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#I made this instead of finishing Shibuya arc
runabout-river · 2 days
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I disagree that a sequel is necessary. While I see the potential for new storylines, the idea of introducing a completely new set of antagonists doesn’t appeal to me. Starting from scratch with villains can feel like a major challenge, and bringing back old ones would only lessen the impact of their original arcs. I don’t want to see previous antagonists resurrected, as it would feel forced and undermine the emotional weight of their defeats.
There's also the power vacuum left by the deaths of major characters, but that doesn’t automatically mean the story needs to continue. Sometimes, the best choice is to let things end naturally rather than create a new threat just to keep the series going.
Jujutsu Kaisen's ending might not be saved by a sequel. If Gege is tired of the universe, it could show in the quality of the continuation. Forcing a sequel when the creator might not be fully invested could result in something lackluster, and I’d hate to see the series lose what made it great in the first place. I also feel strongly about the need for Gege to rest, especially with the health concerns and breaks he had.
I prefer complete, well-rounded stories, and I’m concerned that a sequel would compromise that. In the end, I just don’t want a sequel to happen, as I believe Jujutsu Kaisen could have ended on a stronger note without needing to push the story further.
About the villains: would you say Sukuna's and Kenjaku's arcs are completely finished? Have they been used to their full potential?
Kenjaku eg. has a background connection with Yuji but no actual relationship with him in-story. There is no push and pull between those two and their past hasn't been dealt with either. Kenjaku also has no realtionship with Nobara and Megumi and only a small one with Gojo. As a villain he did much but his interpersonal connections were severly lacking except for Choso which was one-sided.
A potential sequel could present us the relationship and history with Kenjaku and Yuji that hadn't been dugged into until now. Not to forget Heian era history.
For Sukuna its a bit more complex. He had a deep relationship with Yuji and build one with Gojo during their fight. He showed a different side to him through his relationship with Uraume. But what was extremely missing and cut out in the end was a relationship with Megumi. Megumi's end to his own arc was also cut out.
In a potential JJK 2, Megumi dealing with Sukuna (in whatever form he would appear, a curse or trauma) would delve into that missing part of JJK which had existed since the Cursed Womb arc. What would also come from there is Sukuna's past and why he agreed to become cursed objects in the first place.
As a personal opinion, I would like new desaster curses eg a Death Curse. That would bring that curse-centred feeling back to JJK that was missing since Shibuya.
And of course, I wouldn't want a sequel that isn't made with passion either. If Gege has no desire or love for more stories of JJK (outside of maybe small chapters or light novels) than he shouldn't be forced to continue it. If he has health problems that's the same thing.
But just like me who simply assumes that Gege would love to continue the story, you assume that he wouldn't. But in reality we can't tell in any way what Gege thinks about this and if he even has a potentially bad health status. We get small glimpses of him, which is standard for mangaka, and there isn't much to go from there.
He said recently that he's happy the story ends. Yes, JJK will end with chapter 271. That's a statement of fact and can't necessarily be used to say a Part 2 won't come. In the past, sequel anouncements also took months if not years. We can't tell.
What I wanted to say at the end is, I don't think JJK is a well-rounded story. As it stands now, it has superflous plot elements that should've been trimmed down to make it a well-rounded story. Instead we had last chapter were we went through the fat so to speak and cut it off after the meat has already been cooked.
(Please don't roast me for my metaphor, I hate cooking)
There is a reason why "JJK Part 2" is a popular theory/demand and that's because there is room for one that most people have no problem seeing. I don't think that BHA and Demon Slayer had such big Part 2 feelings outside of a niche demand which always exists with all manga and anime that end.
So I don't think JJK would be pushed into more stories. I think it has the groundwork to build those naturally from everything the story has presented us during its run.
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gojuo · 1 year
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waking up today, opening up discord to see the leaks, the first thing i saw was Gojo's death panel. there was no explaining the absolute shock and dismay i felt. then, as the full chapter went on to get leaked, i ended up confused and saddened, and genuinely thought i must have somehow missed last week's chapter. then went back and double checked, and no, i didn’t miss a chapter. instead the new chapter did a mini time jump with a cold open. so, uh, ultimately, whilst i do feel shocked and miserable, i also still feel confused, which undermines the impact of such an incredibly pivotal moment. if Gojo was going to die, I wish it had just played out in real time like it had with Nanami and seemingly what also happened with Nobara. those moments are so incredibly memorable and devastating because of it. another excellent moment is Gojo being sealed in the Prison Realm, and the unnerving dread in the lead up to it. if a chapter had suddenly cut to Gojo being sealed within the Prison Realm, the buildup in the moments before it wouldn’t have had the same impact.
i still feel the use of Gojo’s character has been messy post-Shibuya, as he was kept off-screen for so long only to die so soon after coming back. i recognize it's a difficult balance when you've got such an absurdly strong character, but as i write this, i still don’t feel like it was well handled. maybe that will change. Gege could have probably nerfed Gojo for a little while if he wanted to with Gojo needing to recover after the Prison Realm, but as Gege seems very focused on streamlining and finishing JJK, it looks like that was never going to be an option. i presume this isn't the last we've seen of Gojo, though, as we've still got that unaccounted for month where he made plans off-screen.
regardless, in this moment it seems like Gojo is dead. it’s funny, i never thought he would actually die. it seemed like to me he was a deconstruction of the "mentor-must-die" trope, because he was JJK's third protagonist after Yuuji and Yuuta after all and he'd already had a figurative death when he got sealed in Shibuya. when i read JJK vol 0 the first time in 2017, i initially thought he was a slapstick Kakashi! then JJK got serialized in 2018 and all of it, all of him — the duality of both humor and tragedy of his character, and fascinating deconstruction of what it means for a character to be "the strongest" — the more i read about him, the more i fell in love with him. somehow, it feels all the more poignant losing Gojo after the Hidden Inventory arc recently aired, and getting to explore his character arc all over again: from an overly confident teenager to a person who wants to wants to protect and pass on the world to the next generation. i’ll miss you forever, Gojo Satoru. goodbye.
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I have measured out my life with coffee spoons
Fandom: Jujutsu Kaisen
Rating: Cayenne (See Masterlist for rating descriptions)
Tags: Nanami Kento & Reader
Warnings: Spoilers for Shibuya Incident Arc, canonical character death
A/N: Title is a line from The Love Song of J. Alfred Prufrock by T.S. Eliot
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If you had to choose an adjective for Nanami Kento, it would be ‘dry’. From his sandy blond hair to his tan suits, everything about his appearance is reminiscent of a desert, sere and arid. His rough baritone voice does nothing to mitigate the impression; quite the contrary, when everything he says is as factual and objective as he can make it. Even his cursed technique is a thing of ratios and numbers.
You’ve never been good at math. 
Words are your playground. Language can be slippery and malleable, synonyms and puns and emotions tangled up together. Words are messy and ambiguous, visceral. Even Nanami can slide into the verbal quicksand on occasion, usually when asked about his purpose in life. You’ll never forget the shock of hearing this dry, unemotional man suddenly shout “Work is shit!” with the same level of intensity other people reserve for war crimes and public tragedies.
But you know that jujutsu sorcerers all have to be a little crazy, so maybe this flat affect interspersed with moments of disproportionate passion is just how Nanami expresses that. It’s caught your attention though: you find yourself watching him, waiting for the next moment that he slips and expresses a feeling or an opinion not backed up with facts and citations.
These incidents – you find yourself calling them ‘incidents’, like you’re going to write a report on them later – slowly accumulate and you string them together like metaphorical beads, a rosary of instants that you run your thoughts over in times of quiet. You build a picture of the man: likes to travel, hates overtime, weirdly intense about bread, wears bizarrely loud ties at odds with his boring salaryman suits. Takes his responsibilities so very seriously, trying to hide the deep affection that underlies his protective attitude towards his students (“They’re not my students. I’m not a teacher,” he says, completely avoiding the obvious fact that he cares regardless of formal relationships). Puts up with Gojo’s lackadaisical approach to, well, everything, even though it clearly irritates him. 
It’s a complicated picture, when you finish assembling it. You’d expect any poem about Nanami Kento to be a sonnet or villanelle, some form with fixed rules of rhyme and meter. Instead you find yourself thinking of him in free verse, subverting any expectations. 
After Shibuya, when the dust settles and the bleeding is staunched and you have time to think and grieve, you think of him again. What elegy can you write for this complicated man? Dry, yes, but also warm and soft and occasionally tender, the little despairs that made him human blurring out of the sharp outline of the 7:3 sorcerer. He wouldn’t appreciate your grief, wet and messy and ruining the lapels of his suit, but you know he’d understand it. Maybe he’d even, if he were present, give you one of those rare nods and brief smile when you stand at his grave reciting T.S. Eliot.
Nanami Kento was indeed a man composed of odds and ends; the empty space he’s left behind is not one coherent man-shaped void, but an ongoing series of unexpected holes in your every day life. You wish you had known him better, gotten close enough to understand the heart behind the ugly tie, but instead all you can do is lean against his marker and whisper a shaking goodbye.
“You do not know how much they mean to me, my friends,
And how, how rare and strange it is, to find
In a life composed so much, so much of odds and ends,
(For indeed I do not love it ... you knew? you are not blind!
How keen you are!)
To find a friend who has these qualities,
Who has, and gives
Those qualities upon which friendship lives.
How much it means that I say this to you—
Without these friendships—life, what cauchemar!”
-- T.S. Eliot, Portrait of a Lady
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psychewritesbs · 3 years
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Chapter 160: How much of Yuji’s life has been orchestrated? + Megumi the stage-five clinger
Happy JJK-Sunday!
If I had to describe chapter 160 with as few words as possible, I would say: Oh f*ck...
My favorite moment was, of course, Megumi acting like a stage-five clinger. His interaction with Yuji in this chapter is especially ominous in light of Yuji being adamant of protecting Megumi from Sukuna.
A second favorite was Sasaki showing up in this chapter because of the implications moving forward.
Let’s jump right in. 
How much of Yuji’s life has been orchestrated by Kenjaku?
We start the chapter with Kenjaku talking to none other than Sasaki, one of the members of the Occult Club at the high school in Sendai that Yuji used to attend.
Of course, the bomb that Gege dropped on us in this chapter is when Kenjaku thanks Sasaki “for getting along with my son”. 
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Like... excuse you?
Not only does this 100% confirm that Kenjaku used Yuji’s mother’s body to give birth to him, but this specific moment + some foreshadowing from previous chapters also opens an interesting can of worms about Yuji’s life: just how much of Yuji’s life has Kenjaku orchestrated?
For me, the implication is that Sasaki had an assigned role to play in Yuji’s life that would inevitably lead to him eating Sukuna’s finger. 
I am assuming this because although we don’t see Kenjaku’s interactions with the other people in Sendai, we get to see that, in addition for thanking her for getting along with Yuji, Kenjaku is incredibly kind to Sasaki. We also learn that she’s the only one who has received a special message from him (thanking her).
