow canned animation into the next. To get back to what I was saying in that second paragraph: for as much as Uncharted’s climbing for example is brain-dead easy, it at least provides some vague sense that I’m in control of a character in a physical setting, instead of giving commands to a robot on the fucking moon. The least you could say about Uncharted, also, is that it gives you shit to look at. What is the point of remaking the most popular JRPG of all time as this PS4 mega-game when that entails turning all of its handcrafted backgrounds into featureless copy-paste tunnels and compressed-to-shit JPEG skyboxes, all of which now necessitate what feels like hours upon hours of squeeze-through loading?

All that begs the question: what exactly did I push through this trash heap for in the end? I categorically reject the notion that a game this mechanically regressive can still come together purely as a vehicle for cutscenes or something, but even entertaining that idea for a minute has me confused over what the big deal is. My impression is that FF7R managing, against all expectations, to not be some Advent Children-level train wreck sapping any and all life out of these characters, is enough for it to come across as this masterful reexamination of the original story to many players (also that the whole cast is hot.) The reality is that, while some of the dialogue and character interactions does hit, this game is 40 hours long and naturally a lot of that extra time is padded out by your party members giving each other directions to hopefully not get lost in this FFXIII-ass level design. It’s pure filler and adds little of value to the existing story.

FF7R’s most crucial mistake, and why I’ve now realized this remake-series was an awful idea to begin with, is to think that just knowing wider information about a character will automatically make us care about them more. I first played the original in 2015, and back then, the deaths of Biggs, Wedge and Jessie legitimately shocked me. And it’s not because I was particularly attached to those characters — instead, it was all in the execution: sudden, unceremonious, unfair and way too soon. That’s the whole reason it worked, and it was a way to make you hate the faceless corporation that was Shinra that actually felt earned. FF7R not only tries to endear us to Avalanche by giving us exponentially more time with them, it bone-headedly draws out their deaths in a way that’s so corny and obvious it borders on parody. You’d think giving the villains more screen-time would be a harmless at-worst change, but presenting them as these hot badasses only makes this feel even more like some generic Shounen anime and less like the systemic fight against capitalism that was the original.

I’d be lying if I said the way they contextualize this remake within FF7’s overall story wasn’t kind of clever, but my gut tells me this twist is only gonna feel more lame as time passes. It’s already at the point where it derails any and all discussion about the game; where somehow being a little bit meta means all the shit about it that makes me want to off myself is actually intentional and smart. The literal first numero uno side-quest I did in FF7R involved crawling into some back-alley, killing a pack of rats, going back to the quest giver to be told I “didn’t kill the right rats,” heading to the same spot again and finally killing the new rats that just spawned there. The starting area this quest takes place in has to be one of the ugliest sections I’ve seen in any AAA game, with hazy washed out lighting and NPC animation that hasn’t evolved a bit from FFX on the PS2.

The most poignant experience I had in my time playing FF7R was in Wall Market. It's easily the most gassed-up part of the game online, mostly to do with the fact that it’s a vehicle for wacky anime cutscene shenanigans and how the characters ramp up the horny to the max of what a Square Enix game is comfortable with (that Don Corneo confrontation is cringeworthy with all the awkward pauses between lines.) In Wall Market, you can enter this bar. The barkeeper will ask you to sit down and have a drink. You can’t do either of those things; you just stand there as the NPCs around you gaze into the void.

FF7R is not the fully-realized mega budget dream version of Midgar we've all been salivating at the thought of, and it’s not some clever meta commentary either. No, I’m pretty sure it just sucks.

I’ve had this experience a few times now where I’d play Symphony with someone who’d already had their hands on it at least once, and they’d repeatedly go “oh shit I didn’t know you could do that.” It's one of those games that seem very "obviously" great: unmatched presentation, responsive controls, a big-ass non-linear world with tons of items and enemies; but if those qualities have you shrugging your shoulders, you might be led to assume there's nothing more substantive going on under the hood.

The way spells are implemented is still wild to me and a perfect example for what I mean: Alucard technically has access to all of them from the start via a series of fighting game commands, but the game doesn’t actually divulge the necessary inputs unless you purchase the respective scrolls from the shop or stumble upon them by accident. I don’t know how exactly to relate this sense of spitting-your-drink-out surprise that I got whenever I’d trigger some new crazy move, but it’s exemplary of that natural curiosity Symphony inspires that draws me to it so much. Do we even need to talk about the inverted castle? It’s hard to say whether it was some kind of last minute addition (Bat Form means the level design doesn’t actually have to “work” upside-down and a lot of the mob enemies here can fly around too,) but the fact the devs seized that possibility at all is so impressive to me. The pacing in this second half is completely different from the first, letting you experience familiar locations in a way that’s nothing short of alien.

