113 reviews liked by afriendofours


------------------------LUNA-TERRA------------------------

Soaringly, defiantly, almost certainly the best prose I've ever seen in a Visual Novel. In what is so often an insular, overwritten form that constantly fails to leverage the advantages of, y'know, visuals in order to trim their ludicrously overwritten manuscripts (feel confident in saying Umineko's much-memed length could be halved if you cut out the explanations of things we can see with our eyes and repeating the same descriptions over and over again), the density and gravitational weight of HWBM's beautifully poetic prose shines like a star about to go supernova.

Each line says something important, something meaningful, and it's central metaphors are so perfectly pitched and utilized that the clarity of the text is never in question, even deep into an in-universe e-mail about the metaphysics of generating miniature black holes in the ruins of Side 3. I know not everyone gets on with the writing here, but for me, this was so frequently beautiful and impactful that it blows most traditional novels I've read in the past few years out of the water. The incredible music doesn't exactly hurt, either.

Weighty and important yet flippant and understated. As heady and political as it is emotional and introspective. It's everything I want to be able to write like.

------------------------PLUTO------------------------

As pointedly political as the best of Gundam and as nakedly personal as the highest highs of Evangelion, Heaven Will Be Mine is remarkable in its understanding of what Mecha means, an understanding that eclipses much of the work that so visibly inspires it.

Heaven Will Be Mine is about bodies, and takes a transhumanist perspective of our own bodies to discuss both broad, heady concepts of imperialism, as well as how we ourselves characterise, well, our selves.

Who am I? Am I these hands, these eyes, this flesh, or am I less, just the thoughts that exist behind my AT Field. Is everything else is just an endless layer of shells built to protect it? Or am I more than that, the words you read now, the voice I speak and the things I create? The reviews I write, edited and carefully constructed to present a meaning I want to present, the videos I make, a series of images that tell the narrative I want to tell, all of these things are as true a Me as exists. When I take a selfie, and edit it, erasing beard shadow and smoothing out the bags under my eyes, I'm not creating an inauthentic self, I'm showing you a truer me than a simple photo could, a picture that shows you what I value, what I want you to see and what I want you to Not See.

Is Earth the ground we walk on? Or is it everything we look up to and crave, the planets we've named, the stars we've numbered and categorized the heavens that we want to be ours? Our culture is an udurgh - a thing that contains many things - expanding beyond its borders imperceptibly, imperialism of thought and metaphysics that claims all that exists as territory that belongs to it or will belong to it.

Heaven Will Be Mine gets it. At almost every turn, it understands. It knows that mechs are guns. It knows that the Gundam is the White Devil. It knows that we could have made them look like anything, but we made them look like us. And it knows that we love them anyway.

There's a lot to think about, and a lot to say when it comes to this game. But more than anything else, Heaven Will Be Mine stands as absolute proof of the necessity of diverse voices telling diverse stories. Neither Tomino nor Anno could have told this story, and asking them to is ridiculous. It's a story we have to make for ourselves, using what the things they created told us to say something new.

Eternally glad there are other queers who think about Mobile Suit Gundam: Char's Counterattack as much as I do.

------------------------SATURN------------------------

at the time of writing, well. it's a bad time to be writing. the uk's systemic pervasive transphobia has reached a fever pitch, and currently both the party in government and their supposed opposition trade in barely-concealed terf ideology designed to dehumanize trans people and make us inverse. in the part of the uk's earth where I live - ireland's terra, uk's earth - there is literally no hope for trans people, as we have exactly one gender clinic in the entire country, and they aren't taking consultations. it is impossible to transition right now without obscene wealth and stability that the vast majority of trans people do not possess.

and don't even get me fucking started on the wave of nakedly evil anti-trans legislation that is hitting the USA right now. fuck me.

we live eternally reminded of how much they hate us. how much they hate what we are, and what we want to be. and the few of us that do become accepted, that let themselves fall into the gravity well of their expectations, prostrating themselves before their culture, only highlights how inhuman they think of us.

and in art, in fiction, time and time again, they tell us about the way queer people should exist, hidden in the margins, their queerness incidental rather than defining, something that just exists.

the message is clear. either we be who we are on their terms, or we aren't allowed to be here at all.