Ready to make this whole interaction more ominous? Someone pointed out that the kanji in Sasaki’s name means assistant. 
All of this brings us right back to Yuji’s free will--or lack thereof?
We already know that Kenjaku claims he made Yuji “ingest” Sukuna’s finger and that Megumi is rightfully concerned with this idea because he witnessed Yuji eat Sukuna’s finger “of his own free will.”
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It’s also becoming increasingly obvious that Yuji was "created” solely for the purpose of becoming Sukuna’s vessel. 
What this new reveal about Sasaki does is that it makes everything feel like certain events have been part of Kenjaku’s master plan all along. While this still feels a little farfetched, it will come down to how Gege works this idea into the story moving forward.
Come to think of it, even Yuji’s grandfather’s dying words to Yuji take on a new meaning since we know Wasuke knew something was definitively up with Yuji’s mother.
Another possible bit of foreshadowing all the way in chapter 1: While the intersection in the second panel below could be ANY intersection in Japan, it sure looks like the Shibuya crossing:
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A quick note on the importance of kanji meanings in JJK before moving onto the next section: knowing the meaning of Sasaki’s name tells us that names are important in JJK. If you haven’t, I recommend you read my break down on the meaning of Megumi’s FULL NAME. His first name is important, but so is his last name.
The plans moving forward
Going off to Tokyo Colony #2 are Panda and Hakari. 
As the strongest, Hakari feels like he should take on Hajime. As for Panda, it looks like his focus will be on hunting down Angel.
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Side note: I love that Hakari is still calling Megumi names. Guess Senpai can’t help himself.
I must admit I was disappointed to find that Kirara will stay behind to report, but it is what it is. I am assuming Gege could see no use for Kirara and decided to leave the character out of the action for the time being. 
As for Megumi and Yuji, they’ll be heading to Tokyo Colony #1 to target Higuruma, everybody’s new favorite Law & Order boss. 
This brings us to Megumi’s current state of mind...
Megumi the stage-five clinger
I had a hard time coming up with the title for this section because what I see happening is that Megumi is starting to feel the pressure of the looming deadline for Tsumiki joining the Culling Game. What his behavior shows, however, is that he needs Yuji with him and is clinging onto him but won’t come out and say it--opting instead for aggression towards Yuji, the very same person he needs most. 
His behavior reminded me of how Megumi could be mean to Tsumiki even though he clearly adores her. Apparently that’s the meaning of being tsundere. I’ve read about the term tsundere before but it never “clicked” until this moment and I just love Gege’s interpretation of the trope through Megumi’s character. 
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It goes without saying that it was REALLY interesting to me to see Megumi’s dynamic and interaction with Yuji in this chapter because it looks like Gege is letting us know Megumi’s state of mind continues to be one of desperation--remember that dogeza bow from chapter 157?
The thing about Megumi is that he looks stoic on the outside, but he’s actually an incredibly emotional person who doesn’t often show how he’s feeling. 
I hadn’t caught on, but in chatting with @justafrenchlondoner​ about the chapter, they pointed out Megumi’s behavior in his dynamic with Yuji appears nervous and aggressive.
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Upon a second look I have to agree that Megumi is acting out of character and aggressive with Yuji when all that Yuji really wants is to protect Megumi from Sukuna.
And yes, let me go ahead and sound like a broken record as I remind you of Yuji’s rather ominous words from chapter 143 yet again:
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And this is the part of the chapter that knocked the air out of me: Megumi telling Yuji to stfu about Sukuna but Yuji thinking to himself “as long as I’m around you will suffer” back in ch143 is so damn ominous.
Oh f*ck...
But this is what REALLY gets me about this whole interaction and why I’m calling Megumi a stage-five clinger...
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Even though Megumi is calling Yuji selfish, in reality, the one being selfish is Megumi.
This is, of course, my own interpretation of the situation, but to me it feels as though Megumi is clinging onto Yuji’s strength for dear life. 
It’s almost like Megumi needs not just Yuji’s physical strength, but also his unwavering conviction or mental strength.
If you think about it, Megumi has only recently started fighting to win. Remember how unsure he was of himself when fighting Sukuna for the first time? It wasn’t until he went up against the Cursed Spirit from the Yasohachi bridge that he let go of his inhibitions.
Megumi’s battles during Shibuya were the pinnacle of his growth as a character in that moment. If I remember correctly, according to the timeline of events, the Shibuya incident happened around two weeks prior to the current chapter. You could say that although he is more comfortable in his strength than before, Megumi is still growing into his strength at this point.
The thing about Megumi is that everybody and their Divine Dog believes in him and sees his potential except for him. As Gojo tells him “you undervalue yourself.”
Looking back, the way Megumi asks begs Yuji for help in chapter 143 is very enlightening of how Megumi needs Yuji’s strength: 
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I initially had read this to mean Megumi needed Yuji’s physical strength. Upon second look, however, Megumi has always seemed to have admiration for Yuji’s conviction.
With the looming deadline for Tsumiki’s vow to join the Culling Game, as Megumi starts to feel the pressure to make his plan work, who better to keep around than the person who will always go for the home run and whose strength he admires?
In other words, like hell he’s going to let Yuji leave his side. Which, again, only makes it more heartbreaking to think Sukuna is up to no good regarding Megumi and Yuji wants to protect him from that.
Oh f*ck.......
The panel below feels like a bit of a lighthearted and comical moment, but it’s also interesting to note that this is the second time they “fight”.
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The first “fight” having taken place during the Cursed Womb Arc.
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If you will remember, Gege used the Cursed Womb Arc and the Origin of Obedience Arc to show us how much our favorite trio had grown. 
Not sure Gege is going to parallel something here again, but just interesting to note.
Oh f*ck...
Ya, please excuse the French.
Despite the many words I’ve shared here, this chapter left me mostly speechless. 
I feel like I’ve been trapped in Gojo’s limitless domain expansion and all I can think is “oh f*ck” or “halloween” (if you catch my drift).
Chapter 160 was incredible because it looks like Gege has finally finished putting all his pieces into place and is ready to go for the kill by: 
Starting to unravel the story bit by bit, giving us all of the twists we both saw and did not see coming, and
Ramping up the stakes. Taking into consideration the estimates that JJK is somewhere around 60-70% done at this point, It’s not a matter of whether some of our beloved characters will die, but about who, when and how they will die
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One last detail
I love the last four panels of the chapter showing Panda, Hakari, Yuji and Megumi all wearing their uniforms (barring Panda) and getting ready to become official participants of the Culling Game by entering their respective barriers.
Knowing that Gege is a very talented artist capable of showing and expressing emotions through his art, I feel like these panels tell us a lot about what the characters might be thinking and I thought I’d expand on that. 
Bear in mind this is my personal interpretation as an artist:
Panda looks excited and ready to fight, perhaps even confident. Panda is saying “bring it!” with his body language
There’s a hint of something I can’t describe in Hakari’s face. It’s almost like he’s coming face to face against how big of a challenge this is going to be and yet he’s resolved to walk straight into “the depths of hell itself”
Yuji looks focused, determined to go in and give it his best no matter what comes his way--that’s just who he is
And then there’s Megumi. I’ve been drawing Megumi recently, and one thing I noticed is that he has very specific micro-expressions. In his panel, he’s warming up his wrists as though he’s getting ready to fight, he has a focused look on his face, but the shadows around his eyes say he might be feeling like he is carrying the heavy burden of the uncertainty surrounding the situation he’s going through
With all that being said... the Culling Game is officially starting and we’re in for a one-way ride straight to hell.
Thank you for reading and happy JJK-Sunday!
What about you? What did you enjoy most about chapter 160?
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A fear of mine…
Just because a shōnen is good doesn’t mean it will end in a satisfying way. Many amazing shōnens I have been invested on for years had unexpectedly disappointing endings like Shokugeki no Soma and Fairy Tail. I assume it’s because authors know how to develop a story but not how to give it a conclusion and sometimes they actually rush the ending because they run out of creativity, become tired or for other reasons.
Owari no Seraph isn’t the best written shonen but it has its charm too. So this fear of mine is:
GureMahi Endgame
At the beginning, especially Nagoya arc, the relationship of guremahi was visibly toxic, in which I could see from miles away that Mahiru was vile and forcing Guren to do things he obviously didn’t want to do.
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But now, even though I know Mahiru is still manipulating Guren, the way the panels are drawn and the dialogues are written, makes it seem as if Guren and Mahiru are allies standing on equal ground who can talk to each other like normal rather than puppet and puppeteer. Also, the namanari Guren in Nagoya had no control over his body because Mahiru was controlling him. But when Guren turned into a demon in the recent arc (Shibuya) it bothers me how instead of being it either Mahiru or Noya or both controlling Guren’s body while Guren’s conscience sleeps, Guren actually has autonomy over himself to move freely without Mahiru being shown to visibly, physically manipulate him.
And I know people have joked about Guren avoiding Mahiru from falling after taking another dose of the drug because he needed her “that thing” for his plans and that it’s in Guren’s nature to offer help to other people like Kureto but the way it was made so dramatic, with Guren shouting her name and immediately running to catch her doesn’t give the vibes of ‘saving someone simply because they are necessary for a plan with no feelings involved in the action’.
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It feels as if Kagami changed his mind and wants to make guremahi seem less toxic than he initially intended to and established in order to slowly reach a guremahi endgame. The addition of Shikama being the ‘most evil’ one makes it worse because that way it’s as if Kagami is trying to overshadow every wrong Mahiru has done until now with Shikama’s wrongdoings since she is the ‘lesser of the two evils’. There is also no one blaming Mahiru in the manga so far, or to be more precise, no one who is entitled to blame Mahiru present in the place where the current plot events are actively taking place.
Kagami doesn’t provide a satisfying development of plot events, so why would he provide a satisfying ending? Moreover, despite not yet reaching the ending of the manga (as we are still at the point where it is “beginning” for real) I can already see Kagami giving half-assed closures to topics that any person in his right mind would have guessed the fandom wouldn’t have accepted it positively and obviously, after it happened, it wasn’t accepted positively at all, as expected.
For example:
- The background of family abuse and experimentation as well as her development as squad leader of Shinoa: Instead of developing them and giving them a closure, Kagami simply threw them away just to make her simp for the mc, and then he goes and finishes her off by making her demon ditch her like nothing and take away her plot relevance before we could see her true potential.
- The potential of our Mika: Instead of showing us a Mika who can change the others’ opinions about taboos Kagami proceeds to kill him with no reason but to weaponise him and no consequence on the mc and the squad, and then turn him to a different entity (demon Mika).
- The long awaited Hīragi sisters reunion: No emotional reunion at all. The fandom has been waiting for this for years just for Shinoa to act like nothing to the fact that her apparently dead, demonised older sister is in flesh and bone in front of her.
- The long awaited arrival of Krul: Kagami hyped us for Krul’s arrival to the scene after 50 chapters of being played around, and even gave us the impression she would knock some sense into Shinoa squad just to interrupt her moment and show us again that she is still played around by others, killing her reputation as the millennia old Queen of Vampires.
