9 reviews liked by Vent_Haven


what does it mean to "feel like Spider-Man"? after all, that's the refrain we heard time and time again upon the release of Spider-Man for the PS4, and it's the question that I couldn't get out of my head every time I thought about this game.

looking at the mechanics of the game doesn't really answer that question for me, mostly because a shocking amount of the experience of this game is simply lifted wholesale from the Batman Arkham games with precious little alteration. the combat, the surprisingly present stealth sections that involve isolating a group of enemies with a chronic neck injury that prevents them from looking even slightly Up, "detective" segments that entirely involve looking for a yellow line to follow, even an omnipresent voice in your ear feeding you constant info, it's all as it was all the way back in 2009's Arkham Asylum, mostly unaltered. indeed, these games themselves were lauded at the time for "making you feel like Batman" but not nearly to the same hyperbolic memetic extent as marvel's sony's kevin feige's ike perlmutter's spider-man does for the ultimate arachnid-boy. generally speaking I would not consider Spider-Man and Batman to be characters that share an enormous deal in common outside of the very basic concept of fighting criminals in an urban environment, and in many ways there is an argument to be made that spider-man is batman's antithesis. and yet, somehow, essentially the same mechanics that created an experience that made you Feel Like Batman has made a great many people Feel Like Spider-Man.

the one meaningful mechanic which differentiates this from Arkham (though, maybe not as much as it perhaps should given the zip-to-point mechanic is again lifted completely wholesale from Arkham City) is the web-swinging, and it's a useful point in elucidating what the mechanical experience of this game does. web-swinging in this game is pleasing, stunningly well-animated, highly responsive, and also completely effortless. it's a struggle to even call it a mechanic: it is almost completely on auto-pilot, with nothing more involved than successive presses of R2 seeing Miles swing, leap, run on walls, the navigational experience of Spider-Man swinging through a painfully detailed recreation of Manhattan reduced to a single button. much like Assassin's Creed's automated free-running that clearly inspired the rhythms of play here, web swinging in this game looks fantastic - especially on a twitter clip captured with the patented SonyTM PlayStationTM ShareTM ButtonTM - but mechanically vacuous to the point of non-existence.

comparisons to Spider-Man 2's (the 2004 game, not this, the second instalment of the Marvel's Spider-Man franchise, nor the upcoming Marvel's Spider-Man 2, the third game in the Marvel's Spider-Man franchise) much lauded web swinging are passé, I know, but indulge me for just a moment: web-swinging in that game was beloved because it was a system. It had depth, it had a skill ceiling, it had moves that were difficult to pull off and a learning curve that required familiarity with the mechanic. it was enough to make a game in and of itself, and indeed it largely did because the rest of Spider-Man 2 ranges from unremarkable to poor. i don't know if i would go as far to say that this system "made me feel like spider-man" but it was, at the very least, a systemisation of this aspect of the character in such a way that it made for a compelling gameplay experience.

spider-man PS4 has none of this. it's mechanics are intentionally stripped down to the point that essentially the entire game is about pressing buttons at the right time in response to on-screen stimuli, and I know all video games can be boiled down to that, but Marvel's Spider-Man comes pre-boiled: the illusion it creates is so wafer thin that even a minute of thought reveals the 4K smoke and mirrors for what they really are. contrary to the appeals to the fraught concept of immersion the phrase "makes you feel like spider-man" evokes, I've scarcely felt more painfully aware that I am a person sitting on a sofa, holding a controller, than when playing this. when your entire game is frictionless, there's nothing to hang onto, either.

there is one sense in which the gameplay experience of Marvel's Miles Morales succeeds in capturing the spirit of the character, and that's in how his new powers frequently dissolve tension in the gameplay, with his invisibility offering you a fast charging get-out-of-jail-free card if you mess up the stealth (if being the operative word here) and the way almost every fight will end with an overpowered Venom Blast.

