A sapphic love letter - a daisy chain of vignettes that offer glimpses into other creative and influential media powerhouses, metered out by the task of juggling keys and receptacles in limited inventory slots across a vast steel complex. Too much mule work for its weight in silver in my humble. This search for lost love where ur body is weighed down by deprivations of liberty and soul rings so hollow to me when it's so clockable under a very narrow scope of media that strikes the same chimes so much better. More to the point I think I'm just too depressed to find any spark in this. Since I've been resorting to it recently, the flashes of self-harm imagery just piss me the fuck off.
Signalis a visual juggernaut that can dole out amazing one-two punches of sight and sound when it wants to, but the genre darling glazing is too sickly for my blood, I'd roll my eyes at practically every cutscene calling to something in the creators' Anilist Previously Watched stack. Not a classic survival horror head either, sorry not for me, not a problem in and of itself.

Hit ten hours of playtime in this game, although How Long to Beat threatens me with another seven or so before the campaign is cleared. When I realised my biggest pop-off was from finding and activating the option to skip puzzles I realised it was best I just tapped out.
I try to be polite and only log the games I've finished, but wow I am not enamoured by how much this glossy boot slurping sim traded my precious time for such little reward. This overly smooth slick and oily control scheme elicits nothing in me. The webslinging has no weight no turbulence no torque, it only serves in favour of noclipping from waypoint to waypoint collecting endless upgrade tokens to unlock exciting new flavours of web, all the while empowering the police state thru ubitowers. Pure slop no matter how gorgeously the sun bakes the building tiles. What is with this Hannah Barbara Voice acting direction also.

Absolutely spellbound by this mod’s lofty creative and narrative ambitions. They’ve done a frankly brilliant job at realising a Central Asian post-Soviet locale in a world embittered by HL2’s Combine forces, ideologically split resistance forces and an MC with a hilariously unfortunate concussion. There’s this very keen eye for attention to detail by way of populating this campaign with an incredibly unique style of architecture and set-dressing. I don’t want to understate how blown away by the environment design I am - this feels like such a labour of love that deserves to be explored. punctuated by one of the most knockout game soundtracks I’ve heard in years - sometimes taking it upon itself to re-imagine classic Half Life songs for the setting, it’d be corny if it wasn’t honestly so hard. https://www.youtube.com/watch?v=U8Ar8lKYsQA

There’s a bit more of a focus on realism here, which is intriguing enough for a HL2 game - does lend itself to its more down to earth downtrodden rebel unrest narrative focus, with cool little additions like tossing aside used health items as physics objects. Enemy fire seems to hit harder and you can’t just HEV Faceroll around the pitch like Gordie.

What stops Swelter from really falling into my all killer no filler stockade is in how much it feels to be buckling under the weight of the Source Hammer Editor, it’s somewhat telling to me how once you blossom your HL2 puzzle design beyond a few switches and physics see-saw puzzles the cracks start showing. Has its own overly-lengthy train section and HL2:E2 roadrip for good measure as well. Turning cranks to slowly open gates and the devious addition of those god damn wired electrical plugs. Strongly dislike the new weapons and how the enemies feel to shoot. Twitter lowbie VA quality plodding around a story that kind of bites. Ah well!!!

Very very charming little thing. Free, too. Dat’s what’s so magical about hl2 mods 🕊️

With great shame, I've always been apathetic to Mario's plight. His journey is a noble one, but I do not see myself in his bings, nor his bings. His wahoos do not reach me. I feel like a cunt rat bastard for giving this Three Succulent Backloggd Stars ⭐⭐⭐ and absconding with the ultimate sayaway that this is "still one of the better Marios" but that's-a my burden, not yours - my paesano in cristo. I pirated and completed the game days ago and earnestly found myself worrying I'd forget I even played it before it released and I could officially log the game on BL.