Shinoa has always been the favourite female character in the series and Mika one of the most popular and beloved by the fandom. Kagami knew he had to treat their characters appropriately but still he went against the fandom’s wishes and did what he did. The majority of the fandom doesn’t support GureMahi (just speaking for the English one since I don’t know how the Japanese fandom feels) yet it’s possible Kagami once again will go against our wishes and make it an endgame. I remember that in an interview Kagami even said that Guren and Mahiru are one of his favourite characters and that he wants a happy ending for the Hīragi sisters because they are “such tragic sisters”. So the question is:
What would be a happy ending for Mahiru?
First things first, Mahiru only has Shinoa and Guren. The other characters either hold a grudge against her or don’t even know who she is. But even after Mahiru came back after eight years, Shinoa is busier giving all her attention to Yuu. We can already see who Shinoa cares the most for. But a happy ending where characters end up alone most of the times is not a happy ending, especially Mahiru who has voiced out that her true desires are “to be a normal girl, to love a favourite person and to give birth to a child” (or something like that), and for that to be fulfilled Guren is needed in the equation. However, no way Kagami is going to force Guren, his favourite character, to spend the rest of his life with the girl who killed his friends and is the indirect reason his father died right? But then I think on how Kagami is writing things as if he wanted to erase everything he has written until now regarding GureMahi like Guren catching Mahiru implying he still has feelings for her, or how he can pull the resurrection idea to erase the fact that Shinya and the others are dead because of Mahiru, or how he can make Shimama the scapegoat for everything that Mahiru did. I don’t trust Kagami, and I can even see an ending were he forces the image of a happy Guren with Mahiru. Heck, even I can see Kagami doing something about their eight year age gap to make the ship look more acceptable.
It might be my impression but I feel like Kagami writes such things because he no longer can handle the characters as well as he could have before, which happens with a lot of other writers, and so rushes it. I would like to say he hit a writer’s block but damn…it can’t be…things have already been like this for over a year…
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mrskurono · 3 years
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a/n: the second chapter! This was going to be longer but I decided to divide it up into two for ease of reading. Gege gives us no canon idea yet so who knows if any of this is right word count: 2k tags: post!Shibuya arc, takes place during this current arc in the manga, I can’t say manga spoilers bc we don’t know what’s going on, Culling Game content character(s): Noritoshi Kamo, fem!sorcerer reader pt l
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No lie when you descended the mountain side from the empty temple. 
In fact you had never seen so many cots and sleeping arrangements in one place. Every piece of floor under Kamo name seemed to have a pair of feet on it. Most of them not even familiar with the grounds. Many of them found outside in this mess just like you had been. All of them proclaiming thanks to the young heir who'd shepherded them to this safe haven at least.
Displaced. And taken in without question. Noritoshi truthfully wasn't lying. At least about this.
Among those rescued were bunches of children. Someone knowing where their parents were. And some less fortunate. When a group of them who'd been seen without a parent or guardian since you came, were circled around a little girl who'd tripped. You found a moment of purpose to help when everything else was in disarray. 
Wiping clean your hands on the backs of your pants after helping get the smudge of dirt off the little girls knees. And assure the rest of the kids that there was no blood and no one was going to get them. They were put at ease and acting more like rowdy kids as they began to go their own way once again. You don't quite hear what the cluster of kids said when they run off in the opposite direction. Unaware of most things but what was right in front of them after you consoled them. 
Instead of what was right in front of you, your eyes drift up towards the same thing you had been staring at every day since descending down the hill.
"It got bigger."
More than just caught off guard. You whip around to the semi familiar voice behind you. Noritoshi, with his arms crossed under the sleeves of his robes as he leans into the side of the doorway the kids originally tripped through. He was looking exactly at what you were as well. Looming over most of the city and Kyoto countryside was an eye sore more than just a new building. 
A blotch along the skyline. 
Devoid of light and overshadowing everything else. Even at high noon it felt like days had become dimmer since that thing blossomed into existence. Just like the rank stench of a curse. Whatever that thing was left your nostrils burning and skin crawling.
Noritoshi pushed off the door frame and straightened back up, "Do you have a moment?"
"Seems that's all I have these last few days." You retort to your host. Gracious as he was. The past two days felt nothing short of cabin fever from feeling so useless amongst the uncertainty. Not as humorous about it as you seemed to be. You redact your comment and answer him, "Yeah what?"
Still facing up towards the nameless bubble that overtook much of Kyoto, Noritoshi came beside you to clear his throat and lower his voice, "I was wondering if you gave anymore thought to what I told you."
Your eyebrow arched up, "That I can kill you if you lied to me?" The Kamo family head was not amused again so you folded your arms and stiffened up a little, "That sounded like gibberish. How am I suppose to believe anything you said when communications are basically down."
"The heads of the family have always been in contact," Noritoshi drew his attention away from the looming threat and back onto you, "The clans existed before the elders even. Besides, we were allotted more direct information today."
"Ok?" 
"I'd like to that to show you."
This sounded like a favor being disguised as something else. You hold onto your breath unsure what was in the best interest of you or anyone at this point. All you really knew was everything stunk like a persistent curse and you wanted it to end.
"Why aren't the clans working together then?" You poise a real question any sane thinking human would come up with. While equipped to deal with curses you did not feel equipped to deal with the politics of it all. 
A grimace on his face unlike the one the day before, "Things are....less than ideal."
"Really?"
Noritoshi wasn't delighted with your tone.
You sigh and decide against anything to self serving at his expense, "Fine. If it means possibly keeping everyone safe then what is it?"
That caught him slightly off guard, "What about yourself?" Noritoshi asked frankly.
Of course you scowl that someone from one of the clans would ask that, "I didn't become a Jujutsu Sorcerer to keep myself safe."
Admirable. He had to nod to that. Turning away quickly when he beckoned you to follow him back towards the innards of the Kamo estate.
Unlike the last time you were invited into what could only be described as a mock situations room. That had been involving dirty stares from a handful of men you didn't know or even heard of. And your credentials as a sorcerer scrutinized even in a time of panic when you thought help would be welcomed with open arms. Apparently the clans firmly held onto the idea that those serving themselves was severing everyone around them. You objectiably had different ideas about sorcery. 
Thankfully unlike last time when you had to deal with a room full of stuffy mindsets. You were surprised but worried to find no one awaiting to tell you that you couldn't be in there. 
What was there happened to be a jumble of papers, or what could constitute as a jumble, and two chairs pulled away from the table. Something about the urgency of such a small meeting left your skin crawling seeing the mess. Unease not worn often on your exterior. You looked around at the papers on the table and no one going over them.
"What is this?" You pick up the first few on the top with what appeared to be Noritoshi's hand writing all over them. Most of it seemed like chicken scratch saved for one word you picked out of the bunch, "Culling? What? What is this?"
Somber look on his pale features left Noritoshi gathering his thoughts like he was doing to the papers strewn out, "The heads of the family received more information on what those things seem to be connected to."
"Why aren't you discussing this with your clan then?" 
A pause from the man next to you, "...it seems alliances are already being formed."
Your brows pinch together leaving you to search for more of the papers on the table for an explanation, "Alliances? Alliances of what? What does this have to do with the giant stink ball in Kyoto? Or the curses? What does this have to do with what you told me yesterday about the Shibuya incident report?"
Something unfamiliar on the Sorcerer's face. You hadn't seen it yet. Something accustomed to worry crept onto Noritoshi and he handed you one piece of paper yet to make it into your grasp, "You couldn't have any idea working independently. That's why I asked you to come look these over. I just...I need someone to tell me they're reading this like I am."
Swelling your chest with a deep breath. You snatch the paper from him with a skeptical look once over. Whatever could be conjured up to add worse news to the unleashed curses rampaging across Japan. You held your breath with your eyes scanning it over. Feeling the air in you slowly draw out. Just as you finished the last few sentences. Suddenly you understood what could have made this worse.
"...it wants us to die..." Hands clammy and grasping for another deep breath, you read over the part again about the nineteen day warning. 
No, it wasn't a warning. This was an outright threat.
You shake your head trying to count the days that had melded together in your mind since everything went haywire, "That means...well, one...two...four-"
"Every Jujutsu Sorcerer has two weeks," Noritoshi having already done the math tipped his head down to scan the table for something. He took the deep breath you just couldn't seem to get a hold of. He grabbed for a paper tucked under pens and you watch them roll and scatter away from him, "...As of yesterday I may have sent a small handful of Kamo members to check the site out."
"Before you go this information?"
Noritoshi nodded, "I got this only an hour ago." He focused on the paper in front of him, "There were five sorcerers sent....and none of them have contacted me since they left."
Rightfully so you didn't like where this was going.
"I need to go look for them...I can't leave people to die like this." Noritoshi, though most the time calm and without a crack to his facade, faced you with both his eyes open and a waiver to his tone, "Will you come with me? Please, if something is going to happen to other sorcerers I can't let them be a victim of my own faults."
Much like the confrontation when you both ran into each other in the abandoned temple. This request left you at odds with your choices. Like coming with him or staying up at the temple alone. You could go with him. Or you could tell him no.
No meant possibly saving your own hide. But thinking about what those papers said, well, saving yourself seemed to mean nothing with a countdown. Only slight extension of the inevitable.
"Who will stay here to watch the civilians then?" A real concern you saw with non sorcerers piled into one place. The buffet for a curse or two that might catch a whiff of the displaced humans.
"I have sorcerers stationed here. With a single grade two member and a handful of semi-grade two sorcerers." Noritoshi had planned straticigally even before knowing everything that came into light, "You're at least a semi-grade one I take it."
The assumption irked you as you hadn't divulged anything yet to him for the sake of keeping as many tokens stacked in your favor, "....something like that, I suppose."
"Then we should be ok for any curses if we're careful."
"And why ask me instead of one of your own?"
"Because...." Noritoshi dropped his gaze down to the mess in front of him, "...I can trust someone who has no ties to the clans." He stopped and looked at you, "You'll kill me if I'm lying, which means more people will be safe if in fact sorcerers are turning on people."
He was right. About killing him. Not once had the thought left since being on high alert during all of this. If everything you read on those notes were right then going alone was suicide. For either of you.
"...One promise," You firmly demand. Noritoshi remains silent but nods. Finally with a deep breath you find your calm, "...neither of us go in that thing until the eighteenth day. Even if your members already went into it."
He held out on your words for a moment. Either mulling them over or finding something to make you promise. Finally Noritoshi spoke up, "...what happens on the eighteenth day then?"
What would happen? You could see if this set of rules was a bluff or you could comply. Either outcome seemed grim with little control for anyone at all. Faux hope with what you said next.
"On the eighteenth day we both go in." You said somberly, "I'll go in with you and anyone else you deem trustworthy enough." 
For a second it looked like he was going to carry on about something. But there was one thing you had to remind him to see crystal clear about all this.
Stepping close to the sorcerer your voice lowers and you make him look at you, "...I will kill you if you're lying. That promise still stands. Either you're on my side or your not....culling game or not, I won't let someone rule over me. Got it?"
