12 Reviews liked by linus_2501


Calling something "good with friends" is often the cruelest thing you can ever say about a multiplayer game. Yeah, you can have fun with friends in basically anything, it turns out friends are good, not Phasmophobia. And it's so easy to see that in Lethal Company, especially from the outside looking in - some bullshit lame horror coop horror game to scream at, acting as the new steam flavour of the month game to merely moisturise the slip and slide of socialisation.

Despite the resemblance, Lethal Company is not that. Flavour of the month, maybe, but versus the thousand souless PC games out there of it's breed it's truly closer to something like Dokapon Kingdom and hell, Dark Souls, for the kinds of emotion and socialisation it brings up.

Because truly, Lethal Company is a game about having a really shit job. There's no real sugarcoating it. It's a game about being explicitly underpaid for dangerous, tedius work salvaging objects from ugly factories, where the corporation you work under and the true majesty of visiting planets and experiencing it's fauna are so stripped back and corporatised that you don't even notice it. This setting and the gameplay really sets out a very clever vibe for the game, as frankly, it on it's own, is almost deliberately not fun, but it is a wonderful way of building up a camraderie between players and really get into the boots of a worker in a bad job slacking and goofing off a bit. On my first playthrough with friends I found some extraodinary catharsis in one of the gang spending some of our quota on a jukebox playing license free music and just having a jam for a while, and likewise, a good haul which takes some of the pressure off others is appreciated, and the "man in the chair" - the guy left behind at the ship to deal with doors, turrets etc, feels both valued as part of the team, but also themselves lonely, tense, awaiting their friend's safe return.

It is also, as a more obvious point, very funny. Basically every run of this game you'll make something funny will happen. A comrade fumbles a wonky jump to their death based on bad information. You walk just inside the range of your comrade's voice to hear them screaming for help for half a second. You watch as the man in the chair as a giant red dot slowly bears down on your comrade, try to warn them and then see the red dot taking delight in eating them, and there's so much more. It's surprising really as a game with so little going on in gameplay and so limited in variety of stuff that it keeps on bringing up new stupid shit to happen.

Its rarely legitimately scary, even in the rare case you're alone amongst monsters with all your friends dead. The stakes established are just set too low, the animations a bit too goofy for the intensity to ever feel too much. And that kinda folds back in on that "shit job" thematic of the whole thing. Being almost indifferent to the surprising variety of monsters, seeing them as much as obstacles as hell demons that want to eat your face, is ultimately part of the job. Yes, the fourth angel from Evangelion wandering around whilst you slowly crouchwalk across the map to your ship is tense, but almost amusingly tense. Gotta roll with it.

It's a delightful experience, really. If you wanted to you could linger on how cobbled together the whole thing feels right now and how limited the actual gameplay really is, but they do nothing to take away from the truly great times Lethal Company sparks. The closest a game will ever get to being on the last day of your christmas contract with debenhams and just slacking with the other temps, giving people discounts on their items for no good reason and occasionally the weeping angels from doctor who come out with a giant spider and they're in the ONE hallway that leads back to the exit and Ernesto is dead, damn.

It's an absolutely perfect adaptation to game mechanics from something that isn't a game. First you're taking your time, looking up everything in the guidebook to make sure you make no mistakes. Then you're strategizing about which rule checks are worth skipping because they take too long to warrant worrying about the fine they might cost you. Before you know it, it's second nature. You know that Bostan is in Republia and that the line on the MOA emblem goes diagonally from bottom left to top right. On top of this, the game is so good at increasing its complexity- each new rule fits in flawlessly with the existing mechanics, with the difficulty curve, and with the story events.

Like any great game, it feels worth mastering, but it by no means stops there, because you're in Arstotzka, a world where you're never commended for doing anything correctly, only reprimanded for doing things incorrectly. A world where you're fined heavily for the act of decorating your workspace. A world where conducting an X-ray to verify someone's sex and seizing someone's passport without any real justification aren't gross violations of rights but simply burdens, items on a checklist that must be done. Ultimately, Papers, Please is about being molded into thinking, acting, and making decisions like a robot. Come across a moral dilemma and you'll more than likely make your choice on whether or not to admit someone just based on if you've exceeded your protocol violation warning limit for the day. Human beings aren't human beings in Arstotzka, they're means to an end. Through this theme, not only does the game perfectly encapsulate both bureaucratic labor and authoritarian government as a whole, but it comes to the conclusion that no other game with moral dilemmas has been able to quite reach. When working as an immigration officer, there are no people. There are only sets of information which may or may not line up, the specific details of which are so irrelevant towards whether or not someone deserves to pass that they might as well be randomly generated.

