11 reviews liked by fearofcrows


Perhaps I was too harsh on you.

I’ve long stood by the opinion that Half-Life 2 is a bad game. Upon revisiting it, it’s become clear to me that Half-Life 2 is not actually a bad game. Half-Life 2 isn’t a good game, and that’s an important distinction to make.

Half-Life 2 is a game defined by moments, by set pieces; the City 17 escape, piloting the airboat, driving down Highway 17, attacking the prison, rushing through the Citadel. What’s unfortunate, then, is largely how uninteresting most of these moments are. While it’s borderline impossible to downplay genuinely fun moments like sprinting along the rooftops while fleeing from the Combine or fighting off waves of zombies in Ravenholm, these moments don’t make up the bulk of the game. If you took a playthrough of Half-Life 2, exported every single frame, and averaged it out into a single screenshot, you’d wind up a photo of a dune buggy steering around runoff canals.

An inordinate amount of time is spent driving on empty roads, steering through identical-looking pipes and basins, walking along the world’s worst beach with nothing but miles of sand and an ocean you can’t swim in. It’s clear with the frequent stop-and-pop sections that interrupt these driving segments that Valve was trying — crunching, after the beta build leaked — to keep players engaged, but I don’t think they succeeded. To their credit, I suppose that this all feels more like the product of poor decision-making rather than them being forced to throw out their old work and start over from scratch, but that’s some faint fucking praise.

A few conversations with some friends of mine have revealed that, universally, we agree that the strongest thing Half-Life 2 has going for it is its aesthetic. Consider how you personally feel about Half-Life 2’s look and feel to determine whether this is a point of celebration or condemnation. Further, we all agreed that something about this particular aesthetic has been lost over the years since release; Garry’s Mod has diluted it heavily into something more funny than oppressive, whether that be through a variety of wacky game modes where Dr. Kleiner goes sledding and Barney sets up an illegal money printer, or through comedic, face-warping machinima like The Gmod Idiot Box and Half-Life: Full-Life Consequences. All of these are, in a way, Half-Life 2. And it’s no fault of Half-Life 2 that it’s difficult to take seriously in the year 2024 simply because of how its legacy has been warped by fans, but it’s borderline undeniable that these have all had an impact on lessening Half-Life 2’s, uh, impact.

Maybe that’s not entirely fair to Half-Life 2, but I’d counter that, apart from City 17 and the interior of the Citadel, the game is pretty generic. The incredibly long canal, highway, antlion cave, and prison assault sections are all as boring to look at as they are to play through, and they really don’t do a good job of delivering on the Combine-occupied hellscape that was promised when you got off of the tram.

As harsh as I’m being, though, I really don’t think all that poorly of Half-Life 2. It’s definitely a game that keeps souring on me the more time I spend away from it, giving me a chance to actually step back and reflect on the parts I didn’t mind in the moment but don’t care for at all in retrospect. I like the narrative they’ve got going on here. Dropping Gordon into the middle of City 17 without a fucking clue in the world why he’s there or what’s going on is an inspired choice, and it plays nicely into G-Man’s little tease about his employers looking for a soldier they can dump into the middle of an active warzone who’ll start blasting away without asking any questions. Similarly, the Combine that you square off against are stupid fodder who exist purely to get merked en masse, but they’re also a token occupation force comprised primarily of conscripted or traitorous humans wearing alien armor. Spinning blades and cars on winches in Ravenholm can be activated at will either to kill zombies or use the moving parts as platforms to reach other areas. There are quite a few moments where the gameplay exists in complete harmony with the world as it is established, and there are quite a few moments where Gordon Freeman has to stop what he's doing to jump up and down on a seesaw. Truly it is a land of contrasts.

What's here is neither particularly good nor particularly bad, and is in a way remarkable for having such a strong legacy despite standing on such weak legs. People say that you needed to be there when this came out to truly appreciate it, but I think that if something is actually good, then it remains good. There are a lot of games out there that are both far older and far better than Half-Life 2, so I don't adhere to the "poorly aged" argument when it seems significantly more likely that people were just so awed by the tech that they didn't notice the emaciated muscles hanging off of the Source Engine skeleton.

The greatest sin Half-Life 2 commits is making a sequel to Half-Life that's boring.

