197 Reviews liked by Valri


Playin Relink with oomfies be like:

- Guy who plays Eugen: Proto Bahamut is a fun and fair boss to grind before we get to Lucilius
- Guy who plays Io: Proto Bahamut is a fun and fair boss to grind before we get to Lucilius
- Guy who plays Rackam: Proto Bahamut is a fun and fair boss to grind before we get to Lucilius
- Girl who plays Siegfried: I've come to make an announcement, Bahamut the gay dragon is a bitch ass motherfucker, he pierced trough my fucking armor.

ARGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I had a longer review written, but... Hmm...

There's this interview that plays in my head a lot. Someone brings up how popular Zero (a dashing genderweird character introduced in 6.1) is and Naoki Yoshida - the game's producer, director, and member of Square Enix's board - awkwardly mumbles out that he didn't quite expect people to love her so much.

This is innocent on the surface, but to me it was a huge head tilter at the time.

See, FFXIV has a problem with misogyny. Whether it's inconsequential shit like "Minfilia polled terribly with players, so we killed her and turned her into a mcguffin", Yotsuyu's weird allergory for comfort women turning sour in Stormblood postpatch, Ysayle/Moenbryda (self-explanatory), the double standard invoked with the fates of Fordola compared to Gaius Baelsar, the incredible overuse of sexual assault references in dialogue up until late Stormblood, or Lyse getting written out of the story because people hated her, there's a lot to chew on regarding misogyny.
It's sort of a "joke" (insofar as banal reality can be humorous) among woman-liking FFXIV fans that pretty much any new woman introduced will probably either die or be written out. Venat implicitly (in the Japanese text, explicitly) being denied reincarnation while the setting's equivalent to Super Hitler gets to constantly appear in flashbacks was just the nail in the coffin.

I bring this up because 6.5 is bad. It's not bad in the same ways 6.0 was bad - Natsuko Ishikawa's uncomfortably Imperial Japan sympathizing fingers are at a minimum barring 6.4 - but it's bad in more banal, eyebrow-raising ways.
To avoid burying the lede: 6.5 smacks of both swift, lazy rewrites and also creative sterility.

After 5 patches of overwritten, backtracking-padded, unsatisfying buildup, 6.5 just dispenses with most of the stakes and conflict to say "Beat Zeromus and Golbez will be a good guy!". You get an admittedly decent trial out of it before Zero abruptly becomes a Paladin with little fanfare (mirroring Cecil's iconic moment from FF4, but terrible) and surprise Golbez is a good guy.
Zero thanks you for your friendship and aid, before declaring that she's going off to the same not-relevant closet as Lyse and demanding you don't ever come knocking for her.

Honestly, as an aside: XIV's format is killing it. There is no real reason for 6.4 to not have the Scions immediately leap in to fight Zeromus other than the devs needing to do another patch. It sucks so much.

"Zero was intended to die but they changed their mind last minute" is, at the time of writing, a conspiracy theory. Nonetheless, it's a believable one.

What's really telling to me, both about the void arc's development and also the reception Endwalker got, is that this patch opens with an incredibly lazy and overbearing Shadowbringers nostalgia trip. Needing Light for a storyline that should've ended last patch, you and Zero hop over to the First and meet all of your Shadowbringers friends! Hurray!
Except... Look, even putting aside my negative bias (I consider Shadowbringers the worst XIV expansion) it just reads incredibly poorly. It's an abrupt plot stopper, is mostly unvoiced filler dialogue/quests that serve no purpose than to tug at the player's nostalgia, and genuinely does not matter at all until the very end.
This is alarming, at least to me, because they did this after Stormblood (an expansion Japan infamously despises to this day) what with the sudden surge of Ishgard/Heavensward references and Aymeric being your BFFL all of a sudden in Ghimlyt, the nuking of Stormblood plot threads in Shadowbringers, plus the very abrupt resurrection of Zenos and the sudden announcement of a whole event centered on Ishgard - the first and so far last of its kind.
Lastly, the dungeon of this patch is a cheap rehash of Amaurot but because nobody gives a flying fuck about the storyline it has all the impact of picking up a plate with a towel and it sliding back into the basin.

All of this combines into a package that, honestly? Pisses me off personally. The Void and everything around it has long since been one of the most int- [remembers what games I'm talking about] least boring parts of the setting and it's essentially gelded, its sole promising voiced NPC neutered, all to... idk, shove the single remaining plot thread from pre-Ishikawa days in the trash and move onto Dawntrail?

