symphony
Noah Kahan
★
d e v o n
$LAYYYTER
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YOU ARE THE REASON
𓃗
"I'm Dorothy Gale from Kansas"

Kiana Khansmith
Sweet Seals For You, Always
EXPECTATIONS
TMBGareOK. The Official They Might Be Giants tumblr
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Phantogram Three
art blog(derogatory)

Game Changer & Make Some Noise
I'd rather be in outer space 🛸
Lint Roller? I Barely Know Her

tannertan36

Love Begins
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@pinchraccoon
symphony
hey everyone, I draw, wanna art fight?
title says it all! I've not posted any art on here, but I wanted to get the word out there as I'm really excited for this year's art fight! If you attack me I'll be sure to revenge! Thanks!
An art trading game
here's my art fight card for more info!
hey everyone, I draw, wanna art fight?
title says it all! I've not posted any art on here, but I wanted to get the word out there as I'm really excited for this year's art fight! If you attack me I'll be sure to revenge! Thanks!
An art trading game
Pinch complains about Castlevania art direction
how the fuck did konami go from this excellent Ayami Kojima classic box art
to THIS.
They did my boy so fuckin dirty, Soma and every character from Aria deserved to look better.
"oh, ayami didn't work on the DS games, she was working on the consle ones!" THERE WERE TWO OF THEM!!!!! Granted, yes! Those games *did* require character design work, and took a lot of time, but I feel like at MINIMUM, Dawn could have had A COVER produced by her?
What's worse, is that it's not like they flattened out the entirety of Dawn, in fact that game, whenever you don't see one of those "would be dubbed by 4kids" ass fuckin character sprites, looks GREAT!
Ayami Kojima (and Masaki Hirooka)'s style(s) best represent the sense of adventure and the poetry of the series' larger narrative. The intricate character designs, androgyny, and intense rendering style all served to really capture that feeling of "vampires and tragedy!"
I would even go so far as to argue that some of the traits from the more "Frazetta-esque" early games ARE reflected naturally in the progression from Rondo of Blood forward. A similar type of high contrast, gender celebratory, art that highlights that sense of Adventure.
And, to touch on Rondo of Blood, which is FAMOUSLY known for being far more "anime" in it's aesthetics than ANY other game in the series until four years later in symphony. THIS GAME plays it straight! It has charming, limited cutscenes that use the assets wisely.
It comes off as far more natural due to this game's incredible attention to detail in it's pixel art everywhere else. Because of the fact that this game's aesthetics are *rooted* where they're meant to be, and are trying to honestly convey events in greater detail it manages to be much more favorable in it's anime aesthetic.
Returning to Dawn of Sorrow, the only explanation, and the one that's been admitted to, is marketability. This aesthetic was selected because the Mid-00s saw the rise of a much flatter style of anime that could be more easily replicated, and the aim for quantity of art over quality of that art was clearly placed in high regard. It's anime slop because at the time, anime slop sold well, regardless of how it would age.
anyway, I'm streaming this game tonight
Pinch Reviews: Castlevania: Nocturne
I watched the new 8 episode series from Netflix and Powerhouse Animation, Castlevania: Nocturne. Nocturne serves as a stand-alone sequel to 2017's 4 season "Castlevania" from the same production hands.
While this Tumblr blog is to keep my followers up to date on the games that I've played lately, I have been slacking on my reviews and I am hilariously behind. This is to say, since my initial playthroughs of Rondo of Blood and Symphony of the Night, I've engrossed myself in the Castlevania series wholly, having played a total of 8 games in the series this year, and watched the initial series as well.
This review will come from someone who holds the games in very high regard, and *particularly* the stories and characters of Rondo of Blood and Symphony of the Night.
I'll be starting with a largely "spoiler-less" review of the series for those who would like to watch it, and it'll consist of about 1 paragraph of text.
Castlevania Nocturne is absolutely unrelated to Castlevania at large, with only tangential thematic or plot themes that connect it to the series' larger identity. While some might point to the presence of Vampires, Belmonts, and magic and say "well what else do you need?" I find many aspects of the series' identity in campy fun, but interesting and thoughtful instances of character writing the likes of which are seen in games such as Lament of Innocence and Aria of Sorrow, as well as the immense colorful, high-contrast visual style present in Castlevania media since the *very* beginning as elements that I lament the lack of presence of. At numerous points in the show, I thought "Why is this Castlevania? None of this is related to anything Castlevania? Why not just make an original property?" Which I personally find to be a damning sentiment, but I cannot fault the show for that which it doesn't do. To longtime Castlevania fans, you may find the show somewhat underwhelming. However, on a more general term, the show features more instances than not of choppy, flat animation, flat character writing, an irritating dialogue style, and underwhelming gore elements. However, they do *some* good things! There are a few characters who I could see viewers latching onto, and there's occasionally something cool that happens.
With that out of the way, I'll now be entering my *Very Spoilery Review*
First and foremost, Castlevania Nocturne's premise, while not completely and inherently distasteful, nor impossible to do in a way that's interesting, is done incredibly distastefully and uninterestingly. I am referring specifically to Nocturne's insistence on hilariously, absolutely wildly evil Vampires who "run the planet" essentially, who are motivated to put down the French Revolution because the existence of Democracy threatens the ease of the Vampire elite to control the Royalty of the world. I expressly don't think that this is a dumb, uninteresting, or distasteful idea inherently, HOWEVER, due to the nature of Vampires existence in their original literature and folk lore implications, it's incredibly easy to see the anti-Semitic, anti-immigrant inherent themes of Bram Stoker's "Dracula" all over it.
Again, I'd LOVE to see an idea such as this executed properly, however that isn't present here. Here's why. Nocturne features a cast of characters whose motivations are all in some way or another related to incredibly flat vampire characters who do nothing but kill for their entertainment and pleasure. I'm not calling for a reason to not kill the bourgeoise in the French Revolution, I just want a reason to latch onto the motivations of the characters in a way that isn't just "they're a different species than me and are also doing like, slavery and taxation and stuff and they killed someone close to me." Genuinely, EVERY SINGLE main cast member has someone who was killed by one vampire or another in the past, and while that works somewhat to unite the heroes emotional issues such that they can support one another (theoretically) it serves to illustrate the entire, sentient, living, vampire "species" as comically evil, wildly uninteresting, and most damning, caricatures of marginalized people being blamed for controlling all of human civilization. Which, to spell it out more blatantly to avoid the lack of nuance present on the internet, becomes uncomfortably synonymous with long-running theories of jews, or "lizard people" controlling government institutions.
I want to compare to Castlevania's own interpretation of Dracula as a way of demonstrating a "controlling vampire" done Right. Dracula has *very specific* *very pointed* origins and motivations that make him a far more compelling, and more than that, HUMAN, character who has a degree of feeling, despite the evil that he performs. Dracula does what he does because he's hurting, and he feels as though the world has turned and left all it's goodness behind, which, in his eyes, is the truth! It's not that he wants to control all of humanity, it's not that he wants to be worshipped as a god, it's that he just has beef, like people do.
Few to none of the vampires hold that same quality of "beef" in Nocturne. Most of the vampires don't speak, save for a few main heads of their movement, however, even these heads hold hilariously overblown, stupid, uninteresting, unsympathetic motivations that JUST serve to make me hate them on the notion that they're Objectively evil. Like, OF COURSE, I hate the Caribbean slave-owner vampire, and OF COURSE I side with Annette on hating him. He was a slave owner? Duh? You don't need to provide a thousand other scenes of the man being just flat out cruel in the interest of making me hate this man More. Half of his lines are belittling Annette, the other half is justifying slavery, and I'm not exaggerating.
Or, perhaps, consider the "main villain" of the show, Bathory. She's built up as "The Vampire Messiah" for FOUR EPISODES before we actually see her, and then when we do, FINALLY, get to see who this OVERWHELMING threat is, she just laments about, get this, HATING THE SUN. Of course she hates the sun, she's a vampire! That's the actual lamest conceivable motivation. Not to mention, she's insufferably annoying and isn't remotely entertaining to watch, nor are we ever sold on her power to any degree whatsoever other than a bunch of side characters saying "ah, well, she drank the blood of the Egyptian Goddess Sekhmet, so she's pretty strong, we would die for her." When your allegory for the ruling class is this comically evil in the "killing and maiming people" way as opposed to the "capitalist allegory" way, it reads as really wildly uncomfortable.
To summarize the last point, because of the commitment to making each and every vampire character comically evil, and the premise combined, it easily reads far too similarly to monster literature of the past which would seek to conflate the evils of the monsters in question with a specific demographic of people, which is uncomfortable to watch, and rather distasteful to write.
But my distaste for this show doesn't end there!
