Operation Backlog Completion 2026
May 152019
 

Dark Souls Remastered cover artDark Souls has been sitting in my backlog for a while, so when the group I played Skies of Arcadia alongside picked Dark Souls as their next game, I replaced my PS3 copy with Dark Souls Remastered and prepared to die a lot.

I picked the Switch version, and I’m glad I did, because I ended up absolutely addicted to it.

Because of its reputation, I was a bit nervous going into Dark Souls. I usually play games on Normal or even Easy, and I don’t consider myself to be good at hard games. I wanted to like Dark Souls, but I knew there was a chance I might just have to put it down and say it isn’t for me.

But while Dark Souls is hard, it’s the sort of difficulty I could work with. I didn’t have to worry about having lighting-fast reflexes or great precision. As long as I was patient and kept trying, I could proceed.

Death became part of the experience. In most games, dying feels like a failure, something that isn’t supposed to happen. In Dark Souls, I just came to expect it as part of the process. This all meant that even when I was dying over and over, I never wanted to quit. I spent three days fighting the same boss, but I always felt like I was so close surely the next battle would be a success.

That’s a big part of what made it so addicting. I kept wanting to go back to the game to see if I could get a little bit further or overcome the next obstacle or finally beat that boss.

Many times, I decided to take a break to play something else, only to pick Dark Souls back up a few minutes later.

Let’s move on from talking about death and get into a few specifics. I favor heavily story-driven games, with a few genre exceptions such as survival horror and 3D platformers. Dark Souls… is not really story-driven, but it has a ton of lore you can learn about through item descriptions and from talking to NPCs.

The world is pretty interesting, and the scattered NPC conversations were enough for me to become attached to some of the characters. Everyone seems a little bit off, with most characters creepily laughing at the end of conversations, but that fit right in with the bleak state of the world. It has a great sense of atmosphere, and some parts struck me pretty emotionally despite the lack of long cutscenes and overt storytelling.

(It also has a mad scientist dragon, so the story gets bonus points for him alone.)

Another thing that worried me going into Dark Souls was that people describe it as open world. I’m not the biggest fan of opens worlds. But Dark Souls isn’t open world in the traditional sense. It has a clear sense of progression, just with multiple paths you can follow. I approached it a lot like when I played the original Dragon Quest: if I was dying a bit too much in one area, I knew I should try a different path instead.

Dark Souls also stands out as possibly the only game with breakable weapons where it didn’t annoy me. A broken weapon can always be repaired, and it was a simple matter to check my weapon’s status and spend a few souls to repair it if necessary.

By the time I finished, I had put almost 99 hours into my playthrough, and it didn’t feel like it had been that long at all. I loved the world and its design, the strange and sad characters I met along the way, and pretty much everything except a few frustrating areas. I know I missed a lot of secrets, but that’s fine. I like it when a game has secrets to discover.

(Except for the unnecessarily obscure way of starting the DLC content. That was just a bit too out of the way for what was originally DLC, especially since I had to reload an area to do it instead of exploring it naturally.)

So despite being wary of Dark Souls Remastered at the start, I ended up falling in love with its addicting game design. I’ve taken a break for other games so I don’t burn myself out on the formula, but I’m looking forward to starting my next FromSoftware game.

How do you feel about Dark Souls? What do you think makes its gameplay so addicting? Let me know in the comments.

May 132019
 

After Hideo Baba left Square Enix, we wondered what would happen to Project Prelude Rune – and it doesn’t look good.

The short teaser trailer shown amidst a flurry of other exciting news last September has been removed from Youtube. The website for Studio Istolia simply redirects to Square Enix’s main site, and its social media accounts are gone.

While it’s possible they’re rebranding Project Prelude Rune, it seems unfortunately likely that both it and the studio making it are no more.

Baba said his departure was part of “the change in Studio Istolia’s management policies,” which could mean plans to disband the studio were already in effect back then. On the other hand, they might have scrapped the game since he was no longer there to make it.

