17 reviews liked by stonecipher


it's fine, but i'm tired of fake roguelikes that just force you to beat it multiple times over to see the end of the story. this genre was already becoming oversaturated with forced progression bullshit and it's now clear that hades' influence has truly destroyed what made roguelikes interesting in the first place.

Once the bugs get ironed out, this will be the video game equivalent of House of Leaves: visually inventive, its unique presentation within its medium an artform unto itself, but I don't know if the stuff beyond that will stick in my craw quite like what it draws comparison to.

The lack of both enemy variety AND interesting things to do with the enemies (lack of consistent stuns and/or limb-based damage or hit reactions in general) gets really tedious, and the walk speed is pretty slow relative to the amount of ground these maps want you to cover. They have a "shoot the randomly-determined glowing weak point" mechanic and then make it almost impossible to hit enemies from behind because of their tracking, aggression, and your lack of counterplay.

There's a lot of "but why?"s like it in these mechanics. I really think the pistol upgrade Saga gets that lets you stun enemies with successive headshots should've been a core part of your kit for both, and I STRONGLY question the inclusion of a powerful dodge mechanic that includes an even-stronger perfect dodge. It feels like it's supposed to be your universal stun option, but it's inherently reactive instead of proactive (which, given the lack of other options mid-fight, means everything you're doing past just waiting for them to attack is boring and feels bad) and it also means that ranged enemy types, all one-and-a-half of them, have zero interesting counterplay options.

I'm not sure why they got rid of the "flashlight-is-your-crosshair" conceit they had in Alan 1 when it was distinctive, satisfying, and cool. Inventory management, at least on PC, feels like every interaction has one button press too many, and it's just not very interestingly handled in the first place - it's not as complex as RE4's tetris and it doesn't have the addictive optimization-induced high that successive RE:2 replays tap into. It all being real-time would be cool if you ever had to interact with it in combat, but the hotkeys are generous and the UI is kludgy enough that anything not on them is just not worth equipping mid-fight. Saga's key items list is just flat-out bugged and doesn't remove most of them like it's supposed to, which makes finding the few reusable keys incredibly annoying.

It feels like punching down to write this much about the mechanics when Silent Hill's gameplay is also pretty bad and it's my favorite survival horror series, but Silent Hill is a lot more cohesive with how puzzles, enemy placements, and dungeon designs loop you around encounters (even if they're too damn easy). Alan Wake 2 feels like it wants a lot of Things To Do for the sake of it, and this confounds pacing and requires interactions with the mechanics far more than it or I actually want.

At its (frequent) best, it's instead a set piece-driven linear thrill-ride. Character writing in general touches on cool or relatable conceits and doesn't really know what to do with those ideas outside of these set pieces, even if there are a lot and they're actually sick when they do happen. Alan's plot board allows for a lot of visual inventiveness but runs dry pretty quickly, and it's genuinely astonishing how underused the lamp is after its cool-ass introduction. It entirely ceases to be a resource immediately, and I feel insane thinking about that for too long. His dungeons get progressively shorter as time goes on, or maybe just repetitious enough that I started editing out the downtime in my brain.

Saga's side hews more traditional in structure, aesthetics, and Silent Hill-ass dungeon crawling, and it's generally better for it. Her mind palace mechanic is addictive and rewards engagement with the environment while training the player to be genuinely thoughtful. The route split is strange and outright expects you to finish one side first despite not signposting that, which makes the escalating action that leads into its climax scream to a juddering halt.

I don't want to go into detail with said climax, but I left feeling like it has two amazing ideas with only one getting the execution it deserves. They cooked incredibly hard with tying mechanics, presentation, and narrative to a singular moment of catharsis and then killed whatever momentum built up before or after that before running face-first into an ending that felt like it needed far more deliberation.

My issues with the ending and its narrative momentum were heightened by having a staircase bug out and make me fall through the map every time I sprinted on it, forcing me to lose 2-5 minutes of progress. Remember what I said about walk speed? Still a pretty easy recommend to anybody interested though, and hopefully my issues with the climax get ironed out with NG+ and the DLC. Initiation 4 is worth the price tag on its own. Do wait for bugfixes though, it's really dire.

This review contains spoilers

I am not immune to propaganda. Show me a trailer for an indie JRPG featuring scripted encounters on the field maps, dual techs, and guest tracks by Yasunori Mitsuda, and I'll go "oh, a Chrono Trigger inspired indie JRPG, I sure hope they actually learned the right lessons from the classics" and drop $30 to see if they did.

They didn't.

(Full spoilers for both Sea of Stars and Chrono Trigger.)

I criticized Chained Echoes for being overly derivative of various golden age JRPGs, but to its credit: it feels purposeful in its imitation. It re-uses elements from older games wholecloth, smothering its individual identity under a quilt of influences, but I can appreciate the craftsmanship and intent behind it. It's clearly made from a place of love.

I don't get that vibe from Sea of Stars at all. I complained about some tediously self-aware dialogue in the early hours, and while it only dips down quite that low once or twice more, it colored the entire game with a feeling of self-aggrandizement. In fairness to what I wrote then (and based on a lengthy speech in the hidden Dev Room) it sounds like the devs truly did want to make a JRPG and pay homage to their childhoods. But to me, harsh as it may be, Sea of Stars feels like the devs thought making a JRPG was easy: just copy the greats (specifically, Chrono Trigger), and it'll work out. Based on sales and reviews, it is working out for them, but I'm the freak out here with highly specific ideas about why Chrono Trigger was good and Sea of Stars doesn't seem to agree with my assessment. This inherent friction lasted across the game's entire 30-35 hours.

You play as Zale and Valere, paired Chosen Ones whose innate Sun/Moon powers allow them to do battle against Dwellers, ancient beasts left behind when the villainous Fleshmancer set his sights on this plane of reality. He has since moved on to another world, but Dwellers left unchecked evolve into World Eaters, planar monstrosities that do exactly what it sounds like they do. The Solstice Warriors must hold a never-ending vigil in case previous generations missed a Dweller, battling them when their powers peak during an eclipse.

Joining them is Garl the Warrior Cook, the pair's childhood friend and the only character with anything resembling charisma; Seraï, a masked assassin of mysterious origin; Resh'an, a former companion of The Fleshmancer; and B'st, an amorphous pink cloud with almost no relevance to the plot a-la Chu-Chu from Xenogears.