I'd like to discuss Annette. A lot of people are getting mad regarding "race swapping" or "omission of character in the interest of wokeness" which I think is a load of shit that I couldn't begin to entertain. I am not perturbed by the same things that those people are. Instead, I feel that the explanation of Annette and Edouard's backstory is incredibly poorly paced, and above all, gratuitous in their depiction of black generational trauma.
Annette in this series is an escaped slave who comes to France in search of a Belmont in order to hopefully be able to kill the Vampire Messiah who was foretold to increase the scale of the institutions of slavery that Annette had been fighting against for her entire life. I actually really like her motivation and how it reflects very real attitudes of Caribbean revolutionaries regarding how they felt about the French Revolution. But my main issues with the communication of her motives comes in the gratuitous depiction of a slightly dramatized form of the *very very real* trauma of slavery. This isn't like Toni Morrison's Beloved, or even something like Django Unchained, both of which don't shy away from detailing slavery in as gruesome of detail as possible for the purpose of demonstrating character as well as history. Nocturne demonstrates slavery comically, as it attempts to roll it's own fantasy elements in the same breath as their real-world slavery depiction. For example, the reason that Annette's mother is killed isn't related to the injustices of the notion of slavery in general, it's instead because her mother was practicing magic. I find that these elements in conjunction with one another create a dissonance that puts a bad taste in my mouth, all for the only real payoff to be such that Annette is knowledgeable of, and holds hatred to, the institution of slavery as well as magic.
It isn't a BAD thing to discuss, depict, or have subject matter related to slavery, that's absolutely not what I'm trying to say. What I feel that the issue here is is that a significant amount of the information and cruelty shown could have been omitted and the viewer would have the same understanding of Annette's character. Because they committed far more to demonstrating than was necessary for what elements they were attempting to explore, the incredible commitment to demonstration of black generational trauma feels gratuitous and somewhat cruel. Sorta like the writer is holding it over your head like "hey! you! did you know that slavery is ALSO bad when vampires do it? let me show you some just TERRIBLE subject matter to let you know!" Like, yes, I knew this already, slavery IS evil and is perhaps THE MOST evil, so we were already on the same page here.
This concludes my largest issues with the show from a standpoint of legitimate mishandling of social issues and sensitive subject matter, the rest is more about the show in general.
I don't entirely dislike the way that Richter is written on the macro scale in Nocturne, I feel that his very real connection to the Belmont Clan and the depictions of his mother Julia Belmont, as well as his grandfather, Juste Belmont (who I felt happy to see), was very interesting and worked to the themes. BUT: On the individual, what the character says level, I find Richter SO annoying. This is related to a larger dialogue writing issue with the show in general, which is the inclination to curse like a third grader who has just learned of what swearing is. The number of times that a character uses the term "fuck" or "fucking" purely to provide unnecessary emphasis to their sentence that was perfectly good without swearing comes of as flat out cringey. Now, I swear a lot! I'm not *against* swearing! But the way that Richter and every other character is written makes them all feel unbelievably annoying. Heroes, villains, everyone says "fucking" like it's going out of style! So much so that I might propose a drinking game where you take a shot every time there's an unnecessary use of the word "fuck" in a scene. Granted, I can guarantee you'll be wildly hungover the next day, so I can't recommend doing that.
One particularly damning scene is Richter's moment of personal growth this season, realizing that he has to fight with the whole of him to protect those who he loves, and has a cool fight scene with a bunch of vampires, in which he then says This:
GENUINE COP OUT. I cannot stress enough how every single character's childish inclination toward being edgy by swearing undermines every single character.
I'm beginning to ramble somewhat though, so let's touch on a few things that I think were good and bad, but don't have a ton to say about before we wrap up.
-Drolta is a cool character, and genuinely should have been the only main villain of the show. I also adore her character design.
-The action scenes lack interesting gore, which I felt was a overwhelming positive of the 2017 Castlevania series.
-The monster designs (and show in general) lack color, and it feels like a deliberate attempt to push against the legacy of the source material.
-The animation is excellent when characters are using whips, but very jarring in scenes of standing and speaking, or even in the use of magic.
-Tera is an awful mother figure character and I felt nothing when she was turned in the finale. It doesn't help that they only drew her face twice and copypasted it between scenes it feels.
-The romance plot between Richter and Annette appearing at the end of the show is the Most Forced shit I have ever seen, almost like the writers forgot that they were love interests in the original and decided that of All of the things they had to include that that was INDISPENSABLE.
-Richter, Annette, and Maria's dynamic as a group barely exists beyond each of them calling eachother "Wankers" "bastards" and other terms of endearment. It's a hollow and ineffective means of emulating the good writing that Trevor, Sypha and Alucard had in the 2017 series, and was that show's highlight.
-I like Edouard's arc of being a monster with a soul, and it DOES help to begin to demonstrate the theme of "the lack of absolutes in good and evil", which I'll discuss later.
-Olrox is excellent. He's written well, his motivations are kept close to the chest, and he's genuinely intriguing as a character. I quite like his motivation, I like his design, I like his voice, no he's great. Best part of the show, honestly. (and the only evidence thus provided [save for alucard] of a "not completely evil" vampire)
-again, the commitment to every character exaggerating their sentences by cursing like a child is unbelievably grating.
My final point is one related to whether or not I think that in it's current state the show is worth watching. Generally, with shows, I prefer that the show have some sort of thematic relevance that reflects the progress of the story, and while I can somewhat see elements of that being shown in the "absolutes of good and evil" theme explored by the Abbot, Olrox, and Edouard, nothing is actually done with this theme, and it only comes into contact with our main cast in the finale. As such, these themes are only seen in the same way that dramatic irony is set up, but not executed on. Because of the half-execution of this theme, I feel that the show feels hollow thematically, and feels as though absolutely nothing happens or changes for a single character throughout it's runtime.
In some ways, this show being 8 episodes is really fitting, as it feels like in any other anime when you watch a show to episode 8 and then stop watching, but in this case they didn't release or make the rest of the season, which will likely be released later on in a "season 2" that does literally anything at all to provide the themes or story elements any merit.
Personally, I think I would confidently call this show "unfinished." There is no "win" to match the characters growth, the little that they did, and I felt that I was left on a lazy cliffhanger because of arbitrary fail-states.
As a fan of Castlevania, this could not be further from its source material, as a fan of shows that are good, Nocturne also manages to fail.
It pains me to say that I don't think it's worth your time, as I really want people to get into Castlevania, but I really cannot stress enough that this show is not even close to a good demonstration of what the series is about, or what the series' themes are. Genuinely, I don't care if you don't care about the games, they are better than this show, which is hard to measure, because they're different mediums, but I'm confident in this assessment.
Just to add my thoughts:
I was watching the show with Pinch last night, and I had to stop watching after only two episodes. The lack of care with which they handled the more sensitive themes and topics of this show made it genuinely feel like an antisemitic blood libel plot at times.
Richter and Maria refer to a vampire as “it” at one point in episode 1 and it instantly put a bad taste in my mouth. It serves as a microcosm of how this show depicts vampires generally—stripping them of any humanity or relatable motivation in favor of turning them into big, bad, purely evil monsters the protagonists can mercilessly kill. It’s lazy at best and flagrantly insensitive at worst.
The games are NOTHING like this. Dracula—the main antagonist of the ENITRE series—is depicted as, above all else, a deeply flawed and deeply hurt person—a person whose actions are rooted in grief and trauma. It’s what makes him such a good character, and it’s why so many people LOVE his portrayal in the games and even the first Castlevania series on Netflix. It bums me out VERY much that these games and their truly amazing, generation-spanning story is going to be largely overshadowed by a series that clearly doesn’t understand its own source material, and presents a story with themes and implications that even NON-Castlevania fans would have a hard time sitting through.
Castlevania is so incredibly important to me, and it’s become one of my biggest special interests ever since I discovered it back in 2018. I can say with confidence that Castlevania Nocturne has basically no redeeming qualities to me, and as a fan of this series, it was SUCH a disappointing misuse of an intellectual property that otherwise fucks HARD.
tl;dr show was bad don’t watch it lol
Pinch Reviews: Castlevania: Nocturne
I watched the new 8 episode series from Netflix and Powerhouse Animation, Castlevania: Nocturne. Nocturne serves as a stand-alone sequel to 2017's 4 season "Castlevania" from the same production hands.
While this Tumblr blog is to keep my followers up to date on the games that I've played lately, I have been slacking on my reviews and I am hilariously behind. This is to say, since my initial playthroughs of Rondo of Blood and Symphony of the Night, I've engrossed myself in the Castlevania series wholly, having played a total of 8 games in the series this year, and watched the initial series as well.
This review will come from someone who holds the games in very high regard, and *particularly* the stories and characters of Rondo of Blood and Symphony of the Night.
