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#i still gotta finish re4
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LUIS IN THE RE4 REMAKE???
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ooooough he's so...
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hazelnutnebula · 9 months
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and what if they were in the residence. like evil.. ☠️🩸
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arklay · 1 year
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tagged by @denerims @aartyom @risingsh0t @florbelles @fenharel & @morvaris – thank you so much beloveds! ♡
tagging: @aelyosos @aragorngf @brujah @engferth @faarkas @necroticpetals @nocticulas @phillipsgraves @serenedy @swordcoasts @voerman @wrymbloods & i feel like everyone has done this already but if you haven't then i'm tagging you! ♡
OCS AS OTHER CHARACTERS.
rules: take this quiz and share 5 (or more! or less!) results from the top 50 that you feel really fit your oc(s). if you don’t recognize very many from the top 50, feel free to expand into the top 100.
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glenn rhee (the walking dead)
peeta mellark (the hunger games)
annie january (the boys)
frodo baggins (lord of the rings)
luke skywalker (star wars)
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amy elliot dunne (gone girl)
beth harmon (the queen's gambit)
dr. hannibal lector (hannibal)
melisandre (game of thrones)
mary wardwell (chilling adventures of sabrina)
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faye valentine (cowboy bebop)
tyra collette (friday night lights)
gloria delgado-pritchett (modern family)
manny santos (degrassi: the next generation)
mazikeen (lucifer)
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pixelgrotto · 3 years
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Visiting the village
It took me a few months because of job changes and a focus on freelance work, but I finally got around to playing Resident Evil Village. And I found it to be...okay. It’s a mid-tier RE game for me that doesn’t hold up to Resident Evil 7, which I loved. (Mild story and location spoilers ahead, so be warned.)
The game ties up the tale of Ethan Winters, the relatively bland star of 7, by having Chris Redfield invade his home in the opening sequence, shoot his wife and kidnap his daughter. Gasp, has Chris finally snapped after 23 years of punching boulders? No, not really, and in fact the ENTIRE plot of Village could have been avoided if Chris decided to sit down and actually have a conversation with Ethan. Because he doesn’t, Ethan has to save his baby from Mother Miranda, the cultist leader of what’s pretty much the Bioweapon Justice League - complete with Tall Vampire Lady, Creepy Dollmaker, Gibbering Fish Dude and a guy who’s basically Magneto but with a suave hat and a hammer. Along the way, Ethan fights werewolves, meets a cool fat guy named the Duke who sells him weapons and tries to figure out why these folks want his child. It’s an alright story, and it even throws in some last minute connections to Umbrella that are fun for hardcore fans. Unfortunately, its foundation is centered around making a good guy like Chris seem bad, and then denying all of the answers as to why he’s acting bad until the eleventh hour. Which is something I tolerate in comic books, but even then only begrudgingly.  
Village is also a lot more “gamey” than its predecessor, which managed to take the classic Resident Evil formula (running around an area, conserving weapons, backtracking and collecting doodads to open new areas) and transfer it in a relatively realistic and down-to-earth Louisiana mansion. In contrast, Village immediately points out that there are four big bosses that you’ve gotta kill to get four items that you need to place in a pillar to unlock the final boss, and hooo boy, is the video game structure blindingly obvious here. This was probably done because the game is sort of open world, with the titular village acting as a hub that branches out into different regions. Each region represents a different slice of horror, giving Resident Evil Village a very “theme park” feel that would’ve been great if the sections were up to the same standard. 
The first section, in Tall Vampire Lady’s castle, is gothic horror, and the closest that Village gets to a traditional Resident Evil. This part’s pretty good because it’s reliant upon that tried and true Spencer Mansion formula dating back to RE1, and as you avoid Tall Vampire Lady and her daughters and eventually start sniping flying creatures on the spires of the castle, Village hits a nice rhythm that’s almost evocative of the excellent pacing of RE4. 
Following this, Village dives into psychological horror with the Creepy Dollmaker’s house. This is the only area that’s legitimately frightening. I’d go so far as to say it’s one of the scariest sequences in the entire series, largely because it takes its vibes from Silent Hill (specifically P.T.). I had to “nope” out of the immersion as soon as the game took away my weapons and had me fiddling with a mannequin in a creepy basement, and even with the Zootopia soundtrack playing in the background (don’t ask, it’s how I cope with stressful segments in horror games), this entire section still gave me the heebie-jeebies. I wouldn’t necessarily want to play an entire game like this, but this small slice of mental terror is very well done.
