13 reviews liked by tamensou


Ah. That’s more like it.

As the one person I know who likes Donkey Kong Country, Drill Dozer, and that one burrowing escape sequence from Ori and the Will of the Wisps, I knew Pepper Grinder was going to be right up my alley. What impressed me though, was just how precisely the game melded its influences into something that felt simultaneously fresh yet familiar. The level design is classic obstacle escalation (introduce a concept, scale it up, throw in a twist, and then run the player through a final exam into their victory lap) with DKC inspired secrets with skull coin collectibles for unlocking secret levels. Many of the usual formula beats are present as well to force execution tests, from the usual moving parts in the forms of cannons, rope swings, and grappling points, to constantly present sources of danger like the freezing ocean or the temporary dirt patches created from cooling lava. What sets Pepper Grinder apart however, is that the terrain itself is the main obstacle. It feels like such a natural pairing to seamlessly mesh environmental navigation with the course’s very foundation, and the best moments of the game lean into funneling the player through various layers of shifting and isolated terrain while tearing through all that may stand in their way.

That said, I think to really understand the nuances of Pepper Grinder, one has to readily commit to its time attack mode. I could have been sold on the game-feel alone as an amalgam of Donkey Kong Country’s momentum physics and Drill Dozer’s force feedback, but playing under circumstances that force you to squeeze every possible second out of the timer gives the player a better appreciation of its movement mechanics. Pepper is not very fast on foot, nor can she naturally jump very far. Therefore, you’d think that most speed comes from tunneling through terrain, but it’s not quite that either. Rather, the player has to maintain momentum through the interplay of drilling and jumping by exiting terrain via the drill run (boosting right as you’re about to leave a patch of dirt), which commits the player to the projected arc leaving the terrain but with the reward of significantly more speed. The result is some of the weightiest and most satisfying movement I have ever experienced in any platformer. I was constantly figuring out new ways to save seconds by timing by boosts both within terrain and right before exiting terrain (since you can’t just spam boost and using it too early can lock you out from getting the necessary boost jump out of terrain), skipping certain obstacles entirely with well-placed drill runs, and figuring out how to manage my health to bypass unfavorable cycles and damage boost past mines and thorns. Some of those gold time attack medals were tight ordeals, but I absolutely savored every moment of the grind.

Bosses as a whole are a significant improvement from the usual quality of those in Donkey Kong Country. You’re not safe just waiting above ground, and burrowing to dodge attacks forces you to at least dash-dance underground since drilling means you can’t stay in one place. As a result, the player is constantly on the move, and you’re incentivized to do so anyways given that most of the bosses require multiple hits to defeat and aren’t the usual “invincible until they’re done attacking” crop from DKC. The biggest complaint I can levy here is that boss hit/hurtboxes can feel imprecise; I’ve heard that many players have had difficulty figuring out how to correctly drill into the beetle boss’s underbelly, and while I had no issues there, I did die a few times from the skeleton king’s heel hitbox where there was no visible attack in its vicinity. Still, I much prefer these boss fights over many of its peers, and figuring out when and how to best aim drill runs from the ground to speedrun bosses was just as much of a pleasure as speedrunning the courses themselves.

There are a few questionable design choices that could be touched upon here. Firstly, there’s a shop system present where you can purchase optional stickers from a gacha machine as well as temporary health boosts. The former is mostly forgivable given that they don’t impact the gameplay otherwise and can be cleared in about three minutes of purchasing and opening capsules. That said, I feel as if the latter could be removed entirely given that I never felt pressured to purchase insurance for courses and bosses, especially because I was often taking hits anyways to skip past obstacles and because you’re not going to regain the extra health capacity in-level once it’s gone. Secondly, bosses in time-attack mode force you to watch their opening unskippable cutscenes before getting to the action, and this gets extremely irritating when you’re constantly restarting fights to get better times. Finally, Pepper Grinder has a few gimmick areas in the forms of a couple of robot platforming segments, two snowmobile sections where you just hold forward on the control stick, and a couple of run-and-gun levels with little drilling involved. I can look past most of these given that they don’t take up much time and that I enjoyed all the minecart levels from DKC as is, though I do wish that they spaced the gimmicks apart a bit more given that levels 4-3 and 4-4 both have significant run and gun segments sending each course off.

