Reviews from

in the past


The third game from these guys will be called "vacuum arranger" and it'll be a tetris clone where each piece secretly a hot lady with huge interactable boobs

This game made me feel like a fucking dumbass.


That's how you know it's a good puzzle game.

A neat and multi-layered experience that does a fun spin on the sokobon puzzle form! the mysteries are of the cryptic mechanics and multiple unclear endings variety), but the meat of the game is solving grid-based sokobon-esque puzzles that have a bit of overlap with gameboy adventure stuff, note-taking on things that might be clues, and testing out ideas.

Playing this game is a process of gradually tuning your mind to its frequency like a radio station, learning the languages it speaks as well as the gaps in what it says, until it feels like your whole body is resonating in harmony with it. It's a constant dance between fascinations: as soon as your mind is wholly absorbed with the first-order tile puzzles, the game zooms out and gets you thinking about the world it takes place in. The moment you start to really dig into the lore, it crashes back in close and reminds you that it's really about the deeply personal love and loss of each of the characters. And to see more of those characters, of course, you must do more sokoban.

It's hard to talk in detail about the game without spoilers, but I'll say this: I filled four pages with notes about this game, spilling over into a spreadsheet, a screenshot folder, and a large collection of video recordings. The expertise with which its layered puzzles are assembled is extraordinary, hitting a perfect difficulty point where you feel like a genius for each solve but (almost) everything feels like it's using the same design language that you can become fluent with. It stands with Riven as one of the best puzzle games I've ever played.

But that's not even the thing I'll remember most about Void Stranger. What will stay with me long after I forget the trick to B213 or the best way to route bulls is the love the characters hold for one another and the fucked up beautiful lengths they'll go to enact it. In the end, the heart of the game is summed up in the words uttered by Eus's statue... which I'll let you discover for yourself.

Oh, how deep the rabbit hole goes. Even by the standard of the modern indie puzzle game that is a bit up it's own arse, the depths of Void Stranger's mysteries and secrets are inscruitable and seemingly endless. A full, complete 4-6 hour playthrough of the game where one comes to what seems like a mastery of it's mechanics and rules can also be one that leaves one basically having scratched the surface. I sincerely doubt anyo play of VS will ever see everything it has to offer, and that's kind of amazing. It's an insane strength for the game to have - it really feels like wandering the halls of an abyss you can never really fully see the end of, constantly coming across things that clearly all add up but feel alien and shocking all the same.

It's a game that commands attention. System erasure clearly have a knack for this stuff - amazing music, stark visuals and presentation, huge dedication to tiny moments of unique gamelay, brilliant music - just like Zeroranger, void stranger feels important and major.

In Zeroranger, that presence never really fades. I have a lot of problems with the game, mostly that it's just not a very good shooting game outside of it's major bosses and it ends up feeling a bit too much like cho ren sha x Radiant silvergun fanfiction than it's own thing, but it's relentless pacing, lightness on dialogue and text and exceptional ending sequences pushes it thorugh.

With VS, that presence feels more like a veneer that chips away the more I look.

The real issue is hat I just think the core gameplay is quite poor. I can't say im a sokoban savant but this can't be as good as it gets. I don't think the puzzle structure is that great for one - the difficulty veers absolutely all over the place and gimmicks are largely consigned to their own puzzle "block" - but also I just dont think the core mechanic is very good. The block-sucking staff is neat and occasionally leads to some very creative possibilities but I think more than not it leads to puzzles which are a bit inelegant. You'll spend minutes slowly using the one tedius 3-block technique to cross gaps just to fuck up one input and need to do it again, there's lots of puzzles where the solution feels drawn out even when it's obvious what to do,, and for me at least, i rarely felt accomplished for finding a solution in it. The mechanics are generally the sort of thing that sounds really cool but ultimately ends up more tedius than anythign else.

But maybe the bigger deal is the story. Awesome presentation and framing aside, there's absolute zero meat on the bones which sucks considering it must have 100 times the dialogue of zeroranger, a game who's characters I care a hundred times more about when almost the entirety of their characterisation is in actions and funny cute artwork and boss fights and stuff. I was really ready for a more involved, wordy slower story but it feels like a story from a different dev, its just a complete nothingburger. Thanks to it being a puzzle game with wildly varying difficulty too, the razor sharp pacing of ZR is left well behind and you can concievably go for hours without finding anything of note if you're bad enough.

And that's really what weighs on me. As boundless as VS's depths are, the hooks that drag me into that stuff are not there. I'm reminded, if anything, of the Witness - and VS is nowhere near that bad, but there is just an whiff of that kinda pretentiousness coming through here as a result of the story being so weak - which is more on the presentation being so good, granted.

So yes, it is a marvellous, deep rabbit hole, but I kinda just don't care. I really wish i did.


This review contains spoilers

( This is a spoiler filled part 2 to a less revealing previous piece: https://www.backloggd.com/u/GingerV/review/1566836/ )

“Become endless? To hell with all of that! I'm happy because we're together, right here and now. Even when the last star burns out... This memory will surely remain. Because I love you.”

I am assuming that if you have decided to click on that ‘I’m ready’ button you have learnt of the curious decision made within the heart of the void. If you have not, I will not begrudge you of your agency if you decide to read on further. I myself cheated this game out of its many secrets similarly to this, yet by the time I did so, it was because I was fully enamoured with it. So, I give this final opportunity to turn back should you seek to form your own infatuation with this experience before I corrupt any preconception you have with that of my bias.

