Recent Activity


2 days ago


dalt followed puke

2 days ago


dalt followed lattenzo

2 days ago


5 days ago


dalt reviewed Xenoblade Chronicles 3

This review contains spoilers

xenoblade 3 is probably the most conflicted i've ever felt about a game. for the first half of the game, i was absolutely loving every moment. they made sidequests feel meaningful! they brought back a lot of gameplay concepts from torna! they introduced all these little tchotchkes to get you to explore the map more thoroughly! sure, the combat is kind of dull compared to 2, but torna was like that too, and torna was great! i felt so strongly that i wanted to do EVERYTHING i could before moving on, and for the most part, i did! but while i was doing this, some cracks started showing. huh, a lot of these classes i'm unlocking feel kinda similar. hm, i'm so overleveled that i can't make hardly any progress on the class system anymore. hey, it's pretty cool and all that moebius members appear even in the sidequests, but why do they basically all say the same stuff? but hey, the exploration and gameplay loop was just so good that i wasn't going to fault the game on a lot of this stuff. what i appreciated about xenoblade 3 was that it was, like torna before it, a game built out of smaller moments of community, where the grander ambitions of the plot are set aside in favor of showcasing different ways of life without explicitly portraying them as superior or inferior to each other. i appreciated that 3 had a very genuine sense of community... until it didn't.

STORY SPOILERS
chapter 5 is where all the strong notes of xc3's storytelling start to disappear for me. upon reaching swordmarch, we're told that their way of life Is Just How Humans Are Supposed To Be, with really awkward and overt messaging about the importance of childbirth. i don't particularly disagree with what this section of the game is saying, but the way it espouses it's views on the subject feels at odds with what i had liked about the game previously, and the sudden forced romantic tension for the entire party just made me really uncomfortable. the way this reveal happens also made me reconsider my feelings about the worldbuilding as a whole. concepts like love and childbirth being completely alien to kevesian and agnian people makes the entire world feel incredibly contrived. you're really telling me that nobody noticed that everything else in the world, including nopon, has a natural birth? nobody ever thought about the concept of aging until now? really? it doesn't help that at this point, the game gives you your last main area, and it's uhhh.. a couple hundred miles of disconnected islands. when i thought about it more, i realized none of the areas had really had the majesty of some of the stand out areas in the first two games. it's honestly a little bewildering to me that monolith had the most freedom they've had since XCX in determining the shape and theme of these areas.. and they just didn't really do much at all with them? the maktha wildwood is pretty cool and inspired, but otherwise these zones pretty much all pale in comparison to areas like uraya, satorl marsh, or even frontier village. the scenes at the end of chapter 5 are still excellent, and are probably the closest thing you get to payoff in this game.. but it just keeps going. chapter 6 is where stuff really starts to fall apart. a lot of xenoblade 3 likes to preach the sanctity of life; how there's beauty in it's impermanence, how it's not wrong to live for things that go beyond you, etc etc. all of this kind of goes out the window, though, because in chapter 6, xc3 becomes a narrative in which death has no meaning. you get several cutscenes in which dead characters get their importance restated, then they get revived. yay! how satisfying! the revival of miyabi, in particular, makes literally no sense, in-universe or otherwise. we get to see noah and mio state that keeping souls away from their peace in death is Wrong, then that immediately doesn't matter because we just recruit those guys instead of seeing them off. this is also where the connections to 1 and 2 start to become more present, and those are also really underwhelming. nia just exposition dumps at you, melia only shows up at pretty much the very end of the game, and the "connection" doesn't really feel as though it brings any sense of finality into the fold. both moebius and the protagonists just kind of deteriorate from this point on, shouting platitudes at each other that don't really mean much. the plot becomes more and more dependent on stuff that doesn't have proper setup or justification. pretty much everything falls off a cliff. i like the ending cutscene, but that's about all i can praise in the last quarter of xc3. even the combat, at this point, is pretty dreadfully boring and repetitive. it's shocking that in a franchise that has handled both narrative and mechanical pay-off so well in the past, xenoblade 3 just doesn't deliver.