If I did have any lasting complaints, it would be that I just want more of this game. Most players will finish adventure mode in under four hours. That said, even despite a lack of polish here and there, I absolutely adore Pepper Grinder. At this time of writing, I’ve 100%ed the game and even gone back to a few time trials after snagging all the gold medals just to further polish my records. It’s often difficult for me to pin down what makes a game feel good to play, but in this case, I just know. Pepper Grinder feels like an adrenaline rush made just for me, and though its execution barriers and short length will likely make this a tough sell for many, it is undoubtably some of the most fun I have had with a game this year. If you’re curious or enjoy anything that I’ve discussed in this write-up, please give the demo a shot. They don’t make 2D platformers like this anymore, and Pepper Grinder’s existence leaves me wondering why when they absolutely killed it on their first try.

As a kid, I was absolutely obsessed with subways. Whenever my family and I traveled to a new city, my immediate fixation was not the city’s many attractions but rather the intricate infrastructure linking all these various locales. While my family handled the destinations, I handled everything in-between. I wanted to know the most efficient way to get from point A to B, if there were any loopholes or special conditions necessitating an off-the-beaten-path itinerary, and most of all, I kept tabs on any planned changes regarding the evolving transportation so I could make notes of where to adjust and prioritize for future trips. I never realized it back then, but there was a certain satisfaction to memorizing every station and optimal route and running the simulations in my head that eventually led me down the path of engineering.

Mini Metro is essentially my childhood fascination with subways conceptualized as a video game. It’s super easy to pick up thanks to its minimalist design and intuitive controls; passengers are depicted with geometric symbols headed to corresponding symbolic destinations, distinctly colored subway lines are constructed by dragging your mouse between stops, and you can easily manipulate existing lines without disrupting progress by simply clicking and dragging sections of a line to new stops. At the same time, it can quickly become challenging, but this skill ceiling feels fairly approachable because the game is less about memorizing specific formulas and more about understanding implicit guidelines. For example, having a line that hits every stop in the area sounds appealing, but what’s less appealing is how much more time is subsequently spent traveling and loading/unloading passengers; you can at least somewhat account for this by toggling specific stations as “no-stop” to create express lines. The AI is fairly predictable and will always calculate the shortest path to the corresponding destination, but this also means that there’s real potential for them to overload the capacity of certain stations while in-transit between different lines. Alongside this, the game is great at organically iterating upon its basic formula to escalate difficulty by introducing more stops, altering the shape of stops to create more unique passengers and necessitate different routes, and increase the system’s load with more passengers while forcing the player to juggle their already limited number of lines, cars/carriages, and tunnels/bridges as also dictated with newly unlocked maps. At its core, it’s a game that’s great at subtly teaching players how to recognize bottlenecks and micromanage individual elements to fully understand how minor changes can quickly ripple across the fully intertwined system.

My only real nitpicks are that picking apart subway loops can get a bit annoying since you can only fiddle with one exposed end at a time while in loop form; it’s a minor complaint considering that you can pause the game at any time to more carefully reconstruct lines, but adding extra steps to reconstruct common subway loops is fairly noticeable considering Mini Metro’s elegant interface. Also, I do wish that there was a way to construct slightly longer paths along rivers instead of automatically building across them between certain junctions and using up my already limited supply of tunnels and bridges. Nevertheless, I acknowledge that this last gripe is mostly personal, and I think this game absolutely delivers upon its premise with precise execution. With so many different maps and daily challenges to boot, there’s plenty of content to exhaust within the game, and if one finds the basic experience too stressful or is more interested in sheer experimentation, then they can simply turn to endless and creative modes instead. For an accessible yet deceptively deep management game that gives great bang for your buck, I’d say Mini Metro is a fantastic entry point into the world of optimization simulators that more than holds its own against its more daunting peers.

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.

This review contains spoilers

I picked this game up from a bargain bin back when I was something like 11-12 years old. The gloomy cover art stuck out to me amongst the sea of other Wii shovelware titles (and the occasional Just Dance), so I begged my mom to pay the 10-15 bucks I needed to buy it.

That afternoon, I popped the disk in and was immediately drawn in by the atmosphere. The quiet strings of the title theme started up and I remember just sitting there in front of the TV, listening to it for a while.