As you are left perhaps still reeling at the decision made by Lady Gray, you reload the game and are given a brief reprieve to absorb what exactly has just transpired before you are thrown back once more into the void. That initial premise of Void Stranger you just endured in that first playthrough, encapsulating those classical story archetypes, was merely there to serve as pretext. A formative basis in which to be iterated upon in a never-ending pursuit of recontextualization and retrospection. The first layer of many in which you engage and form an understanding with a literature’s thoughts and ideas. Conventionally most stories will end here leaving the reader on their own to pursue any further depths, Void Stranger however does the work for you in reframing itself. Narratively bringing itself forward an age, the world setting shifting to cement this change. Becoming modern, a more contemporary piece, self-critical and questioning. The game’s story structure has evolved paralleling that of how story frameworks have over time. You slowly discover that Void Stranger is about the ever-evolving nature of literature itself.

But no that is not the immediate concern is it, this realisation happens later when the dust is settled and the immediate fire is put out. The most pressing thought that dwells in one’s mind for the second playthrough is less abstract. This thought as you are given control over a new character, this stranger that Gray chose over the very charge in which she braved hell itself for, forms a simple question. Why? Why did she make that choice?

And here lies the focal point of this game. Void Stranger is ultimately not a drama nor a romance but that of a tragedy. It is about the insurmountable power of love yes, but more so about one of its perpetually recurring adversities. More specifically that of the irreconcilable differences between the understanding of love of a parent with that of their child. How these different interpretations of love between them are not reciprocated because they each are conceived from that which is fundamentally opposed.

Gray embodies limitless love for one person, but that devotion was never towards her daughters. Instead, Gray’s love and devotion is ethereal, directed towards the voided, to that of a deceased queen upon whom their lineage derives. In lieu of a living being of flesh in which to dedicate her love, there is only simple memory. If memory is all that remains then so be it, Gray will see to it that it persists eternally. A light that she must see become endless.

Parents do not love their children for who they are. How can they? Initially there is nothing in which to form such a connection. These fragile zygotes that only eventually grow into personhood have yet to form a self. They are naught more than a growing mass of flesh. To sincerely love a child before they can grow and realise themselves is impossible. Instead, a parent loves that which they can project onto, a perceived potential. A belief in the idea of what the child will eventually become. For Gray that belief is in that endless light. That these children, and their children, and their children will live ever eternal. Proxies for the endlessly recurring memory that she is devoted to. This is a sincere expression of love. The tragic rationale on how she made that choice in the void.

A child’s love in turn starts as something much cleaner but unfortunately no less delusional. It, at least, is founded upon something tangible, the corporeal and living caretaker in front of them. This person who seemingly loves them unconditionally. As the child grows and attains self-actualization, this formative perception of love is sought to be reciprocated. Lillie (and the Lily whom was lost to the void) loves Gray wholeheartedly. And in turn seek to express this love by embodying to become just like them, to honour them by living as their reflection. Eventually however, it is come to be understood that the unconditional basis that formed such a love is not real.

And yet it does not matter at all! Love is belief in as much as it is devotion. Lillie embodies a sincere unconditional love for her mother Gray naïve it may be. This love however is not what Gray sought. She cannot accept Lillie to live for her sake over that of her muse. To do so would extinguish her memory, her eternal light, to kill what little remains. And so Gray does not, and cannot, reciprocate this love coming from this reflection herself. And so she rejects it.

There is no recourse. The memory is still doomed to fade. Devotion without purpose is foolishness. As Gray too becomes only memory what then becomes of Lillie? This being whose self was conceived from the basis of these two irreconcilable and unreciprocated beliefs in love? The dawning realization that Lillie could never become someone Gray could see as worthy to love. That perhaps she only exists as a wrong choice, that it should have been her left behind in the void. What answer exists there for her should she return? For one devoid of devotion? I will not deny you from forming your answer by presenting my own.

Void Stranger does not end here. As far as I am aware Void Stranger does not end. It seeks to encapsulate something grander than a story. The journey of life itself in all its infinite recursion. It repeats that trick mentioned earlier once more. Bringing the story forward another age, recontextualizing itself. The nature of story itself now coming under scrutiny. The enigmatic purpose of demons and of void to be elaborated upon and revealed. A work as a living being in which we breathe life into. Now becoming post-modern.

But I am not capable nor willing to elaborate any further. Satisfied as I am to leave it here. The adventure of life goes on, with and without me.

“I don’t know what this feeling is, but… I was searching for it for a long time. Now that I’ve found it… I realize that it doesn’t belong to me.”

There are a lot of people who talk about this game with hushed lips. I can see how this is frustrating for people that want a fuller recommendation and for those who didn’t enjoy it as much as people like me. If I’m being honest, it's probably wiser to just act as another voice echoing the “this game is great, just go play it mentality,” because this game DESERVES to be played unspoiled. If you like games in general, and are even slightly interested in it, give it a go. Stop reading this, you owe it to yourself to play a game as good as Void Stranger blind.

However, this game really is special. I really, really want to talk about it more in depth, and this site is where I talk about games. I will keep it very light on spoilers. I have been that spiteful person that continues to read/watch/listen past the spoiler warning, and I’ve often regretted it, so I refuse to actually spoil this game in full.