Maybe he was getting use to it. Or perhaps Noritoshi believed you both to be truthfully on the same side now. He gave a nod and didn't falter, "I expect nothing else from the angel of death I met on the mountain side."
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sukirichi · 3 years
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read the new chapters and aAAACKKKKK BESTIE???
y/n - ‘I was born to make everyone’s life a living hell’ maam this LINE?! JAW DROPPED, TIME STOPPED being insecure all her life and wanting to live up to the expectations to her dad just to have that sliver of attention from him, that sentence gives us a glimpse on how little she felt despite being accomplished, rather successful actually because she always cleans her boss’ mess have a lot of baggage to unpack. and when the secret was confirmed, her anger rejects all of the entity that ties with her past because both her parents deprived her for the things she was supposed to have– becoming greedy to fulfill those. then eventually, somehow, going back to her roots aka being humble after having the talk with her dad. As most of her insecurity started because of him and how she had to be the bigger person for his other family, clearing out the misunderstanding between them brought a sense of peace  while she’s settling in the restless turn of events.
and with our main man gojo, this guy, it is not wise to- 😤😤 how can you say you’re engaged after doing the body tango huh? esp when you said you want y/n to be your wife? oh gee and the revelation of his past relationship with mia and how he sees her in y/n is so fucked up. can’t help but think that satoru wanting to marry and be this lovey-dovey with y/n is just him reliving the moments that mia never gave him in the past. and y/n accepting that their current relationship is based on how they’re filling up the cracks in their needs and settling for the sake of familiarity. imagine how deep in love our girl is to keep satoru in her life 💔 im still in it for the second lead agenda
needless to say, everyone here needs a therapy so they can get their shit straight together 🤧🤧 (ノ•̀ o •́ )ノ ~ ┻━┻
BUT i know you mentioned this many times but laywer! naoya all poised and in his best behavior while helping y/n in her new situation has my heart go💕💕 winning lots of cases and is known in his field, he proved that he is both beauty and brains. and the pen spin??? man be pulling those fast spins either to distract or impress the person he is talking to flashing those perfect white pearls wtf now i can’t get that out of my head naoya brain rot 🥵🥵 also celebrity chef! sukuna in charge of all those delicious, exquisite cuisines? imma make myself broke just to taste his masterpiece🥲 ooh but how about him being a michelin star chef and owning a michelin-starred resto?! no doubt, left and right you see this man appearing on some high food magazine on the cover 😊😊 oh oh i also saw that supermodel! choso?? also his face is plastered on magazines AND luxurious advertisements ex. shibuya crossing! where most people be drenched in his glorious presence yea weird shibuya arc ref pls kill me and everyone talks how handsome and intimidating he is while he just have a rbf and only the closest people in his life get to see him drop that front 😌😌
with that in mind, imagine supermodel! choso being a godfather to the baby of y/n?? he would go soft immediately at the sight of the child and would probably love giving lots of branded clothes it will be good enough for more than a year ☺️🥲😭
oh and there is this one scene in chp7 that reminded me of the recent korean movie i watched i dont wanna say it in case you wanna check it out its called sweet and sour and oh god idk why but watching it, mind keeps on prompting your fics 😬😬 maybe bcos i some of your fic always had med related topics and the main actress role there is a nurse. i remember that you’re on your clinic training so maybe thats why 😳oohh pls don’t forget to take breaks and be safe heart and oh ur a psych major too? oh wow hi ig in relation to one actress in the sweet and sour fic, she was also in a kdrama the heirs- which was popular at the time with it being packed with some solid household actors and actresses. sky castle tho, ig it relates to the theme of reckless more because its mostly how parents from the upper class will mindlessly destroy someone’s life to attain their materialistic desires  🤧🙂
this fic, easily in my top 3 ‘heart belongs to who it dictates’ so many twists, so much drama and ANGST! YES BESTIE GIMME THOSE ANGST 🥲😌
i hope you’re doing well nowadays :’)) we need to find gege the best chiropractor to take care of his back, so good that it’ll make naoya respawn to life 🙂 suki i don’t think i’ll get tired of saying how much i love your work that it feels illegal im reading it for free 💔. i don’t really have much to offer, but im wishing you good health and success in your life :’)) aah i’ve mentioned this already but take care always 💕💖😊🥰
- 🍳
read the new chapters and aAAACKKKKK BESTIE???
y/n - ‘I was born to make everyone’s life a living hell’ maam this LINE?! JAW DROPPED, TIME STOPPED being insecure all her life and wanting to live up to the expectations to her dad just to have that sliver of attention from him, that sentence gives us a glimpse on how little she felt despite being accomplished, rather successful actually because she always cleans her boss’ mess have a lot of baggage to unpack. and when the secret was confirmed, her anger rejects all of the entity that ties with her past because both her parents deprived her for the things she was supposed to have– becoming greedy to fulfill those. then eventually, somehow, going back to her roots aka being humble after having the talk with her dad. As most of her insecurity started because of him and how she had to be the bigger person for his other family, clearing out the misunderstanding between them brought a sense of peace  while she’s settling in the restless turn of events.
and with our main man gojo, this guy, it is not wise to- 😤😤 how can you say you’re engaged after doing the body tango huh? esp when you said you want y/n to be your wife? oh gee and the revelation of his past relationship with mia and how he sees her in y/n is so fucked up. can’t help but think that satoru wanting to marry and be this lovey-dovey with y/n is just him reliving the moments that mia never gave him in the past. and y/n accepting that their current relationship is based on how they’re filling up the cracks in their needs and settling for the sake of familiarity. imagine how deep in love our girl is to keep satoru in her life 💔 im still in it for the second lead agenda
needless to say, everyone here needs a therapy so they can get their shit straight together 🤧🤧 (ノ•̀ o •́ )ノ ~ ┻━┻
BUT i know you mentioned this many times but laywer! naoya all poised and in his best behavior while helping y/n in her new situation has my heart go💕💕 winning lots of cases and is known in his field, he proved that he is both beauty and brains. and the pen spin??? man be pulling those fast spins either to distract or impress the person he is talking to flashing those perfect white pearls wtf now i can’t get that out of my head naoya brain rot 🥵🥵 also celebrity chef! sukuna in charge of all those delicious, exquisite cuisines? imma make myself broke just to taste his masterpiece🥲 ooh but how about him being a michelin star chef and owning a michelin-starred resto?! no doubt, left and right you see this man appearing on some high food magazine on the cover 😊😊 oh oh i also saw that supermodel! choso?? also his face is plastered on magazines AND luxurious advertisements ex. shibuya crossing! where most people be drenched in his glorious presence yea weird shibuya arc ref pls kill me and everyone talks how handsome and intimidating he is while he just have a rbf and only the closest people in his life get to see him drop that front 😌😌
with that in mind, imagine supermodel! choso being a godfather to the baby of y/n?? he would go soft immediately at the sight of the child and would probably love giving lots of branded clothes it will be good enough for more than a year ☺️🥲😭
oh and there is this one scene in chp7 that reminded me of the recent korean movie i watched i dont wanna say it in case you wanna check it out its called sweet and sour and oh god idk why but watching it, mind keeps on prompting your fics 😬😬 maybe bcos i some of your fic always had med related topics and the main actress role there is a nurse. i remember that you’re on your clinic training so maybe thats why 😳oohh pls don’t forget to take breaks and be safe heart and oh ur a psych major too? oh wow hi ig in relation to one actress in the sweet and sour fic, she was also in a kdrama the heirs- which was popular at the time with it being packed with some solid household actors and actresses. sky castle tho, ig it relates to the theme of reckless more because its mostly how parents from the upper class will mindlessly destroy someone’s life to attain their materialistic desires  🤧🙂
this fic, easily in my top 3 ‘heart belongs to who it dictates’ so many twists, so much drama and ANGST! YES BESTIE GIMME THOSE ANGST 🥲😌
i hope you’re doing well nowadays :’)) we need to find gege the best chiropractor to take care of his back, so good that it’ll make naoya respawn to life 🙂 suki i don’t think i’ll get tired of saying how much i love your work that it feels illegal im reading it for free 💔. i don’t really have much to offer, but im wishing you good health and success in your life :’)) aah i’ve mentioned this already but take care always 💕💖😊🥰
- 🍳
y/n becomes a real baddie when she’s pissed off 😫
hmm y/n wasn’t really working hard for her dad’s attention, it was more like she felt so left out and unwanted (she feels unwanted wherever she goes) that she just decided to pack up and support them from afar bcos to her, she’s so alienated in her dad’s family that she felt like she had to work hard to earn a spot in their table. she knows she’s the outsider but she wants to feel like she can be part of them, that she is also a child deserving of love and care, but becos her stepmom focused more on her actual kids and her own dad was too busy with his new family now, it made y/n feel that she had to do something to be worthy of that.
that’s why most of the money she made working in tokyo was still wired to her family; she put her brothers in school and supported them, all because she hoped it would make them accept her more. now, things are different because she finally found her biological family, but even if valeria and co. still don’t want her, y/n is now more focusing on building something that’s truly hers that no one can take away. yes yes, she did become greedy, but more for power than of acceptance. she got to a point she doesn’t care as much vying for her parents’ approval and now thinks her luxury gives her comfort; only because at least she has that much. like she said in the latest chapter, happiness was not what she needed, it was stability and money - all things she lacked before.
and yea she did go back to her roots! all of her issues started with her dad anyway but that part is slowly patching up 🩹💔 oooh actually your theory is right bestie 🧐 gojo found y/n interesting bcos she reminded him of mia, so the more she pushed him away, the more he’s like wait, i’ve been here before, let’s not repeat past mistakes but i can do better now. on the part where gojo talked to mia while she was asleep, notice how he said he’s given a second chance to do better now, all because he couldn’t do them with mia but he could with y/n.
ohhh actually y/n was the one who established that ‘fulfilling mutual need and settling for familiarity instead of being lonely’ type of relationship. gojo avoided her for weeks and he’s pretty settled in keeping his distance, but she was the one who sought him out. deep down, y/n is afraid if she doesn’t at least use him as an anchor to her more humble roots, then she might spiral out of control and end up like valeria, thus using him as a ‘distraction’ but in reality, she needs his comfort to be grounded.
SECOND LEAD AGENDA OMG LETS GOOO 🏃🏻‍♀️🏃🏻‍♀️🏃🏻‍♀️ geto the fine fine option.