"At the very end of a summer that was all too short, the old man I was living with passed away. Even after all the years I spent together, I never knew his name. Later that evening, I dug a shallow grave in the front yard of our home and buried him there." This intro has a permanent spot in my brain. I can pretty much still quote it word for word. Seto's emotionally distant voice accompanied by the screeching cicadas and the sound of a shovel striking dirt establishes an incredible vibe. It has all you could ever want for an excellent intro.

And Fragile Dreams carries this atmosphere throughout the entire game. Little middle school me was absolutely enraptured. I spent my summer with Seto and his post-apocalyptic world, learning about the people who had vanished from it alongside him. Discovering the beauty (and sometimes the horror) of quiet, abandoned places. This game is so carefully crafted to elicit stirrings of melancholy and some undefined sadness from your soul. The story isn't perfect, in fact I'd argue that act three's pacing was pretty bad and there were some loose threads that really should've been picked up by the end, but the overall themes and excellent character driven storytelling really pulled me in. The set design and beautiful visuals accompanied by a sparsely used but incredibly moving OST really cements the experience in your brain. Godawful combat and some baffling gameplay design choices bogged down that experience plenty, but as a kid I was happy to slog through the next pack of random enemies (that would despawn and respawn if you backed out of their detection range) if it meant I could get another mystery item with more story.

That said, this is a game, not a movie. And revisiting it, the fact that my wonderful exploration experience going through this world was marred by having to suffer through terrible combat encounters (horrible movement, no dodging, physically attacking anything feels like moving through molasses) and bad gameplay design (punishingly small inventory that obviously took inspiration from Resident Evil's Tetris style storage, constant backtracking, straight line level design with load screens for every new room or hallway, etc.) brings this game's rating straight down. I wouldn't be surprised if the dev team was sorely strapped for time towards the tail end of development, or just didn't really know what to design to fill gameplay time, and thus defaulted to combat (that they obviously could not get right). It's not like this game is survival horror - it's got horror elements, but it's no Resident Evil, and it didn't need to be shoehorned into something similar to it. It's already a sub 10 hour game, the padding just made it worse.

2.5 is all I can give it, and that's with all the heavy lifting being done by the fantastic atmosphere and storytelling. Did I mention Fragile Dreams also has some of the most beautiful prose I've ever read in a game? God I wish this game could get a modern remake somehow, with the all the design flaws ironed out. Then I would actually be recommending people play it instead of just watching it on YouTube to skip the agony of combat.

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.

I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

In his video last year regarding context sensitivity, Matthewmatosis opens by describing Ghost Trick as entirely context-sensitive: the main action button ("trick") always performs a different action depending on the item possessed. However, he points this out as an exception to the trend of heavy context-sensitivity weighing down modern titles, because simply put, Ghost Trick uses context-sensitivity not as a crutch, but as its core. It never seems to suffer from fuzzy context: the game not only gives you plenty of safe time to experiment with set-pieces leading up to timed sequences (since untimed traversal to the victim is every bit a puzzle in itself), but also briefly describes the single "trick" of each object possessed to give players an idea of how to progress. Furthermore, Ghost Trick's difficulty hits a perfect sweet-spot: it doesn't feel free because traversal and manipulating objects to your advantage require a good degree of planning and experimentation, but failure also never feels too punishing because other characters and the environment are great at providing thoughtful feedback upon failure, so the player isn't just banging their head against a wall via quick restarts at built-in checkpoints.

Essentially, it's like playing the ancestor of Return of the Obra Dinn but with a time loop mechanic attached. The objective remains simple (travel back to four minutes before death to avert fate), but how to achieve said objective is always completely dictated by your surroundings. As a result, it naturally iterates upon its basic structure to create more unconventional scenarios: soon you're not just manipulating objects for traversal and foiling assassins, you're also solving locked room mysteries, or traveling to different environments to save victims from elsewhere, or diving into deaths within deaths to avert multiple fates at a time. Through all of this, Ghost Trick understands one of the key strengths of video games: creating virtual playgrounds of experimentation unsaddled by the limitations of time to reward players through the joy of discovery. The player is constantly surprised time and time again not only from unexpected object interactions, but also from how the narrative weaves in and out of death sequences to create suspenseful moments. It's a minor miracle in itself that the story never jumps the shark: the gameplay mechanics remain firmly consistent alongside its lore, and every plot thread is neatly wrapped up by the end of the game after a series of subtly foreshadowed twists. Combine this marrying of storytelling and gameplay with expressive animations, a colorful and very personable cast, an understated yet powerful soundtrack, and a great mix of humor and emotional moments, and you get what is perhaps the most cohesive title in the DS library.

