35 Reviews liked by ashbolt


Absolutely perfect game from start to finish. After playing Returns I can clearly see that it walked so that Dread could run. Dread takes all of the best aspects in the previous games along with refining all the issues of the previous games and combined them to create this masterpiece. Every area is super memorable and fun to explore; the gameplay flow is just seamless and that makes returning to previous areas feel natural and not like a chore. The abundant number of boss fights is incredible and they're all super fun to fight against. They also added so much enemy and boss variety which was a problem that I had with Returns. The EMMIs are leagues above the SA-X in Fusion when it comes to gameplay due to their unscripted nature and forcing you to be skillful in avoiding them until you have the means to destroy them.

Lastly I wanna talk about the story and Samus' character in this game. While this game is much more focused on the gameplay (as the previous games mostly were as well), there isn't an insane amount of story content, which is fine. Instead we get major story reveals throughout the game which unveil a ton of cool lore and story that ties the previous stories together. Overall, this made Samus' character the most interesting she has been in the 2D series, and she didn't need to utter a single word for me to feel that way about her.

Dread is easily the best 2D Metroid, and probably the best 2D platformer I've played so far. It expands on everything the previous games had set up for it, and refines all the issues to create the most smooth gameplay experience in the series.

Game for dudes that still jerk off to Victoria's secret magazines. Paying money for this in 2024 is like being the boomer that still bought porn mags at the gas station in 2003. Check out pornhub bro it's pretty cool.

Genuinely the most disappointing game I've ever played. It promises so many things in the trailer but so little comes to fruition.
The gameplay is probably the best aspect of this entry, and it's not even that good. It's fun for a couple hours but starts to become repetitive and mindless. Having the game alter between two protagonists is also really annoying because you have to keep switching out your equipment.
The characters do not get any development, except for Chitose. Not the party nor the main antagonists, which are also just really boring and generic. They're barely present in the story and don't have any interesting dynamics with the cast, and the plot is as good as the antagonists.
Lastly, the ending is another beast of its own. I didn't think it was possible to write an ending worse than LAD7's but here we are. To keep it as spoiler free as possible: if you were interested in this game for the satisfying conclusion it promised, you'll be as disappointed as I was because there is no conclusion.
Everything is just kind of brushed off because RGG wanted to play it safe.

I do not recommend this game. It is seriously not worth the time or money and I regret falling for the hype and buying it day 1.

Unpopular opionion but I found the game a little too repetitive too quickly. Though it deserves praise for its unrelentingly well designed theme, exceptional voice acting and host of wonderfully cinematic moments in the middle of gameplay.

As of the early season I played the game was just too much of the same weapons and same stratagems being used over and over for me to want to stay invested.

The brimstone-level voice acting is so fucking funny that it makes it difficult for the player to take the game's attempted scariness seriously, and the game is clearly-embattled by a lack of polish emanating from budget constraints, but I definitely give it credit for trying a novel new idea for a survival horror game with its first-person found footage type perspective and gameplay scenarios, which games like Outlast would execute to a significantly more effective degree in the years since.

Great story, great characters, fun gameplay...
Very unfortunate that a very important aspect of this remake is locked behind replaying the game 4 times and collecting all weapons for whatever reason.

Rating: 90/100

Summary:
I should preface by saying this game is certainly more of a experience and a work of both musical and cinematic art than it is an entertaining game.
Death Stranding is a game about connections and piecing together a once devastated world. The game follows Sam Porter Bridges, a member of Bridges on a mission to connect the UCA (United Cities of America) via the chiral network, a sort of post apocalyptic internet. This is important because average people no longer go outside as they live in underground bunkers. Porters or delivery people are the only people left to make deliveries to and from different cities, Sam being one of the them. This story incorporates many people that Sam meets along his journey, each with their own story to tell of what life was like for them before and after the Death Stranding and how they can help Sam on his journey to save his sister and reconnect the UCA.

Story: 10/10
The story of Death Stranding is certainly the most impactful part, the depth of each act and the thought that goes behind each of the logs and emails that you receive make it one of the most well written stories I've had the chance to experience either in film or game. Though at first glace many may see this as game centered around saving the girl and going home all happy, it is much more centered around Sam's growth as a person and his connection with his BB. This combined with the characters you meet along the way really shows the connection and growth that Sam experiences throughout the game.

Characters: 10/10
The characters in death stranding are what make this game so heartfelt and moving. Each character is so fleshed out that it feels like you're talking to real people with a real lives. There isn't too much I can say without spoiling, but everyone you meet will have you thinking deeper about both them as a character and Sam and his connection with them.

