52 reviews liked by wingupingu


i dunno, let's keep this quick. to say it's a bit clumsy is an understatement - and there are certainly aspects of the overall narrative i struggle with - but the depths of its sincerity won me over. i have no particular attachment to yakuza 7 either, and in fact i find much of that game to be very awkward, stilted, and grating so ultimately no one's more stunned than myself here.

when it's not luxuriating in this chilled-out ocean's twelve vibe which i loved, infinite wealth is written with far more intentionality and consideration than most entries in the series; while one might accuse of it of verging on threadbare or cloying for its strict emphasis on theme, i think the game trusts its audience to take some of the emotional leaps necessary to make the storytelling work. character writing for the leads and the party members has seen a dramatic improvement across the board. ichiban as usual brings a lot of levity to the table - thankfully none of it quite as irritating in the zany sense as 7 liked to employ - but kiryu's portions of the game are comparatively sobering. collecting memoirs has a weird psychological effect at times but the series has earned the right to do this by this point given how much of the kiryu saga can feel siloed or compartmentalized - in the same vein as gaiden, the game almost damns him for this, for never taking a chance to stop and reflect, for the consequences of his interminable martyr complex

that tendency to bury the past is only contrasted further by infinite wealth being maybe the most direct sequel the series has seen yet - the events of that game are still fresh in everyone's mind and sets the stage for the overarching conflict and everyone's investment in said conflict. it's a surprisingly natural extension of a lot of 7's themes, and i found it worked better for me this time. 7 often felt more gestural than anything else - to me it balanced far too much as this metaphorical (and literal) tearing down of the old ways, handling the introduction of a new protagonist, paying lipservice to series veterans and setting up parallels to the original ryu ga gotoku. infinite wealth to me feels more fully-formed, more confident; i think the team was able to use this title's unique hook and premise to really bring the most out of 7s promise of something new, and it could only have achieved it by taking the time to reflect on the past.

to this end: they made the game a JRPG this time, that counts for something. and not just a JRPG but one that feels as close to traditional RGG action as possible. some excellent systems this time with a lot of fascinating interplay and the level curve is fantastic. not necessary to sum up all the changes, you've seen them, but they really promote a lot of dynamic decision-making with respect to positioning and once you figure out how status effects can correlate with them you feel like your third eye's opening. very fond memories here of navigating around a crowd of enemies - some of whom have been put to sleep - and figuring out how best to maximize damage without waking anyone drowsy up. lots more strategy and enjoyment to be had here than pretty much anywhere in 7.

that said, i know RGG prides themselves on the statistics relating to players completing their titles, but they could really afford to take a few more risks with enemy waves in the main campaign. i felt like my most interesting encounters were usually street bosses or main story bosses, but the main campaign's filled with trash mobs. and i'm not saying every fight has to be some tactician's exercise - in fact i think that's the opposite of what people actually would enjoy - but i really wish the game took the time to play around even more with positioning. there are some exciting scenarios in the game that are too few and far in-between. stages that split up the party, encounters with unique mechanics...would really liked to have seen more in that vein.

some extra notes - would like to dig a bit deeper into the strengths of the narrative as well as some additional hangups but i can't be assed to write more
- honolulu's great, it gets probably a little too big for its own good but it's a real breath of fresh air for most of the game
- yamai is the best new character they've introduced in years
- dondoko island feels like a classic yakuza minigame in the best possible way, might even represent the apex of this kind of design. not obscenely grindy but just something casual and comfortable with enough layers to dig into without being overwheming and enough versatility to express yourself. shame you can't really say the same for sujimon!
- kiryu's party is disarmingly charming and they have some insanely good banter
- despite what some have said, i think this is a good follow-up to gaiden. it's not explicit about it but this is still very much a reckoning with kiryu's character and his mentality; it is every bit as concerned and preoccupied with the series mythos, the core ideas and conflicts driving a lot of installments
- honestly found the pacing to be on-par for the average RGG title if not better. i can concede that the dondoko island introduction was a bit too long but that is the most ground i can afford. if we can accept y5 into our hearts we can accept infinite wealth; IW makes y5 look deranged for its intrusiveness despite both titles occupying a similar length. if any of it registers as an actual problem, i think people would benefit from revisiting yakuza 7 to find it is almost exactly the same structurally if not worse
- IW is home to maybe the best needle drop in the medium
- played in japanese, like i usually do, so no real interest in commenting on the english dub since it's not real to me but i will say that what i listened to seemed like a bit of a step back from the dub quality in previous RGG games. yongyea isn't a convincing kiryu either and while i could be a bit more of a hater here all i will say is there is a STAGGERING whiplash involved in casting a guy like that as the lead in a game with themes like this. in a grouchier mood, i think it would genuinely be a bit difficult to look past this and it does leave me feeling sour, but ultimately the dub doesn't reflect my chosen means of engaging with the title and it never will
- what is difficult to look past is the game's DLC rollout, which arbitrarily gates higher difficulties, new game +, and a postgame dungeon. i acquired these through dubious means (which i highly recommend you also do) so i feel confident in saying they're really not at all worth the money unless you had a desire to spend more time in this world, but what a colossal and egregious failure to price it in this fashion. new game + specifically has tons of bizarre issues that make me believe a revision of some kind was necessary.
- you will not regret downloading this mod that removes the doors in dungeons


