Infinite_Twelve
Bio
Resident taker of over a year to beat Yakuza 0.
Resident taker of over a year to beat Yakuza 0.
Badges
Pinged
Mentioned by another user
Busy Day
Journaled 5+ games in a single day
N00b
Played 100+ games
On Schedule
Journaled games once a day for a week straight
Roadtrip
Voted for at least 3 features on the roadmap
4 Years of Service
Being part of the Backloggd community for 4 years
Favorite Games
246
Total Games Played
027
Played in 2024
051
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It's cool to see the original inspiration for what would later become the gel segments of Portal 2, had no idea they came from a different game prior to playing this. It's really short, only 25 minutes to fully beat, but pretty good for what it is. The puzzles never get crazy interesting, but they show that this concept had potential, it makes sense why Valve saw interest in this idea. The green jump and the red speed gels work the best, with the blue stick gel being a bit janky, but when has a gravity shift mechanic ever not been, especially for a prototype like this. The aesthetics also serve the game pretty well. They're very simple but they look pleasing for the quality and fit the style of painting colors all over it. Overall, pretty great proof of concept.
The biggest critique here is obviously the voice acting and dialogue, Nigel just isn't a funny character, and the references to the actual Portal games only felt annoying to me, "for the people who are still alive," where have I heard that one before...
But, I do like the rest of the game. I do feel that a lot of the puzzles fall into the issue of not really feeling like puzzles but instead a series of events, there still were highlights though, Test Chamber 7 and Chapter 4's Chamber 8 were my favorite chambers. Seeing the older Portal maps, that were also seen in Portal 2, was disappointing for the game's length, but at least they took a different spin with them, since you no longer have a portal gun. So, it's not bad, it's just pretty underwhelming compared to the livelihood of Portal 2.
But, I do like the rest of the game. I do feel that a lot of the puzzles fall into the issue of not really feeling like puzzles but instead a series of events, there still were highlights though, Test Chamber 7 and Chapter 4's Chamber 8 were my favorite chambers. Seeing the older Portal maps, that were also seen in Portal 2, was disappointing for the game's length, but at least they took a different spin with them, since you no longer have a portal gun. So, it's not bad, it's just pretty underwhelming compared to the livelihood of Portal 2.
There isn't much for me to say about Celeste 64, which makes sense, after all it was made in a week(ish). I suppose a 3-star rating can be deceptive, because there isn't much to rate here, which isn't a bad thing. Celeste 64 isn't anything spectacular, but why would it need to be. It's a nice game, it has it's problems, and playing this did make me respect the leniency that the main Celeste has been crammed with, but those problems don't really matter. You're playing this to go back to Celeste Mountain for another time, and it was fun to do that. Most of the strawberries are enjoyable to collect and the dialogue is a nice bit of extra lore and character, so in the end, it succeeds. No reason for me to really recommend this, because if you've played Celeste, you'd know if you wanted to play this aswell.
I could say it's funny how this is my first review, but it does make sense. Celeste is my favorite game of all time, so of course I'd feel something toward and want to talk about anything that's apart of Celeste and the game did make me feel something.
I could say it's funny how this is my first review, but it does make sense. Celeste is my favorite game of all time, so of course I'd feel something toward and want to talk about anything that's apart of Celeste and the game did make me feel something.