Other reviews have said it already and I'm adding my voice to the chorus: I think FFXIV has went on too long.

I only have so much tolerance for drab cutscenes with the same canned animations, the same WoL responses, the same bad audio mixing that feels like mics are about to peak, the same annoying placid and uninventive BGM that I've been hearing since 2013. I have even less tolerance for quest design that hasn't changed since I left education - and it was the same when I went into it!

I want to lie and say that maybe Dawntrail will be better, but... Will it?

I forgave a lot of XIV's bullshit because the writers had a series of curtains drawn that I was eager to peek behind.

The curtains are open now, and despite my hopes they are indeed blue.

Will Dawntrail be any good? Will it deviant from dungeons/trials at odd levels, playing Machinations whenever it's safe to skip a cutscene, overly choreographed duties that're aimed at people who have panic attacks when asked to use tank stance, mediocre writing which betrays the writers' uncomfortable opinions on Imperial Japan's colonization efforts, and music which occasionally rises above "fine" but is mostly just forgettable BGM unless you're in a duty?

Beats me.

[The review has functionally ended here, I'm now just talking to myself.]

I've seen a lot of comparisons to TV shows and the MCU when talking about how exhausted FFXIV's formula is, and while I agree to an extent (I am an ex-Red vs Blue fan.) I think with games it's actually worse.

I alluded to it up above, but games being tired and going on too long is far more noticeable than in other mediums besides maybe music (shoutout to BFMV for making Fever for a decade straight).
It terrifies me that FFXIV is somehow one of SE's top earning games (barring this year, where their MMO division lost money for the first time in a while) but it feels so cheap. The same animations, the same music, the same format. For a decade, nothing but empty field areas and inconsequential yellow quests and 3 alliance raids and 12 normal raids and Hildebrand and five post-patches. A trial before you hit level cap, then a back-to-back dungeon and trial. Main leitmotif for the final boss. Final boss is a well intentioned extremist.
Over and over and over...

It's strange, too. I've recently gotten super into Granblue Fantasy, and it feels like a mirror into a better world. A better FFXIV. It, too, is a decade-spanning pseudo-MMO that's had to deal with the pains of being a GaaS title, yet it's managed to innovate within itself. Fights only get cooler and cooler as time goes on, characer kits manage to be relatively interesting without being a straight upgrade to existing characters (though these still exist), their writing has matured from its infancy, and the art/visuals/music only get better every month.

Sure, it has gacha money, but FFXIV is one of SE's top earners, yet it feels cheaper than some games I've played that were literally made by 10-15 Chinese folks in a shed.

I don't actually think CBU3 are entirely to blame. They are absolutely to blame for XIV's weirdly conservative stances on things, bad writing, and overexertion of creative control (STOP FORCING SOKEN TO MAKE ORCHESTRAL MUSIC.), but I think most problems I've talked about here can be traced back to both the very strict "5 post-patches, then an expansion every two years" shit and chronic mismanagement/underfunding.
I know Naoki Yoshida is everyone's parasocial best friend who can do no wrong, but c'mon. Fumbling FF16 despite having infinite Mainline Final Fantasy money can't say anything good about his capabilities.

As I wrote this all out I found myself longing for Stormblood. I don't like Stormblood (or anything in XIV anymore, really, I just came back to get my IRLs prepped for Dawntrail) but...
Hm.
I don't know how much the devs really care about FFXIV, especially as Yoshida continually looks more withdrawn and disinterested with each fanfest, but as a simple end user it just feels like Stormblood was the last time they were firing on all cylinders. The duties were great - in side content especially - the field areas were gorgeous, the music had so much flavour compared to ShB and EW's morose slop, and for just a brief moment in this game's gargantuan lifespan I was actually interested in where the individual location plots went.

I don't feel the same way about everything after it. Shadowbringers was, in hindsight, the developers panicking after Stormblood's reception and throwing the player into a world divorced of the icky plot threads/women they so despise, and Endwalker was Endwalker.

Am I just projecting my own discontent? Probably.

But when you offer the player a dialogue choice to voice their discontent at being forced to meddle in Tural's affairs, only for G'raha Tia to smile and tell you "nawwww it'll be fun :)" I can't help but wonder.

