9 reviews liked by FiredNeutral


Chicory's melancholic unraveling was nothing but an emotional walk for me. It has such a real captivating idea of stress, anxiety, and unease. Despite being a very clearly inviting cozier work to get yourself into, it's all about bringing those anxious dizzy and frictional creative thoughts to life. In a world full of conversations and pieces on the "artist's experience", this is most certainly one that paints a very personal and graceful stroke of the brush on it.

And I just... love it. All of it. I love that every screen is an encouraging attempt for you to color the place however you like, but you are never judged for leaving it how it is. Every earnest effort is given praise and a warm hug, and home and support are always a call away. Even if you choose not to, you'll find support yourself as you journey. I love how the 'trials' are just little things, small but poignant lessons that help you find your center. I felt teary-eyed at all times during the last four chapters, just building up to capturing that feeling inside, that urge and real sense of want.

I also adore its setting, this lightly fanciful but towny vibe, people of all colors of life simply living and looking up to you as you go. A lot of them are soft and charming, but I enjoy the rare but notable pointed characters you come across too. I especially like how they all seem to be dealing with their own baggage and your color helps them work through the day too. Even when Chicory is at its most twee and hilariously cute, it never ever feels like you left that light permeating sadness that you'll have to deal with by journey's end.

Come join us in making a painting about life.

Animal Well really is a thing you need to experience with a controller in your hands and full focus because it is a living, breathing art piece that sucked me in. I bought this game 5 hours ago and I haven't put it down since. The way everything animated is like drinking cool water on a hot night. Refreshing.

Seeing the previews of this game, I thought "ok big youtuber videogamedunkey is firmly in his 30's and wants to expand beyond making shitposts and make money by becoming an indie publisher". I wasn't moved at all by any of the promotion for Animal Well. I am bored to DEATH of 2D platformers and this game only teased a pleasant art style which is not enough to make me care. Most 2D games all mostly play the same. I'm sleep.

Thing is I got 24.68 on my Steam Wallet, so why not give it a try.

It is a Metroidvania logic puzzler. There are no tutorials in Animal Well. You are left as to guess how you progress forward. It's not Baba is You go FUCK yourself hard. It is quite simple and natural gameplay that leads to bigger and bigger "ah-HA!" moments. The kind where you feel dumb and smart. Smumb. Darmbt. I felt like I was one of those things.

The gameplay mixed with the environments and ambient music just clicked with me hard. I was 45 minutes into the game after being cynical about the whole thing and my brain just snapped after a certain puzzle solution and I realized this game has a hidden power level of cleverness. It is so meticulously well thought out. It's not trying to reinvent the wheel. It just was catered for you to have a good time.

I recommend this game for everyone. I've been in a gaming slump where no new game releases has really excited me, but Animal Well is the game that pulled my brain out of that fog. Not saying it will do the same for you, but if you give it a shot, it just might.

It ain't as good as Hollow Knight, but this is right under that (so far) as a jaw dropping 2D game with content that keeps upping the ante in amazement.

Jamal Dunkey picked a banger to kick off his publishing venture.

In Stars and Time feels like when a director takes their short film they made for school and decides to film additional scenes to turn it into a full feature, ruining it because its really just stretching out an idea that worked well as something brief.

Not that I particularly buy into the idea of a so called "unbiased" review but if you are looking for the perspective of someone who simply stumbled across the game and purchased it on a whim, this account most definitely will not be it. Back in 2021 I played a short game called Start Again, Start Again, Start Again : A prologue and fell in love with it. It was short and sweet, set up a very neat idea of an adventurer stuck in a groundhog day esque timeloop in the final dungeon of an RPG. Its concept was novel, its implementation for the most part smart, the characters were compelling, the LGBT rep was cool and obvious sequel hook aside, I think it worked well as a self contained story.