NO BESTIE MOMENT U MENTIONED LAWYER NAOYA I JUST KNEW I WAS GONNA SCREAM. okay but lawyer! naoya is so fine, i love his character so much bcos he’s a pure bean. originally, i was gonna make him an antagonist but i found he had more potential as a good, supportive character. HIS PEN SPIN HELPPP WHY COULDN’T HE JUST BEEN OUR BABY DADDY 😫 he pulls them fast spins bcos he’s nervous btw HAHAHAHA y/n can be quite intimidating and lawyer! naoya is sometimes too precious.
celebrity chef! sukuna is MEAN! he was pictured after gordon ramsay so lmao. omgggg sukuna being famous not only for his food but also his handsomeness 😳 he gets so cocky over how no one can get in his level while popping a battle of champagne, listening to ‘careless whisper’ while dancing to his reflection in the mirror 😤
also yoo supermodel! choso is THE hot shit 🥵 he’s so famous his schedule is packed for an entire year and a half and those are just for very selected brands and designers! ugh imagine going to work on the subway when you see supermodel! choso with rbf posing sexily and you swoon because he’s so sexy. plot twist that choso doesn’t know how to drive bcos as a kamo family member, they grew up with drivers taking them to and fro, so when his driver got sick and everyone else was busy, supermodel choso takes the subway himself and hides behind a face mask and cap while still wearing extravagant clothes that makes him stand out more. he does not have ‘subtle’ on his book at all.
and yeah people say he’s intimidating but its more his height and build + rbf! in reality, he’s just as soft and sweet as naoya, but both of them go into protective mode when someone they care about is being crapped on. and boy when they DO get into “what did you just say?” mode, better run away 🏃🏻‍♀️ supermodel! choso is also an heir to the kamo empire though not after the business, but he still has enough power to take you down in a second.
meanwhile, lawyer! naoya didn’t become this successful without being so savage yet composed he makes you question your entire existence before he drags you to court. lawyer! naoya is so scarily convincing that he can make you plead guilty even tho you did nothing wrong 💀
aaaah omg supermodel! choso LOVES babies actually! as the eldest child who looked after his brothers bcos the kamo parents are always away for work, being a father figure is so natural to him. i can picture him being the one who cries harder than gojo if the baby is born bcos he’s so excited, then reads poems to the baby before sighing that childbirth is such a beautiful thing 🥺
omg i know sweet n sour, the actresses are one of my faves tho i haven’t watched it yet! oooh they’re a nurse? i didn’t know that 🧐 i actually finish my short training in a week so i’ll be heading on to heavy majoring in psychology! wait bestie are YOU also a psych major 😳💕 oh and i see i see, sky castle *jots that down for future references* reckless actually has lots of significance in terms of the parents’ roles so i’m excited to see that! and aww thank you so much, can’t believe i made it in someone’s top three 🥺💕
HELP AHSKWKW i’m gonna call the best chiropractor in the world and send them gege’s way, i’ll cry a river if that’s what it takes to bring my boo back to life 😭 and noo baby the support already means a lot to me, i’m just happy to indulge in my hobbies and share it wih you all so thank you very much for everything 🥺 please take care of yourself too n have a nice day!! kith MWAH 💕
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myluckynumberis17 · 6 years
Text
I haven’t been able to talk to anyone so far about kh3, and now that i finished it nearly a week ago, so i might just write it here.
the disney worlds were super fun, and omg the new graphics were so worth the wait. andy’s bedroom looked amazing, and i was really immersed in most of the worlds. the frozen world was pretty boring, only cause you had to keep going up the mountain to find elsa over and over. also in that world the characters barely interacted with sora and crew lmao. the combat was decent enough, the extra powers for the keyblades were cool. i defeated davy jones with yoyos, which perfectly sums up why i love this game. i love the ratatouille edition, with little chef and the cooking game, which was cute! sora’s interactions with donald and goofy were very funny, and they felt like close friends. the disney attractions appeared way too much, which made the game too easy at times. not much in this game disappointed me really, not even the end. i really liked the ending tbh! sora trying to save all those people, and fading away is heart breaking but makes sense. anyway he ended up in shibuya, so maybe he’s ok... kairi dying and then being saved would have been fine, if it had been executed better. that’s the biggest issue, cause kairi deserved better. she didn’t get like a huge character moment. maybe if she had sacrificed herself for sora, instead of being kidnapped again, i wouldn’t be so annoyed. seeing axel, xion and roxas altogether again is something i’ve waited a long time for, so i did tear up. OH YEAH ROXAS IS FINALLY BACK OMG. and the fact a big focus for sora was on saving roxas, means a lot to me CAUSE ROXAS IS GREAT. also sora’s arc in this story broke my heart, and bless my son. the opening menu brought to me to tears the first time i saw it, with this perfect mix of nostalgia and a finale.  my hype for this game, gave me way too much high expectations but luckily i was able to still not over hype the game when i finally started playing it. i had lots of fun playing it, and maybe it’s not perfect but the game was never disappointing (except with kairi and frozen). the secret ending left me with more questions than answers, but its kingdom hearts so its to be expected!
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krustentier7 · 8 years
Text
The games I played in 2016
You’re probably expecting the first paragraph to be about what a shit year 2016 was in general, but that’s so played out and I don’t really want to waste too much time. With video games specifically, I can say that this year at least for me has seen a massive drop off in quality compared to last. We did have a few pretty monumental releases that were a long time coming, but really nothing as legendary as any of my Top 5 placements of last year.
That said, I went over the list of game releases in 2016 last night and god damn, I played (and beat!) a lot of fucking games this year. In fact, while the number of games that I was interested in and didn’t get a chance to play is still pretty high, I managed to play *more* games than that. I keep feeling myself being increasingly strapped for time, and yet I still managed to play a lot and be part of the conversation, which I’m really happy about.
Still, I want to give you a list of titles I was interested in, but didn’t get a chance to play much of (despite even owning some of them) before we really kick things off: Owlboy, The Silver Case, Severed, Guilty Gear Xrd Revelator, Odin Sphere Leifthrasir (own that one), Dragon Quest VII, Thumper, Rez Infinite (mostly for Area X but fuck paying $30 for an HD remake of a Dreamcast game, even if it’s Rez), Amplitude, Salt and Sanctuary, Pokkén Tournament, Enter the Gungeon (another one I own), VA-11 HALL-A, Let It Die (first impression was pretty bad, but I dig the concept, so I want to give it another shot when I have time), Grow Up (own this one too), Steins;Gate Zero, ReCore (it’s on my hard drive), Darkest Dungeon, Gunvolt 2, Gears 4.
See, I did a similar thing last year and a lot of the games I mentioned there I still haven’t played, soooooooo… yeah… just thought I should mention them before anyone wonders where they are, let’s move on.
I’m also vaguely interested in Dishonored 2, Deus Ex: Mankind Divided (which I actually own since I’m bad with money), Digimon Story Cyber Sleuth, Watch Dogs 2 and Pokémon SuMo? Mostly because I’ve heard good things about them and less because actual personal desire to play them.
Now, one thing I want to do that I didn’t last year is talk about a few games that I played that didn’t come out in 2016, they’re pretty noteworthy titles that I’m glad I finally got around to and mark some of my high points for this year.
Earthbound and Mother 3
The best roadtrip games that I played this year. I tried getting into Earthbound countless times over the years and always stopped not very far in for various reasons, but when it was released to the 3DS’s Virtual Console earlier this year, I knew that now was the time. It’s a great game to play on a handheld, the fact it took me months to complete (I played it on and off before Summer and then started dedicating entire days to it as I was closing in on the finish line) kind of added to this feeling of going on a huge journey in a way. I love that Earthbound doesn’t hold your hand too much, the environments have so much detail and personality crammed into them and are really fun to explore. The RPG gameplay is fairly basic, but there’s enough room for experimentation to allow for clever and fun strategies, and the limited inventory really keeps you on your toes. I really didn’t expect to like Earthbound as much as I did, it holds up so well both as an experience *and* as a game.
Mother 3 on the other hand is a pretty different experience! It’s a much more linear and guided journey that goes all-in on its more personal and literal story. While Earthbound was all about the adventure with all its ups and downs and less about a larger story, it’s the complete opposite in Mother 3 – and while I ultimately came to prefer Earthbound, this approach does have its merits. It’s become such a meme over the years, but Mother 3 really pulls at your heart-strings, and some of the game’s darker moments I’m really unlikely to ever forget. The story wouldn’t work as well as it does if it weren’t for all the streamlining and hand-holding, and I think as a counterpoint to the first two games in the series, it was a worthy sacrifice. I do think a lot of the RPG open-endedness suffers in this transition to a much more linear journey, and while I do really like the rhythm combo system, I think purely as an RPG, Earthbound is the better game. Side note, but I gotta say that I vastly preferred Earthbound’s more isometric style and open environments to Mother 3’s top-down perspective and extremely linear progression. Both are totally worth playing though and I wouldn’t want them to just be the same thing, it’s good that they’re so different. The Mother 4 fan game is looking to combine aspects of both titles into one, and I can’t wait to see how it turns out.
Final Fantasy VII
That’s right, I literally *never* played Final Fantasy VII for longer than ten minutes before it came to PS4. It’s hard to say how much the extra features of that version enhanced the experience for me, turbo mode and toggleable random encounters definitely make this game much more palatable. Overall though, I’m extremely happy to report that the game completely holds up and is *not* overrated.
It really encapsulates what I think RPGs are good at: thirty, forty, fifty, sixty hours, that’s time that is rarely afforded to a story. When I think about Final Fantasy, I think about huge long ass journeys, with so many ups and downs and so many different little arcs, worlds that feel massive and alive, mysterious heroes and grandiose villains, twists and turns, revelations and dramatic high points… that’s Final Fantasy and that’s what VII offers. You really come to love this ragtag group of friends and exploring Gaia (I really love how many different vehicles you unlock by the way) is an absolute joy. Beyond that, I love the Materia system and how flexible it is. I usually only expect that kind of open-endedness from games like SMT, but FFVII has so many wacky combinations and ways to play that it’s almost mesmerizing. Just a wonderful, wonderful game.
The World Ends With You
TWEWY is a game with so many unique ideas crammed into it, none of which I’ve seen before or since its release, that somehow manages to make it all work. It’s easy to forget that games like Persona weren’t nearly as popular then as they are now, so the sheer novelty of a Square Enix RPG set in the modern day that really feeds off Shibuya teenage fashion culture was really something to behold. You eat food and need to wait for it to digest to get buffs, you need to set trends and wear appropriate clothing to raise your stats, YOU FIGHT ON BOTH SCREENS AT ONCE… it shouldn’t all gel together as well as it does, but, well, it does. When the combat and the music completely click, you get one of the most exhilarating and fun RPGs ever made, and the story handles contemporary themes like identity and adolescence with a lot of confidence and vigor.
That doesn’t mean that the game is without flaws though, far from it. I feel like the team spent a lot of time polishing the combat and the presentation (it’s really one of the most stylish games you’ll ever play) and put a lot of thought into its story, but the overall structure feels like a complete afterthought.  You’re constantly asked to run back and forth through a tiny game world, story progression is often gated off behind menial tasks. The combat is so much fun and the learning curve so steep that it really carries the experience, but if they ever decide to make a sequel (MEME), this is one area that really needs to improve. Beyond that, a lot of important abilities that really round off the combat and make it actually feel fully playable are locked behind story progression; you feel artificially gimped for way too long. The game has problems differentiating between similar touch inputs at points, having to drag Neku across the screen to move is tough to get used to (I realize there’s no real way around these problems though), and the dual-screen gameplay can vary wildly between a tightly choreographed ballet or a button-mashy mess.
