Here we are again (again): the thread where we discuss the games we are playing in 2025

Time for a Sunday afternoon Yu-No check in.

I have reached two endings, I think. I’m going to assume the E on the time map is for “ending”. One ending felt a bit inconsequential (Takuya simply got murdered) and other felt like it might have been a real one (Eriko sends Takuya back to the start after finding the thing in the storehouse).

It’s cool how they keep adding layers to these characters. I have no earthly idea what Ryuuzouji’s deal is at this very moment. I want to know everything about the news reporter but the game only tells me tiny bits. Eriko has a cool secret identity but why tho. And something is wrong with Ayumi.

It’s fun to watch the game design happen. At the start, the bulletin board kid sets you up for two choices: infirmary or second floor. On my third run, having third run thoughts, I wondered what happens if I do neither and just leave school. Something happened! Then one thing led to another and I’m pretty sure I’m on Kanna’s path this time. She is such a mysterious character and I can’t wait to find out what her deal is.

Is this game the fabled one-block RPG? Sure, you take a step outside your block for a minute or two, but most of it (in my experience so far) takes place in the couple of roads between the coast and the school. And the game keeps expanding and giving depth to that limited set of locations and those few characters that hang out there. Just thinking.

Fun fact: You can defend yourself from Mitsuki using the kendo sword and the cave sword. Both work.

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After feeding my sourdough starter I went back with a fresh head to wrap Parasite Eve and did so successfully. There were a few other alternate paths after the first one, and me being a sucker for exploring every path, not a good mix! Avoided any dead ends and rolled credits. Seems there may be more afoot!

Pulled out the PS3 to play Demons Souls and it’s such an “old school” console and stupid lol. Love how my menu clicking elicits a whir from the machine. So loud but has moods with its noises, not a steady 747 at cruising speed like my PS4. Emotional. Silly.

Anyway, Demons Souls dropped when I was in high school but I had no interaction or knowledge of it until a few years later in college. A good friend who was much more of a gamer than myself (as in played more than whatever Sony First Party AAA Slop was hot at the moment) cautioned me from playing it. Looking back, probably the right read from the outside (we weren’t super tight yet), but really wish I had given it a go back then.

Was very sleepy and a few Guinness deep so only explored a bit into “1-1” (as it seems to go by) and I have to say, this game is really slick. I’ve had this impression of a janky rough draft that only got refined with Dark Souls but it feels really nice to play. Movement feels smooth, the frame rate is rock solid (better than DS1Re on Switch imo), and the graphics hold up pretty well. I dig the story conceit, I sort of prefer the framing here more than DS (at least to start) with the northern realm fog and demons and souls yadda yadda. I picked a barbarian and he moves real quickly and fluid (again, a little surprised for a PS3 game) and I made it really far into 1-1 before dying and going to bed. Not far enough to encounter a boss but much farther than i typically get in a first run post tutorial in a Souls game. The parry practice from Bloodborne and Dark Souls is really coming in handy. Hoping I can keep the good vibes going next play.

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I agree with you 100% - with the caveat that it was done with a guide, it seems impossible not be sucked into just finishing the thing the minute you devote yourself to playing. I don’t know for certain if it’s overlooked because people hear “eroge” and think, “no matter how good this thing is, the porn is icky”, but with decades in hindsight, it did seem incredibly tame by todays standards (in the same way Type Moon porn scenes are, but even less wordy). The year I played it (2018 or 2019), every time there was the IC best game ranking ep thereafter, I kept thinking “Yu-no should be here somewhere”. That also reminds me that Eve Burst Error doesn’t have an english translation iirc, which I’d pay money to get done if it’s anywhere near as good.

Now my question to you is how do you feel about playing the remake?
Not withstanding the art change (which is a travesty), you’d think the story is good enough to blow people’s minds even still today, but it arrived and nobody said shit about anything. Nobody seems to have watched the anime either (?) - just a complete flop.