So what is Void Stranger? For those uninitiated, it's a 2D sokoban puzzle game. Sokoban is a genre that stems from the 1982 title of the same name, where the goal was to push around boxes in a warehouse. What you need to understand from this description is that everything is on a grid, including the player. Think Minecraft in 2D, but you can only move in increments of 1 block. Some more notable games in the same vein are 2019’s ‘Baba is You,’ and 2016’s ‘Stephen’s Sausage Roll.’ Sokoban games focus on creating puzzles in these grid like environments, usually with a gimmick that restructures the already existing format of Sokoban. In Stephen’s Sausage Roll, it's the fork. In Baba is You, it's how objects are defined in the space of play. And in Void Stranger, it's moving around the environment with a wand. It's these limitations that help Sokoban games to focus on their puzzles, as opposed to other titles that are games WITH puzzles, not puzzle games. The simple structure of Sokoban games (which oftentimes don’t have much more than four directional input) that allows the designer to hand craft situations to test the players wits, without having to account for a myriad of variables.

As far as structure in puzzle games go, I find it hard for a game to juggle narrative and gameplay in a coherent way. The easiest way I can describe this is by looking at various puzzle games and seeing which they decide to focus on. Tetris is a arcade-y puzzle game with no story, yet elegantly designed gameplay. Baba is You is the same, where there is no overarching narrative connecting the puzzles. These games are able to achieve good puzzles by not worrying about telling a narrative at all and just focusing on mechanics. Then you have games like the Portal series where the gimmicks behind the puzzles are fun to interact with, but the puzzles are kinda shit. However, I think these games are great (in particular Portal 1) because they use the premise of solving puzzles to create an interesting story. It also helps the pacing of the story, since the player isn’t very likely to get stuck on a hard puzzle (the puzzles are really easy). This approach is easy to see in playtime as well. The Portal games can easily be beaten in one sitting (I did so with both on my first playthroughs), yet the harder puzzle games might require hours for a single puzzle.

Now to be clear, I don’t think it is a fault of any of the mentioned games. They focus on only one of the two aspects mentioned and I like both approaches. I mainly bring this up to highlight that Void Stranger is able to do both. It's not that Void Stranger has a good story with a good puzzle game slapped on, or vice versa, but that they aid each other to elevate the whole experience.

It's here where I would like to interject with another spoiler warning, but with a bit more explanation as to why you should go play, as opposed to just saying go play. If you like hard puzzle games, you will probably like Void Stranger. If you like games with good stories, and are willing to put up with difficult puzzles, you will probably like Void Stranger. But most important to the discussion of spoilers, if you like what I would call “Mechanical Learning” games (some people call these Metroid-Branias) such as Outer Wilds, TUNIC, or Her Story, you will probably like Void Stranger. If you’ve played any of those titles, then I think you can begin to understand why the community surrounding this game is so careful with its spoilers.

It's this last element of design that allows for the game to intertwin gameplay and narrative so elegantly. This is because of how these “Mechanical Learning” games work. They operate in the design space that we might call ‘Meta’ gaming. Where part of the game is designed to interact with the player to a certain extent. Puzzles for the sake of puzzles can be boring, and yet, a game with a really good story that is constantly interrupted by tons of gameplay might also be considered to have bad pacing. It’s through this interactive part of the game that players that are attracted to both types of puzzle games can become more easily invested. When done correctly, meta stuff is often among the best stories games have to offer, mostly because of how unique it is to the medium of video games. Likewise, by incorporating these story elements into the game (as opposed to more and more cutscenes, exposition dumps, and item descriptions that modern games love to use) you actually get the benefit of having your story be directly tied to gameplay.

Void Stranger is a game where your understanding of it will be reshaped over and over as you continue to progress through the game. When you start the game for the first time, following a settings screen, you’ll be presented the opportunity to draw your own brand. This, along with the “inscription” you can inspect in the first room of the game, seem very obtuse and archaic by design. If you’re like me, these are the kinds of details that will stick out in your mind as you progress, wondering what purpose they serve, and why the devs so intentionally stuck them at the very beginning. It's this sort of prodding at your imagination that Void Stranger excels at. It's a game that rewards your observation with progress on larger mysteries found in the void. If these details elude you however, it will become immediately apparent that not everything is what it seems down here upon your first death. For most this will happen early on, so I don’t feel it's too big a spoiler, but essentially the game directly asks you to make a choice regarding how to proceed. This choice does have significance, but realization of what that significance is won’t happen until much later.

It's the process of learning new ways to interact with your environment that I love in these games. Learning new tricks by testing hypotheses is such a cool way to reward player curiosity. There isn’t much more to say about the meta elements without fully discussing spoilers. For me at least, they were really fun to interact with, and I had many “Holy Shit”, jaw on the floor moments. At least 5, which might be the most any individual game has had me in that mindset. I LOVED Void Stranger during these moments. Trying to piece together progression on a larger scale than individual puzzle rooms was just plain fun. I cannot praise this aspect of the game enough.

If you’ll allow a hard segway, the puzzles can be really difficult. Especially the “post-credit” content I found to be really hard when I “fully engaged” with it. This is the one reason why I’m hesitant to recommend Void Stranger to everyone. I’m really grateful I did all the hardest puzzles, as there is a good pay off at the end of all the content, and I really felt a sense of accomplishment by overcoming it. I think there was only one puzzle that I found to be unfair in the entire game, and that was the only time I had to consult a guide. I would consider that a success. It's very hard to talk about a puzzle game’s puzzles without visual cues, and without giving away the ‘a-ha’ moments where you begin to understand how to interact with simple mechanics, so all I can say was that I enjoyed it thoroughly.