Then we’re on to Gibbering Fish Dude’s section, which was probably meant to evoke thalassic horror but largely ended up annoying me. There’s this part where you need to rearrange sections of a bridge and dodge fishman as he jumps out of the water, and he one-shots you if you screw up. The whole thing reminded me of the Quick Time Events plastered all over RE5 and RE6. In fact, there’s a lot of sequences in Village reminiscent of those, which probably contributed to the slight disappointment I felt while playing. 
After a brief shooting segment, finally we reach the last stretch of the game, an industrial horror wonderland run by not-Magneto. Resident Evil has always featured industrial areas, so this one’s pretty par for the course, though the enemy designs reminded me of the often-neglected Resident Evil Revelations 2 more than any other series entry. It all goes on for a bit too long, and at one point Ethan even blusters, “Damnit, not again” after not-Magneto kicks him into a hole, making him fall through three factory floors for what seems like the umpteenth time.
The game ends with Chris Redfield reappearing to finally deliver exposition and some bosses that are reminiscent of the ridiculousness seen in RE6. There are a few plot threads hinting that Ethan’s daughter is going to be a pivotal figure in upcoming games, but by this point Resident Evil has so many unresolved plot threads that it’s hard to know if Capcom will actually follow through with this. (Remember when Albert Wesker’s son was supposed to represent the future of the franchise?) 
At the end of the day, I enjoyed Village enough to push back all of the freelance projects I should’ve been working on today to finish it and write this blog post. But the inconsistency of its theme park feel is tough to ignore, and the game brings Resident Evil back to the wham-bam-shoot-’em-up vibe of RE5 and RE6 to a degree that surprised me. Perhaps this was done to prepare audiences for the inevitable remake of Resident Evil 4, which I’m sure will emerge in a year or two and reuse half of the assets on display here. Whatever the reason, I’m glad the series got another first-person entry to wrap up the saga of Ethan Winters, but this Village won’t be one I’ll revisit in the near future. 
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elena-fishr · 3 years
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My thoughts on Resident Evil 8 (spoilers)
(because I'm still thinking about how disappointed I am hfdsafhdjksk)
This is unorganized word vomit but essentially my feelings- the game makes you think you are getting so much more than what you are
I surprisingly was frustrated with the inventory system with how I didn't get frustrated with it lol. Why not just give me infinite inventory if I never have to make an inventory decision? I could always carry what I wanted and that's not what I expect from RE (especially if you play as Chris in RE1 he had 2 less pockets than Jill and it was always a puzzle in itself thinking about what you're going to need or pick up) I miss the decision making of the older inventory systems. Even in RE4 decisions had to be made especially if you wanted to hold the bigger items.
You could just not upgrade your space, but they still designed the game with the intention to be upgraded like that. It's not very survival horror which capcom claimed to have made a comeback to.
Which leads me to Capcom. I really had too much faith in them after Devil May Cry 5. (Itsuno and his team are BRILLIANT) I really don't think they care about their characters or story in Resident Evil. Especially with the newer installments (RE7 & RE8) I get the feeling they are just ignoring everyone in the new material, the only thing linking to previous games being Chris Redfield- who has involvement with the big organizations like Umbrella and the BSAA.
And sadly that is all Chris is to them, a link to the older games that they can slap on the cover of their new game even though he has a minor part. How they handled Chris is just so cheap and sad I don't know if I can get into it all lol
He gets a 20 minute section that's a fixed inventory horde shooter and it gets your blood pumping, but it wasn't enough for me. The whole game he appears and then leaves just as quick and everytime I was dropping my controller like.... pls don't go -_-
First person perspective is bad, just like it was in 7. The FOV is even worse in this one because of the open areas you have. It gave me a headache and as always acceleration has to be put at 0 for the shooting to even feel okay. (still kinda feels like trash)
and for a lot of guns you don't aim down their sights.... idk First person perspective doesn't suit RE. If they're gonna do it why not make it feel good?
