13.8 hours played
Written 27 days ago
[b]YIIK: I.V[/b] might be one of my favorite games, and if not one of my favorite games, it's definitely one of the most impactful games I've experienced.
I think I had a similar experience as most people with Yiik, where the game was laughed at and ridiculed relentlessly online on it's initial launch, so much so that it wasn't really a game, but more just a meme to laugh at. But I saw my friend streaming the I.V. update and hopped in, and was instantly asking questions, keeping track of what's happening, analyzing our favorite protagonist Alex like a specimen in a lab. I was taken aback at how interesting this story was, and how unique it's presentation was, and even more so when stumbling across [url=https://www.youtube.com/channel/UCe0kXi39k6sw31itwLoNK-w]Hellkrai's[/url] analysis videos on the first game, where there's a distinct point made that the analysis was based on the first version of the game. I had no idea that the story [i]always[/i] had this much depth to it from the very beginning, and it had gone passed up and laughed at for years until it finally got a second breath with I.V.
I.V. improves on many aspects of the original game, one of which is the gameplay itself. I personally haven't played the original version, but I know the combat was rough and slow. That is not true at all with I.V's Karta system. Throughout the multiple breakthroughs I've done and watched of I.V., I feel like I rarely saw the same Karta decks or party layouts. Deciding when to discard your karta for its active effect vs. when to keep it around and try to keep it healed up to get as much out of its passive as you can, there's a lot of depth between cards, and even more-so when incorporating character specific abilities/passives (e.g. Rory being a pacifist who only counter attacks getting multiple attack/crits up to be a strong glass cannon, buffing Michael before blinding the party for his mechanic and turning into a one-shot machine).
The edits made to the story and its presentation are astounding. Some of the most cinematic shots I've seen from a game, and they had me and my friends discussing each cutscene to death, and each story beat. There's so much that can be learned from as early as the first alex monologue, and even moreso with what follows. One example that stands out (that will be spoilered, just to be safe, but it's from the cutscenes in the factory hotel section of the story at the beginning), is that during one of Alex's monologues, [spoiler]he ask's Sammy where she's from, and she responds that she's "from here, where else?". Alex takes this to mean that she lives in the factory, but what I think she's actually saying is that she's from Alex's mind, as all of his monologues take place in a place in his own head.[/spoiler]
I don't want to say too much, but play the demo to see if you vibe with the gameplay and presentation, as it shows the first chapter of the game (including the first of many Nameless Child sections), and lets you play a [i]little[/i] bit with the karta system. We love you Alex Yiik, and thank you Allanson's for such a solid game!!
https://store.steampowered.com/app/2863840/YIIK_Nameless_Psychosis/