146 Reviews liked by goodchicken


With the Phantom Pain, Kojima avoids the kind of spectacular descent into villainy that the fans wanted and the trailers promised. Instead he gives us the Sopranos season 6 of Metal Gear (but instead of a depressed mobster, we play as a depressed war criminal). Maybe that sounds like one of those hack game journalist "the dark souls of x" comparisons but it's true. The best case scenario for all of our favorite characters at this point is a swift death.

Spoilers below.

After losing everything in 9/11 Ground Zeroes, having his mind and body shattered, Snake just... gets what's left of the gang back together, rebuilds his army, and tries the exact same shit again. Only now, it is completely devoid of purpose; The revolutionary anti-imperialist cause of the 70's is all but forgotten. There's a sinking feeling of dread as the camera pans to "our new Mother Base" in the helicopter after rescuing Kaz; an undeniable sense of this being a pointless, doomed effort. But since being a soldier is the only thing these people know how to do, they are stuck repeating the cycle. They're just going through the motions at this point; You really get a sense of that as the once charismatic and driven Big Boss is rendered a mute with a permanent thousand-yard stare who just does whatever Kaz and Ocelot tell him. When he's at the base between these missions he just stares at nothing and vapes for five hours straight. Far from the badass antihero that people expected from trailers. Venom Snake is actually kind of a directionless loser, which makes him just as good of a player stand-in as Raiden.

And the missions in this game, while incredibly fun and well-made, really beg the age-old American question "What are we even doing in Afghanistan?". The plot feels totally incomprehensible at times; you spend the whole game going after random acronym organizations, shell companies, and mercenary groups with some vague connection to Bin Laden Skullface and al-Qaeda the American deep-state/Cipher. But every single character is lying and basically, everyone is Cipher. I had to repeat mission briefings multiple times at certain points to figure out what the hell was going on, and I still really don't. You could say that's just bad writing, but it works for what the game is trying to do, which is to make you feel like someone with a severe head injury. You're not supposed to understand this convoluted imperial entanglement - no one can. Especially not someone as fucked up as Snake.

And like Snake, the returning characters from Peace Walker are reduced to these broken versions of themselves. The only person who seems to be doing well is Ocelot, who has really come into his own as the sort dead-eyed psychopath that thrives in this kind of environment. Honestly? Good for him. Kaz on the other hand is a crippled, traumatized husk driven by revenge which is in turn driven by his own guilty conscience, and Huey has become a delusional, pathological liar focused solely on self-preservation. The few unnamed soldiers who survived 9/11 Ground Zeroes are literally running around as raving lunatics in the wilderness. All of these people were supposed to die a decade ago, and instead they linger on as hollow men. Even the metal gear Snake fights is broken - it literally doesn't work without someone's magical powers. It's just this technological abomination created by a madman. When it tries to chase Snake it gets stuck in rocks because its sheer size is self-defeating, and Snake easily sneaks away. Probably the most obvious meta joke in the game (watch the last couple minutes of the launch trailer and tell me the game isn't making fun of itself). These Metal Gear (Solid)s aren't what they used to be. I mean come on, Metal Gear Rex roared like a T-Rex; Metal Gear Sahelanthropus... makes monkey noises.

Even Skullface, who was built up in trailers and in Ground Zeroes as this terrifying villain, turns out to be just a sad joke like everyone else. His plan is the most nonsensical, harebrained shit ever explained by a villain in any Metal Gear game. He spent a decade practicing a 10 minute theatrical monologue about why he has to eradicate the English language and give everybody nuclear weapons to unite the world. It makes absolutely no sense, it's a parody of Metal Gear villains, which were already parodies of 80's movie villains. While Skullface is performing his monologue in the jeep (to the wrong person), Venom just hits him with that fluoride stare and loops through a 20 second idle animation. Then Sins of the Father just... starts playing as they sit across from each other in complete silence and avoid eye contact. It's one of the funniest scenes in the entire series, mistaken by many fans as simply botched and awkward on accident (rather than on purpose, which it was). And if that wasn't obvious enough, Skullface's defeat is just straight up slapstick comedy; he gets crushed by his own non-functional Metal Gear in the middle of another absurd speech. Genuine comedy gold.