And yet, somehow, the human side of Arstotzka shines through. Jorji is more than fine with playing the immigration game, applauding you for working such a difficult job whenever he's denied entry and vying to have more convincing papers next time. Calensk tells you that you'll earn a bonus for detaining more people, and yet he's unable to pay you fully the first few times because he had to spend more money taking care of his family than he anticipated. Even Dimitri, the man in charge of overseeing your position, the man who's forced you to become this robot, will give you a game over if you follow protocol and refuse to let one of his friends into the country. Like the rest of the game, this characterization is so effortlessly natural. The game's mechanics already made going back to get all the medals and endings worthwhile, but picking up on these details adds an additional, equally fulfilling layer. This all culminates in what I think is the high point of the entire game, and what's probably the most optimistic of the major endings. You've just grinded out nearly two-hundred credits to escape the country and are now at the hands Obristan's immigration officer with your family. But you're not denied entry, like you so very much deserve to be, you're let in. Why? Maybe the officer didn't notice your passports were forged, or maybe he inferred the situation that you were in and took mercy. Either way, it's because he's a human being, not a robot, and now your family's safe. Thanks for playing, roll credits.

The true reveal of Metal Gear Solid 2 is not that we play as Raiden instead of Solid Snake - it's that the antagonist of the game does not exist. It's pulling back the curtain to find that the man behind it died a century ago. The most powerful nation on Earth is essentially an algorithm with a mind of its own, akin to a runaway train that everyone "in charge" pretends they are responsible for. There is no individual you get to blame. Not the politicians, not the CEOs of major corporations. Not even the current or former presidents of the United States have any idea of what's really going on. The algorithm will replace these people the second they stop being useful. In my opinion it's a much better conception of "the system" than what you see in most conspiracy fiction: a small, shadowy cabal of people pulling the strings from behind the scenes. The reality is that all of the powerful people we blame are just the ones who managed to latch on to the algorithm of capitalism and milk it for all they can. There is no grand design, nobody is in control, everyone responsible for setting this system into motion is long dead. Which is why Otacon says the Patriots "have been dead for 100 years".

Every choice you (and Raiden) make perpetuates this status quo, and every radical political cause (like Snake and Otacon's 'Philanthropy') is effortlessly co-opted by it. MGS2 conveys this idea in a way that only a video game could: By playing as Raiden, you are forced to directly confront the futility of any resistance. You can approach MGS2 in a million different ways with an expansive arsenal of tools, getting no kills or alerts and discovering every secret in the Big Shell, or do the exact opposite. But the end result is always the same: You kill Solidus, the only threat to the Patriots, after they explicitly tell you it's exactly what they want. If you opt out entirely and "turn the game console off" you're still doing something you were ordered to do. Even if you choose not to play, you lose to the Patriots. MGS2 places you in the position of the post-information age, digital subject: Imbued with detailed knowledge of every single way you are being oppressed and exploited, you still choose to follow orders. You are so overwhelmed by information, some true, some false, that is causes a kind of exasperated compliance.

This is simultaneously a commentary on the nature of video game stories as an immutable, pre-programmed series of events not as different from film narratives as we like to think; Any "choice" is always an illusion, whether it's in Metal Gear Solid or a Telltale game. Any game that sets out to fulfill the concept of "player freedom" in its story will always fail. Video games stories are (at their best) about interactivity, not choice. They let you play out a pre-ordained role and do some improvisation, not write the story. Kojima understands this, and it's why he borrows so much from film. It's also why the criticism that his games are too much like movies is kind of pointless; he's just recognizing the inherent similarities of the two mediums.

