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

Thank you to @Tom for the assist on this post.

I’m getting close to wrapping up Yakuza 6: The Song of Life. I played 5 last year and 6 this year, so I’ll probably play 7 next year and finally see what’s going on with those turn based ones.

Anyway, this one has been really good especially after 5. It’s not that I didn’t like 5, but it was too big and really got weighed down by a lot of things that just felt pointless. 6 feels much tighter, more focused, and overall I just really like the vibe with the game primarily taking place in Onomichi. Overall, I’d still rank 0 the highest of course, but this one probably falls in around 3 or 4 on my rankings.

Since the end nears, that means I’ve hit the point in a Yakuza game where the plot twists come in fast and furious. A couple things I’d like to note here:

*Yakuza 2 was the secret Koreans game. It’s only right we get a secret Chinese people game.
*I guess the final boss is literally just some random nepo baby nerd. That’s cool.
*Beat Takeshi being the superhuman assassin is maybe the dumbest twist in the whole series? High bar so probably not, but wow it’s insanely stupid. These guys mourning the dude who killed their dads then psychotically tried to raise them :sob:

Anyway, great game.Yakuza kicks ass :call_me_hand:

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I’ve been playing Etrian Odyssey V. I’ve tried a few times to get into one of these, but they’ve never quite clicked with me.

However, this is my first try after clearing the first Wizardry, which gave me a better appreciation for this dungeon crawly rpg genre.

I’m liking it a lot so far! I’ve cleared the first two floors without much trouble. Something I like that I don’t remember from my earlier tries (which might have been just the first one) is how much stuff is happening on each floor. Little quests and encounters, NPCs, mysteries and such. It makes the dungeon feel like it’s still a part of this society and not just a walled off monster tower.

I started building my party like a Wizardry party and then realized that this game has five person parties, not six. But I think I still ended up with a good group: a fencer, the katana class, a botanist, and two warlocks. The botanist has been more useful offensively than I thought. Poison is really powerful in this game, huh? The warlocks are doing the lion’s share of damage. The fencer is there to take hits for the katana, and the botanist heals the katana.

I think I like the mapping. It’s a nice middle ground between full-on pen and paper mapping and the game just doing it for you. The constant line drawing is a little tedious, but I’m willing to live with that in exchange for all the icons and notetaking it lets you do.

Oh, and why V specifically? Just because someone in a 3DS thread here singled it out as one to play especially.

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I finished the game earlier today, and yeah Final Fantasy X seems to be by far their biggest influence. I was also getting a lot of Golden Sun vibes, and a bit of Lost Odyssey.

There’s obviously some recency bias and I’ll see how I feel in a few weeks, but I’m ready to declare that Expedition 33 belongs in the canon of all-time great JRPGs. It genuinely is as great as people are saying.

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For whatever reason the player character in Haste reminded me of Arale from Dr Slump? I enjoyed the demo too but I wasn’t sure if the full game would end up having any more to it other than what the demo has. But it’s got a really great aesthetic!

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I’m stalling out post Chapter-11 in Xenoblade X DE. I have to (HAVE TO) finish every affinity quest as it unlocks, and as I’m doing them I have to unlock map segments that are near where I’m doing the mission, and this is why I can only do a big open world game once every five years or so. 90 hours in!

It’s genuinely just a fantastic game, I don’t want to knock on it. If I was a little kid and was only able to buy one or two games a year and there were no live service free to play games I would beat the absolute wheels off of this thing multiple times.

I know that you only need to get focused on builds in the postgame, and I’ve really been looking forward to that - I love me a grind for loot with a bunch of parameters, pulling that slot machine handle over and over. Especially intrigued by the videos I’ve seen of people just parking in an enemy camp, doing a giant AOE that kills everything, looting 15+ chests and fast traveling to the same spot to do it again. I’ll do that forever! But I’m scared I won’t get there, and other stuff is callinnngggg.

In an effort to take a little break, I’ve been spending a lot of time in the new Cosmic Exploration gathering/crafting zone in FFXIV. It’s a real mindless grind that has really fun window dressing on it (we’re rebuilding all the planets that got destroyed over the first big story arc of the game. there’s power loaders and star trek uniforms and stargates and moon rovers). These areas are where you get your top of the line ‘weapon’ for the gathering and crafting classes sometimes, and I’ve gotten my Botanist tool maxed out. There’s a real bare bones dopamine loop of doing little gathering missions, pulling a gacha to determine if you get to pilot the big robot, pulling another gacha if you got to pilot the big robot, pulling a little gacha if you didn’t get to pilot the big robot, going back out to get more points to pull the big robot gacha again. It’s not even junk food, it’s just sucrose. But it’s working for me while I listen to lectures for school!