It's good!!! Honest and true!!! Nice to see what felt like notes of 3D World in here with the little rosary bead structure and rhythm of each level having their own little wonder flower acting as an F5 button, refreshing the level's objective into a unique blink-and-you'll-miss-it sleight of hand trick. It keeps u guessing but only so much. It's still Mario, it's still the charisma of a cereal box free toy, but credit where it's due - the soundtrack is nice and they did a great job in shuffling the artstyle up into representing illustrative 3D. Not losing my nut over this but it's nice to see some sparks of personality rattling around behind mario's shark eyes.

Much to my surprise, RayForce ended up being my favourite in this lil trilogy. For as much as the latter two entries gorge themselves on the L8 90's wireframe & jungle aesthetiq I typically love, I was utterly spellbound by the mastery in the pin puppetry carried out in a continuous cruise through RayForce's parallaxed spritework. It's always so genuinely uplifting to me to see artistry completely show up technological advancement. never need to see a polygon again.

My only real exposure to Armored Core was this MAD I had somehow stumbled into back in 2011, so I honestly couldn’t say that I fully knew what this series was about (aside from laser lightshows and missile contrail carnivals) until I finally gave AC6 a shot.
Game good! With courteous thanks to how easy it is to fall into builds that turn enemies into drywall it kind of eliminated all concerns I had about spending more time diagnosing my mech in the equipment menu than actually playing the game. Moreover, the straight-from-the-tap gameplay delivery system of a farcking mission select screen, it’s so lean and mean in a way I had long since given up on the idea of FromSoft ever going for.

In all honesty more than anything I just think this game is beautiful. Such a fully-fledged and well-rounded exploration of what “mech” means. You have your piloted robots run the gamut from sleek and amphibian Metal Gear RAYs, to cubic mili-utilitarian Mechwarriors, to plastic-looking Small Soldiers. There’s an impressive devotion to building a sense of historicity and design ethos for each of the factions and corporations.
I love the sheer depth, detail and scale put into the environs. There is a relatively understated mission where you go down into a mine and it had me gawking at the set dressing for nearly half an hour, just this absolutely painstakingly realised devotion to depicting ‘Industry x1000’. One thing that always gets me is these overhanging industry locales, like an impossibly large train junction hanging precariously miles above the ground, city-wide of tracks landing on the factories below and standing bolt upright. The smell of lead paint absolutely fucking HUMS off this game man. With little human-sized walkways and doors and staircases peppering the landscape for good measure the illusion of scale is thoroughly sold to me. Incredibly illustrative quality to this game. Just gushing with calamitous industrial might, a world suffocating itself in an iron eggshell. Architecture that commands tone and mood. It's cooler than the mechs themselves.
also holy shit allmind‼️‼️‼️

Scratching the back walls of my brain stem trying to prove myself wrong here but I genuinely think this is the first game I actually purchased all year lmao. Sometimes something goes terribly wrong in the lab and what should have really just been a webtoon or something mutates into a game you have to purchase on steampowered dot com. I'll take the fall here I guess, I honestly just squinted and spun around in my desk chair until I thought I was playing DokeV my beloved.
Dreams is Basically Splatoon but worse by every conceivable measure by orders of magnitude it's honestly impressive that they had the fucking nerve in the first place. The way the ink mechanic is replaced with TF2 sprays you just thinly lather the map with like a thin layer of jam on toast. The way I am CONVINCED some of these art assets are AI-generated-but-don't-quote-me-on-that. I think it'll be a hit honestly. Fifty squazillion players. Watch this space. Screenshot this review and show it to me ten years from now and tell me I was wrong.

Beneath a fading silver sky, I found myself locked in a timeless dance of catch with a stranger.

Good +30

Our hands connected across the expansive field through the shared rhythm of a baseball's flight, while our hearts bridged the chasm of anonymity with every gentle toss.

Good +30

Amidst the soft thud of the catch, we listened heartfully to stories that spilled like fragments of a soul's journey.