Fuck. That.

they think we're not like them? that we're something else, something inverse, inhuman?

fine. let's be "inhuman". let's be new genders and pronouns and names. let's change into new angles, new shapes. let's be loud and obnoxious and screamingly gay.

let's find out just how inverse we can be.

------------------------TRUE-END------------------------

I cannot tell you how much I love this. But I tried my best. A new all-time favourite.

Gave myself a day to kinda just sit with the whole experience of my first playthrough. Xenogears is one of those games that kinda just existed within the culture in a way where I always heard people vaguely gesture at its greatness, but never actually got any full details about what exactly made it so great. So for years and years and years and years and years I kinda just kept putting it off, playing many other games before and after it, hearing about its complexities but never really the details as of what those complexities were. Finally experiencing it for myself I completely get it.

An experience that is some parts Neon Genesis Evangelion, some parts Gundam some parts sci-fi novels and films, Xenogears wears all of its inspirations firmly on its sleeve and proudly bears it all as it goes into its own psychological, religious explorations of the self.

The ways in which it talks about running away from your problems rather than dealing with them and how that inevitably comes to bite you in the ass, there's a quite good example with the martial arts tournament you enter that genuinely surprised me when it happened.

The ways it delves into how trauma can inform and explain behaviors, can cause people to drift one way or another instead of facing the real problems within themselves, be lead to more and differing kinds of abuses, or completely shut themselves down due to their inability to truly cope with the things that've happened to them. But it also firmly discusses how important it is to continue to live, to continue to fight and go on despite the struggles we face in life, how we have to take responsibility for ourselves and the things we do despite our traumas, that again our traumas can be an explanation for behaviors and actions you may take, but at the end of the day you have to be responsible for your own actions.

There are a few characters I do wish were able to get more from the story (Rico, Maria, Chu Chu) and the very clear rushing of things does absolutely fuck with what was clearly supposed to be this ambitious and sprawling experience, though I will say in spite of the clear rush job that Disc 2 ends up as, I genuinely still quite loved the way they handle the presentation and style. Some of the quick cuts are really sharp and effective, I dig the kinda play stage type beat they do for some of the cutscenes they didn't have time to fully make enviornments for, I like the way they frame each part from differing characters POV's. There's a lot of cool things that make that second disc really interesting, kinda reflecting episodes 25 and 26 of NGE in ways.

It's such a strange feeling in ways cause like I kinda despised the gameplay at times (ground combat relies a bit too heavily on deathblows and grinding them out where-as I feel like the Gear combat is a bit better balanced in terms of building up to your deathblows and having to strategically manage your fuel levels in interesting ways). But even though I wasn't huge on the combat or some of the dungeon design (fuck Babel Tower) the whole thing just really came together for me. Everything it was doing was absolutely fuckin aces, it honestly reminded me of watching NGE for the first time as a teenager AS WELL AS watching both Shiki-Jitsu and Rebuild of Evangelion 3.0+1.0 with what exactly it was going for in its messaging and just how much it resonated with me. How much Fei's character arc resonated with me, how dense and packed of an experience it was overall.

I think I can safely say that I'm getting into the series cause I wanna see what else can come from anyone involved who was able to put this together.

If you're a transfem who uses twitter to flirt with other girls and you reply with ASDJDKFJAKLFSA or "ohh you're so mad i bet you wanna kiss me right now" when arguing with someone online, I think you'll get a huge kick out of this

HWBM isn't a bad Visual Novel by any means, but it has a very specific audience in mind - probably one that has watched all of NGE - and I'm just not part of that, and therefore found it aggressively impenetrable. I get what HWMB is going for. It wants to create a world that existed before you got here, with pre-established character relationships and world building, and there's nothing wrong with that! But you've also got all these huge paragraphs full of vague science fiction terms, so I ended up feeling incredibly overwhelmed while struggling to follow along. I really felt like I was missing something, like I'd started reading a book half way through. And again, this isn't an objectively bad way to tell a story but it's not personally for me

It's a bit of a shame because towards my first ending (which itself was honestly extremely cool!!), I actually started getting kinda into it - when the writing is good, IT IS SO GOOD. However, when I then started my second playthrough as another character, with a more positive open mind this time, I soon found myself hitting the same issues

