5 reviews liked by Nieznajomy


it's hard for me to write a review about this game. i feel like it was designed in a lab to be optimally enjoyable for exactly me, much like how McDonald's french fries are chemically engineered to be Mathematically and Provably Delicious for the general American public.

i can't talk about Neon White without talking about Arcane Kids. in the mid-10s, being someone who staked a lot of identity into playing games was profoundly embarassing. ignoring the truly heinous shit that goes without saying, year after year, AAA studios continued to pump out "mids at best." on the other side of things, "indie" games were no longer new and were in something of an awkward puberty. i can't tell you how many "physics-based puzzle platformers with a gimmick" i had pitched to me that promised to be Actually Good. they weren't. however, during this time, the Unity weirdos were churning away in their art scenes around the globe. the new derisive joke became "make a game in unity, make a million dollars." of course, the people making these jokes didn't know what they were talking about, but i guess none of us really did back then.

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Arcane Kids existed as something of an antithesis to the games of the time. when we had more than enough pixel-art RPGs, they gave us ZINETH. when we got innundated with walking simulators, they gave us Bubsy 3D: Bubsy Visits the James Turrell Retrospective. when indies decided to try and be funny with things like Goat Simulator, we got Sonic Dreams Collection, CRAP! No One Loves Me, and this (https://www.youtube.com/watch?v=-RNCyc3hzAw). while a lot of these games were "funny" or "jokes," they always had deeper ideas to them beneath the surface around player agency, the joy of moving your avatar, the love of Videogames As Videogames.

i cannot possibly explain how strange it felt to turn on the game and have the title screen after the intro cutscene splash in with a voice echoing "NEON WHITE" as the moodiest witch house track creeps in through your headphones. the fake scanlines, the neon glow on the characters, the tone, the vibes. i thought to myself, "they finally did it." as i played more, i confirmed my suspicions.

Arcane Kids finally made the game it feels like they had been working toward all these years. blazing fast, huge jumps, easy-to-learn-but-hard-to-master, tight, violent, horny, loud, freaky, all at once. in Mission 11, as breakneck-paced breakcore blasted out of my screen, i screamed aloud in my room to my partner who was watching me play "I. FUCKING. LOVE. THIS. GAME." in time with each click of the RMB that shot me across the map at incredible speeds. in moments like this, you know for a fact that moments like Bubsy pulling out an uzi and a katana at the end of Bubsy 3D or them subjecting a crowd of people at a game conference to vape trick videos that inspired their previous game (https://youtu.be/2pO23GTaBtk?si=ldB9w6CU2UC3TkHI&t=1791) was not just them contributing to the general irony-poisoned sense of humor of the time; they legitimately thought that it was tight as fuck.

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one line from the infamous Arcane Kids Manifesto (https://arcanekids.com/manifesto) that i always think about is "the purpose of gameplay is to hide secrets."

at a time when even FromSoft has started to move away from their smaller, more-focused world design in favor of chasing the lucrative open-world design potential in Elden Ring, it feels amazing that we have a game like Neon White that is about intricately crafted and infinitely replayable level design. after years of waiting, we finally have the one true Indie Puzzle Platformer, but this time it has guns.

the gameplay (for me, usually) fell into a flowchart like this:
-beat a level once and get whatever medal you get
-go back to find the secret gift
-during this second trip, notice which parts of the levels you can skip or save time on that were hidden to you before
-play the level a 3rd time to get a gold medal
-use the hint from the Gold medal to get an Ace medal on your 4th time
-over time, you begin to amass a collection of "hey, did you know this quirk" movement secrets like shooting bullets, bunny hopping after a dash, or sliding with the shotgun's discard

game design that calls attention to itself like this is beautiful. level designers are artists. we've known this since Doom WADs. however, in the time since Doom we've had several games like Gears of War, Halo, and their ilk that said "wasn't the sickest part about Doom being a huge buff guy with loud guns just blasting disgusting freaks and seeing them explode???" while that does indeed whip, Neon White is on the other side of the coin saying "wasn't the best part about Doom the level design and the joy of figuring out how to move as fast as you can through a level???"

after 11 years of watching speedrunning streams nearly every day, Neon White finally made me feel like maybe i could do it too. first you pit yourself against the Ace medal time, then your friends, then the Dev Times, then your own ghost, and then the world. to this day, i have yet to have a global #1, but i've had a #2 and two #3s. i'll keep going though.

[EDIT 7/17/23: i did it :) https://www.youtube.com/watch?v=PWT2b9pwRMI]

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Neon White is a love letter in videogame form

Crazy murder mystery at sea with some fantastical plot points. The style this game goes for is done perfectly and never hurts even when playing for long periods, some of the things done for particle effects look fantastic. this game made me feel like a genius when I was on a roll and an idiot when I couldn't solve some of the easy challenge rating seamen. great game

Playing detective in this game is so addictive and engaging. I wish I could play this for the first time again, just to experience the mysteries and revelations. The artstyle is minimal yet effective and atmospheric. My only real problem is the "story" peaks near the beginning once you've watched all the segments, and the payoff in the end isn't entirely satisfying.

I'm in the minority in actually preferring the original Ori game, even if only very slightly. On some level it's a weird conclusion to come to as Ori and the Will of the Wisps is just straight up better in a lot of ways; the movement pool is expanded, reintroduces the old abilities in swift fashion and many of the new abilities are enjoyable too, the chase sequences are much less frustrating due to being quite a bit easier to sight-read than in the first game, the game embraces being a Metroidvania rather than doing the awkward straddling of genres that Ori 1 did, the awful save system from the first game has been scrapped, the combat has been dramatically improved (which is to say it's now pretty good now, rather than so bad you just run past every enemy you can), and the uninspiring skill tree from the first game has been replaced with a badge system seemingly pulled almost directly from Hollow Knight.

And yet, despite the moment-to-moment gameplay just being a more enjoyable, engaging and well-designed experience, Ori 2 sometimes left me with a bit of a hollow feeling whilst playing it. A part of this is the story beats, with the same absence of emotional subtlety that Ori 1 had also, feel a lot more explicitly manipulative in something that often feels like a repeat of the first game's story; it was hard at points for me to take Ori 1's story sincerely, but here it feels just impossible. A part of this too is that I don't think being Bigger is actually necessarily Better in this case; this game has races, side-quests (including an arduous trading side-quest which is made hard to keep track of by all the Moki blending together) and multiple different ways to regrow a town, and while some of this adds to the game at some points an awful lot of the time completing the side content just felt like I was ticking off boxes. Maybe a full-on Metroidvania wasn't what I wanted all along, certainly I feel like the strongest parts of Ori tended to be the more linear, focused sections, or maybe a Metroidvania with all this Content can only really come together for me if the game has as much personality as Hollow Knight does in order to make that content more memorable rather than just going through the motions.

Transistor was quite an undercooked experience to me. I loved the stunning visuals and the serene soundtrack, but the story lacked depth and the gameplay wasn’t engaging enough.

What was this game trying to say? It promised a lot, but it couldn’t live up to it since mid-game.

I still had my fun with this game and only had to pay four bucks, so that was a steal anyway.