193 reviews liked by Valri


Feels weird to have such a sour aftertaste after loving most of Penacony, but man, 2.2 is the first time since Belobog I've felt like the game just makes no effort to set itself apart from its inspirations in certain regards.

There's only so much they can do with the game's structure and the allotted screentime characters can have, but with how much Robin and Sunday feel like they were just meant to fit moulds necessary for the story, I'd rather they just keep it at that and give its genuinely unique characters more time to shine, because I truly could not care less for the time spent on them here.

Whether intentional or not is hard to say when there's countless examples of settings like Penacony, but especially considering the dynamic of Sunday and Robin, it reminds me a loooooot of Caligula Effect 2.
The problem here is that, Caligula Effect 2 is one of my favorite stories ever that spends approximately 25 hours on being an absolutely fantastic commentary about the pressure of society's expectations (especially through the pedestal idols are unwillingly placed on) and every character uses its premise so incredibly beautifully and uniquely to truly make that emotional core of it hit.
Now ofcourse, Star Rail couldn't and shouldn't have that amount of depth with its structure as I mentioned before - but it's a bit hard to set it apart when it's so similar and yet utterly shallow in comparison. Any character development Robin gets is essentially a switch getting flipped off-screen that makes her go "hm, maybe the Family isn't so pristine actually!" and that's about it - but you can't really expect much more when they've hardly given her an hour of screentime. Her popularity makes it clear I'm definitely in the minority in needing more substance to really appreciate a character though, and that's fine. I'm glad there's still plenty of people who can appreciate her for what she has to offer.
Sunday is.. okay. He's nothing you probably haven't seen before but he's exactly what the story needed so it works. I'm not too well-versed on HI3 but I appreciate how he's intended to parallel Kevin as a nod to Acheron, so there's that atleast.

So yeah, I'm essentially at the crossroads where I wish these characters were more than they are but also can't really see a way for that to be possible, which is a weird feeling. They couldn't ever match up to my expectations and if they did get more screentime without setting themselves apart from their current roles in any unique way it'd probably just lower my appreciation of this arc further so I guess I'm just fated to feel unsatisfied about them, unfortunately.
It's just hard to say I truly love Penacony even though I had a blast with 2.0 and 2.1 when its core at the climax makes me feel.. nothing. Pretty much everything they got in this patch was exactly as I expected it would be and I groaned through whatever screentime they got as a result.

Luckily, it's not all bad though! There's plenty of characters that use the dream world setting really well. Gallagher and.. Misha, of all characters (surprisingly!) were the highlight of the patch for me by tugging at the heartstrings unexpectedly and I love that Firefly of all characters challenges Sunday's nihilistic, haughty perspective of humanity needing Penacony to live the most considering she's just about the prime example of it. But no, despite her circumstances, she's going to use whatever limited time she has to truly live and continues to cement herself as the absolute best Penacony has to offer, and I can't wait for her to continue to carry the absolute fuck out of it when the epilogue drops.

It just sucks to have to look towards the smaller parts of this patch for me to be able to appreciate it, and I can only hope having her in the spotlight makes me feel less conflicted about it all by the time it wraps up.

Games that tell stories only capable of being relayed through the medium of gaming will always hold a special place in my heart. Since my first encounters with video games as a whole, I've never quite found any method of storytelling to even compare to it. Sure, the occasional film or manga or what have you might catch my attention, but those I hold at the peak of any other medium don't really come close to the experiences I've had with gaming.

Return of the Obra Dinn has once again solidified this idea for me, and it does so in such a way where I feel that everything within the experience is deserving of commendation. The actors, writing, art, music, and everything all together unite for an extremely fleshed out and cohesive experience that held my attention the whole way through. I believe this holds true for much of the game's playerbase due to the incredible completion rates seen on each of the achievements. Return of the Obra Dinn manages to create a very unique gameplay loop I haven't quite seen elsewhere, it's an incredibly fresh and engaging experience that I feel anyone with a brain could hold appreciation for. It might not be a grand story in comparison to other titles of today, but it sure as hell is a good one, a GREAT one.

