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I'm so fucking tired of people claiming that Warren Spector coined the concept of Immersive Sims, when the man himself will tell you it was Doug Church, all the while these people bash the concept of such a genre even existing. Their arguments are uniformly rooted in prejudicial ignorance every single fucking time. Often making some idiotic remark about how the name is misleading because flight simulators have nothing to do with them, WHEN THE ACTUAL OG IMSIM DEVS MADE FLIGHT SIMS TOO. The entirety of the Looking Glass output were ALWAYS simulations. I'm inclined to believe that the people who were the original developers at the forefront of Simulation focused game development are right in attaching such a denomination in one form or another to their RPG and FPS outputs as well. There's a very simple litmus test you can employ to discern why the bulk of modern first person video games do not deserve to be brought up in conversation by halfwits mistakenly complaining about the genre being "meaningless" because "all games strive to be immersive" (lmao even) or what have you when that's clearly not true. The litmus is whether or not the game is implementing its mechanics via scripted interactions or SIMULATING systems to allow for a rationally comprehensible and predictable game world. Yet somehow people keep bringing up Elder Scrolls, Metroid Prime, et al, in conversation.
I suspect this is an unfortunate effect of general human neurology struggling with comprehending nuance and abstractions, all the while putting much too much emphasis on definitions. Thus the incessant roundabout arguments throughout all of history that often boil down to nothing more than fucking pedantry.

Anyway, as I see it what makes ImSims most consistently identifiable, rather than pedantic slavish insistence of finding individual shared mechanics, is observing how systemically implemented game mechanics end up informing and recontextualizing a game's Level Design.
I feel the need to point this out because I've seen far too many people think that statpoints and skill trees are of chief significance, when they're really just a tool by which developers can choose to allow players influence over their characters. Too few people have played the OG System Shock which is quite lacking in all the ARPG frills that have come to define a particular subset of this criminally misunderstood peak genre of PC gaming. A genre that arguably IS PC gaming.

Oh, yeah, the game. Deus Ex is okay. I made the mistake of playing on Hard and had to suffer through the mediocre gunplay. It was still good though and definitely a must-play. I willfully restarted the Hong Kong level a few times because I wasn't ready to move on before trying several different approaches just for the hell of it. Truly an excellent level.

For all my complaining of pedantry, I wish such widespread flagrant misunderstanding and misapplication of terminology didn't piss me off so much, but I simply can't tolerate besmirchment of PC gaming's most engrossing lineage.

BioShock is a corridor shooter.

One of gaming's indisputable crown jewels, and a lesson in how to correctly structure a game with backtracking. Once you know how to and realize where you can walljump to expediently acquire items, Super Metroid transforms from a backtracking laden labyrinth into a mostly linear run&gun. And this is all before even including any of the other techniques that allow for further circumvention of the obvious path. This is why Super Metroid outshines all of its genre kindred that mandate players zip back and forth across their maps in order to acquire pickups. Hiding a secret more expedient path through the game that necessitates greater mechanical mastery is why I enjoy Super Metroid a bit more each time I play it, and Metroid Prime just a bit less when I return to it likewise.

You don't need any speedrunning exploits in order to pull off: SuperMissiles>Spazer>Varia>HighJump>WaveBeam>SpeedBooster>Grapple>IceBeam.
This alteration to progression enabled by walljumps is so fluid, and not especially taxing to execute, that I'm convinced this is the developer intended route for second playthroughs. It eliminates all backtracking until the journey to Ridley post-Maridia, making for a super smooth experience.

Pretty much every complaint I used to have has disappeared with my increased familiarity to the game. I advise all new players thusly: If you've entered Maridia without the Gravity Suit, leave immediately and search elsewhere.
- - -
Every legitimate complaint I can think of that someone may have:
The Lower Norfair false-wall does not properly react to the X-Ray visor.
Swapping between beam and missiles can be awkward.
The map system is more obtuse than its successors.
Tourian Save Room #2 is a point of no-return.
Lots of players get tripped up by the true entrance to Maridia.
Maridia. ⠀⠀⠀⠀⠀⠀⠀(tbh I like it now)

Something's wrong with me. I'm starting to enjoy wandering through copypasted corridors and testing to see if the "secret spot" in the template actually connects to a missile tank room.