indeed, Marvel's Spider-Man: Miles Morales often does feel like a Spider-Man comic, but rarely in ways I enjoy. After tremendous backlash from vocal fans at the time to "The Night Gwen Stacy Died" issue of Spider-Man, Stan Lee (who at this point was increasingly disconnected from the actual goings-on of the universe he helped create to the point that he only knew Gwen was dead when someone at a con asked if she would come back to life) decreed that Marvel Comics should avoid meaningful change, change that might alienate longtime fans or, more importantly, those who wished to turn marvel characters into lunchboxes and action figures and cartoons and movies, and instead only offer the illusion of change. while the obvious response to this is that Peter Parker could only be replaced by his clone, Ben Reily, for a short period of time before the gravity of the status quo would pull Peter Parker back into the starring role, it also had something of a side-effect, which is that as a universe where meaningful change is resisted and avoided, Marvel Comics as a whole has a reactionary and conservative worldview that gravitates towards it's baked-in assumptions and the presumed goodness of those assumptions.

in 2004's Civil War, Marvel Comics sided with the PATRIOT act. In 2008's Secret Invasion, Marvel Comics used evil religious extremist shapeshifting Skrulls who hide among us and could be friends, co-workers, countrymen plotting the destruction of earth as an analogy for islamic terrorism. In 2012's Avengers VS X-Men, five heroes empowered by a cosmic force change the world for the better, curing diseases, ending world hunger, only to have those changes be rejected as unnatural, and eventually are consumed by said cosmic power. In 2019's House of X/Powers of X, the X-Men founded a nationalistic ethnostate for mutants that is an explicit parallel for the apartheid state of Israel and sees this as a good thing.

Whatever form it may take, whatever illusions of change may, however briefly, be affected, Marvel Comics are bound to a reflection of our status quo that is essentially desirable, and a huge amount of Superhero comics are about reinforcing their own status quos as well as our own, with high-profile stories such as DC's Doomsday Clock ultimately being nothing more than desperate appeals to the supposed self-evident relevance and importance of the unchanging status of these characters. All of this does not even mention the aggressive copaganda of the Marvel Cinematic Universe films, to the point where Captain Marvel was reproduced unaltered as propaganda for the US Air Force. Mainstream superheroes are always enforcers of the status quo, for good or for ill, but it's when the enforcement of that status quo comes up against depictions and discussions of the injustices of the real world that this becomes most uncomfortable.

There's a bit in this game, once you finish a side quest, where the camera pans up to a Black Lives Matter mural painted on the side of a building, and lingers there for just long enough to feel awkward. I don't object to the presence of this mural at all, but the direction decision here smacks as performative. It's not enough that the building is placed very prominently to ensure you can't miss it, but the game cranes itself to show you the image again, and the feeling of this can only really be described as the cinematography equivalent of "You know, I would have voted for Obama a third time if I could." It's desperate to demonstrate that it knows, it supports Black Lives Matter, but the functional reality of the rest of the game is aggressively at odds with what that movement is materially about.

I knew that the original 2018 Marvel's Spider-Man was in love with The Police but I can't describe how unprepared I still was for how aggressively conservative this game is. The story revolves around Miles Morales, while Peter Parker is on holiday to Generic Eastern Europeaistan, fighting against The Tinkerer and their evil plot to...destroy a product of an Evil Corporation that is giving people cancer. While at the eleventh hour they do contrive a reason why The Tinkerer's plan is #GoingTooFar, for most of the game there's actually no material reason for her to be in the wrong, and Miles Morales - and by extension, the game - is completely incapable of coming up with a single argument against her plan, simply resorting to "it's wrong! blowing things up is against the law!" or the classic "it's too risky! if even one person gets hurt that is too much!" said while Miles gives a Goon a severe concussion.

When I think of what Spider-Man means to me, what it is About, I think I'd describe it as the struggle to live up to an ideal of being our best selves, of always doing the right thing, in a world that makes that incredibly difficult to actually achieve, with our own personal failings and our endless conflicting responsibilities. In that sense, the Tinkerer, instrumentalized into meaningful action against an evil corporation by the death of a loved one, and struggling with how that affects her personal life and the relationships she has, is far more of a Spider-Man than Miles Morales in this game could ever be, given that his job is one of endless praise and assumed goodness facilitated by a hilarious uncritical depiction of the gig economy that sees the responsibility of Spider-Man morphed into a Deliveroo hustle grindset that always makes sure to respect Our Boys In Blue. How can something that loves the Police and hates direct action this much possibly claim to believe that Black Lives Matter?

