Clair Obscur: Expedition 33; A Love Letter to JRPGs

Clair Obscur: Expedition 33 has been on everyone’s radar at least once since its release. You must be living under a rock if you haven’t heard of Expedition 33 yet. It’s a good game, it won Game of the Year 2025, I’m not here to argue that it’s not. Having recently finished my first playthrough, I’d like to discuss what I liked about the game and what I didn’t. It’s no secret that the game took inspiration from JRPGs such as Final Fantasy. But by God, I felt like I was experiencing the original Final Fantasy VII for the first time again. 

Background

Clair Obscur: Expedition 33 was developed by Sandfall Interactive and released in 2025. The idea for Expedition 33 began in 2019 as a passion project from Ubisoft employee, Guillaume Broche. Guillaume sought to make a demo, contacting a group of developers he already knew, and looked for voice actors via the now iconic Reddit post. Wanting to focus on the project full-time, Guillaume left Ubisoft and formed Sandfall Interactive, kicking off the team with only five other people (which would soon grow to a team of around thirty people and more helping from the outside). 

As stated earlier, Expedition 33 took inspiration from older games in the Final Fantasy franchise, specifically stated to be VIII, IX, & X. Sandfall wanted to create a high-quality turn-based RPG. A genre that they felt was ignored by larger developers in this day. Aside from Final Fantasy, the game also drew inspiration from the Persona series and Sekiro: Shadows Die Twice for its parrying mechanics. 

Story

Every year, the ever-present Paintress counts down on her monolith. And every year, people who share their age with, or are older than, the number on the monolith are erased from existence. This has been the normal for the past 67 years in the city of Lumiere. But Lumiere does not just accept their fate. The Expeditions were formed to take the fight to the Paintress. To stop her from counting down further and prevent further lives from ending prematurely. Today, Expedition 33 begins their mission. 

Gameplay

Clair Obscur: Expedition 33 is a turn-based RPG. I do not like turn-based RPGs. Sure, I played Pokemon as a kid and loved the series, but I just cannot go back to these games now. It’s hard to find enjoyment in battles when you are just taking turns hitting each other and watching an HP bar slowly whittle away. It’s boring, put plainly. All of this is to say that I loved Clair Obscur

Much of the gameplay is bog-standard for a JRPG. As an aside, I’m going to keep calling Clair Obscur a JRPG. It’s not Japanese-made, I know, but it shares a majority of characteristics with the genre. You have a party of characters, and you choose three to act as your main party in battles. Each time you win a battle, you get experience and level up once you gain enough. You are thrown onto a big world map that is dotted with named locations where you can explore further, on a smaller scale. Each of these locations are functionally dungeons. There are a number of enemies inhabiting the area, items to be found, and a boss at the end of it all. The world size feels perfect, by the way. The game wasn’t a bloated mess, and it didn’t leave me wanting more from it. 

Clair Obscur wouldn’t be a JRPG if it didn’t have different weapons and items to equip your character with. Each piece of equipment changes the character’s stats and typically will have a passive effect during battle. I must particularly laud the “Picto” system in this game. Each character can be equipped with three different Pictos. Each Picto will boost two or three stats, such as health, speed, or critical chance. But in addition, every Picto has a passive that will impact your character in battle. These effects can range from “Start the battle with X status effect,” to “Do 15% more damage when enemy is burned,” to “Attack twice in a row.” There’s really a lot of these; it’s cool how creative some of them get. We’re not done yet, though. If you win four battles with a Picto equipped, you “learn” the Lumina. This allows you to equip the Picto’s passive onto any character, bypassing the three-Picto limit. Now this is only the passive effect, not any of the stats associated. But these Luminas allow for some crazy feats. It honestly reminds me of Materia from FFVII with how you can combine them in unique ways that will break the game. But, be careful with these, you can end up ruining some battles in the story if you use a game-breaking build too often. 

I already mentioned my distaste for turn-based RPGs, but I will admit there are some exceptions. Some games in this genre keep battles interesting enough so that you aren’t just waiting half of the time. Final Fantasy VII is one I love, for example. Each turn is based on time instead of a designated order, creating a sense of urgency in each battle. I was always trying to plan my moves so that I could execute them quickly before the opponent had a chance. So how does Expedition 33 keep battles interesting? That would be in its parrying (and dodging) mechanic. 

Whenever an enemy attacks, you don’t have to just stand there and take it. You are given the ability to dodge, or parry, their attacks and avoid all damage. Should you choose to parry, and successfully parry every attack in the enemy’s turn, you can launch a powerful counterattack. This mechanic does so much to speed up the pace of play and keep you engaged the whole way through. I cannot emphasize how satisfying it is to pull off a counterattack, and this feeling never goes away. I don’t think it’s perfect. As you progress, the game can start to ask too much from you. Enemies can combo upwards of eight hits together, and you have to parry each one if you want the counter. Not to mention how enemies have quite a few feint attacks. This is frustrating, but it’s understandable. It does feel gratifying once you actually learn the attack pattern. Sometimes the game will hit you with a cinematic slowdown though. This one I can’t make excuses. I get in the rhythm of parrying and right when I go to parry the last attack, the camera slows down and I end up parrying early. At least feints feel like they’re in my control; the camera slowdown is just completely arbitrary.  

Gamefeel

Expedition 33 succeeds in what I love most about the JRPG genre. The story is played completely straight. There is no self-aware humor, no quipping. All the characters are completely earnest in their dialogue and beliefs. I no longer want to defeat The Paintress because that’s what the game is telling me to do. I want to take down The Paintress because I see the impact she has had on the Expeditioners and their lives. Experiencing the Expeditioners, a group of (mostly) adults, providing genuine support for each other during their journey. It is such a breath of fresh air in the world today, where everything seems to be made with some sort of irony or cynicism and a cast of characters that borderline hate each other. The character interactions in Expedition 33 never lose their sense of sincerity. This is one of my favorite things about the game. 

Another one of my favorite things about Expedition 33 has been the music. Holy shmoly is the soundtrack to this game great. I have been playing the OST in my car on my drives to and from work every day for the whole week. Many have made their way onto my main playlist as well. A lot of the songs aim for a classical sound, but then you’ll get a few that are jazzy and then some with an electro beat. My favorites from the OST are the symphonic rock songs. All the tracks tickle my ear in the best way and send shivers down my spine. I’m already looking into buying this soundtrack physically and crossing my fingers that the Painted Symphony tour makes its way to the USA. 

