161 Reviews liked by pixelsaturn


My friends who’ve heard me talk about this game are going to think this score is nuts. I’ve told everyone how much I love this game. I’ve gushed about this game. I’ve made gifsets and fanart. I’m going to replay it 500 times and make a gazillion player characters. I really, truly love it, and there’s so MUCH to love. The scope, the ambition, the responsiveness of the world and the characters. I love the world and the stories, the way nearly every quest has a million ways you can sneak through or around it. I love the breadth of characters and all of their arcs. I love the recurring theme of how revenge rarely feels as liberatory as you want it to and yet sometimes it still has to be done. I love the themes of autonomy and losing it and taking it back. I love how the characters can grow and change even when you don’t outright convince them. I love how the game looks and the art direction and the lighting. It also drives me fucking nuts. And it’s not even (entirely) the game’s fault.

To be clear, there are, genuinely, things wrong with the game in and of itself. It’s buggy in places — Act 3 especially — and every fix or patch adds three new bugs for every one it removes. Wyll’s arc is short-changed in a way that’s hard not to see as antiblackness. The turn-based combat means that every encounter with more than five or so enemies ends up being slow as sin, and there’s no meaningful attempt by the game to circumvent this issue. Moving through the world out of combat never feels bad, but it never feels awesome, either. Some of the side characters who are from older games are characterized completely differently and often contradictoraly from their old appearances, which is bound to piss off old fans. But, honestly, all of these issues on their own would still have me slapping a 4.5 or even a 5 on this game and moving along, because it really is still GREAT.

No, the real issue is the fandom. They’re insufferable. When they’re not making petitions to add new romances (always with men, incidentally!) or having meltdowns because a writer dared to say that continuing the cycle of abuse was a bad end, they’re trying to dox the devs so they can get new Rolan (another man!) content added. “Rain,” I hear you say, “That’s not fair. You can’t punish the game for the fandom.” That’s true! I’m not out here badly rating Sonic or Dragon Age games just because those fandoms need to be nuked from orbit. The problem here is that Larian fucking worships the fandom. They’re making changes to arcs and endings and characters on patch 900-whatever to appease the fandom! Lae’zel is too mean? Oh, okay, we’ll make her nicer! This ending is too sad? Oh, okay, we’ll soften it! You think Gortash is really sexy? We’ll borrow fan conent to add new stuff for him! (Were those fans PAID? CREDITED?) To be clear, on an objective level I LIKE some of the changes they’ve made. But I don’t WANT to play “Larian’s game but filtered through the lens of what I personally like,” I want to play “Larian’s game and Larian’s story.”

The lack of willingness in the gaming world right now to create games that don’t cater to the player, where the devs and the writers tell the story they aim to tell and build the mechanics they want to use and STICK TO THAT VISION, even if it adds friction or some gamers won’t like it or some fans complain drives me insane. I don’t want something that appeals to everyone, I want something specific and real. The idea that some fucker got mad because Larian dared to make a character that didn’t worship the player immediately and Larian bowed down and caved to the shit makes me want to blow up. STICK TO YOUR VISION AND YOUR STORY, PUSSIES! I’m about to get mad about the ME3 ending shit again good god.

It’s just such a frustrating encapsulation of everything wrong with gaming right now and how fandoms have too much power and too little imagination, and it breaks my heart how much it’s soured my stomach on a game I do genuinely adore. It’s so good where it’s good! It’s goddamn perfect! The love from the team is dripping out of every pore. But it’s impossible to look past the fact that the game that exists now is a different game than the one that was initially released, with different characters, because some people on the team felt that compromising their artistic vision was worth it if it’d make some fandom rando happier.