P.S: This patch was so bad I actually forget Vrtra was there, despite Azdaja being the instigating incident. Imagine.

This is strictly reviewing the base-game content of A Realm Reborn (not including the post-patch epilogue quests leading into Heavensward).

I COMPLETELY understand why most people will tell you to either play through ARR as fast as possible or buy the skip and watch a story recap, because, unfortunately, yes, it is a fairly substandard by-the-numbers Final Fantasy story. The game does NOT do a lot to make itself very engaging to play outside of a couple dungeons nearing the end of the story. If you're not familiar with the prior story of what this game was before ARR, most of the characters in the story will seem paper-thin and unimpressive. It's a shame really, because there's a ton of characters here that were given a good amount of depth prior to ARR that you simply will not see reflected here.

But honestly? All of these negatives, which in other games might be enough for me to drop them, did not really bother me all too much. It was probably because I was playing a Lalafell Warrior because the idea of being a tiny guy running around holding all the aggro was really funny to me, and I honestly had a pretty good time getting to play that out. I did a duty roulette once where I got put into a premade group of three Miqo'te girls and they all patted me on the head before leaving the instance when we finished. So that was pretty cool.

Much of me has been... 'trained', I guess, to really pay attention to the inner workings of games to evaluate them. My angle with games is often to analyze mechanics, understand what various systems exist in the game and see how they interact or don't. Yet, MMOs, a genre that I've only recently experienced through vanilla WoW private servers (rest in piece nostalrius) and like two weeks of playing Runescape on my second monitor, can't really be held to this standard. It might be more accurate to say that it isn't fair to hold them to this standard, mainly because the 'massively multiplayer' aspect of MMOs adds a lot of gray areas when it comes to forming a concrete 'objective' analysis of video games. In single player-games, regardless of how many different playstyles any single game might be able to account for in it's design, the ways a player interfaces with the game appear countably finite. Every player, regardless of specific choices in their gameplay, will encounter the same problems, story checkpoints and other scenarios that effectively funnel the immersion and agency of the player into predetermined outcomes. It's not possible for developers to create a truly unique outcome for every different way a player may approach a problem. MMOs, being intrinsically social games, are designed to truly offer a scope of choice most single-player experiences simply aren't equipped to replicate. What this leads to is several different strata and substrata of players who are all playing the same game, but for entirely different purposes and goals. This is how you get people like pure-crafters, immersive role-players, the Limsa Lominsa catgirls, and even player groups and discords solely bonded because they all chose to play as Lalafells. The scope of MMOs is something more traditional and technical frameworks for understanding games can't really talk about without missing the forest for the trees. I really hope i'm using that metaphor correctly.

Point being, I think Final Fantasy XIV is a pretty special game, through and through. For every part that

[We are announcing the end of this review of Final Fantasy XIV Online. We thank all readers of the review for the time and energy they have spent in reading and supporting this publication. If we had a cool seven minute long music video to commemorate this occasion, this is where we'd put it.]

Can't believe Atlus made such a huge scale remake of Trails in the sky the 3rd, quite bold of them I must say

An ambitious and provoking narrative spanning across many generations.

1000xResist, Sunset Visitor's debut work, is undoubtedly one of my favorite releases of the year. Gameplay-wise, it's mostly a walking simulator with light puzzles, but with some excellent direction, it effectively portrays what it wants at various points. Chapter 2 is a clear example of such display by switching to a different gameplay perspective and utilizing more non-linear memory sequences. Each chapter has a distinct feel to it when it comes to its gameplay/art direction. It does look really low budget at many points, with some amateurish voice work. But I loved the style, vision, and methods the developers worked with in order to capture the game.

The game and its themes centering around the 2019 Hong Kong protests, immigration, COVID-19 pandemic, etc. are very prominent. I'm not well-versed with some of the matters the game links itself to, but I believe everything is incredibly weaved into the story and is properly handled. The allusions can be a bit on the nose at times. However, they're still so powerfully portrayed that I don't really have a problem with it. Even if you aren't familiar with what I've described, I'd still recommend to play it even if you slightly understand these problems more afterwards.

Aside from all this, the game has an intriguing mystery to follow with constantly shifting situations and a great cast to boot. There's a great mystique to the game, with every twist and turn pulling you in. The cast of humans and sisters change greatly over the course of the game (or rather unfold), whether it be for better or for worse. There's a lot going on for this game as it focuses on forgiveness, trauma, and so much more to look into.