What a joke! I cannot comprehend how the developers so clearly have a sincere passion for Half-Life while simultaneously not understanding in the slightest what makes Half-Life what it is.

My disillusionment with the game set in the instant that I got into my first encounter with the HECU, who are so unbelievably obnoxious and focused on trial-and-error that the game stops for 30 minutes at a time every time you encounter them. Of course, this wouldn't be such a bad thing if they weren't the overwhelming majority in terms of enemy placement; once you first encounter a Marine the (genuinely very good) alien-fighting gunplay is sidelined up until you reach the very depths of the Lambda complex.

The HECU (while also obnoxiously and artificially difficult) are representative of Black Mesa's biggest flaw, and the most dire manner in which it fails to recreate what Half-Life is all about: rather than encouraging exploration, innovation and improvisation like every Half-Life game does, you're regulated to kneeling behind cover and using some of the most boring weapons in the game (namely the MP5 and shotgun) as you attempt to pick them off from a distance. Even the flow of using these weapons is neutered when compared to the original game, due to the MP5's magazine capacity, ammunition reserves and grenade stock being reduced to mere fractions of what they were, meaning that you can't even truly indulge in bombast without having to stop and reload or scavenge for ammo every minute or so. This problem also impacts the revolver and crossbow, genuinely fun weapons that lend themselves well to the long-distance based combat of the HECU: you're reduced to a measly three-or-two magazines in reserve for both of them, meaning you can carry a maximum of twenty-four and fifteen rounds apiece for them. I don't know if they were going for realism here or what, but tell me, do you play Half-Life for realistic portrayals of combat?

The gunplay is not alone in being completely representative of Black Mesa's disdain for exploration and player creativity: there are invisible walls and cheap mapping practices everywhere, determined to stomp out Half-Life's signature feeling of "what's up there? I wonder if I can get up there" at every possible corner. Some of my favorite examples were long-jumping off a floating island in Xen to land on one situated below, only to find that the developers had registered all long falls in Xen as falling into a bottomless pit and would force a reload upon landing... and feeling quite clever when I used satchel charges to bypass an explosive maze only to find that the map was designed to blow you up if the explosives blew up regardless of where you were on the map, even if you were well behind cover.

Speaking of Xen...! I don't know, it's beautiful and impressive and perhaps a step up from the original's from a certain perspective, but it's also not really anything we haven't seen before in a million other alien worlds from a million other science fiction stories. The Xen of Half-Life felt genuinely strange, incomprehensible and uncanny in a manner that not only acted in favor of the game's horror elements but also reinforced the notion that you are not welcome here, that this world was never meant for and never intended to pay host to those of your kind. Sure, we're treated to beautiful forests, swamps and factories, but... they're just that, things that I recognize, things that I've seen before, things that are familiar. It takes the alien out of "alien invasion."

Another thing that bothered me was the music. None of it was bad, I'd say, but none of it really felt like Half-Life to me. Half-Life's OST was dominated more than anything by droning guitar feedback, dark ambient soundscapes and industrial rhythms, the prevalence of which makes the heavy synths and pounding drums that much more impactful when they do show up. Not only does the Black Mesa OST sound much more like something you'd hear in a standard fare sci-fi FPS of the 2010s, it was more or less one Epic Videogame Song With Heavy Drum And Guitar And Synth after another - sometimes it worked for the moment (such as We've Got Hostiles, whose almost desert rock-styled riffage fit perfectly for the adrenaline rush of seeing the surface for the first time only amid a massive firefight) but most of the time I mostly either found the loud music irritating when it played during something as innocuous as exploring a reactor facility, or when I had to listen to it again, and again, and again as I reloaded save after save after save in one of the game's million-and-a-half HECU skirmishes.

It's a shame, because as I said in my intro it's clear that these developers love Half-Life. There's a lot of thought put into capturing the idiosyncrasies of 1998's portrayal of Black Mesa while also making them feel more lively and lived-in from a modern point of view. The moment-to-moment combat and "gun feel" is excellent when you're just fighting aliens, and the flow of the levels themselves is quick, breezy and natural... but because it all goes to hell whenever you get to Xen (the only completely original section of Black Mesa) it's clear that we can give credit to the fact that these are painstaking bit-for-bit recreations of Valve's innovations as opposed to something that the team can truly take credit for. Xen literally milks the same puzzle over and over and over again for the entirety of its 8-10 hour playtime, and only really bothers to introduce its trump card (which in fairness is cool as hell) during the last quarter of Interloper.

