Sekiro: Shadows Die Twice (2019)

It’s impossible to discuss FromSoftware’s new game, Sekiro: Shadows Die Twice, without talking about Dark Souls and the rest of the Soulsborne series. While not being directly related to its Soulsborne cousins, Sekiro: Shadows Die Twice obviously shares the same DNA as FromSoftware’s prior works. Since diving into the Soulsborne series a couple of years ago, I cannot get enough of their brilliant level designs, oppressive atmospheres, inspired environments, and challenging bosses. I was immensely excited for Sekiro and waited to see what Hidetaka Miyazaki and his team could accomplish with a brand-new IP.

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Sekiro is a third-person action-RPG set in feudal Japan. This particular point in Japanese history, the Sengoku period, was a time of constant war and shifting political powers. You play as Wolf, a shinobi who was left without a family due to the relentless bloodshed. Wolf’s job is to protect a young boy, Kuro, who possesses a mystical bloodline that all of the lords are vying for. Kuro can make anybody immortal using the powers of divinity. The lords realize how valuable this power would be in their struggles for control, and begin to compete for control of Kuro and his special abilities. Without spoiling much, Kuro realizes that the power of resurrection is burden for himself, those he grants immortality, as well as everybody else. Kuro requests Wolf’s aid to help him end what he believes to be a curse.

The power of resurrection manifests itself in gameplay through a revive mechanic. When defeated in combat, the player is given the option to resurrect once at the spot they died rather than being sent back to the checkpoint. Soulsborne games are notorious for their difficulty, and Sekiro is no different. Arguably, Sekiro is the hardest of the six games in series. One mistake can often lead to taking massive damage or outright dying, so I appreciate that resurrection exists to give the player another chance. Nothing is more disheartening than almost killing a boss and then panicking and dying, so resurrection acts as a safeguard against that. Additionally, since bosses have multiple phases in this game, resurrection gives the player extra time and chances to learn the attack patterns of the new phases. I kind of wish there was some reason to not revive, as right now there is literally no downside to resurrecting. If there was some cost to resurrecting, then the player would have to make a choice whether or not it was worth doing so in any given instance. Regardless, I think resurrection is a great addition to the game as it reduces frustration without significantly reducing difficulty.

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It is apparent that Sekiro makes great strides to be unique amongst the Soulsborne series. These games are famous for their vague story telling and obscured plotlines, but Sekiro is much more straightforward. There is more dialogue, cutscenes, and readily available information. Whereas in Dark Souls for instance, the player had to interpret unclear lines of dialogue and needed to read item descriptions to get in-depth lore. The main story of Sekiro is easily comprehendible and accessible for players without deeper digging. Of course, in classic FromSoftware fashion, there is plenty of environmental storytelling, hidden details, and lore that can be uncovered by more perceptive players.

Additionally, Sekiro takes place in a far different setting than any of the other five Soulsborne games. Those games took heavy inspiration in European history, themes, architecture, and environments. Sekiro on the other hand takes places on FromSoftware’s local soil of Japan. Instead of Christian themes and imagery, Sekiro leans on Buddhism and Shinto. I personally appreciate this departure, after five games with similar scenery, a stylistic change is welcome. Japanese folklore and mythology influence the areas and visuals of Sekiro. Blossoming sakura trees, sprawling temples, wooden structures, lofty pagodas, and a central area that bears a striking resemblance to Himeji Castle are a few of the beautiful scenes that you will encounter. Sekiro is a visual marvel, everything in the game is absolutely gorgeous to look at. Not only the backgrounds and vistas, but the animations are sharp and satisfying as well. Obviously with a change in background comes a change in characters, enemies, and fighting styles and the gameplay reflects this.

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As a shinobi, swordplay is not the only available option to the player. Stealth is an incredibly important mechanic of the game. The stealth mechanics of Sekiro are simple, but are essential to conquering the game. You can sneak past enemies, stab them in the back, or lunge at them from above for a quick kill. This can even be done on some bosses and mini-bosses to delete large portions of their health bars. There’s nothing too spectacular about the stealth, its fairly barebones but it works for the most part. Occasionally when enemies spot the player, they never lose track, even through walls. This can be irritating, but it’s hardly a game-breaking issue. Other than stealth, the other essential instrument available to the player are shinobi prosthetic tools. Things like shuriken, firecrackers, and an axe can be equipped and used. Each tool has intended uses to exploit on certain enemies. For example, firecrackers disrupt any kind of beast or animal because it frightens them. The axe nullifies shielded enemies by splintering their defenses. These tools get refillable uses every time you rest, so they should be used sparingly. Additionally, you can find upgrade materials around the world to improve the tools to add special effects.