If I have one point of contention about the overall game feel, it would be some of the character animations. This is not regarding any of the battles; all of the animations in-battle look amazing. But when you’re in camp, unless it’s a cutscene, the characters can be a little stiff when talking to each other. Some of the things they’re saying are juxtaposed by their body language. Additionally, there are some hard cuts so that the developers could get around having to make an animation for this one specific scenario. I can understand this being a little half-baked; these are small moments in the game. On the other hand, these moments have a lot of character building in them. It would have been nice if it was a little more fluid. 

Conclusion

I’m not sure what to write in conclusion. Clair Obscur: Expedition 33 is a great game; this isn’t a big secret. I haven’t been talking about some hidden gem for the past 1,564 words. Because I have more limited time nowadays, I was worried about sticking with Expedition 33 the whole way through. I ended up being worried for no reason, I was fully immersed in this experience and spent every day looking forward to playing it when I got home. I don’t think the game is perfect, but I do think it was really fucking good. 

My Other Reviews

Pseudoregalia

DREDGE

Dark Souls II: Scholar of the First Sin

Baba Is You

The Elephant Collection

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u/TheHarryman01 — 3 days ago

I can't say anything about the ending that hasn't already been said. But I feel the need to lay out my thoughts

What a game.

I've been playing this game non-stop after work for the past two weeks now. Last night, I finally returned to Lumiere and beat Renoir, saving the canvas. Or so I thought. Being the nature of the Internet, I was inadvertently spoiled that the ending would have a big choice between Verso and Maelle. I did not anticipate that this choice would end up being so hard to make.

I did pick Maelle's ending first. This is what I have been working towards for the entire game. I have immersed myself into the canvas as a citizen of Lumiere. I shouldn't have to give up my life because my Gods, essentially, can't behave themselves. Lumiere needs to be saved and the gommaged restored.

But as soon as the ending starts, things are not how I wanted them to be. Everything is almost too perfect, too idealistic. I saw Gustave, and that gave me an uneasy feeling. But as soon as Verso stepped out on stage, I knew that this was not what I wanted. I anticipated Maelle to make things right and then leave the canvas. Leave Lumiere to its own devices. But she remains in the canvas, living out her perfect life. There's nothing obvious that says that Maelle is playing with these people like dolls in a dollhouse, but that's how it feels by the end of it.

Really I should have known better from dialogue between the characters. When fighting Verso, Maelle says that, "Papa will erase the canvas once I leave." I should have realized her true intentions then and there. During Sciel's relationship cutscenes after Maelle's origin is revealed, she is motivated by the fact that she might get Pierre back. Pierre was not gommaged, he died naturally. I should have known we aren't just restoring the gommaged anymore.

Speaking of Pierre, we also have no way of knowing how well Maelle restored him. Earlier in the game, Verso talks with Sciel about his existence. That making a "clone" of a loved one, just so that you can spend more time with them, isn't a good thing. And she ends up agreeing with Verso about this. But in Maelle's ending, Sciel is right there, sitting with Pierre. Is this real Pierre or just a new Pierre conjured up by Maelle from Sciel's memories? We don't know. Sure Lune and Sciel are still themselves after Maelle restores them. But Maelle has also spent at least a month in the field with them, and who knows how long training with them. She knows them well, is my point, more than she knows Pierre.

Maelle's ending did not give me the warm, cozy feeling that I was expecting. I was instead left dwelling on whether I did the right thing. Did I just replace one mad God with another?

I like Verso's ending better. I immediately loaded my previous save and picked Verso. Forcing the last Paintress from the canvas. Putting an end to the painting.

I'm annoyed with myself that I like Verso's ending better. It feels like I am giving up everything I fought for, the people of Lumiere, the Gestrals, the Grandis, to force my Gods, the Dessendre family, to move past their grief. This family who have never given me any real reason to care about them and their well-being.

At every turn, we learn more about how the Dessendre family have ruined the lives of the people in the Canvas. Aline and Renoir are responsible for the fracture and the gommage. Clea is responsible for creating the Nevrons that torment the Expeditioners and the Gestrals. These painters are slowly marching people to their deaths every year. Maelle (Alicia) and Verso's Soul are the only members of this family I actually care about. It's really no wonder Maelle wants to stay in the painting once you learn how Aline resents her for surviving instead of Verso.

Despite it all, this ending feels more thematically resolute. We carry on the memories of those we have lost. The Canvas has been ruined from its former glory. It's time to let Verso's Soul rest. It's time for us to move on, cherishing the memories and the time we had with Lune, Sciel, Monoco, Esquie, Gustave, Noco, and more. This is likely what the real Verso would have wanted.

I wish that I didn't have to sacrifice everyone for a family that I don't know that well. I wish that I had the chance to talk to Lune, Sciel, and Monoco about their thoughts on "just being paintings." I wish that Maelle and Aline were able to control themselves around the Canvas. I wish that I could make everyone happy.

I loved this game, right now I don't love the ending. But that's because its giving me so many conflicted feelings about what the right thing to do was. I was given the Trolley Problem and made to solve it in a way that I never thought I would. The fact that this ending can make me feel this way is a true indicator of its quality, though. I'm glad that this game was able to make me feel this strongly about it.

reddit.com
u/TheHarryman01 — 3 days ago

Not a fan of gameplay changes in Alan Wake II

Recently, whenever I finish a video game, I've taken to writing a review about the game. This is just to think critically about my experience, and actually pinpoint what I liked or disliked. If you want to read the whole thing for Alan Wake II, its right here.

​

What I want to focus on for this post is the gameplay for Alan Wake II. I really thought it was a downgrade from Alan Wake and American Nightmare. I will give the game credit, it did make for a suspenseful experience. Trying to manage your resources and carefully picking your battles. Hearing a Taken muttering to itself was actually pretty scary. But I personally feel that Remedy took away a unique playstyle and just replaced it with average survival-horror gameplay. Something you'd see in Resident Evil or Silent Hill.

​

I can understand why they did this, it would appeal to a larger audience. However, my favorite thing about Remedy is how unique they make each experience. Sure, Alan Wake is dated and janky, but American Nightmare made so many improvements to this gameplay. American Nightmare honestly has my favorite gameplay from the series. Having the camera not up Alan's ass allows me to actually see what's going on around me and plan appropriately. Crowd management wasn't a pain. The flashlight actually worked properly.

