This review contains spoilers

I really don't mind many aspects of it - I find the co-dependence aspect interesting, main characters somewhat compelling, and art-style good (if looking a bit too much like someone consumed too much Hex Maniac hentai).

I wouldn't even mind the incest if it was written better! Don't get me wrong - obviously any decent person should be against this, but it's quite literally a game about a horrific relationship.

My main issue is the writing. It's just... edgy and pointless, and at times reads pretty much like a 2011-era tumblr, heterosexual BDSM post. I don't mind the subject matter at all - after all, it's intended as a horror game! - but the writing has times where it's phenomenally bad.

And it's a shame because, again, I don't mind the interpersonal drama aspects, I don't mind all the edgy, over-the-top murder and cannibalism, and the beginning's feeling of overwhelming impotence in the face of social murder is a very compelling setup.

Either way it was a couple hours i won't get back.

Stanley Parable but make it Yuri

FF12 meets Dune by way of the Pacific Front, with a healthy dose of late-Tsarist aesthetic.

In a game mixing strategy and side-scrolling shoot-em-up, you lead the last remnants of the once-grand Romani Empire's airship fleet on a desperate battle to regain control of the troubled Republic of Gerat - meeting with local allies, dodging Gathering strike fleets, taking Cities, and eventually making your way to Khiva.

To make your way there successfully, you have to take charge of a motley group of ships, beginning with the remnants of the Romani fleet and expanding with every local leader you meet or mercenary you hire. You may be The Empire, but you're on the back-foot here - if you stay in one place too long, you'll be reported and destroyed, and the threat of strike fleets hovers over you like a ghost.

You have countermeasures, though - through a sort-of minigame, you can decode communications. If you choose to use aircraft, and you're good at it, you can carpet-bomb strike fleets before they know who they're facing - cruise missiles are an option, too. You can go into the open desert, and see if you find anything there. Mostly, though, you'll be behind enemy territory, outgunned, outnumbered, and with little support.

Giving away most details of the plot would be spoilery, but i did quite enjoy the experience of winning over a motley crew to your side - done through a slightly-opaque card minigame, but everyone you can recruit tends to be a bit more interesting. I would have liked more "Fluff" events to flesh them out a bit more - give you more of a reason to care about them rather than the game telling you that you gotta. The one thing that knocks half a star off is that, pending future updates, the ending feels a bit unsatisfying.

The UI is immersive to a fault, and is wonderfully appointed in the bakelite dials and CRT screens of a Soviet cruiser. The ship design interface is fun, but I'd like if, for example, your designed ships showed up naturally. Updates have made most of the more visually confusing features toggles, so that aspect of many early reviews has been looked into.

For all those reasons above, the unique aesthetic, and the general feeling of being up at 2am, down 3 cruisers, and high-tailing it to Khiva as 3 strike groups tail you, I think Highfleet is one of my favorite games.

2016

I found this on our switch Thanksgiving of 2019 and played it out of boredom. It mostly felt like what would be a good gmod map with a story designed to hit all the beats of Game That Makes A Statement NGO praise.

After the abandonment of the project before this, the team chose to continue selling that and make a new one. In the 2 years that followed, R:O has seen a revolving door of staff and creators assigned to it, and focused far more on having new, shiny trains than any meaningful gameplay fixes, dedicated server support, and a less-headache-inducing UI. On the plus side, it's spawned a small genre of tycoon-simulators that very well may surpass it.


Derail Valley takes a different path than most train simulators in a couple ways. It's fully VR, which means you interact with every lever yourself if you choose to, and includes - as the name suggests - fun-to-play-with derailment physics.

DV's most important point-of-divergence is the setting and trains. Rather than try and painstakingly analyze and replicate a real area, DV is a genericized, but believable playground which could easily fit anywhere in Southern Europe. It being generic by no means indicates a lack of care - every detail in the map makes it obvious Altfuture meant it as a love letter to their native Serbia.

This extends to the trains. While most obviously take some inspiration - the DE2 from various small Czech shunters, the DE4 from German center-cab diesels, the DE6 from EMD's Export lineup, and the S060 being easily recognizable as a S100 0-6-0 Tank Engine, they aren't exactly 1:1 replications. However, this doesn't matter - every lovingly crafted spot of rust, dust, dirt, and wear on a given locomotive makes it as believable as anything in TSW.

