Wasn't expecting such an early foray into the 3D platformer genre to be this consistently engaging and easy to control. Bouncing around and blasting enemies into polygons felt visceral and I loved it.

why is the low health sound a heartbeat when the subtitle is literally "rebel without a pulse"

This review contains spoilers

The fucking way my heart sank whenever I'd turn a corner to see a big fat Zero.

Don't want to handwring, because this is far too specific, but I think there's something to be said about the magic of a truly blind playthrough, and how a game's delivery process can be the be-all and end-all. When I first learned of The Exit 8, it was because I did my daily poorboy due diligence by browsing Skidrow for new games to pilfer from the back of an unmarked van. (I'd honestly recommend people to do the same, I've discovered so many games this way, but I'm a psychopath, so sink to my level if u dare.)
The Exit 8, unassumingly, only sells itself on the Skidrow listing with the description - "The Exit 8 is a short walking simulator inspired by Japanese underground…". Kinda boring pitch, doesn't jump out much - I didn't have any expectations or pretence because I had no way to create any. why I gravitated towards it instead of Trucks and Logistics Simulator is anyone's guess.

Frankly, I was only expecting one of those lusciously-rendered mundane locale tech demos, and the initial hump of The Exit 8 practically delivers that. I did a few runs on its recursive subway underpass thinking little more than how I was experiencing essentially a student's little Unreal Engine flex or something. The texture work, lighting, reflections, modelling - it's all on point, a still captured from any angle could be utterly convincing as a genuine photograph of a real-world location. Then I stopped sprinting around the map and finally took in the finer detail on offer - instructions! In English! Unwinding into (- and I hope you've played the game before reading this -) a game of non-Euclidian spot-the-difference. It doesn't feel like the floor falls out from under me very often these days, man. I kind of sunk into this and was enraptured, pouring over every loop's details in a desperate fervour to reach Exit 8 - gaslighting myself countless times and getting genuinely spooked at the prospect of unknowingly missing anomalies. Loved it all the way to the end, very cool lean little thing.

THEN I looked at the Steam page and how it fucking spelled the whole thing out. At some of my pals already having it in their wishlist, knowing for god-knows-how-long what the gimmick of The Exit 8 would actually be. The first screenshot on the Steam store page is the END of the game!! You should spend the whole playthrough wondering if it even has one!! I'm sure the coming few days will be plastered w/ thumbnails of gormless Youtuber faces, setting people up for The Exit 8 being something far more TERRIFYING than it really is. It's kind of crushing and I know that's a bit unfair but like. I think this is the kind of game you should just put in front of people to see what they make of it. Place it in an unlabelled USB stick and slide it across their desk or something. And stop calling everything 'liminal' ur gay.

Wish I enjoyed this more. Starts with a fun premise hilariously executed with surprisingly good firefighting action, but as the drawn-out chapters continue it's only made increasingly clear the game is spinning its wheels.

I'd wholeheartedly say this is worth a shot if you have a curious inclination, at the least, the first few chapters are very fun and bookended with some primo Konami presentation and PS2-era Hollywood imitation melodrama. The gameplay loop is great, there's a strong arcadey slant to the scoring and level structure which adds a hurriedness to things. Host to many legitimately inspired setpieces and bosses that exploit conventional locales for surprisingly effective sequences. One of my favourite bosses is literally just, "a fire in a locker room" because of how well its executed lol. Lockers bursting open with flaming clothes flying at the player in the form of projectiles.
By the time you get to the chemical plant, just bounce, that's when the creative spark has effectively been extinguished.
https://cdn.discordapp.com/attachments/624717617999118349/884823876910080092/huehuheu.mp4

A kaleidoscope of explosion .gifs. Where this game fails at being a particularly mechanically engaging shmup, or even all that difficult, it excels(?) at festooning the screen with information laced with utterly extraneous action and special effects. To say this game puts its presentation above all else is an understatement, hardcore Heralds of the Shmup will no doubt be disappointed at the lack of precision-engineered scoring systems, mode variety or bullet patterns on offer here. I think that's what those guys care about.
More casual thrillseekers like myself are the target demographic for Grand Cross Renovation - the shmup genre for me is all about style and aggression, maintaining cool heads while the going gets rough and eeking through unfathomable odds, one small hitbox against every star in the sky. This game may not be particularly replayable, but it lent me a single unforgettable 50-minutes of wall-to-wall deus ex machina bull shit and I loved holding a controller through it with a face like a deer in the headlights. Features an incredible soundtrack that reacts dynamically to the action, too. It's all kind of a mess, but is crackling and pulsing with self-motivated enthusiasm, a freight train derailing and barreling through the setpiece factory.
I beg you not to play this game if you experience photosensitive epilepsy, it needs a fucking bright red warning at the cart.

