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Messages - ClexYoshi

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TalkBack / Re: Doki Doki Literature Club Plus! (Switch) Review
« on: July 01, 2021, 12:24:48 AM »
I was wondering how they'd handle something that in the PC version of the game was literally handled by the game making files and you having to root around in the game's directory in order to do a lot of the fourth-wall breaking thing.

DDLC's whole appeal is that it's an actual creepypasta ARG that people got really into.

Podcast Discussion / Re: Episode 696: WAM - Wet Ass Mario 64
« on: October 26, 2020, 03:44:37 AM »
it's been a couple of years since I've listened to an episode of this show.

The more things change, the more things stay the exact same.

Also, you shouldn't advertise yourself as a tax haven, Jon. you'll attract the Trumps.

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 22, 2020, 05:01:43 AM »
See, I can never forget Blast Away the Wall because of cannonless and how that speedrunning trick nearly ruined the community for Super Mario 64 until people found consistent setups for it.

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 20, 2020, 10:40:49 PM »
I doubt I'm going to stimulate further discussion on Super Mario 64 by posting further, but I believe I've reflected on my thoughts on the game and fired it up to mess around a bit more to really pin down a final statement here.

Super Mario 64 is brilliant and fun in almost any form you choose to play it in. There's a flexible, toy-like quality to it where so many people can approach it in so many different ways, and that's the game's real brilliance. it might not result in the same sort of cascade of non-linearity that maybe certain CRPGs on PC were doing at the time, but being so accessible and provide that sort of freedom is a heck of a balancing act to nail in design space that was so uncharted outside of maybe like... Jumping Flash.

This appreciation deepens when you realize how Nintendo came to some of these design decisions. SUper Mario Bros. has always been about exploring about for secrets, but games like Donkey Kong (game boy) and Super Mario World 2: Yoshi's Island represent both the exploratory nature and the puzzling nature of each of Super Mario 64's challenges in a duality. I do not think it any sort of coincidence that much of Mario's moveset from DK94 would find it's way into the 3D Mario games.

I do think the cracks show a bit when you hold details up to scrutiny of a modern eye. the N64 controller is incredibly uncomfortable to hold and that middle prong of it that my hands are too thick to hold properly is the star of the show here. while a tool of unrivaled precision in it's day, the analogue controls are only as strong as that camera can support, and the restrictions on lakitu and his stiff pans and how hacked-together it feels lets Super Mario 64 down. likewise, I do not find the gameplay of giving Bowser the Cesaro treatment to be compelling and to this day I am incredibly inaccurate at doing the bomb tossing. There's also some Very, VERY questionable logic with collision, particularly when it comes to attempting to grab 2D objects like Bob-ombs or Chuckya. I would say the lack of checkpointing is problematic, but the levels are small and compartmentalized enough to where it theoretically doesn't become a real problem until it comes time for some of the late 100 coin stars.

Presentationally, it holds up SO much better than many of it's N64 contemporaries due to smartly deciding to be somewhat minimalist with textures. the fact that the suspender buttons, the eyes, and the Emblem on Mario's hat are the only textures on him give that low-poly model an ageless aesthetic that can't be said of link's cheese wedge hands or banjo's... everything. yes, objects are texture mapped, but everything is kept to minimalist details as to avoid calling attention to them. The Score by Kondo-San, while certainly not anywhere NEAR my favorite, is the sort of iconic and memorable fare that you'd want. shout-outs to Koopa's Road and the Jolly Rodger Bay/Dire Dire Docks being pretty far removed from the jazzy rag-time sorts of compositions one might associate with a Mario game.

There's a very, VERY good reason that Super Mario 64 is positioned on the pedestal it is on today, why people have come together in grand academia to study in great lenghs it's level design, it's engine quirks, it's physics and created grand conspiracies about it. there's a reason it supplanted Quake and Super Metroid as THE video game for speed running competition. there's a reason that Super Mario 64 is responsible for me adding "Gay Baby Jail" to my vocabulary. There's a reason Super Mario 64 is a game I would even remotely consider playing in 2020 even when I do not have very high opinions of many 64-bit era video games, particularly the polygonal ones.

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 17, 2020, 07:44:04 PM »
Wowie, PapaSmurff, That's some biting commentary! I feel like in the case of the original game that some of it can be forgiven because of the limitations of the hardware and lack of ease with 3D controls.

