559 reviews liked by Jackho


If I had my way, VR would be entirely remakes like this.

Reports of the mid-budget game’s death have been greatly exaggerated. They’re generally now something you have to more actively be on the lookout for, but there are still plenty of them with all the same hallmarks cynics’d have you believe we don’t get anymore – navigation by way of unique geographical landmarks as opposed to UI widgets, obtuse systems you only learn the inner workings of by throwing yourself into the deep end, visual design and mechanics strange enough to ward off the easily disoriented and more. Few games in recent memory exemplify it all better than this.

While that clip works a rough vertical slice of what you can expect from Clash’s combat, its little nuances aren’t immediately obvious at a glance. The way its blocking system works feels especially distinctive from other action games with parries, temporarily slowing down the enemy you block almost like a localised version of Witch Time, but key to the balance it strikes between complexity and accessibility is how it lets you cancel any light punch at any point into one of a special attack, jump or dodge. It’s a narrow but malleable core which enables a bunch of playstyles simultaneously; you can help speed along Zenozoik’s death by manipulating these mechanics to absolutely wombo combo its denizens, be less committal and whittle them down while dodging away and luring them into each other’s attacks, focus on filling Pseudo’s attack gauge to spend as much time in his superpowered first person mode as possible or take any number of other approaches. Chuck in unlockable combat styles you can find through exploration (complementing its revamped, Bloodborne-inspired level design) alongside some light moveset customisation and you’ve got the type of game you’ll be reloading saves before boss encounters just to replay them differently, this all being before you get into modifiers brought about by the Ritual.

This is essentially an in-universe dice game that you can challenge bosses to before the fisticuffs start, during which the pair of you offer up an artifact to either somehow alter the fighting area, debuff one’s opponent or introduce some other advantage to one’s side depending on who has the most dice remaining by the end. The effects can get pretty creative, thick fog rolling in and obscuring your vision in exchange for causing enemies to swing blindly at whatever’s nearby being a suitably chaotic standout, though my favourite has to be the paired Pact and Summon artifacts. Winning the Ritual with the former active lets you store the boss you’ve beaten as an ally which you can then summon to help you by upon winning a second game with the latter equipped – if you stack up enough of both, you can essentially turn an unusual beat ‘em up into an even more unusual version of Pokemon, pitting cannibalistic mushroom men against tripedal bright blue elk with faces growing out of their chests and all manner of other weird and wonderful mercenaries I’ve no idea how these guys’ concept artists dreamt up. It does sometimes feel tedious that there’s no way to forfeit the Ritual once you’ve challenged someone to it, but it’s a worthwhile exchange for the sheer variation it enables in combat encounters. It’s everything I mentioned in the first paragraph dialled up to 11, fostered by an almost totally optional minigame. How cool is that?

I’m already predisposed to love any fictional world conceptually bizarre enough to feature something like this as its sole governing law, but it helps that it’s got the art direction to match. It’s one thing to be able to point your camera anywhere in a game and have a new wallpaper on your hands, another entirely both to craft such a genuinely alien environment and render it consistently readable without anything resembling objective markers. It’s perplexion with a purpose: it’d have been much easier to just let the player’s map or some other immersion breaking visual cue do all the thinking for them, but instead, the environmental artists and modellers gave it their all and went the extra mile to make this nutcase’s fever dream a believable place you’re expected to organically learn the lay of. Their creativity even benefits the enemy design in a way – certain opponents not having a particularly big or varied moveset is offset at least a bit by how you can never really be sure how something as uncanny as a technicolour lion with the face of an elderly man (for example) is going to attack. It easily joins hands with Bayonetta Origins and Inkulinati on the podium of some of 2023’s most unique visual design, none of which received any industry recognition in this regard because why would those with large platforms ever try to raise awareness of anything actually interesting?

How or why any given game flies under the radar varies too much to pin it on a singular cause, it’s just a particular shame that it’s happened in this case because of the extent to which Clash is stuffed with things people commonly claim to want. It might sound like a hodgepodge of disparate ideas when you’re just reading about it, but to me there are clear throughlines connecting all of its esoteric mechanics, outlandish art, intimidatingly loopy level design and litany of music I can’t do justice to with words – a willingness to be different and respect for the player’s intelligence. You can only put so much stock into how a game’s number of plays correlates to its actual popularity on a site where Gravity Rush 2 has more than Starcraft and Minecraft has only about three times as many as a Yakuza game, but only managing double digits even in a place of relative enthusiasts wouldn’t seem to bode well for its prospects (or, at least, as well as something with these traits deserves).

