Person who's only played one mystery VN (zero escape) playing a second VN : "Getting a lot of Zero Escape vibes from this". Obviously I'm being facetious but seriously, especially towards the end there is a lot of overlap between this and the plot of 999. Which is not a problem of course, 999 is one of my favourite games of all time.

Anyways I'm doing this thing where Im trying to play more games made in China and Taiwan/Taipei(whatever you think of that whole situation IDC) and whilst I'm getting around emulating old RPGs I decided to check this adventure game out. Its mostly good, the translation leaves a lot to be desired, which I'm sure will become a common thing in my quest to play chinese games without knowing Mandarin.

I'm not the biggest fan of having very transparent branching especially in mystery games. Zero Escape gets away with it because the branching is clearly signposted and diegetic but it does slightly take me out of it when I read "You can't say this thing cause you dont have enough trust points with character X, locking you out of this route".

The intention seems to be for the short (6 hours is sort of short for this type of thing I think) runtime to be ameliorated through multiple endings with tons of different relationships to keep track of and, weirdly how many of the extra Professor Layton Esque puzzle boxes you can complete by picking up optional pieces of inventory during investigation sequences? Unfortunately I cannot really be bothered and moreover there are no english walkthroughs online that I have seen so It would be an uphill struggle.

I do get a slightly sour taste in my mouth cause the ending I got was shit. Which is probably to taunt me into replaying and being a completionist and whatnot but it doesn't really work like that, game. Oh well, maybe another time

This is the first shmup I've finished. It was cool if stressful, but getting out of your comfort zone once in a while is good. I will also take this opportunity to apologize to Jenny for any joke I ever cracked at her save scumming, cause dear god is it necessary in these games. It was also a funny meme to play this game on account of my name so IDK I guess that's all I have to say

It's always awkward starting with a studio/artist's later work and working your way back, as you can't help but see the progress made in its inverse. That is pretty much my summary of it, its like Svoboda 1945 but not as good, it feels weirdly harder? There wasn't much challenge to Svoboda but this definitely makes you pay attention and somewhat annoyingly it feels like some minigames have to be replayed in order to get the coins to be able to re do interviews.

The main thing is: Attentat 1942 is a mixed media FMV adventure game centering the Assassination of Reynhart Heydrich and generally WW2 era Czechia and The Holocaust. Its not as focused as Svoboda, instead of the plot device of the school and being a government worker evaluating the historical significance of a school building. Here its just sort of "Your grandpa is sick, investigate his past because reasons". Its still enjoyable and somber and informative and all that so it gets a recommendation from me

I was really hoping to enjoy this. In theory it sounded pretty cool, a cyberpunk delivery game that would use the framework to explore the moral grayness and themes of the setting through driving around delivering packages to people.

Now, that is still a fairly good description of what the game is at a surface level and in all honesty I could see others enjoying it more than I did. The main issue is twofold. One is that gameplay is not particularly deep, this in itself is fine. Driving doesnt require much finesse or speed, the time limits are generous and any damage done by bumping into stuff is swiftly repaired with basically no cost other than a tiny fine.

There is also a lot of just parking and then walking to your destination that can get tiresome at times. There are collectibles about that serve some sidequests and general vendor trash acquisition and sometimes there will even be an NPC or two to interact with (I will note my favourite characters are the entirely optional encounter with a gang dedicated to urban renewal).

I will reiterate however that prioritising story over gameplay is fine (I enjoy walking sims from time to time) and whilst ideally you would use your gameplay as storytelling, dialogue heavy games are A-Okay with me. However and heres where we get into the real crux of what made me stop playing : your story has to be good!

You may have noticed I have abandoned this game, so maybe it all really gets redeemed by the end but in the 3.5 hours Ive played I got no indication that my issues with the narrative would be adressed. First of all most of the dialogue feels redundant and overwritten, most exchanges went on for longer than they needed or felt natural to. Second of all, the protagonist is pretty unlikeable. And she is supposed to be. They do this thing where most jobs require you to interact with some 2dimensional rich asshole or another so Rania can get sarky at them but shes also kind of an asshole herself. The voice acting in general is spotty (save for your tech support guy, his performance is nice and layered I thought) but good god is Rania's actress incapable of emoting. Maybe she got bad direction or maybe its just her annoying "american equivalent of Received Pronunciation" accent but it made me sour on her.

