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"This game is important." This is what I think every time I reflect on my time spent playing Outer Wilds. What I mean by this is that Outer Wilds is one of those games that I played at the right place, at the right time, and feels as though it has significantly impacted me in a way few games really do. I will keep this review as spoiler free as possible so that others may enjoy this game as I have.

The design philosophy at the heart of Outer Wilds is to give the player a large physics-based solar system sandbox, and let the player progress through their own self motivation. There is no path, there is no directive; just explore and take away what you learned. The culmination of all that you learn in Outer Wilds will ultimately lead you to the end credits. There are plenty of threads to pull on, each revealing an interesting part of the history, mystery, or mechanics of the Outer Wilds universe. But if you are worried about becoming too lost in this game, the developers have a system to address this as well. All of the story threads are cleverly catalogued in your ships computer, and will always provide a starting point for those who become "stuck" in the game. I put the word "stuck" in quotations because exploration and trying new approaches, even if unfruitful or uneventful, are core experiences of the game and can even be highlights of the experience. The game certainly gains momentum when you find the right thread to pull on and suddenly find yourself with the knowledge to pull another three, but your "failures" in exploring this universe never take away from your progress and are just as important to the experience overall. It's important to note that the key to progression in Outer Wilds is largely based on player knowledge. What keeps you from progressing to the end of the game is the lack of knowledge as to what the end game even is and how you could reach it. It's a truly brilliantly designed system that keeps the player coming back for more and makes all progress feel distinctly earned by the player. Even if you choose to forgo attempting to complete the story of Outer Wilds, the game still succeeds in being a massively fun outer-space physics simulation. Once you learn the fundamentals of it all, you are free to attempt any wild feat of physics you can imagine. This can allow you to get to places or see things in ways most likely unintended by the developers, and that alone for many players is exciting. I cannot praise this game enough when it comes to design philosophy or game mechanics, and I have to give similar praise to the art direction, sound design, and music as well.

Outer Wilds has an aesthetic that is equal parts comfy, mysterious, beautiful, and at times cosmically scary. These things would seem to conflict with each other, but Outer Wilds strings these things together beautifully. Your spaceship is a loving mix of ancient alien technology and wood planks. At some point you will switch your audio telescope away from the gentle frequency of a fellow explorer's banjo to hear an inscrutable Nomai signal. When you are admiring the universe around you, you will watch distant stars blink out of existence in beautiful showers that will ultimately leave you more alone in the cold dark of space. When you feel bold your sense of confidence and security will entirely abandon you when you leave your ship in the middle of empty space and you are left to float alone with just the sounds of your suit and your breathing to keep you company. It is truly a one of a kind experience that gives the large, miraculous, and deadly vacuum of space the considerations it deserves. The soundtrack of this game is in a league of its own and deserves to be considered among the best of video game OSTs. I often find myself putting on the Outer Wilds soundtrack when I need to peacefully drift off into sleep or reflect on something important in my life. Andrew Prahlow gave such a lovingly crafted soundtrack to this game and for that I am sincerely grateful to him.

There are more things positives that I'd like to include but I do not want to go detail for the sake of players who have yet to explore this game. Just know that the planet designs and take aways from this game are all wonderful and deserve their own separate analyses and essays (if you're interested I know there is a surplus of exactly these types of videos on Youtube).

My review is one of many that have universally praised this game in every way possible, and I'm proud to join that chorus of voices. Outer Wilds is a lovingly crafted experience that has been the subject of a lot of acclaim and romanticism from the community. The developers should be proud of what they created; it is truly in a league of its own. If you're still reading and are on the fence about getting Outer Wilds, please play this game. It has been one of my most significant gaming experiences in the last 5 years, and it could be one of yours too.

This review contains spoilers

Class Zero has died a thousand thousand times. They're going to die, and die, and die again. They're going to keep dying, forever. And no one will remember them, because the Crystals won't let them.

Type-0 begins, after a characteristically bombastic intro CG cutscene displaying all the visual panache and particle effects one would expect from a Squeenix production, in a decidedly much less characteristic manner, in which we see, over the course of a long cutscene, a character slowly bleed out and die waiting for the "heroes", Class Zero, who will not arrive in time to save him, watching as he goes through periods of calm, resignation, acceptance, and then, most cuttingly and affecting at all, last minute panic as he spends his final moments screaming about how he doesn't want to die, before he finally, inevitably, does.