I still adore this game and, seriously, if you love RPGs or the like this really should be a must-play. It’s a joy. Its scope and ambition are second to none, and I have to cheer that on (particularly given how every other big studio is playing shit so safe right now) even when it doesn’t stick the landing. I love my gang of bisexual war criminals. Despite the tone of this review, I even love Larian; the next Big Game I plan on starting is Divinity: Original Sin 2 entirely because I love this game and Larian’s work on it so much. It’s such a wonderful piece of art. I hope the next one they make will be one with choices they have the guts to stick to.

dude I can't believe people want Insomniac to become the Marvel studio when they're still pushing out original bangers like this wtf

Your exceptional qualities are obvious.

yoooo guys check out my Control impression

🔻

i'm not done with it yet but understand now that I'm loving tf out of this
harley you will be getting a virtual dap for this

edit 03/02: finally done with the game, uh. I don't even know what to say I'm just so... baffled.

This is the ritual to lead you on.

elster's journey is similar to my own

except im human
and i'm not a robot
and i'm not in space
and not in a relationship at all
and on top of all of this I'm a he/they black man from chicago

but we're basically the same

The praise this game gets confuses me. Breath of the Wild itself was nothing particularly earthshattering, and this game is just Breath of the Wild again. The problem is that what made BOTW novel is not anymore. We've seen this type of expansive open world before. It's not impressive anymore.

Of course, more land was added, but what was added is half as much of what was worth exploring in BOTW. The skylands mostly exist for dungeons and chests, nothing more or less. There isn't enough landmass up there aside from the tutorial zone for it to feel like a whole new second map. The underground zone too is stagnant, introducing an annoying gimmick with an intense difficulty spike that makes exploring it a pain.

I understand that the new building system is technically impressive. I'm a game designer, I see this. However, just because something is impressive does not make it good. The fusing system itself does allow for a bunch of interesting puzzles, but it's the same gimmick reused for every single puzzle. Eventually, this mechanic too has its novelty wear off, and unless you have a degree in engineering or loved Banjo Kazooie Nuts 'n' Bolts too much, you won't be getting a lot out of it. Yes, it is impressive what it can do and that it functions at all, and the possibilities available to players is commendable. It is a feat in design that a lot of these puzzles have more than one solution. Yet the game does not force you to create anything super outside the box. While I said most puzzles have more than one solution, it is made very clear that there is 1 "right" way and every other solution is a player either a: intentionally breaking the game or b: not understanding the signs. Nowhere are you challenged to make an army of inter-continental strike drones. You can, and those who know how will, but this will never cross the mind of the average player. Had this game pushed the bounds of what this system could do perhaps I could find more praise for it. But they don't, it exists as simply a gimmick to justify the long development time and to show off a shiny new tech thing.

With this games announcement we were promised a much heavier story focus. We got slightly more story than BOTW. What we got was quite decent honestly, but it was the same egghunt from before to find all these things. This time, you just couldn't skip the intro story segment. What they gave us simply didn't carry the weight it should.

The intense amount of continuity errors are annoying too. The game hints to why this may be, but it simply does not make sense. This game likes the idea of being a direct sequel while also being too caught up in trying to rewrite it's own history. Where are the Divine Beasts? Where are the Guardians? Where is the fucking Shrine of Resurrection? Things vital to BOTW have vanished without a trace and the game refuses to explain itself. It should have, anyone who played BOTW would have noticed all of this immediately. There needs to be a reason for the sudden disappearance, and I sure would have liked to see it totally explained than just hoping I will take "time travel shenanigans" as an answer.

Tears of the Kingdom looks at what Breath of the Wild did well and misunderstands why it did well. The open world was good because it was so vast and nothing like any game had had before. Now, we have the same open world with minor variance, causing less desire to explore, and the marvel of such a vast world is now lost since it was done before. Of course, following up something like BOTW would prove to be a monolithic task regardless. Instead of improving the things BOTW did wrong, like the dungeons and puzzles, to try and succeed it's predecessor, it simply creates new things that solve nothing. Tears of the Kingdom prays its rehashed world with new zones will be enough to entice the player for the same hundreds of hours we all dumped into BOTW.

