100 Reviews liked by Athing_451


I think it's interesting how this game basically lets you figure out everything on your own. Usually in detective games it gives you a bunch of possible answers and you kind of have to solve it the way they want you to. In Obra Dinn, you can pretty much go anywhere you want and solve each death in any order. The only downside to this approach is that there are a few crew members who seemingly don't stand out at all and only appear in a few scenes. I pretty much had to guess who was who in that case, since there didn't seem to be any concrete way to discern what their names were. Finding out the identity of every other crew member fortunately isn't all that hard as long as you pay attention to the scenes, especially the early ones where you can see some of them doing their jobs. It helps that the artstyle allows for super detailed faces, so all of the characters are pretty easy to recognize even if you don't know their name.

It's kind of like sudoku, except instead of numbers it's people, and instead of columns and boxes, it's finding their cause of death. Actually that's not a very good analogy now that I think about it. Anyway, there's not much replay value for obvious reasons but the game is still pretty fun.

You have no idea how many things are able to stop Mr. Domino

for decades gamers have pondered one of the world's most esoteric psychological dilemmas: "is war bad?"

i've never played haze or spec ops: the line, so i couldn't tell you for certain. but after running blindly through the cover of smoke and peripherally seeing my allies get split to shreds by machine guns and mortar strikes, i'm thinking it might be

turns out being historically accurate and recreating actual battles is enough to convey just how hellish war really is. top it off with simple-but-effective squad mechanics and weapons that can't hit shit unless your enemy's already pinned down - you've got a horror game in disguise

good stuff, randy pitchford. i'm sure you won't completely fall off in 4 more years - or masturbate to children

fumbling in the dark

The bunker is a smaller, narratively unambitious left-turn for Frictional. While they tinker away with what I assume is a larger, SOMA-like project, here they've shed much of the weight they’ve accumulated over the years, weight that really dragged Rebirth down, and turned their attention back to the moment-to-moment mechanics. They’ve finally confronted the minimalistic hide-and-seek gameplay that has become increasingly tired, and re-embraced tools & limited weapons (last seen in their Penumbra series).

The immersive sim approach to puzzles allows for multiple solutions & is simple and direct: every tool is a key, a distraction or a temporary defense. Combined with the tight, claustrophobic map, the Bunker asks you to build a mental model of the spaces so that you may eventually navigate them with your eyes closed (& with the lights out). Much of the horror is suggested, a threat conjured in the dark.

Another strength of Frictional’s is their HPL engine and its tactile physics system (surprisingly uncommon in a post-half-life 2 world). Pulling at a loose board clumsily, the creaking drawing the creature, has a weight to it that a pre-canned animation couldn’t carry. Like many im-sims, it is the abysmal failures and inexplicable systemic outcomes that stay with you (especially if you survive them), rather than the authored story.

Some may find it a little too stripped-down (along with a rather abrupt, clumsy ending), but after Rebirth’s incessant narration, I’m happy they had the confidence to just leave you in a desolate space of worn concrete and tangled wire and simply ask you to escape alive.

reminds me of the time i got stood up by a girl on christmas eve !

" tfw your goat is a quarter british " /10

初めに言っておくとこのゲームは名作と言われるものではありません

日本語の評価を眺めているとこのゲームを「奇作だ」といっている人がいるようです。「奇作」とは名作ではないがゲームの中に素晴らしく光るものがあり, かつ他のゲームでは一切見られないものを表現する際によく使われるようです

数年前。私がゲーマー知人の何人かに勧めたところ, 全員から芳しくない評価が返ってきました。評価内容は他のレビューが語っているものとだいたい同じなので繰り返しは避けますが, システムやシナリオ面での不備や粗が目立つようです

では, このゲームは面白くないのでしょうか? このゲームが駄作であれば, 私は当然ひとに勧めていません。当時から, 私はゲーマーを自認する方々に「とりあえずプレイしてみたら」と言うようにしています

本作の場合, 人のプレイを眺めるのではなく, 自分で体験することで何かを感じることができるはずです。何も感じないのであればそれで終わり。あなたには合わなかったということなのでしょう。システムに不満はあるかもしれないし, 場合によっては画面酔いすることもあるでしょう。重大なバグが2つあり, ゲームが詰んでしまうこともあるかもしれません。ですが, 忍耐強くゲームをクリアしてほしいと強く思います

