Claire Keane

祝日 / Permanent Vacation
🪼

blake kathryn

JVL
hello vonnie
Mike Driver
AnasAbdin
noise dept.

❣ Chile in a Photography ❣
Sade Olutola
Keni
One Nice Bug Per Day
Show & Tell
Monterey Bay Aquarium
he wasn't even looking at me and he found me
we're not kids anymore.
Lint Roller? I Barely Know Her

Andulka
DEAR READER

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@unproductive-software-blog
I gotta undo the #DefundGaming thing. That was only funny when companies weren't actually doing it... It was supposed to be a call to make more informed consumer choices based on that companies and the true value of their work, considering all alternatives. Maybe "Make smart choices" is better, but that probably sounds totally condescending, not that this blog hasn't always kind of been that way.
DEMON'S SOULS PS5 REVIEW
TLDRFAQs:
1. Is this game even any good?
Yes! Demon's Souls is one of the all-time classics, and this remake, while not perfect, is still an excellent way to experience it. Everyone should play Demon's Souls.
2. Is this a good place to start with From Software/ Soulslikes?
I think almost any first playthrough of a Soulslike is bound to be frustrating, because there is so much to adjust to, and so many hidden mechanics. That said, I would recommend the original Dark Souls or Bloodborne as a better starting place. Dark Souls is hard, but offers a lot of options to move at your own pace, and Bloodborne, while more difficult than Dark Souls, might have more appeal for players familiar with action games like Beyonetta. That said, if you're the type of gamer who loves hard oldschool games like Mega Man and Castlevania, or even more modern games in that style like Cuphead, and aren't intimidated by the idea of losing progress, this is the place to start.
3. Should I play this, or the original?
This is a difficult question to answer. As a diehard fan of the original, I was upset at a few visual choices, which I felt had an impact on the game's themes. Even with more high-fidelity graphics, the aesthetic of this game feels a bit less gritty than the original. Some of the added flair makes it feel more artificial to me as well. That said, the team at Bluepoint by and large did an excellent job here, especially in some of the more subtle areas, like sound design. If you're actually considering playing the original, I recommend the original, but for the majority of people who want to play the modern version, there's no need to hesitate or feel left out. Play this game however you can.
THE REVIEW:
I almost constantly feel sad about the state of the world, for mankind and all living things. I wish the world was kinder to us. I wish that in our rush to build a more comfortable world, mankind made more considerations for the cracks in our systems, and the invisible people that fall into them, or are born deep within the trenches to begin with. The more those in power elevate their own positions, the harder it can be for them to see the cracks below, erasing the victims that dwell within them.
If that sentiment resonates with you, on any level, you stand to get a lot out of this game. Demon's Souls is, at its core a series of horrific old paintings about the brutality of life turned interactive through the use of NES-era extreme punishing difficulty.
In the context of when and where it was released, Demon's Souls strikes me as an attempt to "balance out" the expectations Sony had set for the PS3 with Uncharted. Uncharted combined the cinematic styles of arcade-style on-rails shooters and the wildly popular Metal Gear series to portray a striking vision of what the future of gaming could be. It had platforming, puzzle solving, dungeon crowling, driving, stooting, fighting, and even zombies, all presented with a tightly constrained cinematic style designed to ensure all players could at least see what the developers had envisioned. While not conplete easy, the game's linear environments, constant hints, and frequent use of semi-fixed camera angles made it difficult for players to ruin the experience for themselves. With how many classic genres they combined in this style, it invited new players to get excited about the kind of experiences they might enjoy with future games on their new PS3. While the game was an obvious success, there was a vocal minority of detractors. People criticized Uncharted's linearity, short length, and superficial story. To seasoned gamers, it was all style, no substance, and some people became worried that Sony's apparent vision of cinematic games in all genres would take over.