This game will forever be shadowed by it's predecessor. Not because the task was too big, but because they did not focus on the right things. Perhaps if Breath of the Wild never released, this game would be far better. Instead, it is a expansion in disguise as a $70 videogame. Shameless.

Just like Polyphia, just because something is hard to do does not immediately justify a perfect score. In a vacuum, the new system is very good, but the game simply does not allow for it to be as good as it can be, and in an attempt to perfect this feat in physics engineering and simulation, Nintendo seemingly forgot about the other aspects that make a Zelda game a Zelda game.

Balatro cracks the code of what a good, simple, and addictive video game should be. I've already lost more hours to this in the span of a few days than I care to admit, and I'm sure to spend many more collecting all 150 Jokers to complete my Jokerdex. That isn't even a joke.

If I could file one minor complaint, it's that Balatro isn't the greatest at explaining the finer nuances of its design; you're bound to lose a few runs in frustrating fashion while learning the ropes. One particular confusing element is that there are three separate facets of the game that all use the term "hand" - the number of hands you can play per round, your current hand of cards, and the hands of poker you score with. So when I came across a blind that said "You can only play one hand" I mistakenly assumed it meant "one type of hand" (ie full house, two pairs, etc.) and not "You get one hand to play, beat the score or lose the whole run." It's a minor frustration to be sure but one that could be mitigated with a little more clarity.

Now someone please make this game but with mahjong instead of poker and I can die a happy man.

Within the first ten minutes of this game I thought wow, this is gonna break my top 10, which is kind of insane. I think that was 60% 'right game right time' and 40% the game itself.

The real strengths of this game are the voice acting, story and pacing. The writing is incredibly compelling and the drip feeding of story works really well, just enough at each interval. I've seen some critique that the levels were a little repetitive, I can see why but didn't find this myself (maybe another case of right game right time).

My main issues with the game were the lack of difficulty progression throughout the game and the ending itself. I know you can change the difficulty (to an intense degree) but there seemed to be no development of difficulty once you'd started which was frustrating as the last few levels didn't really build to the ending. The ending itself was a little lacking for me, perhaps that was intended.

Ultimately a solid 4* from me but I diagnose a highly probable case of timing. Definitely worth playing, maybe when you're going through something.

The game really felt like it was lacking in a lot of crucial ways. It feels like a mediocre attempt at making Disco Elysium for weebs or something. The writing really didn't stand out much and offered very little outside of the murder mystery plot that was obviously at the forefront. This just makes the game have almost no effect on me and makes it hard to connect with the characters and the story itself.

The visual style is also quite rough. It doesn't look very good from a graphical standpoint. When you look at the assets in the game, they just don't blend together at all and look quite flat. Quite the contrast when you compare this to the way all the characters look. Some have interesting designs, while others look downright silly. I liked Witness, Akiko and One Last Kiss at least.

The way it blends the open world formula with the visual novel style of storytelling is also quite strange, but I did like this aspect. Having to actively go out and find clues yourself and talk to people in a non-linear order was enjoyable. The platforming did not feel good at all though. It's hard to describe unless you've experienced it yourself, but you can't really move your character after you jump, which gives off this weird and often times frustrating lack of free movement, as it makes just climbing over small obstacles and walls annoying.

Also, I wish every open world game had this: a feature that lets you see all the collectibles. This game still has some of that annoying open world feature where collectibles are in the game to give it a longer lifespan, but a lot of the ones in this game actually have a purpose, sometimes giving you extra story elements and lore.

tried this for like 2 hrs and couldnt take it anymore. horrid to look at and disgusting to play. gaijin city pop ost that ive heard better from when a clerk puts me on hold. the suda/grassmanu pastiche it tries is stupid as it always is, and the cartoon detective mystery is too lifeless to even qualify for the diet camp it would like to think it achieves. smugly assumes i would enjoy its "player freedom" which amts to dropping you in a sandbox without a single interesting thing to actually hold attention, or show promise that there is substance here of any kind. on top of this it raises flags for being further proof that lovecraft is the most dipshit literary genre point of reference in games in recent years (tied w cyberpunk for this honor).

