Thursday, February 29, 2024

Castlevania: Harmony of Dissonance Review

 (Originally published to Glitchwave on 2/25/2024)













[Image from glitchwave.com]


Castlevania: Harmony of Dissonance

Developer: Konami

Publisher: Konami

Genre(s): Metroidvania

Platforms: GBA

Release Date: June 6, 2002


Castlevania: Harmony of Dissonance wasn’t any better received than Circle of the Moon was. The second entry in a series of Castlevania games on Nintendo’s horizontal handheld system was released only a mere year after Konami decided to showcase it with a title that would stamp the Metroidvania direction that Symphony of the Night established for the series in permanent ink. While this is technically the case, upon playing Circle of the Moon, could the game really be defined as either a sequel or a spiritual successor to one of the franchise's most celebrated and influential titles? Argue about its subjective quality all you want, but what I’m prodding at is that Circle of the Moon did not want to walk in Symphony’s shadow. It’s readily apparent by the grittier visuals, the return of the whip and secondary items, and the brutally uncompromising difficulty that Circle of the Moon sought to pave its own path while the trail was admittedly on the same Metroidvania ground that Symphony had cemented. Because Circle of the Moon was radically different from the game that was advertised, it did not sit well with the new audience that Symphony garnered. Personally, I thought the deviations from the Symphony were refreshing, but I understand why someone who was introduced to the series with a game that featured multiple weapons, grandiose graphics, and a more manageable difficulty curve would be turned off by Circle of the Moon’s repressive minimalism. Because the response from Circle of the Moon was generally lackluster, the next entry on the GBA served as an opportunity to rectify the failed experimentation and craft something more likened to Symphony of the Night. Despite their best efforts to appease Symphony of the Night enthusiasts, the oxymoronically-titled Harmony of Dissonance still didn’t satisfy them, and here is why.

We’ve reverted back to one previous century for Harmony of Dissonance when the Belmonts were still relevant, for yet another member of the iconic vampire killing clan is introduced as our protagonist: Juste Belmont. Juste’s childhood friend Lydie has been kidnapped and taken to a strange castle that has been erected on the grassy hills of whatever European village this is seemingly overnight. Upon exploring the foyer of this estate, good ol’ series staple Death confirms that the castle is indeed another one of Dracula’s new constructions (no shit). Juste splits the task of rescuing Lydie with his other lifelong best friend Maxim, who is suffering from amnesia and can’t remember what his objective was beforehand. Even though Juste has no canonical relation to Nathan Graves, apparently what binds them together as the protagonists of GBA Castlevania games is performing the grunt work of traversing through Dracula’s castle with a friend to save someone dear to them from Dracula’s clutches. Boy, I sure do hope Maxim isn’t seduced by the darkness of Dracula as easily as Hugh was (fingers crossed).

The predominant complaint that most people seem to have regarding Harmony of Dissonance is with its presentation. It proves to me that Circle of the Moon was artistically restrained as opposed to mechanically and that the GBA was capable of rendering striking visuals. Still, considering Harmony of Dissonance’s aim was to make a mobile Symphony of the Night, their futile efforts to transport its glorious, refined pixel art to a 2.9-inch screen was interesting, to say the least. Harmony of Dissonance displays the most striking visuals ever seen across any Castlevania title. Its graphics don’t simply pop out with buoyant flair: they scream at the player with the subtlety of a wild howler monkey. The word “lurid” doesn’t even quite cut it. In their attempt to emulate the splendor of Symphony on a mechanically inferior piece of hardware, Konami has managed to craft what playing Symphony on acid would be like. Not a single piece of the background or foreground isn’t psychedelic, exhibiting that fleshy GBA color palette seen in Metroid Fusion only amped up to eleven on the intensity scale. Some of the backgrounds across the castle are simply kaleidoscopic views made to simulate the apex of drug-addled freakouts. Still, the player will have to make a concerted effort to peek over at the backdrops because I don’t know how one can keep their eyes off of Juste’s cloak which is so crimson red that it’s practically bleeding. There’s bombast, and then there is a complete overload of visual flair to the point of being stomach-churning, which is how many of the detractors describe how the game’s visuals upset them. It doesn’t help that the sound design is irritatingly shrill as well, really honing in on the hallucinatory feeling. Personally, Harmony of Dissonance’s presentation is its strongest aspect. The mix of the dazzling and the macabre reminds me of Giallo, an Italian subgenre of horror films whose refusal to color in the lines is its defining idiosyncrasy. As for the piercing sound design, I don’t think that was intentional, so there’s one legitimate demerit I’m going to have to mark off Harmony of Dissonance for.

Another criticism of Harmony of Dissonance I have that doesn’t seem to be as widely discussed is its protagonist. Besides his stupid, awkward name that is hard to pronounce, Juste Belmont is an imposter. How can Konami peacefully sleep at night after such brazen lies trying to convince all of us that this man isn’t a vampire? His pale, bedsheet-white skin complexion makes Alucard look Sudanese by comparison, and Alucard has never been one to shy away from revealing his vampiric form. Alucard is so white that Aryans would worship him as their Messiah. I feel that if I stabbed Juste, a translucent green goo would spill from his insides instead of the warm, organic red blood that signifies a mortal, earthly creature. On top of looking like an undead creature of the night, Juste also moves like one as well. Whenever Juste jumps as par for the course in a platformer game, his brief ascent is strangely languid, as if he’s manipulating the gravity used to bounce himself upward like oh, I don’t know, a vampire would. See the playground scene from Let the Right One In where the vampire girl hops off the equipment for reference. Juste’s less grounded movement is also annoyingly imprecise, making the player correct for the unnatural physics of a character that is supposed to be human. He does perfect the dash maneuver that Alucard introduced in Symphony to expertise, darting around every room of the castle like he’s a poncy Sonic the Hedgehog. Still, I must impress that Juste beats Alucard, who is a fucking vampire, with his proficiency in executing this supernatural move. Sorry to say Simon, but someone has spiked your gene pool with the blood of your enemies. I don’t like Juste’s jerkoff name, I don’t like his jerkoff face, and I don’t like the jerkoff way he carries himself on the field.

The only Belmont signifier that Juste possesses that proves his kinship is using the family standard weapon of the whip along with the collective of secondary weapons that use ammunition we’ve been familiar with since the days of Simon on the NES. Even though Juste’s physicality is meant to ape Alucard, at least he retains the classic Castlevania in a Metroidvania environment like Circle of the Moon started to do. Harmony of Dissonance also repeats the use of deadly, screen-encompassing spells transferred over to the GBA from Rondo of Blood, which is always a neat way to quickly annihilate all enemies. While I appreciate how the essentials of Castlevania’s gameplay are preserved nicely, what innovations does Harmony of Dissonance contribute to the Castlevania formula to discern itself among the pack? Harmony of Dissonance seems to emphasize clothing and items as integral mechanics. Circle of the Moon didn’t skip using collectible wear coinciding with RPG attributes, but Harmony of Dissonance adds another layer of interactivity to them besides their offensive and defensive perks. All of the major collectibles needed to progress through the game in Harmony of Dissonance are intertwined with the items of clothing that Juste picks up around the corridors of Dracula’s castle. Alternate flails for the whip are also strewn about in the same obscured settings, and a few are necessary to use to bypass obstacles around the estate. Implementing the progression items into the slew of varied clothing is bound to confuse most veterans of the series, for it's unclear when they unlock what is needed to progress. Usually, an important item is obtained after defeating a boss, signifying a stepping stone in progress with a substantial accomplishment. The player can determine which item they should use by reading its description in the menu, but how are they to know which one has a special attribute among the mishmash of clothing items, which are also scrambled in the menu with no organization to speak of? Also, it’s incredibly inconvenient changing from a clothing item with better stats back to the less-than-deal one to use once in a blue moon to unlock a passageway.

What is ten times more messy and disorganized in Harmony of Dissonance is the game’s interpretation of Symphony’s second half. Once Juste finds himself on the opposite side of Dracula’s castle, Death’s second wave of exposition involves explaining to Juste that Maxim has unfortunately fallen to the entrancing gaze of Dracula. Apparently, the evil aura exuding from the force of all six of Dracula’s body parts has caused a schism in Maxim’s body and mind, and the anti-Maxim created from the rupturing is the one who captured Lydie in the first place. Another grand effect of Maxim toying with Dracula’s remains is that it has caused a mirrored version of the castle to materialize in another dimension, which is where Lydie is being held captive and Dracula’s assorted parts are still radiating pure malevolence. Already, the premise of how the game’s second half came to be is a head-scratcher, but wait until it’s time to enter the opposing realm and interact with it. Instead of teleporting Juste around the castle, the warp gates that are marked with a yellow square on the map will transport Juste to Maxim’s fabricated castle, which is referred to as “Castle B.” No, the castle is not twisted on its head (which would be especially nauseating in this game), but an uncanny version of the same castle with slightly tougher enemies. Actually, there really isn’t all that much difference in the design except for the most minute rearrangements that usually lead to pertinent points of progress. What “Castle B” mostly achieves is confusing the hell out of the player. Upon warping to “Castle B” for the first time, the western half of the castle is blocked off now because the shift has torn the entire castle asunder like Germany after WWII. Juste is confined to one fraction of the castle for quite a while, and there doesn’t seem to be a clear exit because this is also when all pathways to progress become hazy and circuitous. Basically, an impediment found in one dimension can possibly be dealt with in the other, which involves several back-and-forth treks to and from the warp gate. The slog of unclear progression in the fake castle is enough to give someone a headache.

I suppose the befuddling frustration I experienced upon entering Maxim’s “alternate” realm of existence was the only thing keeping me from breezing through Harmony of Dissonance. Fans of the classic Castlevania titles complained that Symphony of the Night was too easy, but only compared to the blisteringly painful difficulty curves found in the traditional 2D platformers that gave players an exhilarating rush of accomplishment. Harmony of Dissonance, on the other hand, is easy by the general standards across all video games. One could give it to a small child as an introductory peek into the series, and I doubt they’d have much trouble with it until the dimensional flip-flopping takes place. Potions of varying regenerative amounts will drop from enemies fairly often, and the roast found in the cracked corners of the walls has been shifted into turkey and turkey legs to itemize the healing properties of food in varying quantities. Overall enemy damage is tepid enough, but all of the game’s bosses are laughably pitiful when they keep insisting on repeating the same languid tactics that I already evaded seconds in advance. A healing orb drops after defeating each boss similar to the classic titles but unlike those grueling tests of skill, the damage these pathetic bosses dished out barely amounted to a scratch, the plethora of healing items withstanding. I’ve made positive claims for all previous Castlevania games that were deemed easy before, but Harmony of Dissonance’s borderline effortlessness is enough to make me resign from my defendant post.