Battles happen on the field map, like Chrono Trigger, and their main feature is essentially the Break system from Octopath Traveler. When a monster is charging up a special move, they gain "locks" that can only be broken by hitting them with specific types of damage; break them all, and they lose their turn. It's frequently impossible to break all the locks - you simply do not have the action economy to put out that many hits - and so you're usually playing triage regarding which special move you're willing to take to the face.

The battle system also takes a page from Super Mario RPG and includes timed hits and blocks for every attack. Tutorial messages insist to not worry about these and just think of them as bonus damage, but most of your attacks (especially multi-target spells) won't function properly unless you're nailing the timing. You'll often still do some damage, but the number of hits is the most important thing when you're dealing with Locks. There is an accessibility option (purchasable with in-game currency) to make timed hits always land in exchange for lower damage, but that only works for basic attacks.

Only a handful of skills have a message explaining when to push the button, and for the rest? Tough luck, figure it out. It's inconsistent at best and opaque at worst. And I mean literally opaque: because of how the field maps and graphics are constructed, character sprites (especially Seraï) often end up entirely offscreen or covered by other sprites when you're meant to time a press. This wasn't a problem in SMRPG or Mario & Luigi because those had bespoke battle screens with fairly consistent framing for timed hits; the concept isn't very compatible with CT style battles without a way to maintain that consistency.

I legitimately enjoyed the battle system for about the first 30% or so of the game, at which point the startling lack of variety in the battle options began to chafe. Every character has a basic attack, a mere three skills, and a Final Fantasy summon-like Ultimate attack that requires a bar to charge up. There's around a dozen "Combo" moves (read: Dual Techs) across the entire party, but the meter to use them charges so slowly they might as well only exist during boss battles. Your maximum MP caps at around 30 (at the max level, which requires a lot of grinding), skills cost anywhere between 4 and 11, and your potion inventory is limited to 10 items, meaning you're going to almost always rely on basic attacks - which recover 3 MP on a hit - for most battles. Landing a basic attack lets you imbue another basic attack with a character's inherent elemental attribute, which is the only way to break most locks once you're in the mid-game.

Play SMRPG sometime (perhaps the upcoming remake, even) and you'll figure out quick that Timed Hits are cool because if you do them properly it makes battles faster. You aren't trying to get 100 Super Jumps in every single battle because that would be exhausting and slow. Sure, in Chrono Trigger I'm solving 80% of encounters with the same multi-target spells, but that also means they're over in less than a minute. In Sea of Stars, if I mess up an early button press with Moonerang or Venom Flurry, it might not even hit every enemy, which probably means I won't break the locks I need to, which means they'll do their long spell animation. A trash mob battle will probably take two full minutes of me carefully trying to land my timed hits and manage my MP. That shit adds up.

I wouldn't quite go so far as to say Sea of Stars disrespects your time, but a lot of shit adds up. The backgrounds and sprite work are universally great - really beautiful stuff, great animations - but there are tightropes/beams scattered everywhere around the game world, seemingly placed only so you're forced to slow down and look at the backgrounds. From a purely quality of life standpoint, I don't know why you have to hold the button for so long when cooking something, especially if it's a higher-tier restorative. The overworld walk speed is agonizing. The narrative flails in several bizarre directions, only cohering in the broadest possible sense of "we need to beat the bad guy".

Comparatively, Chrono Trigger never stops moving. Your objectives in CT are clearly signposted and make logical sense, even when they string together into longer sequences. To save the world from the Bad Future, we need to defeat the big monster, and we learn the monster was summoned by an evil wizard. To defeat the evil wizard, we need the magic sword, but the sword is broken. To re-forge the sword, we need an ancient material, so off to prehistory we go!

It may sound tedious when written out this way, but the crucial element is that this only takes something like 4 or 5 hours. You're never stuck in any individual location longer than 45-60 minutes, and that's if you stop to grind (which you don't need to). Working at a leisurely pace, you can 100% Chrono Trigger in somewhere between 15 and 20 hours. My most recent playthrough - in which I deliberately walked slowly, grinded out levels, and talked to every NPC for the sake of recording footage - clocked in at about 17.

Sea of Stars doesn't stop introducing new plot elements until the middle of the end credits and makes little effort to tie them together in a cohesive way, instead relying on the inherent fantasy of the setting to smooth over any bumps. For example, take The Sleeper, a massive dragon that once ravaged the world before being sent into an eternal slumber. It explicitly isn't a Dweller, being little more than a curiosity on the overworld map. It bears no relevance to the plot other than as a mid-game side objective to earn the privilege to progress the actual story.

Zale and Valere, despite having speaking roles, do not possess an iota of personality between them; they are generically heroic and valiant and stop at every stage along their quest to help the weak and downtrodden as JRPG Protagonists are wont to do. The idea that Garl should not join them on their dangerous journey - as he is a mere normie - is raised once or twice, but ultimately disregarded due to Garl's endless luck and pluck. He barrels through any possible pathos or character development by simply being the Fun Fat Guy at all times, whether or not the next step follows logically.

No less than three times do the characters visit some kind of Oracle or Seer who reads the future and literally tells them what is going to happen later in the story, sometimes cryptically and sometimes giving explicit instructions. At one point a character awakens from a near-death experience having suddenly gained the knowledge of how to restart the stalled plot, launching into a multi-stage quest that has no logical ties to the party's objective. It's just progression, things happening because something has to happen between points A and B.

Another example: a late game dungeon introduces a race of bird wizards complete with ominous side-flashes to their nefarious scheming atop their evil thrones. They are relevant for only that dungeon, which is broadly just an obstacle in the way of the party's actual objective. I don't understand the intent. Is it supposed to be funny that this guy looks like Necromancer Daffy Duck? If so, why is the story genuinely trying to convince me of the sorrow of their plight and how it relates to the lore (in a way that also isn't relevant to the current events of the plot since it's shit that happened like 10,000 years ago)? How am I meant to react to this? Why is it here, in the final stretch of the story? I was asking these kinds of questions the entire game.

Presumably, the plot is like this because it's trying to imitate JRPGs of the time, which had a reputation for sending you on strings of seemingly random errands to defeat monsters or fetch items. You know what game doesn't do that? Chrono Trigger! The game Sea of Stars is obviously trying to position itself as a successor to!