Then, little over a year later, we get Demon's Souls. While Uncharted had its hero glibly quipping while shooting hordes of brown people, Demon's Souls had its hero quietly sneaking down dark corridors on a quest to free slaves and prisoners from their Demonic masters. While Uncharted's difficulty made new players feel like invincible badasses, Demon's Souls forced its players to proceed with caution under the fear of death. While Uncharted showed how classic video game genres could be reimagined in an approchable and cinematic style, Demon's Souls revived weird old mechanics seemingly lost in gaming at the time. It had Mega Man's level structure, the slow, awkward attack animations of the original castlevania and Zelda 2, and dark, repetitive dungeons designed to get players lost the way a DOS-era dungeon crawler might.
While it made no attempts at inviting in new players, or even experienced gamers, those who willingly met Demon's Souls on its own terms were given a deep, psychologically taxing experience, which could never be replicated without the crushing difficulty necessary to make players feel a true sense of loss, not only of their in-game progress, but of the real-life hours they spend toiling to complete it. Trying to avoid this loss breeds fear in the player, which leads to extreme caution. That caution requires moving slowly and paying close attention to the environment, and paying close attention to the environment leads to immersion, especially when combined with the game's detailed approach to environmental storytelling.
Befitting it's arduous gameplay, Demon's Souls environments bring up close and personal with the depths of human suffering. World 1 introduces the games combat against ordinary soilders, using the game's typical brutality to highlight how horrible being a soilder in medieval times would have been, before introducing the game's more fantastical elements. The sparse fantasy elements are used to highlight those same grounded themes, with the kingdom's dragons suddenly incinerating whole hordes of their own soilders. The contrast between this moment, and the game's usual quiet, cautious playstyle really gets the player's heart racing, and impresses upon them the soilder's expendability to their masters.
The game is full of shocking moments like these, used to convey all manner of evils. The developers use difficulty to force the players into a specific playstyle, forcing them into a specific mindset. Having achieved this, they can design the levels to exploit that mindset in a way that conveys the game's story and themes, without dialogue. This design philosophy is the beating heart of all Soulslike games, and in my opinion, no game does it more deliberately than the original Demons' Souls itself.
While later Soulslike games would focus on more enjoyable combat, more complex worldbuilding, more approachable gameplay, or more traditional storytelling, no game based in this format has surpassed Demons' Souls in conveying its themes through its gameplay. With few superfluous additions, every aspect of the game feels meaningful, and real. There's no need to read item descriptions or watch lore videos. If you play Demons' Souls with headphones and your full attention, you will feel what this game is trying to convey, without having to be told. Rather than exploring a kingdom where many things happened in the past, in Demon's Souls, the horrors happen right before you, and you bravely look them in the eyes. That said, if you love to read every bit of text in a game, the flavor text in Demon's Souls will add that extra bit of nuance you want from it. The game meaningfully touches on themes of morality, religion, and the invisible people exploited by those with power, more effectively than any game it inspired.
While I'd love to explain the thematic depth of each and every level, I'd rather encourage everyone to play the game for themselves, give it their full attention, and come away from it with their own feelings. Contrary to what people say, this is not a game about proving how good you are at games, or being a masochist or whatever. It's a game about the difficulty of real life.
Ok, so now that we all know Demons' Souls is a 10/10 masterpiece, how does the PS5 version handle it? I'd say it's passing. Passing, as in I wouldn't tell anyone who played this instead of the original that they messed up somehow. Thanks to this remake, way more people have gotten to experience this game, and that's great. The graphics are beautiful, and that's cool, but a game like this also benefits from being ugly sometimes. They toned down the fog and bloom lighting, which really added to the heaven and hell tone of the original, but the remake is still pretty great, as long as you adjust your image settings to make the unlit areas actually black, like the original. You don't have to go crazy with it, but not beaing able to perfectly see everything in the distance in a dark area really adds a lot to the game's feeling of tension, and encourages that cautious playstyle that will help you succeed anyway.