I think a lot of people overlook the humor in this game. It's a lot more muted and sad than in the rest of the series, but it's smarter here than in any other entry. Miller's "why are we still here" speech is MEANT TO BE FUNNY AND OVERLY MELODRAMATIC, as well as depressing and hard to watch. The way it ends, with that uncomfortable silence before he just... awkwardly sits back down? That was on purpose. The tone is that this has all become a very pathetic (and funny) spectacle at this point. Kojima's famously asinine dialogue becomes something really transcendent here; each hollow, ham-fisted statement really drives home the fact that everyone is just making this shit up as they go along now, trying to weave some bullshit heroic narrative out of a long series of L's. Kojima is telling us: "This is you dude. This is the American Empire. Your War on Terror is as darkly funny as it is monstrous." MGSV isn't the self-serious death march the trailers painted it as.

The way V's cutscenes are shot adds to these moments too. The shaky, handheld camera builds documentarian realism and a sense of witnessing real atrocities in more high-stakes scenes, but can also lend a comedic awkwardness to these exchanges between characters. I've seen someone compare it to The Office as a criticism but I think that's a feature and not a bug, as strange as it sounds. Somehow, it just works so well for the tonal balancing act this game maintains. But what really elevates V's cinematography thematically is its use of continuous shots. One-takes are often criticized as being essentially a gimmick, style over substance. But in Metal Gear Solid, a series defined by the juxtaposition between hard military realism and over the top fantasy? It's pure genius. Having all of this insane Kojima bullshit captured in documentary style is so fitting for this series. Perfectly hyperreal.

Speaking of hyperreal, let's talk about Quiet. I've thought a lot about whether her portrayal plays into Kojima's contempt for the audience (and the Metal Gear series itself for that matter) or if it's just a part of the game that didn't land. I was inspired by this article to conclude the former. In classic Metal Gear fashion, Quiet's characterization is ridiculous and offensive, but ends up transcending its low-brow trappings and having an emotional payoff - all while playing into a greater meta-narrative. And if you don't like that method of storytelling, then you sure picked the wrong media franchise. That scene of her speaking for the first time to guide the helicopter through the sandstorm is genuinely great. It perfectly encapsulates Kojima's ability to make something ridiculous, cheesy, and melodramatic - but still deeply affecting and with a lot of heart.

But let's not get ahead of ourselves; Quiet is absolutely a biting self-parody of Kojima's own portrayal of women throughout his series and in the wider industry. It's Kojima saying "Is this what you like, you sick fucks?" or possibly a case of introspection on his part ("Oh God, is this what I like?"). She has some hastily made up bullshit explaining why she wears no clothes, she is literally incapable of speaking for herself, and she undergoes gratuitous violence and imprisonment. Kojima obviously knows how ridiculous this is; he's seen basically every American movie, he knows this isn't how you're supposed to respectfully portray women. No, Quiet's portrayal is purposefully exploitative. Her objectification starts out fairly straightforward, but it becomes more and more disturbing for the player to partake in as the game goes on, in order to heighten the dark absurdity of all of this (particularly in Chapter 2, which is where everything in the game falls apart, on purpose). The point of Quiet's character, and the whole game really, is to give players exactly what they want in the most contemptuous way possible. To make you "feel ashamed of your words and deeds", you could even say. MGSV is about getting exactly what you want (another MGS game, endless content, revenge on Skullface, a sniper gf) and resenting it.

To build on MGSV's portrayal of women though, I think it's important that Paz takes on the role that she does in this game. She makes an initially very confusing reappearance - that first moment when you see her is genuinely unnerving, as if even the strange, fucked up Metal Gear reality we have become accustomed to can't explain what we're seeing. Out of all the unrealistic fantasy bullshit we've seen in this series, a series where it feels like anything goes and there are no rules or laws of physics, this is the first moment where I went "Wait, what? How?" But as we find at the end of "Paz's" side story, this is all just a projection of Snake's fragmented psyche. It's incredible in the way it makes you question what's real and what isn't, while simultaneously using Paz as a proxy to just straight up diagnose Snake's own mental disorders. But it's tucked away where most probably never saw it - like a hidden repressed memory somewhere in Snake's mind.

