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#replaying the game and especially act 3 has filled me with rage all over again asfdgdh
meowmeowmage · 1 year
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// this is a stright up rant, not gonna bother wording it well
"Give Meredith and Orsino time to work out their differences..." man,, there's just so much to unpack here like
1. They're not a married couple to work out their differences ffs
2. "No good can come of showing favor to one side" bitch when one side is oppressors and the other is oppressed, not showing favor is siding with the oppressor. Simple as that. Especially when you're part of said oppressors
3. There's no working out differences when one wants to commit genocide and the other, shockingly /s, does not want that. What differences are there to possibly be fucking worked out??
4. You're supposed to keep Meredith in check, what the fuck are you even here for if you don't step in when there has been blatant disregard for Chantry law (nevermind that even if that's followed, it's still an oppressive system) for at least 7 fucking years??? Oh right, you're here to let Meredith (and the Chantry as a result) slowly take over Kirkwall, bc that's what it's all about apparently
Fuck this shit. I'm supposed to think that Anders finally blowing the lid off this dumpster fire of a city is the worst thing to happen? I don't. Things have been shit in the city and would've continued to get worse and worse and worse. Way more would've died if nothing was done and things still would've remained shit as an added bonus. At least after a revolt, there's a path to healing. Meredith would've annulled the Circle, then would've continued to lead a regime that got people killed for imaginary slights, and would've continued to raze through the city. A revolt was coming. Better sooner than later.
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yourdeepestfathoms · 3 years
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Beside The Dying Fire (part four)
[DnD AU with the tour!verse]
Part 1 Part 2 Part 3
Word count: 3397
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The sloshing of mud was REALLY starting to get on Katherine’s nerves.
After sleeping through most of the day, Katherine and her companions were on the move. But because of the heavy rainfall the roads had been reduced to an ankle-deep mass of mud and slime. The wetness wormed its way into Katherine’s fur shoes, completely ruining them, and she guessed it wasn’t much better for Joan, who couldn’t even wear shoes. Her hooves and the white skin around her feet were a dark brown color, and Katherine wondered if it would be stained that way forever.
The tragedy was still weighing heavily in all of their minds, especially Katherine’s. Everything kept replaying in her mind- the fire, the violence, the screaming, Anne’s death… Anne may have been silly and loud, but she was still her cousin. They grew up together. And now she was gone.
  “Kat?”
There was a gentle touch on her shoulder; Katherine turned her head to see Catalina, looking worried. She quickly wiped her eyes with her knuckles.
  “Yeah?” Katherine said in her best not-upset voice.
  “Are you alright?” Catalina asked.
  “Yeah,” Katherine said again, this time slightly weaker.
Catalina frowned and took her hand. “It’s going to be okay.”
Katherine sniffled lightly and nodded.
But nothing felt okay. Not anymore. Her home was burnt to the ground, so many of her friends and family and neighbors were dead, she didn’t even know what happened to her father… And now she was on a mission to stop a war that she didn’t even know how it started.
For nearly the entire day, they walked on in solitude, Katherine and Catalina hand-in-hand, the sounds of the forest and the occasional flitting birds their only other companion. Therefore, it was almost a surprise when they all heard the clip-clop of iron-shod hooves, and the rattle of wheels rising from the road ahead.
Soon, the source of the sound comes into view, a handful of riders leading four heavy, covered, ox-pulled wagons: a merchant caravan.
Katherine got a better look as the distance between her group and the caravan slowly closed. The outriders were clearly ready for danger, clad in vests of boiled leather, swords and maces belted to their hips. A few others sit in the wagons, children mostly wearing sturdy, well-made traveling garb.
At the head of the caravan were a man and a woman, both rippling with tension. Katherine sized them up as they approached, but none of them bore the wolf marking of Henry’s troops. The woman was a hard-faced and dangerous-looking centaur, armed and armored in the same fashion as the outriders, with a wide-brimmed kettle helm on her head and the equine body of a muscular shire. The man, on the other hand, was a rather short air genasi with pastel blue skin and halo of crystals growing from his head.          
  “Hail, friend!” The genasi shouted, earning a disapproving look from his centaur companion.
Katherine dared to wave back. “Hail to you as well!” She responded. The caravan guards seemed to relax visibly as she did so.
  “Well met, girl!” The genasi replied as he halted his caravan before the trio. “We haven't seen a lot of travelers on the roads these last few days. What with the war and all.”
The centaur woman beside the caravan master kept her distance. As far as Katherine could tell, she was entirely preoccupied with scanning the road ahead for threats. Judging by her expression, she seemed less than amused by the momentary stop.
The caravan master extended his hand to Katherine. "I am Gale of Edinburg, this is my caravan, and the centaur next to me is my associate, Gaddison. You must excuse her; she thinks threats are everywhere.”
  “They are everywhere,” The centaur replied bitterly, stamping one of her back hooves. She glanced at Katherine’s group and her furry ears pricked up in surprise when she saw Catalina. “You’re pregnant.”
Catalina groaned. “God, is that my entire personality trait now?” Katherine rubbed her shoulder comfortingly, and Catalina crossed her arms and huffed in annoyance.
