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#calling myself out but at least now i know never to purchase the dlc dungeons lmao
suncertain · 11 months
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to whoever just grouped with me on eso attempting one of the dlc dungeons and thinking i'd be fine since i can do the other dungeons just fine (and then summarily dealt almost no damage???, meaning we couldnt even finish the dungeon): i am so sorry
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liugeaux · 5 years
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The Master of Blasting
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Months ago, once I realized my Retron had a save-state feature, something got into me. I realized I could go back to old retro games and actually finish them. Sure, I played 100s of games in the 8 & 16-bit eras, but I’ve never been that good at anything with a steep difficulty. Most games of the late-80s, early 90s were punishingly tough and typically, without cheat codes I never got to see the end of them.  
After playing through all the old Donkey Kong Country games and Sonic the Hedgehog 1, I turned my eye towards a peculiar series I had only dabbled in before, Blaster Master. With the release of Blaster Master Zero on Switch, I was extra interested in diving into the well-regarded B-tier NES original.  
With a little research, I found that a total of 8 Blaster Master games have been released...that’s when the classic Sergio completist kicked in. I convinced myself that I shouldn’t play the new Switch games until I’ve completed all of the retro titles. When I began my journey I didn’t realize it would be such a headache.  Here’s my run-through of all the Blaster Master Games.  
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1988 - Blaster Master (NES)
Ah, the original. This little game has a charm to it that most games of the late 80′s don’t have. It was clearly inspired by Nintendo published games like Metroid and Zelda. Blaster Master’s key gimmick is the ability to play as the armored tank Sophia the 3rd or as an on-foot character named Jason, the pilot of the tank. As needed, Jason jumps out of the tank and enters human-sized doors.
Blaster Master is a 2D platformer, but once Jason enters a door, the game switches to an overhead perspective for navigation through maze-like dungeons. None of the mazes are particularly hard to solve, but all of the game’s bosses are found in these dungeons. As a kid, having a game that completely switched perspectives was rad. I never owned it as a child, but I vividly remember my time with it through rentals and such.  
This first game is super hard and I found myself using known glitches to get past the game’s harder boss sequences. In true Metroidvania-style, there’s heavy backtracking throughout Blaster Master and if you don’t know where you’re going getting to the next level can be quite annoying. Having played the whole game, I can finally say that despite a super strong first impression, Blaster Master isn’t that great. 
It's WAY too hard and by the halfway point the luster had worn off the unique gameplay. For some reason, this is the point where I decided to dive headfirst into the rest of the Blaster Master games. I’m a glutton for punishment I guess.  
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1991 -  Blaster Master Boy (Game Boy)
Prior to playing the original, I had no idea there were so many titles in this series. I definitely didn’t know there were multiple portable entries. Blaster Master Boy is less a Blaster Master game and more a Bomberman game. Technically its a sequel to the Bomberman spin-off Robo-Warrior. A quick trip over to Youtube can confirm that the gameplay and music are lifted directly from Robo-Warrior. To add even more confusion, in Japan, Robo-Warrior was called Bomber-King, Blaster Master Boy was Bomber-King Scenario 2 and it wasn’t even published by the same company.  
Because of this weirdness, I didn’t spend too much time with Blaster Master Boy. It also didn’t help that there isn’t a decently priced copy anywhere on the internet.  
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1993 - Blaster Master 2 (Genesis)
Five years after the original, Blaster Master returned to the console market with Blaster Master 2. It was a Sega Genesis exclusive and the only title in the series released in the 16-bit era. Playing this immediately after the original really made it quite hard. The controls aren’t as precise and the difficultly level is somehow ratcheted up. Blaster Master 2 is a more straight forward platformer without the backtracking of a traditional Metroidvania. 
Unlike the first game, when you enter the human sections of the game, you don’t start a top-down sequence. Instead, the pilot levels are 2D platform shooter areas. All of these seem half-baked, clunky and compared to the game’s contemporaries, quite sad. Fortunately, top-down gameplay wasn’t completely abandoned, before the end of each level there’s an odd top-down sequence, where you pilot Sophia. This mechanic never returns in future games, but taking the rest of the game into consideration, it really isn’t terrible.  