I liked it so much in fact, that I wrote a walkthrough for it, because none existed at the time I wrote it. It was an interesting experience, and made me respect every guide writer whos services I had benefitted from all these years. I did get a bit sick of the game by the end of it, having had to play essentially the same sequence about 6 times or so to write the guide. How naïve I was, If I thought that that was an overlong amount of runs for the game, but I'm getting ahead of myself.

I loved the game so much in fact it was one of my first reviews on this very site and I even evangelized for it, getting my friend @MagneticBurn to play it and if my delusional ego can take the wheel for a second, I think I might have gotten the ball rolling on the site and now the page for the game is a lot more full of activity, and maybe even some of my mutuals' wishlisting/backlogging of ISAT? or Maybe not, but either way I was anticipating ISAT for a while now. I have definitely learned why I prefer to not do such a thing usually, and just let games drop on me without fanfare or hype of any kind. I think that was part of why I soured on ISAT.

If you have not played Start Again : A Prologue and are wondering if you need to play it to understand In Stars and Time, not only do you not, I would recommend that you do not play it if you are planning to play ISAT. A more appropriate name in hindsight would be Start Again : A Prototype because in the 17 hours I have played of ISAT the first 10 or so played out like a streeeeeeeeeeeeeeeeetched out version of STAT:AP.

Sweet fucking merciful mother of mary, this game is way way way way way way way way way way too long for what it is. STAT:P was not a perfect game by any means but none of its flaws had a chance to become glaring in its short snappy package. The not particularly engaging combat? Whatever, the game was 4 hours long. The repetition of dialogue? 4 Hours Long. The writing not always landing the way it probably was intended to? 4Hours.

Its not as if ISAT is JUST STAT:P but stretched, there are some new bits of course, character moments, concepts, a whole ass hub town kinda. In short, it's a game which has expanded upon its original prototype to give a more complete experience, and oh how I wish I could appreciate it but I simply cannot. Clearly the developer has accrued a bunch of experience and the general production value has increased at least twofold, but its all in service of an idea which simply cannot support such an expansion. Its like building an airliner using toothpicks, impressive certainly but you'll have to forgive me for not wanting to get on it.

As much as the new interactions and character quests and all that are nice and well done, most of the game is in service to an appropriately named gameplay loop which is simply beyond tedious after a while. I don't even really want to discuss the mechanics at length but in short, like most timeloop games you will be going through the same areas over and over and over again. Somewhat ameliorated through the use of mechanics to skip forward and not have to redo the whole dungeon all over again, but still the game is not deep or interesting enough to make the repetition not grating. Especially when it seems to begrudge you at times for taking the skip dialogue options it keeps giving you. And that, in short is the issue I have. After 16 hours of the same thing over and over and not ending and not concluding and 3 million ways of saying the same thing I just want the goddamned game to end. And here's the thing, I'm sure at some point I am going to get the "that was the point!" from someone and admittedly I have not finished the game, but I reject this notion.

Spoiler Warning I suppose.

The whole thing in STAT:P which extends to ISAT is the absolute misery that Sif feels at having to relive the same day over and over again and their friends not even being aware of it, having to pretend to feel fine about it and not let them catch on to his existential nightmare. One could argue then, that the overlong nature of ISAT is meant to serve this, through putting the player through a similar experience. I reject this for 2 reasons: 1 in STAT:P a similar thing is achieved much more succintly, just because I agree to something being necessary does not mean you should not show restraint in how its implemented; and the other being that even if it was this point would not be worth making the game an unmerciful slog. Even the points which clearly are meant to at least be compelling on a first time around like the character quests and whatnot were so dampened by having to trudge through a million loops to get there that I didn't even really connect to their emotional cores much.

Anyways, the breaking point for me was getting to Act 4 after what feels like an eternity, trying to look up in the dev's own discord server the next steps in lieu of a walkthrough which does not currently exist (and Im definitely NOT going to be the one writing it this time) and seeing "act 6 spoilers" and my heart sank. NO, I'm sorry but get fucked. I will look up the ending on youtube whenever someone uploads a walkthrough, I am done. And I feel sad about it, I had looked forward to this game, I thought I would at the very least sort of like it. Clearly it has had a positive reception and I wish I could join the positive consensus but this game makes me miserable.