I don't care to play as Rose in the next installment (which is what they're hinting at) I'm sooooorryyyyy I'm not into it I don't want to play as a BOW fighting BOWs again, and If Chris wasn't on the cover of this one I would've waited for a sale or something. Capcom bamboozled me with their marketing and It's making me toxic lmao I'm sorry
I'm just gonna be here checking out the REmakes, I don't care for this new material they're coming out with and first person perspective is not my preference, but I straight up dislike how they utilized it.
The story and how the game controls is just akdfnsjkdhfklsdskalfsdjsljkf bad. The villians look more interesting than they actually are (which is frustrating because you're expecting so much more than what you are getting, which sums up lot of my problems with the game tbh) Miranda just stumbled into the mold that gave her knowledge. She wanted a strong vessel to create life for her daughter while Spencer wanted immortality... but Miranda was already immortal so why did he leave??? lmao wtf his problem was already solved. You tried to cheaply tie it in capcom but the crumb fell so flat it would've been better if that file was left out.
With the umbrella logo plastered everywhere I expected something big. Not a single file that made Chris go "oh, no way"
Oh and Ethan was a BOW this whole time, not 'just some guy' after all. Which we knew he was mold when he was reattaching limbs, right? I didn't think that was such a secret lmao Mia got the vaccine, not Ethan. It was all pretty clear but it played out like it was a huge revelation...
because I gotta be the PR agent for my mans... I don't think Chris could've carried Ethan out because he was literally mold breaking down. Even if Chris got a dust pan and swept him up Ethan was just at his limit.
To end on a positive note the game is polished and runs really well. That deserves its props since the industry is having problems releasing finished games. I love how all the models look, it's a very pretty game. Upgrading the guns is fun too. I did have a lot of fun playing it through the first time and the quick weapon swapping is awesome!
I have issues with RE7&8 because they cut off everything resident evil besides Chris and the organizations he’s been apart of. If Chris was not in the games and they were called something besides resident evil it could be a new franchise.
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adaru32 · 3 years
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The Red Devil’s Chronicles: Jan. 2021 Devil May Cry Updates: Brad V, Collabs, Etc.
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Hey, how's it going? Hope you all had a wonderful and safe new year, and hope 2021's been nice to y'all so far. Just a heads up, all of the 2019 journals in my Deviantart group will be deleted any day this year to clean up how many journals there are there, plus feeling that there's no need for older news updates. Here are all of January 2021′s Devil May Cry news updates I’ve compiled: 1. HYDE Defeat music video, featuring Devil May Cry V. b) Speaking of music, Reddit sang Bury The Light. c) Alex Moukala's interview with Casey Edwards about Bury The Light. 2. Hideaki Itsuno teases another game in the works. 3. More updates for the Pinnacle of Combat Mobile game such as: a) Vergil concept. b) Beowulf and Kalina Ann showcase. c) Lady's costume set. 4. Griffon in Devil May Cry V's voice actor Brad Venable passes away. 5. Ali Express is making the Dante and Vergil Asmus Toys figures as their models for dolls' clothing. 6. The CapCom Café event has surfaced again with more amazing winter art. 7. Last Cloudia, featuring Devil May Cry V. 8. All 3 covers for the Visions of V manga series. b) Speaking of which, it's updated again. 9. Journalists have decided to target Dante's voice Reuben Langdon once again by completely taking a Tweet (now deleted) out of context (Full conversation and info on what happened in my Facebook post here).