Unfortunately, there’s not much good to say about Blaster Master 2, It hits most of the design notes that the first one hits but the entire experience feels like it was made by a completely different team. Funny enough, after saying that, I looked it up and Blaster Master 2 was, in fact, made by a completely different team. Ha! 
The game’s only saving grace is its vivid color pallet and solid sprite design. Like the first game, the music solid, but unless you’re taking a trip through the whole series like me, Blaster Master 2 can be skipped.   
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2000 - Blaster Master: Enemy Below (Game Boy Color)
It took Sunsoft awhile to get around to the Blaster Master series again, but in 2000 they came out swinging. Blaster Master: Enemy Below was released for Game Boy Color and of all the games on this list, it is the game that most resembles the original. Much of the art is designed to look nearly identical to the NES games’, even down to a nearly pixel-perfect recreation of the SOPHIA tank.   
The top-down Jason segments return as does the extreme difficulty and fantastic soundtrack. It’s hard to really complain about the execution of this title. It was clearly an attempt at just trying to make the closest thing they could to the original and in many ways, it is a tighter and more consistent experience. Unfortunately, that’s also a strike against it. Enemy Below doesn’t bring anything new to the table. The bosses are basic re-hashes of the originals, the levels feel like a “lost levels” DLC pack and the game being portable doesn’t really encourage innovation.  
I guess the coolest thing I can say about Enemy Below is that it's still available for purchase. On the 3DS Virtual Console, you can pick up Enemy Below for about $5. At that price, it’s easy to recommend, especially since it comes with built-in save-state functionality.  
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2001 - Blaster Master: Blasting Again (Playstation)
Also, released in 2000 (in Japan, 2001 in North America), is the weirdest game in the series to date, Blaster Master: Blasting Again. For those of you too young to remember, the Playstation/N64 era of video games was full of 2D series trying their hand at 3D games. Blasting Again is an egregious example of this frustrating industry trend. You still pilot a tank, with all the same features, like homing missiles, and hover, but you’re dropped into a fully realized 3D world with painfully bad anime cut-scenes.  
The “Jason” sequences are still here, but they too are 3D and mundanely boring. Also, with this being an official sequel to the original, you play as Jason’s son Roddy, not Jason. Much of the music from earlier in the series is remixed, and rerecorded, so not all is lost in the odd one-off. Unfortunately, the antiquated tank controls and punishing difficulty makes Blasting Again hard to recommend. I was able to play it on PS3 with no issues, but the toggle switch for the digital and analog controls was initially hard to find.  
I ended up sinking about 40 hours into finally beating this tragedy. I wasn’t able to use save states and despite it being objectively bad, I grew to love it’s janky and unfair presentation. As a whole, these games have really tested my ability to control my anger, but Blasting Again was the first one to truly get all the way under my skin.  
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2010 - Blaster Master: Overdrive (WiiWare)
Notice, I have yet to say any of these games are good, that’s because they aren’t. What they have is a charm to them that conjures the aura of the scrappy beginnings of gaming and the forced appreciation of only owning 4 games that had no checkpoints. Thus far, despite initial misgivings, I’ve enjoyed my time on this journey. Blaster Master: Overdrive is where that joy ended. The fun I was having with the series was taken out back, brutally beaten, and left to die in the town square as an example to anyone daring to play this absolute nightmare.
Overdrive starts innocently enough. It does it’s best to try and evoke the gameplay and tone of the original and for what it's worth the art style isn’t terrible. The Sophia and Jason gameplay loops are in-tact and even the gun-upgrades are more important than ever. Where Overdrive falls apart is its difficulty and embarrassing lack of control options.  
I’m sure most of you are at least familiar with the Wii-Remote. With this being a Wii-Ware only game, it could only be played with the Wii-Remote. The real downside is that the developer either ran out of time or opted not to explore the myriad of control options the Wii offered. There’s no classic controller support, no Gamecube controller support, there’s not even a way to map buttons to a nun-chuck. You are stuck playing with the Wii-Remote turned sideways.  
