786 Reviews liked by Nilsenberg


This game is unimaginably horrible and it's baffling it's the hill so many are willing to die on. There is no enemy variety, which is for sure a good idea for a modern open world game. There is no spell variety either (26), which again certainly was a great idea for a modern rpg based solely around it's magic set at a magic school, but hey Harry Potter has always had a terrible magic system so ¯\(ツ)/¯. For reference Final Fantasy (1987 NES) has triple as many spells (60), and Skyrim a more modern open world game for comparison has over 100 AND both those games have multiple combat classes besides magic. The game will let you use the "unforgivable curses" but it has no morality system to give any meaningful consequences to your actions because according to the devs it would be "too judgmental on the game maker's part". The world is empty, which is always a problem with open world games (not remotely a fan of the genre tbh) and every door is a loading screen. The game is also a buggy mess and anyone saying otherwise is just lying, the game literally has Denuvo lmao. But none of this is surprising, ignoring the original author for a moment, every trailer made it look lackluster and it's made by the developers infamous for Disney tie-in shovelware.

And now for the elephant in the room... The game doubles down on all the racism and antisemitism of its source material, anyone saying Terfling had nothing to do with this game is bending the truth. The official Q&A for the game on their site says they worked closely with her team so it perfectly fits her world, and that it does a little too perfectly. The main premise is squashing a goblin rebellion riddled with antisemitism. The goblin rebellions are not new to the franchise, they are a thing mentioned in the books and expanded material as something the students learn in history class. And what were all the rebellions about? The lack or basic rights like using wands, and checks notes wizards attempting to enslave them "as house elves" but we’re supposed to believe they’re still the villains throughout the franchise?
Which brings us to the next topic, the house elves... As in the source material Hogwarts is run by slave labor and the franchise doesn't want us to look deeper into what that means, waving it off with "well they like it". But if wizards can attempt to enslave goblins as “house elves” what does that actually mean, what exactly is a “house elf” and why doesn’t the series creator want us to examine it? The head house elf at Hogwarts becomes a companion, so you don't actually get to own a slave but you still get one by proxy. The game also lets you decorate the Room of Requirement with mounted house elf heads, with how controversial this aspect of the books has always been idk who on the dev team didn’t think “maybe we shouldn’t keep the mounted head of a sapient creature decoration item”. Again none of this is surprising given the source material where they decorate houses with elf heads and the kids put little hats on during christmas, oh isn’t it so cute and whimsical? And the fact that one of the lead devs was a gamer gate youtuber (them stepping down was never going to divorce the game from these elements). The game is also a prequel set in the 1800s so it can't actually effectively deconstruct the issues with the source material, the goblins are still the anti-semetic bankers, the house elves are still slaves, and the ("good") wizards are still the good guys that have every right to oppress them. Just like Terflings own politics and the politics of the source material the game's message is about preserving the status quo, nothing meaningful can change and it shouldn’t cause we have a continuity to uphold damnit!
The game also throws in the series "first trans character" who they named "Sirona Ryan", this is a name of a Celtic goddess (as many people will point out in an attempt to ignore criticism, despite the origin not being the issue with the name) but just like "Cho Chang", "Anthony Goldstein" and "Kingsley Shacklebolt" it's certainly a choice out of all the Irish names to deliberately use that one for your first trans women. Sirona was also very obviously thrown in last minute in an attempt to save face and say the game was divorced from Terflings and her raging transphobia, but as you can see the game is quite the opposite.
But you know despite all that 9/10 IGN-ostalgia am I right!

In conclusion this game is truly the “Legacy” of this franchise and I can see why fans say “this is everything I ever wanted in a Harry Potter game” because this is all the franchise really truly is. I certainly hope everyone who bought the deluxe edition for the sole reason to spite a minority the author is actively harming daily love their overpriced shovelware and fuck off. Remember yall were the same people in the 90s who hated and wanted to boycott the books for being “satanic” and "progressive". (spoiler alert they never were)

And for anyone who can’t let go of the franchise because of “childhood” and cause “it’s so magical”, let me recommend “Earthsea” by Ursula K. Le Guin, “Discworld” by Terry Pratchett, and “Percy Jackson” by Rick Riordian. None of those series are perfect and have their fair share of problems, but they were written by authors who actually cared, who actually took criticism and grew from it. You can let go and grow too.

