Phaseknox wrote: ↑Fri Jan 15, 2021 10:01 pm
I agree, I’m enjoying reading these detailed opinions/reviews for such a wide variety of games.
Thank you phase.

I surely do tend to follow the beat of my own drummer.
#8 Walden (PC)


If you've ever felt oppressed by society, perhaps unable to articulate or even understand the mechanisms and powers that are subjugating you, if you've noticed that, despite our continuing technological advancements from the industrial revolution though today, that the life of the average man has not, as may have been natural to expect, become easier or "better" by and large, if you've seen that debt is a yoke enslaving mankind, if you feel like Neo as described by Morpheus in "The Matrix" when he said, "What you know you can't explain, but you feel it. You've felt it your entire life - that there's something wrong with the world. You don't know what it is, but it's there, like a splinter in your mind driving you mad." If you can relate to these sensations, then perhaps you can relate to Henry David Thoreau as well who famously said, "That government is best which governs least." And what that statement represents is the realization that power is oppressive by its very nature. If Thoreau were alive today, he would likely see that the real government of today's world (America naturally included) is not in Washington or the structures of traditional and acknowledged government, but in the idea of, and control wielded by, money, which has been used as a tool to direct the populace and enslave the many on behalf of the few. He would likely be as bemused as I to see the people struggle and fight each other for the very chains that bind them and freely grant dominion to their oppressors. And if alive today, he would surely want to escape as he did in 1845 to the Walden woods outside of Concord, Massachusetts.
If, like me, you are an admirer of Mr. Thoreau along with his writings and philosophy, and you also question the status-quo, you may be interested in a game where you get to walk in his shoes during his stint on Walden Pond where he explored self-reliance and minimalism on the property of his friend and mentor, Ralph Waldo Emerson. I know that I was very drawn to this experience when I became aware of it this year, and I eagerly played it as soon as I could. So what do you do in this Thoreau simulator? Well, you build your modest cabin in the woods, you get inspiration from reading the philosophy of other great historical thinkers, and as your inspiration grows the world become more colorful and vibrant. You grow and harvest beans, forage for wild food, identify flora and fauna, fish, exchange letters with others, assist in the fight against slavery. You row your boat (or ice skate in winter) across the pond. You pick up arrowheads that prompt Thoreau to speak his thoughts, you read his writings as the days and seasons progress, you visit Concord to mail your manuscripts and receive some correspondence. You interact with his family and some of the principal players during this period of his life. The game does a good job of touching the bullet points of this time in this great man's life. The pace of the game was wonderfully deliberate, allowing for an ease in taking on the role of a man disillusioned with society and "progress" as he returned to a more natural state, trying to satisfy only the most basic physical needs allowing for exploration of the deeper spiritual and intellectual needs. Everything has such a calm and soothing sensation, and just begs you to take your time and tune in to the slow and methodical rhythms present in the natural world.
Speaking of "slow", I must make note that you walk
very slowly in this game. And there is no way to run or speed up your movement. If you thought Everybody's Gone to the Rapture had slow walking speed, you are in for a new definition of labored movement. If you surrender to it, you will find that it is very much in harmony with Thoreau's experiment on Walden Pond, but if you're eager to get on with things, or have a narrow attention span, you will probably get frustrated. Also, the game's survival mechanics are pretty poorly implemented. You have to repair your clothes, gather food, chop firewood, and repair your dwelling, but these things are designed very strangely. For example, you can repair you cabin in the morning, but by the next day, it will be "in ruins". Granted each day is not intended to be a representation of a single day of Thoreau's life on Walden, but it felt overly quick in terms of deterioration, and all the elements work in a similarly rapid fashion. While that could have been a source of frustration, there was no real penalty for letting things go, and performing the various activities did impart the proper flavor of this way of living. It would have been best if they had tuned them differently or just offered them for the experience alone, rather than trying to tie these activities to any sort of measurement. I just enjoyed them as if I were experiencing the actions of a man living alone in the woods and did them from time to time for that sense of authenticity. But this is certainly not the type of game to play if you must have goal-oriented play. It's about the experience.
Despite some of the questionable elements I was thoroughly engrossed with my time as Thoreau. It did a great job of reinforcing the idea that I have long held - the idea that our modern pace of life simply isn't in harmony with our fundamental nature. It was a breath of fresh air (no pun intended) to virtually return to this simpler time and way of life. And when you add in all of the wonderful bits of philosophy, everything came together for a satisfying package. I would have made some changes, but the essence of my trip to Walden was serene and revitalizing.
4/5.