Fate is my personal favorite song - just the way it layered over itself, always played during the big reveals/Oh shit moments

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Citizen Sleeper 2: Starward Vector is the first game in years i bought on release day and i started playing it today. i think i’m less than a quarter of the way in and i already think it’s better than the first one. the contracts and the crew systems add another layer of strategizing that makes things more tense, and the characters are all endearing in their way.

i’ll be sad when this is over

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I’ve finally rolled credits on Rise of the Rōnin. The game’s critical path is much, much longer than I expected it to be, with more twists and turns than I could have ever predicted. As I got closer and closer to the end, I thought quite a lot of Assassin’s Creed: Odyssey on one hand and Fire Emblem: Three Houses on the other (or any number of other SRPGs, but Three Houses was the one I’ve most recently played)

Assassin’s Creed: Odyssey has a similar conceit of playing a wandering mercenary sort during a time of great upheaval, complete with the ability to (ostensibly) choose a side on the Peleponnesian War. That game never quite delivers on its promise, though: its narrative is criminally short and largely abandons the war plot in favor of a pretty generic ending that has nothing to do with the war at all

That turned out not to be the case for Rise of the Rōnin in the slightest: the conflict between the expulsionists and the shogunate remains central to the game’s plot until the very end, with the “lock-in” to one faction or the other ultimately feeling pretty satisfying, too. There’s definitely some issues with structure both in terms of the narrative and the way mechanics around the factions are introduced (and also the way those mechanics are communicated to the player, with faction bond frequently coming from responses and quests that are not marked as such, despite the game telling you it will mark them!), but seeing things through results in the sort of political, character-driven drama I’m normally used to seeing in SRPGs

That brings me to what I’d consider the game’s main negative, though: much like a good SRPG, its cast is unbelievably enormous, to the point that I regularly lost track of who was who as the game went on (and I didn’t even meet every character!). This is compounded by the fact that the game sort of “repeats” character archetypes (there are, for example two different cat ladies and multiple Shinsengumi swordsmen of similar demeanor, among others, many of whom you can potentially romance). This tends to work all right in SRPGs, since the actual story will often focus on a smaller core group, but a large number of Rise of the Rōnin’s cast are part of the story and make repeat appearances. A smaller cast probably would have done wonders for this one in the narrative, and also for the character bonds. Since there are so many characters, none of them really get enough screen time (which is especially true of the romances, with some characters you can romance disappearing for entire acts)

The romances ended up being pretty amusing in some ways, though: there’s no restrictions from “locking in” with multiple partners, though some of them will eventually get fed up if you do so, laying down ultimatums (and breaking up with you if you try to weasel out of that too many times). What I found most interesting, though, is that this does not seem to be the case for every character you can romance, so I finished the game with two active (the two aforementioned cat ladies, as it happens). As someone vaguely polyamorous, I always appreciate a game that is at least somewhat more open with these sorts of things. I don’t need every character to have a laissez-faire attitude about it (and in fact it’s more believable if that’s not the case), but it’s nice to have a few. Unfortunately, as best I can tell the romances don’t have any particular impact on anything outside of being a flavor thing, with little in terms of reactivity from other characters or plot events. That can be fun in its own way, but a smaller cast might have allowed them to flesh these out a bit more

As with the cast, there’s probably lots of trimming that could have been done in other areas, too, from a more condensed talent tree to more considered (and therefore more meaningful) loot, and fewer gadgets and consumables. They tried to cram this game full of stuff on every axis, and I definitely think less would have been more for Rise of the Rōnin overall

All in all though, I’m quite glad I ended up picking this one back up. It’s not Platinum Trophy material or anything in my view, but it scratched an itch I’ve had since I originally picked up and bounced off of Ghost of Tsuishima on account of its protagonist. I was definitely somewhat fatigued with the game by the time I got to the end, but having reached the end, I’m glad they crammed it full of story and characters (as opposed to something like Assassin’s Creed: Odyssey, which is mostly full of busywork)

The game’s solid, though (it’s a solid 7.5, maybe even an 8 on a good day) and for anyone looking for something to hold them over until Ghost of Yōtei later this year, Rise of the Rōnin might just do the trick

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Y’know honestly I’ve thought about the remake but I kinda just want to leave my time with the game as sort of a locked-in-time artifact, y’know?

Fate is so good!!!