In attempting to provide an "All-New, All-Different" up-to-date Spider-Man without making any effort to change the underlying assumptions it has about the world in which it lives, all this game does is expose how out of touch and outdated this whole concept is when the illusion of change fades away. Everything about this game is completely surface-level, all a well-presented illusion of Being Spider-Man that breaks the instant you think about it in any way, and you find yourself sitting your sofa, with your expensive toy for privileged people, pressing buttons to make the copaganda continue to play out in front of you.

I finished Marvel's Spider-Man: Miles Morales. I had a perfectly ok time. I was rarely frustrated and occasionally found it charming and visually enthralling. I liked stuff with Miles' uncle. It also made me feel like everything about this style of game and this type of story had hit an evolutionary dead-end and had nowhere to go but running on the same treadmill, forever.

So, yes. It made me feel like Spider-ManTM.

Sifu

2022

Sifu was quite a surprising hit when it first came out earlier this year. It seemed interesting to me but I wasn't fully sold on it - and it was pleasantly surprising to see it get a bunch of good reviews. That and finding out despite it not really being marketed that you could chose the gender of the protag ultimately made me pick this up quickly. And then proceed to not beat it until the year is nearly over.

Sifu's a game a lot of people compare to John Wick for some reason but there's no gun fu. The combat is pretty solid. It feels great and the finishers are satisfying but honestly I wasn't really a big fan of it beyond that. There's very little in the way of tells for attacks and some of the combos you can unlock are awkward to use. It really basically just felt like spamming deflect was the most reliable way to play. The bosses are actually pretty enjoyable comparatively but the third one basically just dodges and spams projectiles which made her by far the most annoying part of a pretty brutal game. The whole idea behind the aging system is really cool in theory, especially with how it ties into upgrades and seeing your characters appearance change. But that "in theory" part does a lot of heavy lifting for me. Sifu is a pretty rough game despite its short length and since you only have basically 10 lives before having to restart you'll end up replaying each of the five levels to beat them with a better age making this game basically almost a rouge-lite. It does a neat thing where if you put more exp into an upgrade you have you can permanently unlock it for future runs which is cool but this facet of gameplay was just not enjoyable for me. Maybe i got filtered but the combat didnt seem fair enough to make me wanna smash my head against a wall and keep replaying the first two levels a million times and I actually ended up dropping this game for quite a while.

And then it got an update! New difficulty modes, new modifiers, new challenges. Always love when games add new ways to expand your playtime especially when its for free. Student difficulty is basically the "easy mode" of the game. I'm not sure exactly what it changes about enemy health and player damage but the main draw of this for me was that the death counter now only goes up by one, so instead of having ten lives you have more like fifty. For me this was the optimal way to play. Student difficulty is still no joke and i got my ass kicked a lot, particularly by that annoying boss i mentioned earlier. But not having to participate in all the level replaying made this a much smoother experience and I'm glad this game gives you as many options as it does.

The visuals are also really nice. The art syle is pretty basic but it does some really cool stuff with it especially when it throws in some more surreal things. Each of the five levels are unique and have fun little references to movies like Oldboy and Kill Bill Volume One. It all works great. The story is there... its not meant to be anything more than an excuse for violence and thats all it needs to be. Now to actually see the credits in this you need to get the true ending which can be done by sparing all the bosses. This really doesnt add much to the game though as it really just gives you a new cutscene but I did it anyways to feel like I actually beat it. There's also some collectibles you can get which do interconnect between the levels. It's kinda fun to get all these and find the different shortcuts throughout but most of the enjoyment for me was just getting the silver trophies for it lol.

Overall, Sifu is a really sleek and fun (even if you might need to tweak it a bit) game. It may not blow you away but with all the accessibility options there's a lot to get out of this whether you want a tought as tits challenge or to just beat the fuck out of a lot of people.