I'll be starting with a largely "spoiler-less" review of the series for those who would like to watch it, and it'll consist of about 1 paragraph of text.
Castlevania Nocturne is absolutely unrelated to Castlevania at large, with only tangential thematic or plot themes that connect it to the series' larger identity. While some might point to the presence of Vampires, Belmonts, and magic and say "well what else do you need?" I find many aspects of the series' identity in campy fun, but interesting and thoughtful instances of character writing the likes of which are seen in games such as Lament of Innocence and Aria of Sorrow, as well as the immense colorful, high-contrast visual style present in Castlevania media since the *very* beginning as elements that I lament the lack of presence of. At numerous points in the show, I thought "Why is this Castlevania? None of this is related to anything Castlevania? Why not just make an original property?" Which I personally find to be a damning sentiment, but I cannot fault the show for that which it doesn't do. To longtime Castlevania fans, you may find the show somewhat underwhelming. However, on a more general term, the show features more instances than not of choppy, flat animation, flat character writing, an irritating dialogue style, and underwhelming gore elements. However, they do *some* good things! There are a few characters who I could see viewers latching onto, and there's occasionally something cool that happens.
With that out of the way, I'll now be entering my *Very Spoilery Review*
First and foremost, Castlevania Nocturne's premise, while not completely and inherently distasteful, nor impossible to do in a way that's interesting, is done incredibly distastefully and uninterestingly. I am referring specifically to Nocturne's insistence on hilariously, absolutely wildly evil Vampires who "run the planet" essentially, who are motivated to put down the French Revolution because the existence of Democracy threatens the ease of the Vampire elite to control the Royalty of the world. I expressly don't think that this is a dumb, uninteresting, or distasteful idea inherently, HOWEVER, due to the nature of Vampires existence in their original literature and folk lore implications, it's incredibly easy to see the anti-Semitic, anti-immigrant inherent themes of Bram Stoker's "Dracula" all over it.
Again, I'd LOVE to see an idea such as this executed properly, however that isn't present here. Here's why. Nocturne features a cast of characters whose motivations are all in some way or another related to incredibly flat vampire characters who do nothing but kill for their entertainment and pleasure. I'm not calling for a reason to not kill the bourgeoise in the French Revolution, I just want a reason to latch onto the motivations of the characters in a way that isn't just "they're a different species than me and are also doing like, slavery and taxation and stuff and they killed someone close to me." Genuinely, EVERY SINGLE main cast member has someone who was killed by one vampire or another in the past, and while that works somewhat to unite the heroes emotional issues such that they can support one another (theoretically) it serves to illustrate the entire, sentient, living, vampire "species" as comically evil, wildly uninteresting, and most damning, caricatures of marginalized people being blamed for controlling all of human civilization. Which, to spell it out more blatantly to avoid the lack of nuance present on the internet, becomes uncomfortably synonymous with long-running theories of jews, or "lizard people" controlling government institutions.
I want to compare to Castlevania's own interpretation of Dracula as a way of demonstrating a "controlling vampire" done Right. Dracula has *very specific* *very pointed* origins and motivations that make him a far more compelling, and more than that, HUMAN, character who has a degree of feeling, despite the evil that he performs. Dracula does what he does because he's hurting, and he feels as though the world has turned and left all it's goodness behind, which, in his eyes, is the truth! It's not that he wants to control all of humanity, it's not that he wants to be worshipped as a god, it's that he just has beef, like people do.
Few to none of the vampires hold that same quality of "beef" in Nocturne. Most of the vampires don't speak, save for a few main heads of their movement, however, even these heads hold hilariously overblown, stupid, uninteresting, unsympathetic motivations that JUST serve to make me hate them on the notion that they're Objectively evil. Like, OF COURSE, I hate the Caribbean slave-owner vampire, and OF COURSE I side with Annette on hating him. He was a slave owner? Duh? You don't need to provide a thousand other scenes of the man being just flat out cruel in the interest of making me hate this man More. Half of his lines are belittling Annette, the other half is justifying slavery, and I'm not exaggerating.
Or, perhaps, consider the "main villain" of the show, Bathory. She's built up as "The Vampire Messiah" for FOUR EPISODES before we actually see her, and then when we do, FINALLY, get to see who this OVERWHELMING threat is, she just laments about, get this, HATING THE SUN. Of course she hates the sun, she's a vampire! That's the actual lamest conceivable motivation. Not to mention, she's insufferably annoying and isn't remotely entertaining to watch, nor are we ever sold on her power to any degree whatsoever other than a bunch of side characters saying "ah, well, she drank the blood of the Egyptian Goddess Sekhmet, so she's pretty strong, we would die for her." When your allegory for the ruling class is this comically evil in the "killing and maiming people" way as opposed to the "capitalist allegory" way, it reads as really wildly uncomfortable.
To summarize the last point, because of the commitment to making each and every vampire character comically evil, and the premise combined, it easily reads far too similarly to monster literature of the past which would seek to conflate the evils of the monsters in question with a specific demographic of people, which is uncomfortable to watch, and rather distasteful to write.
But my distaste for this show doesn't end there!
I'd like to discuss Annette. A lot of people are getting mad regarding "race swapping" or "omission of character in the interest of wokeness" which I think is a load of shit that I couldn't begin to entertain. I am not perturbed by the same things that those people are. Instead, I feel that the explanation of Annette and Edouard's backstory is incredibly poorly paced, and above all, gratuitous in their depiction of black generational trauma.
Annette in this series is an escaped slave who comes to France in search of a Belmont in order to hopefully be able to kill the Vampire Messiah who was foretold to increase the scale of the institutions of slavery that Annette had been fighting against for her entire life. I actually really like her motivation and how it reflects very real attitudes of Caribbean revolutionaries regarding how they felt about the French Revolution. But my main issues with the communication of her motives comes in the gratuitous depiction of a slightly dramatized form of the *very very real* trauma of slavery. This isn't like Toni Morrison's Beloved, or even something like Django Unchained, both of which don't shy away from detailing slavery in as gruesome of detail as possible for the purpose of demonstrating character as well as history. Nocturne demonstrates slavery comically, as it attempts to roll it's own fantasy elements in the same breath as their real-world slavery depiction. For example, the reason that Annette's mother is killed isn't related to the injustices of the notion of slavery in general, it's instead because her mother was practicing magic. I find that these elements in conjunction with one another create a dissonance that puts a bad taste in my mouth, all for the only real payoff to be such that Annette is knowledgeable of, and holds hatred to, the institution of slavery as well as magic.
It isn't a BAD thing to discuss, depict, or have subject matter related to slavery, that's absolutely not what I'm trying to say. What I feel that the issue here is is that a significant amount of the information and cruelty shown could have been omitted and the viewer would have the same understanding of Annette's character. Because they committed far more to demonstrating than was necessary for what elements they were attempting to explore, the incredible commitment to demonstration of black generational trauma feels gratuitous and somewhat cruel. Sorta like the writer is holding it over your head like "hey! you! did you know that slavery is ALSO bad when vampires do it? let me show you some just TERRIBLE subject matter to let you know!" Like, yes, I knew this already, slavery IS evil and is perhaps THE MOST evil, so we were already on the same page here.
This concludes my largest issues with the show from a standpoint of legitimate mishandling of social issues and sensitive subject matter, the rest is more about the show in general.
I don't entirely dislike the way that Richter is written on the macro scale in Nocturne, I feel that his very real connection to the Belmont Clan and the depictions of his mother Julia Belmont, as well as his grandfather, Juste Belmont (who I felt happy to see), was very interesting and worked to the themes. BUT: On the individual, what the character says level, I find Richter SO annoying. This is related to a larger dialogue writing issue with the show in general, which is the inclination to curse like a third grader who has just learned of what swearing is. The number of times that a character uses the term "fuck" or "fucking" purely to provide unnecessary emphasis to their sentence that was perfectly good without swearing comes of as flat out cringey. Now, I swear a lot! I'm not *against* swearing! But the way that Richter and every other character is written makes them all feel unbelievably annoying. Heroes, villains, everyone says "fucking" like it's going out of style! So much so that I might propose a drinking game where you take a shot every time there's an unnecessary use of the word "fuck" in a scene. Granted, I can guarantee you'll be wildly hungover the next day, so I can't recommend doing that.
One particularly damning scene is Richter's moment of personal growth this season, realizing that he has to fight with the whole of him to protect those who he loves, and has a cool fight scene with a bunch of vampires, in which he then says This:
GENUINE COP OUT. I cannot stress enough how every single character's childish inclination toward being edgy by swearing undermines every single character.
I'm beginning to ramble somewhat though, so let's touch on a few things that I think were good and bad, but don't have a ton to say about before we wrap up.
-Drolta is a cool character, and genuinely should have been the only main villain of the show. I also adore her character design.
