it's fine. i, too, love twin peaks and resident evil.

This review contains spoilers

along with 2.0, this expansion pushes cyberpunk 2077 into full imsim, and i feel at this point that i can comfortably say this is among my favorite games. also, v is among my favorite characters, particularly as voiced by cherami leigh. the new 'happy' ending crushed and now haunts me, and i just want to find v among the crowd and give her a long hug.

of course, i also went back to an earlier save to choose the arguably more righteous, more courageous path — the one truer to the game's somber exploration of mortality, culminating in imo the best ending from the original game: the 'star' ending, where v faces an uncertain future, one where she may yet die young, though it'll be among friends standing with her all the way. where perhaps saving songbird from a life as the nusa's property is the karmic push v needs to survive after the events of the game, living out there as a nomad. that's what i'd like to think, anyway...

This review contains spoilers

still playing this (got a late start thanks to a tornado knocking out power and internet for a bit, plus i'm still playing bg3 as well)... just wanted to make a few comments, having only tried a handful of past armored core releases, on this game's tone. previously, the one i'd spent the most time with was armored core 5, which i came away from not really liking despite enjoying its aesthetic and the feel of wall-jumping off of buildings and so forth. it was held back by its completely disconnected narrative and its emphasis on multiplayer features that never really felt like they worked due to a low player count in the us.

ac6 has a coldly impersonal feel to it as well, with its interface and narrative interactions all happening on a static hangar screen or in your ac itself, every voice you hear disembodied... but it (as of having only just cleared the first chapter) also seems to have a sort of progression to it, even if only with the dawning realization that you are the corporate dog your opponents say you are, and the sinister pitch of this mindset steadily intensifying. you are (at least at the start) a fucking demon in ac6, seemingly devoid of emotion (perhaps as a result of your augmentation?), not simply destroying your targets but also overwhelming them with despair. you are just too powerful, and you crush their hopes beneath your heel. and not only their hopes of surviving the encounter, but of succeeding on their mission to free their people from endless corporate oppression and murder.

it, uh, feels awesome. i normally don't particularly go for being evil in video games, particularly when they're more personal, and i imagine that there will be some twists with walter and the liberation front and so forth, but my impression as of now is that you're nothing but a mercenary. an extremely adept one, though essentially inhuman. a monster chasing power above all else. and i've leaned into this, crafting the fiercest and most agile and aggressive death machine i can. one that should make its enemies afraid.

on the same token, i look forward to finding out whether there's anything to be awakened within the heart of augmented human 621.

last thing for now: the fucking music. hoshino's best work, maybe. a far cry from the jubilant discordance of evergrace, this will be likened to 'synthwave' by some, but it's so much more than that — droning, buzzing, constantly intensifying its mood of absolute menace.

what a game.

i can't even really play this for a few more days, and yet i am already losing sleep to swirling thoughts on how to roll my first character... perhaps a seldarine drow cleric of selune (could be interesting for a shadowheart romance, since she's sworn to shar), or an asmodean tiefling warlock in a pact with a fiend (hopefully a succubus?!), or maybe a draconic oath of ancients sorcadin (drow or tiefling are tough for me to resist, though i think a moon elf might be a good fit for this considering ooa paladin is almost more like a druid in that they get the moonbeam spell — and as a bonus they can talk to animals, unlocking a lot of additional rp). dark urge will be saved for later, possibly for the warlock — though i could try and subvert it instead, playing a tragic murder-bard or something. i'll be lucky if i even start the game itself the entire first day of its release (never mind the 122gb download)... my hype for it is almost unbearable!

