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Statistics

Anime Stats
Days: 86.3
Mean Score: 5.75
  • Total Entries1,921
  • Rewatched35
  • Episodes5,081
Anime History Last Anime Updates
Shokugeki no Souma: Gou no Sara
Shokugeki no Souma: Gou no Sara
Nov 22, 3:46 PM
Completed 13/13 · Scored 4
Kimetsu no Yaiba
Kimetsu no Yaiba
Nov 12, 3:22 PM
Watching 5/26 · Scored -
Punch Line
Punch Line
Nov 3, 4:41 PM
Completed 12/12 · Scored 4
Manga Stats
Days: 4.3
Mean Score: 6.43
  • Total Entries153
  • Reread0
  • Chapters781
  • Volumes72
Manga History Last Manga Updates
Futatsu no Spica
Futatsu no Spica
Nov 5, 7:05 PM
Plan to Read · Scored -
Kamigami no Itadaki
Kamigami no Itadaki
Sep 2, 3:31 AM
Reading 26/47 · Scored -
Inuyashiki
Inuyashiki
Aug 20, 11:41 AM
Completed 85/85 · Scored 4

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All Comments (3721) Comments

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Ezekiel_01 Aug 6, 7:41 PM
Nice to hear your opinion about it.

If you are interest to know my opinion by arcs and the show in general. Heres my opinion of Bake in this link:https://myanimelist.net/reviews.php?id=348832

I don't want to clutter the comment bar which huge amount of text.

I just read your review in bake I think we share the same opinion.

I found it helpful
Ezekiel_01 Aug 2, 7:25 PM
What's your opinion on Bakemonogatari?
Ezekiel_01 Jul 25, 9:17 PM
Hello There. Nice Tototro Review it was a good Read.


Plasmatize Jul 22, 7:33 PM
Thanks for sharing; that was a good read as well. It’s always interesting to hear people’s stories with particular mediums and what affects their perception of it. What you said didn’t come off as “trying to be ‘super quirky’” at all. The Shadow of Israphel in particular sounds quite unique. Almost like a pre-scripted DnD campaign but in Minecraft.

“It's honestly weird that people would dismiss an analysis of Shigeru Miyamoto's work like that”
It certainly looks weird in hindsight, although to be fair, this was SMB1. Even at the time the consensus seemed to be that within that particular franchise, SMB3/SMW greatly refined and surpassed what SMB1 did, making SMB1 seem simplistic/dated when directly compared. Almost like SMB1 was seen as more of a stepping stone, notable mainly for being “first” at a lot of things, so that attitude might have been a contributing factor. I also don’t know to what extent people were being dismissive of SMB1 vs. simply thinking it was being over-analyzed - that EC was seeing excessive intent in simple/circumstantial object placement (and it is simple - so simple and unassuming that playing it for the first time, you might not notice all the intent behind it if you aren’t actively considering it, even though every bit of it is working its magic on you. That’s the beauty of it).

“I straight up tried to read Critique of Pure Thought ... as my first book in English”
Crazy boi.

As far as how I perceive different mediums, and my thought process... there’s still a lot I’m trying to figure out as well. I can definitely say that my engineering background has influenced what I tend to value across different mediums, particularly with respect to pieces of media having lots of moving parts, with different purposes and effectiveness with respect to the whole, as well as in creating effective “user (audience) experiences”. Not to imply I think of art in a super technical/rigid way or anything, just that I appreciate those relationships between the individual components and the greater whole/the overall experience/ideas being conveyed. I’d say that applies regardless of the specific medium.

But in general, I just feel like thinking about these things comes way more naturally to me with games, whereas with say, film or anime, I have to work at it a bit. Whether that’s because of my understanding of each specific medium, or just because games are inherently interactive, I can’t say for sure. You mentioned that you found it “freeing” to not know “where to even go with thinking about video games”, but weirdly it’s almost the opposite for me. With video games, it’s as though I have the confidence to openly trust my thoughts, no matter how unexpected, and that makes it easier to go in with an open mind, if that makes sense. With film/anime, if I’m discussing a well-known title, half the time I feel like I’m just parroting the consensus of reviewers I’ve seen or interacted with who have already pre-primed my expectations toward a particular set of conclusions... it’s harder for me to trust when my thoughts go against that, but at the same time, I want to be as honest with myself as possible. That’s part of why I’ve tried to take it all a bit less seriously lately... it’s to make it easier to run with original thoughts... or something. It’s all still a bit murky to me.


