52 reviews liked by potatu


This review contains spoilers

One of the most unique experiences I've ever had with a JRPG, as well as one of the most visually stunning and true to the original remasters/remakes I've played.
I came in with low expectations because the friends I have who have played this didn't say much about it, probably trying to keep me unspoiled and I appreciate that because going in blind I really was completely blown away.
I've read some of the reviews for this on here, many not particularly impressed and that is one thing I really don't understand. Sure, the mini stories in each chapter aren't super deep or long but they are enjoyable in their own way. Every chapter is modeled off a specific genre that you might see in movies and books. Sci fi, wild west, martial arts, mecha, etc. If you're really into specific genres you might notice specifically what was huge inspirations for certain chapters. I personally really liked noticing how the distant future was certainly inspired by both The Thing as well as To Terra, both are some of my favorite things ever.
The thing that really pulls this together is the middle ages chapter. It's very much a basic fantasy JRPG at first, something all of us have seen. But making the setting go back to the basics is so fitting for the last story you unlock. And then the twist where the "hero" gets shunned and seeing hatred twist his heart, bringing all 7 characters together in the final chapter, is just so cool.
Which is also why I dont understand the general lack of praise for the narrative, its not deep and its been done a million times before but it just hits so well with the presentation in this. I just really enjoy the themes of questioning what really makes a hero and all the different representations of it. And how distrust and hatred can change someone who once did good deeds to deciding to go crazy mode on everyone. Maybe I'm not wording this super well but man I ate this up.
Yeah there were chapters that I didn't care a lot about, but they're all different genres so that's to be expected. This was such a worthwhile experience for me.

simple perfection! childlike americana and teh power of love and friendship that leaves a crater in your heart!

Heartbreaking: two games you vehemently despise for spitting on the creativity of your favorite contentious sequel of all time just got a good port

although in reflection it may seem most of the game is trapped in kinda good territory, JFA’s sincerity still shines through in every case. while the first game was a nostalgic journey set on becoming a lawyer, JFA is more concerned with the struggles that come along with being a lawyer, for better or for worse. in its stride to distinctively continue the Phoenix Wright saga, it falters and reclaims its balance many times but it does so earnestly, and eventually reaches the apex that is Farewell, My Turnabout.

“The end justifies the means, Mr. Wright. The end justifies the means.”