All of these flaws are easy to forgive though when TWEWY pulls off so many unique ideas with such confidence – it’s a game that’s impossible to hate.
Doom
In preparation for the 2016 sequel, I finally played the original Doom and it’s fucking good? I love the emphasis on high-speed movement and exploration, the gunplay is still insanely polished after all these years and every encounter feels completely hand-crafted. Not much else to say, a total classic.
Max Payne
The original Max Payne is banned here in Germany, but my girlfriend gifted it to me through Steam (<3) and I finally got a chance to play it. It’s really good! Recoil and sound effects on every single gun are spot-on and bullet time/shoot dodges really never get old. I do think it’s a bit of a contrast to Doom, it made me realize that shooters designed around hit scan weapons aren’t really my preferred type of game, but that does little to blemish what’s here.
Resident Evil 4
My last RE4 playthrough had been a while ago, the only reason I’m mentioning it now is because I somehow spent thirty hours replaying this game I know front to back on Professional?? I dunno how that happened, I just know it was fucking GOOD.
I just realized how much time I’ve already spent writing about games that didn’t even come out this year, so before I waste any more time, let’s move on to my honorable mentions, games I played but didn’t make the Top 10 for whatever reason:
Furi
The most impressive thing about Furi is that it’s a great display of working smartly around a tight budget. Crafting a deep action game moveset and then building a game around it that takes advantage of it is nigh-impossible on the scale of a $20 downloadable game (see Platinum’s Korra game for what an attempt at that looks like), so what they did instead is give Rider, Furi’s protagonist, a very limited number of moves that all have purpose and make every single combat encounter in the game a full-on boss fight.
Every boss has a number of unique gimmicks and mechanics for you to figure out, and the game remains engaging and, dare I say it, hype for its entire runtime. The only real problem with Furi is that it’s fundamentally a game about reacting to your enemy and executing a strategy rather than player expression and decision making, the latter being what defines action games like Devil May Cry and Bayonetta. The main innovation of DMC1 was the game’s ranking system: there’ve been countless other games were you run around and kill enemies before it, but DMC1 incentivized you to also try and look cool. That element, playing around with your enemies and exhausting your character’s potential, is what gives these games their staying power, and it’s sorely lacking from Furi. Again, this was really the optimal and only way for this game to be made with the budget that it had, but it sadly fails to offer a lot of the satisfaction that I expect from games of this genre. That’s also why I haven’t gone back for a replay, it’s nice that enemy patterns are mixed up on higher difficulties, but the way I react to them is always going to be the same.
Street Fighter V
I don’t really agree with a lot of the backlash against Street Fighter V, while the relative lack of modes compared to other fighters is pretty baffling, I don’t really know why anyone would purchase this game if not to play 99% online, which is decently robust here. The game has a lot of structural issues, big and small, I think the currency system especially is so incredibly stingy that it might as well not exist, but it’s really too much to get into right now.
The reason Street Fighter has always been my preferred fighting game is how grounded and based on fundamentals it is. I really do get the appeal of games like Marvel, but spending hours upon hours in training mode to learn combo execution is way too daunting for me. Street Fighter gets to the, to me, interesting part of fighting games almost immediately, you can have small mind games and strategies even on very low levels of play. Street Fighter V makes great strides to emphasize this aspect even further: combos are easier to understand than ever, every single character is unique and the V system really helps bringing their strengths to the forefront. You immediately understand what any given character is about and how to play them, which makes finding the right character for you easier and more fun than ever.
I will admit though that there’s a bit too much overlap between different V-Skills and V-Triggers, and the latter generally don’t have as much utility or change the game up as much as I would like.
I have to say that I kind of hit a personal wall with the game, and a lot of the Season 2 changes are looking… questionable. Still, I really can’t deny that I had a great time with it, generally.
Fire Emblem Fates – Conquest
I was pretty burned out after beating Conquest despite enjoying it a lot, which is why I still haven’t gone back and played the other two parts that make up the whole of Fire Emblem Fates. There’s really not much I can say without going super in-depth, I know saying how great the map design is without explaining why is just really blegh but you’ll have to trust me on this one. Every map uses some unique layout and gimmick, your troops complement each other extremely well and you it feels really rewarding to figure out the best positioning and approach for any given situation. My only major misgiving is that Awakening’s relationship mechanics feel very out of place in Conquest’s more linear structure, they incentivize you to play differently from how you actually should and I found them to be really distracting. Other than that it’s an excellent entry into the series.
The Witness
The Witness is really good but I still haven’t beaten it (198 puzzles solved?). I kinda just want to leave it at that but there’s more I can say about it.
While the island the game is set on almost completely disconnected from the actual challenges you encounter, it lends the game an air of mystery and discovering how all the locations are connected and intertwined is really engaging. The Witness has been criticized for this disconnect a lot, every puzzle uses the exact same interface, but I think this approach has a lot of advantages over games like Portal, Limbo or Jonathan Blow’s own Braid. It’s always immediately clear when you’re on the wrong track, and there’s basically no real execution required – any person can draw a line on a grid, the only thing that matters is having the brain power to figure out how to do it.
Two annoyances that I can think of: you have a map of the island, but you can only look at it when you’re on a boat? And some of the puzzle mechanics really didn’t make a lick of sense to me, even after begrudgingly checking a guide. Like, I know I would’ve never figured some of the puzzles out myself because their rules were so arbitrary and hard to understand to me.   Uncharted 4
The action and combat sequences in Uncharted 4 are honestly some of the most breath-taking and heart-pounding I’ve seen in any game, I had moments where my jaw literally dropped to the floor and I was in genuine disbelief at what was happening on my TV. This stands in stark contrast to basically the other half of the game which mostly consists of slowly walking through linear environments, listening to dialogue and pushing crates. These moments served as pace breakers in earlier Uncharted games, but here they’re almost the main focus; it’s no coincidence that, for the first time in the series, there is a menu option to select and play every combat encounter (and just those) after you beat the game once. Some of the climbing and puzzle mechanics were expanded, but not to the degree that they can really stand on their own. I enjoyed exploring Madagascar on the jeep or riding the boat and exploring different islands with Sam (because here we get to do *actual* exploration of sizable environments), but so much of the non-action in Uncharted 4 is barely interactive and, well, boring.
What’s baffling is that the gunplay is so insanely good now that the game really didn’t need hours and hours of unengaging simple ass platforming or walking down straight lines. I love how the little dot inside the aiming reticle moves and twitches offset from the cross, the way enemies and their clothing react to bullet impact. I also find it almost offensive how utterly convinced Naughty Dog seem of their new direction: I think a lot of the quieter moments in The Last of Us were justifiable, but it annoys me that people are under the belief now that walking in a straight line and listening to dialogue is good storytelling. Watching the PSX demo for the upcoming DLC honestly had me burying my face in my hands in disbelief. Storytelling seems to be the only thing they’re passionate about anymore, and it’s to the point that you can just tell how bad Uncharted 4 wants to be a movie instead of a game.
Monster Hunter Generations
I love the Style system and how seamlessly it ties into with the existing weapons and mechanics, not every combination is a winner and you’re required to experiment and find what works best for you. Beyond that though, I found Monster Hunter 4’s story structure to be a huge leap forward for the series, and Generations basically takes all that progress away in favor of barebones quests with next to no context. So many of the Village Quests are based on gathering and mob hunts, you still can’t see Key Quests, and the satisfying progression of unique and charming hubs that defined MH4 has been done away with; hubs are pretty much completely meaningless now and merely serve as nostalgic throwbacks.
I’m making the game sound awful now, it still has everything we’ve come to know and love about Monster Hunter and I would recommend it to anyone, but compared to the evolution that MH4 was, it feels like a stop gap before the series (hopefully) moves on from 3DS. Final Fantasy XV
I plan to talk more in-depth about XV later down the line, and if it weren’t for me tempering my expectations to such a degree it would probably fall under disappointments rather than honorable mentions. I did enjoy my time with it, no doubt, it really nails the feeling of going on a journey and traversing an entire continent mainly through its impressive use of scale and some really cute mechanics like Prompto’s photos or camping. The game can have a really satisfying pull of exploration and combat that, when it clicks, it *really* clicks. It’s clear though that a lot of it doesn’t hold up under scrutiny, and I want to examine it more closely and explain why hopefully in the near future.
Oxenfree
I think what annoyed me the most about Oxenfree is how on-rails it feels? You’re trekking through the woods and Jonas warns you to not get lost, and I just sat there wondering how I’m supposed to get lost when I’m quite literally exploring on rails. That’s mostly what is making me hesitant to play through the game a second time, I really see it becoming something of a slog on repeat playthroughs despite the short length. The story is cute, but it fails to give you a tangible sense of danger or ever really raise the stakes significantly. I think it really could’ve used some puzzle/action moments to inject some variety and engage the player more.
What I’m really impressed by is the dialogue system and how the game really goes all-in on it: conversations and dialogue choices happen without any sort of interruption and feel completely seamless, the dialogue choices themselves almost never follow any discernible patterns or fit inside a box, and the resulting branches and outcomes feel real and natural. I love how talking is really the main bulk of what you do in Oxenfree, and it’s something more games need to try in this fashion.
Overwatch
Overwatch is really good and I think it’s amazing that a multiplayer-only FPS can have such a fleshed-out world and a colorful personality like that, but I don’t really care about objective/team-based games for various reasons and I wish it had a singleplayer. I also haven’t been wanting to dedicate time to games where I don’t make “real” progress lately, and if you take one look at my backlog you’ll know why.
Teenage Mutant Ninja Turtles: Mutants in Manhattan
I like that you can play levels out of order and a lot of the mechanics kind of start to make sense once you get to the boss fights, the open level structure is also interesting (though not as well executed as Anarchy Reigns or MadWorld), but everything else is pretty much as blegh as you’ve been told on the internet. Mob fights especially are such an incoherent mess that I wouldn’t even know where to begin.
What’s puzzling is that the game really doesn’t seem to lack polish in any way, I don’t get the impression that lack of time or money is the culprit here. That’s pretty disconcerting and I hope it’s not an omen of what’s to come out of Platinum going forward.
Quantum Break
Quantum Break has cool gunplay and a nice little story, but I instantly forgot it existed once the credits stopped rolling. I think a lot of shooters limit their enemy design by choosing a realistic modern day setting, and that issue is on full display here: the number of generic soldiers you mow down just completely washes over you after a while. It’s also easy to draw comparisons to another third person shooter, Vanquish, and one thing I realized when I thought about it this way is that powers in Quantum Break almost never combine in meaningful ways and have too many similar applications. Slowing down time after a dodge, stacking bullets into one big cluster, doing a melee takedown after running – these moves all serve to either buy yourself more time to do damage, or to do a lot of damage at once.
