1455 reviews liked by fascinator


To be honest, I didn't exactly come in with my arms wide open. The fears of a formally continuist sequel of something that was very expressive because its own peculiar use of its forms increased shortly after starting. A setting to choose how long you want the day to be, collectibles around the map, a character that tells you where to see the events of each day, afraid of giving you back freedom in a larger world, overall details that seem treated with less care and a feeling of experiencing the same but worse. It's a shame that every time the game tries to awkwardly recall the intentions of its predecessor, it pales considerably (one clear instance: the previously essential narrator is now dispensable in the few arbitrary moments it appears).

Luckily, it takes just a few days to see that the direction taken is right. The facts that the protagonist's father never appears, that the plot of the future sibling remains in the background, or that the reminiscing aspect of the tale is anecdotic are no coincidence. The form, weighed down by losing part of its meaning, becomes a perfect vehicle to explore a more passive exploration of the surrounding drama.

Here Boku does not so much embody a reflexive portrait of childhood and growth, as he is more a supporting device for the rest of the cast. Accordingly, the most dramatically charged plots revolve less around Boku's family and more around the neighbors and visitors. These take advantage of the kid's innocent and outsider approach to deal with a common yet always specific issue: yearn. Yearn because of the distance between mother and daughter, between father and son, between lovers, between Earth and outer space, between past and present and future, between the world of humans and the one that is not ours, between life and what lies beyond. And the fears that all of these yearnings may never be answered.

That most of the conflicts end up in an open ended bittersweet quiet note resonates with the setting of the small coastal village. A place to get away from and to be taken away from the world. The ever-present sound of the waves, which inevitably move these desires in the tide just as the moon changes phase in the last shot of each day.

It’s not that Boku's appearance solves all these yearnings, but his mere interest in observing the world around him and serving as a confessional escape mechanism at least alleviates the pain. The game takes a passive stance where listening to one another is the greatest act of kindness, where what little evil appears to exist in the world has nothing but a noble and melancholic origin. Who knows what the future may hold, what to do but to hope for the best and reach for our hands within the tide.

I'm not particularly a big fan of racing games. Sure, I'm always down for a bit of Mario Kart and I always tend to play a few at arcades, but I've never really been into a racing game before.

Not until I played Ridge Racer Type 4.

R4 is one of the most slick games to ever exist. When most people think of this game, the first thing that comes into mind is the soundtrack, and I can't say I blame them. Songs like Motor Species, Move Me, and Movin' in Circles are absolutely incredible. On top of that, R4 heavily benefits from its visual style and PS1 graphics. All of this comes together culminating in what I can only describe as a 2000's Playstation Summer Daydream.

A daydream in which you can pull off some of the sickest drifts and victories known to man, and enter the ultimate trance that is the Real Racing Roots '99 Grand Prix.

I'm not particularly a big fan of racing games, but Ridge Racer Type 4?

"He's the one for me."

o end of evangelion dos ace combat

life might be worth living, actually

things irl have been kind of miserable lately so I desperately needed to play a game that would make me feel something. of all things a pokemon isekai game for babies succeeded at this and it's mostly thanks to a bisexual grovyle. It's the single game I've played all year (other than mother 1, but I started that in 2023 and finished literally minutes after new year) that has actually invoked a reaction from me other than just nostalgia like all the mainline pokemon replays i've done. this was also a replay so despite knowing how things were going to turn out I still wound up being moved by it all

one of pmd's most appealing aspects is the world you're transported to. my enjoyment of and how much im able to resonate with mainline pokemon games fringes on its regions, but the world of pmd specifically just has a totally unmatched sense of belonging. you're immediately thrust into a welcoming, tightly-knit community of people with similar goals and the congregation of these people serves as the game's hub area for its entire runtime. all of these people, including you, has a purpose, and your presence leaves a positive impact on all of them - especially your partner. i think it's a rare example of a game actually conveying to the player that they are a part of the game world and that they as a person matter - that the world would be different without them. even minor npcs are given constantly changing dialogue thanks in part to the narrative's episodic structure - shoutouts to the toxic-yaoi wurmple-swellow duo.

spoilers for this paragraph: the latter portion of the game's narrative is what ties all of this in a neat bow for me. i've already harped on about how defying fate and saving the future is one of my favourite tropes in fiction in countless other reviews and it's no different here. there's just something so viscerally empowering about characters like grovyle or lucina or future trunks with the resolve to push on even in the most bleak of circumstances and to fight for a better tomorrow. pmd2 is one of the better examples of this given you get to experience that future firsthand and it's one of the few examples of showing the sacrifices that have to be made when messing with timelines. i hadn't actually played the grovyle postgame episode before now so that likely played a big part in the game still resonating with me despite this being a replay. that or it's because Arata Iiyoshi's compositions never fail to give me goosebumps. such an underappreciated composer, their only vgm works are seemingly for the pmd series as well as various beatmania and ddr games, and no one ever seems to bring them up by name.

probably my single gripe with pmd is that characters aside from your custom named protagonist and partner just use their normal pokemon names. no other pokemon game will make me care as much about a loudred or a wigglytuff or the other guild members but giving unique names to important story characters would've gone a long way i think. all the character personalities are so easily distinguishable already though so it's ultimately a minor complaint. doesn't stop this from being peak fiction. the gameplay is also just kinda ok but I enjoy it and tbh it's really not what you're playing this for lol










it's a monster house

Convinced that the development process of this game as the writers spending most of their time making sure that one trial goes as hard as physically possible and then realizing "Oh yeah, we need three more of these"

Game of the Year for that kid who blasts the Soviet Anthem on the bus

If MGR had good gameplay it would be the coolest game ever made

rape is not a joke.
The only thing this game makes well is the series fanservice with the lore. The rest is garbage.

Never trust someone who says this is their favorite game