  “I don’t mean to offend you,” Gaddison said. “I’m just impressed to see that you’re out in these conditions, that’s all. War rages everywhere.”
Catalina ruffled the feathers on her head. “I can take care of myself. I’m very strong.”
  “She is,” Katherine nodded. 
  “Well, that’s good,” Gaddison said. Her eyes slid over to Joan, but she didn’t say anything.
  “By any chance, do you know what has caused the war?” Katherine asked the caravan master.
Gale blinked a few times. “I do not.” He said. “I don’t think anyone does.” He swung his head to the rest of the caravan, but they all either shrugged or shook their heads.
  “I see.” Katherine said.
She and the two caravan masters chat for a little while longer before the wagons take off again in a grinding of wheels, stomping of hooves, and squelching of mud. It wasn’t long before the caravan was just clouds of dust in the distance. Katherine and her companions began their trek once again.
Hours passed. The sun began to set and the last of summer’s humidity weighed thickly in the air. It would be autumn soon, which meant cooler temperatures, but more wind, rain, and snow. Katherine wasn't sure which was worse.
That being said, the sight of a large building up ahead, with brightly lit windows and smoke coming out of its chimneys, and a surrounding village was welcome indeed.
The smell of farm animals and manure floated on the wind, getting stronger and stronger as the trio got near. Bleats and snorts and clucks whisked around the village as they entered. Some people glanced over, mainly at Joan or specifically Catalina’s stomach, but didn’t stop them.
They soon came to a two-story hall accompanied by a row of stables and surrounded by a waist-high stone fence. Sounds of music and laughter spilled out of the open windows, and a bright watchfire burned at the fence's gate, next to a crudely-painted wooden sign of a sleeping creature, hung from an iron post set into the gatepost.
  “The Sleeping Dragon Inn,” The sign said to them in bright red letters visible by the light of the watchfire. Katherine and her companions made their way past the fence, through the courtyard, and into the main hall.
The high-ceilinged common room of the Sleeping Dragon In was bright and filled with the stink of spilled ale, roasting meat, and burning wood--all the aromas of civilization. Maybe half the benches in the big room were empty; the rest were filled with merchants, caravan guards, and other travelers, each busy with their own amusements, whether that be food, drink, dice, or song. A few glance over and whisper something to each other, but don’t speak up directly.
Katherine walked up to the bar. Behind it stood the stout, scruffy dwarf innkeeper, idly polishing a bottle of some dark fluid she had never seen before. She asked him for a bed for the night for her and her companions.
In response, the innkeeper rattled off a long list of options and their associated costs, from the expensive and luxurious to the downright squalid but cheap. Katherine ended up purchasing a comfortable private room and plain dinner for fifteen gold.
Katherine and her companions sat down at a booth as they were served a supper of thick brown bread and a bowl of stewed game birds seasoned with a tiny dash of valuable black pepper. Katherine was given a tankard of freshly-brewed ale, while Catalina and Joan were given a simple glass of water.
  “Do you think they’d let me have some ale?” Catalina asked Katherine, not at all joking.
  “Absolutely not.” Katherine said instantly.
Catalina wrinkled her nose. “Come on! Just one drink!”
  “No.” Katherine said again, and Catalina huffed in response.
Katherine looked over at Joan, and saw that she was looking all around the inn. She appeared to be searching for something, but stopped when she noticed that Katherine was watching her. She slumped down in the booth and nibbled on her bread.
After they ate, they were shown their room on the second floor, which was, admittedly, a little cramped, but it had four walls, a roof, two cots with a straw mattress, and a bed, which was all they really wanted. 
  “We’ll go to the market in the morning,” Katherine said. She and Joan had taken the cots, while Catalina got the bed. “We may need to purchase some things before we get moving.”
  “Sounds good to me,” Catalina said, and Katherine heard the sheets she was laying on crinkle when she shrugged.
  “Alright, let’s all get some rest,” Katherine said. “Goodnight.” She closed her eyes and dreamt of fire for the rest of the night.
------
Colorful flags of different trading companies fluttered in a strong wind above the market square, which was bustling with activity that morning. Though Holm was fundamentally a small town, a fair number of traders bearing mundane goods such as grains, dyes, and cloth were stopped in the square, as did monster hunters and treasure hunters offering hard-to-appraise finds from nearby ruins. The merchants mostly traded from impermanent tents open at one side, but some wander through the crowd and act as their own auctioneers: “Who will give me fifty, fifty for a silver ring from the time of the ancients? Fiftyfiftyfifty thank you fifty-five-fifty-five-fifty-five I have fifty-five…” The air was sweet with the smells of cinnamon and curry spices from the south, and stinky cheese from the north.
Currently, Katherine was in a tent that sold clothing, and was squinting at a big, jaunty lime green hat with a huge feather. By her side, Catalina ran her hands over a golden robe while the shopkeeper eyed her suspiciously, probably wondering how she would fit in the cowl. When Catalina noticed this and the glances her belly was getting, she scowled and stomped over to Katherine.
  “I hate it here,” The Aasimar grumbled.