It perfectly conveys his nostalgia for a time that was never even good, as well as his crushing guilt and helplessness over the death of Paz. It's genuinely moving. That last tape of hers is something right out of Silent Hill 2, and it adds such depth to Snake as this miserable person that you should absolutely not want to be. For Snake, women really are just these fixtures of loss, shame, and regret - feelings that no doubt originate from the killing of his mother figure, The Boss. And despite all of the talk about getting revenge and taking down Cipher, the only time we ever see Snake get animated in this game is in his scenes with Paz. Snake's desire for redemption, his insistence on nuclear disarmament that feels strangely out of place, and his statement at the start of the game that he's "already a demon"? It's all about Paz, man.

One thing fans really disliked about Snake's portrayal though is that he never really seems to become the demon we knew him as in the early games. We never get to see The Exact Moment Walt Became Heisenberg. Quite the opposite; his intentions appear to remain heroic all the way to the end. The only scene where Snake approaches the kind of evil fans wanted to see is when Snake appears to murder the children in the mines but ends up saving them instead. In trailers this was depicted as if Snake actually goes through with the murder; to me, this is the smoking gun of another Kojima bait-and-switch. Fans wanted a game full of shocking, flashy acts of villainy on the part of Snake, and Kojima deliberately lead them on in trailers (just like in MGS2) but denied them of it in the final game. What did fans get instead? Spreadsheets.

Don't miss the forest for the trees; Snake is absolutely responsible for unimaginable atrocities during the events of MGSV. But instead of sensationalist images of man's inhumanity to man, Kojima shows us the banal cruelty of what it really means to be at the top of the war machine: You're just... on the computer, like everyone else. And everything you're doing is represented through so many layers of abstraction that it is impossible to understand the consequences. This ties directly into the themes of Metal Gear Solid 2 as well; by issuing your orders via this computer interface, you are even further removed from what is happening in reality. You just do a cursory cost-benefit analysis before sending the next death squad to do god knows what in some African or South American country you don't even know the name of.

And when a disease outbreak hits Mother Base, Snake's iDroid computer makes it easy for him to commit ethnic cleansing, sentencing scores of people to imprisonment and death for the language they speak. It isn't until all of the digital artifice is stripped away, and Venom is forced to enter the quarantine zone and personally slaughter his own men, that he has any crisis of conscience (and you actually lose some of your best men, because Kojima never fails to give the story actual weight via game mechanics). And you can say "Venom didn't want to do it, he had no choice." But that's exactly the point. If the Metal Gear Solid series is about one thing, it's about individual will being crushed under the weight of systems and institutions that have become organisms in and of themselves.

It doesn't matter how much Venom yearns for redemption. It doesn't even matter if he's in charge of Diamond Dogs. The system of global private warfare that Big Boss and friends established has taken on a life of its own, just like the Patriots of MGS2. His own intentions are irrelevant. If this system demands he kill his own men, he will do it. If this system demands that Raiden later kill Solidus, he too will do it. All actions within the system, regardless of intent, perpetuate the cycle of violence, war, and profit. Even if Venom disarms all of the nukes and brings about the Peace Day that never came for Paz, it just sets up the nuke free world that we hear about Big Boss exploiting in the intro to Metal Gear 2.

That's why everything in MGSV takes on such a hilariously pathetic flavor. Nobody, not Big Boss, not Zero, not Skullface, not Venom, has any agency in any of this. They're just flailing, looking for anything they can do to enact their will in a system that now imprisons its own creators. The only person who manages to achieve victory over the system by the (chronological) end of the series is, once again, Revolver Ocelot. And he only does so by shedding all individuality, tearing his mind into a thousand schizophrenic pieces to always be one step ahead of the algorithm. And it's all because he wants to fuck Big Boss. In the end love wins, and I think that's beautiful. But for everyone else, they are doomed to perpetuate the system they so desperately want to be free of.

