queenlua: (steller)
Okay, yeah, as people watching my Tumblr may have already noticed, I gave Clair Obscur: Expedition 33 a try on a whim (mostly because of this post tbh) & I had a grand old time & now I'm here to dump some thoughts about it before I lose them forever.

Full disclosure, a big reason that I got SO into this game (devoured it in ~2 weeks) was because Bird Guy got into it too, at exactly the same time, and did you know it is VERY fun to blast through a big bombastic game in Your Favorite Genre alongside the love of your life? Highly recommend it. We were heckling each other and swapping strategy protips and speculating wildly about the plot together the whole time; it was SO weeby in our household lol.

We historically have somewhat divergent tastes in video games (he plays FPSes, Soulsbornes, and grand strategy games; I tend more toward turn-based tactical RPGs, narrative-driven RPGs, stealth-action games, and platformers). There's also a lot of places where our tastes overlap (we both love a good puzzle game, hence both of us getting oneshot by Blue Prince a few months back, and we both enjoyed e.g. Breath of the Wild), but up until now I don't think he's ever liked anything in the (admittedly fuzzy) space of "big, bombastic, narrative-heavy 90s/00s-style RPGs."

a list of all the ways this game is a big fat love letter to A Specific Era Of RPGs )

So, yeah, the game nailed a 10/10 on "bottling up a bunch of highlights from the RPGs-of-a-specific-era into a modern Essence Du Jour." This will probably make me sound either sappy or deranged or both, but I really do feel like it let me share something precious and lovely with my husband in a way that finally got him to enjoy it too, and I'm pretty grateful for that. Sort of like the first time I took him to see fireflies in Kentucky because he, a west coast boy, had never seen them before.

Combat, however—combat is very different than any mainline Final Fantasy game, and it rules, actually.

what the combat is like )

The plot's another thing I was a little apprehensive about going in. The premise sounded a little stilted/weird/cheesy to my ear, and the vague rumblings I'd heard about the game online made it sound like it was all going to be some sort of philosophical-dilemma-disguised-as-a-story sort of deal, which is just not interesting in to me. (I very seriously entertained majoring in philosophy; I've taken classes on "what if we were a brain in a vat tho" kind of dilemmas; I get the appeal. I just don't find it as appealing these days :P)

Without spoiling, I'd say it doesn't really demand deep philosophical wrestling any more than, say, Christopher Nolan's Inception does—it's there if you want it and I'm sure forum nerds are arguing about it at we speak (<3 you forum nerds, you are my people), but it's mostly focused on some broader thematic concerns and the attendant characters. I don't think the characters or their world are quite as juicy in terms of their interpersonal dynamics or as fully-fleshed-out-in-relation-to-their-world as, say, the Final Fantasy 10 cast... but they're interesting enough (Verso and Maelle prove particularly chewy), there's good synergy in the ensemble, and the game REALLY leans hard into the light-and-dark interplay suggested by the title. The bright/charming bits are SURPRISINGLY goofy and silly and disarming for it; the grim bits are grim in a PG-13 way but no less satisfying for it.

Okay that's al lthe general stuff. Some more spoiler-y and off-the-cuff thoughts below—no major spoilers but if you're like "I do not even wish to Know The Name Of Potential Bosses In The Game," yeah, here's your chance to stop reading.

vaguely spoilery stuff )

oh god also i forgot to mention the soundtrack. straight bangers, every single one of them. i have the sheet music for "alicia" and "verso" sitting on my piano as we speak. truly it is the 90s again and they got their own damn Uematsu lol
queenlua: (horse)
Fellow Tumblrinas have probably seen me grinding through Final Fantasy 16 the past few weeks and, I gotta say: I did not much like it overall!

Which bums me out a bit, since it seems to have struck a chord with a bunch of friends, who adored it and are having a grand old time with it. I wish I could join in on the hype, but alas, this was very aggressively Not The Final Fantasy For Me.

I'm at the point right before you confront Ultima for the final time, and I have done all the sidequests, but I dunno if I'm gonna actually swing at the final boss (I kinda Need To Be Done With This Game, and making all those sidequest markers go away might be just the thing I needed, much like how I simply Could Not Stop Playing Stardew Valley until I completed the community center), so, I may as well capture my thoughts now while they're fresh.

Starting with the good (there was a lot of good!):

the good )

Anyway, now for Hater Hours:

annoyed at the plot )

hating on other stuff too )

in conclusion this game was fun enough for my current brain-state (needed something repetitive/distracting) but idk if i'd do it again hahaha
queenlua: (legendary bird friends)
I posted a while back here about having some anxiety while on flights that experience turbulence.

Well, I had a hell of a test of that earlier this week, when a little puddle-jumper of a flight wound up going through some serious thunderstorms—no beverage service, repeated intercom appeals to ensure all seatbelts are fastened, and the whole plane getting tossed and turned every which way like a damn McSalad Shaker.