It's rather poetic that a game which looked simple on the outside provided such an intricate exercise for Shu Takumi to prove that he was no one-trick pony. I'm grateful that Ghost Trick has finally been ported to modern systems for a whole new audience to lose their minds over this, for it's a masterpiece that everyone owes to themselves to check out. At the end of the day, nothing feels quite as cathartic as miraculously changing destiny in the face of inevitable death.

Compared to Cing's later works in Hotel Dusk and Last Window, Trace Memory feels more like a rough tech demo for the DS... but what a charming little tech demo it is! You play as Ashley Mizuki Robbins, the daughter of two scientists who were presumed dead years ago, only for Ashley's father to send her a letter years later asking her to come to Blood Edward Island to learn the truth. Accompanying her is a device named the Dual Trace System (DTS), which very much resembles the classic DS model and can read DS game cards data cards scattered around the island of her father's logs. She eventually bumps into the ghost of a boy named "D", who also doesn't remember a thing of his past, and together, Ashley and D must navigate the abandoned island's sprawling mansion to unravel the mysteries of their respective pasts.

Puzzles are a bit of a mixed bag admittingly. A few of them are a bit rough around the edges; during multiple parts of the game, I had trouble grabbing or contacting objects on the screen with my stylus due to really imprecise or tiny hitboxes. In addition, a good chunk of the puzzles are extremely simple: some are tap and drag puzzles like breaking a bottle or rotating a crank, and a few are just inventory puzzle chains (item A will get you item B which is used to obtain item C). Nevertheless, I do have to respect the ambition for certain sequences. The DTS also comes with an in-game camera to take pictures of scenery so you don't necessarily need a pencil and paper alongside you while playing, but there's also a nice overlay feature that lets you place images on top of another image made transparent to decode hidden passwords; it's a nice little gimmick that I wish was utilized a bit more. I also have to give Trace Memory credit for utilizing practically every feature of the DS, with a couple of microphone puzzles and another DS open-shut puzzle that I think is basically Cing's speciality considering I have yet to see any other developer tinker with that idea. Outside of these interactive puzzles however, I do wish that the inventory puzzles were a bit more facilitated: key items have to be obtained from tapping around observable scenes that appear to have a lot of distinct items of interest, but upon tapping in many of these areas, most end up as red herrings that only provide a single line of flavor text. I also admit that as short as the game is (five hours, about half the length of Hotel Dusk), it was a bit easy to get lost within the mansion since I wasn't provided with a map but often had to backtrack to previously explored locations in past chapters for key items that became obtainable once I passed the right checks in future chapters.

Trace Memory's doesn't quite achieve the same feeling of presence as what I'd come to expect for Cing, with its strange mouth animations upon still-figures (as opposed to Hotel Dusk's distinct inky animated character models) or its fairly contrived puzzles that seem to make little sense in the context of its narrative (as per most tech demos), but I do think its heart is in the right place. Despite how much flavor text I had to mash through just tapping everywhere, picking up on those little details to add to D's past or stumbling upon another data card kept me engrossed in the central mysteries for tighter world-building. While I do prefer the first-person 3D environments of Hotel Dusk as opposed to the top-down exploration of Trace Memory, I have to concur with MelMellon that the ability to highlight more specific areas of interest in 2D while displaying its more vast environments in 3D grants Trace Memory a combination of detail and immersion that few games manage to achieve. Finally, even if the central narrative isn't quite as intricate or intimate as Cing's future work, the game wrapped itself up quite nicely with no plot holes (and keeps you aware of the running plotline with its end-of-chapter summary quizzes, much like Hotel Dusk would later utilize), and the final reveal of D's fate as a reward for thoroughly exploring the mansion and unlocking all his memories made the whole experience worthwhile. I came in expecting a short cozy adventure game highlighting both the potential of the DS and Cing's early ambitions, and I got just that, so all in all, I'd say it was a pretty good day.

Not too long ago, I was asked by a friend to describe the appeal of Gravity Rush, and it took me a while to come up with an answer. Was it a twist on the classic open-world sandbox? A physics-defying superhero simulator? Both of these descriptions are reasonable to some extent, but neither felt like a perfect characterization of what kept me hooked to my favorite Sony series exclusive. Then a few days later, I stumbled upon this list, and BeachEpisode’s description caught my eye: a platformer where you “tumble through the world with an elegance of a Ghibli movie.”