#7 Golden Treasure : The Great Green (PC)



I knew very little about Golden Treasure : The Great Green prior to starting it. Before beginning, I saw that it had quite a positive user reception, and I was in the mood for something different so I dove in. You begin in the dark, uncertain what is happening only to discover in time that you are inside an egg and on the verge of hatching. Upon hatching you come to know your self as a dragon hatchling, a member of the tribe known as the "Kin", and you make your way into the world knowing that you must destroy and seek treasure, as that is your nature as a powerful and majestic being of this sort.
The first thing that I absolutely must make mention of is the presentation and atmosphere. There is such a wonderful representation of being something other than human that is conveyed through the beautiful writing and mostly static artwork. From the very beginning, I found it very natural and easy to embody the role of this young dragon. There was so much care and attention given to cultivating the sense of place and the character of both your avatar as well as the various beings you meet on your journey. It placed you in context within nature as a whole and allowed you to inhabit your role in a very instinctive manner. Few games have made it so easy to embody the role of something so foreign, and I was thoroughly impressed and completely absorbed by this aspect.
In a practical sense, you have to work out your survival as a young hatchling, and in order to survive you must explore and you must hunt and kill to maintain your essence. And there are risks to both general exploration and combat, of course. You may encounter beings that are much stronger in your younger stages as well as dangers from the tailless (humans) and other creatures you aren't hunting, including your own elders, and far more powerful kin. There is always a sense of the fragility to life, and you know that it is always on the line. The way the game portrayed the feel of nature without any sense of malice or bitterness was absolutely beautiful to me. There is a dance to the flow of life, and part of that dance involves the taking of life, but in that taking there is an acknowledgment of making or sustaining as well. Golden Treasure really tuned into the beauty of the movements of nature, movements that can appear quite cruel or callous when zoomed in, but with the macro angle there is a beauty and even magic to things, and this was imparted expertly here. There was an acceptance to the way things are, and in that acceptance there was no room for anger. There was a real peace and surrender to what is, and I find that to be something that is much needed within our own species in the real world today.
In terms of the nuts and bolts, the hunting and eventual combat plays out in a sort of rock-paper-scissors manner with the elements of fire, water, and air all having priority in a circular manner. (There is also earth, which acts as a neutral element, at least within the context of combat.) As you grow, you gain various abilities and attacks associated with each element, and various events can result in different increases and abilities for the different elements, so it's potentially beneficial to explore. You explore a static 2D map, and each section you explore eats up a sun (an in-game day). When you have explored an area, there are several highlighted icons that open up which may be related to hunting (green animal icons) or (white) narrative exploration icons, in addition to some other unique options and scenarios. As time passes via exploration and hunting, you must be wary of the tailless discovering you, and there is a sort of circular sundial countdown, letting you know that you must make your way to new territory before it's too late and you find yourself in inescapable peril from the fearsome and unnatural two-skinned creatures.
Everything plays out in a trial and error sort of fashion. You learn by doing and by making decisions, and there is a nice sense of empowerment (mostly - I'll get to that) from exploring this world. If you do die, you awaken to find out that it was only a bad dream, but if it happens three times, you do actually die and must be reborn to try again. There are hard points of progress as you develop and reach major milestones, so you don't always have to restart at the very beginning, but that option is there if you wish as well. I mostly enjoyed the sense of progression, however there are a few points where you can't know what is needed in order to progress, and you can find yourself in what is an essentially unwinnable state, and I did find that frustrating. Having to go back to a previous point to rework your way to where you were at wouldn't have been so bad if it weren't for the fact that everything is so narrative heavy, specifically in terms of written text. You will find yourself going through the exact same situations repeatedly in a roguelike sort of structure, often not knowing how you ought to change what you did last time to make progress possible. I realize that it's meant to be a learning experience where you gain knowledge and make better decisions as a result, but a visual novel/text adventure it suffers from a lack of immediacy in execution in comparison to more mechanically inclined games, and scrolling through text boxes that you've been through numerous times can feel tedious. And in addition to that, the game is certainly not easy. You can find yourself killed quickly and out of lives, which starts that loop of potential tedium I mentioned.
All things considered though, I really enjoyed this experience. Had there been some tweaks to things, it could have been an all-time classic for me, but even as it is, it's a special and unique kind of experience that offered a sensation that is unlike most anything I've ever played. There is a real sense of adventure, majesty and even awe at the natural world. It clicked with my own nature, and I'm very happy to have experienced it.
4/5.
