Death’s Door Review

Crow’s Journey

Given the vast difference in power between my PS5 and Switch, the two consoles have divided into clearly divided utility. PS5 is a bunch of jaw-dropping gorgeous AAA games, and my Switch a mobile vehicle for indie goodness. And despite all those technical differences, my Switch probably still clocks the most hours.

Yep. That’s it. That’s what this whole mess is about.

Death’s Door is the quintessential indie game that keeps my Switch humming. In that it is exactly what it sets out to be: a gorgeous short indie knock-off of Zelda. And even though I expected something at least a little gruesome (given the name and Devolver as the publisher), it remained incredibly wholesome throughout. Besides the humor, borderline sterile.

There is no fat on this game. It’s so lean that I often wonder if things were left on the cutting room floor. When was the last time I played a game where I wanted it to be longer? It’s human to want what we don’t have. And so Death’s Door gave me exactly what I want in this age of complexity- simplicity. And maybe that’s the trick to a good indie title- exit stage right early, and leave them wanting more.

The humor is spot on. And often has a tinge of appropriate grief.

So thank you little crow for the memories. I’ll go on adventures with you anytime. And I’ll use this extra time gave me back to whittle away at my ever growing back catalogue.

Review: ★★★★

Shin Megami Tensei 5 Review

Finally, a Worthy Successor

The 2000’s were a self-described “gritty” decade for games, which meant a lot of chest thumping, and running people over with cars, and forced swearing. Its energy a reflection of the larger social nihilism being built upon Potemkin Villages and military conflicts involving small percentages of the population. Much like the term Gen Y, and the entire decade itself, most of the games from that time have been maligned and forgotten (which means they will inevitably be rediscovered in another 10 years).

The protagonist, right?

There is an exception to this: Atlus, and specifically the macabre family of Shin Megami Tensei (SMT) games, were on a role. They combined synth wave aesthetics (before that was cool again) with stoic protagonists (before Breath of the Wild) and impactful choices in incomprehensible worlds (before Demon’s Souls did it better). Those games probably got more play time on my PS2 than anything else: Nocturne (aka SMT 3), both Digital Devil Sagas, the pair of Raidou Kuzunoha Devil Summoner titles, and Persona 3 (and with less satisfaction Persona 4).

Yeah... about that
Nope. This is you and your hair.

Nocturne had such an impact on me that it propelled this deeper dive into the SMT world. And while I enjoyed my time with all of the lose-lose storylines, and rock-paper-scissors mechanics, as the 2000’s shuffled into the 2010’s, I felt the luster peeling off. Things like Strange Journey, Persona 4, and the relentlessly boring Devil Summoner 2, felt like lateral movements at best. Even an aesthetically beautiful game like SMT 4 had relatively limited emotional impact.

And so I can’t exactly say what drew me back to SMT 5. At a base level, the game itself is not all that different than its predecessors. Even the three pronged D&D morality (Law, Neutral, Chaos) remains intact. And yet somehow it feels different. It is immensely enjoyable where as the more recent entries were boring.

Much of this change is due to the rebalancing of the difficulty with a “Hard” mode. The new mode transforms a somewhat challenging game into a slowly evolving puzzle. Every mini-boss requires thought and strategy. You often have to pull out all of your tricks. A single mistake is a hard reset. And it becomes a slow but wholly earned push forward.

Hard Reset
Early bosses are especially unforgiving on Hard

I’ve heard Shin Megami Tensei (SMT) series compared against its more popular spin-off Persona succinctly as: SMT is plot driven, where as Persona is character driven. And I like that comparison. The ride is a challenging, sometimes perverse, and often beautiful experience that is for people looking for a change. A slow burn in an age of instant gratification. And for me, the best SMT game since Nocturne and Persona 3.

Review: ★★★★★

Retro Gaming Nonsense

One of the black holes that I’ve been falling into lately is trying to figure out how best to play old game consoles (basically, anything pre HD) on modern televisions. Anyone who’s tried to play a Sega Saturn game on a 4k TV knows it looks like someone dumped a bunch of pixels into a blender and then poured the digital smoothie all over the screen. From what I’ve heard, buying a late model cathode TV is the most faithful, but that’s a level I haven’t resigned myself to. Yet.

So I’m testing a bunch of different options to see how they look: 4K TV with analog to digital converters, 4K through a newer system digital download (downloading a PSOne classic on a PS3, for example), an older smaller LCD TV, Nvidia Shield, Computer emulation (PCSX2), little LCD screen attachments (think PSOne screen), and even PSP (older but emulation robust) and PS Vita (better screen, limited selection of titles) respectively.