Just like that, it clicked. In the same way that VVVVVV is a deconstruction of the traditional 2D platformer, Gravity Rush to me feels like the natural progression of deconstructing the open-level 3D platformer. There’s still jumping between floating platforms of course, but the jumping is deemphasized. Instead, since larger objects serving as buoys don’t have pulls towards the center of gravity, it’s up to you to shift the flow of gravity as necessary to prevent yourself from “falling off" and maintain control. Therefore, every surface becomes a possible platform, limited only by your access to said surface and your gravity energy gauge.

Since you aren’t necessarily jumping between platforms, it may be easier to characterize movement in Gravity Rush between two modes: grounded running/sliding, and soaring through the air between grounded movement. With the gravity slide, the protagonist Kat can make tight turns while also easily sliding up surfaces to maintain momentum without needing to jump and re-shift. Meanwhile, aerial movement can be thought more simply as “falling with style” (which explains why Kat’s float is less of a dive without boosting with X and closer to a derpy freefall), but is surprisingly tight; with the ability to slightly adjust your falling orientation with the left joystick, and the ability to either slowly rotate the camera with controller gyro controls or more quickly with the right joystick, the seemingly simple “flying” provides a fairly strong degree of character control. It never feels too disorienting either, because Kat’s hair will always point towards the directed flow of gravity when floating in place, and the camera will naturally rotate back towards “right-side up” from tapping R1 to stop/shift gravity (or you can tap R3 at any time to immediately snap to that perspective). As such, the real challenge is optimizing movement by juggling the two different modes to maintain momentum while never completely depleting the energy gauge. Since gravity sliding uses less energy and spending enough time not shifting gravity (including simple grounded running/waiting or natural freefall) will refresh the gauge, figuring out exactly when to insert these moments in-between gravity shifting traversal alongside collecting blue gravity tokens becomes key to efficiently getting from point A to point B. It’s a deceptively simple yet realized set of controls that can feel overwhelming at first but becomes this thing of beauty once mastered; some might call it less cool since you’re really just flail-falling about, but as an old teacher of mine once asked, isn’t flying really just missing the ground over and over again?

It's for this reason that it becomes quite frustrating that Gravity Rush 2 seems almost afraid to utilize its greatest strength during certain grounded side-missions and a few segments of main story missions. The most obvious culprits here are the forced stealth segments that will immediately catch you upon floating upwards and getting spotted by guards. It unfortunately feels rather counter-intuitive that a game emphasizing freedom of control has a few segments here and there that artificially limit your movement options. There are also quite a few grounded missions that require you to mash the square button to repeatedly talk to NPCs in hopes that they’ll point you to the right direction; definitely not great, but they’re at least over quickly enough and do end up facilitating movement around the city once you’ve got your necessary info to proceed. The absolute worst mission in my opinion however, has to be “Behind the Scenes I,” which has you running through the city on foot while dodging enthusiastic fans; NPC spawns are randomly generated, which means there’s a degree of luck getting a clear enough path and not too many NPCs to where they can’t be easily avoided or jumped over/around. I respect Team Gravity’s ambition in trying to diversify their missions and definitely appreciate the comedy behind the concept, but even I thought this one stuck out like a sore thumb.

While we’re on the topic of complaints, the other glaring complaint I often hear regarding Gravity Rush 2 is that the game feels a bit more grindy than the original title. You’re not likely to pick up many precious gems during most story missions and side missions, so most of your stock is going to come from getting gold medals in challenges and thoroughly exploring the hub areas to snag all the collectibles. Even then, you most likely won’t have enough to thoroughly upgrade all of the combat systems, which is where mining missions come in. Once unlocked, Kat can take a boat to a gravity storm mine and destroy green ore for precious gems. This process can take a while considering that environments are fairly spacious and empty, and it’s not particularly interesting repeating the same mines over and over for those final purchases. To be fair, mining missions do at least provide gravity storms that will occasionally spawn in different bosses for Kat to fight, and can also snag you talismans to augment your abilities and boost certain aspects of combat and movement. As a side note, if you really care about the trophy and don’t care much about the above, it is possible to replay old missions instead to at least get this grind out of the way.