-The action scenes lack interesting gore, which I felt was a overwhelming positive of the 2017 Castlevania series.
-The monster designs (and show in general) lack color, and it feels like a deliberate attempt to push against the legacy of the source material.
-The animation is excellent when characters are using whips, but very jarring in scenes of standing and speaking, or even in the use of magic.
-Tera is an awful mother figure character and I felt nothing when she was turned in the finale. It doesn't help that they only drew her face twice and copypasted it between scenes it feels.
-The romance plot between Richter and Annette appearing at the end of the show is the Most Forced shit I have ever seen, almost like the writers forgot that they were love interests in the original and decided that of All of the things they had to include that that was INDISPENSABLE.
-Richter, Annette, and Maria's dynamic as a group barely exists beyond each of them calling eachother "Wankers" "bastards" and other terms of endearment. It's a hollow and ineffective means of emulating the good writing that Trevor, Sypha and Alucard had in the 2017 series, and was that show's highlight.
-I like Edouard's arc of being a monster with a soul, and it DOES help to begin to demonstrate the theme of "the lack of absolutes in good and evil", which I'll discuss later.
-Olrox is excellent. He's written well, his motivations are kept close to the chest, and he's genuinely intriguing as a character. I quite like his motivation, I like his design, I like his voice, no he's great. Best part of the show, honestly. (and the only evidence thus provided [save for alucard] of a "not completely evil" vampire)
-again, the commitment to every character exaggerating their sentences by cursing like a child is unbelievably grating.
My final point is one related to whether or not I think that in it's current state the show is worth watching. Generally, with shows, I prefer that the show have some sort of thematic relevance that reflects the progress of the story, and while I can somewhat see elements of that being shown in the "absolutes of good and evil" theme explored by the Abbot, Olrox, and Edouard, nothing is actually done with this theme, and it only comes into contact with our main cast in the finale. As such, these themes are only seen in the same way that dramatic irony is set up, but not executed on. Because of the half-execution of this theme, I feel that the show feels hollow thematically, and feels as though absolutely nothing happens or changes for a single character throughout it's runtime.
In some ways, this show being 8 episodes is really fitting, as it feels like in any other anime when you watch a show to episode 8 and then stop watching, but in this case they didn't release or make the rest of the season, which will likely be released later on in a "season 2" that does literally anything at all to provide the themes or story elements any merit.
Personally, I think I would confidently call this show "unfinished." There is no "win" to match the characters growth, the little that they did, and I felt that I was left on a lazy cliffhanger because of arbitrary fail-states.
As a fan of Castlevania, this could not be further from its source material, as a fan of shows that are good, Nocturne also manages to fail.
It pains me to say that I don't think it's worth your time, as I really want people to get into Castlevania, but I really cannot stress enough that this show is not even close to a good demonstration of what the series is about, or what the series' themes are. Genuinely, I don't care if you don't care about the games, they are better than this show, which is hard to measure, because they're different mediums, but I'm confident in this assessment.
Pinch Reviews: The Portal Series
In April of this year I played Portals 1 and 2 accompanied by @monochromevt. I'd never really played the games in full, but had been exposed to them extensively in the past as they are games that are Literally unavoidable.
My reviews of these games will be rather curt, compared to some of my other reviews, due in large part to that at no point did I necessarily feel as though I was surprised by Portals 1 or 2. This is however, NOT, because of the games themselves. I had a great time playing both campaigns and the coop with Mono, and it was really nice and gratifying to see the origins of phrases like "the cake is a lie" or seeing Wheatley's whole, Bit.
Really the lack of impression that I felt playing each of these games was the result of that exposure to the series at large that I mentioned previously. There's nothing *wrong* with either of these games, I'd say they're definitely excellent puzzle experiences that if you were like me and haven't played them you'd be remiss to skip. However, I didn't feel that the other areas of Portal as a series outside of the immaculate level design were lost on me, as, well, I'd seen it all before. I'd heard each of Glados' lines, Wheatley's lines, Cave Johnson's lines, every character's lines, a thousand times over in a thousand different contexts, such that I felt that I was watching a 2015 meme compilation as opposed to playing one of the greatest games of all time.
I WILL say however: I adore Glados' now more than I ever had. She is SUCH a strong character who is written in such a way as to make you feel the humanity within her cold, robotic exterior, and realize that you've been looking at the real her the whole time, and she's just actually evil.
Glados is the main aspect of the game that I took away as being new to me from my time spent with the game, and I'd say that even with the exposure that I'd felt to her character, I felt that she was best experienced in context of the source material.
I am not a game designer, and puzzle games can be foolhardy to critique without just turning into a bunch of devspeak that helps noone, so I won't. I felt that I had the resources to learn and experiment at all times in the Portal series, and that every idea I could have come up with maybe could have worked under the right circumstances, and *that* is Portal's greatest (gameplay) strength to me.
If you'd like to watch the playthrough that sparked this take, you can watch it right here!
I remember the moment that we realized that a shocking majority of female characters with strong and memorable personalities all were robots or AI. When the runner up is SHODAN from System Shock who I am tempted to say is basically a genderbent AM (from I Have No Mouth and I Must Scream). GLaDOS stands out as one of the best villains (female or otherwise) or even characters in a game series.
Pinch Reviews: Resident Evil 4 (Remake)
I hold a lot of love for Resident Evil 4, the original, that is. I'd been pretty interested in 4make (as it will henceforth be called) for large parts of its dev cycle, and after playing the original a mere six months prior, I felt that when I played the game near launch, I was pretty cognizant of changes and differences made to the game that would be felt either extremely positively or extremely negatively.
I am very happy to report that this game, despite it changing plenty, retains the vast majority of the spirit of the game, and remains extremely fun, replayable, and tense for its entire runtime.
I'll attempt to review the game in short and spoiler-free quickly here so as to not spoil any changes for anyone who isn't interested in hearing about such things. 4make makes excellent use of the modern hardware that it released for in order to provide crisp, satisfying gameplay, consisting of responsive gunplay, the same integral inventory management, and exploration of unique and intriguing areas that I would say, even to those who aren't fans of the series, but are looking for an "in" to the survival-horror genre, could very easily enjoy. At the end of the day, the game is still Resident Evil 4. All of the praise that one could give to that game can, by and large, be given to this game as well.
Now to discuss the changes made to this game. My listing of changes will not be comprehensive, as there are far more than I care to list, but those that I do detail will be in the interest of explaining the spirit of the changes at hand.
Graphical updates:
The game is beautiful. What do you want me to say. I can look at Leon Kennedy my beautiful malewife in better quality than ever before. This is a net positive. (although the graphical differences only provide a "different" experience not a "better" experience)
Expanded exploration:
RE4 had multiple sections that would incentivize the player to explore, but large portions of the collectibles were reasonably easy to miss. 4make seeks to expand on the exploration present in the original by adding a map with waypoints, markers, and other smaller quests for Leon to embark on in each major area of the game. Initially, I was split on these sections, however as the chunk of my psyche that requires me to pick up lots and lots of little goodies took over, I came to quite enjoy it. The increased focus on collecting and exploration can allow the player to upgrade their weapons more efficiently, without the stress placed on them to pick and choose upgrades that they'd keep for the whole of the game. I like this change, as you *can* ignore it all if you'd like, but if you want more stuff to do or more money to throw at your problems, you can do that as well.
The Parry:
Leon can parry with knives, so long as he has one that isn't broken. That's cool as fuck. You can parry chainsaws. Parrying an unarmed melee cuts the enemies' hand off. I love parrying. Good addition. (also it helps to alleviate some of the balancing issues present in RE4 relating to not having a lot of options in the close range.)
Ashley:
No longer tied to a health bar, Ashley now operates on a "downed" system that basically means that you can tell her to follow or stay, but if she gets hit, she's on the ground and needs to be picked back up, lest she be vulnerable to kidnapping or death. This alleviates some of the problems with Ashley eating all of your healing items through very little fault of your own. I like this change.
Boss fight tweaks:
Some fights are practically unchanged, like Menendez, while others are completely reworked, Like Ramon Salazar. Some are even just flat out omitted, like U-3. I'll refer to each and give a brief description of changes and whether I like them or not.
Del Lago: Removed some QTE elements in favor of real-time steering. Largely unchanged. Still fun.
El Gigante: Practically the same.
Menendez: Largely the same.
Verdugo: Pretty much the same, but Leon is more responsive now compared to the tank controls of old, so it is a bit easier. A-OK.
Ramon Salazar: Complete overhaul, unique arena, unique boss form, unique attacks. Nothing is the same. I'm kinda indifferent though.
U-3: Completely Omitted. Good Riddance.
Jack Krauser: COMPLETE overhaul, he is WAY fucking better in every conceivable way, narratively, gameplay wise, the whole way down. Whereas I would once dread Krauser's fight because it was a bit of a slog, now I hold the Krauser fight in high regard as perhaps the best narrative moment in the game.