And to what end? The truth is that there is no point to this system beyond its own self-perpetuation - it's a Snake eating its own tail (pretty good, huh?). The soldiers of Diamond Dogs, and every other PMC, kill so that they can keep killing. It's all for the love of the game at this point. Sure, they did the same thing back in Peace Walker, but at least back then it felt like you were blazing a new trail, sending a ragtag band of freedom fighters to oppose imperialism - that's long gone now. Any lofty goals this organization may have had are now lying somewhere at the bottom of the Caribbean. All of the bullshit Snake and Kaz spout about "fighting for the future" and "standing tall on missing legs" are just words to talk the gun out of their own mouths, to convince themselves that they are still moving toward something.

But they aren't. In the end, after killing Skullface (which was made purposefully unsatisfying according to Kojima) as revenge for the events that destroyed his life a decade ago, Snake is left to rot in a hell of his own creation. There are no holiday celebrations or fun outings like on the Mother Base of Peace Walker, and it's far lonelier; Quiet is gone, Huey is gone, Paz is long dead but still haunts him, and some of his best men are dead by his own hand. His only friends, Kaz and Ocelot, are just using him in some schizo game of global 4D chess. Even Eli and the child soldiers are just suddenly gone, and your metal gear with them - much more simple and poignant than the infamously cut Episode 51 would have been.

The effort to rehabilitate these kids, and maybe figure out Eli's origins? Track him down after his escape? Nope, you never see them again; they're just another of Diamond Dogs' many failures, another part of yourself that will be missing forever. All you can do is take the same helicopter ride to do the same (flawlessly crafted) stealth infiltration missions again and again and again, because senseless murder is the only thing that makes you feel anything anymore. And with the battlefield always shifting to adapt to your tactics in-game, you'll never make any real progress. Oh yeah, and none of this is actually real and Snake's entire life is fake. And deep down, he knows it.

So what about the real Big Boss? Well, he's basically stuck in the same cycle, only he has shed even more of his humanity than Venom. By using Venom's life as a tool in his own geopolitical game, Big Boss has committed the very same crime that was done to him and The Boss back in Operation Snake Eater. And all you can do about it is watch him ride off into the sunset to pursue yet another stupid evil scheme (that we already know will be a total failure), before getting right back to work like the epic gamer you are. Because you the player, like Venom, love LARPing as Big Boss no matter how pointless and repetitive it becomes. You'll complain about how Chapter 2 is "unfinished" and repeats the same missions from Chapter 1 (those were optional just fyi), but guess what? You're still gonna play those missions.

The Phantom Pain left players with such a profound feeling of emptiness and loss, and that's the real reason they felt it was unfinished. It's not because of any actual missing content - MGS2 had far more cut content, backed up by documented evidence, not just internet memes. But the difference with that game was that there was no falling out between Kojima and Konami - a convenient scapegoat for any aspect of the game that wasn't what fans expected, anything that hit players the wrong way. But that gnawing void you feel playing this game, the feeling that something is missing? That was intended, and it's honestly pretty heavy-handed and obvious when you approach the game on its own terms. I mean do I even need to say it? The pain from something that's missing? It's barely subtext.

Kojima purposefully denied us almost all of the campy, goofy nonsense we love about the Metal Gear Solid series to force us to confront how fake and hollow the legend of "the world's greatest soldier" really is. The level to which this game irrevocably shattered the minds of Metal Gear fans, leaving them eternally chasing their White Whale (the Moby Dick references weren't for nothing), is a testament to how the whole experiment was a resounding success. It snuck past gamers' emotional defenses, subverted their media illiteracy, and made them actually fucking feel something for once. Something real, something about their actual lives even.

There's a reason the game ends on a mirror - it's because the game is trying to hold one up to its players. And they could never forgive it for that. For turning their shallow, campy video game funtime, where I get to be a cool secret agent and Solid Snake is my dad, into a challenging work of art that interrogates their life. Because it's true: you are Venom Snake. You're a slave to the whims of others, your own desire for satisfaction. You do not know why you do the things that you do. And everything you're doing here - in this video game, in the digital realm - is ultimately fruitless. Fans complain about how there's no real resolution or ending to the story in MGSV, but it seems to me like that's the point: There is no resolution to be found here - not for Snake, and not for you. None of this is moving toward any conclusion or moment of truth. If you spend your life playing video games, you certainly won't ever see one. Like Venom, you'll never understand yourself, never have a real identity. The only way out, to freedom, is to stop fighting - to stop gaming. You can't save MSF, or Paz, or the Boss, or even Snake - you can only save yourself. Get out while you can. In the words of Naomi at the end of MGS1: "You have to live, Snake."