I recently replayed Metroid Zero Mission. After I booted it up, I was struck by how terrible the main theme sounded, I remembered it being so much crisper. I had to revisit the original soon after.

Metroid was already a relic by the time I was properly introduced to video games. My first contact to the series was via Prime, which I acquired by whim due to the cool cover-art. I wanted to try the elder titles in the series soon after, including Metroid (1986). What immediately stood out to me was how moving the title theme was. Ominous and bittersweet with a promise of grand adventure. Even now I still find it's tone captivating. Much like Xevious was a trailblazer beginning to interweave narrative and greater theatrics into what was then still a medium dominated by electronic amusement devices, Metroid combines visual and auditory aesthetics with an overarching narrative driving your journey to Tourian to deliver a full fledged virtual world to explore. In a mere 128 kilobytes Metroid crafts an actual place.

On technical matters:
The NES and FDS versions have several notable differences. The music and SFX differ due to alternate sound hardware at play. The NES version features both a password system and what is effectively an NG+ mode where you start from the beginning with all non-missile and e-tank powerups you collected retained. FDS par-time for the striptease is 2 hours, NES par-time is 1 hour. I believe this discrepancy is due to the inclusion of NG+ allowing you to much more easily pull off the 1hr clear. Slowdown is also worse on NES regrettably.

As so many games arguably derive inspiration from the follow up Super Metroid, I believe this is one of the most important games ever developed in the history of the medium, and maybe even worth returning to by any adventurer looking to be lost for a few hours. While Super Metroid perfects the formula, this is the genesis point.

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This review contains spoilers

geniunely the best 2d 3d leap in history and peak kirby
the secret design and upgrade system is the best
the only big problem is that its low difficulty holds it back, but that also means it gets better and better the harder it becomes
so the volcano levels are naturally amazing
and it follows the kirby tradition of terrifyingly fantasic final bossses really well
(and dedede and meta knights themes SLAP)

I counted four accounts of grenade suicide by the incredible republic clone trooper AI but only one instance of them yelling out SNIPER!!! as I shoOtgun someone next to one of them (both right infront of me naturally) this time. Keeps on impressing me and more importantly making me laugh very hard to this day, but obviously not as much as when the very Gabe Newell circa 2003 proportioned man is stuck trying to crawl into the vent while a silly tune plays, which I Of Course screenshot out of delight on every replay (Dont Believ Me my fellow insincere ironists...?). that bit along with him trying to hide behind a potted cactus in vain is objectivly funnier than evrything in No One Lives Forever 1&2, I'll Have U Know... thanX for reading my latest tumblr post, full spectrum gamers!

Splatoon is a weird franchise. I honestly didn't get the hype for the first two games. It always had this 'baby's first fps' kind of vibe that turned me off of them. The idea seemed promising but I couldn't get behind the weird 'squid' music and it all just seemed so childish to me. I completely ignored them and stuck to my hardcore tactical shooters like Apex Legends and Rainbow 6 Siege that I knew and loved and let Nintendo's weird newest IP pass me by.
But then in 2022 I went through a really vulnerable time in my life where my future became extraordinarily uncertain and fell into a depression.... right when Splatoon 3 came out.

And thank god that it did honestly, because I was sleeping on one of the best FPS franchises of the last decade.

"They call it Splatoon 3 because really you're getting three games in one" is what my friend told me as a joke, but they're really not wrong. You get a single player campaign that lasts 4-6 hours, a multiplayer FPS that has way more depth than I gave it credit for, and an absolutely bonkers PvE game mode that rivals the likes of Left 4 Dead 2 as one of the best swarm shooters I've ever played.

I never finished the single player campaign though, so lets just call it a cool FPS with a great PvE mode.

