The Best Of Yours & The Worst Of Mine: A Yugistream Thread

nominate games for me to play and talk about here!

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Wham Yubeesling
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The Best Of Yours & The Worst Of Mine: A Yugistream Thread

#1

Post by Wham Yubeesling »

Heya!

So if you’re in the Discord server it shouldn’t be much of a secret that I stream vidyagames twice a week. We chill out in a call, kinda chat while I go (and generally suffer) through a game, and whenever I finish one I spin a wheel to determine what the next game is. It’s fun! I’m generally pretty happy with what I’ve apparently built with these events and I don’t intend to stop them anytime soon!

But also the wheel’s like, 50 games long and I with that many I kinda wanna ensure that, like, there’s more room for what other people suggest in-between all the B-games I keep shoving onto the list.

But also I want more suggestions from other people. Like, in general.

But also also I wanna get into like, writing reviews of things. There’s been enough interest, and I kind of need an excuse/need to make it an obligation if I want to do things, so…

Here’s how it’s gonna work: anybody (and I mean anybody, you’re allowed and encouraged to participate even if you don’t/can’t attend streams) who wants to can nominate ONE game for me to add to a special wheel of games to play on stream. When it gets rolled, I’ll play it (ideally) to completion. This special wheel will be rolled every other time it’s time for me to select a game. Just a couple of notes:
  • The game should hopefully take at least take around two hours to beat — enough to consist of at least a single stream.
  • No time limit on nominations! Feel free to nominate stuff whenever you want!
  • Once I’ve played your game wait until my go to nominate another thing, though.
  • Don’t worry about whether a game’s too long or whatever — worst comes to worst if I wanna take a break I’ll probably just roll something else to play in the middle.
  • Don’t worry about quality, either. I played Pokemon Snakewood for the stream. I have no standards.
  • Ideally the game should be something I can stream on Discord — via emulation or otherwise legal means.
  • With that in mind, I’d ideally like nothing that’s exclusive to like, anything Playstation 4/XBOX One/Switch onward. Anything before that I can emulate fine, though.
  • Anything already suggested to me by somebody else is already on the new wheel, and whoever suggested it still gets their one nomination if they want to use it. This’ll also apply to anybody who gifts/has gifted me a game.
  • If I reject any nominations it's because I intend on playing it on my own or I intend on adding it to my own wheel soon. I’ll tell you if you wanna change.
  • If you wanna nominate something already on my wheel though, that’s fine. If you really want to see me play something on my wheel feel free to make sure it’s on both wheels.
  • The only thing I will bar you from nominating is anything I’ve already played/beaten within the past two years or so. I want new things! The full list of stuff will be in the spoiler below.
[+] games already played
428: Shibuya Scramble
A Case of Distrust
A Hat in Time
AI: The Somnium Files
ALONE
Anatomy
Apollo Justice: Ace Attorney
Assassin's Creed: Altair's Chronicles
Astro's Playroom
Bastion
Bayonetta
Best Friend
Beverly Hills Cop (PS2)
Beyond: Two Souls
Bloodborne
Bravely Default II
Bravely Second: End Layer
Breakup
Broken Dreams
Brütal Legend
Burger and Frights
Carrion
Castlevania: Aria of Sorrow
Catherine
Contradiction — Spot the Liar!
Corpse Killer
Cyber Manhunt
DARKEST CORNERS
Danganronpa V3: Killing Harmony
Dark Scavenger
Dead Rising
Dear Red: Extended
Death Trips
Death and Taxes
Deathloop
Devil May Cry
Dino Run DX
Disco Elysium
Elden Ring
Eliza
Emily is Away <3
Fahrenheit: Indigo Prophecy Remastered
Fears to Fathom — Norwood Hitchhike
Final Fantasy VI
Fire Emblem: Three Houses
Gex
God of War (2005)
Gunman Clive
Gunman Clive 2
Halloween
Halo: Combat Evolved
Hitman (2016)
Hiveswap: Act 2
Hopkins F.B.I
Hotline Miami 2: Wrong Number
Jack Orlando: Director's Cut
Journey
Just Ignore Them
Kao the Kangaroo: Round Two
Katawa Shoujo
Kid A Mnesia Exhibition
killer7
Kingdom Hearts Re: Chain of Memories
Kingdom Hearts: Final Mix
Kirby's Adventure
LEGO Batman: The Videogame
Little Misfortune
Maquette
Mark of the Ninja
Meat Shift
Meet'N'Fuck Therapy
Mega Man
Mega Man 2
Mega Man 3
Mega Man 3
Mega Man 4
Mega Man 5
Mega Man 5
Mega Man 6
Mega Man II
Michigan: Report From Hell
Milk inside a bag of milk inside a bag of milk
Murder House
Night Trap
NightCry
No one lives under the lighthouse
ObsCure
One Step From Eden
Peret em Heru: For the Prisoners
Perfect Gold
Persona 4 Golden
Persona 5 Strikers
Plumbers Don't Wear Ties
Pokémon Legends: Arceus
Pokémon Shining Pearl
Pyre
Raging Loop
Resident Evil
Resident Evil 6
Resident Evil VII: Biohazard
Resident Evil Village
Sam & Max Hit The Road
Saw II: Flesh and Blood
Saw: The Video Game
Scott Pilgrim vs. the World: The Game
Scream
Shovel Knight
Simulacra
Simulacra 2
Song of Horror
Sonic Forces
Sonic.exe
Street Fighter V
The Dark Pictures Anthology: Man of Medan
The Dresden Files Cooperative Card Game
The Great Ace Attorney: Adventures
The House in Fata Morgana (I love this game a lot but it’d be a terrible idea to stream)
The Legend of Bum-bo
The Legend of Zelda: A Link to the Past
The Open House
The Sand Man
The Shapeshifting Detective
The Song of Saya (I also like this a lot but HAHAHAHAHA god no not touching this on stream with a twenty foot pole)
The Witch's House
Titenic
Transistor
Untitled Goose Game
Vampire: The Masquerade: Bloodlines
We Know the Devil
Wolfenstein: The Old Blood
XOXO Blood Droplets
YIIK: A Postmodern RPG
Yakuza 0
Yakuza Kiwami
Your Amazing T-Gotchi!
Yuppie Psycho
In addition: I also plan on writing a review for every game I beat on stream, and ranking it among every other game I beat on stream from then on. Expect, like… it’ll be variable based on how much I have to say, but expect like 4-5+ish paragraphs explaining the game and then going into what I liked and didn’t like. I’ll also try to be punchy on them after I beat a game — you’ll get my rating and ranking pretty much as soon as I’m done with the game, and then ideally I’ll write/post the review before the start of the next stream.

So with that in mind, here’s the current list of nominations/games you guys have recced/gifted me:
[+] THE LIST
Iji (almostinhuman)
Return of the Obra Dinn (Apples)
State of Decay (Apples)
A Very Special Run of Pokemon X or Y (Brackie)
Hypnospace Outlaw (Catche)
Lockheart Indigo (Catche)
Ristar (CondorTalon)
Garfield Kart (Dogs)
Garfield Kart: Furious Racing (Dogs)
Beholder (Deblod100)
Alisa (Jilly)
Bad Mojo (Jilly)
Savage Halloween (Jilly)
Vampire Rain (Jilly)
Thimbleweed Park (Kotori)
Camp Sunshine (mostlyharmfulll)
The Typing of the Dead: Overkill (mostlyharmfulll)
Stay Tooned (NAFT)
Russalophobia (NAFT)
ANONYMOUS || AGONY (Ohm)
Mario: The Music Box (RetroVenus)
Bad Rats (Toben)
Braid (Toben)
Chrono Trigger (Toben)
Helen's Mysterious Castle (Toben)
Oddworld: Abe's Odyssee (Toben)
Simulacra 3 (Toben)
Star Wars: Rebel Assault II: The Hidden Empire (Toben)
Star Wars: Shadows of the Empire (Toben)
Pathologic (Yona)
And here’s the list of stuff currently on my wheel, just for reference:
[+] THE OTHER LIST
Afterfall: Insanity
Alone in the Dark 2008
A Very Special Run of Dark Souls
"Prince of Persia"
Blair Witch
Call of Cthulhu
Call of Duty: Black Ops for the Nintendo DS
Corpse Party
Darkseed
Dead Rising 2
Dead Space 2
Detroit: Become Human
Disney's Pocahontas
Ernest Evans
Every Single Goosebumps: The Game
Every Single Mega Man Game Part 2
FMV Movie Marathon
Hallowstream Cleanup 2022
Heavy Rain
the return of john hitman (this is probably HITMAN 2 (2018))
I Fell From Grace
Jeff the Killer Speed Round
Kao the Kangaroo (2022)
Life is Strange
Lifeline
Limbo of the Lost
Mario: The Music Box
Morphine
Mystery of the Druids
Prom Dreams: A High School Love Story
Ride to Hell: Retribution
Road 96
Shrek 2 and Shark Tale For The Gameboy Advance
Silent Hill 2
Star Wars: Jedi: Fallen Order
The Beast Inside
The Coma: Recut
The Dark Pictures Anthology: House of Ashes
The Dark Pictures Anthology: Little Hope
The Darkness II
The Emperor's New Groove
The Nightmare Before Christmas: Oogie's Revenge
The Quiet Man
The Ring: Terror's Realm
Toilet in Wonderland
Vampyr
White Day: A Labyrinth Named School
Win The Game
And here’s the list of all my reviews, which’ll be linked to when I do them!
[+] THE THIRD LIST
(a crown emoji signifies that at one point this game was the highest ranked game on the list. a poop emoji signifies that at one point this game was the lowest ranked game on the list.)

Games Played on Stream:
9/10:
1. Hollow Knight (👑)
2. The Darkness II
3. Resident Evil 4 (2005)
4. Until Dawn

8/10:
5. Silent Hill
6. FAITH: Chapter III
7. Alien: Isolation
8. Yakuza Kiwami 2
9. Ib
10. Dead Space
11. Iron Lung
12. Lily's Well

7/10:
13. Smile For Me
14. FAITH: Chapter II
15. Toilet in Wonderland
16. Perfect Vermin
17. Bad Mojo: Redux
18. Harvester

6/10:
19. Faith: Chapter 1
20. Amnesia: A Machine For Pigs
21. Alisa
22. You Will (Not) Remain
23. Disney's Pocahontas
24. Death Trips

5/10:
25. ObsCure 2
26. Final Fantasy VIII
27. Simulacra 3
28. Knee Deep (👑)
29. Clock Tower
30. The Convenience Store
31. Mega Man III

4/10:
32. Shadow of Destiny (💩)
33. The Dark Pictures: The Devil In Me
34. (Mario) The Music Box
35. Slender RPG (💩)

3/10:
36. Paratopic
37. Layers of Fear
38. Darkest Corners, CH2
39. Cyber Troopers Virtual-On

2/10:
40. Alone in the Dark (2008)
41. The Typical Nightmare
42. Introvert: A Teenager Simulator
43. Project SADAKO

1/10:
44. Jack is Missing (💩)

Films:
9/10:
1. Alien (1979) (👑)
2. Shaun of the Dead (2004)

8/10:
3. Shrek (2001) (👑)

5/10:
4. Super Mario Bros. (1993)

3/10:
5. International Guerillas (1990)

2/10:
6. Shark Tale (2004) (💩)
7. Blood Debts (1985) (💩)

Stuff Read on Stream:
★★✭☆☆
1. Battle Royale II: Blitz Royale, vol. 1

★✭☆☆☆
2. Battle Royale II: Blitz Royale, vol. 2
[+] Old Stream Games Ranking
8/10:
Dark Scavenger
The Witch’s House
ObsCure
Hitman
Mega Man 4
Resident Evil
Fears to Fathom: Norwood Hitchhike

7/10:
Simulacra 2
Contradiction!
Mega Man 6
Mega Man 2
Mega Man 3
Simulacra
Murder House
Peret Em Heru: For The Prisoners
The Open House
Song of Horror
Burger and Frights

6/10:
Dead Rising
The Dark Pictures Anthology: Man of Medan
Meat Shift
Fears to Fathom: Home Alone
Corpse Killer
Mega Man 5
Yakuza Kiwami
Mega Man
Death Trips
Night Trap
The Shapeshifting Detective

5/10:
Beyond: Two Souls
ALONE
Mega Man II
Your Amazing T-Gotchi!!
Vampire: The Masquerade: Bloodlines
No one lives under the lighthouse

4/10:
Fahrenheit: Indigo Prophecy """""Remastered"""""
Sonic Forces
Resident Evil 6
NightCry
Kao: The Kangaroo: Round 2
Mega Man: Dr Wily’s Revenge
Dear RED
Breakup
Plumbers Don’t Wear Ties
sonic.exe
Michigan: Report From Hell

3/10:
DARKEST CORNERS
Just Ignore Them
Saw II: Flesh and Blood
Scream
Halloween
Titenic
Beverly Hills Cop
Hopkins FBI

