LinusMxx
2001
Unnervingly profound experience. A heartbreaking nightmare that explores some Freudian themes of guilt and sexual repression. It induces fear and sorrow at the same time, with multiple layers open for analysis and each character possessing their own depth. Among the three main endings, I ended up with the most depressing one (In Water), and I hated it. Mary's voice over at the end still gave me the chills. Interestingly, the "Born from a Wish" DLC even enhances the game's themes, which makes the quality tenfold.
2010
A metaphorical representation of childhood abandonment -- like being trapped in a state of limbo. The absence of love engulfs us with profound sadness and the only thing we can do is to venture forth to search for it. However, where can we find a love that is genuine? For we are only mere children embarking in a real world that's full of evil and danger. However, this further compels us to confront and conquer what lies ahead, even though life is a constant motion of trial-and-error experience. Our own thinking and actions become our sole companions because frankly, there is no one to guide and help us.
Despite the anticlimactic ending, "Limbo" is still a great game with its challenging gameplay and atmospheric black-and-white visuals.
Despite the anticlimactic ending, "Limbo" is still a great game with its challenging gameplay and atmospheric black-and-white visuals.
1999
2020
2011
2007
2015
2021
This review contains spoilers
I have a confession to make…
I really wanted to love this game. On paper, this should be my shit: fourth-wall breaks, meta-commentary on player’s agency, existentialism, claustrophobic setting, and lots and lots of dark humor. However, certain things went wrong and ultimately distracted me from experiencing this game to its full potential.
Number one: I was under the impression that the game’s updated re-release version would be a great place for me to start. Silly me, I didn’t even research or ask some opinions on whether or not this is a good idea. Some endings made me feel left out because they referenced things that were once part of the original game (ex. the “bottom of the mind room control” ending and how there’s supposed to be a glitch there). That's fine, I guess. But, as soon as I unlocked and played the new content level, part of me regretted that I even touched this version first because most of its humor relied heavily on your original game experience. Though to be fair, I did play it first because the ultra-deluxe lets you experience it before you unlock the new content level, but going from there to here was honestly a jarring experience.
Number two, I used a guide (stupid me, I know. this was completely my fault because I wanted to know if I missed out on some paths) so that took away the fun since, after all, this game is about the nature of choice and predestination.
Also, I heard they changed the “Games'' ending in this version. The original game featured Minecraft and Portal, while they changed here into Firewatch and Rocket League, which was a bummer because the original game’s ending sounds more exciting.
Ultimately, this was fun until it eventually bored me out after an hour. Still funny though.
Favorite (Non-Bucket) Ending: Not Stanley
Favorite (Bucket) Ending: Confusion
New Content Ending: Skip Button
I really wanted to love this game. On paper, this should be my shit: fourth-wall breaks, meta-commentary on player’s agency, existentialism, claustrophobic setting, and lots and lots of dark humor. However, certain things went wrong and ultimately distracted me from experiencing this game to its full potential.
Number one: I was under the impression that the game’s updated re-release version would be a great place for me to start. Silly me, I didn’t even research or ask some opinions on whether or not this is a good idea. Some endings made me feel left out because they referenced things that were once part of the original game (ex. the “bottom of the mind room control” ending and how there’s supposed to be a glitch there). That's fine, I guess. But, as soon as I unlocked and played the new content level, part of me regretted that I even touched this version first because most of its humor relied heavily on your original game experience. Though to be fair, I did play it first because the ultra-deluxe lets you experience it before you unlock the new content level, but going from there to here was honestly a jarring experience.
Number two, I used a guide (stupid me, I know. this was completely my fault because I wanted to know if I missed out on some paths) so that took away the fun since, after all, this game is about the nature of choice and predestination.
Also, I heard they changed the “Games'' ending in this version. The original game featured Minecraft and Portal, while they changed here into Firewatch and Rocket League, which was a bummer because the original game’s ending sounds more exciting.
Ultimately, this was fun until it eventually bored me out after an hour. Still funny though.
Favorite (Non-Bucket) Ending: Not Stanley
Favorite (Bucket) Ending: Confusion
New Content Ending: Skip Button
2007
I love how this game quickly immerses you in its gameplay. Without any unnecessary setup, you're immediately thrown into the world of puzzle solving and action. There's little to no guide or hand-holding to help you along the way. You must make use of the controls you're given to solve the puzzles and progress through the game. The puzzles can be challenging and frustrating at times, but the feeling of satisfaction you get when you finally figure out a particularly difficult puzzle is undeniable.
The game's plot isn't explicitly laid out for you too, but still, you can feel that there's something mysterious and sinister happening behind it. As you progress through the game, you begin to piece together the hidden agenda that's at play. When the plot is finally revealed, and the truths that were once hidden are brought to light, it makes the game even more exciting and satisfying.
