460 Reviews liked by joelover


This is gonna be just an analysis of differences I noticed between the original version and S versions, and how I feel they actually effect the experience of the game.

I now own 3 different versions of this game (vanilla PS4, S Switch, and S PS4). I played a bit of it in 2018 before leaving it shelved to finish other games in the series before returning to it. I did the same thing with the switch version when it came out, but I felt something was fundamentally different about the experience of playing it on Switch, so I had decided to finish my file on PS4 before returning to the extra stuff on Switch. Now that the S version is on PS4, it makes everything a lot more complicated.

Anyway, here is some of the magic of the original vanilla version I felt that you won't find on either S version:

Dynamic lighting on nearly every light source, as well as global dynamic lighting: It seems like every light, bright spot, and torch can cast large and even strong shadows, which was really surprising to me at how real and tangible it made the environments feel. The ladder in starting village to the right of the entrance will cast a large shadow from the torch near that moves quickly and angularly away from it as you go up it, stretching it across the length of the cave. As well as the sun causing flares with the camera, the stone surfaces picking up specular lighting in the houses. I'm not usually one to prioritize graphics, but DQ environments are so memorable, minimal, and striking that I think it really added to the atmosphere of all the locations I remember. I'm led to believe that the mentioned ladder in that starting village was placed there in order to show off lighting capability with the dynamic shadow casting.

Foliage and foliage motion: Grass is thicker and lusher in vanilla, and it sways much more to the simulated wind effects. Some people have complained about this actually because it tends to come off strangely on higher resolutions. I liked it though.

The Midi effect: The use of synthesized tracks over symphonic tracks was controversial in 2018, but I think it allowed for a really interesting effect. Here you had the highest fidelity Dragon Quest and possibly JRPG, presented in the most cinematic fashion possible regarding event choreography , blocking, and lighting, and the heart of the picture, the sound, was playing harsh, boisterous, synthetic music in a way that some found irritating but I thought was pretty confident in expressing a core theme: that at the end of the day, all the dressing, nuance, lighting, modeling, and fidelity on display here is still an extension of the simplest possible stuff; the same stuff that began in the 80s, and I mean that mechanically, artistically, conceptually. I haven't finished the game yet, but it's like even after 30 years, games are all based on the same foundations: actions, roles, and mechanics working together in a system to convey a feeling, and even in 200 years that won't change, and the ability to convey a really affecting story through a game can still be based on the simplest possible techniques-given grandiosity, weight, gesture, context, and theme.

I think the switch version loses that subtle feeling completely because the intense "fidelity-ness" of it is lost, so the music doesn't have anything to be a contrast with. Instead, with the S version, you have a 2D mode running parallel to the chapters of the 3D mode, conveying the same kind of idea in an alternate mode, rather than taking advantage of modern technical specs. I think the PS4 S version comes closer to that feeling when combining the sharpened 3D with the synthesized track, but like I said, with the loss of foliage motion and dynamic lighting, it's not all there yet.

A nice parallel to that effect is the combination of 2D mode with the symphonic soundtrack, highlighting instead the emotional power capable even in scenes made of the simplest ingredients, sprites, menus, text, and X and Y movement. The fidelity of the soundtrack adds a layer to those old but never out-of-date techniques and styles.

There are some things to mention about the updated S version on PS4: the lighting change to baked lighting although creating a more uniform look to environments, allows for some more color and less over-blooming in certain spots. The new models reflect less light than before, and the effect in the original version where character's skins will literally glow in the sunlight is gone (it always looked plasticy and unnatural to me), some surfaces and areas have actually been updated from vanilla to look better overall, and the new draconian options are nice. I think adding randomness to NPC interactions is a really good place for Dragon Quest to do more Dragon quest-type stuff. I think Dragon quest has always been about re-exploring the familiar in order to transform it once again to the unfamiliar, making you see something you think is standard as if it's your first time all over again. Seeing NPC's lie to me or my characters fumble in awkwardness through what should be routine overworld conversations was really unexpected and hilarious, and added a dynamic aspect to an otherwise overlooked motion of speaking to even the most basic of characters. I think it also adds some of the charm and humor I felt was somewhat missing from NPCs of the original version.

The one thing I do miss though is first person mode. I just really liked going around and sometimes just standing still to gawk at the environment design or the warm people doing their thing. The photo mode just doesn't cut the same feeling for me. Not sure why they removed it or didn't restore it on the PS4 version of S.