Take a tried and true formula and force the standardized Ubisoftian Open World and Side quests, and you get a worse experience than playing through the previous Team Ninja games. The combat is lifted straight from Wo Long with the added movesets from Nioh and other Team Ninja games.

I entered a flow state in the beginning, clearing quest, doing all the side content like gambling and bounty hunting, raising my bonds and going on murder dates with the husbandos was cool. This was when the game was at its best, and I wish it dug more into these without them being and feeling like busywork.

Just like unironically a lot of Sony's open world games, by the time you finish the bajillion map markers for bonus rewards, you get another map full of the same shit to do once again. The relationship system gets tiresome when they all have these boring linear corridor missions. It's honestly overwhelming. You start getting introduced to 3-4 new characters at a time, each with their own sets of missions and affection towards other characters. Though tangible rewards are tied to each of these bonds like skill points and move set upgrades.

I was fatigued by the time I reached the second chapter, and just beelined the story after getting annoyed with the photography missions. This game makes me appreciate the linearity of Nioh missions over this lifeless open world.

My heart tells me to give this game a 2/5 instead, but in the honeymoon phase, I really enjoyed this game. If this is your dig, then you have A LOT to do, whereas I could give less of a shit about these characters and overall story due to its genericness (is that a word?)

At this point, I feel like I’ve been playing Journey for half of my life. I’ve played through underwater Journey, forest Journey, air Journey, space Journey, cat Journey, and even boring Journey. Yet upon my yearly ascent in the original Journey on New Year’s Day, I find myself just as floored as when I first picked it up years ago, in spite of clone after clone exhausting my goodwill. What exactly then, is present in the original’s realized game design philosophy that every other spiritual successor has found themselves bereft of?

To answer this question, I want you to imagine a world where Journey doesn’t exist. A world where the formula to indie developers meant something more than just mindlessly tilting up on the left joystick to walk towards the next checkpoint while some narrator waxed poetic in the background. Before Journey, before Flower even, the closest ancestor we had was Ico. Fumito Ueda described his game as an execution of “boy meets girl,” and what it boiled down to was a minimalist adventure game with some puzzles cleverly disguised as platforming and timing segments. Occasionally, you also whack a few shadows while protecting and pulling your female companion Yorda through vast and still castle ruins. It wasn’t a perfect game by any means; the combat was frankly tedious, Yorda lacked much of an identity outside of pointing at objects of interest/opening doors/getting kidnapped, and at the end of the day, there really wasn’t much in the way of a balanced and developed relationship when the player was calling all the shots, but it was still the start of something beautiful. It wasn’t mechanically complex or esoteric in any fashion, but it was different. It was different, and it felt dangerous.

This write-up is not intended to be a critique of Ico, nor is it meant to imply that games proceeding Team Ico's philosophy of “design by subtraction” have since been inferior. Rather, I bring up Ico in particular, because there seems to be this general perception that minimalism results in a crippling lack of mechanical depth. That is, many seem to believe that discarding and minimizing a game’s various elements results in a dearth of tangible mechanics or imagery to cling onto, and thus appears to result in an empty and vacuous experience with little to justify further replays or deeper dives. To me though, this line of thought fundamentally misunderstands the purpose of addition by subtraction. It was never about creating mechanically deep systems with limitless possibilities like an immersive sim or a sandbox. Rather, the philosophy aimed to remove excess layers that distracted from the game’s “more realistic feeling of presence”, such as removing optional bosses and landmarks in Shadow of the Colossus or reducing enemy types in Ico to just a single design. In fairness, the goal wasn't just to remove extraneous elements that made something feel overly “gamey,” but also to marry mechanics in a way where the invisible layer of intended design never made itself too apparent (i.e. hiding the user interface in Shadow of the Colossus outside of fights). It was not just addition by subtraction; it was also addition through illusion.