Now, having gotten my major reservations out of the way… I actually like this way more than Gravity Rush Remastered.

The first main reason that comes to mind is that combat definitely has a lot more meat on the bone. In the original Gravity Rush, the flying kick was king; just aim and fire until everything in your path was gone, and if you miss, just keep readjusting and firing until you win anyways. Meanwhile, the sequel significantly buffs your other attack options to where combat no longer feels linearized through abusing the flying kick. Gravity sliding is much easier to implement during combat, not only due to the tighter controls but also due to the addition of a sliding dodge. Stasis Field (telekinesis to grab and throw objects) has also been buffed with a larger range than before, can be used without any temporary immobilization, and allows you to pick up enemies outright to chuck at other foes. You can also hold down the circle button when throwing to produce a piercing projectile at the expense of some of the SP gauge. Finally, Stasis Field can also be used defensively to block physical and energy-based projectiles with the proper upgrades. To tie this all together, the unlockable/farmable talismans really do make a difference in providing that extra kick to your basic abilities (ex: by dealing more damage with attacks, increasing the lock-on range of the gravity kick, decreasing the amount of gravity energy used, etc), and can later be recycled or merged for even more potent combinations of boosts.

The real crux behind the deeper combat, however, is due to the presence of additional Gravity Styles which drastically alter Kat’s abilities. For instance, Lunar Style sacrifices power in exchange for more manueverability. The wormhole kick in particular lets you zoom in on enemies (which tackles the issue I had in the original, of faster flying enemies slightly moving out of the way and causing my kick to miss entirely) and can be used to teleport across the stage. Additionally, Projectiles fired with Lunar Style create lingering hitboxes once they hit their target, which can stun-lock individual enemies and knock off armor. Jupiter Style, on the other hand, slows down Kat’s standard grounded movement but in return, adds a lot more weight to Kat’s grounded combo attacks and allows you to charge up a kick that not only deals more damage, but can also create a shockwave upon impact that can eviscerate nearby foes for better crowd control. Similarly, you can charge and fire larger projectiles in Jupiter Style to instantly wipe out bulkier enemies. These two styles also affect Kat’s traversal options. Lunar will give you access to a quick long and low rocket Jump and a charged spring Jump for height, both of which can be chained off walls to maintain momentum. Meanwhile, Jupiter Style buffs Kat’s gravity slide, by not only increasing the base speed, but also granting Kat superarmor with the relevant final upgrade while allowing Kat to quickly slide-tackle enemies. As such, switching between the different styles (including the basic Normal style) grants Gravity Rush 2’s combat a bevy of different approaches to better handle varied mobs while also adding additional depth to Kat’s movement in-between.

The next improvement surprised me; believe it or not, despite my earlier complaints towards some of the missions, I actually do think that missions on the whole have also been improved. I’ve been a bit harsh so far regarding the missions that I don’t like, but the truth is that most of these feel relatively inoffensive or at the very least, not very intrusive. Stealth missions are quickly bypassed by running past enemies, taking them out one by one, or walking on walls outside of enemy vision. Mining missions, as brought up earlier, can be mostly ignored if you’re willing to grind the aforementioned old story missions for upgrades instead (and in fact, if you don’t care about the trophy or maxing out every single stat, you’ll get enough gems and talismans for the crucial abilities from other side/main missions anyways with little detriment towards movement/combat). It also helps that upgrades to the gravity gauge and health bar have been decoupled from the gems system altogether, and will naturally be augmented from completing story and side missions (as opposed to the original, which only increased the upgrade capacity cap for completing missions), thus providing a stronger incentive to tackle all the game’s sprawling content while lessening the need to gem grind. Granted, I still can’t defend Behind the Scenes I given how many times I had to restart due to bad RNG, but it’s more of an anomaly amongst better arcadey challenges that are otherwise great at testing your combat and movement optimization.