Another thing that whoever came up with the idea for the dog character should be tried in the Hague. Disclaimer : I am not a dog person, so maybe this is really cute to someone who is but having a human voice a "dog" character AI who has actual human speech but in what we imagine a dog would speak like for the majority of this game is not endearing, its just stupid and embarassing.

Anyways I had enough of this and I doubt I will be revisiting it anytime soon. It is a shame cause the world is fairly well realized visualky and the music is alright.

My raiden is very happy taking the submissive role in our relationship, cooking for me, doing housework and being horribly addicted to Barbiturates

An interesting take on the "surreal walking sim" subgenre, making movement and traversal a key focus. Its a neat enough little distraction I think, could have done being slightly more obscure.

Another game that I loved at first and slowly dribbled away my affection for it by outstaying its welcome. Neon White's gameplay of speed puzzle platforming through levels prioritising visual clarity of the intended path over aesthetics (well, until the later levels when seemingly the opposite approach gets introduced) and trying to optimize your times to get better rewards in a way giving players the taste of regular speedrunning but without the massive time investment. The levels are short and as such (generally) avoid the frustration of making you replay a 10 minute level to then fuck up at the end and have to do it all over again.

Not that Neon White is without its frustrations, certain sections were kind of annoying in all the bullshit they threw at you, and the inherent anger that comes with messing up on a run where you were going to get an excellent time but due to a weird quirk of the physics engine, or a genuine fuckup you arent able to. For the most part though, I was hooked, trying over and over until I could get the ace medal for every level (of the first 8 Missions) and even combing through to get the collectibles needed to advance the side character storylines which also open up new levels.

This was until mission 9 when quite frankly the game started to lose me, as well as in general I started finding the conceit and mechanics of the game kinda tiresome and repetitive. I just stopped aiming for ace medals, I'd take anything I got (as my rank was sufficiently high enough) and honestly started to just fast forward through most of the inane dialogue. So I honestly don't know what goes on for most of the last 5th of the game but given the first 4/5ths, I doubt it was anything worth experiencing.

Also why does this game have boss fights? They're bad. Its a poor idea executed poorly

I have played this game like 8 times now, somehow it has taken hold of me like an illness that I will not heal from. Its secrets, its closure that it will not grant me is crushing as well as exhilarating. I am writing this review with the hope that others will share what information they have and we may compare notes here. Please, I will be institutionalized soon otherwise. Thank you

In theory this sounds really up my alley, a pokemon game with exclusively double battles and a decent challenge? Unfortunately this game made me realize how much of my enjoyment of these games comes from catching pokemon, exploring a world, finding items etc.

This game is basically nothing but battles, which is fair enough I suppose but good god does it get tiresome after you see the next corridor full of trainers to fight before anything else happens. Just battle after battle after battle, long ones too, maybe mainline pokemon's braindead diffculty has been hiding the abysmal pacing of the games when any amount of pushback gets introduced.

The shadow pokemon system is also kinda annoying and grindy in general. If you absolutely love pokemon battling over everything else and enjoy taking on say, the battle frontier and stuff like that then you'll probably enjoy this, but it gets a thumbs down from me.

This review contains spoilers

Oh boy, its one of these. One of these games no matter what I think of Ill get half of people yelling at me. I honestly kind of dread writing this review cause there's a lot I want to say about it but it almost feels like everything I do is going to come off as just reacting to people's views on it. That's always kind of going to be the issue when experiencing things only because of the reputation they've accrued over the years.

"Theres no such thing as an antiwar film" Truffaut supposedly said, referring to how no matter how brutal or pointless war may be depicted on screen it will never actually convey the full horror of it, and the spectacle of war movies will in fact romanticize war. Saving Private Ryan has a fairly brutal opening scene depicting the D Day landings but it also boosted recruitment numbers for the american military so its a net negative for the world.

I don't know if I agree entirely with that sentiment, certainly there is some truth to it but I feel like its 1000% times more true for videogames, especially in the AAA space. I don't really buy it as intentional but there is nothing more dehumanizing and dull than the mindless act of mowing wave after wave of soldiers from behind cover in the godawful slog that is this game. It also kind of undermined (or perhaps strengthened depending on your opinion) the point of the famous "white phosphorous" scene cause I didnt realize that I was supposed to use the mortar, so I tried to do it normally, quickly running out of ammo and getting shot and dying several times until I realized what I was supposed to do.

