viernes, 21 de junio de 2024

Mighty Jill Off

Before you start reading, this game includes BDSM content, meaning it's not suitable for all audiences. ♥

These days, the game Mighty Jill Off has blown up in niche twitter spaces. I've visited some of Anna Anthropy's work before, but never got around to play this silly and kinky homage to Mighty Bomb Jack until now. I keep telling myself I'm not a big fan of platform games, and then have the most fun time of my life when playing one... especially when it's as good as this one. 

MJO's argument is as convoluted as your average platformer: not much (KEYWORD AVERAGE!! I'm absolutely generalizing - I'm not forgetting about wonders like Hollow Knight, for example...!). You play as Jill, a sub that gets kicked off a tower after licking her dom's (who is canonically trans!) boot. And of course, you have to help her climb back up to get back to her and let the process repeat itself. As Camus once said, one must imagine Sisyphus being a submissive lesbian, or something like that. This plot works perfectly and is automatically endearing, which I'd like to applaud considering how tough it is to make a simple thing do the trick or stand out. 

You can play it in one sitting, the graphics are old-school, and so are the controls (moving, jumping, and hovering by smashing the 'jump' button. R.I.P to my left hand's tendons :p) and music. We must face a variety of challenges I'd say don't get repetitive despite facing three types of classic enemies only.

It's not an easy platformer, which doesn't mean it's not fun, which, at the same time, doesn't mean it's not aggravating...

It's not hard to tell that the Master and Slave theme in the game doesn't only refer to the story. I'm sure most, if not all of us have called a gaming experience "masochistic": sometimes we could be referring to games we didn't like and dropped, yet, in most cases, we're probably talking about titles we've beat and actually enjoyed. Mighty Jill Off  doesn't feel entirely punishing for no reason. Everything is doable and just the right amount of exasperating for it to be stimulating, for us to feel the dev's benevolence despite how frustrated we might be, and to make us want to keep going, just like in any proper Sadist/Masochist dynamic. This could sound too far-fetched, but knowing the creator (and looking at what we're playing), I'd say it's fair to take this smart and playful metaphor into consideration.

On another note, the character design is veeery good! Even if we don't see an unpixelated Jill or the queen all that much, the illustrations featuring them at both the beginning and end of the adventure really let you appreciate their looks (on top of being gorgeous!!) The shape language is top here! So is the clothing/gear!

Additionally, it's always great when older stuff gets a sudden wave of recognition. How amazing is it to read through a 2008 game's itch.io page and not only find comments posted a couple hours ago, but seeing that some are answers from Anna herself? It excites me to think about how enjoyable things will always remain enjoyable. Fills me up with joy for old and new fans, and creators.

Bye-bye! And happy pride month! (๑>؂•̀๑)

sábado, 4 de noviembre de 2023

The Legend of Zelda: Tears of the Kingdom

Before you start reading, I’d like to mention this entry will contain spoilers. Thank you! (•‿•)

Hello everyone! Can't believe I haven't posted since may. Life has been exciting, busy, and also complicated at times. I've now started my first year of uni and feel thrilled about it. Seeing myself so close to professionally doing what I love the most feels amazing. I think Script is my favorite subject so far, and, although I constantly struggle with Blender (´∀`;), I'm finding CGI Principles super interesting. Anyways, I finished TOTK in June! It took me about a month to do so, and I had the time of my life. Enjoy this entry I started at the beginning of summer and only finished polishing now hehe!

The The Legend of Zelda series is one of those things I love so, so much it makes my heart physically ache. It fills it to the point where it makes my chest feel a little tight, and I’m left not knowing whether I should cry, smile, or explode with nothing but adoration. 

This, ladies and gentlemen (and others), is the first Zelda game I’ve gotten to try since the day it came out! I pre-ordered it, received a notification on May 12th that it was ready for me to pick up, and I went and took it -and a lovely collector’s coin- home. And I played it. This is incredibly important to me, as a Zelda fan, sure, but as a person, too!

Some time ago, I told my friends about how I would like to experience BOTW for the first time again, which I believe is a very common feeling with multiple things. However, it wasn’t fully true in my case, considering how overwhelmed I felt when I got to put my hands on it in 2020. I wasn’t used to playing on my switch, and I slowly had to learn to take the open world easily. Still, it quickly became one of my favorite Zelda adventures after I got the hang of it, so what I really meant to say was something like “I wish I could experience BOTW for the first time again, inquisitively, maybe even feeling a bit uneasy, but at least not completely terrified”. This is what Tears of the Kingdom has felt like to me, while also being a game of its own, and I will always be thankful for it. Having said this, let's dig in a little deeper!

