38 reviews liked by dong_quixote


DRAGON’S DOGMA II TASTES SO GOOD WHEN U AIN’T GOT A BITCH IN YA EAR TELLING YOU ABOUT THE MTX THAT CAN BE EARNED NORMALLY IN GAME

Feels like a JRPG made by people who have experienced the genre strictly through TV Tropes writeups. If it were developed by Americans, people would talk about it as though it were Doki Doki Literature Club.

There's a consistent tension in the game between shame about its stylistic heritage and a deep, paralyzing cowardice that keeps it loyal to it. This tension manifests in the story's insistence on being about a world, down to the constant availability of a lore encyclopedia, despite the complete irrelevance of any details of this world to the plot and its ultimate reliance on some of the most rote and formulaic character drama in the series. It's present in the faux-naturalism of mid-fight Marvel quips stuck between uncomplicated, cosmologically-correct monologues about human connections. It's clearly what's motivated the inclusion of empty open-world sections that divide up a linear action game paced around its levels being played one after the other: the game is willing to go to any lengths to avoid being called a hallway.

My favorite symbol of this tension, though, is game's repeated use of a minor key scale as background music: Prelude, but fucked up.

The main cast is completely disallowed any kind of personal complexity or ambiguity. Clive spends the earliest hours of the game denying a painful fact about himself, and this is the first and last display of personal weakness, selfishness, or any form of moral iniquity made by him or any other party member. Each of the rival summoners, by contrast, is given a designated sex thing: promiscuity, obsessiveness, and an Oedipus Complex, respectively. These traits serve as a kind of crude claim to maturity on the part of the game, and the characters to which they're attached are barely developed. No member of the cast rises above a broad archetypal characterization, and Clive himself is no exception, but the most insulting character's Jill. Her role in the story is to love Clive, which she does quietly and without demands. This is briefly interrupted by a revenge plot in which she kills an unambiguously evil cultist for having hurt her, and feels much better afterward. There's a scene in Final Fantasy IV in which the female party members are told by the lead to stay behind for their own safety while the men head to the final confrontation: naturally, they don't listen. In XVI, Jill is told the same thing and stays put.

Dialogue alternates between purely functional exposition and agonizing attempts at humor, with no real attempt to build distinct voices. I do have to give credit to the actor playing Clive, who is obviously trying to complicate very simple lines through his delivery, but it's a losing battle. The character animation is noticeably low-quality in comparison to the series' 6th and 7th generation entries.

The soundtrack is sterile, and the visual design never rises above the level of clean spectacular sightseeing. I can't speak much to the systems design, but interesting fights on normal difficulty are spread extremely thin and more or less only appear in optional content. Feels more like playing A Realm Reborn than any other single player RPG with which I'm familiar.

“And thus did our journey begin…”

You’re a wide-eyed, adventurous youth, that sees the world through a vision painted in vibrant hues of wonder. It’s your friend’s birthday, and the stars align as you, along with two others are going to spend the night at his home. The thrill is palpable because it’s the first time you’re spending the night at a friend’s place—a realm usually off-limits according to the unwritten rules of your mother’s parenting playbook.

You love video games. You always have. Some of your first memories are sitting in your father’s lap as he plays Sonic the Hedgehog and X-Men on the Sega Genesis. Just last year the universe smiled upon you, bestowing a Nintendo 64 and a Gameboy into your eager hands. It’s lead you on a path toward infatuation with the worlds of Pokémon and Super Mario. Yet, in this tapestry of nostalgia, a new thread weaves in—the enchanting notes of a little game named Ocarina of Time, your sole deviation from the familiar.

But back in the present, the birthday boy unveils something else that is unfamiliar to you—the PlayStation. Prior encounters were confined to store kiosks, but now, in the warm glow of your friend’s living room, the PlayStation becomes a symphony of novelty. He pulls out a plastic case, revealing a disc for a game he says is called “Final Fantasy VII”. You didn’t know games could come on CDs, nor have you ever heard of Final Fantasy. You have no idea what to expect as he snaps the game disc into the console, and it begins to whirr.