Is it fair that I criticize the Solstice Warriors for being flat characters when Crono literally does not speak and his party consists of a bunch of genre caricatures? Yes, because CT doesn't try to be more than that. There's no need for wink-wink "did you know you're playing a JRPG? eh, ehhh?? aren't they so wacky with plots that barely make sense bro???" writing in Chrono Trigger because it knows that you know that it knows that you know you're playing a damn JRPG. It's got Akira Toriyama art like Dragon Quest! It says Squaresoft on the cover, those dudes made Final Fantasy!

You're on a roller coaster through time and space! You're here because you want to see knights and robots and cavemen do exactly what knights and robots and cavemen do. Of course Ayla the weirdly sexy cavewoman will say "what is raw-boot? me no understand" after Robo the robot shoots dino-men with his laser beams. It's comedic melodrama, it's operatic in a way that leverages genre familiarity.

Sea of Stars isn't willing to fully commit to this approach, undercutting its own pathos with half-measures and naked imitation. I'd be so much more willing to accept the sudden-yet-inevitable betrayal at the end of the first act if the game didn't then whip around and say "haha, we sure did the thing, huh?" Yeah, I saw. We both clearly know that you're not being clever about it, so why is it in the game?

The answer is usually "because it was in Chrono Trigger", without any examination of what made it work. Like, okay, everybody knows Chrono Trigger is "a good game", but do you know why it's a good game? I could see someone playing it and just thinking, "I don't get it, this is an incredibly generic JRPG," but what you have to understand is that CT is an immaculately constructed generic JRPG. Simply using the same ingredients isn't going to create the same result.

Take the most famous twist of CT: at a critical moment, silent player avatar Crono sacrifices his life to get the rest of the cast to safety, removing him from the party lineup. In the context of 1995, this is a shocking, borderline 4th-wall-breaking twist. Permanent party member death wasn't unheard of - take FFIV or FFV - but the main character? Crono was the mandatory first slot of the party, a jack-of-all-trades mechanical role akin to a DQ Hero. Even though he doesn't have a personality, Crono's consistent presence and the story's inherent melodrama lend a tangible feeling of loss.

Using the power of time travel, the player can undertake a sizeable sidequest to bring Crono back to life, replacing him at the instant of his death with a lifeless doll. He rejoins the party, no longer a mandatory member of the lineup. At this point in the game, you arguably don't even want to bring him along on quests, because he still doesn't have dialogue. Crucially, the entire quest is optional; the first time I played CT, I accidentally did the entire final dungeon (also optional!) first, assuming it was a necessary step.

Sea of Stars tries to do this with Garl. He takes a fatal blow for Zale and Valere then dictates the plot for the next two hours of the game while living on literal Borrowed Time. You journey to an ancient island floating in the sky (sick Chrono Trigger reference bro!) and split the party to pursue multiple objectives in multiple dungeons, culminating in a whole sequence complete with bespoke comic panels of the party mourning their best friend for months offscreen.

This didn't work because I, the player, had no attachment to the character. Garl is the least mechanically useful party member, dealing the same damage type as Valere but without any elemental type to break locks; his heal skill is more expensive than Zale's and his repositioning skill is unnecessary once you have all-target attacks. I dropped him for Seraï at first opportunity and literally never put him back in the main lineup.

Nor do I buy into Zale and Valere's feelings. Protecting Garl is supposed to be one of their main motivations - it's a major scene in the prologue, and leads to an entire dungeon detour in the first act - but they haven't put forth any genuine effort to prevent him from hurling himself into danger's way throughout the game. As noted, he just repeatedly barrels his way through the plot by demanding it continue, even after he's fucking dead.

The true ending of Sea of Stars requires beating the game once, then completing numerous optional objectives which lead to... can you guess? Going back in time, replacing Garl at the instant of his fatal wound with a body double (which means B'st was pretending to be Garl - someone he's never met - during that entire segment, a completely absurd notion), and pulling him back into the present. You do another lengthy sidequest to get an invitation to a fancy restaurant, and then you can fight the true final boss, again, because Garl simply demands it when you get there.

If this CT retread had to be in the game, it would have obviously been better served by Garl being the main player character; go all the way with the imitation. Any vague gesturing the narrative makes towards not having to be The Chosen One to still fight for justice would carry more weight if you weren't playing as the Solstice Warriors, instead scrambling to keep up with them as the worst party member. As things stand, it's just a big ol' reference to a better game, a transparent play for Real Stakes that rings hollow.

An even more egregious example is The Big Thing at the start of Act 3, once the cast finally sets sail upon the eponymous Sea of Stars. Leaving their world of fantasy and magic, they enter a post-apocalyptic sci-fi world, complete with a brief graphics shift into 3D and a full UI overhaul. It's intended to be a shocking twist, a mind-blowing reveal... but it doesn't work, because A) it's a blatant crib of CT, and B) it's all in service to a punchline.

In Chrono Trigger, once the game has fully established the time travel concept by sending you to 600 AD and back (about three hours of gameplay), the party is forced to flee into an unknown time gate. It spits them out to 2300 AD, a wrecked hell world in the depths of a nuclear winter. Here, the party discovers an archive computer recording that sets up their goal for the entire rest of the game: prevent the apocalypse by stopping Lavos, a titanic creature buried deep within the earth.

It's important that this happens at the beginning of the game. You're expecting some form of going to the future to see goofy robots - it's a natural extension of time travel as a plot device - but 2300 AD is a genuine shock in the moment. It serves as a constant reminder of the stakes: this is the bad future, and you're trying to stop it from ever happening. After gallivanting through medieval times, the contrast really works.

In Sea of Stars, you probably aren't expecting to suddenly fight a robot when you're chasing The Fleshmancer across worlds. It's a potentially cool swerve, but what's actually gained by having the final act be in sci-fi land other than some kind of "dang, didn't see that coming" factor? He isn't even actually in control of the robots or anything, he just hides his castle here because... well, it's unclear why, because even once you restore the sun and moon and fight him in the True Ending, he only seems momentarily inconvenienced.

But it sure is a CT reference! And it's also a joke, because your mysterious sometimes-assassin-sometimes-swashbuckler companion Seraï reveals that this is her home world, pulling off her mask to reveal her metallic endoskeleton. You see, she used to be human, but had her soul chewed up and put into this mechanical body. She is a literal Ninja Pirate Zombie Robot.