As someone who's played a few Super Mario 64 Romhacks, though, the control simply isn't quite tight enough to make straight platforming challenges viable for the average consumer. even with adding a lot more smoothness and control to the games, that didn't really become viable (look at some of the rage at sunshine's jank that occurred in the RetroActive on that game 3 years ago. What ever happened to the rule on keeping Retroactive from looking at multiple games in the same franchise anyway?)

Now, granted, Super Mario 64 DS eliminates some of the jank. it has a real camera, there are more aids to movement (digital inputs for walking Vs. Running, Yoshi's Flutter Jump, Luigi's various platforming tricks, Mario sliding down walls he can jump off of Vs. having a 5 frame window when you bonk to jump again), and other little bug fixes that alleviate jank, but by 2004, I think Nintendo was clearly not willing to risk adding something to Super Mario 64 that would give it the qualities that frustrated people about Sunshine. At that point, the team at EAD Tokyo would be lead on a crusade to streamline Mario design in such a way that they could start to build levels as obstacle courses more than playgrounds.

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 12, 2020, 06:21:04 PM »
I find Tiny-Huge Island and Wet-Dry World to be pretty fun, actually! the nervousness I feel playing Tik-Tock clock can also feel very rewarding, in my opinion. They are much stronger levels than Lethal Lava Land, Shifting Sand Land, or Dire Dire Docks. I've seen SM64 hacks that demand far more and push SM64's loose controls to their limit, unfortunately.

That being said, if you really don't like the upstairs that much but still want to beat the game, you could always BLJ OH WAIT 3D ALL STARS IS BASED ON THE GREEDO SHOT FIRST OF MARIO, THE SHINDOU VERSION AHAHAHAHAHAHA

I suppose if you're willing to build speed via a series of frame perfect wall jumps, you can skip the 50 star door and the staircase that way.

TalkBack / Re: Petal Crash (Switch) Review
« on: October 12, 2020, 06:10:27 PM »

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 11, 2020, 06:15:17 PM »
I've... always seen Super Mario 64 as a pretty easy game. even when going for your 100-coin gauntlet on stages, the lack of checkpointing never bothered me, even on incredibly punishing stages like Rainbow Ride.

You might not savor Super Mario Sunshine if Super Mario 64 is grinding you down to the point where you don't think 120 stars is a reasonable ask, Tophat.

I kinda find talking about the game's actual contents akin to talking about Wolfenstein 3D, where it is such a genre blueprint that I'm so familiar with that I can't really go and remark on the game's substance...

But things in Super Mario 64's periphery are FAR more fascinating... like the story of how Argonaut ended up pitching a 3D platformer starring Yoshi to Nintendo in 1994 that Nintendo rejected, only for Super Mario 64 to show up at Spaceworld 1995 and Miyamoto approaching Jez San privately to apologize. apparently the dude is still pretty salty about Nintendo effectively poaching Dylan Cuthbert and other talent before throwing their big pitch out on the curb to become Croc: Legend of the Gobbos.

That's right; Croc was supposed to be a Yoshi game, and Jez San believes that Miyamoto might have committed plagiarism against them.

to quote the Eurogamer interview;

"Miyamoto-san went on to make Mario 64, which had the look and feel of our Yoshi game - but with the Mario character, of course - and beat Croc to market by around a year. Miyamoto-san came up to me at a show afterwards and apologized for not doing the Yoshi game with us and thanked us for the idea to do a 3D platform game. He also said that we would make enough royalties from our existing deal to make up for it. That felt hollow to me, as I'm of the opinion that Nintendo ended our agreement without fully realizing it. They canned Star Fox 2 even though it was finished and used much of our code in Star Fox 64 without paying us a penny."

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 07, 2020, 05:01:05 AM »
I got my first 120 when I was a kid, with an assist from my cousin for Jolly Rodger Bay, as I was intensely afraid of the eel as an 8-year older. some of the 100 coin stars I do remember being pretty tight affairs as a kid, but... honestly?

Super Mario 64 is pretty cozy. Yes, Tik Tok Clock has some devious stuff in it if you're afraid of taking the spill all the way down, but Rainbow Ride is not nearly as bad as I remember it, 100 coins or otherwise. Granted, It should be noted that i played with the unlocked camera recently, so maybe the camera doesn't make it as cozy as I thought, but I seem to have only sharpened my skills when it comes to Super Mario 64, and it felt like death rarely would happen. I probably can chock this up to considerations the level designers made to accommodate this wild new 3D and general knowledge I have of the game.