You’re instantly struck by the visual allure of this game. The painterly backgrounds, the lifelike character models, and the music, unlike anything you’ve ever heard in a video game, leave you utterly astonished. It’s more than just a game; it’s a portal to an undiscovered realm where moments of joy become indelibly etched onto the canvas of your memories.

Captivated, you and your friends take turns between playing and watching each other until the first light of dawn breaks. In those magical hours, not a single worry occupies your thoughts.


Final Fantasy is not merely a series; it has inexplicably become a part of my personal growth, evolving synchronously with my own journey–a steadfast companion that has consistently stood by my side, much like a trusted friend.

While not every attempt at evolution has been an unqualified success, the enduring truth remained—Final Fantasy retained its distinctive essence. It was still the person you knew.

Through shifts in tone, aesthetic, mechanics, and lore, there has always been a discernible throughline that defines the essence of Final Fantasy. This enduring thread of continuity is what fuels my excitement when contemplating the new horizons the series will explore and why I was anticipating its arrival on new hardware.

Much to my chagrin, Final Fantasy XVI has left me more disappointed than I could have ever imagined a game in the series could. That’s because XVI is a confused, over-embellished mess resulting in a work that seems to have strayed far from the core of what defines the series’ identity. While continuing the series’ ethos of reinvention and eschewing all of its RPG systems is not an inherently adverse decision, the execution is often abysmal.

That’s because now Final Fantasy is a bleary action game that lacks the mechanical depth or focus necessary to produce an enthralling action experience. While flashy and well-animated, the combat system is woefully straightforward and repetitive due to being restricted to a singular combo sequence heavily reliant on Eikon abilities kept primarily on cooldown for optimal damage output.

Ironically, this makes the gameplay feel much more like three Final Fantasy XIVs in a Dante costume than embodying the essence of a Devil May Cry game. With a low skill floor and ceiling, the game falls short of delivering a truly gratifying action experience that fosters individual player expression. As a consequence, nearly every combat encounter unfolds in a uniform manner, requiring little more from the player than the management of cooldown rotations.

The game exhibits a persistent inclination to rip control away from the player, particularly during crucial boss encounters. Rather than allowing players to get into a flow, it frequently interrupts the player’s agency to initiate cutscenes or quick-time events. Furthermore, for an action-centric game, it notably lacks in challenge; I managed to navigate through the entire game without dying once.

Moreover, while most action games typically span 8 to 12 hours and steadily introduce upgrades and new abilities, this game follows a different trajectory. It extends combat in the same monotonous combat patterns for prolonged stretches of 5 to 8 hours before infrequently introducing new abilities through Eikons, disrupting the expected pace of progression.

Speaking of pace, XVI is one of the most poorly-paced games I’ve ever played. It falls into a predictable pattern that is not unlike the main story in XIV since you’ll be undertaking 45-minute to one-hour missions that are primarily cutscenes (that often have admittedly high peaks of spectacle) before spending hours running around performing errands like picking up dirt or killing wolves.

This may have been fine on its own since side content often enriches the world and imparts a distinct essence to it. VII Remake masterfully achieved this, as its focus on the ordinary in side quests significantly contributed to the overall humanist experience.

For instance, an early side quest involves Clive delivering meals to the hideout’s residents, a task that recurs later in the game.

Ostensibly meant to underscore Clive’s character evolution and his growing connection with those around him, the lack of endearment in both Clive and these characters results in this endeavor feeling more like inconsequential padding.

It doesn’t help that the world of Valisthea is an uninteresting dark fantasy facsimile that lacks any defining traits other than series pastiche. Despite attempts to convey vastness across the continent, the game predominantly features diminutive, quaint villages, failing to offer the grandeur of bustling cities seen in earlier titles. While large, distant cities occasionally tease the horizon, these remain inaccessible, confined to linear story segments. This limitation is regrettable, considering the considerable effort invested in crafting detailed and visually appealing landscapes.

