Bio
Games played 2022 forward

Stars:
1.0 - Not For Me
2.0 - Didn't Like It
3.0 - Neutral
3.5 - It's Fine
4.0 - Liked It
4.5 - Loved it
5.0 - Perfect

Personal Ratings
1★
5★

Badges


GOTY '23

Participated in the 2023 Game of the Year Event

N00b

Played 100+ games

Donor

Liked 50+ reviews / lists

2 Years of Service

Being part of the Backloggd community for 2 years

GOTY '22

Participated in the 2022 Game of the Year Event

Busy Day

Journaled 5+ games in a single day

Liked

Gained 10+ total review likes

Roadtrip

Voted for at least 3 features on the roadmap

Best Friends

Become mutual friends with at least 3 others

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Gained 3+ followers

Favorite Games

Hotel Dusk: Room 215
Hotel Dusk: Room 215
Suikoden III
Suikoden III
Final Fantasy Tactics
Final Fantasy Tactics
Harvest Moon
Harvest Moon
Katamari Damacy
Katamari Damacy

119

Total Games Played

019

Played in 2024

011

Games Backloggd


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Ender Lilies: Quietus of the Knights

Apr 11

Mars After Midnight
Mars After Midnight

Apr 10

Recently Reviewed See More

The Saboteur is one of those games that blew me away when I played it back when it first released. It would take almost a decade for a game to come around that I think understood the open world genre better than this game (and more broadly, the way that Pandemic Studios understood it). Thankfully due to the recent re-release on Steam, I was able to revisit this gem.

I think firstly, I need to talk about if it has held up, as often is the question when revisiting nostalgia. Yes, with an asterisk the size of a boulder. The story is bare bones and frankly not great. The character motivation of revenge is a tried and true plot device and it is mostly the only thing that works here. I think Sean being a mechanic and racecar driver is great stuff, but there's no in game explanation why he is so good with explosives. Other than he is Irish I guess and oh god, did they only make him Irish because of the IRA? The other characters are all forgettable. The game is clunky at times from a gameplay perspective. Sean will often be confused about climbing over a wall and not just immediately grabbing the other side, or grabbing at all when you need him to, like trying to grab a wire. It's definitely a game made in the aughts with all of the bad movement and awful game and narrative design that statement entails.

So, why do I think it still holds up? This game oozes style. The noir black and white visuals with splashes of reds, yellows, or blues with full color in liberated areas is such a cool motif and still works so damn well to tell a story while also just being visually interesting. I think, though, while the story here is not great, Pandemic Studios' games only really use a vague story as a driver to make really interesting open world games. I think they really understood the genre and it wasn't until Breath of the Wild did another game really nail it in a way it felt The Saboteur did. The climbing in this game felt unreal in 2009 in comparison to its contemporaries. Lots of games were trying to figure out this freedom of movement and I think Pandemic Studios should be applauded for doing the best attempt at it. The market shifted on open world and freedom of movement took a big back seat until BOTW's climb anything, paraglide everywhere made the case with a massive exclamation point (though maybe telling that the only game since BOTW that understood this was Tears of the Kingdom). Now, I will take the rose-tinted glasses down a bit and say that the climbing has aged here. I think this argument probably seems silly if you first played this game now at least. It is a good reminder that this is a 15 year old game and give it a little grace. The open world design here is a map without a whole lot of different markers, which runs counter to the direction of Ubisoft open world games and heralds the noiseless maps of BOTW or Elden Ring. The free play elements of The Saboteur feed into the main game in a brilliant way. You can go in and clear out sniper towers and tanks and it'll make missions in those areas easier. And the free play stuff is definitely a good 'turn off your brain and listen to a podcast' gameplay loop. It can get repetitive and lacks variety after a while however. Fun to do in small doses when the mood strikes or when you know a mission is going to be in the area. These freeplay targets are also not critical to complete, they help to earn funds to buy upgrades or just as a fun distraction.