MOCHI A GAAARUUUUUUU

Endearing 2.5D grappling-hook-based platformer with simple controls that hold a lot of room for mastery. Flawless campaign length that introduces and casts aside entire mechanics before they even have the chance to become stale. Very rare for a game to click with me hard enough that I'd desire to delve into time-attack modes, but the sense of speed and flow of Mochi A Girl was genuinely hard to put down. Sushi Gang Sushi Gang Sushi Gang.

My first Civ, be nice to me.
The game feels little lost and suffocated by its own tangled web of subsystems that don't feel naturalistically enveloped by what is almost fundamentally brilliant. It doesn't bear much surprise to learn that most of these rather clumsy or extraneous mechanics were added in post-release updates and expansions, but can mercifully be disabled. I'm particularly un-fond of world hazards, congress, loyalty, and governers to name a few. There is every possibility I'll see the light and turn these on when my aptitude for this game builds up though honestly.

As the ball gets rolling it really is shockingly fun, I'm a fan of the inclusion of different methods to win games beyond just pure warlord domination. Culture and diplomacy make me feel like a devious little worm shmoozing my way under people's noses, it's great, and I'm excited to figure out whatever the deal is with faith. Science was apparently hit by the ugly stick in VI specifically - its victory requirements are kind of insane, require a lot of planning from turn one, and seem like a dull grind as you hope your opponents are just doing nothing.

A personal standout surprise here is the character animation for all of the leaders. This shit's better than Pixar I swear to god, excellent attention to detail in the subtle face and finger movements. Nobody in a videogame more expressive than Kupe.

A puzzle box of meticulous design, and it actually summons a Hellraiser.

Over time, this title's reputation started to seep into my skin and conditioned me to believe that it is bitterly unfair, that an element of clairvoyance is necessary, that hints to solutions simply do not all exist within the text.
This was my first replay after many years, and it served to prove to me that it's all true - the biggest clue is actually in the manual.

Very clearly inspired by Masacore indie titles, built top of its more direct Maze of the Galeous roots, La-Mulana takes the crown of the cruel genre by being one of the only entries with a beating heart. A sprawling structure that demands intuition and respect in regular doses. Fall out of line for even a second, and you're inviting your archeological gig to end prematurely in sharp, fiery death. Bosses use every cheap trick in the book. Fields populate with countless enemies that exist purely to halt all progress. Completely untelegraphed traps jump up and kill you with reprise. All this, made feasible with a generous checkpoint and teleportation system, it's kind of genius.
Soundtrack is a bop, too. Invites you to the challenge and remains a toe tapper throughout.
https://www.youtube.com/watch?v=-rfhi6I84hM

Puzzle design like this remains unmatched in anything outside of a Cyan Worlds point & click game. Every single screen holds an element of a grander puzzle, each with an inspiring level of thematic relevance. Their biggest crime would be dodgy wording in places. There isn't another Metroidvania in the world where every single room is equally important. All this, and the final task is to fold the ruins in on itself like an Origami butterfly, opening up a whole new layer of appreciation for the painstakingly crafted world Nigoro has created.

In the interest of sounding unbiased, it's definitely imperfect. Lots of iffy collision, a trial and error, and sheer leaps of logic are afoot. The later bosses are cruel to comedic degrees. All of these are astoundingly valid reasons to despise or drop this game..................... I just think it's uniquely satisfying to overcome the trials regardless - a nailscraping crawl to a victory that you need to fight tooth and nail to earn. To the last, I grapple with thee. from hell's heart, I stab at thee. for hate's sake, I spit my last breath at thee.

A beautiful miasma. Lies and death. There's no joy to be found here, only a deeply uncomfortable test of character. And I wouldn't have it any other way.
One thing I find so fascinating about Pathologic is how it manages to be a true "Role-Playing" game despite lacking the stats, perks and numbers commonly associated with such. It's not just that the writing is staggeringly good, it's that Pathologic understands that playing a video game is like acting out a script - that you're an actor on a theatre play. You're given a prefabricated role to play on the stage, but what differs is your portrayal of the character.
Does Artemy believe in the steppe tales? Does he want to take his place among the Kin, or is he more reluctant and skeptical? Does he still care about his old friends, even seeing what they've become? There are a great deal of dialogue options in the game that shape your understanding of your character's worldview and desires, through the ethically fraught choices and even the mundane ones.