プレイする前に一点。このゲームは主に日本語が使われています。正確には日本語以外にもいくつかの言語が使われていますが, 特に日本語のリスリングが重要になります。ムービー中に日本語音声が流れてきますが, 字幕は一切ありません。もし完全にこのゲームを体験したいと考えるのであれば, 日本語音声を字幕にしつつ理解できる程度には, 日本語を勉強することをおすすめします(現代では様々なツールがあるため, 日本語音声を字幕化することはさほど難しくないと思われます)

初めにこのゲームは奇作と言われているという話をしました。現代では多くのゲームがあり, それぞれに強い個性があります。その中でこのゲームだけがもっている個性を探すのは, 現代では難しいのかもしれません。ところで私がプレイした7年前, とあるゲーマーに勧められるがままに購入し, 以来ぶっ続けで1週間。頭を悩ませながらプレイした感想は「は?」でした。しかし, ゲームをクリアしてからずっと, このゲームのことがトゲとなり自分に刺さっているのを感じます

最悪も最善も, 体験して確かめてみてほしいと思います

lots of white people playing this

they really named the protagonist cumsock

I know this is like a pretty revered game by the few eng speakers that have played this so I had some hesitancy going into it. I went into this especially blind aside from knowing it was a go-at-your-own pace game. I really did take my time because my entire playthrough spanned 10 months to the day, with my play time clocking at 12.5 hours lol.

At first, like maybe for the second in-game week, I was missing a couple key items that really opened up the map. During those days I was kinda losing interest so I looked up how to progress in one area. There is so much to do, or rather miss, in this game. And that's the point, the game expects you to make your own memories with what is available. There is a lot to be learned game-wise that can really change up future playthroughs, leading to different experiences person to person.

As for the actual themes, reasoning, and aim of the game; it was fun, pleasant, and bittersweet at times. It got me pretty emotional on some days, be it empty, at ease, curious, or happy. The characters, their stories, and their interactions make this game special. It's all really delicate. By that I don't mean like "vulnerable," although I wouldn't completely exclude that either. It's like, you can make a friend by bonding over something insignificant. Regardless, that friendship can become something meaningful. This is just as true the other way around. Inversely, the littlest actions from those you cherish can result in a big impact. It doesn't take much to have or give influence, especially at a young age. Especially when surrounded by welcoming people.

black woman... black woman save me... save me black woman...

something great about playing random obscure unlicensed games is that you might get pleasantly surprised over a twist you weren't expecting to be there.

This review contains spoilers

Most rpgs I have played tend to be maximalist in their structure and presentation, offering a sprawling 30+ hour experience stuffed with loot, quests and maybe some pretty vistas. Having a lot of 'stuff' for the player to mess around is an effective way to solve the problem of replicating a genre that has its origins in the infinite theatre of the mind. But it’s not the only way.

Geneforge has some things in common with that brief description above sans the pretty vistas. But these elements are informed by the fact that Geneforge was primarily coded and designed by one person, the self-described 'bottom feeder' Jeff Vogel who in his long career of annually released shareware has advocated strict economy in production and game design, something that's immediately apparent in how his games look.

It’s something of a running joke among Jeff and his base that his games have never looked or sounded particularly modern with their crude repetitive sprites, sparse repeated backgrounds and absence of an audio palette outside of store-bought sounds. Geneforge, possessing all of the above, wasn’t a looker in 2001 yet while its presentation is hardly immersive, it neither detracts from the experience too. Everything is rendered cleanly and legibly and the repeated ambient sounds emphasise the naturalism of the island setting.