This wouldn’t be that big of a deal if they had found a better way to implement strafing into the controls. To strafe, the player must hold the B button. That’s the button underneath the Wii-Remote. In a world where the player is using the remote like an old-school NES controller, B button usage is a legit finger-bending-nightmare. Couple this broken control scheme with punishing difficulty and you have the perfect recipe for rage-quitting. I‘m not proud of my behavior during my time with this game and let’s just say I own 1 less Wii-Remote now.
The last thing I want to say about Overdrive is less about the game itself and more about its availability. The Wiiware marketplace is 100% closed, which means there’s no legit way to purchase this game, outside of buying someone’s Wii who had already bought it. This is an ominous foreshadowing of things to come. I would have paid for this game. Hell, I’m deep enough into this BM adventure I would have paid a premium to play this dumb game, but Nintendo’s shut-down of the Wii-Ware shop is a low-key attack on game preservation that us archivist, CANNOT forget. *steps off of soap-box* 
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2017 - Blaster Master Zero (Switch/Steam)
With the release of Blaster Master Zero, the series got the most attention it’s had since the original game. Most of that attention was because Zero was basically a launch game for the Switch. The best way to describe Zero is to say that it’s developer Inti’s attempt to take the Blaster Master formula and actually make a decent game. For the most part, they succeed. Oddly enough, almost 30 years later, Zero is the first legitimately good Blaster Master game.  
Much like Enemy Below, Zero tries its hardest to evoke the look of the original NES game. Some refer to games like this as pixel art, others refer to it as lazy...I float somewhere in the middle on it. It was great playing a Blaster Master game with a proper controller where the mechanics actually work. However, it was frustrating seeing a game, based on a design aesthetic that hit its ceiling in the late 80s, try to beautify itself. Many attempts were made to make the design stand out, but it just kept hitting the ceiling established by its predecessors.  
Alternately, by Inti making the game super-playable, the flaws of the older games stand out even more than before. Typically, good Metroidvania’s have an intuitive way of hinting at where you need to go next or a good way of telling you what access you’re new power-ups give you. Due to Zero’s obsession with evoking the original, that intuitive gameplay is replaced with a red box on the map screen. This turns the game into a “drive to red box, shoot things, drive to next red box and shoot more things, experience”, rather than the naturally explorative nature of other games in its genre. The anime story seemed unnecessary from the start, but I’m sure someone will enjoy it. 
While playing Zero I honestly asked myself, “Is this game way easier than the older games, or can I finally control this little tank properly?” I’m sure the real answer is somewhere between those two extremes, but ultimately Zero was a blast, albeit WAY too easy. I’m really looking forward to seeing how the sequel improves upon this wonderful jumping-off point. However, I’m positive I’ll be disappointed that more wasn’t done to bring the series into the modern 2D-platforming space.   
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2019 - Blaster Master Zero 2 (Switch)
Zero 2 is very much a sequel to Zero. In true anime fashion, the story immediately gets super self-serious and consequently superfluous. I’m sure some players will love the dialog between protagonist Jason and all of the various anime-faced characters, but that’s not what I’m here for. Needless to say, the story gets involved in ways other Blaster Master games haven’t. That’s not a strike against it, it’s just a characteristic that may not actually matter.  
All previous mechanics are intact here and new ones are introduced almost immediately. If Zero was truly the first good Blaster Master game, then the refinements introduced in Zero 2 make it...wait for it...THE BEST BLASTER MASTER GAME EVER MADE! It controls well, the levels are interestingly built, and where previous sequels in the series lacked innovation, Zero 2 is full of cool and weird, new stuff. The bosses are fresh and interesting, the Jason sequences have been enhanced with a brand new counter mechanic and the space travel segments add a level of depth not seen in previous games.  
I hate that I’m being so positive about the game. It’s been so much fun talking shit about Blaster Master games. Unlike the previous game, developer Inti found a way to modernize the gameplay and still make a genuinely challenging experience. I had trouble with multiple bosses, but never did I feel like the game was unfair, or something was broken. Many of the additions to the story also benefited the gameplay. Something as simple as making the Frog from the original game the reason Jason can immediately leave dungeons serves both the story and gameplay.  
