Comments 91

Re: Poll: Is Ghost of Yotei Better Than Ghost of Tsushima?

Metonymy

I’m really curious to see where this ends up. Tsushima is so good because its systems are so deeply informed by its narrative; a coming of age tale about a man forced to choose between the rigid morality of deontology and the fluidity of utilitarianism. Every hot spring rested at, poem written and person interacted with allows the player to evaluate the cost of that inevitable decision. The surreal, wild and unknown beauty of the island reflects this and stands in stark contrast to the comfort, security and safety of the status quo that Jin has benefited greatly from.

I’m skeptical of taking that blueprint and simply slapping a revenge fable overtop of it. I’ll be playing it soon, and I’m hoping Sucker Punch have made the adjustments and added the flourishes needed to make this tale sing.

Re: Just What Is Going on with Sony and Indie Dev Giant Squid?

Metonymy

@Th3solution They definitely take Sword of the Sea about as far as they can, at least to justify a 2-3 hour experience but within that limited time I had so many ‘This is why I play games’ moments squeezed in, it’s hard to decry it’s length. It’s arguably their most polished game to date but for me, The Pathless is their largest and most well rounded game. There’s a great story, loads of clever puzzles, a unique and fun traversal system, epic boss fights, a striking visual style and a simply incredible soundtrack. In the way that Journey and Abzu led up to The Pathless, I’m hoping Sword of the Sea is a taste of something more substantial to come. I really want to hop off the sword and swing it at something! 😄

Re: Remember the Indie Game Furi? Well, It's Getting a Live Action Series, and It Looks Bad

Metonymy

There’s some cool shots in here but it’s hard to get a sense of exactly what this is.

Making your budget work for you is doubly important in independent filmmaking. If you can’t effectively replicate that ultra-high fidelity super clean Marvel look that costs industry professionals 100’s of millions of dollars to achieve, why bother striving for that look? It’s worth embracing your budget as part of your film’s identity rather than struggling against it at the cost of execution. There’s definitely grey area here but sometimes it’s just obvious how far apart budget and vision are landing.

Re: Talking Point: What Are You Playing This Weekend? - Issue 601

Metonymy

All of this Yotei talk sure is tempting (I’m glad to hear mostly everyone seems to be enjoying it) but I’ve committed to wrapping up some of my backlog before diving in so I’m continuing on with Silent Hill f and Hollow Knight: Silksong. One I have to finish a few times and one I might not be able to finish at all 😅 Cronos is on deck next! Happy gaming!

Re: Poll: What Review Score Would You Give Silent Hill F?

Metonymy

I’m still playing it so I won’t vote but if I had to give it a score right now I’d give it an 8. It’s very Silent Hill to me, which is to say it has its ups and downs but the atmosphere, storytelling, puzzles and distinct brand of psychological horror are carrying the weight with ease.

Re: Talking Point: Are You Getting Sick of Sony's Supposedly 'Samey' Approach to Story Telling?

Metonymy

Great article! I have a fundamental disagreement with the author of the IGN piece. I don’t believe grief is the singular theme of any of the examples given. Sure, it can be in the thematic mix and can be used as a character motivation that serves the larger picture but it’s a real stretch to declare grief as the point. Clair Obscur, on the other hand, is a perfect example of a game that explicitly, singularly and brilliantly deals directly with the overarching theme of grief. There’s clearly something deeper here that’s bothering the author.

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