All that said and done, I'm probably gonna switch over to the S version on PS4 and finish it there. I was gonna play both versions, but when hearing about how long this game actually is, and given how much I really like the extra draconian NPC interaction based modes, as well as all the other extra story content, I'll play the S version through to the end, and probably keep the switch version as an airplane 2D mode game.

If you wanna break free,
you better listen to me
You've got to learn how to see
in your fantasy!

What surprised me about this game is how considerate it is. Between meal tips, detailed stretch demonstrations, feedbacks and bits of advice, it has little touches that ask you what you think of the difficulty or how you're feeling in general, considers your surroundings and lots of other minute variables. When you have to get up or change positions, it reminds you not to rush. It will check your pulse, tell you how you're doing, and when it thinks you might be tired, asks you to consider if you want to stop now, or when you might want to stop and take a break, creating a supra-cognizance and to allow the player to reconsider and evaluate their own personal goals.

It feels very much like a personal trainer in the form of a game. The way the ring peripheral is used is also very smart with the game and level design. It's all very simple, but very effective at feeling like a game rather than a haphazard mishmash of conflicting goals between personal fitness and play. It allows for the fitness goals to dictate the mechanics and the player's personal goals to modulate the details of the game through a flexible rpg system.

I embrace and welcome the ludic future, a true extension of the ludic past. More gamification of lifestyle and personal or experiential expression, less gamification to maximize profit incentive and user retention.

the only zelda game in need of a remake. do it ya cowards.

for real though the on-screen enemies that instantiate 2d platforming/combat sectors based on terrain is so genius that I can't believe it isn't used in like tons of games now. Playing zelda 2 today feels like playing a modern day PC indie mixed genre hit in 1987. I never really liked metroidvanias, but give me this instead any day

This is my first guilty gear I've played and I only played one match while waiting for the install.

I have no idea what I was doing but it was like ikaruga if ikaruga had sonic adventure 2 energy with Samsho normals and I felt like laughing the whole time until the very end when all of a sudden the music sounded like no surprises Radiohead and I felt like crying

This review contains spoilers

Xenogears is the messiest game I’ve ever played. There’s so much I love about this game and still so much frustrates me playing it.

I wanna start with what I think is the most fascinating thing about xenogears. I want to shoutout @NeonMorris’s review for the idea of xenogears using religious iconography, symbolism, kabbalah, psychoanalysis, etc not to comment on those things but rather to build and demonstrate the oppressive systems and structures governing society and the effects it has on the fracturing of people.

To take it a step further, the actual journey of playing xenogears is like the feeling of discovering that everything you know about your life is just a contained bubble, a cage you’ve been unknowingly trapped in that acts as a facsimile of what’s around it, except that this happens over and over and over in a nightmarish, recursive endless paradox.

The intro of lahan village so effortlessly creates the facade of peaceful idyllic jrpg starting zone with funky characters, cool jokes, romantic tension, well-meaning people, and then shatters it in an instant sending the main character out into a world of political machinations and wars that have no meaning, and into his own fractured identity of a transplant of a transplant of a transplant.

This pattern continues, spiralling further and further into madness. First, a desert kingdom of an abdicated prince turned pirate because of a tyrant. But actually that tyrant is a stooge. He’s playing into the hands of some other force. But actually the real bad guy is not that force but rather this other empire of interlinking cells and prisons stepping on an underclass of demihumans. But actually it’s not the empire that’s bad but rather the ufo’s that visit the empire and give them shit to oppress people with and wage war for power with. But actually it’s the church running all of this shit, they’re the ones in charge to shepard the masses into a false and bloody heaven. Nope, the church is a front. Always been a front, duh. It’s actually these evil creatures that a priest must exterminate by stylishly shooting firearms out of the sleeves of his loose robes. Oh wait, those are just humans too, turned into nightmares by an oppressive force overseeing the church...
The rabithole continues, endlessly, until the discovery that god is an interstellar weapon who invented humans to be spare parts for his reviving body, and it’s like, what then? Was all of this meaningless?

It is in this futile but necessary exercise of breaking shackles of enclosure around the world of the player and the world of xenogears characters, only to discover yet another world of shackles on top of that one, in an endless domino effect, that defines xenogears for me. Even the symbolism, the religious overtones, the political intrigue, the gnostic lexicon, are all systems to rigidly structure the world. Everything is overflowing with keywords, references, and historical implications. Every question answered leads to tens more.