6 days ago


dalt finished Xenoblade Chronicles 3

This review contains spoilers

xenoblade 3 is probably the most conflicted i've ever felt about a game. for the first half of the game, i was absolutely loving every moment. they made sidequests feel meaningful! they brought back a lot of gameplay concepts from torna! they introduced all these little tchotchkes to get you to explore the map more thoroughly! sure, the combat is kind of dull compared to 2, but torna was like that too, and torna was great! i felt so strongly that i wanted to do EVERYTHING i could before moving on, and for the most part, i did! but while i was doing this, some cracks started showing. huh, a lot of these classes i'm unlocking feel kinda similar. hm, i'm so overleveled that i can't make hardly any progress on the class system anymore. hey, it's pretty cool and all that moebius members appear even in the sidequests, but why do they basically all say the same stuff? but hey, the exploration and gameplay loop was just so good that i wasn't going to fault the game on a lot of this stuff. what i appreciated about xenoblade 3 was that it was, like torna before it, a game built out of smaller moments of community, where the grander ambitions of the plot are set aside in favor of showcasing different ways of life without explicitly portraying them as superior or inferior to each other. i appreciated that 3 had a very genuine sense of community... until it didn't.

STORY SPOILERS
chapter 5 is where all the strong notes of xc3's storytelling start to disappear for me. upon reaching swordmarch, we're told that their way of life Is Just How Humans Are Supposed To Be, with really awkward and overt messaging about the importance of childbirth. i don't particularly disagree with what this section of the game is saying, but the way it espouses it's views on the subject feels at odds with what i had liked about the game previously, and the sudden forced romantic tension for the entire party just made me really uncomfortable. the way this reveal happens also made me reconsider my feelings about the worldbuilding as a whole. concepts like love and childbirth being completely alien to kevesian and agnian people makes the entire world feel incredibly contrived. you're really telling me that nobody noticed that everything else in the world, including nopon, has a natural birth? nobody ever thought about the concept of aging until now? really? it doesn't help that at this point, the game gives you your last main area, and it's uhhh.. a couple hundred miles of disconnected islands. when i thought about it more, i realized none of the areas had really had the majesty of some of the stand out areas in the first two games. it's honestly a little bewildering to me that monolith had the most freedom they've had since XCX in determining the shape and theme of these areas.. and they just didn't really do much at all with them? the maktha wildwood is pretty cool and inspired, but otherwise these zones pretty much all pale in comparison to areas like uraya, satorl marsh, or even frontier village. the scenes at the end of chapter 5 are still excellent, and are probably the closest thing you get to payoff in this game.. but it just keeps going. chapter 6 is where stuff really starts to fall apart. a lot of xenoblade 3 likes to preach the sanctity of life; how there's beauty in it's impermanence, how it's not wrong to live for things that go beyond you, etc etc. all of this kind of goes out the window, though, because in chapter 6, xc3 becomes a narrative in which death has no meaning. you get several cutscenes in which dead characters get their importance restated, then they get revived. yay! how satisfying! the revival of miyabi, in particular, makes literally no sense, in-universe or otherwise. we get to see noah and mio state that keeping souls away from their peace in death is Wrong, then that immediately doesn't matter because we just recruit those guys instead of seeing them off. this is also where the connections to 1 and 2 start to become more present, and those are also really underwhelming. nia just exposition dumps at you, melia only shows up at pretty much the very end of the game, and the "connection" doesn't really feel as though it brings any sense of finality into the fold. both moebius and the protagonists just kind of deteriorate from this point on, shouting platitudes at each other that don't really mean much. the plot becomes more and more dependent on stuff that doesn't have proper setup or justification. pretty much everything falls off a cliff. i like the ending cutscene, but that's about all i can praise in the last quarter of xc3. even the combat, at this point, is pretty dreadfully boring and repetitive. it's shocking that in a franchise that has handled both narrative and mechanical pay-off so well in the past, xenoblade 3 just doesn't deliver.