You know! Ninja Pirate Zombie Robot! Like TVTropes, lol? Wacky JRPG party members!

How do you expect to maintain any investment after that? There's like four more dungeons in sci-fi world - including aforementioned Necromancer Daffy - and I just couldn't give a shit about any of it. The post-apoc stuff doesn't add any stakes, because we already know the Fleshmancer has ruined countless worlds and we're just chasing him to this one in particular because Seraï asked us to (and I guess they want revenge for Garl). I wasn't having fun, I was just annoyed.

I'm baffled. Sea of Stars clearly knows how to outwardly present itself as a quality JRPG. At a glance, the game looks like everything I could want: beautiful artwork, smooth gameplay, fun characters. Something that gets why I fell in love with the genre in the first place, and why I hold up Chrono Trigger as its crown jewel.

But it just isn't that, at least not to me, and that's... I dunno, existentially troubling? Based on the reviews I've seen, I'm clearly in the minority for feeling this way. I do believe the dev team and all of these players also love JRPGs. But if they do, it must be in a way fundamentally different from the way I do, because otherwise I simply don't understand the creative choices in Sea of Stars. I want more than this.

Maybe one day, hopefully sooner than later, we'll get the Disco Elysium of JRPGs, but today sure isn't that day.

Earlier this year, I played most Armored Core bar the PS3 games in anticipation for this game, though not really out of pure hype, but because I was curious what bedrock of design From Software was working with. I didn’t expect to like them much, as I'm not a big mecha fan and I rarely hear high praise for its gameplay, but I was pleasantly surprised. Armored Core had a great niche in which fast movement did not mean great flexibility. You can boost around at high speeds, but your ability to turn and aim is limited by your mech’s legs and your FCS Lockbox. It was an incredibly compelling way to design a console shooter in which traditional aiming was not the main skill, but instead the usage of movement and positioning to supplement your limited tank controls was heavily emphasized. It tickled a very different part of the brain than most games usually do, and this is not without getting into how deep and detailed the mech-building was and the way in which it very directly affected how you control and move with your AC.

I felt very positive towards Oldgen AC as a whole in spite of some issues with mission design, but I also felt like there was no chance FromSoft could replicate any of this. The core conceit of the system after all was limited and unintuitive controls. Without it, none of this would work, and in the year of our lord 2023 we’ve already had a couple releases whos primary objective to sand off anything awkward to the modern gamer even if it leaves glaring flaws in the design (looking at you, Resident Evil 4 Remake) so I prepared myself for Armored Core 6 to not really reach those same heights.

Having played it now, I can call it decent as a brainless mecha-themed action game, though only decent, as even on those metrics it is greatly brought down by poor balancing and some core mechanic weaknesses. It had cool spectacle, and the music was occasionally good, and the plot had enough intrigue going on with answerable questions if you cared to find hidden data logs. The challenge that some bosses give at the beginning was interesting, and I particularly liked the Ibis Chapter 4 boss, who moved too fast to brainlessly shoot at, demanding you wait for openings and keep closing the distance to make sure your shots don't ricochet. Though unfortunately that challenge faded and never returned, even as I completed the supposedly extra difficult content of NG++ and attempted to nerf my own builds to allow the game to shine more while it had the chance, and FromSoft missed the chance of fix Armored Core’s long standing issue of boring mission design, which in some ways is made even worse as they are all made much shorter and less demanding and ammo/repair costs feeling like a complete non-factor to the mission gameplay thus failing to incentivize you to play around saving costs.

The game’s greatest virtue in my opinion is the mech creation sandbox and how much flexibility you have with the ability to place numerous decals anywhere and change the material type of the different metals all over the mech. You can create some very beautifully rendered custom mecha in this game and it makes it easy to get attached to your particular creation if you put some effort into them, and I think that alone can definitely carry a playthrough of this game. However, that about sums up all the nice things I have to say about the game. The actual gameplay suffers and does not justify replaying the game three times to see all the content, and that's what the rest of this review will be dedicated towards.

One of the core issues that hurts this game’s vision is the Stagger system. It acts like a simplified but more extreme version of the Heat mechanic from the older games, however the changes made to it hurt the game’s balance severely. Armored Core 6 rewards the player exponentially for adopting a burst damage based playstyle, often turning fights into complete stomps in favor of the player once you put on a shotgun or grenade launcher. In contrast, anything that doesn't include some form of burst feels heavily undertuned and weak, try playing assault rifles in this game and you will have a bad time for multiple reasons. The issue is twofold here and I will be using it to segue into my other issue with the game’s design.
Stagger leaves the enemy open to critical damage for a small window, and so in order to take advantage of that window, some kind of burst damage is sorely needed. Building Stagger bar itself is also primarily dependent on the damage being dealt, and this makes it so slow damage over time weapons often are bad at causing stagger too, whereas burst damage options will both inflict Stagger very fast while also allowing you deal massive amounts of damage during the window. Finding a build that allows you to take advantage of the stagger system to a reasonable degree while also not completely invalidating the enemies is a far far more challenging task than anything in the game itself. But why balance it like this? Why are Shotguns so obscenely strong?? I suspect the answer to that lies in them being carryovers from Old AC design without much consideration put into how their power changes when the core limitations of tank controls were removed.

In Old-Gen AC, options like a shotgun or a stationary rockets/grenades were much harder to line up the shot for due to the nature of tank controls and FCS. This especially was felt with Shotguns, which demanded you to stick up close to an enemy to get worthwhile damage, which in Oldgen this meant that you were consciously moving into a range where you cannot track your target very well as they can move much faster than you can turn around to chase them, and thus lining up the shot properly took a lot of skill and finesse. Your movement needed to make up for your limited turning and made it so your ability to deal high damage was highly reliant on moving in smart ways, but this conflicted with the demands brought on by needing to dodge enemy attacks and keep yourself out of their sights. This created an incredibly complex dance of challenging priorities that made the high damage feel earned once you manage to land the shots.
However, in the world of Armored Core 6, the mechs are blessed with hard-lock auto aim and insta turning around, nearly all your shots will land, the negligible drawbacks of hard-lock are not felt whatsoever in PvE and the game’s much too stationary bosses. Your movement rarely needs to take into account your ability to land shots, just do whatever it takes to dodge the enemy’s telegraphed cannons and stay close while spamming the shoot buttons.
The assault rifles and other long/mid range options still had a strong place in Old Gen because in order to track targets within your lockbox, you had to keep a certain distance that made their movement manageable, allowing them to be good ways to chip away at enemies with ease. In comparison, AC6 gives you no reason to ever be far from opponents. With the increased power of laser blades, the addition of assault boost kicks, and the bosses who constantly dash up to you for Souls-like melee attacks, there is nearly never a reason to play long/mid range. You need to stay close to even dodge most boss attacks which ask you to hover over them and/or dash past them. It’s telling that most FCS given to you are close-range focused and that Sniper Rifles didn’t even make it into this game.

