english is not my first language ! i try my best to sound as natural as possible, but if you spot the
same
repeated errors again and again contact me and point out the flaws please :)
I'm also not an
experienced
writer. I want my prose to get better, so if you have any advice or find my writitng lacking,
PLEASE let
me
know ! I love
to
get better. Thank you.
Listen to some tunes while reading!
To get rid of it
instead,
right click > exit.
(score based on my enjoyment of the story)
Sometimes i stumble upon heated arguments about Hydaelyn on the internet. Was sundering the
entire
world into fragments justified? Why did she do it? Wasn’t there another solution instead of
condemning every living soul to an incomplete existence? I dismissed them and moved onto
consuming more content sludge like i usually do, but while showering, I found myself pondering
the moral implications of Venat’s actions. It led me down a weird, self-made rabbit hole of
thematic storytelling and existential questioning, which to be fair, isn’t that unusual, but i
found it endearing coming from an MMO, which is supposed to be escapism at its core.
I feel like i’m losing you already so i’ll get on with my view on the meaning of the game, or
what i think it is anyways. I don’t know man i’m not Ishikawa
Endwalker’s theme is depression and suffering. It’s a stark contrast from Shadowbringers’ theme,
which is hope and rebirth.
It’s that very same suffering that the Ancients tried to ignore at
all costs during their existence on Etheirys. They always believed their world to be a perfect
and happy place, but the reason for this belief is that they always chose to shut their eyes and
cover their ears in order to ignore all the problems they swept under the rug. They think lives
outside of
their own are primitive and therefore can be manipulated; they have no problem creating life and
discarding it as they see fit; and they don’t mind sacrificing future generations just to sate
Zodiark’s need for power. They don’t want to look outside their little paradise because it would
be inconvenient for them. But this one guy, Hermes, chose to finally try to understand. That is
Hermes dilemma, and the answer to the dilemma broke him.
Hermes is an inherently empathic person in a
world where people are conditioned every moment of their lives to not be empathic. He feels
alone, a bad person, and he is clearly severely depressed when we meet him. He doesn’t
understand what makes life worth living, but he wants to understand, and believes that if
life in itself exists, then it has to have meaning. Because if there’s no meaning, what was the
point? The Ancients made striving for ‘perfection’ their life meaning, but Hermes doesn’t find
joy in any of that bullshit, so he wonders: What is the purpose of life? And more importantly,
what is its meaning? In a reckless attempt to find an answer to that question, Hermes creates
Meteion, then multiple of them, and sends the Meteia into outer space. To ask others their
meaning. But
reality is full of suffering, and everybody is dead.
Meteion is very powerful. Too much powerful. In his desperate search for meaning, Hermes threw
all caution out the window, didn’t propose the idea to the council, and instead carried it out
as a personal project. The being that resulted from that, a being made of Dynamis, could form
extremely deep empathic connections with others, and others with her. Any slight emotion would
affect her tenfold, and what she felt could influence the Dynamis that surrounded every single
living being.
Meteion,
being a hivemind, upon discovering that life has no real meaning, got
stuck in an existential despair feedback loop, which made her more and more depressed, causing
her in turn to give that very same despair to other civilizations. When Hermes discovered that
the universe was filled with suffering, something finally broke inside him. He felt no better
than the very same Ancients he so vehemently condemned; having put his creation through
indescribable suffering, he felt like his last and only hope was shattered; he felt life had no
meaning whatsoever. It didn’t matter anymore. Let everyone die. If his people were truly above
the destruction that Meteion would cause, then they would have to survive it without his help.
Without his guilt. And so… he deletes everyone’s memory. Hermes is a weak person; the
weight
this revelation had on his mind was too much to bear. So he did what a weak person would do and
just got rid of it, simply enough.
Hermes is a selfish hypocrite.
He believes himself to be morally superior when it’s clear that his peers all feel the same
way
about the morality of their experiments. But Hermes shuts himself off, too engrossed in himself
to care about how others feel. That would make him less special after all. He does the very same
cruel experiments he hates so much and even cosmically blows them out of proportion, all
without realizing... or maybe he did realize, but it was too much pain to acknowledge. This is
the sin of Hermes. A
fitting name, no doubt.
Despite everything, the Ancients tried everything in their power to go back to their world without suffering. Despite the Final Days laying bare how their vision of the world doesn’t exist, they desperately hold on to their childish utopia, so much so that they arrive at their final conclusion: sacrificing half of their world to summon Zodiark. Despite this, obviously, sacrificing half of their people didn’t sit well with them, and their solution to this problem is yet again suicide. Not only did they sacrifice half of the remaining population to bring life back to the planet, thus bringing the net total down to 25% of survivors, but worse yet, they planned on raising a whole new generation just to be cattle to sacrifice to bring their friends back.
No wonder unrest and opposition grew as these temporary and extreme solutions were used, and Venat was among those who shared this feeling. She already knew, as the Warrior of Light told her, the decision she would have to eventually make. But she wanted to believe in her people regardless and pleaded with them to come to their senses, as we are shown in the “Thou must Live, Die and Know” MSQ cutscene. But they didn’t listen. They decide to carry on their murder spree to chase a perfect world which was long gone. Venat’s face and her expression in that moment are transparent. There’s no running from it anymore, she knows what she has to do. Etheyris had taken the very same path that all those other planets Meteion found had tread before them. Even if not directly, Meteion’s song of despair was working wonders, and the Ancients’ sins had become nightmare fuel. Venat then takes action: "No more shall man have wings to bear him to Paradise. Henceforth, he shall walk." She takes humanity on a different path.
Venat
condemns
humanity to suffering. Because it’s thanks to suffering that people find meaning in
life; it’s
because you can feel sadness that you also know what happiness is; it’s because you will someday
die that you can live your life to the fullest. This is Venat’s Answer to Hermes
question, that
being the meaning of life. And this is why the song is named Answer. Because that’s a literal
answer: suffering, but living to the fullest, and entrusting the world to the next generation.
Hear, Feel, Think.
This is
the Answer. Her choice is a morally gray one, nevertheless it is the correct
one; that doesn’t mean she isn’t suffering every step of the way for the pain her children must
endure all their lives. The cutscene where she walks alone in
the dark and gradually gets more bruised, hurt, and bleeding, is a visual metaphor that
symbolizes this very same concept. She gets to the Warrior of Light’s fight with Emet completely
drenched in blood; she shares our suffering and it gives her pain, but it’s this suffering that
gives meaning to her actions, and to her life.
-----------------------------------------------------------
With me so far? You’re doing great. Unless you just skipped to this part or are reading even tho
u didnt play the game, in which case, bad !!! shoo !
Let’s continue, we’re almost there. We’re just missing a couple of pieces.
To recap,
Hermes is a
depressed, sociopathic nihilist who condemned the world to end and then
erased everyones mind about it (what a nice guy!).
Meteion is one of Hermes victims, caught up in an endless cycle of misery and despair for an
eternity. Until the WoL came along and made her understand that hope still exists and that life
is worth living no matter what, thanks to the power of friendship™
Fandaniel, which may or
may not be the same as Hermes depending on your POV, is the biggest nihilist of them all,
committing suicide along with Zodiark to resume the Meteia’s song of
despair, wanting to fulfill Xande’s wish from his time as Amon
—“Do you remember when I told
you that I wanted to die and take everyone with me? I meant
it.” what a sick
ass line
Venat/Hydaelyn decides it’s time for the world to move on to the next generation, so she
sunders
the world into 13 shards to bring Zodiark down. She already knows that we, the WoL, will
eventually come along and try to stop Meteion, but she doesn’t know if we will succeed since we
visited her in Elpis before the final confrontation. As a backup plan in case we fail, she makes
the Loporrits and the Moon in order to spirit humanity away to safety, even if that’s a
temporary solution. As for the permanent solution, she relies on our strength and tests us to
see if we’re worthy to face the Endsinger. As we defeat her, she’s glad to
finally let go
and
let us handle the rest. After an eternity of suffering, she can finally rest.
There’s someone missing. Uhm. That’s weird i was sur—*A TEST OF YOUR REFLEXES!!!*AAAAAA
Zenos.
Good old Zenos.
Back during the Roman Empire, around the 1st century AD, there lived a guy named Seneca. (i
promise i will be short okay)
This dude Seneca was a very good writer. He wrote many influential books still studied and
discussed today, among which the Dialogues, where at one point he introduces the concept
of “Taedium
Vitae," which was later picked up and thoroughly enriched as a concept by
existentialist philosophers like Heidegger and Sartre. Anyways, this “Taedium Vitae” is
essentially an existential condition characterized by a deep anguish that permeates every
second of a person's life, consumes them, strips them of their meaning, and makes them feel
nothing at all. It’s boredom and resignation at life’s inability to have any meaning.
Sounds
familiar?
That is exactly what has afflicted our boy Zenos for his whole life. Reading his short story
‘Let the Hunt Begin’ makes things even clearer: ever since he could remember, Zeno’s life
has been empty, bereft of any real goal or meaning; moving from one task to another, going
through the motions only because that’s what was expected of him, not being able to feel a
sliver of any emotion. That was the life that Zenos has lived… up until he met us.
Back in Stormblood, Zenos did not understand other people; even after meeting us, he
just
assumed we were like him, an empty husk chasing the next battle high against the next
formidable foe. But during Endwalker, something started to grow inside of him. He started to
understand that maybe things do matter to people. The problem is, he can’t understand it; he
doesn’t get why people care. But people do.
When we encounter him the second time in Garlemald, answering Julius's
lashing out at him
for all the terrible things he’s done, he says “Would you be
‘happier’, had I a ‘good
reason’?” Zenos makes it clear that he understands others are suffering because of him;
he
knows his existence has only brought despair to the world. But morality, justice, and all
these appeals to a person’s humanity are words used to further one’s own agenda; why
shouldn’t Zenos do the same? Why shouldn’t he use those same words and give his own
subjective meaning to them? In the end, he doesn’t care if he gets chastised for that. It
doesn’t matter anyway.
This is gonna need a re-read, but try to follow me here.
While it would be normally easy to dismiss Zenos’ argument as wrong, Endwalker’s context actually supports it, and presents a vision of the world where objectivity exists only inside one’s subjectivity, and thus morality is subjected to the individual’s perception of it.
It’s a textbook definition of moral relativism, and even if someone can argue that moral propositions are subjected to human logic and common sense, we must understand that inside a person’s own objectivity (how they experience the world based on their own perception of the world itself), these propositions hold no meaning whatsoever, thus being unconstrained by the popular consensus of what's good or what's bad.
Zenos’ argument is sound, and even when Alisaie makes a rebuttal, she doesn’t attack Zenos’ logic, but his behavior. She says to him that he may be right, but he’s acting like a dick, and if he keeps acting like a dick no one will ever pay importance to him. It seems this actually affects Zenos behavior, and he decides to actually help us against Endsinger; the quicker we beat her, the faster we can finally duel to death. And if we decide, after his act of kindness, to finally concede the fight he craves so much, Zenos becomes elated. “Acceptance. At long last”.
Zenos is always portrayed as an incredibly intelligent person, who loves poetry, and with an
attitude toward philosophy.
“Never have I
understood those around
me. Understood their obsessions.
Besieged by their banality, the world was a mire of tedium and trivialities”
Zenos recognizes the Taedium Vitae that has haunted him all his life. And yet,
“But in these
fleeting moments, there
is… a spark. Blinding, brilliant…
Gone… too soon…”
as opposed to Meteion, who thought that by eradicating life she was doing
everyone a favor,
Zenos believes that despite life being filled with death and despair, it should be lived.
For that spark. This is Zenos' answer.
He finally comes to understand that this spark can be
anything for anyone, for the WoL it’s saving people, for Zenos it’s dancing with death in
battle.
