There is no better way to know death than to link it with some licentious image.
It’s very much standing on the shoulders of Chrono Trigger, but in such an intelligent way that it ends up being the better game. Objectively (gameplay, art, direction, music, and writing are all much more ambitious in scope while remaining firmly rooted in the tradition of retro turn based RPGs) and subjectively (we got pretty emotional at some points and laughed pretty hard a few times, always stayed invested in the story) it’s just a better game than CT, which is something I simply never expected to say about a new game.
I’ve also been playing a lot of Noita, but haven’t beaten it.
We don’t really teach appreciation of art enough. People unabashedly “hate watch” shows or go out to see blatant cash grabs in theatre, and buy games they don’t enjoy…
I’ve had arguments with friends who defend shows they admit have no redeeming value, and are only watching it because there’s a lot of it. Like there’s a hole in them that can only be filled with sufficient volumes of content. I can’t even talk to them anymore.
Art is in a way the study of choice. To simply make things without meaning anything by them, without doing anything on purpose except to make money, to me is little more than cheap nihilism - without adding to the conversation in the way that considered nihilism can.
A few game makers actually do contribute to the conversation of games as art, following on what came before and enriching us with new ideas. Those few should be followed closely and supported, when you find them.
Plus, the actual creatives aren’t gone just because their studio stopped making games, they usually keep working in some other role. It’s hardly ideal, but it’s wrong to frame this as a loss of their future contributions.
To equivocate a little, a great team is bottled lightning and having them disbanded because of market dynamics is a loss.
I should have said more, for once. I meant simulation more to describe the Bethesda house style, which seems to be this idea that having apples that can roll around on a table or whatever is immersive and engaging enough that you don’t need Michael Kirkbride hanging around putting weird metaphysical shit all over the place, actually. I wasn’t saying they were good at it, only that it appears to be what they think.
When Elder Scrolls had a character sheet, you designated specific skills that would contribute to leveling. Stealth archers were only as common as the people who preferred that play style.
Archery did kinda suck in ES3 though. Point being, incidental play didn’t sabotage your character authorship. Character sheets are great.
I agree. It does seem like media literacy vis a vis video games is not as generally strong as it ought to be, and if people did have a deeper understanding of game design, art, and writing in general even a brief look at gameplay would be enough for most people to make up their minds. If you have an even somewhat strong understanding of games I think it’s not too hard to sense at a glance how the game you’re seeing is trying to contribute to the conversation in game development. Between that, weighted reviews, and even the thumbs up or down from one familiar reviewer is usually enough for me to tell if I will get my money’s worth. I almost can’t remember the last time I bought a game on this basis and wasn’t happy - it was Nier: Automata actually, and that was basically because I didn’t like the feel of the combat, which is hard to spot. Didn’t even get to all the bleak philosophy stuff I was looking forward to, I just bounced off it hard.
In August 2023, Todd Howard described his intent behind The Elder Scrolls VI as wanting to make “the ultimate fantasy-world simulator”,
That’s when you should have known. TES is at heart a novelistic series that is owned by a studio whose entire style is now “short term crafting and gameplay loops occurring within a physics simulation”.
The trick is that if you made a good game, then in ten years idiots will point to your highly political game as being from the time when games weren’t woke.