Other aspects of the game I loved:

In the short time that I spent with them, I enjoyed some of the minor characters. There were some pretty fun interactions and dialogues.

Though the voicework is not consistently good as stated earlier, there were still some fantastic parts.

Let’s start positive. This game sells completely the strengths of Idolm@ster. All the idols are problematic students which for some reason or another are not realizing their full potential. Character-wise there are common staples of the genre: idols struggling with their gender identity or ones with self-esteem problems, but also other specific issues like a student who has given up on life after failing her previous dream, or one who has fallen into a self-hatred pit of isolation after breaking up with their previous idol unit. Not only are the character concepts here mostly interesting and likeable, but a school that encourages the alumni to be their best selves and clash with the other students is the ideal setting to explore these stories. In fact, the game is perfectly built around the idea of helping these girls to shine on stage and their personal lives.

You produce each of the idols and manage their schedules, constantly training and interacting with them through the visual novel sections to learn more about them, their insecurities, and their strengths, to see how you can make them the best person they could possibly be. Your first performances are terrible, your idols will not even be able to finish their song due to exhaustion and they will do an absolutely terrible job at it. With each produce run results start showing, learning the gimmicks of each idol’s gameplay style, using your resources correctly, and leveling up your cards all build to their visual growth on stage; they have memorized the entire song and choreography by now, a bigger audience will appear at their concerts, and more importantly, the girls start confidently smiling on stage, finally happy with themselves. Sorry to be corny but Gakumas absolutely understands why we love idols and why we want to support them. The game has been polished to a sheen to fully realize this idea. Even elements outside the game like the animated MVs for each girl make a great job on selling you on their individuality.

Sadly the game crashes and burns with the insipid writing, which is serviceable at best and God awful at worst. For some unexplainable reason Namco decided that the writing team would be helmed by Fushimi Tsukasa, from Oreimo and Eromanga sensei fame. You read that right. I was hoping time would prove me wrong but all of Gakuen’s interesting concepts are ruined by the writing. Main story scenarios get explicitly romantic with your idol of choice, and each route is plagued with the terrible tropes of your average LN, including the idols constantly reading the situation as sexual, feminizing the aforementioned idol struggling with their gender identity or your horny self insert constantly flirting with any near minor (even the teachers aren't excempt from this). The relationship between the idols and the self-insert skews from passable to creepy as shit at the drop of a hat and it’s really hard getting invested. I feel like I have to make up my own story in my head to not roll my eyes out of my skull.

Look, I wouldn’t be as frustrated here if this shit didn’t feel crowbarred into a game that does not need any of these shitty tropes to shine and that CONSTANTLY pushes the story in your face. A professional producer character who manages the girls’ schedules and gets to know them better is a great idea! But it really clashes with the juvenile dating sim thing that this game is constantly attempting. It’s even more infuriating when these tropes ruin the characters themselves. One of the idols is a genius girl who has excelled at everything academics all her life and has basically guaranteed her entire future, but decided against all odds to train as an idol despite absolutely failing at it only because she wanted to dedicate her life to her weaknesses. Fucking inspiring, right? Well, do I need to explain why giving her the shitty fetish gimmick of being aroused by pain and suffering fucking DESTROYS her character? This is past just wanting to attract a creep audience, this is terrible writing.

As you can see, I have a lot of thoughts about this game. In many ways I think this is an absolutely amazing concept and I will continue playing the game for now. The potential here is frankly outstanding, the gameplay is addictive, I love the art, and I am very curious on the long term content as a gacha, especially because it has been lamp shaded pretty hard Gakumas will be a series with an ever expanding cast of new students joining the school, meaning the writers can (hopefully, for the love of god) see what works and is not working for future storylines.

Unlike Song for Prism I am not sure what will be the future of Gakumas. Will it be a success or a failure? No idea, but I am sufficiently in love with the ideas here to be interested in this branch for the foreseeable future. Personally, the writing here is so bad I wouldn't reccomend it to anyone except the most hardcore of idol fans. I can see myself falling off hard after a certain point. My personal head canons are far more interesting than the actual story events here.

We were young, and we were still learning. Coming into our own, yet still not quite there.