The primary objective in “Castle B” is finishing what Maxim started by reobtaining all six pieces of Dracula scattered across the "Twilight Zone" of his castle. Doing so will unfasten a mechanical door situated below the floor leading to the underground chamber at the center of the gothic architecture where an unconscious Lydie is stashed. Because I played Symphony and know that this game is doing its damndest to ape it, I knew there would be additional requirements to fight Dracula that the game wasn’t going to inform me of. Upon performing extraneous research, the caveats to facing Dracula once again were to wear both rings representing the two friends of Juste upon entering the boss arena and arriving here from the alternate castle. Juste will first subdue his corrupted male friend before the dark lord erupts from Maxim into the shape of something so hideous and malformed that it would make David Cronenberg say, “What the fuck?” In the optimal ending, Juste escapes the crumbling manor with Maxim and Lydie. Lydie is fine, but it’s implied that the evil form of Maxim bit her on the neck, which would mean that this happy ending carries complications. However, even a Maxim possessed by Dracula was never a vampire, so all that might occur is him getting slapped with a sexual assault charge at most. Considering that I barely broke a sweat fighting Maxim and Dracula back to back and I don’t care for these characters, I don’t think it was worth the additional effort beforehand to ensure the best outcome.

What Circle of the Moon expertly avoided in translating Symphony’s Metroidvania design to a handheld system was distancing itself as a prospective “Symphony on the go”. I think it’s obvious that a system that primarily plays 2D games would serve as a perfect hub for the Metroidvania genre, but Symphony made such a colossal impact that it set such a high standard that the GBA couldn’t compete with. Harmony of Dissonance is the result of acceding to everyone who did not appreciate Circle of the Moon’s maverick decisions by coming as close to Symphony of the Night as feasibly possible, and apparently, only I had the foresight to know this wouldn’t work. It actually amends every problem across Circle of the Moon, but it’s when it tries to differentiate itself from Symphony while also tracing Symphony’s template where the game falls flat. Symphony’s graphics were exuberant, so Harmony’s attempt resulted in an acid-laced attack on the senses. Symphony’s difficulty was more manageable than any classic Castlevania title, so Harmony dumbed itself down even further to the point of being braindead. Symphony’s reversed castle section fundamentally worked to pad the game, so Harmony’s version of this without outright copying it amounted to a roundabout disaster. Any game that dips back into an idea from Simon’s Quest is desperate to discern itself from the pack, which is really what the developers should’ve focused on again instead of the fool’s errand that fueled Harmony’s development. Besides the eye-popping visuals, there isn’t much to recommend regarding Castlevania: Harmony of Dissonance.

Catherine Review

 (Originally published to Glitchwave on 2/14/2024)













[Image from igdb.com]


Catherine

Developer: Atlus

Publisher: Atlus

Genre(s): Puzzle Platformer

Platforms: PS3, Xbox 360

Release Date: February 17, 2011


Love stinks, or so goes the popular sentiment. In reality, where the negativity for one of life’s most powerful emotions stems from is less rooted in general unpleasantness and more from the fact that it's frustratingly complicated. Animals don’t fall in love; they have base sexual relationships for the sake of procreating, and the relevant factors in who passes on the species’ genetics are purely based on physical characteristics. We humans are far more complex than that, using our superior intellect to analyze a person beneath the surface so we can commit to an ardent bond of wild passion meant to be everlasting. However, despite the efforts of our religious and governmental establishments, the vast percentage of romantic human relationships falter because people, similarly to animals, were not meant to be tied down to one person until the end of their days. In my personal, non-expert evaluation, sex is the one aspect of human nature that reminds us that we are closer to the primal and savage animal kingdom than we want to admit, which is why the drive to do it causes shame and embarrassment among a good handful of our kind. The fact that it's a cultural taboo in several earthly societies despite its necessary ubiquity in preserving the human race is the biggest fallacy we propagate-an oxymoronic idea even. Because we all try to make an earnest attempt to juggle society’s expectations of our sex lives with a healthy restraint, any time the animalistic ID that thirsts for more than what a relationship would allow breaks out of its cage, the consequences of breaking the sanctity of commitment tend to have catastrophic results. To celebrate Valentine’s Day (which is totally when I’m publishing this review and not a week or two later), a holiday that is synonymous with the dutiful, monogamous romance that society upholds, why not take a look at Catherine: a video game that delves into the scary, stressful, and ugly dimensions of romantic love?

From initial impressions, what genre of video game would one expect Catherine to fall under? Firstly, Catherine was developed by Atlus, who is widely associated with the JRPG genre thanks to their popular and acclaimed Shin Megami Tensei/Persona franchises. If Catherine doesn’t ape SMT’s turn-based formula, perhaps it expands Persona’s dating sim mechanics to the forefront of an entire game as opposed to a piece of alternative gameplay intertwined with the turn-based combat. I did allude that sex was an integral facet of Catherine, after all. However, if anyone made either of these logical conclusions and confidently made bets based on their deductions, they would be liable to lose a lot of money. Any rational person would probably never anticipate Catherine as a puzzle platformer in the vein of the falling block variety but alas, this is ultimately what Atlus envisioned for their new IP. After the opening credits, the game drops the player on an ascending grid of white blocks. They’ll figure it’s imperative not to stand around waiting for context to fill in the blanks of their abrupt objective because the lower blocks that comprise the grid are falling and the shirtless man they are controlling will die if he dawdles wondering what the hell is going on. By rearranging the blocks to make a staircase of sorts, a door materializes at the peak of the tower for the player to escape the eroding area. The player will perform the same task numerous times, albeit with differing layouts, because it’s the focal mechanic that defines Catherine’s gameplay. Again, who the hell could’ve expected this from Catherine?

Naturally, Catherine isn’t simply a bizarre Japanese interpretation of Q*Bert, even if the introduction would lead the player into believing anything at this point. Context is given to the player once they complete the first level, but elucidation doesn’t make the game any less strange. The terrified man whom the player just aided in preventing him from tumbling to his death is Vincent, a 32-year-old American man who is currently at a turning point in his life. He and his girlfriend Katherine have been going steady for half a decade now, and they’re at the point in their relationship where the elephant in the room of marriage and having children is rearing its bulbous head. Katherine isn’t getting any younger, so her ticking biological clock is a catalyst for where their relationship is going. All the while, the wrinkles of a long-standing relationship are starting to emerge. Katherine has become the nagging girlfriend who chides Vincent for any lifestyle choices and personality quirks she finds annoying and unsavory. Vincent seems fearful around her rather than exuding any excitable infatuation. Because their relationship has hit a rocky road bump that was imminent with all the contextual evidence, it’s time for Vincent to shit or get off the pot and bite the bullet for an admirable adult life. Or, he can start an affair with a blonde tart with pigtails at least a decade his junior who eerily has the same name as his long-term girlfriend. It’s admittedly a decision an embarrassingly sizable number of men make when backed against a wall in this scenario. In this case, I’d at least make a minor defensive case for Vincent’s infidelity, for he returns home from a bar every night so roaringly drunk that he has no recollection of even speaking to the girl much less seducing her. The other Catherine is possibly taking advantage of Vincent’s debilitated stupor in a predatory manner, but that’s an argument of double standards that I’m not touching with a ten-foot pole. Still, the taboo outlet for some side action does not distract Vincent from his relationship troubles; rather, it compounds them to the point where Vincent is liable to explode from all of the anxiety. While the conflict in Catherine is mundane, its over-the-top anime presentation heightens the story and expertly coincides with the palpable stress that envelops Vincent’s life.

As for explaining the introductory gameplay sequence, the odd puzzle-oriented sections are a series of similar, gamified nightmares that will always place Vincent in a frantic, do-or-die situation that forces him to manipulate the blocky, expressionistic ground as it crumbles around him to survive. Before engaging in this nightly escapade, the player is granted a conscious leisure period in a bar called the Stray Sheep. Vincent, his two high school friends Orlando and Johnny, and Johnny’s younger co-worker Toby congregate routinely in the same booth and discuss the latest gossip over pizza and beer. Usually, their topic of discussion is Vincent’s newfound promiscuity because of its intriguing scandal and relevance to the plot. These four dudes congregate at this dive so frequently that the on-staff waitress, Erika, feels emboldened enough to butt into their conversations as if she’s one of the guys. Apparently, the unmistakably Japanese studio of Atlus researched American life via television for their debut game that takes place across the pond and got the impression from Cheers that all thirty-something Americans are barflies wrought with trivial issues they try to drink away. After the cutscene where the boys (and Erika) provide their input on Vincent’s romantic dilemmas, the player is essentially given free reign over Vincent’s activity in the bar until they decide to leave and face the hectic climb during Vincent’s REM cycles. At the booth, Vincent can use his now oldfangled flip phone (or maybe cheaters have burner phones?) to check and reply to text messages, save the game, and replay a nightmare from the previous evening to achieve a better score. Vincent can also guzzle down a maximum of four different drinks per night, which include a selection of beer, sake, wine, and more of his rum and cola standby. From both fables and personal experience, I’ve learned that there are damnable consequences to heavy drinking, but Vincent illogically jumps like a fucking jackrabbit in his dreams when he’s blitzed. Getting up from the booth and roaming around the building allows Vincent to speak to other patrons at the bar and play Rapunzel, a minigame that mirrors the puzzle platformer gameplay from the nightmares in a minimal, arcade fashion. Vincent can also use its restroom for a more private session with his phone if he doesn’t trust Orlando not to peer into his business from his shoulder view. Anyone familiar with Atlus’s Persona franchise will recognize that the bar shares the same real-world and surreal world dichotomy that Persona exhibits as a prime idiosyncrasy of the series. However, where both worlds in any Persona game divide about an equal amount of screen time due to being stretched to the proportions of an epically long JRPG, Catherine’s shorter length forces it to prioritize the nightmare gameplay and leave the bar section as a lot to be desired in terms of content. Nothing in the Stray Sheep holds me to the lucid realm of reality for more than ten minutes tops.