Katherine reached up a hand to massage her friend’s shoulder comfortingly. “I’m sorry, honey,” She said. “I have enough to buy some fresh clothes for all of us. Would you like some?”
Their clothing seemed to finally be fully dried from the perpetual wet of the rain and river, but still bore the stink of smoke and burned flesh. Several people seemed to notice this by the way their noses wrinkled when they would pass by too close by.
  “No, it’s okay,” Catalina said, tugging on her black nun’s robes. Her pregnancy was easily seen through them, earning a lot of incredulous and judgemental stares.
  “Are you sure?” Katherine asked. “I don’t mind, really.”
Catalina shook her head. “I’m good.”
  “Hm.” Katherine said. “Alright.”
Just as they’re about to walk out of the shop, they hear a halfling woman cry, “Thief!!!”
Katherine spun around to see someone in a drab brown cowl brazenly running off with a basket of red apples, leaving a large gap in the offerings of a halfling’s fruit cart. They easily bobbed and weaved around all the townsfolk who try to get in their way. The halfling uselessly shouted, “Thief! Thiieeef!” until she started to lose her voice.
The thief was about to get away when a huge mountain of an orc stepped in their path and they fell backwards. The hood came off, and Katherine hissed underneath her breath.
  “Oh, shit,” Catalina said helpfully at her side. “That thief belongs to us!”
Townsfolk rushed to pick up the fallen apples--the “count of five” rule seemed to be an old tradition for judging the edibility of fallen food in Holm. Then they return the fruit to the halfling, because honesty must also have been a tradition in the town.
Two of the town guards show up, but Katherine and Catalina have to step in before they can strong-arm the thieving albino Tiefling away.
  “I am so sorry about her,” Katherine said. “We should have kept a better eye on her.”
One of the guards looked Katherine up and down. “This rat belongs to you two?”
  “Yes,” Katherine said. “I am so sorry. It won’t happen again.”
Thankfully, the guards took mercy on them and left them with just a warning. Katherine breathed a sigh of relief when they were gone, then gave Joan a stern glare.
  “What were you thinking, young lady? Stealing?” She said.
  “Sorry,” Joan whispered, her ears drooping. “I-I just thought that we would need some food… Especially Catalina.”
  “Rude.” Catalina said. “But fair.”
Katherine sighed again, then knelt down in front of Joan, since the little Tiefling was so short. “Then I can buy some. I don’t want you to get in trouble.”
Joan nodded, avoiding eye contact. Katherine ruffled her hair, then stood up straight. A few people were muttering and glaring at Joan, but the whole matter of the thief was quickly forgotten when a man down the street shouted, “Death cloud!”
Katherine blinked, looking around. To the east, she could see a dark purple-and-black cloud on the horizon. The cloud looked big, maybe as big as the town. And judging, by the sudden pandemonium broken out through the market, its appearance was not a good thing.
Immediately, the merchants broke down their tents, and many market patrons hurried into their houses and basements. Shutters snapped shut all down the street. The animal sellers hastily bargained with landowners, then pushed their sheep through storm doors into basements. A baby cried madly despite her mother’s tense reassurances. Some people uprooted flowers as they passed them; they’ll be no good to anybody else soon enough.
  “What’s going on?” Catalina shouted over the panic. But the only answer she got was more screaming and yelling.
Joan yelped loudly as someone stomped on her tail. Katherine was shoved into Catalina, and then promptly got her foot trod on. They were all going to be trampled if they didn’t get away soon. 
  “Oi!” A voice suddenly called out. “Get in here!”
The three of them whirled around to see a man waving from out of his front door. They hurried over and inside the safety of his home.
The house was filled to the brim with artifacts and art. Various geared axles from larger defunct automated artifacts, and some compelling-looking sleek metal cylinders etched with symbols that look very powerful gleamed in the light cast from conjured glass orbs all throughout the rooms. A whole alchemy set, composed of vials, beakers, and burners that laid out across a mahogany desk; a sculpted dragon egg, which was swaddled in some sweaters; a torc of life and death from an old laboratory; some rather fancy clothing on mannequins; an assortment of spare automation parts; and, of course, a shined bookshelf packed full of hefty tomes of magic- all of these things decorated that household that pulsed with magical energy.
Their savior was a young wood elf man, swathed in forest green robes with sparkling gold hems. He had bronze skin that was speckled with blue and pink paint, dark coppery hair, and deep, rich brown eyes. An amber sparrow earring dangled from one of his pointy ears, and he was wielding a hand-carved paintbrush. He hurried around the house, slamming shutters and curtains, but then turned to them with a warm smile after he finished.
  “That was close,” He said. “You three must be travelers. Mostly everyone in the area knows about the storms.”
  “What was that?” Catalina asked.
  “Death Cloud,” The elf said. “It’s been going on for a few years, now. King Henry conjured it over our village after we refused to fight in the war with him. Better than being raided and killed or kidnapped, I suppose.”
Katherine winced internally. So other villages were being terrorized by Henry, too. She wondered what would have happened if Ghent had gotten a Death Cloud instead of being raided.
Would Anne still be alive?