This is up to interpretation, but it’s implied that as his dying wish, he uses
dynamis to bring the teleporter back to you, because he thinks you deserve to live on;
there’s no connotation of ‘justice’ behind this action, he just wants to save your life.
One's spark doesn’t need morality or ethics to justify itself, but the desire
alone justifies the action. You don’t save the Etheyris because it’s morally correct, but
because you want to. He doesn’t fight you because it upholds his principles, but because he
just wants to.
Because he cares about you. He cares. You are his spark.
Thank you for reading.
“What
of you, my
mirror?
Was this life a gift… or a burden?
Did you find… fulfillment?
I…”
... It took me a long time to finish the game. Sekiro revealed itself to be much, much longer than i expected it to be, and after i was done with it i needed a chill game to relax with. A game that let’s you experience it, that doesn’t ask anything of you. I couldn’t play a better game at this time...
I want to borrow a quote from Joseph Anderson: What Remains of Edith Finch is one of those
pop-up books you played with as a kid, but much grander in scope. It’s an interactive story, you
can’t really talk gameplay since the game leans much more on the ‘interaction’ side of things,
reinventing or introducing various gimmicks as means to progress in the story, when you’re not
walking. Walking, that’s what you’ll be doing for most of the game. You could consider walking
as flipping a page in that pop-up book, a metaphor aided by the text that floats around when you
reach certain triggers. Taking in the sights, reflecting on the elements the beautifully written
story presented to you, What Remains of Edith Finch wants you, the player, to take it slowly and
softly. That’s one of the first things that i got confronted with while playing: Edith, the
protagonist, moves VERY slowly; it makes sense, after all no one is running after her, she
doesn’t have a goal, she only wants to confront her past, one step at a time. The more i played
the more i adjusted to the slow speed.
Im one of those guys who loves cinematic set pieces in
games where you just walk around, so i found myself at home here too. It’s incredible thinking
back just how quickly the game pulled me in its story. As soon as i saw the house, i knew i
wanted to know everything about it. Entering inside for the first time was magical: the wind was
blowing, the house barely lit, chinese take-out lying on tables, photos, journals, cutlery,
everything felt so lived in, so real, the house was filled to the brim. And i quickly noticed it
was also filled, overwhelmingly, with books.
Everywhere i looked, there books lied. On shelves, on chairs, on the ground, on the couch,
stairs, every single piece of furniture is filled with books. I feel this is a nice narrative
callback to the ‘power’ Edie holds over the house and the Finch family. I’ll be getting into
spoilers now and i’ll assume you’ll know the story, so go play it please. It’s worth it !!
One of the most intriguing parts of the story is how your perception of Edie and Dawn start to
change as the game progresses. At first Dawn looks as grumpy and unreasonable as one can be, and
Edie as the cool, understanding person of the situation, but you soon start to realize just how
much Dawn was actually doing the right thing and protecting the family from Edie. Edie is
FUCKING WERID man. She’s obsessed with her family history, with the curse, with preserving
memories and piling everything on top of everything, just like she does with her books, just as
she did with her house. Edie loves attention and spectacle, loves to exaggerate and romanticize
her life in every aspect, even horrible things like her husband death. Edie celebrates death
more than anything else. Edie celebrates a persons’ death more than the person themselves. And
by propagating this harmful rhetoric of a ‘curse’, invented to legitimize herself and romaticize
her family misfortune, she’s ultimately the person responsible for all the death that surrounds
her. She’s the culprit behind her family trauma. Starving your child until she poisons herself,
validate a poor man extreme sense of guilt by aiding him in his own decade-log self isolation;
this is only the surface of what Edie is willing to do to pump her ego, to make her life- and
legacy, special.
This is a game about death. The first time i opened up the family tree i remember expressely
saying “oh wow. A lot of people died. oh wAIT. THEY’RE ALL DEAD. EVERYBODY’S DEAD. Edith is the
last remaining member of her family”. Death and one’s legacy are what drives the narrative
forward, it permeates every second of the experience and leaves a strong message because of it,
especially during some of the best emotional setpieces the game has to offer like the incredible
sequence dedicated to Lewis, who died by suicide. If u didnt play the game and you’re somehow
still reading this then please go play it. It’s worth it for that part alone.
Okay i needed something lighter and more carefree now. So i took one of the hardest decisions i
could. I would finally play Deltarune.
You know how you constantly procrastinate enjoying something cause u already know you’ll fall in
love with it? Not playing a game or watching a show cause then the first time wouldn’t be a
first time anymore? That was me with Deltarune.
I love Undertale. So much. Its probably THE game i would be willing to score a 10/10.
The artstyle, the humor, the characters, the combat, the music, the atmosphere, the narrative,
the dialogue, the serious moments, the designs, the tonal shifts, the mysteries, the silliness,
the drama, the colors and sound effects and the meta and the endings and the extras and the
datamining oh my god. oh my god. It’s made for me. this game was made for me.
I hate so much writing about it because i just don’t know, I don’t know what to say. It’s not
that my words can’t do it justice or some corny shit like that, i just that i literally don’t
know where to even begin, let alone where to take the discussion. I guess i could ramble for a
bit about the meta-narrative and how it manages to pull in the player and never lets them escape
it, maybe i can write about the characters arc or why the writing is good or pretentious shit
like that which i pretend to know anything about, but what’s the point? What more is left to say
that hasn’t already been repeated to death? We could talk about why Sans bleeds in the No Mercy
run and it would still be more original than doing an actual review or retrospective. There’s
still cool stuff to talk about even today, as demonstrated by this video, but
i’m not remotely
good enough to manage and formulate an interesting thought about the game on my very own…
besides, i didn’t even actually play the game. I watched it. And i hate myself for it.
art by
WatanoLemon!
Back when i first heard about the game i tried pirating it. I was 12, and barely knew English,
or how to pirate games for that matter. I didn’t have money and asking my dad was out of the
question, so i resorted to the internet. I somehow managed to run the .exe and played up until
about the halfway point of the RUINS, and the game crashed, always on that same spot. I gave up
trying until one day i got spoiled the Toriel fight (which i thought happened very late in the
game), which left me i SO MUCH DESPAIR THAT I GOT DESPERATE AND STARTED CRYING. WHAT IS WRONG
WITH ME ????? FUCK YOU
I could’t do it anymore, so
i watched it on youtube. I couldn’t understand some part of the
dialogue and narration, and yet it still resonated with me deeply. It’s a testament to the power
of Undertale. Still, not being able to play it remains a big regret of mine, and it feels like a
piece is missing somewhere inside my body. I played it on PS4 years later, hoping it would fix
me, but i didn’t, and as such everytime someone asks me what game would i pick if i could erase
my memory and play it again, i would choose Undertale without a second thought.
So now you understand why i was so hesitant to play Deltarune; it was my next chance, my
scapegoat, and i wanted my first playthrough to be special. I strongly considered playing it
after the whole game was out, but the itch was too big to resist. I suppressed my fear of
“screwing it up” somehow and played it. I love Deltarune. So much. Its probably THE game i would
be willing to score a 10/10.
The artstyle, the humor, the characters, the combat, the music, the atmosphere, the narrative,
the dialogue, the serious moments, the designs, the tonal shifts, the mysteries, the silliness,
the drama, the colors and sound effects and the meta and the endings and the extras and the
datamining oh my god. oh my god. It’s made for me. this game was made for me.
As predicted, Deltarune was what i had from Undertale and even more. The production quality has
skyrocketed but left intact the ‘homemade’ spirit of Undertale. The moment i saw the battle
screen and Rude Buster started playing i lost my mind. I voiced all the characters and had the
time of my life. Never in the last 10 years i had fun and laughed so much, so many times
consecutively, i can’t remember a time where i smiled so hard for so long that my cheeks hurt
afterwards. Life hit me hard when i was about to become a teen, and i couldn’t live those years
as a normal teen should. I will be forever grateful to Toby for giving me a chance to open a
window on it and see what it would have felt like, if i had the chance. And the moment i
realized that, i felt so alone, and a huge wave of sadness came over me. Maybe that’s the piece
that has been missing, and that i thought Undertale could give me back. But it can’t, and that’s
okay. I’ll live with the scar. For now, i’m happy that UT/DR could care for my wound and give me
a little kiss. It made me feel special, and for that, thank you.
That’s what i’ve been playing for the past months. I’m not talking about Splatoon 3 because i
eventually want to talk about it once the updates end. Expect a full on wall-text solely about
Deltarune, once it ends in a decade or two. I also want to give a shot about writing properly
about Undertale but it’s very very hard for the aforementioned reasons. It’s been like a months
where i barely touched any game at all, it feels like they’re down below my priorities list
lately. It doesn’t feel good and i want to RELAX the evening !!! NOT STUDY !!!
okay bye bvye
MIPS is where i’ll talk about
games i’ve been playing. These are not reviews and are almost
effortless, just random stuff popping in my head.
Since september 23 i’ve gone ahead and played cool shit! including but not limited to
It’s been three weeks now i havent played a SINGLE VIDEOGAME !!!! Like at all !!! I am so busy
with school man. When i have time i either draw something or practice piano and guitar. Ughhhhhh
im losing my mind
anyways
I got recommended Hades a lot past couple of years. I saw the game on YT a bit and thought it
looked kool !!! fresh ! So i bought it cause it was on sale. My first couple of runs i wasn’t
TOO impressed. I liked the game but felt like the gameplay was way too sweaty and chaotic 4 me.
I didnt help that the sword, your starting weapon, feels the worst out of all the options u have
later on. Nevertheless, once i started getting the grove of the game, i started falling in love
bit by bit. One thing that helped TREMENDOUSLY with my enjoyment was changing the keybinds for
attacking and dodging, considering the fact that you spam those for 30 minutes every run u do.
My thumb was sore and hurting so i decided to change my layout and use L1 and R1. SO MUCH
BETTER.
Meg was a huge roadblock for me, i lost to her many many times. Next huge hassle was that
ASSHOLE Theseus (pun intended) oh my god DIE !!!!!!!! Elysium in general is very hard,
especially the shield guys which are fucking immortal. I swear to god sometimes it took me less
time to bring down the last boss than those guys. Once i beat [REDACTED] for the first time,
something clicked. I won another run. And another. And another again. I started getting really
good with the game and eventually managed to bring home a 9 win streak, which i was proud of. It
wasnt even a matter of weapon since i changed them every run, depending on the bonus. I lost my
10th attempt, which is the last run u need to win to beat the game, and you can imagine how mad
that makes me feel. I COULD’VE DONE A PERFECT STREAK !!!!!!! AGGGAGGAGA
The gameplay is super fun and the best way to describe it is “crunchy”. Hades is crunchy.
Killing enemies and picking up stuff gives u the same feeling that biting into a crispy chip
makes you feel. The soundtrack is a huge contribution to this crunchy feeling. The bass solos
are crisp and raunchy, rhythmic, aggressive, they fit in the atmosphere beautifully. These are
paired by some genuinely haunting and mesmerizing music pieces, sung by in-game characters.
Please give this one a listen. Wow.
Hades is a rougelike, (rougelite? idk man) and a beautifully crafted one at that. Planning your
next run is super fun and bringing it to completion is very satisfying, with a much needed break
every run in the game’s hub, catching up with your pals and powering up Zagreus. The game offers
you boons during an escape attempt to modify your build and playstyle. They aren’t very
creative, like in The Binding of Isaac, and some are very underwhelming. Crazy synergies are
rare but still present, so if you get them you’ll feel very powerful which is fun. If it wasn’t
for the “Prophecy” mechanic (for which the game offers you rewards for picking up various boons
instead of sticking to the usual) i wouldn’t have experimented much, since some boons are much
more powerful and useful than the others. I think Hades 2 can improve a whole lot on this aspect
!! PLEASE ??????
