214 Reviews liked by QuagFire


The game that dared to ask if Slaves were as bad as their owners

Backloggd reviewers somehow have better material than this

It's a perfect recreation of the high school experience, complete with that one friend who's really homophobic for no apparent reason that makes you look back and think "wow that guy really was a massive cunt why did I hang out with him" except everyone is homophobic including you

I didn't get racism until it happened to robots

some dude who's favorite game is a JRPG with a 20 minute skit about accidentally groping a girl: "the writing is pretty cringe"

Odd that you play as a white guy in the carribean and that i can't remember a single black character that isn't the guy you chase down and tackle, one of if not the best AC games gameplay wise i love this one

I had a bugged copy where it had no random tripping and the character unlocks took literal years of me playing this game (subspace wouldn't work because fox was corrupted and would crash the game) but the tripping came back once sonic was unlocked. Moral of the story: Sonic The Hedgehog is the antichrist.

I'm pretty sure most of us can agree that most videogames incorporate art in some way. However, there aren't many games that they themselves are art.
I deeply believe Alan Wake II is one of those games.

Where do I start? The story narrative, the characters, the world design, the art direction, the game design, everything just fits together beautifully to craft this game. My jaw was constantly dropping at the beautiful environments, and at the seamless transitions of live action scenes and in-game sequences. And I think this feeling peaked in a certain "musical" section where I just had to step away from my keyboard and just stare in awe at what I was experiencing.

The two sides of the story have their own personalities: one of them shows off what Remedy aspired the classic Alan Wake to be (which was at one point a open world survival horror game) and the other side plays with the mindfuckery they have shown off so well in Control. Both of the stories intertwine and interact in ways you only notice once you reflect on everything after those end credits. I haven't even done the NG+ yet, but once I finish writing this review that is exactly what I'll be doing.

Overall, despite the game having some flaws, I think that everything else is just perfect.

Content warning for descriptions of sexual assault. Full spoilers below.

Oh, no. This is stupid.

People used to make jokes that Hideo Kojima never actually wanted to make games, and he was only in the industry because he couldn't make it in film. This is a very safe, paternalistic, mocking idea; the man includes a lot of cutscenes in his games, and — tonally speaking — they can be pretty silly, which movies totally never are. But it's a statement that's untrue. It ignores the contributions he's made to the field of game design. It ignores the way in which he uses the medium to paint his narratives, rather than create and pigeon-hole them into a video game post-facto. It ignores a lot of things about him to make a quip that'll make you seem epic and haughty when it actually makes you look like a rube.

With that said, I think Sam Barlow is only in this industry because he wouldn't be able to make it in film. The in-universe movies are constructed with an amazing amount of love, care, and technical prowess, and they're completely spoiled by two of the worst meta-plots I've ever seen.

God, can we put a halt order on media made by men where the entire framing device is "Wow, powerful men constantly exploit women! Not me, though!" Apparently this is the third time Sam Barlow has made a game about the voyeuristic portrayal of traumatized women, and I think the guy needs to take some time off to come up with a new plot. How many more self-flagellating men in the director's chair do we need to keep releasing high-profile shit like this while blaring it over and drowning out the work of women who have been talking about how badly society has been treating them for the past fifty years? Are we meant to be shocked when we see a titty for the nth time in Ambrosio, as if Doris Wishman wasn't already producing sexploitation films centered around misogyny and rape culture from a woman's perspective in fucking 1964? In a world where creators like Coralie Fargeat are making deconstructive rape-revenge films that take the entire industry to task for the shit that they've put women through, why the fuck does Sam Barlow feel the need to throw his limited perspective in? How many women do I need to namedrop before I get my point across?

What the fuck else is even going on here, anyway? Is the intent for me to feel disgusted when the reels swap in the middle of a sex scene and Marcel suddenly looks like she's about 50 instead of 18? Am I expected to do anything other than laugh my ass off when everyone is suddenly butt-naked during a table read while two people fuck on top of a copy of the script? Is there a point to any of this, or is it just here to "shock"? There's so much capital-I, italicized Imagery on display that your main means of interacting with the game is through a visual match cut system, and feels like it's in service of the most surface-level, meaningless symbology imaginable. An extra-dimensional being who is haunting the video game says that he invented "the snake and the apple" and then menacingly looks into camera while pointing a snake at me. Shut the fuck up!!!

Right, the match cut system. Conceptually very interesting. Forcing the player — viewer, I suppose — to pay attention specifically to props and background actors is an inspired choice. These are elements of a film that are often purposefully obscured and painted over; almost nobody watching a movie is actually taking notice of set design and extras unless they spent five years in film school, first. By gating progression behind the viewer's ability to break a shot down into its constituent parts, you force them to engage with the medium far deeper than they normally would otherwise. This game is likely going to make a lot of people feel very smart, because they're being encouraged to watch a film in a new way, and then being rewarded for their curiosity with more scenes.