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The core of Soulsborne gameplay revolves around using resources to dodge and counter enemy attacks. In the five previous games of the series, you had a stamina bar that you could use to dodge, block, sprint, and attack. The less stamina you used to avoid damage, the more stamina you had to deal damage. There was also an intrinsic risk and reward system built into the combat. Blocking was easy, but you lost a lot of stamina for doing it. Rolling would require timing, but would give the player big windows to punish the boss. Simply walking to avoid hits requires a lot of confidence, but since it consumes no stamina, the reward for doing it was high. Finally, parrying boss attacks was incredibly risky because it required specific timing that if executed incorrectly would lead to the player taking big damage. The payoff was that it would open the boss up to immense damage. Sekiro changes all of this. As a katana-wielding shinobi, there is no more stamina, but instead the game is built around a resource called posture.

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The player and every enemy in the game have a posture bar. When the posture bar is filled, they are susceptible to what is called a deathblow. Deathblows kill enemies regardless of their remaining health. The majority of the time, the player ends up killing enemies via posture damage instead of the traditional health damage. This is done by hitting the enemies and deflecting their attacks. In Sekiro, dodging has far less invincibility frames than it did in previous Soulsborne games, so the primary method of avoiding damage is blocking and deflecting. Blocking is safe and requires no timing, but will quickly fill your posture bar. Deflecting, on the other hand, requires the player to time their block at the moment of an enemy strike. If too early, you end up blocking, if too late, you take the hit. If done correctly, it will quickly fill the enemies’ posture bar. This is equivalent to parrying from the rest of the series, but the timing is more lenient.

The intention of nerfing dodging and replacing parrying with deflection was to make combat feel like a flurry of swords. Every engagement is a rhythm of deflecting and returning swings. This is definitely my favorite iteration of combat in the Soulsborne series. It took a little while for me to unlearn the muscle memory I had from previous games and get used to the importance of deflection, but once it clicked, I was enthralled. The satisfying sounds of clashing swords provides great auditory feedback that makes Sekiro really achieve its goal. The game is centered around duels with enemies, taking turns swinging at each other and capitalizing on mistakes. Filling up the posture bar is the most reliable way to defeat most bosses, and this positively inspires player aggression. Instead of standing far away from enemies and waiting for the opportune moment to strike, the player is encouraged to get in the face of a boss and confidently deflect all of their attacks. Sekiro really manages to capture the feeling of two samurai clashing, and I cannot overstate how much I love the combat in this game.

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Admittedly, I do have a few issues with the combat of Sekiro. The first being perilous attacks. If every attack in the game was deflectable, then once you master the art of timing deflections, the rest of the game would be trivial. So, FromSoftware added 3 kinds of perilous attacks: grabs, thrusts, and sweeps. These attacks cannot be blocked, and each has a specific action to counter it. Grabs you can dodge, thrusts you can deflect, and sweeps you must jump over. These attacks are accompanied by a red visual effect and a distinct sound. My issue is that it can be very difficult to quickly discern between these attacks. Especially since the visual effect often is overlaid directly on top of the enemy. Mostly, I had trouble telling the difference between thrusts and sweeps quickly enough to react. I had to just learn bosses attack patterns and figure out which attacks they used. It’s not a big deal, but I wish the sweep and thrust distinction was a little more clearly telegraphed.

