1427 reviews liked by neji


Omori

2020

I hate the depiction of mental illness here

me playing this video game: this is neat

me reading an incoherent twitter thread from one of the creators about how non-violent games are stupid and violent video games are praxis and that's what made Paratopic good: this isn't neat

In terms of the intensity and depth of the emotional response it engendered in me, Seabed compares neatly with The House in Fata Morgana. It takes a completely different, much quieter and subtler path to get there, obviously. Fata Morgana gets there with the most hard hitting melodrama possible. Seabed gets there through countless quiet moments, all working in concert to slowly weave a spell over you without you even realizing.

As a text game dev, I deeply appreciate the presentation. The whole story is told through VA-less NVL-mode walls of text, borrowed royalty-free music, as few VN presentation tricks as humanly possible, and a combo of blurred photo and cheap blender backgrounds. The only major points of aesthetic interest are the beautiful character illustrations by hide38 (who also wrote the script).

And the story still hits like a truck. When you make your characters and their longings feel this real in the reader's heart, you don't need voice acting or a bunch of expensive one-off assets. Seabed does exactly what it needs to with the presentation to support the writing, then gets out of the way and lets the story speak for itself. I think that's really admirable, and speaks to a confidence that a lot of devs would benefit from.

If all this sounds back-handed, it shouldn't. Some of the most well-loved VNs in history are doujin games like Higurashi or Tsukihime, which used similar aesthetic shortcuts. I cherish many VNs with super-loved-on presentation. But my favorites will always be the ones that make me believe in their stories, and you get there first and foremost with strong writing.

Seabed is as affecting a story as any visual novel I've read. I don't have much to say beyond that that wouldn't spoil the shape of the story (hence why I spent three paragraphs soapboxing about VN direction). If you're up for the slowest of slow burns, and you appreciate VNs with grown-up theming that don't talk down to you, give this one a read.

I died on a really good run, spent an hour self rescuing myself, then died again immediately upon continuing the run. This is the kind of roguelike experience I have waited forever for and it's perfect.

It's a story about trauma, depression, and specifically the rumination that happens over and over in your head. Might be the game that made me cry the most. I see far too much of myself in Siffrin.

persona 3 was a game with identity, intent, purpose, intentionality, heart, and, most importantly, creativity. i don't enjoy the lot i've been cast in life where i have to play bad versions of persona 3 and say why they're bad, whether it be the answer, portable, or this. reload is not just a bad remake of persona 3, it is a bad game that tells an interesting story in a ho-hum and pedestrian way. it takes so many narrative risks and choices from the original presentation and either waters them down or overly explains them to make sure the lowest common denominator doesn't have to interpret art. even divorced from its source material, this game fails to create a gameplay experience worth investing time in. as a remake, it fails to capture what persona 3 meant. as a JRPG, it is a dull affair with little challenge or complexity. persona 3 reload fails to be worth the effort it takes to play it.

the design doc of persona 3 reload had a very clear goal: leave no one behind, whether it be in story or gameplay. this results in story cutscenes being more explicit and less interpretive (compare the opening FMV with yukari) and gameplay that refuses to obstruct the player in meaningful ways. to be more specific, reload sacrifices any need for the player to become competent with its systems to make sure that anyone can beat this game. theurgy makes the game brainless and poisons basically every boss fight (ken can get a theurgy skill a little over halfway through the game that casts mediarahan + samarecarm + tetrakarn + makarakarn on the entire party). resource management is embarrassingly easy to trivialize (yukari can cast media for literally 1 (one) SP; there is a veritable buffet of SP items that you can trip over in daily life for little to no investment; theurgy overall negates the importance of SP and running out of SP is not the death knell it could be in orginal). social links as a whole are extremely easy to manage both due to point requirements being lower to accommodate for needing to spend more days on new content like linked episodes. hell, remember persona fusion? now it's been greatly dumbed down such that even triangle fusion isn't available anymore. this game is a concession that persona 3 was too ambitious and needed to be toned down. this is a remake that asserts that persona 3 did too much and tries to do less instead.

i'm not even beating the dead horse that is my opinion on party control because there's so many more issues to address. on basically every level, this game has either simplified or deescalated the complexity of its mechanics to accommodate a mainstream audience. i don't think there's inherently anything wrong with making persona 3's systems more accessible, but i think these capitulations go overboard and rob the game of compelling gameplay moments. there are no bosses in the game that truly force me to approach a challenge in a new way or think outside the box in the way that bosses like change relic did. every boss in this game is made longer to accommodate for theurgy damage values without any sort of intelligent design to make the fights feel more exciting for that length of time. boss fights are longer and easier because it's more cinematic to see mitsuru skate around and use her theurgy instead of letting the player use their own competency-based skills and strategy to end the fight. i am not the person who's going to cry that atlus sold out or whatever, but i am the person who's going to tell you that persona 3 reload feels like an undercooked experience because it consistently refuses to ask anything of the player. this game is easy, this game is simple, and this game is uninteresting.