The Stray Sheep is still a valuable point of respite in Catherine because the game’s interactive centerpiece is just as much of a nightmare for the player as it is for Vincent. The self-confidence in my puzzle platforming abilities I had cultivated through playing Portal and its sequel was immediately dashed upon playing Catherine. Stacking blocks to form a staircase sounds elementary on paper until one realizes that the player won’t be constructing Vincent’s vertical exit with blocks that materialize out of thin air: they’ll be repurposing the foundation that Vincent is already walking on. I’m no architect or construction worker, but I’m fairly confident in stating that renovating a foundation is a more considerable task than erecting one from scratch. The inherent challenge here is also magnified due to the flimsy and volatile nature of the foundation corroding into oblivion at every second. The margin of error involved in rearranging the blocks in Catherine is so razor thin that a supermodel could use it to permanently raze even their peach fuzz. I attribute Catherine’s stern difficulty curve to the fact that the blocks can be manipulated in a myriad of directions thanks to the multifaceted parameters of the third dimension. Pulling out blocks from their secure wedges will be the most common maneuver, but they won’t always be symmetrically aligned in a comfortable row that Vincent can conveniently climb one by one. Oftentimes, Vincent should also consider pushing blocks out of the foundation for easier access to more manageable blocks, creating a zigzagging staircase by lowering every incremental block back down to the base, pushing blocks to the side as a makeshift bridge to a sturdier array, etc. Some sections are arranged so obtusely that it’s like the player has been tasked with reorganizing an MC Escher painting. The third dimension might have diluted the difficulty of traditional platformer games, but it gives the puzzle genre an additional spatial layer for the player to work around. Vincent will always have to contend with alternate kinds of blocks that are more stubborn and precarious than the standard white ones. The golden brown blocks with red eyes and a glower, for instance, will always make their presence as totally immovable obstacles. As the game progresses, they will be accompanied by slippery ice blocks, booby trap blocks with spikes that practically liquify Vincent in a burst of all his blood, bomb blocks whose triggered fuse will decimate all white blocks in its blast radius, etc. Because the realm exists in a dream, Vincent can “edge” blocks that stick to parallel surfaces without being weighed down by the rules of gravity. While it's important to practice this often during the puzzles, I swear that the concrete laws of physics only apply only when it's inconvenient for Vincent. Keep in mind that Vincent is also a noodle-armed mamby-pamby, so he does not possess the upper body strength to climb more than one block at a time. Due to all of the gameplay stipulations, Catherine is a nerve-wracking experience. For beginners, becoming hopelessly stuck from a string of mismanaged mistakes is equivalent to stubbing one’s toe after every few inches of walking, so prepare to dive into the game and start drowning. However, after proverbially learning to swim, the eventual grace one exhibits when directing Vincent to victory will make you feel a swarm of confidence that not too many other games provide.

Fortunately, Catherine corrects for human error that will consistently impede the player from progression and provides plenty of remedies. Depending on the number of successive moves the player has made, they can undo these moves to repave their pathway to an effective solution. Having a few moves on hand also acts as life insurance for whenever Vincent falls or one of the many hazards on the stage subdues him. Items will be littered around the stage with individual perks such as the bell that rings in a grid of white blocks to supplement sections lined with unyielding ones, a bible whose verses will strike down the irritable enemies that halt Vincent’s ascent, and a soft drink that allows Vincent to jump on a stack of two blocks with its fizzy lifting properties. One of these items can also be purchased with the piles of gold found on the blocks that tend to be in rocky positions. In moments of considerable strife, of course, the player will feel inclined to use any item on hand. However, as tempting as they are, I don’t recommend indulging in them because these shortcuts will cheat the player out of firmly grasping Catherine’s puzzle mechanics.

The first eve of the nightmares was a sampler tutorial of what is involved when Vincent goes to sleep. For the duration of the game, every nightmare is going to be a three to four-act epic. In the final act, the nightmare climaxes with the closest example of what could be construed as a “boss” in a puzzle platformer game. Whatever the most severe form of stress is in Vincent’s life at the moment materializes as a beastly juggernaut that chases Vincent up the fourth act level’s foundation. For example, Katherine informing Vincent that she might be pregnant shakes him to his core, so the “boss” that night is a gigantic, monstrous baby that utters demonic-sounding goo-goo gaga noises while calling Vincent daddy. Because the anxiety of this situation persists, the baby returns two nights later as a Terminator cyborg with a chainsaw for a hand. Not since Eraserhead has the prospect of fatherhood been so harrowing. Other psychological machinations include a veiny arm that stabs Vincent with a fork, a crudely abstract depiction of the most intimate of female anatomy with a tongue the length of a fire hose, and Katherine in a wedding dress. Take a guess what was on Vincent’s mind that day. While the boss levels do not enhance Catherine’s already steep difficulty curve, they do enhance the horrific frenzy that naturally comes with a nightmare with their cosmically grotesque visages. The more sensitive types were probably alarmed that Catherine unexpectedly incorporated these horror elements.

Like a stage production with multiple acts, the nightmare offers an intermission so Vincent can take a breather. The save option situated on a music stand is the piece de resistance here but if the player doesn’t impatiently dart to the next level, they’ll see something rather peculiar happening on this suspended slab of land. While we see a compromising view of Vincent carrying a pillow in his underwear, his real physical appearance is still discernible. However, the other unwilling participants of this nightmare all see Vincent as a sheep and vice versa from Vincent’s perspective. Technically, and the game never corrects itself, but they’re all rams. I wouldn’t be so pedantic except for the fact that all of the characters on this island crag being male is a significant thematic detail of Catherine. If Vincent strikes up a conversation with any of these frightened lambs, they are all fretting over their love lives as frantically as Vincent is. Some of them are even stricken with guilt over their lack of fidelity in their relationships, which the deadly environment of the nightmare has forced them to come to terms with. The police officer, Morgan, is plagued with grief because of his wife’s murder, Daniel the wealthy heir with sunglasses feels guilty for abandoning his normal girlfriend for a rich heiress his parents arranged for him to marry, and the flashy golden-kitted Abul is a middle-eastern oil baron whose opulence alienates him from the rest of humanity. We even pry into the personal lives of Orlando and Johnny in their fluffy, astral forms, which shows the extent of the curse affecting seemingly every man in the game (except for Toby) and that every man deserves to be punished for all degrees of romantic misconduct. The atmosphere of the area is akin to that of being pinned down in a foxhole, a collectively masculine feeling of terror, dread, and the danger of the inevitable vulnerable period of stepping out into the action being their last.

The player might also notice that the aisle with the symmetrical arrangement of pews in the intermittent sections of the nightmare resembles the interior design of a church. Instead of an altar as the centerpiece on stage, the confessional booth is situated directly in the front, and sitting down to purge Vincent’s innermost secrets is the only way to commence the next level. Actually, instead of Vincent spilling his guts via a monologue, the impish, condescending voice opposite to him will have Vincent conduct a poll with questions based on popular romantic quandaries such as the ethics of cheating or what characteristics they pursue in a partner. Pulling either of the two ropes depending on Vincent’s answer will cause a compass to appear and slightly slide towards either the order spectrum on the right or the freedom spectrum on the left. Sometimes, the array of questions feels like taking an EPI test, and the grand scope of information seems to fall on a spectrum of general lifestyle choices between bohemian to rigid and orderly. Really, wherever the compass needle is near the end of the game dictates whether Vincent solves his issues with Katherine or decides to abandon her completely and sincerely commit to his fling with the other Catherine full-time. Unlike the majority of people who submitted their answers in the online polls displayed in a pie chart revealed after the player gave their answer, I did my damndest to reply with utmost honesty. I guess the outcome will inadvertently reveal the circumstances of my own love life.

Whether or not the player does sway their answers toward their preferred (CK)atherine, they cannot circumvent the eventual outcome of Vincent’s two worlds colliding when Katherine catches Catherine in Vincent’s apartment at the wee hours of dawn. While Vincent is squirming so hard that his skin is bound to shed like a snake, old Katherine decides to approach the situation calmly over a spot of tea. However, new Catherine isn’t as sanguine and tries to kill her rival for Vincent’s affections with a kitchen knife before ultimately impaling herself on it by accident. Even though the threat to Katherine’s monogamous bond with Vincent has fortuitously been vanquished in the scuffle, she isn’t rid of the pest just yet. Katherine and Vincent then teleport to another level of the nightmare together where Vincent props his girlfriend along a puzzle path in the game’s one and (thankfully) only escort mission. All the while, a ghastly, scorned boss version of Catherine is hunting them down from below. One would think this experience would cause Katherine to be frozen in shock and confusion, but this ordeal is yet another fabrication of Vincent’s astral projection. In fact, when Katherine arrives to break up with Vincent after sussing out the clues of his infidelity with context, it astounds Vincent to know that Katherine never even saw a glimpse of the phantom femme-fatale in her peripheral vision. In fact, none of Vincent’s friends witnessed him attempt to sever ties with the lingerie-wearing bimbo at the Stray Sheep the day prior, and they’d probably kill to sneak and peek at her. The only person who seems to acknowledge Catherine’s presence directly is the older, debonair gentleman who owns the bar. Once Vincent comes to this realization, he confronts “Boss” who tells him that he’s a God who constructed Catherine as a mental machination of Vincent’s ideal sexual partner. Vincent is evidently not a man of sophisticated taste but to each their own. He did this to punish Vincent and every male patron over a certain age in the bar for either not committing to the long-term pact of marriage or the failure to launch a meaningful relationship with a woman and have children to maintain the human population. They are lambs being sent to the slaughter if you will. He’s a utilitarian if his views mirrored those of everyone’s nagging, baby-boomer parents who got married at 19. Vincent finds his punitive game cruel and unfairly judgemental so later that night, he makes a bet with the bar owner that if he climbs the zenith point of the tower, he’ll cease the charade indefinitely. Because Vincent is such an exemplary climber (you’re welcome), he has little trouble winning the bet despite the Bosses' efforts to quash him from the comfort of his flying recliner. The reveal that the culprit behind the otherworldly dimension is a God masquerading among the living is pure Persona. Still, the revelation is less contrived than it can be in Atlus’ other series because the mystery and intrigue still resonate in the air instead of acting as an elevated epilogue after the core mystery has already been solved.