The npcs in the game are beautifully characterized. They feel like real people, with their
history, their secrets, their passions and their role in the world. Hades makes a lot of effort
to sell you these characters as real, own to the way they speak. The dialogue system is
incredible. The amount of text and spoken dialogue is one of the most impressive feats of the
game, and the way it cycles through all the possible dialogue opportunities, reacting to what
you did or how you acted, is nothing short of incredible. How the fuck man? Such a cool system,
masterfully done. GOOD JOB!!!!
The characters are designed so well. The lines are chaotic but confident, the shapes used and
the shilouettes ooze of charm. The devs’ take on ancient greek gods was one of the biggest
wow
factors for me, since i frequented a Classical highschool and i saw them in every possible sauce
imaginable. Supergiant games managed to make them feel fresh and new, while maintaining what
makes them interesting and replicating perfectly their hypocrisy, whims, and fluctuating moods.
The game mixes 3D models and 2D drawings to give the atmosphere its vibe. At times crude,
whimsical, dangerous, dynamic, this game’s environments have it all. Props to the team.
I really recommend it ! check it out if u fancy fast gameplay, good music, hot people, or good
games.
After i was done with hades i wanted to play Bioshock. But i didnt. I dont know why.
I started Sekiro a year ago but i got my ass handed down to me so hard that i had to take a
break. I guess i felt the game as a spirit haunting me so i had to complete it.
I have already written a full on, long, review of Sekiro, but i trashed it. First of all, IT
SUCKED, it was boring, i hated it ecc. , second, i want to focus on the story. People have said
everything there is to say about this game, but one thing i never see properly explored is
Sekiro’s story. The game is so intrinsically tied to Japanese history and cultural context that
many clues and key points will most likely go over your head if you didnt study beforehand. And
so, i decided that in the future i’ll complete the other 3 endings and properly understand the
story and all the crazy symbolism so i can talk about something interesting. I’ll condense
everything i’ve written on the review down here, so hopefully it’s gonna be less boring:
Sekiro is not the “hardest souls game” because Sekiro is NOT A SOULS GAME.
Sekiro is an ACTION game. NO stamina, NO level up mechanic, NO loot left on ground, NO (almost)
killable friendly npcs, NO rpg builds, NO strong roll with a lot of i-frames, NO weapon types,
NO armor, NO magic or spells of the sort, NO backstabs, NO elemental weaknesses, NO pvp, NO
summons and i could go on. Everything that makes a souls game a “soulslike” is missing here. The
only reason associate it with a souls game is that miyazaki and from’s hand is very visible
here. Fromsoftware has a very specific “smell” to their games which is absolutely present in
Sekiro, and as such people just assume it’s a Souls game… and play it like its a Souls game.
This is the reason people find Sekiro much harder, because they think you’re gonna be dodging
and rolling, waiting for your opportunity to strike, managing your stamina. Sekiro is much
closer to a rhythm game instead. Get close to the guy, parry the shit outta him, the second he’s
not attacking YOU should be attacking. No breaks, no mercy, no strategy, just pure swordplay.
The moment you stop treating Sekiro like a souls game it reveals itself for what it is, and it
becomes much much easier. I think Sekiro is the Fromsoft’s game in which i died the least. 95%
of my deaths have been to bosses, never to regular enemies. Stealthing your way out of areas is
easy as hell, enemies are deaf and blind a stupid as fuck (this is a good thing), they go down
in a couple blows, the game is very generous with healing and so on and so forth. Not fighting
is often the best option truth to be told. The Wolf is fast as fuck, can get away from
everything and everyone, and since level up is not an issue this time around you don’t even get
too much punishment to do this. What you miss out on is skill points, but most of the time
they’re optional and you can beat the game just fine without a lot of them (Mikiri counter
excluded. We stan the Mikiri).
The gameplay is super satisfying. The clings and clangs of sword bashing together makes you feel
like a badass, and mastering that L1 button is the key to your success. The game spices up
things with unblockable attacks which require to jump, other button prompts, time your skills or
dodge. At first it’s overwhelming, but you’ll develop your muscle memory soon enough to react
instinctively. Another spice are prosthetic tools. Some are very very useful, some are not. Some
are too situational to use regularly. Some tools are going in your slots basically permanently,
like the shurikens or the firecrackers, but it’s good to have three slots and having the chance
to switch the up anytime u want.
Bosses are so awesome man, and so fun. I dont have much to say about them tbh !!! they’re just
super good. The learning curve is always well paced and satisfying, the movesets are always
varied and deflecting them is orgasmic. One of the few things i remember not liking was Lady
Butterfly’s gimmick. The way they present to you the snap seeds make them look like
indispensable for her fight, and they literally give you one. Just one chance to use it. If you
die, you’ll think the fight is off limits until you find more, but the seeds are actually just
extra, no need for them at all !!!! I said all bosses are good, but 2 of them are literally my
least favorite part of the game. I hate them and i won’t bother with them in my next
playthroughs… im talking about the Headlesses and Shicimen Warriors. They are stupid, they are
slow, they are boring, they are TOO MANY, they are tied rare consumables (until the very end),
they are incredibly frustrating. Just …. why….. Please remove them. Make them a single one-off
encounter. The game suffers from their presence,,, thank GOD theyre optional.
Exploration is awesome. It’s not open world but it’s not linear either, and you can tackle
various areas and bosses in any order u wanna. Almost all areas are interconnected in some ways
and seeing previous areas when looking over the horizon always gave me a sense of
accomplishment. The areas themselves are fairly linear. They offer you some other paths to get
lost into but the vast majority of them only have a reward with a dead end. Most people wont
like this but i did actually!! what what ?? yeah i think this kind of level design gives the
areas a nice sense of containment and improve the pacing a lot. I DO like a good labyrinthine
level don’t get me wrong, but it’s nice not being TOO overwhelmed by choice at every turn,
considering i always get scared of picking the “wrong one” and harming my experience while doing
so. One thing i find lacking is area variety. This is a limitation of the game setting am stuff,
but as you can see in the latter part of the game, it could have been improved upon sacrificing
a bit the “real“ aspect of them. You will be seeing snowy valleys and burnt houses A LOT during
your playthrough, and when you don’t get those you’ll either be inside some mansion or a dark
cavern/gritty place with a very muddy color palette. The actual art direction and shot
composition is insane, often surprising you with a beautiful scene carefully set up, especially
when u go pick up the ingredients for lord Kuro. When i first stepped foot in Mt. Kongo it felt
so refreshing seeing FINALLY new colors on screen. Rich oranges and browns, healthy trees and
foliage, the game was finally using its potential to its fullest. The final area of the game is
a marvel to look at, and the stark comparison it gives to the rest of the game (and the shock it
gives the player) almost make up for the lack of variety beforehand. I saw it for the first time
and i was like WOW !!!!! The pinks, the blues, the reds of the structures, enemies here are
weird and alien like, it felt so hostile but also so beautiful, like i was a
true stranger to
this land while disturbing the quiet peace the inhabitants of this esoteric dream seemed to
enjoy. I felt like a trespasser, but at this point i needed to see my mission through. One thing
i didn’t really like about the Fountainhead Palace is how they managed the Great Carp encounter.
I thought i was supposed to fight it when u first encounter it, and after i finally understood i
wasn’t supposed to, i didn’t understand what you were supposed to do to actually take it down. I
was so curious and anxious about missing stuff that i allowed myself to search the solution to
this one on the web. I know i know it’s disappointing, but i will always say that if it benefits
your experience, then searching on the internet shouldnt be off-limits.
Anyways, one thing i
also found strange is From deciding you should do the Ashina Castle level not once, not twice,
but THRICE depending on which part of the game. I incredibly appreciate the fact that it shows
you how much the world is evolving, how much Sekiro has grown, and especially during the ending
it gives the player a sense of impending doom. But i really think 3 times is going a bit
overboard. The second time shouldn’t have deactivated all your totems, just to show you
different enemies setting up the invasion that’s gonna happen later in the game. It could’ve
been a cool extra the player could’ve found by themselves if they were curious enough, that
would’ve been cool. When i beat the game i read up the number of endings possible, and found out
i did the 3rd one. The one where Sekiro sacrificed himself to let Kuro live a new life, free of
the burden of immortality. I found it touching and bittersweet, i liked it. I almost completed
the full quest to get the 4th ending but i botched it and the end because i couldn’t find the
Divine Child once she left. I thought, “mhhhhh, maybe she went inside the hall of illusions” so
i went there, found Kotaro, but then the monk told me to get the fuck outta there, so i said
“alright sorry fuck i’ll skiddadle” and that’s how i failed the quest LMAO. Thats what you get
for listening to old people uuhhhhb
so
cant think of much else to talk about besides a few notes here and there
i liked the soundtrack but i dont love it. I dont go back listening to it and its not very
memorable. I guess this is yet another limitation of being stuck to using strictly classical
japanese instruments and composition style, but the ost as a whole feels like it was meant to be
more “background music” than actual standalone pieces. In this regard it’s closer to a movie
soundtrack than a vidya one (with due exceptions) but eeehhh i guess its still cool. *thumb up
The verticality in the level design feels incredible. Woah. Not only that, but one thing i see
people NEVER TALKING ABOUT is how INSANE (INSANE !!!!) the grapple animation system is. The
amount of work and pure skill that was put into not making Sekiro snap into an animation
starting frame is absurd, and no matter the frame of ANY animation you find yourself into, as
long as it’s cancelable, the model will smoothly transition into the grapple. I say to that:
Amen.
Lastly: sound design, textures, characters, story, everything is perfectly executed. This game
is tight man.
It took me a long time to finish the game. Sekiro revealed itself to be much, much longer than i
expected it to be, and after i was done with it i needed a chill game to relax with. A game that
let’s you experience it, that doesn’t ask anything of you. I couldn’t play a better game at this
time.
My childhood summers have been well spent, i like to think. I hit the beach with my cousin, we
ate
icecream, we played from dawn to dusk. And in the downtimes, we played videogames. I clearly
remember the trepidatious feeling that run through my body while getting upstairs to play
Spiderman
and San Andreas on the PlayStation 2. I did’t actually play if i have to be honest, i was
content to let him
do the playing and me do the watching. My parents always said no when i asked for game consoles,
and
because of that i always had to wait for the summer months to step foot in a magical world that
i
could only dream of during school. So yes, i was incredibly happy to just watch. Even
while
watching, the prospect of actually having the gamepad in my hands scared me, especially the
‘killing
people’ part. I was scared of the bad guys and felt danger in real life while they attacked me.
Of
all the games that we played, i noticed they all had one thing in common: killing baddies. I
accepted
it as a matter of fact. GTA, Spiderman, Fantastic Four, Metal Slug… i assumed that’s how
videogames
were. And with good reason! To be honest, the VAST majority of videogames involve killing
someThing
or someOne in one way or another. I think that was what has sparked my current interest in
non-violent videogames. I saw, and maybe still see them as norm-breakers, intrepid and brave
experiences that changed the landscape of the industry.
The first time that non-violent videogames disclosed themselves to me (not considering games like
cooking mama, which i cowardly dismissed as ‘girl games’ that therefore ‘didn’t count’) i felt a
world of unexplored possibilities opening before my eyes. During my 8th year of life my other
cousin, 3 years younger than me, got a Nintendo Dsi XL. I felt betrayed, since my every attempt
to
ask for a measly Nintendo DS Lite, an older version of the console, got shut down
before i
could even finish the request. I swallowed my envy to get a chance to play with his Nintendo. He
showed me New Super Mario Bros., which before then i only saw displayed behind glass in big
stores.