A game that will constantly have you thinking, theorizing, trying new things, finding new angles, and most importantly, keeping you engaged following through its bizarre and beautiful storytelling. This is a game that I believe couldn't and shouldn't be passed up, if you're interested, play it. You won't regret it.

JUSTICE, NO FORGIVENESS
VENGEANCE, NO DELIVERANCE

'Persona 3 FES Fan Excited To Finish Persona 3 FES For The First Time'

(Contains spoilers for Persona 3 FES: The Journey)

The second the trailer for that hilariously overpriced DLC expansion pass for Persona 3 Reload dropped, I realized I had to be more than a stereotype. It was time for me to beat the Persona fan allegations of “knowing a story only because I watched the cutscenes on YouTube.” It was time for me to beat The Answer before it becomes cool…

Okay. That's all like. 30% of my actual motivation for doing this. I replayed the entirety of The Journey beforehand as a way to cement my feelings towards the original in the wake of Reload. And due to my various gripes with Reload’s presentation and also generally just preferring the original on most fronts, I didn’t think it’d be right if my first, proper experience with The Answer was through its remake. Though I’ve replayed Persona 3 FES many times before, this post-story gamemode was something I was never in the mood to finish after reaching the phenomenal conclusion of the original story. I never saw a continuation as necessary. And I think P3’s dungeon crawling loses much of its thematic meaning and intrigue when you divorce it from its other social sim half. Even now, after properly finishing The Answer, I’d say my initial concerns weren’t unfounded. But there definitely is still much worth in the experience.

Right off the bat, I adore the set up. Characterization is one of Persona 3’s strong suits, and it’s on full display here. You’re immediately stricken by its understated, yet somber tone. The rest of the story is quite solid in showcasing the various ways each member of SEES have either developed or regressed since the original story’s end, but the banter of the opening few scenes alone communicates these ideas in such a perfect fashion. SEES’ fallibility has always been one of my favorite aspects about them as a cast. They’re beloved for that sense of realness and humanity that permeates throughout each member, and their flaws being so highlighted is a key part as to why. They might dramatically “complete” their character arcs through Persona evolutions or strengthen their own convictions to the degree where they can clash with the embodiment of death itself. But none of that means the writers won’t continue to portray them as the messy little fucked up group of teens that they are. And this idea is what The Answer most strongly reinforces. As showcasing the self-destructive actions they make in reaction to facing such a devastating loss is the entire crux of the story.

The Answer shines the most with its character writing in three clear cases: Aigis, Metis, and Yukari. The former is a perfect lead for the protagonist to pass his torch to. Aigis’s arc up until this point already shared much in common with her emo husband, as they both primarily developed and gained a sense of identity through their collective experiences alongside their friends. So fully cementing her as a Wild Card just feels extremely right, especially after the bond the two form in the main story and this version's newly added Aeon social link (best social link in the series btw). Newcomer Metis exists primarily to strengthen Aigis’ character arc and she does a phenomenal job at that. It’s clear from the start that she’s meant to reflect Aigis in a symbolic sense and the parallels between them only grow stronger in terms of effectiveness as the story builds up their relationship. But despite playing a more function oriented role in the narrative, she is still incredibly entertaining. I clapped at every scene where Akihiko threatened her life and she responds by casually telling him to shut the fuck up. Then there’s Yukari. Do I even need to justify her role? I feel like that’s just a waste of breath. Shocking: a 17 year old girl gets a little bit mean when the boy she loves dies in the arms of another girl who’s neglecting to face the full reality of his death. Anyways, she’s great here. Though I definitely feel like her story could’ve been told with a better degree of nuance. Yukari’s always been one of the more empathetic cast members and seeing her act so abrasive towards everyone in general is a bit off putting at times. But I still respect the idea behind it all and it results in these beautiful emotionally charged scenes that’re on par with some of the best from the base game.