The story, although simple, I found to be really compelling. It gets better the more you put into it, so I would highly recommend trying to find all narrative content. There was one scene in particular that had me nearly well up, and I think it was well earned. The Mother-Daughter dynamic feels fully fleshed out, although I can’t really dive too far in without more spoilers. As someone who doesn’t always see eye-to-eye with their parents, I found myself re-evaluating my own relationships thanks to this game. I don’t think I can give much more praise to a story than saying that it has affected me outside of my playtime, so I will leave it there for my thoughts on the game.



Miscellaneous thoughts that didn’t fit into the script:

The sound track is phenomenal. Like seriously, not just good, great.

I love the atmosphere in the game. I think it's easiest to feel when you walk into a ‘tree room’, but I love how it adapts as you find more secrets. Coming to an understanding of where you actually are, and what that place is, is hinted at far before you reach an actual explanation which I found to be really cool.

I loved all the little moments with NPC’s. This game doesn’t have sprawling prose or flashy use of figurative language, but I thought that all the writing was fitting for all the characters. That’s really all you need to be successful, and I’m glad that it was so focused. Not everything can be a Disco Elysium or a Planescape: Torment, and to be honest, not everything should be.

If you read this, thank you. Play Void Stranger.

what's the deal with the Finnish and video games? why can't they miss??

Necesitaría mucho más que unas pocas líneas para intentar describir los altibajos emocionales que Void Stranger me ha provocado. Incomprensión e incomodidad, interés y fascinación, rabia y melancolía, alegría y asombro, y finalmente, un tono agridulce al que me alegro de haber jugado. Por cada piso que pude terminar por mi cuenta, hubo tres que tuve que buscar la solución online; por cada mural que descifré, dos que no hubiera entendido jamás; y por cada escena de culpa católica enmarcada en personajes estereotípicos que me hizo apretar los dientes de la indignación, hubo tres que me hicieron sentir que estaba tocando de verdad al autore.

Decimos que los juegos son obras personales de la misma forma que decimos que detrás de cada obra de arte se sobreentiende siempre cierto esfuerzo y horas de trabajo: como una convención comodona, destinada a reafirmar nuestra decisión de dedicar el poco tiempo que tenemos de vida a un arte que seguramente no posea ni la mitad de humanidad que el poema más parco. Con Void Stranger sentí que experimentaba arte y basura a partes iguales, y en ese sentido, es un juego que me ha hecho pensar más que nunca en mi relación con este medio que me ha traído tantas alegrías y tantas, tantas decepciones.

Puedes admirar Void Stranger por la inquina mentalidad puesta a la hora de diseñar según que puzzles, y puedes detestarlo por su tendencia casi obsesiva a la ofuscación, que en más de una ocasión me hicieron querer cortar del todo. También puedes reconocer su intrincada narración, digna de cierta escuela de diseño post-Undertale que pareció tomar como única lección el accidente de Gaster. Pero para mí, lo que tiene valor de esta maraña de modos extra es el hecho de que, al final del día, el mensaje siempre es el mismo, el de la importancia de aprender a amar. En los momentos en que es así de simple, Void Stranger me agarra de verdad, y en los momentos en que deja relucir sus partes más avergonzadas, es cuando me irrita de verdad.

Así que le pongo un 4, porque supongo que un 5 quedaría reservado para los juegos que me afectan a un nivel estrictamente personal o me parecen encapsulaciones ideales de una forma que no siempre sabré explicar, puedo afirmar sin ninguna duda que hay muchas cosas en Void Stranger que no me gustan. Pero no puedo negar que me ha hecho pensar de un modo que pocas obras, irónicamente desde Undertale, lograron.

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I would need much more than a few lines to describe the emotional ups and downs that Void Stranger has provoked in me. Incomprehension and discomfort, interest and fascination, anger and melancholy, joy and wonder, and finally, a bittersweet note that I'm glad I had the opportunity to experience. For every floor I was able to finish on my own, there were three I had to look up the solution online for; for every mural I deciphered, two of them I would never have guessed on my own; and for every scene of Catholic guilt framed by stereotypical characters that made me cringe in indignation, there were three that made me feel like I was really reaching the author.

We say that games are personal works in the same way that there's always some effort put behind everything, in the sense that we use to reaffirm our life choice to devote so much of our precious time on Earth to an art form that probably doesn't have as much humanity within it as the shortest poem. With Void Stranger I felt like I was experiencing art and dreck on several occasions, and in that sense, it is a game that has made me think more about my relationship with a medium that has brought me so much joy and yet so much disappointment than many others.

You can admire Void Stranger for its devilish attitude towards puzzle design, and you can loathe it for its almost obsessive tendency to obfuscation, which made me want to quit it many times. You can also recognize its intricate storytelling, worthy of a post-Undertale school of design that took Gaster's accidental fame as its main bullet point. But for me, what's valuable about this mess of a title is the fact that, at the end of the day, the message remains the same: That of the importance of being loved. When it's that simple, is when it grabs me better. And when it's much more dishonest and shameful is when it really irritates me.

So I give it a 4, because I suppose a 5 should be reserved for games that affect me on a very personal level or encapsulate an ideal form of gaming that I'm not always good at explaining. I can state without a doubt that there are many things in Void Stranger that I don't like. But I can't deny that it has made me think in a way that few works, ironically since Undertale, managed to do.

What if a bunch of she/theys ran purgatory

Fact: 90% of Void Stranger players quit right before they're about to get the final ending for real

COMO

EU NÃO SEI O QUE DIZER ISSO AQUI É STORYTELLING

an impossibly deep rabbit hole whose mysteries overflow its eighth bit and spills out into infinity.

less metaphorically, extremely well designed puzzles surrounded by mysterious mechanics and incredible aesthetics. void stranger is something special.