My cousin had an R4 with tons of games packed inside, but we always preferred sticking to what
we
knew, like Mario and GTA Chinatown Wars. The game were shown in alphabetical order, and
everytime he
launched the R4, a weird little leafy-icon was the first game on the list. Animal Crossing
Wild
World.
”Animals?” i remember thinking. ”No way i’m gonna launch that, that’s gotta be a
girls’
game.” And i didn’t, as a matter of fact ! I loved GTA, and nothing about this Animal
Crossing looked violent enough to be an actual videogame. A couple months passed. I went to my
cousin’s house, he opened the door. A glow in his eyes. ”I gotta show you something” he
said.
We sat down. That was the start of my absolute love for Animal Crossing. He opened the
game
and showed me the town, running around and talking to animals. I was amazed, it felt so
expansive to
me. I asked what the game was about. ”it’s fun” he said, ”you run around and you pick
up
weeds. You can also shake trees and sometimes bees come out and sting you”. No way, is
that
it? Well, no. My cousin was 5 at the time and couldn’t read, so he missed every tutorial and
explanation of mechanics the game threw at him. He navigated the menus at first by trial and
error, and then by sheer memory, i was amazed. Yet i soon realised the game was hiding
something. I
noticed a weird star on the ground. Curious, i thought. He entered the shops and there i saw it:
a
shovel. I needed to try, so I asked my cousin to lend me the Nintendo to do something, and he
did. I
bought the shovel, he didn’t know you could actually buy stuff. I went to the star and pressed
A.
Surely, i had just dug a fossil. We FREAKED OUT. I felt like i just cracked the game, it was
surreal. We continued to play in the following days, and i made my own character, and i got to
know
about the game, and i read all the text to my cousin to make him actually understand what was he
doing.
The following year i FINALLY goy my own Nintendo. The 3DS, which came out just some months before. How i managed to get it is another story for another time, but the important bit is that i also got an R4, and i also got Animal Crossing Wild World with it. Summer came and i showed it to my other cousin. He loved it, and we spent a good part of the summer having a blast with it. I say a good part since during the end of July, the save file got corrupted. I remember it very vividly, it was a cold evening and we were out in the garden. My cousin liked fishing and during the summer in the evening we sometimes saw a weird kind of fish, very big and with a fin poking out. He was certain it was a shark. We hunt for that fish for days, and finally, he managed to catch it ! We could celebrate for a very short time only, since the game freeze soon after. We were devastated. I tried to fix the save for weeks after but to no avail. Things changed the following year when Animal Crossing New Leaf came out and… ooh boy.
Animal Crossing New Leaf was released for the Nintendo 3DS on November 8th 2012, Japan only. Not
being Japanese or nowhere near Japan however, the game was brought to my attention on its
European
release date, June 14th. I saw the announcement on the Nintendo eShop. It was a promo video
where
the devs talked about the various aspects of the game and what went into making it. I knew i had
to
play it. I begged my parents to buy it for me: my R4 broke the very next summer my ACWW file got
corrupted, and nothing worked anymore since i mistakenly updated my system. I felt orphaned and
hungry
for a new adventure. I didn’t ask for many games, so my parents eventually obliged. I played it
for the next 3
years without ever getting bored. I didn’t really care about making my town beautiful and
whatnot. I
loved my villagers, and i loved my town for what it was, and i loved my place in all of it. I
spent
hours upon hours using the online features on the Island to meet new people. I browsed forums, i
wrote my first ever fanfiction about this game. I loved it dearly. I still do, as a matter of
fact,
and that might seem like this review might be too much biased because of that. I say to not
worry my
friend, since i am a person of high integrity and i care too much about games to not point where
they could be better. Besides, it’s not that i’m biased and i love the game for that reason, but
the
game is so good that it made me biased.
…Except i’m not biased. Oh c’mon dude, you get it. Do you want to hear about the game or not?
You
know i’m gonna praise it ! If you want to skip straight to my hot takes regarding New Horizons,
click here ! I ain’t biting you ! However if you want
to hear me
ramble about why it’s so good, as well as some flaws and blemishes, let us commence forth.
The first thing that New Leaf does is putting you inside a train. Rover is there. The coziness
immediately wraps your body and hugs you gently, everything about the game wants to make you
feel safe. Old fans might also recognize this is how the first entry in the series starts. You
see, the devs of this game wanted to take a step back to the roots of the series and change
things while having their feet planted on the ground around them. After the retread that City
Folk turned out to be the devs realized they needed to turn to a new leaf, and not forget the
identity of the series while doing so. They were extremely successful. The game puts you in the
shoes of the town’s mayor, finally taking part in how the town can be the most beautiful place
it can be for your animal friends and citizens. However, even as mayor, Animal Crossing New Leaf
makes sure your actions have their proper weight and make you feel like you’re still part of the
community. Having power on the lives of your people risks making the player an outlandish
creature, an entity that operates outside the NPCs comprehension to manipulate the game in order
to achieve what is considerable ‘winning’ in an Animal Crossing game. Things take time to build,
bells aren’t too easy to come around to, the animals free will is taken into consideration, and
the game’s rhythm does its very best to make you match its pace. It rarely if never breaks
immersion, it want to feel like a real world with real people in it. A sore note is the way you
acquire diffrent projects for your town: a villager needs to spontaneously ask a specific
project during gameplay, and it’s completely random both when and what, excluding a couple of
things. Yet decorating and aesthetics is not enforced but still present with tons of
customization options: different Resident Services builds, different architectural styles for
your home,
custom museum exhibitions, many many many upgrades to various shops and much more. Upgrading or
building new shops always feels exciting and a big event for the
whole town, as they are difficult and rare enough to make you yearn, and in turn work to build
them. Doing minigames, interacting with the world, spending your hard-earned money, it all
builds up to your town progressing constantly for what feels like months and months of playtime.
During these hours the game does an amazing job at keeping you glued to the screen: you could
work part time at the coffee shop with Brewster, or maybe visit the island to win medals to buy
that cool straw hat you saw the other day, or visit Retail to make Cyrus change the color of
your wardrobe, or go to the police station to see what new items have been lost, or visit the
Club to listen to a dumb joke (make sure to bring some fruit !), or build that structure that
villager asked you to build ages ago, and i could go on and on and on about all the different
activities the game has in store for you daily. Many of the activities the game put in front of
you were fairly obtuse at times, ESPECIALLY the character styles options. Your eye shape
was
determined by unrelated dialogue at the start, your skin tone could only darken while spending
time on Tortimer Island, your hairstyle was determined by an absurd quiz you had no chance of
knowing the result of. They added charm in a way or another, but at a huge loss of
accessibility. Villagers will very often ask various favours of you which will entartain and
sidetrack
whatever activity you where in the midst of doing. Talking to them is always heartwarming, and
many times will ask your opinions about many different subjects, or gossip, or games, or
commenting on the stuff you’ve been doing or what you have built. This is of course a staple of
the franchise, but i feel like i need to point it out considering the conversation we will have
later in this review.
Charming as it is, villager interaction in New Leaf has been severely gutted since previous
entries. If before they acted cocky they are now a bit smug, if before they were rude they are
now mildly inconsiderate, if before they were furious they are now annoyed at best. It goes a
mile to make them feel less like people with a personality, and more player-pleasers, there to
make you feel always loved and accepted by everyone around you no matter your faults. As a
result, the feeling of your relationship growing with them is absent most of the time and one
aspect that made the game so much fun has been taken away to make it more kid friendly. It is an
understandable position by Nintendo, since kids starting to cry because Resetti (now relegated
to a minor role) started to profusely offend them wouldn’t have been a great
look for the company. The world changes and so do videogames, i know that, but i do wish we
could have had even more dialogue to make up for the problem. As a matter of fact, New Leaf
doesn’t seem to boast the incredible number of lines the previous games had, especially Wild
World. Yes, it is general consensus that WW had the best dialogue in the series and i concur
fully. Playing for dozens upon dozens of hours as a kid and when finally finding the first
instance of repeated dialogue thinking “ah-ha !! They’re not infinite after all !” was
such a special moment. Okay, maybe it also was the fact that i was a kid and maybe i didn’t talk
to them too much or forgot a lot of what they said, it may be, but that’s beyond the point !
Events in Animal Crossing New Leaf brought with them tons of minigames and side-activties, along
with, more importantly to me, a completely new atmosphere to your town whilst keeping the very
same cozy vibe the game advocates for so much. Even more so then previous titles, New Leaf is a
master of making you feel the passage of time. The first songs of cicadas in the distance
brings about heat in the player, the soft crackling of snow beneath your feet makes
you want to snuggle in your blanket, the soft wind and browning leaves brings to your nose the
smell of fresh air. The sound design complements this aspect incredibly well, as it muffles and
mixes together with the OST to create the atmosphere it needs for the season and time of day.
Not only seasons, but hours passing give the player sound, musical and visual feedback
beautifully created, the sky mellows, new bugs start crawling out, lights from homes turn on
while the music takes you by the hand and turn down the energy and excitement as the hours get
late. The OST of Animal Crossing New Leaf has caught a lightning in a bottle and it produces a
sound that feels like its distant rumbling while light rain falls on your bedroom window. It
uses piano, a light guitar, a distant harmonica, and touches of calm percussions to create a
very homely and nostalgic feeling, which is the whole vibe of the game. It takes some distance
from the more chip-tuney OSTs of previous games and takes the music in a more melancholic
direction, doing a great job of retaining that peculiar Animal Crossing vibe. Amazing work.
The graphical limitations of the 3DS do not hinder the atmosphere of the game at all, due mostly
to the great art direction. Animal Crossing New Leaf is a great looking game although a bit
dragged under the mud by the very limited original 3DS console. Watching the game from the 3DS
screen and not a screenshot, the pixel separation becomes very noticeable, especially with
slightly tilted lines, moving or not. It is still a huge step forward considering the older
games, and your character has started looking more like an actual person and less like a
squashed gremlin, which is both good or bad depending on your point of view. As for me, i love
it.
Overall, the game at launch was jam-packed with content and i didn’t even talk about half of it, like the beautiful online features, which run like shit, but i say that’s more Nintendo’s fault as opposed to the game’s. Even more stuff was put in it with the Welcome Amiibo update some odd years later, with MANY bug fixes. The game was kind of broken at launch, and clipping glitches or duplicating exploits run rampant. I should know ! I had many friends i’ve met on the forums, and this one girl insisted one day to something cool.I don’t remember the steps she made me do, but we duplicated many bells for me and her. I felt so guilty afterwards, that about a month later i deleted my whole town to start again. That was one of the worst decisions i have ever made. After starting again i felt so sad about having lost all my things and villagers that i stopped playing. I still wanted Animal Crossing, but i just couldn’t do it… that’s why i resolved that i would wait for the next instalment in the series, and play it to death. I knew i would have had a good time, and so i started waiting patiently. That was until 2019.
hi again, for those who skipped. In the last section we talked about my unending love for New Leaf, how the series evolved (DEvolved) its dialogue over the years, how the series music touched parts of my soul only Kensuke Ushio managed to touch since, how even after years i had stuff to do, and finally how what was supposed to be an innocent surprise brought me to delete my save file, regret it, and remain orphaned from this beautiful series.