In the world of Type-0, the dead are erased from the minds of the living, an act framed as a kindness on behalf of the benevolent crystals, but in reality is only a measure to ensure the grand experiment of Orience continues in the most efficient manner possible. So, when members of Class Zero find Izana Kunagiri's body, they don't see him. They see a shape, an empty vacuous hole in the shape of a human being, everything he was and could have been having been violently stripped from him as he passed, with only Ace (who for reasons the game is largely uninterested in explaining, is one of only a few people in the world who can remember the dead) actually being able to see this for what this is: a young man, with thoughts and feelings and dreams, a loved one, taken from the world before any of those things could be fulfilled. Ace looks on at Izana, tears welling up as he strains to maintain his composure, before his companions demand he continue the mission, the social violence of this system the crystals perpetuate consuming even those who are able to sidestep its immediate effects. Not even given the space to process what this loss means for him - because his allies are literally incapable of understanding it - Ace turns away, and back into the battle...to die, and die again.

This is what it means to exist in Orience, the world of Final Fantasy Type-0. It's not simply that it is a hostile world to exist in (though, it definitely is that, as the preponderance of level 99 behemoths that can wipe your entire party effortlessly wandering even the low-level areas makes navigating it's world a constantly tense affair), but that the modes and rhythms of play constantly emphasize the ever-present threat of death, not just death, but callous, uncaring death that comes quickly, nastily, and brutishly.

When you first start Type-0, 14 party members right from the start feels like a lot. But you're going to need them, because on any given mission, most if not almost all of them will die, either at the hands of the astonishingly quick TTK given how high the Numbers are for your health, or for being summarily executed by your own side in the middle of a battle for failing to execute an optional order, or from the insta-kill Killsight mechanic that exists for both the enemy and you, or simply because you yourself sacrifice them to bring out the game's magical WMDs de jour, the Eidolons. The constancy of death in play, combined with the fact that revival items are absurdly rare and expensive, means you can't just keep throwing Phoenix Downs at your fave to keep them up and in the action. You can easily exhaust the entire game's quantity of Phoenix Downs on a single mission by doing that. So, instead, you have to roll with the punches, and soon, you learn to take part in the grim moral calculus of which party members are expendable, which ones you want to throw into the fire of almost certain death, and which ones you value enough to protect and keep for later.

It's a sickening realization to come to, to realize that Type-0 demands you play it in such a way that you hold the lives of these children in your hands and decide which life holds value to you.

It's also revelatory of who the player character of Type-0 actually is. It's not Ace, who is prominently fronted in the opening cutscene and is the go-to rep for Type-0 in crossover media, because despite that (and being my favorite character) he's not that important. It's not Machina or Rem, who are both taken out of the action in the final chapter and are best described as the Witnesses of the story rather than it's protagonists.

No, the person you are playing as is actually Arecia al-Rashia, the abusive mother of Class Zero who kidnapped, brainwashed, and made these children into weapons as part of a nebulous goal she has thus far failed to achieve 600,142,971 times, and will likely fail to achieve 600,142,971 times more.

Experiencing the playing of an RPG - the levelling, the equipping, the customization - through this frame is a confronting experience that is difficult to sit with. When you're playing Dragon Quest III, for example, there is a level of assumed abstraction, that when you de-equip a sword from one character to give to another, that there is not a godlike entity watching over the cast that makes these decisions for them, we take as given that our mechanical movements here represent an interaction between these characters. Type-0 removes this comforting abstraction, and ties the acts of JRPG mechanical play with parental abuse in a way that, once you realize what is happening here, tints even the most mundane of mechanical interactions in the game in upsetting hues.

I want to stress, because I think there's a bad, almost solipsistic tendency on behalf of players to associate criticism and condemnation of a player character with criticism and condemnation of the player themself, that I do not think Type-0 thinks that RPG mechanics are abusive. Rather, I think this lens of abuse exists because of what Type-0 is actually interested in, which is the deeply cruel and dehumanizing effect of the way we raise young people in schools.

It's easy to assume that the school setting of Type-0 is barely meant to be thought about, used as shorthand for a relatable shared social space in the way that many anime and anime-adjacent media do, and I think that is exactly what we are supposed to think at the beginning, before the unique cruelties of this school environment begin to properly reveal themselves.