That’s why I challenge you, whoever’s reading this, by the One Law: please take a chance on this game you may have missed. They don’t make them like this anymore, except when they do! And when they do, you’ll be reminded of how much we could still do with more games like it.

One of the best games, I ever played in my entire life.
IT SUCKS that there are no modern way to play it


Gimmicks that use various types of hardware are nothing new since the days of the Wii made that mainstream, but very few games use your camera outside of a home console for gameplay. While it's wholly gimmicky and can be played with a controller, the game uses your webcam to see your eyes blinking to determine when to change scenes in the game or interact with objects. Not often does the gimmick feel like it's influencing something important, but when it does it works well.

You play as a boy named Benjamin Brynn floating along the river of death in a boat with a wolf as a ferryman. He's to be taken to a being in a large tower whom he has to sell his life story so he can pass on and the ferryman can be paid. You start out as a child and you eventually learn your mother is an accountant and failed music composer and wants you to follow in her footsteps. Each scene is full of mostly black with just what you can remember being in view. Sometimes an eye will appear on objects for you to blink at and interact with. When a metronome appears you can blink and jump to the next scene or try to hold your eyes open and see the scene to the end. Most of the time I couldn't do it (it's very dry where I'm at here in the summer).

You slowly progress through the story only to find out that you need to retell the story correctly. I won't spoil anything as to how or why, but the only times the blinking gimmick felt right was when you had to close your eyes to focus on someone talking. With headphones on this is a great effect. The game does a great job detecting your eyes even in low light, and I was using a laptop webcam which isn't that great. There isn't much else to this game. It's an interactive adventure with interesting visuals. The whole game reminded me a lot of That Dragon, Cancer, but I can't connect to this game as much as it's shorter and at the time I was expecting my first child so that game hit home quite a bit. A big fear is your child being born with some sort of debilitating disease.

You'll most likely not really feel the game's impact until the last 20 minutes when things get really dark and sad. It didn't make me tear up, but it was really sad for sure. You can finish the game in about 90 minutes, but I did connect with the character to an extent, but not wholly. The scenes rush by too fast and you're meant to understand the moral of the story more than connect with the characters and get behind their motives and feelings. I feel a game like this misses the mark due to its short run time, but the gimmick would get tiring for more than 90 minutes.

Overall, Before Your Eyes is a charming game with a lot of heart and a fun gimmick that works well when it wants to. It's a very short game and doesn't let you really connect with the characters enough. It's forgettable in the end, and not as memorable as some other short adventure titles I've played in the past, but it's fun and worth a look.

Ah fuck, the onion cutting ninjas are back. Had to play it with MnK, I couldn't get my cam to work correctly with my glasses on. Too reflective, I guess. Still, it didn't affect the experience, so... ¯\(ツ)

★★★★ – Excellent ✅

This review contains spoilers

I debated posting something as personal and sentimental as this for a long time, but as someone who has lost a child this game hits me so unbelievably hard. In my time of severe grief and depression this game felt like a message from my son from beyond the grave thanking me for being his dad and ensuring me that his life had meaning and encouraged me to make sure I valued the life I still had. This piece of true art, along with outer wilds, have helped me more than words can describe. Miss you buddy.

Mostly terrifying to see the limited scope of our memories represented as a mere handful of murky minutes plucked from the oceans of our time on this planet.

God this is so well done. The concept and execution are just pitch perfect.

You can bet your ass I cried

In a lot of ways, pretty much the opposite of Unpacking. One remembered life through the spaces lived in, taking all the time in the world to place and contemplate the smallest details to a pixel level. Before Your Eyes looks at life as moments, not completely defined even, just extracts surrounded in a black fog. Segments that the more you try to concentrate on not losing sight of the quicker they get lost. If Unpacking tried to tell that the personal was defined through the planned detail that decorated life on a general level at a time, Before Your Eyes defines personal as the particular moments that, for any reason, stayed with you, and how your gaze navigated them. The implication of life against showing the people who were there. The isometric all-mighty observer versus the first person who cannot do anything but blink and move forward. Future decisions being a yearn, and yet they seem insignificant when appreciating the road traveled.

A philosophical story about the transience of life and the importance of the current moment, not the only work with such meaning, but perhaps the best. Direction is very good.
+ Unique gameplay. Here you need to play with your blinking! (You will need a webcam) And it's just plain cool, it won't be boring, something new is always interesting. Yes, sometimes the webcam gets lost and reads the blink even when you are not moving, and it can piss you off a couple of times, so try to complete the game in one run without moving too much)
A small minus is only that the story is not entirely clear, and the music is quite average. Like the visual, by the way, it is good, but nothing special.

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