A new experience

We thought getting a new, formidable experience would be hard after the game’s predecessor. I think I speak for a lot of people when I say it’s only fair to consider that the joke’s on us. Nintendo started TOTK with what I referred to as the “hardest videogame opening on fucking earth” as soon as I finished playing/watching it, which took WAY longer than it should have because I kept pausing it to stand up and breathe in and out and tell everyone I could think of how hard the environment building went, how sweet Zelda’s and Link’s interactions were (when he holds the torch for her? come onnnn), what a RAISE whoever composed the progressive ambience music deserved, and how I had just seen one of the coolest villain “first” appearances ever.

Waking up in a beautiful, unexplored sky island with nothing but a decayed Master Sword and a VERY vague idea of what’s been going on during God knows how long you’ve been asleep this time hit really close to home, but there was something refreshing about it all. You have done this before, but you’re also new here, and you’re lost and need some guidance. This is what I was talking about at the beginning of this entry. And it’s a wonder that, even when you actually descend to a land you know like the palm of your hand, you feel like there’s so much to do and no time to lose, instead of an “are we really doing all this again?” kind of dread. I had a lot of fun re-exploring Hyrule and all the new additions to the surface!

Overall ambience

Tears of the Kingdom comes with a magnificent spiritual vibe to it I resonate a lot with. I just kept thinking about it the more I played. The lost technology look they went for in BOTW was amazing and exactly what the game needed, and even though I wish sheikah tech hadn't fully vanished in TOTK, we're compensated with a very special anciently divine aesthetic. It reminded me a lot of that of the twili (which excited me a lot considering how visually beautiful Twilight Princess is), only lighter. They managed to present us a struggling Hyrule without completely breaking the characteristic liveliness of its landscaping these last two games, without forgetting to emphasize tons of eerie elements.

I have always been an avid defender of BOTW: it received tons of love, of course! But I’ve also seen many takes on it I just couldn’t disagree with more. I’m always incredibly up for critiques, but, aside from being stubborn, those sharing them usually handled their opinions in a very condescending “I am an elder gamer” way, so it was hard for me to sympathize with their points of view. One of the most known complaints was that it wasn’t creepy enough. As if every Zelda we’ve gotten was equally dark as the others, I always thought to myself. And still, it felt like things like the blood moons and the malice, or some minor ones like Malanya (my bizarre love), amongst others, even if they didn’t stop the overall environment from being lighthearted, were being tremendously overlooked. Coming from someone who has always leaned towards the spooky side of the series. 

Having said this, I feel like, as I already said, they handled TOTK wonderfully. It's no secret that the developers went insane and gave us THREE map layers, but what's great and important about them is how different they feel from one another. 

The sky islands have their challenges and enemies, sure, but the peace they give off is hard to match (I wish we had gotten more of them considering how the upheaval is so directly crucial to the story, though!). The surface makes exploration less overwhelming by letting us move through a map we already know, while still adding changes ranging from the smallest of details to intricate cave systems, which have become one of my favorite places to move around: having no maps for them is so thrilling to me! And finally, the depths. I can think of maybe two things at BEST that made my heart sink deep into my stomach as hard as descending into the underworld for the first time did. The loud, wailing horn unforeseenly breaking any feeling of ease is easily one of the smartest, most direct ways to introduce a territory so unexpected and other-worldly. And HERE is where I wanted to get. 

We didn't know about the existence of this area until the game dropped. We heard and saw a lot about the renewed Hyrule and the brand-new floating territory, but there was no person on earth waiting for something like the depths, much less all the horrors they would contain. I particularly adored the bargainer statues and think the art direction team did a remarkable job with all the cool-toned exotic flora that decorated the space. It felt like you couldn't even trust a simple tree (although who would trust a tree now that we have evermeans?).

And yet the world is brilliantly cohesive: you will never forget about the other two layers when you're focusing on one. We see this in everyday-exploring when paying attention to the layout of the depths, be it for the water on the surface functioning as underground limits, the abandoned mines we can find under villages or even the subterranean volcanic activity heating up our hot springs; walking around and finding green sceneries broken by an ominous chasm; or completing the labyrinths (which I very much encourage everyone to do) and jumping from the highest of highs directly into a hole in the ground. And this is how outstandingly good they handled the inclusion of different elements in the game: dividing them into separate sections but not letting you ignore their presence regardless of where you were or what you were doing. Focusing the main story and quest on something macabre, much more macabre than what we had seen in BOTW while not getting rid of the calm parts of the game. Essentially perfectly balancing out dark and light. 