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I’ve spent a good few hours with Citizen Sleeper 2 now and wanted to chime in like some of the others have. I won’t really be going over the specifics of the base mechanics, the first game or any spoilers. Just how I feel that it compares to the first game. But as a primer: Citizen Sleeper is primarily a dialogue heavy, choose-your-own-adventure game with tabletop style dice rolling.

I was a huge fan of the first game. I’m happy to say, the sequel delivers on the promise of a bigger, better game. Dialogue heavy games like Citizen Sleeper, Disco Elysium etc. obviously hinge on their writing quality. I think the particulars of the setting/characters/events are so well realized and evocative. Gareth Damian Martin has a way of reaching into my mind and painting a beautiful picture on its walls. From the back room of a space bike courier’s shop to the matte finished eye implants of a ruthless spacer, I can see and feel every detail in my mind. Thankfully, Citizen Sleeper 2 has so many more places and people to describe, that I am in heaven.

Citizen Sleeper 2 is definitely more GAME than the first. At first, I was wary of this. I wasn’t really interested in being responsible for juggling more systems in this kind of choose your own adventure narrative experience. But just as the first game’s dice rolling mechanics simulated making the best of what you have at your disposal, Citizen Sleeper 2’s new systems emulate new challenges. Having to mitigate stress makes sense as you’re on the run and your body is facing different challenges that in the first. Taking on contracts (essentially small scale side stories that grant resources and/or narrative threads) with your chosen crew not only gets you away from the hubs, but they are usually something you need to do to stay on the run or make money.

I put it down to make this post and make a few last attempts at R4 for the INSERT CREDIT TIME ATTACK!, but I can’t wait to get back. I’ll probably pop back after I complete it to give my final thoughts. I suspect they will continue to be positive. That’s all for now.

Thanks for reading!

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This is great to hear! I really enjoyed the first so if two is better than yeehaw. I might purchase it now to support that dev but might take some time to get around to it.

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Citizen Sleeper 2 has thoroughly got its hooks in me.
I’m at what seems like it is likely to be the end, or at least the lead-up to the end and I’m 164 cycles in:

I agree with @Thisiscontrol in that this one feels like more of a game-y game than the first, but also not in a bad way. I loved the first one, it was my personal “goty” for 2022. Part of what made the first one hit so hard for me was the surprise in its presentation and narrative style; I knew what to expect this time around so even if it is reductive to say “this is more of the same” … the sequel is, essentially, more of the same on that front. This isn’t a bad thing, but it does mean it isn’t as surprising to me this time around.

I’ve enjoyed the different type of systems management here in the sequel, and there’s been a few times I’ve only just succeeded on the last possible turn with the last hail-mary roll. There’s also a few times I’m not even sure I succeeded – this game, much like its predecessor, doesn’t give you a hard “game over, man!” failure but rather the narrative just moves on.

I’ll blur and hide these so as to not accidentally spoil anything for people:

here's my stats / character sheet

and here's my crew

warning, late-game spoilers:

and I’m struggling to decide who to take on this (final?) mission. I’ve been warned “make sure you really trust whoever you bring” and narratively for where I’m at that is probably Bliss and Nia, but game-mechanically that doesn’t seem like a great choice. Bringing Yu-Jin mechanically would be wise, to cover my gap in Endure… but I don’t think he’s earned complete trust yet.

I guess I’ll dive in and maybe finish this today. I haven’t gone this hard on a brand-new release game in a while.

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also reporting in that citizen sleeper 2 quickly completely got me, (first one kept me up until 3am playing it so not so surprising).

Just rolled credits tonight (a reasonable 12:20am lol) and was very satisfied with the whole experience. Took 187 cycles to get there, and I really took my time cleaning things up near the end with my near limitless money/fuel/mushroom farm.

Definitely more gamified in terms of your freedom to build a team and choose your route/path through jobs while managing more resources and stress/glitches.

I am a little paranoid I made the game too easy - I had one save that got about 40 cycles in before some bad calls I made on contract 1/2 kinda hosed me - to death in fact. I kept playing for little while longer and shit was not getting better. Great metaphor/representation of how capitalism is oppressive and terrible, but I had way more fun after restarting (with a better understanding of the risks of contracts and glitches/stress). Had a few Hail Mary rolls that saved my bacon on my second run but for the most part was in significantly less risk. Maybe I just got lucky with some resource pulls/rolls tho.