At the end of the day, there has to be a better way. Something simple and legal, that can handle all of this. That way I can have more time to do normal grown-human things like cooking, or raking leaves, or auto maintenance.

Or more likely I’ll just play more games.

Shovel Knight Review

The Limits of Cuteness

Platform: Switch

About a year ago, when I was first dipping my toe into the videogame industry, I read a book called Blood, Sweat and Pixels. There’s an entire chapter about Yacht Club, the creators of Shovel Knight. That story (and pretty much every story in the book) was an inspiring little vignette that resonated with a passion I had felt my entire life, and probably pushed me to enter the video game industry.  

Specifically, in Yacht Club, I recognized the rag-tag story of a small dedicated team wearing many hats and over-working for several years to crawl out of obscurity. It’s the quintessential tech-entrepreneurs journey. And I often wonder now how their story will continue to progress as they grow from 4, to 10, to 25, team-members (and so on). I would love to a read an update. A ‘where-are-they-now’ type story.  

Shovel Knight came out right at the beginning of the retro zeitgeist. And as a result, it seems willing to borrow from several sources (Mega Man, Castlevania, and Link (NES)), rather than the more common present phenomenon of ‘Spiritual Successor to Contra’ (or Metroid, or Doom, or whatever).

There is so much care shown in the game. The underlying ‘pogo’ mechanic feels tight. There are small unnecessary animations that provide joy when noticed. The cast of baddies are colorful, and the stages challenging but not unfair. Overall, it feels well tested, which means the team themselves played it over and over.

The bosses are the most interesting characters, which explains why several were given their own featured DLC

What’s strange is that for a game that tries to be charming, it often finds itself stuck between levity and seriousness. Most bosses are humorous, while the overall story is oddly grime. The boss encounters themselves, despite being charming, have almost no real challenge. And the game has this annoying habit of knowing that it’s cute, and at times, forcing the player to revel in said ‘cuteness’ (whether you want to or not).  

It’s easy to recognize a well-made game, and that’s what Shovel Knight is: a very well-made game. But that’s different than anticipation. Even a deeply flawed movie, book or game can create anticipation in its consumption. Something you look forward to at the end of the day. But that was absent with Shovel Knight. I was often curious, but never really excited to keep playing.

Review: ★★★

Memory: The cute-then-annoying Troupple King dance

Smug or Cute?

Hades Review

Better Than the Greek Originals

Platform: Switch

Greek mythology seems to be in vogue. Ubisoft has their Immortals Fenyx Rising. I’ve been watching a shockingly average Greek Mythology anime on Netflix AND reading Edith Hamilton’s Mythology: Timeless Tales of Gods and Heroes at night to cure my insomnia. None of this was intentional. It just existed in front of me. Hades started out the same.

A supportive father

Videogames have cultural zeitgeists just like any other form of media. The Rogue-like/light is one of those movements (not quite as ubiquitous as “Souls-like”, but close). I would have considered rogue-like a selling point in 2013. Seven years later, and it’s grown worthy.

So as a backdrop we have a game with an over-exposed theme, being released into a highly saturated genre: normally a recipe for mediocrity. Which makes the success of Hades all the more impressive.

I could gush for paragraphs about the aesthetics, dialogue, voice acting, progression system, story, and balance. But you get the idea. It’s such a deeply refined experience that it even feels absent of bloat (hold the kitchen sink, please!). My nightly run through the underworld is a highlight of my day. Even after escaping Hades, I find myself returning to see how the world continues to evolve (post-game content that doesn’t feel like a to-do list).

The Pantheon have their own history, of which, you’re a passing interest

It’s rare when a game comes out that reaffirms a player’s faith in the industry. Demon’s Souls did that for me, by introducing a radically challenging experience. Ten years later, the dual alters of content and difficulty, have been prayed to so much that what we often get is bloat and frustration. In that gap, Hades creates something that has been in very short supply – Joy. It took an experience like Hades for me to realize how much I miss that in a game.

Hades is by far my favorite game of 2020.

Review: ★★★★★

Memory: Each Greek Deity’s endearing (and often temperamental) personality.

Dionysus and Aphrodite – Two of my all time favorites

Severed Review

Vita Finale

Platform: PS Vita

Severed so demolished my expectations of what a touch based Vita game can be that I’ve struggled to write about it. The art style is mesmerizing, and fits perfectly in its resonate setting and understated story. Its uniqueness has made me reconsider the medium of “touch” as something more than a wasteland of F2P and convenient mouse conversions.

While it lasted, my days were better because I knew I would get to play Severed later.