​

Alan Wake II was frustrating for me because I would get hit by a Taken that was off-screen or blocked by Alan/Saga. I ended the game actively avoiding encounters not because I wanted to conserve resources, but because it was just an annoyance. This is particularly bad when you're holding position during Initiation 7. The gameplay was not really built for a horde battle like that. I'm trying to defend myself from a Taken on the West end of the beach, then I get hit from the East side by a Taken I had no clue was there. And since its a horde battle, you'll inevitably get a crowd of Taken which is not made any better by the fact that flares and flashbangs got nerfed in Alan Wake II. Some of what were the best parts of Alan Wake end up being incredibly annoying in Alan Wake II.

​

Don't even get me started on the flashlight either. It was so inconsistent in Alan Wake II. I wasted so many charges just because the game decided that I wasn't aiming the flashlight at the Taken correctly. When a huge facet of the game is resource management, it feels ridiculous when I waste resources on something out of my control.

​

I can understand why some people liked the gameplay changes. It just was not for me. Alan Wake II was a much better narrative experience for me than gameplay experience.

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u/TheHarryman01 — 15 days ago

The Elephant Collection; An Adobe Flash Icon

DISCLAIMER: What you are about to read is heavily influenced by childhood nostalgia and may not be an accurate representation of the games contained in this collection. All games are available online for free using the Ruffle flash emulator. Please proceed with caution. You have been warned. 

Background

The Elephant Collection is a collection of ten classic Adobe Flash games by jmtb02, all featuring a little blue elephant. Chances are that if you were born in the early 2000’s and had unlimited access to the internet, you probably stumbled upon one of jmtb02’s before. He was a major contributor to the Flash game scene on both Armor Games and Kongregate. Eventually becoming the CEO of Armor Games. While maybe not as influential as figures such as Tom Fulp, I believe that jmtb02 has his own place in flash gaming’s Hall of Fame 

Personally, I remember playing these games so much. I can’t tell you how many times I would finish my schoolwork on the computer early and just boot up This is the Only Level 2. These games made up such a huge part of my childhood. When I saw that they were remastered and brought to Steam, it was an almost instant purchase for me. Not just to relive my childhood, but also to support this small developer responsible for making such clever games.  

Story

The little blue elephant has forgotten. He has no recollection of any of his accomplishments. To remember his past achievements, he is to go through and play his old adventures and obtain achievements in each game. Only then will he remember his history. 

As for the flash games themselves. The most you may get is a sentence or two at the start of the games describing why the Elephant is doing this. Then, once you beat the game, a short cutscene showing the results of your endeavor. I think the game with the most story to it might be Achievement Unlocked 3. Ultimately, these games are meant to just be pick-up ‘n play fun. No stories are needed. 

Gameplay

There are thirteen games in this collection; for the sake of brevity I’d like to just focus on some of my favorites and least favorites. If a game isn’t discussed here, I likely just thought it was... meh. 

Achievement Unlocked 1, 2, and 3 

Because I’m a freak that loves getting notifications in games telling me I did something, these are my favorites of this collection. Achievement Unlocked is a series of games all about... unlocking achievements. These flash games were made when achievements in games were still relatively new, and they could be construed as a satire of the mechanic. Everything you do in these games gives you an achievement. Moving right, moving left, jumping, doing nothing, dying. Anything you can possibly do in the game gives you an achievement. 

Achievement Unlocked 1 keeps it simple. The Elephant is confined in a room; there are 100 achievements; get them. For as basic a concept as it is, it still manages to be fun. Achievement Unlocked 2 is probably the highlight of the series, though. More rooms were added, and with that, more achievements. Each room is jam-packed with things to do, adding a gimmick to each room for the player to play with. This is the one I go back to the most. Achievement Unlocked 3 is where it becomes a little too much. The number of achievements has been more than doubled, and the map size has grown even bigger. While the nature of doing little tasks for an achievement can get old fast, this is the only game where it gets tedious. It’s still fun to play through once, but there is just too much here to justify repeat playthroughs. 

This is the Only Level 1, 2, and 3 

Another highlight from The Elephant CollectionThis is the Only Level is a series of games revolved around playing the same level over and over again, but each time is a little different. The game typically starts with completing the level normally, but next time you may have to solve it backwards. Maybe you can only move by pressing left and right in quick succession. Each subsequent replay has its own gimmick to overcome. 

The quality of each game in the series is like Achievement Unlocked. The first game keeps it simple; the second expands the concept while keeping the gameplay tight, and the third game just does way too much. If the game is based around repetitiveness with minor changes, I’d rather be spending at most a minute on each level and trying to shorten my playtime. The first and second games do this well, with a tight level design that keeps things simple. The third game’s level just has too many elements to it with the lever and teleportation doors. Each repeat just feels like it takes a little too long to complete, which gets tedious when trying to optimize your playtime. 

Run, Elephant, Run 

God, this game is annoying. It’s a short game, so it doesn’t overstay its welcome and is enjoyable casually. But if you try to get every achievement in this game, prepare for frustration. This one is plagued with bad collision and annoying platforming, paired with having to dodge all the obstacles. This is the only game in the collection that I can confidently say that I hate.   

Elephant Rave 

Elephant Rave is another short game similar to Run, Elephant, Run. I think the gameplay is much better executed here, though. The elephant must avoid beams of light that come from the ceiling and eventually the floor. You are given more control over the elephant here , which makes dodging the beams of light less annoying and more addictive to pull off. Paired with the music in the background, both Elephant Rave 1 and 2 are a lot of fun. 

Gamefeel

I really like the hub world of The Elephant Collection. It seems to take some inspiration from the Namco Museum series and provides some history to the creation and development of each game in the collection. I take great interest in learning the behind-the-scenes details about video games I play. Each game having about three paragraphs of information about each of them was super cool to see. Especially in a smaller title like this about a bunch of old Flash games. 

Being ported to Steam really benefits these Flash games. Because it had to be compressed for Flash, performance was always hit-or-miss on the browser. This was especially apparent when more entities would be spawned in the games. Achievement Unlocked 3 is perhaps the biggest offender of this, slowing to a crawl with all the hamsters and pastries on screen. But once these games were able to take full advantage of the computer’s hardware, performance became such a non-problem. My computer had no issues keeping up with any of the games even while being bombarded with effects and entities. It was cathartic being able to experience everything at a smooth, consistent framerate. 