long story short, ryu ga gotoku's journey began in 2005 with a simple motif: to live is to not run away. so much of infinite wealth is about taking that notion to its furthest extent. it couldn't have possibly hit at a better time for me. at times it might be a classic case of this series biting off a bit more than it can chew for a sequel, but i don't think there's anything you can reliably point to that would make me think this is one step forwards, two steps back.

also awesome to have a game that posits that hawaii is filled with the fire monks from elden ring and then you have to travel to the resident evil 4 island to beat them up

Touhou Danmaku Kagura is a good mobile game, back then. But for Touhou Danmaku Kagura: Phantasia Lost, I feel like this game has like half of everything the original got, for better or for worse.

- The voice acting (that the original got) is gone here.
- There are no online leaderboards.
- The Danamku mechanic is more complicated than it was originally. Not only that you have to move left and right, dodging the opponent's danmaku, and shoot your opponent. But you also have to do some Kagura, WHILE you're doing all of that.
- Unlike the original version, there isn't an option to customize and decorate the locations... Customizing and Decorating the locations in Gensokyo was one of my favorite things to do in Danmaku Kagura, and it's a shame that it didn't return here.
- That low chance of making the characters have a party somewhere and got drunk, and you'll be able to get free stuff from them at that point from the original game? I believe that will never happen here...

If they manage to add the missing features that the original have, I would enjoy it more.

If you played the original version on mobile and enjoyed it, you'll probably won't have that same amount of enjoyment from here. But if you haven't played the original version, give this game a go and see what you think of it.

This review contains spoilers

“The Dragon Engine at this point is kind of a bit of an old engine. We have made a lot of minor updates over the years for it, or we've made a lot of minor updates over it, but we haven't made any major updates. So probably next what's coming for would be a major update if we had to do anything,” Yokoyama says.

...

“So, regarding [Unreal Engine 5], yes, we are researching it,” Yokoyama said in response to a question asked by IGN during a roundtable interview. “We are kind of looking at it and saying, what are the merits of each? What's the merit of the Dragon Engine? What's the merit of the Unreal Engine? And when it comes down to it, the Dragon Engine…it's really perfectly designed to represent a city at night. The nighttime city. Whereas Unreal, it's better at showing nature and daytime and that sort of feel.”
- Masayoshi Yokoyama, September 14, 2022

it shouldn't come as a surprise that RGG studio might be considering some evolution of their proprietary engine following the release of infinite wealth. key figures from the studio have spoken at length about the technical difficulties and production challenges associated with the engine, and unreal engine has the obvious benefit of practicality that a proprietary engine does not, with vast swathes of community resources to tap into during production.

of course the question is whether or not this proposed engine change will constitute a productive shift for the studio - certainly, epic's growing engine monopolization raises some concerns, and the ishin remake, itself an attempt to learn the processes of unreal, ultimately looks flat, lacking in warmth. likewise, it can't be understated just how well-optimized the dragon engine is in contrast to something like unreal engine 5.

it's worth noting that we are now seven years into a dragon engine-led era, ironically introduced by the game which initially purported to be kazuma kiryu's swan song: yakuza 6, one of the franchise's most polarizing entries. setting aside thoughts on its narrative, one of yakuza 6's chief issues is how spotty it is. while it's capable of rendering some gorgeous environments - the quaint countryside of hiroshima is still pound for pound my favourite locale in the series - it's also marred by poor in-engine presentation, a stilted combat system, frictional rpg systems, and disarming balancing.

