Bio
I'm still in a dream.
Personal Ratings
1★
5★

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Participated in the 2023 Game of the Year Event

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Favorite Games

Resident Evil
Resident Evil
The Elder Scrolls II: Daggerfall
The Elder Scrolls II: Daggerfall
Metal Gear Solid 3: Subsistence
Metal Gear Solid 3: Subsistence
Myst
Myst
Fallout 3
Fallout 3

1203

Total Games Played

032

Played in 2024

468

Games Backloggd


Recently Played See More

Call of Duty: Modern Warfare
Call of Duty: Modern Warfare

Apr 14

Amnesia: The Dark Descent
Amnesia: The Dark Descent

Apr 11

Soma
Soma

Apr 10

Overcooked! 2
Overcooked! 2

Apr 06

Disney Dreamlight Valley
Disney Dreamlight Valley

Apr 06

Recently Reviewed See More

This review contains spoilers

Loses a half star for station Alpha feeling underdeveloped given its build-up and climactic placement in the story. It’s taken me nearly a decade to get around to it but SOMA is undoubtedly Frictional Games’ highest artistic peak and a genre high point for sci-fi, horror and adventure games.

It’s a shame they only started experimenting with traditional survival horror guns and inventory management in last year’s Amnesia: The Bunker, which I consider a superior game mechanically and would argue virtually proved that being able to fight back makes horror games better. The same avoider gameplay they've been doing since Penumbra works fine here, but this story and setting combined with some of The Bunker’s mechanical cleverness would have instantly made it into my top 5.

Sublime indie platforming. Beautifully crunchy "Wind Waker if he PS1" aesthetics, excellent game feel and some ingeniously simple mechanics, with your main collectible also doubling as a permanent buff to your maneuverability. Movement and exploration are continually the method, the goal and the reward.

Also very pleasantly chill. There's enough moments to get the noggin' joggin' and minimum reused concepts keep it fresh, but the whole thing is framed with perpetually minimal stakes to keep it relaxed. Sure I may have felt the blood pressure kick in momentarily with that volleyball game and the boat challenge but they turned out to only require a couple tries each. Dudism's tenet of "take it easy, man" was evidently a design principle on here.

Only problem I found is that navigating the island as a whole, rather than a specific area of it, is a bit of a nightmare. The fixed yet continually rotating camera is mad disorienting. Though I'm not sure I'd change it as this also makes the game world feel far bigger than it really is and makes seamless areas feel more like distinct levels than you usually get in a 3D collecty platformer. That, and some of these characters (though the writing is unusually tolerable for this "whatever bro" indie vibe, even got a few laughs from me) are a bit overly verbose and the jump/fly button is also the talk button - many, many times I tried to move away from a character only to get locked into their entire life story. Also the absurd amount of fish needed for the fishing achievement, I wont chalk that up as a flaw but the all-consuming obsession game designers have with implementing fishing continues to mystify me.

I won't say it's too short but it's the first game in a while that I 100%'d and then wished there was more to do, after I'd finished I spent a while just flying around enjoying the feel of it. The more I think about it the harder it is to fault. Something like the platonic ideal of a game pass game, too, though I can see myself buying it just to support the dev further.

Achieves new heights in the field of synthesizing "boring enough to listen to podcasts" with "compelling enough to make you keep playing." Just one more box / room / house I say when it's already past midnight, and before I know it they've snuck in just enough plot and character to actually get me invested in a person I only know through the mutual contacts of a GameCube and a plushie collection. Plus anything that opts for a 2000s setting is a win to me.

Wish it was longer, though. There is more story than I expected but it ends rather abruptly at an arbitrary point in their life, or I suppose rather the only victorious/uplifting point while remaining toothlessly accessible. I expected to be here for the whole journey, the rise and the fall. Fair enough, it's a twee indie game, but when I think of a life story told through accumulated tchotchkes, the transient sentimental value of things destined for the landfill, 'happily ever after' is far enough away to almost feel disingenuous.

Still it's a nice time that delivered more substance than I expected, and I really ought to count my blessings that yet another indie game isn't trying to be 'That Dragon, Cancer' for once.