I find these flaws to be the result of the sacrifices made by the game for the sake of ultra-intuitive controls, but when you take away the entire skill of aiming and the movement, positioning, and weapon balancing factors that come with it, issues like this are bound to bubble up. It's also because of this that none of the mech types really feel as different as they used to, with the controls homogenized the way they are, many of the drawbacks and strengths of different mech-types are not as apparent. Of course the flipside of this is you can now bring a tank leg into any kind of fight you want, whereas Oldgen AC tended to railroad you into making a fast AC if you wanted to deal with its endgame challenges. But unlike this game, Oldgen AC often still had a lot of bite and challenge left to it even when you develop an AC that has the right tools for the mission. That isn’t to say that you can’t cheese difficult fights and challenges with some broken weapons/setups, but you had to go out of your way to make them and most challenges feel beatable without a cheese build, you just need the skills to push yourself over the finish lines. The demands of the build were only one half of the puzzle, but playing well enough to beat challenges was even more emphasized, which I don’t find be the case in Armored Core 6 as the “right build” is both even easier to make and once created, utterly destroys any challenge and doesn’t let me have any fun with the boss. Perhaps this is great for the type of player who likes the power-fantasy of crushing infamous Souls bosses by changing their build, but I was never that kind of player and even if I was, the relative ease and simplicity at which you can create a build that dominates all this game’s content makes even that part of the game unsatisfying in concept.

It's hard to look at the game in a good light after three playthroughs, with the flaws in the game’s balancing and the limited depth of its systems becoming more apparent as I attempted to find ways to make the game challenging. This a game where you never need to worry about anything but dodging once you’re locked on and while yes, the ways in which you dodge in this game are definitely more fun than Souls i-framing, dashing over forward moving attacks that every boss spams is not enough to make me fall love in with a game, especially not with the vast majority of missions being some flavor of “boring” with how little they demand of any of the systems in place. At the very least I hope the way this game introduces mech-building can serve as a nice way to ease players into the older games.

It's everything I dislike about platinum games with nothing I like. The overpowered iframe dodge kills whatever cool positioning trickery you could eke out of this stand system, movement is finicky due to the high momentum that inhibits precision despite platforming asking for a modicum of it, there's no semblance of character from anybody in the cast even outside of the protagonist being human cardboard, the narrative is a half-baked parade of anime cliches that assumes much more intrigue than exists of its foreshadowing that feels like it's made so the players' children can follow along, the game continually places its combat gauntlets in a place with one single tileset and very little iteration on what you're doing there, and the detective mechanics aren't interesting and aren't stressed in ways that might be remotely interesting or fun, it's instead concerned with insanely bloated and overlong sequences of you beating on unarmed civilians and doing collectathon bullshit that's over-telegraphed while the parts of the game that actually need explaining go unremarked-upon. I like the police station theme and Marie is funny, though.

Mechanically, very few of its Platinum gimmick inclusions feel like they actually deserve to exist and just slow down the pace? Blade mode, zandatsu, and wicked weaves all feel really bad in comparison to the games they're from and strings are so fucking long before you use a sync attack and so repetitious and uninteractive that it's not really fun to beat on enemies.

The actual legion combat stuff is just not very fun, you just kind of hit L2 and let them do their thing while you mash your own attack and dodge, occasionally using cooldown moves or command inputs that have to be unlocked from the fucking 135 skill nodes. If they didn't have the "teleport to where your legion is standing" move I'd say "literally everything it was trying to do was done better by Bayonetta 3," but I can settle for "99% of what it was trying to do was done better by Bayonetta 3."

Bayonetta 3's decision to make you buffer 1-2 attacks ahead of time while having to dial in combos yourself as well is genius for allowing that left-brain-right-brain fantasy of playing a puppet character in a game like this, but you just can't do that in this game because there's one single attack string for every weapon and pitiful pause combos. The chain stuff doesn't feel like it affects combat as much as it should, circling an enemy to bind them is a lengthy process due to how slow the game is in general and your reward is being able to get a full greatsword string in, which you can do anyways if you get a perfect dodge.

Tripping charging enemies is cool and evokes an MMO's stack/spread mechanics, but it just doesn't happen enough or have enough layers of mechanical or encounter design to be fully compelling. Also, Shell-type enemies are fucking garbage and one of the worst enemy concepts I've seen in this genre. I would rather fight a DMC4 Chimera than an enemy which makes other people in the encounter full-on invincible until you trial-and-error each variant's weakness, something the game does not deign worthy of explication despite tutorializing the pause menu's function.

Flying around with the chain and doing air combos is its own brand of fun but this game had eight full hours to show me some sauce and there wasn't anything.
Goodbye forever, Takahisa Taura. Your games all suck.