Additionally, at its very core, Sekiro is about dueling opponents. The game is at its very best when you are locked in a swordfight with a challenging foe. Soulsborne has always had issues with situations involving multiple enemies. They are rarely balanced well and often end up being a fiasco. Windows of opportunity to hit back at enemies quickly diminish when there are more than a couple enemies coming at you. Sekiro is no different in this regard, in fact, it’s worse. Since the main tactic in Sekiro is depleting enemy posture by staying in combat with them, you cannot abuse the common tactic that is used in most Soulsborne games. That strategy is to unlock the camera and use hit-and-run attacks to whittle down the enemies’ health. This obviously not effective in Sekiro as enemies block most of your attacks. The only legitimate way to defeat most enemies is to fight them one-on-one. I understand that in most scenarios the best way to deal with multiple enemies in Sekiro is to make extensive use of shinobi tools and stealth, but sometimes this just is not possible. Unfortunately, the game’s combat just crumbles in scenarios where the player has to fight multiple enemies at a time.

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Most importantly, the lack of variety in Sekiro is shocking. FromSoftware took one aspect of the Soulsborne series and polished it to an absurd level, but many other features were ignored because of this decision. Don’t get me wrong, I love the rhythmic deflection duels of Sekiro, but the game lacks any other options. Subsequently, there is very little replayability. This is not inherently a bad thing, and I often like to see games focus in on a singular aspect and refine it to perfection. The issue is, I think many returning Soulsborne players will be disappointed because Sekiro lacks variety. You must learn how to deflect to play Sekiro, there is no other option. In the previous games of the series, people could come up with entirely different strategies for the same boss. Sekiro is very straightforward, you just have to master the art of deflection. The shinobi prosthetic adds a little variety, but it does not drastically change the playstyle of the game.

It is not just in the combat where Sekiro lacks diversity, but many integral Soulsborne features are missing. The RPG and character-building elements of the game are nearly completely gone. Outside of a few skills that you can level up, the main character of Sekiro is static. You cannot choose stats, classes, weapons, or armor. This obviously was intentional as FromSoftware wanted the game to be more story driven and to do that the main character could not be a blank state. Moreover, there is no online element. At all. Player vs player combat is impossible due to the mechanics of the combat. Cooperation would probably trivialize most bosses because of the way posture works. I get why those things were not included, but again it is a feature that many players will miss. Honestly, neither the character building or online were features that I made extensive use of in the rest of the series, but I know for many people these were integral parts of the game. At the very least, I would’ve like to see one or two more weapons to add some replayability. While Sekiro absolutely nails the combat as its core feature, it loses the essence of experimentation and freedom.

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The first thing that blew me away about Dark Souls was the interconnected design of the world and its levels. Checkpoints were scarce, but there were many shortcuts to unlock that would link back to the checkpoint. Things like locked doors, falling ladders, elevators, or gates open once you had cleared an area. This made levels feel larger and simultaneously increased the relief of spotting a new checkpoint. Unfortunately, Sekiro completely lacks this intricate level design. Areas are far more linear and checkpoints are far more abundant. I think there was a singular shortcut to be found in the entire game. Nearly every boss has a checkpoint right before it, leaving out the necessity of mastering a level to repeatedly fight a boss. Now the player runs through an area one time and is basically done with it forever.

The actual world of Sekiro is incredibly interesting. The central castle of the game constantly must be revisited and it evolves depending at what point in the game you are at. The other areas of the game are more stagnant and linear compared to Ashina Castle, but they are interesting thematically. Sekiro is undeniably beautiful, and the landscapes of Japan make every new area a treat to explore. While Sekiro does not have a labyrinth like world akin to Dark Souls, the areas do have a lot of added verticality. This is due to the grappling hook which allows the player to quickly sling from tree branches and scale up buildings. This additional layer to level design gives each level more paths through any given area. I quite like how levels felt more open and explorable than other games in the series. My only gripe is that there really is no point to fully exploring a level. In previous games, the player could find new weapons or armor to experiment with. The only items you can really find in Sekiro are upgrade materials for the shinobi tools, which are uninteresting in comparison.

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Perhaps I am overly critical of Soulsborne games because it is a series that I seriously enjoy, but don’t get me wrong, I love Sekiro. This game was an absolute joy to play and master. It reignited that familiar feeling of overcoming seemingly unconquerable challenges through persistence and perseverance. And that is really what the Soulsborne series is all about. Since Sekiro is so different from its predecessors with its sharp change in combat, it forced me to master an entirely new skillset. This change in pace is what I love about Sekiro, but it is also the games biggest flaw. Due to the focus on the combat, many traditional features such as character builds and online play got left out. Despite this, Sekiro manages to be an unbelievably poignant and memorable experience. It is for these reasons, I give Sekiro: Shadows Die Twice, a 9/10. I appreciate Sekiro for refining combat to a ridiculous degree and for being such a different experience, but a little more freedom could have gone a long way.