I like to have a handheld game going as well, and as Xenoblade X DE is really tough for me handheld I’ve decided to try Pokemon Shield. I loved Arceus, bounced off of Violet (see above about open world games - which are almost universally bad on handheld!). I got through Shield once and didn’t really love it, but I was playing in Spanish so it was a little more of a slog. I think because I’m in America, learning Spanish as it’s spoken in America, and these games are set in Pokemon UK with a lot of UK slang that didn’t make sense to me in Spanish. Anyways, I’m enjoying it a lot more - I think it might be the last we see of a ‘traditional’ Pokemon game that isn’t open world, and I really appreciate how easy the areas are to navigate and, frankly, how pretty this game is. It’s really very nice looking, the colors are rich and deep and pop in ways that I don’t see in big name games on the Switch very often!

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I’ve been playing the Wipeout PSP games on my vita and having a grand time, with a focus on Wipeout Pulse. The single player campaign does a great job of adding more single player activities than only Grand prix and single races. As a big enjoyer of Fzero x/gx but at times missing weapon pickups, Wipeout is a new love of mine now, especially with all the design style. Bummed that the studio got closed down and new ones probably aren’t on the way, but I saw BallisticNG just got an update so I’ll be playing that on the next steam sale!

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My revisit of Baldur’s Gate 3 continues, bit by bit. I’m definitely finding more to enjoy in the game than I did my first time through, but there’s a lot of weirdness, things like characters talking about party members who left the party due to decisions I made as though they’re still with us or paths for quests that feel like they should be there but aren’t (this is especially strange to me for a game that was so lauded for having so many options)

Companion stories also progress more quickly than feels natural a lot of the time (as does some of the romance stuff still, despite patches to address it). Pacing in the game’s first act is honestly all over the place still because of the way the game relies on resting to advance a number of things. Even playing on the game’s harder Tactician difficulty this time, I’m still not finding the need to rest much, which means I’ve not yet gotten a number of what are meant to be early story scenes despite being past the half-way point in the game’s first act now

Plus, coming back to the game after so long…the companions don’t feel like people. The stakes don’t feel right. Most of the companions have this high level backstory with planar travel and direct relationships with gods and other stuff that doesn’t make sense at all for level 2 characters, and it just strains credulity. I’m aware there’s a handwavey explanation of the parasites everyone shares weakening the party, but if you don’t actually encounter that factoid (easy to do in such a wide-open game like this one), it makes the entire party feel almost cartoonish at times

Moment to moment, line by line, a lot of the companion writing is good, but in terms of how conversations are triggered and the contortions the narrative has to go through to justify these high level D&D characters all being novice adventures just feels contrived in the worst sort of way. I would not at all be surprised to learn that the companions were written as they are, and then someone pointed out that their backstories make no sense for low level characters, which prompted the bit about the tadpoles making everyone weaker. It’s not something the characters particularly engage with in any meaningful way, it’s just a little lore factoid so people won’t ask silly questions

The game doesn’t even go high enough level for the companions to really “reclaim” their lost power or anything, and it’s just really weird that they wrote the companions that way to begin with. They have some of the worst “my OC please do not steal” energy I can ever remember seeing in an RPG of this sort

All that said, the combat’s still pretty fun. Larian did a solid job sprucing up D&D 5th Edition, which isn’t a particularly tactical system, to make it more interesting to play. In many ways, it still feels like an entry-level CPRG, with even Tactician difficulty feeling far too forgiving, but it certainly is fun to throw a fire spell at a pool of grease and cause a big explosion

I’m not sure if I’ll end up completing this playthrough or not. I’m waiting for my copy of Clair Obscur to ship, and once that gets here I’m probably going to be putting a lot of my time into that!

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Clair Obscur is sitting in my Steam library, tempting me, but it doesn’t run well on deck and I don’t play 2 big RPGs at the same time (I’m dumb and get confused), so I’ll probably get to it this summer.

For now, I’m playing The Witcher 3 (and will almost guaranteed be taking a break for Doom: The Dark Ages in a couple weeks).

So far Geralt’s Gwent Odyssey is very engaging, but also kind of weird. It runs beautifully at 30fps with high settings on Steam Deck (playing the next gen version with DX11, not the classic version). The story hasn’t really gotten going. I’m just puttering about town. I’ve done a few side quests (arsonist, haunted well, missing brother) and played some Gwent (won my first match because of my Triple Triad experience no doubt), and upgraded my jacket. I’m looking for people who have seen some lady Geralt used to know that he dreamed was his girlfriend.

The combat is thoroughly weird. There are a lot of moves and options, but then I get in a battle and there’s no intentionality at all. I just hack/slash/dodge/parry.

My favorite line so far: “This isn’t the circus! Pirouette!”