I played both prior Dragon Age games in a binge that has stopped dead in its tracks due to this game.

smug 2009 atheists should be punched in the face before they're allowed to write narratives that centrally explore themes of faith, because they cannot fucking approach the topic with any empathy and it massively defangs their critique. DAI being from the perspective of a literal inquisition but having no coherent ideology behind it and not actually being founded in any religion is so craven, they deny themselves the ability to meaningfully critique these structures by never stepping inside them and this profound inability to even try to understand the religious mindset and its decisionmaking while simultaneously making it a large narrative component is continually the worst part of dragon age as a series. truly baffling that they play into it harder and harder with each successive game

if this first act was you being like an anti-rift militia and trying to manage the complexity of operating on both sides of a border that was hotly contested within most people's lifetimes, and as you pick up steam you eventually discover records of the ancient inquisition and take up its mantle that could be, like, a story! but no, instead the cool-down section after the obligatory stupid action setpiece tutorial has you immediately fucking start the inquisition, which is insane, that feels like an end of act 1 thing where the world opens up. as a result there's no weight to it, it doesn't make sense and doesn't fit any coherent expectation of what an inquisition is, and it muddles the shit out of everything from the start.

this is an agnostic-atheistic politics-free inquisition with no authorization by any political or religious athority performed in the style of a syncretized cult from a millennium ago, which makes about as much sense as disgruntled knights during the hundred years' war converting to zoroastrarianism because their lords aren't doing shit to help their countrymen. except zoroastrarianism still has a coherent ideology and set of strictures behind it.

there's no sense of place to Haven by the time you leave it behind for the hinterlands, the only way you'd know where it's at is by implication of the world map and if you recall loghain's descriptions of war with orlais back in origins. the town has no history, has no culture, has no attachment to the player past a bunch of MMO questgivers and menus. awakening does so much more with so much less of import within minutes of its opening action sequence and its aftermath.

cullen leads your troops and queen anora handpicked the quartermaster to help with the inquisition, despite the inquisition having been founded approx. 30 seconds before you visit, how the hell do the orlesian politicians not see the massive amount of fereldans who were teleported into the inquisition's ranks as they operate directly on the state border and perform extrajudicial killings of templars and not see that as an insanely partisan threat to their security? how are they STILL doing the "both sides bad" thing for their stupid fucking templar/mage conflict? how do they manage to have you fight both groups in the same encounter but not actually design encounters around these multiple enemy types, they just spawn in a wave of templars then a wave of mages? why did the time to decompress not give me any fucking time at all to meet the cast and get to know how they tick? i still have no reason to give a shit about solas other than his deeply unnerving design

bad, bad, bad, bad, bad, and it makes me wish i'd never given these games a shot. no game in this series ever approaches its potential and they are all fundamentally compromised products. dragon age origins has constant bleeding chunks of its world be stitched back, gangrenous, via abhorrent 2009 DLC practices. dragon age 2 is completely unfinished, a vastly superior game when you skip all combat with the press of a button. and inquisition reeks of the same shit i see in every other frostbite-era bioware game: two years of prototyping and engine dev that led nowhere, followed by 18 months of crunch where nothing comes out in any sort of way that people are proud of. i fucking hate this company dude

To me, the heart and soul of Resident Evil 4 is the combat, and that’s what this review is about. Everything else about the remake is something I can take or leave, but I have many issues with the gameplay and its design, and I’d like to talk about why because it feels like everything that the original did right has been forgotten by both the devs and the fans.

To be clear, I am okay with Resident Evil 4 Remake being a different game than the original. In fact, I would like it more if it was more different and tried to execute a new idea well. My issue with it is that I don’t think the remake succeeds at carving out its own niche gameplay-wise, and instead it feels like a mismade version of RE4 held up by band-aid fixes to try to maintain the illusion of being a decent action game, and I will try to explain why I feel this way.

A core pillar of RE4 is the tank controls, they are what adds nuance to even the simplest encounters in the game and everything is designed around the limitations brought on by them. The Remake inevitably takes out the tank controls and, because of that, much of the original design crumbles, the solution to which is to make an entirely new game around the modernized controls. However, they did not do that, they instead applied a bunch of reactionary changes trying to make the game feel functional and challenging despite the removal of its core design pillar.

To illustrate this, let’s talk about one of the basic enemy types of the game, the axe-thrower. An axe is thrown at you in the original RE4, the tank controls prevent you from easily sidestepping the issue. You need to either walk forward at an angle to dodge it which drastically influences your positioning and can move you towards the crowd of enemies, or you need to shoot the axe as it’s being thrown at you to stop it. Both of these options have quite a bit of nuance to them, as dodging with your movement requires you to turn in advance since Leon’s turn speed isn’t instant, meaning that a level of prediction and foresight is required to pull this off, and shooting the axe requires you to ready your weapon, get a read on the axe’s trajectory to aim at it, and expend ammo. These are not the only ways, but they serve as good enough examples.

Come to the remake and now you have a variety of options to dodge the axe that make it a non-threat compared to the original. You can sidestep it to get out of the way, you can block it with your knife by holding a button, and you can duck under it to dodge it without needing to move. All this stuff lets you get around it in ways that dont push you into interesting situations. These enemies however are still here in the remake and they act about the same, seemingly just because they were there in the original, not because they do anything interesting for the combat. This to me exemplifies a lot of the ways most of the enemies lost their purpose and "fun" since the mechanics that made them interesting to deal with are gone, and illustrates the value that the tank based controls brought to simple interactions. For some reason we have even more options that are even easier to use against an enemy that is already made ineffective by the core system changes.

So how does the game maintain any challenge? The devs tried to do so in a couple ways but I don’t think they make for a fun or nuanced game. For one, they made it so that all unarmed enemies have long, lunging grabs that require you to sprint away from for quite a while as they chase you. If they are already close, they perform instant grabs that can’t be dodged in any way. Enemies also can’t get stunned by your shots as consistently so that you can’t counter their aggression with your guns. In short, on the highest difficulties your best bet is always keep a safe distance from all unarmed enemies. Yes, I am aware that lunging grabs can be ducked, but grabs that begin at close range cannot be ducked, so your gameplan is ultimately still the same, be far from enemies to prevent unwinnable situations. The ability to duck far lunging grabs ultimately doesn’t change your decision making in any significant way.

Another big factor is that melee was nerfed and made extremely inconsistent, especially on the higher difficulties. Shooting an enemy in the head no longer guarantees a stun that gives you a melee prompt, and the kick itself has a much smaller hitbox and no lasting i-frames. While the kick being nerfed is something I can understand and play around with, the fact that it was also made unusable due to the RNG to trigger it is baffling to me. I am okay with it taking more than one headshot, but you can shoot an enemy 5 times in the head in professional and never get the stun. If the stuns were consistent to trigger through applicable rules, you would be able to pick an enemy in the crowd to get a stun on, lure enemies around them for crowd controls, or use the kick animation to i-frame through other attacks by planning ahead. But because of its inconsistency it's not a reliable strategy that allows you to play aggressive and risky with enemies. The melee stun is now essentially a random thing that the game “gives you”, similar to how you randomly get crits, and that change on its own removes half the appeal of RE4 for me, and I don't think the game compensates for it sufficiently.