Alas, despite Vincent’s efforts to liberate himself and his friends along with his discovery that his cheating was all a mirage, the falling action of Catherine’s narrative was Katherine sternly doubling down on her departure from Vincent. I guess this is what occurs when the compass needle barely diverts from its center as a neutral ending, and it’s actually the best possible outcome. I’m not going to disparage or berate Vincent, mostly because I pity him, but the man needs to get his shit together. He’s a nervous, stuttering wreck, he’s dead broke, and his current place of residence is practically a dorm room that is crawling with ants. Simply because he’s at an ideal age to settle down and procreate doesn’t mean it’s ideal for his circumstances. He clearly isn't mentally or financially ready to support someone else when he can hardly support himself. Catherine manages to convey a valuable and surprisingly uncommon life lesson for all young adults to bask in the glory of singlehood despite society and matriarchal and or patriarchal pressures that befall all young adults. Besides, it’s not as if Vincent has menopause as a future hindrance to tackle. Vincent has all the time in the world to cultivate confidence, financial gain, and other means of prosperity before he concerns himself with passing on his genetic material with a woman. That, and the other endings achieved on a staunch range of the spectrum are either dumb, anticlimactic or a mix of both. I can’t stomach the concept of “spiritual” cheating that Vincent admits to committing to wed Katherine at the Stray Sheep, and becoming a suave playboy demon in hell with Catherine is just ridiculous. The latter of the outcomes emphasizes a route of freedom if they side with Vincent’s goomar, but the truth is that being single releases the shackles of relationship responsibility completely.

To say that Catherine is a unique experience in the world of gaming is an understatement. Atlus can’t seem to quit implementing Jungian/Freudian psychology into their IPs and externalizing them as an otherworldly dimension that comprises half of the focal point of gameplay mechanics with a humdrum depiction of the real world. Besides Atlus’s Persona as a stark influence, Catherine evidently borrows aplenty from other sources such as Silent Hill, Q*Bert (honestly), and the philosophies of love and its gamut of pleasure and pain. Such a lofty conceptual mix is ideal for a lengthy JRPG such as what Atlus usually creates, but the fact that all of it congeals splendidly in a challenging puzzle platformer is nothing short of bewildering. It’s difficult to recommend Catherine due to its mind-boggling puzzle mechanics, instances of heart-attack-inducing horror, and often negative attitude toward values that the Western world holds as sacred. Still, I’d rather play something unorthodox and inspired than sink into a conceptual comfort zone and for those who aren’t of the faint of heart, Catherine is fresh and exciting.


(Originally published to Glitchwave on 3/10/2024)






















[Image from igdb.com]


Catherine: Full Body

Category: Expanded Game

Platforms: PS4, Switch

Release Date: February 14, 2019



I should’ve known that Atlus would release an expanded version of Catherine as they tend to do with each of the Persona titles. Still, an eight-year gap between Full Body and the original Catherine was a long enough duration for a sizable percentage of new players to experience Atlus’ most unconventional IP for the first time as opposed to veterans squeezing more juice out of the potential content to total satisfaction. While a whole gaming generation of time passing caused Catherine to become a fainter recollection in our memory banks, perhaps forgetting its finer details is a fortuitous circumstance for the developers to rework some of the game’s questionable decisions.

Naturally, to get the money’s worth for all returnees to Catherine, Atlus has compiled a plethora of additional content that wasn’t available in the original. Upon selecting Catherine’s story mode, the player has the option to choose “remix mode” which shuffles the placements of blocks in the levels as well as injecting some unseen blocks with new mechanics into the mix. Quality of life enhancements have been implemented to make the already nightmarishly (no pun intended) challenging levels less of a grueling excursion. Dying due to either falling or being slain by a pursuing machination of Vincent’s psyche will not result in a game over. Rather, the developers have shifted these fatal occurrences into the “undo” mechanic, reverting Vincent back to the previous spot to his last maneuver. The developers have also done away with the limited continues, so Vincent is free to fuck up as many times as necessary. Anything to alleviate the binding duress of Catherine’s strict difficulty is much appreciated. The “Babel” and “Colosseum” challenge modes are unlocked without any conditions, so you and a friend can tackle these steep, formidable climbs immediately.

Really, I think the focal point of Full Body is the addition of Rin as Catherine’s character that Atlus shoehorns into the story as another reason to justify rereleasing the same game at full price. Forgive my cynicism, but it’s not as if Marie was a highlight of Persona 4: Golden that made it radiate brighter than the original. Rin’s placement among the plot points is awkward for those who experienced the original game as expected, but she isn’t a waste of space. The game establishes her as early as the first cutscene even before Vincent goes to bed for the first time as she’s being pursued by a stalker the size of an ogre. After getting perhaps too acquainted with her, Vincent helps the frangible, pink-haired girl get back on her feet as she is debilitated by an amnesiac stupor. Vincent houses her in the apartment next door where she decorates her living space with frilly girl things like stuffed animals galore. Vincent also sets her up with a gig playing piano at the Stray Sheep. She isn’t exactly Arthur Rubenstein, but all of the bar patrons appreciate her efforts nonetheless. What is even stranger is that Rin’s job extends to Vincent's nightmares as she slackens the rate of erosion whenever she feels Vincent it could be gaining on him. This is a relief to everyone involved in the nightmare, especially the player, but Rin’s inclusion goes beyond a glorified quality of life enhancement. Seeing Vincent take care of Rin like an older brother makes him a more likable protagonist, giving him a responsibility that forces him to shed the usual pathetic worrywart persona that makes everyone pity him.

But a sibling relationship is not the type of bond Vincent is intended to have with Rin. Once it’s revealed that Rin’s full name is Qatherine, the absolute last consonant to fit as the beginning syllable sound for the name, we realize that she’s also another potential love interest. While a vocal handful of people complain that her presence disrupts the organized love triangle because a love square isn’t as contextually shapely, her inclusion might present another facet of what happens when a man is discontented with his love life: sexual experimentation. Vincent busts into Rin’s room after a disturbance finding her lying on the floor in nothing but a towel. After the towel falls off, let’s just say that now Vincent knows everything there is to know about the crying game. Yes, the big reveal behind her character is that Rin is a trans woman, or at least she’s a gender-fluid, femme-passing person with male anatomy (it’s complicated). Because Vincent is attracted to Rin in some capacity, this revelation makes him frantically question his sexuality as he lashes out at Rin out of complete shock. Of course, I did say that Rin is still a viable romance option so if the player feels inclined to pursue Rin even further, Vincent will have to apologize up and down to her for forgiveness. Once Vincent puts himself on the Rin route, more is revealed revolving around her origin as a supernatural being similar to the yandere blonde bimbo of the same name, hence why she can enter the nightmare to serenade the sheep with her piano playing. Vincent defeats her Archangel older brother as the game’s “final boss,” who then splits into a group of pink aliens that resemble those from Toy Story with a swapped color palette. Vincent marries Rin and becomes her music producer as they travel through space in her rightful saucer. As dumb as the good ending result is, it’s rather sweet of Vincent to pursue his true feelings for Rin regardless of her gender identity.

In reality, the more likely reason the game’s one additional story character is trans is to backpedal from the grievous mistake the original made with this topic. I omitted this detail from my review of the original game but once Toby loses his virginity to Erika, it’s revealed that Erika used to be a high school friend of Vincent and the others named Eric and has had a sex change. Toby is revulsed beyond belief at Erika’s “duplicity” and Erika is offended at his gall to dispute her gender identity. I glossed over this B-plot because it seemed quite trivial to the overarching story of Catherine and almost like a mean-spirited punchline to Toby. If he’s not old enough to suffer the block tower gauntlet in his dreams, he can still suffer in the real world with his crush having a penis. Yikes, Atlus. If this interaction drew a sizeable bit of ire from the LGBT+ community back in 2011, imagine what kind of backlash Full Body would’ve received in a post-#metoo world. I’m not certain Full Body remedies their mistakes with Erika’s gender identity, rather, makes it more vague when Toby tells Orlando that intercourse with Erika was “weird” instead of having a fit. There is also a scene where the gang discusses same-sex couples, and Erika brings Rin over to voice her opinion who is naturally receptive to the concept. Touche, Atlus, but this level of inclusivity is laughably elementary at best. Truthfully, I don’t think Japan as a culture is as progressive and enlightened on the rights and awareness of LGBT+ rights as the Western world even in modern times. They tried, but their attempts are too shallow to show they now have a profound understanding of the subject matter.

Besides adult sophistication, the “full body” wine parallel in the title alludes to a richer, bolder taste that signifies maturation and complexity. If the parallel means that Catherine has reached its potential, I can’t really agree. Sure, the gameplay is far more agreeable and makes for a smoother experience, but there are still several thematic holes in Catherine that are still leaking because the job to fill them has been half-assed. It’s tolerable at best. Still, I can’t argue that this is the definitive Catherine experience despite the glaring flaws that shine through the solid steel door like bullet holes.

Wednesday, February 21, 2024

Hotline Miami Review

 (Originally published to Glitchwave on 2/11/2024)













[Image from glitchwave.com]


Hotline Miami

Developer: Dennaton Games

Publisher: Devolver Digital

Genre(s): Shoot 'em Up, Multi-directional Shooter

Platforms: PC, PS3, PS Vita

Release Date: October 23, 2012


Why was Nicolas Winding Refn’s Drive such an influential cultural force across all forms of art and entertainment last decade? The film was released in the early period of the decade in 2011, so there was plenty of time for its 1980s-reminiscent aesthetic to seep into the zeitgeist of the 2010s. However, what I’m wondering is why so many artists gravitated towards emulating Drive’s style. Admittedly, the elements that constitute its style are endearingly kitsch, and the way that the retro-chic artistic direction is layered over gritty, darkened overtones presents a unique contrast that surprisingly melds together superbly. Normally, highlighting the purplish pink neon hue of the 1980s is a signifier of the decade’s elated decadence, but Drive’s direction rather exposes the drug-addled dirt and sleaze underneath the surface. Its modus operandi wasn’t an homage to the next-to-last decade of the 20th century, but a scathing depiction of what was hidden in plain sight across the ten years. Drive resonated with the influx of vaporwave and hypnagogic pop artists whose music reckoned back to the antiquated production of 1980s synthpop, as well as films like Baby Driver and the long-awaited sequel Blade Runner 2049 that shared Drive’s signature aesthetic and brooding, yet high-octane action pacing. In the realm of video games, the closest another work of fiction ever came to truly capturing Drive’s aura to its full extent is Hotline Miami, an indie darling that effectively translated all of the components of Refn’s most notable film to an interactive medium. However, while Hotline Miami may seem like an interactive Drive homage on the surface, the game achieves something beyond an interactive tribute.