Thanks for reading y'all. More stuff coming soon I promise <3

Nancymeter - 75/100
Trophy Completion - 91% (38/43)
Time Played - 17 hours 56 minutes (i really don't know how)
Game Completion #148 of 2022
Game Completion #2 of December

“Exile makes sense when you realize, you were never really home in the first place.”

One of the most heart-rending and rewarding experiences I’ve had in gaming as of yet. What this game may lack in combat variations and a number of its puzzles, its immensely rich narrative and breathtaking audio design more than makes up for it. I will literally buy a next gen Xbox just for the sequel.

I was 22 when I had my first psychotic episode. I had dropped everything and moved to Austin with a girlfriend who was not a good fit for me, pursuing my dream of (somehow) becoming a professional actor. None of this was going well; the relationship and the jobs I was working were all dead ends that I wasn't really acknowledging or dealing with.

Eventually all the stress and self-deceit came to a head in a giant fight, and I started thinking things that were decidedly false. I came to believe that I was the center of a conspiracy of surveillance, Truman Show style, that was being run by my friends. Every detail that I noticed confirmed this: I saw a car make a weird U-turn which to me was proof positive that it was following me. A dump truck passed the window with a flashing yellow light; this was clearly someone trying to signal to me that they were in on the conspiracy. A cat sitting on the hood of a car must have been some kind of sophisticated spy camera.

I never experienced hallucinations, I was never violent and I didn't cackle maniacally like every single clueless, no-effort depiction of mental illness in Hollywood and elsewhere. The only thing that was missing was my capacity to critically examine my own ideas.

You know how when you're thinking super hard about something for a long time, and you finally figure it out, and you get that big rush of endorphins like "ahhhhh I finally got it." It's a great feeling, but you have to work to get there right? You have to come up with and reject a lot of ideas before you find the one that fits. Well, I was having that "ahhhh" feeling with every fleeting notion. You don't realize how many thoughts you reject as nonsense until you lose the ability to do so.

You might see a squirrel run toward you and think "Wouldn't it be cool if that was some kind of little robot?" then immediately reject that idea without a second thought. That rejection is what was broken in me; even the most momentary flight of fancy became the unassailable truth. I saw the squirrel and it was self-evident that it was being remotely-controlled as a way to keep tabs on me. Not a single thought in my mind that any of this stuff was wrong.

Public mental health facilities in Texas at the turn of millennium were about as you'd expect. I was there involuntarily and kept trying to escape, so I spent a lot of the first few days restrained (more than 20 years later I still get a panicky feeling in my chest when I think about being strapped to that bed). I was shot up with Haldol that left me a drooling, twitching mess. At no point did I receive anything resembling therapy. After a few weeks the doctor assigned to my case finally came back from vacation and I seemed fine so they basically shrugged and let me go.

"Depression with psychotic features" they called it that first time. Eventually, after experiencing more episodes and being institutionalized and re-diagnosed a few more times, they settled on the diagnosis of Bipolar I disorder and I've been stable on lithium for over a decade now. I was lucky and got basically the happiest possible outcome. I don't think that's the case for most people dealing with mental health issues, especially psychosis.

Mental health is like sexuality, in that we as a society are obsessed with it but only seem to engage with it in the most unhealthy ways. In our entertainment media, references to insanity are constant. Calling someone's sanity into question is an easy and common insult. After every mass shooting, the airwaves are crammed with politicians scapegoating the mentally ill. We're finally to the point where (in some circles) it's considered unacceptable to use "gay" or "retarded" as insults, but nobody bats an eye if you call someone "crazy" or "psycho".

But for all of that, it's basically unheard of for someone in power to say anything meaningful about mental health. When Hollywood approaches the topic, the results are universally rancid. Games tend to fall into two camps: crazy-person-as-horror-villain studio hack jobs, or autobiographical indies that actually bring some experience to the picture.

And that's why Hellblade stands out so much to me. It's not an indie; it has the full weight of a storied and talented (albeit small) studio behind it. But they've done the work to actually try to depict psychosis in a realistic way, that brings the player into the experience as an exercise in empathy, not just a cheap aesthetic choice.