This has been a long journey, and the real hero is Inti Creates. Hopefully, Zero and Zero 2 have done well. The work put in by Inti deserves praise. They have perfected a formula that’s been pending since 1988. Both titles are only $10 on the Switch shop, and at that price, you are basically stealing them. Anyone with a Switch has no reason not to pick at least one of them up and check it out.   
As for the series itself...I have very mixed feelings. There are very few good Blaster Master games. It's a series that trades in loose nostalgia for a widely forgotten NES game. From that, a bunch of often half-hearted sequels were developed trying to capitalize on the little bit of cache the original game still has. I don’t regret my time with the series and I think more titles deserve the Blaster Master treatment, but subjectively, I wouldn’t recommend anyone pick up any games outside of the original and the 2 newest Switch titles.  
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frankly-art · 5 years
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Frankly-Art’s Top 10 Video Games of 2018
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Also available to read on my deviantArt!
With every New Year comes another year’s worth of video games to look forward to, and 2019 promise to be a good one in that regard: the release of Kingdom Hearts III is only days away, Piranha Plant and Joker are certain to be innovative and entertaining additions to the Smash Ultimate roster, Animal Crossing is coming to the Switch… and those mark only a small fraction of the many things 2019 has in store for us in terms of gaming. Amid all of this hype, I got to thinking about the varied gameplay experiences I had over the past year; so, I figured this would be as good an opportunity as any for me to reflect on them with a bit of a critical eye and definitively rank each of the video games I managed to get to during 2018!
Keep in mind while reading that, even though this is a list featuring games I played in 2018, many of these games were ones released in years past that I never got around to until last year—so, if you were expecting a list of the top 10 games that were released in 2018, I’m afraid you’ll have to look elsewhere (but not until after you read my oh-so-important list first! I crave validation!); expect a healthy mix of new and old titles in the list below. Additionally, this list will rank downloadable content (DLC) separately from standalone titles, as I don’t find it fair to compare a DLC add-on to a fully-fledged game. I’ll be weighing the score of each DLC depending on how well it improves and expands upon the narrative and gameplay of its original game.
Without further ado (and with no better means of transitioning from this introduction to the list itself than to use a somewhat tired expression in the realm of video games), let’s-a go! (Please forgive me.)
-SPOILER WARNING IN EFFECT-
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Favorite Characters: Revali, Urbosa, Kass Favorite Tracks: Monk Maz Koshia (all phases)
It might come as somewhat of a shock that a game with “Breath of the Wild” in its title would rank lowest on my list, but hear me out: no matter how much fun it was to be able to return to Hyrule in this DLC expansion, in my opinion, Champions’ Ballad just felt like more of the same of what we got in the main game.
Despite the nigh perfection that was Breath of the Wild, I have to agree with critics who said that the lack of aesthetic variation between segments of dungeon crawling and puzzle solving was a monotonous bore when compared to the varied themes and aesthetics of the dungeons in Zelda games past, and Champions’ Ballad did nothing to vary the atmosphere in its new shrines and dungeon from those of the main game. This disappointment was compounded with the fact that Champions’ Ballad added no new weapons to your arsenal (aside from a risky-to-use fork that functioned virtually like every other sword in the game) to allow for new types of puzzle solving or exploration. The unicorn motorcycle was certainly a cool reward for completing the DLC (the fact that I got to write the words “unicorn” and “motorcycle” next to each other is reward enough), but I had very little use for it since I’d already combed through the entirety of Hyrule during my first playthrough of the game. I simply believe it would have been nice for Champions’ Ballad to have given players something a little fresher to explore, even if it were just an aesthetic change of scenery.
I had also hoped that Champions’ Ballad might have expanded on the lore sprinkled throughout Hyrule and, even though we learned more about the four champions, I was a little let down that they didn’t really expand on anything else (Why can’t I climb to the top of Mount Agaat? Why does the entirety of the Akkala region fill me with a confusing sense of serene dread?? What the hell happened at the Typhlo Ruins???) I appreciate that, by not explaining everything, Nintendo give players the chance to interpret these things for themselves, but, when compared to the lore provided in previous Zelda games, I feel as though Champions’ Ballad fell short in fleshing out the history of this ruined Hyrule.