Normal +20

Each throw, a moment shared, a piece of the intricate mosaic of their life.

Perfect! +50

Despite some abso luxurious artwork and presentation here I'm left a little dry. One of the problems I keep running into w/ the princessmaker genre is in how little these games do to offer emergent expressions of lifegoal improv, i guess? Like once your child hits their middle age (13), you probably already have a ""build"" in mind, a desired outcome you're beelining to - in the form of hammering the same handfuls of classes or extracurricular activities to pump cold and unfeeling stats & numbers up. As funny as it is to have a scrunkly faildaughter, the game doesn't react to it in any holistic or meaningful way - lower stats means fewer doors open to you.
Granted, it's not a soulless spreadsheet simulator or anything - it really is a lavish production filled with events that trigger according to certain milestones being hit, the problem for me is in how much it rewards a straightforward and narrowminded grind rather than making tough decisions, reacting to your own daughters autonomy and wishes.
And there's little else to it, really - the cast here are a little charming and it's heartwarming to watch your lilbabie fill her boots in the vocation of your choice; but when the artifice falls out from under me i realise i've spent days clicking the same buttons, watching the same animations, hoping to increase my chances where I get an ending screen akin to whatever da hell I wanted my daughter's job to be. Full possibility my brain is not wired for this kind of game, I just wish it felt more like parenthood and less like EV training.

There's a spark in here that promises more than it delivers but I want to nourish & nurture it until the debt is paid.
It really is a few adjustments away from something I'd luvv, but Exoprimal finds itself utterly lost at sea in an attempt to copy the other Games As A Service bigboys. Progressing the story and blossoming the enemy pool alongside a predetermined amount of matchmakes sounds fine in theory, but it essentially means that it takes about thirty sessions before the game graces you with the challenge and variety it so desperately needs in the early half. Even with my saintly patience I considered dropping it at multiple points, which is kind of a shame, the later boss battles are great fun! With more of a focus on co-op boss battles and the large scale PvE encounters it fitfully teases u with, there'd be something here. With this being a fully-fledged Capcom lunch & dinner, I had hopes in the leadup to release that there would be some Lost Planet 2 DNA in here, but alas!!!! Gone are the days of densely curated linear mission structures, matchmake and pray the randomly choreographed instance permits you a good time. Your moneys no good here we only accept dinobux. Ultimately I think I'm being kinder than I should because Exoprimal fell out of gamepass and it's fun on the most baseline level of human experience to hold left click and watch hitboxes disappear.

I think the most gutting thing is knowing that it's a GaaS title with "Content Coming Soon" which I can very safely and sagely forecast just means "we didn't receive enough battle pass subscriptions for season 1, & have decided to terminate service before we even get the chance to add content that really lets the strengths of the gameplay shine".
Annoying that they came so close but I liked what it offers!!!

Felt like revisiting an old childhood fav standalone Source mod!
Nightmare House 2 is very clearly inspired by F.E.A.R. Not by the genre-redefining gunplay, mind you; but by the practically infamous aniemic horror segments it insists on hitting you with. You’d think setting to focus your game around those segments would be a downright disaster - nobody sees those parts of F.E.A.R. as its hard sell, but Nightmare House 2 kind of adopts this jovial haunted house ride approach. It is so densely packed with spectacle. Unique, snappy little sequences and spooky flourishes around practically every corner, finding new ways to disarm the player with scares that are oftentimes hilariously blunt, and occasionally wildly forward-thinking (for 2010) or subtle. All the while, never resorting to audio jumpscares! God I kind of love it. Granted, it’s never scary in the genuinely affecting sense, but I am utterly endeared by its desperately eager-to-please sensibility of packing the short runtime to the gills with as much as it can get away with while maintaining a decent sense of pace.
This could be some element of nostalgia talking here, but I really do think that the modern-day torrential downpouring of self-serious and utterly miserable horror indies that blast through the Itch/Steam pipeline could learn a thing or two from what Nightmare House 2 has going for it. It will make you laugh & it will make you laugh & it will make u think.