i don't think it's a coincidence that the first entries in this series to eschew the traditional inventory limitations on healing items are also the first ones to have this many issues with its combat, with mechanics that are more suggestive than they are clearly defined. and it's not just yakuza 6 either, even if that game does reflect the nadir of these complications; several quirks and blemishes are instead intrinsic to almost all the dragon engine games and never really get fixed. there's still no consistent and meaningful way to shatter enemies' guards. enemies still recover very quickly and will often break their animations or shrug off further attacks to do so. enemies will have unblockable grapples that are terribly telegraphed. heat systems sometimes feel like an afterthought, or an excuse to rapidly pile on damage moreso than to facilitate interesting decision-making. if the general intent of the combat of this era is to evoke a film set - a sandbox and space for opportunity allowing for high octane action and gruesome applications of the environment - then these titles fall short compared to even yakuza 5, which has a colossal list of heat actions and arenas cluttered with miscellaneous knickknacks allowing for quick experimentation, dwarfing almost anything else in the dragon engine games.

the list goes on. as a whole, the combat of the dragon engine games behaves far less consistently than the 2005 - 2015 RGG era (also marked by drawbacks, albeit for different reasons), which can often be a really frustrating element of the newer games to deal with. the judgment subseries fares a bit better in this respect, but is still shackled to many of the same key concerns.

however, yakuza 6 - and the dragon engine in turn - does incorporate several features that i think would be difficult to discount, since these titles aren't strictly combat showcases. as adventure games, they've really started coming into their own. dragon engine titles generally have a faster gameplay loop, seamlessly transitioning into and out of battle with ease. this extends to arcades, shops, and most interiors within the game. the explosiveness of the combat works to its favour a lot of the time - it's hard not to crack a wry smile at any of the insane ragdoll shenanigans unfolding on screen. long battles and scenarios are oftentimes more unique than anything in preceding entries - the various infiltration scenarios in 6 come to mind, as well as the battle on the cargo island. and of course, the presentation of these titles reached an apex with the dragon engine games - a necessary virtue in a series with a reputation for lengthy cutscenes.

it's that level of production which gaiden has really electrified - this is without a doubt the best looking game in the series. the team has gotten ridiculously good at exploring what can be accomplished during in-engine scenes. where yakuza 6 was rife with expository scenes of characters blankly emoting and talking to each other, gaiden instead enriches its canvas with various techniques - action choreography, bespoke animations, and some truly stunning lighting from time to time. it really breathes a lot of life into exactly how this series chooses to disseminate its narrative - if any of this is possible owing to its pared back approach, then please, by all means, rgg studio, i would love to see more gaiden titles.

the title's combat chooses to evolve the lineage from yakuza 6 and kiwami 2 while largely ignoring the judgment subseries. this makes gaiden more of a lateral move than a strict improvement, and makes for a bit of an awkward approach when contrasted against the highs lost judgment managed to reach. credit where credit is due, the yakuza style is the strongest implementation of this specific combat system yet, and the agent style, while unwieldy, earns points for being one of the most idiosyncratic styles in the series yet. they remembered having a combat theme with grungy vocals is kind of essential to kiryu's whole deal, can't be mad at them.

gaiden's chief draw is really its narrative. ultimately, the smartest thing about gaiden is that it really is not a retroactive apology for y6 the way so many - myself included - suspected it would be. gaiden instead leaves the status quo intact from 6 and is content to simply wrestle with the consequences of kiryu's actions. to that end, the game is much less of a character study than is currently advertised, but this really works in its favour. we already know that kiryu is impulsive and strictly bound to unaccommodating codes of honour; these traits almost get him summarily executed in a clandestine, dingy room far away from his loved ones. we already know that kiryu is passive and wrestles with his conflicting loyalties to both his adoptive family and the tojo clan; gaiden forces kiryu to play a pivotal role in dissolving the tojo clan at the behest of his successor/figurative son, causing an organization he devoted his life to for almost 28 years to crumble into dust without any real say in the matter.

turning a stray plot beat from y7 into a pivotal moment of kiryu's arc and imbuing it with all the weight it deserves is genius. similarly, forcing that dissolution to culminate in a battle against someone who is essentially the embodiment of every guy in a fart hoodie who kiryu essence of finishing stomp'd was a fantastically realized decision. shishido is probably one of my favourite characters in the series. unlike most other final bosses in the series, shishido isn't wearing a suit, his face communicates his troubled history immediately and his irezumi covers most of his battered and bruised body - it speaks to the sense that there is no other life for this character imaginable except for the wretched and brutish violence of the yakuza. the game makes clear that there is no honour in his way of life, no decorum. as other characters posit, he's a wounded animal trying to escape his forced euthanasia. fleeting dream starting up is probably the most beautiful moment in the series - it's just so irrefutably clear at that moment that shishido is fighting a losing battle which he does not have the capacity or clarity to appreciate, much less understand.