It is absolutely insane to me that we've started this year off with two shadow drops that fuck so hard

Nintendo: “so that’s all the game boy advance games coming to NSO Expansion Pack, time for the last smaller news for the day”

“yeah that was cool I guess”

Nintendo: “Metroid Prime is fully remastered for the Switch by the way and we’re shadow dropping it later today.”

“yeah that was HUH”

Rouge-likes don't have to be doomed to a pit of mid-tier or just fun afternoons.

When you've got arenas this good to compliment combat this great, everything else is just a bonus.

And boy howdy what a bonus. Atmosphere is off the charts and art design is so stellar. The alien ruins never stopped being a sight to behold and the sound design never lets up it's brilliance. Evokes all the best parts of the Metroid series.

Really this could have been a case study for Metroid Other M on how to translate 2D metroid to 3D properly.

Even when I was getting my ass handed to me, I still loved every second here.

I can't say much that other people haven't already said but to keep it short, this is an outstandingly beautiful game from both presentation and narrative themes. I always love stories like the ones in Disco Elysium since it a message that I feel will always be important for anyone to hear, and to top it all off it's stupidly engaging with some of the best writing I've ever seen/heard in a video game.

I feel like such a jackass for sleeping on this game for so long

Playing Hi-Fi Rush feels like reading the first volume of a comic about a brand new superhero, unburdened by expectations.

There's such an obvious, whole-hearted commitment to creating a world that runs on music that I found myself bobbing my head and tapping my foot to literally nothing an hour after I put this one down. Rhythm is so thoroughly baked into this game's DNA that, after a certain point, it becomes more difficult to do things off beat than on it. It's got charm and earnestness that quiets my impulse to nitpick. Everything is music in some way, and every element snaps into place on a beat - UI elements, footsteps, enemy attacks, YOUR attacks, item pickups. Cohesive and confident enough that I would almost believe it if you told me it was somehow an influence on every rhythm genre hybrid that came before it. Feels like a game from 3 hardware generations ago, and I mean that in the best way possible.

Marvel this, marvel that, how about you marvel at these burgers im grillin, come get some

this game is carried by its writing and setting, both of which are literally derivative of Sapkowski's novels. that said, as an interactive chapter of Geralt's story in a well-realized version of the northern realms, this game is phenomenal. Novigrad is one of the most fascinating places I've had the pleasure of experiencing, and feels authentic in a way I didn't think games could at the time. Geralt himself is also in peak form, and the way he responds to the world is endlessly entertaining and engaging.

the combat is a dumpster fire in a rusty dumpster. i bounced off of the Witcher 2 three separate times due to its combat, and this game is only slightly better on that front. when it works, it looks cool, but that's it. never once did i feel like i was in control of any element of a battle, since attacks are still the coding equivalent of guess-work in how they relate to animations. played as a casual narrative, this game is at its best.

also Geralt and Ciri finally get to have the depth of companionship they should have to reflect the books and it's delightful.

Leyfir að Knúsabróðir, Scribe, has created Léirmheas, a digital video game review! He offers it to the Room of Riaráiste.

[OK]


what this game really nails is fulfilling this chaotic destructive urge in the player while also refusing to give into any sort of alienating or cynical aesthetic to justify it. in many ways it's a flippant creation mythos, rendering the earth asunder to create the sky anew. keita takahashi's sculpture student background can instantly be seen through these stellar structures that form from societal detritus, expanding and growing and taking on unique forms of every permutation of the level. each run is a celebration, with joyous rhythms from a range of latin, jazz, and electronic influences intertwined with screams, cries, and gunshots as the existing structures crumble and make way for astral creation. and it's so bittersweet when it finishes too.

gameplay is also masterful of course, not really shocking anyone by saying that. control this giant haphazard clump as you ricochet off of obstacles and absorb everything in your path. they could have easily left the game with no opposing force and instead intricately laid out a full playfield of different sized objects in each level, constantly forcing the player to make snap judgments about what can be picked up, where they should proceed next, and how they should weave through these patterns. the perfect push-pull of precise object management sections with the catharsis of finally breaking through to the right size where nothing can stand in your way.