It was a marvel to me how the puzzles in the game are built around seeing patterns that aren't really there, exactly like I did during my psychotic episodes. The scene where all the trees have eyes, but they're really just tricks of the light, was so incredibly true to my experience. I never saw things that weren't there; I saw things that were there but misinterpreted them in critical ways, just like Senua.

And Senua? Possibly my favorite protagonist of any game. Melina Jeurgens gives it so much of herself, and her character design is such a breath of fresh air in an industry full of gross fan service. She looks like a real person! She's still pretty, but doesn't look like a RealDoll that someone dressed up in cosplay gear.

I could only play this game in short sessions because it's so damn intense. The story hits hard, and Senua's agonizing deaths were challenging. Mechanically, the game is really quite light. Only a couple gameplay verbs are made available as the story progresses very linearly. Hellblade aims to challenge the player on a sensory, emotional and intellectual level more than a gameplay one. For me, it was deeply effective and affecting.

With the sequel on the horizon it's exciting to imagine what Ninja Theory has in store for us next. It really feels like the conversation around mental health is starting to turn; the crazies are finally out telling their stories, taboos and misinformation be damned. I love how indie developers have stepped up and started raising the level of discourse around mental health and I really hope that more and bigger studios follow suit. Fear of retaliation or judgment can make mental illness a really isolating experience. It really does feel good to feel seen, and playing a game like Hellblade is really great reminder that I'm not alone.

some delightfully goopy visuals and sets aside, i am honestly stunned by how completely this failed to work for me. i am by no means one of the resi 6 faithful but i found myself constantly wishing i was playing that while trudging my way through this turgid exercise in insecurity. this to me far more aptly demonstrates the air of extreme desperation many people accused resi 6 of, a supremely unconfident attempt to play catchup to an entire history of the horror zeitgeist. texas chainsaw massacre, evil dead, the shining, the ring, blair witch, the hills have eyes, escape rooms, even america's most haunted and ghostwatch...it's all been thrown in and blended together until all that remains is a tasteless textureless black sludge.

the found footage angle is one i found particularly shockingly poor, as someone who counts the blair witch project a personal favorite, and who jumped back into resi 7 because of letshugbro's reflections on this point. aside from the reality show pastiche at the start (easily the highlight of the game for me) there is absolutely zero consideration at any point given to the camera or it's presence or physicality: we simply plainly see through the eyes of the character with a generic vhs filter put over it. it's brazenly pillaging the most basic imagery signifiers of this form possible without a single iota of consideration for the intent or form, purely cynical exploitation in the meanest sense of the word, a reference to it's influences as shallow as a MCU quip.

this is the entire game, a rickety haunted house built on the thinnest veneer imaginable, where every element is never deeper than the skin. the stiff and robotic movements of the bakers, with their glitchy animations, clinically transactional relationship with the player, and scripted sequences based almost entirely on simply waiting around running in circles for the switch to flip in their head that makes them do something that lets you progress, annihilates any sense of organic living atmosphere the game strains to affect, revealing these walking pathfinding algorithms for what they really are. the overtures towards being a return to classic resident evil is similarly merely an illusion that falls apart under moderately close inspection: the inventory management and shared stash is here but the considered map and encounter design that necessitates careful planning and macro-tension across the experience is wholly absent, a build of resources towards a payoff that never arrives, a series of engagements against a single enemy type that never meaningfully intimidates or frightens. a fractured facsimile of classic resident evil is here, but none of the effects it produced is, and what remains is a tedious series of empty frictionless jogs between item transactions to unlock the next area of this vacuous escape room.