As you may imagine, i brought a Nintendo Switch around some months after it was released being certain the next instalment in the franchise would come very soon. A friend of mine sold it to me for a measly 120 euros, plus my New Nintendo 3DS, which i barely used. I went out from his house with a diabolical expression painted on my face since i thought i basically just stole that Nintendo Switch from him. I still do think i made a huge deal back then, but less so now since the 3DS price inflated exponentially ever since the eShop was announced to close. I did buy a New 2DS some months ago for €300, which is fairly high, with the intention to mod it to death as soon as i got my hands on it. And mod it i did, even though i just ended up playing Tomodachi Life yet again and barely started Dragon Quest IV. My other intention, if i ever grew out of videogames or simply didn’t use the console much, was to resell it for a higher price, and that’s one of the reason for the model i choose to buy: a New Nintendo 2DS XL, Animal Crossing Limited Edition. As you may deduce yes, the main reason is just that i really like the green design and i really like Animal Crossing, but this is how i justify my compulsive purchase to myself and other people. I did’t like New Horizons, and we’ll get there in just a second, but i still love Animal Crossing. I am scared for the identity of the next games, since New Horizons sold extremely well, but back in 2019 this was the last thought i had in my mind. I was PUMPED for the game, i was excited for the formula changing, and the prospect of building an island-town from the ground-up was insane to me ! Since i live in Italy the lockdown started very early for me, and because i didn’t have a dime to my name, much less a credit card, i had to go through various hoops to preorder it. Yes i did preorder. DO NOT PREORDER GAMES. I will explain properly some other time, but do know it’s one of the most harmful things you could do with your purchasing power to the industry. As much as we love to romanticize things, companies don’t care about making good games, they care about making good money, and giving your wallet to them before the game is out encourages them to make false advertisement, spend less money on quality, and build hype culture. Stop preordering, wait for reviews ! As for me, in a moment of weakness, with hype to one side and lockdown-boredom to the other, i gave in and preordered. I would have played anyways. Midnight of the 20th of March 2020 ticked in, and i finally started playing.
Animal
Crossing New Horizons
presents itself incredibly well as
soon as the game starts. As the
5th official instalment in a franchise which started out in 2001 on the, already then on its
death bed, Nintendo 64, the series artstyle evolved naturally and organically together their
respective console. The first 3 Animal Crossing games had a quirky, childhood drawing charm to
them; colors were bright and unruly, browns were muddy and gave huge contrast to the vibrant
green of grass and trees which made the wacky creatures that inhabited the world pop out from
the screen. City Folk soaped-out the artstyle thanks in big part to the higher resolution that
the Wii had going on, but kept the very same design philosophy of Wild World and changed very
little. The big first leap was New Leaf, which took that childhood drawing and made it a bit
older; mellow tones, warmer colors, and much more focus on the 3D models, making the more
life-like and cuter, even if cranked down to match the limited 3DS hardware. Animal Crossing New
Horizons has made the biggest leap yet, and reached a design philosophy which i think will be
more or less kept intact in the next many years. If the first Animal Crossings was like seeing
the world from the eyes of a child, New Horizons lets us experience childhood through the eyes
of an adult, a very sugary childhood, but a beautiful one nonetheless. Colors are incredibly
beautiful and they mix and mash in a bit more muted palette, which reserves very bright tones
for sunny days or characters, who are now more on the ‘cute stuffed animal’ design philosophy
more than ever. The animals have very grainy textures which resemble the short, soft fur you
would find in most plushies, or have glossy, light-reflecting surfaces if fur isn’t present.
Shaders on furniture, tools, fruits and buildings makes them very plastic-y, setting the
trend of —one might say— a toy-box, which is a metaphor that will come back to later in this
review. 3D models are masterfully created, and clothes and furniture are the best-looking they
have ever been, clearly designed and modeled by people who know their stuff. Light and its
interaction with objects and surfaces plays a huge part in the aesthetics of the game. It’s
light
that sets the tone of the gameplay, and behaves in a more realistic way that many AAA games
struggle to achieve to this day. The museum and its suffused lights set a relaxed ambient to
stroll around, bouncing around the fossils you helped uncover, spreading in blueish tones while
traveling between the many aquariums, piercing through the thick leaves and leaving a puddle of
bright light beneath your feet. Sunset comes and orange and yellow shades pervades every corner
of the screen, relaxing your eyes and calming your senses after a busy day of… being god… i
digress. One of the unsung heroes that carry this game experience is the sound design. The game
is full of warm pops, tingles, clicks and whistles, which after a short while start muffling
seamlessly into the background. Speaking of which, the background noise of the game is drowned
by the OST, by the very few moments the music gives the player respite, there the background
noise shows itself in all its glory. The sound of leaves brushing against each other being
cradled by the breeze, the stream of water hugging and bouncing on the riverside, the soft waves
crashing on the shore and backtracking between the grains of sands. Sound from speakers
reverberate depending on their position, and change their dynamic range depending on where you
put your camera, being more boomy and muffled from behind or brighter and cleaner from the
front. Even when no music in being played indoors, a gentle white noise keeps your ears company
and reassures them they’re not alone. It’s a sound experience that is meant to envelope you,
make you feel safe and welcome wherever you are. Huge props to the sound-design team. The UI of
Animal Crossing New Horizons received also a big overhaul from previous games: it’s cleaner,
it’s wider, it’s… fluffier? I love it. Where the UI hits his mark however, the UX misses it
completely. Navigating dialogue trees remained the same from previous games, which i don’t think
it’s a bad thing at all since it’s an important part of the identity of the series. The problem
here is that the jank that came with the UX in previous entries is exacerbated by the
(questionable) choices the game choose to make in its inception, and then refused to facilitate
to keep them ‘Animal Crossing-like’. Of course i’m talking about the crafting and the
tool-breaking mechanic and the nook miles, but we will get deep in them in just a second.
Overall, the start of the game feels great. It sets you up for a proper Animal Crossing
experience and makes you jump straight into the ‘action’. That’s when the game introduces you to
its gimmik: crafting. Yes i’m calling it gimmik because i feel kind of gross calling it a
‘mechanic’. It becomes very clear soon you will spend a good amount of gameplay time hitting
trees for wood, beating up rocks for iron, and hitting that sweet crafting table to make you
some
stuff. The concept is sound in theory: since you’re building a town from the ground up, why not
give the players the tools to literally build it? Since the game features the much needed
—and best— mechanic of placing furniture outside, building it yourself to make the game less
reliant on shops RNG seems like an awesome idea ! Too bad ! You need to also craft tools
you dingwad. Yeah, and they break. And they break extremely quickly, while we’re at it. I do
not understand why they thought tying the most basic part of gameplay to a timer was a
good idea. Let me be clear: tools are the second most fundamental mechanic of the game, the
first is WALKING. If you decide to punish or obstacle the player while interacting with such an
integral part of gameplay, and then offer as a solution interrupting what they’re doing,
interacting with a slow system, and returning to that spot afterwards won’t be fun in the
slightest. As a bonus, they will hate that system. They will hate crafting. I hate crafting. In
Breath of the Wild, when your weapon breaks it feels bad right? The same thing happens in New
Horizons. Except, in Breath of the Wild picking up a new weapon is almost instant, and if you
know it’s about to break you can throw it on the enemy’s face and do a lot of damage, which
transforms a feel-bad moment into a feel-good moment. New Horizons has none of this. If a tool
breaks it’s just a malus, it’s not your fault if it broke since you need tools to play the game,
if you don’t have the materials in your pockets you need to go pick ‘em up (or collect them if
you used them all), and all the small animations and menu selections become so tedious that they
feel like they’re an eternity long, even if very short. Hell, they don’t even tell you if it’s
about to break ! Want to plan ahead without taking extra slots in your inventory? Nope !!! No
can do !!! Want to discard the tool? What’s that? Oh sweet, i played the game for a lot of time
and can finally use Golden Tools! No way they’ll break, right? Well so sorry dude !! They don’t
do shit !! Have fun crafting them for all eternity ! “Golden tools break because we wanted to
give players an incentive to go to the crafting table” my brother crafting sucks ! It’s boring !
All these things could have been made better with things like storage crafting, or bulk
crafting, or portable repair-kits, but i don’t understand why you guys are so fixated to make
simple things so tedious ! It’s not “Animal Crossing-like” to hit A for 20 minutes to craft fish
bait ! It’s not “Animal Crossing-like” to hit A for 40 minutes to get Nook Miles tickets! Wanna
know what’s “Animal Crossing-like”? Talking to the animals !!! I can’t fathom why the
devs choose to remove so much interaction from the game. If before you needed to go to the
hairdresser to change hairstyle, now just go face a mirror ! Yes the hairdresser needed a
big overhaul, but not removing the mechanic completely ! Buying letters has become a menu
interaction, buying clothes has become a menu interaction, literally every shop in New Leaf has
been removed and made to be a menu interaction ! Is this “Animal Crossing-like”?? Is all your
animals having 4 lines of dialogue “Animal Crossing-like”??? Is customising everything you can
being the whole point of the game “Animal Crossing-like”?????? Is drip-feeding holidays and
festivities throughout the year and calling them FREE UPDATES “Animal
Crossing-like”???????? Is having TWO THIRDS of the NPCs completely ABSENT from the game ANIMAL
CROSSING??????? WHAT’S GOING ON !!!!!!!!!!!!!!!!!!! ahem. I’ll calm down. I got a bit ahead of
myself, i can give you that, and i want to go in order. Unfortunately all the things i like
about the game have been made clear in the first section of the review. It’s all downhill from
now on and i don’t like talking about stuff i don’t like, so i’ll try to go faster now. sigh…
This game opening section is way too long. And i mean it. Looking back at previous games, they
only wanted to introduce you to the world and its characters, familiarize yourself with the
mechanics, and then just go have fun. Tom Nook offered odd jobs if you needed more time to get
used to the game, and that’s it, that’s all they needed. Short, sweet, effective, straight to
the point. New Leaf took a wee bit longer, since it needed to introduce the ‘mayor’s side’ of
the gameplay. I still think it’s the best paced opening in the series, since all the game opens
up pretty much immediately and throws at you extra stuff after a while, like the club or
Tortimer Island. Wanna know how long it takes to get out of the New Horizon’s tutorial? Two
weeks. TWO WEEKS !!!!!!! WHAT???????? WHY????? I swear to god if you don’t timeskip the last
week drags on forever ! I understand the game needs to introduce more mechanics and needed more
time, but two weeks is insane !
The music never changes during the whole two weeks. It adds a bit more rhythm the more time
passes, but if it sounds passable at the start, by the end of the tutorial you will be
absolutely SICK of it. That’s where i start talking about the music. I was planning to go on a
funny deranged ramble here, but it’s one of the things i hate the most about the game and it
drains my energy just talking about it. Yeah, i don’t like it. I think it sounds bad. If you
read my New Leaf section you know how much i love the music from that game, and when it was
confirmed Kazumi Totaka would be composing for New Horizons as well i got incredibly happy.
Totaka is a vet and a master of his craft so i trusted him but… i don’t know what happened here.
Maybe he felt uninspired? Maybe the vibe he chose for the music didn’t work out well? I
understand what he was going for: since it was an exotic setting, he went for chill-tropical
music. The only outlier which is fairly good is 5P.M., i enjoy that song. As for the rest,
tracks feel very much the same, since many instruments get very overused: guitar, snares,
trumpet, and that fucking synth. Almost every OST is a fairly short loop interrupted by
very irritating high-pitched bleeps and loud boops played on a synth, tracks
feature drums and snares very prominently which are way too loud and give a rhythm that is
honestly completely absent from actual gameplay, also thanks to the constant interrupting
crafting poses to the experience. The main theme of the game sounds good, if not a bit ruined
since it uses those very same musical instruments i’ve grown to dislike so much, but the
leitmotif of the main theme is so overused in the actual game that i can’t stomach it anymore. I
criticize City Folk’s soundtrack for the very same reason, too much of the leitmotif, but City
Folk has a much more pleasant-sounding tune and instruments are not irritating, which is a huge
plus. Of course all of this is subjective. This one, all my previous and all my future reviews
will have certain parts of subjectivity in them, it’s inevitable. You can like the music ! It’s
okay ! But for me it completely failed under every aspect. What’s worse, it completely drowns
the incredibly beautiful background noise this game has, and there’s no volume mixer so you
sadly can’t turn it off. It would be great to have one, since waterfalls are so loud they manage
to overwhelm the synth (in volume and annoyance).