Christopher Nolan's Dowhill Jam. Hate to be all "Cons: - Too much water" but lol. Has so few levels that feel like they make any satisfying use of the Zineth gravity-shifting mechanic and the cloying story insists on butting in to fuck up the vibes. I just KNOW the dev crew watched Interstellar while feverishly taking notes and none of them related to anything I wanted out of a game like this, very sad. Exo One is screaming from the diaphragm for some kind of Steam Workshop implementation so people can make School II or Hangar or even Bob-omb Battlefield.

Issue 13 of the Official UK PS2 Magazine, published November 2001, came with a demo disk containing a handful of levels from the then soon-to-be-released Klonoa 2. Playing this demo tens of times as a wean would be my only exposure to Klonoa 2 for nearly 23 years. Despite Klonoa 1 being a childhood favourite, and a formative cornerstone that had no doubt informed my tastes and passion for videogames; I only managed to get around to Klonoa 2 proper earlier today. I’d have gotten around to it sooner, were it not for the fact that Klonoa 2 was one of a few outlier cases of games that emulated horribly on PCSX2. Fugged to the nines until relatively recent revamps in compatibility were instated. Aptly enough, it was so surreal playing the levels from the demo once again - it all came flooding back like fleeting memories returning to me from a dream fighting to be recalled.

Soberingly, I don’t think I’m anywhere near as red hot on this game as I still am with Klonoa 1. Perhaps K2 had spent too long being gassed up, cooking and stirring in my head as an elusive cryptid. On many fundamental levels I think this is absolutely beautiful work. Demonstrating incredible emotional maturity in its final hours of the narrative representative of a slightly aged Klonoa, through heartfelt writing and vocal performances. A soundtrack brimming with disparate ideas and delivering them w/ confidence, grappling a wide array of influences and energies. For such an early PS2 game, these cutscenes are composited so brilliantly, giving characters illustrative frames to act in, staging the environments in striking ways… we still get things like this wrong!! I particularly love how the camera would move during boss fights, not only tracking the boss’ movements but also working to sell their scale and let them act on the stage! Incredible level design too, making great use of unique stage quirks to impose puzzle-like ordeals - the colour changing enemy was an enlightened addition. Klonoa 2 is the proud owner of an amazing final level, too - a true sum of all of it’s works with stellar level design, and thoughtful use of music and visuals.

I’m less keen on how weak a handful of the stages in the game are, both visually and in terms of level design. I’m even less keen on the repetition the game will impose on you, it’s not enough that they’ll re-use levels at certain points; you’d also need to run a few laps around some levels as you collect keys/activate elevators and such. It’s a bit more draining than it’s necessarily worth, in my humble, made worse due to the fact that levels in this game are wildly long and can be a bit plain. If I had to be brutally honest, I think Klonoa 1 does a better job at conceptualising its levels around its many disparate worlds, wrapping around and winding between the background geometry in a way that makes it all the more satisfying to explore. It would be nice if Klonoa himself had more of an active role in the story than an optimistic errand boy. It stands in stark contrast to the first Klonoa game where he’s incredibly emotionally invested in the proceedings, but I’m sure the plan here was to demonstrate that he’s an older and wiser character this time around, more clear on his Unico-like role in life and letting the world speak for itself. There’s tremendous merit to that and I can’t help but feel more of a relation to a Klonoa who isn’t thrashing out at the world when playtime is over, but I’m a theatre kid at heart I suppose oh god.

Admittedly I played Klonoa 2 in a bit of a goofy way, where I'd finish a level, and then skim a longplay of the same level from the 2022 remaster for comparison. I can only be honest here, but I think both of them have merit! The remaster fucks up the vibes in key locations with awful colour choices, blown out bloom and weird fullbright lighting. The level in sheer darkness, necessitating you to use a limited light resource to be able to see the geometry is ruined in the remaster because it’s already so well lit you don’t even need the light spirits! But I think the additions to the geometry and character models made in the remaster are really well considered, fleshing out the world enough for them to feel closer to realisation without diminishing their overt dream-like quality. My annoying brainwyrms are expertly trained to hate the aesthetic haemorrhaging that occurs from changes and concessions these remasters tend to make, but my ideal Klonoa 2 sits somewhere between the two versions..... (I want to know what the remaster changed the weird Full Metal Jacket cypher into)