Absolute masterpiece of a puzzle game with a captivating and intriguing narrative. Everytime you think you've finished the game, they pull you back in. I cried the first two endings as the characters really grew on me. Not a walk in the park, but as long as you keep going, you will progress.
You may want to create notes for some overarching puzzles.
This is the 1st(ranger) game in the Ranger series, the 0th game being Zero Ranger. Having context of the previous game isn't required, as I did not, but it does provide a few clues to what's going on, and probably more questions. Also I'm not sure the "St-Ranger" is intentional... but I adore the idea.
As a last result, there are guides for most of puzzles, and an entire playthrough documented, I do not think you should be ashamed of using it when you get stuck. But also... I think it's fine to take long breaks. Hop back into the game every once in a while, take a crack at it, at your own pace.

HOLY FUCKING SHIT.

Void Stranger is a 2D sokoban-style puzzle game. But maybe it isn't? But it is, right? Maybe the real puzzle all along is the puzzle of the game itself? Only the Void can answer that...

This game does a lot of things that I've only seen a few other games attempt, and it pulls them off dangerously well. It's an almost euphoric feeling to solve the seemingly unsolvable after hours of theory-crafting and coming to a greater mechanical understanding. Which isn't for everyone, but it IS for me - wow.

Absolutely play blind, and reach for the limits of your faith.

Pretty lukewarm on this, which is unfortunate since Zeroranger is one of my favourite games and I was looking forward to this quite a bit. It definitely has retained some of the strong points of that game, not least the music, which is just as amazing (at least in the levels) and is honestly worth playing the game for by itself, but it’s also brought along some of the weaknesses and exacerbated them. It was clear in Zeroranger that Project Erasure like to indulge in “anime” tropes, which I thought was acceptable there because of the connection between Super Sentai and STGs, and the generally lighthearted tone of Zeroranger also allowed them to indulge in a bit of cheesy anime stuff without really detracting from the overall effect of the game. I don’t think that applies here, the immediate tone of the game is thick and tense, the mechanics engender deliberate, thoughtful movements, and this immediately clashes when you are presented with the corny theatrics of the first dream sequence, full of anime-esque character tropes and pop-culture references and (i’m sorry to be this mean) genuinely terrible writing, littered with colloquialisms and slang expressions and a super schlocky plot with unbelievably saccharine piano pieces playing in the background. It shows its hand far too early and a lot of the intrigue and general interest in where things were going completely evaporated for me from that point. In hindsight I appreciate how minimalist Zeroranger was with its story.

How is Void Stranger as a sokoban then? It’s ok, pretty good, I wasn’t amazed with the solutions and I rarely felt like I had to get truly creative to solve things until a lot later and even then it was rarely satisfying. It’s probably unfair to compare this to Stephen’s Sausage Roll since that’s probably the best sokoban I’ve ever played but almost every puzzle in that game required me to expand my perception of what was possible within the mechanics, which this isn’t nearly as good at. I’m also apprehensive about the lives system of the game. Having extra lives be earned by solving difficult optional puzzles is an excellent idea for a puzzle-roguelike! But when you run out of lives you can either restart from the beginning of the game or accept receiving a narrative “punishment” in exchange for infinite lives and neither of these are interesting. It’s uninteresting to repeat puzzles you already know the solution of, and the “void” mode feels poorly considered: Pretty much all of the tension diffuses when you’re given infinite lives and you never get a rewind ability or a quick-reset ability, so it’s kind of a worst of both worlds situation where you lose the tension of limited lives but don’t get the quality of life options that other infinite-attempt sokoban games give you, which gets annoying in the more complex levels. Sokobans are notoriously persnickety; solutions can often be ruined by one single move being out of order, which is especially relevant in this game as there are a lot of enemy movement cycles to take into account, so losing one of your limited lives and/or having to re-do an entire solution because of something very small can really get frustrating and adds up to that feeling of trial-and-error. Theoretically, everything here is deterministic, so it should be possible to calculate the solution without even moving or risking anything, but in practice I feel it's not common to play this way (I certainly don’t).

The big appeal for a lot of people will be the secrets, which I’m sure will be gradually discovered by the playerbase in weeks to come, and I’m sure some of them will be interesting. Personally, I really don’t care about that stuff, I feel like discovering cryptic secrets without online help is just an exercise in a lot of trial-and-error which is only enjoyed by a certain subset of players that I am not in and I would rather have interesting things presented to me in a structured way (which Zeroranger is excellent at, ironically).

To be honest I should really play more of this but I'm 6 hours in and not really enjoying it. I took a peek at some people further than me and it seems to just be more of what I don't like: More bad anime-esque story, more loops and repetition, so I think I'm just gonna give it up.

Never before have I cared about a puzzle game, but Void Stranger had that special something to make it click for me. The story that unfolds over the first two "routes" is truly affecting, a beautiful tale of devotion spanning worlds that accomplishes so very much with so very little. You are only shown fragments, brief snippets of moments both pivotal and mundane, left to mull them over as you descend ever further into The Void, solving sokoban screen after sokoban screen. And somehow I cannot imagine a more effective means of conveying the story; sparse as the text may be, every word counts, and these routes achieve lofty emotional heights.

The subsequent routes are less inspired, veering into more well-trodden ground, but they too have moments of brilliance. Despite generally negative experience with the puzzle genre in the past, I found myself enraptured enough with Void Stranger to explore its every crevice and see all that it had to offer. That I found myself so engrossed with a game of a genre I previously had not cared for says to me that there is something noteworthy about Void Stranger, that it transcends the limits of its world. Any reservations I might have about it are surely trifling in the face of that understanding.