if all this wasn't enough, biohazard might honestly be in contention for the narrative low point of the series as i have experienced it. at least resident evil 5 has wesker. the game sure mentions the word "family" a lot but anything it might have to say about that is rendered so completely incoherent by this dangerous combination of shockingly underwritten narrative and tedious "the writer has just had a bad breakup" misogynistic energy that it can scarcely be believed. i was wondering whether or not this was a 1-star or 2-star affair but learning that not being unflinchingly loyal to your cartoonishly evil wife (whose evil is basically never so much as remarked upon by a game that instead chooses to heap infinite mean-spirited scorn upon a child turned by her and her compatriots into a bioweapon) gives you an unexpected Wrong Ending an hour after you make that one choice is what made me decide on the score i did. i am by no means going to defend the travails of prior entries like resident evil 5, but at least that game has been deservedly dragged through the mud for it's perspective. the fact that, five years on, the nightmarishly terrible gender politics of this title have gone almost completely unremarked upon speaks volumes to the degree to which mainstream critics in this medium are completely willing to turn the blinkers on for anything that affects even the thinnest veneer of Western Prestige.

like i say, the word of the day is desperate. frantically pillaging from every horror movie it can find without any care for intent or meaning or context, desperately floundering for relevancy in a world that rejected the apex of what it was pushing towards post resi 4. and yet, ironically, despite my total failure to invest in it, resident evil 7 can only be called a success in terms of reinvigorating the series and giving it a new direction: theme park horror, a series of shallow pastiches, a linear sequence of homage, that has laid the groundwork for the tremendous critical and financial success of resident evil village. and for those who are loving this direction i say, go with god, but there is no way in hell i am getting on board a rollercoaster with foundations as completely rotten as this.

an appalling, self-righteous, insecure act of apologia for a generation of emotionally distant fathers that characterises motherly love and affection as smothering, manipulative, and toxic, whilst characterising casual emotional neglect and abuse as Good, Actually.

god of war 4 is just as sexist as the earlier games in the series, it's just more crypto about it, and the vast swathes of people taken in by this completely surface-level nuance baffles me to a degree not seen since DmC: Devil May Cry was hailed as the "more mature" reboot that series needed despite the existence of a literal sniper-rifle abortion scene and the fact that every single female character in it was called "whore" ad nauseum.

the "one take" gimmick is just that: a total gimmick, adding absolutely nothing to the story and in many ways detracting from it. the staccato nature of this journey, of going up and down the same mountain and teleporting all over the place is only made more absurd by the camera framing this as an uninterrupted trek which it clearly is not.

also it plays like ass and you fight the same boss twenty times. i hope you like that animation of kratos slamming a big pillar down on an ogre because you're going to see it an awful lot.

EDIT: removed a shitty joke.

There is something deeply ridiculous about Gamers™ complaining endlessly about games that are not action-orientated ("walking simulators" etc etc), whilst a game like this gets away with pushing all the most exciting and intense moments of action into cutscenes whilst the fighting you get to actually engage in is largely the repetitive, in between grunt-work. The game thinks having a bunch of quick-time events included will make up for this but being forced to constantly be alert for button symbols appearing on the screen rather than getting to enjoy the show is somehow even less immersive.

This kind of style-over-substance approach echoes throughout the whole game. The myriad climbing sequences feel oddly emblematic for this; nothing can actually go wrong in them meaning that despite the perilous context for them (clinging to the side of mountains and buildings by just your hands, leaping great distances from one to the next) there's never any reason to feel any actual tension or danger, it's just meant to look flashy and plays out closer to an interactive cutscene than actual gameplay. The single-shot gimmick is another great example, there's no narrative or thematic reason for it, it leads to the camera feeling needlessly claustrophobic a large amount of the time, but it looks impressive and that's apparently all that matters.

The combat is largely tedious. The occasional moments of excitement from the first few hours largely dissipated as the game made me fight the same collection of enemies, and the same troll and ogre mini-bosses, over and over right up until the end of the game. This overuse of the same enemy designs starts to feel even more grating considering the game's habit of cramming in additional fights wherever it possibly can, even when it doesn't make narrative or tonal sense, out of fear that if you go more than five minutes without attacking something you might get bored. The two modes for most of your fighting, beyond special attacks that leave you invulnerable or near-invulnerable for their duration thus draining tension from what's happening, are either keeping your distance and using projectiles whilst your son Atreus keeps the enemies distracted (which is both painfully slow at times, whilst also just feeling bizarre because Atreus is with seldom exceptions actually invulnerable to damage in combat), or getting in close and mindlessly button mashing until the enemies roll over and die (which is just boring). There are lots of fancy additional close-combat moves you can use but the game never really gives you the motivation to learn them, so it largely ends up being just this for the entire playthrough, as you fight the exact same enemies fifteen hours deep that you were fighting at the start of the game.