To start, Hotline Miami is fucking putrid. Drive, of course, had its fair share of scenes that didn’t shy away from depicting graphic, stylized violence on the celluloid, but every waking moment of Hotline Miami is a torrent of blood splatter. The entirety of Hotline Miami is that elevator scene from Drive and plenty of fans of the film state they find that scene hard to stomach due to its unflinching brutality. I realize that Hotline Miami is not a literal video game adaptation of Drive but if anyone were to make the argument that the violence of any adapted work is heightened in the video game medium to gamify the content, Hotline Miami would be a testament to this claim. “Jacket,” the anonymous protagonist whose nickname stems from the same snazzy clothing item signifier that Ryan Gosling’s character from Drive possesses, paints the interior walls of Miami’s corporate buildings with the gushing, red bodily plasma of the Russian mafia. However, the game never romanticizes the carnage, depicting the frequent massacres that occur throughout the game with a dread-filled, dark tone that becomes apparent once the flies start buzzing around the fresh, stinking corpses in Jacket’s wake once he climbs back up to his vehicle. The vibrant 1980s backdrop and aesthetic choices are practically what save Hotline Miami from plunging into severely horrific territory because what is being presented is truly grim and vile. I’m astonished how Hotline Miami didn’t draw in a flood of lashback from the typical crowd of concerned parents and scapegoating politicians considering the breadth of its depravity. Really, it’s probably because the pixel art that renders the viscera looks so quaint that Hotline Miami’s graphic content doesn’t bat an eye in an era with gaming visuals that could be mistaken for cinematics. Still, IF Hotline Miami weren’t an indie title where the developers were working with the bare essentials of gaming presentation, the game would make Max Payne look like Kirby. Hell, it could maybe even surpass Manhunt’s level of nihilistic gore.

Even though I’ve already compared Hotline Miami to Drive ad Nauseam at this point, the general objective across each of the game’s levels is reminiscent of the climactic sequence of Taxi Driver. For each of Hotline Miami’s chapters, Jacket enters one of the southern tip of Florida’s various commercial buildings, whose location is given through a dossier transferred to him via a phone call. Like Travis Bickle in Sport’s New York brothel, his objective is to clear the building of everyone in it, and I don’t mean by executing a devious prank like pulling the fire alarm. Jacket must take no prisoners and murder everyone on sight. The player witnesses this mission from a top-down perspective, a view of the scene from an impersonal angle as if they are an accomplice to the carnage as opposed to acting as the prime perpetrator (or an homage to when the screen pans out at the end of Taxi Driver?) More than likely, the top-down mechanics are to complement the twin-stick shooter gameplay. The player will control Jacket’s movement with a close combination of keyboard keys while performing most of the actions by alternating the left and right buttons on the mousepad. For anyone playing the console ports of Hotline Miami, both analog sticks need to be used simultaneously for both Jacket’s movement and aiming controls. Jacket enters every building unarmed, but this surprisingly isn’t a horribly miscalculated judgment call on his part as the area is littered with guns and other blunt objects galore. Simply knock out a goon situated at the front of the building and steal his weapon and he’s good to go. Of course, Jacket will dispose of his first victim a little more thoroughly, so the game allows him to perform an “execution” move on the ground with whichever weapon he has or his bare hands to slip the unconscious foe into a state of eternal oblivion. Once Jacket makes a meticulous effort to search every corner, closet, and behind every potted plant to dispatch all of his targets, he retraces his steps back up to the Delorean-esque limousine back to his safe house.

The rinse-and-repeat kind of gameplay that Hotline Miami bestows should tire the player through the stacked number of levels the game provides. However, Hotline Miami’s strict, constant difficulty curve is what staves off the repetition from becoming grating. Hotline Miami’s main gimmick is that the player must mow down the army of Russian mobsters without sustaining even a smidge of damage. If Jacket so much as trips on a cockroach that is sure to scurry by in these scuzzy hallways, he’s completely done for. Not to mention, all of the enemies inside are acutely alert (probably due to copious cocaine consumption), and they’ll spring at the opportunity to beat Jacket down or shoot him on sight before he can register what just happened. Hotline Miami’s core idiosyncrasy is absolutely brilliant, as the swift penalty for one’s mistakes adds a plethora of rich layers to the gameplay. While the overarching goal is to expunge the area of any Russian mafia activity, succeeding is not a simple matter of readying, aiming, and firing at will. Hotline Miami is a quasi-stealth game in that the player must refrain from acting rashly and plan each step accordingly. The jig won’t be up if an enemy catches Jacket, but the player should ideally be treating the overwhelming odds at hand with patience and tact if they want to make a clean getaway. However, for as proficient as some players might be in the vein of traditional stealth games like Metal Gear Solid, Hotline Miami practically guarantees that they’ll never achieve victory on their first attempt. Hotline Miami is a game whose progression is marked by trial and error, memorizing every little increment of the field and the relative rotation of where the enemies are stationed or the trajectory of their pacing. Later levels also add vicious rottweiler dogs that pin down Jacket and tear his trachea right out of his throat as well as burly black bouncers who are immune to melee weapons to thwart any accumulative familiarity. However, the cardinal rules to abide by in Hotline Miami, such as that the abrasively loud gunshots will always attract attention and that not taking advantage of every abrupt door swing to subdue enemies, will always be in place to ensure a quicker victory. As the game progresses, Jacket will unlock a wide variety of crude animal masks with special attributes that could compensate for whichever blindspot keeps befalling them. A checkpoint will be placed once the player reaches another floor as well, so the game is more than accommodating to its regulations. Still, some may feel dejected constantly respawning at the entrance upon subsequent failures, but the eventual triumph over the league of bald, eastern European Don Johnson wannabes will invigorate the player with a sense of gratification. Plus, all of the failed attempts behind the success will fuel one impressively smooth go-around. Jacket will execute every last living, breathing being in the vicinity unscathed like Travis Bickle, but if Travis Bickle had the killing acuity of a ninja.

Hotline Miami’s substance is interwoven into the gameplay and presentation, but there is a subtly told story that is still being told between the levels. Since his girlfriend left him, Jacket’s life has plummeted into a downward spiral of personal atrophy. The negligent, destitute state of his apartment is emblematic of Jacket’s metaphorical inner soul and mental state. Jacket’s evident apathy for his life and the world around him has made him a prime candidate for a radical group referred to as the “Fifty Blessings,” whose mission to fracture America’s relationship with Russia by exterminating their mafia is a very Cold War-centric pursuit of nationalism. Only a reprobate with nothing to lose would sign themselves up for a dangerously self-destructive act, and Jacket undoubtedly fits the description. As he accustomed himself to the daily grind of mass murder, Jacket’s mental state deteriorates even further. Three men often visit him in a hazy, darkened stupor of crawling insects that are wearing the animal masks he uses on the job, his “three witches” who judge him on his actions instead of offering premonitions. Jacket’s mental fortitude seems like it could bounce back after igniting a new relationship with a new girl he saved from a sleazy executive producer during a mission and interacting with a friendly and seemingly omnipresent store clerk that charitably gives him a bevy of free shit for his troubles. Unfortunately, the clerk winds up dead and so does his prospective new love, and the killer of the latter minor character shoots Jacket. He survives and is taken to the hospital, which is where we discover that the events in the game leading up to Jacket’s recovery have been a comatose recollection of his life’s recent events. Once he escapes the hospital and infiltrates the Miami police station, he confronts the man who reduced him to a vegetable and decides to let him live (in the canonical timeline) to procure instead information on where to locate the Russian mafia’s district leader. He confronts the local don, plus his female and canine bodyguards to shield him during his boss encounter, and then kills himself because he’s a man of outstanding pride. Jacket has rid late 1980s Miami of the Russian scourge, and treats himself to a long toke off of a Marlboro red as he tosses a picture from his pocket off the balcony.

Sure, this is technically the current of events that occurs throughout Hotline Miami’s runtime. However, how the game presents its story is akin to a photo collage where the pictures are aligned in a row. The player still has to piece together the context and correlative bearings between scenes and even then, the glue holding these hazy frames together isn’t sticking and making the pictures slip. In fact, we aren’t even privy to who is behind the phone messages until “Biker,” a boss battle whose death was only a fabrication in Jacket’s fleeting consciousness, confronts the two men responsible in the game’s epilogue. This is why Hotline Miami’s greatest theme is dissociation, a prevalent topic among the morally questionable protagonists from the films that comprise the game’s major influences. While Jacket is yet another unhinged renegade bound to enact (several) killing sprees, how Hotline Miami takes advantage of the video game medium to present Jacket’s dissociation from reality is utterly genius. You see, video games can get away with having a fractured, surreal narrative because at least it’s supported by the gameplay elements to hold the foundation. In most character-driven films, the entire plot arc has to be linear and cogent to prevent it from collapsing. All the player has to understand from the gameplay is that Jacket is climbing up the proverbial ladder to reach the tip of the Russian mafia tower, and the ascent is going to become more hectic the higher they reach. The lack of context and frazzled construction of the plot makes the player as dissociated with reality as Jacket, a deeper, symbiotic connection with the character than simply engaging with them from afar as a viewer. Jacket’s motives for assigning himself the onus of assassinating the entire Russian mafia are unclear but then again, what is the player’s motives for directing him through all the blood he spills in the first place? Dissociation isn’t a one-way street for the protagonist for the cogent viewer to assess from a clearer perspective; they are as confused and mentally incongruous as Jacket is, equally dissociating from the damnable ethics of the heinous sprawl of bloodshed.

If Drive was the first stepping stone in establishing the “synthwave” aesthetic that was popular in the 2010s, Hotline Miami most likely launched it into primetime. It’s no wonder as to why it resonated with so many gamers considering the extent of how inspired the game feels. Hotline Miami’s influences are conspicuous, but it is anything but pastiche. Hotline Miami borrows the similar themes, characters, and grizzly tone found in films like Drive and Taxi Driver and re-blends them into the realm of gaming like a fine cocktail on ice. It understood that it could accomplish what those films feasibly couldn’t in another medium, with exceptionally engaging and unique mechanics that future indie developers will be emulating from now until the end of time. If Hotline Miami’s goal was to create an interactive Drive, the developers managed to supersede its initial source. If one doesn’t mind reaching down into the depths of depravity and enacting ambiguous acts of ultraviolence, Hotline Miami is a landmark for gameplay and narrative innovation for gaming.