In Vanquish, you can slow down time at basically any point; after you jump over cover, during a dash, after a roll, after you launch yourself in the air with a drop kick or certain melee attacks. From these examples alone you can already see different actions intertwining to give you much more utility than is immediately obvious, but it goes even deeper with things like boost dodging or SHOOTING YOUR OWN GRENADES.
Quantum Break lacks that kind of depth and, while the gunplay is as polished and exciting as you would expect from Remedy, it’s what makes the game rather forgettable.
Disappointments
Games that came out this year and not only didn’t make the Top Ten, but ended up being very disappointing to me personally for various reasons. I do have to add that the three following titles aren’t bad, in fact I’d argue they’re better games than a lot of the honorable mentions; I just happen to be particularly attached to them, emotionally, which obviously creates certain expectations, expectations that weren’t exactly met.
Zero Time Dilemma
The conclusion to the Zero Escape trilogy, it’s kind of hard to talk about what made Zero Time Dilemma disappointing without going into spoilers. I did have a really good time throughout most of the adventure, even though there were a lot of structural aspects to this story I wasn’t entirely on board with (without saying too much, I feel that a lot of events lack lasting consequences and end up falling flat for me and sapping away a lot of the tension). It only really falls apart during the final act, we’re served up ass-pull upon ass-pull (a lot of which have become memes, understandably) and it completely fails to tie up the loose ends of the previous two Zero Escape games. None of the burning questions that VLR left are even remotely addressed, instead Zero Time Dilemma feels very much like its own story, and it isn’t a particularly satisfying one. This trilogy had been such a journey up to this point, and ZTD really had the potential to deliver a massive payoff for all those who stuck with it over all these years, potential that sadly just wasn’t acted upon.
Most of the smart and praiseworthy aspects of this game were already present in VLR (how game progression is closely linked to your understanding of the story) and it’s hard to replicate the same wow factor by just repeating old tricks again. Beyond that, the move to fully animated 3D visuals is well-intentioned, but uh… just look at any of the trailers, really. I’m fully aware that 3D modelling and animation is much easier today than sprite/pixel-art, but I’m finding it hard to believe that they couldn’t just have hired a bunch of artists to draw a few dozen character portraits and environmental backdrops in the vein of 999 with the same budget. I think that’s something a lot of people would have preferred, and it would’ve been an artistic choice that is much more conscious of the team’s capabilities and the available resources.
Not only would that have made the overall presentation much tighter, I also think the game in its current form has a harder time handling exposition and info dumps than its predecessors. You can hardly have a ten minute exposé on Ice-9 within the confines of what is essentially filmic storytelling. There are certain rules animated cutscenes must adhere to: pacing, frequent cuts, length. A huge storytelling advantage games have over other forms of entertainment is that they can have lengthy dialogue sequences using text boxes and the like, without the player becoming unengaged over time and on a much tighter budget. This is something 999 and VLR reveled in, but ZTD’s move to animated cutscenes means that that isn’t an option anymore. These ass-pulls I mentioned earlier are so much harder to buy into now that the world and its rules aren’t as fully established as they were in the previous Zero Escape games.  
Dark Souls 3
I don’t really know what to say about Dark Souls 3. I’ve talked about a lot of misgivings in terms of level design in recent Souls games previously. One thing I would definitely like to add is how mishandled hubs have been in the series ever since Dark Souls 2: in Demon’s Souls, the Nexus was a necessary compromise since From Software weren’t yet able to connect all the areas seamlessly. The game managed to make this into a strength, however, by having the hub constantly change throughout the adventure and giving the player the option to tackle levels in any order. Items are places so deliberately throughout every single level that, on repeat playthroughs, the player will have a deep understanding of where to go early and how to give themselves an advantage through sequence breaks.
Dark Souls doesn’t have quite the same flexibility as Demon’s, owing to its move to a seamless world structure. I still think it’s a great trade-off though, because the feeling of knowing a game inside out and having the wit to figure out the perfect order in which to do things is so much stronger now that the game world is completely interconnected and requires you to map everything out in your head. Figuring out that you can go to Blighttown early or fight Pinwheel as your first boss is so much cooler when you actually physically have to perform these leaps and sequence breaks instead of just using a level select like in Demon’s Souls.
Firelink Shrine was an important piece in this puzzle: Lordran’s layout is so smart that just progressing through the game and using shortcuts as you normally would meant you had to return there frequently, and every time you would discover some new interesting change that further informs your understanding of the game world.
Now, two things: first, I think warping from the start of the game is a huge mistake. It completely removes the need for shortcuts and an interconnected game world, and it compromises this feeling of understanding and getting to know your surroundings. Dark Souls 3 and Bloodborne both have branching points where you get to choose which area to tackle first, but that’s really not the same as figuring these connections and branches out yourself. Even so, while both games have very wide and expansive areas, game progression is almost entirely linear compared to Demon’s or Dark Souls. I think 3 is a better game than 2, but I would honestly go as far to say that Dark Souls 3 is the most linear Souls game yet.
Second, it’s obvious that From Software recognized fundamental flaws in this design approach: if you can just warp anywhere and the world isn’t really interconnected, it means you’re not naturally going to return to your hub like you would in Demon’s or Dark Souls. And if the player doesn’t do that, they’re going to miss out on important NPC interactions and it makes it impossible for the designers to reset the player’s focus when they want to.
Their solution to this was to remove the ability to level up at any bonfire; the only way to do that in post-Dark Souls titles is to go back to the hub and speak to an NPC. I think the fact this change had to be made just shows that the whole idea of warping from the start was ill-conceived. Whereas the hubs in Demon’s and Dark Souls had purpose and a reason to exist, they’re nothing more than a contrivance and old baggage here.
To talk more about Dark Souls 3 specifically, a few rapid-fire points: the bosses are really great and varied and unique, and I like the weapons a lot (even though Weapon Artes didn’t live up to their full potential). I’m extremely conflicted on the amount of references and callbacks to other Souls games; every moment that I found hype or memorable was thanks to my experience with every other Souls game up to that point, which just makes me really sad thinking about it. I also think the way some of the open questions that Dark Souls left are answered so lazily here that I honestly wish they hadn’t bothered and stayed away from the first game’s legacy. Final point: god this game looks so much like Bloodborne that it’s uncanny, I genuinely can’t tell the two apart sometimes. That’s all the more upsetting because Bloodborne was a much, much better game with a lot more creative energy behind it. WHICH BRINGS ME TO...
Shin Megami Tensei IV: Apocalypse
This game is fucking shit and I’m legit not joking when I say that I have not even the faintest as to why anyone would think it’s better than the original.
Actually okay, let me back up, this game has all the trappings of any good SMT aka monster collecting/fusing and fast-paced high-stakes combat. On that fundamental primal level, Apocalypse can be pretty fun, I would be lying if I said I didn’t enjoy min-maxing and planning out how I’m going to build my party. Some of the balance and system tweaks I’m also on board with (Skill Affinities and Demon Negotiation, namely), but everything else is such a far cry from the original SMT IV that it’s honestly hard to believe. I know I’m gonna go more in-depth with this game in the future, so I can’t go into full detail about my complaints just yet, but needless to say that, seeing how much I loved and appreciated SMT IV, this is easily my biggest disappointment of the year.
On that note, I am very curious if some of the mechanics on display here are going to find their way into Persona 5, which is not something I would be against.
And now what you’ve all been waiting for, here are my ten favorite games of 2016:
10. Superhot
Superhot was really cool, but I kind of just instantly forgot about it when I beat it. Crazy potential for a sequel and I would definitely play it again and again if it weren’t for me trying to avoid replays in favor of working on my backlog.
9. Hyper Light Drifter
I really love the combat, the aesthetics and the approach to tone and storytelling in Hyper Light Drifter, but I think it didn’t quite live up to its full potential. I keep seeing people comparing this to the original Zelda (a game I am very fond of), and while I can see where they’re coming from (both games are comparatively minimalist and open-ended to most games out there, and they emphasize combat and easy-to-understand challenges over puzzles and the like), it’s really not on the same level for me. While there are plenty of secrets tucked away in HLD’s world and the order in which to tackle every area is up to you, it still follows a very basic, formulaic structure: here’s your hub, here are four areas connected to it, every area, while expansive, is its own completely separate challenge.
Compared to games like Dark Souls or yes, the original Zelda, item placements also don’t feel as deliberate, the world’s layout doesn’t seem to reward knowledge and efficient replays very much. Important, powerful items are often either rewards for completing story tasks are upgrades you buy with points from a shop in the hub. I think this basic four-area structure and the fact that everything outside the hub is very much challenge-focused (meaning you’re not gonna encounter NPCs or special shops like you would in the other games I mentioned) is a real missed opportunity.
What also put a damper on my enjoyment of the game are a lot of the technical problems I had with the PC version, which have been largely fixed over time, making me wish I had waited a bit longer to play it. I am really excited to revisit it though.
8. Super Mario Run
I’ve tweeted about this before, but what I like the most about Super Mario Run is that I’m not punished for running through every level as fast as I can. That’s the most fun way to play 2D Mario to me, stopping my forward motion to look for secrets just isn’t something I’m really into. Thankfully, 100% completion and fast-paced platforming aren’t mutually exclusive in Mario’s first mobile outing. It’s impressive how Nintendo’s designers have managed to cram clever and varied optional challenged into the confines of an auto-runner, and watching Mario vault over enemies and do a turn after every walljump is an absolute joy; he hasn’t felt this acrobatic since Mario 64. Super Mario Run is proof that control or hardware limitations can sometimes open up completely new gameplay possibilities, and I think it’s something future 2D Mario games can definitely draw from.
7. Titanfall 2
Why is this game so good?? I don’t think anyone really saw it coming. I have a lot of fundamental issues with military-style shooters (two-weapon limits, a lot of weapons fulfilling the same purpose, emphasis on hit scan enemies, regenerating health, sprinting meaning I can’t shoot while I’m moving at top speed), and while Titanfall 2 has basically all of those same trappings, it adds enough on top of the formula to somehow make it work. You have a staggering amount of movement options, most of which allow you to stay on the offense while traversing at high speeds, and the expansive environments mean you can approach any combat situation as you please without being forced into cover very much. So many times I would let off shotgun blasts while sliding along the ground or detonate C4 charges in mid-air, and the mechanics are so insanely polished and versatile that they wouldn’t feel out of place in a Platinum game.
I also think that the idea of Titans is such a smart addition to the formula that I’m surprised other shooters haven’t come up with it before. It injects gameplay variety and means the player has to be competent at two completely different styles of movement and shooting, which also intertwine in logical and cool ways (lots of opportunities to switch between Pilot and Titan gameplay on the fly). I love that you can change between so many completely different Titan loudouts at any time (not having all of them unlocked from the start for New Game+ or something of the sort is a huge missed opportunity), and they’re also an amazing way to have boss fights in this style of shooter. That also ties into how well the game expands on this idea for its story, every opponent you face throughout the adventure has their own personality and mechanics to come to grips with, and the bond between you and BT feels tangible. It’s unbelievable how this game was sent out to die by EA, they really didn’t know what they had.
