11 reviews liked by lilith_x3


Not playing this because I would never hurt a woman

Playing Disco Elysium for the first time. This is like… literature or something. I like it.

Update: Sensing hints of commie bullshit

I will grit my teeth and do everything I can to not draw comparisons to New Vegas, a game that is better than this on literally every front, and instead look at it as its own experience and as a sequel to Fallout 1 and 2.

Nothing you do in this game matters. Nothing. There's no choice that you make that ever has an impact on the story, you just walk a straight line to the end while the writers beat you over the head with their ideas and themes that they want to develop but never spend any time doing so. Bethesda is so terrified that you might not enjoy their story and world, so they trip over their own feet at every turn to make you connected, despite it being completely counterintuitive. A 20-minute long intro that takes you through the first 19 years of your life! Wow, don't you feel connected with your character and the places you see? Don't you love your good ol' dad? Oh no, the Vault is melting down (or something)! Aren't you sad about this? After all, this is where you grew up! I won't go into spoiler territory, even though the "twists" in the story really do not matter, but the examples I gave are just the tip of the iceberg of how much Bethesda grabs you by the back of the head and bashes your face into its story.

So, a lot of people who defend this game would respond to all of my complaints about the main story with a reasonable rebuttal: sure, it's not a good story, but the side quests and world design are pretty great. Alright, that's understandable, and I kept that in mind while I played, but I find that this isn't true at all. Side quests are more than the surface objectives, it's what they mean, to you and to the world around you. Fallout 2 had a quest that was nothing more than going across the street and buying a plow for a Vault City slave, and that had more impact on me than anything this game had to offer. Now, that isn't me being snarky and cynical for no reason, I'm offering it up to make a point; as much as FO3 tries, and it tries very hard, there is never a real connection with the player and the world around them because of how shoddily it's put together. Things exist and happen for no reason, characters are all completely flat, motives make no sense (when they're not blatantly aping the previous 2 entries), nothing in the game feels impactful to you at all. What's the point in me doing side quests if my reward is learning more about this poorly written world from poorly written characters with poorly directed voice actors? There's no sense of satisfaction, because my actions don't mean anything. My dialogue options are nothing more than "kind response", "neutral response", and "mean response". It's almost funny how the other games in the series have been critiqued for having Karma systems that mean practically nothing, when this game goes out of its way to flaunt its Karma system that has even less impact and feels even more phoned-in than the other games. I also want to mention, with regards to the side quests, that you have to find a great deal of them organically, via digging through the world for settlements. On the surface, this isn't a bad idea, but the problem is how segmented the world design is, on both micro and macro scales. Areas are unnecessarily broken up and labyrinthian just to make you have to find byzantine routes around, and said areas are thrown about randomly throughout the wasteland, with very rare instructions pointing you in any real direction. Not only that, but everything blends in visually to the point that you might glaze right over a possible area and side quests just because it didn't grab your eye. I never felt any drive to explore the wasteland because, outside of the quests having no meaning to me, it just never made me feel like the trek to find things would be worth it.

This shouldn't come as a shock, but all nuance and subtext in this is practically non-existent. Again, discounting New Vegas, compared solely to 1 and 2, it is genuinely impressive how much this game fumbles any and all meaning in its text. The Bible verse that is bludgeoned into your head relentlessly throughout the game is the perfect example of this; taking symbolism from the Bible, an incredibly symbolic and metaphor-ridden text, and playing it completely straight. The verse mentions water, and you're bringing water to the wastelands! Do you get it yet? Do you understand that whenever we bring up the water, we want you to think about how clever we are for choosing that Bible verse? Everything else in the game is the exact same way, absolutely zero subtlety and everything that could have even the slightest nuance being played completely straight and blunt. Wow, the guy who traps people in a simulation of the 50s is obsessed with the past and doesn't want things to change! It's so tiring. It is so, so tiring.

With as much as I rip this game to shreds, and believe me, it deserves every ounce, I have to reluctantly give it one compliment. Bethesda did a pretty good job at adapting the Fallout visual and gameplay style to a 3D world, with little details thrown in like Vault layouts, certain weapon and world models faithfully recreated, even the dialogue you tell your companions being similar to the games previous. But, I don't know how genuine of a compliment "you managed to follow the exact footsteps your predecessors laid out" is.

To wrap things up, I want to make my points as clear and concise as they can get, because I know I can get wordy. Bethesda is so terrified at the player not interacting with the story and world "correctly", that they strip away all impact that the player's choices have. This leads to interactions being flat, emotional moments feeling forced, and a general feeling of unimportance. To borrow a line from my friend who I played this game with, you are not the main character of the story; your dad and Doctor Li are, you are on the sidelines spectating the entire time. Your choices have already been made for you, you only get to decide what words will be used. This is the core issue with this game, and what leads to the world being inherently uninteresting and as a result, everything that happens to, and because of, the player feeling like they lack any influence.

"It's like... Bethesda is a bakery, and the visual designers do the frosting, while the writers make the cake. And the writers can't bake a cake to save their fucking lives, so the only thing the visual designers can do is make it look really nice on the outside and hope you don't notice how bad the inside is. It's not their fault that the end result is unenjoyable, they did the best they can." - aforementioned friend

OU soyboys be like " I love team building! Just gotta make sure I'm still using my Gen 5 team of Landorus T, Weavile, Garchomp, Ferrothorn and Heatran and then I can choose 1 more on my very own, I'm such a free thinker😊 "

UU chads be like " Lmao Qwilfish is in this tier? I wanna use this mf 🤣🤣🤣 "

This game is unplayable, not because of my computer or Blizzard, but because every time I join a lobby and choose DVA or Widowmaker I have to stop paying & jerk off

Can't wait till artists give Sojourn a massive "rifle"

I mean um
booo ewww overwatch blegh yuck blizzard activision or whatever it's called

There's something very wrong with the town of Silent Hill.