Saturday, February 17, 2024

Ori and the Will of the Wisps Review

 (Originally published to Glitchwave on 2/7/2024)













[Image from glitchwave.com]


Ori and the Will of the Wisps

Developer: Moon Studios

Publisher: Xbox Game Studios

Genre(s): Metroidvania

Platforms: PC, Xbox One, Switch

Release Date: March 11, 2020


With a title like Ori and the Will of the Wisps, one can infer that Ori and the Blind Forest was greenlit for a sequel. All referential jokes to the introduction of my review of Ori’s first game aside, I’m quite pleased as punch for this opportunity to see the luminous forest nymph once again. Ori and the Blind Forest was an exemplary title in the new wave of indie Metroidvania games, presenting a captivating wooded world for the player to explore under the guise of the niche 2D platformer’s particular progression methods. The game was undeniably gorgeous, and the silky smooth controls made hopping around the several shades of wild foliage wonderfully accessible. However, many of the accessible aspects in Ori and the Blind Forest besides the remarkable mechanics rendered the game rather sparse compared to its Metroidvania peers. Opting for frantic chase sequences from natural disasters and apex predators as opposed to duking it out with them in epic boss fight fashion was an especially unorthodox decision. I understand that Ori is intended to be lighthearted and more whimsical than the existential sci-fi horror of Metroid and the bloody, gothic glory of Castlevania. Still, the general ease of Ori’s gameplay with the added factor of zero boss battles seemed like the developer’s directive was to create a Metroidvania experience for an extremely young demographic, easing them into the realm of gaming with a title that wouldn’t obtrude on their impressionably vulnerable sensibilities. I’m not one to judge the intentions of an artist as long as they’re honest, but diluting a few gameplay attributes ostensibly for the sake of making your game digestible for children undermined Ori and the Blind Forest’s full potential. This is why Ori and the Will of the Wisps are in an ideal position as a sequel: another opportunity for the Ori IP to fill in the blanks that the first game either omitted or regrettably came to the developers as staircase thoughts. The final product of Ori and the Will of the Wisps suggests that they ultimately wanted Ori to kick ass, but wait till you hear about the source of inspiration the developers took to enable this initiative.

I suppose the resolution of Ori and the assorted group of destitute misfits around the forest banding together to live in one space is open to expanding on. The developers didn’t slap a “happily ever after” on this tender ending like one would expect from something that resembles a fairy tale, so there can be plenty more strife in the lives of these adorable folk of the forest. For now, all they are concerned with is raising the sole surviving offspring of the dark indigo owl Sein who stalked Ori with impassioned ferocity in the previous game. Hence, the little owlet is the reason why the non-nuclear family unit was formed in the first place. Everything is as content and tranquil as the opening events of Blind Forest, except for the fact that Ku, the owlet, is pitifully failing in her attempts to fly when Ori and the others are teaching her due to having a lame wing. Considering the colossal size of her birth mother, Ori should be wary about inadvertently creating a monster down the line, but I suppose this could divert into a nature versus nurture debate. One day, Ku manages to soar a little TOO high using Kuro’s Feather, and a violent storm separates Ku from her glowing guardian Ori. Because Ku is frightened and fragile, Ori must scour the uncharted Niwen forest to find her lost little lamb. This premise establishes exactly what I had wished for Ori after the events of the first game. Ori’s growth after ascending past her role as a helpless critter through her perilous venture was reduced greatly when Naru rose from the dead completely unscathed to continue his role as her furry protector. Now, putting Ori in a position of daunting responsibility to save someone as weak as she was, if not even more at the beginning of her first adventure proves that her acute physical prowess is dynamic.

So what is the extent of Ori’s ability to combat what lies in the hostile wilderness? On top of the valuable experience gathered from hiking through Nibel, Ori’s tactical enhancements in the sequel are the prime differentiating factor of the game, and where its source of inspiration I alluded to in the opening paragraph is most apparent. Let’s just say that the title of “Ori and the Will of the Wisps'' is a mirage. An honest title to Ori’s sequel is “Ori and the Hollow Knight.” Between the release of the two Ori games in 2015 and 2020, a dinky cobble of a studio in Australia surprisingly cemented its 2017 title Hollow Knight as what is quite possibly the zenith point of its genre. If the indie Metroidvania boom could be comparable to the classical period of music, Hollow Knight is clearly Wolfgang Amadeus Mozart, practically eclipsing the contributions of its equally worthy peers with sensational amounts of approbation, and (almost) rightfully so. I cannot cite whether or not Hollow Knight’s accolades had Moon Studios seething with palpable envy like Salieri, but Team Cherry’s gold-medal game evidently affected Will of the Wisps without question. Instead of using the projectile fireworks of the flickering light spirit Sein as a bodyguard, Ori will stumble upon the “spirit edge” for a more personal, manual method of offense. This sharp, glowing, icicle-like weapon is eerily similar to The Knight’s nail art, even if Ori flails this thing around with less rhythmic grace than Hollow Knight’s protagonist does with his weapon of choice. As the game progresses, Ori will acquire the familiar attributes that allowed her to unlock more of Nibel’s grounds by absorbing the light of the ancestral trees, and familiar moves like the spirit smash and the light burst are now selected through a weapon wheel and are assigned to a button. Even though the spirit edge is grouped in with the roulette of Ori’s secondary abilities, the combative dexterity and inherent inexhaustible energy as a melee weapon will guarantee that it will be used as routinely as the nail art. Sure, the similarities between the primary weapons of both games aren’t enough to decry acts of plagiarism. Still, other frequent elements in Will of the Wisps also conjured too many clear memories of Hollow Knight for comfort, so I insist that everyone keep the comparisons in mind. I even encourage a drinking game whenever close similarities arise throughout this review because I’m so confident of how commonplace they are (but drink responsibly).

This isn't to say that Will of the Wisps implemented all of its new features by peering over at Hollow Knight and taking notes. Plenty of elements newly introduced to Will of the Wisps are uniquely Ori, or at least they don’t readily remind me of something from another IP. For instance, the spirit smash move isn’t merely a rebranding of the downward bash from the previous game. Using this move in any other cardinal direction that isn’t south will see Ori fling what looks like a hefty mallet that inflicts a massive amount of damage to enemies. To hit a series of out-of-reach switches, Ori channels her inner Robin Hood and shoots a spirit arrow to activate them. The instances of using the spirit arrows for this purpose are surprisingly confined to one space, so the most utility of this tool will be used for those pesky airborne enemies. Ori can torpedo herself through and out of a body of water like a leaping dolphin with a “swim dash,” and the same practical move is extended to thick banks of sand with the “burrow” ability. Ori can coat herself in a traveling radius of light that protects her from being consumed by crushing darkness with “flash,” although how darkness can be so pitch black that it can kill someone is beyond me. Other skills can be purchased with the spirit light currency by the white-haired simian Opher, which include the “blaze” move that naturally engulfs enemies with flames and a sentry that serves as a surrogate attacker in Sein’s absence. The ability to breathe underwater is available to purchase here instead of gaining it through natural progression like in Blind Forest. I think this is an incorrect shift considering how essential it is to progress in some spots. Overall, the additions to Ori’s array of abilities are further proof that she’s no sitting duck anymore and that she’s got plenty of ways to protect herself.

On the surface, Niwen’s vast plains of untapped wilderness look to be about as formidable as Nibel’s forest. Will of the Wisps was developed through the same engine as Blind Forest, so the vivid, picturesque depiction of an arboreal setting fit for a prestigious gallery showcasing the finest of video game graphics is still retained here. To further instill a sense of perceived uncanniness, Niwen’s districts even reuse the level tropes seen in Blind Forest with such areas as the snowy mountain peak of Baur’s Reach mirroring the icy elevation of the Forlorn Ruins, and the blindingly dim catacombs of Mouldwood Depths practically serving as a deadlier version of the Black Root Burrows. One can argue that the Inkwater Marsh and Kwolok’s Hollow districts situated at the center of Niwen are appropriately moody and somewhat tranquil as starting areas. Still, I can’t help but be bothered by how similar they are to Nibel’s Sunken Glades and Hollow Grove in their geographical placement, tone, and general aesthetic. Because Ori’s areas are conceptually confined to natural, dendriform places, the developers discern the ones from their previous output with some clever new mechanics. For instance, Baur’s Reach doesn’t continue the anti-gravitational gimmick from the Forlorn Ruins, rather implementing an elemental contrast between frost and fire with the new properties of the light burst maneuver. Luma Pools expands upon the pristinely crisp waters of Thornfelt Swamp into an entire area, whose vibrant purplish-pink trees all around the perimeter resemble the Lorax’s wondrous landscape before it was corrupted by the Onceler’s capitalist endeavors. The aquatic land is so effervescent that bubbles consistently emerge from its sparkling waters, and Ori uses them as springy platforms to aid in her traversal of the area. Similarly, the grim, lugubrious Silent Woods looks as if it’s drowned a number of horses in its days (that’s a Neverending Story reference) in its murky, sludgy streams, and Ori will be another victim to their gripping depths if she doesn’t plant herself precisely on the buoyant bubbles that catapult her upward. Progression through these areas will automatically fill in step by step as the case was for Blind Forest, but the cardinal difference is how the entirety of the map is revealed before Ori explores 100% of it. Instead of stumbling upon a stone basin that vaguely resembles a save mechanism on the field, the missing patches of land that haven’t been cleared on the map yet are half-filled in by Ludo. This merry gentleman sells maps to Ori for a marginal price, and he’s found around the muddy corridors for every area of the game. Drink up, everyone, and if Ludo hummed a jaunty tune to signal his nearby presence, I’d make you all drink straight whiskey with no chaser.