How is the N.Sane Trilogy going?
Plasmatize Jul 8, 11:21 AM
No worries; I feel like I’ve exhausted pretty much all I can say about these topics as well.

“Does it have to do with your interest in the creation process?”
Interesting question. I do think it has a lot to do with it, not just in the sense of wanting to try it out, but seeking to understand more about it in general. Particularly what tools are used and how/to what effect, as well as their history and evolution. Whether those be tools specific to video games or ones borrowed from other mediums like film and animation. Those are the kinds of things I think about a lot when I’m trying to analyze or discuss a game.

There are a few things besides creation that I think have influenced this. I watched a lot of the YouTube channel Extra Credits growing up, although I haven’t watched anything from them recently. To my knowledge, they were among the first popular channels to treat games as art pieces in the same way one might for film etc. Their videos discussed a lot of the tools and devices of game design, the effect they could have, examples of how they’d been used (effectively or otherwise) and more. Everything from level design to visual tools to the use of sound to interactive storytelling to player psychology to the state of the industry was covered in bite-sized weekly segments, and I found it all fascinating.

But one particular turning point I remember was when they broke down every detail of just the first few screens of the first level of Super Mario Bros., highlighting just how much thought was put into it and how even the smallest details could have a major effect on what information a player would receive, even subconsciously. Then they asked viewers to consider the purpose of things in the rest of the level and the game, and remarked on how much could be learned about level design from just that one game. At the time a common reaction seemed to be that they were just overanalyzing it, seeing purpose and meaning in what was “just a simple arrangement of blocks and a goomba”. And you could kind of understand that perspective at the time, but then a few years later, Shigeru Miyamoto himself talked about the level in an unrelated Nintendo Direct, and pretty much confirmed everything Extra Credits had said or hinted at and more.

Regardless, when I saw this breakdown, it felt like a huge revelation. It changed how I saw games from that point forward. Suddenly I wasn’t just playing levels; I was playing these magical human creations whose pieces weren’t just part of a virtual world, but things that had been put there to work together and create an experience that we can intuitively boil down as “fun fun fun! Lots of fun!” This only grew further when, around the same time, I met a friend in highschool who was insanely passionate about this stuff, and introduced me to some of the more (especially at the time) niche concepts, like ludo-narrative dissonance (where there’s a conflict between the story and the gameplay, sometimes purposefully), or all the subtle “game feel” tools like screen shake, miniscule pauses, and other audiovisual and input tricks used to make doing something in a game feel as awesome as possible.

Thinking about it, I did meet some people in my university’s game dev club that were really into this. Between that and just playing a lot of modern games, it does seem like many people passionate enough to pursue game creation as more than just a hobby have been listening, learning, and thinking about this stuff. Maybe a bit less so in traditional mainstream game reviews/criticism, whether from professional critics or random users. While some go into detail on this stuff, many seem to focus more on general, high-level information, like how much content there is or how “there are some boring levels” but not necessarily elaborating much beyond that. It’s useful stuff if your main concern as a reader is if it might be fun/worth your money, so it makes sense why it’s like this, but if you’re curious to hear someone’s thoughts in greater detail, or are looking for more substantive analysis, that’s the sort of thing you might have to actively seek out from specific people (even if plenty of such people do exist and are popular). But it seems like that’s starting to change now. This is all just my experience though.

Edit: Sorry, I kind of meandered there and didn't really answer your original question, while making it sound like I was saying "I haven't met many people who go in depth *adjusts monocle*", which isn't true at all. When I say I haven't met a lot of people who think about game design in a similar way to me, how "in depth" different people go doesn't have much to do with it, it's just that most people tend to discuss different aspects of a game than I do, or look at the same things very differently; I couldn't name many people who share similar tastes/opinions to mine on games, whereas I'd have no trouble doing that for movies/anime/etc. While my specific positions are definitely influenced by all the stuff I mentioned, the discrepancy might just be another symptom of "scattered" video game critique. I wish I could give a better answer than that but... that's all I've got.