The visuals, UI and audio are really cool as well, creating a great atmosphere though

bought this game for space sapphics, left with utter confusion. i do not understand what the fuck goes on here 99% of the time and am just clicking options with hope that they'll end up in two women kissing. putting it on shelved to delude myself that maybe one day i'll come back to this and try to use a fraction of my braincell to comprehend the actual lore but we all know i'm actually abandoning it

I kind of hated this. The aesthetic, art and music were great, but oh my god, the writing is such a drag. So much exposition with meaningless back-and-forths that never kept my attention for more than a few textboxes. The dialogue was stilted, with so little flourish or character, where even reading aloud did not aid my engagement. I read books and visual novels and have never had this much trouble. I ended up button-mashing through the third route and a good portion of the second route because I realized I wasn't feeling or retaining any of it. Who knows, maybe I'm not the intended audience (despite being a chronically-online trans person who loves Evangelion and writing) or am missing some cultural context. Whatever, I got my 100% acheivements, but the reward was not worth the 4 hour chore.

Appalling and unendearingly juvenile: it's a display of trans women's tragic, enforced inability to conceptualize a future for themselves, bereft even of the understanding of this limitation.
The lack of structure, which in a more purposeful work might express a belief about narrative itself or the patterns of human life, is here an expression of its belief in the fundamental passivity of the demographic it represents. Its characters are incapable of meaningful action: everything they do is an expression of sexuality, while actual sex is functionally absent from their world -- it is reminiscent of Valerie Solanas.
The vacuity of the interpersonal relationships between these characters, which never extend beyond flirtation, seems lost on the game, which miraculous transmutes these into serious, committed intimacy in the final act. Love and belonging are nothing more than an abstract hope here: the labor, the negotiation, and the compromise that render either of the positions possible is regarded as an impossibility.
Indeed, the possibility of any contact between the transgender and non-transgender worlds (which are in reality one world: Earth) seems to be explicitly denied. This theme is especially prominent in one ending, in which the allegory of a doomed romantic relationship is used to express it: a motif I find particularly vexsome.
While my support for the developer is unwavering, I cannot abide the work itself. I truly hope we can one day count on transgender authors, at the very least, not to produce narratives of transgender impotence.

I opened this game again today after having beaten it a while ago, I cried at the opening. Im a mess. But then I realized I never wrote a review for this, so here it is. I can list a dozen if not two dozen problems i have with this game, but god damn it this is one of the best gaming experiences I have and probably will ever have. The style, the story, the characters, the music the literally everything just oozes sexy on a level I can't even describe. I still overall prefer the quiet town vibe of Golden, but these two games capture the near perfect video game experience for me despite all their numerous flaws and I dont think any game could ever top it. I just can't let anyone on the internet know I like it lol

This would probably be my favorite game if it weren't for the mind-numbingly stupid final cutscene in the new true ending. + akechi and maruki overrated tbh

Shin Megami Tensei fans when you say that your favorite Atlus game is Persona 5 instead of something like Majin Tensei released in 1994 for the Super Famicom (Japan only):
https://imgur.com/gallery/C2GCJHA

There's something amusing about seeing a lot of big fans of Persona 5 in my circle rag on Persona 4 constantly when, in reality, the core issues of both of their stories are near-identical. They both have very formulaic story structures that wear out their welcome by the time they do start shaking things up, they have fairly weak casts that are severely underwritten past their initial arcs, and they're both very non-committal or even contradictory with presenting their main themes. If this is the case, then why do I view Persona 4 in a somewhat more positive light while Persona 5 gets worse for me as time goes on, despite the fact that the lowest lows of 4 are far worse than 5’s? Well, not only does Persona 4 have its own unique strengths that 5 fails to capture, but these direct parallels in shortcomings give me the impression that Atlus learned practically nothing from the shortcomings of 4 after a near-decade, aside from slightly getting the memo that homophobia might not actually be that funny. (Emphasis on slightly)

The main cast is probably the worst out of any modern Persona cast. Not to say that they’re all irredeemably terrible, but they just become incredibly flat once their specific arc is concluded, which makes it even more damning when characters like Haru don’t even have that to their name with how poorly implemented Morgana’s arc is. It doesn’t really take long for them to neatly slot into their respective archetypes without branching out much beyond them. Ann probably gets this the worst, she doesn’t really get to go beyond being “the girl” of the group when she had so much going on during Kamoshida’s arc. I think a better approach would’ve been to limit the cast just to the initial trio. Their dynamic in the early game is very strong and could totally carry a whole game on its own. Yusuke felt pretty out of place once he fully joined the Phantom Thieves, and the sidelining of growth for each party member becomes very apparent once Makoto joins. I don’t think it’s that much of a stretch to say it would work, with how often the series tries to push a “main trio” of their parties. Even Persona 4 directly did it, when it arguably started off with more of a quartet than a trio. I don’t know how it would affect the rest of the game, but what I do know is that the characters do need a lot more than they get, especially in a series that prides itself on interpersonal relationships like Persona does.