Certain character designs were changed, most notably the fat official and the singing prisoner in 3-1. Their surreal faces have been replaced with tons of hives. It doesn't really make sense, seeing as these characters' nobilitity was supposed to contrast with the diseased and soul-starved peasantry. In the fat minister's case, most players will likely completely miss that he's supposed to be a bureaucrat turned low-level demon. As for the prisoner, I always thought she was wearing a mask, and being intentionally kept beautiful by her captors. Maybe someone at Bluepoint just found that too upsetting, I don't know, but it does dull the environmental storytelling a little bit. I mean, an ugly person with hives, yeah that sucks for them, but there's already way more powerful depictions of disease in the game, and I don't really want to feel sorry for the fat minister. He's supposed to be constantly laughing and grinning about all the souls he's taking from his subjects! I really don't know why they changed his design, other than possibly misunderstanding the source material. I don't know. I don't want to say they intentionally dulled his symbolism, because they kept in so many more cutting edges to the game. Also, some of the extra flair added to attacks just makes it feel less realistic to me, and adds a little bit of that Uncharted-style player gratification that just feels contrary to the original game's tone.
Also the music is more dramatic, which is totally a matter of taste. The original's is more sad and upsetting than epic, but the new game's music is so huge, it definitely conveys the fear of going against the game's big scary demons, so I don't necessarily hate it or anything, I just think it's important to know how the tone has been changed here. Also, the old character creator theme, my favorite in the game, was this really sad atmospheric synth music, which was replaced with a harp solo for some reason. Cohesiveness at the cost of memorability.
Still, none of these gripes should make anyone avoid the remake. And the bonuses to the game's sound design and graphics go a long way. After all, more detailed graphics means more nuanced environmental storytelling, at least when Bluepoint focuses on selling the original vision instead of trying to make it too pretty and colorful (they let you reduce the saturation for a reason). Ultimately, tone changes like these are inevitable when a classic game is remade by a completely different team. While I think it's a mistake to see this type of remake as a replacement for the original team's work, I'm also not going to tell anyone who spent $500 on a PS5 to spend $200 on a PS3 just for this game. Although, to be honest, if you have to chose between the two, you know, original PS3 systems can play PS1 and PS2 games, so it's basically like getting 3 consoles for half the price of 1, so.... uhh.... yeah, make good choices!
Contact (DS) Review
Hi, I'm Suoly, and I review "Hardcore" video games for people with limited time and money.
TLDRFAQS:
Should I play this game?
No. It's a 3/10 game that manages to feel extremely time-wasting despite actually being pretty short.
Now stick around if you want to learn what I love about it. I have played Contact so that you don't have to.
Contact is a semi-turn-based fully-touch-controlled action-RPG from Grasshopper Manufacture, developers of Killer7, No More Heroes, and my personal favorite game series, The Silver Case. While most of Grasshopper's other games are known for being extreme and violent, Contact is a reletively quiet game very clearly intended for children. That said, it still feels like a Grasshopper game in a few important ways. Most-notably is the fact that you start nearly every session in the main character's bedroom, having just woken up. I love how their games go the extra distance to put you in the main character's shoes. This is also enforced by the games very colloquial and real-sounding dialogue.
Contact is also the most Earthbound-like game I have ever played outside of the Mother series itself. While nearly every modern 2D RPG not set in a generic high-fantasy world seems to get the "Earthbound-Inspired" label applied to it, Contact actually carries forward a lot of the more specific elements of Earthbound that it's contemporaries tend to abandon in favor of delivering on their own unique aesthetics. Contact is a humorous RPG, yes, but it's humor comes not from sheer absurdity, but from the distinctly Earthboundian combination of realism and game logic.
Take the game's fourth level (oh yeah, it's a level-based RPG like SMTV) for example. It's a desert area. It takes two in-game days of travel by boat to get there, during which time you... don't really do anything but sleep and wait. Before stepping off the ship, you're told that it's extremely hot out and that this island is a big tourist destination. You then make your way through the white-hot dunes, listening to this music that conveys a sense of the natural danger and beauty of the area. Eventually you reach town and find out that while this island may seem like a paradise to the tourists, the people who actually work here are struggling to survive, and live in near-constant fear of the corporate overlords who practically own the place. It's all the more powerful for being missable, as RPG sociology tends to be.