2/10:
Broken Dreams
Best Friend
Saw
Assassin's Creed: Altair's Chronicles
YIIK: A Postmodern RPG

1/10:
Jack Orlando: A Cinematic Adventure

GOOD/10:
Super Mario Bros. 3

NOT GOOD/10:
Pokemon Snakewood
Meet’n’fuck Therapy
[+] Other Games
AI: The Somnium Files
DEFCON
The Dread X Collection
Emily is Away <3
Gunman Clive 2
Maquette
OneShot
Perfect Gold
Pokémon Shining Pearl
Virtua Fighter 2
UPCOMING: Stay tuned!
So with that out of the way, have at! I’m down for whatever y’all decide to give me.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Dogs231
Posts: 608
Joined: Mon Oct 12, 2020 6:45 pm
Location: The Pear Wiggler
Team Affiliation: Emmy's Selkies

#2

Post by Dogs231 »

Garfield Kart and/or Garfield Kart: Furious Racing.
Image
[+] PRESENT
SOTF-INTERNATIONAL V1:
[ERROR: RELATIONSHIP THREAD UNAVAILABLE.]
Appearance Tracker

Image
O18: Alexander "Lex" Latimer - "You've got something to go home to, right? Then it's yours."
Assigned Weapon: Pistol Auto 9mm 1A, Pistol Auto 9mm 1A
Status: ALIVE
Location: He prepared for the end in The Mysterious Circle - United by the Moment.
Pregame History: [ERROR: PREGAME HISTORY UNAVAILABLE.]
In-Game History: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

SOTF: Cyber
[ERROR: RELATIONSHIP THREAD UNAVAILABLE.]
[ERROR: APPEARANCE TRACKER UNAVAILABLE]

A01: Solana "Sunny" Lucero Estelle - "—maybe I'll die. But, you know, united we stand, united we fall. Something like that, anyway. If I'm going, well, I'm going down swinging."
Designated Weapon: W-7 — Gold Silverware Set
Designated Utility: U-26 — Surveillance System
Status: DECEASED
Location: She met her match and lost the game in The Distorted Homeroom (Room 308) - Error.
Pregame History: [ERROR: PREGAME HISTORY UNAVAILABLE.]
In-Game History: 1/1

A18: Daniel Arista - "It ain't right for a man, you know, to die on his knees." [Adopted from Cob]
Designated Weapon: W-27 — Tennis Racket
Designated Utility: U-18 — Non-Fungible Token (NFT)
Status: ALIVE
Location: He played the game like he was told in The Distorted Homeroom (Room 308) - Error.
Pregame History: [ERROR: PREGAME HISTORY UNAVAILABLE.]
In-Game History: 1

ONE ROOM DEATH GAME:
[ERROR: RELATIONSHIP THREAD UNAVAILABLE.]
[ERROR: APPEARANCE TRACKER UNAVAILABLE]

Image
Tyler Becerra - "We're all gonna make it."
Status: ALIVE
Location: He's gambling with his life in The Stage - One Room Death Game.
Pregame History: [ERROR: PREGAME HISTORY UNAVAILABLE.]
In-Game History: 1
[+] PAST
SOTF-TV V3:
Relationship Thread
Appearance Tracker

Image
ES03: Cory Cartwright - "We can have power over the situation. We can defeat the game. We only need to figure out how."
Assigned Weapon: Diving Knife
Status: DECEASED
Location: He was out of his depth in Jetties: Central - Armageddon Game. [47/81]
Pregame History: 1
In-Game History: 1, 2, 3, 4, 5, 6, 7, 8, 9

SOTF-SUPERS V1:
Relationship Thread
Appearance Tracker

Image
S015: Noah Davis - "We're alive, and that means we still have a chance to set things right."
Gift: Finger Guns
Status: DECEASED
Location: He tried his best, but came up short in The Flatlands - Pale Rider. [19/43]
Pregame History: 1
In-Game History: 1, 2, 3, 4, 5, 6, 7

BATTLE ROYALE AU V2:
[ERROR: RELATIONSHIP THREAD UNAVAILABLE.]
[ERROR: APPEARANCE TRACKER UNAVAILABLE.]

Image
B15: Shūya Nanahara - "Well, now, I'm no hero, that's understood..."
Assigned Weapon: Icepick, the Power of Rock Music!
Status: DECEASED
Location: He refused to play by the rules in In-Between - The Worst Game in History. [10/42].
Pregame History: 1
In-Game History: 1, 2, 3, 4, 5, 6, 7
[+] CONCEPTS
[+] SOTF-SECOND CHANCES V3

Liam Black is one sick puppy - "No more rain, where's the sunshine when you need it?"
Austin White is always right - "I would very much like to see you prove me wrong."
[+] SOTF-SECOND CHANCES V4

Josh Goodman is living the dream - "For a mad scientist, imagination is the greatest weapon."
[+] SOTF-TV INTERMISSION

Tamarisk Allen is a dead ringer - "We're friends, and friends stay together to the end, right?"
Stryker Williams is the best around - "Now, I'm going to take my first step towards greatness."
Blake Killam is made for this - "This show has been my life, from start to finish."
[+] SOTF-TV V4

Richard de la Cruz is determined to win - "Watch as I do something unimaginable."
Evan Gemstone is ready to die on this hill - "I'll send this whole structure crashing down."
[+] SOTF-U V2

Alex Wituk is vibrating with motion - "I don't know what came over me, but I was on fire with anger!"
[+] SOTF-INTERNATIONAL V2

Kim Song is under watch - "두렵더라도 강해져야 합니다."
[+] SOTF-SUPERS V2

Adam Ka'uhane is forgotten - "Nobody will remember me when I'm gone."
[+] OTHER

Caius Jones is a doomsayer - "The signs are clear; the end is nigh!"
Maxwell Verity is telling the truth - "Life is an equation, and numbers don't lie."
Aiden Chase is speedrunning life - "It's simple, just beat the clock."
[+] EXTRA

Image

SOTF AU V1:
Relationship Thread
Appearance Tracker

Image
B001: Jason Dagon - "They say it's hard taking a life; they're wrong. It's the easiest thing in the world."
Assigned Weapon: IWI UZI
Status: ALIVE
Location: He laid them to rest in The Cemetery - Obituary.
Pregame History: [ERROR: PREGAME HISTORY UNAVAILABLE.]
In-Game History: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36
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Applesintime
Posts: 836
Joined: Sat Jul 04, 2020 11:57 am
Team Affiliation: Ben's Crabs

#3

Post by Applesintime »

State of Decay: Year One Survival Edition and Hollow Knight

I have a spare copy of State of Decay if you need it, it's not like I have anyone else to gift it to lmao
[+] Current Kids
SOTF U
P011: Charlotte "Charlie" Vandermeyer - Road Flares (x10) + BluRay Copy of John Carpenter's The Thing - is bemoaning the goddamn MREs in Beasts All Over the Shop
[+] Future Kids
Second Chances
Anna Hitchins has some totes cool ideas!

SOTF-TV
John MacMillan Jr. doesn't have much to say.
[+] Past Kids
SOTF International
O06: Deirbhile Callahan - 50 Valentines Cards - "This is my fucking life. It’s mine to live. It’s mine to fucking take, too." She resisted in Slán Abhaile. [24/29]
Intl: 1 2 3

SOTF-TV V3
BC09: Gregory Miller - Bolas - "Why?" He landed in splat. [17/81]
Sandbox: 1
TV3: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

BC04: Anthony Golden - Fake Nautical Mask - The so-called hero. He met his fate in All The World's a Stage. [4/81]
Memories: 1
Sandbox: 1
TV3: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

SOTF Supers
S009: Stephen Sanders - Osteokinesis - "Nobody's going to kill just because furries told us to." He went home. - Kids Like You Should Be Burning in Hell.
Supers: 1 2 3 4 5 6 7 8
Aftermath: 1 2
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RetroVenus
Posts: 117
Joined: Mon Nov 04, 2019 1:40 pm
Location: isekai'd
Team Affiliation: Malcolm's Mariners

#4

Post by RetroVenus »

I know it's already on the wheel but listen. Listen. Mario: The Music Box is a real good game and you should play it.
avatar by pan, sprite by the wonderful Yugikun
[+] that which shall be tuned
x.
[+] that which was discarded
ImageElliott-Blair Østergaard — Rocketman — "Was that all you wanted?"
Profile | Memories 1 | Pregame 1 | TV3 1 2 3 4 5 6 7 8 9 10 11 12
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Catche Jagger
Posts: 743
Joined: Tue May 28, 2019 7:40 pm
Team Affiliation: Ben's Crabs

#5

Post by Catche Jagger »

Smile for Me
[+] Characters
[+] PV3 Prologue
M35-Muhammad Abbasi - "Hey, it’s okay now. We’re both in this together, right?"
Status: SAFE
PV3P: 1-2-3-4 | After: 1

M38-Nathan Kirchhoff - "Shit."
Status: ???
PV3P: 1-2-3-4
[+] TV3
ImageCK08FR04 - James Highchurch - “Okay, yeah. Exit strategy. I’ll… Yeah, I’ll think about that.”
Status: DECEASED
Memories: 1 | Sandbox: 1
TV3: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19

ImageBC05 - Gabriela Garcia-Campos - “This is how things are here, the way the show is. So I need to get over it.”
Status: DECEASED
Memories: 1 | Sandbox: 1-2-3
TV3: 1-2-3-4-5-6-7-8-9-10-11-12-13-14
[+] AUs
International
O19 - Archibald "Archie" Harper - "That’s why we’ve gotta fight the fuck back, one step at a time."
Status: DECEASED
International: 1-2-3

O11 - Jen Mara Tuiqamea (adopted from Cicada and jimmydalad)
Status: ALIVE
International: 1-2-3-4-5-6-7-8

Supers
Alan Melnyk - "What you’ve gotta do is say ‘fuck em’ and keep doing you."
Status: ALIVE
Memories: 1-2-3
Supers: 1-2-3-4-5-6-7-8-9-10-11
After: 1-2-3
[+] The Future
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#6

Post by Wham Yubeesling »

Applesintime wrote: Fri May 13, 2022 5:16 pm State of Decay: Year One Survival Edition and Hollow Knight

I have a spare copy of State of Decay if you need it, it's not like I have anyone else to gift it to lmao
I'll take the spare copy, if you don't mind! Think I wanna play both so I'll count it as a gift copy and such
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
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PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
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Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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#7

Post by MurderWeasel »

By "popular" demand, I would like to nominate Star Wars: Rebel Assault II: The Hidden Empire.
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#8

Post by Wham Yubeesling »

So this past Monday I streamed Shrek & Shark Tale For the Gameboy Advance. I described this as a real weird bootleg two-in-one video game that I used to play all the time as a kid. The draw to it, as I told the people in the voice chat, was that for cutscenes the developers just ripped scenes from the movie, compressed them for the GBA, and put them in the video game. I also said that the opening for the Shrek game (which I played first) was super long, and covered a more sizable portion of the movie than one might expect.

The secret — that people caught onto… roughly at the point where Shrek’s trying to have dinner and all the fairytale creatures invade — is that there wasn’t actually any game. It was just the movies, ported to the Nintendo GBA.

See, at some point during… the mid-2000s, I’m assuming, Nintendo decided that they wanted the GBA to be a multi-media machine and started selling things like… episodes of Fairly OddParents and Avatar to watch on your Gameboy when you’re on a road trip or something. I… presume this wouldn’t be too bad with 2D animation, but then Shrek and Shark Tale were also put on the Gameboy and holy god it looks so horrible. Any character not immediately in focus just becomes a mess of pixels in the background. All sound goes through the GBA speakers which left all the audio bitcrushed to hell. Princess Fiona has no eyes. Going through Shrek a lot of us were marvelling over just how bad everything looked. Like, even for the time. I watched Shrek a ton of times on videotape and it certainly looked a lot better than this. Even if you wanted to watch it while in the car or something, portable DVD players were a thing then, and they both looked a lot better and also had a much larger selection. I guess it didn’t send Nintendo that far back because this aspect of the GBA was more forgotten than anything, but it really does say something that they never tried doing anything like this again. Not for a long while.

At least the… suboptimal medium for viewing both of these movies didn’t take away from them too much. I was able to get the full experience of both Shrek and Shark Tale, for better or worse, and was able to gather thoughts on both of them. In order:

Shrek (2001):
Image
Directed by: Andrew Adamson, Vicky Jenson
Original Position: 1/1
Watched Before? Yes.

It’s a little hard to figure out what to talk about regarding Shrek.

Because the movie… I wouldn’t say it’s been talked about to death, but I do think a lot of what can be said about it has already been said. Like, it’s Shrek, y’know? It’s iconic. It singlehandedly put DreamWorks on the map as a major studio and ushered in a wave of fairytale-parody films that wanted to be just like Shrek. Smarter people than I have gone into detail into just how this movie takes the piss out of Disney, and all the little sneaky details (Lord Fuckwad, the Duloc puppets being intended to say “ass,” etc.) have long since become public knowledge, so what else can really be said about it?