I see people use words like "childlike joy" a lot, but I don't remember the last time I've seen a game so suited to it before playing the remake of 2004's Katamari Damacy. Katamari Damacy asks that you maneuver an increasingly large ball around a level where smaller objects adhere to the ball - the katamari - until you have enough volume to roll up new objects. It is perfectly tactile: in primarily using the analog sticks, you are not the ball - you are the diminutive prince, forced to settle for merely corralling the momentum of a katamari that is often twice your size before you've picked up even a single object.

It's not a frictionless experience, but Katamari Damacy's developers are judicious in how, when, and how much they attempt to toy with the player. For the most part, they're rooting for you: objects are generally placed with those of a comparable size, allowing you to build up some steam before hitting a conspicuous, illogical wall of bicycles or traffic cones or what-have-you that blocks the path ahead - a gentle, guiding, parent-like hand that asks you to spend a little longer working with what you've already got before picking up some new toys. And boy howdy will you pick up some new toys.

Start with thumbtacks, then move to erasers, then pick up a toothbrush that nearly prevents your katamari from rolling in certain directions. In the span of minutes, cars become as useless as thumbtacks as you pluck buildings from the ground, islands from the ocean, and clean the sky of its clouds. You have completed your goal of making something as big as you possibly can during your time at recess, and how do you feel as you roll around the empty ocean? Satisfied? Bored? Hungry for more? Do you feel a tinge of regret at having undone it all? That last one is me speaking from my own experience, but Katamari Damacy itself does not judge you - it'll make a magnificent star, after all.

All my 🐤🐣🐤🐣 are scared of the future

As the only clown on this website who has played the whole game (in one sitting right at release to secure a free Pickle Rick back bling in Fortnite), I can say with confidence High on Life is dreadfully weak. And that's a bit of a shame since it theoretically has good bones.

The most glaring problem is, of course, the dialogue. The pre-release comparison to Borderlands 3 is apt as characters literally do not cease their oral spew, and you are forced to listen to them before you can progress at key points. Borderlands has ameliorated this in part with the ECHOnet transmissions, keeping you apprised of plot elements as you messed about on Pandora. Save for key story moments, the dialogue therein is accompanied by your mad dash for loot and slaughter. High on Life quivers in its boots at the mere thought that you might miss a single phoneme. There is no means to skip dialogue. There is no opportunity to play the game when characters are talking. If you are not physically glued in place, you are locked in a distraction-less room. And should you dare to break from the tedium of a suburban hardwood floor and off-white walls by heading upstairs, you are scolded by your guns to pay attention. In a properly written, compelling narrative this would be fine, but a substantial chunk of the game is NPCs yammering incessantly. Fake arguments become auditory static, the white noise penetrated only by mention of racism, misogyny, or a cavalcade of 'fuck's. Does a holstered gun have something to say? Worry not, they'll speak to you over radio. That there is so much dialogue is rather interesting in and of itself, particularly seeing how your different weaponry will engage in conversations with NPCs, but there is not a moment where speech is not occurring. The only moment of respite is if you stay in place.

And some of the writing is passable, some even bordering on good. But it never comes out of Justin Roiland's many mouths. The closest I came to cracking a smile was when Zach Hadel, Michael Cusack, Rich Evans, Jay Bauman, Mike Stoklasa, or Tom Kenny was the focus. In a vacuum, some of their witticisms might have earned a chuckle or at least a considered exhale, but these moments are paltry oases after being duped by an infinitude of mirages. You know in your bones that a joke will not be allowed to stand on its own, and that Roiland or his other hack voice 'actors' will need to get their own two cents in. It is a Reddit comment thread not only in content, but in presentation, someone always retelling the above poster's joke but worse. In Roiland's world, stuttering is a feature, not a bug. His stammering makes Porky Pig seem eloquent. A one-take wonder.