The most unique of Niwen’s areas is the Wellspring Glades, a relaxed hub of sorts where the game’s NPCs reside to sell Ori their various wares. Dare I say, it’s similar to Dirtmouth from Hollow Knight (bottoms up)? Whether or not the comparisons are a fit once again, this treetop grove is an excellent respite area situated in a pocket of rare, glowing sunshine in Niwen. The temporary residents here in Wellspring Glades are all familiar faces seen all across Niwen’s spacious land. The nomadic Tokk leans on the bark of the area’s foundational support beam asking Ori to find esoteric areas of interest and lost items. The former cartographer would do it himself, but those days for the grizzled blue bird are behind him. The Final Fantasy mage-like Twillen is a purveyor of “shards,” enhancements to Ori’s skills with specific conditions that are assigned in the menu with a limited maximum (glug glug). A few NPCs use the fertile grounds of the glades to make Ori perform extraneous labor efforts. A common item called “gorlek ore” is given to a burly creature named Grom whose species shares the namesake of the material, and he uses it to build architectures around the hub to make it more hospitable. Turtle-bear hybrid creature Turley will plant seeds that Ori finds on the field to grow vegetation that makes higher reaches of the glades accessible. A nameless tribe of lemur-like Mokoi can also be spotted here, and they certainly make the hub friendlier because they’re so innocuous. Even though Niwen is a strange land that Ori is forced to excavate, this particular area makes this parallel forest homier thanks to the NPCs strewn about the locale.

Having a hub situated somewhere in Niwen is especially vital because Will of the Wisps is surprisingly more difficult than the previous games. I stated that one of the primary aspects of Blind Forest that made the overall experience somewhat lacking was the general ease of its difficulty, minus a few tense moments regarding platforming later in the game. While Will of the Wisps does not match the steep difficulty standard of that other Metroidvania game I keep comparing it to, stiff obstacles will occur more frequently throughout. Namely, the player might struggle a bit with this game’s bosses. Yes, another wish that Blind Forest didn’t quite deliver on has been fulfilled in its sequel, and the select few bosses across the game’s playtime are mighty foes with screen-spanning health bars. A giant wolf with the same shaded fur complexion as Kuro’s feathers will lull the player into the familiarity of a high-stakes chase until his health bar appears and Ori gets the chance to defend herself by smacking it in the face repeatedly. The giant Beetle Ori fights next starts without a misleading precedent, as Ori will jump over the ferocious armored bug to hit its vulnerable backside. Unlike Howl who was in a compromising position throughout his encounter, the varied attack patterns of the Beetle showcases that this game’s bosses need considerable patience and a slight awareness of each of their offensive actions against Ori (I guess that’s another shot). A methodical approach to defeating the bosses is especially crucial with Mora and Kwolok, two gigantic foes whose fights are the climactic peak of two of the game’s main quests. Mora’s status as a queen and mother spider should indicate her physical enormity, and the second phase of the poor possessed toad sage (who has the same voice as the narrator of both games, but supposedly isn’t) takes place underwater before Ori has the chance to purchase her gills from the merchant in the glades. I am not ashamed to admit that these bosses took me more than a minute to triumph over, as the developers have done such a fantastic job implementing their encounters that it’s hard to believe that this is the first time that these kinds of substantial duels have been factored into an Ori game.

However, they are only the requisite challenges that Will of the Wisps has implanted. Off the beaten paths of Niwen are optional challenges that Ori can humor for an extra amount of spirit light or another notch where an additional shard can be used. Earning more currency comes in the shape of spirit trials, where Ori races against a wispy doppelganger of herself to the basin where the trial was initially activated. Ori’s shadow has evidently practiced navigating through the tough terrain, so every victory against it sprinting to the goal will always come down to the wire. The other auxiliary challenge the game provides is the spirit shrines, which will lock Ori into defeating waves of assorted enemies in combat. Without Ori’s new ability to regenerate her health using energy (without placing a checkpoint like in the last game), these horde matches can amount to overwhelming tests of endurance. The game is practically compensating for Blind Forest’s breeziness at this point.

Even though the bosses in this game certainly stick out as memorable, threatening instances of improvement in Will of the Wisps, they ultimately stand aside as secondary pawns to the game’s primary antagonist Shriek. While Shriek is admittedly another dark purple bird of prey constantly looming over Ori, she is not a replica of Koru. We can immediately distinguish this from a design standpoint as Shriek’s body is supported by calcified exterior ligaments that Shriek uses to hoist herself into a walk position like a pair of stilts. She’s carried this strange affliction her entire life, which is what caused her to be shunned by the rest of the bird community she was born into. No wonder she’s now a menace that casts a blanket of tension overhead as she soars through Niwen’s skies. A section that highlights how harrowing Shriek is as a force of evil despite her handicap is a stealth section between the Silent Woods and the Windswept Wastes, annihilating Ori in a second if Ori is in her line of sight for too long. Shriek is a bird that has been scorned by her own kind, so it’s no wonder she harbors a grudge against all of Niwen’s denizens. It especially isn’t surprising that she literally stomps out Ku’s life (don’t worry, the screen fades to black as it’s happening) once she and Ori finally reconvene in the shady Silent Woods. An NPC laments that it’s unfair that the big and strong can prey on the meek and the pitiable, but the situation obviously stems from the storied history of dejection Shriek experienced as a young owl that looked exactly like Ku.

The titular wisps in the title refer to the main quest of retrieving three of them at Niwen’s different districts to restore the fractured Spirit Willow. Doing so will also erase the noxious decay that Niwen has been experiencing, which is so prevalent across the land that it’s affected even the prestigious sages. Mora was fortunate to have the effects of the decay smacked out her, but Kwolok wasn’t so lucky after the “stink spirit” wrapped him up in its infectious arms. The behemoth brown bear Baur who resides in the mountain range of his namesake was rather lucky, so the game resorts back to running away from Shriek as the pinnacle point of this section. Once the misplaced wisps are accounted for, Ori brings them to the cliffs of the Windswept Wastes to the entrance of the Willow’s End. The final section of Will of the Wisps resembles that of the erupting Mount Huro that finished off the first game. Ori is tasked with completing a series of platforming challenges that mainly involve a teleportation mechanic only utilized in the optional Midnight Burrows area to strike another stem of the whole pulpy, orange decay surrounding the core of the forest (chugalug). Seir, the spiritual embodiment of the great Willow’s lifeforce, is then snatched up by Shriek, finally giving Ori a chance to beat the blackened bird in a final boss that manages to be satisfyingly epic. To ensure that Ku is given another chance at life and that Niwen ceases atrophying, Ori has to merge with Seir to fully restore balance to this marvelous, beautiful land, meaning that her physical state as a nimble little nymph has to be sacrificed. Ultimately, she makes the right decision as Ku wakes up from her deep slumber to rejoin the custody of Gumo and Naru, as they make tributes to the new spirit willow that was once an integral member of their makeshift family. As tragic, intimidating, and fairly complex as Shriek is as the game’s antagonist, I’m not sure she’s really the focal point of the game’s story. Every point where she makes an appearance seems like a series of circumstantial conveniences made to complicate the plot, but the pervasiveness of the decay seems substantial enough of a conflict to carry the game’s narrative given the harrowing examples of its effects. Perhaps she could’ve been a stronger narrative force if her motives to specifically burden Ori were more defined like Kuro’s were.

It’s so thrilling to have your wishes granted. I wrote my review of Ori and the Blind Forest in early 2023 after its sequel had already been released, but it’s as if the developers read my review and decided to craft the next title in the series based on the critiques I gave. Ori and the Will of the Wisps is, by definition, a perfect sequel to Ori and the Blind Forest. Every single gripe I had feeling unfulfilled by Blind Forest’s pensions for subduing aspects of the Metroidvania gameplay for some odd, unclear reasons were totally amended here, regarding the titanic boss battles, Ori’s combat shrewdness, and competent evolution of the two game’s eponymous protagonist. However, what slightly deters me is that all of Ori’s improvements here is that a large quantity of them seem to be borrowed from Hollow Knight, a “if you can’t beat them, join them” type of scenario that makes me question Will of the Wisps true quality. In saying that, I now realize how much I compared the gameplay aspects of Hollow Knight to Dark Souls, and will emphasize this to humble Team Cherry’s magnum opus a bit. If I proposed a drinking game for every time something Soulsy came up in Hollow Knight, I'd be responsible for so many stomach pumpings. There is a classic quote from Picasso where he claims that good artists borrow and great artists steal, and if Hollow Knight’s attributes are what Ori and the Will of the Wisps needed to fill in the blanks to elevate it up to the high Metroidvania echelons, so be it.

Tuesday, February 6, 2024

To the Moon Review

 (Originally published to Glitchwave on 2/2/2024)













[Image from IMDb.com]


To the Moon

Developer: Freebird Games

Publisher: Freebird Games

Genre(s): Adventure

Platforms: PC

Release Date: November 1, 2011


The concept of a “tearjerker” is usually not associated with the medium of video games. In the realm of films, literature, and music, the tag is assigned to works that fit the bill either as a point of interest for those who want to expunge their emotions or a disclaimer if someone wants to keep their cheeks dry and cheery. Music is in a class of its own as the sonic art form tends to delve into one’s emotions more intimately no matter what the artist’s intentions were, or at least to a broader extent of the medium’s potential. For the narrative-focused mediums of film and literature, the writers must make a meticulous effort to direct their audience into flooding their living spaces with salty saline through the events of the story and the context of the character’s interactions. Since a large number of video games include traditional narratives with personable, dynamic characters, why isn’t anyone excited and or worried that one will cause them to be impacted by vulnerable feelings of overwhelming sadness? Well, video games had to evolve to achieve this sensation, as the earliest few eras of gaming were far too primitive to intermingle the narrative weight that would induce crying with the gameplay. That, and the inherent feeling that comes with playing games should be of elatement. After all, that is the primary objective of playing a game of any sort whether they be digital or not. However, video games possess a deeper layer of interactive complexities that games like hopscotch, gin and rummy, and all sports do not. Video games are art, goddammit, and one effective trait of fine art is the ability to make its audience cry. Emotional instances are known to pop up across a select few video games, but one game, in particular, was foretold to destroy the spirits of everyone who played it: indie developer Freebird Studio’s 2011 title To the Moon.