And I HAVE to say, if you want darker, go replay Twilight Princess, or actually pay closer attention to the plot and additions of this one. Enjoy things! (°ー°〃)

Comebacks and additions

One of my favorite things about TOTK was the way they took the new concepts that had already been presented (in a very lowkey way, now looking in retrospective) only to deepen their importance and screentime. It's true that TOTK often failed to feel like a sequel because of how often it would dismiss the importance of acknowledging the events of its prequel, like some "important" NPCs not remembering us, or the unexplained vanishing of previous shrines or towers. So it's nice to see that Nintendo didn't fully discard what they had created, and instead chose to give us some fun stuff, like the continued existence of mystical animals, or the revival of the Yiga!!! I AM THEIR BIGGEST FAN!!!

It's also really exciting that we got to see elements from older titles. It's no secret that BOTW already constantly referenced previous videogames in the series, but TOTK's revamping of classics was really exciting. I have to say my favorite reappearance were the Gibdos. I just love Gibdos. I always have. I freaked out so much when I first *thought* I had seen them in one of the cutscenes. Their new insectish design goes hard as fuck. I'm really grateful they're related to Gerudo's phenomena and temple, which were the ones I loved the most. I won't really be getting into them separately but I do want to say I really, really like how they managed to mix the divine beasts feeling and classic dungeons for TOTK. I was hoping for stuff a bit more challenging, but they gave us such stunning and heterogeneous concepts that paid homage to previous games so greatly I can't even complain.  All of them working with the terminal dynamic but having immensely different designs this time, bosses included, kept me curious and hooked. Rito and Zora temples felt newer, while Goron and Gerudo ones brought me back in time because of their mechanics. 

“I don’t think I was supposed to do that… but it worked!”

From building simple bikes to attacking villages with Troy horses, the whole "build whatever you please" addition was INSANE. Coming from someone who didn't even abuse it that much, which I consider great, too, and I mean how it implements yet another way of playing the game, giving the player an even wider selection of ways to approach and play an already so open game. 

I don't have many things to say about this other than hats off to Nintendo (sigh, I know) for coming up with such a crazy variety of devices for us to mess around with COMBINED with all the new stuff we could do with Link's abilities. My favorite one is ascend because I thought Link looked very cute in the little animation that popped up everytime I used it, despite it also being the one that re-wired my normal human brain into a maniac that had to constantly remind himself that no, it is not possible to go through the ceiling in real life. 

With how amazing the entirety of the game is mechanic-wise, it makes you wonder if they made the sages deeply stupid on purpose. Particularly Sidon, seriously, that man was NEVER there when I needed him. Jesus Christ.

The ending

Getting to Ganondorf was a journey filled with nothing but epicity. The depths felt especially fleshy and cold and lonely. The enemies we face are completely doable, but the thrill of the moment is still to die for. My heart was beating HARD the entire time.

I think Link having a network of friends and people he can rely on is really sweet and important. It's more than stated that he and almost everyone around him ends up leaving it all up to him, which I understand is normal considering he's a hero, but one can always use a little support. That's why I love when we get companions and get to fight as part of a team in specific parts of battles.

The final battle itself, though, was perfect. It felt intimate, and it very much respected the "rules of a three staged boss", with a first phase that initiates everything, sets the mood and prepares you for the second, most complicated one (the health bar thing scared me shitless), and finally ends with the easiest but most beautiful stage out of all three. Out of all stages of all bosses of all videogames in this case. Calling it beautiful is a severe understatement, both emotional and graphically. 

I know some people found the ending plain, but it's not an opinion I can resonate with. I think the idea is lovely and I spent the entire time hysterically crying. However, I won't deny that Zelda coming back to us as we knew her felt a little rushed, and if I coldly think about it, I would have liked a more deeply detailed explanation as to why what happened happened. Looking back at it, it also disappointed me that Link got his regular arm back, and it would have been lovely to see Zelda keep some dragonesque features. I guess I'm not a fan of starting over with a clean slate after adventures so emotional and meaningful. And still...


