2021

admittedly somewhat janky and poorly optimized even nine months after launch... but man, what an incredible, atmospheric world to explore, and those visuals! a beautifully streamlined open-world experience that truly delivers on its message of the journey being more important than the destination.

honestly, if the "cute animals + horror" premise interests you, you'd be better off just watching a playthrough on YouTube.

Parody of The Witness, released for free, that manages to be a pretty decent puzzle game in its own right. Would probably find it funnier if I'd gotten further into the game it's parodying, but I still had a good time with it.

I liked the main game, but the main new mechanic this DLC introduces just isn't fun and makes for more frustrating platforming, something that wasn't the original's strongest suit to begin with. the amount of backtracking you have to do if you miss a single purple flight ring isn't huge, but it's enough to quickly become very annoying and I have better things to do with my time

I'm all for walking sims and relaxing exploration games when done right, and I've liked other games by this particular developer, but this is just painfully dull. even at its very short length, there just isn't enough here on a visual, atmospheric, or mechanical level to make trudging around looking for flowers feel like something other than a chore.

a pretty charming walking sim/light puzzler, especially given that it was originally a 2012 release. solid on its own merits but more interesting as a precursor to Giant Sparrow's next game, What Remains of Edith Finch, which surpasses this one by leaps and bounds in almost every possible way

the world needs more games shamelessly inspired by Metroid Prime, and this does a decent job of scratching that itch. yes, it's pretty flawed: the humor is sometimes grating, combat isn't great, there are a few annoying difficulty spikes, and the vaguely Soulslike "go back and find your loot near where you died" mechanic should have been replaced by a more conventional continue system, but overall, I had a lot of fun with exploration and traversal

Sometimes playing the tutorial is enough to make you realize that a game just isn’t going to be for you. couldn’t even get a mechanic as basic as grabbing objects to work reliably

Hotline Miami in a cartoony 3D mash-up of about a half-dozen different time periods. Great animation and mostly feels good to play, though it's still a bit too hard for my taste.

I did appreciate that, unlike Hotline Miami and a number of the games it inspired, this one mercifully autosaves at mid-level checkpoints instead of only between levels. Never cared for that aspect of HM

horror-adjacent walking simulator, in which you play as a priest accused of child murder, has vague pretensions of telling a serious story about faith, but ends up being a silly excuse to string a bunch of disparate UE4 assets together (at one point, you literally find facehugger eggs in a lavish brothel filled with bloodied female mannequins). At least it mostly looks pretty for its budget, and you could do much worse as walking sims go.

would have given this a slightly higher rating if I hadn't been left unable to finish it due to repeatedly encountering the same crash bug late in the game

Pixel-art 2D cinematic platformer with beautiful animation, great atmosphere and sound design, and tight gameplay and pacing, the last of which is marred only a bit by some excessive backtracking (given the vaguely Metroid-esque structure that most of the game ends up taking, a map wouldn't have hurt here).

Narratively, though, it just doesn't come together as I'd hoped; while you spend most of the time playing as a middle-aged man, you'll also periodically get to play as two other protagonists (a young girl and a knight) in very different settings. and when it comes time for the devs to put all their cards on the table and reveal how these characters are connected, we get... a 20-minute, non-interactive cutscene that explains in detail how everything is connected, and explicitly lays out a parade of horrible, depressing events in its backstory that would have been better left implicit.

in short: loved this game for most of my time with it, and was prepared to recommend it enthusiastically to any fan of cinematic platformers, but the ending left a bad taste in my mouth, and I wish the developers had allowed more space for ambiguity and implication in their narrative

arty exploration game in the Journey/Flower mold, with uneven but often very pretty visuals, and very fun traversal mechanics. Controls take a bit of getting used to and levels go on a bit longer than they should, but definitely worth a play if you're a fan of this subgenre. also a good game to play while stoned

the prettiest action game I've ever uninstalled after 20 minutes or so when I realized enemies barely seem to react to being shot

very enjoyable, queer 2D pixel-art sci-fi Zelda-like from Brazil, with a dash of Souls. preferred playing this on the easier difficulty settings, though I admire what the designers were going for with the timers.

short magical realist narrative game heavily inspired by Kentucky Route Zero, about two queer South London roommates about to move apart, one to another apartment and another to Japan. the magical realist aspect feels a bit underdeveloped and the game as a whole feels a bit too short to fully flesh out the story it's trying to tell, but the sense of post-college ennui and uncertainty comes through