Saddler: Doesn't suck ass now.
Ultimately I like the boss changes made quite a bit, very little that wasn't broken got "fixed" and I'm happy with that. The largest changes really come from the updated combat systems.
Story:
4make has a much greater emphasis on providing characterization to each of the characters, and provides a much greater narrative weight to what Leon, Krauser, Ashley and Luis go through. I would be willing to say that in terms of impact this game might win out for me, but everyone is entitled to their own take as to what were the "bette" story aspects individually.
The Regenerators:
This one is gonna be real specific, but bear with me. Regenerators are not scary in this game after about 30 seconds of having knowledge that they exist. First, the way they're introduced is changed from the iconic "thaw out" scene from the original, to them just, sorta being alive and active? It still spooked me a bit, as I was expecting the original scene, and I wasn't prepared to take one on, but I was quickly soothed once I learned that you can parry the regenerators. Being able to parry any enemy puts the player in a state where with reasonable timing and attention, most enemies who are parryable can do not a damn thing to you. This makes the Regenerator into more of a combat aspect, as opposed to the horrifying wall they were originally. It's a nitpick, sure, but this is legitimately my *one* issue with this game.
Overall, I'm willing to surmise that 4make is a pretty faithful, but extremely fresh modernization of a classic title, and while it works to bring the game to modern audiences with its updated graphics and mechanics, I don't feel that the experience is better or worse than the original. This isn't to 4make's detriment as much as it speaks to the unyielding quality present in the original Resident Evil 4.
Play the game.
Pinch Reviews: The Portal Series
In April of this year I played Portals 1 and 2 accompanied by @monochromevt. I'd never really played the games in full, but had been exposed to them extensively in the past as they are games that are Literally unavoidable.
My reviews of these games will be rather curt, compared to some of my other reviews, due in large part to that at no point did I necessarily feel as though I was surprised by Portals 1 or 2. This is however, NOT, because of the games themselves. I had a great time playing both campaigns and the coop with Mono, and it was really nice and gratifying to see the origins of phrases like "the cake is a lie" or seeing Wheatley's whole, Bit.
Really the lack of impression that I felt playing each of these games was the result of that exposure to the series at large that I mentioned previously. There's nothing *wrong* with either of these games, I'd say they're definitely excellent puzzle experiences that if you were like me and haven't played them you'd be remiss to skip. However, I didn't feel that the other areas of Portal as a series outside of the immaculate level design were lost on me, as, well, I'd seen it all before. I'd heard each of Glados' lines, Wheatley's lines, Cave Johnson's lines, every character's lines, a thousand times over in a thousand different contexts, such that I felt that I was watching a 2015 meme compilation as opposed to playing one of the greatest games of all time.
I WILL say however: I adore Glados' now more than I ever had. She is SUCH a strong character who is written in such a way as to make you feel the humanity within her cold, robotic exterior, and realize that you've been looking at the real her the whole time, and she's just actually evil.
Glados is the main aspect of the game that I took away as being new to me from my time spent with the game, and I'd say that even with the exposure that I'd felt to her character, I felt that she was best experienced in context of the source material.
I am not a game designer, and puzzle games can be foolhardy to critique without just turning into a bunch of devspeak that helps noone, so I won't. I felt that I had the resources to learn and experiment at all times in the Portal series, and that every idea I could have come up with maybe could have worked under the right circumstances, and *that* is Portal's greatest (gameplay) strength to me.
If you'd like to watch the playthrough that sparked this take, you can watch it right here!
Pinch Reviews: The Murder of Sonic The Hedgehog
Around the game's release I played The Murder of Sonic The Hedgehog, a "joke" game released by Sega on April fools of this year. It's a short and extremely sweet experience that knows the Sonic audience, and uses the aspects of the Sonic universe in a loving and caring way that calls back to the fun of Sonic in a number of extremely cute ways.
The game consists of a short murder mystery story that sees the player taking the role of an attendant and helping with Amy's birthday party. Each character is drawn beautifully with a new outfit, each of which corresponds to a role within the murder mystery that they play in the actual story.
The story sees the player doing light linear detective work while interviewing the Sonic cast, broken up with small 16 bit styled platforming sections that mechanically perform the same role as Danganronpa's logic minigames.
The whole experience of playing this with a friend, and accompanied by twitch chat, was extremely positive. I had a great time taking in all the cute little references and character quirks that make me love Sonic and his silly little friends.
I could go into detail examining each character and how it fits into the timeline, and where each character faults in terms of fitting established character writing moments within the story, but I'm not gonna. I kinda don't care. As much as that's like, heretical to say in a review, I really, just don't care. I had fun, and this game was fun, and funny, and written in a way that made me smile, so you know what? In the interest of having fun, I won't.
Anyway, it's free, go play it.
Stream Announcement!
I'd be delighted if you joined me in the gallery, as I discuss the Renaissance and how Western Art evolved from it, as well as how three major players within the Renaissance had instances of implicit and explicit queerness that shone in their lives and works!
This will be held **on 6/25/23 at 9:00PM** on twitch on my channel twitch.tv/PinchRaccoon , but if you can't make it, the VOD will be uploaded to my YouTube channel shortly after!
Thanks so much for your interest! And Happy Pride Month!
Pinch Reviews: Pizza Tower
It's been a hot minute since I reviewed a game here, my apologies, other projects have had, and still have, my utmost attention at the moment.
From March 26th to Marth 31st, I played Pizza Tower, an indie platformer heavily focused on level exploration, speed, and tight controls, that's heavily influenced by games like Earthworm Jim, and more apparently, Wario Land.
From the very moment I first saw the game I knew that it would be fun, as was evident in its unique and infectious art style that absolutely reeks of late 90s-early 2000s "crude" cartoons, like Ren and Stimpy or Ed Edd n Eddy. This game's art style hits REALLY hard, and serves to not only provide this game with significant visual intrigue, but the way that characters squash and stretch in such an exaggerated manner contributes significantly to allowing the player to understand enemies movements, as well as those of the main playable character, Peppino Spaghetti.
Speaking of, this game consists of a cast of varied, and memorable characters, many of whom follow a specific theme or reference. For example, the two major main characters Peppino and Gustavo are obvious caricatures of Italian-American pizza chefs, Peppino taking on a fearful demeanor the majority of the game, while Gustavo is combative, cute, or pensive most of the time.
Pizza Tower's character design strength doesn't end there, however, as just about every enemy, boss, or otherwise is EXTREMELY lovable in their own way, assisted by PT's incredibly focused art style, and tongue in cheek delivery of just about everything it does. I would be remiss, however, to not mention my absolute favorite thing about this entire game, bar none. Behold: BRICK
Otherwise known as Stupid Rat, this big guy is my single favorite thing about Pizza Tower. Genuinely. Something about his little hands, his chubby body, and those stupid eyes facing in two different directions makes me absolutely adore these little guys. I smile every single time I see one in a level.
But I digress, Pizza Tower's gameplay is *also* fun beyond fun. Pizza Tower consists of about a dozen and a half levels and 5 boss fights. Each of the levels consist of a goal to collect as many "toppins," which are little pizza topping characters with eyes and legs that need to be freed from cages, to earn money to purchase the boss gate, allowing Peppino to travel further up the titular Pizza Tower. Every level in PT has a unique theme, complete with a unique powerup or gimmick that helps to differentiate the gameplay loop, as well as provide the player with new tools and challenges the entire runtime of the game. I really love this approach to level design, all too many platformers don't feel the need to provide the player with either new challenges or kit options, or, better yet, challenges to use new kit options on, that allow the player to really get creative or technical in the ways that they solve the problem, which, in Pizza Tower's case, is how to route through the level as quickly as possible.
Regarding kit options, Peppino, and Gustavo but slightly less so, have a genuinely intimidating amount of tech to work with built into them intentionally, that the player is encouraged to use to master levels, so as to run through them as quickly as possible. Pizza Tower has a ranking system, ranking from D to P with Pizza Face Medal. Players earn better and better ranks as they complete the levels with increasing points, gained from performing specific actions and defeating enemies while in combos. After reaching the "end" of a level, the player destroys a specific enemy that triggers "Pizza Time," a period where the player has to reach the beginning of the level, with slight variations opening up throughout, in order to escape the level with what they earned. There is only one way to truly "fail" a level in Pizza Tower, and that's to let the Pizza Time timer run out, and for Pizza Face, the invincible enemy spawned by the timer running out, to catch you, ending your run. However, players cannot achieve the highest ranks, P and P w/ Pizza Face Medal, by *just* doing the run back once, no, players have to do it twice, without dropping a combo, and collecting every collectible, in order to P rank a level. Three laps if players want the P rank with Pizza Face. In order to reach this end, players have to become intimately aware with the level in order to construct a route that will work, as well as exactly what inputs to perform when in order to defeat scattered enemies, avoid traps, and collect everything they need, all while travelling BLISTERINGLY fast. Attempting to P Rank any level in Pizza Tower is no joke, but has also been some of the most fun I've had in a platformer this year.