The normal FPS aspect of the game is the same as the other two Splatoon games. You have guns that shoot ink, you can 'swim' in surfaces painted by your ink, and you can 'splat' your enemies by shooting them with your ink. Each weapon has its own loadout, with a secondary grenade-like throwable and a special 'ultimate' ability that every FPS has to have now-a-days. It's really a cool setup, and allows for a variety of different playstyles. If you want to focus on the ink part of the game there are weapons that are good for spreading ink, but you can also say fuck that and take duelies and roll your way into the enemy base to score a killstreak.

If I had a gripe with this system it would be that Nindendo seems absolutely terrified of ever making a weapon that's... well... too good? A lot of the weapons I like are best 2 out of 3 -- that is -- the Weapon is fun to use, but either the Ultimate of the Secondary or both don't play well with it. Have a weapon that's good at picking people off but is lacking in the ink category? Well then of course, the grenade has to be the angle-shooter, an extremely hard to hit grenade that only does piddly damage and doesn't ink anything. Have a roller that is slow to move but wide and great for inking? Well obviously any Roller player would want to stop everything they're doing and place down a Splash Wall right? .... RIGHT??? ROLLERS LOVE STANDING STILL RIGHT???? I honestly can't blame them though, on release there was a weapon that was good at inking with a really powerful ultimate that you could easily spam and it took multiple nerfs just to get it back in line.... just for another variant of that weapon it to take it's place. Ahhhh live service balancing <3

Anyway, the creativity in the design of these weapons are perfect too. Splatoon takes place after a vague end of the world event that killed off all the humans, so all of these weapons are repurposed version of human tech. There's a sniper fitted to a #2 pencil called the Snipewriter. There's a mini-washing machine called the Sloshing Machine that chucks ink all over your enemies. There's a whole class of weapons that are repurposed window wipers, it's great.

But if Splatoon 3 was just it's PvP mode I probably wouldn't bother talking about it, besides curtly saying 'yeah it's pretty good'. That's where we get to Salmon Run, the PvE game mode.

No joke, Salmon Run is some of the most intense gaming moments I've ever had in an FPS. You have to fight hoards of frothing bipedal salmon called salmonoids and try to collect their eggs by delivering or throwing them into a basket at a central location. Outside of the normal salmonoids you get harder variants called boss salmonoids that are more threatening and all require unique ways of defeating them. It's all pretty straight forward until you find out that your weapons are all randomized from a daily set of four weapons. You and your team must work together to fight off the swarm while also often figuring out how some of these weapons even work, and compensating for any disparities in ink or range.

Every once in a while you'll get the privilege to face off against one of the 'King Salmon', these giant kaiju-like salmonoids that can absolutely wreck your shit. If you manage to take them out you'll get some salmon-run-specific currency that can be spent on special cosmetics you can show off in the PvP mode too.

And the whole thing comes together perfectly. The atmosphere of the rest of the game is gone. You're now in the trenches of inkling 'nam, and all you have is the weapon in your hands and your coworkers by your side. I fucking love this game mode and I climbed to Executive VP, the highest rank, over the course of 6 months.

A side note:
My friend group figured out that there's a role in high level Salmon Run called 'princess', and it's typically a role given to whoever has the most garbage weapon in the set. 'Princess's job is to ignore all Salmonoids and just focus on getting eggs to the basket. This is absolutely hilarious and I refuse to play Salmon Run without bringing it up in conversation at least once.

The community of Splatoon is really what gets me honestly. You remember the Wii-U Plaza from back in the day where people would post images and shitposts on the homescreen of the Wii-U? They basically kept that and brought it all the way up to Splatoon 3. If you log on consistently enough you'll get to see absolutely wild drama play out, such as one user named 'gao' fervently writing out the phrase: "Throw me to the Salmonoids, I'll come back PREGNANT" and deciding to post it for the entire world to see. I can't get this kind of unhinged shitposting anywhere else man, and believe me I've tried.