My Thoughts On These Updates:
1. Lovely stuff we've got goin' on with the music stuff. 2. Wonder what Itsuno's  next project will be? My guesses are Dragon's Dogma 2, Devil May Cry 6, a Devil May Cry game remake, or a new unknown game title. Back in March 2020, there was the update about how a former Platinum Games CEO is collaborating with CapCom on a huge remake project (Could be RE4 Remake or a Devil May Cry one). And back in May 2020, CapCom plans to release major new titles by this year, including celebrating an anniversary of a Devil May Cry game (stated at end of article), it is DMC1's 20th anniversary after all. Only one way to find out. 3. It's about time Yunchang games released more development content for Pinnacle of Combat and not any other promotional work, which is what they've done for awhile. These updates are quite nice. 4. May Brad V rest in peace...It's been a bash hearing him voicing as Griffon in DMCV. It's always heart-breaking hearing the passing of young, talented individuals. 5. Foreign marketplace sites can be so hilarious at times with their advertising. Gotta admit that Dante looks pretty nice in that getup, though. 6. I love the new art work that the CapCom Café's been coming out with as of late. It shows more character with the characters. 7. Never heard of Last Cloudia, but it's nice that the Devil May Cry characters are once again featuring in other game titles. 8. I always enjoy new updates of the Visions of V manga series. Still curious how long it's gonna go on for. It's definitely going longer than the DMC3 manga series did. It sucks that the DMC3 manga didn't finish, but at the same time I feel it's for the best. The concept of that particular series was strange (both story and dialogue-wise), and I feel like the artist got pressured a little too much when it came to deadlines and details, which explains how some of the art work looked a tad unfinished in that one. 9. It makes me upset how low journalists will go to make someone look bad by taking something these celebrities say completely out of context, then twisting their words around to get their fans riled up in an attempt to cancel them. And for what purpose? Glad that article got deleted, because what were they thinking? (You can still see the article's title, even when searching on Google, but when you click on the link the page doesn't exist.) If you talk to Reuben yourself and get to know him, he is one awesome guy despite how some of his views can be questionable. This isn't the only time journalists went after Reuben and twisted his words around to make him look bad (scroll to the Reuben Langdon bit in article). It's really sad that some Devil May Cry fans even believed everything those journalists said, and went as far as saying, "Reuben needs to be canceled for this", or "I don't want him playing as Dante anymore because of this". One of the big elite players even stated on Twitter, "CapCom will cancel Reuben before Cancel Culture gets to him". I really hope nothing bad happens with his career at CapCom. He's a nice addition there, and part of CapCom wouldn't be what they are without him on the team.
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zombiedisco5150 · 3 years
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So RE Village was fun, I enjoyed it a lot. The pace never slowed which is always good for me, however, I will say that it felt like RE4. That's not a bad thing, RE4 is an outstanding game. It just feels that you had this awesome horror and tense filled game in RE7 but in RE8 you drop all that for a guns blazing shoot 'em up, again, that's right up my alley, I'm still terrified of RE7 but not once did I get scared or jump playing RE8.
Also, gotta say hats off to Capcom, the marketing with the giant lady. Just job her out quick, beautiful. I didn't get the big deal about her and when she is fucked off practically within the first hour I'm all for it.
I would recommend the game. Lots of replay value, I finished it in 6 hours and that was me just taking my time.
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pickypikachu · 5 years
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*confetti*
I finished my computer build. I was so nervous the whole time phew, but she works and she boots into bios, so just gotta get the OS on there tomorrow, and spend Saturday copying files/installing stuff.
Part list and final build cost below the cut if anyone is interested~
AMD Ryzen 5 2600 Processor 3.5 Ghz
MSI Gaming GeForce GTX 1660 Ti 192-bit HDMI/DP 6GB graphics card
MSI Performance Gaming AMD Ryzen 1st and 2nd Gen AM4 M.2 USB 3 DDR4 mobo
Crucial MX500 500GB 3D NAND SATA M.2 Type SSD (for OS and maaaaybe to load sims for fast boot idk)
Western Digital RE4 WD2003FYYS 2TB HHD (general storage)
16GB RAM 
CORSAIR RMX Series (2018), RM550x PSU
Total Build cost: $930 (this includes a new copy of Win 10)
If longevity of my old build serves as any guide, this should last me at LEAST 5 years (my old build is 7 years old and just now getting phased out, so it still has maybe 2 years on it of light usage if I wanted to buy Win 10 for it since 7 is going out of support in 2020)
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crystaldwightsworld · 5 years
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2 ideas I have for Leon and Ashley after the events of RE4 happened...
The helicopter ride home:
After Leon and Ashley get picked up by a helicopter, Ashley is pretty disappointed that her father wasn't there when they picked her up but they assured her it was for security reasons. Anyways, she's still really bummed out and feels really let down and Leon can see it on her face. They're both sitting right next to each other and Leon takes her hand and they both don't even think anything of it. It makes Ashley smile though that at least someone was there to comfort her. Exhausted, Leon's head is tilted back against the wall with his eyes peacefully shut, not asleep, just finally taking his moment to relax when he feels Ashley relax into her seat, her shoulder brushing up against his.
"What are you going to do when we get back home?" Ashley asks.