The Nihilanth fight, though? That shit fuckin' rules. It's just a shame that the game only finally realizes its potential during the literal final moments of the game.

Played on "hard" (eventually got so fed up with the very first tank fight and the Gonarch fight that I set it to normal until I'd killed those), completed in about 28 hours.

Still thinking a lot about how much Black Mesa's Xen feels like a complete disgusting counter to everything it's supposed to represent. How it feels much more like a portfolio-driven set of levels in terms of design rather than anything cohesive. How, despite being on a completely alien majestic world, the way you actually interact with said world is obscenely familiar, trivial. You do the same sort of puzzles you did in stuff like Office Complex or earlier. Even in space, you cannot escape 30+ minutes of connect power cord, walk to area, shoot 2-3 enemies, connect power cord. Xen is not Alien. It isn't an apotheosis either. You are empowered to enact a simulacra of other games instead, like later half-life games with the elevator and chase sequence. I do not hold Xen in HL1 in the highest regard possible (nor do I for HL1 much in general anymore, honestly :/), but it was at its core a fervent 'betrayal' of the familiar. It's reviled for this decision but it is altogether fitting, how platforming is a disgusting poor feeling challenge because, well, this planet was not built for the likes of you. You're simply fighting through a world that was never expecting you to be here. But in Black Mesa it doesn't even bother to truly be dangerous. Granted, that's true of Black Mesa in general the more I mull over it. There's a lot to dissect on how Marines function both as an aesthetic issue and a mechanical one here vs all of the other HL's enemies. In a way, Black Mesa is a betrayal in of itself to me because it seeks not to conserve any spirit of what it's remaking as much as it pushes it through a meat grinder (albeit, with soft hands working the parts, I won't say crowbar's effort was exactly soulless) of HL2 and later design. And to that it breaks down most of those foundations until you have something almost unrecognizable for those who played HL1 and Opposing Force in terms of feel and play and understanding. The aesthetic, on a technical and story lens, is conserved to some degree, in grander majesty. But at what cost?

Prey

2017

shortly after prey released, raphaël colantonio (founder of arkane) left the studio, his words more or less "i want to make games but i feel like i'm just making products". i empathize. prey, a crown jewel of the immersive sim genre and a fascinating combination of player freedom with tight writing and attention to detail, was a commercial failure. prey was strangled by bethesda who refused to ship review copies and who stapled the completely unrelated 'prey' title onto what is ostensibly a something shock game all in order to hold onto their precious trademark, a spoil of war from human head studios. the game was rigged from the start.

immersive sims are tough to design. you've got to create level design that isn't some last of us cutscene hallway--you've got to allow for all sorts of playstyles, approaches, theories, and strategies... especially when you give the player some very, very interesting tools such as the gloo gun, that which is a metroidvania sequence breaker in handheld form. immersive sims generally have tight narratives (or, at least, strong worldbuilding). prey does both, of course--it's always interesting to discover every little story nestled in every little corner aboard talos 1, the stage for prey's play. but like i said, they're tough to design... so most studios don't bother. and who can blame them when gamers too seem to reject the genre, dishonored 2 a commercial failure, deus ex mankind divided a commercial failure (and square enix's meddling, like bethesda, sure didn't help). no, no, we want more slop. we want more movie games. etc, etc

despite me thinking this deserving of a near perfect score, i'm bothered that i don't feel enthusiastic writing this. i guess i'm down harder than i realized about the current state of the games industry, the current state of triple a. what is it about these games that just don't click with gamers? are they too hard? immersive sims are interesting in that, if you don't know what you're doing or don't make an effort to really understand the game, you're going to find yourself loading a save far too often. prey is merciless in this regard, and i speak to experience. my first playthrough found me desperately scrounging for ammunition and barely surviving encounters with anything. four years later, forgetting near everything, i was suddenly doing so. much. better.