Given what they did to melees, it’s quite funny that they still have enemies who wear helmets to stop you from headshotting them. In the original this mattered a lot since it meant you can’t headstun them to use them for crowd control and i-frames, and instead you had to go for knee shots which were less reliable and weren’t useful for dealing with a crowd. Yet the enemies in the remake still wear helmets as if it matters, but all it does is simply force you to shoot them in the body which only takes one/two more shots more than shooting the head. It’s another case of the enemy design losing what made it compelling due to short-sighted changes in mechanics and the devs failing to realize how much it would take away from the game.

The kind of gameplay these changes lead to is one of constant backpedaling, since your melee is no longer strong and reliable, and enemies have instant lunging grabs with no counterplay to them at close range, at higher difficulties the game devolves to simply running away from enemies and shooting. Sometimes you get lucky and get to do a melee, but it’s not a part of the plan. The plan is to make space, sprint away, and circle around the arena and shoot. If anything gets in your way, a quick shotgun shot can disable them. The game’s challenge is now simply asking you to run and use ammo. I don’t think this is a particularly compelling gameplay loop when the ammo management never feels difficult as long as you hit your shots due to the leniency provided by the dynamic difficulty ensuring you get the drops for the weapons you are low on ammo on. Even if the ammo management was super tight, what kind of gameplay would that lead to? Simply clumping up enemies into tight corridors so you can shotgun/rifle multiple of them at a time for ammo efficiency? Or doing the same gameplan except slower to get focus shots with your pistol? Or if you play for rankings, simply run past all the enemies and encounters. It’s not fun to pull off, it’s simply boring.

There is another aspect to the defense in this game which I haven’t mentioned yet and that is the knife but I think it only exacerbates the game’s issues. On the surface you can say the knife adds more flexibility to the gameplay and parry allows you to get melees consistently, which is true, but to me that undermines the appeal of the mechanics it’s meant to interact with. The knife allows you to parry the attacks of any armed enemy, which in a kind of backwards way makes all the armed enemies way less dangerous than unarmed ones and their undodgeable grabs. Being able to get a melee off of it consistently is a sad way to relegate the mechanic, since it prevents you from using it aggressively and making your own choices when it comes to who and and when you want to use melees on, instead its simply something that happens to you, you get to do parry into melee if the game pits you against armed enemies that allows you to circumvent anything that could be challenging about them with an easy timing challenge. Even when made a bit more challenging with enemies varying their attack timings on Pro mode, the parry doesn’t ever feed into the rest of the game’s systems as the knife durability cost is virtually nothing for doing it. All it does is simply give you a “Get Out Of Jail For Free” card when it comes to armed enemies since their attacks are a boon to you, and in a backwards way it makes them easier than unarmed enemies and their grabs.
This is probably one of the places where I have the most disconnect with this game because I really don’t get the fun of parries in a game like this. Dodging through positioning and making decisions by planning around enemy behavior is where I get fun from this kind of action game, but with an instant parry like in RE4 with the static and slow enemies of this game it does absolutely nothing for me. If it had a big durability cost then maybe it would be a justifiable decision where you trade the damage and utility of the knife to escape a bad situation, but instead you just know the timing and nullify the entire enemy’s presence. The coolness of the animation is not enough to make up for how damaging it is to the game design to put so much on a simple timing challenge.

Ultimately, a big realization I made about RE4 Remake compared to the original is that it’s a game where things simply happen to you, rather than a game where you can make things happen.
You do the melee prompt when the game graces with you a stun animation, it’s not something you can reliably control and make decisions around.
You use knives to finish off enemies when the game lets you do so against transforming enemies, but you can’t control when it pops up since it doesn’t appear on most enemies and it’s not like you have a way of identifying Plagas enemies and knocking them down in advance. Because of that, stabbing grounded enemies never feels like a decision, just a prompt that you obey since you have little reason not to unless you wasted your knives getting grabbed. If every enemy on the ground had a stab prompt then at least you would be thinking about which enemies you choose to not do it on to save your knife resources.
You aren’t meant to use the knife aggressively since it can’t stun well anymore and the wide swings do pitiful damage, but you are meant to use it to parry attacks when an armed enemy happens to get into your range. When you parry attacks, you always get the same melee as a reward, you don’t get to make the choice of using a knee stun melee or a head stun melee for different purposes. You have little control in this game and most of the gameplay loop is obeying on-screen instructions in-between kiting and shooting

Compare this to the original RE4, where your backwards movement is much slower than your forward movement, so playing aggressively is encouraged, and running away from something comes at the cost of losing vision to it. You can choose what enemy to shoot in order to stun them, you choose where to shoot them to make a choice between the roundhouse kick for great crowd control or the straight kick/suplex for better single target damage. You can weave around enemies, bait them into quick attacks that you can feasibly whiff punish with your knife to get a headstun and turn close quarters situations in your favor. Compared to this, constant running away and shooting at enemies in the remake feels shallow and boring. To make it clear I don’t think the remake is hard, the strategy you are pushed into is so effective and easy to execute its hard to be very difficult once you get a hang of it, but it’s not fun either, and even if they found a way to make it hard it would just be boring due to how limited the mechanics are and how little options the player has in actually influencing the way fights progress.

And that about sums up my issues with the game. I can’t think of a good way to tie it together other than that I am deeply disappointed by what this remake had to offer. The devs clearly don’t have experience in making action games, they want to make a survival horror game so badly with the way professional is designed but it’s just not a good survival horror game either. If this was a more horror and resource management oriented RE4, that would be cool, but I think it’s simply a shitty action game where you point and click at enemies in-between kiting them.
If it were not a remake of RE4 then I would just see this as a mediocre third person shooter that tries hard with the encounter design, which is better than we get most of the time, but this game was made off the incredibly strong foundation of RE4 and yet managed to miss just about everything that was fun about it to me.
That this could be viewed as a good remake and a refinement of the original feels very strange to me, but I guess I’m completely divorced from the way people view action games nowadays. I guess as long as it has good animation work and easy controls it’s good enough, but I want more than that out of these games and the industry isn’t interested in providing that anymore. Unfortunate that I grew up to care about this stuff.