my introduction to warhammer 40k was bolt thrower's realm of chaos ~30 years ago, but i still know only the most basic things about the game world's lore and stuff. what i feel i can say quite comfortably is that i'm tired of the seemingly unexamined fascist vibe of every 40k video game i see being some kind of pro-imperium romp. to my understanding, the imperium (and its space marines) is a megalo-genocidal interstellar war church following the iron will of its xenophobic lich king. kinda the iconic grim and dark sci-fi future extreme depicting humanity as the zealous heart of endless cosmic war with chaos. i certainly see the appeal of 40k as a universe, but i would like to see something that doesn't ask me not to roll my eyes and/or gag at the edgy voice clips about obliterating heretics and traitors. "it started out as a satire," or so i've heard more than once, but boltgun seems like the unfortunate height of 40k stuff not really getting that and kinda just being super gleeful about its brutality FOR THE EMPEROR ad nauseum. i mean, they're even proudly touting this as a boomer shooter in their ads and idk that's a little embarrassing imo.

anyway, i do hope to get something out of owlcat's rogue trader crpg, if only because wrath of the righteous is now an all-time favorite of mine and, well, since it would appear that rogue trader will be a very similar type of game where you get to forge a path through the 40k setting and i bet some or most of the paths through the game will support you distinguishing yourself as a pirate of sorts, defiant of the god-emperor of mankind and his imperium... so that'll be cool... chaos is cool...

still up to my nose in this game (turns out it wasn't crpg fatigue and dragon age is just a bore) and planning to write a review and post a list of my favorite character builds/concepts later on... but i wanted to draw attention to this post about one of owlcat's artists dealing with cancer, should anyone with money i don't have come across this and feel compelled to help.

https://www.reddit.com/r/Pathfinder_Kingmaker/comments/12t2yfd/pathfinders_one_of_the_artists_who_worked_with_us/

not sure if crpg fatigue has just set in for the moment, but as much as i appreciate seeing how this is an evolution in presentation and interface from baldur's gate, neverwinter nights, and kotor, i am finding myself bored to tears by its writing. more hampered by the limitations of its switch to full 3d than it is empowered, there has (as of several hours deep) been nothing approaching the wonderful depth and complexity of exploring athkatla in bg2 and i just feel like i'm being pushed from place to unremarkable place by a bog-standard fantasy campaign... and, uh, i'm sure that i'll enjoy that plenty some other time. perhaps i'll revisit later in the year. for now, moving on.

well, this seemed like it could be pretty fun at first glance. i like the idea of having to uphold the masquerade with normal human npcs hanging around in a pvp setting, battle royale or otherwise. the hub area even seems like a cool little hangout between matches... but then i run into the brujah primogen talking about destroying anarchs (via diablerie, no less) and i'm like... oh, ok, this is some fuckin cammy propaganda.

anarchs for life. pass.

it's true: the character creation is pretty cool. love to play dress-up in any game... frankly, though, i might actually be into this if it were a style savvy or everybody's golf or something more than "initiate sex." i guess it is what it be.

some films that came to mind while playing this: spring, summer, fall, winter... and spring (temple of isolation and cycles), little shop of horrors (elder god audrey 2 creation myth), flight of the navigator (quarantine, unidentified floating object), vivarium (suburban alienation)...

there's more, of course, and i'm not suggesting that any of these were necessarily intentional references; rather, it's more likely these are things i'm inferring because the game, short and small as it is, is littered with these little archetypal bits of things both mythical and mundane. i think it's a mistake to take fatum betula as a simple mess of dream logic. it has things to say, and it's up to you to do the experimenting required to discover what these things are. in the end, whichever ending(s) you get, you'll most likely come away with something to think about for a while. the kind of person you want to be, perhaps.

comfy doom and gloom. while its early parts feel small and a little oppressive, i still find it really easy to get into the tempo of king's field 4 and its slow-dance combat. and this one's even sludgier than the first 3 — which, if anything, might be attributed to the dreamlike, harpsichord-laden, sometimes even giallo-esque atmosphere i tend to associate with fromsoft's unique dungeon crawling action rpgs preceding demon's souls. of course, metaphysical dark fantasy mythopoeia remains the soul (forgive me) of their work, but king's field 4 distinguishes itself. being a game with some gnarly ps2 interlacing didn't hurt, if you ask me. if you can get used to the controls, this game is frankly quite refreshingly low-key (and i enjoy revisiting it).