29 people found this review helpful
2 people found this review funny
1
Recommended
0.0 hrs last two weeks / 21.4 hrs on record (14.9 hrs at review time)
Posted: 22 May, 2023 @ 12:36am
Updated: 16 Feb, 2024 @ 11:05pm

Certainly not among Cyan’s best works, but it’s the most visionary of them all and it “links” perfectly into the kind of creative imagination they are known for. The puzzles have a real mechanical grandiosity to them, it feels like you're moving mountains around and redesigning the world about you. Having THAT MUCH power at the tip of your fingers feels fantastic throughout the game and is a clever new play on their old “circumstantial demiurge” favourite theme. Your ethereal companion lamenting that she can't be in your shoes doing all that is more reward than achieving Elden Ring's best ending and a feeling that'll stay with you for a long time, but, then again, Cyan always knew how to make you feel good for solving a puzzle. The story's a bit slow-release, granted, it can take a while to properly set its hooks in, but that delicious voice acting can easily get you through anything!

A proper Cyan game through and through, even though it feels more like a cerebral old age opus than a passionate youthful endeavour.

LATER EDIT: On second playthrough, the game really shines and it actually IS among Cyan's best works: your ethereal mentor’s rather cryptic monologues start making proper sense this time around and reveal subtle, nuanced writing (Cyan were never praised for the quality of their writing, but here they do an especially remarkable job). Her exceptional, sensitive, voice acting stands out even more this time. How she manages to convey all the passion and resentment in that detached and abstracted manner is simply breathtaking! She is marvellous! For all her envy of me for doing all those incredible things she only could dream of (and oh, boy, how she dreamed about them!), for all the good that envy of hers made me feel about myself being the one who plays the game, by the time I was approaching the ending a second time, it was clear to me that I had no chance against her, she was the real star of the show, it was her actions, her sacrifice that ultimately secured the mission, shaped a truer purpose for it and gave the game meaning, not mine. Definitely not mine.

And while at first Firmament establishes itself as a good puzzle game with awe-inspiring gigantic clockwork structures and astonishing scenery, on second playthrough it becomes a character study and an exercise in adoration for its subject. Cyan’s love sonnet for its own donna angelicata. A game that’s worth playing again and again if only for the exquisite pleasure of spending some more time in the company of such a finely crafted character.
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25 Comments
moreaboutcrows 29 May, 2023 @ 11:10pm 
Ha ha, "analysis paralysis"! I love the sound of that! But let's not make it sound more important than it is, it's just paralysis, plain and simple, and fear of rejection, and the sense of hubris the neurotic nerd from the back of the class feels when trying to hang out with the "cool kids". See, Perfect Tides taught me well how to verbalise these feelings. :)
Drugo⚸a 29 May, 2023 @ 5:30pm 
>>but of course you have to get lost while following the map, otherwise getting lost will get you nowhere :)<< Hahaha, this is the perfect motto for KRZ. That was all beautifully said, I don't even want to add much ;) Just say that when facing that analysis paralysis of sorts, it might be the time to just "stop and breathe in that road", let mind wander and drift a bit, let the Echo carry you away~ :happystar2022:
moreaboutcrows 29 May, 2023 @ 1:36am 
Regarding games, I think they're only -- and rightfully -- protective of their turf. You wouldn't want your favourite pastime turn into this high brow intellectual thing you had trouble understanding even when it wasn't all about aesthetics and stuff. What the f*ck is this aesthetics anyway? Aristotle you say? Who's that wanker?
moreaboutcrows 29 May, 2023 @ 12:03am 
Of course, I’ve seen your review and absolutely loved it, but there’s something about that game that always paralyzes me in panic, like a deer in the spotlight, for fear that I might miss something fundamental about it because of my inability to perceive it fully or even adequately. I’m in over my head when it comes to that game. Joyous and deaf, that game! I always feel like the dude in this Iyeoka poem when I think about it: https://www.youtube.com/watch?v=UFvVF1o-o-U .
moreaboutcrows 28 May, 2023 @ 11:58pm 
Ahh, KY0! That game is a palimpsest, it's got layers upon layers of diegesis and mimesis. You have to carry a map going in, and not just a spatial map, it has to be a temporal map as well and, even then, it gets ten times more interesting when you get lost, but of course you have to get lost while following the map, otherwise getting lost will get you nowhere :) It’s a roguelike of conceptual progress, each visit will take you to a different place. And it even has a fail mechanic, as you can run out of soul while playing that game! It’s got artistic and emotional replayability on top of the hermeneutic one!
Drugo⚸a 28 May, 2023 @ 5:04pm 
Games certainly have the potential, at least, to reach the very heights of artistic expression. It's a two-way battle though, as I see it: on one hand, to be taken seriously and recognised as an art form; on the other, to still be regarded as games by the mainstream, consumerist crowd of gatekeeping "true gamers". Which is freaking ridiculous. No movie goer/watcher would say that some experimental, arthouse film isn't really a film just because it doesn't have a recognisable, traditional plot (read: action and explosions) or isn't 'fun' in a commercial sense. Yet, we hear that all the time for games that go out of the box and/or show artistic ambition. But I digress ;P
Drugo⚸a 28 May, 2023 @ 5:03pm 
>>"That's my line!"<<
What, really? Hahahah... What's that saying, great minds think alike ? Is what I'd like to say if it didn't sound like I'm tooting my own horn by tooting yours ;P So, fools seldom differ ? Oh, wait.... :rufusjoking: But you get the gist.

The Old City: Leviathan, huh. I have that game... Yes, that's exactly what I meant by reflective replayability, although "hermeneutic" sounds spot on and more scholarly ;) The game that really drove that point for me was Kentucky Route Zero. With every new visit, new reading, something opened up, and I don't mean just the tangents in all the unexplored vignettes and dialogues (slipped in details, as you say). It just seemed like a bottomless well, like that mysterious twenty-sided die, or "an introspective labyrinth through which to walk one's concerns." <3
moreaboutcrows 26 May, 2023 @ 11:28pm 
Yeah, I know that being "open to interpretation" is not about slipping in details, but I was just arguing, pro domo, the superiority of video games over other means of artistic expression.
moreaboutcrows 26 May, 2023 @ 11:17pm 
Hey, now's my turn to scream "That's my line!" at the top of my lungs. I ranted about this kind of hermeneutic replayability in regards to The Old City: Leviathan, which is this highly conceptual walking sim, steeped in Hebrew mythology and filled to the brim with literary references. It has no gameplay whatsoever, no mechanics, yet it relies heavily on replayability, as details you find along the way will often resemanticize the experience and you have to go back and try different interpretations. Dear Esther is also built that way and it even tries selling this "hermeneutic replayability" as actual replayability, with the randomisation of its narrated monologues. Basically it's Eco's concept of opera aperta, only games are even more "open" than books and movies, because it's much easier to "slip in" easy to miss details that would potentially alter the experience, hence the interpretation.
Drugo⚸a 26 May, 2023 @ 3:09pm 
Yep, I understood what you meant. Revealing different facets and dimensions, how's that for replayability. ;D I think this kind of reflective replayability should be talked about more in gaming community, not just mechanical one.