From the offset a world covered in endless fog, the only life being those of the inhuman, the subconscious nightmares of a tormented soul.

You, Harry Mason, are trapped in this nightmare. You are just an average man, and you only seek to find your daughter, who went missing after your car crashed on the way into this deserted village.

The unknown creeps upon you with every step you make, harsh static signifying the grotesque have begun the hunt. Can you find your daughter? Will you find her?

The magic of Silent Hill in my personal opinion comes down to the inherent setup. You are playing an average person in way over their head.

Harry is not a Action Superstar, He isn't some magical badass granted the strength of ten men while trying to defend himself from the deadly flesh colored horrors that try to devour him. Harry Mason is a normal, run of the mill family man.

This is shown through many ways, the controls for instance. They are awkward and stilted, Harry turns with the grace of a cafeteria lady placing today's slop on your tray. When you run with him, touching any object in front of him will cause him to bump into it and stagger, which opens him up to be attacked by the enemy.

In any other game, this would be a point of contention but in Silent Hill it is a strength. The awkward nature of the controls is reflective of how awkward it feels to be Harry in this dire and confusing set of circumstances. He is just a regular person trying to find his kid, and in this foggy town, bumping into shit because you can't see it adds to the atmosphere.

The game is also very confusing, which is completely intentional. There will be times where the camera angles change to these very unique, dynamic shots that disorient the player. I think these work to give a sense of anxiety, since now you have to adapt to not being able to see certain things in front of you. Certain puzzles are very obtuse, and while this is a genuine complaint I have with the game, I think it does add to the air of confusion and terror as you begin to feel trapped and isolated in the various locations you visit.

Then there's the voice acting. Many would say it's as awkward and stilted as the controls, and once again I would claim that this is the point. Most characters, especially Harry, speak in a very uncanny, unnatural tone. It gives off this vibe that maybe nobody is what they claim to be, not even the very character we're playing. It makes you question the intentions of every character you encounter, and I think it works to add intensity to the experience.

And to cap it off, the brilliant soundtrack by Akira Yamaoka fits every moment perfectly. From the harsh industrial sounds pushing you where you must go, to the more calm yet sinister tracks, it adds a unique sense of terror to the experience.

Of course I do have a few complaints. Some puzzles are pretty obtuse at points, I think the Zodiac one in particular threw me off because I kept trying to figure out if the pattern was related to the months when it was in fact, an entirely different solution entirely. These aren't so much a problem nowadays since you can look up a hint to the solution if you need it, but I imagine playing the game back in 1999 and doing these might have resulted in some major headscratchings.

Then there's the Boss Fights. They're not good. I accept that they are not the focus of the game and that is completely understandable, but most of them aren't even really a challenge either. It's very much a "shoot them until they die" type of thing, with the only challenge being the boss fight against a corrupted character and that's only because they have a gun.

Want to know my biggest complaint though, and this may sound a bit strange but... the game has too many save points.

Yeah, that is easily my biggest problem with Silent Hill, is that I can over rely on save points and hell, the game even has separate checkpoints where if you die you just start from there. It feels a bit cheap and kind of takes away some of the horror aspect that games like Resident Evil introduced with both limited save points and just limited saves in general.

By the end of Silent Hill I had well over 30 saves, because I am a paranoid fuck, but I still think that limiting that for the player would have made the game even more intense with its horror. Maybe that's what Hard Mode does? I played Normal for this run and while it was challenging, having all those saves kept me from really struggling.

All in all I'm very glad I played this one first, since in truth I don't hear about this game nearly as much as Silent Hill 2, but I've really come to appreciate its vibey horror and just the general aesthetic of such a game.

I look forward to experiencing the horrors of James Sunderland next.

I am really glad I decided to start with this game before delving into the rest of the series. What an interesting experience, very obviously ahead of its time and I can obviously tell why the game was such a success at the time.

This game's lows are very low unfortunately but luckily are few and far between, and the game is consistently quite good for the other 90% of the time. I absolutely love the atmosphere; I felt as uncomfortable as 32-bit graphics could possibly make me and was was quite engaged with the world and progression of the story.

I have mixed feelings about the puzzles in the game but I honestly do quite appreciate them. Rarely do you see puzzles in games today that totally leave it up to the player to piece together, without any hints or anything. I admittedly did have to look up some stuff, but it was extremely satisfying when I was able to figure something out on my own just because of how vague the hints are. Some of them I think are a bit too vague but in most cases there is enough to at least be able to do some trial and error.

There were a few major problems I had, mainly with the fact that there was no failsafe from missing the rifle, yeah it wasn't required to beat the game but it felt like a major blow for the last part of the game to be without it, at least the final boss dies if you run out of ammo but it sucks to be able to miss such a significant item. Also the boss fights in general sucked, particularly Cybil, who might be one of my least favorite fights ever.

Still very impressed with this game, was much better than I was expecting going in and I am glad that I decided to play it instead of going straight to 2.

The introduction of the laying down gesture is the biggest game changer in Dark Souls history

This review was written before the game released

She elden on my ring till i'm far fromsoft