Well, a couple of things. Maybe. I’m probably just going to be parroting things others have said about it but I’ll try my best to be unique!

So in case you yourself live in a swamp and don’t know anything about this movie, Shrek is about an ogre named Shrek. He lives in a swamp, chases away anybody who tries to intrude on him through his sheer ogre presence, and is pretty fine living all by himself. That is, until Lord Farquard of Duloc deports every single fairytale creature right into Shrek’s backyard. Disgruntled by the sudden company, Shrek negotiates a deal with Farquard: should Shrek go on a journey with his tagalong steed, Donkey, slay a dragon, and rescue a princess Farquard has his eyes on, then all the fairytale creatures will be deported somewhere else and Shrek will get the peace and quiet he wants.

As a story that seeks to take the mickey out of the fairytale adaptations popularized by Disney at the time, it works really well. From the tone of the writing that balances parody with genuinely heartfelt moments, to the use of crude humour as a legitimate (and, at the time, unique) tie into the themes of the movie rather than a crutch, the film does a lot to deconstruct, and then reconstruct the tropes present in fairytale romance. One thing here I’d like to praise in this regard is the soundtrack: not just the licensed tracks (though their use is really clever — I’m particularly into how every time someone tries to start a diegetic music number it always gets cut off by another character), but the original score too. Fairytale, the main theme, does a lot to set up the bait of a 'once upon a time' intro before it gets interrupted, and all the little moments it gets reprised through the soundtrack as a running theme before finally getting to resolve in Transformation/The End. Escape From The Dragon is a real heart-pumping track that adds synths and bass guitar to create almost a more modernized version of, say, a traditional fairytale-soundtrack song of that ilk. The score in general eclipses most movie soundtracks: not only helping to enhance what exists on screen but also being engaging songs outside of the context of the movie. Check it out if you can. It’s a real understated aspect of what makes this movie work so well.

Another part of this movie I really love is the voice acting, particularly of the two main characters. There’s a lot that’s been said about Mike Myers — the Scottish accent he redubbed all his lines with becoming immediately iconic and synonymous with the movie, in a way — but Eddie Murphy as Donkey honestly steals the show for me? A lot of his performance is representative of the movie in a way — he’s loud, in your face, and you can fully see just how easily somebody like Donkey could be a turnoff, but then the layers of the onion get peeled back and there’s a very sudden, very surprising amount of emotional heft behind his and Shrek’s relationship. Out of all the (very iconic) moments in the film, the scene at the swamp right before the climax where Donkey finally calls Shrek out on his attitude and gives him the call to action to get Fiona back is honestly the best moment of the film for me, and it comes down to the sheer range of different emotions Donkey goes through during those two-or-so minutes. I’m not surprised that Eddie Murphy got a BAFTA nomination for his role. Again, understated, but Donkey is the glue that holds a lot of this film together, and Eddie Murphy’s performance is what cinches that for me.

The film’s… not perfect, though, I feel. For a movie that places a lot of importance on the Shrek/Fiona love story for the final act, it does develop maybe a bit too quickly for my liking — maybe if the bulk of them getting closer wasn’t confined to one of the film’s (rather many) montages, then maybe it’d have a bit more weight and I'd be able to buy that these two have fallen in True Love with another a lot more easily. I also feel like the constant jokes about Lord Farquard’s height kind of went against the themes of not judging others by their appearance? I loosely get it — the idea is that Farquard goes to extreme lengths to pretend he isn’t short, and he's the antithesis to Shrek in a lot of ways primarily because Shrek is what he is and doesn't try to hide it — but the way the film presents that idea is wayyyyyyy to under the surface, to the point where it’s easy to miss what the film's going for in service to a surface level which... pretty directly and blatantly goes against the themes of the movie, I feel.

But even then… those are only a couple of flaws in the grander picture of what’s pretty obviously a great movie. Enough to maybe weigh my opinion down from excellent, but with the way the film works so well to be what it intends to be, and all the subtle/understated things it does to achieve that… yeah, this film is a classic for a reason. 8/10.

Shark Tale (2004):
Image
Directed by: Vicky Jenson, Bibo Bergeron, Rob Letterman
Original Position: 2/2
Watched Before? Kinda. I remember trying to watch this as a kid and giving up like two thirds through because I was bored and had no clue what was going on. Pretty sure that’s indicative of something.

My favourite genre is movies that try to recapture the lightning in a bottle of a previous movie but fail to understand what made that first movie work in the first place.

DreamWorks was kind of notorious for producing a bunch of these during the mid-2000s. After the release of Shrek 2 — and in the wake of the insane box office success that followed both movies — the bulk of the studio’s output became dedicated to producing movies that were just like it. These films — such as Madagascar, Over the Hedge, and Bee Movie, among others — were often characterized (and through such, characterized DreamWorks) by crude humour, frequent use of pop culture references, use of licensed music over original score/songs, and main characters who... weren't quite the nicest people around. These were all characteristics that originated in Shrek, but while Shrek utilized these in service of a greater goal — deconstructing, then reconstructing the tropes present in fairytale adaptations and taking the piss out of Disney in the process — the broad feeling I have from these movies is ‘we did these because people liked it when we did it for Shrek so surely they’ll be popular here, right?’ Combine that with a hyperactive, constantly-in-your-face humour and style, and you get a bunch of movies that… mostly come off as really annoying, more than anything. The type your kid will watch over and over again and laugh their heads off at all the cheap jokes while you pray they’ll maybe switch to Shrek or Sinbad or even Meet The Robinsons instead.

Well, if you wanna blame something for that trend of kids movies, maybe take a little look at Shark Tale. Released just four months after Shrek 2, it was the first movie Dreamworks made that fully tried to capitalize on the success they’d found with Shrek. How well did it work out? Well…

So Shark Tale is about a fish named Oscar, who works at a “whale wash” but wants to live the high life. Because he doesn’t want to actually put any work into that goal and just wants instant gratification, he’s accrued up a debt to his boss, and through his boss, the shark mafia. After a series of unfortunate events makes it seem that Oscar was able to kill one of the shark mafia, Oscar becomes famous as The Shark Slayer, and overnight becomes the richest and most famous fish in Fish City. But with fame comes problems, and Oscar finds himself unable to balance his life out, being torn between his long-time-girlfriend and this other Sexy Fish he just met, trying to maintain his fame, and trying to protect himself from the head of the shark mafia, who wants his head for what he did to his son or something

And… man. The first and biggest impression I have on this movie is that it looks fucking ugly. Even beyond how a good amount of the character design looks super hideous and unappealing they try and make these realistic-looking fish as human-like as possible, including adding human features to fish that don’t have them and having the sharks stand up and bend their heads forward like they’re people, which compounds the problem and makes everything look uncanny and wrong. The city/ocean the film takes place in looks like the most sludgy parts of a major metropolitan city and it gives the whole environment this absolutely lifeless feeling. Nothing in this film feels nice or absorbing to look at. I’d honestly say watching it on the GBA was actually a glow-up because at least then the poor resolution makes it harder to see just how unfinished everything looks. Seriously. It’s honestly one of the worst looking films I’ve seen.

And it’s not like the actual meat of the movie is any better. A lot of the issues with the movie’s plot mostly come down to the fact that… it all centres around Oscar, and Oscar is super, super unlikable. Even beyond his initial vapid desire to be one of the big fish, he gets given a family heirloom by his girlfriend to help pay off his debt… which he then proceeds to lose after Sexy Fish compels him to gamble it all on a rigged sea-horse race. When he finds himself in the lie that propels him to stardom he almost immediately gets sucked in, cheating on his girlfriend with Sexy Fish, acting absolutely awful to others with absolutely no charm attached to it and not even considering the consequences that other protagonists in the “person builds a massive, unstable house of cards by constantly lying” genre usually catch on to. It gets to the point where when the film blatantly rips off the Shrek 1 Hallelujah sequence (even down to the conceit of “I have obtained everything I initially thought I wanted but it's caused me to lose what I could've had and it makes me absolutely miserable”) Oscar has so thoroughly earned every bad thing that’s happened that it’s hard to feel bad, and when he eventually comes clean in the end… there’s absolutely no consequences for his lie in the first place and everything works out for him, which, like… so what was the problem with him lying in the first place? If nothing happens upon the house of cards falling, and we don’t need to worry about what happens when Oscar’s lie catches up with him, then was there really any tension in the plot to begin with?

That’s not the only thing that’s kind of broken about this movie’s writing. It doesn’t really know what it wants to be. The film is obviously so reverent to 70s/80s mob movies through its frequent references, aping of plot beats, and even casting Robert De Niro and… Martin Scorcese, of all people, both as major roles, and, like… what kids have watched The Godfather? What kids have watched GoodFellas? Like, okay, maybe you can get me to think for a second that this was never actually a kids movie, but then the racial-stereotype jellyfish fart in an epic and funny way so, like, it’s clear that maybe this movie kind of overestimates its audience, a little bit. Even regardless of the constant references to mob movies (and… also Gladiator, for some reason?) I really don’t think kids would be able to understand what’s actually going on between all the adult things like debt and infidelity and literal loan sharks — I certainly didn’t when I was a kid. And, like, that’s absolutely a fault of the writing and not a fault of the concept — Bugsy Malone is a bizarre movie but it’s proof that you can make a mob-movie spoof and make it palatable for children, and I’m sure it and Shark Tale aren’t the only movies of its ilk out there.

And beyond it being a mob movie, it’s also a fish movie, and I feel like that was more just a coat of paint rather than a committed, integral part of the movie? This is a story about fish, but it’s set in a modern-looking city with modern culture being a part of the story, but unlike something like, say, Far Far Away in Shrek 2 where it kinda served a thematic point this is… kind of a random modern city in a story about fish. Compound that with how all the fish walk and talk like humans anyway, and… I dunno, I feel like the only reason they’re actually fish is mostly to capitalize off Finding Nemo? There are gags and puns which are… admittedly at least a little funny, but other than that you could honestly change everybody to bad CGI humans and it’d basically be the same movie. There are even jokes/suggestions about how fish is still something people eat in this universe, and maybe it’s meant to be dark humour but it comes off as horrifying and not funny at all? I dunno. I really did not feel like they made a story that really played off/benefitted from everybody involved being fish. It felt more like a gimmick than anything.

And… like, ultimately, while there are aspects I admittedly like — Jack Black and Martin Scorcese I think put in pretty good performances, alongside some other bits and pieces — god, this is pretty close to the bottom of the barrel. It’s an ugly fucking movie with a plot that hinges on an incredibly unlikeable protagonist which seems absolutely confused about whether it’s a kids movie or how hard it wants to commit to its concept, and, like, God, kid me had the right idea when he dropped this movie two thirds through. And that’s speaking from a guy who religiously watched Chicken Little. 2/10.
And those are the reviews! Sorry if maybe they're a little long — brevity has never quite been a strong suit of mine, as you all probably know — though hopefully through this now you'll kind of know what I'm intending to go for with the reviews I write. Nominations are still open (and will always be), but in the meantime, the next game I play (and the first viewer-suggested game!) shall be...

Image

See you then!
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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#9

Post by CondorTalon »

Ristar
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#10

Post by Wham Yubeesling »

Knee Deep (2015):
Image
Developed by: Prologue Games
Nominated by: Catche
Original Position: 1/1
Played Before? No.

Knee Deep is a weird fuckin’ game.

Both in concept and execution. Leans more weird on the latter than the former, though certainly I feel like you couldn’t put some of this down onto paper and act as if you’re not operating in the bizarre. My impression, going in, was that this would be a sort-of budget Life is Strange, but aside from the core concept of digging up a small town’s past in order to solve a mystery — which itself, from what I understand, is more a Twin Peaks thing — they really aren’t all that similar. If anything, the first thing I think of is Deadly Premonition. The bulk of the game involves interacting with characters who don’t quite come off like normal people and go through a mystery that steadily goes further and further off the rails the deeper in you go and it keeps an absolutely straight face about it the whole way through. As something to show to other people, be it for a stream or a game night or something, it’s a great experience. On its own… it’s a bit more complicated than that.

The game itself concerns the mystery of one Tom Cruise Tag Kern, who has seemingly hung himself while filming on-location in the town of Cyprus Knee, Miami. You play as three revolving protagonists — blogger Romana Teague (blogging, in this universe, apparently being the most important thing in the world), local reporter Jack Bellet, and private investigator K.C. Gaddis — who each investigate the events surrounding his death and dig up more than they can chew, finding questions about the Scientology Church of Us agents stationed in the city, the city’s councils plan to drain the swamp, and whether the suicide of Tom Cruise Tag Kern is entirely what it seems. The gameplay is fairly simple — you select dialogue options and make decisions, with these decisions then (well, theoretically) determining how characters think of you and changing the direction in which the story goes. There are a couple of (very easy to brute force) puzzles but otherwise there are no, like, adventure game segments where you walk around or anything: the onus is entirely on dialogue and choices and through this, the story that you begin to unfold across all three episodes/acts of this “swamp noir.”