Though where this story really begins to lose me is its poor pacing and sloppy structure. It’s a case of stretching such a short narrative extremely thin. There’s just not enough here to justify going through seven different sequences of dungeon crawling. And while I’d compliment the characterization, I honestly feel the arcs of Aigis, Metis, and Yukari are the only things here that felt like they were written with complete confidence and intention. There’s this specific and formulaic way they go about exploring SEES as characters for the entire middle point of the story that feels so… random? They’re nice scenes to see, especially since I adore these characters, but I honestly can’t tell you how the looks into the past are supposed to add to the story’s statement in any substantial way. Also not a big fan of Metis’s info dumping or SEES’ guesswork, as a lot of it comes off as these awkward justifications for the story’s progression. It results in these genuinely intriguing mysteries and heartfelt conflicts that feel clunky in their resolutions.

I had negative expectations for the gameplay here. And that left me kinda shocked when I walked away enjoying most of the experience. The Answer is nothing but dungeon crawling, set on hardmode, with more complex boss design, and restricted access to certain quality of life features. On paper that all sounds fucking terrible. And some of it is. I, for the life of me, still question why they decided to remove warp stations before boss floors in favor of one way teleporters and a save point. To the point where I grabbed a mod that lets you fully heal at said save points (Sorry for being a filthy CHEATER, but I did not have the strength to deal with such a waste of time. I have a life 💔). But after getting over a lot of the annoyances that came from the simple concept of these changes, I came to realize that The Answer truly appeals to little freaks like me. Someone who genuinely likes Persona 3 FES’s flawed, yet bold battle system.

Battles can be infuriating on occasion due to the amped up resistances of most enemies and how that tends to bring out the worst of the AI party system, but I generally found them fun to fight. Though the one thing I’d like to acknowledge in particular are the nerfs to Fusion. That’s right. My The Answer hot take isn’t that weak shit like “it’s actually good” or “Yukari is reasonable.” It’s that the lack of arcana burst and compendium are valuable changes that add a different layer to the way you’re expected to engage with the dungeon crawling. Foresight is paramount and every fusion you make feels important. Between making sure I had each buff skill accounted for at any given moment or making the most of EXP share passives by transferring them to Personae with desirable skills, it feels like The Answer was able to bring out a niche appeal of the Fusion system the other mainline titles rarely nail. Due to my foresight and knowledge of the base game’s skill progression, I almost never had to stop and grind like I was expecting to. I was entirely prepared for 99% of the encounters I faced (fuck the penultimate Abyss of Time fight oh my god) and that felt extremely rewarding. I get that it’s harsh in design and not everyone’s experience is going to go as smoothly. But I found it was an interesting twist on a system that normally becomes less and less substantive to engage with as the game goes on.

It was really satisfying to see the credits draw to a close. I’ve been madly in love with Persona 3 FES for almost four years now and, though it’s funny to say, today is the day I finally finished it properly. While a lot of my initial assessments of The Answer came to be true, I’m glad I was still able to get something out of it in this playthrough. I’m still shocked by the amount of enjoyment I was able to find in its challenge run-esque design mentality. And best of all, it’s given me an excuse to brainrot over Persona 3 for a little while longer, thanks to the ways it expands on its cast. As flawed and half baked as it feels in so many regards, I’d say I overall enjoyed my time with it. Can’t wait to see how I feel about its remake, especially given the announcement that they’ll be adding in more story scenes. Now, someone come restrain me before I buy the $35 expansion pass for Persona 3 Reload. Hurry… There’s not much time. The microchip is beeping oh god o h no I. LOVE ATLUS GAAAAAAH!!!

This shit is gas and you all lied to me. I played this shit instead of just watching YouTube the second time around and the gameplay loop is fine. I love the character writing and Aigis' growth.

This is like Snow Queen Quest but if it was good and did more character building

“If you had grasped the journey’s finale right from its inception, would you still embark on this journey?”


“I would blaze a trail without hesitation.”

The term demake gets thrown around kind of a lot nowadays to just mean "remake I don't like" but I always thought of it to mean remaking a game on weaker hardware. In this case, we have Ristar for the Sega Game Gear, which is far weaker than the Sega Genesis.

TBH? It's by far the most impressive deconversion of a game ever made, to the point I much prefer it to the Genesis version. All the levels I disliked such as the water levels are replaced with new more straightforward levels like a cool rainbow level (be sure to play the Japanese version of GG Ristar!) or bomb disposal level. I just enjoy not having to play with the swimming physics again.