Celeste (2018)

As one of the most common genres of indie games, platformers need something special if they want to stand out. That is what initially drew me to Celeste, as I am admittedly not the biggest 2D platformer fan. This game had to be masterful with all the hype that it garnered as an indie platformer. Even though the first game I ever played and loved was Super Mario World, 2D platformers just don’t do it for me anymore. They often feel repetitive and simplistic compared to a metroidvania or adventure game with platforming elements. It’s safe to say I’ve changed my mind after playing Celeste. It does so many things right that it has reignited my interest in an entire genre of games.

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Celeste is a game about climbing mountains, both physical and metaphorical. The journey is comprised of multiple chapters that have the main character, Madeline, ascending the mountain. Madeline has no reason for doing this, other than feeling like she has to. Along the way, it becomes apparent that Madeline struggles with mental health, and the story is really about her battle with herself. The mountain is magical in a way that it brings out her negative traits like self-doubt, paranoia, control, anger, anxiety, and depression and manifests them into a physical form. This manifestation is called “Part of Me” or “Badeline”. The whole game Madeline is struggling with the Badeline, as it takes every opportunity to impede her progress and sow the seeds of self-doubt in her head. Along the way Madeline meets a few new friends that help her deal with the negative “Part of Me”.

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Even with its cutesy presentation, Celeste tells a powerful story. I genuinely did not expect to become so invested and impacted by Celeste, but its plot resonated heavily with me. I obviously will not spoil the final resolution of Madeline’s story, but I was very satisfied by it and I think it does an excellent job portraying the importance of mental health. Sometimes you battle with yourself, and Madeline’s ascent up the mountain was both a physical and spiritual battle. Moreover, I think Madeline feeling like she has to climb the mountain is a meta statement about the game. Sometimes people are driven just to do things for the sense of accomplishment, it makes us feel better about ourselves when we accomplish a challenging goal. For Madeline that is climbing the mountain, for the player that is completing the game.

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As a kind of retro platformer, Celeste is deceptively simple. Aside from the standard movement and jumping that are essential, you only have 2 other tools in your arsenal: the dash and wall-climb. When you jump you are allotted one dash that can be used in eight directions. You cannot dash again until your feet hit the ground. The wall-climb is just what it sounds like, you can grab onto walls and either hold on or climb up them. There is a stamina meter that depletes if you hold on too long or if you climb too much. Overall, everything is simple in concept, and that is what makes Celeste so great. You can pick up the controls and get good at the basics fairly quickly, but things quickly get more interesting.

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Instead of giving the player new powers or abilities, Celeste instead focuses on environmental obstacles that introduce new mechanics. There are eight main “chapters” in Celeste, each of which contains its own unique gimmicks. For example, the first chapter introduces platforms that quickly shift when you stand on them as well as gems that give you an additional dash in the air. The second chapter revolves around these “dream blocks” that you traverse by dashing through them. Celeste does not dwell too long on these gimmicks, as each stage is fairly short, playing casually you could probably complete each one in under an hour. Despite this, Celeste squeezes out every drop of potential from these mechanics.

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Each chapter of the game is split up into a few dozen screens. Going from one screen to another acts as a checkpoint and will save your progress. Since the levels are divided into these short screens, it allows the designers to make for some challenging sections. Chapters are designed in such a way that they begin with a simple introduction to a mechanic and then will build on it until you can pull off some crazy platforming shenanigans. The player is given the opportunity to master each gimmick, and the levels play with remarkable fluidity. You can feel yourself getting better and more comfortable with the gameplay, and soon you will be dashing around the screen with style. The game was also built with speed-running in mind. Chapters and screens are constructed in such a way that they can be optimized and sped through. While I am not a speed-runner, I definitely did find myself getting a lot better and faster with each subsequent chapter.