And the first thing I’d really like to compliment Knee Deep for is its aesthetic. The game is presented as if it’s a stage play, and while it always felt more like a gimmick than a fully ingrained part of the experience, I think ultimately that this artistic choice really did a lot to contribute to the overall vibe of the game. The idea is that the characters are actually actors and the town they walk around is simply just a stage, but the stage itself is so ridiculously large and unfeasible that it’s impossible to imagine what you’re seeing as a real production, which really helps contribute to the surreal, off-kilter vibe of the game. There are also a ton of little things linked in with the presentation that are neat as well: the walls of buildings will slide down to reveal what’s inside whenever a scene goes from outdoors to indoors. There’s this one NPC who seems to double for every minor “shopkeeper” role so every time a scene takes place inside a shop he has to run onto the stage to play his part. The audience will ooh and ahh at each major twist. It’s little things like that that totally sell the whole stage play thing. Later episodes try to lean into it a little too hard by introducing a greek chorus that doesn't really work that well, but the idea itself and the little things in service of that are memorable and fun and really help bring the game into its own, in terms of being a unique experience.

I also think that the interactive narrative system is designed fairly well. It falls into the same traps a lot of interactive narrative systems do — ultimately everything centralizes into the one ending because there’s only so much a writer can have the player’s choices ultimately matter — but the journey there does a pretty good job at remembering what you did and branching accordingly. This mostly comes down to the game’s main focus being on dialogue and interaction between characters, and most choices working on that small scale accordingly. NPCs will remember what in particular you say to them, and the game points out whenever a choice has influenced what someone has said, which works to make the player intrigued as to where exactly their choices have taken them. The game also does a pretty great job at having things that seem little at the time — mentions of wild animals, a person whose existence depends on a choose-your-own-backstory choice on your part — and then proceeding to give them sudden relevance later. It’s a small thing (and not expressly related to player choice) but in a game that proclaims everything can be a butterfly effect, it’s nice to see just how little things can affect the plot in major ways.

Those are where my compliments end, though. While I do think the game is well constructed in certain areas, and while I was certainly entertained from beginning to end… that was in spite of the game, rather than because of it. The main issue is that the writing is rouuuuuuuuuuugh. In a game that leans on dialogue to tell its story none of the characters talk like real people do, and while this could lean into the whole “stage play” theme, a lot of it seems unintended more than anything. Most of the characters (including some of the player characters) come off as some flavour of asshole without a lot of positive traits to them. Characters will often talk past one another and respond in ways that make no sense in conjunction with what was just said. Jokes or concepts that were funny or interesting the first time get repeated at least three times to the point where what was originally cool about it isn’t. The story absolutely loses its mind from the second chapter onwards, and while it’s entertaining, certainly, you have to trudge through two hours of bland investigation before you start getting there — the results of which preceding to stop mattering to the plot after the first act aside from setting up one or two plot threads.

Perhaps the character most emblematic of the problems with the game’s writing is Romana Teague; the first of the three player characters, and the one you play most. There’s just this whole “quIRKy!!!” kind of aesthetic around her that permeates her sections and makes conversation sections with her kind of painful to go through, as this kind of penGUIN of DOOM!!! thing is present in nearly all the things she says, even beyond the dedicated “say something strange” option you can pick at nearly every dialogue choice. There’s also… this super weird disconnect from reality with nearly everything she does. Characters will never react to anything she says or does like any person realistically would, the most she gets being the occasional “man, you’re weird” before continuing on with what they otherwise would’ve said in the dialogue tree. There’s a scene where she can deadass assault one of the other player characters in the middle of what is presumably a public place and there are no consequences for it whatsoever. The most that happens is the person she punches just being like “man, you have a mean backhand” and then it’s never acknowledged again. And, like, one of the other player characters is a caustic asshole (to the point where his equivalent to Ramona’s “say wacky things” is “say something belligerent”) but at least the cut of his jib is funny and other characters appropriately don’t want anything to deal with him. Romana just… mostly kind of feels like a manic pixie dream OC, and while the game is very earnest in how weird it is every section where you play as Romana kind of brings it down, both because the weirdness on her part feels very artificial and because most of her stuff is… for lack of a better word, kinda cringe.

There are other bits and bobs that bring it down too. The game has… a marked tendency to put on the player what certain bits of backstory are through choice, which oftentimes left me just kinda unsure of what I was supposed to pick or why I would want to really pick any of the options there. There are bugs and softlocks aplenty, to the point where in this choice-based game I was forced into picking certain major choices because if I picked the other option the game would become unplayable. The handling of race and race issues is… not great. Beyond POC characters who were obviously written by white people, the way the game tackles it is… it’s kinda like it sorta decides it stops caring about even attempting to be sensitive partway through. There’s a Native American protester introduced in episode 1 who is portrayed as a fairly normal, down to earth dude, and then his first appearance in the second episode he goes into a story about how he got a head injury and now he can talk to the gods and he gets loonier from there. I… don’t particularly want to go into this one — mostly because I’m white and Australian and I don’t have near any of the knowledge or experience needed to talk about a lot of this — but the way he suddenly got derailed into full stereotype left a bad taste in my mouth.

And ultimately… I don’t know. I’m realizing a little bit right now that maybe I’m less positive on this game than I thought going into this review, but… even with the issues with the writing and all the other things that bring it down into ‘obviously not good’ territory I do think the things that work for it — the presentation, the choice system — are things that I’m willing to bat for. It’s certainly like Deadly Premonition or a David Cage game where half the fun is mostly in reacting to how bonkers it can get with friends or an audience and such, but even then… I think, even beyond the entertainment value, it’s still worth playing for yourself. Even if it’s not quite the greatest thing in the world. 5/10.
And that's Knee Deep! No streams at least for the next week because work decided to give me wayyyyyyyyy too many shifts, but once I'm able to get back to things, our next game will be:

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(this is the time travel game, right?)
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
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PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
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#11

Post by Wham Yubeesling »

Heya!

So last year I tried to do a thing where I wrote a review for every game I beat and then published them all in one big "ranking all the games I beat in 2021" list right at the end of the year. I, uh, did not get anywhere near being able to achieve that goal. Given, though, this current thread and the fact that I haven't actually been able to stream anything in a bit because work has been giving me full time hours in the middle of the night, I figured I'd maybe check through these, see which ones I felt were decent enough to post, and publish here! Some (most, actually, I think) of these were stream games, some of these were not. idk about whether I'm going to add the stream games covered here to the current ranking as of yet, but otherwise, without further adu:

Corpse Killer (1994)
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Developed by: Digital Pictures
Played Before? No.

So this was kinda stupid but it was also pretty fun? The short of it is that this is an on-rail zombie shooter kinda like House of the Dead but done entirely in FMV. You're in a jeep, travelling horizontally across a landscape, shooting zombies that are layered very poorly over the background. You basically keep going on the same route towards a fortress four separate times in an attempt to defeat Dr. HELLMAN, broken up by optional sidequests and cutscenes where this rasta guy and this Generic Girl talk to you about how cool you are. It's... not exactly a great gameplay loop by any means — the first 90% of the game is literally just doing the same levels over and over again — but I won't lie, it was kinda fun to shoot zombies and the cutscenes are exactly the right kind of 90s cheese — the actor who plays Winston deserves props for being so consistently entertaining the whole way. I don't exactly feel like there's much reason to play it again, but... it was a nice distraction for 80 minutes and that's all it really needed to be. 6/10.

Death Trips (2018)
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Developed by: Forameuss
Played Before? Saw a YouTube playthrough, but never played it myself until the Hallowstream

so this game is literally just the one joke but also the one joke is very, very funny. 6/10.

Burger and Frights (2021)
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Developed by: Donitz
Played Before? Saw a YouTube playthrough, but never played it myself until Hallowstream.

This... is pretty short (like, 20 minutes at most) but it was a pretty fun time! The short of it is that you're a dude on his bike heading home after picking up a burger on the roadside and finding yourself constantly looping back to the parking lot. The two things I loved most was the artstyle and control scheme, the former — while it's kind of a popular artstyle among indie horror games these days — really making something aesthetically engaging out of what's supposed to pass as PS1 graphics. The control scheme, in addition, does a really good job at simulating what it's like being on a bike: really fun to go fast on, makes you feel like you're cutting through the breeze, but also really hard to control and really easy to crash and burn while attempting to make a quick turn. There's a nice slow escalation of dread that starts from the beginning and lasts to roughly the halfway point, but when that peaks and the next three loops just become chases with some evil force I started tapping out a bit — it leaned into having to deal with the deliberate flaws with the controls and also got a little bit monotonous. It ends strong, after that, but I'd say that whole second act prrrrobably drags the game down a good deal. Still, it's free, only lasts like 20 minutes and the other two acts are a blast, so I'd say check it out if you're interested! 7/10.

Song of Horror (2019-2020)
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Developed by: Protocol Games
Played Before? Saw Lore stream a part of Episode 2, but otherwise no.

I heard that when Resident Evil effectively codified the survival horror genre a lot of its flaws became deliberate inclusions because those limitations were what made RE's atmosphere and gameplay so memorably scary.

And if that doesn't work as a lead-in for Song of Horror I don't know what would. The game has so many ideas that make me go "why" at their inclusion but fuck me if they don't fulfil their purpose of making the game feel legitimately stressful to play. Like, for example, I don't exactly think "maze with walls you can only see via still, oddly angled images right at the beginning of the gauntlet and also if you touch the walls three times you're permakilled" is exactly fair or fun, but it's certainly scary in a way that goes beyond just the story or presentation of the game. If something bad gets included as a method of successfully achieving what the game wants to achieve, does that make that inclusion good, ultimately?

What helps make considering this game a whole lot less complicated, though, is that it's largely pretty good otherwise. The game goes like this: you are trying to solve the mystery of a being hunting you down called 'The Presence,' and trying to find traces of those who have previously encountered it. You and your group of closest confidants and also random people who stumble onto the scene must head into an archetypal horror environment, solve puzzles and achieve your objectives fixed-camera-survival-horror style all while The Presence hunts you down and makes you play minigames, lest the character you play as get killed forever. In this vein, the core gameplay really works. Environments are large and explorable but condensed enough that it's unlikely that you'll find yourself lost or in a room that doesn't serve a greater purpose. The many characters you can choose from are distinct in how they react to the environment — while I really think there could've been room for divergence for how the level changes based on the character you play (why does Erika, for example, need to get the components for a puzzle box which she then needs to solve to get the keys for her own apartment), the differing motivations and reactions of each character give a bit of value to going through episodes multiple times. The minigames themselves really help add tension even to otherwise quiet segments, as the fact that they're effectively randomly deployed means that you're never sure whether you're safe or what's going to happen just around the corner.

There are unconditional problems though, too. Episode 2 as a whole really brings the whole game down. While all the other levels have simple, one-word descriptions which tell you exactly what they are and are good prompts for puzzles endemic to those sorts of biomes, Episode 2 is... an antique shop which is connected to a series of apartments which is also connected to a storage facility which is a fucking labyrinth, and I think that lack of identity really leads into its problems: its more generic puzzles, the huge amount of areas and things that don't do anything and the horrid storage maze that functions as the climax. The game also doesn't do a great job at tutorializing certain mechanics: the stats that define each character never get explained at all (I still don't know what "Stealth" does) and the tutorials the game gives really do not do a good job of indicating what the player has to do — I almost failed the breathing minigame the first time because of this and I never really figured out how exactly the door minigame was actually supposed to work. The jank definitely does contribute to the atmosphere, but I did get frustrated from dying/nearly dying from things I felt could've been avoidable had the game taught me better.

Ultimately, though, the game is complicated... but also good, I think. It falls wayyyyyy short of 'great' given how as a game a lot of its mechanics and setpieces set out to frustrate the player, but as a horror experience, I can't deny that it worked exactly as intended. 7/10. If you wanna try it out for yourself I'm reasonably sure Episode 1 is out there for free so, like, check it out. At the very least, you won't regret it.

The Open House (2020)
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Developed by: corpsepile
Played Before? Saw YouTube playthrough, otherwise no.

The first half of this was a blast. The short of it is that you're doing a virtual tour for an open house, exploring the whole place at your own pace while listening to what the virtual real estate agent has to say about the place. The mood — the writing of the agent, the use of a stock asset house, the stock piano music playing overtop — creates a pretty great image of something funny-in-a-low-effort kind of way as the game starts going weird and the horror elements start popping up. The second half is... less than amazing — there were a lot of sections where I was just kinda standing around really not sure on how to progress, and it's generally kind of hard to follow up in these slow-buildup kinds of games when you hit the peak — but the ending is absolutely hilarious and a great, brief return to form for the humour that was super present in the first half of the game. This one's only like, half an hour at most and also free so if you're interested, go check it out. Can't say much without spoiling but it's a pretty unique experience. 7/10.

Perfect Gold (2021)
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Developed by: Yangyang Mobile
Played Before? No.