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ooo good to know the next gen update works well on the deck. i picked it up during the last sale and have been meaning to get around to it. i put about 40 hours into it a few years ago but was nowhere close to finishing.

this is a pretty common complaint about the game, i think. there are a bunch of self-imposed challenges you can do/look up on youtube to make it somewhat interesting, but i kinda just rolled with it and embraced the ease of the combat instead of dragging each encounter out.

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as for me, i rolled credits on promise mascot agency today. very bittersweet as i felt the game was the perfect length but also was having such a good time. there seems to be some post-game stuff to do as well as some collectible type things to finish up, so i look forward to hanging out in the world just a little bit longer and luxuriating in the absolutely banging soundtrack.

overall, i loved this game. i think chopemon said it best themselves in the Where did Promise Mascot Agency come from? thread that the game is not clinically optimized and it does oscillate on its multiple axes, but i never lost the sense that the game was the type of game made exactly for me. i already bought this game for a friend ( :birthday_cake:), and i can see it becoming the game i recommend to almost anyone without question in the future. including….to you :index_pointing_at_the_viewer:

wrapped up at the perfect time, too, because now i can join the May '25 Monthly Game Club - SaGa Frontier 2 - #4 by Karasu

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This game is sick. Got heavy into the career mode a couple months ago and it taught me how to enjoy those original Wipeout games.

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there’s a new Hyper Light Breaker update since yesterday and my weird fascination with this thing continues. i don’t know what it is anymore. maybe i like it cos it feels like drakengard 3 kinda? maybe its the overwhelming gender energy. maybe watching it develop has become a way for me to mark passing time… maybe its fun or something… shooty slashy…

anyway they gutted it. i guess the experimental build was very popular so they accordingly reworked the game on a structural level. the assets and the core mechanics are still present but nearly everything else has seen a major revision. extraction as a major mechanic has been removed and the economy has been streamlined. you get one life. no more equipment stash. shrines are bonfires now where you can buy levels or lifebars or head back to town for a break. holobytes (talismans) are now level-up bonuses instead of drops and you have twice as many slots. characters have limited equipment options now and you’re locked to one character per run. meta progression tree looks very different. the map starts out obscured now. there’s only one rank system instead of two. there’s caves. there’s a new drago boss. theres a lil onboarding tutorial. theres a glaive eeee! theres an edgelord oooooou! the game now resembles what i expect nightreign will look like when that comes around in a couple months.

they really took a hammer to a thumbtack here but having had a half hour to play around before work i think it absolutely paid off! the new structure fixes my biggest complaint, which was failure being really annoying and encouraging risk aversion by any means necessary. you were bouncing back and forth between the hub and the field so often and making map-crossing runs to extraction points so regularly in the previous iteration that it made the world map feel kind of small and wooden and airless. as of now theres much more reason and opportunity to linger and follow your nose and it makes the open world feel bigger and more alive. i actually like running around and checking stuff out and playing the game more than i liked thinking about the numbers or whatever i was doing before. the difficulty curve is much gentler now, and since you technically are rewarded to some degree whenever you die, failure is no longer a punishment as much as it is an opportunity to try something new. they took a big swing with this one! reportedly the next major update will be focused on more map complexity and POIs and so on and im looking forward to seeing some of those colossal sword towers that were present in the pre-EA trailers and getting some goosebumpies and stuff

idk why i like this game so much. i think it just feels cozy to me

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The animations, controls, and pacing of combat are incredible. Some of the most fun third person shooting I’ve experienced too if not the best third person shooting I have experienced yet. The violence is also visceral and, sometimes, explosive enough that after two playthroughs and a decent amount of time with the rogue-like gamemode in the remaster that I still say “jesus christ…” or “holy fuck…” after a fight.

I may just be a little salty for the rest of my life playing video games that Factions 2.0 was cancelled.

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I’ve been playing Naughty Dog games for —oh lord— over 20 years. I learned in 2009 that the way you really enjoy their stories, especially post Jak & Daxter, is to meet them where they’re at. I don’t think there is anything wrong with questioning the narrative around things like if the Fireflies could actually make a cure. Like ya sure they seem confident but they aren’t necessarily some group with a lot of resources, or are particularly full of competent people. But once we start asking for the scope to expand we really are asking for something that Naughty Dog doesn’t really care about. The story is about a few characters at any given time and has zero interest in looking beyond them for anything beyond set dressing.

If you do have any interest in playing Part II I think, for whatever my thought is worth, that Part II is better than Part I in every way. It is an intentionally miserable experience but I enjoyed it a lot. The worst part about Part II for me is some of the discourse around it. Even when you get past the bigoted, stupid, stuff the usual suspects complain about some of the praise and critiques leave me scratching my head a bit.