Conclusion

The Elephant Collection is targeting a more niche audience. I would anticipate people who have never played these flash games being underwhelmed by the package. For those who grew up playing these flash games, this game is a great trip down memory lane. None of the games have been overly modified from their original experiences; it's only performance that was focused on and improved. I had a lot of fun with this game, though. I still find myself going back to it in my free time and playing a couple of the games in the collection. 

I would recommend this to anyone who has played any of jmtb02’s games before. If you haven’t, maybe try out the browser versions before committing to this purchase. 

My Other Reviews

Tormented Souls

Pseudoregalia

DREDGE

Dark Souls II: Scholar of the First Sin

Baba Is You

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u/TheHarryman01 — 27 days ago

Is Frost talking about getting Final Dossier reprinted?

I just bought a copy of The Secret History when it got reprinted copies. I would like to buy Final Dossier too. I'm fine with buying a used copy, but if he's been talking about getting it reprinted like Secret History, I'll just hold off until then.

Any insight on this?

reddit.com
u/TheHarryman01 — 29 days ago

Baba Is You; The Power of Words

Normally, when I write these reviews, I like to finish the game first. That way I have a full understanding of the complete experience. I want to be able to accurately speak to the game’s strengths and its flaws without the fear of missing anything. That being said, if I stuck to this principle with Baba Is You, I would not be writing this review for probably another five years... after I’ve forgotten the entire early game. 

Background

Baba Is You was created by Arvi Teikari for the 2017 Nordic Game Jam, where it won first place. The theme of the game jam was “Not There.” From this, Arvi envisioned a game based around manipulating logic operators. Mentally picturing a block of ice next to a fire but not melting, protected by the phrase, “ICE IS NOT MELT.” From this idea, Baba Is You was born.  

Arvi continued to work on the game and expanded it further from the Game Jam Demo. During development, Baba Is You was shown at Independent Games Festival in 2018, where it won awards for “Best Student Game” and “Excellence in Design.” The game would then be released in 2019 on Steam and Nintendo Switch. iOS and Android ports were later released in 2021. 

Story

There is no story here. The entire game is puzzle after puzzle. You open a level, Baba is You. Solve the puzzle. 

Gameplay

Baba Is You is a puzzle game. Each level has a goal to reach; it is your objective to manipulate the environment around you to reach the goal and proceed to the next level.  

When you start a level, what will likely stick out are the words placed around the level. These words form various syntax such as “BABA IS YOU,” “WALL IS STOP,” or “FLAG IS WIN.” When words are made into a valid syntax, the descriptive property will be enforced onto the specified object. These words are not immovable; each level requires you to rearrange the words into a new syntax to beat the level. For example, a level will separate you from the objective using a wall. Using the controllable character, you can remove the word “STOP” from “WALL IS STOP.” Since the syntax is no longer complete, the property is no longer enforced onto the walls. This allows the character to walk right through the wall to the goal. 

The level select screen is structured as a world map. You will typically select an area, and each area will contain a set of levels that you can play in a semi-nonsequential order. These levels start off easy. None of the beginner levels are too complicated, easing you into the game. As you progress further through the world map, the game starts to ramp up in difficulty fast. More concepts are introduced, and more words with it. Each time you finally understand how one mechanic works, another is introduced that throws a wrench in your groove. The game will then combine new concepts with what you’ve learned previously. Creating whole new tricks that you would have trouble coming up with in the first place. 

These levels get tough, too! I love puzzle games; Portal 2 is one of my favorite games of all time. So, I went into Baba Is You a little cocky. I have been thoroughly humbled by this game. I finally just beat a level that made me give up the game last year. The difficulty in this game is not to be understated. Games like Portal or Superliminal are cakewalks compared to Baba Is You. This is not a bad thing by any means, but I would recommend buying this game on some form of mobile device. That way you can keep coming back to levels that have stumped you throughout the day. 

Gamefeel

Whenever I beat a tough level in this game, I get so excited. It is so immensely satisfying figuring out the trick/solution to beating a level that has stumped me for a while. Because of how the gameplay is structured, it never feels that the solution is unfair or not communicated well. You have all the tools to solve the puzzle at your fingertips; it’s up to you to think outside the box to beat the level. 

I enjoyed the simplicity of the game, too. The pixel art is done well; I adored the character and level designs. Baba is a cute little character, as well as Keke and Me. Additionally, because there are often a lot of moving parts on screen, the simplicity of the game often benefits it. There is very little in the environment to distract the player while they are playing a level. 

A small detail I’d like to add is that the quality of life pause screen is much appreciated. With all the words floating around the level, it can get confusing keeping track of them all. So, pausing the screen and seeing all the current rules listed out is great for understanding what my options are in the level.  

Conclusion

This was a shorter review, but owing to Baba Is You’s simplicity, it didn’t need to be long and bloated. Baba Is You is a great puzzle game. I have it both on Steam and on my iPad to play during my lunch breaks. It can be tough as nails, though. I’m only about halfway through the levels of the main game, and some of the levels are already stumping me for a good while. Nonetheless, I still get a burst of dopamine every time I finally beat these tough levels. I would recommend this to anyone who enjoys a good, casual puzzle game.  

My Other Reviews

WHAT THE GOLF?

Tormented Souls

Pseudoregalia

DREDGE

Dark Souls II: Scholar of the First Sin

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u/TheHarryman01 — 1 month ago

Dark Souls II: Scholar of the First Sin; A Cure for Undeath

I have an abusive relationship with Dark Souls II. I think about playing the game, I glorify it, I boot it up, and then misery. I love the game, but I also hate it. It makes me happy, but it makes me want to throw my controller. I want to recommend it, but I can’t stop complaining about it. Dark Souls is probably one of my favorite games, its only Dark Souls II I have this issue with. 

Author’s Note: I know the lore and correct terms for everything. I will be writing this review so that anyone who has no Souls knowledge can follow along. 