There are many ways to make the combat not get quite so tedious by the end, but the simplest one is to just have the game be more compact and streamlined, yet all throughout the game instead pushes to be larger, more expansive, with as many features as it can fit in. People like rpg systems, so why not cram in gear crafting and upgrading and all sorts of different enchantment systems? Never mind that it never makes the combat feel like it plays any differently, or that the best approach to these needless sprawling menus is to just use the things that have the biggest numbers. People like open world games, so why not do that too? But God of War's notion of exploration is mostly just wandering around the lake in a circle, ticking off locations one by one. The game also just features countless collectables, all kept track of in the map screen, as if you can't include anything within a game without it making some resultant number go up.

God of War had a surprising amount of narrative focus, and there's some genuinely cool moments. I enjoyed a bunch of the early-game content surrounding Freya, Baldur is compelling right until the game just forgets he exists for the vast majority of its story, and there's some potentially really interesting stuff in here about familial trauma, abuse and neglect that the game doesn't come close to having anything impactful or coherent to say about in the end. This is its whole own problem as hinting at Kratos's abuse and neglect towards his son (and never even confronting that in any sort of meaningful fashion) clashes pretty harshly with framing him as someone whose every punch should be thrilling to us, in the same way that his talk towards the end of the game of stopping the cycles of violence clashes with the fact that all game long the finishing moves zoom in on every gorey detail, trying its best to make the tearing of flesh and sinew seem salacious. Even the framing for the story is off here, and downright enraging; every single time you're sent to one corner of the world to see a character who can supposedly help you on your quest you can bet they'll be ready to retort that sure they can help you but first you need some obscure item from some other corner of the world. The story is never allowed to flow, always nestled between countless fetch quests, and sometimes fetch quests within fetch quests.

By the half-way point I was extremely ready for this game to be over, but I kept persevering due to some combination of sunk-cost fallacy, a curiosity to see where the story would head, and irritation that the game seems near universally acclaimed. God of War is certainly very pretty, but there's so little of worth here beyond that.

This is probably one of the best games I have ever played. Cannot recommend this game more. Please play Signalis.

This game hates me and *i* Love it.

Lets address the elephant in the room so nobody gets it twisted going forward looking at this review on this website, this game's content warnings are absolutely not joking around. Your character can be sexually assaulted, come across sexual assault and a lot of othter means of fucked up shit going forward. All of which is possible by random chance of one of the most common enemy types in the whole game... I initially thought to myself when I first heard about this game that I'd skip out on it.. surely I dont need to play EVERY rpgmaker game under the sun, ive been a massive fan of games using the engine to think around and excel its finite structuring to make experiences not just in the means of replicating a spritebased rpg youd find on an older console, but to go above and beyond doing something that Only a mind with a vision outside of the restraints could piece together and I went for it. curiosity definitely urged me toward it .
And I was unhappy to see those content warnings were right, I absolutely hated how little thought and how much thought at the same time was put into some of the more gruesome featured fates for the characters regardless of dark fantasy as a whole.. and shut the game off immediately after i saw the dark priest guy bleed from his asshole and slowly die...