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Favorite Characters: Prompto, Ignis Favorite Tracks: A Retainer’s Resolve, Apocalypsis Magnatus
Given how much of a beautiful mess Final Fantasy XV was upon its initial release, it’s certainly a consolation to the main game to see how well Square Enix supplemented its (rather disjointed) story and expanded upon its (frankly, lacking) gameplay through its various DLC expansion chapters featuring Noctis’ loyal Chocobros. And while I may not love Ignis quite as much as other chocobros like Prompto or Noctis, Episode Ignis was definitely an engaging and welcome addition to the enigma that is the Final Fantasy XV.
Particular highlights of Episode Ignis include its soundtrack, which features a heroic leitmotif for Ignis that really underscores the dire circumstances he and his teammates find themselves in during this segment of the story, and its addition of gameplay modes (Motorboat Simulator 2018 being one of them) are a welcome change of pace to the somewhat rudimentary battle and exploration systems found in the main game. However, a point of contention I have with Episode Ignis is with its narrative: while I appreciate that this DLC chapter finally explains how Ignis becomes blind, its multiple endings completely undermine the storyline of the main game itself. Does Ignis’ sacrifice save Noctis from having to make a sacrifice of his own in order to save the world? Does Ignis regain his sight after Noctis defeats Ardyn? Do Noctis and Luna finally realize that they’d be better off with other people (as it’s obvious that Noctis is already too preoccupied with his three boyfriends to make room for anyone else)? I need answers, Square!
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Favorite Characters: Elizabeth, Atlas/Frank Fontaine Favorite Tracks: Patsy Cline – She’s Got You, Johnny Mathis – Wonderful! Wonderful!
I claimed to be a fan of the BioShock series for so long, even though I’d only ever played the first game in the series until the summer of 2017 when I finally bought a PS4 and, with it, the BioShock Collection. Now, I can call myself a fan of the series without reservation, having explored and discovered all that Rapture and Columbia have to offer. To me, BioShock Infinite: Burial at Sea Episodes 1 & 2 are a love letter to the entire series itself, featuring elements from the three main-series games and tying together each of their narratives (save for maybe BioShock 2, which is absolutely criminal, considering 2 is my favorite game in the series) in a way that, while forced in some aspects, felt like Ken Levine actually cared about clearing up some of the more confusing questions that remained at the end of BioShock: Infinite.
Burial at Sea really came into itself during Episode 2, where gameplay was switched up to feature more fleshed-out stealth mechanics that made sneaking around Rapture and Columbia both exhilarating and terrifying. It was also refreshing to be able to finally take control of Elizabeth, one of the most iconic characters of the series after the Big Daddies of BioShocks 1 and 2, and learn more of her own personal motivations and desires as she maneuvers through hostile environments. As I already mentioned briefly, I know some took issue with the way Burial at Sea wove the first two BioShock games together with the third, but, considering the mess that was made when BioShock Infinite introduced multiverse science into its mythos (and the narrative mess that Infinite was in general—I took great issue with the way they framed the oppressed populations of Columbia as “just as bad” as the ruling populations simply because they used violence to, you know, try and liberate themselves from their oppression), I feel that Burial at Sea did the best job it could considering that the setting of Infinite differed so greatly from that of the first two games.
Also, fun fact: I studied this game as a part of my Master’s Project and played it through a total of three times: once in English and twice in French! Isn’t academia weird?
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Favorite Characters: Rando, Buddy, Vega Van Dam Favorite Tracks: 666 Kill Chop Deluxe, He’s My Dad, Brokentooth March
Anyone who reads TV Tropes is likely familiar with the trope “Gameplay and Story Segregation” and its less-frequent counterpart, “Gameplay and Story Integration”. In the case of LISA: The Joyful, this DLC game (which could practically be its own standalone title if it weren’t for the fact Steam labels it as “DLC” and won’t let you play it without first purchasing LISA: The Painful) absolutely excels in the latter and completely subverts the gameplay mechanics and narrative structure of the base game, and this can all be attributed to the way both games focus on your use of the cure-all drug that makes you feel nothing: Joy.