Already, the plot premise of To the Moon should slightly moisten the player’s eyes. An old man named John Wyles is lying on his deathbed, and his last wish before he passes into the eternal ether mirrors the fantasies expressed in early 20th-century cinema: a trip to the moon. Even in the fictitious realm of video games, there is no Make-A-Wish foundation for privileged senior citizens to fulfill such fanciful dying desires that only a handful of people on Earth have ever experienced. However, an organization called Sigmund Corp. can work around the expenses and general feasibility of this grand request by planting artificial experiences into the patient’s brain as they lie there comatose. Two doctors appointed by Sigmund Corp named Neil Watts and Eva Rosaline are on call to execute the mission by visiting John’s mansion and applying an apparatus to him while he lies in bed. Integrating these fake memories into John’s fading consciousness is quite the ordeal, so Neil and Eva must brew some coffee for the all-nighter they are about to undergo. As we speak, there should be at least a few choked-up throats upon reading what To the Moon’s narrative has to offer. The concept of death is an uncomfortable, bittersweet topic that will constantly nag us with feelings of dread throughout our time on Earth. The concept of death and dying is arguably the most universal human fear that crosses all cultural boundaries, even if the scattered earth civilizations have their interpretations of the inevitable. Because death and its implications are such a prevalent force while we are living, we do not need any context as to who John was as a human being to empathize with his critical condition.

To the Moon’s premise hardly sounds like something a triple-A studio would produce, so expect the game’s presentation to display the minimalistic trappings of an indie studio. Specifically, To the Moon was developed with RPG Maker, a computer program downloadable by the general public to craft their own RPG games. To the Moon isn’t working with a modest sum of resources: it’s something any schmuck with Windows 7 could’ve conjured up in one afternoon. In all fairness, despite how cheap and unprofessional the base software of To the Moon’s development sounds, the final product could still ultimately prove substantial if the developers know how to work around the constraints of a pail bucket budget. Besides, I’ve always stated that any modern game rendered in the pixelated past of the medium always possesses an endearing quality, and To the Moon is no exception. With the pixelated format the game works with, To the Moon’s graphics strike a balance between cherubic and sublime. The chibi characters in the foreground contrast with the often picturesque displays of the backgrounds. Look at the sight of the nearby lighthouse peaking over the cliffside where John’s mansion is located and you’ll understand the visual dichotomy I’m attempting to illustrate. It’s beautiful but carries a sense of melancholy. Like most indie titles from the 21st century that use pixels as a driving force of their artistic direction, To the Moon still looks crisper and cleaner than what the big boys of the industry were working on in the later years of the previous century. It’s telling how far the medium has progressed when a program as accessible as this one outperforms anything made with an enormous budget only two decades prior.

Despite the name of the software that To the Moon was created in, the game is not an RPG of any sort. Our two protagonists fight a squirrel on the rocky road up to John’s house in a turn-based format, but this is a one-time snarky, ironic joke to throw off the expected precedent. No, the developers figured the tasteful way to gamify a story where an old man meets his timely demise is to render it into a point-and-click adventure title. With the conjoined Inception-esque apparatus, Neil and Eva can fully access every memory and experience from John’s storied life, or at least how John recalls them. Their objective is to redirect the course of John’s life through their minor alterations, simply by subtly or unsubtly passing the idea to visit the moon while he still had time. Neil and Eva know that timeliness is essential considering the host of the simulation could perish at any moment, so their first attempt is to grab him a few months before he’s bedridden to relay the idea. Unfortunately for them, John’s twilight years were rather occupied with other worries, such as aiding his dearly departed wife River when she was in hospice and how to feasibly move a grand piano up and down a flight of stairs. John is too long in the tooth to be considering the improbable goal of space travel, so Neil and Eva are forced to delve further into John’s past to find him at a more impressionable age. The rewinding process through John’s life is how the game implements the interactive point-and-click elements. To dig deeper into the strata of John’s life, Neil and Eva must find a memento whose resonance will serve as a portal to an earlier memory. Commonly used mementos include a bag that John carried around and a stuffed platypus plush owned by River. To activate the memento, Neil and Eva must find five pieces of contextual evidence behind the memento found in the same scene, usually after the conversational section between John and another person is finished. Oftentimes, the substance behind the gameplay in a point-and-click adventure is solving puzzles to progress, giving the player a hint of interactivity that will keep them engaged. To the Moon offers something in the same vein, but it's far too elementary. The five pieces of context needed for the memento are hidden in plain sight, and the area where they are all located is confined enough that finding all of them will most likely take a few minutes at most. When the five pieces are all assembled at the chosen memento, the player is transported to a puzzle section where they must align a picture by a 5X5 grid. This simple task will also prove to be quick and easy, as there is no time limit and no penalties for accidentally making the image less coherent. I always worry when narrative-focused video games sacrifice gameplay to fortify the story, and To the Moon is another example that will continue this concern.

Alright, so if To the Moon’s gameplay is effortless so as to not distract from the foreground of the narrative, certainly the game compensates with solid characters that drive the story’s intrigue. John, for example, has circled around the sun enough times to have experienced plenty of amazement and hardships, so traveling down the rabbit hole that is his entire life should ideally be interesting, right? Actually, John’s life is realistically mundane. In fact, the man led a pretty insular life with the same people. He married his high school girlfriend, proceeded to stay acquainted with his best friend Nick into adulthood, and has been kept company by his caretaker Lily, and her two children after his wife passed into old age. Upon exploring John’s past, it seems as if his wife, River, is the fascinating one by comparison as we learn about her diagnosis of Asperger's and how it correlates to why she obsessively makes origami bunnies that are strewn all over John’s basement. We never know what John’s former occupation was and how he could afford a countryside estate that overlooks a lighthouse. Whatever it was, I’m sure it was incredibly boring. It isn’t until Neil and Eva have to connect the bridge of John’s past to his early childhood that we discover that John’s existence hasn’t always been so spotless. For some reason, the time before John’s teenage years is obscured in a hazy shield of blankness, for his time-consuming beta blockers in the military (which is only explained through exposition and not experienced firsthand) have blocked it from view. After forcibly pushing past the impediment, we learn that John is suffering the trauma of losing his twin brother Joey in a pedestrian car accident when they were still in grade school. To retain some semblance of Joey’s presence on this earth, John subconsciously adopted all of his quirks such as his adoration for pickled olives. He also gained Joey’s fondness for the Animorphs books series, which means that this old geezer is a decrepit millennial, and the modern-day in this game is in the later decades of the 21st century. Thanks for making your target demographic (me) fret over their mortality, guys. Uncovering the pinnacle turning point in John’s life that shaped his present-day demeanor suddenly makes us invested in him and adds some spice to the humdrum future events we’ve already witnessed.

Where To the Moon has characters who have the personalities of a wet sock, the game also features those on the other end of the spectrum who are a bit much. Neil Watts, the male half of the Sigmund Corp duo, is…how do I put this nicely? He’s a real prick. He’s impatient, obnoxious, rude, and treats the job he’s doing with such callousness that it is practically offensive. In sensitive fields such as the one he specializes in, it’s understood that one has to harden their heart to deal with the heaviness of death. Still, Neil presents himself with such aloofness that he comes off as a clod. The game is somewhat aware of Neil’s flawed personality through his dynamic with Eva, the straight (wo)man on the job. She constantly reprimands Neil for his buffoonery not playfully as a couple with brewing sexual tension or as a younger brother, but as a colleague who is wearing her patience thin. She has no hang-ups about announcing that Neil cheated to gain the position he’s in or insulting him right to his face. Mulder and Scully, these two aint, only because the Mulder here is an absolute cretin. Is Neil intended to be the comic relief? He certainly isn’t the rock of the protagonist duo keeping things together, so I suppose the developers intended to be the sportive source in a game revolving around heavy subject matter. Still, there isn’t anything funny about constant pop culture references or acting like an immature child when prompted to perform the most menial of tasks. Neil strays too far with his clown persona that it creates tone issues for To the Moon.

I was fully ready to rant about how To the Moon did not deliver on its promise of an emotionally impactful experience all because of Neil’s shenanigans until the end when the game managed to save itself. Reaching back into John’s earliest memories at a carnival where he meets River for the first time as a little child. When River expresses curiosity about the stars and the moon when she’s gazing up at the night sky with John, an alarming realization hits our protagonists like a ton of bricks. The reason why they’ve been having difficulties directing John towards his dying wish is that it was never his wish to begin with: it was River’s final wish that he was fulfilling for her. When our protagonists finally understand John’s motive, a conflict in ethics arises in the decision to erase River from John’s memory. By some miracle, I found myself agreeing with Neil’s stance to let things be and leave the misguided man’s memories alone, while Eva continues to press that it should be done for the sake of the mission like a cold-hearted bureaucrat. I couldn’t believe I was siding with the fuckhead that had been pissing me off to no end for the past few hours, as I shared his devastation when River had vanished from John’s high school days in the blink of an eye. Because John never went on that first date with River, this leads him through a “George Constanza abstinence directive” where he focuses on his studies to become an astronaut now that the possibility of having sex is gone. Once he succeeds and NASA gives him a grand tour of their facility, another recruit named River is there to join him on their mission to tour the moon. Also, this time alteration saves his brother, Joey, somehow. In the ideal timeline that Eva created, he marries his true love after their time spent living their wildest dreams. However, the player does not witness their moon expedition firsthand, for John in the real world flat lines and fades to black. John is buried alongside River next to the lighthouse, and Neil and Eva are given another call for a new patient. By the skin of its teeth, To the Moon yanks out an ending that sincerely tugged at my heartstrings.

I’m not going to be okay for a while now, and To the Moon is to blame. For the longest time while playing To the Moon, I was skeptical of its potency to turn on the waterworks as I had anticipated. Sure, the inherent plot of the game was sad enough to support it initially, but the impact became muddled in too much quippy dialogue from a certain character who almost ruined it entirely. With great patience, I pulled through and experienced the game pulling a buzzer-beater of an ending that made me forget about all that annoyed me beforehand, climaxing the intricate story superbly in something effectively heartwarming. Are the game’s characters a lot to be desired? Without a doubt. Is the gameplay so simple that a chimpanzee could do it? Absolutely. Is everything wrapped up in a package that is perhaps a little too contrived and convenient? You betcha. Still, the gaming medium needs games like To the Moon to prove its narrative potential.

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While I'm at it, the story here is better than Inception. There's your hot take for the day.

Super Smash Bros. for Wii U Review

 (Originally published to Glitchwave on 4/27/2024) [Image from igdb.com ] Super Smash Bros. for Wii U Developer: Sora, Bandai Namco Publishe...