There were so many instances where I felt something akin to what I often felt playing XV: a sense of exploration driven by intrigue from the environment. I’d catch sight of captivating landmarks on the horizon, enticing mu curiosity. Occasionally, they might appear trivial, but sometimes they would end up being legitimately impressive dungeons. All of this takes place in a seamlessly interconnected world, encouraging and emphasizing the joy of exploration with your party.

XVI regrettably fails to offer any definitive fulfillment in this aspect. The world is a series of barren, disjointed hubs that could fit into a thimble and merely pad the game’s run time.

Even the set pieces and boss fights are mostly glorified cutscenes with player control taken away, often at multiple junctures during combat, to set up a quick time event. Most of the game is on autopilot, and combat often feels like a formality… a genuinely great decision for an action game.

The vestiges of RPG systems in XVI serve as little more than window dressing, only coming off as lip service to previous titles. While you can level up and acquire or craft weapons, their absence wouldn’t significantly impact the gaming experience. Weapons merely serve as objective upgrades, enhancing damage and stagger potential without introducing any elemental advantages or trade-offs for specialized performance. Consequently, this lack of depth fosters a sense of hesitancy and a lack of confidence in the game’s new direction, leaving XVI feeling muddled and uncertain in its approach.

XVI falls short in delivering an engrossing narrative. The storytelling unfolds as a sluggish, uneven journey that veers away from its core thematic elements midway. The intricate exploration of themes like slavery and bureaucracy? Abruptly abandoned in favor of a divergent quest to confront a divine entity.

This makes producer Naoki Yoshida’s statements about the lack of inclusion of non-white people humorous since the game gets quite ridiculous and rarely finds itself grounded in “reality”. Hence, the idea that brown people can’t exist in a fantasy setting with kaiju battles in space is worthy of all the ridicule it received. It’s also really funny how it tries to justify Clive’s family’s slave ownership because they were nice to their slaves.

Final Fantasy XVI is a shallow and hollow experience with nothing to offer besides production values. Everything exists in service of spectacle, and what we are left with is a game so obsessed with cinematic prestige that it is bereft of substance.

There are flashes of brilliance. In a different world, this game, with its combat and scope, could have been a somewhat solid open-world RPG. Or if the scope was reigned in and more complexity baked into the combat system, a solid, linear action game.

Also, for a game that seems to harbor such an active disdain for its legacy, the ending tries desperately to tug on nostalgia strings to evoke pathos. The result is a lazy, intellectually insulting narrative climax that is entirely unearned.

The Final Fantasy series has always made reinvention the point. If one game in the series was not your favorite flavor, the next installment could be. However, I do not think that will be the case moving forward. With this game being a critical and commercial success, coupled with bloated budgets and long gestation periods, I believe this is the direction we can expect the series to take. This is a problem because XVI sacrifices so much of the essence of Final Fantasy without leaving much left to take its place.

If that’s the case, I fear I might have to disembark from the journey, left with nostalgia for what once was, rather than anticipation for what might come.

You’re older now. The weight of the years makes it increasingly challenging to muster the fervor for pursuits that once ignited your passion. It feels like just yesterday you were eagerly tearing through the packaging of a pristine PlayStation 2, enveloped in sheer elation at the prospect of delving into the world of Final Fantasy X. Yet, paradoxically, those moments now seem shrouded in mist. The vivid tapestry of memories has gradually receded into indistinct relics, their vibrant hues fading into a subdued palette of somber grays.

The friends with whom you forged a foundational memory on the day of discovering a beloved video game series have become mere echoes in the corridors of distant recollection. Decades have elapsed since your last exchange, and thoughts of them now rarely arise.

In the intervening years, new friendships have blossomed, and others have withered away. The ebb and flow of companionship has charted a course that, much like your own journey, has gradually distanced you from the familiar shores of home. As the currents of time carry you further away, the recollection of those once-cherished moments becomes increasingly elusive, obscured by the passage of experiences and the ever-expanding horizon of your life.

Have the hues of enthusiasm faded into a more muted palette? Is this a natural evolution of the human spirit as it traverses the landscape of age? Acknowledging the inevitability of change, you recognize that transformation can often herald improvement, even carrying the potential for exciting developments.