At that point though, all I was feeling was anger and frustration, perhaps mirroring that of captain walker and his squad, when we got to the obviously imitating both the gameplay mechanics of Call OF Duty and the like and the real life footage of american drones wiping out civillians in the middle east. I didnt feel much horror then as my squad made it to all the dead soldiers and civillians in all honesty, though the image of the charred corpse of a mother holding her child, whilst pretty trite and forced, was somewhat haunting; it reminded me of visiting the atomic bomb museum in hiroshima.

The game is almost comical in how many of those forced emotional moments and the jarring contrast between "war is hell, civillians get killed etc" and just never ending stream of pop up gallery shootouts every 30 seconds. And yet, and this is the part where Ill get pelted with stones by the Backloggd™ intellectual elite, I do think there is a lot to appreciate about it, which is why Im giving it the middling score of 5/10 to be an insufferable fence sitter.

See, and again this is impossible to deal with without coming off as reactionary (not in the political sense) but there's a lot of unfair sneering about this game on this very page that I see as kind of unwarranted to some degree. First of all, to anyone who has given this game half a star, please name another AAA game before or since where you shoot at american soldiers (and no, PMCs don't count) , I'll wait.

You can't can you? That is honestly still refreshing that in a sea of awful, brown military shooters where you uncritically support american imperialism mowing waves and waves of brown people presumably just defending themselves from the massive war machine you're backed by to protect the business interests of the US, that this game would have the balls to have you shooting at (albeit rogue) american servicemen.

And I can just hear the pre emptive typing : "wow, making fun of military shooters, how profound, we all know they're bad and its insanely easy to mock/criticise them". And sure, that is somewhat true but here's the thing : this is a AAA game, you know, the ones where even today Ubisoft will release a game about you supporting US imperialism and invading other countries and insist its "not political".

Like yeah, you are right this game occupies the intellectual kiddie pool and hell, its profoundness is severely overstated but this is still pretty much as far as AAA (mostly western I'll admit) games get. Its like seeing a baby take its first steps and going "coh, can't even run the 100m, how lame". I think there's a place to appreciate a game that whilst fumbled, released as a military shooter trying to crticize its whole subgenre and customer base, by the ever money conscious AAA sector where you don't uncritically support US imperialism (and also there are some fairly in depth subversions of the US military, its not just "drones kill inoccent civilians", the hendrix stars and stripes, a lot of the jargon and details and stuff used by the actual military and even just the attitude of US soldiers is lampooned at least somewhat effectively) and shoot at US soldiers, which are sacred targets of worship in the AAA space and broader western culture as a whole.

In a columbo voice Oh and just one more thing. The big complaint about the game undermining its theme of choice has never really convinced me even before playing it. You're not allowed to choose? First of all clearly we're playing with the conflict between player and player character (like in Silent Hill 2 but player character conflict, Japan I guess) and the lack of choice or thought kind of mirrors how captain walker keeps justifying his actions as "I had no choice", without realizing of course he keeps pushing himself and his squad into positions where hell have to use horrific violence rather than just leaving like he should have in the first place. This of course mirrors the actions of the player who will get the sense that this man is a menace and will continue anyways because, well its a videogame I suppose.

And I know, "thats super dumb why would I stop playing cause of the make believe actions of a bunch of ones and zeros" and look I somewhat sympathize, its kinda corny and I think later games like undertale have kinda tackled this better but honestly I think you're missing the main double hit here. Not only is this of course calling into question the players that at time of release went looking for these kinds of experiences and how morally iffy it is to be looking for realistic simulations of being a tool of a genocidal murder machine as opposed to just playing doom or something like that but also "your choice might have been justified at the time but you put yourself in the situation where that was the case in the first place" is also a criticism of military action in general. So many accounts of horrific violence always parrot the same "it was us or them" mentality without mentioning that you being there murdering them for oil is what caused that situation to begin with. Its not murder to committ self defense against invaders, though seemingly in the west we only understand this when the invaded are white.