And that's the way this story ends. No Mission 51 "Kingdom of the Flies", no unwinnable boss fight against Solid Snake like fans wanted. Not even a sudden cut to black à la the Sopranos. Just the same meaningless thing over and over again, but somehow getting worse, until it's just... over. Not with a bang, but a whimper. If Metal Gear Solid 4 was about accepting the death of something that has clung on to life far longer than it should (the Metal Gear Solid series), MGSV is about being denied that noble death, brought back to life in some profane necromantic ritual, forced to live a tortured, half existence for all of eternity.

MGSV is best summed up as Kojima's way of saying "You guys wanted to keep playing Metal Gear Solid forever? Fine, here you go. Enjoy yourselves." He knows that he'll never be able to give this series a conclusive ending - he already tried that with MGS4. Instead, Kojima hands it off to the player, letting each of us come to it on our own, privately. One day, each player will get tired of the same missions and the same fucking helicopter ride and quietly decide for themselves, once and for all "Alright... I guess Metal Gear Solid is over. I'm done." and turn the game console off.

Clocked over 900 hours since ARR (which is undoubtedly on the low end). Mainly MSQ, dailies, crafting/gathering. Endwalker is exceptional. I don't think I can play another MMO honestly. FFXIV is all you need.

A revolution in game design, it's not hard at all to see why Dark Souls has been so influential in more modern games. It's so rare that you see a developer who are;

#1: So willing to let players miss out on huge swathes of content by tucking away entire, interconnected areas behind secrets, and;

#2: Willing to be so thoroughly, unapologetically evil to the player. Brutal boss fights, little to no handholding, enemies constantly ambushing you and hiding behind corners, NPCs who betray you and so much more.

You combine these things, and you have a recipe for player immersion. I'd be willing to bet that a large majority of the reason players talk up how consumed they were by Dark Souls is due to how "hands off" the game is. It never explains any of its countless nuances, it leaves the player to their own devices to discover how certain mechanics work; how to survive enemy attacks by using the I-frames on your roll, how to dual-wield weapons or use a shield in tandem with another one or use a single weapon with both hands. During my playthrough on stream, I shot arrows at the pressure plates in Sen's Fortress to trigger them without stepping on them, and my chat totally popped off. None of them had ever seen someone do that or even thought to do such a thing and it worked! That was so sick, and also I'm a genius! If more games were willing to trust their players to think for themselves and experiment, they might be hailed as just as immersive.

It's incredibly impressive how many builds and playstyles Dark Souls' combat and systems allow for, combine that with the non-linearity and potential for constant sequence-breaking with its world as open and interconnected as it is and you have a game that's also extremely replayable. At its best, Dark Souls honestly feels like an edgier and less clunky 3D Zelda only designed by people who hate you.

There are a couple things that hold it back from the complete top score for me. The second half of the game noticeably dips in quality from the first, it never quite reaches the heights of Anor Londo and Sen's Fortress again once those areas are over, and some areas like Tomb Of The Giants are outright unenjoyable for me, even as someone who likes difficulty. The Bed Of Chaos is an obviously awful boss in every regard so notorious that I hardly even feel the need to go off on it, the menu'ing is pretty clunky and unintuitive and I personally don't like having to do the "run up" to a boss again every time you die to it. I love difficulty, but I don't think that's interesting difficulty or gameplay - it just seems like padding to me, and it's especially frustrating against bosses like Gwyn who are pretty brutal and whose fight can be over in about 30 seconds, yet you have to do a like - 3 minute run-up to every time you wanna rematch him. Ugh.