The second generation was much like some of us who had experienced the series from the beginning as bright eyed and optimistic children. Maturing, finding our footing in life, and trying to figure things out for what we really wanted out of our future. Do we continue onward with our current path and continue developing our skill? Are we seeking to make a career of said skill? Those drawings bearing a similar crudeness to generation one sprites that we etched on the back of our tests, those little characters that you made from your own two hands and the ocean of your imagination. They would need to be refined, perhaps to the point you would be sick of seeing them again through the months and months of practice. We struck gold on something we were good at, but were we ready to make this our life? How do we get ready for life? Would we even make it to that path we dreamed of?

For us, this was the sequel. A sequel to childhood, and the path to maturity.

If we were to get ready for life, we would need to learn how to maintain a schedule and utilize a form of communication to keep in touch with our contacts. Through our little battery-powered clock in our cartridges, we kept track of the time of day in order to search for different friends on different paths. We would remember what day it was, so we could participate in a bug catching contest and try to find that Scyther. If we couldn't get up in the morning early enough to catch a Ledyba, what good were we in participating in life? It was at this point we were starting to get into the thick of things, we weren't children anymore, but teenagers who aspired to be more like adults. We were excited of all that upcoming opportunity that would only be granted to us with age, and with that age in due time came responsibility and expectations to provide. Life would soon not be all about fun anymore.

It was soon time to grow up, and perhaps move away from home to master our craft elsewhere...

It's hard however to leave behind everything that you grew up with. We traveled to Johto to learn how to better ourselves, perhaps like the bike shop owner who got unlucky on their new shop placement in Goldenrod, but for us it wasn't truly home. We would long for our old pals, our old hangout spots, and our favorite order from our childhood fast food place. We desired a return trip home to Kanto, so we can say hello to everybody one last time before we begin our life's career. Home however, wasn't quite the same as we had remembered. Forests were chopped down, caves were cleared out, and Lavender Town's place of remembrance had been converted into a radio tower. Kanto has changed, or has it matured like us? Resources have been plundered for practical use over the thoughts of those who had lived there, and spirituality has been pushed to the side in the name of technological advancement. Have we lost our way, or is this what is to be expected of us in the future?

When I finally climb this mountain and end this visit home, what will await me at it's peak?

The last lingering strand of childhood I had left made manifest, the past me armed with the very first friends I had made on this adventure. If I must let go of the past, I must defeat the longing memories of what once was. Even if I were victorious, will the memories finally rest or will they continue pursuing me? With the destruction of the past, we make way for the future. This is the way. This is the way we grow up. We no longer have room for trifling matters such as our childhood friends, memories, or the places we once held dear. It's time to make way for adulthood and to only go forward without ever looking back. Home is no longer home, it's no longer even a memory for us, it was thrown back into the toybox where it belonged. With this we continue our adventure elsewhere, and we leave everything behind. It was a fad, and it's time to bury those McDonalds toys and trading cards in a box or sell them off in a yard sale.

It was never to be the same again, for we have both grown up. Us now simple mature adults, and them a fully-realized juggernaut of a franchise with no end in sight. We've defeated our childhood, there was no reason to keep going with this series obviously geared towards what we had grown out of. We could take a peek once in a while to check on them when they make the television, but we would do so with a look over our shoulder to try and maintain our mask of adulthood and maturity. It was time to only watch mature programming, and play mature games while doing other such mature things, like swearing while our parents weren't around. This is what is expected of us now, it's time to leave it behind to the next generation who will grow with the next set of games, whom may also leave once they have grown past it....with another generation to follow.....and the cycle repeats....

My time was over, much like Kanto and the Game Boy, but despite what life and middle school demanded of me, I would never be too far away.

I am home, I always have been.

Bro released the game a second time 😭😭😭 still ain’t no point to the game, all you do is jump on shit 😭😭😭

dragon quest is by far my favorite series of all time, and even then i only hope i can one day love dragon quest as much as dragon quest 11 loves dragon quest. it hears everyone out there who ignorantly derides this series for every "this is too basic" criticism you could think of and simply says "even if you were right, who cares?", because dragon quest 11 is a game that adores the structure and stories of the games before while simultaneously knowing there's so much more that can and will be done with that structure going forward.
i'm really glad that i played all of the other 10 mainline games before 11, because it really does feel like a victory lap with all the little nods to the other games you notice along the way. i hope very deeply and sincerely that one day that this beautiful celebration of this momentous series's storied past will be looked upon as another step in its long history.

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!!!

“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.”