As an aside, many elements of Void Stranger's narrative are quite similar to Labyrinth of Galleria; I can recommend VS to fans of Galleria, and vice versa.

Floor renovation game for the WonderSwan. Welcome to Void-Lana, borne from the disappearance of La-Mulana...

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This puzzle game does some REALLY cool things and has a lot of personality. But it breaks a few genre norms which for me make the world not that enjoyable to traverse. The resulting uncertainty also requires a lot of faith from the player. Still, play blind if possible.

I also wish the game had internal tools for taking notes and pictures ala. La-Mulana 2, to stay a fully self-contained experience. Trying to be meta and encourage external tools (e.g. screenshots) isn't something I see as a positive.

The core puzzle solving experience is quite fun and can get very challenging.

Void Stranger's visual themes are distinct from ZeroRanger and the soundtrack has a lot of variety. I think you can see the growth of the dev team in both.

...Don't ask how I know.
(played without external spoilers)

Completed.
Playtime: 100 Hours

Insane puzzle game.

I refuse to elaborate why, because this game shines in the mystery of discovering and enjoying everything it has to offer on your own, in every possible aspect the game can offer.

It's not a game for everyone, but, if you are a kind of player who cares about creative and unique games made with heart to play, you'll find a special game here and a special work of art too.Kino.
Must play.

Very hard game, be careful.

Good luck if you want to enter into the void.

The adventure of life never ends.

https://www.youtube.com/watch?v=nrT1Q422liE

This review contains spoilers

Some scattered thoughts on this one instead of a proper well-done writeup, sorry! (This just means I didn't proofread it) Vague spoilers throughout for up until the super duper credits roll, if you've seen that you're safe

I’ve thoroughly enjoyed what I’ve played of this, but I feel like it put its best foot forward to its own detriment. I had a lot of fun finding these little secrets and mechanical quirks that nudged me towards taking notes and trying to intuit some stuff for myself. That was great, but by the second story I’d exhausted everything that made sense to me and didn’t seem incredibly fiddly to pull off (seriously I am never doing any of the brand puzzles), compounded by the fact that the puzzles themselves were demanding so much of my limited brainpower at that point that I wasn’t really excited about secret-hunting any more.

The puzzle mechanics themselves are cool and some of the puzzles really push the tiniest details to the front (B208 hard was FUNNY when I realised what it wanted me to do), but sometimes solutions get really fiddly and tedious. Like, just shuffling a bunch of blocks around for ages. Some of the letter rooms on hard are good examples of this, because they’re very easy but just need you to slowly shuffle along to the set of blocks off in the distance and slowly ferry them back. Maybe sokoban games are just fiddly by nature, I remember getting similarly annoyed with Baba is You at some points. Also I like how easy it is to quit out of the game (this sounds like a joke but it's not), doubled with the fact that the trees (sorry, LOTUS EATERS or whatever the fuck you called them) quit you out as well. It's easy to take a break and I appreciate that. Didn't know where else to put that sorry

My motivation isn’t helped by the writing being, like, tolerable at best and just actively unenjoyable at worst. I thought there were some nice bits in a few of the vignettes, but I’m not really sure what the unabashed horniness adds to the game. Seriously I feel like half the game is just an excuse for the artist to draw enormous triple Z cup honkers. Not sure about this whole child abuse arc either. Maybe it gets a payoff that makes up for the fact that there’s child abuse. Probably not. At the start I thought the story was a cute enough way to add another layer of mystery, but unlike ZR they do actually want you to care about the characters this time. I don’t care about the characters this time.

Just finished the third story and I know there’s a super duper secret true ending final boss afterwards, I probably won’t bother with that unless the friend I’ve been talking to gets there and ends up doing it. It’s been a lot of fun but I’ve slowly been losing my enthusiasm and I think the more I push it the less I’ll end up liking this game. Like if I was feeling a bit pettier I would drop it to a 3.5 because of the end of the 3rd story, did not enjoy that bit at all! Leave it on as good a note as possible yknow

Com ZeroRanger eu já olhava para a System Erasure com um dos grandes estúdios de jogos atualmente, por ter me proporcionado uma experiência única, tanto em gameplay, trilha sonora, história e entre outras coisas, que me fizeram continuar jogando e amando ZR. Foi uma experiência incrível, na época foi meu shmup favorito; eu finalizei próximo ao lançamento de Void Stranger, e bem, vi pessoas comentando sobre o novo lançamento e fiquei extremamente animado para jogar. Apenas há pouco consegui comprar, e finalmente “finalizei”, esse segundo jogo da System Erasure. Que em minha visão é o vídeo-game mais especial lançado nesses últimos anos. Começa tudo simples, o começo de uma aventura, explorando o Void (vazio), um cajado que transfere blocos de um local á outro, e a mente do jogador. Os dois compõem as chaves para a progressão inicial. Como jogador de primeira viagem com Sokoban, foi uma experiência um pouco chata de começo, toda via, me adaptei e comecei a me divertir; a ponto de passar de algumas partes médias-difíceis em pouco tempo. E acredito que se até eu, que inicialmente era um não-amante da gameplay, qualquer um pode se acostumar e começar a amar jogar.

