910 Reviews liked by Trinitysora


it's the biggest piece of dogshit

Easily my favorite Umi ep and I still think about it all time time almost a year later. What a ride start to finish, I was not okay after that tea party what the fuck Ryukishi

I cannot unlove this game.
It is clunky, it isn't much, but it is one of the most charming things to ever exist to me.
The old monitors, the box pixel, the first level theme, everything fits on my dumb head as one of my favourite worlds to think about sometimes.
It just brings me joy, it's just that simple, they're robots doing their little robot things, it's also a romance of sorts, between robots.
Listen what I'm trying to say is: I love this robots, they're the best.

I liked this far more than I thought I would. Honestly, after 5 I had zero hopes. However, I was greeted to a decent story, combat updated in a few ways I appreciated, and characters that are pretty okay.
That said, this definitely lost points for a lacklustre endgame, and an oversimplification of the crafting systems from previous entries.

It could have been a great game had it been left in the oven for longer. The story is nothing special and does not make much sense half the time, with many major plot points revealed in much later chapters. The character models and rigging are quite odd. The gameplay is fun, but there are too many aspects to level up and keep track of, especially with how many new characters you get as the game progresses.

Basic JRPG fare with some pretty decent combat ideas, a ho-hum story, and some dreadful haircuts.

Basic bitch cliff notes understanding of the most mainstream psychologists and philosophers possible. Dan Hentschel says more about psychology than this garbage.

Pointless fanservice wankfest going back on the prior game’s actual experimentation

One of the main points of contention Xenogears' critics will bring up is the game being released in a state of not being entirely finished. Disc 2 being made up of mostly narration and Evangelion eps 25-26-esqe dreamlike cutscenes is a common point of contention when addressing this game's strengths and shortcomings. Just as every artistic medium is defined by its limitations, video games are no different. Even still, Xenogears is a special case. One of the main questions the game poses is what it means to be complete. Although this is mainly to be applied the main character Fei and his arc of finding his purpose by forming meaningful human connections, given the game's own status as a not fully realized vision makes the message all the more profound.

If there's one question that Xenogears has made me ask more than anything else, it's about the point when a piece of art becomes complete. How complete do you need to be to feel like a "whole"? A defining aspect of Gears is its stance on this topic: we aren't defined by our own journeys so much as how we affect the lives of each other.

Many may see disc 2 as unsatisfying, but the way I see it it's the brightest shining aspect of what makes Xenogears as good as it is. This game tells a front to back story, and I haven't even addressed the fact that I think this might be the best individual story I've ever experienced in a single video game! Not to mention the amazing character arcs of Fei and Elly. People throw around the term "this speaks to me on multiple levels" a lot but this is especially true to me with Xenogears.

As the game says, it's okay to not feel whole. Eventually as time marches on, we affect the lives of others and find meaning in the various human connections we form in our lives. And that gives us meaning just as much as any aspect of ourselves. Just as people are defined by the bonds we make, the people we meet, and the love we share, I think Xenogears has a somewhat similar journey.

A big reason I was interested in this game as I've been is because of how much I've heard it inspired modern JRPGs. With them being my favorite genre of game, combined with my fascination with works of fiction that inspired other pieces I so dearly enjoy made Xenogears a must play for me eventually. I'm so happy I did. Seeing this game's legacy retroactively makes me think this is the "complete" form of Xenogears: leaving such a legacy on the entire genre in the 24 years since its release.

Video games are a unique artform. The relationship between creator and consumer is an especially gray line here with many of the highest names in the industry describing themselves gamers just as much as game creators. Games, being as big of an art form as they are, cannot be created by one person (maybe in some instances but definitely not something like Xenogears for the purposes of this thought). Creators constantly build off one another, using aspects of someone else's creation for their own works, thus creating a living legacy for the original piece. Given how much inspiration others have found in the storytelling, character writing, and worldbuilding of Gears, I think it's safe to say it has about as impactful of a living, active legacy as just about any game in the genre.