-----------------

I’m playing the original Crash games for now, although if I ever revisit then I might go with the N. Sane Trilogy; the deciding factor was that the N. Sane Trilogy “normalized” the physics across the games among other technical things, whereas I was interested to see how those and other aspects of the franchise evolved over time, since one of my reasons for playing it is its historical significance. But also just for fun. I understand the physics change since many people seemed to take issue with the first game’s original physics, and while I did run into some issues (mainly to do with building/stopping momentum in different circumstances, which kind of made Crash feel both heavy and slippery at the same time), I soon got used to it. Also I could imagine some might struggle with depth perception in certain levels/jumps, though the game tries to lessen this with the jump trajectory and overhead shadow.
They also apparently changed the first game’s odd saving system into just autosaving after every level/checkpoint, and having lives carry over between sessions - both changes I’d welcome. It didn’t impact me much since I played the game in one really long session and so built up a lot of lives early on, but considering how quickly the later levels can suck them away, I could see the bonus stage-exclusive save system being pretty punishing when you start a new session.
...Yeah, the game admittedly has a few things that feel slightly unpolished or archaic nowadays, but some can be considered a product of their time, and I still had a blast either way.
aoc445 Jul 7, 9:25 PM
No problem, glad to hear you did well!
SunlitSonata Jul 7, 5:47 AM
It’s kind of funny how the production works out for some of these things.

I listened to a podcast where members of Shattered Hope’s development team talked about the project. This was slightly less than two years ago, and at the time they were more than positive their series wouldn’t come out before another fan project called Danganronpa Kill/Cure. Meanwhile since then, the Shattered Hope team managed to get three episodes out the door with all their assets in order and have regular production commence, while the Kill/Cure series only posted brief previews before its YouTube and Twitter were inexplicably just deleted.
Plasmatize Jul 6, 10:14 PM
Another coincidence?! This screenplay is terrible! What’s next, we both COINCIDENTALLY watch anime? :P

Yeah, those old handhelds had some good stuff on them. I have some fond memories of Minish Cap as well but it’s been so long I’ve forgotten most of the details. My mom used to play a lot of the Harvest Moon games, and more recently she picked up Stardew Valley. Those kinds of games are nice if you just want to chill for a while, take your mind off things or just hang out in a virtual world that differs from your own. It’s hardly surprising that the latest Animal Crossing is so popular, given it came out at the exact time where a lot of people would be looking to do those sorts of things.

Yeah, I’m happy to reign this in a bit. Sorry for blowing things up like that. I think it was mainly because the topics you touched on coincidensciousnessfully happened to all be stuff I’ve had on my mind lately but not had the chance to discuss much. No harm done.





No problem! I’d say it’s definitely worth revisiting the original Ori if you’re interested. While some of the Definitive Edition changes made sense, I’d say the original is the superior experience. The only downside is it’s not as completionist friendly because of a few permanently missable items, although it makes sense why within the game’s story and honestly gives it more weight. Anyway, the biggest point in the original’s favor is probably the world design, whose natural exploration flow and “invisible hand”-like sense of direction/guidance is the same sort that I appreciated so much in Super Metroid, and of the very few things I could criticize Hollow Knight for, one is that there maybe could have been more effort put into creating that kind of open-ended flow.

Well, I just finished the first Crash title and had a blast with it! It’s about as much fun to play now as I imagine it was way back when. I think what makes it work is that it heavily models itself off of successful linear 2D platformers before it and uses those as a baseline for both its structure and its quality standards, but then uses the third dimension, as well as a lot of creativity in general, to expand the possibilities of what could be done with that kind of gameplay. The results of which made the entire game very memorable on a conceptual level alone. It also seemed like a lot of effort was put into the pacing of levels so that there was pretty much always something exciting and dangerous happening, as well as making sure everything was telegraphed where it needed to be so that that could happen. I gotta say, some of the levels left me swiping my forehead at the end along with Crash! Hopefully the rest of the trilogy will be just as much fun.
SunlitSonata Jul 6, 8:15 PM
Thank you! It won't actually be my birthday for another 45 minutes but thanks for the early wishes.