What the Akademia of Rubrum exists to teach these kids is not the things that will actually meaningfully enrich their lives. It is not the things that will help them become happier, brighter people. They are taught how to be better killers, how to increase their stats and get better equipment to more efficiently kill others, all for the sake of the adults in charge of the school, blissfully comfortable far behind the frontlines, churning through these children in order to achieve a nebulous, undefined goal that, owing to said undefinability, can never and will never be achieved. In play, this creates a dynamic where unlike, say, Persona, socializing with others represents time that would be better spent, in the eyes of the faculty, on training missions, classes to raise stats, and other strict mechanical bonuses that will allow you to succeed in upcoming "exams" in the form of mandatory story missions.

School in Type-0 is not, as in Persona, a kind of fantastical place to live out an idyllic, largely frictionless school life. It is the infliction of a cold, brutal calculus of choosing between academic/mechanical success and developing relationships and more positive memories, a kind of calculus that you don't really have much choice but to acquiesce to, because it's not like you can challenge the school system as a school student, can you?

I'd like to use the character of Ace as my case study for this. As mentioned above, Ace is my favorite character in this game. We're introduced to him, after the dramatic entrance of Class Zero, crying over the passing of Izana Kunagiri, the boy who slowly dies in the game's opening suquence. This established that unlike his comrades, Ace can remember Izana, but it's only in flashbacks as the game goes on (flashbacks that take up valuable time the faculty would rather you use on training) that their relationship is revealed, and it only enhances the tragedy of the opening moments by making clear that the tears Ace shed over Izana's passing were the only time he was able to be fully emotionally honest with him in a way he could understand, because Ace, as a sheltered child soldier raised from birth within this system doesn't have the framework to ask Izana to hang out sometime or play Tekken with him after school or whatever. His opening up to Izana comes in the form of asking him to go on a mission with him, the same mission that will lead to his death. It's tragic, and thorny, and difficult to turn over in my head without it cutting against me. Ace in general empathizes greatly with a lot of the interactions and distances my autism created for me in school, but I don't want to center this reading on myself when I think the game is so good at reflecting the meaningful lived experience of far more people than just myself.

(Though, I do gotta say: the scene where Ace sings the opening bars of the game's theme song to try to communicate his feelings to the rest of the class because he doesn't feel like he can manage it with his own words? Broooooooooooooooooo šŸ˜­šŸ˜­šŸ˜­šŸ˜­šŸ˜­šŸ˜­)

Far be it from me to speculate on the tastes of an entire nation, but if there is a reason I can point to for why Type-0 was a surprise hit in Japan when it was originally released on PSP, despite the deeply frictional and hostile nature of many of it's design decisions, I think this might be why. I do not want to suggest that anime as a medium is entirely uninterested in interrogating the violence of education because that is clearly untrue, but I do think there is a ubiquity to the school setting in anime that belies what a troubling and traumatic experience it can be for many people, myself very much included. Type-0 is far truer to experience of School as I experienced it than most any other game depicting that environment I have ever played, first and foremost by acknowledging the uniquely upsetting experience of spending years inside a system where you are taught in such a manner as to mold you into a nebulous concept rather than to meaningfully broaden your horizons.

Indeed, if you just go through the main story of Type-0 and don't take time out to talk to NPCs in the World Map or read the Rubicus lore book, you might completely miss out on certain details, and have certain late-game plot turns completely blindside you with their apparent abruptness. Even past this, certain key characters are introduced after the final cutscene and first ending, and require a second playthrough - with new scenes and plot elements - to fully grasp the significance of. This is the element of the game I most struggled with on my past abortive attempts to get into Type-0, but when I finally did break past the loop and find myself in Type-0, it was one of the elements I appreciate the most. Much like this team's next work, Final Fantasy XV, Type-0 is very intentional with the elements it presents to you and the elements it leaves out, and the elements it wants you to seek out for yourself. The game's major cutscenes are presented like wartime propaganda, and that's because they are: selectively informative newsreels that tell you what the Dominion of Rubrum wants you to know. Very rarely does a game withhold so much information so intentionally, to let you miss out on so many things if you are unwilling to seek out that information for yourself, and broaden your knowledge beyond what the Powers That Be want you to know.