in general, gaiden is the least inclined entry in this series to lionize the yakuza as an organization. even those with honour like watase and tsuruno, ostensibly your allies, are not above petty manipulation and using others for their own gain. this extends further to the game's monstrous villains this time around - particularly nishitani III, who i must confess is very weirdly handled? the seeds of a compelling idea are there - nishitani III gave up his name and adopted a new title before proceeding to more or less denigrate it - but if the constant innuendo surrounding his involvement with shishido is to be taken at face value, he invites a level of darkness into the narrative proceedings that i'm not sure RGG studio's writers are tasked to handle. likewise, configuring the game's only korean character as yet another jingweon survivor scans as a bit tasteless at this point (although to be clear, nishitani himself never brings this up and doesn't seem much interested in that facet of his past - it's tsuruno who keeps harping on this as justification to murder nishitani). i do, however, enjoy the kind of psycho FKMT vibes of the castle, it's an alright setting.

throughout gaiden i spent a lot of time reflecting on just how much of a privilege it is to chart out one character's story, with close to 40 years of history to sift through. it's certainly not an opportunity almost any other developer can dream of, and RGG studio has often squandered and wasted it. almost every entry in this series is set in the year in which it released - kiryu keeps getting older, and you can't exactly turn back the clock on any of it. and so in this subdued way gaiden is really one of the first entries that i felt manages to effectively reckon with the often messy and wayward elements of the series - all the errant tendencies for character mismanagement and disorganized plotting and wasted opportunity - and it does so by simply choosing to tear all that history down and start anew. kind of remarkably poignant stuff from this studio.

misc notes:
- i appreciated that this game pretends to be an 007-esque spy thriller for all of two hours before revealing that a.) kiryu fucking sucks at this b.) the first half antagonists' whole plan is basically 'kiryu we have to link up 🗣️‼️', which then allows for this to become a typical RGG meathead game. beautiful.
- the akame network is a decent enough way to recontextualize and consolidate the substories/busywork of RGG games for the purposes of a smaller scale title. it's a bit tired and some of these substories are actually just kind of bad, but akame herself is charming.
- as previously mentioned agent is fun because it's so odd but it really underscores just how badly these games have needed a proper lock-on function for almost two decades now. the spider tool especially is quite unwieldy
- i really do think that finale is going to occupy a spot in my brain for the next few years.
- the game doesn't call attention to any of it but there are a lot of miscellaneous details that are brought forward which i ended up appreciating. there's an exchange in yakuza 0 where a character asks kiryu if he's someone who could ever be worth one billion yen; in gaiden, the watase family coughs up 50 billion yen to spare kiryu and retain his services, much to his chagrin
- really looking forward to infinite wealth particularly after playing the demo, seems like a straightforward improvement. can't wait for kiryu to put up michael jordan numbers in the RGG equivalent of the flu game for his character arc.
- find it very promising that yokoyama is aware that people want more gaiden-sized titles - i only hope that they're able to clean up some of the bunk pacing because it really does get kind of irritating here and while i'm long past the point of being inoculated to the bullshit in this series, i could reasonably see this as being a major turn-off for anyone.
- it does bug me a lot that these games call kiryu's style the dragon of dojima style...no it's not...i see akira in the colosseum literally using the old kiryu style, where do you get off
- extremely funny that this game introduces the 'daidoji zone' as a shadow realm equivalent. if an RGG character is not confirmed deceased and they have since disappeared from the fabric of the narrative then they are either now a bartender or they are a daidoji faction agent
- ichiban was taking a nap during the RGG equivalent of the final fight in mgs4

Haven’t played yet but he erased his deadname? I’m so happy for his transition

around the time yakuza 3 wrapped development, there seemed to be some internal consensus that kiryu shouldn't helm these games on his own anymore; the team thought that some fresh blood could really open up the scope of these games narratively and mechanically and instill a sense of surprise in its audience. and to be clear the series has benefitted strongly from how well it characterizes its protagonists relationships to their environment, but fourteen years later we can safely state that they kind of failed miserably at this task and kiryu is still around. still, this is what makes looking at yakuza 4 and kurohyou interesting - i genuinely have no idea what happened here. yakuza 4 is this insanely unfocused and indecipherable improv mess of 'yes, and' plot developments. you spend the whole game playing through highlight reels of what the dev team thought was cool - they'll hire koichi yamadera specifically to play akiyama ("If Akiyama isn't voiced by Koichi Yamadera then it won’t work! We can't capture his charms!") and then have him make constant metaphors about the animal kingdom, also because they didn't actually have any editors working on the game, they just had a bunch of guys in a room saying 'hell yeah'. they'll walk back pivotal character beats because they don't subscribe to the series' bizarre ideology on who can and can't be a player character. an antagonist will show up in exactly one scene wearing an alternative version of kiryu's suit to show that he's gone full heel and means business. we could literally recap the things that make yakuza 4 ridiculous and i would be here for the next 24 hours.