6 days ago




18 days ago


18 days ago


dalt is now playing Xenoblade Chronicles 3

20 days ago


dalt reviewed Kingdom Hearts II Final Mix
truly one of the best sequels ever made. kingdom hearts 2 improves massively on every aspect of it’s charming but flawed predecessor. at least on critical, the combat is polished to a sheen, with a really refreshing balance between straight-forward inputs and nuanced resource management. combos are dead simple, but kh2 isn’t really about combos in the first place. instead, the player is forced to consider their resources moment-to-moment, and how to get as much as they can out of everything. a lot of these battles are very tight squeezes (or at least they were for me, as i’m a bit inexperienced w action games), and it’s extremely satisfying to win because of a perfectly timed drive form or clever choice of summon. in this sense, i think KH2 gets a lot of mileage out of its fusion of character action and JRPG mechanics. it’s very approachable on a basic mechanical level, but still offers enough nuance to where players can feel confident that they truly learned a lot about the game’s inner workings over the course of their playthrough. a great rpg is balanced by the player’s knowledge of the game, and a great action game is balanced by the player’s muscle memory of the game, but despite these goals seeming completely adverse to each other, kh2 really manages to combine both into a package that i’m confident would please any fan of either genre. i’m not sure how true this would be on the other difficulties, since critical felt almost exactly perfectly balanced to me, but the good side of this is that the combat fundamentals in kh2 are enjoyable enough on their own that you could really just combo trash mobs for a few hours and have fun. there’s still some fights i think are poorly handled (the final boss being by far the worst fight in the game seems to be a kingdom hearts tradition at this point), but when 95% of the game is THIS fun, i really cannot complain. outside of the combat, i’d still say kh2 is an improvement on the original game, but a more marginal one. gimmick sections don’t run as long and control much better than in kh1, but i wouldn’t really say they’re a highlight. navigating worlds is much less obnoxious because of the increased linearity, but this does come with the trade off of many of these areas feeling like themed hallways. i could see people being turned off by just how direct this game is about what it needs you to do, but honestly, i don’t play these games for environmental gimmicks or platforming, so it just doesn’t bother me. the tighter level design also comes with the benefit of creating more controlled pacing for each world without making each world feel rushed or lacking in content. enemy variety is also very good for the majority of the game, though i did feel that enemies reliant on zoning (mages, snipers) didn’t feel as different from other heartless/nobodies as those enemy types did in kh1. these are very small nitpicks though, the majority of my time in KH2FMCM was an absolute blast.

when it comes to storytelling, i’d also say KH2 is mostly an improvement on KH1, though maybe a little less focused than CoM. the concept of nobodies is a really interesting one, but i think they were either written in a contradictory manner by accident, or the narrative is just unwilling to interrogate their existence. we’re told nobodies are essentially monsters imitating the appearance of humanity, but with the information we get within the narrative, that simply can’t be true. we see time and time again that nobodies are capable of feeling emotion, and are very capable of having human flaws; in everything but name they really may as well be humans, and xemnas makes a fairly strong argument when he questions why sora even cares. sora has a personal connection to the events, sure, but he isn’t aware of that until very late into the story anyways. the organization’s goals are, in my opinion, deeply sympathetic. we know from playing as roxas for the intro how unfair their nonexistence is, we can tell that they’re “real” people in many ways, we see several of them get actual development. it’s strange, because i can’t really tell what they’re trying to get across. if nobodies are really emotionless zombies filled with malice, why go through the effort to make us care about roxas and axel? if they’re human in all but name, why have sora spend the plot trying to kill them mostly just because he was told to by some old wizard? the meaning to sora’s narrative is similarly confusing to me; considering KH1 and CoM were such strongly focused around the development of their main characters, it felt odd to me that I couldn’t really think of a definitive statement KH2 was trying to make when it came to sora. is it about self-acceptance? is it about sora conquering nihilism? i really couldn’t tell you. on the bright side, the disney worlds are far more interesting, and the hints at a greater lore are all really cool. just wish it felt more coherent as a single story.