Still though, anything I can find wrong with this game pales in comparison to its achievements. Very few developers have the balls to do the things Dark Souls does. In my playthrough, dastardly NPC Lautrec who betrays you if you let him live backflipped off a cliff during our fight and just died, I just got his item for free and the game just let me roll with it. Now THAT's game design. No restrictions, no refusing to let players cheese out a W, just dudes backflipping off cliffs. Fuck yeah, Dark Souls. Fuck yeah.

This review contains spoilers

Played with the sound restoration patch on a GBA emulator, apparently the best way to experience ff6, though the pixel remaster may take its place when it releases. Final fantasy 6 is a masterful rpg. Tonally/thematically as well as in terms of storytelling, it is easily one of the finest and most important games of all time.

I've not played final fantasy 1 through 5, but from what I understand, 6 is where everything changed for the better. The sheer scope and ambition of 6, considering its time, the platform it was designed for and what had come before it, is pretty crazy. The fact that the original came out in 1994 baffles me because it still holds up tremendously well even today. At the time I feel like the real intricacies of game design and games' potential as an art medium were still very much in their early stages and there was a lot of experimentation and shifting trends as games were still trying to make their presence known in popular culture. I feel like before games like ff6 the most popular and well regarded games were not even remotely similar in terms of what they were trying to achieve. Most were seemingly light entertainment and were designed primarily to stand out at an arcade or on the shelves of different game box art. The final fantasy games, as far as I can tell, were a bit of an enigma in this regard. The box art was always very stylised and somewhat abstract/cryptic, seemingly aiming for something quite different from the loud, in your face box art people were used to at the time. The focus of these games were on the player crafting an experience for themselves - being able to put themselves into the game and actually feel like they're roleplaying. After setting many trends in this genre of 'role-playing game' and building upon it, suddenly square subvert almost all of these expectations with ff6.

Even now, having played a ton of different rpgs and losing myself in all manner of different games both classic and modern, I am floored by ff6's ambition, creativity and heart. I said the same of ff7, I can only wonder how people must have felt about these games at the time of their release. Ff6 has 14 playable characters, 10 of which are not optional and almost all of which are well realised, fleshed out characters. What's more is their importance has no super strict hierarchy - yes some are more important than others but ultimately there is no one hero that you control. This works wonderfully to serve ff6's narrative and heart, it allowed me to fully invest myself in the cast of of characters and get a better understanding of who each of them are. The writing team of ff6 supposedly divvied up the characters amongst themselves and laboured over their identity, backstory and design to the point of exhaustion and it shows! The way characters are established and then, importantly, developed has such heart to it, with some surprisingly dark themes to set up character motivations, a bizarre and goofy sense of humour at times and a general feeling of sincerity.

What really helps this game to get that across and craft its impressive narrative actually has a lot to do with its presentation. Ff6 is incredibly detailed, with clever use of sprite animations for expressions and performance in cutscenes. Sometimes the use of its little sprites is almost comical, adding a layer of charm to ff6's most sincere and dramatic moments. It also has an expansive world that the narrative naturally sees you explore every inch of during the character's exploits (but not without its fair share of secrets) and it is all tied together by a masterclass soundtrack by Nobuo Uematsu. The opera section in particular has to be in my top video game moments ever and actually made me shed a tear! Little pixel people and a lovely operatic soundtrack on a SNES did that to me, that's so awesome! The entire scene with celes singing on the balcony is simply beautiful and is followed by such brilliant comical chaos, i'm shocked that they could achieve something so simple yet so brilliant.

The gameplay of ff6 still holds up really well too, the combat feels fair yet challenging and there's no end to the ways in which you can customise and build your party if you want to. The esper system is a lot of fun to use, giving you a vast array of different summons and spells to equip to (almost) every party member. There's some actually nicely thought out puzzles sprinkled in the mix and some genuinely great boss fights too, not limited to fighting big ass mechs, different elemental dragons and an actual undead train (which you can german suplex for some reason and it's incredible).