Honestly, there's more that I could ramble on about like the weird ptsd/unreliable narrator thing and the smartly done 2 "choices" in the game but I think this is where'll end this unstructured screed. In conclusion I disliked playing it, its definitely not as profound as its supporters said, but its existence is worth a lot more than its detractors will admit.

*leaves the room as I am pelted with rocks, arrows and ukeleles"

"Had Mao died in 1956, his achievements would have been immortal. Had he died in 1966, he would still have been a great man but flawed. But he died in 1976. Alas, what can one say?" Chinese communist politician Chen Yun famously uttered these words on reflecting the legacy of Chairman Mao.

What the hell does that have to do with a windwaker inspired sailing game? Well, much like how Chen lamented Maos tarnishing of his own memory by slowly outweighing his contributions to chinese independence and victory over the nationalists in the civil war with ill fated economic and social policies, Sail Forth ruins its initial positive impression with boredom and frustration.

"Had Sail Forth ended at the 6 hour mark, it would have been my GOTY, if it had ended at the 12 hour mark it would have gone down as a good, if flawed game, but it ended at the 18 hour mark, alas, what can one say?" - Me probably

Its hard to be too tough on the game, without getting too patronizing it is a labour of love by a very small team (i think it might be a solo project even) and honestly for the first couple of hours is a very charming little ship game. You feel a strong sense of progression as you go from a 2 person rowboat to a fleet of 4 brigantines raining lead on pirates in the high seas. Unfortunately that progression plateaus really quickly and the act of photographing, fighting, fishing and doing inane fetchquests gets old real fast.

Unfortunately when you make a (albeit not seamless) open world with a very small indie team you are going to have to rely on a whole lot of procedural generation, radiant quests etc, which again contributes to the sameyness of it all. On the character side of things, the game looks pretty, the cel shading cartoony graphics appeal and the music is good. Unfortunately due to the proc gen your actual crew is boring and the written characters all suffer from overwritten dialogue I ended up just mostly skipping over cause it was just too much. This writing is what people who dont like spiritfarer's writing think that game is like.

Ultimately I think the main feeling I have finishing Sail Forth is not even of anger but just relief that I am finally done with it, which isnt really a good sign, usually. Ill reiterate that the game does have some good in it, its attempt to marry goal oriented main quest progression with a more relaxed free form "chill game" screws over the former and probably the latter as well.

A lovely all around animal photography game. Its honestly kind of hard to say anything particularly meaningful about it other than I enjoyed it a lot. Scanning the various animals, even the corny environmental activism storyline was great. Good music and a pleasant low poly aesthetic. I don't know what it is with this wave of cozy photography based indies lately but I aint complaining.

Its funny how often in gaming circles its the 5th generation the one thats portrayed charitably as "experimental" with developers struggling to adapt to the new 3D paradigm and seeing what worked and what didnt, with many innovations and adaptions born from technical limitations and the like.

This is all (mostly) fair and accurate but its funny then how much of that vibe is given off from Super Mario World. Well, not in the level design or mechanics or anything else but rather on Text. Big clunky text boxes explaining the plot, the new mechanics etc feels so alien in a mario game playing it now in 2022. This is probably the most text heavy mainline mario game I have seen and also the one where it feels the most out of place.

Other than that the game is mostly excellent except for how much of the levels feel designed for a game where the feather/cape powerup doesnt exist, as it can be used to skip a surprising amount of levels

Backloggd Game of the Week (20 Dec – 26 Dec, 2022).

So I don't really play shmups? I think Ive played like one or two at actual arcades and that's about it, havent got anything against them, just not really my thing. So I don't really know what my opinion is worth on this but here we go.

It was pretty cool visually. The bosses (especially the non robot ones) had a lot of personality conveyed just in their movesets and I was sort of invested in seeing just what the hell else the game was going to throw at me. That being said, there is no way in hell I could have beat this without infinite lives.

Again, I don't play these games so my playstyle mainly involves spamming the attack button, tokenly trying to avoid projectiles until I get hit and adding another credit. So no comment on difficulty/balance for people trying to get good at this. Anyways, it was an entertaining 30 or so minutes and Id even replay it with someone else if they offered.

Cool student project. Just ease up on the postprocessing effects yeah? Your assets are pretty but youve made them uglier