And you do feel very smart when you're linking snake earrings to living snakes, or one actor in an older movie into one of their later appearances. You feel significantly less smart when you realize that this is all mostly just blind-luck fumbling around to try to uncover more clips, with little actually linking one shot to another. Despite being called a "match cut" system, the visuals of an object aren't actually matched; the objects themselves are. A spiky balloon ball links to an owl trinket on a dresser. An avant-garde, metal apple links to the same owl trinket. A gilded statue links to the same metal apple. This is because the game classifies them all as "sculpture". The match cut system appears to load in a clip with a "sculpture" in it at random, even when clicking the exact same object again.

Match cutting is also prone to breaking, or otherwise just not working in a way that a human would be able to comprehend. There was a painting in one scene that was clearly made by covering a woman's breasts in green paint and then stamping them onto the canvas; clicking on this inexplicably sent me to a zoomed-in shot of Marcel's face with her eyes closed. Her clothes were on, so it's not like it was linking "breasts". I don't have any clue how the game logic determined that they were connected. You can select accessories, but only sometimes. Wristwatches count as "clock", but only sometimes. Crosses and other jewelry around the neck can be selected, but rings around the neck can't.

As you're conditioned to keep an eye out for props, you'll inevitably start noticing ones strewn throughout the scene that look especially unique or vibrant, and then you try clicking on them and get nothing. It's not hard to feel like you've started thinking too far ahead of what the game is actually keeping track of, and it's frustrating. Why is the most reliable way of making progression not to keep a watchful eye out for unique props and actually pay attention to the movie, but instead to reel every clip back to its start and spam-click on the slates until Brownian motion sends you to a new piece of film?

Immortality has zero faith in its audience. A lot of what you're meant to click on gets long, drawn-out holding shots, where the camera refuses to break away for several seconds lest you miss out on spotting the special thing. It's like they hired Dora the Explorer to be the DP.

Even beyond that, though, the hidden "reverse" scenes start off interesting and end embarrassingly. The first one I discovered had what appeared to be an older, nearly-bald Marcel standing off in a corner while two actors rehearsed a rape scene. As the clip progressed, it zoomed in further on her face, and played distorted, echoed audio of someone yelling something to the effect of "hold the French bitch down" in German. The older "Marcel" then screamed, and the clip ended. I was intrigued. My immediate first instinct was that this was Marcel, decades later, reinserting herself into this old footage and releasing it to the public under the guise of an archival project to showcase how complicit many had been in the abuse she'd faced through her life, and how many more had perpetuated it.

I was wrong. It was sillier.

See, that wasn't Marcel, that was The One. Like Neo. The One is an angel, or demon, or God, or an alien, or something, and she's immortal. The One was Jesus Christ, and the Virgin Mary, and Eve, and all of Christianity was a story that she made up. Or maybe not, it's ambiguous. She's also Marcel, and also the director that Marcel was having sex with. Anyway, her entire thing is that she possesses humans and lives through them as a puppet master, carrying within her the thousands of essences of the people she's taken control of throughout her existence. There's another one of these entities, named The Other One, and The Other One is embroiled in an endless battle with The One. The Other One thinks that humans are all worthless monkeys, and The One thinks that humans have value because they can make movies. They kill each other a lot because they don't see eye-to-eye on this issue. I'm barely exaggerating. At the end of the game, The One deletes all of the clips and then possesses YOU, the viewer! You're now a vessel for The One! Metaphorically! The One is a cognitohazard! That's right, this was a fucking creepypasta all along!

This is the actual meta-plot stringing all three of the included films together, and it's fucking terrible. It's so bad that it retroactively sapped nearly all of the enjoyment that I had felt up until that point. I don't even think that it would be possible to rewrite this into something that isn't Daniel Mullins-tier. Scrap this entire idea. Get rid of the whole thing and try again. It sucks. It's so unbelievably bad. I don't know how you could see this and give it a pass.

Given how immaculately constructed some of these sets are and how few continuity errors I noticed, it doesn't seem like this was a production that barely made it out of the door because of COVID. You would expect that to be the case, but it seems as though the crew were able to work around it almost effortlessly, putting together some genuinely impressive film backdrops, faux-studios, and apartments for the sake of all of these shots. The actual films on display are the most polished things here, which is especially funny when you consider that, in-universe, they were never actually finished. If you really want to feel where the game has a limp, it's in both its writing and the fact that these actors seem to be getting inconsistent direction.

Less artistically and more objectively, however, technical issues abound. At one point, the game popped an achievement to celebrate me seeing "what happened to Carl Goodman". It was another hour before I even found out who Carl Goodman was, and another hour and a half after that before I actually saw what it was that the game thought I'd seen. Attempting to sort your clips by items and actors produces so many of them that the UI lags to the point of being borderline unusable. Sometimes unlocking new videos won't actually let you watch them, requiring you to back out to the main menu and reload back into the viewer. How in the world does a game where you do nothing but scrub through film clips still have issues that are both this obvious and this critical after a calendar year and boatloads of acclaim? You couldn't afford to patch the fucking thing with Game Pass money?