To that end, I firmly believe that Journey is the best Team Ico game that Fumito Ueda never directed. Journey’s design philosophy was not necessarily revolutionary for its time, considering its predecessors in the forms of Flower and Ico, nor was its ultimate goal of reaching a final destination via walking/jumping/flying mechanics particularly exemplary. What was exemplary was its level of care and precision in how it implemented said minimalist design philosophy. Every time I play through Journey, I pick up more subtle details through its fusion of audio-visual presentation and gameplay that seemed so clear and intuitive that I had taken their presence for granted. There are the obvious strengths, like how Journey wordlessly conveys your path forward by keeping the shining peak of the mountain visible at all times while outside, or how it uses consistent visual language through cloth creatures and strips to demarcate safe zones where the player can recharge their scarf. But there’s more beneath the surface; what about the game's sneaky introduction to the sand-sliding mechanic from the introductory dune so it’s no longer unfamiliar during the exhilarating and committal descent, or how there’s a section of the underground that’s filled with these scarf jellyfish tinted in blue allowing you to remain in flight that evokes the feeling of being underwater, foreshadowing the next section as a tower ascension where the player must continually breach the surface to “swim” and escape? Sure, everyone knows about how the bitter cold disempowers the player by slowing their movement and lowering the scarf’s energy gauge, but I usually don’t hear about how strong winds can chip away at the scarf’s capacity itself or how it reduces the volume and area of effect of your shouts, making it far more difficult to restore your energy gauge from the growing frostbite.

There’s also the overlooked audio aspect of Journey. Granted, everyone loves to discuss the soundtrack’s thematics, like how the final chord of Journey’s motif never resolves a single time in any track until the end of Apotheosis or for that matter, how all the instruments are never fully present until that final ascent, when the entire orchestra finally comes together as one only to slowly fall away as the player and the world fade away. Yet, the sound design regarding Journey’s implementation of said soundtrack often goes underappreciated. Again, there are plenty of clear strengths that have been widely discussed, such as the punctuated stillness of the desert dunes providing room for the piddle paddle of the player’s footsteps amongst the vast desert winds and eventually swelling into triumphant bursts of adventure. But again, there are little subtleties that speak to the soundtrack’s interactivity, like how the backing drum during the aforementioned underwater section gives the track the impression of being muted and seamlessly drops this filter once the player breaches the surface, or how the player’s shouts are always in the key of the backing track’s scale, meaning that the introduced notes remain within the game’s tonality. It’s these little things that further round out Journey’s experience; the music is so seamlessly woven in that it takes a discerning ear to pick out every specific detail, in such a way where it feels like the soundtrack is organically supplementing every memorable moment of the game.

Of course, it’s not enough to just handle the basics well, even if there’s a master’s touch present to carefully disguise these additions so silently. As I mentioned before, popular works need compelling hooks to draw in an audience, but they also need an element of danger to keep that audience engaged. In the case of Journey, Thatgamecompany tackles this through their stealth multiplayer. This is where Journey easily outclasses its successors and may in fact, even have one-upped Ico. If Ico’s main limitation was a lack of autonomy for any non-player characters, then Journey circumvents this problem entirely by replacing the AI with real players instead. The loose implementation adds a catch: nothing in the game aside from the final completion screen listing your companion(s)’ name(s) ever hints on this, and not once is the player given instructions or suggestions on how to interact with said players. The only obvious mechanical incentive from cooperating with other players is the ability to recharge one another’s scarves via proximity/shouts, and there’s no consequence to merely abandoning random players or quitting in the middle of a session. It’s what makes this multiplayer so compelling; many times you’ll find other players just wandering about by themselves, despawning, or quickly rushing ahead without care towards your presence. There’s no guarantee that they’ll cooperate… which makes that one instance where they do that much more memorable. In this sense, I think Jenova Chen and his team solved two problems at once: the aforementioned challenge of granting outside elements a degree of realism, and his own personal challenge of creating a minimalist environment where players had no incentives to act in bad faith despite never having any major incentives to cooperate either, resulting in seemingly organic interactions.