They’ve got the sauce!

It’s not enough of the sauce, and it takes a little while before they actually start doling the sauce out, but by God, they’ve got the sauce! Undertale Yellow actually gets it, and what a triumph that is. It manages to avoid a lot of the pitfalls which plague fangames and have resulted in them getting such a broadly negative perception as being lesser forms of media, and it does so with an impressive amount of finesse. There are more than a couple of misfires here, and it can’t manage to be something that meets nor succeeds the original Undertale, but they’ve got the sauce. It’s a very big swing to take, and just about as big a hit.

What I appreciate most about Undertale Yellow is the sheer amount of restraint that the developers showcase. You only see Toriel for a grand total of about two minutes before she’s out of the game for good, and Mettaton, Alphys, and Asgore are mentioned a few times; apart from that, the only returning character who actually sticks around for most of the runtime is Flowey, and he acts differently enough that a large part of the narrative is trying to figure out what angle he’s playing at. There’s no Sans. He doesn’t even get namedropped! What? Can you imagine releasing an Undertale fangame and not bringing up Sans? When I got to the Snowdin Town bridge and released that Sans wasn’t going to show his face, I got pumped. It’s brave. A group far less confident in themselves would have just made this a second lap through the extant Underground, going on a little adventure to essentially experience Undertale all over again in a world where you could just play Undertale again if that was what you wanted to do.

The first impressions when the game starts branching off of Undertale aren’t especially strong. The first original NPC that you meet in the Ruins — Darv or Darm or Darl, whatever his name is — very much looks like someone’s Adventure Time self-insert that they drew to be Marceline the Vampire Queen’s boyfriend. Picture me retching as I type this. His character isn’t particularly good, mostly just muttering about some betrayal from long past and talking about how he wants to be left alone, and the game seems to agree with me in this respect; he drops off the face of the earth for the remainder of the runtime, only showing up again at the very end to make sure that the player hasn’t forgotten about him. The other new characters are significantly better: Martlet is a strong and obvious standout among the rest of the cast, North Star and his posse aren’t as consistent in their designs nor personalities but are still good, and Ceroba seems a lot like someone’s fursona but not in an especially bad way. I ended up liking more of the principle cast than I didn’t, so they’re definitely doing something right on the design and writing front.

The average enemy encounter is fine; there’s nothing especially interesting about most of them, though some do offer a couple of interesting gimmicks. Making the “floor slippery” so that the soul glides around or the music enemies blasting you with waveforms that you need to dodge are cute. Most of the boss fights don’t offer anything especially interesting, though. While Pacifist Ceroba does manage to get a few interesting gimmicks going in the form of giving the player the Big Shot, the overwhelming majority of the boss fights are just clicking Spare over and over and over again; your ACT commands often do nothing besides give the same line of flavor text every time you select them, which is a fairly boring way to handle these big encounters. I found the Guardener to be the best fight simply because it required you to hack away at vines blocking your options which then led into an ACT chain, giving you some freedom in the form of selecting which of your options you want to be available to you first. El Bailador is fine, turning the game into a rhythm section for a few minutes, but it doesn’t do much for me. So many of these fights are just about dodging bullets and slamming Mercy over and over again, and that’s never really been the draw of Undertale.

Similarly ranging from alright to forgettable are the music tracks. There’s nothing truly offensive here, and there are a couple that I like, but it's important for us to remember that Toby Fox was a composer long before he was a game designer. I can still hum the melodies to just about every track from Undertale, but I don’t think I could do the same for a single song from Undertale Yellow — at least, not from the ones that don’t lift one of Toby’s leitmotifs. While I do admire the developers’ willingness to get out from under the Undertale narrative trappings of returning characters walking in like sitcom guest stars for the audience to whoop and applaud to, I can’t extend the same praise to their composing. Ceroba’s fight plays a remix of Hopes and Dreams that the game absolutely hasn’t earned, and it took me right out of a battle that I was digging up until then. There are quite a few instances of obvious musical recycling in places where they don’t belong, and the songs that are wholly original don’t interest me much. They're far from anything terrible, but they feel a bit lazy in a game where there isn’t much else that does.