The game succeeds at expressing this aspect through scene structure. Most chapters in this game change the general loop of the game to create a “sub-game” that imitate the stakes of the next fake world of hierarchy the heroes are in. The kislev prison block section comes to mind as almost a mystery game of its own with distinct sections that all feel different, leading to an overseas section that feels completely different in style and tone. The “shape” of this game’s narrative is my favorite part about it.

In keeping with its gnostic message and spirit of the material universe being a cruel, twisted facsimile of the immaterial and spiritual world, the worlds of xenogears are each facsimiles containing each other like an endless matryoshka doll, even god itself. The search for truth can only be brought through a gnosis of human connection, something beyond the material, the bonds of people coming together and breaking through the systems of history, government, psychosis, etc. to find the true god, the god that resides in the machine residing in man residing in the machine residing in man residing in the machine residing in man.. And so on.

A lot of what frustrates me about this game, however, is in the gameplay. While I like the structure of the scenes and narrative pacing, I don’t feel the game’s themes of oppression or shattered character psyche’s are expressed particularly well through the combat.

I think the parallels through on-foot combat and gear combat are cool in the sense that the gears represent a kind of exponential manifestation of the growing physical will of the characters.
On foot combat basically has 3 questions you need to keep in mind each turn.
Do you want to prioritize learning new deathblows (permanent skills that will make on-gear capabilities higher too)? If so, noodle around and press random buttons without causing a learned deathblow, knowing this is suboptimal for damage,
Do you want to use a deathblow to cause some short term bursts of damage? End your combo in a deathblow to do some damage, but you won’t gain much in the long term of this battle and the long term after this battle.
Do you want to stock up points to pull off a combo of learned deathblows? Use one or a few moves to do very little damage, to get little long term reward for after this battle, for the sake of doing a huge combo of all your current potential ability.
Spells and items add only but a little to these three key questions, but I would say on paper these make a generally decently interesting combat system. The problem is by the end of disc 1 most of the enemies act the same way and by disc 2 there are so few on-foot combat sections it barely matters at all. I don’t think the game has enough combat encounters to really push this system to what it can do.

The mech combat system is even simpler. You don’t want to run out of health or fuel, and you want to do attacks that maximize those perimeters. You can’t learn new abilities in gear, so you only need to consider the extent of the current battle and maybe battles after this one if you foresee trouble with fuel/health.
It would be a lot better if you could get off gears mid battle, or if the game had more sections where choosing between being in a gear and being on foot had more of an impact, but more often than not, you have to be in one or the other, and most of the time you’re not even sure which it’s gonna be till you get in the dungeon, making choosing party members difficult.
I had like three party members with near maxed out deathblows with everyone else barely at half their movelists. The game is structured well for narrative, but it isn’t structured well to utilize its own systems, and the combat scenarios are not designed well enough to test the player on its own concepts.

Parts of it remind me of dragon quest 8, with the idea of sacrificing damage to build up future damage, and protecting yourself in that build-up. When it works, it feels great, but it stops working eventually. The gear combat on the other hand, mainly feels fun for delivering flashy animations and seeing the theatrics of these large things perform martial arts moves, but not much more than that. Spend more fuel for faster turns, and use my attack levels now or keep building up more for a larger one are about the only questions you need to ask with them.

The spell system works, but it feels very minimal and mainly included because they felt it was “necessary”. While eventually the magic system of the game is explained with intriguing lore, I found that it didn’t add that much to the combat system, mostly being very situational.
Character customization was similarly minimal. There are some choices to be made, but it’s neither particularly demanding, interesting, nor streamlined or user-friendly.

The game is being pulled in lots of different directions, certain parts of the game have things that are only ever used in that one part, and never mentioned again. Things like the weight mechanic, card game, gear battler, etc. While they are cool, I think it’s a bit too much and too messy, and as a result, nothing but cutscenes and narrative structure feels particularly concentrated on as the lead voice of the ensemble of these elements.

The narrative, although the best part of the game, isn’t without flaws either. I think many scenes are in need of editing and trimming. Some lines just go on for way too long, some parts of conversations are just absurd to me in delivery (billy telling bart he almost went into prostitution to be able to afford care for his sister, in front of all the characters he just met) feel hamfisted and overbearing. There are needless repetitions in the script, like: the player being explained the ignas/kislev war at the start, only for parts of it to be reexplained to fei later; fei being incapacitated multiple times in the game, sometimes for the same reasons; fei being nearly put in carbonite once to introduce carbonite as a concept, then the same scene happens again but this time they actually put him in the carbonite; nanomachines turning people into mutants several times in disc 2, etc. Stuff just seems to be happening multiple times when it didn’t need to and served little purpose.