Perhaps it is cheating to state that this spontaneous element is what gives Journey a step-up over its peers, but I also can’t deny that this same feature is exactly what lends the game its identity. It’s hard to provide drastically different experiences for focused single player games after all; no matter how much Fumito Ueda may have insisted that he was inspired by emergent gameplay mechanics and player autonomy to allow for more diverse experiences, there remains an upper limit upon how far those experiences can unravel. However, Thatgamecompany’s take upon the “single-player odyssey” alongside the game’s cyclical nature and short runtime means that Journey is a far more replayable experience while remaining every bit as compelling as its competition. Even after multiple trips up the summit, I continue to be amazed by the thoughtfulness shown to me by other players. I can’t tell you how many times I’ve fallen down the temple from being blown away by the wind, only for my companion to jump down with me, or how many trips through the blizzard were spent slowly trudging together mashing my shout, just like strangers on a cold winter’s night huddling together for warmth while shouting cries of encouragement to take one more step forward. In essence, Journey didn't need an intricate or elaborate story told with fanciful cutscenes and voice-acting; it simply needed to provide a backbone with no other contradicting elements, allowing players to form their own stories by experiencing the game on their own terms.

Journey isn’t mechanically rich or wildly innovative in terms of its scope, but it doesn’t have to be. Rather, it’s a deceptively simple yet meticulous and thoughtfully different approach upon a respected design philosophy, which aimed to further refine said formula by whittling down any elements that detracted from the game’s constructed sense of reality. Similarly, it doesn't feel the need to present a grandiose narrative, instead stripping away any specific contextual layers as to allow players to create memorable experiences with no conflicting moments in-between. I should be sick of this formula after tackling so many misguided copycats, and I can't deny that I was afraid to label yet another old favorite as propped up by nostalgia. Thankfully, my fears have been assuaged. I keep waiting for the day where I’ll finally be content putting this down forever… but that day has yet to come. I was not the first adventurer to embark upon this pilgrimage, nor will I be the last. Maybe I just need to get over my cynicism and accept that there was never anything to be cynical of to begin with. I’m sure more developers will continue to lazily carbon copy one of my favorites until the end of time, but that doesn’t mean the good times have to end.

Thanks for reading, everyone. Happy new year, and here’s to another journey around the sun.

There seems to be a prevalent expectation that as games evolved, they also became exponentially more approachable. Higher budgets resulted in smoother graphics and fewer bugs. More complex controls (adding left/right triggers, then adding one/two joysticks, then dabbling with motion inputs, etc) gave players a firmer grasp over their characters. AI became more predictable as their algorithms became more intricate to capture a wider range of responses. In a sense, as the technology expanded, the resulting products seemingly became more streamlined to better suit the player’s needs while more thoroughly capturing a developer’s vision.

Team Ico has never been about following tradition, however. If anything, the evolution of their titles embodies the regression of player control, choosing to instead utilize technological advancements not just to refine its premise via "design by subtraction" as chump has pointed out, but to deliver an entirely new experience altogether. Ico was a classic tale of boy meets girl; the girl had to be freed from her cage and pulled around the castle, as the boy protected her against everything in her way to prevent her demise. Shadow of the Colossus, however, was a story concerned with the struggle over control. The lone wanderer, in his quest to revive Mono, hunts down various several-story colossi capable of swatting him about like a fly. In the resulting desperate dance of death, he at first struggles to climb their hulking figures, hanging on for dear life until he discovers their weak points and stabs the colossi while they helplessly flail about. In other words, it's a game about trying to regain any semblance of control until you realize after the fact that the only shadow left was the literal shadow cast by Wander over their fallen corpse.