Gameplay: 6/10
The game was not meant to be played in my opinion, it was meant to be experienced. Though the gameplay score is low I don't hold that against Death Stranding with very much weight. The bulk of the game involves you making deliveries from point A to point B most of the time by foot, this for many can become tedious. The score of Death Stranding is beautiful and thought provoking, this combined with the amazingly detailed cinematic world of a post apocalyptic America makes walking through it something that you feel. For this reason I value the gameplay less so than the average game.

Conclusion:
Death Stranding is a game I will recommend to anyone who has an interest in experiencing something new. Everything about the game is a work of art, each character you meet is a new continuation to Sam's life and the journey you follow as the player. Though many may not find walking and not overly exciting gunplay thrilling, I assure you Death Stranding is more than worth your time.

FromSoftware finally remembered what good gameplay is

Breath of the Wild and its consequences have been a disaster for video games

"open-world games aren’t art! open-world games aren’t art!!", i continue to insist as i slowly shrink and transform into a copy of banjo kazooie: nuts and bolts

Iwata’s dead, Shiggy’s checked out, and there’s no one to tell Aonuma no.

What the fuck is this.

I really shouldn’t be surprised, but I still am. This is the same game. It's the same people who made Breath of the Wild. I loved the first game, but still didn’t pay attention to the hype cycle of this one at all. I guess all the paraphernaleous cultural impact still seeped in somehow.

Remember when people thought there’d be playable Zelda? Fucking lol.

This review is only based on the five (5!) hours it took to get the paraglider, and I gotta say, it only kept making me appreciate the Great Plateau in Breath of the Wild more. The thematic cohesion. The mystery. The framing of how that whole game was going to work in miniature. What my abilities would be, what my relationship to game information would be like, what kinds of emotions I could expect to experience playing that game.

Maybe Tears of the Kingdom is a fine game. Maybe it is every bit as fun to exist in as Breath of the Wild, in theory. But in practice, it won’t be, can’t be. It didn’t start in the wilderness, letting me discover its game essence on my own terms. It started with a prestige-game walking-sim lore dump. A lore dump that ended with a bunch of Hot Anime Nonsense™.

Zelda and Link confronting mummy Ganon was like walking into the mid-season finale of a show that’s already on its second or third season. Except I’ve already played the previous season, and that context did not help me at all! Ganon’s no longer a miasma, but a dude with a voice? And there’s a goat dragon that’s Zelda’s great-great-grand-furry? And the Master Sword’s just useless?

Here’s my beef. All of this is great for trailers and generating “hype” because “hype” is fueled on speculation and curiosity. But the elements that generate hype are not the same as the elements that fuel a sincere emotional connection with a character, story, or world. I’m frustrated because Breath of the Wild knew this so well.

The old man on the Great Plateau was mysterious, but allowed to be goofy. He was generous, but mischievous. You could see him in different contexts, learn about him by exploring his house when he wasn’t around. There was a fun little emotional connection built up by being around him. The twist of his true identity, and the further twist of his ultimate fate, made me feel little pings of emotion. Nothing fancy, but he was the tutorial NPC. He primed me to think, “Oh, this is a game and a game world where it’ll be fun to get invested in people.” And he was the perfect segway into telling me what my mission was, what the stakes were, and why I, the player, should care.

The goat dragon great-great-grand-furry is none of this. We know he’s dead when we first meet him. His dialog makes no sense. There are a ton of slave robots on his little island that he comments with surprise are still running. Did he not program them? Can he not de-program them? Am I supposed to feel something about how he made a race of robot slaves? Are they sentient? I would have rather had signs in the ground Super Mario Style telling me all the tutorial things I needed to know. Because it feels weird for a robot to jovially say “Hey, there are some robots that’ll try to kill you, so, like, don’t feel bad about killing them. Here are some combat tips for killing them!”

And then his sequence at the end of his tutorial level practically screamed to me, “Hey, remember when you felt something at the end of your time with the Old Man in Breath of the Wild? We’re doing the same thing here! Don’t you feel something? Don’t you remember loving that?” And like yeah, I do remember that. And now I’m mad you’re trying to copy your own damn homework without understanding why it worked the first time. I have not built up a relationship with great-great-grand-furry goat dragon. I do not know why he is chill with Zelda. Honestly, all the statues with him and Zelda holding hands at the end of every shrine is weirding me out! Is Link a cuck now?