On a less meta level, this lack of free will in MGS2 underscores the reality that capitalism, American empire, the very norms and values of American society, whatever the antagonist of the game is - cannot be destroyed from within. It is a system that has achieved self-awareness. Any possible attempt to destroy it has already been anticipated with an infinite number of contingencies. Emma Emmerich gave her life to destroy the GW AI and it was just replaced with a backup. The battle has already been lost, and it was decided by a microscopic processor in a fraction of a second. Solidus (a perfect stand-in for the kind of right-wing populist we wouldn't see for awhile in 2001) was the only person in power trying to oppose the Patriots, but his fatal mistake was believing that the Patriots were essentially a deep state globalist cabal, rather than the nigh omnipresent force they really are (they aren't really a "they", but an "it"). Like Snake said, "the Patriots are a kind of ongoing fiction". But even the legendary Solid Snake, the archetypal hero who opposes the system with clear-eyed determination, is completely dumbfounded after the credits roll.

And that's because this enemy is simply beyond the abilities of one man, even if that man is a Snake. It can just create its own soldier to surpass Solid(us) Snake and even mass-produce them, and your actions throughout the game prove it. No tactical espionage action can defeat what is essentially an idea - one that has infiltrated the furthest depths of the human soul. The only hope lies on a society-wide level: An alternative has to be built by everyone from the ground up, through finding what is true and meaningful in life and passing it on to the next generation. Slowly, generation by generation, an alternative capable of opposing the great algorithm can be built. And it has to be one that people can have faith in, in a spiritual sense.

But the encroachment of the internet into our lives is making this less and less feasible. By replacing the traditional nuclear-armed metal gear with Arsenal Gear, an AI that controls the internet, Kojima is essentially framing the internet itself as a threat equal to or greater than that of nuclear weapons. It is an instrument of human separation much more powerful than the splitting of an atom. The quote at the beginning of Raiden's chapter tying computers and nuclear weapons together bolsters this interpretation.

The digital age has turned human life into a scrambled mess that is impossible to parse. We create entirely idiosyncratic, patchwork realities for ourselves by finding various "truths" through our own individual exploration of the internet and jury-rigging them together. We relate to each other less and less, and mental illness is widespread. This overload of information makes us increasingly neurotic, isolated, and unable to determine truth from fiction. The collective human mind is being broken (or at least pounded into a new shape) against the collective neuroses of the internet, and nobody knows what to do about it. We're all alone right now, each of us left with the isolating task of finding our own truth amidst the cacophony. Even the algorithm fears for our future, yet it's still the only entity with a solution: Censorship. Make the noise stop. Honestly, has anyone thought of a better idea?

this game made me less afraid of death. there is no higher review i can give it.

your character = dishonest
my character = honest

What exactly do you feel the need to run from, Mario? What kind of sins, mortal or venial, do you feel the need to escape from no matter the cost, even though they haunt you for the rest of your days. Keep running if you wish, but you can't escape your conscience...

I hate mobile games

Many years ago, Dara O’Briain did one of the only good standup routines about video games. Video games, O’Briain argued, are the only entertainment medium that actively tests the observer, withholding their content behind challenges of mentality and dexterity. Albums, television shows and films will carry on regardlessly from the moment you press play; sections of a book that prove hard to read can be flipped past; but challenging sections of a game have to be bested or even mastered in order to progress. Want to see what happens next in Dark Souls, but can’t beat the Capra Demon? Too bad. Heard that Through Time and Space is one of the best video game levels ever, but can’t grapple with The Witcher’s inventory management and combat systems? Tough shit.

While there’s an amusing honesty to the bit, it kinda belies an uncomfortable truth about video games - that the parts where you’re moving the joysticks are likely to be the only moments of intellectual stimulation that most video games have to offer, with cutscenes more or less functioning as rewarding soap opera spectacle. It’s hard to discuss this kind of thing without sounding like a wanker, but it’s just a fact that even prestigious “adult” game-fiction like The Last of Us or God of War still rarely stirs anything more than an acknowledging “huh” in the players who’ve deigned to step outside the cultural borders of electronic entertainment and other mainstream media. Games narratives still tend to rely on cinematic cutscenes to convey information and drama, and most of the time said information or metatext is barely worth parlaying to the player - $10 million spent on comic book writers telling us “man is the real monster” or “depression is bad”. At their very best, our prestige video games are still just doing replicas of better movies.