The culmination of a gradual descent

Severed makes only one mistake. But it is a cardinal mistake: Death has no consequence. That single choice spiderwebs out into a myriad of gameplay effects, neutralizing entire parts of the game like health items, upgrade accumulation and even inverting the difficulty curve.

Even with that, Severed is a good game. It’s so good I might regret not giving it 5 stars someday. 

Review: ★★★★

Memory: Finding the first member of your family

Forager Review

Little Bits of Dopamine Hits

Platform: Switch

Forager is a very earnest game.

It’s also the kind of game you only need a fraction of your brain to play. One third parasympathetic nervous functions, one third Forager, one third listening to Queer Eye change somebody’s life in the background (Jonathan Van Ness is a gay superhero).

I wouldn’t call Forager a grind. But it’s also never really challenging (besides the occasional puzzle). It’s just more zen: Make that. Pick up this. Build here. Explore there. A loop expanding gradually outwards with each circumference. The hook is a desire to see what quirky thing is going to pop up next.

It’s full of small, thoughtful gestures like comics and ‘making of’ stories

If a game can be ‘hand-crafted’, that’s what this is. Case in point, the creator’s face greets you every time you boot-up. His care and personality are what elevate the game beyond the simple mechanics and broken combat into something distinct.

It’s the kind of thing I would feel lucky to play with my daughter someday.

Review: ★★★

Memory: ‘Foraging’ so much at once the game slows to a crawl

PS Vita (In Retrospect)

The PS Vita is an amazing little machine. I distinctly remember playing Escape Plan in a GameStop circa 2012 and being blown away by the screen. Fast forward eight years, and a jail-broken PS Vita might still the best way to portably emulate in 2020

There’s something that the specs can’t capture about the system. It just feels good. I loved my PSP. That little shit traveled the world with me. And while my Vita doesn’t have as many miles on it as my PSP, it’s still seen a big chunk of the globe and been an occasional safety blank over a tumultuous period of my life.  

From a strictly monetary sense, the PSP was probably a windfall compared to the Vita. Having a behemoth of engineering like the Nintendo Switch release during your life cycle is a rough set of cards. But the Vita had already been soundly routed by the 3DS at that point. In fact, it was pretty clear from the moment I opened the box the way this was all going to play out.

Still, nothing but love from me.  

There’s a part of me that wants to buy the molds for Vita carts and try to talk Sony into a letting Ziggurat continue to press new games (3,000 copies of the recent Limited Run Vita edition of Papers, Please sold out in 30 seconds). It seems like a great outlet for under-appreciated PS3 games like BloodRayne Betrayal.

Limbo Review

Dark Little Dream

Platform: PS Vita

Someone pitched me a game recently. They said they wanted to make a “triple-i” game. They said they wanted 5 million dollars to make it.

That was the moment I realized that the term “indie” was basically dead and meaningless. If it ever really meant much to begin with.

That’s what I like about Limbo. It’s beautiful, creative, and short. It feels like an indie game (the actual 2-and-a-half year, eight-human, development cycle might belie this feeling). And from what I can understand the team kept their original vision intact.

In that short space of a game is a compulsive attention to detail and theme. Everything fits and everything flows. It’s experimental while remaining limited in scope.

 I wish there were more indie games like it- scratch that. Just more games like it.

Review: ★★★

Memory: Death scene physics

Weekend Randomness

If someone wanted to start unwrapping the various neurosis that make me… me, I think my videogame purchasing habits would be a good start. It’s never a constant drip. It’s months of nothingness and then binging on all sorts of weirdness.

So unwrapping my most recent package, in my most recent binging streak, is a lovely Sunday dopamine hit:

Could “Video for All” be the best rental name ever?

Oni on PS2 is one of those titles I should have found a reason to play 15 years ago. But considering it’s lost in a Rockstar purgatory, it never really seemed that urgent.

The trajectory of the game after its release must have been heart-breaking for someone because there was clearly a lot of care put into this as evidenced by the Dark Horse pack-in comic (and at least 3 full-sized issues were released at some point).

I love this mini-comic. It’s both grossly overly-explanatory and kind of psychotic. Rocket powered heart-shaped hard drives? Yes please. If the game is 15% of that craziness, I’ll be a fan.

Parachute. Octopus. Parachute X Octopus. Call it a day.

I’ve always been a sucker for Game & Watch ever since I got Game and Watch Gallery 2 on GBC. So Nintendo Club only Game & Watch promotional games are going to check all the boxes. Yeah, it does feel a little lazy to only include three games on each cart (my old GBC game had twice that). But the fact that Vol 2 only has two games and then a third is a mash-up of those two games is so unabashedly classic Nintendo, how can you not love it?