Having said that, there are some great side missions in Gravity Rush 2 that more than make up for the duller moments. One fan-favorite is the cake delivery mission, where Kat has to deliver fragile packages with Lunar Style using plenty of spring and rocket jumps to maneuver around skyscrapers, all the while dealing with recipients begging her for “the good stuff” and dodging attacks from your voracious best friend Raven. My absolute favorite though, has to be the first movie star mission, where a non-powered Kat must play the role of Battle Nurse through the filming of various scenes; the irony of a super-powered protagonist acting as a stunt double for a superhero film without her gravity powers definitely does not escape me. Not every side mission hits of course, but the vast majority of them grant you interesting avenues to exploit Kat’s various movement and combat abilities in a different fashion, and it’s still absolutely heartwarming and adorable to see Kat stumble and bumble her way through all these absurd scenarios while helping so many others along the way; in that sense, Gravity Rush’s side missions actually remind me a ton of my recent playthrough of Yakuza 0 and all the wild sub-stories that it had to offer.

Perhaps that’s the best way to explain my love of this franchise, as I could honestly nitpick the game all day. Gravity Rush 2 suffers from a similar issue to its predecessor in that the FOV feels a bit too constrained at times, which becomes particularly noticeable when you crash into a wall and the camera gets uncomfortably close during areas with tight corridors. Special moves are a strange combination of busted and janky; the Spiraling Claw does tons of damage between enemy clusters but often gets you stuck on walls, the Gravity Typhoon is just a quickfire projectile chuck that is often detrimental in the long-run since it strips the environment of possible projectiles for Stasis Field, and both are essentially rendered obsolete by the Micro Black Hole, which will outright destroy any enemies in Kat’s vicinity. Finally, I have some problems with the pacing here and there, particularly in how the beginning is rather sluggish (without many opportunities to really abuse your gravity shifting powers) while the endgame is quite rapid-fire and blows through multiple story chapters in the course of a couple hours.

Despite all of that, I absolutely adore this game. I have to admit that I don’t really mind that most of the missions are just some combination of flying around and beating up enemies, because Team Gravity does a much better job disguising all this by slightly varying your specific tasks during missions to better facilitate the satisfying bread-and-butter movement + combat without levels feeling too rote. It helps that the core game-feel is greatly accentuated with the little touches like how the wind rumbles around you while boosting, or how falling and landing from great distances creates an earth-shattering boom that stuns you temporarily unless you land and roll with R2. So much of the world feels like it was constructed with such love and care to the point where I’m willing to overlook much of the jank and many of the dips. The environmental storytelling of all the various locales, the little bits of chaos that ensue as casualties of Kat’s gravity powers (from accidentally launching NPCs about to destroying parts of the environment from shifting and landing all over the place), the little responses here and there from other civilians when Kat makes gestures at them… there’s so many details that ultimately bring everything together. I especially appreciate being able to revisit Hekseville again from the original Gravity Rush; it was quite nostalgic catching up with all the familiar locations and characters while understanding how new events played a role into shaping subtle differences. Sure, the story takes so many twists and turns that at times you wonder if anything’s ever played straight in the first place, but there’s this undercurrent of sincerity that keeps you invested throughout the game’s entirety. The final chapter after the fake credits was the perfect way to tie this all up, resolving a lot of the resounding questions left after the ending of the original Gravity Rush while giving Kat & friends the opportunity they needed to go out with an emotional climax.

At the end of the day, there is simply nothing like the Gravity Rush series. No game before or after has ever felt this exhilarating to me, zooming around these anachronistic floating isles and kicking major ass against these shadowy creatures while having fun with friends made along the way. Even despite the missing online functionality, the core solo experience feels just that memorable to me. It’s rare that a game fills me with the same sheer sense of wonder and discovery since the first time I ever completed Okami, nonetheless while considering all the various imperfections involved. Perhaps this game is the perfect encapsulation of a Japan Studio title: an innovative spin on a classic genre that pushed its concepts to their very limits while effortlessly exuding charm. In spite of all the lack of polish here and there, Gravity Rush 2 manages to stay true to itself, and most importantly, never forgets what makes games so much fun in the first place. I’ll forever be saddened at the loss of my favorite Sony developer, because this game deserved so much more. Nevertheless, as long as red apples keep falling from the sky, the seed of hope will find a way to keep hitting us somehow.