The more you learn, the bleaker and more desperate the world of Orience seems, with a similar effect reading the news and histories of our own world can have. If you are familiar with the Fabula Nova Crystallis lore that Type-0 draws from you might realize what exactly is going on reasonably quickly, but even without that, the game does an excellent job of giving you information that rarely gives simple answers to simple questions. Instead, everything it tells you makes everything thornier, more complicated, less the simple "we are being invaded by fascists" premise the story fronts as. It's a kind of complexity that reaches fever pitch in time for the game's final act where Rubrum, your nation, manages to hold back a two-pronged attack by enacting - out of desperation, for whatever that is worth - what can only be described as a wartime atrocity, annihilating the Evil Army you've spent the entire game fighting against and setting the stage for a penultimate chapter wherein you are obviously - if you have been paying attention - becoming the villains, moving beyond simply reclaiming your own territory and outright conquering the entire world with your overwhelming military strength. I've not really touched on the game's RTS elements but I do want to note them here because this is another example where Type-0 takes it's mechanics to their uncomfortable conclusions: what does Painting A Map Your Colour practically mean in a world full of real, living people?

There's interesting stuff in this lore - particularly with regards to the world's relationship with Agito and Finis, and the motivations of Grand Marshal Cid Aulstyne, who initially appears to be a laughably unsympathetic fascist analogue but who eventually reveals himself to be a troubled idealist who is taking whatever methods necessary to free the people of Orience from the hell they are blissfully unaware of being trapped in (yes, I am aware that once again I have found a Problematic Char Aznable to Stan) - but the importance of it is in how it is placed, this act of you going to seek out this information on your own, to push against the boundaries of the system you are trapped in even if breaking through entirely might be impossible. When Tempus Finis comes - the final exam both for you and all humanity - you can learn all you want about why it's occurring and what it's purpose is, but no matter what, the game will still end with a final dungeon that consists almost entirely of arbitrary challenges you must follow to the letter or face death. No one in the world of Orience can escape examination, and because of the nature of that world, none can ever truly meet the standards of their deific examiners.

VERDICT: FINIS.

I love how this game ends. It's the strangest final dungeon I've ever experienced in an RPG, one that lays bear the question-answer-response loop of almost every video game remotely like this bare in a strangely upsetting and beautifully alienating way. It's oft been described that bosses and final levels should act as examinations for everything the player has been taught so far, and Type-0 literalizes that in such a charismatic way. And the glimmer of hope at the end, where you persist even after the Arbiter fails you, where you fight and die and fight and die again to finally defeat him and end the apocalypse is so beautiful...and only made more so when it is eventually snatched from you again. The true end of the game is not when you defeat the final boss, but when the party, in a position to be ressurected once again by Arecia, begs to be allowed to finally die and for the world to escape from it's cycle, to which Arecia, seemingly, acquiesces. As a beat, this didn't sit right with me, but, in the one true act of brilliance the HD port offers, I was surprised to find the game agreeing with that read, choosing instead to truly close out Type-0 on one final secret ending that reveals that, eventually, Arecia ignored the pleas of her children, changes her mind, and resets everything for one more turn of the wheel.

The world won't change by begging for it to. Because, fundamentally, the Powers That Be don't actually care. And so, Class Zero and the rest of Orience remain trapped. Forever.

Class Zero has died a thousand thousand times. They're going to die, and die, and die again. They're going to keep dying, forever. And no one will remember them.

"This makes it 600,142,972 times."

VERDICT: ZERO

In 2016, I was starting to fall out with video games a little. Increasingly, it felt like there weren't really any video games coming out that were For Me. Between a few high-profile disappointments in the form of Fire Emblem Fates, launch-era Civilization VI, and SMTIV: Apocalypse, and cases where games I did like, like Deus Ex: Mankind Divided and Dishonored 2, were commercial flops that killed their franchises, it felt like it just wasn't possible to make games anymore that hit me like the ones that made me fall in love with this medium in the first place. And then Final Fantasy XV came out, a game I approached with cautious optimism at best, but which absolutely blew me away, for being this deeply idiosyncratic game that did things I simply thought were impossible to do in the contemporary big-budget video game space, a game that removed it's own open world at the halfway point, when continuing to have it would be detrimental to the narrative, a game that was willing to be absolutely miserable to play for multiple chapters in order to underscore the collapsing relationships it was depicting, a game that enthralled me because it knew exactly what it wanted to do and what it wanted to be about, focusing it's entirety on that goal and leaving areas of traditional narrative or game design wisdom to languish where they weren't necessary.

