111 reviews liked by cecilselwyn


Awesome, absolutely in love with its aesthetic and level of detail which i initially underestimated. Kind of frustrating at times but probably because im a baby gamer. A lot of heart in this, always prioritizing human connection in its ruminations on war, characters are simply pawns within bigger games, every fight culminates in empathetic reflection of the ‘enemy’, who most of the times are revealed to be not so different from Snake. Def looking forward to playing the sequels. Also i can see a lot of what were the seeds for Death Stranding here.

six year old azzy's favorite game ever. george feels far more like a Toy in my hands then any other 3d platformer character ive ever controlled...floaty, forgiving, and endlessly soft to the touch. the cast of Magical Orphans ticks every box from wish fulfilling freedom and community to overwhelm and spite and melancholy. even the finnicky vehicles feel fun and toylike. feels like a game u rent for the ps2 and have great memories with and no one else has heard of, and given how unfairly obscure this still is ig its not too far off from the truth. a place to go to be happy. and ofc the whole impetus behind the game is heartmeltingly sweet...hope that any kids who play it enjoy it as much as the little in my head did

not creating enough of an impression on me to come back to often rn, but that might be a Current Me problem because the vibes are definitely strong

bought and installed within the first minute of availability, which idk i will ever do for a game again, so feel free to take my autism with a grain of salt. but this is an exceedingly, endlessly lovable piece of art, one which reaffirms just about everything ive grown to believe about art in the first place. the source material , once uncomplicatedly loathed, has been slowly chipped away at by years of collective intimacy...sentences heard as groups of syllables, individual frames of animation immortalized, control quirks forced to be grappled with, npc requests and locations forced to be stored away in memory. this is to say nothing of the dedication it took to create an entire fan remaster, which leads directly into arzette via its lead developer. the result is a combination of nostalgic warmth, a grasp of what is compelling and memorable and striking about those games, and a melancholy stare at the parts that could have been better...a melancholy that could only be sated Through creation.

arzette will be described by many people as "the cdi zeldas but good." having enjoyed the remasters of those games, its more the final step in a process of escalation towards "the cdi zeldas, but there is less in the way of the good." the ultra-memorable quirk and expressiveness of the animation and voice acting are more widely acknowledged as boons now, but arzette also runs with the gorgeous background art, the lush and memorable music, and the miniature zelda experience via an interlocking spread of bite sized metroidvania maps. since its no longer on the cdi, individual screens are much meatier, which does make it slightly longer to recheck places (and rechecking places is what youre doing a Lot in all of these games, but especially this one with its more complex item progression), but it also allows for much more deliberate and satisfying level and encounter design. tricks from the cdi games have their most unpleasant edges sanded off, yet still retain their character. its by any measure an improvement on its inspirations, yet it never once feels judgemental or callous...instead it feels freed and joyus, the result of passion and time and effort and improved technology, chipping away at a dream created almost accidentally by people working with a bad console under tight time pressure.

and more then anything, even with some fun and dry meta jokes, i may not play a game more full of shamelessly earnest love this year. its close proximity with its source material allows it to share a bunch of discoveries its made that its so bubblingly excited about...yet its also an individual and distinctive piece of art carrying with it all the best sensibilities of contemporary metamodern media engagement, a plea to look closely at things that are dismissed and create beauty out of them. its most singular advancements are not its polishing up of rough gameplay ideas, but are in its disarmingly heartfelt and kind story and general tone. i know many people are cynical about pastiche, esp in a world where the same ideas are endlessly recycled over and over...but art should be about the free exchange of ideas, putting them out in the world for other people to respond to, feel about, and create on top of. it certainly cant be dismissed out of hand if it produces results like this even occasionally. hot moose man.

would have gone dummy hard as a childhood flash game

more inviting and less aggressive then faces of evil, which can feel slightly less satisfying to overcome, but i enjoy the world even more. theres a lush and natural quality to gamelon that nicely contrasts the harsh cliffs and towers of korodi. some rly rly choice color palates here, any stage that involves purple is a big favorite. the three main consumable items get a lot more use then faces of evil, which makes me wonder if this game got more time to cook and develop its mechanics compared to its sister. even zelda is a more immediately likable protagonist on the whole! i dont think its hugely better then faces of evil, but the slight differences are generally more to my tastes. cant imagine i wont have a great time with arzette, which im now locked into day one for!