This was a nice and cute way to spend three hours on a weekend. It's... effectively your average VN in terms of gameplay — make choices that change the ensuing dialogue slightly and ultimately determine which of the two endings you get, but as a short game that works well enough and the presentation/artstyle is gorgeous enough to kinda make you forgive/forget the more simple design compared to Yangyang's previous efforts. The story's also nice — I really like the use of dual perspectives between friends-turned-enemies Marion and Audrey: it helps give both of them separate arcs and subplots and makes the issues/differences between them grey enough that you're rooting for the two to overcome them and get back together again. There's... small issues — the worldbuilding/magic system is wayyyyyyy too complex for what is a three hour game which left me with too little info about certain things (what's the stigma against healers? why specifically would it be a problem if Audrey wants to be a healer?) and some of the choices listed aren't exactly indicative of what they actually mean, but those are mostly small gripes. It's ultimately a really nice little coming-of-age story which while maybe not being enough to reach the level of something like The Letter is still absolutely worth your time if you ever happen to get it. 7/10.

Jack Orlando: A Cinematic Adventure (1997)
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Developed By: Toontraxx
Played Before? Watched Let’s Play of it, but otherwise no.

Honestly, after all the varied and actually-kinda-fun-in-a-bad-way games I've played this year I've come to realize even more that the absolute worst thing you can be is boring.

Because, like, even if you're a complete and total failure in basically every way it's still at the very least for me a worthwhile experience just to see where exactly things go wrong. It's personally fun for me — even if the actual game isn't fun to play — to look at the aspects of bad things as I go along to try and figure out why specifically, it doesn't work, and how it could be improved or whether it could've been good in another game or circumstance. There's a lot of ways to learn what to do through seeing how something falls, and something with no 'good' elements can still be educational so long as you're willing to look from a bit of an analytical lens, and also have fun at the game's expense.

It can't, however, if the most you can really say about a game is that it's... really dull, more than anything.

I mean, it's possible to place emphasis on how the game dives headfirst into the worst aspects of 90s adventure games with too many items (especially ones that you don't ever actually use on anything) and mechanics that the player can use at a time, really confusing puzzles that no-one in their right mind would be able to intuit, and game design where it's very easy to softlock and render the game unwinnable if you don't know exactly what's coming, but even then it's not especially egregious in a way other bad adventure games aren't. You could talk about how Jack Orlando is just a really unlikeable protagonist who antagonizes near everyone he meets, but, like, aside from near the beginning he isn't even an asshole in a fun way — he's just dour and randomly rude and actively bigoted at points and it fucking sucks to play as him. The plot theoretically, is absolutely ludicrous and stupid, but because it's a noir it just takes itself so serious and dour the entire time — you just talk to greyscale characters and then talk to greyscale characters sifting through dialogue that's absolutely dull and aside from a couple of moments which are hilarious it's just... dull. It's boring. I played this game with friends and nearly all of them left before the end because absolutely nothing was happening.

And that's the main reason why I consider Jack Orlando to be among the worst games I've played. I've played through boring before, but generally at the very least those games are at least competent enough in some aspect that they're able to just be mediocre and not actively bad. I've played through bad, but at the very least most bad games are bad in a way that makes them worthwhile/educational. Jack Orlando, though, hits the Venn Diagram where none of its aspects really work at all but also aren't really all that fun to see how they fail — this is just a game where you trudge through a dry and monotonous 1930s prohibition-era noir plot trying to exonerate and give this actively awful person his redemption while you basically have to follow a walkthrough because there are so many items that are there and do nothing and so many puzzles that don't have a clear solution at all and so many ways that you can get softlocked into a bad ending because of this design. It's a slog, more than anything else, and given how the game... really doesn't have anything going for it?

Yeah. 1/10. I wouldn't even say, like, watch a video to see what this game has to offer without spending your money — you really do just get nothing out of this.

Broken Dreams (2016)
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Developed by: Mihai Norosaru
Played Before? Watched YouTube playthrough, attempted (and failed) to get through the flash version

I think when Retsupurae covered this the guy playing the game for them put it best when he said “AKA: Super Creep Boy.”

Because maaaaaaaan this game isn’t good. It’s legitimately wholesale a ripoff of this flash game called The Company of Myself down to plot structure, narrative framing, and even the main core mechanic but while Company of Myself is a really clever little thing that has enough to be able to give you a little bit of impact, Broken Dreams is… not that. The sprite art is ugly and clashes both with the probably-free-on-backgroundpngs.com backgrounds and the platform environments — you can loosely tell they had to quickly change the sprites for the steam release since previously they were just stolen Maplestory sprites. The gameplay takes the base idea of controlling your former selves from Company of Myself and reduces it to “go to space and deploy shadow person. reset and wait for shadow person to move to space. go to next space and deploy shadow person.” in such an unimaginative way that going through the puzzles is just simultaneously braindead and absolutely tedious. The story… thinks “boy meets girl. boy loses girl. boy tries to get the girl back” is a lot more grandiose than it is, and between the goofy way it has to intermingle explaining gameplay mechanics with telling the story and how absolutely creepy the boy comes off (“I used WASD to control her and she did everything I liked. It was so unreal.”) the plot gets twisted into, like, the story of this incel who inexplicably has shadow clones trying to get back the girl he abandoned and who we’re supposed to root for and, like, man, nothing in this game works. It gets a bonus point for being mercifully short and the way it ends being absolutely perfect (if very likely unintentionally so — it’s probably meant to break the player's heart or something but lmao, no, this guy deserves it) but otherwise… yeah. Just watch the Retsupurae video instead. 2/10.

Beverly Hills Cop (2006)
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Developed by: Atomic Planet Entertainment
Played Before? Saw the club level get played through and absolutely knew I had to play it for myself

So this game is, uh, pretty obviously not great. You gun and stealth your way through levels with absolutely broken gun and stealth play and use the absolutely revolutionary revolver conversation system to randomly select responses to a conversation that run the gamut to "instantly get a game over" to "get caught in a shootout where you're shot multiple times before you can even get your gun over to an enemy." Game overs, mind you, put you back at the very beginning of a level because there aren't any checkpoints, meaning that if you don't quite get that you're supposed to shoot the helicopter to stop the final boss from escaping rather than catch up to it (which is what the game signposts) whoops! You're set back, like, 30 minutes of progress. Wanna figure out how the stealth mechanics work during a dedicated stealth segment and an enemy even so much as looks at you? Better hope you get used to seeing the intro cutscene for the level repeat over and over again. It's wayyyy too punishing and it makes an already broken game worse. The game as a whole isn't completely irredeemable — the core gameplay loop of staying crouched to block 90% of bullets, shooting enemies who can't hit back to dead silence is way more fun than it should be, ironic or not, and its short enough that it doesn't wear out the little welcome it has — but, uh, yeah. Maybe not "the 9/11 of video games" like the founder of Giant Bomb purported it to be, but still pretty bad. 3/10.

Sonic.EXE (2012, I think?)
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Developed by: MYSTCrimson
Played Before? No.
you don't spend five minutes running through a completely empty level as tails before anything actually spooky happens, completely inaccurate adaptation, 0/10.







I guess for more serious thoughts, uh... yeah, not really much to say. This game mostly just exists to inadvertently show just how comical the original story is by showing what a game like this would actually look like — shockingly, Earthbound music and the Kefka laugh aren't actually as scary in practice as they weren't on paper. I'll confess to the production value and some of the spritework — it's, like, a perfectly functional game, even if it's a joke — and that it was a fun stupid thing to do for 20 minutes which I don't really hold any actual dislike for, but, uh, yeah, again, not much to say. It's a kinda stupid thing which is an adaptation of a really bad creepypasta and there's not much more about it than that. 4/10.

Maquette (2021)
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Developed by: Annapurna Interactive
Played Before? No.

man what is it with indie developers and thinking 'story about a relationship that went sour narrated by the man' is in any way unique or subversive

Like, okay, I'll give the game some things. The art direction is gorgeous — a core and actually distinct theme in this otherwise trite story is that both parties involved are artists and view the world through the lens of art and while the conversations themselves don't have a lot of worth (i want a fridge that's sideways instead of vertical because i'm quirky xd! this is the part in the story where we're deliriously happy with one another so that when juxtaposed with the very next chapter when we hate each other and break up this'll ring as bittersweet in hindsight) the visual of the drawing slowly coming together was mesmerizing and really did sell me on the game's art direction. I also was interested in the central conceit of the gameplay — messing with the maquette to make objects bigger or smaller, breaking through the boundary of the world to make yourself smaller is conceptually interesting, but in practice the game doesn't teach you any of its mechanics which made me have to check the walkthrough frequently to know where the puzzle even was and to see what obscure mechanic from two chapters ago was being brought back and many of the solutions themselves were fraught with slowness, tedium, and brute-forcing against the game's physics engine until things arbitrarily worked. Always frustrating, never really fun.

I would've maybe given this game a borderline pass if one of its aspects really worked beyond the conceptual level, overall, but between a story that's not as distinct as it thinks it is and puzzle gameplay that should work more than it actually does, art design and presentation are only barely enough to stop this game from being bad. 4/10.

Sonic Forces (2017)
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Developed by: SEGA or Sonic Team or whoever
Played Before? No.

I think the moment that's most emblematic of Sonic Forces as an experience is this one point where Shadow appears in a cutscene, All Hail Shadow begins to play, but before the lyrics can come in and all the buildup can pay off the song just ends and gets replaced with generic dramatic score.

I mean, that doesn't really get into how passive and boring the game feels to play but in terms of what's actively objectionable I think that's a good lead-in. The game teases so much in regards to celebrating the 25 years of Sonic but then proceeds to do absolutely nothing with it: nearly all the unique, varied baddies from Sonic's history come back, but they have barely any presence and are written out by the halfway point in favour of a new guy whose entire character is basically "i'm not owned! i'm not owned!!!!!!!!!" There's the premise of a Sonic game where the bad guy actually manages to win and where the good guys are on their back foot, but its attempts at taking that darker approach are just laughably edgy (sonic was tortured in Eggman's base for a year) and once again it eventually just centralizes around a villain who's just not that interesting and leaves Eggman, the actual main antagonist and final boss as an afterthought. The game promises a hybrid of 2D and 3D Sonic levels to directly follow up from Generations (the best Sonic game), butttttt every stage just ends up following the pattern of "start 3D ---> go 2D and never leave" unless its 2D from the start.

Which I think leads to why actually going through the levels just felt so boring. There's a whopping thirty total story stages, wayyyyy more than any other sonic game, and I think it's this level of quantity which leads to why the stages don't feel so quality. If the game focused on cutting down the number of stages to make each one larger and more frenetic and fun to play then maybe there'd be something here, but instead every stage lasts like two minutes and the ones that don't stand out for good reason. It's less actively unfun, but... man did I absolutely get nothing out of the gameplay here. It just felt so passive.

There's... minor upsides, though. Namely with the OC. It was way more fun than it should've been to design my very own Sonic character and the way you consistently get new bits of clothing means you're constantly in the design booth touching up your character making it look like the most cursed thing it can be. Linking unlocking new clothes to getting higher ranks on the stage is a great motivator to replay stages (or at least it would if the stages were fun), and overall it's a great innovation that really helps give this game a little bit of identity among the blandness. I hope SEGA brings it back for whatever the next game is.

But overall... bleh. Not really a recommendation. Just... incredibly boring gameplay which takes every good thing it has for it going in and manages to mess it up. There are some interesting things in here, but otherwise... 4/10

Emily is Away <3 (2021)
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Developed by: Kyle Seeley
Played Before? No.

WARNING: SPOILERS FOR WHOLE GAME BELOW. I DON’T REALLY RECOMMEND GOING THROUGH IT ANYWAY BUT, LIKE, JUST IN CASE YOU CARE MAYBE SKIP THIS REVIEW OR SOMETHING

So this was far from the worst game I actually played in 2021 but god was it the game that left me the most mad.

Because it starts out so well. You start off with a pretty funny and on-point parody of what Facebook is like nowadays before zooming back into the past and giving the player a snapshot of what it — and the internet in general — was like back in 2008. That, as a whole, is where this game is at its greatest. Leaving the game window to go onto a simulation of early-era YouTube, all the little things like pokes that you can't do on Facebook anymore, the general sound design... this game is the best kind of nostalgia trip, and even as someone who was too young to really be on social media in 2008 I was still really immersed in what the game was trying to recreate — I spent a long while in those YouToob playlists and it turns out I'm a lot more into that era of music than I realized. Roughly half of what goes into this game is interface and atmosphere, and to that effect the effort pays off: the vibe is what makes this game.

So to that effect it didn't really matter to me that the story was mostly just a slice-of-life graduation story — it didn't really need to be anything higher-key than it actually was. The characters that were given to me were fun representatives of certain 08-era cultures (dorky girl who's just a little bit random xd, hard-edge punk rocker) and it made me feel bad that you lose the chance to even just be friends with the one you don't choose to romance at the end of chapter one (which... reads worse knowing the general way this game treats women/relationships, but we'll get to that later). There's a charm to just hanging out with this girl on facebook, planning meetups, getting into poke wars, eventually developing a serious relationship with this girl, and even though there were minor annoyances (I hated having to manually mash my keyboard every time I wanted to say something, really wished there was an option to just have you say the dialogue option instead) by the end of chapter three I was really high on this game, and given how I was promised my choices would matter (and how the previous game in this series actually made good on that promise, unlike the first game) I was excited to keep going and see how it all ended.