The Last Guardian then, can be thought of as the natural evolution of Team Ico titles, in that it melds previous design sensibilities and thrives off of disempowering the player throughout its entirety. Trico, the player’s companion and a cross between cat and bird, is essentially the analog to Wander’s horse in Shadow of the Colossus, Agro. Fumito Ueda designed Agro as a companion rather than just a vehicle, and had his team develop specific movement algorithms that would allow Agro to steer herself without the player’s explicit control, forcing players to put their trust in their steed during certain fights emphasizing bow aiming. Ueda and his new team at GenDesign iterated upon this idea, explicitly creating environments where the player was forced to rely upon Trico’s actions to progress and thus establish dependency between the boy and his companion.

While the game can be thought of as an inversion of Ico in this sense, its design influence upon The Last Guardian should not go overlooked, particularly in how the game captures Ico’s physicality. Ico’s key strength was establishing a sense of presence through minimalist puzzles that lacked overly gamey elements, namely in how Ico interacted with his surroundings. Players are subtly guided into climbing chains, pulling levers, sitting on stone sofas to save, and most importantly, holding down R1 to hold Yorda by the hand around the castle and pull her out of danger whenever captured. The Last Guardian innovates upon this by combining several of the traversable elements and the companion into one. To better navigate the vast ruins, the boy must guide Trico and utilize their tall body of climbable feathers in order to scale heights, while occasionally dragging around their large tail and dangling it over ledges to safely climb down. Most importantly, you get to pet Trico whenever you feel like it to comfort your friend in both their happiest and most emotionally taxing moments. In both Ico and The Last Guardian, the player’s constant contact with both the environment and their companion keeps them firmly rooted within its constructed sense of reality by regularly reminding them of their companion’s physical presence.

This physicality would not be as significant without the lessons learned from Shadow of the Colossus however, not just regarding AI behavior but also specifically in how it adapts the game’s sense of scale. Trico is large, and the boy is small. As mentioned previously, Trico can utilize their size to lean against walls and give the boy a step up, but they can also utilize their weight to hold down large chains and swipe away at imposing bodies of armor. Meanwhile, the boy is much more agile and can fit into otherwise inaccessible small spaces by Trico, squeezing through narrow tunnels and gaps in metal gates to pull switches and let his partner through. This obvious difference in size creates consistent room for contrast, not just in how the two characters differ in terms of functionality but also in terms of their scale when measured against the traversed liminal spaces of the ruins, constantly transforming from immense empty rooms to constrained and suffocating tunnels and corridors.

What is particularly interesting is not just The Last Guardian’s disempowerment or sense of scale, but rather what it manages to achieve with said elements and the resulting contrast to establish interdependency between the two characters and solidify their relationship. The combat, an almost complete inverse of Ico’s combat, is the most obvious example. Rather than defending Yorda by whacking shadow enemies with a stick, the roles have been reversed, in that the player must rely upon Trico to guard against scores of possessed armor as to avoid getting kidnapped himself. Even so, the game plays around with this idea of vulnerability, shifting the onus of responsibility about as the boy often finds himself in positions where he must actively support or protect Trico, such as disposing of glass eyes that scare his friend or scrambling to pull a nearby switch to lower a bridge and give Trico room to climb up to safety. The game is even willing to occasionally break its own rules to demonstrate how this sense of caring evolves past its defined guidelines. In almost any other game, this mechanical inconsistency would be regarded as a flaw, but it is this sense of doubt that creates room for the relationship to build from in the first place, and is perhaps the game’s most understated strength.