Then you go into a pyramid and find hieroglyphics that look inexplicably like the game's UI, and fight aliens in an alternate dimension inside the pyramid's tip.
Your reward is a power cell that might just help you get back to your home planet. You're not here to save this messed up world, you're just a kidnapped child trying to get home.
I just love it. That's what I mean by Earthboundian: you're a kid on a wacky cartoon adventure in a world full of adult problems outside your control.
Also, you can fix a girl's car and she'll take off her clothes. If you put them on, you unlock fire magic. Somehow this is required to solve the mystery of the UI hieroglyphs.
So yeah, it's obtuse, but in the charming (if utterly outdated) way classic adventure games were. Unfortunately, Contact is not an adventure game. It's the RPG with the worst RPG combat I've ever experienced post-NES.
The combat system is similar to .hack's, yet with even fewer options and only one party member. There's nothing to do but blow your skills right away, or save them up since they take forever to charge (like 1 every 3 normal battles). Other than that you're watching your character auto-attack the enemy and using a healing item outside turn order when his hp is low. Sometimes you can dodge an atack by running away quickly, but only when it's made really obvious that you're expected to. There's no skill to it.
Much like in a From Soft game, most battles can be completely avoided by simply running past them, and you don't really need to grind them to beat the bosses anyway, but playing that way makes time spent in dungeons feel even more time-wasting, like you're just fast-forwarding through the ads to get to the cutscene at the end.
In a world full of 10/10 games, there's just no reason to put up with poor gameplay for somewhat interesting writing anymore. There are so many games that nail it in both areas.
On the flipside, FF7 Rebirth takes it's time to a much greater extent, but manages to fill its world with so many unique encounters and thematic setpieces that what would feel like open-world-box-checking in other games, but end up feeling like THE REAL GAME. I much prefer this approach, a game which uses all its systems to the fullest and creates a great flow of storytelling through play, rather than a game with good dialogue and aesthetics that lets you mostly circumvent its boring gameplay. RPGs can be fun!
first glitch in an otherwise perfect game
every game I played in 2023 in chronological order:
1. Persons 5 Strikers: see post
2. Octopath Traveler: played for 1hr11mins after trading my copy of Pokémon Scarlet for it with a friend. The dialogue is too unrealistic, long-winded, and expository. 1/10
3. Alundra: great writing, but not enough to stand out from 2D Zelda. I also don't care for how sepiatone the visuals look. 7/10
4. Wide Ocean Big Jacket: nice game. Could be a blueprint for something really special in the future. 8/10
5. 20 Minutes 'Til Dawn: wow, a run-based game that's actually skill-based. Super addictive, looks awesome, doesn't waste your time, works great on phone. 7/10
6. Vampire Survivors: boring game with uncomfortable controls and bad graphics. Someone was bound to come up with this idea, so I think this game gets too much credit because it was almost immediately bested by its copycats. 5/10
7. Into the Breach: a puzzle game skinned as a tactics game. Too restrictive for my tastes. nothing to it. weirdly good ost. 2/10
8. Oneshot: see post
9. Pokémon Unbound: ROM hack that delivers on everything we want but don't get from Pokémon, but the heart is missing. 4/10
10. Mega Man X: fun game, great ending, worst guitar samples on SNES (sounds like a car commercial), and plays more like an NES game than Mega Man 6 on the NES. 4/10
11. The Dark Spire: one of the best soundtracks on DS, great aesthetic all around, interesting turn-based battle system with many different ways to execute a normal attack (fast, accurate, strong, etc.) and it leaves a lot up to you to discover through play. drops off after not to long when it becomes clear the story wasn't really going anywhere, and the dark aesthetic is just an aesthetic. 4/10