Leon grins in his serene moment. "First, I'm going to order enough take out to feed me for a week and eat all of it. Second, I'm going to shower for about 5 hours. I might get wasted... okay, I'm probably going to get wasted. Gunna ignore Hunnigan until the morning and sleep for seven years. When all that's said and done, I can go back to what I was supposed to be doing. Protecting you, as your bodyguard."
“Don’t you mean, executive protection agent?”
He replies to her with a very tired side glare that makes her grin. “What about you?”
She leans her head onto his shoulder. “A shower for 5 hours sounds pretty good to me, maybe a bath though?”
“Oh, that sounds even better!”
“When you’re done with your take out, will you at least let me take you to dinner?”
“Ashley…”
“Just as friends?”
“Alright, just as friends.”
Ashley gasps at her sudden idea, slapping him lightly on the shoulder, “We could go to the movies too!”
Leon shakes his head. “Oh my god…”
“C’mon, friends do it all the time! You’re my bodyguard after all! Gotta go where I go!”
Mike’s Funeral:
Leon goes to Mike’s funeral and he is pretty damn upset, he’s standing in front of his grave after the service with flowers still in his hands, he just feels so guilty and responsible, pissed off at himself for not seeing it coming, he should have known Saddler was up to something. Ashley had even been there and she comes up from behind Leon while he still stands there, taking his hand so he’d know he wasn’t alone but he’s quick to wrap his arm around her shoulder and she hugs him.
“I’m really sorry about your friend, Leon.” Ashley tells him with genuine condolences.
“Yeah, I’m sorry too but thanks.” His blank expression fades as he looks to her, a faint smile perched at her concern. She grins back at him before letting go, looking up to him to smooth his fringe from out of his face that faintly makes him smile and gives his shoulder a reassuring squeeze.
“When you’re finished here, c’mon. I’ll take you to get some breakfast.” She tells him before taking off towards her car.
He glances over his shoulder back at her.
“Ashley.” He calls to her to grab her attention and she stops to meet him without missing a beat. “Are you hitting on me again?”
She beams, shaking her head no.
“No, it’s just as friends.”
He smirks back to her, turning back to place the flowers onto Mike’s grave before turning to go to meet back up with her.
“The diner?” She asks.
“The diner, yes.” He responds in agreement.
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jmkitsune · 5 years
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haven’t shared my gaming stuff in a while sooooo
Yeah like tons of shit on the YT....like coming up on 5K vids .-.
so yeah if you like varieties of games and need background noise or want to watch any of them here ya go
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THAT BEING SAID HERE are the two groups of playlists--
Finished Let’s Play playlists on YT
Ace Combat 5: The Unsung War   [Playlist Link]
Assassins Creed Series
AC [Playlist]  AC2 [Playlist]    ACBrotherhood [Playlist]   ACRevelations [Playlist]
Batman Arkham Series
Origins  [Playlist]   Asylum  [Playlist]  City  [Playlist]  Knight  [Playlist]
Dead Space Trilogy
Dead Space 1 [Playlist]   Dead Space 2 [Playlist]  Dead Space 3 [Playlist]
Deadpool [Playlist Link]
Fallout New Vegas [Playlist Link]
Final Fantasy X and X-2
FFX [Playlist]   FFX-2  [Playlist]
Injustice Duology
Gods Among Us [Playlist]     Injustice 2  [Playlist]  
Kingdom Hearts
KH1 [Playlist]     KH2 [Playlist] 
KHRe:CoM  [Playlist]    CoM Riku  [Playlist]
KHBBS Terra [Playlist]  Aqua [Playlist]  Ven [Playlist]
Legend of Zelda Ocarina of Time  [Playlist]
Lego Marvel’s Avengers [Playlist]
Lego Star Wars  [Playlist]
Resident Evil
RE4 [Playlist]  RE5   [Playlist]  
RE6 Leon/Helena   [Playlist]  Chris/Piers  [Playlist]  Jake/Sherry  [Playlist]
Star Wars KOTOR
Kotor 1 [Playlist]    KOTOR 2 [Playlist]
Star Wars the Force Unleashed 
Force Unleashed 1  [Playlist] Force Unleashed 2 [Playlist]
The Last of Us Remastered [Playlist]
Uncharted Series
Drake’s Fortune  [Playlist]  Among Thieves  [Playlist] 
Drakes Deception  [Playlist]   A Thief’s End  [Playlist]
and while the above are great (cause I finished them lol) I also got these
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Some Favorites (not complete but enjoyable none the less)
Dark Souls (feat my friend Lolo as a Navi)
[Playlist]
Final Fantasy VII (feat JM attempting to VOICE ACT EVERYONE T.T)
[Playlist]
Marvel’s Spider-Man (Finished Main game, still uploading Just gotta finish the DLC)
[Playlist]
Outlast feat my friend Steph (JM doesn’t do Horror/Steph loves horror)
[Playlist]
Persona 5 (Still Playing/uploading)
[Playlist]
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kanda44 · 5 years
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Devil May Cry 5 Story? (Maybe?)