My favorite part of all AC games —not counting catching bugs— has always been talking to the
animals. I loved it so much i always made them angry since i kept pestering them :P I saw some
of the new animals they were gonna add into the game, and i noticed a slight design-philosophy
shift in them: they felt more curated, more catered toward specific players, more cute and to be
honest, a bit more fake. After the 2.0 update and the new animals added, it showed this shift
even more prominently. I didn’t care! I still don’t, in fact. I love the new designs, even if i
don’t want them on my town. But i wanted Reneigh and Audie since i loved their design. Guess
what? I did get them ! Reneigh was a starter, and i found Audie while sparsely using Nook’s
tickets. Great right? Not really. I still love both characters. Every day, i went to talk to
them as my first activity, but dialogue in Animal Crossing New Horizons has hit rock bottom.
Every NPC repeats the same ‘greeting’ line of dialogue every day, just a very generic ‘hi hello
good day today innit’ without any depth. Having multiple villagers with the same personality
type makes you feel like living in the matrix, since they repeat the same thing word after word
over and over. If you want to have an actual conversation with the animal, you need to talk to
them again. More often than not they will say how they keep running into you today. Brother it
is the second time we talk today ! What are you talking about? Did the devs assume players
wouldn’t talk to npcs more than one time or something? Even while making conversation, the
things they say are extremely flat and samey across the board. Every animal
is a lot more
focalized around their personality type and interest, they feel nothing like an actual person
with a life and more like little caricatures of themselves, making so much a fool of themselves
you start to feel pity for them. Favors and minigames are almost completely absent from the
game, and the animals will rarely take interest in you except for when they want to teach you a
new emote, which makes the world feel much more emptier than previous titles. The only somewhat
conversations i always try to catch are those between the animals themselves, as they manage to
bounce of each other very well and actually talk about stuff instead of blankly bickering about
their sore muscles or new book they read. The devs finally made them interact with their
environment and i like that a lot, but if actually interacting with them plainly detracts from
the experience then why should the player even care in the first place? Because they look cute?
If that’s what they were going for, they hit just the right spot. People didn’t care that their
friends had been gutted, they wanted the cutest and more popular animals in their island to
display as trophies… Like dolls in a doll house.
They even managed to make my girl Isabelle
extremely annoying ! They obviously wanted to maintain the tradition of an npc greeting you when
logging in, but in previous games they acted as some “retainer” of sorts who didn’t intend to
make actual conversation and opting to just wish you a good day if no events or special day was
in sight. It was a useful space since it was the intended way to access the options for the game
or select your character, but because New Horizons removed such options and put them in a
separate section in the main title, there is no content to fill the space. The solution
they
went for involves Isabelle repeating the same uneventful slop about her socks or tv shows that
only feel like its there to waste your time. It’s charming at first, and it could have stayed
charming if they paid some writers to come up with some actual lines who could be scattered
across more days ! Three or four lines do not make the cut by a long shot, they should have been
a lot more ! Or just opt to not let her say anything, just wishing the residents a good day like
she did to you in New Leaf ! Was that so hard to do?
During my first weeks of playing i started to notice something strange. I started to feel like part of the game was missing. I still didn’t meet many of the reoccurring NPCs, i didn’t unlock any new shops, i only upgraded Nook’s Cranny once, i still hadn’t unlocked diving, no sign of Brewster, i waited for rainy days to search for gyroids but none were found, there wasn’t any tropical fruits in sight (”it’s a tropical themed game ! There’s GOTTA be the tropical fruits !), no police station, no Resetti… i started getting a bit hasty. My friend asked me how was the game, and i remember answering that i still didn’t unlock or find many things but already felt like it was a smaller game as opposed to New Leaf. I didn’t search for stuff online to avoid spoilers. I feel sorry for myself, because little did i know. Little did i know i had completed everything the game had to offer a long time before. That’s right, remember the multiple and incredible expansions Nook’s Cranny has had since forever? GONE ! Remember when if you needed some flower seeds or bushes you could visit the shop? Or when you needed shoes? GONE ! Wait some days and HOPE they spawn in the plaza ! Remember diving? Nope you don’t ! It’s a BRAND NEW feature for the UPDATE we are being so generous to give to you FOR FREE ! Remember Katrina, Booker, Rover, Kap’n, Gracie, Pelly, Porter, Celeste, Tortimer, Dr. Skrunk, Brewster, Katie, Harriet, Reese, Cyrus, Lyle, Phineas, Digby, Luna and many more? Sure you do buddy !!!!!! Good times eh? Remember the different styles for your home and the sheer number of upgrades? Remember all the different Resident Services styles? The flea market? The dream suite? THIS SUCKS. I felt so bad when i eventually learned i was done, i couldn’t believe it. Everything was gone, from the music, to my friends, the gameplay was irritating, DYI was another RNG hell, the game was empty and i felt empty too. I cared about Animal Crossing, but for the first time i felt it didn’t care about me. Animal Crossing has been for many years a shoulder i could lean on, and now being gone i fell flat on the ground. I was a lonely kid. Hell, i am a lonely kid. I spent most days of my school afternoons alone in my bedroom playing with legos and building robots. I couldn’t talk to people well, i felt stupid cause i struggled at school, i hated myself because i felt ugly. Animal Crossing showed me people could be nice to me, and i could open myself up to them. I felt betrayed.
Animal Crossing puts you in the shoes of a person moving in a new town, meeting new friends
and finding a new place to call home. Animal Crossing New Leaf puts you in the shoes of a person
moving in a new town that just so-happens is in need of a new mayor. Animal Crossing New
Horizons puts you in the shoes of an island settler who rules over its residents with the power
of a God. The cozy atmosphere of the previous game is almost completely gone here, the island
feels alien and cold and wild and empty. You are always completely surrounded by the vast sea
with no end in sight. Your villagers sound like robots trying to please you in order to avoid
meeting their eviction by your mighty hand. You could wake them in the middle of the night to
move their house to a distant, lonely place, and they won’t utter a single word that is not
approving of your benevolence. You can take your trusty shovel and bring the whole island to the
ground to see your grand scheme brought to completion. Rise it from the ashes like the God you
are. Because that’s the whole point of the game ! A decor sim. Your residents are plastic dolls
in your doll house, waiting to be moved and pushed around to make the house look pretty. Or
maybe aesthetic is the better word ? There have been many people like me who didn’t really care
for the aesthetics of your town in previous games, as long as it felt homely. Having the
coffee
shop near the plaza seems like the natural thing to do, and having a lil bench to rest your
tired feet from running all day and sip the coffee away is romantic, in certain way. New
Horizons decides to turn up the notch so high regarding this aspect that now you can build your
own coffee shop by yourself, with some stands and a bit of creative flair. No need to have an
actual building right? Many experiences during my life have programmed me in a way which tie my
worth as a person to my performance to whatever task i appointed myself to do. Keeping in mind
how New Horizons stops being a videogame as soon as you take decorating out of the equation, and
seeing how i waited a long time and promised myself i would play it to hell and love it, i
set aside my differences with the game and accepted it the way it was, my own little virtual
dollhouse. I promised myself i would build an island i was happy with and vibe with what the
game had to offer. But the
more i played, the more an ambiguous feeling started to creep in, and
steadily but surely that feeling grew more and more until i could identify it with certainty: it
was a strong anxiety and a quiet panic humming in the backside of my brain. You see, the problem
with this kind of game and people with my personality (or issues, but let’s not call em like
that) is that comparing your work— comparing your worth against that of other people is
inevitable. You do want to live up to a certain standard and be your best self, because if you
don’t you just kind of stop functioning as a person, and if you’re smart enough you can convene
how that leads to unrealistic goals and as a result, an awful experience. I change my mind
constantly because i am afraid of not being happy with the result, not being happy with myself
(that’s why i went for a different theme for each page of the website btw !), and so anxiety
permeated every fiber of my being each time i booted the up, along with the janky and slow
system to terraform the island contributing in no small part. I eventually had to quit for my
well being, since i started losing sleep over my island. This was in June 2020, and since then
the game tried sparsely to fill up its holes (oops, sorry ! I meant to say updates !) by adding
what the other entries had since the very start. During this time i tried with all my being to
stop caring about the game. I didn’t want anything to to with it, but there was always this tiny
little open door in my brain, one that despite my best efforts i couldn’t close. your
island is cold and empty. All your animal friends are trapped there. YOU keep them trapped
in that shithole.
The 2.0 update came around to mostly positive acclaim, but i was
loath to praise it like others did, since the fundamental structure of the game was broken to
me. Every new update felt like content glued to an inferior product with dollar store adhesive
tape, since the game did’t have the number of buildings necessary to host those features in a
proper way, and adding them to already finished-and-furnished islands didn’t seem like a
realistic idea. Harv’s Island encapsulated this in a comedic way since it didn’t even try to
mask where the game went wrong, and the paid dlc, all based around decorating and furnitures
filled me with disgust. Still, the door remained open, asking to be approached, asking for
another chance. I could’t do it anymore. I was tired, and in April of this year i gave Animal
Crossing New Horizons another chance. I would make a nice island and not care about performance,
i would be quick, get Bob and Coco, and finally free myself from this curse, from this nightmare
i paid 50 euros to join while blissful and ignorant. I started strong. I made progress… and then
i didn’t. The very same feeling, that pesky anguish gripping my stomach, the miserable
experience, many hours of my life felt wasted playing the game, many more felt wasted thinking
about the game. Dressing up your character is cute and fun until you start dread walking around
with them, making mountains stand, making rivers flow, making the earth split beneath you while
your residents decide to sit immobile just where your next magnum opus would have been raised,
making all your powers completely useless. In this regard who is the more Divine creature? You,
or them? In the grand scheme of things, i felt like Jim Carrey in Bruce Almighty, and strangely
i had... fun. It's weird to say this far in, but when i'm not playing, i want to. And so i
start, and i'm my enthusiasm quickly fades. It's like the smell of the game is delicious, and
then you bite into it and you get a stomachache. Eventually, my initial
amusement quickly gave space to a deep apathy, and again i stopped. I still haven’t freed myself
from this game. I certainly feel more at ease, now that i gave it another chance and still came
to that same result… but i think about this game more often then i’d like to, and everytime i
can feel it beckoning me.
I feel like i’m done with Animal Crossing New Horizons for at least the next two or three years.
After that i don’t know what i’ll do, and if my wounds will finally be mended or leave me
scarred for life only time can tell. May be that the next Animal Crossing will fix itself and
remember what made it special in the first place, but it may also be that this new identity for
the series is here to stay. Animal Crossing New Horizons sold over 40 million copies, an
absolutely insane number, and Nintendo has likely found their new potential cash cow franchise.
The reasons for its massive success are to be attributed to its extremely timely release window,
which aligned perfectly with the worldwide lockdowns happening during those months. It’s funny
to think about how the game was also delayed from 2019 to 2020, making it the most financially
successful delay in the history of videogames. Being stuck inside with nothing better to do
helped tremendously to mask the massive flaws the game had going on, and during the summer
months i felt insane and alone in thinking the game being a disappointment was a euphemism. I
tried to get my voice heard online, but that only resulted in arguments and piling shit on what
i had to say. I felt maybe i was being unreasonable, i felt maybe my nostalgia for New Leaf was
blinding me, until august arrived and along with it the first sign of criticism against the
game. To be honest, another thing the game was always criticized for was the baffling choice of
limiting only one island per console, an aggressive anti-consumer move which most likely netted
Nintendo record profits exploiting people during a time in which they were most vulnerable. A
massive flaw which was pointed out fairly early was the online connectivity and online features.