12. Pokémon Sapphire as Nuzlocked: pretty tough!
13. Final Fantasy III (NES): excellent pace that never requires grinding until the very end, which pits you against a dungeon the length of nearly a third of the game length to complete normally. i save-stated the hell out of it, and it still wasn't worth it. maybe play the pixel remaster and just up the speed or lower the difficulty or something at that part, because there are actually some very beautiful moments, and it's definitely, up until that point, the best RPG on the NES that I've played. 3/10
14. Elden Ring: this game makes me feel like the sane man in an insane world. everyone says it's the best game ever, BUT NONE OF THOSE PEOPLE HAVE BEATEN THE GAME. what a padded and directionless game. also does not provide anything of value in the story/themes department that hasn't already been beaten to death by the developer in their previous titles. Dark Souls 2 does everything this game tries to much much better. 2/10
15. The Legend of Zelda: I played this to see if open world fantasy action adventure games were ever even any good. this is honestly, basically just Elden Ring on the NES. 2/10
16. Sonic Advance: hits hard and fast. gotta save those animals. my dad says sonic runs fast and goes through unnecessary loops and stuff to build kids' confidence. 6/10
17. Zelda II: The Adventure of Link: ok so TOLZ isn't as good as I remembered, was its sequel any good? no! this is still an interesting game with absolutely garbage soulslike combat. 1/10
18. Dragon Warrior II: I keep trying to play through this and either dropping it for a different version or losing my save data. it's another early open-world game. i like the way the world is like one big puzzle for you to solve, but they SERIOUSLY don't provide enough hints, like hiding a necessary item on an unmarked tile of the overworld, surrounded by identical tiles. gets points for good npcs. Yuji Hori is clearly a man who gives a shit about stuff that matters. 3/10
19. Master Chu & the Drunkard Hu: another NES game for my commute. They give you infinite continues unless you lose to the final series of bosses, which they don't tell you. feels like a little life lesson to get used to it, then have it suddenly taken away. kind of a nonsense game otherwise. 1/10
20. Sonic Advance 2: even as a kid with the manual i didn't know how to do the aerial moves, and i didn't know about them this time until I finally looked it up because i kept dying on the parts where you need them. actually made it kind of far by being a little creative. the game really doesn't teach you about them. once you learn them though, oh man. i played through the whole game again because it's so much fun to use them. this is basically strictly better than the first sonic advance. AND IT HAS CREAM THE RABBIT, who is my favorite of the sonic crew. BRING BACK CREAM! 7/10
21. Omori: see video, 10/10
22. Pokémon Scarlet: see video and post, 4/10
23. Etrian Odyssey III HD: see post, EO3 has some kind of sloppy political metaphors dealing with racism and colonialism, but as someone who knows the other games in the series, which are more straightforward, I do think their head was in the right place here. excellent class system and world. the two benefit eachother a LOT. the rpg classes actually reflect class in a really unique and interesting way (examples: sovereign, farmer, knight, privateer, academic, indigenous person [these are not all the exact names used in-game]). I sat down irl and did lots of math on paper trying to come up with a fun yet powerful party. so addictive and enthralling. a massive adventure that I immediately started on NG+ to see the secret ending. 7/10
24. Pokémon White 2: tbh, still a game that didn't really need to exist. I think plasma in this game is a metaphor for old fans still clinging to the Pokémon series' past. Colress goes on Smogon. IRIS is the hero because she's just a kid who loves pokemon. 5/10
25. Sin and Punishment: crazy ambitious for its time. its influence can be felt today in games like Final Fantasy 7 Remake, which flow seemlessly between action and cutscene. what relentless pace. kind of awkward controls and an outright outdated continue system. would be strictly outclassed by Star Successor were it not for the love story and cutscenes in general, which have a really cool evangelion kind of feel to them. 7/10
26. A Short Hike: recommended to everyone. so easy to pick up and enjoy. real nice ending. 8/10
27. Drx Mario 64: actually very underrated: has a cute fun little story mode with really unique pop-up book presentation. 7/10