Bosses consist of fights in which Peppino has to use the boss's attack patterns against them in some way, similar to playing Kirby without a copy ability. There are less of these, but despite the lower quantity, each of them are interesting, fun, themed fights that each play extremely different from one another. One floor you'll fight a pepper who's an artist, who fights like a typical platformer boss, the next you'll fight a blob of cheese with a gun, while you also have a gun and can shoot back. It's very silly, and is an excellent capstone to the equally silly floors of this game.
Finally, I want to loop back around to thematics to discuss level themes to tie everything together. I adore most all of the levels in this game. I don't think this game has a level that is downright unenjoyable to be in, from a forest of gnomes, to a FNAF inspired level, to a city filled with Pigs, to a level where you just play golf using the elderly as balls, I rarely feel that Pizza Tower has no ideas. It is crude, stupid, and reveling in it for the entire runtime of the game. This attitude and stylistic consistency allows players to feel eased into continuing their persistence against the myriad challenges, and the effort made to keep the game fresh level to level provides significant replay value, as leaning into thematics allowed Pizza Tower to explore the player's kit even further, incentivizing players to master not just the Peppino, but each individual level.
I would easily recommend Pizza Tower. Might be the best game of the year, honestly. It's wild that it came out fully in January too. I've noticed that this year has been pretty excellent for releases, both indie and, in some cases, corporate. I certainly think that Pizza Tower's landmark quality early this year set the tone for this year, and it's commitment to originality and extreme fun will inspire developers and creatives to do their own thing and make the game they want to play more than anything else.
Also listen to the soundtrack, it bangs!
THIS SUNDAY NIGHT!
Join me in my gallery once more as we explore the life, times and work of renowned American Realist painter, Edward Hopper!
We'll be discussing his career, his art, how the culture of the United States during and post-ww2 affected his art, and the profound sense of urban loneliness presented in Hopper's work!
I hope to see you there! That's THIS SUNDAY 5/21/23 at 9:00PM EST at:
This stream HAS happened already! But hope is NOT lost! If this is the type of thing you just wanna listen to, or if you missed it, now you can take a looksie here!
THIS SUNDAY NIGHT!
Join me in my gallery once more as we explore the life, times and work of renowned American Realist painter, Edward Hopper!
We'll be discussing his career, his art, how the culture of the United States during and post-ww2 affected his art, and the profound sense of urban loneliness presented in Hopper's work!
I hope to see you there! That's THIS SUNDAY 5/21/23 at 9:00PM EST at:
THIS SUNDAY NIGHT!
Join me in my gallery once more as we explore the life, times and work of renowned American Realist painter, Edward Hopper!
We'll be discussing his career, his art, how the culture of the United States during and post-ww2 affected his art, and the profound sense of urban loneliness presented in Hopper's work!
I hope to see you there! That's THIS SUNDAY 5/21/23 at 9:00PM EST at:
Pinch Reviews: Spark The Electric Jester (1,2 and 3)
In an unusual fashion for me, I'm choosing to review the entire Spark series in one fell swoop. Somewhat recently I decided to play the entire series with my friend and cohost Space Buffoon. They proposed playing the series with me on stream as we're both fans of the Sonic The Hedgehog series, and Spark has very clear shared inspiration and DNA.
Over the course of three weeks, Buffy and I played the three titles in the Spark series, opting to play them in order. I'm choosing to cover the three of them today because I feel that comparing and contrasting the games to one another can shed some light on their strengths and weaknesses.
Spoilers, of course, for the entire Spark series!
Spark the Electric Jester, the first one, is a 2D platformer focused on speed and using powerups to creatively remove enemies from the optimal path. Notably, Spark differs immediately from Sonic while maintaining the core gameplay loop in that, far different to 2D Sonic's shield powerups, the powerups in Spark act much more like they might in a game like Mario, or like the different weapons in Mega Man.
The multiple different powerups in this game serve to further diversify an already diverse gameplay loop, finding alternate paths, by granting the player significantly different abilities and movement tech with which to maneuver through levels and carve out the path the player would most like to take. Whether it's removing specific enemies from blocking a path, or something as simple as an extended jump, the powerups allow players to express themselves really effectively. The powerups are also complimented by the stage design itself, which gives all the powerups that they contain a time to shine within them, and occasionally rewarding creative exploration with different, rarer powerups as well.
Every level in Spark is really satisfying to complete, and despite being longer than the typical level within the genre, it's rare to become bored with the levels as their visual themes as well as the gameplay gimmicks and powerup swaps keep them interesting. The levels are also a phenomenal example of this game's lovely visual style. It's this charming pixel art that really grants a lot of character to the world, it's locales and it's people.
The story in Spark the Electric Jester is a fun, simple romp that calls upon a cute cast of side characters and recurring villains, although I would have liked if the Shadow the Hedgehog-esque "Fark" or "Fake Spark" were better executed in the main game. Otherwise though, Spark has some really clever and somewhat self-aware writing that knows what this game is and what it's trying to be. Spark wisely doesn't seek to do more than it's earned in this game, and I applaud it for knowing its limits. Also, I really like Spark as a character, particularly his grounded nature and apathy toward the situation at hand. He's a good person, but at the end of the day the guy really just want to pay rent more than anything else. His presence in the story makes for a really fun juxtaposition to some of the more serious elements that it tries to pull, and grounds the story through him.
Really the issues I had with the game were incredibly small, primarily that the final boss felt extremely underwhelming due to the unique "Super Spark" powerup that the player is given feels supremely underwhelming, and being able to die far easier in that fight kinda kills the tension of what could otherwise be a really cool moment. I wish to stress, though, that my issues with this game are minute, almost inconsequential, even, and I only feel a need to bring up my issues with what is otherwise an extremely solid and consistent title because I had a great time with the game and just wish it was *that* much more improved. It is very close to being a game I could call a modern classic, but something like the final boss and other, very minor quirks do stick out to me because I *want* this game to be excellent. As it stands though, it's a really great experience that I would absolutely recommend.
Spark The Electric Jester 2 brings the series in a bold, new direction compared to its predecessor, which is to say, Spark is fully Not in the game. Also it's in 3D now.
Spark The Electric Jester 2, or as I'm choosing to call it because I'm spiteful, Fark2, is a 3D platformer with some of the same combat elements as the first game, but with the notable change, of course, of being a 3D game.
I won't beat around the bush here, I don't think this game is very good whatsoever. There is genuinely nothing notable that I liked about my time with this game. Because I will surely go off on tangents about every minute instance of failure on which this game underperforms, I have opted to segment this part of the review, so as to maintain concision, and make my point as clearly as possible. I am going to discuss Fark2's gameplay, story, and presentation separately from one another.
Gameplay
Fark2 controls about how you would expect it to, you have a fast character who has a homing attack now, attacks that can help deal with enemies that cannot be dealt with by the homing attack, as well as a parry. Similarly to the previous game, Fark also has access to his own powerups, but not even close to the same amount as Spark had. Additionally, Fark has access to a few "special" moves that can be performed by holding a button and then pressing an alternate input.
With this core kit in mind, the tools given to the player would imply that the usage of all of the items within Fark's arsenal would be used, much like how Spark 1 heavily encouraged and featured the varied use of abilities and powerups to reach the end of a varied and interesting level. This implication, however, is wrong. In reality, very little of the kit given to you actually does end up being used, as the most effective tactics available could not possibly be simpler. I mean it without a shred of irony that every challenge that this game poses to you, outside of a boss fight, can be trivialized by simply running and jumping. This is because Fark is genuinely too fast for the levels, and the amount of space that he covers means that enemies, many jumps, and in some cases major portions of levels can just be ignored. By just running and jumping with the occasional homing attack, players can ignore 90% of Fark's auxiliary kit, including the special moves, the parry, and perhaps most damning, the powerups.
Levels in this game are often very open, and enemies do not populate enough of the space within the levels to actually be able to pose a threat to a player who is, literally, just running and jumping. Normally, I don't have an issue with level design that allows and encourages the player to speed through the level and even in some cases ignore mechanics for the sake of that speed, but I want to emphasize that this is The Entire Game that is like this. It almost feels as though, combined with the extremely generous health system, Fark2 makes genuinely no effort to actually try to kill the player, or worse, makes no effort to make the player adapt. The player creativity that was present in the first game is completely gone in this game, thanks in large part to the fact that the most effective tactic available is also the easiest tactic available.