Background

After the release and success of Dark Souls in 2011, Dark Souls II was announced shortly thereafter in 2012 and released in 2014. The game was directed by Tomohiro Shibuya, rather than Hidetaka Miyazaki, due to Miyazaki moving on to direct Bloodborne. The game largely expands the gameplay of the original Dark Souls while attempting to maintain the same challenge as the first offered. The game was released to astounding success. Although critics have stated that it falls short of Dark Souls’ achievements.  

Dark Souls II received a remaster in the form of Dark Souls II: Scholar of the First Sin. This remaster combined Dark Souls II and its DLC’s into one package. In addition to this, the remaster changed the game itself. Enemy positions and behaviors were changed, performance improved, and the addition of a new character and boss. This is the only version of Dark Souls II I have played. So, I’m not here to compare Vanilla and Scholar versions. Maybe that’s for another post when I actually play Vanilla. 

Story

The First Flame fades again, causing the undead curse to reappear. Seeking a cure to their undeath, the Bearer of the Curse seeks a passage to the far-off kingdom of Drangleic. Finding a vortex, the Bearer jumps in and arrives at the home of the Fire Keepers, women responsible for tending the bonfires that channel the First Flame. The Fire Keepers help the Bearer to remember some of their past and temporarily cure them of their undeath through the use of a human effigy. The Bearer is then directed to Majula, to seek stronger souls, and seek the King, lest they let the curse swallow them whole. 

Gameplay

Dark Souls II plays almost exactly like Dark Souls. For those in the audience who have never played a Souls game, let me elucidate. It’s an RPG, you start the game by selecting your class and working towards a specific build. Instead of experience points, you gain souls from defeating enemies. You use these souls to level up your character. However, if you die with these souls, you lose them. Don’t worry, there is a chance for retrieval if you return to where you died. But if you die before retrieving them, they’re gone for good. Combat consists of using melee weapons, magic, pyromancy, and more. A weapon can be equipped with either your left or right hand or even both. To defend yourself, there are shields that are equippable or the trusty dodge roll. While fighting, you can switch to two-hand either your left or right-handed weapon, as well. A notable change in combat from Dark Souls II is power stance. Using the right weapons, when you try to two-hand your left weapon, the Bearer will instead use both weapons and do almost twice the damage. Pretty cool, huh? 

Dark Souls II aims to keep the same challenge that people loved from Dark Souls; and while I feel like it does that well in some areas, it does it very poorly in others. For instance, a lot of the bosses in the game are well designed to give you a tough time. Looking-Glass Knight, Smelter Demon, Fume Knight. All great fights that capture the challenge and make you feel accomplished for overcoming. But the levels themselves... ugh. Why am I fighting two Alonne knights, while two others shoot at me with bows? This is why Dark Souls II is infamous, its extraordinary number of enemy groups. Now this isn’t a new concept, Dark Souls often had you fight groups of enemies. In Dark Souls II though, it feels like it’s everywhere. Most times when you enter a new area, at least two enemies will aggro. While you’re fighting these two, you’ll trigger another aggro. And while you have three enemies on you, there will be another one shooting you with arrows. The number of times where you just fight a single enemy is so seldom, it's unbelievable. It’s difficult not because it’s challenging, but because it’s frustrating. 

Now one thing I’ll give Dark Souls II over all the other games in the series. It actually makes New Game Plus worth it. In most other Souls games, New Game Plus is there to go through the journey again, but with your current stats and tougher enemies, minimal other changes. Dark Souls II actually adds new enemies, changes some bosses up, and even adds new items. These changes make the second journey feel more worth it than it does in the other Souls games. It’s cool to see what new weapons or spells you’ll be able to find. Plus, it's the only way to get my one true love, the Moonlight Greatsword. 

As with the rest of the series, multiplayer is a feature in Dark Souls II as well. For cooperative play, the player can summon other players (or NPCs) for help with a boss or navigating an area. Or if you’re feeling devilish, the player can invade other people’s games and give them a hard time. Some people complain about the “Soul Memory” mechanic in this game, but I don’t think it’s that big of a deal. It helped for better matchmaking and preventing twinks. My biggest complaint is, and I’m not even sure if it’s valid because of internet connections, that the hit detection feels completely jank. I’ll be taking damage from hits that missed me by three feet. Someone will get a backstab on me from the front. Don’t even get me started on parrying; it isn’t even worth it because the timing will always be off. 

Gamefeel

Despite all my grievances with Dark Souls II’s gameplay, I must say that its atmosphere is unmatched. I love the land of Drangleic so much and the story that it tells. I care for maybe two or three NPC storylines in the rest of the series combined. But in Dark Souls II, all the NPCs are so charming and dedicated to their missions. I can’t help but get invested in their stories and grow fond of the characters. Each playthrough, I’ve failed in not wearing Lucatiel’s armor >!in her memory!< after finishing her storyline. Dark Souls II probably has the best NPC quests in the series. 

All the Dark Souls games are known for their impressive views that will secretly foreshadow the coming areas. Dark Souls II is no exception to this. I love worldbuilding like this. You’ll come across a view of a large castle in the distance and think to yourself, “Huh, neat.” Then later in the game, you’ll arrive at a castle, look down over a cliffside, and realize, “Holy shit, that’s the whole path I took here. This is that same castle I saw earlier.” This is probably my favorite thing about all the Dark Souls games. The game world feels so interconnected and almost believable (cough Earthen Peak to Iron Keep cough). 

I can’t write this review without bringing up my love for the small details put into this game. Things like >!assembling the Loyce Knights for the battle against the Burnt Ivory King!<. >!Fume Knight entering his second phase immediately if you wear Velstadt’s armor!<. >!Sir Alonne committing seppuku if you manage to defeat him without taking damage!<. >!An NPC summon hints for you to burn the windmill in Earthen Peak!<. >!Secret rings for not dying or using a bonfire!<. There was so much love and care put into this game. It really shines through some of the frustrating elements. 

Conclusion

People like to rag on Dark Souls II a lot. I can’t necessarily blame them. There are good reasons to rag on this game, but also bad reasons. Despite everything though, I do really like Dark Souls II. It has a charm to it that can’t be found, in my opinion, in the rest of the franchise. I really wish that some of the gameplay designs were better. This would probably be my favorite Dark Souls game if it had the level design philosophy found in the other games.  

I could never recommend this game to be anyone’s first Souls-like. Dark Souls or Dark Souls III (or even Elden Ring now) are much better introductions to the genre. But once you have played any of these games, I could not encourage a playthrough of Dark Souls II enough.  