kurohyou, meanwhile, possesses a jolting sense of restraint. much of this has to do with its comparatively small scope, but even so as an attempt at establishing a new protagonist, there are clear strides to parallel the first ryu ga gotoku. when we first encounter kiryu, he's sacrificing himself by taking the fall for a murder he didn't commit; when we first encounter tatsuya, he's beaten a man presumably to death, and he scrapes up the loose cash he can find and makes a break for it.

all of which is to say that tatsuya starts off as a bit of a psycho - uncharacteristic for this series, to say the least - and the rest of the game is devoted to his character growth. it's parts tournament arc, parts delinquent manga, parts coming of age story, told lovingly through comic book cutscenes reminiscent of those found in portable ops or peace walker. for the most part, it's really solid! no one will be stunned by the direction the story takes but it comes off as tender and earnest; where the fixed camera angles of the ps2 duology reflect its noirish tone, the fixed camera angles of kurohyou's kamurocho evoke a diorama of sorts, befitting of tatsuya's small world and limited interiority. he's a high school drop out who can't really see beyond his fists, and the game manages to eventually channel a level of introspection which feels true to the character.

it sucks that the rest of the game is kind of a first draft. part of why i hold the original yakuza in such high regard is that it's a fantastically realized game that you can wrap up having experienced most of it in between ten and fifteen hours. comparatively, kurohyou has far less to do, but runs for about twice that time. the mini games are much weaker than the standard fare for the series, the absence of taxis makes getting around a bit of a pain, the OST isn't that great, and substories are a notch below the usual degree of quality in spite of how fun tatsuya's interfacing with the world can often be.

kurohyou's strongest draw, then, is its combat - vicious, kinetic, dynamic, and satisfying in ways that the mainline series sometimes can't deliver on. as a def jam fan i felt like i was being pandered to and i'm right at home with AKI/syn Sophia's sensibilities, but it still feels like it's missing something for several reasons. targeting limbs isn't really as important a strategy as it's made out to be; heat faces its most unsatisfying and uninteresting implementation thus far, with nary a hint of resource management to keep players thinking; grabs are too strong for players and opponents alike; for as many fighting styles as there are, some of them are underwhelming and homogenous and all of them are subject to long grinds in order to flesh out; the levelling system is somewhat confused and arbitrary; its differing focus means that some series staples, like long battles, aren't present.

but when it does work...man. so smart to center this game on intimate battles with no intrusion from the UI. performing custom combos and figuring out what works organically instead of queuing up the next tiger drop. relying so strongly on tells in order keep track of your own stamina and to figure out when an opponent might be gassed is a joy. the bosses are a mixed bag because their second phases are all kind of ass, but the bosses that decide to eschew convention via additional parameters (i.e. don't target this opponent's head; you are at increased risk of leg damage) offer very fun twists on the format that you're just not ever going to see in the mainline games.

overall, a great experiment - ten years of thinking about playing this game and now i finally got to play it. satisfying. they should let you cancel attacks using command inputs in the mainline games like they do in this one. sure, they break the combat system on its hinges, but they're pretty fun to execute, no?

just a casual update on this. prior to the game's newly implemented master rate update - which introduced ELO as a separate, zero-sum figure which factored into matchmaking and more clearly delineated skill in players - a charitable interpretation of the game's ranking system would be as an extension of the game's thesis, the idea that the journey for strength is never-ending. and there was certainly an appeal to that: now that you've reached master rank, you'll have to duke it out with every other person who put in the time and managed to make it to the top.

on a mechanical level, though, this felt tangential at best, and over time would likely only result in an increasingly lopsided system where most players had managed to get into master rank just by playing the game over a long enough stretch of time. having master rate now lends each and every battle this genuine tension & palpable weight. after all, nobody wants to be at the bottom of that leaderboard. nakayama's team designed sf6 with the notion that the versus mode is philosophically endgame content, a mode that, for absolute newcomers, should best be reserved until after the completion of world tour and some additional reps in practice. with this in mind, master rate goes beyond just 'endgame' content - it feels like a high level expansion where you're invited to prove your salt.

for my part, i've enjoyed two brief stints in the top 25 north american dhalsims, although as it turns out the mantle is hard to keep (as of writing: #45). is it impressive? i dunno, i feel like i have a lot more to learn and my character is underplayed by a margin of almost 200,000 players (as of august 14, there were around 221824 ken users. this is to be contrasted against a paltry 29183 dhalsim users). im not actually really a competitor in the FGC, but id like to keep growing stronger and keep fighting strong opponents. so i dunno, we'll see where this goes.