I could’t speak on those at the time since i didn’t have a subscription to Nintendo’s online
services, nor any friends for that matter, but many people being jailed behind their four walls
used the online features to keep in touch with their friends or spend some time with them. It’s
no wonder then how people quickly noticed the lacklustre quality of the service and the many
missing features from other games for those who played them. One reason because people needed a
bit more time to start looking at the game from a more objective point of view was the psychosis
that its release caused online. If i defined Animal Crossing New Horizons as being “a doll house
and its God”, people online pushed the concept to its limit without even noticing, and i watched
as the fandom run rampant without any restraint. The Animal Crossing fandom was, even then, no
stranger to insane people and manipulative practices, but fortunately this cases were more or
less contained or infrequent enough to be ignored. It’s no secret Animal Crossing New Horizons
garnered A LOT of attention, and with it many new people, so it makes sense problematic
behaviors were exacerbated to the extent they were. People set exorbitant prices for villagers,
amiibo cards, desirable DIYs and even just interacting with certain residents, and no i’m
not talking about prices in bells but in real money. Ebay enacted new policies to counteract
scams and exploits specifically because of New Horizons, and on Twitter and Discord things went
even worse. The reason i said that this massive attention distracted people from the game being
unfinished is because from one side the drama was not focalized on the actual game at all, from
the other New Horizons was many, many player’s first Animal Crossing experience. Not knowing any
better it’s fair to think the series has always been just a decor sim more than anything, and
because of this i’m worried Nintendo might follow the money and cater more towards their new
audience, removing focus from player interaction with an existing world to player expression in
a sandbox filled with “aesthetic” possibilities. Having a more hands-on approach to the looks of
your game world is not a bad thing at all, yet trading it for such a huge loss in identity and
content is not worth in the slightest. We might never know what went on during the development
of this game, but the devs stated the started working on it pretty much immediately after New
Leaf was published. 7 years. For this? Really? I don’t believe it. The game is obviously
unfinished and those ‘Free Updates’ were put there to not make the fanbase start a civil war,
considering also the fact that the initial release for the game was pushed by a year. Assuming
the dev team didn’t have a build for the Switch a lot early than the release that it might be
safe to assume from 2013 to 2016 the game was in pre-production, and actual development started
around 2017. The free updates were slow and lacking in content, so they were either low in
numbers or inefficient while working, and since they managed to avoid the ire of the fans they
started working on one final “big” update and released it as the 2.0 version, officially ending
support for the game. Nintendo is the real winner here, since they made a shitload of money,
didn’t get bad press, dropped the game as soon as it became financially superfluous and popped a
paid dlc to squeeze some more money from all the fans who were left to starve for months.
Fucking geniuses. Of course this is all speculation but that’s the narrative i like, and you can
decide to believe it plausible or not.
And so we’re done. Animal Crossing New Horizons lured me in its sweet embrace and then exploited
and overworked me as a slave, bewitched me and ripped my heart out. And i keep coming back to
it, like a Stockholm Syndrome victim. Animal Crossing New Horizons soured a bond with the series
that i cultivated since i was 8 years old and i feel the very same Phantom Pain that fans who
grew up with Metal Gear Solid felt upon learning what had befell Metal Gear Solid V. One day, i
will look at this silly little game and cherish all the bad memories and awful experiences it
offered my in exchange for my 50 euros. One day, i will heal. But that day is not today. Maybe
tomorrow, but tomorrow is tomorrow’s me business.
Thanks for reading my review of Animal Crossing New Horizons today. And if you skipped to read
the last part only, scrolled past all of the almost -- words i wrote about this game, and
thought to
yourself “is this guy for fucking real?”, that’s okay too. I understand and envy you for all the
things you can do with your time that do not involve reading, or god forbid, writing this review
in any shape or form. As for me, i just like Animal Crossing, and the result is this unhinged
thesis i spent way too much time working on. Yes it is a chunky boy, but this was a notable
exception i made. My other reviews will be, hopefully, much shorter and less cringe. Except for
when i will review The Last of Us Part 2 maybe? Don’t get me wrong, it’s not gonna be long for
the same reasons this review is so long, instead the exact opposite ! I think that game is
good !!! I think it’s a good fucking game !!! And the people who shit on it failing to
make even a single sensible argument kinda makes me angry !! Kinda a lot !! So if i didn’t turn
you off with this long winded essay look forward to that :) I got tests coming up and everything
so expect the next one mid October or something. In the meantime i will keep thinking about New
Horizons.
This was a videogame review. Let’s think too much about videogames next time too ! Bye !
Back when i was 11 years old and my tiny gullible mind had unrestriced access to the
whole
web, i
used
to get around some internet forums which i started frequenting regularly posing as a 17 year
old
high
school student searching for adventures in the virtual role-playing scape. Not the kind of
infamous
role-play that festered Tumblr and the likes in those years, but actual RP with a master and
stats
and
all that sweet stuff that i would love to partecipate in now, but my 11 year old self didn’t
get
in
the
slightest. My characters were cringe, i WAS cringe, but
that didn’t stop me to interact with
other
people at the best of my cringeful self, and they accepted me. It was during that time that
i
had
first
heard about a certain game called Final Fantasy 7. People where praising it so vehemently
that i
felt
compelled to butt in the conversation and add nothing to it. I took pride in the fact that
i, in
my
venerable 11 years of life, had never even heard of Final Fantasy 7. People as expected
immediately
jumped on me saying “you never HEARD of it??” - “DUDE, you GOTTA play that motherfucking
game
right
now”
and along those lines. I didn’t care at all. I always loved videogames, but i was in a phase
of
my
life
where opinions others had about a certain subject dictated my opinion as well, only in the
opposite
direction. Anyways, i eventually discovered that the ‘cool dudes’ i saw in Kingdom Hearts
were
in
fact,
from Final Fantasy. I absolutely loved Kingdom Hearts but in one way or another i managed to
always
ignore the Final Fantasy side of it. From my prospective they were… well, cool dudes. And so
after
my
ignorance was finally profaned the natural thought that occurred to me was “huh. Guess it is
a
cool
game
then”. My simple mindedness aside, in that exact moment i had just cursed myself for all
eternity,
all
without knowing: i had just added Final Fantasy to my ‘2 play’ list. And i did. Eventually.
It
was
summer 2019, i was 16 years old, even more stupid than 5 years before but at least, slightly
less
cringe. Final Fantasy 9 was on sale. I watched the trailer. Fell in love with it. I don’t
know
what
happened, but i watched that trailer SO many times. It spoke to me in one way or another…
and so
i
started playing. It’s one of my fondest gaming memory to this day, but that’s another story.
Cause
for
this story is MUCH more complicated !!! Final Fantasy 16 is a COMPLICATED game !!! Not for
the
game
itself, the game is very simple in fact, but the whole economy surrounding it !
Now, as a fan (but
not a
fanboy) i was hyped as shit. Yes YoshiP was at the helm. Yes the guy who did DMC5 was
working on
the
combat. Yes dudes who worked on FF12 were writing this one. And yes, Soken was at the DJ
Set. It
was
the
game dev dream team, people called them the Avengers, i agreed. I played FF14 and knew what
they
were
capable of, i played what they were capable of. And it was a goddamn MMO !!! ‘Imagine what
they
could do
with a AAA budget !’ i kept telling myself, wringing my hands in preparation, smiling and
doing
a
little
dance on the spot. The marketing for the game was crystal clear. No delays, no hollow
promises,
they
handled it so elegantly i was astonished it could be actually pulled off in an industry
where
consumers
are more concerned to see what promises actually make it into the game than play the game
itself.
However, i started getting a bit anxious. They kept showing us these amazing battles, epic
orchestral
music, explosions and screams. I started wondering if there were any actual quiet moments in
the
game.
Where is the banter? The minigames? The actual rpg ? Wait up, is it an rpg? Fortunately at
PAX
est
they
promised to show the ‘rpg elements’, so i relaxed, and leaned back. But when they ended the
presentation, i felt disappointed they didn’t show more. I thought yes, they showed a little
bit
the
rpg, but they really didn’t get too deep into it. Little did i know. Little did i fucking
know.
THAT
WAS
the rpg. There was nothing else. Again, i commend the transparency of the marketing here,
but…
It’s
time
to talk about the actual game.
--------------------------------------------------------
Final Fantasy XVI is split in 2 parts: what the game wants to do, and what the game doesn’t
want
to
do.
It does the first extremely well, and it reaches a level of spectacle and tension that only
God
of
War 3
manages to come close to it. It does the latter extremely poorly.
Starting with the things that the game wants to do: the story, the combat, the music, the
visuals,
they
are INCREDIBLE. The game is a true spectacle, when walking through a field of wheat at dawn,
when
beating the shit out of bandits along a path carved in the grass, when taking a break with
your
comrades
at the hideaway, when battling a winged demi-god in space with lasers and reality-shattering
spells.
It’s jawdropping. The details on the streets make the world alive and dynamic, people
shouting
their
wares along the streets, prostitutes seducing tired soldiers down the alley, smithies
hammering
an
iron
covered in sweat and people shopping for food in the stalls full of hundreds of
fully-modeled
fruits
and
bread, talking about the status of the realm, of economy, of gossip, all the while all kinds
of
sounds
muffle in your ears, the sound of the steps, your armor clinging, people talking, dogs
barking.
The
game
is absolutely packed with npc banter that constantly evolves while progressing through the
story
or
doing certain side quests, and it makes Valisthea an ever changing place, always evolving
thanks
to
you
and yours. Throughout the story you will change the fate of many people and the landscape of
Valisthea
(kind of literally) and you will look BADASS while doing it. The models of the characters
are
beautiful
and full of life, never suffering from same-face syndrome even for minor npcs. The voice
actors
did
a
phenomenal job, and while talking they feel like real people interacting in the same
physical
space
instead of polygons giving an illusion of human interaction. The animations are masterful,
even
the
very
subtle ones or the ones off-camera: characters shake their hands after lifting something
heavy,
cracking
their shoulder, scratching themselves, even the way they walk gives them their specific
personality.
The story of Final Fantasy XVI is crude and dark, often upsetting for how much no-filter it
is.
It’s
the
very first Final Fantasy with this much blood, sex and death in it, and i fear it will very
well
be
the
last. Square made a bet with 16, one that either pays off extremely well or is gonna be the
last
of
its
kind. Many people say that the story ‘falls off’ in the last act. These people often refer
to
the
“old
Final Fantasy games”. These people, are what we call posers. They didn’t play the “old Final
Fantasy
games”. If they did, they played them without paying attention or didn’t finish them. In
every
Final
Fantasy you end up in one way or another killing god in the most shonen way possible. 16 is
no
exception
to this rule. What the hell did they expect? Even leaving the killing god part for granted,
the
final
act is full of symbolism and emotion. If you think Barnabas was a wasted character, you
didn’t
understand him. If you think Ultima getting angry was out of character, you absolutely did
not
understand him, i’m sorry dude. The story is good, very good yes, but still didn’t reach the
heights
FF10 or FF7 reached for me (i’m not counting ff14 since it’s an mmo and has an incredible
amount
of
time
to set up its plot and characters to pay off later. It’s good but it is kinda cheating). I
got
teary
and
cried a little at the end of 16, but it’s not the emotional
rollercoaster that made me
broke my
friendship with FF10. Then again, maybe for you it was. The music tho. Jesus. 10/10, i dont
have
anything else to say about that
The combat was controversial… for some reason. People who think it’s just pressing square
are
dumb
AND
uncool, plus incorrect. The game is packed with combos and abilities to mix and match. If
you
take
advantage of the systems it gives you you’re going to press an insane amount of buttons. In
clips i
took
of me playing the game you can hear the absolute chaos of sounds my controller produces
(clicktyclicktyclick). If you choose to play the game ignoring the incredible amount of
tools
the
game
gives you is fine by me, but it’s like playing Dark Souks without equipping your Estus and
then
complaining your health is too low to survive. One rebuttal i can agree with on some level
is
that
the
game’s story is too easy and so it’s useless to use all your abilities. The way the game
tries
to
make
you use them is by making the enemies an absolute slog to kill, however the devs didn’t
consider
the
fact that many people aren’t very bright and so that’s not sufficient to make them “git
good”.