And the only thing that kept me from full-on freaking out in the cabin... was having Pokémon Puzzle League in my hands the whole time.

See, I've been grinding that game's 1-player campaign on Very Hard mode, which, as you might expect, is very hard. The whole last 30 minutes of the flight was just me playing against Team Rocket, over and over, and losing every time, but relishing the moments when I was able to hang on a little bit longer or put a little more pressure on them, and also, I had the absolutely certain knowledge that if I looked away for even a few seconds, I would lose immediately. No thoughts, just pure focus on the little blocks on my screen.

So, yeah. New lay anxiety treatment: crank up the difficulty on your favorite reflex-heavy puzzle game to the max and you'll be so stressed by the game you can't be stressed by anything else :D;;;;;

i got way too into this game over the past week so here's some thoughts )
queenlua: (bird on robe)
I feel like I was really tapped into the indie game scene in the 2010s and now I'm not. Alas! I decided to try and catch up a bit.

I Was a Teenage Exocolonist

Read more... )

Umurangi Generation

Read more... )

Hypnospace Outlaw

Read more... )
queenlua: (minamimoto)
My first time in Seattle, I took a taxi from the airport to a little address near downtown, where I had an apartment for the summer. When I saw skyscrapers rising in the distance, I gasped and asked, "Is that the city?" The driver chuckled and said, no, that's one of the suburbs.

Then, once we got into the city proper, I gasped again, this time because of all of the trees. I'd been to cities before, and loved them, but so often cities meant concrete and gray and pathetic overtrimmed lawns that passed for parks. Here, we seemed to drive through whole forests, mere minutes from downtown, and directly next to soaring skyscrapers, people's lawns ran patchy and overgrown and wild. "Is it always this green here?" I asked the taxi driver. He laughed again and said, welcome to the Emerald City.

Which meant: yes. Yes and yes, oh my gosh yes.

He dropped me off at the address. By absurd good fortune, I had a twentieth-floor apartment with a view, and I stared out over trees and buildings and trees and trees for what felt like an hour. Then, I left to wander around my street, and wandered into the fanciest sushi place in the city by complete accident. I didn't realize my mistake until they seated me and handed me a menu and I panicked at the price tags. Abashed, I scuttled out and grabbed a sandwich from the Subway across the street instead. Then I bought some flowers from a girl as I wandered through a nearby park, and bought some groceries, and when I wandered home, the sun was still up. The sun didn't set until 9:30pm. Past nine! So much daylight! I called home two days later and, swooningly, told my parents that I was in love.

Which was ridiculous. I didn't love the city; how could I? I'd only been there for two days. I didn't even know the city yet. But I loved all that green. I loved summer. I loved being someplace new. Over the next few weeks, I loved talking to strangers on buses and at the local card shop, and I collected up other twentysomethings to go exploring all over —to an underground rap show, a hike, a summer festival, whatever. [1]

NEO: The World Ends With You loves Shibuya the very same way, the way only an excitable, loud, self-consciously hip twentysomething can love their chosen city: scattered, unfocused, naive, risible, and a bit shallow—but no less earnest and sincere, for all that!

accidental effortpost about cities & fiction! discusses NEO TWEWY but no major spoilers )
queenlua: L'Arachel smiling. (L'Arachel: Happy)
Long Live the Queen [x] is such a hecking delight of a game that I'd recommend it pretty unreservedly to whoever.

Normally, I do not dump VNs into the "unreserved recommendation" bucket—not because I don't love VNs, but because they tend to be an acquired taste; not everyone enjoys when their game feels more like reading a book than playing a thing, so I have to know a bit about the person before I recommend one.

But Long Live the Queen marries the VN format to some simulation game mechanics, resulting in a brisk, tight gameplay loop that's immensely satisfying, lending itself to endless "just one more try!" play-thoughts, and a storyline that's breezy and interesting but not overdone.

The premise is straightforward: your mother, the Queen of Nova, passed away, and you've got ~a year to do all the studying, politicking, and preparation you can manage before you inherit the throne yourself.

Like many old-school adventure games, this results in a lot of dead ends—death by snakebite, by assassination, by rogue mage, whatever. But the dead ends never feel annoying—you always end up learning a bit more about the world at each end, vow to study more Intrigue or Poison or Lore the next time, and try again. This is the first RPG game in a long time where I didn't simply reach for a guide when I got stuck. Normally I'm lazy; normally I just want to get on with the story. But here, the process of forging my own way ahead was the satisfying thing, in-and-of itself, and I had a blast jotting down notes as I got a little further each time.

The mechanics are based around two simple things: mood, and classes. You take classes to level up various skills, but how much you learn in those classes depends on your mood: if you're feeling lonely, you'll be better at studying Conversation-based skills; if you're feeling cheerful, you won't be in the mood to study Military-based skills. Each week you can take two classes and pick one event to adjust your mood, and events unfold based on checks on whatever skills you've developed.

