In love with: Persona 5 Royal

The original Persona from 1996 was the first Megami Tensei game to receive a release outside of Japan and be localized in English, bringing new fans to the franchise. Persona 3 from 2006 was the first time the franchise achieved huge international success as a unique jRPG (however broad this genre name is). Persona 5 from 2016 was the first time the franchise reached a success that went beyond the genre boundaries.

Of course, the process wasn’t that rapid and sudden and this “every 10 years” view is incorrect – each new game built momentum, gradually growing in popularity. And it’s not even that every odd release of Persona games is meant to be an important milestone, because then we will have to discuss many re-releases, spin-offs or even the fact that there are 2 games called Persona 2, one of which is a sequel to another. What is important, however, is that Persona 5, in its Royal release now finally available on most platforms, is the first time I wouldn’t have any trouble recommending a Persona game to absolutely anyone. With no asterisks, links to wikis and complex explanations. Persona 5 Royal is just that easy to get into. And also really hard to stop playing.

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O tempora: Star Wars Knights of the Old Republic II: The Sith Lords

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

There are several well known sad “oh what if they had more time” stories in video game development, where it’s well known that the game was launched in a state that was viewed by its own developers as incomplete. Not necessarily even buggy or full of issues, but not containing everything that has been already prepared and shipped, but locked and normally inaccessible. And to me, Star Wars Knights of the Old Republic II: The Sith Lords is the saddest example of them all. The first title of Obsidian Entertainment, a gathering of incredibly talented and experienced people from Black Isle Studios backed by new no less talented team members, it remains my personal favorite Star Wars story of them all. No really – there’s not a single other piece of SW-related media that is as good as this. Yet, even with a fantastic The Sith Lords Restored Content Modification (TSLRCM for short) that restores a lot of cut content in its current 1.8.6 version, the game occasionally feels incomplete and playing the game can be a frustrating experience.

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O tempora: Star Wars: Knights of the Old Republic

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

I think, none of the other BioWare games had the impact on gaming as Star Wars: Knights of the Old Republic had. Originally released in 2003 on Xbox, it was the culmination of everything the company did up until that point, but streamlined (in the best possible way) for consoles and due to that (and the Star Wars setting) it managed to cover an audience so huge no “western” RPG covered before. It kickstarted the rise in popularity of morality systems, romance options, “home bases” with companions to choose from… All of it existed in games before, but KotOR became a template for lots of games to follow. All while also being, arguably, the least controversial and most beloved Star Wars product from the whole prequel period of the franchise.

I played this game a lot back in the day, but after the sequel (which I loved so much more), I revisited it less and less and the last time I’ve played it was more than 15 years ago. Now that the game is turning 20, I’ve decided to finally revisit it and see how it fares.

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O tempora: Aliens versus Predator 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

When talking about No one Lives Forever 1 and 2, I mentioned that apart from those two, there was another Monolith Productions classic that cannot be purchased digitally – Aliens versus Predator 2. Released between NOLF 1 and 2, this game was my personal favorite of the three and I replayed it a lot. I haven’t done it in a long while, though, and after replaying the NOLF games I was a bit worried about being disappointed. But I wasn’t.

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Happy about: HROT

Since I’m not trying to play every classic FPS of this new wave in the genre revival (especially since a lot of them are not good), I don’t pay attention to many of them as they pop up. HROT, though, had a curious style and a… “vibe”, I guess, that got me curious about the project back in 2021 when it was still in Early Access. Now that the full game is out and I had a chance to shotgun my way through it, I gave it a go and… It’s quite odd, but mostly in a good way.

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O tempora: No One Lives Forever 1 and 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Ah, Monolith Productions at their heyday… Not that their releases were consistently great or popular, but they’ve made some fantastic classics, most of which were powered by their own engine that was first developed for Microsoft to showcase the power of DirectX. Even though the usage of that engine began with the dreadful Blood 2 that no one should ever play, the first half of the 00s started an almost perfect set of games using that engine: The Operative: No One Lives Forever, Aliens Versus Predator 2, No One Lives Forever 2: A Spy in H.A.R.M.’s Way, Tron 2.0, F.E.A.R., Condemned: Criminal Origins were all instant classics and are still beloved and remembered by many. Three of these six titles, however, are not available anywhere digitally.