A new Final Fantasy’s release is imminent, and the initial spark of excitement dims under the weight of tempered expectations. A new friend, attuned to the significance this series holds in your heart, surprises you with a fresh copy of Final Fantasy XVI, blissfully unaware of the skepticism clouding your anticipation. Embracing the notion that change can breathe life into the familiar, you decide to immerse yourself in the new chapter.

Yet, after a few hours of exploring this new realm, a sobering reality settles in. It resounds a contemplation that has resonated within you concerning existence itself. The experience leaves you pondering whether a subtle cynicism has woven its threads into the fabric of your once-unbridled optimism. Your journey through the corridor of time has left you with a reluctant acceptance of the present—it is what it is.


“…and thus did our journey end.”

people like to throw around the word "pretentious" when talking about things that they don't like, but i don't think that they Actually know what it means. when we, as people, describe something as pretentious, we mean that it is attempting to peacock as though it is more intelligent or significant than it actually is.

well, buddy, look no further than this game for that definition. a game whose gameplay is worse in nearly every way than its predecessors, one that makes grand gesticulations towards the ideas of "racism" and "american exceptionalism" only to fall flat on its face every step of the way, and possessive of a "twist" so meaningless in the context of the plot that acts merely as a smokescreen to quickly make its escape as it hopes players will walk away unable to remember anything else about the game.

if there were a poll online for "The Most Pretentious Game of All Time", i would bet money on the collective reddit-esque hive mind of "gamers" choosing something like Braid. well Bioshock Infinite, you've got my vote, friendo!

complete dogshit. "oppressed people are JUST as bad as their oppressors if they resist with violence" fuck outta here lmfao. the gameplay is mediocre too, it just deserves a half star for the nauseatingly pretentious writing.

Bioshock Infinite : "HIT X TO SAY RACISM IS GOOD"
Bioshock Infinite : "HIT Y TO SAY RACISM IS BAD"
player: "racism is bad"
Booker: stares at gun in hand "racism... goes both ways." kills the only black character in the game who has a name

The game that dared to ask if Slaves were as bad as their owners

i love when a captive young girl is raised as essentially a feral plaything confined to a birdcage by psychotic racists her entire life but after being freed is a quippy well-adjusted girl-next-door hottie and just sassy enough disney princess who sings zooey deschanel covers of abolition spirituals to smiling black children the game doesnt give a shit about

A meticulous on-going negotiation between space, architecture, self-doubt, and the rigidity of systems real and imagined.

Go buy and play it. Equip your horse blinders because the store page sours things a bit.

ここでは
左側通行


Perfect tectonic representation of Japanese underground passageways afforded by advances in games graphics. The hyperreal supplants the original to the extent that, as in reality, it becomes visual noise, consumed without deliberate thought. Without knowing what The Exit 8 delivers, its call to pay attention to surroundings becomes an act of questioning minutiae and the necessary bounds of the game space. In quietly becoming familiar with the space itself, differences should become apparent, but the mind effectively second-guesses itself amid a sea of static. Occasionally it is blatant, more often fleeting as a wandering eye spot, impossible to catch within one's focus and definitively claim it to be actual.

Of course, if it really was that subtle it wouldn't be a very rewarding experience, but the learning experience is reinforced by the dread of seeing 0, an affirmation that you missed something or, more terrifyingly, misremembered something. Were the posters always in that configuration? Did the passerby look like that? How grungy was it last time?

By not repeating itself until the bag of tricks runs empty, The Exit 8 refuses to even give the player the opportunity to enter routine, to become acquainted with the unfamiliar. Even the security of 8 not a perfect shield until the assurance of leaving it behind.

Far too early to speak on this with any authority, but some early thoughts:

• As with Divinity: Original Sin 2 the potential for roleplay immediately crumbles if not playing as an origin character. Especially damning since they are all locked into a specific class and race except for the Dark Urge.

• Dialogue options being marked by skill checks and background tags deflates them. It would be more fitting for certain options to have the checks/tags but not convey this to the player until it is time to roll. If I see an option tied to my one-of-like-six background choices, I effectively have to pick it so I can get Inspiration. As for the checks, I can prep the face of the party with Guidance, Charm Person, Friends, what have you. Which itself leads into...