  “Anyway, I’m Hans Holbein,” The elf said with an elegant bow. “Who are all of you?”
  “Katherine Howard,” Katherine said. “These are Catalina and Joan.”
Hans swept his eyes over the three of them, focusing on Joan. “Stars above,” He murmured. “An albino Tiefling! Wow, I’ve never seen one before! I didn’t even know they existed!”
Joan shuffled her hooves, glancing up at Katherine with an anxious expression. Katherine patted her head comfortingly.
  “Hokka, banos,” Came a deep, rumbling voice.
Katherine’s eyes widened as a large stone golem came lumbering out of one of the other rooms. Its rocky grey body was covered in clumps of moss and streaked in green engravings. Its eyes were glowing bright green as it stared down at the trio.
  “Hokka, slogeils,” It said.
  “Woah,” Catalina said.
  “Oh, right!” Hans presented the golem with a grand gesture of his arms. “This is Rocky, my two ton enchanted stone golem!”
  “You must have been feeling very creative when naming it,” Joan said.
Katherine felt a jolt, but Hans laughed loudly, clearly not offended.
  “You are absolutely right, little one,” Hans said. 
Outside, the storm began to pick up. Katherine heard the wind buffeting the house and heavy rain pelt down on the roof. There was also the sizzling of something. Hans ran over to a ladder leading up to a loft and peered through a periscope. He whistled.
  “It’s real bad out there,” He said, then looked over at the trio. “Wanna see?”
One-by-one, they each took a look through the periscope.
Katherine watched as the black-and-purple cloud engulfed the entire town, building by building. At the cloud’s touch, flowers withered, trees dropped their leaves, and wooden shutters blackened as though charred. Black raindrops fell against tree trunks and melted the bark in grooves.
Finally, the cloud came for Hans’ building, blocking her view of anything but its own darkness. She quickly stepped back, and Hans retracted the periscope and shuttered the hole.
  “Looks like there’s nothing to do but wait,” Hans said. “You all can stay with me until the storm ends. Make yourself at home!”
------
It’s been two days since the Death Cloud rolled into Holm and Katherine had raging cabin fever.
As hospitable as Hans and Rocky were, she hated being cooped up inside when she had a war to stop (even if she didn’t exactly know how to stop it just yet). She read Hans’ wide collection of books, painted, and even tried casting spells, but nothing could get rid of her boredom. She was ready to go back out and continue her adventure. So, on the second day, she approached Hans.
Hans was in a small alchemy room, grinding up some fire salts in a mortar and pestle. Joan was asleep in their bed chambers, curled in a small ball, while Catalina was reading peacefully. Surely they wouldn’t mind Katherine’s plans.
  “We need to get going.”
Hans’ ears flicked up and he turned to Katherine with confusion on his face. “But the storm is still going.”
  “Hosa, banos. Hosa, rauo’nd.” Rocky interrupted to offer a plate of deviled eggs it prepared itself.
  “Thank you,” Katherine said, taking one. “And I know,” She continued. “But we really need to get moving again. We kinda have a mission.”
Hans raised an eyebrow. “Oh?” He put the mortar and pestle down. “I suppose I have something that can help you get through the storm. Come with me.”
Hans took Katherine to his bedroom and presented her a selection of masks and waxed clothes. Katherine ended up choosing a stag mask and fresh fur clothes, Catalina chose a hare mask and padded light armor, and Joan chose a bird mask and grey robes. Hans stuffed the noses of the masks with incense and herbs that he said would protect him from the poisonous fog outside in the storm, then handed them a small, pocket-sized tome of spells.
  “Just in case,” He said. “You three be careful out there. And remember me when you’re legends.” He flashed a smile.
  “Thank you, Hans. You too, Rocky,” Katherine said, dipping her head. “We won’t forget this.”
  “No problem,” Hans said. “Go on, now. Good luck.”
Katherine nodded, opened the door, and then ventured into the Death Cloud with her companions.
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bmaxwell · 3 years
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Best Games of 2020
2020 was a lot. It will be remembered for many things far above and beyond video games. COVID-19 shut the world down in a way never seen in my lifetime. It changed day to day life for many of us, and cost many of us loved ones. It was also the year when the ugly parts of our capitalist society were shown in broad daylight. It feels like 2001 again in that our lives will be divided into pre-2020 and post-2020.
For me personally, I was able to keep my job and work from home, and no one close to us died to the pandemic. We stayed home as much as possible, wore masks, wiped down groceries, and did our best to control what we could. It can be hard to talk about stuff like video games and sports with the usual sort of fervor when the world feels like it’s falling apart around us. It feels like playing the violin aboard the Titanic. But self-care is especially important in times like these, and it’s healthy and necessary to close Twitter, or for-the-love-of-god fucking Facebook and get a breather sometimes. Finding a balance where I could stay informed without completely submerging myself in misery wasn’t always easy. 
And so. 2020 was a pretty good year for games, though it must be noted that there is a cost to that escapism - the industry is rife with stories of abuse, burnout, and coverups from companies such as Ubisoft and CD Projekt Red, Naughty Dog, and many others. That can add an additional layer of exhaustion to what is supposed to be a relaxing escape. So I can understand the people who say they don’t want to hear about abuse in industry, they just want the games. But also, fuck those people. “I don’t care if you suffer to entertain me, I just don’t want to hear about it.” Fuck the whole entire way off.