why? well, i started actually scrounging all the trash i could, for one. i stopped breaking down weapons into spare parts--there's more than enough of those around the station. i started REALLY using the hell out of that wrench (don't underestimate it. i used it to the very, very end). but the most important thing i did was using the analyzing helmet tool that researches enemies and offers you advice, strengths, and weaknesses. holy hell, why did i never even bother with that before? enemies i remember giving my hell last time were cakewalks on this run. lord, over halfway through the game i felt like space jesus, undefeated.

awkward transition but there's definitely some negative aspects that hold prey back from being absolutely perfect. art aside, the bugs (when and rarely they appear) are rough. bodies disappearing or clipping through the ground, glitched objectives, flickering lighting, and invisible fire all add up to a laundry list of annoyances... but if you're not going for 100%, you probably won't stumble over many. prey's got an incredible introduction and charges full speed ahead with its first act, but loses steam around halfway when the environments start drying up in creativity and everything starts feeling samey and boring. it's like playing half life's residue processing but for ten hours. and without spoiling, the endings are suuuuper anticlimactic and sloppily rushed through. worse, there's no real good combat payoff before then, either. i was geared up for war, man.

i think my favorite part about the game is that, despite playing through massive runs, i could still definitely see myself going back for thirds in a few years and playing just a little differently. with as many options, styles, and tools the game hands you, it's a little impossible for anything but maybe the same story growing dull. that's the magic of an immersive sim.

I hope it's not actually just me when I say this, but I feel like every kid starts out their video game career by owning a few games and just playing the first few levels, starting a new game, and playing those levels again and again. Then one day someone asks "Why don't you try going farther in the game," and your little dum dum doo doo gooey child brain goes "That's an excellent query." Then you actually try to finish a game and when the end credits roll your mind is blown. Games have endings? They can be beaten? And I, wee little Joe-boi, have the power to beat a game? This was the game that blew my mind. Spyro: Year of the Dragon was the first game I ever beat. One of 2 games I beat before beating games became regular for me, the other game was Over The Hedge for the Xbox.

before i write on anything else, i want to give a round of applause to hitman: blood money's save system, that which may be the finest the stealth genre has seen and deserves to be seen again. depending on the chosen difficulty, hitman offers you a number of saves; normal is 7, hard is 3, and there's none at all waiting for you on professional. the magic of these saves is they absolutely can be used anywhere you like, just as you may with a quick save, but, because of their nature as an expendable commodity, you can't really... well, savescum. hitman takes the strength and safety of a save system that relies on player input but without cheesing the experience of allowing you to quick save after every small increment of progress (and i am completely guilty of this in other games). the player is thus encouraged to try various different angles to see what decision or string of decisions best deserve being executed and saved, and which ones are best... not. am i making sense? it just feels super impactful every time i specifically save because there's always something BIG i accomplished, and i take some comfort in pulling off all the right moves that mentally let me save and advance (unless i accidentally hit 'restart' and then lost my saves, lol. lol. lol).

anyway, yes, it is a stealth game, and it is completely unlike any other stealth series. there are those like thief and dishonored where sticking to the shadows is your best offense, deus ex and prey where revealing yourself to those perceived friendly is a deliberate choice, and alpha protocol or metal gear where the stealth sucks and i assume you're not playing for that. but anyway, it's hitman that handwaves all that and, instead, invites you to walk among others--to be IN sight and to BE seen--to blend in like a backstage chameleon. it's a system that does require discretion--cornering those you've decided to kill and ensuring their passing is seen by none but your own bald faced stare. and it frankly never gets old.

perhaps the worst thing about blood money is how disgustingly clunky it feels when first playing (and first returning for another replay). everything feels so goddamn stiff and sticky and the controls feel like your keyboard's turned into a chinese fingertrap. you think it'll get better after the tutorial, but it sucks even harder for the followup mission because your options feel real limited. but a light switch is pulled with the following missions, everything coming together harmoniously, and suddenly you're effortlessly navigating complex buildings stabbing and choking and piano wiring every sorry son of a bitch who foolishly came into work well dressed. seriously, i've gone through this whole thing three times and this same experience always happens, and i think it'll happen to you, too.