This is not to say that The Last Guardian was bereft of limitations regarding the execution of its ambitious scope. The most pressing challenge that Ueda and his team faced was how to balance its constructed sense of reality with regards to player expectations; that is, it had to find meaningful ways to commit to its vision of establishing the relationship between the boy and Trico while also acknowledging and appeasing players that would otherwise get lost or frustrated. Perhaps the most obvious downgrade from Ico is the presence of constant button prompts appearing on-screen to alert the players on how to better control the boy and instruct Trico; while the frequency of the prompts lessens over time, it is a slight disappointment that the game doesn’t simply force the players to experiment with inputs and commands as a more subtle and trusting substitute. This downfall however, is an anomaly amongst The Last Guardian’s other shortcomings, as it manages to successfully disguise many of its other concessions and limitations. There’s a classic “escape from the collapsing structure” sequence where all you do is hold forward and jump, but the game gets away with it because the player is used to being framed as a helpless participant. There’s occasional voice-over dialogue hints whenever the player has been stuck for a while in the same area, but it feels far less intrusive than Dormin’s repeated and booming hints in Shadow of the Colossus because the game has already established itself as a retrospective re-telling from the now grown boy’s point of view. Trico doesn’t respond immediately to the boy’s commands when being told where to go, but it makes sense that they wouldn’t function like clockwork and would need time to spot and process the situation from their own point of view, so the lag in response feels justified. It doesn’t matter that certain isolated elements of the game would crumble under scrutiny. What matters is that the situational context to allow players to suspend their disbelief is almost always present; in other words, the illusion holds up.

I’m still learning more about the game to this day. There are so many little details that I wouldn’t have spotted upon a first playthrough, and it’s an absolute joy finally getting to gush upon spotting them in replays. Of course it makes sense that you can’t just issue specific commands to Trico at the very start as a sequence-break despite not being taught by the game; after all, Trico hasn’t had time to observe you and mimic your actions to carry out such commands. Of course the hostile creatures that look exactly like your friend behave similarly; how can you then use your preconceived knowledge of their physiology to aid your friend in a fight against their copycat? I also can’t help but appreciate how GenDesign condensed so much learning within its introduction; in the first ten minutes alone, you’re hinted on how to later deal with the bodies of armor (the magical runes that appear before waking up are the exact same as the runes that appear when grabbed, and are dispelled in the same manner of furiously mashing buttons), you get to figure out how Trico’s eyes change colors depending upon whether they’re mesmerized or hostile, and it quickly establishes the premise of building up trust with a very wary creature that’s more than likely to misunderstand or ignore you at first. Combine all of these nuances with the game’s ability to destabilize and diversify playthroughs via Trico’s innate curiosity and semi-unpredictable instincts, and you get a game that becomes easier to appreciate the more the player familiarizes themselves with its inner workings.

I think a lot of criticism for The Last Guardian ultimately comes down to less of what we perceive the game is and more of what we perceive the game isn’t. It’s not a fully player-controlled puzzle-platforming game like Ico, it’s not a puzzle-combat game with spectacle like Shadow of the Colossus, and it’s certainly not a classic companion escort-quest game where you can just order Trico around like a robot and expect automatic results every time. Instead of focusing on the progression of more complex controls and puzzles, The Last Guardian is focused on the progression of a seemingly more complex relationship. I’m not going to pretend that everyone will get something out of this game, as it definitely requires a good deal of patience and player investment to meet the game halfway. It’s certainly more difficult to appreciate given its lack of influence unlike Ico or its lack of exhilarating boss encounters unlike Shadow of the Colossus. That said, it’s this element of danger in its ability to commit to its vision while alienating impatient players that makes it such a compelling title once it finally clicks. Many before me have pointed out how powerful the bond between the player and Trico felt upon learning from others that improperly caring for Trico results in your companion stubbornly ignoring the player’s commands; after all, volume swells cannot exist without contrast to provide room for growth. Perhaps this is why at the end of the day, I find myself transfixed by every word that Fumito Ueda has to offer. In an era where developers feel overly concerned with the best and brightest, he doesn’t seem concerned about what video games mean so much as what video games are. I can only hope that someday, he and GenDesign will return to bring us a new title that captures our imagination as thoroughly as many of his works already have for me.