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When I said Celeste has eight chapters, that was kind of a lie. The main story is contained with the “A-sides”, and the player can unlock far more difficult B-sides and C-sides for each chapter. This totals 24 chapters, not to mention the collectibles to be found along the way. The way I see it, Celeste has four stages of difficulties. In order from easiest to hardest: A-sides, strawberry collectables, B-sides, and finally C-sides. The strawberries are scattered in the A-sides of each chapter. Some are hidden in nooks that require the player to be perceptive, and others are in plain sight but require more difficult platforming tricks. I really like the strawberries because I they add a lot of content to the game. They often are situated in a way that makes you think creatively of how to reach them. The strawberries genuinely feel like challenges that were designed for the main game but were made optional as to not make the game drag. They don’t feel tacked on, which is a pitfall of many other games collectable systems.

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Despite Celeste being fairly challenging, it is an extremely accessible game. Since challenges are short and self-contained, I feel like everybody could at least complete the main story of the game. Nevertheless, there is a “assist mode” available to players having trouble or who just want to tone down the difficulty. You can mess with certain settings such as the game’s speed, or how much stamina you have, or how many dashes you can use while airborne. Personally, I never used this feature but I suppose it is a neat addition for people who want to experience the story without the challenge. While I think the main story is certainly beatable by everyone, the B-sides and C-sides are ruthless challenges that require much more precision, perfection, and speed.

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I took a dive into the B-sides thinking I was just going to try them out, but man I got addicted. They are full length chapters akin to the A-sides, but with much more difficult screens and without strawberries. They use the same gimmicks as the A-sides did, but they are pushed to the limit and require a level of proficiency that was rarely touched in the A-sides. They are long and grueling chapters but the sense of accomplishment is immense upon completion. As for the C-sides, they are without a doubt my favorite part of the game. They are much shorter than the A-sides and B-sides, as they only contain about three screens each. But to compensate, these screens are insanely hard. The reason I love them is while they are difficult and require absolute mastery of the chapters, they are short enough that they don’t overstay their welcome. Where the B-sides dragged on a little long in some instances, the C-sides just have you conquer a few screens and to get that feeling of satisfaction.

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While C-sides are short and sweet, other chapters definitely go on for too long. This is primarily and issue with the B-sides because they are so difficult so completing them can feel like an exhausting task. One hard screen after another with no obvious end in sight can be mentally draining. The A-sides do not have this issue because the steadily ramp up in difficulty throughout a chapter, this way you are not slammed with hard screens through the whole chapter. The B-sides on the other hand are essentially entirely comprised of challenges similar to the hardest screens from the A-sides. It’s not too big of a deal because you can take a break whenever you want, but still some levels just gave me that feeling of “does this ever end”. I’m looking at you, chapter 6B.

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My other issue with Celeste is a certain gimmick. In chapter 3 and chapter 8 there are moving hazards that kill you when you touch them. In chapter 3 they are dust bunnies, in chapter 8 they are fire balls. These hazards move in cyclical patterns, often back and forth or in a circle, I will call these patterns “cycles”. My issue with these cycles is that they are often impossible to time without extensive trial and error. The hazards move extremely rapidly and the player’s timing needs to be fairly precise. This isn’t so different than most of the platforming in the rest of the game, so what’s the issue? Well, often times a screen is decently long and some of these hazards are off-screen at the start of a screen. When you make the first few jumps, you can reasonably time the cycles to make it through. But then you reach the 4th, 5th, 6th, etc. jumps which you could not see them at the start. You cannot take a break to line up the cycles here, as you are often mid-jump or need to quickly avoid another hazard. This leads to a situation where sometimes the cycles just don’t seem to line up. You make the first few jumps no problem, but then the hazard is completely in the way for subsequent jumps.

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The reason for this is that minute differences in timing will lead to the hazard being in a different part of the cycle when you arrive. I think when the designers made these levels, they had a specific way of doing them that would result in the cycles just lining up and working out flawlessly. But for players, small differences in technique will result in different timings that just don’t work. For example, a designer may have done a Northeast dash, but the player does an East dash. As a result, the player is a little faster than the designer, and when they get to a later part of the screen it turns out they were too fast and the fireball is now directly in their path. It’s frustrating because it often feels like I didn’t even know what I was doing wrong. The fireballs and dust bunnies were always in the wrong place at the wrong time, but there was no way for me to just stop and wait for them to move. Because of this, going slightly too fast or too slow on early jumps changes the way the level works. Cycling hazards in Celeste feel like an exercise in trial and error.