For all the survival horror that I've dabbled with over the past few years, this is the title that made me the most cognizant of the "survival" aspect. It’s this elaborate balancing act of juggling every limited resource at your disposal: ammo for bosses and enemies, kerosene to burn necessary corpses after downing zombies to secure routes, health items as fail safes, ink ribbons to save when deemed necessary, and most importantly, inventory space to minimize backtracking with the bare minimum (knowing what you’re likely to use up as you progress so you have enough room to forage). What’s key to all of this is that it’s often worthwhile not downing zombies at all to not only conserve ammo, but also prevent the possibility of a more dangerous Crimson Head when kerosene is not only limited but requires further planning for refueling and additional inventory slots (lighter + flask). It’s punishing, but in the best way possible; damage and death become instruments of observation to properly plan out backtracking and understanding exactly what goes where. Perhaps my favorite example of this in action was abusing the various doors in a room connecting the shed corridor with a safe room; by quickly going in and out of the entrances, I could not only reset a Hunter’s awareness and spawn, but also place myself in a position where I could immediately run at the Hunter to proc an attack and slip past every time. It certainly helps, regardless, that there’s plenty of leeway for careful experimentation, thanks to all of the scattered health items about the mansion (granted, often requiring careful planning to optimize grounded herbs in rooms and keeping enough inventory space open for trips). It’s also fairly firm at setting its boundaries by telegraphing enemy placement far in advance with rattling doors/windows to signify enemy shifts, background moaning when a zombie is present in the room, and even environmental noises like crunching fallen glass to make up for the lack of vision with fixed camera angles.

That doesn’t mean, however, that the horror has been neglected. If anything, I found this game far more unsettling beyond sudden surprises. It’s not so much the fear of the unexpected, but rather, the lingering fear of waiting for the other shoe to drop while you’re expecting the unexpected. They're scripted events, sure, but they're well disguised thanks to every room often acting as its own isolated microcosm without the presence of the protagonist (not to mention that it's pretty easy to get caught up in the middle of things and forget about each individual room, which makes it all the more viscerally shocking) and there's still a feeling of player control with careful planning and routing. This fits perfectly alongside its core philosophy of risk versus reward, the existential dread of having to backtrack through several zombie infested corridors when you realize you forgot an inventory key and having to constantly and deliberately throw yourself into tight situations just to save another trip across the map. It’s what makes this such an ideal speedrunning game: not necessarily because of satisfying movement or combat, but because Resident Evil is really a game about time management. Every second wasted tromping through another passageway is time that could contribute to a zombie reviving as a Crimson Head or another second spent replaying if you’re not willing to use that extra ink ribbon. The primal fear arising from guaranteed safety as a fleeting resource lends perfectly to the need for optimization; in that sense, pressuring players into constantly checking the map to avoid confrontations and getting lost goes hand in hand with spending as little time as possible, for nothing is more terrifying than having to rewind the simulations in your head for another go.

I can’t help but feel that every detail of this game was thought down to the bone, even the original tank control scheme. That’s right, I’m actually defending tank controls for once in my life… how the turns have tabled. Dodging enemies can seem tougher, but most are conveniently placed near corners and more open areas to give you the room necessary to dodge with a backstep/quick burst to the side if you’re willing to wait and bait committal attacks. More importantly, using tank controls lets you maintain your direction and momentum while running through different camera angles of a room. With alternate controls, you most likely have to hold down the joystick to maintain velocity and upon a new camera angle, will have to quickly retap to keep the intended direction with each new angle. This becomes paramount in tighter chase sequences, where even slight moments of stagnation can lead to damage/death, as well as one timed puzzle where I had to press a button and then quickly run through several fixed angles to get into position to push a statue. In addition, I found it rather difficult to reliably walk (as opposed to running full-time) with alternate controls over tank controls, which can absolutely backfire during an end-game sequence where running for a prolonged period can trigger an explosion during nitro delivery. Therefore, the circumstances created by the environment not only are doable with tank controls, but in fact necessitate the usage of such controls.

Everything just comes together as this tightly designed package. Puzzles have fairly evident tells and can be figured out with careful observation of the surroundings while facilitating the inventory scramble that plays so heavily to the game’s survival elements. The lore never feels overbearing or excessive, and does a great job weaving in hints for crafting approaches and figuring out exactly what has to be accomplished. There’s never an explicit timer on screen outside of the final ending segment, yet the game is great at creating circumstances where you’re forced to make decisions on the fly from environmental stressors and considering the mansion not just on a per room basis, but as a sum of its parts. I genuinely don’t think I have any gripes; it was more than happy to beat me down, but understanding its parameters to scale up against its challenges was an incredibly fulfilling experience. I’d damn well say that REmake is the most focused and cohesive survival horror experience I’ve ever played. Not just a perfect remake, but perhaps a practically perfect game.