It’s honestly odd how Metroidvanias made in the wake of Symphony haven’t replicated this idea of giving you a dedicated endgame to actually flex with all your new abilities in (instead of just the token collectible item hunt with no new enemies or obstacles to make that process more interesting.) That’s on top of all the insane technical bullshit Symphony lets you overpower its challenges with, from Bat-Dashing over slopes to all the wild effects you get with the Shield Rod, another itch most modern genre takes don’t scratch. If you wrote this game off because you felt it didn’t have enough meat on its bones, I encourage you to give it another look and dig into its bottomless treasure chest of secrets and painstaking details.

RE4 is a game designer’s wet dream. If you really break it down, all Leon can do is point and shoot; and that simplicity is part of how it immediately gets you into this mode of consciously analyzing situations and being intentional about everything you do. Corralling enemies into a single spot and headshot-ing one of them to set the whole group up for a juicy roundhouse kick seems so basic, but having to actively look for ways to achieve that scenario never stops being engaging.

All the different weapons, the upgrade system, enemy types, random loot drops: they add to the basic formula in a way that’s so elegant and immediate that it makes every modern action RPG looter shooter whatever the fuck hybrid look like a dry, convoluted Excel spreadsheet by comparison. It’s so no-nonsense that I honestly struggle to come up with more ways to explain why it’s so good that aren't insanely obvious. RE4 is endlessly polished and pure and exciting and one of the most perfect games of all time.

As hard as Breath of the Wild hit on release, there actually were a few aspects that disappointed me about it, and it’s not the stuff people usually discuss. My initial expectation was that this would be a full post-apocalypse in the style of the original Zelda, where the pacing is completely hands-off and dungeons are just random caves you stumble into. As well-done as Breath’s towns and set pieces and characters were, it all ran pretty directly against what I wanted out of it.

Still, the game’s magic would draw me back in for another replay time and again over the years, and it wasn’t until I sincerely held it up against its rigid and limited predecessors that I started to appreciate just what a quantum leap it was over not just the rest of the Zelda series, but many modern games in general. I still consider myself a fan of those older Zeldas, but whatever tonal preferences I may have with some of them, they’re so effortlessly eclipsed by Breath’s smooth free-form mechanics that give me a feeling of innate, childlike fun that is strangely uncommon in this type of atmospheric open world. It’s wild to think this game may still be topped by its upcoming sequel, because it’s already making the whole rest of the industry look dated by comparison and combines virtually everything I look for in games in a package that’s entirely unique.

Shigeru Miyamoto has gone on record saying that Mario “isn’t the kind of game you necessarily have to finish, it should be fun to just pick up and play,” and as a kid I often really would boot it up solely to jump around Bob-Omb Battlefield for a bit and feel myself or whatever. A pattern I’ve observed with a lot of gamers is that, as they get older, they slowly prioritize finishing games over simply the inherent fun of playing them — and while I definitely feel that was accurate for my late teens/early twenties as well, I’ve since returned to craving those more innate pleasures.

It’s wild how much Nintendo got right about Mario’s animations and the overall sound design on this first attempt, conveying that perfect sweetspot between weight and nimbleness, something I honestly don’t get as much out of 64's successors. Similarly, the level design also manages to find this nebulous since-unmatched middle-ground between open-ness and tight pacing, with many of the stages presenting you with vertical, spiral-shaped layouts, made up of multiple digestible paths that intersect so seamlessly that you never stop to think about them as anything other than one cohesive whole.

Aspects that feel like obvious limitations, like being booted out of the level when grabbing a Star or the rigid camera, end up aiding the game’s pacing and overall structure the more you actually think about it. The way you bounce between different paintings within Peach’s castle, completely at your own leisure, mirrors how you tackle the obstacles inside those worlds; loose and free-form and whichever way seems enjoyable to you at the moment without even having to think about it. It all seems so simple, and yet I’m still waiting for another platformer that is this immediately fun and endlessly replayable.

Bayonetta has been my number one favorite game pretty much since I first played it back in 2010, but when I had that initial realization I’d honestly barely even scratched its surface. To this day I’m still finding new ways to play and improve my strats, which speaks to just how hard it nails that sweetspot between mechanics that are intrinsically satisfying, malleable, but also highly intentional; somehow it’s the one action game that does everything. The control system is so smooth and flexible it’s influenced every genre title since; knocking dudes into each other or tearing through the battlefield with Beast Within offers a sense of physicality other comparable games still don’t come close to; the enemies are some of the most aggressive, varied and polished you’ll ever encounter in a melee combat game; and all of that is wrapped up in a scoring system that miraculously manages to give you clear rules to work with while still allowing for a huge degree of expression. Even the ridiculous Angel Weapons make sense from that perspective — they give you a generous buffer to use whatever playstyle appeals to you in and still earn a Platinum combo in the end.

Between Witch Time, the equipment system and Dodge Offset, Bayonetta makes it easy to name-drop its most obvious gimmicks and leave it there, but those last two in particular are an insane step up for the genre when it comes to freedom and intentionality. How to trip an enemy up, where to launch them, whether to use magic or not: no other action game makes you consider these questions so actively at this fast of a pace, and I can’t get enough of it.