Furthermore I was rather disappointed with disc 2’s storytelling style. When I saw screenshots and videos of people sitting in chairs, I got really excited to see what that was all about. But it didn’t really work for me. I think the visual of people in chairs suspended in space with giant objects floating around them gave me the impression that disc 2 was gonna be the moment where the game stops paying as much attention to the world and its properties and more on the characters and their issues, their minds, what makes them tick. But instead of that, the characters were simply almost recalling things that happened or they had done as if they were dreams of distant memories, with little focus on character writing aside from the first few dreams. While thematically making sense given the end-game revelations, I’m not sure of the tone they were going for with it. When the seated characters are spouting paragraphs of text, I still don’t know how to read those parts in terms of tone. Are they wistful? Regretful? Melancholic? Sometimes I feel like they should be, but it reads more neutrally in some scenes. While I think it looks great, it comes off clumsy. And it’s clear when playing the game that the game systems would not have been able to last long enough or be able to retain interest even if those sections were fleshed out, the combat, exploration, and customization would’ve gotten even staler faster had that been the case. And I wish there were some kind of explanation as to why they were dreaming all those scenes. Maybe something like they were all swallowed by the zohar modifier or being restructured into deus while fei was speaking to the wave existence, just SOMETHING to contextualize it.

I wanna say lastly, as cool as the idea of fei and elly as characters and entities are, I found a lot of the scenes between them, especially on disc 2, kind of bad. Elly is damselled way too often in this game needing the player to rescue her or help her in general, but by disc 2, Fei kind of speaks very chauvinistically toward her and it’s not clear if it’s meant to be read that way. I found it jarring and distracting from what should be an eternal romance echoed through time. Elly’s character in general felt very weak-willed for a lot of the game except for when she needed to not be and she suddenly became a mother Theresa figure to all the downtrodden(??), which felt rather sudden a development for me personally.

There were still some great scenes between them earlier on, I especially liked the ones where Fei tells her to stop doing those dang drugs and holds her gear down with his own, and the one where he shows her Kislev being destroyed on the ground level to show her the true effects of her staying in the army.

—————————————————————

Sorry if this review is all over the place, but this is a game that goes in so many directions it can be hard to keep track. I feel I really need to replay this game at least one to two more times to really even keep a handle on it, and probably read more perfect works, listen to more podcasts, play xenosaga, etc etc.

If it were my choice, however, I do not think xenogears works best as a game. I think if they were to remake it, it would be great to see it as an anime series rather than a game (although I would be interested in hearing opposing opinions on why the game aspects of this game help it). Since I am incapable of refraining, I’ve already spent many afternoons daydreaming how this story would look as an anime. I would personally keep the mixed media style of the game, and have the characters be animated in 2D (or 3D that looks identical to 2D thanks to shaders) similar to the art style they have in the game, but with slightly more realism and more shading on skin tone. The backgrounds would be either photographs or models, or at least realistically textured rendered metallic corridors when applicable, and the gears could be physically photographed models as well. I think it would make for a cool and experimental aesthetic beyond the typical 3d/2d type stuff seen in evangelion rebuilds.

What a desolate place this is.

In the name of Harman...

Demo impressions:

The narration and presentation create a really uniquely relaxing environment that I really enjoy. It really feels like playing an imaginative card game with a veteran GM. Yoko Taro's signature small stories being there for every npc that you can unlock just by playing and collecting their card is a cool idea too.

But, because of that comitment to presentation, everything takes a million years. The battles play out on a wooden surface that needs to be taken out and placed onto the main board, and that and every card placement animation takes way too long. The movement and input feels sluggish because the game has to turn off player input in between animation states, or at least that's how it feels. It's like, you know you gotta go left, so you hit left ten times, but you have to wait for the minor animations working in the background that you've stopped noticing to end first, before it registers anything. And any inputs you've made before the end of that don't get listened to, so it makes the game feel kind of...stubborn.

The worst part though is the combat is just braindead. In the demo at least, there's no choices to be made, you can either kill the enemy in two turns or in one turn. It's very hard to lose advantage in anything. I feel kind of insulted when the narrator keeps congratulating me for victories and I keep hitting level ups when I didn't experience any feeling of combat

Sex 2

1996

Sex was so good they had to make a sequel.