10 reviews liked by loveshockers


thinking about this alot after finishing it so heres a journal with the "perfect reader" in mind (sorry). everybody loves transmitter and tbf kusabi and sumio are pretty good, to the detriment most of the others in the hcu imo, but placebo really is where the heart of this game is. morishima's routine and the way his i-dont-care cynicism gets challenged crystallizes the heady themes you deal with in transmitter, maybe a little too scattered-ly handled in that scenario by itself until later chapters get somewhat better footing, into a more personal and comparatively more parseable focus. the back and forth of understanding events emotions and associations between scenarios helps them both and made this more emotionally involving than i expected. that last chat with erika makes me cry just thinking abt it.

only played killer7 before this but i think prefer this to it by a little, even if k7 is more certain in what its doing. am now real excited to get into kill the past and see what fsr and 25th ward brings, and might replay k7 and finally fix feelings on it once i get through those.

This review contains spoilers

Sad as hell when you've already played the second game. So much of the mythos of the American west that still felt mildly present in the prequel is nearly gone. Everyone that tries to hold onto it is left behind in the name of progress. Treasure hunters are near incoherent. A man lives alone in the woods, convinced that his dead wife still lives. Red Dead 2 places you within a close knit community. In Red Dead 1, everyone is a stranger, and everyone is out for themselves. For every new law that's put in place, everyone becomes increasingly isolated from each other. Rarely do you find someone who comes across as warm or inviting. A desire for connection still lingers in the back of everyone's minds, but it's snuffed out by the corrupting desire for power. It's all very disturbing.

At the center of all this, you have John Marston. Marston is much more cynical this time around. He's run out of empathy. He plays both sides of any given conflict without much regard for the ramifications. Anything that doesn't already have to do with his life is rendered useless. You could argue that he deserves the ending he gets, and I think I would be one of the first people to make that argument. But he's a victim of the hand he's been dealt. In his mind, he's tried his best to make something of himself in a world that's always been out to pull the rug from under him. In reality, he was both a perpetrator and a complicit bystander to many terrible things. But while he may have deserved punishment, his family didn't deserve to go on without a husband and father. For that reason, despite all the atrocities he's caused, his death is heartbreaking. He's an excellent example of a protagonist who manages to be completely unlikable in a way that actually enhances the narrative. There are critics of this game who would argue that it's actually somewhat racist and irredeemably lacking in morals. These arguments are valid, but to me the whole thing feels deliberately ironic and deconstructive enough to get away with it.

I think that as a game, Red Dead 2 is much better. The open world is more fleshed out, the characters (including the unlikable ones) are way more interesting and MUCH better written, and the themes and story are perfectly intertwined with each other in a way that the first game doesn't always succeed at. But this is still very good, and often for different reasons than RDR2. Definitely worth playing at least once.

[post-25th ward face] haha ummmm yea!

first thing to get out of the way: the presentation here is a beast, even by grasshopper's standards. if it weren't for killer7's audio design i'd call 25w their aesthetic peak, so it follows then that this is some of the coldest atmosphere in games ever. you'd think the original silver case was the mobile game.

i mentioned in my flower sun and rain review that i expected 25th ward to be a "return to the grime" after the vacation away, but it turns out that's not entirely the case. 25 coming after 24 implies sequentiality, certain concepts and people do make a return, but the 25th ward--both the game and the setting--won't provide as much continuity as you might assume. in fact it will at many points try to shatter that continuity, and then dare you to look for it anyway. the 25th is influenced by the 24th, its a more rigidly enforced and even more claustrophobic city box, but its acceleration and sterility also makes for a keener sense of meditation on itself from so many angles, honing on in not just the city-net idea but also on the dynamics of surveillance, identity within gender/work/metafiction, exorcising the past, anachronistic reflection on the work from the authors, and games and the player-character.

this is best felt in the interactive space of the game, hugely improved and more considered than its direct predecessor. tsc tries to connect urbanization with cold unfeeling logic by having you solve codes to unlock doors and shit, but they are too infrequent and don't have much behind them beyond the numbers and ciphers themselves. 25w by comparison utilizes wizardry-esque navigation thru indoor hallway mazes, sex chat as repetitive dialogue trees, and constant password/pin entering (i don't make a lot of comparisons to fsr but this element feels the most like that game) to hone in on tsc's original thesis, expressing it more starkly and confidently. one really vivid example for me being when you are dropped into an apartment complex of four 7 floor buildings with 10 rooms per floor, in order to find a man hiding out in one of those 280 rooms. the "city" has been crunched down to "the apartment building" as a database, dehumanized yet also video gamey, onto itself; your partner is a "searcher" who can feel out where he is, so you search by building/disk, then by floor/folder, in order to target a piece of data that is a person.