A uma cada quantia de fases que você conclui, você se vê em uma fase com uma árvore e uma escada para ir a próxima, o jogador curioso vai e interage com a árvore ali presente, e em seguida aceita a se deitar nela, o jogo fecha e a provável reação é de surpresa e estranheza, mas após abrir o jogo novamente… uma cena, diálogos, novos personagens. Tudo isso dentro desse jogo? Não era só um Sokoban para quebrar a cabeça? E conforme mais você continua descendo no vazio, mais você encontra partes da história. Que inclusive é extremamente linda, caso você veja vários finais (vai se emocionar, provavelmente — eu me emocionei).

Toda a construção por trás de você ter diversos finais, sempre mais e mais conteúdo, obrigando o jogador a sempre fazer novas runs, se adaptar as centenas de fases que irão ser retomadas várias e várias vezes. Mas além da adaptação, você fazer tudo para sempre ver mais uma parte nova sobre a grande lore, faz tudo divertido. Além de fases novas que podem estar presentes, trazendo um novo desafio ao jogador, é um jogo que te faz se “arrastar” dentro dele, e eu admiro bastante isso. Não duvido que daqui alguns meses alguém descubra novas coisas dele, e isso é INCRÍVEL, um jogo que não vai estar se limitando em uma só aventura, você não vai passar o jogo todo em puzzles, do nada pode ficar de cara com um mini game de ritmo, batalhas em turno, e mais loucuras. É o fator de repetir, em que você descobre o que há ali, por trás dos mistérios e coisas que ainda restam a serem vistas nessa imensidão de jogo
A trilha sonora, que não tem muito o que falar, assim como em ZeroRanger, capricharam absurdamente, muitas músicas entraram para playlists minhas, são boas a nível de não funcionarem só jogando e imerso naquilo, mas em qualquer momento, escutando elas, ainda continuam extremamente agradáveis, tipo essa: OST 63

Uma Obra Prima, não só dos indies, mas dos jogos eletrônicos em um geral, um jogo que exala a essência dos vídeo-games. 10/10

Nah bro forget Sokoban this is straight up Sokobooba how do you make a hornier puzzle game than Helltaker

I love note-taking as gameplay - so satisfying to have a physical artifact that develops and fills up as you play. But what made it wonderful in my time with Void Stranger was sharing it with others, and getting complimented on my sketches and theories. That made playing so much fun. That's a really personal fun a game designer can't make for you, only provide an opportunity for. In that sense, this was the most fun I've had with a video game. Beyond grateful for such a unique and fascinating play experience, outside of the incredible artistic craft on display.

“For these defects, and for no other evil, we are now lost and punished just with this: We have no hope and yet we live in longing”

Devotion is an incredibly potent motivator. Our capacity to love something or someone to such an extent that we can pledge every facet of our being to their cause is both a wonderful, yet tragic curse. This infatuation we have can allow us to endure even the circles of hell itself, but in turn it makes us blind. We forgo all else around in the pursuit of perpetuating the eternal memory of our devotee.

Void Stranger is a hard game to discuss for several reasons. The most pressing of which is that you simply are not allowed to speak of it in any meaningful capacity lest you give its game away to the uninitiated. So sacred are its labyrinthian secrets revered by those privy that they are selfishly hoarded, and only dispensed piecemeal to the desperate to prevent them from succumbing entirely to the void. It should be self-evident from this alone that there is much value to be had from this game through self-discovery. That to discuss the contents within its locker is tantamount to sin.

Yet to not talk about it defeats its message! Did others not play the same game as I? Did they not learn of the ultimate tragedy that ensues when keeping something so tight to one’s chest? To keep silent of our experiences is to allow them to die with us! These bearings are to be exposed. These walls we build around ourselves must crumble away so that who we are may be shared.

This review is a compromise of these two thoughts and split accordingly into two parts. The first, in which you are reading, to serve as mere bait to entice the curious and hungry into a deadly snare. A brief synopsis of memory deliberately obfuscated to reveal limited truth and provide some initial guidance. A second intended to be read for those whom have completed a ‘successful’ dive into the void, in which I will elaborate upon the true nature of the abyss. Such tiered structure of revelation is at the very core of this story that I would seek to have you to play.

Void Stranger presents itself as a classical story about how one’s devotion can surpass all. Lady Gray is the embodiment of traditionally noble ideals. Conviction and duty are paramount to her. She honours that which she loves by seeking to exist as an extension of their will. There is no burden too great that she is unwilling or seemingly unable to bear. This to her is the nature of love itself, the meaning she has ascribed to it. She expresses love through her devotion.

And yet this labyrinth she is made to endure is ultimately one of judgment. A condemnation of those who wander its ever-twisting halls. These puzzles that you initially meet with earnest resolve, they will slowly wear you ragged. They will wear away at your soul. They will surely consume you. You will soon come to an understanding that playing this much Sokoban truly is hell! The question becomes what do you do afterwards when your resolve falters?

There are a few options available to you when this occurs. Not all are obvious. ALL of them are valid ways to progress. The one and only meaningful purpose of this initial review is to provide this assurance. That each of these paths will ultimately, albeit differently, lead to payoff.

The most intuitive of course being to press onwards undeterred. Conviction, duty, devotion, so neatly align with that of a quality that games as a medium tend to cultivate within its players. Determination. With simply enough perseverance you will succeed. And although I offer alternatives do not let this dissuade you from this road. It is the intended path to follow, and you will be uniquely rewarded should you tread it.

Perhaps though you will try again. Repeat the game fresh from the start. Carrying over only a more experienced perspective. A less naïve and more discerning approach. There are secrets to these halls after all, that which you may have noticed but were too late to act upon in retrospect.