28. Puyo Puyo Tetris 2: excellent writing that utterly kicks Drx Mario's ass. WOW. kept playing all the way through the horrible ending just to see the story. this game was a portal into a whole world of compile that i never knew about before, and man, this is like their smash bros. there is so much crazy lore going on in this game, and they are so flippant about ALL OF IT, it's hilarious and cool. Satan is a character in this game. HE JOINS YOUR PARTY. CW, there is a chapter in which you play as one member of the party as they sexually harass another member of the party!! So yeah, I don't love the big themes in this game, but it's just so surprising and very modern. also gets way too hard towards the end. 5/10
29. Celeste: stressful game with stupid frustrating characters. I related more to Badeline than Madeline. seriously Madeline would be so dead were it not for infinite lives. also the way characters squish when they move is nauseating. Absolutely loved the ending when you make peace with your darkside and can practically fly around the game. I wish the whole game played that way instead. 5/10
30. Etrian Odyssey II HD: EO2 is honestly just not that great. it's way too basic. it's strictly outclassed by EO2 Untold, which is fun for the sheer amount of customization options, and the cozy vibes. 4/10
31. Pokémon Leafgreen: this game introduced me to the concept of a remake. as a remake it's pretty good. it plays it very safe, but adds a whole new area to the postgame which is the best content in the game by far. they really did improve after gen 1, and it shows, especially in the writing department. I experimented with a new nuzlocke technique in which I don't count deaths as a result of crossing the street and not looking at the game, allow myself to fight bosses underleveled without counting it as a game over if i lose, and sacrifice a new pokemon of the same family to revive an older one. it cut down on grinding significantly, while still pushing me to stragize and try new monsters. 4/10
32. Final Fantasy VII REMAKE: the most AAA game ever. so glad a developer made a AAA game that focuses on quality over quantity. it made me feel the way i always hope a AAA game will, like I'm actually happy people worked so hard to create this human achievement. even if the game is still padded, it's always got a great flow and almost never gets boring or aimless. also, the team clearly really loves FF7, and for every major scene they didn't quite nail, there is tons of interstitial dialogue, and new scenes that expand on the characters, world, story, and themes in a way that almost always feels right. I do think the ghosts are stupid. please do not add random ghosts into the background of cloud and aerith's first meeting, it kind of kills the vibe. 8/10
33. Fire Emblem (GBA): Wow. Talk about a game that has earned its reputation. The game is very high in the kind of last-minute surprise reinforcement/ critical hit bullshit that I hate about this series most, but the story is so incredibly wholesome and pairs excellently with the crazy violent animations. They clash so severely in a way that really emphasizes how ahead of their time the heroes are. They want to be perfect, peacemongering leaders in a world filled with hate and oppression on every level. Deals with race, class and sexism in a way later games have probably done better, but was very surprising and very E-rated in a way that was extremely direct, which is how I prefer games to tackle those themes (basically succeeding where EO3 fails, even if it is overly-simplistic in comparison). Might be my favorite of the series if not for the cheap way they ramp up difficulty. Also, the music is totally forgettable. The scene in which you recruit Nino pairs excellently with Yuzo Koshiro's The Poets I from Streets of Rage 3. 7/10
^ 0:11 - 0:52
Etrian Odyssey HD Origins Collection Review
This will be a review of the collection itself as a remaster/ remake.
TLDRFAQS:
Q: Are these games even any good?
A: Yes! Etrian Odyssey is the perfection of turn-based RPG combat design. If you want to experience a turn-based JRPG that’s actually worth playing FOR the gameplay, look no further. They also feature great music, and the original Etrian Odyssey ends with the best plot twist in gaming.
Q: Where should I start?
A: The original Etrian Odyssey was nearly impossible to recommend in good faith to people on the DS, but Etrian Odyssey HD streamlines its low quality-of-life with features from much later in the series. This game also has the best story of any in the series by far, making Etrian Odyssey HD my obvious recommendation for new players.