A quote from Soren Johnson and Sid Meier, creators of the Civilization series, comes to mind, and I feel that this quote and the information that it presents can aptly highlight the issues present within this game's gameplay loop.
"Given the opportunity, players will optimize the fun out of a game; One of the responsibilities of designers is to protect the player from themselves."
I find this quote to be particularly important in discussion of this because, well, the devs are blatantly not attempting to challenge the player enough to encourage them to engage with anything other than what works immediately, and the result it an uninteresting slog through a collection of straightaways with nothing of interest to break them up.
This game is not entirely a platformer, however. This game has a combat system and it would just *love it* if you were to engage with it, so it does throw you into several combat scenarios with bosses so as to not waste the effort made to animate punches and kicks. Unfortunately, while it is an instance in which the player has to do *something* other than run and jump, every boss encounter can also be trivialized, this time by spamming the attack button mercilessly until the opponent falls to the ground in about 45 seconds. Now, I played the game on normal difficulty, and I don't always think that games should be super super hard all the time, but I do think that a boss encounter of a kind shouldn't go down in 45 seconds in a third person action game-style combat system on the baseline difficulty of the game. Because of how absolutely spineless the bosses themselves are, they feel pointless and kinda pathetic, really.
To conclude the section on gameplay; Fark2 does not make enough of an effort to actually make the player use any of their advanced tools, regardless of how success within the game is defined. Because of this lack of interest in making a player engage with the game, the game is boring and feels meaningless to play.
2. Story
Fark2's story fails to captivate, or even begin to intrigue me for a multitude of reasons, not the least of which being that I find Fark, the middling "edgy version of the MC" from the last game not particularly interesting or compelling. Fark2 doesn't actually do much with any of its story beats, and creates countless plot hooks that are never resolved, such is the case with the majority of the game's bosses, Float, Flint and Double, all of whom the player learns next to nothing about except that they're working with a somehow edgier clone of Fark named E.J. and that makes them bad, because of course it does.
The story culminates in a predictable and uninteresting "I was created by the enemy" notion, the likes of which we've seen countless times, notably, in the series' influence. I am not kidding when I say it, Shadow the Hedgehog (2005) does Fark2's core story better than Fark2 does.
Of course, a lot of games have predictable, or otherwise simple larger plots that are saved by good or writing that has a lot of character, so does Fark2 have that?
Absolutely not, not even a little. Get a look at this line, to see what I'm talking about.
The overly edgy, completely ironic way that this game plays itself is not only annoying to try to make sense of, but also refuses to go all the way with it. Every character comes off as edgy, but not edgy enough to where I can even begin to see the cheesiness that they're going for. After a certain point you begin to just tune out as secondhand embarrassment begins to set in.
The writing style that was so endearing about the few instances in the first game where dialogue would happen, particularly the tongue-in-cheek tone, is completely missing from this game, and comparing the two's writing styles to one another feels like night and day. It's dissonant to play these games one after the other, as they feel completely unrecognizable from one another.
It's so obvious that the writers want you to like Fark really badly, but they don't give him anything to latch on to as a character to actually make him likable. Comparisons between Spark and Fark as protagonists are unavoidable, but the most notable point in which the two diverge where Spark succeeds and Fark doesn't is that Fark fails to provide almost any input into the story itself, getting pointed in countless different directions for one reason or another, or for no reason at all. Fark feels like an engine to move through a story that he both is and isn't the center of, whereas Spark feels intentionally disconnected to events at hand because he doesn't particularly care about them.
Speaking of Spark, where is he? They mention him once as "being off enjoying a blank check" but that begs the question, why didn't they name the game "Fark the Electric Jester?" It's just supremely weird to me that in a game named after a specific character, that character has actually NO on screen presence. In some way, it feels like false advertising. And, considering that the devs are billing it as the *same series* the writing inconsistencies seem even more dissonant. If this were a spin off I would get it but it's not! Why is it named after a character who isn't in the game? This is like if the next Shantae game was called Shantae: The Curse of Driftwood, and then the game has no appearance of Shantae herself, and you're locked into playing as Rottytops.
The story of Fark2 fails on so many fundamental levels that I can't say that it's worth it to watch any of the cutscenes. It suffers issues on several fronts, from unsatisfying conclusions, plot contrivances, pointless characters, an attempt at intrigue that fails spectacularly, and a protagonist who is extremely easy to dislike.
There's one thing I didn't hate about this game's story, and that's that it does do the super form better than the first game did, but only because it wore a sickening amount of Dragon Ball on its sleeves.
3. Presentation
First, to get this out of the way, this game has some fun butt rock songs to play in boss fights, despite how lame those fights themselves are. I appreciate the attempt there, but music choice in this game is really quite odd.
There's no way I can put it politely, this game is not satisfying to look at. The textures are passable at best, the area design is really quite same-y and the model work for many characters is butt ugly. The two former problems I can pass, they're still problems, but I feel that the issue of the models cannot be as easily forgotten.
The way that these characters are executed in 3D is, disappointing to say the least, exacerbated by the fact that are that you see *in game* has every one of these characters looking far better than they do here! I'm consistently left confused about what happened here to make all of these characters look like they have all of their features stickered onto their face, which is genuinely just a sphere.
I genuinely like all of these character designs! I think that everyone here looks cute or cool in some degree, but to have such an uncanny representation of them in-game does a legitimate disservice to these characters. I know 3D modelling is hard, I get it, but there should be a point, I feel, where a product isn't ready to be implemented into a build of the game, and none of the models of these characters were ready yet.
In Conclusion about Fark2:
Fark2 fails at just about everything it sets out to do, it's largely uncool, uninteresting, boring, and I don't feel that it is worth your time, and especially not your money. It's gameplay, story and presentation aren't anything special, and it isn't even "so bad it's good." This game is painfully mediocre, and I would believe it if this game were something of a demo for the following entry in the series. Clearly, someone felt that this game is as pointless as I feel it is, because every one of its levels were used as late game extra content in Spark the Electric Jester 3.
Spark The Electric Jester 3 is another 3D platformer, but makes significant improvements to everything that Fark2 tries to accomplish.
First and foremost, Spark the Electric Jester 3 manages to provide fast-paced, fun core gameplay that actually necessitates challenge to the player in both combat and platforming sections. Spark, as the rightful playable character in this game, has access to a large arsenal of combat and movement abilities, which are unlocked from an ingame shop, which serves to naturally encourage the player to learn each move as they can afford it. Spark can also double jump, as well as charge a dash forward that can be used in midair. Despite there not being much more than there was in Fark2 from a platforming perspective, the platforming of this game is far more satisfying as the levels themselves are actually made with Spark's movement and abilities in mind. Levels will frequently push back against you, and require that you at least manage a degree of skill to succeed.
On the combat of things, everything has been revamped to allow combat encounters to feel like anything more than a spam fest. In Spark3, players are encouraged to earn stunlocks against opponents in order to maximize the amount of damage that they can pull off off of one option. Additionally, use of the parry is more difficult, but no less required, making each combat encounter with lots of enemies into a test to see if the player can manage their combo strings while avoiding or parrying enemy attacks simultaneously. Again, compared to some of the action games that this gameplay loop is commonly accredited to, it's a bit more barebones still, however as it isn't the whole focus of the title, and the sections where the pure combat sections are used are somewhat far between, the combat doesn't get old and remains a welcome refresher when platforming could risk getting monotonous.
Spark3 sees the return of powerups, again, however the player doesn't actually get many of them at all in a normal intended playthrough, really only getting maybe one of them for certain. I got to play with the Reaper powerup during my playthrough as I managed to defeat a certain boss who was supposed to beat me on my first attempt on him, and I think that this is a really interesting way to handle the powerups. Each powerup has much of the same fundamental kit, so players are never left wondering how to input something compared to Spark's normal moveset. I found this powerup implementation to be rewarding, but I felt myself wanting more upgrades to unlock in more apparent ways throughout one playthrough.
Level design in Spark 3 is extremely varied, and consistently visually and mechanically engaging the whole way through! This game works on the basis of certain "worlds" that unlock as the player progresses, sorta like how more rooms of Peach's castle will open at certain amounts of stars in Super Mario 64. Each level within these "worlds" are themed around a specific concept, like a city in a state of riot, an airport/rocket launch facility, or a militarized jungle. The theming of these areas doesn't just account for visuals, however, as each of the areas themselves are also considered for what could be interesting gameplay-wise. For example, one level in the airport level sees a plane crashing and Spark having to escape, in a rare timed level with strong wind mechanics attempting to throw the player off. Or, in the rioting city level, players can jump off of crowds of protestors for a boost, and use a helicopter in brief, but consistently solid vehicle sections. Speaking of, I adore the car sections. Spark3 starts in a car section and I adored every second of it. It's a thunderous, no-nonsense beginning to the game that served to really effectively set a tone that had me down for anything as soon as it started.
