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Topic: User Impressions/Reviews Thread

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Ralizah

@LtSarge I just hope there aren't too many DBZ-esque fights like the one that started off the 2018 game.

Otherwise, I tend to think God of War is best in terms of bosses when it's leaning into spectacle, like it did with the dragon and Magni and Modi.

@DominusPlatypus Hey, great critical analysis of Miles Morales! I was actually also under the impression that the game ran well on PS4, so it's disappointing to hear that's not the case. I was thinking I might pick it up if I end up liking the first game (which I'll hopefully play this year), but if performance is like that I'll either grab it on PC or wait and see if I end up getting a PS5 first. I'm used to Sony meeting certain standards of quality with their first-party releases, even on weaker hardware.

It's interesting that you had only obtained the platinum for Marvel's Spider-Man beforehand. Out of interest, did you set out to actually obtain it, or did you happen upon it naturally as a part of fully exploring that game?

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Ralizah

INSIDE
Platform: Nintendo Switch
Time to Completion: 4 - 6 hours

Untitled

The aesthetic and gameplay of developer Playdead's INSIDE will be immediately familiar to anyone who played their previous seventh gen indie hit Limbo, which this game acts as a sort of spiritual successor to. In both games, you play as young, unnamed male children traversing dark and creepy locales, although the discerning player will notice a progression in the style of horror that is drawn upon: Limbo was about a fear of the dark, of monsters, whereas INSIDE occupies itself with, if not more realistic, at least more distressingly humanistic fears. The monsters it traffics in are explicitly of the human variety; less Lovecraftian, and more Orwellian. It wouldn't do to spoil the exact nature of the game's emergent plot, but much of the experience draws on the inherent horror of structural dehumanization, and the fear of being controlled by others.

As with their previous game in this style, INSIDE is heavy on stylization; an ominous atmosphere is cloaked in film grain, long shadows, and bizarre imagery give it an aesthetic not unlike that of German expressionism. This goes a long way to lending a sense of personality to the game, which, as an ostensibly simplistic 2D puzzle-platformer with little in the way of music and virtually no dialogue, is already working with an extremely limited set of design elements. How effective all of this is, I imagine, is highly contingent on how immersed the player allows themselves to become in the world. One could presumably play this in the chipper height of a spring afternoon, but that would seem wholly uncharitable to the sort of experience the developer is attempting to share. For my part, as I've begun waking up increasingly early in recent months, I made this my go-to middle of the night game for a few evenings. Finding myself unable to descend back into a peaceful slumber, I'd curl up in my bed and play this with a pair of headphones plugged in, going from more organic nightmares to INSIDE's more artificially constructed one.

I nabbed this hoping it'd be a showcase for my Switch OLED, and while I'm not entirely sure that turned out to be the case, the screen's ability to showcase true blacks definitely helped the game to fully actualize its stark visual aesthetic. The game itself runs adequately on the hybrid system (the game's finer details are actually a touch soft looking, like it's running at a lower resolution, but the visual design of the game minimizes the impact of this), and is an equally good fit for handheld and TV play, although I stuck entirely to playing on the tablet.

INSIDE is, at heart, a puzzle game, where you have to interact with level elements in order to progress through various eerie environments. Your young protagonist is only really capable of pushing and pulling, but the game makes ingenious use of environmental physics and creative fictional tools to add layers of depth to the puzzles. It's not always immediately apparent what needs to be done in order to progress, since the game never actually provides tutorials or explanations for how to engage with new mechanics, which can be a difficult style of game design to properly realize, since you run the risk of confusing and alienating the player, but INSIDE does a good job of making it readily apparent which details in its stark environments can be interacted with, and stealthily introducing basic examples of new puzzle mechanics that'll go on to be explored in more depth as the game progresses.

If INSIDE has any major failing, as with Limbo, its in the unsatisfying narrative arc that the game adopts. Its art school commitment to suggestion and innuendo is neat, but it doesn't do enough with that to build up any sense of investment in the character or his situation. This failing is most keenly illustrated during the game's anti-climactic final hour, which gets increasingly weird, and then just sort of... stops. No explanation, no resolution. What's the sense in building up so many mysteries, only to do so little with them in the end? Even the character you play as remains a mystery in the end, with no real conclusion to whatever journey he was on. While I mostly enjoyed my time with INSIDE, and appreciated its expert approach to puzzle design, it did end up leaving me feeling a bit cold in the end. It's highly possible that was intentional, but that knowledge wouldn't improve my experience with the work at all. There is also a secret ending, but it's a pain in the butt to get, and it actually left me feeling more empty than I did during the default ending, since it amounted to little more than a cheap gimmick.

Ultimately, INSIDE is an interesting and expertly crafted little experience, but, unfortunately, not one that becomes more than the sum of its parts.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

DominusPlatypus

@RogerRoger Thanks for reading! Based on the trailer we've seen, I think Spider-Man 2 will have you playing as both Peter and Miles (no option for co-op though). However I would rather it be solely Peter, with Miles eventually getting a second game of his own. I feel it would allow Insomniac to invest more time into the player's moveset because there would be only 1 instead of 2 to design. As for difficulty options, sadly I feel it'll be same as the first two games but I think I'll get enjoyment out of the combat nonetheless. Thanks for reading!