ETRIAN ODYSSEY ORIGINS COLLECTION REVIEW
While $80 is steep for 3 remastered Nintendo DS games, the original games go for like $80 each on ebay, and for a reason. The original 3 Etrian Odyssey games provide something you can’t get anywhere else, even from later games in the series. Even on the DS’s 256x192px display, the excellent illustrations by Yuji Himukai outshined their 3D imitations in later games. Out of the entire DS library, the Etrian Odyssey games were the most deserving of an HD remaster. I could feel the illustrations, and the forest folliage, trying their hardest to break through the low resolution and show their true beauty. These games were always more ambitious than their budget and hardware could handle, and with the HD treatment on Switch, I can honestly say this series has never been better.
The touch controls translate smoothly to the right side of the screen, enhanced by the mapping improvements made over 10+ years of iteration on the formula. If you think mapping with your thumb sounds awkward, you should feel how awkward it is to maintain spatial awareness across screens of the map in the original games. Not to mention, the enhanced auto-map options minimize the amount of drawing required, leaving you to focus on the more personal aspect of marking events, shortcuts, and puzzle mechanics.
As I said in the TLDR section, Etrian Odyssey HD is supremely easy to recommend as an entry point to this series, as well as an excellent stand-alone game. If you have the coin to shill out, get the international physical Switch Cartridge, and choose the English language option. It’s $80 down, but that thing has only increased in price since its release, so you’re likely to get your money back or more once you’ve had your fill of these games. If you’re poor, heck, just emulate the original (or 4 if you want to have fun), you have my permission.
Why I’m Not a Pokémon Fan Anymore (2)
The heart of my issue:
Pokemon is uncritically reflecting back to me what I play video games to get away from, a society in which people are all more interested in consumerism than one another.
It’s unrealistic that we go into people’s homes and talk to them in RPGs, but that’s the fantasy I’m here for. The superficial beauty of Scarlet’s towns get my hopes up, and then I find myself dissatisfied drifting in and out without making a connection, or any reason to return. Just a bunch of places to spend money and gain nothing of value.
At its best, this series’ towns give you so much to come back to, you really feel like a local, and that’s how those games become the safe spaces I grew up with.
It’s clear from the increased emphasis on multiplayer that it’s meant to be about my real life friendships, but I’d rather maintain my friendships without pressure to buy and enjoy these games…
Also, to reiterate part one, you eat them.
Transcription:
Omori is the story of our generation, told in the language of our generation: the ennui, the disappointment with reality, the awareness of social issues and the evils of capitalism, and the conflict between not wanting to repeat the mistakes of our parents, and nostalgia for a hyper-commercialized childhood we didn't know better than to accept at face value. Sunny's dreams thinly mask these issues in a way that actually draws more attention to them.
His reality is full of ordinary people, simply living life. He spends 3 days watching people try to fix leaks in their plumbing, finish an artistic project, save up money to move to the city in pursuit of a dream, play in the park, pay money to go on dates, collect seashells, and work as store clerks.
Somewhere amidst the noise of a mundane suburban life, we see how much has changed since the childhood of his dreams, and how much of that idyllic life could only exist in the eyes of a child.
As the days pass, the dreams catch up with reality. Aubrey goes from expecting more of the people around her, to merely lashing out at them for no one reason. Hero finds success at the cost of no longer being relatable or available to his friends. Basil becomes more of a memory than a person in the eyes of his friends, a martyr for everything our and good that our young heroes could never truly live up to. Could Basil have been saved?
Mari dies young, and is thus immortalized. She cannot be saved, but even in death, her victimhood overshadows the present struggles of everyone who still might be. Kel, the simplest and least connected ot Mari, is seemingly unchanged. One could just as easily call him innocent, ignorant, stunted, repressed, or mature.
Everyone grieves different.
"How can you go on being happy, Mari's dead!"
"Mari would want to see us smiling, wouldn't she?"
"I don't want to live without her."
"Please forgive me."
"You loved her, and you killed her."
In dwelling on how Mari might've been spared, we forget to spare one another.
We forget to spare ourselves.
"We wound eachother and we lick eachotehr's wounds" (~Nisioisin, Kizumonogatari)
Sunny became Omori, because Sunny had to die for his sins.