But I digress. Like most years, I played a lot of games. I played a lot of coop beat-em-ups with my kids this year. Minecraft Dungeons and Streets of Rage 4 didn’t make the list, but I spent hours playing them with my middle child. And it wasn’t a 2020 release, but I had a blast playing River City Girls with firstborn. It was a good year for fans of tactics games with stuff like Gears Tactics, Troubleshooter, Wintermoor Tactics Club, and Fae Tactics. 2020 also saw new console releases, though the launch lineups were especially thin. 
Gaming-wise, 2020 was the year of Xbox Game Pass for me. I spent most of this console generation (justifiably) dogging Xbox for their lack of platform exclusives, but I decided to pursue an Xbox Series X before a Playstation 5. Game Pass is the main reason for this. The “Netflix for games” thing has finally become a reality, and Sony just doesn’t have an answer for the bonkers value of Game Pass. We head into the new console generation with Microsoft leaning heavily on Game Pass subs, Sony still banking on a few console exclusives, and Nintendo, uh, doing their own thing over there. What a fascinating time for the industry.
Honorable Mention
It’s an honor just to be nominated.
Monster Sanctuary
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If you start with Pokemon, strip away the anime, and mix in a healthy dose of metroidvania, you have Monster Sanctuary. This means there are monsters to collect, level, and evolve, and lots of combat revolving around elemental strengths and weaknesses. And I am here for that shit. A game like this lives and dies by its combat, and it’s very satisfying here. The game has plenty of choices about which skills to focus on for each monster, which gear to equip, and which monsters to keep in your active roster.
That said, between a couple of nasty difficulty spikes and some super-frustrating puzzle rooms, I was close to walking away from the game on multiple occasions. It’s a testament to the game’s quality that I kept coming back to it.
Animal Crossing
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Animal Crossing on the Gamecube is one of my favorite games ever.  Each game in the series since the first has felt like a small incremental change from the original. I played Wild World on the DS quite a bit, City Folk a bit less, and A New Leaf not at all. I was thinking that maybe enough time has passed that I could get wrapped up in New Horizons, but I fell off it after a month or two. 
I’m wondering what I would want from a new Animal Crossing game, and the answer is nothing. How much can you change the game and still have it be Animal Crossing? I don’t think the game is bad by any means. My whole family shared an island community for a couple of months. It’s impossible for a new game in the series make me feel the way that first game did. 
The most memorable part of New Horizons is the museum. The museum is huge and absolutely lovely, with fish, bugs, fossils, and art each having their own wing. There were a few nights where the tranquility of the museum made for a nice end of the day.
Tell Me Why
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My wife, firstborn, and myself have made a nice routine of playing through “choices matter” games together (starting last year with Detroit Become Human and following up with Life is Strange 2). Tell Me Why is the latest one one of these we tackled as a group. These game have created some memorable moments for us; who could forget their child yelling for them to “shoot the hooker”? (thank you, Detroit Become Human). 
Tell Me Why was on my radar because it’s One of These, but also because it features a transgender protagonist. As a parent of a trans child, I was both excited at the prospect of this and also worried that it is such an easy thing to fumble. I’m pleased to report that DONTNOD handled the writing of the trans person very well without being hamfisted, preachy, or tryhardy with it. The character of Tyler is a believable trans man, and the topic is spoken of matter-of-factly without placing special focus on it; being trans is a part of Tyler’s story, but it’s not the entirety of his identity.  
Less impressive to me was the story itself - especially the way it wrapped up its main conflict. The game trades in the idea of memory being imperfect, which is fascinating in and of itself, but I did not like it as a game mechanism. How did this REALLY happen? One character remembers it one way, and the other remembers it differently. Choosing between them felt cheap and hollow to me; I want you to tell me what happened, don’t ask me to choose. Still, I enjoyed my time with the game, and it feels like a step forward in mainstream storytelling for LGBTQA characters.
Ghost of Tsushima
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Ghost of Tsushima is flat out gorgeous. Practically every area and every moment in the game is begging to screenshotted to the point where it can sometimes pull me out of the game world a little bit. That’s not necessarily a complaint because, as I said, the game is freaking beautiful. But every part of the world looking like a painting makes it feel more like it takes place in a fantasy world and less like a game from feudal Japan. 
I also had some ludonarrative dissonance going on with the game; you play as Jin, one of the few surviving samurai in his homeland which has been invaded by the Mongols. His uncle is being held prisoner, and combatting the occupying force would be impossible without using dishonorable techniques like hiding, attacking from a distance, and ambushing from the shadows. I, however, have no qualms and savored every opportunity to catch my foes unaware. So Jin voices his doubts, then goes into a camp and proceeds to cut his enemies down from shadows as I cackle with glee.