Long live Zelink! Romantically! Platonically! I don't care! It doesn't matter! They're soulmates and that's what's so beautiful about them! They will always have each other's back! They're bound by destiny and they're bound to feel nothing but love and respect for each other! Of course they were going to find each other, they did them so much justice in that sense, I think. :) 

Some more notes

I don’t want to be fully blinded by love, because there *are* some things I would like to get off my chest. It’s important to acknowledge whatever flaws even your favorites might have, in my opinion. It might actually make you love them more :)

Even if I consider the story to be incredibly beautiful, I have to criticize the storytelling. Not that it was hard to understand, because the memories system we already worked with years ago is really effective in my eyes, but non-full-linearity for main quests didn't feel like the best choice for the tale being presented to us. I wish some things were only available for us to complete after getting clearing others. My main issue is especially the last dragon tear, which I went for as soon as I visited all the previous ones early game. It made the entire Find Princess Zelda mission feel a bit less intense, because it only made it more obvious that the Zelda everyone had been seeing was not the real deal. I don't think it's a HUGE mistake (I wouldn't even call it one in the first place), because, by the looks of it, Link's weak point is Zelda, and it makes sense he would still go after her when he's already aware of what really happened, be it out of pure denial or hopefulness. So, again, this wasn't a disappointment or anything, I just wish the order what we see and do as the main story was a little more rigid, while still giving us freedom in choosing what region we visit first, for example. 

I would have also liked to see Link being a bit more expressive in cutscenes. I think his stoicism sometimes turned into hieratism, taking into account that we know he's a Link full of personality, as we can see ingame during certain interactions with characters and our surroundings. It wouldn't break his character to maybe have him frown a bit more strongly, or smile* a little, like we have seen in previous games without it ever messing up his characteristic "blankness" for the player to project onto.

*Check this out if you have finished the game, tho! :)

IN NO WAY does this mean I don't like this Link. In fact, I very much love the Hero of the Wild, and I appreciate every little thing they DID add in both titles to make him feel like, well, him. I even wrote a (very incomplete) list of little details I noticed while playing Breath of the Wild years ago, which I will always find cute.

Something I already appreciated in the previous game that TOTK only enhanced, is how he's always acknowledged as a nice boy, a short boy, a pretty boy. People comment on his traits, they notice him for all these things that have nothing to do with being the hero of their land, which feels like a breath of fresh air, like we're more than just Hyrule's last hope, like we can just be the generous person who's willing to bring some rice to a lady that finds us cute, rebuild a village or help out a musical troupe just for the sake of it. This might be a bit over-the-top emotional, but again this is the person who takes off all of Link's equipment and puts him to sleep calmly after preparing warm milk for him writing. I just love him that much. You give me chances I didn't have before and I'm gonna make good use of them.

Finally, I would like to add that I can’t think of another series that motivates me so much to live my life. Go out, let my hair grow, cook, AND eat what I cook, enjoy the mundane… those are all things I’ve always loved and sometimes lost in sadness. It’s nothing other than marvelous to have something to rely on in times of need. 

Thank you for reading all of this. I think I'm much better at randomly rambling than at trying to write a single thing down, mainly because of how many thoughts I have about everything. Keeping things brief becomes nearly impossible to me when it comes to a series I love so much, so I highly encourage you to watch or read some essays about specific parts of the game, and to stick around here to see if I ever decide to make some myself!

See you soon, and happy gaming! I've been having so much fun aiming for 100% completion! 
Bye! ヾ(๑╹ヮ╹๑)ノ

Ps: I didn't really find the right spot to mention this while I wrote, but you should totally check this awesome article out. It's about trans discovery and joy related to Link. I think it's very much worth the read and it conveys a lot of thoughts and feelings I wouldn't really know how to put into words myself, it made me very emotional to read it when it first came out. :)

jueves, 25 de mayo de 2023

Therapy with Dr. Albert Krueger

Done with class! Woohoo! Finals are in about a week and a half and then I’m free at last! It’s gonna be a busy summer, but I intend to spend a big part of my free time trying videogames out. I hope everyone’s enjoying Tears of the Kingdom, by the way! I personally can’t wait to write about it. All this mixed with the news about Revenant Hill and MGS 3’s remake is making me crazy. Anyways:

Therapy with Dr. Albert Krueger! A short, light horror visual novel I found on itch.io and played, loved, and recommended about nine months ago. And of course I had to revisit it for the blog.

You play as Taylor Lee, and find yourself in a session of “Dream Therapy” you didn’t really sign up for. This is where you meet Dr. Albert Krueger, who will be in charge of you during your appointment for the next… 30 minutes of gameplay or so (unless you decide to play all three available endings -which I profusely recommend you do in one sitting-, then you’re stuck with him for a little longer…).

A mixture of surreal "what-the-fuck-is-happening-comedy", bizarre horror elements, everyone's childhood games painted as cutting edge psychotherapy, and well built-up jumpscares, tied together by what I would consider to be a solid and good-looking high contrast aesthetic. Pink and blue palettes remain unmatched!  Dialogues are also very fun and the two characters we meet form one of those super amusing cynical/extravagant duos. You surely are in for an entertaining time with this game.