Indeed, where LISA: The Painful makes you question your use of the drug Joy, LISA: The Joyful (Joyful) is nigh impossible to complete without taking it in nearly every battle after you’re left to your own devices when the muscle of your party abandons you. As anyone who’s played the LISA trilogy will know, Joy is a dangerous substance, mutating its addicts and twisting the minds of anyone who uses it, and that Joy is an integral piece of the trilogy’s social and philosophical commentary on the freedom and restriction of choice, the commitment and devotion one carries for a person or cause, and the inherent, inevitable grey area of any and all actions one may take. Despite these themes, LISA: The Joyful is far from a demoralizing experience: if anything, the way the game simulates the feeling of being backed into a corner and the refusal to give up despite the odds only affirms whatever moral code by which you may already live, or is at least an opportunity to feel relief that you yourself aren’t forced to make such drastic decisions for your own survivability and freedom.
That’s it for the DLC games I played in 2018; now, the real fun begins! Brace yourself for my list of the top standalone titles I played last year!
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Favorite Characters: Katie
This game was recommended to me by a friend, and, as much as I wanted to enjoy it, this game wound up being my lowlight of 2018, with its simplistic, seemingly rudimentary gameplay and conspicuous lack of any compelling narrative. Put bluntly, this game was like a forgettable rendition of Animal Crossing, only without any cute animal neighbors to run errands for. The game’s environment threatened absolutely no danger to your player character, yet still didn’t offer any engaging or challenging puzzles to solve to make up for this lack of danger (most “puzzles” involved figuring out how to get to a particular point on the map… and that was it). Despite this being an open-world game that offered endless opportunities for customization, I found myself hurrying to complete the game’s main (5-hour) campaign so I could feel justified to move on to other gaming experiences. The most unfortunate part of this to me is that I know there’s still more to the game’s world for me to explore, but I’m in no way compelled to do so.
In all fairness, though, I think that I’m a little older than the target demographic this game was aiming for. This game was never meant to be challenging or stressful, it was made to be a relaxing escape for anyone looking to pass the time exploring and discovering a beautifully modeled and brightly colored world. This game also wins serious points for inclusivity, especially considering the age group this game was most likely made for; my fondest memory of this game is of a quest where a woman requests that you find her the ingredients to make a potion that stimulates beard growth because she wants to grow a beard of her own, and not once during this campaign is she ridiculed or belittled for wanting one. Since Yonder seems to be a game for kids, I believe quests such as this are an excellent step to socializing them into a world that’s less judgmental and more receptive to other people. So, despite  my earlier critiques of this game, Yonder would be a great game to consider if you’re looking for a low-key and off-beat (and all-human) alternative to Animal Crossing.
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Favorite Veteran Fighters: Peach, Zelda, Zero Suit Samus Favorite Newcomers: Daisy, Ridley, Richter Favorite Stages: Fountain of Dreams, Fourside, Hyrule Temple Favorite Tracks: All-Star Rest Area (Melee), Destroyed Skyworld, Athletic (Yoshi’s Island)
We all knew another installment in the Smash series was coming ever since the Switch was first announced back in March of 2017. In fact, you might even say that the quality of each console’s iteration of Smash reflects the quality of the console itself, with Melee demonstrating the power and potential of the GameCube, Brawl being a gimmicky romp on an equally gimmicky console, and Wii U/3DS (what a title, right?) completely failing to capture player interest for longer than a few rounds of Smash (the Wii U era feels like a fever dream to me at this point). It’s a letdown, then, that with the Switch being such a commercial and technical success, Smash Ultimate seems somewhat of a disappointment when weighed against the hype that surrounded it up until its release back in early December.