The music and graphics are a bit of a downgrade of course, but GG Ristar punches far harder than its weight class would suggest. I could listen to its version of the OST for ages https://www.youtube.com/watch?v=iZIuBpTd9P8

Also, even the English version retains the story from the Japanese original which was changed in the English Genesis release. Very neat! But I think the coolest technical achievement is how they managed to replicate the ending effects on Game Gear! https://youtu.be/SxdHf1xz0w4?t=2254

It's the same Ristar you know and love, only with all the filler bits removed and replaced with mostly more interesting things imo. The new collectibles are really fun to casually walk through and I appreciate how many extra things there are to grab such as enemy shields and spears. Easy rec for fans of the original.

im just like charlotte mak is just like anri

Ok people street fighter 6 is out you can stop acting like you care about guilty gear now

If there’s anything in this world worth keeping alive, it’s love.

In the void that is Revachol, we see the light of love and hope slowly fade away. It is up to us to cultivate and nurture that light so it does not die. Love is not dead! As you read this, you are alive and breathing, and it's up to you to seize what remains and fight for it. We can no longer wait for some great revolution that will fix all of our problems. If you truly desire a revolution, you must create the conditions necessary to birth it!

Disco Elysium isn’t just a game about what political faction you align with or finding out who lynched the man behind Whirling-in-Rags; it’s a story about love and why we must hold onto it, even in the darkest of times. I understand that nowadays, with the current state of affairs, it's hard to believe in love and hope. It's difficult to place our hope in a future that seems to have been stolen away from us, yet that's precisely when we need it the most.

I choose to believe in love. I choose to hold on to the hope that a better future is possible, no matter what, because I believe it is. The people we know, the community we live in, and the world we inhabit are worth fighting for. Disco Elysium taught me that fixing the world and making it a better place isn’t just about picking up a gun and waging some violent revolution; it’s about cultivating community and caring for those in it. That’s where the true beauty of Disco Elysium lies.

I believe the way this game conveys that message is quite powerful. Disco doesn't make some grand showy gesture beating you over the head with its message; instead, it laboriously takes the time to show you that the world you live in is beautiful and worth fighting for. It spends the time showing you the inner lives of those around you and has you helping them, one person at a time.

There is one specific character that I feel best embodies this: Cuno. Cuno, at first, is seen to be an irrational, difficult, vulgar, and poorly-behaved child, which leads you to inevitably hate him. As you learn more about Cuno and his home life, however, you realise there’s something greater at play. He doesn’t act out for the hell of it; he is the way he is because his father is a drunk who’s fallen down on his luck due to becoming a victim of the system giving up on him and his son. He’s left with no choice. The system has abandoned Uuno and his son, leaving them both to fend for themselves and pick up the pieces. Which sadly isn’t uncommon in Revachol and the real world as well. It’s perhaps one of the most striking and poignant stories in the game. I eventually went from despising Cuno to feeling empathy for him, as I did for many others in Revachol when I learned their stories.

I believe this approach to storytelling and character writing is incredibly effective, and the best part about Disco Elysium is that these kinds of stories are all over the game. This goes to show how much love and care was put into humanising the inhabitants of Revachol, which helps make the world feel alive. Because of how well the game fleshed out its world and characters Disco Elysium was successful at conveying the message that this world is worth fighting for. Not only was I captivated by this world, but as the game drew to a close, I found myself deeply invested in the wellbeing of these characters and the city.

As I learned about these stories, Revachol’s history, and the many political factions vying for power, I realised that this game was never about solving a murder or finding which faction is "correct." It was about learning to love those around us and working together to create a better world, one step at a time. Creating a better world was never an unattainable goal conjured up in the minds of idealistic and "ignorant" kids. It is a possible reality, but it demands the working toiling masses of the world unite and work hand in hand in creating this future. It is on us to seize the future and lift eachother up when we need it most.

Never give up on fighting for this future. It is only dead when you allow yourself to be convinced that it is.