Xenogears defines what it means to be a video game. Despite the fact that it's not a fully realized vision, you cannot argue the impact its had on everyone who's come into contact with it. Knowing this, is there really anything that truly needs to be changed about it? Although it's admittedly imperfect, flawed, whatever you want to call it, the lasting impressions it leaves on everyone give the game as much of a purpose as if it was truly finished.

So is Xenogears "whole"? I think so at least.

Kind of incredible how a game manages to use the Doc Robot concept from MM3, yet actually use it well through unique stage designs and new, fair boss patterns for the returning bosses, without managing to feel bloated. There’s just so much player control and customizability between all the chips and ex skills here too. Not only is the game fun on a first run, but it is on every subsequent one. This is my second run through this week because I find this so gripping gameplay wise. It just doesn’t get old. New Game+ without the hiccups of Zero 1’s life system, Zero1 and 2’s weapon exp system, or X8’s stage design. Fuck yeah man. Love this game. Also the story’s great, too. Though it’s in the Zero sub series so that shouldn’t be a shock. But hey, fantastic video game where you just so happen to bash the fash.

i feel like i would ramble on for ages if i started to write paragraphs of text for this game, so i'll go with a List Format This Time.

so here are the top [however many things i end up listing] reasons why this game felt laser-focused to appeal to me:
- a realm-spanning, grounded narrative with actual honest-to-god focus on geopolitics, tough choices and tastefully done magical and fantastical elements, with zero late-game surprise demon king shit to ruin it
- a big, well-rounded cast of characters that not only have interesting and fun personal stories unto themselves, but whose ideals are well examined through the game, and who work as effective lens in interrogating, contrasting and comparing the mechanisms of the various societal systems of the three states of norzelia
- dialogue and character writing that hits a very good balance of dry and serious, and human and humorous, with very well done economical script. just a bit more of joe abercrombie-like sassiness would not have been amiss, but overall very good and fitting for the game
- tactically rigorous gameplay design that moves the focus significantly from out-of-battle preparation and character building to in-battle decision making, which makes the fights themselves feel much more balanced and fair and, most of all, FUN
-- as a bit of a sidenote, i must say that i've always looooved sprawling and involved character progression systems where you can break the game wide open with some good planning and execution, but i've also come to realize that i like them specifically in crpgs and your more standard jrpgs with quick battles and lots of trash mobs to sic your busted ass party at, with trpgs i massively prefer the more chess-like approach that tristrat has
- combat system that gives you all the information you would ever need to plan out your tactics, with basically no bullshit surprises. again, kinda like chess!
- the overall progression philosophy: you're always making at least some in-game progression, even when you face complete defeat, and you never LOSE shit, there's no character permadeath or anything of the sort. in truth the retained experience and kudos from lost fights didn't make a very big impact on the pacing of the game for me (because there were only a few battles i ended up losing once or twice before i emerged victorious), but the psychological effect of knowing you'll always progress in some ways even if you fuck up royally cannot be understated for me--i take more risks, i try out more varied strategies, i generally poke the systems more and as a result, tend to have a lot more fun with the game. with a harsher save/checkpoint system, i tend to play much more conservatively, which always has a negative effect on my enjoyment.
- if it wasn't obvious from the above point, i've never clicked with games that derive a lot of their difficulty or challenge from long-term attrition of resources, so let me just say that i fucking LOVE the tp system. the item system being your standard fare was a good balancing weight for the tp system (though, again, i supremely appreciated the fact that you get used items back if you lose a fight)
- the 3d diorama presentation of the exploration and combat scenarios was just absolutely adorable