"Is the gameplay good?" This question was asked more times than I can count during my marathon. As I emphatically repeated there, "no." There's a weightlessness to every second of combat that betrays the animations and premise of your guns being living things. There is more weight, more oomph, more impact to Spore's creature stage combat than there is to this gunplay. Your bullets genuinely feel as if they are lobbed foam balls. The only times at which there is some punch is when detonating sigh Sweezy's crystals with her charge shot. I can't tell if it's all a consequence of your enemies being shrouded in goop or not. Your shots take away the goop to expose their regular flesh, but this somehow imparts little feedback. Is it because there is so much flash and bedlam occurring that I can't even tell where and when my shots are landing? I have no idea. At the very least the juggling of enemies is semi-novel (even if it comes after Kenny begs lustfully for me to use his 'Trickhole'), and Creature is semi-satisfying if only because you can launch his children and go find a quiet[er] corner to recuperate mentally in. You get some basic manoeuvrability upgrade which makes this a Metr- Search Action game in some sense when coupled with returning to planets to find extra cash. You can upgrade your weapons and unlock modifiers for them but the changes are so minute I couldn't really tell how much of an impact they were having. What the mods do do is change the colour of your weapons. Given that so much of your screen real estate is occupied by their "beautiful dick-sucking lip" visages, this is the most substantial alteration you can make.

The music is like Temporary Secretary by Paul McCartney but bad.

Visually there is something of value here (in theory). While many of the alien inhabitants blend together with their amorphous sausage anatomies, the unique NPCs typically bear striking designs. Sweezy notwithstanding, the guns are cute as well, even if I feel Kenny is perpetually doing the Dreamworks smirk. Kenny and Gus' iron sights are adorable, and the way Gus clamps onto your hand indoors melts my heart. Creature reminds me of that Skylander that had the Macy's Thanksgiving Day Parade balloon. Inoffensive! Until you see his actual full model and you realise he has three tits and a prolapsed anus for a barrel. And Gus looks like he has a turtle's cock.

Errant thoughts:

Boy howdy is there a lot of mpreg talk.

One of the scenes you can warp in is a movie theatre where you can watch all of Demon Wind with the RLM crew. That would be okay but I don't think the MST3K style commentary works for a film that belongs in a Best of the Worst episode. There's a reason why they show you fragments of them watching it, and why their film commentaries are for more compelling films.

There is so much overlapping of dialogue that I genuinely got a headache that intensified over the game. A horror during a Tylenol shortage in Canada.

I put more effort into gathering my thoughts than they did making this shit.

I wish that I had always been in a grave.

I wish I hadn't been The Witness to Jonathan Blow being a COVID truther. Or pro-Blue Lives Matter. Or anti-'cancel culture'. Or an advocate of political horseshoe theory. Or his belief that women aren't genetically suited to tech jobs.

In most cases I can forgive and forget the machinations of a creator's mind and create some mental separation between art and artist. However, The Witness is so inextricable from Blow's self-aggrandizing bullshit that it's impossible here. The notion that the search for truth is an everlasting but uncompletable journey is noble in theory and when not spouted by a QAnon nutter. This isn't even me imposing some sort of negativity onto Blow and his work with seven years of retrospect; Blow ousted himself as a misogynist loon in late 2017, only a few months after The Witness released on iOS. Should we even be surprised at this though? As Leigh Alexander put it, "he's that guy who made the Mario about women running away from him right"?

Blow's masturbatory belief in his own superiority, as a man, as a white man, as a right-wing white man, as a right-wing white male programmer taints his messaging to the point of it becoming an insurmountable task to read certain moments of The Witness as anything but Blow blowing himself. Good on him for making puzzles inaccessible to the deaf and hard of hearing, how great for Blow that he wasted at minimum an hour of many people's lives as they traced that fucking moon across a screen. Wow, after playing The Witness I see patterns in everything just like the creator, bra-fucking-vo. And it's a shame because the puzzles are fine and most of the game is serviceable. Everything surrounding it coalesces though and you realise it, well, blows.

At least its better than that game Soulja Boy laughed at.

Probably Sony's peak iteration of its trademark AAA blockbuster design. It's tremendously excessive, overindulgent and conservative in its design philosophy, but it's all about the execution here. The team at Santa Monica Studio have this type of formula pretty much nailed down by now, and they just turn everything single dial up to eleven with this sequel. A narrative that offers continuous amounts of setups and payoffs, with tons of variation and quality of life improvements in it to make its 2018 predecessor seem like a mere proof-of-concept. I'm not entirely sold on its final stretch, but I there's a lot here that I really, really loved. My favorite God of War game and one of the best games of the past five years.