Ghost of Tsushima also combines dark souls-esque* combat with Ubisoft-style open world gameplay where you’re hunting down icons on a map. That kind of open world game is hard for me top stick with, especially after I spent ~30 hours with Assassin’s Creed Origins early in the year. All of makes it sound like I’m pretty down on Ghost of Tsushima, which I’m not. I’m hoping I’ll come back to it at some point when I have more of an appetite for One of These. 
Crown Trick
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My Dungeons of Dredmor hole has not been properly filled in a long time. Chcocobo’s Mystery Dungeon is the closest I think. These games are what I think of as roguelikes, though the progression between runs makes them roguelites. *tips fedora*
Crown Trick is a turn-based dungeon crawler where the map is a grid, and each time you act, the enemies act. Add to this clockwork puzzle gameplay a good variety of weapons, relics, and events and you’ve got a lot of replayability. It doesn’t have Dredmor’s ridiculous combination of skill classes, but it does have a neat Mega Man-esque system where you defeat minibosses and add their skill set to your build.
Top 10
10. Star Renegades
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Star Renegades was not on my radar at all until I heard Austin Walker talk about the game on Waypoint Radio. Two things gave me pause:
- It’s a sci-fi-ass game. It’s a setting I don’t care for. Star destroyers and aliens and galactic battlecruisers aren’t my jam. - Austin Walker’s enthusiasm is infectious. I’ve tried games after hearing him gush over them and those games haven’t worked for me.** That’s not an indictment, he and I just have different tastes.
Star Renegades ticks a few important boxes for me: it has a lot of characters to unlock, it’s highly customizable, and the combat is turn-based with a twist. Every action, whether friend or foe, appears on a timeline. Some attacks will push their target’s action back on the timeline, so there’s a puzzle element to the combat that keeps it feeling fresh. You can choose the makeup of your party on each run, which helped give the game a buttload of replay value.
It’s not flawless by any means. The writing tries a little too hard to be cheeky and ends up feeling tryhardy and a little flat. A decent run in the game would often take 2-3 hours, which makes it feel deflating when it ends in failure - which it frequently did. The sections of the game where you move between zones on an overhead map feels needlessly clunky, and sometimes I ended up with movement points I couldn’t spend because of how the game handles that system.
I enjoyed Star Renegades a lot, but my time with it was weird. The game has unlockable characters, so unlocking them all was my first priority. The game’s runs are pretty long, I was playing sub-optimally trying to unlock things, and the game is more difficult than I’d expected. It took me a long time to complete the unlocks, then I had a hard time actually finishing a run successfully. Eventually I was ready to be done with it and turned the difficulty down to easy**** just to finally get a W. Still, the positives far outweigh the negative here, and Star Renegades is one of my favorite games of 2020.
9. Immortals Fenyx Rising
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Man, something happened to me this December. I’m currently finding myself playing a lot of Forza Horizon 4, Destiny 2, and Immortals Fenyx Rising. None of these is My Kind of Game. Immortals is probably the least surprising of these, because it at least has swords and bows and stuff. 
Still, I dismissed and mocked Immortals Fenyx Rising when it was first shown. It was called Gods & Monsters back then, and the idea of Ubisoft making yet another open world game, this time aping Breath of Wild was not appealing at all. I only ended up with the game after trading in Cyberpunk 2077 for Xbox credit and looking into Immortals because I was very surprised to see it on Game Informer’s game of the year list.
To get a few things out of the way, it absolutely recycles a lot from Breath of the Wild: you’ll be hang gliding, scaling walls as a stamina meter drains, finding shrines that contain puzzles and combat and climbing towers to get a vantage point and find points of interest on the map. The latter feels the most fumbled in this game  - you can zoom in and survey the landscape, and your controller vibrates when you are looking near a point of interest. Move the cursor over it and press a button to reveal it on the map. They split the difference between Assassin’s Creed’s “all the icons pop in automatically” and Zelda’s wonderful “manually mark places that look interesting to you on your map” system and ended up with something neither functional nor interesting. 
That’s where my complaints end though. The game’s art style is similar at a glance, but it’s vibrant and gorgeous, and never feels like Breath of the Wild. The combat is snappy, responsive, and challenging. The puzzle design is often creative, clever, and rarely frustrating; most of my frustration has come from my overthinking the puzzle solutions. There is plenty of gear to find, and the game’s cosmetic options are intuitive and welcome. The game’s narrative is better than I expected;  it feels like a B-tier Disney movie. The writing has made me smile a few times, and made me roll my eyes a few times. Zeus as comic relief is a pretty major miss, but it’s fine apart from that. It helps that I’m already familiar with Greek mythology. 
It’s a huge, beautiful world where traversal and combat feel great. It’s sometimes hard to get anything done because I am constantly distracted by tracking down an icon on the map, or just exploring because I saw something cool or strange. Not all of the puzzles and challenges work, but that’s okay because I can move onto something else. Immortals Fenyx Rising is this year’s Dragon Quest Builders 2: gaming comfort food where it feels good to sit back and check things off a list at the end of a long day. Still don’t like the name though. And fuck Ubisoft.