There is an Omori living inside everyone plagued by guilt. Maybe it's a persona used to mask one's true self, or a supposed true self that never quite makes it outside one's head.
Omori is the lie that we tell ourselves, that there is no hope, or that everything is going to be ok. Nobody is strong enough to live honestly under such weighty ideals.
Devolver’s Showcase really did a good job pointing out how everything AAA at summer games fest may as well have been AI generated because of how completely devoid of love they were.
That said, nearly everything after that way-to-long break between the SGF and Day of the Devs (the real show), looked actually unique from a game design perspective, which is rare even of great video game art, and really exciting.
Also, super excited for the Grasshopper Direct next Wednesday. Might have to force my poor father to watch it live while he visits from out of town.
I love being called out by the game.
Looks like Gameboy Advance on a projector.
Suzume is Easily the Greatest Film I Have Ever Seen.
The best film I have ever seen. This is our generation’s FLCL. Cutting-edge animation that captures the spirit of our time and rebels agains
This is our generation’s FLCL. Cutting-edge animation that captures the spirit of our time and rebels against conventions and the chains that come with them. A 50 wallpapers per second anime tiktok compilation that fuses all genres with total sincerity and a touch of satire. It is hilarious, ridiculous, wholesome, inspiring, breathtaking, heart-pounding, explosive, quiet, real, intimate, touching, frightening, relieving and ultimately healing, grounding and resounding.
I am entertained and fascinated by the film long after its conclusion. There is so much to think about and disect. Every scene is dense with meaning and emotionally distinct to the point of shifting from genre to genre, and each of those moods is so well executed, it is all so moving every step of the way. I was laughing at a romantic scene with a talking chair, and then completely bought into his character the next.
WE NEED TO KEEP OUR EMOTIONS ON AND OUR EYES OPEN AND EMBRACE OURSELVES AND ONE ANOTHER TO MOVE FORWARD!!!!!
So powerful, moving, and modern, I just have to give my letterboxd review here, despite being a gaming blog.
To everyone missing Paper Mario, check out Puyo Puyo Tetris 2’s Adventure Mode.
It seriously is great in a lot of the same ways. It’s clearly, like, made for otaku children to play with their gamer dads. So much in there for gamer dad.
All the characters are made to represent different types of people playing the game. The story is about them playing the game together. Characters from the older games act more mature, the newest characters are children that understand the world might be ending, but would rather just play puyo than worry about it. They act bored when the dramatic overarching plot kicks in, and happy when it’s over, so they can get back to having puyo battles for fun instead of combat. Also the villain is just someone who is super good and takes the game too seriously, and is a bad sport when they lose, and also they’re summoning some catastrophic force or something. The first character to join your party (after the initial group) leaves in the next chapter to try saving the world with the scientists instead of hanging out with you and your friends. After you beat the boss of chapter one, the big cliffhanger/reward is that the S-piece from tetris joins your party! It’s hilarious, and very sef-aware, and brings to mind a funner era of gaming, when Nintendo, and the japanese games industry were still creatively dominant over video game culture, and the biggest AAA games were made for kids.
Also, there’s a male and female protagonist, and you just play as whichever one is most relevant in the current chapter; it’s awesome.
The details are there too, like how they use the arcade game design to tell the story, like how Tee acts all weirded out by Puyo around Ringo, and always plays tetris against her, but occasionally practices his Puyo against the other characters. It’s just shockingly well considered, but maybe not, if you actually know the series.
It’s crazy people just don’t expect fighting games and other arcade-style games to have a good story; like the story modes are literally just jrpgs where every battle matters to the story, like Disgaea, if its battles were breif and fast-paced, instead of taking so long that you almost forget what’s going on in that chapter.
Also, that soundtrack stands among SEGA’s best.
UPDATE ON THE S-PIECE: she’s like “nothing’s gonna change if we don’t do anything”, to the party, and spurs them back into action.
THEN YOU ALL LEAVE YOUR SCHOOL TO GO ON A STARSHIP!!
Final Fantasy 3, Famicom