And if you've gone your entire life without experiencing a Splatfest, then good god man you're missing out. Basically every month or two Nintendo decides to split the community up by asking room-splitting questions like: "what's the best ice cream flavor" and watching us all devolve into cavemen. For one weekend, the entire atmosphere of the game changes. The day before, you can see them start to put up decorations, and as night falls the entire plaza is turned into a mixture of a rave and a festival as we all party and have religious arguments about how Strawberry is CLEARLY THE SUPERIOR FLAVOR and how I will SPLAT THE NEXT FUCKER WHO TRIES TO TELL ME OTHERWISE.

And when there isn't a Spaltfest to look forward to, then there's a Big Run on the horizon. If normal Salmon Run is squid 'nam, then Big Run is Squid World War 3.

The premise is fucking genius. The PvE and PvP gamemodes have completely separate maps because they're completely different games. The PvP gamemodes have pretty, sunny, generally family friendly vibes, while the Salmon Run maps are hell in a handbasket. Red horizons, green seas, everywhere you go is death.

So what if the Salmonoids actually made it past us? What if they made it allll the way to our safe and pretty little PvP maps? Well then you'd get a Big Run. Basically one of the PvP maps gets overwhelmed by Salmonoids and it's all hands on deck, all out war, for all that is good for Squid-kind. The music in the Plaza? Gone. The skies? Red. The TV's? All showing an emergency broadcast. It's lowkey one of the most unnerving shit you can put in a E10+ game.

It's these scheduled events that puts Splatoon into a tier of it's own for me. It made me feel like a kid again, waiting for the next update, waiting for the next community event so I can do my part and take down more anti-strawberry heretics. You really don't get this kind of shit in live-service games these days because, despite what the community thinks, they really don't make much money for the amount of time and effort needed to pull it off. But I think that's a horrible way of thinking about it.

It's a bit embarrassing to say, but, in a time where I didn't know what the fuck to do with my life anymore, I had Splatoon to keep me going. Did you see todays Salmon Run rotation? What about tomorrows, is that going to be any good? Did you hear? The next Splatfest was just announced, I can make it to then right? And then there's the next Big Run 3 weeks after that? It gave me something to look forward to when I had nothing else in my life to look forward to. And it's made this wonderful weird community of idiots that I can't help but miss now that the games entering it's sunset phase.

In all honestly, I can't in good faith recommend Splatoon 3 to people these days because I think it's juuuust about run it's course. They haven't announced when the last Splatfest will be, but I'm predicting it'll be in the next couple of months and after that there will be no new content. The community is a lot smaller than it was on release, and the casual scenes kinda taken a hit because of it. I can't hop into a turf war these days without getting absolutely bodied by people with 300 more hours than me, but honestly that's fine.

Splatoon 3 was a highlight of one of the worst years of my life. I deeply cherish the memories I had with it and you can bet your ass I will be there on day 1 for Splatoon 4 ready to fuck up some 10 year old's with my dualie rollouts.

Side order was really fun but slightly repetitive towards the end. I found the cycle of choosing a weapon and going through 30 floors really engaging, but once you’ve upgraded the “hacks” it becomes a lot easier with certain weapons. That isn’t to say it doesn’t feel good mowing down enemies with the slosher though. I really loved the level design too, different objectives kept it fresh most of the time. I wished the reward for completing all palettes was a bit more substantial though! All in all I’d recommend this to any splatoon fan who wants more story content.

very cool dlc to splatoon 3! making a splatoon roguelike was absolutely a step in the right direction, as the gameplay loop of this one is satisfying and features many interesting color chips and palettes to choose from. the only thing i didn't enjoy about this dlc was the lack of variety in objective types; even if they had added maybe 1 or 2 more types of objectives per floor, it would've made for a much more interesting system, imho.

This could have stood to be a bit harder and have a bit more variety with its roguelike elements (only 4 objective types seems strange honestly) but this is still a ton of fun and just reinforced for me how much I love the world of Splatoon

The game that launched a dozen millionaire YouTuber careers, helped usher the golden/cursed age of the let's play and marked a watershed moment in horror game design. Yet when The Dark Descent was busy being extolled as the scariest game evar I was that faint, squeaky "nuh-uh!" at the back of the congregation.