That’s
also why one of the more common complaints is enemies being bullet sponges. It’s because
you
suck
at
the game dude. The particle effects on the screen sometimes are a mess, but
fortunately
the
enemy animations are perfect and their attacks are telegraphed incredibly well, so you can
dodge
without
having a stroke. The boss fights are choreographed like a dance and many of the boss attacks
are
very,
VERY similar to MMO mechanics which is fun and also funny. The grievances i have with the
combat
system
are all exclusive to the slaughtered RPG elements the game drags along like a chain to its
foot.
Let’s
talk about them.
------------------------------------------------------
Things the game doesn’t want to do: I strongly believe the initial plan for the game was a
pure
action.
No rpg. They feel so forcefully pushed in and badly implemented they make me half-laugh,
half-cry.
For
starters, the level up is pathetic. The stats boost are inconsequential, they are fixed and always
the
same amount, they feel like a total waste of your time. It’s so useless you can’t even
notice
you
just
skipped the level up screen without thinking about it. Such a nice UI animation totally
wasted.
The
uselessness carries on the weapons of the game, that i do not understand why but have a
separate
section
for damage and stagger. Which is always the same. WHY. It’s like the weapon window was
too empty so
they
had to add something? There are no accessories in the game which boost your weapon stagger
damage
and
the ones that do boost your normal damage are so tiny they don’t justify another stat added
to
all
weapons. It could have been an hidden number and nothing in the experience would have
changed.
It’s
just
a number there, for the sake of being a number there. This could have been fixed with the
addition
of
elemental damage which was a given for all previous games in the series (except 14). The
problems
that
adding elements would have caused are NOT an argument that hold any value. Making the
correct
element
give a damage boost and the incorrect one a low damage would’t have caused any trouble at
all.
They
could have made the small enemies before a boss be the same element of the boss so that you
swapped
or
knew what to expect before, or make a new system to swap eikons at the start of the battle.
The
problems
created by elements could have been solved with basic game design, and they could have given
various
boosts to the stagger bar or health regen or damage that would have made the game much more
interesting
to play and explore.
Yes, exploration too is hurt by the lack of rpg elements. The only incentive you have to
explore
the
map
is the various trinkets scattered on the ground, which becomes very apparent very soon,
serve no
purpose
other then collecting dust in your inventory. The materials given you by sidequests and
hunts
are
more
then enough to satisfy Blackthorne, your smithy (god bless his sweet little soul), and get
all
weapons
and armor you will ever need. Chests also rarely give fulfilment, since few gear pieces or
orchestrion
rolls are scattered among a mountain of garbage going straight into your pockets. Dungeons
also
borrow
the FF14 formula and prefer being corridors (VERY beautiful corridors) as opposed to an
actual
place
to
be explored. The few times (two or three really) the game gives you a choice are illusions,
as
both
paths come back around the same place after a very brief diversion. This design philosophy
is
considered
acceptable in FF14 since it’s made to reduce as much as possible the friction between
players,
but
in a
single player game it just feels very.. lazy. Which i
know it’s not. There clearly is a lot of care
put
in all playable areas, because of which is a shame seeing them truncated in this way by the
very
systems
of the game. Or the lack thereof.
Because when i referred to FF16 as a simple game, i meant it. It is a very simple game.
That’s
what
makes the sidequests the (ostensibly) worst part of the game. Beginning slow, and at the end
just
going
all out without much thought, Final Fantasy XVI SHOWERS the player with sidequests that i
dreaded
the
more i played. The funny thing is: they are actually quite good. We aren’t talking about
FF15,
where
there’s three times the number of sidequests and there’s no story behind them or any setup
at
all
(have
fun going around an open world with limited fast travel picking up beans or killing
slobbering
dogs
!).
Every, or almost every sidequest in the game has a proper setup, interesting parts at play
and
at
the
end useful information on a character or the lore of the world. The voice actors are stellar
as
always
and they often add a nice touch of narrative flair to the main story. So what the hell is
the
problem
here ! The GAME is the problem !!! You don’t do anything fun in them ! They are quite
literally,
MMO
sidequests. If you’re starting to see a pattern here, it’s because there is. There’s a lot
of
FF14
in
FF16, and this isn’t the last of it. The sidequest consist of going to point A to point B
back
to
point
A (or point C) killing a couple of creatures on the way. There is nothing else. No weird
mechanics,
no
unlockable areas (except 1), no minigames in them, they are empty. The fact that you can
take
them
when
you want in the game means they couldn’t make the party talk to each other, and they feel
like
ghosts
during half of the whole game. NPCs refer to Clive and Clive only, party members are
ignored,
silent,
and cut away from cutscenes, much to the loss of immersion.
I may go on a tangent here: this may be just my problem, but what in the hell happened to
sidequests
in
old games ? Back when they had no markers and you had to listen to the dudes? When they span
the
entire
game ? What happened to the dude in FF9 mentioning coffee beans, and after finding them you
thought
“holy shit that old guy on top of that cliff wanted this” and you could go and bring it back
to
him
?
What happened to the Kalm traveler ? The Airship passwords ? Obel Lake ? I get that the devs
want
every
player to see every single part of the game, but that really hurts the longevity of said
game.
When
people, while talking about your game, discover there’s huge secrets they missed, they will
play
it
again. That’s what makes older titles in the series classics. It’s okay if your game doesn’t
span 70
hours of playtime on a normal playthrough. It’s okay to trim the fat from your game and/or
putting
it as
optional content. Make it short and very sweet, with other stuff for people who really liked
it,
that
way you make everyone happy ! Because people are not happy with the pacing of the game, and
i’m
not
either !!!
Remember when i said there’s other suff FF16 borrows heavily from FF14 ? Well, the whole
game is
basically a 14 expansion. The pacing of their stories are the very same. Final Fantasy XVI
always
reaches peaks in its story where the pacing is so fast and so much stuff happens at once you
just
stare
at the screen with your mouth open, not knowing what to think. And then the game decides to
slooooooooow. doooooown. Just like the usual 14 expac, Heavensward excluded, you’re gonna
spend
hours of
playtime without anything interesting happening, just going around talking to people or
fetching
stuff
for them (yes this is not exclusive to sidequests). Again, the story being told is
captivating
(most
of
times. The part with the orchestrion made my blood freeze cold) but the actual game here is…
not
much of
a game.
-----------------------------------------------------------------
I think this summarizes the issues i have with Final Fantasy XVI: there isn’t a whole lot of
game
here.
The actual game is all in the combat system, and besides that you can very well put down the
controller
and watch them cutscenes. I think this opens the debate which questions whether a movie-like
game is
an
actual good videogame, or a good movie. But to tell you the truth, i don’t even
understand
the
question. Games have been trying to be closer to films than closer to videogames since
(almost)
their
inception, and i think it’s cool to have movie-like games and game-like games both. I think
striking
a
balance between the two is a winning move (the first three Metal Gear Solids come to mind), but
if a game
leans
in
one
direction or another then the matter is whether you personally enjoy that direction or not.
Gatekeeping
the term “videogame” is not useful when talking about if a game is good or not. So is 16 a
videogame
?
Yeah ! And a very good one while at that ! But if you want to get dirty with the controller,
then
there’s not much fun to be had i’m afraid. Either you draw enjoyment from the setting and
story,
or
you
will be disappointed. Just like i was disappointed when i realized the game wouldn’t have
scratched
the
rpg-hunger my brain craved. I hope Baldur’s Gate can fix that.
I want to round up the review with a couple of minor grievances, minor yes, but that in the
grand
scheme
of things make me want to smash my poor controller on my poor desk.
The UI design of the game is very beautiful: minimal, elegant, and very clear. It is not
however,
what
your usual joe would call ‘efficient’. I want to address what it seems to me like a fetish
of
the
designers. The font is SMALL. If you play on your television with a low resolution, prepare
to
squint a
lot my man. Many texts in the game are extremely small, and you can notice it as soon as you
open
the
start screen. The npc banter log is small, the descriptions are small, missives are small,
and
yes
it
does look cool if you look at it right, but it comes at the expense of user legibility. The
menu
is
laggy, especially when opening the map, as it takes its sweet time to load and only after it
is
done
it
allows you to get to the tab you actually needed, which is weird since the game loads the
actual
in-game
map in approx 5 seconds without fail. The map also loves to take control from you to show
all
the
new
shiny markers added on the map, even when you don’t need to see them. The game has many of
these
time-wasters, such as making you press the R2 button just to open a door, and not
registering
the
input
when you try to anticipate it, almost like mocking you for being an hasty little bitch. The
sprint
is
not bound to a button, even if there’s a lot of free real estate on the controller, but it
instead
activated automatically after walking a little bit, often being completely wasted since you
stop
after
talking to somebody or entering battle. Every time you finish a battle, even if completely
inconsequential, the game loves to show you a glorious ENEMY VANQUISHED screen with a second
“spoils”
screen which looks kinda ridiculous when you just one-shotted a bunch of plants and two
birds.
They
are
not easily skippable since you need to finish watching their elaborate animations first. The
quest
accepted screen and quest finished screen, full-on FF14 style, take forever to be shown and
again
can’t
be skipped. Added to the fact that sidequests can indeed be frustrating to players, watching
Clive
stare
blankly at an NPC waiting for the little jingle to end gives a weird “itchy” feeling to just
get
to
the
damn point already. Hunts are very fun, verily because it’s the only “game” part of the game
and
the
combat system is extremely well made. I don’t understand why you can access their locations
only
in
the
Hideaway. There are so many you can’t just remember them all in your head, but there is no
system to
see
hunts you already accepted or seen posted. At the end i just used the screenshot feature on
the
PS5,
but
i can’t understand why they chose to not have a system to access them properly, even as
simple
as
taking
the poster with you in your inventory.
And so Final Fantasy 16 ends up on a sour note. Many long time fans feel alienated,
understandably,
and
offendedly don’t accept 16 as a “real” final fantasy. I can’t really understand what people
mean
by
‘real final fantasy’, the way i see it, the ‘real final fantasy’ is your ‘favorite final
fantasy’
more
than anything. Every entry has in one way or another changed the entity of the series. These
people
think they know better then the devs of the actual game, when in fact the nearest figure of
authority on
the matter is series creator Sakaguchi, and going on by what he thinks, Final Fantasy is
what
the
devs
think is best for the franchise at that time. There is no “real” Final Fantasy, there are
many
Final
Fantasies and each one tries to tickle a different part of your fantasy. What entry
tickled
you
more depends on the person you are.
I doubt we’re gonna see a Final Fantasy XVII soon, but we will see it by the end of the
decade,
and
i do
think CBU3 are gonna get reconfirmed as the dev studio. I do hope they take in the feedback
they
got
and
try to get away from their MMO roots a little bit more. I think we’re gonna get a lighter
tone,
and
i
would love a steampunk setting finally. But to not get ahead of ourselves, FF7Rebirth is
just
around
the
corner. Expect me to talk about that at lenght.
This was a videogame review. Let’s think too much about videogames next time too ! Bye !