all that said, there were certainly a few things i was hoping to see. MORE LISTS!
- a bit more variety across the board would have been appreciated. a few more enemy types and some optional (hard) bonus objectives per fight would have gone a loong way for me. right now the 35 hours i spent with the game feels just right, as much as i'd like to know how the golden route goes, i don't think starting ng+ right away is a good idea. maybe in a year or two, though.
- almost all of the positive status effects feel bizarrely weak compared to the negative ones. proccing immobility or paralysis in particular on a key enemy unit remained incredibly exhilarating all the way to the end, and i really wish positive effects were as impactful.
- some of the scales of justice decisions could have been harder. the setup of every option starting out with equal amount of supporters avoids the potential issue of the game accidentally implying some options are better or more desirable than the others, but i got my will in every one and it felt just a tad too easy.
- while i adored the presentation overall, i'm not a big fan of the super contrasty colors of the 2d-hd games. you definitely get used to it, though, and playing the pc version with higher res and framerate than on the switch made the graphics more palatable for me.
- the material and character skill "tree" systems felt a bit tacked on, the vast majority of upgrades you could get seemed pretty inconsequential. would have preferred less materials overall (and the game being stingier with them) and tighter skill trees with just the skills that make a genuine difference--you get the tiny stat boosts from level ups.

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i have never played a game that made me feel more like i was playing an epic fantasy novel trilogy. it is in many ways the trpg genre absolutely perfected for my particular tastes. it's not the very best in every single thing--when i want to enjoy some of the most colorful dialogue of the genre i'll boot up fft or to:luct, and when i want a different kind of satisfaction found in building gamebreaking characters i'll boot up troubleshooter (or, tbf, fft or to:luct lol), etc.--but as a whole package, it is one of the best trpgs i've ever played and likely my overall favorite. just an incredible game through and through and god do i hope we get a triangle strategy 2 some day, that takes place in the same world but maybe 100 years in the future--the ending i got certainly made it clear norzelia is just entering a new era of true innovation, so there's a lot of potential there.

four and a half difficult multifaceted realm-changing decisions forced to be made out of sheer necessity out of five

The understandings that come between characters worlds apart, rendered blissfully through everyday life, from absurd to natural. Nasu's most interpersonal poignant work I feel, largely by nature of being invested in the day-to-day growth between its cast, reflecting on people throughout their days of steely clouds, fallen snow, and fairy tale amusement parks. Ever more blissfully held up by how Type Moon's characters are given such vibrancy, with each interaction always flowing off the page for me into a real group of multifaceted people ^/w/^

I will admit though, that I found myself wishing there was more to chew on than what's here. There's a crazy good juxtaposition between the changing architecture, the diametrically opposed functions of old and new, nostalgic and living-in-the-present, but it ends up becoming more cornerstones of the players of life rather than delved into thinkpieces. Which is largely the point, after all, as this is coming-of-age in its truest form. Everything is open, wide, and turning pages into a more difficult cityscape that demands resolution from you as you're just starting to figure out what you're looking for. And in that way the platitudes, the stories of making the most of your life, the ending divvying up of regrets you still have of the life you've led so far, all culminate together into something deeply fulfilling.

It's a wonderfully graceful work with all that. I'll really have to think on it a lot more as I leave it.

My friends always makes funny jokes about me saying ''I love music'' or whatever but i geniuely find it really funny how the timing of me playing turned really good for me on how much i enjoyed this game so much.

Thought it has some issues with some boss designs, i feel like this game does it best on what it needs to be. Like literally, the structure of having a rhythm while making the sound design if perfectly and especially having the soundtrack to match with the timing of an cutscene or in the middle of the fight sounds geniuely so ambitious that i can't find myself to say how cool it is.

Hi-Fi Rush such a fantastic game in terms of everything in a hack and slash game needs to be and have a sense of identity in a way that i never imagined before. The presentation and the artstyle is just too imaculate in a first playthrough.

If you look like Korsica please hit my line.

Hotel Dusk will always have more personal significance as it was first and because of when it came out but this has been growing in my favor with each playthrough.

wonderful contained setting and cast of characters that ends up feeling larger than the first due to the stakes involved. the music is once again absolutely incredible with this possibly taking the crown for my favorite of the two.

hopefully the Another Code remakes did well enough for the Kyle Hyde saga to see something too.

a great concept that unfortunately never reaches its fullest potential due to poor pacing, lots of backtracking, and a VERY rushed plotline. i still enjoy it despite these faults, but i can only recommend so1 to tri-ace diehards nonetheless