I want to say this is all superficial, but it’s really not, because everything about my time with Tears of the Kingdom so far felt like it was being led around by the tail. This is a re-skin of Breath of the Wild, but it doesn’t even have the decency to be honest with me. If we’re gonna have shrines, and they’re gonna function exactly the same way, why did you go through the bother of giving them new, thematically incoherent designs. Why do the upgrade orbs need new names, new lore. Changing the shrines’ glowy color from blue/orange to green is a downgrade, actually! Those other colors were a lot easier to see at a distance in a game world that has lots of green!

Jumping ahead of myself for a moment, I knew I was done when I unlocked the first new Shiekah Tower. (You can’t even call them Sheikah Towers anymore, these days!) The emergence of the Sheikah Towers in Breath of the Wild was iconic, cinematic, promising adventure in a changing world. The equivalent cutscene in Tears of the Kingdom felt like getting a homework assignment. Hey, someone you know has already explored the world, had time to build fantastic structures in every corner, and just needs a cable guy to come by and make sure the wiring is up to code! You know, that person who was a 100-year old loli in the last game! Well, now she’s been aged up to guilt-free fuckable waifu status! And she’s super plot relevant! You’ll get to talk to her more than Zelda over the course of the game, probably!

Seriously, that loli was my least favorite part of Breath of the Wild, and Tears of the Kingdom felt it important to put her loli portrait on her encyclopedia page?? When she will never look like that in this game??? She has the gall to rename Zelda’s magic iPad after herself! I was thinking about her (and taking internal bets as to whether she’d be a waifu or had somehow de-aged even more) hours before I saw her.

ANYWAY. None of what I said so far really matters more than the gameplay. And a Great Plateau 2 this was not.

I was so disappointed with how linear this was. In theory, I understand the concept that led to it existing the way it does. Tears of the Kingdom is a Lego game. It purposefully had sections of little Lego kits structured in a way where pieces from one would not mix with pieces of another and confuse people who have never touched Legos before. But giving kids Lego kits can change the way they interact with Legos. Hell, I remember I thought it was sacrilege when my sisters disassembled my Bionicle to make their own Voltron-esque monstrosities. But to them, who had not, could not, would not read the instructions, their style of play was more intuitive, more pure than mine.

Fundamentally, Tears of the Kingdom was not encouraging me to think for myself, to become resourceful, to seek my own path through things. It was priming me to expect that for any task that needed to be accomplished, the tools and materials would be provided for me. And without the spark of original creativity, putting the Lego pieces together was the dull monotony of fulfilling someone else’s factory work blueprint.

When I saw the jumble of lumber next to a korok in an adorable backpack, I immediately mentally put together what needed to be done, and thought, “What kind of Nintendo Labo bullshit is this?” The tediousness of rotating wood, sticking it to a hook, waiting for the korok to go down the slide - this was minutes of gameplay execution from the seconds of intuition I had of what the game wanted from me. And the reward was a measly two gold turds. I felt like I deserved five.

I feel like Aonuma has gone off the deep end. He’s spent so long in this game engine that he’s forgotten what made the original Breath of the Wild experience so special. He’s made a game for speedrunners without designing a game for the common folk first. In Breath of the Wild, the myriad systems, the freedom of choice, the hidden depth of the game’s chemistry and physics mechanics - all of those were introduced slowly in juxtaposition to a Link who had nothing but a shirt and a stick to his name. Everything felt special because the game beat you down and dead early on to make you appreciate and critically examine anything that could provide the slightest advantage to survival.

In Tears of the Kingdom, you gain the ability to Ascend through ceilings, (without stamina cost!!!), before you get the option to increase your stamina. Before you have even found anywhere worth climbing, any heights out of reach. There is nothing to instill that feeling of “I can’t climb there now, but some day, I will!” This is so wild to me. That emotion will never blossom when you’re given a cheat code at Level 1. It will cause people to look for places they can exploit their cheat code instead of… engaging with what was the entire foundation of the freedom of exploration in the first game!

Cannot overstate how much I felt something thematically crack inside of me when Tears of the Kingdom did not even suggest the possibility that I could upgrade my stamina wheel with my first blessing, locking me into more health. For a cutscene.

For a god-awful cutscene where Zelda fucks off before we chase down some NPCs to chase down some other NPCs to watch her fuck off again.

Does this all sound nit-picky? Do I sound insane? I sound petty to myself! But I have to be honest, this game failed to ignite my curiosity! And I gave Breath of the Wild 5 stars! It really does make me wonder how much of a game experience is built on the expectations built by its opening hours. In a way, if the only difference between Breath of the Wild and Tears of the Kingdom is the introduction and framing, that would be a valuable lesson on how important those beginning elements are.

I know that’s not the only difference. Tears of the Kingdom is anime as fuck. It’s tacky as hell. I lost it when Zelda’s magic iPad made the real-world iPad camera shutter sound.