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Well I was thinking and got this idea to make a Devil May Cry 5 story after I finish that RE4 and my RE (OC Story), I mean I got two OC’s from that fandom of DMC one where there’s this half-demon childhood friend to the twins (Her name is ‘Freya’) and then there’s this other half-demon daughter of  Dante (named ‘Sparrow’) ...Not sure what to call both of them but I’ve just been thinking about it all so yeah.
Would anyone here like to read that?? Course the thing is I might follow the game throughout both so it would maybe be somewhat the same not sure gotta play DMC5 first and see the storyline just to get the idea of where to put either one of them in it.
The difference is: Freya (Age: 38 maybe?) I mean by DMC5 Dante should be in his early 40′s right?                             Sparrow (Age:17/18 maybe?) I mean we don’t know how old Dante is so yeah.
[Note: Sparrow is a few years younger then Nero (her cousin) and I have planned for her to follow Dante in his visit within DMC4, so maybe she’d be in her early teens in DMC4 so by DMC5 she’d been in her late teens since Dante would be in his 40′s maybe...not sure due to the fact it’s briefly mentioned in a few places but honestly were not told his actual age at all so I’m just assuming all this if I’m wrong then fine but still I’m just explaining this.]
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krustentier7 · 7 years
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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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jmkitsune · 5 years
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Finished Let’s Play playlists on YT
Ace Combat 5: The Unsung War   [Playlist Link]
Assassins Creed Series
AC [Playlist]  AC2 [Playlist]    ACBrotherhood [Playlist]   ACRevelations [Playlist]
Batman Arkham Series
Origins  [Playlist]   Asylum  [Playlist]  City  [Playlist]  Knight  [Playlist]
Dead Space Trilogy
Dead Space 1 [Playlist]   Dead Space 2 [Playlist]  Dead Space 3 [Playlist]
Deadpool [Playlist Link]
Fallout New Vegas [Playlist Link]
Final Fantasy X and X-2
FFX [Playlist]   FFX-2  [Playlist]
Injustice Duology
Gods Among Us [Playlist]     Injustice 2  [Playlist]  
Kingdom Hearts
KH1 [Playlist]     KH2 [Playlist]
KHRe:CoM  [Playlist]    CoM Riku  [Playlist]
KHBBS Terra [Playlist]  Aqua [Playlist]  Ven [Playlist]
Legend of Zelda Ocarina of Time  [Playlist]
Lego Marvel’s Avengers [Playlist]
Lego Star Wars  [Playlist]
Resident Evil
RE4 [Playlist]  RE5   [Playlist]  
RE6 Leon/Helena   [Playlist]  Chris/Piers  [Playlist]  Jake/Sherry  [Playlist]
Star Wars KOTOR
Kotor 1 [Playlist]    KOTOR 2 [Playlist]
Star Wars the Force Unleashed
Force Unleashed 1  [Playlist] Force Unleashed 2 [Playlist]
The Last of Us Remastered [Playlist]
Uncharted Series
Drake’s Fortune  [Playlist]  Among Thieves  [Playlist]
Drakes Deception  [Playlist]   A Thief’s End  [Playlist]
and while the above are great (cause I finished them lol) I also got these
Some Favorites (not complete but enjoyable none the less)
Dark Souls (feat my friend Lolo as a Navi)
[Playlist]
Final Fantasy VII (feat JM attempting to VOICE ACT EVERYONE T.T)
[Playlist]
Marvel’s Spider-Man (Finished Main game, still uploading Just gotta finish the DLC)
[Playlist]
Outlast feat my friend Steph (JM doesn’t do Horror/Steph loves horror)
[Playlist]
Persona 5 (Still Playing/uploading)
[Playlist]
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