I adored that game. It reignited my passion for video games, and set ablaze my fandom for Final Fantasy once again after the XIII series (at the time) left me feeling mixed, at best. But it was deeply divisive, outright loathed in many circles, and Square, for better or worse, released a series of updates and DLC content that sought to address those criticisms. Some of these additions were fine, others less so, but for someone who already loved the game exactly the way it was, it felt...strange and upsetting to watch a game I loved try to contort itself into new shapes to try to appeal to people who just weren't interested in it in the first place, and by the end of this process, with the absolutely execrable Episode Ardyn and Dawn of the Future novel that sought to effectively rewrite the story of Final Fantasy XV into a more traditional epic fantasy narrative that run roughshod over everything that made it exceptional in the first place, brought me back to the same place I was before XV, feeling that a game like this just wasn't possible to make in this environment.

Type-0 brought back those feelings, and served to solidify further that the team's decisions on XV were not the result of incompetence or a rushed development, but from genuine consideration for what would be the most effective way to tell this story. Hajime Tabata and his team at what would become Luminous Productions fucking had it, man, and it's a crying shame that Tabata left and Luminous was shifted onto a project steered into the dirt by Gary Fucking Whitta.

Type-0 is a difficult game to enjoy. It's not for nothing that it took me three or four attempts to get into it: it is frictional, off-putting, and alienating, and doesn't even have a beloved auteur's name attached like Suda51 or Yoko Taro that would give people a reason to push further in. But I've also never played a game quite like it. It's been about 3 months since I finished it and it's never quite left my head in that time. I don't think everyone is going to love this, which is why I've been a bit more laissez-faire with spoilers here (though i'm still not giving everything away) than normal, but I think if you want to love it, if this sounds like your thing...you owe it to yourself to play Type-0.

I am under no illusion that most people will not fall into that category. This game is even more alienating than launch-era FFXV, a game that to this day inspires some of the most venomous tracts I have ever heard towards any video game. And it's really not helped by the fact that the complete picture of the game is difficult to see, with the fan-translated PSP port's multiplayer features functionally inaccessible at this point, and the officially-translated HD port being, to be blunt, rubbish in many ways but also the most practically convenient way to play. Even Square has not seen fit to remember and honor Class Zero the way my heart cries out for them to be.

So, let this be my own personal epitaph for them. Not a recommendation, because I know most people won't like this game. Not an excoriation, because I still believe this game has immense worth. These are just words to mark it in one place, in one time.

History has left Final Fantasy Type-0 behind. But I remember it. And I am still here.

The best game that GameFreak has ever made. Not even kind of kidding.

Iā€™ll never experience a work like this ever again. The absolute best use of the medium Iā€™ve seen, an enormous achievement for the entire medium. Utterly floored.

This game is frankly mad fucked up, kind of weird experimental nonsense you can only get with that pre-6th gen 3D. For whatever reason this game is one of the most enmeshed games of my childhood, I remembered everything about it to a kind of shocking degree. There doesn't seem to be lighting on anything, the inside of the house is like almost Cruelty Squad core shit, characters and people will talk to you from the nether void bc they don't have models, large levels are just riding through noiseless darkness in circles of an impossible obstacle course, shit's just accidentally richly atmospheric and the sandboxy levels give you a surprising freedom of movement and wide range of tools to fuck with em in. Comfy game, I ain't mind it

The game brings me unimaginable suffering and my life would surely be better had I never started playing it competitively. Every character is bullshit except mine (Captain Douglas Jay Falcon). Every time I get up-tilted by a space animal I want to rip a chunk of my hair out. 10/10

Melee's knockback formula is like my E=MCĀ².

The beautiful, dense web of the state machine behind its character controller is like my Starry Night.

So many things went right with Melee. The open ended damage percent and ring-out systems interact gorgeously with the way the game treats each character as its own physics object moving through the simulation. Flexible mechanics like wavedashing, DI, SDI, the depletable analog shield, and the tech system create near limitless potential for expression in offense, defense, and even basic movement. A single jump in Melee has 5 separate decisions baked into it that determine where you'll land. The open ended nature of the game combined with its extremely high execution ceiling reward dedication to technique, highly nuanced matchup strategy, and situational awareness like perhaps no other game.