And then I found out that you can't get the good ending for someone on your first playthrough no matter what you do.

And that the only way you can actually get said good ending is to get the bad ending, then replay the entire game dating the other girl instead, then do the same steps to get the bad ending you got the first time.

And that the other girl's route is functionally THE EXACT SAME as the first girl's route. you do the same things. you go through the exact same events at the exact same time they happened attempt #1. The only functional difference is that some names are different and the girl you romance is a different 00s subculture.

And what happens on the route to the bad ending you're forced into is so asinine. The short is that (at least, this is what happened in nerdy girl's route because fuck me was I not replaying the entire game again just to arbitrarily get the good ending the second time) your GF gets assigned some study partners for an English class you're not in, friends them all on Facebook and starts chatting with them there. You're okay with this for a couple of months until your BRO messages you like "bro wtf look at what she's posting on his wall" so you log into his account and actually she's been kinda getting really close to him for a while behind your back. You confront them about this, to which they explain to you that she and he are just friends, and that she's been spending time with him because he's going through mental health stuff and really needs people to be there for him, explicitly asking you to drop the topic. You then have the option to back down and apologize, or to keep going and press her harder.

The option that leads her to her breaking up with you/the bad ending is if you choose to back down and apologize to her in the face of that information. i.e what anybody who isn't a controlling asshole would do in that exact situation.

And what happens is also so infuriating. One day after you two graduate she messages you and is all like "I still explicitly love you but suddenly I don't really want to jump your bones anymore I think don't think I can love you anymore. I'm really happy being with you but also I don't want to just be stuck dating my high school sweetheart forever" and no matter how much you try to convince her otherwise whoops your choices don't actually matter, the conversation just goes round in circles until you either decide to take a break or break up entirely. You do so, talk with your bro and the other girl for a bit, and then it turns out... your girlfriend was actually in love with the other guy this whole time and she was lying to you when she said he was just a friend.

And

God

You know what game basically went the exact same way as this? Emily Is Away, the first game in this series. The game lies to you about how your choices matter and has a really sudden turn when your love interest just suddenly becomes a really awful person in order to justify the unavoidable bad ending you get where you don't get the girl and all the people who've been manipulated by this game go on about how it's absolutely heartbreaking and the saddest thing they've played. The second game was an exception — you could end up on good terms with both girls so long as you didn't try to two-time them — but in general this series/this developer just really has a problem with women, huh? They're easily emotional, they'll very quickly dump you then immediately move on to a different guy they've been pining for all this time (and that's not limited to you — there's a storyline where your bro is depressed and deletes his account because his ex abruptly dumped him then immediately started dating someone else), and they'll very quickly try to paint you as The Bad Person if you don't side with them or if you call them out for being shitty. I don't really like making aspersions about someone I only know through their work, but when 2/3 of the works they've made do this exact thing... I'm beginning to see a recurring theme. And it's not a good look.

And honestly? I think I'm done with this series. At least for the time being. There's absolutely a talent for emulating the old days of the internet and using that to create an immaculate atmosphere (seriously, what makes these games is concept and visual and sound design) and I'd still at least bat for the second game in the series for actually diverging from the norm, but until this developer actually starts writing a different story instead of relying on the same old schlock which starts off great then falls apart hard for the sake providing the audience the manipulative ending it'll happily eat up, I'm out. 5/10.

ALONE (2021)
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Developed by: DakeCraft
Played Before? Watched a YouTube playthrough.

man the real horror game is just how shitty the apartment you live in is, like seriously the first ten percent of the game is just coming home, doing the rounds, thinking something spooky's about to happen in your apartment but then realizing that no your laundry's eminating smoke because your apartment's just that shitty. it's hilarious

Otherwise... there's at least a neat concept here. You enter your home, find out somebody's murdered your girlfriend, and that you have eight minutes to figure out who they are and find a way to defend yourself before they come over to your place. It's a cool concept, and I like the feeling of frantically rushing around your shitty apartment trying to remember (or, well, find in this case, but it's the main protagonist trying to remember) where you put all your previously useless garbage... the main problem is that it takes half the game to even reach that point, and then three-quarters of the actual gameplay is spent trying to figure out who it could possibly be trying to kill you (when from the opening cutscene the culprit is INCREDIBLY obvious) instead of doing things like trying to run, blockade your home, try to figure out an escape route etc. etc. It's a neat concept wasted on something a bit too bogged down by a story that... doesn't need as much there as it does (seriously, why is the mystery aspect there at all) and combined with a really poor English translation and confusion as to who's speaking during some of the cutscene... my time with this game was okay enough, but I can't help but feel like there's potential for this game to have been a lot better. 5/10.

Gunman Clive 2 (2015)
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Developed by: Horburg Entertainment
Played Before? No.

My thoughts on Gunman Clive 1, in brief, is that it's, like, solid. It's a quick little game where you're a cowboy mega-bustering your way past bandits and bosses to save your wife. You run through levels, you pick up powerups, it's nothing really _amazing_ but it doesn't need to be — it's a nice way to kill an hour or two on your 3DS when you're bored and don't really want to commit to a bigger game.

Gunman Clive 2... tries to be more than that — more mechanics, more spectacle. It... doesn't really work out all that well. The loose way I can describe it is... if it kind of went for quantity over quality. You know (well, you probably don’t, but whatever) how Gunman Clive had that one vehicle level which was a fun little change of pace that still kept consistent with what you'd been doing up until then? Well now a quarter of the entire game are vehicle levels which throw new shit at you and all control like ass. You know how when the first game brought in new mechanics they stuck around often just played a little bit with how you were already doing things? Here there are new mechanics that barge in, completely force you to change the way you play, then disappear right afterwards. It creates a really uneven experience, where you can't actually apply anything you learn because it's rendered moot by future levels. The original Gunman Clive allowed you to become better in order to combat the harder challenges up ahead — this game just keeps you at the same level, which makes the endgame a process of you throwing yourself against the wall trying to break your way through the new mechanics that keep getting introduced there as well.

And it's a shame, because the strengths of the original are still present here — I like the artstyle and music, combat against enemies and bosses remains a highlight, and there's a certain joy in figuring out the path of least resistance as you try a level over and over again... it's just that this time this game's particular flaws magnify the flaws of the original game: getting sent right back to the beginning of a level when you die is extra punishing when a lot of the individual levels are gauntlets — especially with the vehicle levels where you can't go faster than the game allows you to. Controls still aren't amazing, and get even worse when you have to re-learn them on the fly or there's a new fancy gimmick which requires preciseness in jumping the 3DS analogue stick isn't built for and the first game never required from you.

But in general, like, man, I really wanted to see the changes made as an improvement on the first game — I'm all for sequels that experiment rather than just being the same thing again — but given how a lot of the expansion is straight up a downgrade... I think if I wanna kill time for an hour but don't want to commit to anything bigger I'll just stick with Gunman Clive 1. 5/10.
And that's everything I felt was portable here from 2021. Might come back sometime this week to post the stuff I have from this current year but otherwise next up should still be Shadow of Destiny!
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
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#12

Post by Wham Yubeesling »

Pokémon Shining Pearl (2021)
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Developed by: ILCA
Played Before? No.

So when this game was originally announced I'll confess that I wasn't exactly all that enthused. I wasn't actually against the artstyle like some of my friends were, but... tbh the idea of Sinnoh remakes never appealed to me at all and nothing announced really made me think they were actually doing more than just remaking Pokémon Diamond and Pearl. Given that... basically nothing was revealed about the games in the months up to release, I was pretty content with skipping this game on initial release and kinda waiting out to see whether it was actually good or not. The reception was loosely positive, with a specific talking point being "this is really good if you've never played the originals and want to experience Sinnoh for the first time," so I decided I'd shell out and see just what this region had to offer.

Turns out: Sinnoh sucks ass! And, from what I understand, the remakes didn't do a lot to really fix its core issues.

I'll start with the positives because, for all I soured on it, the game left a pretty great first impression. First off: the game is absolutely gorgeous. I eventually grew to really adore the chibi models and the general artstyle/colouring was consistently really appealing — a good amount of locales/backgrounds looked stunning and the 3D models for the Pokémon felt somewhat stylized in a way that they've never really looked before. The modernization of old DS-era quirks also provided consistently nice touches: I felt surprisingly really nostalgic for the top town, grid-based movement of old and felt the way they did trainer interjections in important battles to be sufficiently cinematic (even if so many of them are "you haven't won yet! I've still got a trick up my sleeve *loses literally the next turn*). In terms of graphics and presentation, this is honestly probably one of the prettiest games on the Switch.

In regards to how it plays... look, it's a Pokémon game, you kinda know how it goes by now, though initially I was having a lot of fun mainly because the ante got upped a little bit — changes were made to important battles mostly to make these boss fights a lot trickier. As someone who didn't white out in Sword right up until the final fight, suddenly getting wiped by Roark's last Pokemon really took me off guard and forced me to come up with a strategy I never thought I would need to use otherwise. The Elite Four and the Champion, as an extension to this, actively make use of stuff like held items and synergies which turn them into really tricky final fights — at more than one point their last Pokémon would just start sweeping my team and it took a surprising amount of effort just to take them down before they fully completed the comeback. The Pokémon gameplay loop, IMO, is at its strongest when it expects the player to earn their victories, and the very beginning and the very end of this game really did a lot to satisfy me in that vein.

Sure is a pity the rest of the game is piss-easy, though.

It all comes down to one "innovation" made in gen-8: the always-on EXP share. The fact that all Pokémon in your team will gain EXP from every single battle means that you will very rapidly exceed the difficulty curve, very quickly. Even when I never fought wild Pokémon across the entire game, even when I actively skipped whole routes and gyms worth of trainer battles, I was still way above the levels of nearly everything right up until the end. In addition to basically guaranteeing that battles generally never challenged me at all, it also made training new mons for the team a really insufferable experience: given the rate at which mons on the bench gain EXP compared to those who are active you have to put anything you want to get to the level of the rest of the team through basically hundreds of battles until they're with the rest of the party. I was basically never able to use half my team for nearly the whole game because the other half always ended up at a lower level so I had to train them up and it just made for a miserable experience.

Which is compounded by just... how weak regular trainers are. Nine times out of ten, I'd walk into a battle, and then I'd basically just press the same button over and over again to win it because trainers in this game just throw three of the exact same, typically unevolved Pokémon that a trainer earlier on in the route already did. Trainers are complete pushovers because of this, and generally it's a self-imposed challenge to just get to the next bed or city before the mon you're trying level up runs out of PP for all their moves. It got to the point wherein the late-game, when the game just outright starts spamming Team Galactic goons at you that I was legitimately not paying any attention to the game and just pressing the A button to win battles over and over again and, like, yeah I get Pokemon is a kids game, but give me something, y'know? Break the monotony. Make traversing Sinnoh less of an absolute pain.

Because believe me, trainers having absolutely no diversity is just a symptom of how boring Sinnoh is as a region. Every route you just encounter the same 2-3 wild Pokémon. There's the chance of maybe something new if you run around in the grass for ten minutes, but more often than not you'll just be seeing Bibarels and Roselias and Geodudes over and over again because as it turns out, Sinnoh has absolutely no unique biomes. You just walk through beaches and fields over and over again with the token ice area and a (completely optional) swamp. It's near impossible to find representation of certain types if you're picky — Sinnoh having no fire types is a meme for a reason (even if the underground fixes that) but even beyond that, hey, if you want a grass type that isn't Turtwig or Roselia? Either settle for Cherrim/Wormadam, wait several real-time days for the hope you hit that 10% Carnivine spawn, or wait nearly the entire game to get to the ice area and catch Snover. Even the big catch of the region — a massive mountain that supposedly connects the whole island together — doesn't really do anything because there's no actual connectivity at all: it's just a series of generic cave levels under the same banner that look like they're one dungeon but aren't. Legitimately, I'd call Sinnoh pretty easily the worst region: even stuff like Hoenn or Johto have fun biomes/a unique aesthetic. This has nothing.

And I could bear that if the story/the journey was anything interesting, but... it isn't. This is a Pokemon game where you're fully just going through the motions of going through routes and collecting gym badges and they don't even try to make it more interesting than that. Gym Leaders (aside from some exceptions and inspired designs) are just obstacles with barely any personality who you forget about the moment you walk out of the gym. Your rival's much the same. Team Galactic is much the same. There's no real... story beyond "go to this place, fight gym leader, occasionally suffer through 500000000 Team Galactic fights," and... when the novelty of the journey in itself was already used up for the original games, you need something more to actually interest me and that's... not here.