6. Doom
This game is so insanely talked about that I struggle to add anything to the conversation, so just trust me when I say it’s good. I love how smartly it bucks a lot of recent FPS trends with its movement and health mechanics, with how every weapon feels like a meaningful part of the adventure and enemies don’t use hit scan, rewarding constant movement and awareness of your surroundings (which reminds me a lot of Metroid Prime somehow?). Every part of your arsenal has some limitation on how often you can use it, and later stages of the game especially become all about planning ahead and thinking constantly about when and where to use different abilities.
Glory Kills especially are such a fantastic mechanic and accomplish so many different things, and I love how your position/camera angle relative to the enemy affects the animation you’re going to get. Small thing, but too often I would trigger a Glory Kill only to watch Doomguy turn a demon into mush with a single half-hearted punch, I know they were made shorter after some feedback, but I actually prefer what they used to be like I think. The level design is very wide and vertical and encourages exploration, but that is sadly mostly limited to optional secrets; you can crit path your way through Doom very easily, the main story doesn’t require you backtrack and learn the layout of a map like the original two games or 64 did. That’s probably my main gripe with the game, but it’s still an absolute blast and something everyone has to play.
5. Inside
The only thing I really want to say and praise about Inside is that it’s a game that is not afraid to be completely and utterly disgusting in its imagery, but also paces itself and builds suspense so well that it never feels like shock value. Inside really delivers on the curiosity it creates inside the player’s mind from the word “go!”, and it feels so confident in its execution that it makes Limbo look quaint in comparison. The move to 3D visuals really elevates the experience in ways you wouldn’t expect. I honestly just don’t want to spoil anything, just go and play it.
4. The Last Guardian
I said everything there is to say about The Last Guardian in my recent post on it. All I can say now is that I hope the fact it trumps so many excellent games on this list is what’s going to give you all the urge to play it.
3. Star Fox Zero
I’m not fucking sorry.
I know I look like a crazy person, but hear me out, I’m even going to start with the bad if that makes you happy. I think rebooting the Star Fox story was very much necessary with how every attempt to move it forward has resulted in.. well, you know. The fact that it is the Lylat Wars again and that Andross is the villain really isn’t an issue to me, it’s more that this game really had the potential to elevate the story telling in the series to the standard of something like The Wonderful 101. I’m not sure if Miyamoto would’ve focused his efforts on that front if he had been given more time (I doubt it) and it still makes me yearn for a Star Fox game directed by someone like Hideki Kamiya.
This directly ties into the game’s other big shortcoming: it could REALLY use more levels. I think the length that is here is perfectly fine for a Star Fox game, my issue is rather that it never seems to be able to fully spread its wings and unleash the complete potential of its gameplay. With the Wii U suffering a less than peaceful death, I doubt we will get another attempt at this, and I have to say that if we ever get another Star Fox game, I’m really going to miss these controls.
Yeah, you heard me. I LOVE Star Fox Zero’s controls.
Just the ability to aim independently from your ship’s movement affords you a degree of control and precision that just hasn’t existed in the series thus far. You can draw comparisons to games like Kid Icarus Uprising and Sin and Punishment 2, but what makes Star Fox an interesting case is how your ship always moves forward; these other games use a setup where you move your character across the screen while the camera shifts and pans dynamically to capture different sensations of movement. In Star Fox Zero, the camera is always (mostly) behind you and you’re always in danger of being hit by whatever is in front of you. The idea that I can now aim anywhere no matter where I am on the screen gives you so much more freedom in how you position yourself and approach any given situation, and that’s what makes it such a great addition.
This all also means that there is another layer of skill involved with aiming that you don’t get in other games. For example, certain targets are harder or easier to hit depending on your Arwing’s vertical position on the field, and the fact you’re moving forward constantly means you have a limited window in which you can even attempt a shot. What you can now do is morph into the chicken walker (which halts your forward motion), use the thrusters adjust your elevation and hit your target. The game is full of little tricks like that and I haven’t seen much else like this in other shooters of this nature.
The dual-screen aspect of the controls is such a cool and interesting idea that I would love to see expanded upon in future titles, because it’s clear that it sadly never unleashes its full potential here. It still really elevates the experience though, mostly during All-Range mode where it perfectly intertwines with another new mechanic: Target View.
Holding ZL will make the camera pull back and center on an enemy, giving you a much better view of your surroundings than was previously possible in past Star Fox games. The reason this could be implemented here IS the second screen: if you put Target View in Star Fox 64 with the exact same controls as before, it wouldn’t be of much use since you a.) can only shoot at what is directly in front of you and b.) YOU WOULDN’T BE ABLE TO SEE WHAT’S IN FRONT OF YOU SINCE YOU DON’T HAVE A SECOND SCREEN. This addition makes Star Wolf especially so much more fun to fight since you can constantly stay on the offensive and react to your enemy’s movements immediately, frantically shifting back and forth between both screens. A lot of bosses will also use attacks that would be impossible to dodge without something like Target View, which makes them much more varied and interesting than bosses in previous Star Fox games.
I love how you can basically pick a flight path on the TV, then shoot from the gamepad to go on a sort of bombing run. I love how the gamepad expands the field of view, letting you shoot targets you’ve already passed by and creating opportunities for hidden targets in most stages.
By far the cutest thing about the controls is how the right stick is used to manipulate your Arwing’s movement. Tilting the stick left or right will make the Arwing gradually bank in that direction, giving it a quick rattle results in a barrel roll – it just feels so tactile and *right*. That’s especially true when you use it in conjunction with the left stick to adjust your turning speed (I do wish you could turn off the Somersault and U-Turn stick commands and just use the B and X buttons) or smoothly go into a boost or pull the break by pushing the right stick up or down, which also just feels right.
There’s more I could ramble on about, but this whole thing is way too long already and I mostly just wanted to address the main sticking points everyone’s been up in arms about with Star Fox Zero. Everything else is mostly the Star Fox you and love: frantic, fast-paced action with a satisfying learning curve and plenty of incentives to keep playing after the credits roll. The Wii U and maybe even this series might have died an unsavory death, but I’m glad I still got to experience Nintendo and Platinum to take on one of my most dear and beloved franchises in such a bold and innovative and exciting way.
2. AM2R
By far the best Metroid game since Zero Mission (maybe even better than that? I need to replay Zero Mission and Super) and in fact so good that I really don’t give a shit it’s not made by Nintendo. A few rapid-fire points:
Biggest and most varied array of bosses out of any 2D Metroid game.
Expansive, vertical areas with tons of different layers and great shifts in pacing and progression.
Controls like BUTTER.
Unlocking areas in chunks makes it a bit more linear than I would like, but there are still plenty of opportunities to get lost, do things in different orders, explore and sequence break.
More to that point, I think the idea of hunting down Metroids and unlocking chunks of world in set intervals makes for a slightly different and very enjoyable pacing compared to most Metroid games.
The visuals aren’t an exact copy of either Super Metroid’s or Zero Mission’s art styles, instead they try to adhere to and recreate the GameBoy original in a 16-Bit style. A lot of the tiles and surfaces have a rougher, flatter look to them than what you’re used to in these other games, and combined with the way color and space are used, it creates a style that is completely unique and extremely faithful to the original game.
I don’t want to get too upset about Nintendo taking this game down and denying it any sort of recognition, it’s their IP and they can do what they want with it. I personally just have to question if this was really the best way to handle the situation, and it’s sad to see such a phenomenal game be dragged out of the limelight. Coupled with Metroid as a franchise being basically dormant at this point, it’s an unfortunate state of affairs all around. None of this can diminish the quality and the value of what’s here though, and I urge everyone to give AM2R a try.
1. Dragon Quest Builders
I think… a discussion as to whether or not it’s alright to praise Dragon Quest Builders as much as I have and will continue to do when it rips off another game as much as it does is absolutely worth having… but this is not the time and place for that right now, because right now I have to gush over this beautiful, jolly, wondrous game.
Dragon Quest Builders has given me a sense of adventure and wonder unlike any game I’ve played this year. As someone who hasn’t played a lot of Dragon Quest, what always drew me to the series is how it radiates joy and manages make things that could be seen as menial or pedestrian in other games feel exciting and meaningful and sincere. All of that is true in spades for Builders, I just have to watch the CGI intro every time I boot up the game because just seeing that stubby little anime boy flash a cheeky grin or take a bite out of an apple puts a smile on my face.
Dragon Quest Builders takes everything that makes Minecraft great (building stuff and complete freedom in how you do it, a world that has a sense of vastness and randomness and mystery) and adds structure and characters with unique personalities and desires into the mix. I love that everything I build has a distinct purpose: this is my smithy, this is my Inn, this is that person’s bedroom. What’s brilliant is that while the story doesn’t take place entirely in your head like it does in Minecraft, you not only still have the potential to bring in your own creativity, you’re very much encouraged to do so.
What I mean is this: even though I don’t technically have to, I feel much more inclined to decorate a private bedroom according to the owner’s personality than I normally would be if I were just building it for myself. The game never asked me to put a cute little table in Pippa’s room, I just thought it would suit her. This gets to the point where you design your entire town with its residents in mind, and it’s an element that is sorely lacking from other building-type games.
The game is very smartly designed in that it frequently shifts between vastly different tasks that not only satisfy a lot of different urges, but also take great advantage of the existing mechanics. Often, you’re simply asked to raise the level of your town by building whatever you desire in it, and I had the bar well maxed out halfway through the first chapter (every chapter is its own story and long enough to be a full game). Sometimes, the game will give you rough outlines, saying that the structure you’re about to build must meet certain conditions (this many tables, this many chests, a window, etc.), but besides those you’re given free reign in how to approach your creations. Other times, you’re handed exact blueprints telling you what to build, the challenge being more about gathering the necessary materials, which results in frequent and satisfying bouts of exploration.
These portions of Dragon Quest Builders aren’t all that special on the surface, there isn’t much to combat, and yet the fact that I can dig into the world at any point, how huge and imposing everything feels, how varied and fun the enemies are, how resources are limited and that you need to pay attention to hunger and health at all times… it creates such a great sense of adventure that makes me yearn even more for Breath of the Wild than I already am. I love the sense of immediacy you get from finding little caves and dungeons, how every treasure you find feels real and earned (the fact that the game doesn’t shove a mini cutscene down my throat every time I open a chest and presents its spoils at face value is something I really appreciate) and just how idyllic it feels to mine the earth and  gather resources as you watch the sun go up and down, its reflection drifting softly along the calm water.
It’s also incredibly refreshing to see Dragon Quest Builders making crafty changes to Minecraft’s formula when necessary: placing blocks below and above you is so much easier thanks to the use of the shoulder buttons, you can smoothly draw entire lines of walls without any hassle, and I love how you can essentially upgrade the materials of any structure you’ve already built after the fact (you can craft an item that lets you change a wooden wall into a brick one, for example).
This game is simply incredibly, and I really urge anyone to try it, even if it doesn’t look like your kind of thing initially. It wasn’t on my radar at all before, and yet here I am, proudly declaring it as my favorite game of 2016.
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