Now ff6 does have its fair share of 90s jank and a couple of problems, not all of them due to its age necessarily. It really does show its age in areas, such as trying to navigate its menus and manage your team, a lack of quality of life like telling me what spells do in the spellcasting screen, a quite obnoxious encounter rate and being overly vague with its direction in where to go next, particular in the world of ruin. There's always an inevitability for this kind of stuff in games that are old and translated into english of course and thankfully I was able to subvert much of it thanks to the emulator's speed up function and save states and of course thanks to google. But I imagine playing this at the time without those assists would have been quite the task, as the game would take like 3x as long to finish and dying would, I suspect, often send you back very far.

One of the game's main issues is that the final third, the world of ruin in general, feels quite rushed. It starts out very strong with Celes waking up a year after the world is almost destroyed, but what follows feels, as i've seen described, like one big side quest up until the finale. Despite a really strong setup in the world, story and characters in the world of balance, the game stumbles slightly with bringing the characters back into the party. The world of ruin is generally less interesting because of this, as characters just kind of finish what they were doing quickly and join you again just like that. The main exception for me is Terra, who's relationship with a village of orphaned children with whom she is seen as a mother figure was honestly quite moving. I managed to recruit everyone (including Umaro and Gogo who just kind of, join you for little to no reason) except shadow because of a glitch that wouldn't let me wager an item in the coliseum. The world of ruin especially also has a LOT of completely missable content, so feels less focused and if I hadn't had a guide I imagine I wouldn't have found much of it. This was likely their philosophy at the time and that's cool but it would be a shame to miss out on some great segments like jumping into cyan's mind, now that was strange.

The finale of ff6 is very strong. Kefka's tower as a dungeon is fine and over pretty fast but the final battles that ensue are fantastic. They feel looming and threatening, the party characters that you've built up and journeyed with all come together and are all utilised and the score for this part of the game is out of this world. The way they wrap the game up does feel quite rushed and abrupt but when the final scenes play and the credits roll it really reminds you of what an amazing journey you've been on. I'd grown attached to just about every character in my party and now the world is starting to rebuild.

thematically, final fantasy 6 really shines - with some dark twists and surprisingly heavy themes dealing with things like war crimes, life under a military dictatorship, suicide, teenage pregnancy, loss/grief and, when hope shines through, discovering & learning to love. All this done on a system with less memory than an average photograph takes up on a modern computer. Ff6 has really stood the test of time and deserves all of the praise it gets, I love this game to bits and with a bit of fine tuning I really think it could be about as close as you could get to a perfect game.

Did you think a little thing like the end of the world was gonna do me in?

This game has no right to slap as hard as it did. The tank battles are actually fun and in-depth; trying to look for and find every secret is satisfying, and each slime has its own personality. Being able to recruit the enemies by capturing them and sending them back to town is a fun idea, and well worth it. Really, the only bad thing I can think of is that the music could be more diverse and expansive. Actually, scratch that; the fact that none of the other games in this trilogy made it out of Japan is also bad.

THE ABSOLUTE BEST INTRO EVER.
GOOSEBUMPS.

otherwise known as the more fun version of adventure quest

The first 15 or so hours are magical. Then there's 30 more.

Breath of the Wild has a perfect opening couple of hours that give you these great physics tools and quickly set you loose in the open world. All of its intuitive physics and weather systems, as well as the controversial weapon durability system provide you with these great moments of thinking on your feet and out-of-the-box problem solving. Exploring the landscape and the flora and fauna that reside there is fun for its own sake, and the music and general atmosphere is enchanting enough to make simply being in the world enjoyable. I really think the vibe and beautiful art style of this game alone are what give it such a legendary reputation, rather than any kind of revolutionary game design. Nintendo knows how to nail the presentation of their games better than anyone, and it gives them the illusion of being groundbreaking and artfully designed. I really felt that way at the start of this one.

But after building a near-perfect open world experience in the first act, Breath of the Wild spends the rest of the game tearing it down through sheer tedium and repetition. Fighting the same three enemy types with the limited combat system (and being interrupted by the same combat music track), constantly breaking your weapons (which serves as no more than an annoyance once you build up an armory of weapons), doing dozens of nearly identical shrines and korok seed puzzles that just feel like chores... All of this is fun and fresh at the start, but the novelty wears off fast, and then the game just keeps going. Eventually you realize there is nothing mysterious or novel to be found in this world, really; Every cool place you find is just a container for a shrine or a korok seed. The first labyrinth you find is exciting. Then you realize there are three of them and they're all just shrine puzzles. Breath of the Wild is the joy of discovery turned into a formulaic, easily digestible skinner box.