Or perhaps you will simply give up. Move on and play something else. This too is a valid conclusion to the journey. There is no shame in doing so. So many others have fallen to these halls after all and so too will all in time. To perpetuate memory eternal is foolish. Let it fade.

However most controversially I offer a final recourse that some would consider taboo. Cheat. Cheat a little. Cheat a lot even. Cheat as much as you think you have been cheated by. Look at floor puzzle guides. Ask for advice or hints from others whom have undertaken this journey. I will not pretend that the other roads are not more ideal. But you have nothing to prove. It is not your devotion that is being tested after all.

Ultimately Void Stranger is a game that seeks to hurt you. It hurt me and it is this grievance that I wish to share. And at the end of the void, if you have not lost yourself, you will discover the folly that is devotion. Can you remember why you are here?

(I recommend this game first and foremost to those who wish to see videogames elevated as a form of literary art. After playing this it has shown my faith in the medium in being able to convey unique and profound experiences to not be misplaced. However, that is not without caveats. This is a long and grueling journey with an initially uncertain payoff. It demands a lot of time from you. Some knowledge is gatekeeped until you have endured a requisite amount of suffering. This however is a part of the ‘art’. It is absolutely my favourite game I have played in quite some while. Sokoban fans may even find they might enjoy this too!)

“I wonder... Maybe we're simply too late. All light that reaches us is just a faded memory. If we wish to escape their fate... We must shine even brighter. Our light must become endless.”

Part 2 is here (Full of spoilers): https://www.backloggd.com/u/GingerV/review/1566841/


The lack of confidence saddens me. Good times were had, even great at some points, but always with the feeling that the game had to be weird with its gameplay usage for the sake of it. Since some of it was expected coming from Zeroranger, the devs went full on mystery mode and... well. Its mysticism falls flat due to its own expectations.

You can rest now Cif, you don't need to keep up with anyone's expectations. Not even on your own! That's why it saddens me, the game shares the same issues as this small bug. You are already an interesting challenge! Don't need to ask constantly "Are you being surprised? Are you liking it? Did I live to your expectations?"

Maybe it's true that the devil is in love with god.

I appreciate your existence and I pray for you.

Taken at face value, Void Stranger is a ~6-hour sokoban-style puzzle game. And I'd say it's a pretty good one: the central mechanic provides a lot of flexibility in an otherwise perfection-demanding genre; new mechanics are introduced at a constant pace; most levels have optional secondary challenges so you can choose your difficulty somewhat; story cutscenes provide natural breaks between chapters and keep the pace up; and the soundtrack is every bit as good as its predecessor ZeroRanger's. On these qualities alone, I would comfortably consider it worth its asking price.

If all you're looking for is a recommendation, you've got it and you can stop reading. If you want a full review with some minor spoilers and some major snobbery on my part, read on.

ZeroRanger won my heart by being an uncompromising mechanical exploration of a theme: enlightenment. If I were to task Void Stranger with being the same thing, I'd have to call its central theme... "faith". The game is packed with secrets, and if you want to see everything it has to offer, you'll sooner or later run into mechanics that feel too punishing, puzzles that feel impossible, or goals that seem designed to waste your time. I didn't preface this with a review of the surface level alone as a cutesy way of delaying the spoiler content; I did it because I want to stress that the base game is worth playing on its own, and you venture past it at your own peril.

But here is where a little faith pays dividends. Whatever its reputation, Void Stranger's secrets are not actually all that arcane (well, the ones that matter, anyway). An open mind, an open eye, and the mere assumption that there's a lesson hiding in every bit of weirdness you see on your journey is usually all you need to progress. I won't pretend I was perfect at this, or that I didn't end up wasting tons of time because I didn't get something; but what struck me is that every time I did figure out what I'd been missing, I immediately remembered the moment that was supposed to have taught me it.

I don't want to say that anyone who dropped this has a skill issue, or that I'm cooler for my willingness to commit more of my precious life-hours to a video game than they are. I put more faith into it than they did, but that's not a good or bad thing. People put their faith into all kinds of stupid stuff. Still. I don't regret it for a moment.

Place your faith. Embrace the Void.

(and play zeroranger too dammit)

It is very difficult to say anything meaningful about Void Stranger without completely spoiling the experience.

I can at least give you this: Void Stranger does many incredible things that only video games can, and it does them more adeptly than anything else I have ever played.

It is among the very best of its medium.

at first i was a bit put off by some of the design decisions - i'm a big fan of "hard puzzle games" (stephen's sausage roll, anything by draknek, etc.), as such, i've been spoiled by quality-of-life features like infinite undo and instant resets. this game doesn't have those, to the detriment of the initial experience - you have to trust that SE are doing something very deliberate here. as it turns out, they are.

to my surprise, i actually see recognize a lot of shmup DNA in the overarching design. this is a puzzle game with a risk/reward mechanic, with multiple loops and esoteric clear conditions. you don't just beat the game by solving all the puzzles, in fact, solving all the puzzles isn't even necessary to beat the game. there is so much lurking beneath the surface that i don't think anyone could confidently mark the game as "completed," but the superficial experience is strong enough that you don't need to go down the rabbit hole to have a good time.

this is the zeroranger of sokoban.

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(vague, minor spoiler below)

an addendum of warning: like zeroranger, this game also has the "deletes your save file" gimmick at certain point(s). in that game, it wove into the narrative and systems of the game in a way that, to me, enhanced the experience, and crucially, the consequences were basically negligible. i'll defend it in ZR, but i'm not here for it this time. back up your save. it's not worth it.