that said i really had to think over this one, i practically immediately replayed it to sort feelings on it. tsc has the clearest sense of "character development"--how i took it anyway--guiding it and concludes on a more directly emotional note, and the interplay between its two scenarios feels the most effective compared to 25w's further and further divergences between its scenarios. BUT 25w is much tighter its in thematic construction, managing to be ballsier and THE most weapons-grade cryptic shit without completely toppling its jenga tower, and its more fun to think about after the fact in some ways. your preferral of tsc or 25w may depend on, at the risk of oversimplifying what its doing, how willing you are to accept characters that are more seemingly static in their personality, or at least foggier (the big exception being in matchmaker, imo the weakest scenario that feels unfinished by its end but is enjoyable on its own terms for having the most bluntly dynamic arc for its characters) for the sake of interrogating their role in the world. in many cases the players perception of them changing with their understanding of the story is what matters, and that is admittedly used to great effect with further readings. but its difficult to say how i mean this kind of thing exactly

i was ready to call it my least favorite of the trilogy after first finishing it but now it may be slightly better than tsc? im still not 100% sure where to place this, other than that i know fsr was basically predetermined to be my favorite so i can say its not at that level for me, but ultimately all three games are bangers so yeah. did my best to make a review that wouldn't need a spoiler-tag but my god at this point i am just constipated to get into this more

The one thing I never expected an Obsidian game to be was terminally uninteresting but that's exactly what The Outer Worlds is. A collection of shallow systems, characters, and quests that sort of affect the illusion of a proper RPG with depth and consequence but in reality offers nothing of the sort.

The almost cartoonish lack of depth in the gameplay is mirrored in the story, which is a smarmy and infuriatingly smug monument to Enlightened Centrism that wraps itself in a veneer of anti-capitalist rhetoric so thin that it would struggle to appear meaningfully leftist even to someone who gets all their political opinions from Breadtube. Faux-empathetic South Park politics for the Rick and Morty generation, where picking an actual side is always fucking stupid and you should always strive for a meaningless compromise in order to preserve the status quo.

Genuinely astonishing that this came from the same studio that released Pillars 2 just prior, a game that, for all it's issues, actually had the guts to grab you by the neck and tell you to pick a fucking side, to get some god damn ideology, and actually let you meaningfully change the broken world it presented. That game was the real New Vegas 2 you've all been clamouring for, but no one bought it, so I guess we're stuck with this.

Nothing else to really say because there's basically nothing else in here. An utterly empty and vacuous game that doesn't even manage to surpass Fallout 4. A snake oil salesman promising you a miracle solution to bring back the Fallout you remember, but get past the fancy logo and uncork that bottle, and you'll find nothing in there but dust and echoes.

(i put some hot tips on playing chulip at the end of this review and i beg you to look at them, if nothing else here, if you are planning to play this!!!!)

moon, chulip's predecessor that laid the foundation for its general gameplay and writing style, is a game about "love" in a broad sense. you must observe people, hear their thoughts on things/others, give items, and practice good timing and patience while each tick of the timer brings you closer to "death". you give "love" and in turn receive it as a kind of experience, which as it accumulates allows the player-character to persist in the world for lengthier periods of time. the idea behind this "levelling up" with love, to extend this life timer, is that love is what drives us to exist at the most fundamental level.

moon ties its passivity of the player into a critique on rpgs' getting experience through violence and its obfuscation of that violence, and forms much of its identity around this. despite some uneven execution, i do think its statement of intent that comes out of this critique, taken more broadly a thesis on what we take from games in general, makes moon an incredibly passionate game in own right. but its kind of passivity presents its own problems to me; you become an intangible ghost in moon's world, impervious to all its elements EXCEPT for time. it presents its own challenges for the player through with the concept of passing time, but because its only really the timer and being patient enough you'll have to worry about (and you practically forget about the timer once your love level is high enough), i do feel like there's some lack of complexity to moon's definition of "love" past this. this lack unfortunately lends itself to simplistic woobified arguments for moon that arent totally its fault, that its a cutesy escapist sim patterned after animal crossing, revolutionary just because its non-violent, smoothing out the complexities and contradictions that do exist within the game.