The creator has more stuff on their page, and from what I've read it sounds like their stories have some interesting lore. I think at least one of them is part of the universe Therapy with Dr. Albert Krueger takes place in! I'm not fully sure, though... I'll see if I check them out at some point!

 Baiii!٩(^ᴗ^)۶ 

martes, 11 de abril de 2023

Coffin Counseling

Hai! These days, during easter break, I've had an itch for something short and lighthearted. Browsing itch.io as I usually do I reencountered Coffin Counseling by rose engine! I wrote a paragraph about it on Instagram some months ago when I first played it because I found it so, so cute it made me want to revisit my reviewer roots (I used to share half-assed ratings on the internet) (like now but i was even younger so IMAGINE!). Actually, I don't know if I could consider this a bit of a stretch, but it might have been one of the things that triggered the birth of this log!

Anyways, when I first talked about the game, I described it as cute and playful. You have to help out all kinds of creatures living in Dracula's castle, as well as the vampire himself (since he ate his last therapist). The dialogues made me laugh a couple times, and the style and designs are very particular for a game this "simple" and short! It also features really cool mechanics like reverse gravity. 

There's this constant mixing of terrifying beings with the ridiculousness of them facing what seem like very trivial problems in a serious way, like, some skeleton worrying about lacking calcium. Great stuff.

Consider spending some minutes of your time on this! 

Babai!٩(^ᴗ^)۶

domingo, 9 de abril de 2023

What Remains of Edith Finch

Hello internet! I'm very excited to post my first blog entry here ehehe :) 

I just finished playing What Remains of Edith Finch, a game developed by Giant Sparrow and published by Annapurna Interactive in 2017. It was a recommendation from my best friend Onyx, an inveterate gamer and someone who always knows what I could enjoy. Expect to see her name more times in my game log! 

It took me around three hours to finish without rushing in any way (I actually paid close attention to detail and took my time with some of the scenes involving more interaction :3).

In this amazing walking simulator, you explore the immense house of the Finches through Edith's eyes, the only member of the family that still lives, with the intention of discovering the many secrets about your bloodline that have been kept from you. 

It's an incredibly immersive experience from the very beginning, which I can't say about a lot of things, even if I'm not hard to please at all! It's true that the POV being first person makes it easier for the player to feel as if they were the one inside the screen, but I think that there's a bit more to it in this game's case. Something that wrapped everything together in a very simple way was how the text for the protagonist's internal dialogue was displayed. Instead of using any sort of bubble, every subtitle just merges and interacts with your surroundings. This has been done before, but it definitely hasn't been overused, and it adds an incredible dynamism to whatever you're telling. 

I'd call it a very special game in terms of storytelling. As I previously mentioned, you're visiting your old house in hopes of learning the truth about aspects of your family you didn't know before, specifically, the causes of the almost always premature, unnatural deaths that have made the world think you hold some generational curse. You find these stories out through numerous letters, poems, pictures, and such. They're always accompanied by interactive scenes that help you picture what you're reading. Each of those is different from the others, not only element-wise, but when it comes to mechanics as well. There's a positively big amount of heterogeneity without ever losing the main essence of the game!

Adding to this big amount of variety in the game, it's worth mentioning how nothing is explained to you straightforwardly, which hooks you even more imo! Some cases are very obvious, but some others leave some more room for interpretation since they rely on (absolutely outstanding) metaphors and analogies I can only describe as beautifully genius. 
The concept of the story sounds like it could lead into something macabre or depressing, but truth be told, the message the game sends is quite reassuring, and the atmosphere always feels familiar, comforting, or even cozy. Kudos to the developers for creating a house that feels so, so alive, even after being inhabited for years, and for paying such attention to details in design and decoration.

I would also like to say that there's an aspect of the game that screams magic realism, and it gave me this feeling of déjà vu as well as reminding me of Life Is Strange big time. An absolutely clear case of "if you like this game, you should definitely try this other one!". Goes both ways :)

In conclusion, I had a lot of fun playing this today. It was a very emotional experience that let me get lost in its narrative for a couple hours. I personally think it's wayyy better to go in as blind as possible, but I'll leave a couple screenshots I took just in case visual stuff is what you need for something to fully catch your attention! :)





Ps: loved the Indian rep! Also, the flowers you see in the first picture of the post are calla lilies. They represent rebirth and new opportunities in many cultures. Thought this was a cool detail to share :)

Bye!٩(^ᴗ^)۶