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The last thing I want to mention about Celeste is how it is presented. The retro-style pixelated graphics and done extremely well. Since levels become hectic and fast moving once you reach the later stages of the game, everything needs to be clearly telegraphed and visible to the player. The game has bright colors and visuals that pop and are easily distinguishable; I never died to an obstacle I did not see. The other aspect of Celeste I want to talk about is its music. You can’t talk about Celeste without talking about the music. The music perfectly matches the mood and atmosphere of each chapter. It evolves through the level to match the different tones and emotions that you should be feeling. I’ve linked one of my favorites tracks from the game below. This track is from chapter 2 which exhibits a dreamy atmosphere. It is split up into five different sections to accompany the swings in mood throughout the level. The song perfectly encapsulates numerous feelings such as tranquility, fear, and anxiety. The music of Celeste is composed beautifully and appropriately to deliver the emotions the game wants to convey.

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In retrospect, the issues of Celeste are minor when compared to the rest of the game. There were only a couple that were too long, and cycling hazards only appeared in some spots of a couple of chapters. These problems do not significantly detract from the rest of the game, but they may be frustrating in the moment. Despite these problems, Celeste has ridiculously fluid platforming that pushes its mechanics to their limits. Additionally, the storytelling of Celeste will stick with me for a long time. Madeline’s struggle with Badeline is the perfect metaphor for mental health. It is for these reasons that I give Celeste a 9.5/10. Celeste captivated me in every way, and it is absolutely in contention for best 2D platformer of all time.

Fez (2012)

When looking for a nice and relaxing puzzle game to play over my spring break, Fez seemed to be the perfect fit. This indie puzzle-platformer has cutesy visuals, fairly simple platforming, and a unique perspective rotation aspect. What I did not know was that Fez is essentially two entirely different games. On the surface it is that adorable little platformer, but deeper inspection shows that Fez also contains insane cryptography and meta puzzles. The first playthrough of Fez is mostly simple platforming and exploration, but subsequent playthroughs reveal deeper secrets and hidden puzzles. Personally, I enjoyed the puzzle-platforming of Fez, but just could not get into the codebreaking and more “complex” facets of the game.

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The concept of Fez is that is a 2D platformer set in a 3D universe. You can rotate the screen to reveal different sides of each area, and this is necessary to make progress. This system is a little jarring at first, as it is difficult to wrap your brain around the 3D levels on a 2D scale. Additionally, things do not always work as they would seem to. Fez includes a lot of impossible geometry. Nothing here gets too complex, as most of the time you just rotate the screen to find the next platform to jump to. You never have to rotate the screen mid-jump or really have to think about the 3-Dimensional aspects. For the most part, progressing through Fez is a relaxing endeavor.

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The goal of Fez is to collect cubes, similarly to how a player would collect stars, shines, or moons in a Super Mario game. There is a total of 64 cubes in the game, 32 regular ones and 32 anti-cubes. Some of these cubes are split into little bits that you have to collect and put together. You only need 32 total cubes to reach the end of the game, and collecting the rest usually involves codebreaking and much more effort than simple platforming. Fez has a large world consisting of dozens of small areas that are accessed through doors between each other. The map is basically a giant spiderweb of interconnected areas. Finding your way between these areas and trying to locate any cubes that you missed is without a doubt the most difficult aspect of beating Fez. It’s easy to miss a door or forget how to get to a specific area. Some areas have ten or so doors, which all may lead to many more areas. Luckily the map details which areas you have fully explored, so you will know when you have missed something.

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While on the surface Fez is a cute little puzzle-platformer with some exploration and collectathon aspects, there are much deeper secrets to be found that unlock the anti-cubes. You can decipher secret alphabets and codes to open new doors and paths through the world. I messed around with these codes for a bit and honestly did not enjoy it that much. For the most part this aspect was just kind of tedious to me. You essentially have to go through the entire world again looking for any writing on the wall or any hidden secrets. Since you can only really do this with an item you get at the beginning of the second playthrough, you are forced to go through the game again just with a different perspective.