@Ralizah I may have oversold the game's poor performance because it's honestly not that bad. If it's buy on PS4 or don't buy, I would say go for it on PS4. By the time I finished Spider-Man 2018 in March 2020, I was around 75% completion. Then in early last year, I decided why not go for the platinum since I liked the game so much and honestly just wanted to finally get one. The platinum is basically just clearing the map and doing side-quests so it wasn't that hard or time consuming. Thanks for reading!

[Edited by DominusPlatypus]

DominusPlatypus

Th3solution

@Ralizah Interesting thoughts on Inside. It’s a game that I really enjoyed, but I think you nailed it regarding the emptiness of the narrative. I couldn’t say it any better than you did there. Excellent review and breakdown.

Do you think you liked Limbo better? I think the consensus around the gaming community is that Inside is the superior game, but I’m not sure I didn’t prefer Limbo. It’s splitting hairs really, as they both are really good games, but the first one seemed to hit a little harder with its total narrative arc. Like you expressed, I felt that final stretch of Inside was just bizarre seemingly for the sake of shock value. Fortunately neither game is very long and the artistic style of the games is wonderful.

“We cannot solve our problems with the same thinking we used when we created them.”

Ralizah

@Th3solution Thanks! It's a bit of a difficult game to write about, since there's not really anything explicitly 'to' it, and you also don't want to spoil its gameplay surprises. I'm glad the piece read well in spite of that.

INSIDE did feel a little more scattered (especially in terms of the ending; despite being anti-climactic in both, INSIDE's just sort of comes out of nowhere and doesn't amount to much of anything), but I feel like its gameplay and puzzles were also unambiguously better, and the mysteries it introduces are more interesting, even if nothing happens with them. So I'd probably vote in favor of INSIDE, although, to be honest, I don't maintain a massive preference for either one.

Another cool connection is that I also first played Limbo on my OLED PS Vita. Just another way in which my Switch often feels like an accidental sequel to Sony's final handheld.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Th3solution

@Ralizah I played Limbo on my OLED Vita also, and then played Inside later on my PS4. Perhaps part of my fondness for Limbo is the experience of playing it on the handheld. 2D platformers feel at home on handhelds. Also, the novelty of the macabre themes really impressed me, along with the sharp black and white visual graphic design. And so when Inside came along it wasn’t quite as unique and imaginative feeling, so that may have also made it less impressive to me.

[Edited by Th3solution]

“We cannot solve our problems with the same thinking we used when we created them.”

Ralizah

@Th3solution Agreed. It's why I didn't pick it up on PS4, despite owning one. Some games just feel better when played in the more intimate handheld setting, especially if you can curl up with them in bed.

I'm in kind of a 3DS mood atm, but I'd love to get back to my Vita before long. I still have a few games to play on it. And now that I installed cfw on it, it also doubles as a portable emulation device for SNES, GBA, and the PS1 games Sony never made available on PSN in my region.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

nessisonett

@Ralizah The Vita is such an underrated emulation device. Playing through old JRPGs with that comfy form factor and with a dedicated fast forward button has been a godsend. I’m right near the end of the SNES remake of Dragon Quest III which would be a whole trilogy of JRPGs done in about a month all through the Vita. The only thing I wish I could get working were shaders on RetroArch, I do love a CRT shader on the Windows version.

Plumbing’s just Lego innit. Water Lego.

Trans rights are human rights.

Ralizah

@nessisonett I've found it's good for pretty much all of the 2D consoles, along with PS1 (although, for that, I use Adrenaline instead of Retroarch). The 3DS is apparently a good emulation machine as well, and I personally find it more comfortable to hold, but I'm spoiled by the Vita's screen, and will put up with some level of sub-optimal comfort to have access to it.

As for NDS games that are either impossible to find or never released over here, I've taken to playing those with my phone. Might end up grabbing one of those clip on controllers, since a lot of games make heavy use of traditional controls.

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Ralizah

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Ralizah

[Edited by Ralizah]

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

RR529

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

Ralizah

@RogerRoger Some of the reviewers on this site REALLY like the moody/cinematic-style independent games like INSIDE, Limbo, Journey, Abzu, etc. Those latter two rank as some of my least favorite games I've ever played, but thankfully PlayDead's efforts are rooted in solid game design that makes them more enjoyable. Still, I feel like the sort of person who can give a game like INSIDE a perfect score is fundamentally looking for different things from the medium than I am.

America and Japan have been on pretty friendly terms for a long while since the nasty business during WW2. As with Germany, reconstruction was crucial to this: if we'd be as thorough about wiping out the memories of the confederacy and fully integrating our southern states into the union after our civil war, we'd probably not be staring down the stark regional differences in culture and values that is paralyzing our own political system today.

The good thing about the Metal Gear universe is that, on the nose or way off base, the series is always so theatrical about its own mythology that it ends being a ton of fun to learn about regardless.