MGS2 is a hard title to write about because there are already like, several 800 page essays about the game and its themes on this site alone, I’m not even factoring in video essays and other sites and articles. So why am I writing this regardless? Well, the answer is quite simple, I can’t get this game off my mind even a week after playing it, and as possibly redundant this review could be, I need to get it out there.
Playing MGS2 for the first time, after seeing a playthrough in my earlier teens and wanting to try it myself for nearly half a decade, was cathartic. I could not be more glad that I finally got to try this. While I was pretty terrible at the stealth gameplay even on the lowest difficulty, just the satisfaction of making progress and exploring every little nook and cranny of the Big Shell made it for me. While it doesn’t have the heavy winter night atmosphere of Shadow Moses that defined the previous game, Big Shell is beautiful in its quaintness. It’s simple but has effective coloring and theming, and honestly how could anyone hate the almost tranquill outside areas with the bright skies, blue oceans, and crying seagulls?
I mentioned that I watched a full playthrough of this game several years ago, and I actually revisited it recently to see if it held up. While I still enjoyed it, it felt surreal seeing that even in 2018 many people didn’t like or respect the direction that MGS2 took with its heavier reliance on themes than sensibility. “Overshot” was the description that hit me the most. While, sure, there are things about this game that are fucking ridiculous (honestly despite my high praise for this game I do have choice words about the Liquid hand thing), I think the absurdity was intentional and defines MGS2. It’s not for everyone, which I understand, but it seems that even just a couple years ago 2 was given a lot of shit for its direction, whereas now I feel that it’s almost universally praised as a masterpiece.
Lastly what I wanted to touch up on was how much I despise the nihilistic circlejerk that surrounds this game’s final codec call. While in the moment it can be crushing and feel like something to make the player feel used, it’s like people completely ignored everything that happened after the final boss. Or even in the codec call itself, where Raiden pretty much says “nah, I’m good” despite everything he’s been told trying to devalue him and dispose of him after his “purpose” has been fulfilled. Both of Snake’s speeches afterwards are the icing on the cake. Honestly during the rewatch of them I did shed a few tears, it hits a lot harder when I’ve given more thought into it and it's an uplifting message that leaves the story on a high note after the brutality of the final codec. Snake essentially goes “hey, there’s a lot going on and misinformation will spread, but don’t freak out yet, you’re your own person and you get to decide what you do or don’t believe in,” how you could see all that and then only hyperfixate on “kojima predicted the internet and AI lol!” is not only ignorant, but blatantly disrespectful to everything else going on. There’s more meaning to MGS2 and its main gimmick was not just “predicting the future.” It’s about individuality and finding what we believe in. Becoming nihilistic and focusing on all the bad in the world is exactly what the GW wants you to think. Why can't some recognize that?
It was nice finally going through this amazing, amazing game firsthand. I’m taking a bit of a break before I tackle 3 because I wanted to dedicate more time to thinking about this game. It’s something that I don’t think will ever leave my mind anytime soon. There’s a lot I didn’t cover here, and it’s simply because many people have already said it or I don’t even know where to begin in wording it, but I am totally up for discussion if you’d like to ask.
Thank you for reading, and a happy new year.
Choose your own legacy.
It’s for you to decide.
it's up to you.

There's something intrinsically beautiful in games where dying is a mechanic in itself, but no game will ever get close to Romancing SaGa 2 where death is not only expected but enforced by the mere passage of time. If you wanted the videogame mechanics version of Snake's lecture at the end of MGS2, this is definitely the best you can get.

The inheritance system makes it clear that bloodline does not matter at all in the grand run of Empire sucessors. What does matter is everything your last emperor could pass on to their friends, family or perhaps children, in this case, stats, skills and magic proficiency. They never make it a point that this is one big lineage of the same bloodline, but rather that they all work towards a common goal: the expansion of the empire with the objective of amassing power to defeat the Seven Heroes. The very first showcase of this mechanic is your father dying against one of them so that his son can learn how to counter a very powerful spell via his inheritance, which is an ability you do keep for the rest of the whole game. It's deeply and silently powerful, because that's what you do in your (collective) journeys, get stronger so that the next generation can thrive.

This is game is also one of the games apt to be The Videogame Of All Videogames. Yes, the one fictional characters in other media will make comments about all the time and that we feel deep down how alien what they're describing is because most of our games have specific flags for events and a very predictable progression system. This game, however, is so open-ended that it's quite hard for two people to have the same experience, barring the use of a guide.

For example, I had to help a village with their monster problem, due to the fact that their band of protectors, some sort of martial arts monks, couldn't defeat a slime due to it being immune to physical damage. These monks specifically asked me to let them deal with the other big monster so that they wouldn't look so useless compared to the empress. That's fine, it's just that I absolutely forgot this was a SaGa game, and when I saw more dungeon to explore after beating the slime (and kinda expecting some kind of quest flag or cutscene, naive as I am) I just went there and kinda killed the other boss, which then made the monks furious, so their leader challenged me. I crushed him mercilessly and what happened is that their band lost any reputation they had, including the departure of every disciple that was inside their cave before, and I effectively wrestled control of the town out of their hands so that it would be empire territory. Whoops!