yoshiro kimura, one of moon's three main designers and the one responsible for the bulk of its script, would go on to found punchline and create its first game, chulip, after suffering a health crisis and travelling the world (not sure in which order, but i think both inform this game's figurative/literal troubles of the heart and its internationalism, respectively). chulip is one of three spiritual sequels to moon along with giftpia (by moon designer kenichi nishi's skip inc) and endonesia (by moon designer taro kudo's vanpool), all three of which lift moon's "love" gathering mechanic but ditch the rpg critique to utilize it for stories about growing up and adolescence...at least from what i can tell, because only chulip has an english translation. i believe giftpia is about considering what path one takes to realize they are an adult, and i believe endonesia frames adulthood as an understanding of one's own emotions and rejecting escapism, but i'd love to be able to understand their text fully someday and see for myself. the point is, all of them take moon's bedrock and mechanically and narratively add their own spin and layers of complexity beyond that original game's meta, genre-defying statement.

chulip frames adolescence as "learning how one can attain happiness"...which can be interchangibly interpreted as attaining love, since the game revolves around getting kisses and all, but happiness is the operative word that comes up time and time again. its a harsh world, one of artists unhappy that their dreaming days are long gone or contending with leaving them behind, working adults unhappily fighting over scraps of money no one can get, lovers unhappily separated by death that came too soon, workers unhappy to be stuck in dead end jobs in perpetuity, people with secret passions and vices unhappy that they cant be known, students of life so unhappy that they shut themselves off from the world, so on. the main goal is attaining a lasting happiness in winning over a girl you saw in your dreams, and to do that you need to strengthen, i.e. "level up", your heart by getting practice kisses from everyone else in the game.

to make the player understand the world as one that tests happiness, to take them out of complacency that stems from being nothing more than an observer, moon's timer is replaced with hp, heart points. same basic idea as health but damage is not just physical (though it often is), but emotional too: when you get yelled at, overhear a snicker at something you did wrong, pick up a gross RNG poopie out the trash, you take damage. a game over in chulip is not becoming starved of energy like in moon, but becoming heartbroken. chulip teaches that finding happiness is a difficult journey that requires a vulnerability to pain that moon largely shields you from. you must learn how to deal with being hurt, sometimes to the point of wanting to give up, much like its underground residents seem to have. but even they have moments where they want to come out and be happy. thus the game is not just about comfortably observing examples of love in the world, but exposing yourself to an often unkind world to find happiness, to both enjoy the smaller moments and to become closer to a revelation of oneself.

so the elephant in the room: chulip's reputation. that it wastes the players time constantly, that its puzzles are cryptic to the highest degree and its never clear what to do, and that its viciously eager to hurt the player in many different ways until they die and lose progress. even people who found something to love in moon--itself a time wasting, highly cryptic game--would say chulip has worse design. moon can be accepted for its supposed wholesomeness, but then chulip by comparison is downright abusive for daring to be a cute game about gaining love from others that then has you taking figurative and literal blows from them constantly, and discouraging exploration when the most harmless seeming, insignificant interaction might hide an unwelcome, barbed wire surprise. i have heard all this, considered it carefully, and decided i am far too in love with chulip's whole being to care or even think of most of it as actually bad. i cant think of this game as truly mean-spirited when it sincerely makes me laugh, humbles me, and has this aura that kept me from ever being mad at it for too long. its entire essence envelops me, making everything it throws at me feel utterly right with what it kind of experience it is.