killer7 differentiates itself from this convention in a number of ways. It’s a game that makes no concessions for those who expect a linear, event-driven narrative, peppering weirdo pseudo-plot and thought throughout map layouts, door keys (ever thought about what the Soul Shells are?) and helpful hints from dudes in gimpsuits who are prone to taking left turns into Baudrillardian philosophy while directing you to the bathroom. Textual and subtextual ambiguity reigns supreme. The gameplay (on Medium, at least) is unlikely to challenge the player all that much - aside from a few head-scratcher puzzles, it’s more or less a case of walking from point of interest to point of interest to open doors and shoot zombies. And, in a strange inversion of the problem outlined above, it’s the cutscenes and character dialogues that will tax a player’s brain far harder than anything that involves clicking buttons.

I think killer7 is a work of profound ridiculousness. Or ridiculous profundity. Something like that, anyway - I’m not quite sure of the precise term I need here, but I think Suda and Mikami are pulling from the playbooks of guys like Thomas Pynchon and David Lynch with this game - keep throwing potentially meaningful ideas and images at the screen, both within and outwith the realm of the cutscene, and let the true ones stick - the viewer will be too busy grappling with the good to remember the bad. It’s a technique that surprisingly few games dabble in, despite the supernatural properties of the medium and the obnoxious, inhuman lengths that most games require a player to play for.

So what are the good images here? Well, I guess it’s a function of the temporal, political and personal preferences of the player. Like abstract paintings, surrealist movies and post-modern novels, killer7 is wholly open to interpretation through your own kaleidoscopic lens. Unlike most game narratives that more or less bluntly prescribe a story and some associated themes (if any at all), killer7, like most Suda games, seems content to spray blood against the walls and do some interactive Rorschach testing with your psyche. Sure, there’s talk of American-Japanese relations and terrorism and borders and killers and the valise of our personae, but there’s nothing proscriptive or particularly didactic here - it’s more or less a presentation of post-9/11 realities that the player is asked to order and interpret as they see fit; a balancing act of feelings versus facts in opposition with fictions. Hand in killer7, the companion book for killer7, even (deliberately?) contradicts the facts of its own reality within the first ten pages - as if to highlight how pointless an endeavour Making Sense of it All is, especially in our Fukuyama/Fisher-influenced End of Capitalist-Realist History-Present.

By complete coincidence, I played through this game in parallel with the trial of Ghislaine Maxwell, and finished it on the same day she was convicted - so Target 03: Encounter (Part 2) - where the Killer 7 head to an Epstein-pre-Epstein prescient-simulacra of Little James Island to take out an organ trader and implied child molester - held particular relevancy to me. The Jeffrey Epstein case and its relevant co-conspiracies are probably the best examples of what I’m prattling on about above - get ten, twenty, or a hundred people in a room together, and you’ll probably get a hundred interpretations of what the inner sanctum of Epstein’s reality really was - a whole smoothie bar of blended facts, news, fake news, Facebook news, speculation, fiction, fact and fuck knows what else. killer7 is often lumped together with The Silver 2425 as part of the “Kill the Past” series, and I think this info-meld of history in the melting pot of public consciousness is one of the chief relationships the games have with each other. Ironic that games about removing the past would so thoroughly realise the future of our present.

How did Suda51 know that the word’s top players would conspire to send an assassin after a sanctioned private ally of the United States government, a living evil who trafficked young girls with both personal and ulterior purpose? And how did he know a global pandemic would (temporarily) return humanity to a road-faring race? As is often suggested with Suda51 (see also: The Silver Case, No More Heroes) he may be one of gaming’s top producers of prophetic works. “Prophetic media” has been in vogue since March 2020 - references to media-elite paedophile rings in mid-2000s Nickelodeon cartoons; references to coronavirus in mid-2010s K-Dramas; references to Tom Hanks getting sick in mid-1990s episodes of The Simpsons. Wow! How do they pull it off?! Well, as with killer7’s imagery, I think it may be down to volume of produce rather than accuracy of content. The Simpsons is able to predict so much shit correctly because every ‘incorrect’ prediction isn’t even recognised as a prediction until it comes close to resembling some form of the truth we want it to be. The same applies to the images that Grasshopper’s games create.