My Other Reviews

Doctor Who: The Eternity Clock

WHAT THE GOLF?

Tormented Souls

Pseudoregalia

DREDGE

reddit.com
u/TheHarryman01 — 2 months ago

DREDGE; Born to Fish, Forced to Face Horrors Beyond My Comprehension

 A game about fishing doesn’t sound very exciting on paper. In fact, it sounds like it might be pretty boring if you aren’t the person for it. But a horror game about fishing? Hoo boy, did they get this one right. 

Background

DREDGE was released in 2023 by independent developer Black Salt Games. The team experimented with three prototypes of two different games and DREDGE before agreeing that DREDGE was the most enjoyable and selected for further development. From the beginning, DREDGE was envisioned to be a horror game. The team wanted the game to feel unsettling instead of having to rely on jump scares. To this end, the final atmosphere is rooted in psychological tension, leaving much to the player’s imagination of what is in the water. 

Story

A Fisherman arrives in the town of Greater Marrow, found in an archipelago in the middle of the sea. He is greeted by the mayor upon arrival and meets the townsfolk. Not entirely pleased with his introduction, the mysterious lighthouse keeper gives the Fisherman a warning about sailing the seas. Despite this, the Fisherman sets out to explore the local islands and make a living. Although he can’t shake the feeling that he is being watched, even in the middle of the sea. 

Gameplay

In my opinion, DREDGE is best experienced when you go into the game blind. Because of this, I will be censoring some items that I anticipate spoiling the experience. 

The loop of DREDGE revolves around fishing, selling your fish, and upgrading your ship to fish better. You will be exploring the sea, looking for fishing hotspots, and casting your line to catch a multitude of sea life. That's not all there is in the ocean. The Fisherman can also find an assortment of materials floating in the ocean. While seeming useless at first, dredge these materials, and you’ll have some upgrade material for the boat. Inventory management takes inspiration from Resident Evil 4. You have a limited amount of space on board, while also having to account for your engine, fishing lines, and lights. Choose wisely what you want to keep and what you can throw overboard. This gameplay loop can get a little monotonous if you are searching for that one specific fish, but it was enough to keep me engaged the whole time. 

Including the starting area, there are five different islands to explore in the base game. Each island has its own fish to catch, its own environment, and hazards. The game does well to make each location unique. It never feels as though you are “going through the motions” upon completing one island and heading to the next. The game even allows the freedom to do these islands in any order you’d like. It will nudge you in one direction, but you are not limited to this path forward. 

Now, everything I’ve talked about sounds like a cozy fishing game, so what makes this a horror game? Well, being alone on the wide ocean blue can do several things to a man’s sanity. >!The fisherman’s sanity is something that you will have to keep in mind as you explore the sea. If your sanity is kept in check, you won’t have to worry about anything. Let your sanity get too low; you’ll be subject to random events that can damage your boat or cause you to lose fish from your inventory. The only way to regain sanity is to dock your ship and rest. !<

>!Sanity isn’t the only thing you must be wary of. You are not alone in this sea. Each island you encounter will have a Lovecraftian sea monster stalking the area and targeting your boat. Some of these creatures pursue you or lie in wait for you to approach. Should they be successful in damaging your ship, you’ll take a major hit to your sanity as well. These creatures, while atmospheric, aren’t particularly scary. More annoying than anything when you’re trying to fish in an area and then you get chased away by the area’s monster. Creepiness-wise, the sanity mechanic does a better job of being unsettling. !<

Gamefeel

I really love the art style of DREDGE. The game uses a low-poly, almost impressionist, style combining 3D environments with 2D characters. Speaking of the characters, all the designs look great in this game. I often found myself looking forward to the next character I encountered, just to see their design. This goes for the fish as well. Reeling in a new fish, >!and their aberrations,!< is always exciting because of how they are designed.  

DREDGE is a very melancholic game. Most of the characters you meet are cynical, the music is quiet and slow, and the main story itself can be a little depressing. Not to mention how all the colors are desaturated really adding to this melancholic aura. Because of this, when you run into those few characters that are positive, it adds some brevity to the game. This prevents it from feeling too depressing the whole way through. 

Does This Game Deserve More of My Money?

DREDGE received two DLC expansions in the form of The Pale Reach and The Iron Rig. There is also a piece of DLC entitled, Blackstone Key. This one is hardly worth your time; it will give you two items and that’s all.  

The Pale Reach 

The Pale Reach DLC adds a new area to the southern portion of the map. As can be expected, this area features its own fish to catch, crabs to trap, and creatures to face.  

Added in The Pale Reach is the... Pale Reach... guess that’s self-explanatory. In-game, The Pale Reach is a glacier that periodically appears in the local sea in which the game takes place. Naturally, our old friend the Traveling Merchant is already here to introduce us to the area and offers a new rod and trawl that will allow us to catch the new fish in this area.  

Just like the other islands, The Pale Reach has its >!own Lovecraftian beast called The Narwhal. The Narwhal will appear time after time and give chase to your ship. Should you let The Narwhal get too close, he’ll breach and damage your ship. But he’s not that bad, the lil’ guy is just hungry. There are feeding spots located around the Reach. Fill one of these spots up, and The Narwhal will have a snack and leave you alone.!< A cute critter. 

I really liked the design of The Pale Reach. I’ll admit, snow levels have a special place in my heart, so I may be biased. The geography of the glaciers was cool to look at, and the fish featured fit right in. >!The design of the Narwhal, and the other beast, were fascinating. I would often let the Narwhal get closer to my ship just so I could get a better look at his design.!<  

Not a particularly long DLC, the amount of time you spend at each of the base-game islands will be equivalent to the time you spend here. Nonetheless, I enjoyed the extra content. My only real complaint here is that nothing impressive is truly featured. The design is the most unique thing about the area. The reward for completing the main quest isn’t that great, and once you leave the area, you have no further usage for any of the items added. I guess, so to say, The Pale Reach does not integrate well with the rest of the game to develop features from the base game. It’s too much of its own experience. 

The Iron Rig 

The Iron Rig DLC adds a new area to the northern portion of the map. Complete with its own quest and is more interwoven with the rest of the game world. 