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The Soul Cannon Beckons For Your Consideration- Fuga: Melodies Of Steel | by Privately Attack Nobuo Uematsu With Questions | May, 2025 | Medium

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oh nice reminder for the monthly game club, time to try and engage with it this month

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i mean this in as good faith as i can manage…this is an extraordinarily convenient framing. this game was infamously made by a force of hundreds of people working inhumane crunch hours to ensure the set dressing was of the highest possible quality. its pretty reasonable to assume that the guy in charge who ostensibly wrote the dang story cared in great detail about the set dressing for whatever reason

theres an entire genre of theatre based on contextualizing the same library of texts over and over. that shit kinda matters

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Yeah I think I have to agree, that’s a bit of an unfair dismissal.

It might be fair to say what is shown in The Last of Us about the world is vague, and leaves the audience with more questions than answers, and perhaps not all of those questions are interesting and perhaps not all of those answers would be satisfying. But I don’t think any of the organizations’ qualities as depicted in the game are just superficial and not to be taken too seriously. I think instead it’s all actually quite thoughtful and thoroughly thought out, and there’s a lot that can be inferred about the world that is not explicitly communicated, in a way that is maybe even more interesting than if it was being, like, prattled off as Lore in an authorial, prescriptive tone.

If anything, that’s one thing I thought wasn’t as sophisticated in Part II, with the whole factional warfare happening in Seattle felt a little less grounded fiction and a little more The Warriors or Mad Max corny excess. Something about them having, like, Proper Noun Names and goofy little aesthetic theming and a little themed home base, a dumb little logo for each of them, especially their dumb graffiti and protest art, kinda comes off as a bit of hacky writing and execution (maybe it’s Druckmann’s uberliberal soft Zionist brainworm taking a nibble off there and forcing him to poorly understand the nature of protracted conflict between people and feel some weird urge to aestheticize animus between groups of people in a juvenile way, like we wouldn’t be able to tell them apart without the signposts). Like, an underground organization having a cool and evocative name like Fireflies makes sense, a descendent of a disaster response governmental agency that basically slipped from quarantine restriction into full fascist martial law needs a dumb acronym, even the gang at the end of Part 2 comes off as having more verisimilitude by just not being explicitly named out loud (to my recollection) and having more diegetically convincing little uniforms (I mean, they’re just supposed to be the LAPD, right?). Something just doesn’t come off as honest with the two factions in Seattle.

Anyway, if it was just set dressing, I think it would either not infer much beyond itself, or maybe infer things a little too presctiptively, if that makes sense. Like, again, the gang at the end of Part II, what they do and how the members you see speak and act, and what they wear, you can infer information from that without being told it, and it threaded that balance between evocative and grounded.

Also just to be clear I am the OG TLoU2 lover on this forum and I have always thought it was an exceptionally good game. I just did kinda have to suspend my contempt a bit for that relatively easy to ignore aspect of its fictional setting. I think if you were to get rid of the two factions having a Proper Noun Name, cut down on the corny aestheticization of factionalism that Neil couldn’t resist using, so no dumb graffiti with a consistent visual language, no dumb logos, or just make all of that subtler, it’d all be more believable. So maybe it’s the dumb stuff about the Seraphites and the WLF that I would be more able to identify as set dressing, distracting visual information for something that would be better told through narrative or just left more subtly stated.

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Also I missed other talk about the narrative but I guess to me narratively TLoU is less about themes and interesting things happening than kind of an immersive mood piece. Like yeah the story is downright archetypal, it’s like 2 or 3 cliches taped together, it has at best a simple meaning (like my good pal yeso keeps harping on, yes, TLoU2 is indeed about how revenge is actually… bad) and as a piece of speculative fiction it is next to nothing in that regard; not that zombie apocalypse fiction seems to usually really have much interesting to say as a genre of speculative fiction beyond "what if this excess in modern society or that particular social complexity got its volume turned up to 11 because civilization shit the bed, what if people are what make being a people not good (see consumerism in Dawn of the Dead, probably suppressed racism or xenophobia in a bunch of others, being British in Shaun of the Dead).

Why I think they work is usually some solid character writing, have the fictional setting put just the right kind of pressures on to characters to make them act and react in compelling ways, write dialogue in a grounded and naturalistic fashion, go all in on mo-cap and the industry’s best voice actors, and every once in a while, put characters into harrowing, disgusting, intense moments of visceral struggles of life and death, right up close where you as the player either have to enable it in gameplay, or just have to stare at it right up close.

It’s really not high fiction, so much so that I really actually do not understand why anyone wanted to adapt it. Like, I honestly can’t see how it would be an interesting television show. What it is, less so I and moreso II, is something that makes you feel immersed in the emotional states of its player characters, feel their fear and rage and catharsis. It matters less that the narratives themselves are simple when it’s just about kinda occupying a little bit of that headspace in the act of playing and watching the cutscenes. Maybe, even, the narratives are simple like that to have less conscious thought in the way of a greater sense of immersion.

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if you pay close attention to the narrative, you’ll notice that both Joel and Ellie have the character trait of guitar

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