#6 Shadow Hearts (PS2)




Having played Koudelka earlier this year, I was ready to begin the Shadow Hearts series. As with many games/series, it has long been on my radar, but there is only so much a person can play, so many things get inevitably get bumped into the future or are never played at all. But this series was one that I wanted to make time for, knowing how esteemed it is, especially Covenant, and I was in the mood for a traditional turn-based rpg, so I fired it up.
Visually, I still found the game to be impressive all these years later. The pre-rendered backgrounds were often nicely detailed with pretty good design frequently. The game takes place in several real world locales set during the early 20th century, and the dark gothic mood was nicely established oftentimes. There were plenty of combat animations and the spell effects could be quite impressive in certain instances. Alice's "Advent" magic was particularly epic as she summoned the power of the pyramid to crush her foes. Some areas were more impressive than others, but there was a nice consistency overall, and I definitely enjoyed the visual aspects of the game.
The core of the narrative centers on the relationship between boy and girl, a tale as old as time. Yuri, a gruff and uncouth young Japanese man who is in fact introduced to us as the "rude hero", is driven by a strange voice that only he can apparently hear. This voice leads him to a girl named Alice Elliot, an English mystic whose unique qualities make her an important chess piece for some unsavory types bent on the ego-driven desire for ridiculous power and control - typical stuff. Within that backdrop, the ground for the conflict and gameplay are established, and the two take their journey together - Yuri as the protector and Alice as the vulnerable, albeit powerful, focal point of numerous entities looking to wield the power she could unlock. In that context we travel and battle along the way to resolving this conflict.
In the act of settling this struggle, we engage in turn-based battles, this being a traditional rpg. And there are some unique things brought to this venerable formula by Sacnoth. Yuri, a Harmonixer having the power of "fusion", is able to transform into various beasts, each with their own abilities. These transformations (for Yuri only), along with all other actions in battle cost SP, or sanity points. If these are fully depleted, your character goes into "berzerk" mode and will act unpredictably, even doing damage to your own party, until some sanity is restored - with items or healing by another party member. So, in addition to considering your typical HP and MP, you have the added weight of SP as a factor in the flow of battle. Besides that aspect, we are also tasked with an element called the judgment ring, a disc with highlighted areas that must be hit at the appropriate time for successful attacks. (This ring also plays a role in item usage and some mini-games throughout.) These areas can be bigger or smaller, depending upon many factors, some of which you can control, and the indicator can spin slower or faster, again with some modifications that can be made through various methods. There are also smaller red areas within the green strike areas that allow for perfect hits, but being at the end of each strike zone, there is a risk reward aspect to either doing potentially more damage or missing your attack altogether. This gave a nice active and somewhat weightier feeling to the combat. Each character also has three item slots for equipment that can modify abilities. These are quite varied and really added to the strategy of equipping your party. I particularly liked the "mind's eye" which, if equipped would make your target zones invisible (seeing only the spinning line indicator), but would deal double damage if hit. So if you knew a particular attack well from so much use, you could really deal plenty of extra damage by attacking from memory. (This made quick work of everyone if used well, even the bosses.) There are also extra abilities that are learned with leveling and a variety of clothes (armor) and weapons that can be acquired and, in the case of weapons, upgraded via an "acupuncturist" that had a bit of funny sexual innuendo attached to the process. There are also a variety of characters that you meet throughout and add to your party that, in addition to fleshing out the narrative, give you a greater selection going into battle. All of these characters were interesting in their own right and added quite a bit to the story and the joy of combat. Overall, I found the combat to be varied and fun, and I didn't tire of it through my 35 or so hours with the game.
There are some minor issues that were present in the game. A few obvious translation errors made an appearance. There were some cringe worthy moments of dialogue from Yuri which came off as very adolescent, but I suppose it was in harmony with his character, to be fair. Random battles are always a bit of mixed bag for me, often interrupting and/or disorienting when you want to explore, but that's more endemic to the genre, and not particular to this title. And despite the overall quality of the narrative, the fundamental essence of "boy saves world, gets girl" still underpins everything, giving a formulaic flavor at its most distilled core.
Overall though, I'm quite impressed at the improvements Sacnoth made with this entry in the series. Koudelka showed promise, but was ultimately hamstrung by some significant issues that prevented it from being a must-play. Shadow Hearts, however, remedied any gripes I had with its predecessor and delivered an exciting, well-playing and intriguing adventure that frankly exceeded my expectations. I enjoyed the call-backs to its predecessor and all the twists and turns throughout the narrative kept me interested in moving forward. I won't go so far as to label it a personal all-time classic, but I'm very happy to have played it and can easily recommend it to any turn based rpg fan. I very strong
4/5.