• Despite being a four-member party game, the other three characters might as well not exist for the purposes of dialogue. If you're lucky you'll see one of the origin characters milling about in the background of a conversation, but the person/people I'm playing with are forced to listen and suggest options. So just like with real 5E, it's best to have one person do all the talking since only one person can anyways, further displacing non-faces from the story they are meant to be involved in.

• Origin characters all talk like they're YouTubers, falling into a pillow at the end of a sentence, a permanent vocal sneer tainting each word (except for Gale). There is no space for subtlety in their characterisation either, their MacGuffins and driving purposes laid so bare like the Hello Neighbour devs trying to get MatPat's attention.

• Without a DM to actually intervene, to interpret the players' wishes, anything requiring interpretation is simply gone. Nearly every spell that isn't a very simple effect or damage dealer? Absent. This leaves players with options for what colour of damage they want to do, or what one specific action they might like to take. Creativity spawning from these bounds is incidental, not intentional.

• The worst part of 5E, its combat, is not improved in the slightest here, and if anything is actively worse. One of the great benefits of the tabletop setting is that the numbers are obfuscated. Statblocks need not be adhered to. Players typically don't know the raw numbers of a creature's health or saves unless they clue in through what rolls succeed for saves, or keep a mental tally of damage done before the DM says they are bloodied. The DM has the option of disclosing information, but here the player is forced to know everything. Every resistance. Every hit point. Every stat point. Every ability. Combat cannot be creative as a result because the whole of its confines are known the entire time. You even know the percentage chance you have to hit every spell and attack. It makes it all hideously boring.

• If spells are going to be one and done boring nothingburgers, the least Larian could have done was not have some of them, like Speak with the Dead, be tied to a cutscene that tells me a corpse has nothing to say. I get it, the random goblin body I found probably isn't a font of lore, but do you need to take me into a scripted sequence of my character making a concerned face with their fingers to their temple as I am told for the eighteenth time that it has nothing for me.

• When spells are being learned, there is no indication as to which are rituals and which are not, nor are there options to sort or filter choices. With so few choices maybe it doesn't matter.

• Despite a bevy of supplementary sourcebooks giving players countless options for their characters, you're stuck with primarily the base text. Perhaps it would be unrealistic to wish for every subclass, every spell, every feat, but not knowing this narrow scope beforehand meant my hopes for, for example, a College of Glamour Bard or a Hexblade Warlock were dashed. Without the spells that make those subclasses interesting, however, I suppose they might as well be absent.

• The 'creative solutions' of stacking boxes to climb a wall or shooting a rope holding a rock over someone's head are not creative, they are blatantly intended and serve only to make the player feel smart for being coerced by the devs into a course of action.

• The folks eager to praise Larian for not including DLC seem to have missed the Digital Deluxe upgrade that gives you cosmetics and tangible benefits in the form of the Adventurer's Pouch.

• As touched upon by others, the devs are clearly more invested in giving players the option to make chicks with dicks and dudes with pussies than they are in actual gender representation. This binarism only exacerbates how gendered the characters are. With no body options besides "Femme, Masc, Big Femme, Big Masc" and whether you're shaven and/or circumcised, the inclusion of a Non-Binary option becomes laughable if not insulting. Gender is expressed and experienced in countless ways, but here it comes down to your tits (or lack thereof) and your gonads. No androgynous voice options. No breast sizes. No binders. No gaffs. No packing. The only ways for me to convey to fellow players that my character is anything besides male or female are my outright expression of my gender, to strip myself bare, or hope the incongruity between my femme physique and masc voice impart some notion of gender queering. Maybe this is great for binary trans men and women, but as a non-binary person it comes across as a half-measure that seeks to highlight my exclusion from this world. More cynically, this, alongside Cyberpunk 2077 read as fetishistic, seeing the trans body as something for sexual gratification, rather than just that, a body.

I'll keep playing it, but damn if my eyes aren't drifting towards playing a real CRPG for the first time.