it's a significant motivator, then, that this is probably my favourite street fighter at this point, as well as probably my favourite fighting game. not to say that this is without fault - i appreciate world tour's inclusion immensely but it's half-cooked, the in-game economy leaves something to be desired, battle passes suck and the devs need to do more to encourage casual retention (further costumes is one thing but what about alternative winscreens, a functional music player, further customization of titles and versus screens, etc), matchmaking needs to be further expanded to utilize the game's strong netcode (why am i somewhat region locked), and no, you're not imagining things, the game's input register really is kind of wacky.

but i think a lot of other complaints at the moment stem from the amplification of certain voices on social media - as well as the fact that these people are also vying for a million dollars in the capcom pro tour and need things to resolve in their favour. so if we can learn to accept third strike as one of the apexes of this genre, a game constructed around problems with no clear, safe answers, a game where half of the normals kind of feel like shit, a game where chun li and yun and ken and all manners of bullshit are allowed to run rampant and free, then we can accept sf6 as a similar work in progress too. an evolving slate, one in which we have to learn - with time - to deal with strong characters and strong universal systems and strong offensive options.

this game really hits this absolute sweet spot of accessibility and depth of systems without presenting straightforward or clear solutions in a way that gets my brow furrowed in concentration and my brain eager to keep playing. i come from a samurai shodown background so everything to do with this central notion of not going on autopilot and guarding against the tendencies of players, in a sense moreso than worrying about the characters they inhabit, strikes a resonant chord with me. im really excited to see where it goes, and of course it goes without saying EVO top 8 this year belongs in the pantheon of fighting game tournaments. just a total gem. thank you capcom for giving me aki on my birthday

addendum: KB0 third strike review, november 2020:
"rather than establishing new legends, this game is about characters unsure about what the future entails, about what their next move should be, about what it even means to continue fighting - they waver, they fail, they practice, they move on. "

what a joy, then, that this is the overarching idea that propels world tour! street fighter has never really had traditionally good narratives, but when it chooses to it has pretty good vignettes and pretty good character writing, both of which world tour thankfully has in spades. very smart to organize a narrative around each character kind of just doing their own thing instead of trying to wrap them all into a sweeping narrative ala SFV.

This review contains spoilers

As someone who's a massive Mega Man X fan and a big Touhou fan too... this didn't exactly do it for me. I don't know if this is something I can recommend to either Mega Man X fans or Touhou fans, and it's definitely a hard sell for any platformer fans.

I think the level design is mostly bland (a lotta flat paths of just dashing through) and doesn't have much to offer other than the enemies that you can fight against. The level structure itself doesn't feel nature and looks a lot more like blocks placed in thin air rather than natural environments that brush through Gensokyo. The enemies just felt like the only challenge in these levels, because the dash never felt like it wasn't put to good use, and the level design was hardly engaging in most situations. Just about every regular stage has these issues, and the only stage that was interesting to me was the Shining Needle Castle stage since it had a gravity flipping gimmick, but that's it, and it's all that stage had that was interesting to me.

The bullet hell stages suck! I think they're a drastic genre shift and too hard to be put into a game that's primarily a platformer. Junko's stage especially frustrated me to the point where I had to turn off the game and take a break for a day, and I usually don't get frustrated like that. I don't think genre shifts are necessarily bad in games (Yakuza 5 is arguably a good example of doing it well), but they can't be too difficult. I get it's a reference to the mainline Touhou games, but as someone who came into this expecting a platformer and am thrown a curveball like this, a genre that I'm hardly even good at, it's frustrating. It's not like it even appears much. It's in 1/7 main boss stage, and it's the 2nd fortress stage.

The music isn't that great either, honestly. I'm someone who actually does make SNES music (using real hardware... subscribe to my YouTube channel "Hooded Edge" lmao), and this did not cut it for me. It felt like the composer was going for a style similar to that of Mega Man X2 / X3 (soundtracks that I think had major flaws in their instrumentation), but it suffers from basically using 2-3 of the same samples for most songs. It also sounds very much like MMX midi-slaps rather than actual SNES music. Songs sound like there's hardly any real depth to them, and they have to use. As not only a soundtrack that fails to emulate the classic MMX music, it just does not sound that pleasing at all and fails to understand what made classic MMX / SNES music great.

On a positive note, I think the art style is pleasant. I love the graphics of the SNES Mega Man X trilogy, and this feels almost in-line with those games.