This review contains spoilers

Went in completely blind and I wouldn't wish not doing the same on my worst enema. A genuine technical marvel and a tremendous testament to the importance of atmosphere as the primary vehicle for horror. This is what games are about, folks.

Sincerely think the metatextual elements are handled crazy good here. The mod being sourced from a forum post that links to a Google Drive where an uninitiated player (me) can just accidentally download and play the wrong file is so fucking good as a disarming technique - one of many mindful off-putting flourishes that compound as the layers of the .wad reveal themselves. Even the approach to the starting line feels sloppy and homebrewed in a way you don't get on the Steam/Itch store. It's understandable for folk to be wary of any game that tries to build a mythos surrounding the playable executable, but the supplementary material here is so lean and evocative. You won't stop the doe-eyed youtubers from demystifying and theorizing shit into perfectly solvable mulch, but My House only wishes for a slightly transactional push+pull on your curiosity to find the clues for progression in the .txt.
At its absolute strongest when it isn't aping the liminal spaces cinematic universe wholesale. While it's pretty cute that the dev realised these areas in such a fully-fledged manner under such oppressive engine limitations, I can't help but wish I wasn't seeing the same ol' thing.
Ending made me choke up. Doggy........

Want to give the dev a big wet sloppy kiss for having the chutzpah to release a horror title without a fucking audio jumpscare. This man is not a coward.

Actually genuinely think this is incredible. Buying this completely blind, with all the DLC and gubbins was the sensation of having the most heavy game of all time airdropped directly onto me & flattening me like an Ed Edd n Eddy gag. Immediately evident in its years of careful tuning through content and quality of life updates on top of the sizeable season pass extra facilities and continents. Such a behemoth of moving parts would otherwise have felt mismatched, insurmountable and offputting were it not for the way these mechanics are eased and tutorialised through story context.
I had a session where I felt like building an airship for my fleet, and learned that I had to travel to the arctic, go on a perilous expedition to save a stranded soul, lost in the pale archipelago, carefully manage my campaign’s dwindling heat and health to best a gargantuan iceberg all to find a fucking Hydrogen vein I can transport halfway across the world. It keeps happening. I keep setting short term goals only for the floor to fall out from under me and suddenly I’m playing a completely different game. I’m terrified of what will happen to me if I open a restaurant for my capital.
Trust & believe in the sheer industrial might of Ubisoft Triple-A to cram a city builda to the gills with enough varied emergent content adorned by absolutely luscious sunkissed gouache presentation that I forget that I'm essentially doing admin. Tending to a blooming orchard of stacking intercontinental production lines, all the while receiving affectionate telegrams from a motherfucker actually named “Willie Wibblestock”. Entering first-person mode at key milestones in my nation’s development to see a downright adorable early 00’s PC game looking simulation of my beloved townsfolk livin their bestest lives I can afford them. It’s so nourishing yom yom 🥕🥦🌽💚💚💚😊.
feel the breeze on ur skin, it gives u +50% employee morale. feel the grass on ur bare feet - it has a City Attractiveness Bonus 🥰

'Pendulum Hold Your Colour Full Album Free Download [MP3 HQ]' changed their name to 'Windows XP Serial Number 034634-262024-171505-828316'

'Windows XP Serial Number 034634-262024-171505-828316' says: WwwwWwwwwasdaasdsadwwasdwwwassd

'Windows XP Serial Number 034634-262024-171505-828316' triple-rebound beheaded player: 'HD Ricochet Motorola Wallpapers'

'HD Ricochet Motorola Wallpapers' left the server.

'John Ricochet' says: hhow do i i turn off auto Aim>??

'Windows XP Serial Number 034634-262024-171505-828316' left the server - Timed out due to a client-side error

'John Ricochet' wins! 1st place of 1 players. 0 total Points

'John Ricochet' says: how d