i'm still gushing, sorry. whenever you successfully finish a mission, you're presented with... a newspaper, acting as your stats screen. how you executed the victim to how many rounds you fired to what witnesses saw what and how close of a profile they can draft of you--all this information and more gets covered in a cute, typed up report surely striking fear into whoever still reads newspapers. it's ridiculously immersive, and it even ends up influencing my decision to replay a level over and over with different play styles just to see what they'll write. now, you do end up wishing the range of what's covered could be even wider and have more fluff text associated with it (and maybe less ridiculous lines like "police found bullet casings belonging to Customized Hitman Classic Silverballer That He Painted White"), but it's still pretty cool. and it's moreso just unfortunate the concept wasn't expanded on in the tm trilogy.

what else... you remember how i mentioned that hitman's a game that turns away from other stealth games to do its own thing? well, you totally can do that, but you can also play things out like garret or jc denton (except with a lot more coin throwing), or you can try going full psychopath no russian (and the newspapers will certainly note it). you can execute targets in a number of ways, and it never has to be part of a path intended by the devs, either. sometimes you really do just stuff a mine inside a briefcase suspiciously placed just enough for a guard to grab it and bring it back to the station where you've conveniently lured the target to right on time to hit the detonation and make it look as if you weren't involved at all.

music by jesper kyd's an amazing touch, too. it's all these sorts of themes bordering on tension, suspension, danger... from the npcs' point of view. for you, these suites are your theme songs, and they fit the job perfectly as you meticulously garrote one target after another with your clown suited hands. visuals are honestly pretty cool: there's a range of environments that 47 visits necessitating a lot of new and unique textures/models, and that comes with a distinct feeling in each new mission. my favorites ended up being a drug rehabilitation center nestled up on a foggy hill and a fancy ferry navigating the mississippi, and it's both just because... i dunno. those are just really cool environments for a video game.

the clunkiness i mentioned that happens in the beginning of the game isn't quite limited to that part, though. there's other weird, stupid things that can occur during gameplay, like whether or not you'll actually pull of a successful fiber wire because you'll feel like you really should've but it didn't happen. sometimes guards really, really let you get away with some shit but other times they'll be completely on you with little warning. i don't want to make it seem like this is always the case, and you do generally have a good feeling of whether you're blending in or not, but weird things can happen.

the upgrade system kind of sucks, too. general weapon variety is already a bit samey--i ended up just exclusively using the silverballer and w4000 sniper this run because i wasn't looking to get into big fights and that made the rest useless. the upgrades are basically a two way straight where you're either making your weapons super effective silently or super effective loud and disastrous, so it could've been nice to have a bit more flavor and variety there. you also are able to earn the real good stuff... real early. and it doesn't feel like you really worked up to them yet. also there's a hideout/gunrange and i'm not really sure why anyone would go to it

but there's a reason why i keep coming back to hitman blood money, and small clunkiness nor boring upgrades is going to stop me from revisiting the same locales and targets with different ideas and approaches every time. also, the reason i really come back is the killer ending, which, despite closing off kind of a dry story, ends up being crazy satisfying somehow. you'll just have to play it to understand how that's possible.

over a decade later and portal still endures as the single best example of a perfect game--not flawless, but perfect. a short length complements a novel concept, and rich ambience and dialogue elevates an arcadey game concept into artistry. not flawless in that bugs happen, in that the beginning is filled with a lot of waiting around, in that valve has attempted to murder their own mood by placing radios in every room, but portal regardless is larger than its weaknesses.

it's been so long that i can't really gush about the actual portal gameplay or the thick, sterile atmosphere because i gushed about 'em ten years ago, but there's other details i really enjoy this time around. i like that there's several puzzles with multiple solutions. i like that waiting around in certain rooms begets more interesting glados lines. i like the mechanical whirr all the cameras make as they reorient themselves and the dark ambient music creeping out of the background. what i like most is the game handing you a very normal cube with only a decal's difference and putting you in situations where it protects or aids you to get you attached to a box.

it's a shame the whole cake bit really went through the wash. chalk it up to an easily accessible and captivatingly memorable experience, i guess.

there definitely exists an ambient difference between portal and its sequel: while the first game demonstrated pitch black humor set against a haunting, sterile environment, portal 2 feels considerably lighter hearted and goofy--even feel good, for some reason? this approach no doubt helped jettison the game into absurd popularity and success, and i don't blame valve either for not wishing to retread the same ground twice but, regardless, it's just not quite as enjoyable to physically be in aperture science this time around.