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If you enjoy really digging deep and searching for hidden clues, this may appeal to you. It’s just a fairly niche kind of puzzle that involves combing the map over and over. Keeping track of hints and codes on paper is something I usually enjoy, like when I played The Witness, but backtracking through hundreds of areas to track down hidden messages just is not my cup of tea. I’m sure many people will enjoy this method of replayability and secrets, but I definitely think that the codebreaking part of Fez is a more niche aspect. Nevertheless, I must commend Fez for facilitating such a unique style of puzzle solving and gameplay.

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Despite me not fully enjoying the deeper parts of Fez, the first playthrough was exactly what I was looking for. Fez delivers on 2 completely different experiences, both of which are well executed and will draw different audiences. The simple and relaxing platforming adventure was right up my alley, and the codebreaking parts of the game are sure to appeal to a niche audience. If either of these aspects entice you, then I definitely recommend giving Fez a try.

Game of Thrones “The Long Night”

WARNING: This article will include spoilers for both the show and the novels. I’m just going to be straight forward, I think “The Long Night” is hands down the worst episode in the entire series. This is not a hyperbole or an exaggeration, and I’m genuinely surprised that this is an unpopular opinion. Even compared to the butchered Dorne and Iron Islands plotlines and the entirety of the rushed season 7, season 8 episode 3 has exhibited a gross misunderstanding of the source material. When I talked with friends and other fans of the series, I was shocked to hear that most people loved the episode and consider it to be one of their favorites. Did I watch a different version? Am I expecting too much? I just feel like this episode was a such a departure from what the series used to be and simultaneously kills off years and years of plotlines and lore for the sake of “flashy” moments. I usually don’t write about TV or movies or really anything outside of video games, but I would be remiss to not explain my viewpoint on one of my favorite pieces of media.

Let’s get the elephant in the room out of the way first. Arya kills the Night King. And it was done in the most unceremonious and inexplicable way possible. She somehow leaps out of the sky to catch the Night King off guard while he is staring Bran down. She doesn’t do it while he’s distracted by Theon. She doesn’t use her face-swapping abilities. It’s just… disappointing. Not only was it done poorly, but why is Arya the one to do it in the first place? Arya did not even know of the Night Kings existence until an episode ago. Her entire story arc is about crossing off members of her list and getting revenge on those who murdered her family. The Night King and Arya really have no overlap in their plotlines, and this was done just to be surprising and unexpected. Meanwhile Jon has been building up to this moment for the entire series. Every decision he has made has been to prepare of the fight against the Night King. He doesn’t get a duel or any sort of resolution. I would’ve been ok with Arya delivering the finishing blow if Jon was fighting the Night King and Arya stabs him in the back. This would give closure to Jon’s story arc and simultaneously parallel how Howland Reed stabs Ser Arthur Dayne in the back while fighting Eddard Stark. What happened was nonsensical, it would be the equivalent of having Chewbacca kill Darth Vader halfway through Return of the Jedi.

Being unexpected for unexpectedness sake does not make for good writing. And it seems like the writers of the show think that Game of Thrones is all about being unexpected. Some of the show’s best moments are Ned’s execution, the red wedding, and Jon’s parentage reveal. All of these things were unexpected, but they had reasons behind them. They were logical and made sense in the context of the story. Arya killing the Night King was done just to be surprising and to give a fan favorite character a badass moment. Furthermore, the entire series has always had the looming threat of the white walkers, the others, and the Night King. The first scene in the whole show sets them up as the big bad villain. This has been building since the first book came out 20 years ago, and the threat was over so unbelievably quick. We don’t really even get an explanation of their goal or their backstory other than “the Children of the Forest made the Night King”. Building up a villain for literal decades and having them get killed in their first battle without getting into any combat at all just seems like unsatisfying storytelling. Also, the Azor Ahai prophecy now seems entirely pointless, so that’s cool.