Heck, I may have even showed off to my friends I was streaming for and performed a BLJ to skip the 50 star door and do some Tik-tok clock action early! (sorry to you suckers playing the Shindou version on your Nintendo Switch. :()

Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 06, 2020, 08:41:47 AM »
I may be retired from listening to Radio-Free Nintendo, but lucky you! I played Super Mario 64 earlier in the year because my Girlfriend had never really sat through anything more than 0 stars speedruns!

I ended up playing the game specifically using the SGI project, a set of model and textures for the DirectX12 version of Super Mario 64 that tries to make Super Mario 64 resemble the SGI-made renders that were made for promotional materials for Super Mario 64. It also incorperates a free camera that works perfectly with a right analogue stick or mouselook, if you're some sort of heathen who desires to play Super Mario 64 on a keyboard/mouse control scheme.

Obviously, though, I got a N64 for Christmas of 1996, after specifically seeing Super Mario 64 at a Toys R' Us that my dad and I went to on a lark during our usual bus route (at the time, dad had his license revoked for DUI, so we'd take the bus up to the mall or Walmart or such.) and having that outer courtyard that was effectively just this giant playground to mess around with Mario and the way he changed from his 8-bit and 16-bit incarnations was a brilliant choice. the ambience of the birds chirping and the waterfall added to this idea of being able to just... play around, like one might play around at the Jungle Gym at my grade school. the fact that this memory 24 years on is so vivid in my mind stands as a testament to how strong of a design choice hubs to run around in was.

and really, I'm not sure how I should approach discussing Super Mario 64. Should I hit on the powerful memories of a childhood that formed with Super Mario 64 as a basis? Should I talk about the game's eternal zeitgeist? the reverence to which people regard it and the ways people have peeled back the layers of it's depth and complexity? Should I talk about TASers like Panenkohek, who both created an insane meme and has helped educate many on the inner workings of Super Mario 64's coding? should I talk about how Cheese at the beginning of 2020 won a jackpot of $10,000 for being the first person to beat Super Mario 64 with 120 stars in under 1 hour and 39 minutes while at a speedrunning event with a stomach flu? Or should I talk about my thoughts of playing this newfangled version for PC, only possible thanks to tireless efforts of people who managed to decompile Super Mario 64 back into it's source code via reverse engineering efforts?

While I mull over this, I hope many people post here. I am interested to read what folks have to say about this game.

I feel like y'all are tryin' to get me to come out of RFN listening retirement with podcast titles like that.

TalkBack / Re: Shantae and the Seven Sirens (Switch) Review
« on: May 29, 2020, 03:06:53 AM »
Zack, I have to disagree with one thing.

Shantae and the Seven Sirens has yet to make me go through a long, boring, and protracted insta-death gauntlet Carrying Rottytops and watching Shantae to the peepee dance, which makes it better by default.

In all seriousness, though, this is the Shantae sequel I've always seen in my mind's eye ever since I played the original in 2005, the one that cleans up the flow issues while staying true to the character and cherry picking the best features from throughout the series to contain in one awesome package.

I recognize Pirate's Curse's quality and how generally stellar it is, and I'm super happy it made people notice the franchise I fell in love with so long ago for it's sheer force of peronality, but it's inexorably tied to Risky's Revenge in my mind, and I honestly cannot reccomend Pirate's curse without Risky's Revenge and Risky's Revenge, and...

Well, neither of those games are indicative of the original, which I fell in love with, both for it's STUNNING work with the GBC hardware, and it's delivery on proving that Castlevania 2 could have been done right. None of the games ever felt as expansive, weather it be Risky's Revenge being hamstrung by it's 50mb DSiWare limitation, Pirate's curse ditching the interconnected world for boat fast travel... I just never felt there was a game that captured that same feeling of adventure, that felt as lived in... but I think Seven Sirens has done it, and I honestly want OG Shantae remade with the HD 2D art, with this style. maybe incorperate Monkey Bullet into moneky form and change some of the level design to take advantage of it and the extra screen resolution and get rid of monkey paw, but dangit, we're like... Day/Night cycle and finding the Zombie caravan with a track and field mini-game away from just hitting the brilliance.

I do have to confess I'm not done yet, but unless the game drops the ball hardcore in it's latter half, I easily enjoy Seven Sirens more than Pirate's Curse.

TalkBack / Re: Bug Fables (Switch) Review
« on: May 29, 2020, 02:48:17 AM »
I really do hope that someone at Intelligent Systems gets to play and enjoy this game.