of course the writing is hilarious, sure, and absolutely memorable, but it's also kind of... well, let's just call it the best written marvel movie.

gameplay's also running on the whole "let's not retread the same ground twice" design philosophy as well, with less emphasis on physically going in and out portals and more on using said portals to manipulate other things to go in and out, and around and throughout and etc etc. i don't think it was a bad idea to do this, but it's funny that the levels are designed to such a point that their testers literally forgot they could even just walk through the damn portals, as one developer commentary node recalls. so in a sense, there's a bit less... magic to the whole ingenious simplicity of portal's concept overall. but hey, it's also really, really cool to play around with the varying gels and light bridges and cubes with turret limbs sticking out.

i think my favorite aspect of portal 2 is the sound and music design, where seemingly every object and "tool" emits some wavelength of noise, and many manipulate their sounds in response to player actions and proximity. the gentle humming of the lasers, the bouncy synths of the bouncy gel, the underwater obfuscation of the... uh... blue wind tunnel things--it's all really mesmerizing. the technical side is cool, too, their approach to rooms next to rooms that don't actually exist next to each other (another node explains further), and the gel physics are cool as hell. yeah, a lot of the game is cool as hell.

oh, there's also that whole cooperative aspect. i've played through it a dozen times with a dozen different people at this point and, yet, it's still just REALLY fun to experience with others, especially when you're playing with newcomers to the whole experience. hell, i'll probably be playing this game for another decade just to tag along with those who have somehow lived under a moonrock all this time.

so yeah. portal 1's short, sweet, and perfect. portal 2's much longer and has some sacrifices made with an overall different design philosophy, but it's pretty damn sweet too.

I think I understand why Gordon Freeman didn't speak in the Half Life games.

Omori

2020

you've turned to page 56 in our lovely gamedev cookbook--wanting to create a smash indie hit yourself? not to worry, i have you covered. first, you'll want some hyper friendly, super inoffensive art. really smooth those edges. "wait, i want a dark twist to it!" of course you do, because your indie darling isn't taking off without one. now what you're gonna do is contrast the inoffensiveness with, i don't know, edgy scribblings found on an eighth grade desk or somewhere in the 2008 archives of deviantart? obviously we can't have anything ACTUALLY visually disturbing or raw, because then you're going down the hylics path, and noooo one cares about hylics. no, it needs to be scary in the same way a hatsune miku vocaloid music video about a "serious" subject is scary--draw a circle a bunch over itself until it's got a tone of lines and looks super disoriented. creepy, right? yeah just do that for everything.

well, that's pretty much it! with the cutesy sparkle artstyle contrasting just the right tint of edge to unnerve slendermen veterans, you just need some basic, serviceable writing and to hire a musician better at music than you are at game dev, and you've got a real shot at things (but make sure it's real easy, too, or your players are gonezo)! what, don't believe me? just take a look at undertale, OFF, super paper mario, doki doki literature club: cute presentations, horror twists, easy to beat. except... you know... every single of these games (okay, maybe not doki) does omori's job better in just about every single way. see, these games have biting writing and make bold, aesthetic decisions, and they all do it in brevity. off, hylics, space funeral, and undertale may all be inspired by earthbound, but their developers each understood that aping its absurd, overly stretched out game length is a BAD idea. hoh, but not omocat!

no, in fact, omori is actually longer than earthbound.

and to what purpose? because after over eight hours, i'm completely checked out of this endurance tester designed to absolutely waste your time. and i'm not saying that in like a "every second of this game sucks" way, but a "no seriously, there is so much garbage and fluff in this game designed to waste your time". backtracking plagues omori like a virus as you juggle tasks and side quests that amount to a lot of holding one direction forward while running for five, six, twenty screens. worse, the game lacks the grace to let you run up and down ladders, so those to-and-fro journeys are best aided with a phone in your free hand. there's this minecart section where you slowly drift down a lane for two screens until coming to a missing piece that then... slowly sends you back another two screens. but perhaps the absolute most grating time and effort waste comes from trying to navigate absurdly inefficient menus.

no, seriously. here's how many actions i have to get through just to heal a party member with another member's heart spell.