20 year Melee veterans will boot up tonight and pull off some wild shit they've never seen before, and if pressed about it they'd just tell you "I knew it would work."

It is the intuition-based fighting game.

a masterpiece in ways the devs didn't even intend it to be

Most, if not all the issues people have with Dark Souls 2 would not exist if it was instead called Kings Field 5 or Dragon Ring or something.

This past week I made a trip to hang out with some friends an hour down the road, and something we do almost every time I come over is plug in the modded Wii and fuck around with whatever iso catches our eye. This two day event was no different: Monday night I banged out the last third of Resident Evil 4, and the next morning; huddled around the TV looking for something to pass the time with, I tried Pikmin on a whim. My memory card was full from last nightā€™s adventure so I could only get a taste of the adventure at the risk of losing a massive amount of work, but even from the 3 day sample we tried, I could tell it was something special. Everything about it was attractive to me, from the Nintendo-spun RTS mechanics to the peculiar world they inhabited. I knew when I got home from that trip that I had to sit down and really sink my teeth into the game.

Funny enough, Pikmin has actually been a bit of a white whale for me personally. As a kid playing Luigiā€™s Mansion for the first time, unearthing the Pikmin trailer felt like peering into something beyond our world. It always looked like something Iā€™d be into, but fate was not kind to my interests, and I never got my hands on a copy. Though maybe in retrospect I should have actually asked for the game once or twiceā€¦ Regardless, I finally sat down to play it as an adult, and predictably it was absolutely wonderful. What I didnā€™t expect was that Iā€™d go on to play through the game 3 times to completion within the week. Looking into it online it seems like the length of the game, and by extension the 30 day time limit, seem to be the biggest point of contention amongst most players. This is peculiar to me, as in my experience I found it to be the glue that prevented the gameā€™s systems from completely collapsing in on themselves. Thatā€™s not a sleight against the mechanics though, and I do want to shine a light on the actual game part because I feel like it gets overlooked when looking at the game from the outside.

Every layer is razor sharp, and the few massive pieces of design interlock so well to allow for interesting strategy puzzles, that removing or adding just a single piece would likely send the whole thing crashing down. Across a single day there are only a few major things to keep track of: The Pikmin population, part locations, level layouts, and enemy spawns. Itā€™s all disgustingly simple on paper, but contending with everything at once is where the magic really happens. Efficiency is the name of the game here, and because tasks have to be performed in real time by the Pikmin (with slight time saves coming from the number of Pikmin on a task and the status of their bud), a strong grasp of level navigation is all but essential to prevent massive time and population losses. Some weeks Iā€™d play simple and juggle basic tasks to nab a part or two a day, whereas other times Iā€™d find myself playing more towards chipping away at level hazards one day, and then cleaning up with 3 or 4 parts in a single stretch the next. Itā€™s a testament to the complexity and density of the admittedly small levels that even after multiple reasonably efficient runs, I still couldnā€™t even begin to chart out anything resembling an optimal path to get parts as quickly as possible.

So how about the timer? Well, it's maybe not a direct threat in the way the developers intended. On a first playthrough you have more than enough time to collect all 30 ship parts and get the best ending (on my first playthrough with minimal resets I managed to beat the final boss on day 27, and collect the final part on day 28) and youā€™ll likely continue to shave off time with every subsequent run, so on paper it may seem like it the timer may as well not be there at all, right? Iā€™m not convinced.

The reason I find the time limit to be such a captivating piece of the puzzle is not because itā€™s a particularly challenging thing to work around on its own, but for how it shifts your perspective on every mechanic and every choice you make over the course of a run. If you took this exact campaign and all itā€™s challenges, but lifted the 30 day timer, the way youā€™d approach each level would completely flip on its head. Multitasking would be unnecessary as you could execute a plan as slowly and carefully as possible, you would have all the time in the world to plant the maximum amount of Pikmin for any one scenario, and the punishment for mistakes shifts from added tension and short-term changes of plans, to simply robbing you of more of your time. In layman's terms, removing the timer would probably miss the point.