So overall... god, this was not great. I love the aesthetic, I love the little bits of challenge that were actually there and supposedly now that I'm in the post-game things open up a lot more with rematches and The Underground (which I found to be actually kinda fun and gamey, though you kinda run out of things to do down there quick if you don't want to fight/catch wild pokemon) but when the journey was basically an exercise of going through the motions... I'm not really interested in seeing what bounties I find at the destination. 5/10.

AI: The Somnium Files (2019)
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Developed by: Spike Chunsoft
Played Before? No.

This… took quite a bit of time to complete, on my end. I started roughly mid-September, played it for an hour before feeling low-energy and stopping, then not proceeding to play it until early October, then playing it until the first story split, then dropping it until November wherein I just kind of blitzed through nearly the entire left side of the flow chart, dropped it and didn’t pick it up until early in the new year, wherein I went through the rest of the game in the space of a couple of days. It was… a lot more sporadic of a process than usual for going through a VN (mostly due to busyness, nothing to do with the game itself) and I think that ended up hurting the game a little bit. For a mystery that focuses quite a lot on foreshadowing and micro-details, losing your memory of a lot of what happens right at the beginning does make parsing future information/figuring out the mystery harder than it’d otherwise be.

But regardless, I finished it, eventually, and… I think this is my favourite Uchikoshi game?

Well, maybe. It’s between this and Virtue’s Last Reward, and although I do love both games in semi-equal measure, I thiiiink this game gets the edge mostly because of its status as a standalone, not needing to stand within the context of a series in order to reach its full potential. You play as Special Agent Kaname Date, a detective investigating the death of his old friend Shoko Nadami. To do this, he and his police department, ABIS, utilize a top-secret interrogation technique called ‘Psyncing,’ which lets him delve into the Freud/Jungian unconscious of a character to find out what secrets lie within. In gameplay, these Psyncing segments are represented by ‘Somniums’ — adventure-game-ish segments where you look around a room, interact with objects, and break your subject’s mental locks in order to come closer to the truth of the case. Somniums often possess multiple solutions — which each reveal separate things — and through uncovering these different ways of solving the puzzle the story can split off in several ways, each branch (similar to other Uchikoshi games, like Virtue’s Last Reward) revealing different aspects of the investigation and, once you’ve turned every stone, coalescing together in the end to give you the full picture.

And I think the way you slowly work your way through the mystery is one of the game’s strongest aspects. While there’s one issue I have — a major component to the mystery that isn’t really teased or foreshadowed at all until it comes up near the end — I think Uchikoshi’s multiple-route-based, plot-heavy, solve-the-overarching-mystery style of VN really works well translated to a whodunnit like this game. The way you get answers and more questions with every little bit of story progression, the way that the plot can twist and turn and veer off onto tangents and yet still make sense with context, the way the story pretty perfectly resolves everything when even details of the mystery itself can change depending on your branch… it’s great stuff. I marathoned basically the entire final act of the game in the space of one night because I knew I had to see how everything got resolved and ultimately, in hindsight, I really don’t regret that decision. I’m pretty happy with how it all went.

And while the mystery on its own is a strong positive towards this game, I think what really made me love this game’s story was the focus on its characters. There’s a large cast of, like, 30 people in total, and while some of those characters are obviously more important than others there isn’t particularly a weak link within the main cast, which is pretty incredible on a cast that runs the spectrum on things like age, personality, sexuality, and how much the game takes them seriously. I appreciate the game’s handling of anime tropes — your main character being majorly horny is a lot better when it’s a. completely optional whether you be that or not and b. actually justified within the context of the story, and I’ve found that tsunderes are a lot more likable when they’re both your daughter and also twelve years old — but most of all I really love the way characters are defined through their relationship to Date, and by extension, you: the player. Date’s core character traits — being aloof and distant to people and unfamiliar with a lot of details regarding the world and the situation at hand yet still having a sense of humour about the world around him — are traits that are very easy for the player to insert themselves onto, and the way you can choose how Date reacts to specific things, what offhanded statements he makes, or where to go first during an investigation really hits that line between Date being his own distinct character while still having the player kinda feel the same way he does about certain things. You too can feel the same sort of frustration when you rock up to haughty, obviously corrupt-and-evil congressman So Sejima’s place for information and end up with nothing because he knows how to “you don’t have a warrant” his way out of any confrontation you want to have with him. You can go off-topic to leer at or flirt with the receptionist and you feel the eyes of everybody else in the room judge you just like Date does. It's a quiet, subtle way of making the main character an insert of the player, and I think it works really well.

And again, I love how a lot of these characters are characterized by Date’s relationship with them, and how certain facets of them are revealed just as Date begins to know them on more than a surface level. I’ve mentioned Sejima above — how Date’s inability to achieve anything every time he walks onto the Sejima estate really does a great job at selling how untouchable the guy is — but I’d really like to shout out Iris and Aiba for really showing just how well the game does with its characters. Iris — the deuteragonist for the right side of the flowchart — is on the surface an energetic and cheerful idol, but from her very first appearance she uses that exact initial appearance to pressure Date into doing exactly what she wants, which immediately works to signify that she’s a lot more relevant to the mystery than she initially seems. Aiba — an advanced AI that functions as Date’s left eye for the majority of the game — mostly functions as exposition and the main source of comic relief, but there are moments where the two of you are alone and Aiba functions as your conscience, helping Date calm down through what’s on his mind and showing that, despite being an AI, she feels things exactly the same way Date does. It’s great stuff, and just an example of how well the game writes its characters. I’m really happy that there are points when even in the middle of the investigation that the characters can just sit down and have some downtime. It really suits this game’s biggest strength.

(and also Mizuki is adorable and easily the shining star of the cast and I’m SO HAPPY that she’s the protagonist for the sequel but also I couldn’t figure out a good place to put this so)

Honestly, the game’s really easily strong enough to be considered excellent, and I’d otherwise consider it as such… but there’s one really major aspect of the game that drags it down: Somniums. The short of how Somniums work is that you’re placed in an area and you’re expected to play around with the items within it until you stumble onto the thing that works and progress. A lot of the game’s irrelevant sense of humour is on full display during these puzzle segments, and most of the alternate options, while not what let you progress, are still worth doing because they’re fun and show a bit more of Date and Aiba’s relationship. Initially, it was fun, and kind of interesting to see all the dream logic stuff, and I was down to see exactly how this core concept iterated as it went on.

How it iterated was by adding a time limit. A really restrictive time limit. One that kind of singlehandedly goes against the best aspects of the Somniums and made me dread whenever they came up.

The way it works is that every action taken inside a Somnium detracts usually at least ten seconds (though these can detract up to 30 seconds or a full minute) from a hard six-minute time limit. Certain actions award you TIMIEs, which you can use to divide/subtract how much time an action takes, but certain actions can award you negative TIMIEs, which then multiplies how much time an action takes. Somniums almost immediately become an exercise in finding the quickest route through, and when the puzzles run on dream logic and brute-forcing through options until you find the right one, this… comes at odds with itself fairly quickly. Later Somniums basically become an exercise of knowing the correct path from the start because if you happened to mess up (or, y’know, do other things so you can get an achievement/read the funny dialogue) too much there’s a point where the puzzle becomes unwinnable and you have to go back to the beginning. This means skipping through (what can be) a lot of dialogue all over again, which… even with the shorter Somniums ends up becoming super frustrating. It gets even worse when some of the later Somniums have major plot beats within. Oh, hey, you want to experience the emotional climax of one of the story arcs which heavily explores the history of these two characters and represents major character development for one of them? Do you want to go through a haunting depiction of a cognitive disorder that paints the medium and heavily recontextualizes everything you’ve thought about one of the weirder characters so far? Get ready to force yourself through the same dialogue over and over again as you realize you have to go back to the very start in order to have enough time to get through. Get ready for what was once emotionally resonant to become a complete chore. Again, maybe if the time limit wasn’t there these would’ve been a lot more fun, but by the time I was ready to push towards the end I just opened up walkthroughs for Somniums and skipped all the potential fun dialogue they could’ve had. Sucked, but it was better than having to deal with repeating stuff over and over again.

More minor, and potentially spoilery, but one thing that did disappoint me about the resolution of the mystery is that… unlike the 999 trilogy, there wasn’t any IC explanation as to why locks existed and why you needed information in order to break those locks? There’s the beginning of an explanation... but then it kinda just goes “no that’s stupid it’s obviously parallel universes” when the topic of alternate timelines was barely even brought up in the game before or afterwards. It’s mostly obvious that it’s just an OOC “you can’t go here yet,” and that it’s kinda needed so that the player doesn’t stumble into endgame revelations/the true ending immediately, but when I ran into a lock the very first route I got onto, and when one of the actual endings just very suddenly cuts off, I kind of spent the whole game wondering why exactly things were working out like that only to… not really get what I was kind of hoping for, that things just cut off because the story requires that the story cuts off at that exact moment. I think the flow chart works really well, I think it’s integral to the game’s structure and story, but when the 999 trilogy always made sure the flow chart had an IC reason for existing… it’s hard not to strike a negative comparison here.

But ultimately, I thought AI was great! The way its puzzles are executed and some quibbles with the flow chart kind of stop it from being excellent, but if you’re into Uchikoshi’s tried-and-true story structure, or if you’re looking for a crazy mystery with great, low-key character writing and an amazingly irrelevant sense of humour, then I’d say this game’s a pretty strong 8/10.

The Witch’s House (2012/2018)
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Developed by: Fummy
Played Before? No.
The Witch’s House is an RPG Maker horror game about a girl named Viola, who, while walking through the woods, has unfortunately found herself trapped within the bounds of the titular Witch’s House. Gameplay consists of you exploring said Witch’s House, solving puzzles, avoiding deathtraps, and interacting with (and sometimes having to escape) the denizens of The Witch’s House, in order to progress upwards through and hopefully find a way to escape The Witch’s House. It’s your standard RPG Maker horror fare — solve the puzzles, find the way forward, and try not to have your little anime girl suffer a gruesome death too much.

And to that end, I think The Witch’s House works rather well at doing what it does. The puzzles are inventive and require some outside-the-box thinking though usually never require too much out of the player. The deaths/game overs are plentiful, but generally never cheap: the game always tells you what the score is, so whether you die or not is nine times out of ten up to whether you wanna run into the obvious deathtrap or not, and the frequent presence of saves means that you’re never punished too hard for wanting to see what’ll happen. The enemies you face in the house… are admittedly not the game’s strong suit — RPG Maker even at the best of times has rather fiddly movement which makes it rough when most enemies kill you on touch — but there are some chase sequences that work really well both at building up tension and also separately making you panic as you find yourself suddenly having to figure out where the nearest safe place is.

Something I’d really like to shout out here is the way the house is designed: it’s rather tight and linear, as opposed to most other RPG Maker horror games going for rather expansive environments. Limiting your options on where exactly to go eliminates a lot of the problems that these games tend to have where you’re unsure of where to go or what exactly you’re meant to do. By limiting your options to 2-3 rooms at a time, and by providing an environment where you’re always meant to just keep going forward, the game always makes clear what you need to do and the player is never unsure about where exactly they need to go with what they have.

Of course, the thing most people tend to talk about regarding The Witch’s House is its plot/ending, which… I’m going to leave out details for the sake of not spoiling anything but I really love how it manages to recontextualize everything you previously thought about the game, and how it effectively provides all the motivation you’d want to play it again just to see the signs you didn’t see the first time. I really love most of all how your actions throughout the game foreshadow what’s really going on — from the solutions to certain puzzles to how the denizens treat you — and how the ending basically brings all that to the forefront and explains exactly why things are that way. It’s neat. It’s most of what the game is remembered for and while I’m more of a fan of the rest of the game than most, I do think it’s remembered the way it is for good reason.

So yeah! Ultimately I think this is a pretty great RPG Maker horror game! I think there’s some finicky stuff mostly due to its technical limitations and I… do have a couple of issues with some of the puzzles, but otherwise, I had a really fun time with this! It’s available for free so if you’re interested, check it out! 8/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#13

Post by Wham Yubeesling »

Shadow of Destiny (2001):
Image
Developed by: Konami
Nominated by: N/A, my wheel
Original Position: 2/2
Played Before? No.

Time travel stories are… tricky to write.