Tears of the Kingdom is not a new game. It’s a jerry-rigged retrofitting of an existing game by an old man who saw Fortnite once since 2017, approved by a company who has no idea what he’s doing or why the old game sold so many millions of copies. Of course they’d be up for a direct sequel asset reuse that sounded vaguely like Minecraft! I’m just disappointed that the same team who showed they were capable of creating such a fully realized thematic throughline of a game were content to corrupt something beautiful just for the sake of convenience.

Maybe Link’s awful haircut and corrupted hand are a perfect visual metaphor for this game’s soul. A bunch of concepts grafted onto something great with no regard for how inelegantly they clash, while also showing a lack of maintenance to keep what came before presentable.

I’m so glad I didn’t pay $70 ($70!) for this game, or else I would have felt obligated to stick around long enough to understand the gacha mechanics enough to get mad at them.

——

June 28th 2023 Edit: wish different reviews could have different play statuses. Oh well. “Completed” the game with more words,, but in my heart this review should stay Abandoned.

Reviews of other games: The deckbuilder combat is certainly enthralling, but I'm not sure if it synergizes with the roguelike structure or if it's just a cheap and trendy cash-in, similar to yesteryear's Soulslikes...

Reviews of P3R: When I was fourteen years old I would lay in bed with my eyes open and ask for God to kill me. My brother left behind a beat-up PS2 after he went off to college where he would later die of an OD

Never played but obligated to give it a 10/10 because of how much enjoyment I get from joining a new MegaTen server, making a joke about how Persona 3 was the first Persona game, turning notifications on my phone, and then shoving it up my ass

I considered strongly putting together a long-form critique of this game, but the most damning statement I could possibly make about Final Fantasy XVI is that I truly don't think it's worth it. The ways in which I think this game is bad are not unique or interesting: it is bad in the same way the vast majority of these prestige Sony single-player exclusives are. Its failures are common, predictable, and depressingly endemic. It is bad because it hates women, it is bad because it treats it's subject matter with an aggressive lack of care or interest, it is bad because it's imagination is as narrow and constrained as it's level design. But more than anything else, it is bad because it only wants to be Good.

Oxymoronic a statement as it might appear, this is core to the game's failings to me. People who make games generally want to make good games, of course, but paired with that there is an intent, an interest, an idea that seeks to be communicated, that the eloquence with which it professes its aesthetic, thematic, or mechanical goals will produce the quality it seeks. Final Fantasy XVI may have such goals, but they are supplicant to its desire to be liked, and so, rather than plant a flag of its own, it stitches together one from fabric pillaged from the most immediate eikons of popularity and quality - A Song of Ice and Fire, God of War, Demon Slayer, Devil May Cry - desperately begging to be liked by cloaking itself in what many people already do, needing to be loved in the way those things are, without any of the work or vision of its influences, and without any charisma of its own. Much like the patch and DLC content for Final Fantasy XV, it's a reactionary and cloying work that contorts itself into a shape it thinks people will love, rather than finding a unique self to be.

From the aggressively self-serious tone that embraces wholeheartedly the aesthetics of Prestige Fantasy Television with all its fucks and shits and incest and Grim Darkness to let you know that This Isn't Your Daddy's Final Fantasy, without actually being anywhere near as genuinely Dark, sad, or depressing as something like XV, from combat that borrows the surface-level signifiers of Devil May Cry combat - stingers, devil bringers, enemy step - but without any actual opposition or reaction of that series' diverse and reactive enemy set and thoughtful level design, or the way there's a episode of television-worth of lectures from a character explaining troop movements and map markers that genuinely do not matter in any way in order to make you feel like you're experiencing a well thought-out and materially concerned political Serious Fantasy, Final Fantasy XVI is pure wafer-thin illusion; all the surface from it's myriad influences but none of the depth or nuance, a greatest hits album from a band with no voice to call their own, an algorithmically generated playlist of hits that tunelessly resound with nothing. It looks like Devil May Cry, but it isn't - Devil May Cry would ask more of you than dodging one attack at a time while you perform a particularly flashy MMO rotation. It looks like A Song of Ice and Fire, but it isn't - without Martin's careful historical eye and materialist concerns, the illusion that this comes even within striking distance of that flawed work shatters when you think about the setting for more than a moment.