My favorite Platinum Games title? I have to go with NieR Automata for a variety of reasons. It has the best soundtrack of any of their games. I really enjoyed the bleak, existentialist themes it unflinchingly explored. And, most importantly, as someone who rarely enjoys action games outside of Monster Hunter and old 2D stuff, I appreciated how they dialed back the character action complexity in favor of integrating in significant RPG elements to the gameplay.

Well, no reason you can't dip back into an activity you're excellent at about a subject you're passionate about on occasion, even if the majority of your energy is still directed toward that book you're working on.

@RR529 Nice piece. You know, I've always sort of wondered about this game, with it being one of the few console exclusives on Xbox One that actually sounded halfway decent.

The tone actually sounds a bit like the old God of War games, before it became another Serious Dad Game series. It's a pity to hear the NPC animations aren't always great (and a little surprising to hear about the presence of pronounced jiggle physics, which I wouldn't have expected to see in a AAA Western-developed game by this point), but the screenshots definitely illustrate how much of an upgrade the Xbone was over the 360 with its attractive environments.

Gameplay... sounds serviceable, except for the boss fights, apparently. Something that a lot of AAA devs struggle with, weirdly enough.

Well, it sounds like it was worth the price of admission, at least!

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

RR529

@RogerRoger, @Ralizah, thanks!

Yeah, it's an interesting case. It feels like it's stuck between eras in that graphically/mechanically it feels pretty thoroughly modern, however it feels more 6th or 7th gen culturally (which isn't necessarily a bad thing mind you, just not the kind of vibe I'd see a western dev applying to a AAA release these days).

I'll also add that it was nice to play a "AAA" style release that doesn't overstay it's welcome & clocks in at well under 10 hours. That's another facet of it that feels a bit more old school.

[Edited by RR529]

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

Ralizah

@RogerRoger Thanks for calling my attention to this. I'll get right on my half.

A 'wave' of member departures/account deletions sounds alarming. Who've we lost now?

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

psmr

@RogerRoger so I read the opening salvo and my appetite is certainly whetted… I’ve had a real long day though and am off to get my head down. I’ll definitely be reading the rest of it in the morning though 👍

temet nosce

psmr

@RogerRoger really good review Rog… and you’ve really made this game (which I already own but never planned on playing) a much more intriguing proposition that it ever was before. The only thing that will ultimately stop me from playing it is my already overwhelming backlog and having to find a spare 200 hours or so to fit this in. I do think I’d really quite like it though… 🤔

[Edited by psmr]

temet nosce

CaptD

Fantastic review @RogerRoger . Reminds me that I must play Ground zeroes.

CaptD

Ralizah

@RogerRoger Interesting perspective considering how widely panned this was at launch. Although presumably a lot of that was down to people not opening themselves up to the (admittedly pretty bizarre) premise, which is a common thing when it comes to long-running series. How many poorly received games just fell on the wrong side of the public's expectations?

It seems like you were able to tackle this with fresh eyes and very little baggage in terms of expectations, though, and... the game sounds interesting! While I do agree it was smart to utilize the assets from MGSV to create a potboiler spinoff, I think it probably would have been more warmly received overall if it hadn't been branded as a Metal Gear game.

I do like the sound of how integrated the survival mechanics are into the gameplay. It's a tricky thing to do in a way that's not purely alienating to the player.

It's a pity that it doesn't sound like there was proper scaling on the multiplayer-centric features, though. Reminds me of the old Monster Hunter games, where taking on a guild quest by yourself basically meant you were throwing yourself at a challenge that had scaled itself to account for a full crew of teammates.

Anyhow, terrific review of Metal Gear Survive! I enjoy the way you weave story-telling into your pieces.

Just one question about the game.

RogerRoger wrote:

When poking around the Base Camp's real-time event menus and activating a special dig, I misread twenty-two hours as twenty-two minutes, and suddenly realised that my Base Camp would be attacked whilst I was away from my apartment the following day.

To be clear, this means stuff happens to you in the game on a real-time schedule, whether you're playing or not?

If so, that sounds like it requires a tremendous amount of personal investment on the player's part!

Currently Playing: Resident Evil Village: Gold Edition

PSN: Ralizah

Th3solution

@RogerRoger Thanks, Rog! I really enjoyed reading your review, as always. The scenario at the beginning hooked me from the start and your recount of your adventures mixed with game mechanic descriptions made for a very effective review.

It’s amazing how under appreciated Metal Gear Survive is. Apologies since I know you don’t typically reduce your reviews to a number, but it reads like what would typically be a 8/10 or so, and the screenshots look very high quality. Shame the game flew under the radar so much. I’ve not seen sales data, but based on lack of hype (and at times full-on hate) for the game on release, I’d suspect it didn’t perform well in that regard. Still, like you mentioned, much of the work had been done and using assets from MGSV kept production costs low and maybe they still turned some profit, I don’t know.

Really glad you enjoyed it. Did this spark interest in the survival genre and if so have you considered playing another game of that ilk now?

“We cannot solve our problems with the same thinking we used when we created them.”

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