I think the last point I want to make on 'yes this holds up' is that the shooting and blowing things up is still just fun! Tossing a grenade from a roof down to a group of nazis and watching them ragdoll away is hilarious. I think shooting in third person games is such a tricky thing to nail. Rockstar only started to get it right after acquiring Team Bondi and how good it felt in LA Noire has then followed with GTA V and Red Dead 2 having some of the best feeling shooting in gaming. Pandemic was great at this with far less resources than Rockstar. It would have been interesting to see how they could have improved their systems into the Mercenaries game they were working on.

But I think the bigger picture includes a discussion of Pandemic Studios as a whole and the death of the AA game space. The last three series they made games for (Mercenaries, Destroy All Humans, The Saboteur) show that they understood making an open world fun and doing interesting things in the space. Their games are clunky and the stories are forgettable, but they are fun. They are games that have stuck with me for being fascinating and introducing mechanics that not many developers were going for. I think we started to lose these mid-tier games around this time as the industry chased bigger budget games and every game jockeys to be a blockbuster. Unfortunately, we are seeing the cost of these decisions now, with wide spread layoffs even if a game does well because it was not enough. News of more and more layoffs at game studios weighs on me and breaks my heart with each one. Now more than ever, we need more games like The Saboteur. We need more developers to be able to take risks with style and mechanics. And most importantly, these corporations don't punish these developers with layoffs or studio closures. I would love to see more games like The Saboteur and more studios like Pandemic be able to thrive instead of suffering the same fate that Pandemic ultimately did and like so many other studios did and continue to do.

Final Fantasy 7 is a timeless classic. I think I always knew that but it wasn't until I decided that the time was finally here to replay it in full to truly understand that. It's a game that's truly bigger than itself, now more than ever being remade as a trilogy, but the cultural and industry impacts of FF7 are still as important now as it was when it was released. There are big landmark games that shape the types of games that get made but also have such profound impacts on what games we, as the hobbyists, choose to play. This is very often either someone my age's first RPG or the one that made the biggest case for the genre. I cannot remember many RPGs prior to FF7 but I know I started playing a ton of them after.

I think the best part of revisiting a game from my childhood is that I understood so much more of it this time. I think I knew the materia system was a great magic system, but I really 'got' it now. I think I knew the story was great, but it's so much better now. The themes of environmentalism and anti-corporatism feel more at place now in 2024 than 1997. The characters have such a richer depth through the lens of an adult. Cloud was always cast as this moody loner, but it comes through a lot clearer that his aloofness and 'coolness' is a cover for insecurity and a fear of disappointment. The dichotomy of Tifa and Aerith also stuck out to me more. Tifa being the monk/brawler character, typically brash and loud characters, struggles with being scared of her memories and of what is going on with Cloud and often cannot find her words. Meanwhile, her opposite, Aerith, the typical White Mage, whom are often fragile and meek, is bold and funny and confident. She often takes charge and why her absence is felt much more deeply. I have to mention that Cait Sith/Reeve stuck out a lot more as an adult with a career more than as a kid. I think a lot of people hate this character for being a spy, but there's this conflict of him being loyal to the company and his place in the party. It reminded me a lot of stories of people who worked at Enron who were not involved in the fraud. The conflict of needing to be employed vs clear villainy.

Thankfully now there is easy access to guides and this game's secrets have been spoiled multiple times over. As a kid, I never interacted with the chocobo breeding/racing aspect, so I had never got Knights of the Round. I decided to see new parts of this game and being able to ride around on a gold chocobo makes you see the world in a different way. It's actually pretty nice to be able to look at an old game, during a replay, with a new experience in the mix. There are still some things I am leaving incomplete however. Emerald and Ruby Weapon will maybe have to wait another 25+ years.

There's so much that is impressive with this game. I've been stunned at this perfect pacing where I previously thought it would have dragged. I have truly been impressed by the materia system. I am charmed by these characters in a new way. This story hits harder in the world we now inhabit. It's truly a game I think is worth playing at any time and it is always going to be this classic game.

"Boy, I wish anime high school Seven Samurai / Battlestar Galactica was real..."