Mostly because the mechanics of time travel itself are so easy to mess up. The idea of going to a time period that you don’t belong to, interfacing with events that have already happened, running the risk of changing the future with your actions… it’s a lot of little considerations running under the surface every time a character is like “let’s go back to the past : D” and it’s very easy to miss even one of them and have your story become much more clunky. A good amount of time travel stories make this work by just not giving a shit — embracing the contradictory, messy nature of time travel and just kind of shrugging most of its implications off. Other time travel stories try to solve these issues by placing a great deal the “rules” of time travel, and while doing this right can result in neat, self-contained stories, doing this wrong, can, well…

So Shadow of Destiny follows the story of this guy named Eike who is enjoying his afternoon walk when suddenly the wind stabs him in the back and kills him. He then encounters a supernatural being named Homunculus, who grants Eike the ability to time travel in the hopes that he can stop his own untimely death. It becomes clear though, however, that death seems to be following Eike as he goes about his day, and the player must move Eike around the city, travel through different time periods, and solve inventory puzzles both to uncover the mysteries surrounding the story, and to delay your own death for just another half hour…

In theory, it works. I’m a fan of how the story is presented. The way it functions is that as you travel through time and explore the city of Lebensbaum, there are differing ways that you can solve puzzles and progress through the game. Through taking these differing paths, the story takes different directions, and the clues Eike (and through that, the player) receives is never quite everything you need, which is a neat way of uncovering the in-game mysteries presented to you. This mechanic is further extended by the ending, where — depending on a choice made in the 5th chapter and the method you complete the 8th chapter — you can receive one of five endings, each of which solve one aspect of the mystery… while still leaving you in the dark about others. It’s a cool way to handle a story built on multiple overarching mysteries, and, in theory, it’s a great incentive to replay the game and give yourself the full picture.

I also like the general artstyle, and how it helps to characterize each of the time periods you go through. Each version of Lebensbaum you run around has a different layout owing to how the city has changed throughout history, and this is represented by each time period having a radically different colour palette attached to it. This both helps to indicate the main characteristics of each time period — the early 1900s being in black-and-white given the recurring motif of photography, as an example — and to help immediately show the differences between each time period as you enter them, providing a throughline for the main strength of the time travel mechanic. Seeing locations, the characters you meet, and even the city itself change as you run around through time is a super strong concept — both seeing the origin points of familiar locations and interacting with different versions of the same character. Even better, in theory, is how the things you do can radically change parts of the future, providing another layer to the adventure game gameplay and, theoretically, creating some cool solutions to puzzles.

I say 'in theory' a lot, though, in regards to talking about the positives of this game, and that’s mostly because while there’s stuff that’s super cool on paper… the truth is that this game is a total mess and mostly only has its concepts to back it up. The big issue, in regards to this, is that it’s an adventure game, and like most subpar adventure games, the puzzles operate on a level that… isn’t exactly intuitive or entirely logical. Even beyond the usual issue where often a walkthrough feels required in order to figure out what you’re meant to do, the way the puzzles interface directly with the plot often just makes the plot seem… a lot more stupid than intended.

Like, here’s an example: you’re talking with this waitress, and right as the conversation ends, you get stabbed by your assassin, out of sight because of the giant tree behind you. You get sent back to the moment before you have the conversation, and, with the knowledge you have, are now tasked to prevent your death from happening. Now, you might think the obvious solution is to, say, avoid being in the area in the first place, or get away from the tree as soon as possible, or anything kind of obvious, but that’s not the solution the game puts forward. See, what you actually have to do is have an identical conversation with the waitress (like, seriously, the cutscene is the exact same as the first time), go back in time to the 1500s (fucking taking the waitress with you), scare some pilgrims away with your mobile phone, and convince the guy planting the tree that you’re actually the local lord so that he’ll never plant the tree, which, when you go back to the present (leaving the waitress in the past without a second thought), stops the assassin from killing you because ??? and lets you go further into the game. And, like, I get that there needs to be a puzzle and stuff, but you can still, like, hit that balance of making your core mechanic of different time periods feel meaningful while also not completely undercutting the plot with all the dumb stuff you have to do to progress it. Because, like, what I put up there? The second puzzle. And it keeps getting more stupid from there.

But even then, juxtaposed with the… insanity of the puzzles, the story is mostly just… boring? My gameplay experience mostly came down to “die, go back to the time period the game tells you to, walk somewhere, sit through a five-minute cutscene, do some stuff, get hit with another five-minute cutscene” and often it felt like the game would just stop in its tracks to deliver a super dry, uninteresting conversation about stuff that ultimately I don’t think actually matters to the story (like, to the point where I’m pretty sure only two of the five time periods actually matter to the grander plot?). The cutscenes that deliver plot-relevant information, in the meantime, are all wrapped in this layer of garbledegook that makes things feel complicated and incomprehensible and not in a particularly fun way — more that it was making me have trouble figuring out what was going on until nearly the very end where all the fat gets trimmed and things are finally explained to you. I’d be more down with the stupid stuff with the puzzles if it was consistently like that the whole way through (a la Knee Deep) but when it keeps getting interrupted with dry, elongated cutscenes insisting you try to take it super seriously… it’s a diptych that does neither half favours, and getting pulled so hard in both directions just makes the overall experience inconsistent and not particularly great.

There’s more in terms of things I didn’t particularly like — your time travel works on a fuel system and how this ends up working out is that you are scouring Lebensbaum to try and find the pellets you need to continue the story while you desperately hope you haven’t accidentally softlocked yourself — but I’ve been spending too long trying to write this game up and I wanna just finish it. tl;dr… Shadow of Destiny is certainly an interesting game, and there’s certainly a universe where the mechanics it has on paper work out… but in practice, between the stupid puzzles and the boring, incomprehensible plot the game, while not particularly unpleasant to play, is too muddied and out there to feel anywhere near good. 4/10.
And our next game, which... most of you have seen me playing for a month now, whoops, is:
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DerArknight
Posts: 685
Joined: Thu Feb 18, 2021 9:47 pm
Team Affiliation: Jewel's Leviathans

#14

Post by DerArknight »

Almost forogt: i would like to apply "Press X to Not Die" for the wheel.
[+] Those who struggle
Cyber
Zeph Newman

U
Elizabeth Rodney (adopted from Salic) Currently on a new low in tomorrow will only get worse

SC3
Chris Tyrell
Ethan Kemp
Fabiano Vecoli
[+] Those who rest
TV3
Sofia Kowalski (adopted from SansaSaver) [30/81] - Just where... did it all went so wrong?
Chris Tyrell (adopted from Irina Ivanov) [6/81] - That was the magic of SOTF-TV.

INTL
Fabiano Vecoli [17/29] - Weird. Why hadn't he noticed this sooner?

Supers
Gary Greer-Wheatly [26/43] - I am doing bad. You?

NBRAU
Keita Iijima [37/42] - Do you think... they are really gone?
Noriko Nakagawa [13/42] - It was nothing she looked forward to.

U
Arthur "Art" Miles [13/29] - Hold on. You actually believe this whole bullshit about Survival of the Fittest?
[+] Those whose time shall come
TV Intermissions
Leland Pierpoint
Stuart "Stu" Tyler
Lucina "Lucy" Pierpoint

TV4
Claudia Harper
Shanoa Priest

SC4
Kathleen Martin
???

INTL V2
Leonie Fuchs
Leon Fuchs
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#15

Post by Wham Yubeesling »

Hollow Knight (2017):
Image
Developed by: Team Cherry
Nominated by: Apples
Original Position: 1/3
Played Before? Yes! 100%ed it back in 2020.

It’s really cool to see how sometimes games can be so popular and influential that they forever change how their genre is viewed from then on out.

Like, take how Hollow Knight influenced indie metroidvanias, for example. There are exceptions, obviously — and I can’t claim that I really know everything about the genre — but pre 2017 most of the prominent metroidvanias I saw were… primarily based on Castlevania, down to stuff like RPG-esque stats and gear (where you could walk over anything if you grinded enough) and a plot which… more than anything was mostly just a reason for your character to be walking around your castle sandbox. Enter Hollow Knight, with its mechanics primarily inspired by Dark Souls (which is at least a bit funny, given the degree to which Dark Souls was inspired from Castlevania even beyond the Metroidvania-like map) and suddenly every indie metroidvania after has bonfires as save points, an oblique plot which focuses more on putting individual bits of lore together to get a full picture, and combat that’s pattern based, punishing, and a lot more based on player skill than anything else. It’s a clear Before and After sort of thing, and Hollow Knight is the dividing line that’s basically come to define a lot of what’s around it.

And for good reason! Hollow Knight is a very good game!

The short of what you do in Hollow Knight is simple: you play as a little bug thing and you platform around the fallen kingdom of Hallownest, striking your nail at every single enemy in your way. Along the way, you pick up things like upgrades and items that give you the opportunity to access new enemies, fight its greatest foes, and figure out the mystery that lies at its core. You can also ignore all of that and do whatever you want — something I’ve learned this second go around is that if you already know what to do you can avoid bogging yourself down in the details and still have fun just exploring and going down your completion checklist. The benefit of Souls-like plots is that while there’s a ton of cool stuff to unpack if you’re interested in excavating through the vagueness… you can also choose not to opt into it and instead just pick a direction and walk. The world is open enough that you’ll still make progress no matter what random direction you go in, and generally the game’s good enough at signposting where you’re capable of going that you’re never going to be stuck wondering what you’re meant to do.

And there’s a lot you can do.

Like, seriously. I don’t want to act as if indie games aren’t allowed to have content or anything, but I’d honestly say that there’s more to do here than in games with dev teams twenty times the size. Hallownest is vast, and behind every corner is something for you to do, be it getting money or fighting a new boss or finding a new charm or item or spell or even just finding a cute little caterpillar for you to free. There are a lot of different stones to turn, and nothing ever feels like you’re repeating yourself — even by the end when you’re clearing old areas out you have so many new things at your disposal that its a far different experience than when you were going through it for the first time. Beyond that, the world is so pretty. Not just in terms of artstyle, but in terms of design: each little sound, each enemy, each biome you step into for the first time is so distinct from the last, and a lot of the joy you’ll have experiencing this game for the first time is just kind of uncovering this world and seeing what lies within.

Speaking of enemies, I love the combat in this game. It’s simple — all in 2D, and only one primary weapon, so you get used to your nail pretty quick — but there’s enough variety with all the different bosses and enemy types that allows for deeper appreciation of its mechanics. In addition, all the spells, Nail Arts, and charms you can find just through exploration of Hallownest each provide their own little dimension that allows you to create a build and a strategy for whatever might be facing you down. Finding a boss too oppressive to heal against? Pick charms that protect you and make your heal quicker so that you don’t have to lose the damage race. Striking a boss with your sword too unsafe? Just get a fucking army of little critters to chip away at them from afar and use the mana you gain from them to pepper it with spells. In addition, (most) bosses are… tough, yet ultimately simplistic in their design. While they can be tricky (yet also incredibly fun) fights, the focus on giving them tells and patterns means that you can learn their movesets sooner rather than later, and make sure that (nearly) no boss can majorly roadblock a player.

One last little thing in particular I’d really like to shout out is the way that Hollow Knight teaches players its mechanics. I’m a little bit hesitant to bring up… intuitive tutorializing, I think it’s called? mostly because every single time someone tries to analyze how a game intuitively teaches the player its mechanics all it really does is make the player look like a baby who hasn’t played a video game before, but I think Hollow Knight does it pretty well. This ties in with atmosphere, a little bit, because I think one of the coolest things the game does is not sacrifice its tone to tell the player something blatantly. There are in-game tutorials, yes, but they’re used sparingly, and have in-universe conjunction — you learn how to use special abilities at the same time the Knight does, as an example. Otherwise, you’re effectively alone in this huge, sprawling, dangerous world, and it's up to you to check the wiki figure out what you can do and how you’re meant to do it, and the game — particularly the tutorial area, with the doors you have to break down and the passive enemies and your first exposure to shortcuts — is really good at getting you to figure out a thing, solve the immediate problem, then let you realize how exactly you can reapply your knowledge later.

The game… isn’t without its issues, though. They’re small, but they’re present enough to make a negative impact, and keep Hollow Knight from quite being at the level of masterpiece. A lot of the bosses later on in the game (particularly the upgraded versions of previous bosses) tend to try and up the ante by making these bosses do double damage, which… I feel was not a great decision, both because the reduced amount of mistakes you’re allowed to make feel a lot cheaper and because oftentimes these refights bring enough new to the table that making it more arbitrarily stronger feels redundant. While I do appreciate the healing mechanic, binding it to the same mana meter as spells makes the latter feel obsolete even despite their potential strength — especially given how Nail Arts, as an equivalent, are freely usable and not bound to any sort of meter. While the map system is absolutely cool, I think things like the compass taking up an equipment slot and not being able to see where you are in an area until you have a map make exploration or going through the runup to a boss a little more annoying than intended. And speaking of that… yeah boss runups are here just like they are in the Souls games and they’re irritating — it feels tedious to have to sometimes traverse halfway across the area again and oftentimes taking damage makes you feel annoyed more than anything, as it means you’re that much weaker when you’re just hoping that this’ll be the try that you get the boss right.

But ultimately… those are just little issues in terms of what this game has to offer. Between the beautiful and atmospheric world, the simple yet complex combat, and the fact that you can go anywhere in this world and still feel like your decision was worth it… this game basically changed the perception of what metroidvanias could be in 2017, and for good reason. Five years, and two playthroughs, later, it still sets the benchmark for what one of these games should be. 9/10.
And our next game... has not been determined yet! I was planning on giving games a rest until the start of September and instead doing sprite streams and watching movies and maybe also reading some bad manga instead. In the meantime, if you're interested in picking what games I play during September and October, feel free to vote here! It'll be fun!
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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