2003

A quick aside;- Spent the past few weeks on a bit of an PS3 emulation kick, knocking out a few stragglers from the gen 8 library that always managed to elude me. One of the games I tried out was the 2012 SSX reboot nobody really likes - god knows why I chose to start my foray into this series with that entry, it was just kind of there I guess. It was alright! Hard to really fault what appears to be a rock solid racing foundation w/ incredible feedback & thrills. I managed to get surprisingly close to the end of the game before my motivation careened off a couloir with the insistence of an awful statistical equipment store, gimmick missions like the oxygen tank, glider, solar power & rear-view cameras. If only EA made no less than three games beforehand where this memetic & metric excess is absent!!

Anyway SSX 3 is fucking sick. Nothing short of a landmark achievement for this game to accomplish as much as it does way back in 2003, all the while fully maintaining this feeling of modernity that makes it absolutely breezy to pick up blindly in current year. Snowboarding controls iterated on to a mirror shine, mechanically dense & full of freedom of expression in how you can approach the shockingly sprawling slopes that spread their tendrils through a track like a spaghetti bowl. Repeated heats thru race courses would have patchnotes I swear, the more I familiarised myself with their layout the more they’d pull the rug out from under me to reveal new avenues and secret paths. I love the blisteringly fast risk reward & fuckup cascade that can happen when your antic hubris meets its match & your teeth meet the grind rail. I fully expected this to just control like a breezy Tony Hawk clone or something, but it's so bespoke to itself & intensely demanding in a way that I adored losing myself to the mastery of.

Perhaps unshocking, but it’s also striking to me how much better this game looks over the next-gen reboot lol. Feels as though the art designers had no say in the way SSX 2012 looked, rendering the majority of its slopes a very grey textureless mush that only came across as too scared to introduce visually interesting locales like the audience’s eyes would just burst like blueberries under the tropical sun or something. SSX 3’s mountain is lined up like a daisy chain of unique vignettes with key visual identities and senses of purpose in the macro. I adore how the lighting and skybox would change subtly as you progress down the mountain, so when you do the ultimate no loading screen downhill jam through every track you’ve familiarised yourself with it feels like such a perfect odyssey. Unlockable Adam Warren art is rly great, particularly adore the concept art of the courses themselves and how franco belgian they look lol. Eventually I’ll play Tricky and enter the heated internal angel & devil inside of me debate between which of these two entries I prefer. I DEEPLY want these games to be added to that Noclip.website so I can see how these tracks curl in on themselves.

A frankly mediocre game with an awful storyline, but a testament to how you can wrangle months of playtime out of me if you're a polished feature-complete title with a strong community-creation component. MapleStory 2 was as standard as MMOs get, I don't remember it being very well balanced, the action combat struggled to hold shape under the latency issues, it literally kills u irl when u die. Yadda yadda, I could say anything and you'd have no choice but to believe me, the game's servers have closed down permanently.

This was, however, my Massively Online Style Savvy: Trendsetters for PC. Games are terrified to let people make things for themselves, use their own images, provide customisation tools that could be exploited for devious ends - but they're pure and valuable expressions of da self! On one hand, I empathise with the walled-garden approach most games take, all content within the title being curated and poured over by the developers n publishers to assure maximum sponsor compatibility and compliance to ratings boards. MS2 was a rare and frankly exemplary occasion of a fairly major MMO publisher essentially not even caring about all of that. If you could think of it - you could make it. You could design your clothes and accessories and furniture meticulously, you could buy real estate within the world map and design every block of the house, you could buy billboard space and plaster any .png you want in story-critical questing zones. Was dumb as shit but so pure and good.

Also want to signal boost this
https://maplestory.nexon.net/ms2archive
An official site recognising the fact that the game has shut down and just made ALL of its art assets freely available for download. Wtf. Why is this so rare.

Some of my favourite things HL1 has to offer, in an adowable bitesized little demo. I always yearn for this gigafacility built out of meringues and drywall. Even as a Valve Oldhead I'm still amazed by how much oldass legacy content I've never heard of can still find ways to bubble to the surface. Anyway dis is nice 😊, touches on what I wish HL1 included more of in the way of secret areas & rewards by interacting with the world. Good-humoured and lovely, just like you dear reader x