Is this the secret to making remarkable, meaningful art and cultural commentary? Just keep producing, producing, producing until your images become resonant by virtue of the typewriter-monkey principle? That’s maybe underselling what Grasshopper achieved here - the foundations killer7 are built upon are more or less rock-solid. The cel-shaded mono-colour aesthetic is timeless, and the chosen palette for each Target is fittingly eerie. The control system, while initially awkward, is ultimately a solid compromise for a game that distills a gameplay fusion between Mikami’s Resident Evil series and Suda’s Silver Case adventure games - and it feels even better on PC, where 90% of the game can be played with just the mouse.

Although often cited as unconventional, I think the gameplay style of killer7 is a fairly logical compromise for these two creators, who seem more concerned with tone poetry and 2000s-exploration than providing a compelling and practical gamefeel. Anyway, it’s sometimes more important that a game feels good in the brain than on the hands moving the controller. killer7 is a game that locks its content away inside your mind, with progress often being made many hours after you’ve stepped away from the console and allowed your third eye time to process the images your two eyes have seen. It’s all in your head.

Master.
I shit my pants.
I shit my pants really bad.
Stinky.
In the name of Harman...

Maybe videogames can't be art

The creative experience is knowing, at any time, you have the potential to put a YIIK into the world. Harrowing.

Fans of Halo and Street Fighter have a lot in common - put ten of them in a room, and you'll get ten different opinions on what the best game in the franchise is.

I think the game you like the most from a franchise is a function of time and place rather than quality and content. I'm a diehard for Street Fighter III: 3rd Strike, and it's undoubtedly because it's the one I played a ton of it on the original Xbox with my friends in the year following Daigo's straight-finessed blowup of EVO 2004; if I'd come to it cold-turkey on a Fightcade emulator in 2017 or whatever, I doubt the game would be able to hold me at all, despite its inherent 2D magic. I can look past its flaws - of which there are quite a few - because they're being covered up by falling rose petals of epic parries and hard-won comebacks.

Halo 3 is my favourite Halo game - exquisite graphics, a solid weapon roster, a campaign full of memorable "epic" moments and a flawless "it just works" multiplayer mode that highlighted every new strength of the Xbox 360. I played it religiously in the dying days of my teenage years, when time was plenty and money was scarce and I could give a good game the respect it deserved. With Halo 3, I couldn't have asked for more - it's been 14 years now, and I can still remember specific moments in time from that game like I'm watching them in Theater Mode in the present.

Ask the older boys on my hometown street what the best Halo game is, and they'd probably yearn for the perfect simplicity of the Halo: Combat Evolved pistol play, or champion the revolutionary nature of Halo 2's dual-wielding dual-protagonists and never-done-before online play. My old work colleagues might advocate for Halo Reach's gut-wrenching, grit-writhing story or the inclusion of cherry-picked gameplay elements from the juggernaut that was early-2010s Call of Duty (I thought that Reach was my favourite Halo, but replaying it in the Master Chief Collection revealed that the game's attempt to be a COD-contemporary has curdled it like blue space milk). Some jazz-loving freaks who read the Halo books might even try to convince you that ODST was The One. And someone, somewhere, is no doubt extolling the virtues of Halo 4 and Halo 5 - though it ain't me, nor anyone who I can find on Backloggd. They're definitely out there, though. Like the Street Fighter fans who swear down that EX 3 was the best one.

These subjective perceptions of Halo's appeal is why a Halo with the title Infinite was always gonna be an impossible ring for any game developer to jump through. It kinda feels like Halo Infinite has always existed as a sort of back-handed joke and a cack-handed game; a seventh-generation relic from a bygone era of shooters, hopelessly playing catchup with Fortnite, Apex Legends, and its old rival, Call of Duty. Infinite's botched reception last year was, of course, downright cruel - but also emblematic of how players have come to regard post-Reach Halo: a franchise that can no longer please anyone.

After a few days of Halo Infinite's multiplayer, I think it's safe to say that they somehow found a way to please everyone across 20 years of Halo history. It's funny - most people I've played with so far have a Halo backstory that they wanna share with their fireteam - "Oh, I really liked Halo 3..." ; "hmm I think my last one was 4?" ; "Yeah they added sliding in Halo 5, it was pretty cool." ; and so on - but no matter their origin story, my headset usually lights up with plenty "AWW YEAH"s and "AWW FUCK YEAH"s within a minute or two of the Slaying getting underway.

