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Joined 1 year ago
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Cake day: September 17th, 2023

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  • I’m not sure if it’s makes any difference to you, but Gris is very abstract in its “storytelling,” such as it is. There’s no backstory to expose, no reality vs. virtual simulation or dream world. It’s about a player figure in a colorless world who begins the game in an implied state of incompleteness and melancholy. You guide her through a journey punctuated by moments of adversity, wonder, and triumph, communicated by an affecting marriage of gameplay, score, and cinema. But that’s it, there’s no dialogue, exposition, or narration, no backstory or plot twists.

    The gameplay itself is fine-tuned and accessible. You learn a few new abilities during the course of the game that serve as tools for navigation and puzzle solving. And there are no fail states. It is meticulously lightweight in presentation and play, but equally powerful in emotional immersion and effect. At least, that was my experience.


  • If I may, I’d recommend starting with the Demon’s Souls remake if you’re interested. Bloodborne was the first Souls game I ever played, and it was quite punishing. I got quite far and greatly enjoyed parts of it, but it was my experience that it was extraordinarily challenging for a newcomer. Among all the Souls and Soulslike games, BloodBorne is intended to be played aggressively, which is not a good starting point in my opinion.

    It was actually Returnal that taught me how to approach challenging games, i.e., almost like a puzzle game in how you try new things to break through impasses. That being said, I also found the Demon’s Souls remake to be a much more forgiving entry point, especially if you play as a magic caster. MP is limited so you still need to engage in melee, but magic is a powerful tool to play things safe if you play smartly.

    It’s also just a fantastic game with great level design. I actually kind of like the segmented levels with a central hub.




  • I gotta vent a little about Jedi Survivor - I really did not enjoy it much at all and am surprised it was so critically lauded. The combat aims for souls-like but is way too twitchy and glitchy to make it feel fun and rewarding. I came out of 60% of combat encounters feeling bored, 20% feeling relieved that some erratic imbalance or technical tomfoolery didn’t make me repeat it, and 10% feeling frustrated for the same reason but on the other side.

    The same core issues affected the bosses too. I didn’t feel like the game earned my dedication to “solving the puzzle” the way games like Elden Ring and Returnal do.

    Exploration was mostly fine in a zone-out kind of way but grew quite stale by the end, being the same vertical platforms and grapple spots on every section of every world. And the story too was just too out of focus. The whole Tanalorr thing was a late first-act development completely divorced from the course of the opening, and there was never a clear or necessary enough idea of why they wanted to get there to justify it becoming a priority to drive the story.

    spoiler

    By the time they were trying to chase down the last compass, they’d garnered enough attention from the raiders and the empire that it no longer felt like a hidden secret. And the fact that all Cal had to do to get there was press a button to align the arrays…how long will they be safe on Tanalorr before the empire figures that out? It simply never felt like it was worth the trouble everyone was going to for it.

    I still like the characters, but I was desperate to be done by the time I was fighting a notable turn-of-the-second-act boss, whose appearance elicited an eyeroll rather than excitement. I set the game to story mode at that point and just rushed the ending.

    While that was going on though, I did play Animal Well all the way through (“layer 1” anyway), and that was extraordinary fun.

    Oh, I also tried out the Metaphor Refantazio demo and that feels incredibly promising, especially with the incredible reviews it’s getting today.
















  • Finished the main campaign in Midnight Suns. I maintain what I’ve said previously about the dialogue and characterizations bearing heavy MCU fanfic vibes. None of these versions of the characters qualify among my favorite iterations. But hot damn if it isn’t super well balanced, addicting, and fun to play. The 60 or so hours I spent on it went by like a breeze and I still dip in to raise my remaining friendship levels.

    I tried out Sifu from PS Plus and am glad I hadn’t ever bought it. Seems like a super cool idea and good execution, but it felt a little like a fighting game with its button pressing combos (plus I hate combos where you have to flick the movement stick around). I also didn’t fancy the idea of having to worry about how old I was gettiing in the early levels and potentially have to play them over again just to lower my age for later level runs. Broke my threshold for punitive tedium.

    Now I’m a few hours into Outward, and it’s promising so far. I’m loving the promise of the new stuff I can find and make, although I’m taking it super slow because the power dynamic is (intentionally) very intimidating.