TalkBack / Re: La-Mulana (Switch) Review
« on: March 12, 2020, 09:57:36 AM »
You know, when NIS Announced these switch ports, I thought about talking to you guys about writing up reviews as a freelance guest writer here. :P

Honestly though, Neal, I would have even suggested to time traveling you to play the 2007 freeware game on PC. this game blew my college freshman mind. La Mulana is one of my all-time favorite games, as long-time community members infamously may know. I love La Mulana so much that I ran an entirely grassroots knocking-on-doors political campaign to see La Mulana played for Retroactive for the telethon one year.

Funnily enough, I ragequit Hollow Knight when the Godseeker stuff and Nightmare Grimm came up in my playthrough. that stuff is a million times more punishing than any of the combat in either La Mulana title, because I felt like I just simply did not have the hand-eye coordination to handle the speeds unto which some of the optional bosses ask of you,e ven when you give yourself every advantage the game offers you.

TalkBack / Re: Nintendo And LEGO Teaming Up For Interactive Mario Line
« on: March 12, 2020, 09:46:06 AM »
This is still so bizarre to me considering there was a point in time where LEGO was trying to sue the pants off of Nintendo for N&B Block.

TalkBack / Re: Skullgirls 2nd Encore (Switch) Review
« on: November 05, 2019, 07:11:11 AM »
If anyone has the expertise to make a fighting game, it's MikeZ; a former Pandemic studios employee who did a lot of the battle design for the original Star Wars Battlefront 2. He also has attended multiple EVOs as one of the top Blazblue players in the USA, if not the world. This has led him to work with Ark System Works and Capcom as well to assist with balancing in games like Blazblue: Continuum Shift and Ultimate Marvel Vs. Capcom 3. You can probably draw a lot of paralells between Skullgirls and Marvel Vs. Capcom with how it handles it's 3 on 3 gameplay with assist buttons and a Delayed Hyper Combo (DHC) tag system.

I own each LabZero engine game across various platforms, and I would say that OG Skullgirls is where I sat down and actually tried to understand how 2D fighters worked. I never got good back then, but it was the first time I ever really sat down and tried to hit buttons meaningfully besides spamming special moves or such. It was the first time I learned combo trials. It's where I learned my love for grapplers in fighting games. Cerebella was such a fun character design that I tried her, loved her, and it made me appreciate characters in fighting games of old that I had previously taken a pass on, like Iron Tager, Zangief, Clark Still, Potemkin, etc. I also truly learned what zoning was and how to effectively do it because Peacock's suite of tools was so robust and surprisingly easy to use on that front!

I actually would go on to back 2nd Encore's crowdfunding effort. At the time it wasn't called that, and was more-or-less just funding to help Skullgirls get out from under the thumb of then-publisher Konami with the reward being a DLC character in the form of Squiggly, with stretch goals letting the backers determine who among the colorful cast of background characters would get to step into the fight. Of course, I didn't exactly back to participate in this, but rather because one of the stretch goals was to pay licensing fees for the LZ engine for another up and coming indie developer who would go on to make a fighting game that's been incredibly important for me.

As a result of hand cramps I was having at the time, I really didn't put much time into 2nd Encore. I've since solved the hand cramp while playing fighting games by getting a fight stick. I think if I revisit 2nd Encore, it'll be on my PC copy.

For now though, my mind is on that OTHER LZ engine fighting game. If THAT comes to switch, BOY HOWDY am I double dipping so I can body the poor sap who gets stuck with a review code for that. <3

TalkBack / Re: Sweet Home: Opening the Door for Resident Evil
« on: October 11, 2019, 04:06:27 AM »
that video actually only just recently came out!

TalkBack / Re: Sweet Home: Opening the Door for Resident Evil
« on: October 05, 2019, 07:48:03 AM »
I remember initially hearing about this game from Derick Alexander of Stop Skeletons From Fighting (although at the time he was going by the moniker, "Happy Video Game Nerd").

I remember the Happy Video Game Nerd! I always wondered what happened to him. Will have to check him out again.

Yeah! he's still very active! moved from Alaska to Seattle with his girlfriend Grace and does all sorts of neat videos still. he does a fair bit of Collab work with Matt McMuscles. I quite like his Punching Weight series he does now, where he looks at games that attempt to do things on a platform so out there that one has to admire it (things like 3D on GBA, ports of games that a platform should not have the power to run, and yet the ports exist, etc.)

TalkBack / Re: Sweet Home: Opening the Door for Resident Evil
« on: October 03, 2019, 06:00:17 AM »
I remember initially hearing about this game from Derick Alexander of Stop Skeletons From Fighting (although at the time he was going by the moniker, "Happy Video Game Nerd").