That setting is the key to Geneforge's success and I want to return to what I said earlier about maximalism. Many rpgs try to spread their net as far as wide in terms of scope, offering entire countries, continents or even worlds. The effect of which sometimes only highlight the artificial nature of these worlds. Geneforge firstly does define its world where shapers (basically summoners) are the elite of their civilization due to their ability to shape life and create creatures for whatever purpose they deem fit. Secondly however, Geneforge, almost in the spirit of a microhistory, immediately limits the vast potential of this world to a forbidden island where you, a shaper in training, gets shipwrecked after being attacked by mysterious assailants. Ostensibly the arc of the game is trying to get off the island but this is really just an excuse for the actual journey of self-discovery. Sucia Island defined by a pervasive sense of mystery that feeds directly into a loop of exploration. Instead of creating a continuous game space, Vogel split the island into 80 or so small zones that form an interconnected grid not dissimilar to how Ivalice in FF12 is structured. Nearly every zone has multiple exits and there is rarely one route to a destination in mind. While these zones share the same assets and activities (looting and fighting), they nonetheless feel distinct from one another due to how fast travel works. Every zone has a hidden objective that once fulfilled marks that zone as cleared and free to fast travel to. However, 'cleared' zones need to be beside each other in order to take advantage of fast travel, for instance, you cannot fast travel to a cleared zone that is surrounded by uncleared zone thus encouraging you to create a safe route by fulfilling these objectives. Whilst some of these objectives are as simple as clearing all enemies in a zone, most pertain to something unique within that zone that reinforce the players engagement and understanding of the island. As such, although quite crude Geneforge's world design facilitates a meaningful dialogue between player and environment.

This mechanical relationship with Sucia Island is given further meaning by its narrative implications as a forbidden island. Once another shaper colony, the discoveries made upon the island were deemed sufficiently unsettling enough to recall all shapers to the mainland. In colonial retreat, a more subversive process occurred: the Servile creatures indifferently abandoned by their creators did not perish but lived and indeed thrive in their masters absence. Sucia island is fascinating as a setting then because instead of simply being an easily translatable facsimile of the Geneforge world it instead serves as a twisted mirror of it, a place where the abandoned experiments and industrial ruins shadow the Shapers claim to ascendancy. The Serviles themselves are the flesh and blood of this premise. In many ways, Geneforge is really about them and the world that they have been building for themselves in the absence of their creators. They comprise three sects: the Obeyers, who seek a return to the Shaper overlordship, the Takers who view all Shapers as oppressors to be taken down (my favourite of the bunch) and the Awakened who simply seek acceptance from the Shapers and co-existence on the basis of equality. It is a vibrant ever-changing society whose multifaceted divisions are the natural outgrowth of century long identity formation, a rarity in a genre that often reduces culture and identity to static atavism. And the complexity of this world creates opportunity for richer self-expression. Geneforge starts with the protagonist as an apprentice shaper and thus already comfortable in the shaper worldview. Even your most positive reaction to the first Serviles you meet is reluctant acceptance of their newfound autonomy. Yet as you engage more with this new world, that originally simplistic understanding gradually breaks down with every nuance. Take the Takers for instance. They are the most hostile to your presence and you can’t even enter their territory without being openly attacked. Yet when I persisted in travelling through their wasted lands and gaining an audience with their leader, I discovered a history of ecological collapse and collective trauma. The Takers’ ancestors had the misfortune of living near a dumping ground of toxic experiments that the departing Shapers created as they left, their parting gift effectively poisoning the air and the earth. These Serviles were fatally burdened with the debt of a few indifferent officials who in all likelihood enjoyed comfortable and healthy lives on the mainland. Thus, thus the Takers found their voice and from hearing their tale, my character too. Ruins that I previously considered mysterious and exciting escapades of an unknowably past become recontextualised as reminders of a world that very much still existed, and one that I would inevitably have to return to.

Find a way off the island. From the onset Geneforge constantly advertises its end. Many rpgs are keen on leaving their end goals either ambiguous or contingent to revision so to constantly string the player along their epic journeys. For all that you discover and experience in Geneforge, there is an implicit understanding that it will all have to be left behind. Just as the past of Sucia Island was a constant ever-changing thing, so too is its present. It is similar to Fallout New Vegas in that you are witness to a world that will soon utterly change and become unrecognisable. Even though it’s still a few dozen hours in length, my time in Geneforge felt fleeting and melancholy as I watched the ending slides. In spite of its primitive production values or maybe because of them, I still think about all that I experienced. Shorn of the epic conventions and cruft of other rpgs, I felt I was able to more clearly connect to everything laid out for me. There was so much more I wanted to talk about in this review, however given that it has already turned out to be as bloated and unfocused as Geneforge isn’t, I thought it best to restrict myself to my most coherent observations. Even as I currently play Geneforge 2, Sucia Island is never far from my mind. I will return to it one day.

she skibidi on my backrooms till i go 💯 on that gyatt 😤🔥🐐🗣🔊🫡