8. Atomicrops
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The first mention of Atomicrops I remember was “What if Stardew Valley was a twin stick shooter?” which is bullshit, because the games bear no resemblance beyond “there’s farming”. Beyond that first blurb, what appealed to me is the idea that the game’s days take place in 2 phases: during the daytime, you go out and fight baddies to gather seeds, and at night the baddies invade your farm and you fight them off while planting and watering crops.
It’s also a run-based roguelike, and I am 1 of 26 remaining people who is still psyched to play those. Give me a challenge, mix up the details, let me upgrade stuff between sessions, and turn me loose. The game has a good variety of weapons and the challenge is satisfying and rarely feels unfair (apart from the bullet hell problem of too much stuff on the screen at times). I don’t love the art style, but the music sure makes up for it.
7. Wintermoor Tactics Club
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A game needs more than charm to be memorable and enjoyable. Charm can go a long way though, and Wintermoor Tactics club has it in spades. It takes place at a small college, and you play as a girl named Alicia. She and her friends are members of the school’s tactics club, and much of the game takes place around a table littered with graph paper, rulebooks, and snacks. As someone who loved tabletop RPG’s in simpler times, and never had the traditional college experience, a prettied-up version of that appeals to me in a huge way. It’s not wholly idyllic though, and it touches on issues of discrimination and what it’s like to be an outcast.
The gameplay itself is pretty straightforward tactics stuff and it works fine but isn’t really the draw here. I was propelled through the game largely by a desire to meet the next character, get the next story bit, and keep basking in the game’s wonderful aesthetic and smart writing. There’s something lovely about sitting around the table and playing a game with friends, and this game really captures that.
6. Ratropolis
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Ratrpolis is “A fusion of roguelite, tower defense, city-building, and deck-building!” which sounds like a hodgepodge of nonsense. And it kind of is. It’s a city building game where you are periodically being invaded from either the left or right side of the screen (or both). You choose from 6 leaders, each with their own pool of cards and play style, start with a basic deck of cards and slowly evolve it. The cards consist of buildings, military units, and various economic and military buffs. The major things that set this apart from favorites like Slay the Spire are that it happens in real time, and there is an economic aspect to manage. Tax money comes in every few seconds, and it’s possible to make poor decisions early on and not understand why you feel hamstrung later.
I spent a lot of games like that, not really understanding why I’d be doing okay and then get overwhelmed. I had a few rage quits early on, but I could tell that there was something there. I started approaching it with the mindset of building an economic engine in the early game, and I started having a lot more fun and success. Each of the 6 leaders feels distinct, and figuring them each out has been a lot of fun. Runs are usually no more than about 30 minutes, which feels about right.
5. Final Fantasy VII Remake
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Despite identifying as a big JRPG fan, I’ve never enjoyed a mainline Final Fantasy game enough to finish it. This year I finished 2 of them: Final Fantasy XV and the Final Fantasy VII Remake.*** I played the original Playstation Final Fantasy VII release, I think I got through disc 1 and a little ways into disc 2. It didn’t resonate with me, so I came to this year’s remake with no reverence for the game. When many of the original game’s fans got upset with how much the remake changed the script from the source material, I didn’t have a horse in that race.
The remake is gorgeous, the combat and upgrade systems are engaging, and the story is interesting enough to keep me wanting to see what’s next. The 1997 release of the game had some stuff that isn’t going to play the same in 2020 like the scene where Cloud is crossdressing, the game’s themes of environmental activism, and, uh, the entire Don Corneo storyline come to mind. But the game handled all of this pretty well. I’m glad to say that this is one of the best RPG’s I played this year, and I look forward to the next entry whenever the hell it comes along. Cloud is still an unlikable punk though.
4. Monster Train
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Slay the Spire was a surprise hit a couple of years ago, and inspired a lot of folks in the indie space to take a crack at the deckbuilding genre. Monster Train managed to to take inspirations from Slay the Spire but still feels like very much its own thing. Both games have you progressing through a series of encounters consisting of battles, shops, or small events trying to defeat the big bad at the end of a journey. You start with a deck of basic cards and upgrade them and add new cards along to way. You can’t really start a run planning on making a certain style of deck, you just choose from the cards available and watch the strategy form. The way this process tickles my brain makes these games endlessly replayable. The “one more run” is very strong here.
Monster Train differentiates itself in a couple of ways. First, where Slay the Spire was always just your one character battling one or more enemies, here you are summoning multiple creatures on the lower 3 levels of a 4-level train (I don’t know either). If the enemies reach the top floor of your train, they attack your core directly and eventually defeat you. This adds a strong spatial planning element - now you’re thinking about which combatants you want on each floor, and in what order.
The other notable difference between the games is that while Slay the Spire has four heroes, each with their own unique pool of cards, Monster Train has five factions. It’s one better. The first three factions feel pretty standard from a creativity point of view - red/green/blue are fire/nature/ice. The last two factions you unlock feel wholly unique though: there’s a faction that summons weak, cheap units and feeds on them for combat bonuses, and one that is made of candle beings who are powerful, but melt away. Okay, the real reason is that each time you play, you’re choosing a main faction (each has 2 champions to use from) and a secondary faction (you don’t get their champion, but you get access to their pool of cards). This makes each run feel unique and makes the game feel endlessly replayable. Even after unlocking all of the factions and their cards, and winning a run on the hardest challenge setting with each faction, I’m still playing Monster Train.