TalkBack / Re: The Blue Coin Cast: Episode 1
« on: September 30, 2019, 03:37:28 PM »
If you go back to that retroactive thread, you will see my mug, over and over again.

If you go and listen to that podcast, you will hear my voice.

and if you go and watch Jame's stream archives, you will hear him thanking God himself for me.

I have many things to say about this game.

TalkBack / Re: What is SNK and Who's Terry Bogard?
« on: September 28, 2019, 02:03:58 AM »
In spite of the fact that i grew up with an SNK Fighting game as one of my first fighting games period (the 3DO port of Samurai Showdown), I wasn't exposed to Terry Bogart until one time my friend rented KoF 99 from the local blockbuster. Granted, that game was emblazoned with K' on the cover, and I remember playing a lot of Benimaru in that game. I had no clue that KoF was a crossover fighter, or... really, much of anything. it didn't really leave much of a mark on me...

Really, it wasn't until years later when I started getting into MUGEN nonsense that I truly began to understand the importance of Terry Bogart to SNK's history. that actually lead me to getting Garou on XBLA, and... promptly getting my rear handed to me by stupid dumb SNK CPU input reading nonsense.

TalkBack / Re: Deadly Premonition Origins (Switch) Review
« on: September 25, 2019, 09:18:38 AM »
Mr. Joseph De Vader.

You have experienced a strange masterpiece, yet your review score paints it as only pretty deece. At the same time, it matters not about it's score, weather that be a 10, a 1, or even a 4. You cannot rob it of it's accolades; Deadly Premonition's legacy is already made.

... So Says Mr. Yoshi

In all seriousness, the action segments come off as especially awkward because of the fact that a lot of the times, Melee weapons are balanced in such a way that they are far more potent at dealing with the Limbo Heath Ledger monsters coming at you than many of the early guns! in particular, the Guitar that you borrow from the gas station attendant is about on par with the strongest melee weapon in the game, and you should avoid turning in his sidequest until much later in the game, given how hard the monsters of Greenvale get shredded by a good ol' El Kabong from Grecotch, which also is a melee weapon with infinite durability.

but yes, if you like B-movie quailty, David Lynch's works, Shenmue, or a game that clearly loves the popular culture with a batshit insane cast and plot, Deadly Premonition comes highly recommended.

If you're curious about the game, I would also like to point you towards one of the greatest Let's plays I've ever seen; an individual who goes by SuperGreatFriend did an amazing playthrough that breaks down Deadly Premonition in an amazing way, going so far as to incorperate movie reviews for various films that York and Zack have conversations about in their car rides around Greenvale, the HEAVY Twin peaks inspiration, and generally what makes each of the characters in Greenvale feel more like people than NPCs.

My only hope is that by the time these console verisons hit, Nigoro doesn't have as many game-breaking bugs with La Mulana 2. I really loved that game, but it suffered from patch to patch from some very real issues that would render the game in unwinnable states in ways that were very clearly NOT intended (Things like Ankh Jewels disappearing from inventories, doors meant to let you leave areas that disable the holy grail just randomly getting removed from the game for a patch, Mini-bosses permanently despawning without their death trigger opening up vital treasures, major incompatibility between game versions rendering specific saves unplayable, etc.)

Take it from me, the person who forced La Mulana Retroactive upon this community; La Mulana 2 is every bit as brilliant and ball-busting as the original, but I could not reccomend it to anyone because of the game-breaking issues that forced me to use the steam console to revert to previous patch versions of the game to finish it.

TalkBack / Re: When A Video Game Becomes More Than Entertainment
« on: August 21, 2019, 04:43:53 PM »
so, without even reading the article, (by the way, don't worry, I will.) I thought I'd share my own Final Fantasy VIII memories, unspoiled by whatever prose Mr. Lloyd has written up. I find that I talk a lot about Final Fantasy VIII these days, what with the Eden-based raids in Final Fantasy XIV having such great music remixes and having to... talk to folks who like this stuff about Final Fantasy VIII.

Up to that point, I was the kid with the N64 while my friends all had Playstations. I had discovered Final Fantasy VII and Final Fantasy Tactics this way, told my cousin, and he told me that "It was time" and he gave me a copy of Final Fantasy on NES. once I played through and beat FF1, he let me borrow Final Fantasy VI (which... I still have that cartridge because he gave away his NES before I had a chance to return FF6!). I played Final Fantasy VII myself through the PC version on my dad's PC, but... I was still dancing around having a playstation. I was still going to my friend's house and playing FFT, still playing Brave Fencer Musashi with them and checking out that TOTALLY SWEET Final Fantasy VIII demo disc it came with!