BTW have you heard of a fan webseries called Danganronpa F Shattered Hope? It's a passion project by some fans to make their own Danganronpa "game" and while the voice acting isn't the best, it's done a great job looking surprisingly legit. Here's the prologue, and they also posted Chapter 1's first two parts.

https://youtu.be/EGU4w5C_WKI
Plasmatize Jul 4, 1:25 PM
Well, coincidentally, I went through a similar emotional experience recently. I’d been searching for full-time work, and there was a company I was pretty certain I’d get an offer from (and eventually did get one). I was expecting to hear back more than a week ago, but then... didn’t... until 6 days later. Presumably it was just some delay on their end, or getting in touch with a reference, or putting together hiring paperwork, or something like that. But of course, my brain just had to think of every possible scenario where I might miss out on the position lol. Congrats on your successful exam results!

I haven’t played much bullet-hell myself, but from what I have played or seen it seems those games heavily test precise movement through small moving gaps, pattern recognition, memorization, and management, and keeping track of a lot of things at once, possibly including anticipating things before they happen (e.g. bullet trajectories). I’d say Gungeon relies on all of those to some extent, so it might be good preparation. I’d like to play more bullet-hell games, but so far the only “shmup” style one I’ve played extensively is Ikaruga, which has a very cool spin on the subgenre. I’m still terrible at it though. :P

In yet another coincidence, shortly after writing my last comment, I also watched NitroRad’s Frogger videos. I’d say his assessment of the PS1 Frogger games was pretty spot-on. After his videos I also decided to play the first two GBA Frogger’s Adventures games. Temple of the Frog is a nice time killer, while The Eternal Wand is probably the best out of all the Frogger games I played. It did several neat things with the tile-based gameplay. Criss-crossing level paths with shortcuts to earlier parts, maze-like segments where you had to react on the fly to figure out where to hop next before the tiles you’re standing on collapse, and some very unique boss battles. One of them throws bombs and you have to use your tongue to pull them into pits before they explode and destroy the entire arena. That one was awesome!
And just to pile one more coincidence onto this contrived character relationship, I also played and enjoyed a 1998 Frogger clone a ton as a kid called 3D Frog Frenzy that also used the same type of gameplay. I revisited that while I was going through Frogger, and it’s definitely not perfect, but you know what? It did a way better job transitioning “Frogger” to 3D than the first licensed attempt. Not that that’s surprising given what said attempt looked like, but it’s still kind of funny to me.

Well, your response paragraphs have also got me thinking... a lot. I feel like I have a ton of thoughts to air here which might get pretty long, so don’t feel like you have to respond to every single thing here.


I also liked the moveset in Ori, especially the Bash move, although for me, the highlight of the first game was actually the game world itself. Not just the way everything looks, but also how as you progress the story, it changes how the world is laid out and what is accessible in a way that feels very organic and interactive. But mostly the actual layout itself. It seemed like a lot of effort was put into subtly guiding the player along an efficient path that avoided any long travel segments between collectibles or new areas. Moreso the original release - I think the definitive edition made a lot of small changes that I think hurt that flow, despite the fact that it also added a fast travel system.

I’m looking forward to see how the sequel handles this stuff, but for my next games, I’ve just ended up playing more old platformers so far. And man, it’s really made me appreciate those titles that managed to make a good 3D platformer on their first attempt, at a time when almost no one really knew what they were doing. Which is great, because I’m about to play the Crash trilogy, at long last!
Grex11 Jul 2, 10:18 AM
Oh man, happy birthday! Sorry for being late, it’s been a hectic week.
aoc445 Jun 29, 6:22 PM
Happy birthday! Hope your exams went smoothly!

Plasmatize Jun 29, 2:45 PM
Happy birthday!

SunlitSonata Jun 29, 6:48 AM
Happy Birthday!
Vook Jun 28, 10:11 PM
Happy birthday! 🎂