It’s tricky, kinda like with Baldur’s Gate 3 I don’t wanna feel guilty of just denying an outcome I don’t like by reloading a save/restarting. Playing the first game I had a moment where I failed a check and one character was just gone from my
playthrough (the dad who needs you to babysit his kid - I thought I had more time!) and it really affected me & reinforced the games message of the importance of solidarity/aid. And I kinda feel like I denied myself that experience this time partially, but still I did enjoy getting to see the ends to most of the story threads I really wanted to.

Writing is so choice, feels like GDM got to go deeper on more sci fi and character work and it’s all tasty stuff. Please bro just let me advance text with the space bar tho only complaint. Art feels like a little step up from CS1 too, and it was already dank.

Also hell yes with the crew @rejj those are the homies. Imagine picking femi over nia, couldn’t be me

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It’s nice to hear. I bought it on day one despite having Alan Wake 2 on the side and it’s nice to see that they fixed some of their issues, since I got bored of the game when all stakes were solved and what you got left with was which ending would you get.

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Rolled credits on Citizen Sleeper 2, that was a good game.

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I finished on cycle 183, real close!

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in preparation for all the bush flying I’ll be doing now that Microsoft Flight Simulator 2024 is in a reasonable state, have been brushing up on VNAV functions for the G1000

:saluting_face:

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I just want to thank you all for putting Citizen Sleeper in my to-play list. I don’t know when I’ll get to it, but it looks right up my alley.

I’ve taken a small bite out of Reigns: Beyond, the sci-fi ship-based version of Reigns. I had loved the original Reigns as a simple try-and-try-again choice-based game. I played some Reigns: Her Majesty. Then I stopped playing them, because what had felt fresh the first time felt pretty limiting. Changing perspective or theme did not feel like enough to freshen up the essential structural conceit: binary (often yes/no) choices with unpredictable results, looped until you get the cards and the choices sufficient to get to the next things.

Beyond adds some things to the formula, based on the premise of being a Star Trek-like crew and musical band on an autonomous ship:

  • A guitar minigame (very simple, basically eating up heart symbols as a guitar flies along a track)
  • Choice of destination, which seems to be choosing the possible encounters and relative risk/reward
  • Opportunities to explore the ship, including closed doors one may want to get open

That said, beneath these dressings, it is still the same Reigns: opaque choices where you balance four icons (energy, oxygen, morale, and ship integrity); inevitable deaths; vague goals with little clue of how to accomplish them; writing with just enough specificity where seeing a character portrait is enough to evoke, “Oh no, not again.”

Beyond may have found a particularly potent setting for all these hijinks to unfold; Star Trek and other space-faring series are built on seemingly random events cascading to catastrophe. But it’s not clicking for me yet.

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I’ve been interested in seeing how this second play-through goes having this in mind. I’m still having a good time and everything, but I noticed myself retreading old patterns that kind of tarnished my experience with the game the first time I played it, and it is related to why I didn’t have as good a time with Cyberpunk 2077.

This might be 100% a me issue but it’s really hard to like ignore the “?” all over the map, and I wish I could. I think that by constantly seeking out these interest sites I’m doing the opposite of “taking my time” with the game and instead engage with it as a list of check-list and busywork. In theory, I think the player is supposed to engage in these small tasks (clearing monster nests, bandit camps, etc) in between larger, more involved quests. The different “flavors” you can enjoy is a good thing and I like switching between a more leisurely approach and a more story-focused one.

The problem is that I’m about done with Act 1 and despite the story’s momentum taking me to Novigrad, my Gamer brain is telling me to see everything in Velen before moving on. Obviously some quests have suggested levels that are much higher than mine and those are easier to ignore, but what about all the “?” on the map that I haven’t gone over? Now I find myself going to one, marking another on the map and sprinting to it, rinse and repeat – my sessions with the game are like 90% this and 10% story advancement, really.

I understand that in a general RPG sense this is whats called grinding and is a way that a lot of people engage with this sort of game, but I feel like in this instance the grinding has completely taken over my intentions with this game and find that the story has taken a background to everything.