It’s true that Smash Ultimate really delivers in regard to the character roster (everyone is here!) and stage selection (almost everything is here!), but the cuts that were made to series staples like trophies, event matches, and the like, detract from Smash Ultimate becoming the be-all end-all title in the series that it could have been. Trophy mode was where I learned much about video game history and was introduced to obscure series I would have never discovered otherwise, and their replacement with spirits feels a bit cheap, especially since spirits don’t come with any kind of information to contextualize them. Event Matches were hybridized with Melee’s Adventure mode and Brawl’s Subspace Emissary, creating the “World of Light”; while the World of Light has grown on me the more that I play it, it’s somewhat discouraging to me that, by combining so many modes of Smash games past into one, there will be nothing left for me to do with the game once I reach its end.
Still, Smash Ultimate offers plenty to look forward to. I’m more-than-hyped about the additions of Piranha Plant and Joker from Persona 5 to the character roster, and I can’t wait to see who might be announced next (unless it’s another Fire Emblem character… please God [Sakurai] don’t let it be another Fire Emblem character).
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Favorite Tracks: The Bridge, Touching the Stars, Up to the Nest
I could never have prepared myself for the beautiful-yet-heart-wrenching experience this game would put me through, but I’m oh-so-glad that it did. On the surface, RiME is a relaxing exploration and puzzle game that takes place in a beautifully rendered in-game world, with a brilliantly orchestrated soundtrack and a plethora of diverse landscapes to get lost in. And yet, every moment of your adventure is permeated by an inescapable sense of isolation and dread, making you ask questions like “Where is everyone?”, “Just who is that man in the red cloak?,” and, “Is he stalking me, or are I stalking him?”.
Indeed, RiME’s narrative unfolds wordlessly as you explore and leaves you to discover and interpret on your own exactly what tragedies transpired before the events of the game, tragedies of which are far more poignant and moving if you were to discover them yourself. I know I’ve put a spoiler warning in effect, but I highly recommend you play this game on your own (or at least watch a decent Let’s Play of it) if you’re curious to know what unfolds during the game’s narrative. RiME is a relatively short game, too, lasting only between 5-10 hours, so it would be an easy one to fit into your queue if you’re looking for a fun gameplay experience with a story that will haunt you for weeks and months on end after completing it.
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Favorite Characters: Terry Hintz, Buzzo, Wally Favorite Tracks: Men’s Hair Club, The End is Nigh, Summer Love
Having already talked about this game’s DLC expansion of LISA: The Joyful, you’re already aware that I hold the LISA trilogy in high regard—it also means I can make this entry somewhat brief, since a lot of what I said about Joyful can also be applied to its parent title, LISA: The Painful. You see, it’s in LISA: The Painful where the conflict in Joyful begins, and where we learn more of how the world came to be so depraved after the White Flash, an extinction event that inexplicably killed all women on the planet (at least, as far as the characters in the game know). The game considers what the repercussions of such an event would be on our society (aside from dooming humanity to die off within a generation) and really explores the darkest depths of toxic masculinity to call into question the detrimental effects it has on our self-esteem, our relationships, and our will to survive. Gameplay-wise, it’s a fairly traditional JRPG, though as I mentioned with Joyful, LISA: The Painful integrates its story with its gameplay by permanently increasing (but mainly decreasing) your stats depending on whatever injuries you escape or sustain throughout your journey. All in all, LISA: The Painful is a truly harrowing experience from beginning to end, but a must-play for anyone with an interest in the more macabre aspects of human nature.
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Favorite Characters: Aloy, Erend, Vanasha Favorite Tracks: Louder
You know a game’s going to be good when its title screen holds you in awe before even pressing start. Imagine a sunlit vignette over purple mountains and a glistening river, a haunting and triumphant melody underscoring it all, as the title slowly fades into view in white in the center of the screen: Horizon Zero Dawn. O.K., I’m in. This game just did so many things right as an open-world game during an era where the genre was oversaturated by mediocre games that rehashed the same tired tropes and mechanics in its gameplay and world building. Horizon Zero Dawn truly set itself apart from the crowd for a variety of reasons: its beautifully detailed setting (being a microcosmic interpretation of Western North America), its intricate combat system with a graciously forgiving learning curve, and its compelling and socially-conscious narrative all worked together to distinguish this game within the open-world genre.