We hadn’t seen much from Project Prelude Rune, just some concept art and a few seconds of gameplay, but I was interested in it. Now we’ll never know what it could have been.

(Here’s hoping things go better for the other two mysterious JRPG projects we’ve seen little from, Atlus’s Project Re Fantasy and Monolith Soft’s unknown fantasy game.)

Now, today I was going to write up a review of a certain notoriously difficult RPG, but after seeing an article from Twisted Voxel on the fate of Project Prelude Rune, I decided to follow up on that first since we’d discussed the game in the past. Stay tuned on Wednesday for the intended review!

How do you feel about the cancellation of Project Prelude Rune? Do you think there is any chance of this game being revived in the future?

Update: Square Enix has now confirmed the cancellation of Project Prelude Rune and closure of Studio Istolia.

May 102019
 

I was prepared for the apparent Final Fantasy news teases to be disappointed, but yesterday’s State of Play broadcast really did include the Final Fantasy VII Remake!

It also appears as though “Final Fantasy VII Remake” might be its official title, since it’s in the logo now.

The State of Play itself was pretty short, so we didn’t get much more than a 1-minute trailer of new Final Fantasy VII Remake footage. However, they promised that more information is coming in June, with Nomura stating:

Most of the plans are already in place in the run up to launch, so please bear with us a little longer until we can release more information next month.”

That sounds like E3 news to me, and… maybe even a release date?

Now, let’s take a look at the newest trailer.

It focuses on early-game content, with most of the action taking place during the opening Mako Reactor mission. We also get a short conversation between Cloud and Aeris (whose name appears to be localized as Aerith this time around), in which she offers him a flower.

There are a few interesting things to take note of.

First, the brief combat scenes show something many fans wanted: you can control multiple characters in combat! (Although the original trailer also showed this, there were still some doubts.)

How this will be handled is unclear, but the scene at 0:20 clearly shows Barret as the playable character. His name in the menu is highlighted, the camera is focused on him, and he has a “Backblast” command not present for Cloud.

(Compare this to the part at 0:21, where the player is playing as Cloud.)

Second, while we still haven’t seen Tifa in the remake, we’ve seen battles where she will be present. While the combat scenes in the trailer only ever show Cloud and Barret or Cloud and Aerith on-screen, Tifa’s name is listed alongside theirs.

Third, materia is confirmed! There was some concern that they might scrap the materia system for the remake, but fans on Reddit noticed two brief moments in which materia equipped on Cloud’s sword is visible.

Finally, the trailer ends with a scene seemingly in the Mako Reactor, in which Sephiroth asks Cloud, “Can you bear to see the Planet suffer, Cloud?”

This line is not from the original game, and while the placement suggests it’s Cloud having a vision of Sephiroth rather than Sephiroth actually being there in person, I’m really not sure what we should take from this scene. Why is he talking to Cloud about the Planet’s suffering? It could be a cause for concern, but on the other hand, if it’s a hallucination, then it makes much more sense.

Overall, I’m still disappointed that Final Fantasy VII Remake won’t use a turn-based/ATB combat system, but aside from that, this trailer is good. It looks like they’re keeping a lot of things from the original (I was even happy to see the countdown timer), which is what we want.

What concerns me the most is still the release timeline – and not because it’s taking so long.

Some fans had been hoping the multi-part release idea was scrapped, but Square Enix confirmed that “production is underway as multiple parts.”

(Since this is Square Enix, I wouldn’t be at all surprised if these things are named Final Fantasy VII Remake, Final Fantasy VII Remake-2, and so on.)

I don’t like Final Fantasy VII being split into multiple parts, especially since I felt the original game didn’t hit its stride until after leaving Midgar. It’s also made me wonder about modern JRPGs. If a game like Final Fantasy VII is too big to be remade as a single game, is that why modern JRPGs often feel like they lack the heart and soul of older JRPGs? Are they smaller in some ways even though they’re bigger in others?

Anyway, I’m cautiously optimistic about the Final Fantasy VII Remake and looking forward to news about it in June. What are your thoughts on the new trailer?