Ok, so other than that, the episode was still really poorly written. Since when has every character in Game of Thrones been as dumb as bricks? The series used to have a bunch of clever characters that would outthink each other to victory, but everyone is apparently incompetent now. Let’s start with the Dothraki charge, the first thing in the battle. What exactly was the plan here? Cavalry are generally used to break enemy lines, cause fear/panic, or the flank the enemy. A suicide charge into an undead army achieves none of this. In fact, all it does it give the army of the dead more soldiers. Worse still, nobody knew Melisandre would come to Winterfell. She literally shows up last minute to light the Dothraki arakhs on fire. So how would they even kill any undead if she didn’t show up? Seems like a poorly thought out plan. Furthermore, the Dothraki have always feared witchcraft and they murder witches. This is apparent in both the novels and the books. Yet they are somehow unphased by a magical lady literally lighting all their weapons on fire via witchcraft. Did the rest of the series before this point just get completely thrown out the window? I don’t understand the blatant disregard for all the lore and previously extremely important plot points.

What was Bran doing the whole time? He can see the past and present and has visions of the future, but instead he flies ravens around to facilitate cool camera angles. I hope they will explain something regarding what he was doing during that whole battle. Additionally, Lyanna Mormont should not have killed the giant, it feels completely out of place that a 12-year-old girl with no combat experience slays one of the largest threats on the battlefield. I mean there is literally a character called Tormund Giantsbane, I feel like it would make sense for him to prove himself by fighting a giant. This episode is riddle with poorly conceived ideas that seem like they are meant to just create “cool” moments.

Another dumb idea was the crypts. They send all their defenseless people to the crypts, conveniently forgetting that the Night King can raise the dead. Yet somehow all the main and side characters that were in the crypts lived by hiding in a corner. None of them could fight and they had no weapons other than Sansa’s knife. How did all of them live? The show has gotten really bad about setting up characters to die and then not going through with it. It was particularly bad in this episode because numerous characters were shown being absolutely surrounded by the undead and then the camera cuts away. Then when the camera cuts back the character is fine and everything is great. I’m not saying you need to kill off every character, but it’s a cheap “suspense” moment when a character is clearly going to die then somehow makes it through. If you set somebody up to die, you have to go through with it. It would be like if in season 1 when Ned is going to be executed, he somehow escapes when the camera wasn’t looking with no explanation.

Another bad writing example is main characters constantly being saved by other main characters at the very last second. Sam being saved by Ed, Jon saved by Dany, Dany saved by Jorah, Bran saved by Arya, Arya saved by the Hound, etc. It’s gotten to the point that I don’t fear for characters anymore. You know that it’s likely that somebody is going to swoop in and save the day for the 10th time in one episode. The writers are obviously scared of killing off fan favorite characters, but it has gotten to the point where the show is nothing but a hollow imitation of what it used to be. Dolorous Ed, Beric, Theon, Jorah, Lyanna, and Melisandre were the only characters who died. Only Theon and Jorah could be argued to be main characters but even they don’t carry the same weight as any of the Starks, Dany, or Jaime. The Long Night was supposed to wipe out all of humanity, instead it killed a bunch of unnamed soldiers and a couple side characters. It was more of a mild inconvenience rather than the apocalypse.

Well what about the cinematography? It was way too dark. I’m no expert filmmaker but I feel like audiences should be able to see what is going on. I think it was meant to portray absolute chaos but that can be achieved without a billion jump-cuts and pitch-black lighting. The music was really well-done so that’s one redeeming quality from the episode, I guess. I think why a bunch of people did like this episode was that it had a bunch of “cool” moments. Granted these scenes are entertaining in the moment, but they really make no sense on further inspection. The Dothraki charge, Arya killing the Night King, Lyanna killing the giant, all the characters saving each other at the last moment, etc. The priority seems to have gone from clever writing to action and feel good moments. Game of Thrones has become this “turn your brain off” type of entertainment. Which is a valid sort of entertainment, but it is the antithesis of what Game of Thrones originally was.

If anything, this episode exposed the writers of the show to have no understanding of the source material in the slightest. Any point where the show deviates from the book is universally seen as the worst parts for good reason. Dorne, the Iron Islands, and seasons 7 and 8 have shown me that the writers just are not capable of writing the plot themselves. It feels like one of my favorite series has just been killed off in favor of brainless mass entertainment. Lore, theories, prophecies, foreshadowing, are all completely thrown in the garbage for cheap suspense and “feel good” moments. Maybe I’m completely wrong and the show will redeem itself in the final episodes, but at this point I expect the worst. I don’t want to be a negative Nancy but after years of being invested in the novels and show I am just extremely disappointed that it is ending this way.