What really sets this game apart most of all, though, is the game’s protagonist, Aloy: a rare female protagonist who is a breath of fresh air in a sea of male heroes, whose capabilities and intellect don’t come at the cost of her physical appearance and femininity. Aloy set an example for other game developers that female protagonists are more than viable (and are in fact, overdue) in the video games of today, and her status as a female character never felt gratuitous or shoehorned (e.g. Battlefield V’s inclusion of a female protagonist as an enlisted soldier in the British Army and serving in the line of duty during World War II). It’s difficult (read: impossible) to play Horizon Zero Dawn and not fall in love with Aloy for her wit, her strength, and her general stick-to-itiveness in the face of adversity (not to mention, she’s just really cute and knows how to work a belly shirt). With Aloy as the protagonist, you’ll never tire of adventuring through Horizon Zero Dawn’s 70-hours+ worth of gameplay as you explore the in-game world to learn just what happened to “The Old Ones” and their society all those millennia ago.
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Favorite Party Members: Ryuji Sakamoto, Ann Takamaki, Makoto Niijima Favorite Confidants: Hifumi Togo, Sadayo Kawakami, Sae Niijima, Toranosuke Yoshida, Chihaya Mifune Favorite Targets/Boss Battles: Ichiryusai Madarame, Kunikazu Okumura, Leviathan, Yaldabaoth Favorite Tracks: Blooming Villain, Rivers in the Desert, A Woman, Aria of the Soul
I’ll bet no one saw this one coming! Just kidding—anyone who’s exchanged more than a few words with me since the fall of 2018 knows how much this game absolutely consumed my life over the span of, I don’t know, I think it was four months? Indeed, I wound up sinking a total of 123 hours into this game, and there’s still a loud part of me that wants to return to it to begin a New Game+ (you’ll even notice that it was too difficult for me to contain my favorite characters into one category, instead having to split them up in order to represent all of my favorites because of how much I love them all). I’m already a fan of JRPGs, so it didn’t take much for Persona 5 to win me over with its turn-based combat, but the addition of certain gameplay mechanics—like earning an extra turn for exploiting enemy weaknesses or improving your relationship with your friends outside of battle to unlock gameplay bonuses—prevent battles and exploration in Persona 5 from ever becoming stale. Indeed, Persona 5 was truly a masterpiece from start to finish and an experience that I never wanted to end.
Frankly, any drawbacks I could mention about this game feel almost nitpicky, like the way the status ailment “Envy” is represented during the final boss fight by the color indigo instead of green, or how Kawakami can only manage to make me one cup of very useful, SP-restoring coffee over the course of an entire evening. Still, Persona 5 isn’t without its faults: for one, Persona 5 loses significant points for its questionable representation of LGBT groups (the camp gay men who openly harass Ryuji on multiple occasions being the most glaring example), and this isn’t helped by the queerbaiting that’s prevalent in a lot of character dialogue and relationships. Additionally, the fact that you can’t romance any of your male confidants comes across as erasive at best and homophobic at worst, especially considering that 1) all but one of your female confidants are eligible girlfriends, 2) you can two-time all of them at once if you so desire (which isn’t just disrespectful, it’s also flippantly misogynistic), and, most importantly, 3) one of this game’s main themes includes rebelling against oppressive societal norms (a theme that will resonate deeply with any LGBT+ player). Female representation in Persona 5 is also somewhat of a mixed bag: while the game features a large cast of diverse female characters, its constant and blatant objectification of Ann is not only creepy, it’s incredibly obtuse considering the sexual harassment and abuse she suffers by one of her teachers during the game’s first story arc. Fortunately, each of these drawbacks is easy enough to ignore when discussing the game as a whole, but I hope Atlus improves upon them in future installments: considering how incredible an experience Persona 5 was, imagine how much more incredible Persona 6 could be if these issues were fixed!
So that’s it for my top 10 games of 2018. What are your thoughts? Do you agree or disagree with any of my commentary? What were some favorite games you played during 2018? I’d love to hear your responses and start a discussion, so please, leave your comments in the notes!
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