Despite being an avid fan of both horror and adventure games and, as a result, being an early fan of Frictional Games via the Penumbra series, I'd always been lukewarm on Amnesia and somewhat baffled by its monumental mainstream success. Besides not being scary (as I'd claim back then) it was just annoying to play through, with its sanity bar, incessant distortion effects, constant voiceover monologues that make you walk through molasses while listening, endless flashes to bright white in a game expected to be played in the dark, oil that burns out in 30 seconds and a character deathly allergic to any room with lighting below 2,000 lumens. I felt the horror gameplay was not only overly basic but bogged down with all this useless annoyance, as if they saw Far Cry 2’s infamous perpetually jamming guns and thought that’s what our whole game should be.

Well 14 years later, removed from the hype and coming off a newfound (or perhaps rediscovered) respect for this team off the back of SOMA and The Bunker I can see I was for the most part missing the forest for the trees on this. Those white screen flashes and molasses-walk voiceovers can still buzz off and the scripted distortions do drag on a bit now and then but mostly I was just too familiar with Penumbra and had grown bored with Frictional's tricks at precisely the same moment the internet got obsessed with them. With Penumbra now fading from my old man memory I can see now there’s a lot of good here that I'd been taking for granted.

A sanity bar still irks me a bit in principle because it feels like the game trying to tell me my own reaction, but not being able to look directly at enemies and mechanically making the player actually afraid of the dark itself are both genius, and having to balance two competing stats in trying not to go crazy and trying not to die adds a perceived weight to one's moment-to-moment decision making throughout. The lantern oil is particularly stingy at first but if you're even a little conservative you'll soon have more oil than you'll need, so that it's not annoying, yet very rarely have enough at once to feel comfortable. Not to mention trying in vain to keep a dwindling flame alive in the depths of darkness is a powerful visual motif in line with the sanity theme and the writing's Lovecraftian ambitions.

An organically induced fear of the dark and the management of light were near-perfected in last year's brilliant and relentlessly oppressive Amnesia: The Bunker, but we have to walk before we can run and The Dark Descent lays a solid groundwork before they were brave enough to really get sadistic on a gamer. Perhaps more notably it's Amnesia's first sequel, A Machine For Pigs, that made me rethink the light management most, in that one you can use your light indefinitely with no consequence and ironically that abundance makes it feel like something is sorely missing. In that game you never feel like you're in real danger, where here (and even far moreso in The Bunker) it never feels like you're really safe. For immersive horror that's nothing short of a triumph.

Most of all though I realize now that I was wrong about one thing above all else, and now I'm no longer too cool to admit the truth: The Dark Descent is scary. Hugging a wall, moving slowly through the dark, thinking you're really going to make it, hearing that music cue, making a break for it and frantically trying to open a door, close it again and block it on the other side is still some of the most exhilarating moments any game can offer. Frictional's beautifully wonky physics engine ensures that opening drawers never gets old and that doors will always max out your heart rate during a chase. When you're a bit fatigued with no-combat 'pursuer' enemy designs it's good to return to the masters and be reminded why it got so popular in the first place.

Puzzles mostly strike a good balance in turning your brain on enough to get the dopamine flowing without being likely to get you stuck (though I did once resort to the patented adventure game tradition of just trying every item on every other item - a jar on a string, of course, why didn't I think of that? Also that pipe wall puzzle was fucking stupid), the writing is pretty good throughout - enough to make me actually eager to be picking up another note - and the villain has possibly the most epic voice evar.

There's an abundance of muddy dungeon maze environments but somehow there's still enough variance and novelty in the puzzles and monster encounters to keep this descent compelling even 14 years, many sequels and countless imitators later. My return to Castle Brennenburg was a fruitful one beyond my expectations. It turns out sometimes it's not everyone else who was wrong, sometimes it just takes another 500 games in the log to begin to understand the genius you'd previously dismissed.