im playing the trangressive design card here somewhat, one usually used for more self-serious, "cooler" experiences in which theres no real question about their intentionality--pathologic, nier/drakengard, certain kill the past games spring to mind. its wasting time is inherited from moon, both sharing an unconventional design element in having the player feel time go by passively, so that even boredom adds color to a world as it turns with or without you (though chulip having no timer makes waiting around by itself less of a problem, the one "non-stressful" edge over moon). i find its even more cryptic puzzles are actually more fitting than moon's, or any other adventure game i can think of, because its obtuseness is so over the top and specific to itself when taken altogether that it feels hilariously in tune with the strange and opaque nature of the characters and the world. same can be said for its threats to your health from every corner; im drawn into the world when it strikes back, not simply out of some dour sense of brutal reality, but because its jokes hit that much harder when you mechanically feel the punchline (heyyo). im not saying all of this is intentional, though i think more of it is than its been given credit--dont even get me started on the factory as a simulation of grueling tedious work--but it doesn't matter to me when so much of what might not be intended just works so magically for me. all of it adds up to become THE single best work of comedy ive ever found in games, slapstick with uncanny timing, bewildering beyond belief in its impish way.

not to mention that this is a love-de-lic like we are talking about; an airtight clockwork construction of character-based narrative design with an incredible level of detail to discover on your own, genuinely deserving of greater appreciation. will always love the planning out of what to do that happens in my head with every daily commute to different areas, working my way through the showa-era diorama of long life town with its lovely rustic atmosphere. its mundane ritualisticness got nailed into me as i played and became insanely endearing; getting up, passing michelle beside the empty lot dream girl is living in, going under the train tracks where that fortune teller is, walking by the fountain up the stairs to the station, buying a ticket from the two-faced man and then waiting for the train...soothes my autistic brain like nothing else. the goddamn SOUNDTRACK and SOUND DESIGN is taniguchi arguably at his very best, full of variations on that one theme of the entire world of the game thats seemingly composed to be perfect biding-your-time music. AND its a game so tantalizingly bursting with secrets that i have played it and replayed it often these past 5 years, and in all these years, i have only been able to go a few months at most before i find or hear about something i never found before. not kidding, i literally found something new the week before i wrote this. ok full on rambling at this point ill wrap up

im too stubborn to make concessions, or to fall back on ironic appreciation. i love chulip immeasurably, it epitomizes so many of the feelings within games that i want to explore most, as a singular and highly considered vision within the medium that ALSO reveals this medium's tendency towards fraught, confused architecture. an intricate piece of simply spoken poetry with a wonderful rhythm of life to it, yet brutally and hilariously esoteric as can be. looking back on an embarrassing temporary defeat and laughing, listen to the sounds of your hometown at night, speaking honestly and being true to yourself to others, all of these have happiness in them. the rules of love are the rules of the universe, the rules of the universe are the rules of long life town.

SOME TIPS:

- im not going to say you wont need a walkthrough and i dont blame people for using one BUT dont assume this game wont give any hints on how to do anything. i would say to try a walkthrough only when you feel like youve exhausted your options, especially if it isnt related to an underground resident or the "main quest". when you need a guide i recommend using the fandom wiki for help, as gamefaqs is ocassionally misleading.

- tying into the above, i cannot stress enough that the third rule of love suzuki mentions is extremely, EXTREMELY important. you follow that rule by showing items and name cards to people in long life town, you can buy blank business cards from the shop next to the train station. if you engaged with moon's name cards/item showing system, you probably understand, but id argue its even more crucial in this game. take in and learn as much as you can.

- the english localization makes the game playable but it is incomplete and downright bugged in places (i still love how its deadpan delivery makes everything feel extra bizarre, even if things were translated too bluntly). the worst offender is that it left out a major hint for a main quest, which ill tell you about here: you'll find a computer that displays a message onscreen, that message is "dempou soccer".

- save often. in new areas, prioritize kissing residents who clean toilets. this game can kill you easily especially early on, tread carefully until you have more hp and health items to recup from blows.

I don't know if I can call this the best RPG ever made but I'm also struggling to think of one I enjoyed more. RF4 may not seem stellar on the surface but when you actually play it you'll recognize the level of polish, intricacies of its systems, insane amounts of content, and wonderfully charming characters. This is easily the peak of the Rune Factory series and even Rune Factory 5 probably won't be able to top it.

Something I find very interesting is how a lot of the reviews I'm seeing for this game are about the story, about the writing, or about the performance of the main character. And criticisms of those things are fair, sure.

But for me, when I think of Her Story, I don't remember the story. Really at all. What I remember is a sensation. The sensation of clawing and scrounging through a poorly formatted database, looking for answers, roughly assembling meaning out of snippets of conversation.

That's a sensation I found really, really engaging.

