In love with: La-Mulana 2

It seems forever ago now that I’ve first played and fell in love with the original (technically, the remake) La-Mulana, even though it’s only been 5 years. The original “Archaeological Ruin Exploration Action Game” was a very unique, even for today, approach to exploration-focused platformer titles, borrowing heavily from unknown in the west The Maze of Galious. Despite having a lot of similarities to the “metroidvania” games, it focused much more heavily on puzzles that could go from covering just the room you are in to the entire game world and required you to pay close attention to the details you see. It had a lot of unique and fun elements to it, but it was also often infuriatingly obtuse with puzzle design, sometimes requiring you to not just think outside the box, but realize that you might be in the box, visualize it on paper, then translate it into some invented language and then find a way how to think outside of it.

When the Kickstarter project for La-Mulana 2 appeared in 2014 one of the biggest promises was to keep all the excitement of the exploration, puzzles, challenge and sense of adventure intact, but also improve on those frustrating elements, that were originally intentionally done in such an annoying manner to emulate the design of games from the MSX. After throwing my money at the screen and waiting for 4 years, I’ve decided to wait a few more months until the first few patches were released to iron out most of the issues. And finally, I was able to get into La-Mulana 2. 42 hours later…

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In love with: Yakuza 0

While Yakuza series have been around for a while now, I never had a chance to check them out because of not owning the platforms the games were exclusive to. So they just remained the series people love to talk about and praise, but something that I’ve not experienced for myself, nor knew how exactly it plays. With the recent release of Yakuza 0 on PC I finally had a chance to experience the series for myself. And… wow. I mean. Wow.

WOW, BREAKIN’ THE LAAAAAW BREAKING THE WOOOORLD kowasee~

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Revisiting Mass Effect 3 (with DLCs)

It’s easy to imagine how much pressure BioWare was under as they were making the closing act of the Mass Effect trilogy after the success of the previous two entries. With the first game they’ve established the universe, with the second they’ve refined the gameplay and characters. Third game was supposed to somehow top this and bring the story to a closure. And that’s where they faltered, got confused about how all of this should end. After the incredible scope of Mass Effect and stylish cinematic action of Mass Effect 2, Mass Effect 3 had an identity crisis that it couldn’t quite resolve.

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Revisiting Mass Effect

Yes, it has been more than 10 years already, hard to believe as it may be, since Mass Effect was originally released. First exclusively on Xbox 360, then, half a year later on PC (PS3 version didn’t come until 2012, though). Despite BioWare setting a new example, a new milestone in how to make story driven RPGs with almost every game prior to this one, it was Mass Effect specifically that became a template for so many games to follow. A cinematic, character and story driven, action and dialogue focused RPG that tried to please varied audience on different platforms without compromising on its values. A game so fresh, yet so distinctively BioWare.

Playing it today on PC it’s easy to see why it was loved and why other games tried to copy it. Also easy to notice things that hasn’t aged well or were not good in the first place.

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In love with: The Evil Within 2

When I completed The Evil Within several years ago I felt relieved. It was the kind of relief you have after going through a meeting with a dentist or removing a painful thorn. The “oof, I hope I won’t go through this ever again” kind of relief. Which, if you ask me, is a terrible feel for a game to evoke. Evoking the absolute worst features of a game from Shinji Mikami, it focused on punishing the player way too much, while giving back way too little enjoyment in return. It didn’t just make you question the reality of the events in the game, but also yourself and your choice to play this goddamn game in the first place. It had some amazing ideas, however, and its story DLCs were showing clear understanding of mistakes made in the main game.

When it was announced that there will be a sequel, my only question was “But why?” However, when it became clear that it would be developed by the makers of the aforementioned DLCs, I got curious. For a good reason, it turns out.

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Late thoughts on: Life is Strange

The reason I’m writing my opinion on Life is Strange is really simple – I hated my first hour with the game 3 years ago. The writing, the characters, the pacing – it all felt wrong, badly written, all “how do you do fellow kids” and I just quit. But there’s just so much love the game has I tried to guilt trip myself into getting back to it several times. Only now did I completely open myself to going through it as much as I can, and went through the whole game. And I’m actually glad I did.

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In love with: Ys VIII: Lacrimosa of DANA

In just 4 years I went from “What’s Ys?” to being a huge fan of these action RPG series by Nihon Falcom that is finally starting to get proper recognition outside of Japan. I didn’t like all games I’ve played so far equally. Origin and the story arc it preludes (covered in I & II) used to be my favorite – it had the perfect version of the gameplay mechanics that the series had in mid-00s, it had really interesting memorable story with good characters and it was quite short and to the point, covering every important and exciting aspect of itself in the best possible way. And I wasn’t super keen on the new gameplay ideas introduced in Ys Seven, the template currently used by the series, so I was a bit cautious about VIII (and still is about IV, which I will play later this year when it’s ported to PC).

Now, some of my concerns and fears were justified. But Ys VIII: Lacrimosa of DANA might be my favorite Ys game so far and one of the best examples of action RPGs I’ve ever seen, both mechanically and narratively.

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In love with: Treasure Adventure World

There aren’t that many good examples of a free game turned into a paid product I can think of from the top of the head. Can think of plenty mods turned to paid games, sure. But free games? World of Goo was made from a free Experimental Gameplay Project title that simply had the same basic mechanics and looks. Super Win the Game is more of a successor to the free You Have to Win the Game. Only La-Mulana, Spelunky and maybe Eversion feel like actual “remakes”, which follow a more or less same structure as their original free counterpart but with updates. I suppose, Cave Story can somehow fit this list too. But point is – not that many I can think of, and, interestingly, almost all of them are somewhat metroidvania-ish.

Treasure Adventure Game is a free exploration-focused platformer with Zelda and Metroid influences that was released about 6 and a half years ago. I stumbled upon it due to it being featured on GOG and had a blast playing it 6 years ago. Then about a year later a remake was announced. Treasure Adventure World is a higher resolution, higher fidelity remake, with minor updates and several pacing changes, but overall unchanged design. For better and worse.

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In love with: CHUCHEL

Amanita Design have tried their hand at different extremes of adventure game design – they’ve made games focusing on Puzzles (Machinarium being the most puzzle-centric), and they’ve made games that are more like fun toys, digital art installations (original Samorost being one). But what was constant throughout all their titles, no matter the focus, is the humour, the style, the charm, the character – all just oozing from both the visual and audio design of their games. You didn’t honestly expect CHUCHEL to become a disappointing exception in that, did you?

No, this is Amanita Design doing what they do best, this time again going closer to that digital toy-ish design of the very first game they’ve developed.

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Happy about: Zero Escape Trilogy

I’ve been curious about what became Zero Escape Trilogy for a while now. Original 999 (Nine Hours, Nine Persons, Nine Doors) was released back in 2009 on Nintendo DS to very positive reviews on how it tackled the mix of visual novel and “escape the room” puzzles, while also using it’s branching narrative, common for visual novels, as a plot point for many worlds interpretation influenced plot. It was also one of the first attempts, to my knowledge, to bring the Cube (the movie) ideas to video game format, mixing horror, thriller and mystery novel and becoming somewhat of the “What if Cube, Saw and Agatha Christie’s “And Then There Were None” were anime”. Virtue’s Last Reward followed 3 years later on PS Vita and 3DS, and then in 2016 Zero Time Dilemma was released as a final chapter of the plot on the same systems, but also on PC. However, it wasn’t until Zero Escape: The Nonary Games release last year, that updated and re-released the first two games in one package, that I finally had a chance to check on them.

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