In fairness, Final Fantasy XVI does bring more than just the surface level into its world: it also brings with it the nastiest and ugliest parts of those works into this one, replicated wholeheartedly as Aesthetic, bereft of whatever semblance of texture and critique may have once been there. Benedikta Harman might be the most disgustingly treated woman in a recent work of fiction, the seemingly uniform AAA Game misogyny of evil mothers and heroic, redeemable fathers is alive and well, 16's version of this now agonizingly tired cliche going farther even than games I've railed against for it in the past, which all culminates in a moment where three men tell the female lead to stay home while they go and fight (despite one of those men being a proven liability to himself and others when doing the same thing he is about to go and do again, while she is not), she immediately acquiesces, and dutifully remains in the proverbial kitchen. Something that thinks so little of women is self-evidently incapable of meaningfully tackling any real-world issue, something Final Fantasy XVI goes on to decisively prove, with its story of systemic evils defeated not with systemic criticism, but with Great, Powerful Men, a particularly tiresome kind of rugged bootstrap individualism that seeks to reduce real-world evils to shonen enemies for the Special Man with Special Powers to defeat on his lonesome. It's an attempt to discuss oppression and racism that would embarrass even the other shonen media it is clearly closer in spirit to than the dark fantasy political epic it wears the skin of. In a world where the power fantasy of the shonen superhero is sacrosanct over all other concerns, it leads to a conclusion as absurd and fundamentally unimaginative as shonen jump's weakest scripts: the only thing that can stop a Bad Guy with an Eikon is a Good Guy with an Eikon.

In borrowing the aesthetics of the dark fantasy - and Matsuno games - it seeks to emulate, but without the nuance, FF16 becomes a game where the perspective of the enslaved is almost completely absent (Clive's period as a slave might as well not have occurred for all it impacts his character), and the power of nobility is Good when it is wielded by Good Hands like Lord Rosfield, a slave owner who, despite owning the clearly abused character who serves as our introduction to the bearers, is eulogized completely uncritically by the script, until a final side quest has a character claim that he was planning to free the slaves all along...alongside a letter where Lord Rosfield discusses his desire to "put down the savages". I've never seen attempted slave owner apologia that didn't reveal its virulent underlying racism, and this is no exception. In fact, any time the game attempts to put on a facade of being about something other than The Shonen Hero battling other Kamen Riders for dominance, it crumbles nigh-immediately; when Final Fantasy 16 makes its overtures towards the Power of Friendship, it rings utterly false and hollow: Clive's friends are not his power. His power is his power.

The only part of the game that truly spoke to me was the widely-derided side-quests, which offer a peek into a more compelling story: the story of a man doing the work to build and maintain a community, contributing to both the material and emotional needs of a commune that attempts to exist outside the violence of society. As tedious as these sidequests are - and as agonizing as their pacing so often is - it's the only part of this game where it felt like I was engaging with an idea. But ultimately, even this is annihilated by the game's bootstrap nonsense - that being that the hideaway is funded and maintained by the wealthy and influential across the world, the direct beneficiaries and embodiments of the status quo funding what their involvement reveals to be an utterly illusionary attempt to escape it, rendering what could be an effective exploration of what building a new idea of a community practically looks like into something that could be good neighbors with Galt's Gulch.

In a series that is routinely deeply rewarding for me to consider, FF16 stands as perhaps its most shallow, underwritten, and vacuous entry in decades. All games are ultimately illusions, of course: we're all just moving data around spreadsheets, at the end of the day. But - as is the modern AAA mode de jour - 16 is the result of the careful subtraction of texture from the experience of a game, the removal of any potential frictions and frustrations, but further even than that, it is the removal of personality, of difference, it is the attempt to make make the smoothest, most likable affect possible to the widest number of people possible. And, just like with its AAA brethren, it has almost nothing to offer me. It is the affect of Devil May Cry without its texture, the affect of Game of Thrones without even its nuance, and the affect of Final Fantasy without its soul.

Final Fantasy XVI is ultimately a success. It sought out to be Good, in the way a PS5 game like this is Good, and succeeded. And in so doing, it closed off any possibility that it would ever reach me.

It doesn’t really surprise me that each positive sentiment I have seen on Final Fantasy XVI is followed by an exclamation of derision over the series’ recent past. Whether the point of betrayal and failure was in XV, or with XIII, or even as far back as VIII, the rhetorical move is well and truly that Final Fantasy has been Bad, and with XVI, it is good again. Unfortunately, as someone who thought Final Fantasy has Been Good, consistently, throughout essentially the entire span of it's existence, I find myself on the other side of this one.

Final Fantasy XV convinced me that I could still love video games when I thought, for a moment, that I might not. That it was still possible to make games on this scale that were idiosyncratic, personal, and deeply human, even in the awful place the video game industry is in.

Final Fantasy XVI convinced me that it isn't.