Addendum:
Since people gaslight themselves with this game into thinking the stuns are consistent, here is evidence of them being inconsistent and unreliable where I can shoot an enemy to death without ever getting a stun:
https://streamable.com/fovauq
https://streamable.com/a6jcux
https://streamable.com/nmb8lz
https://streamable.com/08vazy
First two clips are on hardcore with a fully upgraded Red9, last two clips are at the start of Professional.


I really don't know how I feel about this game, if I feel anything at all. I absolutely had fun with it, no doubt about it, but as I pen this while the credits roll, I can't help but think it was somewhat of a hollow experience. There are plenty of changes I wholeheartedly approve of like the more fluid controls, omission of QTEs and of course the thicker atmosphere and heavier emphasis on exploration, but other things like the stealth elements and parry mechanics feel underdeveloped. Some of the setpieces and bosses also feel really uninspired and unquestionably worse than those in the original, and the tone is so self-serious that when there's even a bit of levity, it comes across as forced. "Your right hand comes off?" is really fucking cringey, but at least embarrassment is an emotion. The writing here makes me feel nothing.

When this game was announced, I thought that, despite my criticisms of it, Resident Evil 4 did not need a remake; it's already a modern game, so modern that games are still ripping it off. The remake has done nothing but reaffirm that notion for me, even though I was entertained by it.

Stray

2022

Stray is a game where you assume the role of a cat. This is the entire promise of its outward appearance. You control a сute furball navigating in a world proportionally large for your light presence. You can press B to meow and Y to cuddle with other cats. You can take a nap in allotted by game designer places. The cat mannerisms are meticulously animated and instantly gifable for twitter. An instant crowd pleaser of a concept, as Twitch and Steam numbers immediately suggest.

One of the first big puzzles you solve involves power outlets. You have to scout a room to find 4 cube-shaped batteries. You have to grab them with a floating button prompt and bring them to a computer. You have to MANUALLY (with paws?) plug them in power sockets. Surely, you already see a problem.

Stray takes place in a society of robots mimicking the images and idiosyncrasies of humans. Robots wear clothes, robots eat food, robots live in a police state – not because they need to, that’s just what we tend to do. The greatest irony of Stray is how it’s no different from the robots it portrays. It’s caught up in appearances, stupefied by feline oddness – and completely misses the essence of dubious little being.

Do you want to be a small rascal bumbling the way through, guided only by the most primal of instincts? Wrong game! And it’s mind-boggling to me how attentively every unique keynote of the whole premise is impaired here to create the most nothing hodgepodge of a modern action-adventure. You are pulled through a cat-sized theme park with the main attractions made up of the lightest of puzzles, dullest stealth sections and unlosable chase sequences. Traversal, which must pop with cats’ preciseness and unlimited agility, suddenly turns into a chore, because you can’t have a cat failing a jump, right? Even the animal inaudibility which opens the door for interesting environmental storytelling and silent interactions is undercut by the introduction of a companion drone acting as a translation layer between the feline friend and basically everything else in the world.

There are absolutely glints of creativity and good vibes here, and I decently enjoyed exploring the little hub levels where the game matches its title the best by letting the cat go a little astray. These bright moments though are far and between in this hugely underwhelming affair. Rain World: Downpour can’t honestly come soon enough.

This review contains spoilers

My first few hours with Dread had the slightest twinge of disappointment to them. Mechanically, this is almost certainly the best 2D Metroid game. Samus is a joy to control, with a perfect blend of agility and weight, and movement options like the dash and grapple that build and stack on each other wonderfully. Combined with all the little animation details and comfortable controls, the simple act of moving has never been better. The combat is also probably the series best, since even if the counter mechanic reduces many individual enemies into simple parry fodder, and the bosses all feel just a little too slow for how spry and agile you now are, there’s lots of fun and fairly difficult boss fights that balance the badass interactive cinematic moments with actual 2D fast paced combat well (this is also arguably the only 2D Metroid with a good final boss. And it’s a great final boss.) The aesthetics, particularly in music, have a few missteps, but the amount of background details in the fauna of the world and their reaction to you was consistently dazzling to look at, and some of its sparser foreground lit tunnels and caves look almost painterly.

But I don’t like the Metroid games because they’ve had great combat, or even exploration. I like them because their ability to convey an empty, alien, and hostile mood is unparalleled, and the ability to (in the few of them that have ventured to do it) tell more traditional and involved stories that tie in perfectly to their mechanical and structural decisions. Dread grasps the former right away. The initial jolt of panic the first couple EMMIs induce is perfection, and the knowledge of their impending presence because of specially marked barriers is a perfect cause of momentary panic. Hell, even when the EMMIs fail to really keep up with your own advancement and very quickly become rather trivial, it feels like the game showing off its understanding of Metroid’s repeated story as ultimately one of gaining control over your surroundings from within, of using the hostile world’s own weapons and history against it. Even the little details of environmental storytelling, like empty and mechanical EMMI zones being reclaimed by the natural life or the forest zones slowly thinning out, hit beautifully. Where it seemingly falters, though, is in the overt narrative.

The set up is sound. Instead of a deep venture into the world to then escape it, as usual, the intent is escape from the outset. The idea of helplessness is underscored to a near comical degree from the very beginning, including from a suspiciously out of character speech from ADAM. But as Dread dumps more and more lore drops about past warring tribes and pulls the Chozo from the dead yet again, it’s a bit hard not to feel like the writing here has lost the theme in favor of pure plot. The idea of ending conflicts long past and Samus saying goodbye to her entire history once and for all is an admirable one, but one begins to get the sense that there was a little more lore dumping happening to let any of it sit. The Fusion-esque structure of getting instruction from ADAM begins to feel purposelessly rehashed, a needless attempt at harkening back to the much more narratively cohesive game’s story of breaking free from control.

And as it turns out, that’s exactly what it is. Moments before the game’s final boss, Samus pops the false shadow of ADAM like a balloon, to reveal the game’s overarching villain behind it. The hollow recreation of Fusion clicks into place. In Dread, the classic Samus self-actualization formula of the series is in and of itself the villain’s scheme, a controlled illusion of power and freedom to extract Samus at her most powerful and seemingly free in an underestimation of her will and ability. Moments before its ending, Dread’s story comes alive as not just a story of gaining the strength to grasp one’s own autonomy, but also one of the many obfuscating layers and levels in which the resistance to self-realization manifests.

TL;DR
Fusion is The Matrix. Dread is Matrix Reloaded.