It's also infinitely interesting how this game has the angle of you being the emperor or empress of a perpetually expanding empire. Of course most of it is justified to you wanting to save the world, some tribes just give your their land as thanks and mostly you're seen as a good and benevolent empress (except the few times you have the choice to be terrible). But the brutal feeling of this expansionist crusade is not lost on many of the cities you visit, some that are afraid of being just lapdogs for the Empire. I'm pretty sure Kawazu took a look at FF4 and just wanted to make you be the Empire instead. (Although the payoff at the ending is pretty sensible)

All in all, this is one of the most impressive games on the system, terribly ahead of it's time for 1993 too. Yeah the final boss is infamously hard, so maybe read a guide on leveling and playing through the events so you don't suffer like me. But then again, playing this blind and not worrying if you'll be able to see every event or not creates a very special vibe to it just like the first game. One that sometimes would be nice to have in our current Game Design zeitgeist where everything must be available and experienced by everyone on their first playthrough.

I ended up putting this game off for a long time despite knowing I’d really like it. So color me surprised when I played it and… I liked it. The insanely tedious and repetitive tasks each day when combined with the immaculate tropical atmosphere makes for one of the most unique experiences I’ve ever had in a video game. The writing is also really clever and metatextual, and I appreciate the ties this game has to The Silver Case both narratively and thematically. Plenty of other reviews on this site have said why this game is so great, so I’m not gonna waste your time with a long analysis of the sort. funny blah blah blah DS feeling! meta! ludonarrative! vibes! localize the PS2 version! suda!!! mondo!! KILL THE PAST! For my second KTP game, it’s another swing and a hit as far as I’m concerned.
KILLER7 IS COMING SOON….

This review contains spoilers

Why do we enjoy video games?

Sure, it can be an easy question to answer with the response of “because they’re fun and entertaining,” but Moon: Remix RPG sees a little bit more within this simple question.

Taking place from the perspective a young boy sucked into a video game, Moon: Remix RPG is a very unorthodox game at times being frustrating, obtuse, or convoluted, but it’s a game bursting at the seams with love for its medium. The beautiful art style, the diverse soundtrack, the engaging gameplay, and the unique story and set of characters have hooked only the most patient of players to the very end. There’s a very nice, warm feeling you get whenever you save an animal, obtain someone’s love, or make a connection between the many varying locals and characters to progress little by little through the grand yet small world of Love-De-Gard.

But for as much as Moon: Remix RPG is about love, there lies a deep cynicism beneath the surface.

The hero of Moon is a violent, blunt, and tongue and cheek portrayal of the typical RPG protagonist who is tasked to defeat the moonlight-eating dragon. Although he only appears a handful of times throughout the game his presence is always felt, being the very same person to slaughter the animals you try to save and becoming a general public nuisance to the people of Love-De-Gard. However, while we see him as the villain of this game, Moon sees him as anything but.

One of the ugly truths about Moon is its practice of predeterminism. The illusion of choice may rear its head in Moon, but how many animals you save, how much love you accumulate, what characters you interact with, and what music you listen to all lead to the same ending. The hero is programed to always remain triumphant and slay the dragon, and as he approaches the misunderstood dragon with a few slashes, he destroys everything you know as the screen goes to black.

It’s an off-putting ending, one that comes off as deeply cynical. Luckily for us however, Moon is just a video game.

As your mom tells you to stop playing video games and go to bed, you are transported back to the real world. Then, Moon: Remix RPG gives you something you’ve never had before: a choice that matters. Do you continue this never-ending cycle of predetermined fate? Or do you stop playing video games, and open the door to the outside world?

Moon: Remix RPG asks the question: “Why do we enjoy video games?” The answer is not their predetermined nature, but it’s the experiences we gain over our hours long adventures, it’s the connections we form with the characters, it’s the ability to go out into the world and share our passion and love with the rest of the world. Art has the power to change the world around you, to make what was fake become a reality. But in order to do that, you have to open the door.

Made me realize I still love video games

My one big gripe about this game is that it's possible to make a silent protagonist charming, but they made Serph have like zero personality...

ANYWAYS... #HEATSWEEP