But then something shifted.
Because the game does not start like that, youre thrust into this sort of grab-quick and go area thatll run you through all your paces and ready you for everything going forward to expect in gameplay Feel
this isnt to say that all the mechanics and systems peak in the first hour or the first level, its just the game is good at not even necessarily spelling anything out to you.
The atmosphere is so defined in each floor having so much different shit going on and equipment is rng, if there's anything keeping this from clocking in at the 5/5 that isnt relating to my thoughts on the darker content the game has going on IT ISSSSSSSS... THE DOUBLE EDGED SWORD OF THERE BEING A LOT OF RNG THAT MAKES OR BREAKS YOUR RUNS LMAO
Like even on the easiest difficulty.. the BASE difficulty.. you can get pretty screwed by just 50/50 odds alone being bad
Now Me Personally
I LOVE random chance in games, I love toughing shit out by the skin of my teeth, i absolutely adore it it makes my brain twitch
There's a unique dread to feel from having gone through two coin tosses and not being able to even fucking save your game because youre that unlucky and then having the sweet release of your bad luck shying away at the perfect moment in the last bad youve tried since your adrenaline stopped being so high from a random teeth gnashing little shitswisher goblin tht doesnt even actually hurt that much when it attacks but for Fucks sake they can trip you up on a tile and waste your god damn time
And TIME
Is NOT always on your side....
Given how there's so much RNG to take into account with collecting items, scurrying around(there are damage tiles... that can give you Infections), and even the fucking layout of the map and some enemy spawns can be very different too!

Witholding spoilers because this game is a treasure trove of different shit to see and interact with, but an example of this is how there's an enemy type i saw about four times in the same specific area of the game i was running through on the fifth floor.. BUT. on my 2nd most recent attemptttt.. that fatherfucker was on the 2nd floor just Out Of N O W H E R E and i think there's something insanely hilarious about that and interesting.
It's like even when you think youre going through the motions and taking the same steps forward with a different character... i mean you are but.. it can still play out VERY different
especially with your loadout and things youll grab more than anything else i mean i remember i was fiending for some opium or tobacco ingame(restores sanity with no drawbacks pft) and i found jack, shit and a lot of dick instead
but in another save i found a lot of it and was moreso pining for things like healing items more and more

And through all this is also the combat which you would obviously want to avoid given that there's no experience and often times there's scarce rewards even leftover on an enemy's body unless you memorize what type has the certain key or whatever you may need to make progression that much swifter. Limb hacking and shit in this game is also something that can help, never thought a game would encourage me hackin off some dude's nads to get the drop on them and try to even the odds
At some point with your party members
And knowhow from battles you accumulate
you get that EUPHORIA of realizing you dont suck at the game as much as you thought in an organic fashion
And then you get in the rhythm of things, the gears are tumbling!!! YOURE WINNING!!!!!! YOURE! WINNINNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNG AHAHAHAHAHAHAHAHAAHHAH...AHAHAHAHAHA...AHAH...AH...ahah..aha....a...hm.......a-....

And then you realize youve only been in the first quarter of the game this whole time

And then you realize that to save somebody you went down in the dungeons for in the first place... dies in 30 ingame minutes if you cant get to them fast enough.

And then after doing the easiest ending in the game to pull off....

It sets in, there's no getting out until you uproot every last nasty weed down there
Or it plagues you, it EATS at you
even when youre out of the dungeons it lingers in your head and it doesnt stop, like the beck and call of something MORE in there.. something MORE to overcome, some different sect or being you havent worked the puzzle around or outwitted yet if at all, that ITCHING sensation..
i dont even know if ill be able to see more than just one or two endings myself
but i dont wANT to look up these endings, i dont WANT to look up interactions, i dont WANT someone specifically to tell me all the things i missed because as fucked up as this thing is
It feels special To me
In a highly specific way it's constricted around my frontal lobe and the only way to stop the swelling is to feverishly check every corner of it until im Almost sick of even looking at it. It's so beautifully fucked up. It's like im playing with a dark fantasy bubblewrap simulator in the most bare and base way of putting how i feel on it.

I greatly look forward to gettin my hands on that second game because even after ive had my fill of this one, watched every video essay and discussion video i have set on my watch later youtube playlist, and thunked my head around about it enough and soaked in all the lore....
ill pretty much insatiably be going forward hungry for more

final thoughts: yea play it if you fuck with rpgmaker horror, but also turn based rpgs but also games with a fuckton of choices and immersive sim/rogue traits(there's a lot to unpack)
just please dont think im bullshititng abt the sexual content, if it makes your stomach turn there's a readily available patch for it online and also this is a Hard game
But if you made it to the end of this giant ass thing then go for it babe
have fun suffering!!!!