“An American tragedy. An odyssey of debt, of grief, of broken promises, of hope. A painful, melancholic fable composed of fables and more fables, spreading out and weaving in and out of itself. A dream ebbing back and forth between memory and fantasy. A plea for you to care about something.”

...This was my original review for Kentucky Route Zero. I still think it’s a good description. But on consideration, I feel as though I need to be bold and say it: Kentucky Route Zero is not only one of my favorite games, but one of my favorite things ever made.

This is not an assessment of quality. I am not telling you what to feel. I am telling you how I feel. And Kentucky Route Zero makes me feel a way.

I specifically say “Favorite Thing”, because Kentucky Route Zero doesn’t affect me like a game. When I think about many of my favorite games, I often think of them as games. They are full of mechanics, of challenges, of systems. That’s certainly not all games are, and games can be many things, but in the capacity that they affect me, enchant me, or fascinate me, it is often within this vague category of “game”. But Kentucky Route Zero is different. To call it “my favorite game” and leave it at that misses something. It’s certainly a game, but it doesn’t make me feel the way games usually make me feel. First and foremost, Kentucky Route Zero is a story. It’s unlike most. The main body of this story is a game, but it’s also a multimedia saga. There’s something quintessential permeating my experience of Kentucky Route Zero that transcends that category.

It is a hauntological melancholy. It conjures a world more like a memory than a reality. Kentucky Route Zero tells the story of people who seem familiar but you’ve never met, with jobs that were never really secure, in situations that could never happen, in a version of Kentucky that has never existed. Magical realism constructs a vision not of reality, but of memory, of a sensate fabric that you swear could have been but never was. Americana is a mythic entity made visible, standing in front of me within Kentucky Route Zero, and it’s on its last breaths.

It’s a hopeful story. That doesn’t mean it’s happy. The world around you is a wasteland. Everyone is dying. Everyone is suffering. Everything is weighed down by debt, pulled deep down into pools of darkness. To live is to work, work, and die. But there are other ways to live. There always have been. Should we move on? I think the answer is clear. But that doesn’t make the pain go away. We have to be willing to feel both grief and hope in the same breath.

All of its blemishes are dismissable. Fleeting problems with UI, incidentally clunky writing, weird mechanical tangents, overwhelming scope, these melt away when I take a moment to remember what Kentucky Route Zero is and feel the frisson travel up and down my skin. I'm trying to not be too longwinded here, but it's hard. I can't get into specifics. So I wax poetic instead. I could write thousands of words on every minute I spent with Kentucky Route Zero and still feel like I was forgetting to say something. It is a multitudinous masterpiece, refracting and reflecting endlessly, timelessly, quietly.

Kentucky Route Zero is one of my favorite things.

something about playing this game on virtual console non-stop for 24 hours straight during the summer of 2009 as a sixteen year-old taught me a valuable life lesson.

i learned how to scam the exhaustion system in the game. if you work late enough in the day, time will eventually stop in the early morning (i believe 5am to be exact).

once you reach this point, the only limiting factor you have is your stamina, which can be continually increased by visiting the hot springs in the mountains outside your farm or eating specific foods. by doing this repeatedly, you can lock into this cycle: tend to your farm until your virtual self collapses, go to the hot springs and wade around for a few seconds, and then repeat this cycle until you complete everything you need to.

i did this for two in-game years, until i had what i considered to be the ultimate farm. however, my farm required too much upkeep every day to keep everything happy. i had so much money that it became meaningless. i had spent so much time each day farming that i had NEVER ONCE EVEN TALKED TO ONE OF THE BACHELORETTES.

i couldn't garner the affection of one of the girls in a measly six months. it had to be earned over time. i would be alone in a decaying farm when my father showed up to evaluate me six in-game months later. i supposedly had everything that i thought i had wanted, only to see it crumble before me. i cried and turned off the console. in this moment i realized that capitalism makes fools of us all.

five stars.

rf4 is such a lightning-in-a-bottle game. no other farming sim, not even in the rune factory series itself, comes close to approaching this one's greatness. it's one of the best video games ever made, and i'm honestly mad at it for being so good because i view every other farming sim through an rf4-tinted lens of comparison, and i will never again be satisfied by anything else in the genre. "new stardew update's out!" "nice! great game. it's no rf4, but great all the same." that's my life forever now

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