The memorable moments that the game does manage to nail, like reaching Kakariko Village or Zora's Domain, fighting the first Divine Beast, finding the Master Sword, and fighting through Hyrule Castle are all spread too thin across so many hours of the same skinner box slop endemic to open world games. And soon, most of the systems that make the moment-to-moment gameplay interesting early on become irrelevant. Eventually you'll just be teleporting across the map, using abilities like Revali's Gale to skip the climbing, wearing clothes to ignore the weather, using food to ignore the stamina system, and using regular weapons to ignore the shiekah slate and physics system in combat. The gameplay can literally only lose depth as you go; your reward for progression is that you get to engage with the game less.

Getting a non-linear, open world game right is hard; I think very few games have managed to live up to such massive scope and breadth of possibility. Breath of the Wild has been hailed as the solution to this problem, but far from being a revolution in open world design, it falls into the same trap of wearing you down with hours and hours of the same copy-pasted activities. It has some ideas that show amazing potential early on, but in the end the experience reverts to the player turning their brain off to wade through a sea of filler content along the path of least resistance. Just like every shitty Ubisoft open world game that Breath of the Wild is supposed to be the answer to.

Man, early Pokemon was so full of life. You can see in games like Pokemon Emerald just how clearly full of passion the design team was for these games once upon a time. Gen 3 of Pokemon's greatest strength is just how enduring it is, these games are collectively over 20 years old now and they still look absolutely amazing, the pristine pixel art has allowed them to hold up for longer than any 3D models ever could. You can see your own reflection in puddles as you run over them in this game, for the GBA that still kinda blows my mind! Not a thing about these games look dated even today, and the UI and menus are still sleek and gorgeous too.

Pokemon Emerald (and Gen 3 by extension) has so many cool, unsung little setpiece moments that help it stick in the mind. The route before Fallarbor Town being covered in volcanic ash from the nearby Mt. Chimney and having brown grass that only turns green when you run through it, the series of long-winded forest routes leading up to and past Fortree City (one of the coolest locations in any Pokemon game) and the vast and open-ended oceans you can begin exploring to your heart's content as soon as you get Surf.

Pokemon Gen 3's world design, both literally and figuratively are brilliant. Hoenn is a lush, tropical region so beautifully realised by all those little moments of artistry I touched on, but in terms of progression it's also incredible. So open-ended, so rewarding to the player for paying attention and thinking about the world. Once you beat Norman and get Surf, the game never tells you that you're supposed to go east of Mauville City to progress to Fortree, but you as the player are rewarded for caring and paying attention and thinking to yourself; "hmm, I should come back here when I can Surf." There's so many little moments like that peppered throughout the game like coming back to Meteor Falls to get Bagon when you have Waterfall or using Surf to go back yourself to the places near Dewford Town and Slateport City that Mr. Briney used to have to ferry you across. (And perhaps discovering the Abandoned Ship in the process!)

HMs do feel antiquated and needlessly restrictive, especially given the modernization of more recent games - and the physical/special split not yet existing hurts the game mechanically, but almost everything else is so well done. The new Pokemon designs are charming and do a great job at reflecting Hoenn's tropical nature, the soundtrack is lively and optimistic - enhancing the game's adventurous aesthetic and hell, the story might not be too much to write home about but it too has some interesting setpiece moments here and there and better yet - it doesn't insult your intelligence and insist upon itself at every given opportunity! Wow! What a novel idea! Next you'll tell me that this game had meaningful post-game content or something!

These games still looking so good today serves as a great microcosm of how well they still hold up in general. It's Pokemon Emerald, but it might just be evergreen. If you ever want to remember why Pokemon was so beloved, go back and play a game like this.

It's just THAT good. The idea of focusing the story on some guy, through various parts of his life is just incredible. No wonder they chose this one to base the DQ movie on. It's great.