Undertale Yellow is ultimately a good fangame, and that is perhaps deserving of more celebration than anything else. It is very clearly made by a team of passionate and creative people, and I don’t think that their time spent on this would have been better spent on an original IP, instead. With that said, I would prefer for the next thing that this team releases to be something entirely of their own design; with all of the eyes that they’ve got on them now, I’m sure they’ve cultivated an audience that would be glad to see more.

And the sprites look too good. It’s all wrong. Part of the appeal of Undertale is that it looks like hot shit.

A famous bit of pop-history is that one in twelve men in Asia are direct descendants of Genghis Khan. Similarly, one in three indie games are direct descendants of Earthbound.

Ten minutes of playing Earthbound will give you more insight into the state of internet humor over the past two decades than you could ever hope to learn in a hundred hours of going down rabbit holes on your own. At first I was shocked at how "online" a lot of the game felt, but I realized that I was looking at it backwards; Earthbound isn't online, online is Earthbound. It's become a meme to mock a lot of games in the indie space for being "the quirky RPG influenced by Earthbound", but these roots run far deeper than that. Earthbound isn't just relevant to games like Undertale, or LISA, or OMORI, but rather to everything and everyone that's come out of Starmen.net since 1999. You can follow this thread of logic to some dark places, such as the statement that Homestuck was inspired by Earthbound. Rage against this if you wish, but know that you can never truly hope to deny it.

Since the game is nearly thirty years old at this point, a lot of the people who haven't grown up with games like Earthbound have only ever been exposed to what's come in its wake. Undertale is an especially obvious example — I'd call it an absolute shameless ripoff if it didn't explicitly improve on everything I didn't like in Earthbound — and that's what a lot of younger people have latched onto. All of this to say that Earthbound's progeny are already out there being fruitful and multiplying, spreading their influence further and further across the reaches of generations of fresh blood in gaming. Undertale has been around and been important for long enough that aspiring developers are now taking influence from it, and not Earthbound. This is not an inherently good or bad thing, but it's interesting to think about how many layers deep we've gotten, and how easily you can trace all of these new games back to their singular forefather. Or foreMOTHER, I suppose.

Ultimately, though, Earthbound is still a game that has to be played to be completed, and a lot of the gameplay mechanics here are the weakest part of the experience. All of the influential writing and excellent tracks tend to temporarily vanish into thin air as soon as you're put into a bland, boring dungeon bereft of NPCs, which the game likes to do a lot. Each of these little underground spaces has a rotation of about three palette-swapped enemies tops, loop through one of scant few possible dungeon songs, and are huge mazes for what feels like no reason other than to pad runtime when you run into a dead end. The several hours of playtime from when you walk into the desert to when you enter Summers for the first time are a massive, massive slog of slow backtracking and fetch quests, and there's not enough meat on the writing bone to make it go down any easier. Thankfully, nothing else ever feels like as much of a grind as that, but it's a ridiculously long sequence that dragged my whole experience down.

There's still more than enough here to love. A lot of set pieces are written incredibly well, whether they're funny, moving, or fucked up, and it's an experience that a lot of modern titles inspired by it have yet to fully replicate. There's a lot of fat that I wish could have been trimmed off, but this game was the first to do a lot of what's done here. Some growing pains are understandable, and could even be excused.

Earthbound is a unique game, and maybe that's all anything needs to be.

pretty based game. Heavily influenced by hotline miami but not so much that it's a clone. Good story, excited for DLC. Enough content to be worth the price.

Noita

2020

this game hard as shit but it's worth it because its possibly the most based game of all time