21 days ago


dalt finished Kingdom Hearts II Final Mix
truly one of the best sequels ever made. kingdom hearts 2 improves massively on every aspect of it’s charming but flawed predecessor. at least on critical, the combat is polished to a sheen, with a really refreshing balance between straight-forward inputs and nuanced resource management. combos are dead simple, but kh2 isn’t really about combos in the first place. instead, the player is forced to consider their resources moment-to-moment, and how to get as much as they can out of everything. a lot of these battles are very tight squeezes (or at least they were for me, as i’m a bit inexperienced w action games), and it’s extremely satisfying to win because of a perfectly timed drive form or clever choice of summon. in this sense, i think KH2 gets a lot of mileage out of its fusion of character action and JRPG mechanics. it’s very approachable on a basic mechanical level, but still offers enough nuance to where players can feel confident that they truly learned a lot about the game’s inner workings over the course of their playthrough. a great rpg is balanced by the player’s knowledge of the game, and a great action game is balanced by the player’s muscle memory of the game, but despite these goals seeming completely adverse to each other, kh2 really manages to combine both into a package that i’m confident would please any fan of either genre. i’m not sure how true this would be on the other difficulties, since critical felt almost exactly perfectly balanced to me, but the good side of this is that the combat fundamentals in kh2 are enjoyable enough on their own that you could really just combo trash mobs for a few hours and have fun. there’s still some fights i think are poorly handled (the final boss being by far the worst fight in the game seems to be a kingdom hearts tradition at this point), but when 95% of the game is THIS fun, i really cannot complain. outside of the combat, i’d still say kh2 is an improvement on the original game, but a more marginal one. gimmick sections don’t run as long and control much better than in kh1, but i wouldn’t really say they’re a highlight. navigating worlds is much less obnoxious because of the increased linearity, but this does come with the trade off of many of these areas feeling like themed hallways. i could see people being turned off by just how direct this game is about what it needs you to do, but honestly, i don’t play these games for environmental gimmicks or platforming, so it just doesn’t bother me. the tighter level design also comes with the benefit of creating more controlled pacing for each world without making each world feel rushed or lacking in content. enemy variety is also very good for the majority of the game, though i did feel that enemies reliant on zoning (mages, snipers) didn’t feel as different from other heartless/nobodies as those enemy types did in kh1. these are very small nitpicks though, the majority of my time in KH2FMCM was an absolute blast.

when it comes to storytelling, i’d also say KH2 is mostly an improvement on KH1, though maybe a little less focused than CoM. the concept of nobodies is a really interesting one, but i think they were either written in a contradictory manner by accident, or the narrative is just unwilling to interrogate their existence. we’re told nobodies are essentially monsters imitating the appearance of humanity, but with the information we get within the narrative, that simply can’t be true. we see time and time again that nobodies are capable of feeling emotion, and are very capable of having human flaws; in everything but name they really may as well be humans, and xemnas makes a fairly strong argument when he questions why sora even cares. sora has a personal connection to the events, sure, but he isn’t aware of that until very late into the story anyways. the organization’s goals are, in my opinion, deeply sympathetic. we know from playing as roxas for the intro how unfair their nonexistence is, we can tell that they’re “real” people in many ways, we see several of them get actual development. it’s strange, because i can’t really tell what they’re trying to get across. if nobodies are really emotionless zombies filled with malice, why go through the effort to make us care about roxas and axel? if they’re human in all but name, why have sora spend the plot trying to kill them mostly just because he was told to by some old wizard? the meaning to sora’s narrative is similarly confusing to me; considering KH1 and CoM were such strongly focused around the development of their main characters, it felt odd to me that I couldn’t really think of a definitive statement KH2 was trying to make when it came to sora. is it about self-acceptance? is it about sora conquering nihilism? i really couldn’t tell you. on the bright side, the disney worlds are far more interesting, and the hints at a greater lore are all really cool. just wish it felt more coherent as a single story.

21 days ago


dalt followed aavuo

23 days ago



Filter Activities