Finally, it's impossible to talk about this game without mentioning the iconic performance by Ellen McLain as GLaDOS. Her portrayal of the character is nothing short of legendary, and her voice acting adds an extra layer of personality and depth to the already rich world of the game.
The game's plot isn't explicitly laid out for you too, but still, you can feel that there's something mysterious and sinister happening behind it. As you progress through the game, you begin to piece together the hidden agenda that's at play. When the plot is finally revealed, and the truths that were once hidden are brought to light, it makes the game even more exciting and satisfying.
Finally, it's impossible to talk about this game without mentioning the iconic performance by Ellen McLain as GLaDOS. Her portrayal of the character is nothing short of legendary, and her voice acting adds an extra layer of personality and depth to the already rich world of the game.
2011
I went into this game with high hopes of being deeply moved, and in that regard, it certainly delivered. However, there were certain aspects of the game that left me somewhat underwhelmed.
Let's start with the dialogue. I understand that putting quirky humor into a heavy narrative can be effective, but in this case, the writing often felt forced and cringe-worthy. It seemed like they were trying too hard to insert humor into every situation, resulting in unnatural and contrived dialogue.
Moving on to the gameplay, or rather, the lack thereof. The game offers only one puzzle to solve throughout its entirety that it starts to feel repetitive. It felt like going through the motions without any genuine engagement or challenge. Additionally, the introduction of gameplay mechanics towards the end felt awkwardly implemented and didn't blend well with the rest of the experience.
Now, about the ending... Initially, it felt romantic and heartwarming, evoking the emotional response I had hoped for. However, upon further reflection, it left me with a bitter aftertaste. The more I contemplated it, the more I found it disturbing. It's one of those situations where the initial impact masks deeper implications that honestly left me feeling uneasy.
That being said, To The Moon does have its strengths. The storytelling is incredibly poignant, and the exploration of themes such as regret and the human condition is truly moving. I did shed a tear or two while playing. However, when considering the overall package, the flaws I mentioned earlier cannot be overlooked.
Let's start with the dialogue. I understand that putting quirky humor into a heavy narrative can be effective, but in this case, the writing often felt forced and cringe-worthy. It seemed like they were trying too hard to insert humor into every situation, resulting in unnatural and contrived dialogue.
Moving on to the gameplay, or rather, the lack thereof. The game offers only one puzzle to solve throughout its entirety that it starts to feel repetitive. It felt like going through the motions without any genuine engagement or challenge. Additionally, the introduction of gameplay mechanics towards the end felt awkwardly implemented and didn't blend well with the rest of the experience.
Now, about the ending... Initially, it felt romantic and heartwarming, evoking the emotional response I had hoped for. However, upon further reflection, it left me with a bitter aftertaste. The more I contemplated it, the more I found it disturbing. It's one of those situations where the initial impact masks deeper implications that honestly left me feeling uneasy.
That being said, To The Moon does have its strengths. The storytelling is incredibly poignant, and the exploration of themes such as regret and the human condition is truly moving. I did shed a tear or two while playing. However, when considering the overall package, the flaws I mentioned earlier cannot be overlooked.
2015
2022
"omg try this new game we made. you literally play a cat!"
that's cool! can't wait to run and roam around the streets and mess with the people passing by!
"yeah... except we don't have humans in this game. it's apocalyptic so we only have robots... oh, and aliens!
uhh... okay??? still, can't wait to play it and run around and jump on things!
"oh no you don't have that kind of freedom. we control what you can or can't do throughout the game."
what do you mean? like I can't easily jump on things?
"exactly"
that's cool! can't wait to run and roam around the streets and mess with the people passing by!
"yeah... except we don't have humans in this game. it's apocalyptic so we only have robots... oh, and aliens!
uhh... okay??? still, can't wait to play it and run around and jump on things!
"oh no you don't have that kind of freedom. we control what you can or can't do throughout the game."
what do you mean? like I can't easily jump on things?
"exactly"
An unsettling bait-and-switch experience that deconstructs the tropes of visual dating sims and its disregard for women's agency, albeit on a surface level that is. It also tried to be critical of the players behind this medium, which I think was brilliant. While it did hammer its point home by exploiting the mental illness of its characters and turning it into cheap shock value, it's still an unbelievably messed-up ride.
There's this one scene in here where a certain character mentioned my real-life full name and I was freaked out for a minute or two! That's gotta be one of the most terrifying video game experiences I've ever had.
There's this one scene in here where a certain character mentioned my real-life full name and I was freaked out for a minute or two! That's gotta be one of the most terrifying video game experiences I've ever had.