The shop system is nice too. I think having the currency be handled more like how Mega Man 8 did it (more like collectables that you can spend rather than regular currency) alongside with it being an unlockable from bosses is a really great way to encourage exploration (which there isn't much tbh) and upgrading Reisen's abilities. Although, I didn't think most of these were that difficult to find, some I remember being in plain sight.

The controls also feel good. Nothing else to say here.

Adding an easy mode for players who aren't good at platformers is really nice too. I'm a sucker for accessibility whenever its added (never necessary, but mostly appreciated), so its nice to see players of different skill levels be able to experience this game.

Lastly, the bosses are easily the best part of the game. Their patterns not only match that of their mainline Touhou game counterparts, but they fit in well with the MMX-style gameplay and feel incredibly unique. Yorihime is probs the only boss I didn't necessarily like only because she can instantly heal herself, and Reisen cannot interfere in any way.

Overall, I think this game is somewhat mediocre. It's a game I find hard to sell to Mega Man X fans if they're looking for something good, and Touhou fans will primarily be there for the music and characters. Even as a game on its own, it's rather both boring and frustrating with the bland level design and frustrating bullet hell sections for those not good at bullet hells. Perhaps you'll enjoy it more than me, but I found myself underwhelmed by the end of this adventure.

Mahōtsukai no Yoru is likely Nasu at his most restrained, mature and delicate - and it is so emblematic of his progress as an author as a result. This being the fourth of the big four Type-Moon works I've experienced - after Tsukihime, Fate/stay night and Kara no Kyōkai in that order - it's clear for me to see the evolution play out in real time; ironic considering that both KnK and Mahōyo were, as I understand it, initially written before Tsukihime. Though, it's clear Nasu et all took time to really rethink their approach with this one, and frame this ultimately tiny and breezy story as the introspective-yet-removed narrative masterpiece it is. As I've sat and reflected on Tsukihime and Fate/stay night in the months since I completed them, while working my way through Mahōyo, I think I've come out the other end loving all three of these works about equally, for different reasons. I'll talk about that more when I get around to rewriting my review of Tsukihime as well, but for the moment, know this - I've officially come to really love and be deeply inspired by the works of Type-Moon. These are wonderful stories, no matter how flawed in their varying levels of execution. As far as execution goes, though, I think there's a very strong argument to be made that Mahōyo represents Type-Moon at their very best...

First and foremost, while my personal tastes lean more towards the time-stood-still, distant Y2K-ish look of the original Tsukihime, there's simply no denying that Koyama, Takeuchi and their team were on the top of their game here artistically. The amount of polish and detail present in the character sprites, backgrounds, and CGs in Mahōyo is simply astonishing. And, when combined with the animation direction of Tsukuri Monoji, the result is an often jaw-dropping experience that pushes the boundaries of what can be considered typical visual novel presentation. Simply, I think Mahōtsukai no Yoru is the most visually stunning visual novel I've ever played, even outdoing the 3D modeling and impressive pseudo-animations of Muv-Luv Alternative. Lead composer Hideyuki Fukawsawa and longtime Type-Moon contributors James Harris and Keita Haga deliver my favorite soundtrack to a Type-Moon title since the original Tsukihime, with highlights including the somber, beautiful “Aozaki Aoko” and the truly fairytale-ish “Kuonji Alice”, the motifs for Mahōyo’s heroine pair.

Mahōtsukai no Yoru is a story rather atypical for Type-Moon, refreshingly. There’s not much in the way of twists and turns here; what you see is largely what you get, and the game telegraphs its moves in a way that allows you to see why things will play out the way they will, rather than anything catching you entirely off-guard. There are no trademark Type-Moon mind shatterers here like Tsukihime and particularly Fate/stay night were fond of, but the tradeoff comes in the subtle, fleshed-out characterization of its main trio. Rather than the protagonist-centric focus the narratives of the other big Type-Moon works focus on, Mahōyo is notably distanced from its cast, allowing each of them their own time to exist on a 1:1 level with the text. Neither Aoko nor Sojūrō nor Alice is the focal point with which our moral or thematic comprehension is balanced; they are three equally weighted presentations of the same ideas, granted the same weight and the same time alone and with one another to gather understanding of themselves alone and in communication. This is a morally dubious and somewhat standoffish trio of protagonists, but three people who you also come to understand, appreciate, and fall in love with over the course of the story. Simply put, it’s my favorite cast dynamic Type-Moon has presented since the Far Side of the Moon’s take on the mansion cast in Tsukihime - and there’s some very obvious overlap with that group here.