I used to love NOLF. They were among the very first games I played on my own PC back in the day and I’ve replayed them several times since. But the last revisit happened a very very long time ago – I don’t even remember when. So I decided that it was a good time to finally remember why people have such fond memories about these.

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Happy about: Amnesia: The Bunker

The influence of Frictional Games on the direction horror themed games took over the past 16 years is undeniable. Their initial Penumbra tech demo from 2006 was a surprisingly fresh take on an adventure genre, with stealth and action aspects, physically-based puzzles and interactions and surprisingly solid horror atmosphere. All of which was developed further into Penumbra: Overture, the only game from the studio until now that was adhering to the pillars of the classic survival horror, focusing not only on exploration, adventure elements and stealth, but also allowing you to deal with enemies directly via combat and traps. But beginning with Penumbra: Black Plague, the team set a mission for themselves to make great narrative-driven titles and to achieve that, the survival horror mechanics had to go.

After achieving great and unexpected success with Amnesia: The Dark Descent, team followed it up with no less great SOMA. Two fantastic story-driven horror themed stealth adventure games that always prioritized good atmospheric experience over the mechanical aspects of the gameplay. Then, just over two years ago, they’ve decided to revisit the Amnesia “brand” with the incredibly mediocre Amnesia: Rebirth – a game that went really far into the narrative, but without making it particularly engaging or interesting to experience. Amnesia: The Bunker seems like a direct reaction to that as it is the return to beginning and a curious attempt to reimagine what classic survival horror gameplay could be, while staying easily recognizable.

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O tempora: Persona 3 Portable

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Persona 3 FES was my first experience with the Persona sub-series of Megami Tensei franchise. I’ve started playing it about 14 years ago or so, after Persona 4 was already out and Persona 3 Portable was about to get released on PSP. And although I was enjoying its inventive mix of a life sim and tactical RPG, enhanced by a fantastic soundtrack and really stylish visuals, I got stuck on one part of the game and due to how slow (even by the standards of that time) loading was on PS2, I gave up. Later on the same thing happened with Persona 4 and it stayed that way until 2020 when an enhanced version of the latter, called Persona 4 Golden, did get remastered for PC. Despite being far longer than I’d like (especially since I tend to play jRPGs for stories rather then mechanics), playing the game was very enjoyable and I was hoping the other parts of the franchise would get ported as well. Fast forward 3 more years and we have both Persona 5 Royal (which I have just started playing) and Persona 3 Portable available on PC, so I could finally finish that playthrough I’ve started. Kinda… Because Portable version is quite a bit different with mixed results.

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Happy about: System Shock (2023)

The original System Shock from 1994 was an incredibly important game. In some regards it was “Ultima Underworld in space”, and alongside its two Ultima Underworld predecessors, was an early example of a game designed around simulated systems that heavily leaned into emergent gameplay. A concept that is nowadays usually defined as an “immersive sim”. Even in this rougher form the game was great and if one can get through layers of outdated UI, controls and quality of life aspects it’s exciting even today. Especially in the Enhanced Edition version released 8 years ago by Nightdive Studios, known for their faithful and high quality restorations of older games.

That was the only way to experience the original game until now when the very same Nightdive released the remake of the game. Originally announced as a Kickstarter project around the same time as the Enhanced Edition came out, this project spent a long time in development and had several major changes in its focus. It switched engines, then it was decided to expand the scope of the project and then, when it became obvious that the plan wasn’t working, switched back to being a faithful remake of the original game. Which is exactly what we got now for better and for worse.

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Quick thoughts on: Tron: Identity

Bithell Games have put out several relatively small and simple but inventive titles over the past decade. Thomas Was Alone, possibly, remains their best known, but it’s hardly an example of what they “usually do”, as there seems to be no “usual” for the team. That said, they’ve made several visual novel-ish adventure games, like the really inventive Subsurface Circular that I’ve enjoyed several years ago, and Tron: Identity fits the same general description. Except, it’s simpler to a flaw.

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