above all else, this game begs one question: who on earth is telling atlus/sega that persona games need to be longer and have more content? persona 3 was a game that had a slowburn start that reload now turns into a bloated nightmare. everything takes so much longer in reload and everything feels more belabored, so i can't blame anyone for getting burnt out or even fucked off from this game's plot by the time things start picking up steam. on top of this, a lot of the new slice of life content wastes so much of the player's time. why do we need multiple scenes dedicated to kenji's performance on job day? i remember when saying that persona 3 was 70 hours felt like i was talking about this gargantuan piece of art. meanwhile, in reload, i hit 70 hours somewhere between september and november. these games do not need to be this long, and it actively ruins the experience to do so. persona 5 being a triple digit hour experience was a bad thing, not something to aspire to.

it's hard to not be at least a little offended because, whether or not P Studio intended it, they have basically hollowed out what made persona 3 so unique, so special. reload looks drab and unimpressive in UE4, and so much of the moody visuals get lost in the graphical fidelity. iwatodai dorm feels too bright, and then when january rolls around, they make the color scheme so muted that it is genuinely comedic. and there's just some really baffling and ugly visual decisions they made, like how everyone in club escapade stands motionlessly in pose. meanwhile, lotus juice has his fingerprints all over the OST in a way that just doesn't work ("mindin' my biz, so mind your own biz"). persona 3 was more than just a game with impressive systems that engaged the player, it was also a piece of art that had an aesthetic that gets lost here. this game feels completely identity-less when compared to the original because the original was both a deconstruction and a hybrid of genres. in many ways, reload doesn't just fail to live up to that artistic intent, it outright doesn't seem to know it was even there in the first place.

and i get it, as a fan of persona 3, my opinion has a giant asterisk at the end of it. why listen to a star wars fan tell you about why phantom menace is the worst movie ever? i will own up and openly admit i expected this game to be bad and had greatly wanted it to not exist. i had a feeling atlus would fuck it up somehow. i don't like being right about that. at the same time, i think there are missteps here that would stand out regardless of familiarity with the source material. yukari's edginess is completely deleted from her character here and she now just sounds and acts like chie on vyvanse rather than a girl with abandonment issues and trauma. fuuka got turned from "weird girl who serves as the empathetic core of the cast" to "girl who could have a thrilling conversation about spoiled milk". and reload isn't the first time akihiko's been sanded down to "protein fanatic who trains a lot", but it's probably the most offensive here. wouldn't it be really fucking funny if, the whole time you were studying with him, akihiko was doing something wacky like squatting above his chair instead of sitting normally?

these characters have been reinterpreted so much that they've lost their core identity that was integral to the plot of persona 3. i don't get the feeling that i'm seeing akihiko or mitsuru, i instead sense that i'm getting how someone interprets them after nearly 2 decades of fandom and spinoff content. yukari still has those "mean" lines but they lack any emotional root, so they come off as nonsense mood swings rather than a scared girl lashing out. and i'll just say it, karen strassman clears the fuck out of dawn bennett when you compare the final aigis monologues (fwiw, in both these instances, i blame the direction, not the VAs). these characters have been done better and it's really jarring that reload tries to flatten them rather than give them more dimensionality.

there's room to broadly interpret these characters, but constantly trying to make a self-serious character like akihiko the butt of a joke that he's in on speaks to how much he's being mischaracterized here. when akihiko was in a comedic scene, it was because he was the straight man, not because he was a this big goofball constantly playing to the crowd. these characters don't feel like themselves in a profound way, and i'd have to wonder how much that comes across to anyone who hasn't played original. does akihiko just seem like a wildly contradictory character to new players? truthfully, i have no idea if any of these people would've resonated with me had this been my first exposure to them.

i don't hate what all of reload's new content wrt characterization, and i honestly really liked some of the stuff they added for shinjiro and ken. but there's just as much that is unnecessary and outright bad. when we said they wanted more backstory on strega, we didn't mean that we wanted you to turn takaya into another akechi. if you're going to remake persona 3, why even bother if you're going to do such a disservice to its characters and setting? sure, you made some of the UI stuff look neater and more Persona 5-y, but what does that meaningfully add to the experience? when i saw the trailer for reload, i immediately asked myself "what does the water motif have to do with persona 3? why is the main character sinking into water? what are they going to do with that?" and it turns out they just wanted a cool main menu animation and nothing else. i want to say that P Studio was just misguided, but some of this content is so actively bad that it makes me wonder if any of them even liked persona 3. so much of this feels like it's trying to fix something that isn't broken, like it's an apology for the source material. this isn't a persona 3 remake for people who liked persona 3. but, then again, who else was it supposed to be for if not people who wanted another persona 5? persona 5 is the new cash cow and my dread for this being a P5ified version of persona 3 was well-founded.