I thought that by increasing the difficulty to Blood and Broken Bones that it would be harder for me to jump around the “?” sites because health/healing is a bigger issue (doesn’t regenerate when meditating). This plus the weight carry limit would exert downward pressure on how much time I can spend out and about, visits to the main settlements would increase and in general the slower pace and increased time investment in clearing a bandit camp would de-incentivize my Gamer brain to focus an entire session just clearing a part of a map.

At first this worked, for about the first 10 levels I was broke, I had limited healing options and had to walk around to gather ingredients for oils/potions to make the combat a bit easier. It was kind of grueling but it made the game fun.

Now I’m lvl 12 and constantly hitting the weight limit every time I explore, I’ve looted so much that I have too much food to heal with. Exploration rewards me with a lot of recipes/gear/ingredients to make oils/bombs with, and in general the game doesn’t really feel difficult anymore. A lot of the techniques you do to make Blood and Bones manageable also apply to Death March, so upping the difficulty wont work.

(sidenote: I find it funny that the game doesn’t punish you for walking into a poor villager’s home and looting their pantry, closets, etc. like wtf man)

I guess what I’m trying to say is that I would love to turn off the part of my brain that wants to see everything and just enjoy the story. What I said in my earlier comment about feeling like I’m playing the game on its own terms no longer really applies. It feels like eating too many chips at once or something, it’s good for the first couple but then you realize you’re stress eating or something and you don’t really want more chips.

Idk if this is the game’s fault though and like I said might just be the way my brain is wired. I do think I would have a better time if I were able to be more focused in my approach to the game.

When I played Pathologic 2 what I like was that “exploration” felt directly tied to the conflict of the story, and mechanically this means that the stuff you need to survive is hard to come by. Keeping inventory was part of that and it felt meaningful to have to make decisions as to what to keep and get rid of. In Witcher 3 (and in Cyberpunk as well) this aspect of inventory management is more like “let’s see how many things I can fit in my pocket before I hit the weight limit” or even worse “fuck it i’ll exceed my weight limit and call Roach”.

Just feels like a goblin-like way to consume a game, it’s a tendency I notice in myself when I play these big games and I wish it weren’t so. It feels like a distraction from what makes the game good.

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Also, The Sims update: there really is a kitchen fire every three days. I had a lucrative career as a hacker, but missed 2 days of work and was fired. Now I work at the circus, but I don’t think that will stick either. A genie gave me too many bills so now I’m poorer than when I started the game - my computer was repossessed to pay debts.

There is something humoring in this continually crisis-ridden aspirational game.

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“…so now I can’t play The Sims anymore”

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I suppose I owe the forum a final update on Pentiment, though I don’t have much to say at this point that I haven’t already said. There are plenty of surprising twists and turns as the game winds down and I basically stand by my raves from prior posts, but finishing it gives you a clearer picture of the story, characters, and themes. In this way it is almost as if someone took the time to write this video game.

The only possibly negative thing I’ll say is that as is often the case with adventure games, the more you play it the more you start to see how it works. The story can always surprise you, but the mechanical aspects of seeing that story become somewhat predictable. I don’t really consider that a negative though because I talk to everyone anyway, and because I also just don’t really care.

I don’t really want to get too much deeper than that except to say that I loved it and will definitely be revisiting it in the future to play with some different outcomes.

Endgame spoilers

The one thing that absolutely FLOORED me was that poor Ursula was burned at the stake in the epilogue. The other guy was too, the foreign gentleman who spends time with Smokey, though that was less shocking. I actually looked up why the hell that happened to Ursula and the reason was that I told her to keep old traditions alive. Oops.

Other than that, none of the epilogue stuff really surprised me, though the variable marriage to Otz is quite funny. I told him to kick rocks (if you want to marry someone, in my mind you should use their full name when asked to), but I saw on reddit later that a developer had apparently said men more often marry Otz and women more often say no. That gave me the conviction I needed to know that I was right to tell him no.

Also, it sucks ass that Caspar died because I was too nice to him and he loved me too much.

Not really sure what else there is to say. If you’ve played the game you know how it turns out and if you haven’t you won’t learn it from me. Thank you.

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good game yeah

Had a similar sense playing it in the moment, but since that momentary frustration has faded find myself thinking still higher of the game. The good art + writing is what stays with you

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