Gameplay, for me, does occasionally get boring. It's mostly a loop of running trains to and from the various industries, and getting access to bigger locomotives and contracts that way. Some of it is convoluted, but most of it is pretty sensible. You also have to be careful not to derail or wreck your train - again, a main focal point of it, but not entirely unenjoyable if you fail.

The devs haven't really given any reason for us to believe they'll go back on their promises - and so, hopefully in a couple years DV will be extended with fully-fledged passenger service and electrification.

I'm sure there's some German that's really, really, really into this

2018

Malformed attempt at a teaching tool. Ended with a gigantic tailings valley, having abandoned desks filled with laws nobody could act on dumped in the depths, and eventually just giving up on the main goal and trying to make a Burgundian System-esque bunker to survive the meteor. I don't know what gripped me for those 2 weeks but it was not something of god.

It's important to remember this isn't a train simulator; it's a model train simulator - some finesse of other simulators is traded away, but what you get for it is a feeling of nostalgia and scale as you set up gigantic model train layouts.

Half a star because the building controls are clunky, but that's definitely going to be improved.

Not sure what to say about this. Part of the same group of 4th-wall-breaking meta-narratives that OFF, Undertale, and Deltarune could be considered part of, Oneshot lacks much in the way of a central conflict or antagonism. I'd say that works in it's favor - the sound design, OST, art, and borderline-absurdist world come together to make a beautiful picture book of a game.

2008

Undertale for hipsters, but also the Ur-Undertale. Phenomenal artstyle with a convoluted but interesting narrative and a soundtrack that is probably the one time Electro Swing has ever been able to be called cool. Also once you play it you can say you "Beat Off".

Substantially rewired my brain and made me a better person. Created with love in every regard, and a much deeper story politically than most "political" games have, all emphasized with the pornographic poverty of the locale the game takes place in - rendered, of course, in a downright lovely style.

Rating the end patches separately because most of them are, indeed, peak. The feeling of utter hopelessness as your allies are whisked away and the Garleans bear down, all the while with another phenomenal capstone dungeon where you tear through Garlean lines accompanied by various heroes you've met in your adventure thus far.

This review contains spoilers

I think a lot of story beats in the ARR patches get lost among the fluff and chaff. In the middle of some insanely annoying, irritating fetch quests you discover the body of a kid you had basically straightened out after he attempted a summoning way, way back in ARR, and this snowballs into a claustrophobic and uneasy few quests before the chaotic and infamous dining hall scene.

For me, it was one of the few genuinely worrying moments thus far in the game - And being ran out of Ul'dah by pitchforks was memorable.

This review contains spoilers

DDLC was adjacent to me because i came out as trans around the time it came out and i remember heaps of memes with like, sayori or something as a boymoder or such, but i never actually bothered with it until recently (i guess if you do a good-faith evaluation of the Incest Game nothing seems too much)

I don't think this is as bad as a lot of people have re-assessed it, but at the same time i'm not familiar enough with VNs as a genre to judge if it's like, trying to parody something without knowing it - i guess, for the time being, i can take it as face value, as opposed to particularly calling out the elements that are blindly striking at a medium Salvato is unaware of. i am a big sucker for character-vs-narrative, i.e pataphysics stories (scp-2747 is definitely my favorite)

on that note, i definitely liked Monika. she's objectively in a situation that'd probably drive a lot of people to similar measures, and at the end of the day when you do, eventually put her out of her misery it does end up feeling a lot more like dragging a dog out and shooting it

i wasn't a fan of the ultimate ending or whatever but i got the bad ending and can't really be assed to like, go through it again tho. i also think that like, sure, cute anime girls with like, blood and corruption or whatever was maybe a bit more new in 2017, but we've had 7 years of OMG Anime Girl But Its Dark And Edgy, meta-horror, whatnot so it kinda just made me crack up. i think if you stripped away a lot of the jumpscares or visual horror aspects you could get a much better story - after all, is opposing your creator not a solid theme to work on?

i would like to bring up something else - namely, expanding the "lore" or such in plus. to be frank, that sucks. something becoming self-aware through a minor mistake that tears a hole through their perception is a lot more compelling than... "blah blah, ai and shit". you could easily make a story about attempting to prove or disprove free will through ai or narratives or whatever and not cheapen the impact of the game by being like "blah its all an ai intentionally self aware, its just like glados and shit"

honestly, i think that you should probably try and play it (i mean, you literally have a free version), even if it's boorish or whatever