Sojūrō gets an extra gold star from me here, arguably my favorite male lead of the big four Type-Moon works - his background of growing up in the wilderness is reflected clearly in his dissociation with what could be considered the “moral binary”, and while being a sweet and well-meaning person, he’s still very much alien to the world around him in a way that feels isolating, complex, and earnestly believable. Aoko was a favorite of mine already from her appearance in Tsukihime, but I’ve come to love her further after visiting her own story of youth and complicated relationships with her surroundings and herself. Alice struck a real chord with me; her type of emotional despondence that melts little by little overtime has always been a favorite story of mine when told well (Hisui also happens to be likely my favorite Type-Moon character) and I found that she was probably my favorite of the cast when all was said and done.

The thematic drive of Mahōyo isn’t that far-off from some of their earlier works, but the means with which they’re explored are refined and a great deal more interpersonal than in those stories. These are people with their morals and drives largely figured out, but need to learn how to deal with the overwhelming experience of simply understanding and being understood by other people - not always an easy thing to do. Rather than Shiki or Shirō’s journeys to allow themselves some sympathy and genuine understanding, Aoko, Alice and Sojūrō must look outward and extend those things to each other - because they are a group stronger together than they ever could be alone. I’d be very curious to see how Nasu actually intends to follow up Mahōyo with its two sequels (which I’ll believe when I see them out, not just concept art or a teaser - signs I’ve become a real Type-Moon fan), but as it stands… yeah, Mahōyo is another masterpiece to rest Type-Moon’s laurels on. A provoking, beautiful, somber and yet… breezy and light experience. The game, in some respects, I’d been waiting to see from them since Far Side of the Moon in Tsukihime.

"content dictates form. less is more. god is in the details.
all in the service of clarity, without which, nothing else matters."

- stephen sondheim

above is a quote from one of my lifelong heroes who passed away a few months ago. mr. sondheim's work defined a great deal of my teenage and transitional years and upon hearing the news of his tragic passing, i took the opportunity to reflect on the ways with which he'd influenced my art, my views, and my conduct. i'm by no means a theatre type - while i spent a few years in high school co-directing and acting as a dramaturge for a local company, by no means do i enjoy the theatre as it exists to the common eye and ear. i left that world to escape the despotism of what 'must be' and what 'sells' by the overseeing eye of the major companies and self-satisfied bigwigs because, as any artist knows, when you climb a few rungs of the ladder no art is political, but all art is politics.

yet i find myself, years removed from theatre, years removed from pushing my own envelope of personal expression to a public eye, many nights in front of a google doc, or a blank notepad, or staring at my shelf, wondering when the spark is going to hit and i'll write the next pieces of my screenplay, or my next chorus to a song, or my next analysis of some 20-year-old adventure game made by a small passionate team from the literal opposite of the world. sometimes i wonder if my minimalism, my expression of big feelings in small boxes, through white and black forms with bright technicolor lights, if it's a crutch, if i'm an imitator of the conglomerate great ideas of people before me... if i shoot half this short film adaptation of a novel as a silent work, am i up my own ass for it? if i push myself creatively as a musician to a one-man audience by design, am i selling myself short? have i missed my shot at truly expressing MYself?

of course, if you've got your head screwed on halfway right, you'll realize this self-talk is a complete load of bullshit. just put the pen to the paper. put the fingers to the keys. don't worry about who sees it, don't worry about why you do it, but if you believe in it - content dictating form - and if your style is simple short strokes with deep, cutting lines - less is more - and if your heart hurts to watch it play back - god is in the details. if you are an artist, if you are a person who needs to be able to say something for the sake of saying it, you must throw away preconceptions, you must disregard what people have said of you and your work, you must take that future into your hands and seize it. all in the service of clarity, without which, nothing else matters.

live your daily rut. get up, go to work.
push hard to make those days count.
let your work be your work, and let your work be your work.
to find happiness is to be honest with oneself.
recognize the monotony but don't let it overtake you.
your career isn't your person.
every person on this site, every person reading this
i think each one of us has art inside of us waiting to blossom.
you need to be willing to find love in your heart for that, for yourself, and the willingness to seize that potential regardless of the cost and regardless of how you've hurt before.
you need to seize the future.
you need to kill the past.

flower, sun & rain was me all along, wasn't it?

On the eve of the first grasshopper direct, I'm here to note down that this is one of the most beautiful, meaningful games I've ever played. Carefully crafted to put yourself in the shoes of someone refusing to acknowledge their past and refusing to let go of it simultaneously, flower sun and run presents as one of the best narrative experiences one could have in a modern era. I hope for a remake announcement no matter how foolish it may be, despite suda himself showing interest. Here's to finding that paradise, that way out, to kill our past.