i kept trying to go "how would i feel about this game if it wasn't a remake of a game i love?" and that's an impossible question for me to answer. i can never know because i will never play this with the eyes and ears of someone who didn't play the original. again, as much as i've come to detest this game, i don't have it in my heart to give this a lower score, mostly out of pity, but also out of overcorrecting my harsh opinion as a fan of the original. still, i think many of reload's failings come from a place of trying to simultaneously be a remake and game for everyone. i don't think it's wrong for games to put off people. in fact, the best games often aren't for everyone because they can't be. P Studio emphasized making a game that was so mainstreamed and accessible that it would never present any obstacle or mechanic that could alienate players at the cost of making a game that players could actually be engaged with. i can't think of a broader way you could miss the mark with a persona 3 remake.

I don't get the praise for this game, the high ratings are completely out of proportion. While it might be a great game for new players, it is a super boring and tedious "sequel" for someone who already finished BOTW (multiple times). Note that I put "sequel" in quotes, because in reality TOTK is more of a cheap copy of BOTW with a few new gimmicks.

After the first half hour, which you actually get to spend on a new "map", it quickly becomes clear that the creators of the game want you to explore the entire old map again and solve boring shrine puzzles again. Sorry, but it ain't no fun to do it a second time. By the time I returned to the ground from the Sky Islands, I was pretty much burnt out on the game. I really have zero interest in unlocking the entire map again, it's just tedious and no fun at all.

I couldn't bring myself to finish the game and watched the rest of it in a YouTube video on fast-forward for the sake of completeness. What can I say? I'm very glad I did, because I would have been bored to death with the rest of the game. I'm so relieved that Baldur's Gate won all the major awards last year, TOTK didn't deserve any of them. A classic case of this could have been a DLC. At least I didn't have to spend any money on my copy, as the game was given to me as a gift.

got me thinking, among other things, about the various priorities the 3d platformer can take on...been playing this a bit in tandem with what is shaping up to be my first full playthru of mario 64 (and with sephonie as the most recent 3d platformer ive returned to) and i feel like they all illustrate some kind of imaginary rubric that u can place most of not all 3d platformers on. mario 64 here represents games that prioritize the Player Character above all else, famously slaved over for total perfection before a single real level was ever made...i'd say games like Demon Turf and Pseudoregalia pick up this torch the most. sephonie is for me the undisputed peak of the focus being the world itself, in a physical geometrical way...every move in ur toolkit is about interacting with specifically the space, u cant accomplish nearly as much in an empty room as u can with games in that first category. cavern of dreams then is a herald for games that mainly prioritize the world, but as Context rather then Shapes. its super super refreshing tbh...the spaces are about as far from abstraction as u can get despite how surreal and impossible they are. thinking about places and objects as Themselves are essential for solving the puzzles, which are the main focus here and an absolute delight...so many moments of realization were paired with a joyful smile. also super adorable and crittery, and vaguely disquieting but not in a way where it feels like its secretly threatening...all the colors are right there to be appreciated, its just strange to walk thru such expressionist worlds. an incredibly worthy successor to rareware platformers, which in retro terms were the kings of this kind of context-heavy approach (and in a slightly different way, story-driven adventure games like psychonauts). many of these indie 3d platformers take from the rareware lineage, corn kidz 64 also gave me a lot of banjo vibes, but all the games turn out so different! wonderful stuff, and extremely comforting game...v little high stakes platforming, just vibes and exploration and cool puzzles. also even tho this was a fairly easy 100%, its one of my favorites ive probably ever done...half of it gives u one of the coolest rewards EVER, the other half contains one of the coolest puzzles in the game...which ended up being the final card i needed, so it rly went out on a high note. and ofc, the whole game Expertly makes u feel like a Little Guy

new bar for retro inspired 3d platformers just dropped. corn kidz 64 feels equal parts familiar and fresh. familiarity stems from the low poly graphics and welcome collectathon design and humor reminiscent of rare's best n64 outings. freshness comes from the game's crisp, squishy, and stretchy animations, and an incredible moveset that uses headbutts, dig slams, and wall slides to great effect.

while i wish the game was like twice as long, the content we have is top tier for the genre. my only other nitpick is there are too many random invisible walls blocking out-of-the-box puzzle solutions.

play corn kidz