The skills offer just enough resistance to turn what could be simple "pick option A or B" choices into satisfying little puzzles; how can I stay Willful long enough to master all the Intrigue skills when my dad keeps lecturing me and totally harshing my mood?

And probably my main takeaway, game-design-wise, was how little text you need to get across a satisfying story to the player. This VN is not trying to tell some deeply dramatic, nuanced, novelesque story; characters tend to only have very short lines of dialogue, and thin characterization. But, they still feel full and exciting—because, one, all that negative space gives you plenty of room to project whatever you like onto these characters, and two, you have so much control over the narrative that they feel real and engaging. The game designer is not trying to tell you some Correct Story TM; they're getting out of your way as much as possible, so that you can actually experience and build the story yourself.

It was interesting to contrast that with the NORCO demo [x] that I played on the same day. I've been following NORCO's development... oh, gosh, ever since some of the author's heron pixel art made the rounds on Tumblr, like, years and years ago? Weird, slightly-scifi-y deep south is my jam and I'm so invested in where this project is going.

But the demo left me a little cold. Where LLtQ was deft and light-footed, NORCO felt a tad overwritten and drag-y. The pixel art is gorgeous, and absolutely the centerpiece, but I felt like we spent too much time clearing our throat and looking at the dreary run-down suburb without interacting with it much, or very meaningfully. It feels like the world's about to open up, when we get on a motorcycle with the house android to go and try and find my brother... but then we cut to a lengthy flashback sequence! which opens with more ponderous, slow text! augh! I'm still interested in seeing the final result; there was a lot to like in the demo, but, gosh, there's something satisfying about something minimal and carefully-done that's easy to forget.
queenlua: (toritachi)
I finished playing Disco Elysium a few days ago and have about lost my mind trying to write some kind of pitch/review/thoughts about it without sounding too effusive or over-the-top or meandering.

I've probably failed but I can't hold it in any longer! Here's six different pitches for why this game is amazing! tl;dr oh my gosh please play it

the basic pitch )

the phoenix wright pitch )

the real made magical )

compared to its peers )

revachol )

5.

also kim kitsuragi’s accent is just extremely attractive i’m putting that out there

6.

also lavendre’s review is super good and is what convinced me to put this game on the list in the first place, so there's that :D;;;
queenlua: (Default)
Kingdom Hearts 2, when it feels like it, is a nearly-perfect combat system.

The "when it feels like it" is key, there. Most of the time, this game's reputation for "mash X to win / hit Triangle to win" is well-deserved. Most battles are mob encounters; the pace of most battles is relaxed enough that you can whip out any number of slow-yet-overpowered finishers (summons, limits, etc) to bail you out of a tight spot; most of the time you're playing in a chilled-out just-here-to-bash-some-baddies state.

But.

Last night I played the Roxas fight, and it was so, so satisfyingly tense. Reading your opponent's moves, the split-second timing for your blocks/relects, oh-so-careful positioning, carving out a heart-pounding second between volleys to dare a desperately-needed heal attempt, and of course, lunging the second there was an opening—every single thing I did mattered. It was exhilarating. It took me like two hours and I was smiling and screaming and my heart was pounding the whole time.

Read more... )
queenlua: (futaba)
[personal profile] lassarina’s post reminded me that I never finished my own Persona 5 Royal writeup, heh. (Surprisingly, there's no particularly big spoilers in this post. Apparently I just wanted to blather about high-level stuff.)

plot )

characters )

writing )

gameplay )

...and, okay, yeah, skimming this over, this makes me sound like I’m way more down on Persona 5 than I am :P So for full disclosure: I had a rollicking good time; I was pleased & impressed with how engrossing it felt; fusing new personas was addictive good fun; I’ll prob write some overthinky fun fanfic once I figure out how to do something fun with Yusuke; thank you for coming to my ted talk
queenlua: (Magpie)
[personal profile] sarasa_cat asked a while back for a pitch on Why Fire Emblem Is So Awesome. As the self-nominated ambassador for all things Fire Emblem, I am delighted to comply :P

So! the snarky pitch that I’ve seen floating around for these games is “fantasy medieval chess but also you can date the chess pieces,” haha. And I mean, that’s not untrue, but!

What’s personally compelling to me, story-wise, is how impressionistic the game is. There’s always a core story, generally some young noble going on a quest to reclaim their lost kingdom or whatever, and while that core story is always competently written and often quite fun, the real fun lies in all the interactions within the ensemble cast.

See, in Fire Emblem, you are not directing an army of faceless footsoldiers. Every single unit on the battlefield has a name, a backstory, and a set of “support” conversations with the other characters in your army—and you’ll see such surprising/different interactions based on who they’re talking to, bringing out different fun and fascinating aspects of their character, and the writers manage to make you care way too much about these characters in a really compressed space.

Read more... )

Syndicate

RSS Atom

Expand Cut Tags

No cut tags