Then it happened. Christmas, 1998. Dad got me a playstation wtih NCAA March Madness '99, and...! Final Fantasy VIII! all my friends had been playing it of course, but now was my chance to set aside my gameboy obsession and play the new Final Fantasy...!

only... something went way over my head. I distinctly remember making it to right before the lunatic pandora and having difficulty with some of the side content before I gave up. I'd LONG stopped understanding what the plot was even about, and I really didn't feel particularly attached or endeared to any of the characters besides maybe like... Laguna and his friends? they seemed way cooler and more heroic than the characters you actually played as in my mind...

And I never really finished out the rest of the game. I eventually got a bunch of other FF games for my Playstation (I was the only one of my friends who bothered with Final Fantasy IX, as all my friends didn't like the art style or something...), and for a time, Final Fantasy 8 was that one that just... kinda confused me with all the crazy crafting and junctioning and such. I think FF8 might have actually been the first video game I played with a crafting system in it.

Jump forward to the late oughts. I'm an edgy college kid, Planet Gamecube is NintendoWorldReport, and the rise of Youtube is happening on a large scale. a crop of individuals making entertaining video reviews of games spread like a rash in the wake of the Angry Video Game Nerd. I'm talkin' folks like Armake21, BlackbusterCritic, and... most importantly, Noah Antweiler, known by his moniker The Spoony One. Now... I could go into a massive essay on the mental breakdown of Spoony and how his star fizzled when he was one fo the brightest and funniest dudes pioneering the Youtube boom, but that'd be beyond the scope of this.What was important was his multi-part magnum opus where he ripped into Final Fantasy 8 and called it out for how awful and damaging to the Final Fantasy brand the game was!

At the time, it beggared belief. at this point, 10 years had hazed over my FF8 memories and he was... reminding me of parts of the game that were particularly unfun, so I sat down with it for my second and final time... and I was astonished at how poorly it panned out. I still didn't understand the story, but that was because FF8 is such a weird fever dream of a JRPG plotline that it makes me laugh out loud. even being more on top of the game systems and understanding the game better, it commits sins that I could not forgive, and suddenly I bashed on FF8. hard. I still kinda do to this day.

I think when I had my REAL understanding of what FF8 was, however, was in 2015. a Zoomer friend of mine is going back and checking out Final Fantasy games. I'm jaded at this point. Final Fantasy XIII had broken me and cemented the idea that Square-Enix internally had lost all their talent and were too busy sniffing bath salts to put out compelling games, and it took external teams like Sillicon Studio and Eidos to keep them afloat and remind them of what good, fun games looked like. in an attempt to educate this friend on the rise of Squaresoft, I had him playing through FF games sequentially, and we finally made it to FF8...

... and we had a blast. granted, not because we legitimately were enjoying the game on it's own merits, no. My friend was... riffing on it? he was laughing at some of the dumb, DUMB stuff that happens. we were naming the GFs silly names, I think we named Angelo something very lewd that made fun attack names like Anal Rush, Anal Recovery, Anal Reverse, Anal Search, and my personal favorite, Anal Cannon (spoilered for offensive language) and laughed at how silly some fo the game's setpieces are and how poorly the narrative and characters play out. I recognized that Final Fantasy 8 wanted to do new and ambitious things and carve it's own path with all the crazy money put into it... but you know what else was like that?

That's when it clicked. Final Fantasy VIII is a hilarious game for all the wrong reasons, and for that, I can't hate it. it is a caliber of Kusoge all in it's own. It tries SO hard to be a love story, a story of an introverted individual finding his heart and learning to accept friendship while battling against the most inconvenient form of time travel ever concieved. It is a game of insane shared amnesia and dumb coincidences. it is a game where the best way to play it is to not kill monsters, but to turn them into cards to turn into items to turn into spells to junction your stats. It is a game where casting the cure spell lowers your maximum HP and that the meta in battle is to mash the triangle button until you get a limit command rather than wasting your time on any other type of attack.

TalkBack / Re: Pokemon: Detective Pikachu (Movie) Review
« on: May 14, 2019, 03:46:00 AM »
I didn't have the best experience viewing the movie. that may ultimately cloud what I think of it, but I was in a weird and depressive mindset going in, and ultimately it was... okay.

I think if you have no dang clue what the idea behind pokemon in general is, you'll probably come out of detective Pikachu feeling weirded out.

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