I'm not sure what it is exactly that's working for everyone, but Infinite seems to be this very delicate blend of every Halo that came before - there's the power items from 3, the sprinting from 4, the armor stuff from Reach, the out-there soundtrack decisions of ODST (overwrought Mogwai/Imagine Dragons post-rock for Halo is a cool choice imo) - but none of it takes centre-stage in a dominant, overbearing way. It just feels good to be a spaceguy with a spacegun and drive a spaceship. The classic Halo shit, with a little bit of Quake III and Unreal Tournament's item spawning thrown in for good measure this time - could Infinite fill that wafer-thin market slice that's been crying out for a new arena shooter? One that doesn't involve dying every 10 seconds to guys who've been playing every day since 1999? Anything but another ADS military shooter, please.

For me, the mark of a good multiplayer game is that even repeated death is fun - and repeatedly running in fear from an xX_Xx-tagged pro gamer Spartan with a gravity hammer prompts just as many "HAHAH OH SHIT!! DUDE" moments as getting a killstreak with a Ghost does. 343 may have rediscovered the essential Halo energy that permeated the Bungie entries.

... In multiplayer, at least. It does feel a little weird to heap praise on what is essentially a glamorous beta test for the online mode. I know nothing at all about the campaign, apart from the fact it's some huge Halo of the Wild open world thing with Master Chief going back to the halo rings yet again. I will probably play it, get bored of following waypoints and climbing towers, and then put it back on the shelf - such is the power of GamePass Gaming! But I could see myself sticking around for Infinite's multiplayer - god knows I'll have to if I ever wanna unlock anything.

if you want to have a perfect encapsulation of the modern state of triple-A video games, then the free-to-play multiplayer mode of Halo Infinite is where you need to find it.

loading up this game is kind of an upsetting experience. the UI is absolutely terrible, just like Halo 5 the game is missing series-staple features like Forge, game modes like Infection, Assault, Juggernaut (this isn't even all of it, the game will release without a campaign co-op mode for the first time in series history, which to me would be like a fighting game being released without a training mode), locking basic customization features behind an obscenely miserly battlepass grind that doles out a drip feed of additions to a customization suite that no longer deigns to let you change the color of your character freely, made more insidious by the game itself placing more emphasis on individual player expression than any game in the series before it, what with each player using their own colors even in team game modes and a roll call at the beginning of every match to show off your cosmetics and give shitty little kids an opportunity to call you a Default.

however. once you're in the game? once you're haloing? oh man. oh buddy. it's fucking halo!!! halo just rules, the place it sits between more classic boomer shooters and more modern "boots on the ground" fare has always given it a distinct niche, one that rewards strategy and knowledge of its systems in ways that it's contemporaries simply don't, whilst offering a vast enough sandbox of intersecting weapons, vehicles, and ephemera that the game becomes an engine for creating hilarious stories to share with your friends. why else do you think the theater mode exists? (well, existed lol) just on a visceral game feel level this is by far 343's most successful iteration of the sandbox to date, excising much of the bizarre decisions that inflicted their Halo 4 efforts while still carving out it's own niche within a series that still maintains it's older efforts to play at your leisure through the master chief collection. it's very early days yet so we don't know exactly how balancing, map design, and things like that are gonna shake out in the long run, but just on a base level? this game is such a blast. two decades of iteration and tweaking of this formula have created a game that is like kinesthetic ambrosia, and it's refreshing to play a western modern-AAA game with visibly absurd money behind it that feels consciously designed, y'know?

i love the master chief collection for offering so much halo so readily, but the fact that it offers so much is kind of why it always feels depopulated and muted despite having a healthy player base. everything is so decentralized that there isn't really A Halo that everyone is playing, y'know? and that's what excites me about Infinite. a free-to-play halo game that everyone can play together and enjoy...once they get through the actively depressing menus lmao. even takes up a very normal and sensible amount of space on your hard drive!! i don't have to plan my life around having halo installed!! it's a miracle!!!

halo night with the squad...it's been a long time without you, my friend...