1) b button for menu
2) 3 analog clicks to the right
3) a button to select "skills"
4) 3 analog clicks to the right
5) a button to bring up health character
6) a button to select healing spell
7) a button to select "use"
8) 1-3 analog clicks to the right to select character to heal
9) a button to heal
10) 4 b buttons to get out of all the menus and back into the game

holy fuck.

i'm being really hard on the game's pacing because it really, truly is miserable. it's annoying that nearly every object has a useless description attached--does pressing A on, what, a fire hydrant need to give me a text box that says "fire hydrant"? no shit. tell a joke or don't have the box at all. enemies respawn every new screen catching you in a battle with whatever variation of rabbit you're definitely sick of fighting by a certain point. the dialogue's the worst, though, and i'm not even yet discussing its actual quality: it's just so much. there's so much of it (like this review). there is so many words used and a fourth of them are to any actual merit. so much dialogue is wasteful, unfunny, flat, basic, and bloated, and you just sit through it hoping someone will say something interesting.

they never will. omori's a game that decides earthbound wasn't insufferably quirky enough and proceeds to ham it up to infinity but with little purpose, and it results in writing and a world that feels disingenuous. not always, of course--there's a very specific interesting contrast that occurs in the dialogue when you first go from real world back to dream world, and it feels poignant and interesting. this feeling also lasts a very limited amount of time as you realize, yes, you really HAVE been ripped from the curious part of the game and sent back to a creative wasteland, the game proceeding to hammer in a point you already got two hours ago.

let's talk more about that real world dream world contrast more but, first, the combat. it's actually pretty clever and i enjoy the synergy between your characters and how to manipulate that to take on even the biggest of challenges. but then, the game presents a different problem where MOST battle encounters will not actually involve using the system in any meaningful way, the simplest and most straightforward (and successful) way of fighting through your enemies being a mash A fest a la OFF. why? because nothing in this game has any fucking health. and you know what's really crazy about that? the people who play this game do NOT fucking care about the combat. oh, what, you think that's presumptious of me? at the time of writing this, only 29% of players bothered fighting and beating two optional minibosses early in the game. meanwhile, 60% of players finished the first dream world day (taking place post-minibosses)... which means another 40% didn't even bother to get that far.

what this tells me is that half of omori's actual playerbase don't understand the combat system and don't care enough to learn it, and they're just here for the very syrupy soft pastel story. oh, and i'm saying that with confidence because i'm among the only 10% that did not return a character's high five. it's telling.

additionally to combat, i really enjoy the effort put in to give several enemies different "mood" states that may reflect new animations and designs, and that's really cool. the battle ui is sharp, even, and its a great use of colors all around--easily beating out the utterly generic world design otherwise. but getting back to the real world/dream world contrast, what really bothers me about omori is that the game rips this system out of your hands and gives you something immeasurably boring to work with in the real world. but the thing about said real world is that it has the more "interesting" narrative going on and so, when you're sent back to the dream world, you've got the fun(er) combat back but are trapped with a half of the story that you don't care about or don't really need to hear. additionally, the real world shows just as much creative prowess as the dream world in its design--all a series of hallways. it's really flat.

there's moments of charm, like the sound effects similar to animal crossing on the gamecube, pushing over a cardboard dumptruck, and a character that holds a trophy for "most horse second place". and there are moments of complete reverse charm where the intention is inept, like a list of "whatchamacallit"s to collect, a character named smol, and that entire cheese rat segment that just goes on and on and on... like the game. like the game does. the game goes on and on.

i don't know, i've written SO much about this game i clearly don't enjoy, and a majority of where this is coming from really is in response to critical reception i can't understand whatsoever. and i didn't understand the reception undertale got six years ago and felt annoyed by its heavy presence on the internet, but then, well, i started playing it and the experience was instantly lovely, and there was no "oh dude just play thirty hours to get to the cuhrazey part!". it was fun from the start, like a video game should be, and half the length of omori, too. as is OFF, and hylics, and barkley, space funeral, ib, yume nikki--all of these brief indie rpgs i would recommend to anyone over playing ape inc's sloppy seconds.

when i look at omori, i certainly do see omocat in its design: bland, easily digestible, inoffensive, and round edged--just like those t-shirts. and then i realize what this game really is.