played in preparation for arzette. remaster, but with the remastered mode quality of life improvements disabled. the biggest revelation genuinely is that theres a perfectly useable template for a 2d action game here...a mostly nonlinear world explored in little action segments, populated with memorably bizaare and colorful characters, with a managably small take on the interlocking quests and item progression of a typical zelda game. in its best moments it feels less like a bootleg zelda and more like a Condensed zelda, with many expected beats and experiences hit in a couple hours. obviously there are many well documented rough edges in the moment to moment play (which i again, intentionally aggravated for myself by playing without the qol improvements) but theres plenty of oozing charm to more then cover for it...not just in the cutscenes where every word no matter how insignificant is paired with a big expressive gesture, but the general fantasy vhs aesthetic (the backgrounds can be surprisingly lush, if problematic for platforming). theres a wonderfully likable heart to both the play and presentation that reveals why someone would earnestly want to make a spiritual successor, far more then any callous mocking appreciation for silly cutscenes

very difficult to put a number on this experience so i wont bother. must open by saying that for the most part i am very very displeased with the changes made in scholar...the updated visuals unlock a lot of the game's majesty which could be harder to appreciate in the often extremely flat light and color of the vanilla version, and Very Occasionally an area will actually feel less sloppy and more focused (like drangleic castle). for the most part though i have to agree that 40 dollars for an aimless and annoying romhack is absurd. shrine of amana and iron keep are especially fucking criminal because theres no new experience on offer, just a more time consuming and annoying variation on the experience that was already there. almost nothing gets as infuriatingly pointless as the changes made to heide's tower (which, being early, created an immediate bad taste in my mouth) but persistent aspects like the abundance of fragrant branch statues never let me forget "oh yeah, ive never had this bad of a time playing vanilla"

but despite all this, counter-intuitively, this playthru rly made me appreciate just how good dark souls 2 is. this is my fourth or maybe third and a half playthru, and every single time ive felt the larger narratives about it melt a little more in my head. many of its supposed flaws stay purely in the realm of the theoretical for me, and dont actually do anything to bring down my experience or make me not have fun. i know how to play around adp, ive learned how to do (and enjoy!!!) crowd control and approach relatively slow-paced multi enemy fights, i know to set the windmill on fire, and its especially difficult to care about Abstract "flaws" like "the balance of the healing system" when on an actual experiential level, lifegems make this one of the most approachable and welcoming souls games for a casual replay.

rly the game just rewards replay and intimacy at every turn...i once dismissed the level design, but i think that had more to do with the fact that dark souls 1 required intimacy with its levels from the getgo (with all the interconnectness and backtracking), so just blazing thru each level on Mostly first try didnt give them any time to leave a similar impression. going back to them repeatedly, i see levels that are not only often enjoyable in their tightness and spatial deliberate, but i see flashes of demons souls-esque creativity that stir my imagination. i love the machinery in iron keep and how you can control some of it, i love aldia's keep with its Dont Touch The Exhibits Or There Will Be Permanent Consequences, i love huntsman's copse with its ambushes that make u feel like prey, and more then anything i love brightstone cove tseldora's vision of an actual inhabited place...cozy homes built in harmony with the earth, filled with sand and decay and the scars of cruel mine labor and military/religious enforcement. probably one of my top 5 or 4 favorite fromsoft locations ever.

this may, to me, be the most low-level pleasurable souls game of them all, its weirdly forgiving mechanics (lifegems, tombstone revivals, centralized hub for merchants, level respecing, warping available from the start) combine with unique never-reused quirks that are enjoyable to play around simply due to their novelty (this is tbh my preferred vision of weapon durability) which combine with an extremely varied and aesthetically pleasing world. it is, necessarily, less gravitatous in my mind then dark souls 1 or demons souls, which i always feel the need to take my time to savor. but i think ds2's unique appeal for those on its wavelength rly has something to do with how strangely nice and approachable it is, providing all the expected beats of a fromsoft game in a way u can just blitz through with no speedbumps

and even this Frivolity feels meaningful and expressive within the boundaries of the game's story...monarchs struggle for their names and kingdoms to be remembered as theyre paved over by someone else with an equally meaningless title. vaguely familiar echos in unrecognizable late stages of iteration. dark souls 2 often plays like a high-concept horror story of a world without history...nothing but an eternal present that cannot learn from past mistakes nor imagine anything beyond itself. the ultimate uselessness of the player's autonomy here is a great trick that feels, in a way, far more meaningful and biting then any other dark souls game. i enjoy dark souls 3, but theres no question that its far more self-important and loudly insistent about its take on similar themes...strangely insecure as it puppets recognizable images in a way that takes them out of being sad and scary and into the realm of popcorn fanservice. there is a quiet and deadly confidence to dark souls 2 keeping its echos of the past as only vaguely recognizable, its past as decayed and rotting and not like anything you would think to cheer for. there is no comforting familiarity, just sickly emptiness. despite all its troubled development, it is a wholly unified, cohesive, and enduringly unique piece of work that frankly doesnt require any big brained revisionism or galaxy level counterintuitive approach to appreciate. time has been kind to it, and it will only get kinder. kind of a poetic inversion!

Jef

2020

breathtaking, and i appreciate how many of the vingettes change how u move thru the space. not very often i get to say "i dont think ive ever been in a place like this in a video game" anymore. the absurdism seemingly comes less from a place of any obvious thesis statement or dramatic effect, and more from emotional honesty...a deflation of purpose-searching, and the limited tools pre-approved by imperial capitalism we're supposed to use to do it

almost forgot to log this replay! grew on me even more somehow. a much more limited moveset then many of these other 3d platformers, yet also one of the most Heavily Textured, tiny and snappy and makes u feel small and everything else feel Huge yet its all so zippy and fun rather then scary. everything ab the tone established and harmonized perfectly...went for the platinums this time, SO much fun!

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