The Iron Rig adds an oil platform, The Iron Rig, for your boat to dock at and interact with the people aboard. On board, you will advance the main quest of the DLC, improve your equipment, and upgrade your ship. There are no new fish at the rig itself, but as you progress through the main quest, more species of fish will be introduced to the various islands from the base game. 

Because The Iron Rig isn’t like the other islands, with its own biome or fish to catch, >!there is no new creature haunting you while you visit. Although, progressing through the story will cause patches of dark ooze to appear in the sea. If you enter these patches with low sanity, floating eyeballs will chase after you, tentacles will rise from the sea, and the goliath himself may rise to attack. Like with the base game, these aren’t that scary. Just an annoyance to deal with while you try to keep fishing. !<

While the new fish designs are cool to see, I didn’t find The Iron Rig to be particularly engaging. The main quest revolves around, go to the Rig, catch new fish, return fish to the Rig, catch newer fish, and repeat. Nothing interesting really happens. Any conflict that occurs is typically resolved in a quick fetch quest. I was in the endgame when I did this DLC, so that could be the reason why. But the DLC also relies on the player being near endgame to fully experience it. So, I’m really not sure when I was supposed to be doing this DLC to get the most enjoyment from it. 

Conclusion

DREDGE was a good experience. It can be a little boring, I’m not sure a replay would be able to interest me the whole time unless it’s five years in the future. Despite this weakness in gameplay, it makes up for it with the game's atmosphere and designs. Even if I was getting bored of the gameplay, I was captivated by the look of the world and motivated to keep going just to see what else was in store for me. This game is definitely worth your time if you’re interested in slower experiences. 

My Other Reviews

SpongeBob SquarePants: The Cosmic Shake

Doctor Who: The Eternity Clock

WHAT THE GOLF?

Tormented Souls

Pseudoregalia

reddit.com
u/TheHarryman01 — 2 months ago
▲ 113 r/twinpeaks

Any Controversial Aspects of The Return?

Is there any part of The Return that remains controversial in the community to this day? Most times when I see a discussion around it, it only has overwhelming praise. Haven't really seen anything like Season 2 James or Nadine, where people agree it is a weak point.

I've heard Dougie was a sore spot when The Return was first airing, but it seems everyone retroactively appreciates his scenes.

From a personal standpoint, my least favorite part was Diane and Cooper. I liked seeing Diane, but I never once got the hint of a romance between her and Cooper from the original series. I haven't read/listened to his autobiography or tapes, so maybe that provides more context. Still, the whole show makes (relative) sense without the external reading, so it would be weird to start now.

I'm not saying I could do anything better. Just wasn't a big fan of that choice.

reddit.com
u/TheHarryman01 — 2 months ago

Pseudoregalia; I Dream of a Goat-Bunny-Cat Lady

Guys... it’s a great game. 

Background

Pseudoregalia is a 2023 game by developer rittzler. The game was originally made for a Metroidvania game jam. After receiving first place in this game jam, rittzler released it for free on itch.io. From there, he went on to further develop the game and released an expanded, “full” release on Steam.  

Story

You play as Sybil, an anthropomorphic goat lady, or maybe she’s a rabbit... she kind of reminds me of a cat, too? Regardless of her species, Sybil is a Dreamweaver of sorts. She finds herself in a castle in someone's dream. What her goal is remains unknown to us. 

Storytelling is sparse in this game, being conveyed through dialogue or the environment. This worked really well for my experience. I didn’t need the game to give exposition dumps. From all the clues the game gave me, I was able to put together a complete story that satisfied me. 

Gameplay

As Pseudoregalia was created for a Metroidvania game jam, the game is (obviously) a metroidvania.  

Sybil is given free rein to explore the castle and its corridors. In metroidvania fashion, you may find a locked door you can’t access yet, or an obstacle that seems unconquerable with your current arsenal. As you progress through the game, you’ll collect more abilities that will allow you to return to these areas and overcome the obstacle with your cool new abilities. Really status-quo metroidvania. 

What makes Pseudoregalia stick out among other metroidvanias is its in-depth movement system. I love being given fun movement options in games, and Pseudoregalia has quickly become one of my favorites due to its movement. All the abilities provide players with incredible freedom in how to use or apply them. At points it will feel like you’re outsmarting rittzler on how you’re navigating the castle, but as you carry on, it will become apparent that you did exactly what he wanted you to do. Whenever I encountered a platforming challenge that appeared to be out-of-scope for my current capabilities, I was able to find a way to successfully overcome this challenge regardless. This amount of freedom is exhilarating. And because Pseudoregalia is such a small game, almost every room is designed in this way. I loved navigating the castle; almost every room is a puzzle that can be overcome and optimized. It never once felt like a chore to backtrack anywhere. 

My one issue with the game rests with the combat. Which combat isn’t terrible, it’s just basic. Sybil doesn’t really have a dodge ability, she can slide out of the way or jump. These two options get the job done, but it really feels as though Sybil should have a dedicated dodge or block. I’m not asking for an Assassin’s Creed, “Press the button when you see the indicator.” Just something to make me feel more involved in the battle. I really liked how Sybil could drop her tonfa. Made the consequences feel more real than just taking damage when I got hit.  

Gamefeel

Pseudoregalia was incredibly atmospheric, and it sucked me into its world. I loved the graphics featured in-game. It was like I was playing a PSX game that would have existed during my childhood. All the models look incredible, even with the self-imposed limitation of the graphics. In addition to this, I adored how some of the enemies moved at different frame rates in comparison to Sybil. Had two effects of making them seem lumbering and Sybil agile in comparison. But also, it added to the otherworldly nature of the castle. 

The music for the game was great as well. It did well to enhance the dreamlike feeling of the game. Most of the music sounds floaty/airy, giving it a whimsical feeling as you navigate the castle. An exception was the starting area for me. None of the areas are particularly frightening, but the starting area’s music was a little unnerving. Hey, maybe this was intentional, though. Sybil is also entering this world for the first time, so it’s possible she was unsure and wary. Gaining more confidence as she steps into the main castle halls. I guess that's my interpretation of the sound design. 

Conclusion

Please play this game. Indie developers are making such incredible gaming experiences in today’s gaming realm. Pseudoregalia is no exception to this. It accomplishes so much and makes for a memorable experience in a measely four hours of gameplay. Plenty of other games have great movement mechanics, I’m not even sure if Pseudoregalia’s is my favorite, but this is the first that has really given me the freedom to use movement in any way I could imagine like Pseudoregalia has. After one playthrough, I can tell that this is one of my favorite games now. 