3. Spiritfarer
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If Kentucky Route Zero is my “It’s Not You, It’s Me” game this year, Spiritfarer might be my “Love at First Sight” game of the year. The game’s striking visuals grabbed my attention immediately when I first saw the trailer at E3 2019, and it was billed as a game about saying goodbye. My only reservation was that it was coming from Thunder Lotus Games, whose previous titles (Jotun and Sundered) both fell flat for me.
Spiritfarer ended up being everything I was hoping for. You play as the newly-appointed ferryperson for the boat that transports souls from the land of the living to the land of the dead. Your ship acts as your base of operations, and you build living quarters, a kitchen, a forge, and lots of other facilities on it. The beings who join you on your ship are anthropomorphized animals, each with their own story. Your job is to help them be at peace, then send them to the next life once they’re ready. 
In practical terms, you’re spending a lot of your time sailing from island to island to talk to people and find resources. There’s a plenty of crafting and time sinks in the game, and I appreciated the excuse to luxuriate in this game world. No game made me cry this year, but Spiritfarer (Alice’s story in particular) sure did try. It was the perfect respite for the nightmare that was 2020.
2. Yakuza: Like a Dragon
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A lot of Yakuza fans were concerned over this game’s switch from the series’ usual brawling combat to turn-based RPG combat. I was not one of them. Everything about this game sounds like the sort of fan fiction someone like, well, like me would come up with on a late night drunken bender. “What if it was Yakuza, but like, JRPG battles? Why would that happen.....OH oh oh what if the main character was a big fan of DRAGON QUEST so he just, like, saw the world in those terms? You could have party members, and a Pokedex of all the weirdo scumbags you fight, and you could change jobs by going to a temp agency!”
All of that is in Yakuza: Like a Dragon. And I love it. The series’ producer says they decided to pivot to a turn-based combat system after positive reaction to an April Fools Day Yakuza RPG joke they put online. And there are some rough spots. Your party members get caught on the world’s geometry sometimes, and combatants are constantly milling around so AOE abilities feel like a crap shoot. The Yakuza series has always had about 30% too much combat, so translating it into a genre known for grindy gameplay feels like a perfect storm of sorts. Thankfully, I’m a fan of grindy RPG’s so all of this is directly in my wheelhouse.
This eighth game in the Yakuza series is the first with a new protagonist - goodbye Kiryu Kazuma, hello Ichiban Kasuga. Where Kiryu was very stoic, Ichiban is a hothead with the perfect mix of kindness, earnestness, and stupidity for a JRPG hero. He is an incredibly likeable and charismatic character, and I hope Ryu Go Gotoku Studio tightens up the battle system and keeps this iteration of the series running.
1. Hades
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Hades seemed like a slam dunk. My favorite studio was making an action RPG based on Greek mythology. The announcement was the best possible version of “AND you can play it right now!” I bought it (in early access) immediately and played it a bit, but I didn’t want to burn out on it so I only briefly checked in on it every few months. As a result, my hype was pretty low when the game reached its 1.0 release. 
Once I decided to fully engage with the game though, I was unable to put it down. SuperGiant’s games have the best writing, music, and voice acting in the business. That’s a pretty high bar to aim for, and they hit it once again with Hades. Both of their post-Bastion games (Transistor and Pyre) are games that I have to recommend with an asterisk though; the gameplay parts of each game is an acquired taste and will put some folks off. 
Hades, however, I can give a full throated recommendation for. The gameplay is tight and the combat feels good. There’s a lot of variety in the weapons, so you can either find one that fits your style and stick with it, or do what I did and change it up every run. They also managed to achieve something incredible - they largely took the sting out of losing in a run-based game. There are things to unlock between runs as you’d expect from a roguelite. I found myself enjoying chatting with the denizens of hell as much as the moment to moment action gameplay. I’d respawn back home and make my rounds, taking to people and spending my cash. I had a route I’d travel each time, and that route ended with Skelly in the weapons room. Oh, the gauntlets grant a bonus if I use them this time....the door to start a new run is just right over there....okay I can do one more run tonight.
That personality and dialogue is sprinkled throughout the runs themselves too, in the form of the various Greek gods you talk to and get boons from. The variety in weapons and boons give the game tremendous replayability and give the game a deckbuilding feel. Every character in the game is incredibly well developed and well-acted. Zagreus is a likeable and relatable protagonist. He wants to get away from his disapproving father and find his estranged mother, and he and his father can’t see eye to eye. 
The story and gameplay in Hades do equal lifting, the game is an incredibly complete package. The game also provided a couple of the most memorable moments of the year. Hades might just be SuperGiant’s best game. It’s certainly their most complete game. 
*It’s very much on the lighter side of this gameplay style, akin to 2019′s Star Wars: Jedi Fallen Order. Plus there are difficulty settings, which I appreciate.
**Invisible Inc, Dragon’s Dogma, and The Outer Wilds come to mind.
***Final Fantasy VII Remake is only the first installment in a series
****Cloaked in shame and failure.
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