Itā€™s been said that people tend to optimize the fun out of something if given the opportunity. In the case of Pikmin, this has completely different insinuations depending on the existence of a timer, and thatā€™s what makes it such a fascinating inclusion to me. No matter how well you understand the game, no matter how sharp your execution is, it doesnā€™t matter. The timer is always looming overhead like an albatross subtly weighing on your psyche and steering your every move. Some may view it as something that just restricts player freedom, but with how loose the balance of the game and the timer admittedly are, it somehow perfectly balances itself as an element of the game that always subconsciously keeps the player in check. Few titles before or since have promoted optimisation in the face of a looming failure state so well, and this coming from a Nintendo game of all things could very well steer younger audiences to explore more games of this niche, and I just sorta love that prospect honestly.

This type of psychological tension is something I wish would be explored in more inherently childish games like this, and not just reserved for ā€œmatureā€ games. I sorta understand why this hasnā€™t been a common design principle - especially for a modern childrenā€™s game - but I love that the Big N was willing to put something like this together with their own flourish and have it come out so perfectly realized despite being such a bizarre mismatch of aesthetical and mechanical sensibilities. It would be easy to call it just a tech demo given its compact size (and itā€™s literal roots in GameCube tech demos) but that would be a mistake. The original Pikmin still stands as one of Nintendoā€™s boldest games to date, and I think it deserves to be viewed in the same glamorous light as every other masterpiece released on the purple lunchbox at the time. We need to do our best to cherish this game now, because I think the time of its potential influence and popularity has already begun to fade.

Nearly a year removed from its launch, free of recency bias, no longer swarmed by the theses of those more eloquent than I, I'm content in saying I don't like Elden Ring. I've beaten it a couple times, played solo and online, used a variety of builds, gone completionist and not, tackled its world in intended and unintended order, had fun and glazed my eyes over in boredom, been in awe of and readily mocked it through and through. I like so very much of it, but I don't like Elden Ring.

I don't like this GRRM-gilded world. There's a prevailing sense of deliberate obfuscation that apes the peculiarities of Demon's Souls and Dark Souls but it's a mere mimick. It is an inverse Rowling-style approach to worldbuilding -- she fills her holes and says they were always filled, Dark Souls had holes and never noticed them, Elden Ring creates holes to taunt the VaatiVidya watcher with the tar with which to fill them.

I don't like this ocean of content. Even if wondrous tsunamis are few and far between, the impetus to purposefully seek them renders them decreasingly effective. The novelty of Walking Mausoleums, Erdtree Avatars, winding tombs, subterranean cities all turn quickly to routine. I can only laugh so many times at a man getting hit in the groin by a football.

I don't like the perpetual breadcrumbs. Scattered like millet for fowl lay treasures for the taking. Of what use is a thousandth herb, a hundredth spirit, a tenth greatsword? None, so say I, if it caters only to that which I am not: the theorycrafter, the PvPer, the challenge runner. And for these redundant fragments to be handed to me after a repetitious romp through yet another imp infested tileset with a singular twist? I am left wondering why I put in the effort.

I don't like the ramp. Other FromSoftware titles, deliberately or not, have tremendous peaks and valleys in their presentations of power and the scope of encounters. From the terror of Ornstein and Smough to the odd simplicity of Sif to the potential headache of Four Kings to the humour of Pinwheel to the fear of Nito to the melancholic ease of Gwyn. Here, outside of minibosses, I proceed uphill eternal as Sisyphus. On paper it is an ideal, in reality it is a fatigue. Does it seek to frustrate? Does it matter? There is no reprieve on the intended path.

I don't like that this is designed for me to like it. Polished to a mirror sheen, every aspect is intended to appeal to me. A personality in flux to receive my adoration, never showing me that true, imperfect self. I long for the idiosyncrasies of a chance encounter.

I had so much fun with you, and I came away with the understanding it was all a falsehood. The dopamine was real. The sentimentality, a fiction.

i need to go back in time and kick younger me in the head for thinking "survival horror doesn't seem like my kind of genre so i'll never try it" shut the fuck up what do you know you still think you're a boy. also this is one of, if not THE, best video game ost i've heard in my life holy shit, i cannot stress enough how excited i am to play silent hill 2.

What an incredible depiction of queerness, youth, friendship, and religious guilt, backed by those anxious, droning synths. The true ending was beautiful and these 3 characters deserve the world. Or at the very least each other.

I came out of this gayer and more emotionally loved than I was prior

I don't know how to talk about this game without revealing too much of myself.