I’m not sure what rittzler’s next project is, but I hope that he is able to expand this gameplay even further and surpass the standard he set with this game.  

My Other Reviews

Alan Wake II

SpongeBob SquarePants: The Cosmic Shake

Doctor Who: The Eternity Clock

WHAT THE GOLF?

Tormented Souls

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u/TheHarryman01 — 2 months ago

Have you been playing the Resident Evil 2 Remake, or even the Silent Hill 2 Remake, and been thinking to yourself, “Man, this is pretty great. I wish they kept the tank controls and fixed camera angles, though.” My guess is probably not. But for the seven people who did think that, Tormented Souls is your game. 

Background

Tormented Souls was released in 2021 by developer Dual Effect, a small Chilean game dev studio. The game drew inspiration from classic, PlayStation-era, survival horror titles. I’m talking about Resident EvilSilent Hill, and the DOS game, Alone in the Dark. The most notable inspiration from these games is seen in Tormented Soul’s camera and controls. Tormented Souls revives the fixed camera angles and tank controls that survival horror used to be known for.  

I understand that it is slightly dated in comparison to modern gameplay. But there is something about the fixed camera that draws me in. I’ve played Resident Evil and Resident Evil 3: Nemesis, and both games used the fixed camera to such great advantage. Not being able to see the enemy when you first enter the room but hearing them slink around. Usually when I get a weapon in a horror game, all the fear leaves me. These limitations were able to put me on edge, regardless of if I had a form of defense, though. I think developers can do creative things when limited. So, I was excited to see how Tormented Souls applied these limitations. 

Story

Caroline Walker receives a letter from an anonymous sender, the only clue being that Wildberger Hospital is listed in the return address. Opening the letter, she finds a photo of young twin girls. The caption reads, “You just think you can abandon us here?” Unable to rest after seeing this picture, Caroline travels to the hospital to track them down. Knocked out upon arrival, Caroline is left with nothing but the clothes on her back and her wits to navigate the hospital and find the twins. 

The story in this game is very B-Movie. I find that horror/sci-fi experiences are usually able to make unique concepts (The movie Midnight Meat Train comes to mind). Even if this unique concept is executed poorly, I still find it interesting. Tormented Souls was one of these unique concepts with a mediocre execution. Kept me engaged, but I’m not going to tout its glory. 

Gameplay

This is where I feel Tormented Souls starts to show its hand. 

As I mentioned before, Tormented Souls uses fixed camera angles and tank controls. I loved the camera in this game. I never felt like it was placed in inopportune locations or that it hindered my ability to investigate the rooms of the hospital. The game was able to amplify the fear factor in using this camera. I would enter rooms, not being able to see anything but hear the enemies moving around the room, and be put on edge. Sometimes the enemy wouldn’t be moving, and I’d turn a corner and get startled just seeing them standing there. Even on the exploration side, the camera made each room memorable. I was able to confidently navigate the hospital without a map by the end of the game. For a more dated concept, I was very impressed with the camera. 

I will admit, the tank controls did feel clunky at times. I feel that it is just part of the territory, though. I can’t imagine tank controls being able to be made too satisfying. Tormented Souls makes the most of this control scheme. The combat is more about resource management rather than... real combat, I guess. Caroline will automatically lock onto the nearest enemy; there is no need to worry about aiming. Should an enemy get too close, Caroline can leap backwards to gain more space between her and the enemy. It could be a little more engaging, for example, how you can point your weapons up or down in Resident Evil and specifically target the head of zombies. Since you can’t do that in Tormented Souls, all the enemies end up taking the same amount of damage. There is no opportunity to risk letting an enemy get closer to get a headshot and use less ammo. 

Unlike other survival-horror games I've played, I never felt pressed for resources in this game. I was conscious about my resources, and if I could avoid enemies, I did. But towards the end of the game, I was more lackadaisical about my ammo and finished with plenty left over in my inventory. Saves were limited, too. But again, being conscious about my saving, I ended the game with maybe seven saves left.  

Lastly, the puzzles. These were thinkers for sure, but I only found myself having to refer to a guide maybe three times. Out of those three times, only once was it due to the game poorly conveying information. The other times were a result of my being tone-deaf or just not investigating the room enough.  For the most part, I found the puzzles enjoyable while still challenging me to think about them more than I’m used to. 

Gamefeel

I have to get this out of the way. The voice acting in Tormented Souls is not good. Each character gives very awkward performances, which do not match the tone of the game. It honestly reminds me of how awkward Shenmue dialogue is. While maybe not as bad, it sticks out like a sore thumb nonetheless. 

Aside from that tidbit, the overall atmosphere of Tormented Souls is fantastic. I already mentioned how easy it is to navigate and explore the hospital. Each room is designed well and memorable. There are some reused assets, but this is made by a small studio, so I can cut them some slack. Late game does start to fall off a little bit. The game maintains the creepy factor, but rooms start to look the same, and it’s easy to get turned around. 

I really liked the sound design, too. Of course, there are the sounds of an enemy walking around that set me on edge. But the general ambiance was unnerving throughout the whole game. No matter what room I was in, even if I knew all the enemies were dead, the slow droning ambiance made me worry that something was around the corner, waiting for me. The game will play specific music when an enemy notices you and gives chase. I appreciated that a lot. Sometimes it’s hard to tell when an enemy is aggro’d in games. Knowing when I can slip by or if I should be running helped me navigate the hospital.  

Conclusion

Tormented Souls is not for everyone. Despite my belief that it is superior, gameplay will definitely turn a lot of people away from trying this game. But for those who grew up with older survival horror titles and really enjoyed them. Tormented Souls is a great spiritual successor to those games. It isn’t a masterpiece by any means, but the experience it offers is one to remember 

If you aren’t accustomed to old survival-horror, but are willing to try this game. I couldn’t recommend it enough. I don’t think you have to have experience in Resident Evil to fully enjoy this game. The only advice I can give would be to stick through the clunkiness. It is part of the experience. 

My Other Reviews

Alan Wake's American Nightmare

Alan Wake II

SpongeBob SquarePants: The Cosmic Shake

Doctor Who: The Eternity Clock

WHAT THE GOLF?

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u/TheHarryman01 — 2 months ago