Despite being "down for anything" Spark 3 does lose me in one area. I don't think that it's story is very good, really. My primary issues with the story are that, despite far better writing, this game fails to actually deliver on any of the hooks that it puts out, and seems far more interested, for some fuckin reason, on fleshing out characters from Fark2, specifically the main bosses from Fark2, at least two of which are presumed dead at the end of that game. While there is *a degree* of plot relevance that there could be, in that Float, one of the presumed dead bosses from the previous game, appears to have returned, and seems sad about having dead friends. I take issue with the notion of how this is done however, because Float doesn't actually tell Spark anything, and instead this information is exhibited through stylized 16 bit cutscenes, which while looking cool, take up significantly more runtime in the story than is necessary, especially considering how this story ends.
My BIGGEST issue with Spark3's story is its *egregious* ending, which I will warn prospective players about spoilers for if they're averse to that sort of thing, BUT the rest of this paragraph will concern these spoilers. Spark3 ends in a way that couldn't have been seen from three feet ahead of you. Spark3's ending is, no joke, comparable to NieR Automata and Neon Genesis Evangelion. There's nothing wrong with an ending like that art has, I quite like endings like that, but mostly because art like NieR or NGE EARN their endings, by laying consistent plot threads the whole runtime about something mysterious. Spark3 does *not* do this, and instead pulls it out as shockingly as possible. The entire game is predicated on "Spark has to go and remove Fark, who has become something of a dictator, from power, as he's militarized most of the world using the Fark Force." Now, this is a novel concept, cute even! I really hate Fark, so I'm down to bring him down a peg! But upon reaching the end of the game Spark reaches Fark, who doesn't want to fight him, and instead explains to Spark that both of them have been in a simulation for 3000 years, and Float, a character who's past we learned a lot about in this game, was actually a fake created by the simulation arbitrator, Clarity, in order to lure Spark toward it's own goals. Notably, there have been ABSOLUTELY NO notable clues that the world was a simulation. Additionally, in a near final boss moment, they make you play as Fark, which pissed me off personally, but that's not empirical it's just something I didn't like. The issue with Spark3's story is that it spends five hours of runtime satisfied in the status quo of it's normality, while it attempts to end with something that would have been far more effective, and far less jarring if there were ANY foreshadowing AT ALL. Because Spark3 doesn't have an interest in actually encouraging the player to think about how the game outside of the typical "big simple punch off" fare, it doesn't work to implement something as left field as the ending that is in the game. Additionally, the game ends on a discussion between Fark and Spark, who are dead, and have been dead, about the importance of keeping moving forward, really played pretty straight, no jokes, no irony, then immediately after the credits roll is a Friday Night Funkin reference. Tonal inconsistency is *so* rampant throughout this ending.
The ending, regardless of if you did or did not read the previous paragraph, left me so dissatisfied with the game that my opinion on this game soured significantly, to the point where on stream I actively did not recommend the game to viewers because of the ending.
To conclude, Spark3 is a game with a really excellent gameplay loop that doesn't leave a lot to be desired, and consistently seeks to challenge the player while also giving them opportunities to experiment with new and fun toys that consistently spice up the gameplay loop whenever present. Despite the quality of the gameplay, this game's story is not only unfulfilling, but also useless within the context of the game itself. There are two cutscenes that matter, and they're the ones before and after the final bosses. I would recommend Spark3 to someone looking for an exemplary gameplay experience, however I wouldn't begin to recommend the game to someone who wants a deep or interesting story.
Now that I've discussed each game at length, I'd like to conclude with a short review of the series as a whole. S
park, when the direction accounts for potential shortcomings, is extremely fun, however the series' writing is consistently passable at best, with some egregious exceptions that make it hard to not skip every cutscene after a while.
Spark 1 is a really fun and interesting romp through a variety of interesting levels in 2d, with an overall fun atmosphere that doesn't seek to take itself too seriously, much to it's benefit. Complete with a multitude of gameplay styles and extreme encouragement of player creativity, it's an excellent way to satisfy a 2D speed platformer itch.
Fark 2 is awful.
Spark 3 takes consistent points from Spark 1 regarding player creativity, visual diversity, wealth of content, and attention to fun and engaging experiences that makes it easy to recommend for it's gameplay and visuals. However, the game's story takes itself far more seriously than it earns, much like Fark2 did to no avail, and the story becomes worse because of it.
If you'd like to watch these playthroughs for yourself, they're all up on my YouTube channel linked below! Thanks so much for reading!
Pinch, raccoon, art thief, former mascot, and current enjoyer of all things art! I upload VODs, episodes of my gameshow, clips, and when I f
Pinch Reviews: Electro Ride
Electro Ride is a alternative history, soviet themed neon drenched arcade racer that seeks to incentive players to adapt to not only other NPC behaviors but also to the opportunities to speed boost based on the color neon that your car is currently illuminated with. Electro Ride is available on steam as well as the Nintendo switch eshop, however, I strongly recommend that you skip this one, unfortunately.
First, as much as I do not recommend this game, I wish to stress that this game does have positive elements, chiefly in the game's premise and presentation. Both stylistically and substantially, this game has good ideas, notably the alternate history setting and captivating visual style that serve to set this arcade racer apart in an increasingly homogenous pit that is stylization of racing games. When I first came across this game I found that the visual style present in the game was absolutely something to be marveled at. The striking visuals alone somewhat sold me, and the unique color-based speed boost system was only the cherry on top.
Unfortunately, however, my appreciation for the game ends at the style and premise. There is a lot to not like about Electro Ride, first of which is it's gameplay. Electro Ride, to put it extremely blatantly, does not control well, remotely. Between questionable keybinds, and perhaps the most oversensitive M+K steering I have ever had the displeasure of touching, this game controls like sticks of butter on hot pans. However, some may say, "Fear not, for there are many vehicles available to the player, should they work for them." To this, I say, the difference between a stick of margarine and a stick of butter is minimal. There is a clear best car, however it's entirely due to one of the other major issues with this game's vehicle handling.
No car is fast. There is not a single vehicle that feels balanced toward the tracks being driven on. No car has the ability to provide a sensation of speed whatsoever. In an arcade racer, this is a bad thing. It is also a worse thing when the incredibly slow cars, which is all of them, do not allow the ability to actually recoup a loss in time, which is easy to incur due to all of the cars having a severe oversteering tendency. This lack in ability to catch up to competition and another secret third issue compound on one another to make this game profoundly boring, as races do not feel exciting.
I take great issue with the track design in this game, particularly a few key points about it. First, there are far too many lanes in every track, not once is the player forced into a situation where they have to drive close to another racer, and while that's good because you won't be launched off the map at the speed of sound by this game's peculiar collision, it is not good in that it's incredibly boring. Second, tracks, not only too wide, are also far too long. Average lap times for me in my earliest races seemed to sit around an entire minute and a half to two and a half minutes. That is an insane amount of time per lap, and it makes races last approximately six to seven minutes on average as you continue. My final issue with track design lies in the implementation of the game's core arcade racer mechanic, the boost strips that are correlated to your car's color. These are static throughout every track and every lap, and also hitting one of these incorrectly, which is to say, with even the lightest of angles in your steering, will launch you all the way out of the other end of the iron curtain. So, these elements combined mean the following, the boost strips, which you have to be a certain color in order to actually take advantage of, do not change, and are also incredibly risky to actually use as they are, for lack of a better term, janky. The reliance on these boost strips to actually feel any sense of speed playing this game is egregious, and the over reliance on a static, unchanging element of a track, does not make the overly long, tedious laps go by any faster.
My issues with this game combine together to create the following realistic anecdote of playing this game. First, you'll leave the starting line in your awful sedan, an opponent will tap you, you will be sent between dimensions and once you do begin to recuperate, you will have to crawl from 0 KMPH up to a snail's pace, all the while learning the optimal placements of the boosts, so as to keep the inside line. However, while you learn these boosts you will likely, travel through a number of other alternate dimensions as your car is sent straight to Moscow and back because you had the gall to make a slight left in a boost strip. Four minutes later in lap three, you finally catch up to the second to last place racer, and overtake because they are driving perhaps the slowest car in the game. Unfortunately, despite your best efforts, you have taken 5th, and after this eight minutes of monotonous driving you have to do it all again, because anything less than third will not allow the player to continue the story, which will also mean one more race until you can get a car that's remotely usable.
I dislike being negative about games, however this game leaves me very little to be excited about, even looking back at it. I found my time to be wasted, and more than that, not respected. Additionally, there is no online multiplayer, incase that was something you were looking for in your 2020s released arcade racer.
Incase it wasn't obvious, I don't think Electro Ride is worth your time, and you should instead consider another arcade racer.