I don’t see myself as someone that’s too harsh regarding the “Show don’t tell” critique. I like a good chunk of media that are very in your face about their messages and themes. The point where I do feel it’s right to make that critique is when it feels like a piece of media is talking down to me, which is absolutely the case with Persona 5. It never trusts the player to come to their own conclusions about what they’re being presented, so it feels the need to spell the meaning behind every interaction out in meticulous detail so that a 3 year old can keep up with it. For example, there’s a reoccurring puzzle throughout the Pyramid of Wrath, (Which is my least favorite stretch of the whole game for a myriad of reasons that I don’t intend to go into) where you put together hieroglyphs that depict parts of the palace ruler’s past, and their relationship with a close family member. I thought it was a cool way to let the player piece together the trauma that they endured, especially with how that comes together with the palace’s boss, but every single time you clear one, the characters explain exactly what it means and tell you exactly how to feel. It’s really frustrating when it feels like it has to spell out every single interaction in the entire game. I feel like you could shave off 10 hours from the game just by giving it a tighter script, it’s unnecessary bloat that does nothing but dampen the storytelling. It’s even more baffling that it has this approach when ultimately, it doesn’t really have anything to say until the Royal arc hits. It’s trying to tackle much more grandiose themes of society and rebellion, but it always feels like it’s only putting a single toe into an incredibly deep pool. Let me be clear, I don’t need the PTs to start picking apart every aspect of each corrupt system in the nation. I feel like too many critiques go down that route, especially since it does place more of an emphasis on personal conflict. But even so, it could do a lot better with acknowledging it than the “All’s well that ends well, right?” approach we’re given. That’s honestly my biggest problem with the modern series. It’s so non-commital with presenting these potentially interesting ideas that the stick it’s hitting the issues it tackles seems to be more like a damp pool noodle.

As I’m writing this, I’m noticing a major pattern between each of this game’s aspects. I really like everything about it on paper. The general theme of rebellion that has sparks throughout the whole game, that’s cool! Too bad the ways it explores that theme are pretty paper-thin, even with the social links that usually thrive with conveying themes just as well as if not better than the main plot. Having social links teach you more specific abilities to use throughout the game for a sense of growth, that’s cool! Too bad that the way they’re balanced makes them range from practically meaningless to game-breakingly powerful. Every single addition to the game’s combat, the baton passes, the guns, all of that is cool! Too bad none of the game is balanced around it and it makes even a normal playthrough one where you’re stupidly overpowered. I think this is why Persona 5 fails for me in ways that the other games in the series don’t quite as much. As much as 3 and 4 had their low points and downsides, both of those did have consistent strengths that they were able to bring out exceptionally well. For every great and fresh idea that P5 has that isn’t strictly related to its presentation, there’s something else that ends up completely undercutting it.

In a way, that’s why despite how fun it can be to dunk on Atlus and this game, I don’t like the distaste that I have for it. It does have some genuinely fascinating ideas, I can see a spark of something truly spectacular trapped inside of this. The Royal arc proves this, it’s a fantastic piece of work that’s only weaknesses are the foundation that it’s built upon. If Atlus really is capable of being a tour de force in video game storytelling and can capitalize on the strengths of Royal’s writing, then Persona 6 could be the first game in the series that I really like without any caveats. All I need is proof that modern Atlus has that bite in its narratives, which it’s mostly consistently proven to not have over this decade. I want to believe that Atlus can pull through, and bring us one last surprise…

(Also maybe don’t have a prominent party member that plays into every single autism stereotype in the book at maximum capacity with the core point being “ooh she’s such a quirky gamer girl!” Cool? Cool.)

The best JRPG out there in my humble opinion, amazing art style, cool color choices, great cast and an even better story.
10/10, made me the biggest akechi fanboy

2 lists liked by afriendofours