I admit that none of what's written above could be read as me being fair to Sam Barlow, but I don't think he's earned it. This is a game written and directed by the same guy behind the stories of Silent Hill Origins and Shattered Memories. Finesse, historically, isn't one of his strong suits. Ironically, I think the "and company" part of "Sam Barlow and company" did an outstanding job; I love how they managed to capture these faux period pieces, what with their matte paintings and their ever-shifting accents. I love the set design, I love the cinematography, I love some of the actors. Manon Gage does such a convincing job in the behind-the-scenes footage that it's hard to believe it isn't actually candid.

Honestly, I would have been happier just watching these movies. I would have been happier leafing through all of this behind-the-scenes footage in chronological order without the forced layer of meta-narrative and detective shenanigans looming over all of it. Ambrosio would have been a legitimately good watch; Minsky is kind of dreck, but the way production ended was interesting; Two of Everything is just bad. But I would have gotten more enjoyment out of just seeing the cast interact, and build and destroy their relationships, and build and destroy their films if they weren't all told non-linearly and chopped up like this. I'd seriously suggest anyone who's read this far and is still interested in Immortality to just watch a video online of someone putting the movie clips in order for you.

The worst parts of the game are the ones which Sam Barlow decided to put his fingerprints all over. If he could have gotten out of the way of this entire production, it could have been genuinely amazing. Instead, he manages to tank three entire movies with all of their extra footage by trying to tie them all up in one of the most embarrassing science fiction Christ parallels I've ever seen. Oops. Better luck next time. Hope your crew can find another director who can actually use their talents without making the fruits of their labor into a joke.

"I'm part of you, now." Give me a fucking break.

It's like everything was taken apart and put back together by something that didn't understand how it worked.

What a trite observation it's become to look at a piece of horror and say it's a story about love.

Signalis is a story about love.

What's here is deceptively deep. Loss and grief is rot, unfinished business is cancer. Those who can let go melt away into sludge; those who cannot are mutated and made to betray themselves. These themes curl through every facet of the game as the tendrils of the flesh heaps dotting the darkened corridors. Enemies you face embody the concept of clinging on in spite of everything around them — nothing in this place stays dead unless it's burnt to ash. Every corrupted Replika has been twisted into an ironic monster: the empathic Kolibri see their synthetic brains bulging from their skulls, spiraling themselves and the units around them into negative feedback loops; the gentle Mynah morph from explicitly not-for-combat mining units into hulking, bleeding, laser-wielding tanks; the socialite Eule are damned as cannon fodder beneath the banner of a fascist army in life and in death. Nobody can escape the inevitable end of their lives, but death here offers no escape. They will die. They will get back up. You will die, and you will do the same. Nothing in this place stays dead.

I have an immense appreciation for how willing the game is to overload your senses. Never has a photo-sensitivity warning been more needed; mechanical pounding and shrieking and groaning litter the soundscape, sharp and harsh, piercing your ears and rumbling your skull. Text and images flash by faster than they can be processed, leaving you with nothing but fragments to be pieced together. Pulsating, ever-growing meat contrasts against sterile, blocky CRT monitors and security cameras. The low-fidelity visual aesthetic of the gameplay doesn't gel flawlessly with the anime-esque cutscenes, but it's unique, and that's enough for me. There's been a bit of a resurgence among indie developers (especially in the horror space) of flocking to low-poly "PS1" styles en masse, and I think it's a good trend. Eight full years of development on Signalis have led to what's probably going to be to the retro PlayStation style what Wind Waker or Jet Set Radio were to cel shading. This will be the one to beat.

Combat is pretty simple, and mostly easy to avoid entirely. I finished the game with dozens of healing sprays, thermite charges, and ammo boxes still overflowing from my item storage. The hard six-item limit definitely feels too restrictive, and a more lenient inventory cap would have allowed for a bit more freedom of experimentation and less backtracking. As stated above, the fact that nothing dies unless you burn it can make the act of backtracking tense, but it's also a bit too effortless to carve a guaranteed enemy-free path towards the safe room once you know where it actually is. The Replikas don't follow you between rooms, and it's incredibly easy to just panic sprint from one door to another past them; Replikas won't spawn into cleared-out areas, nor will they wander through them, and this leads to a lot of rooms feeling static. There's probably a reason for this. There are hallways later in the game that are so tight that you can't feasibly get through them without gunning down the Replikas in your way, so the fact that combat is so easily ignored in earlier areas has to be intended. It's not a bad choice, but it's odd. Still, this is the kind of game that's begging to be broken wide open and speedran.

The game's influences are the most obvious thing about it, and are conversely the least interesting to discuss. Yes, the music is like Silent Hill. Yes, it has Resident Evil inventory management. Yes, it kind of looks like Metal Gear Solid. Yes, there are shots from End of Evangelion in it. These things are evident, and they're boring to talk about, because Signalis stands shoulder to shoulder and hand in hand with the pieces that inspire it. Where the game starts to lose me is in how clunkily it tries to incorporate some of these outside parallels directly into the universe of Signalis: Creative Commons photos of Böcklin's Isle of the Dead flash across the screen at several points of the story. The flags and propaganda posters are all rooted in the aesthetics of the GDR down to the colors and emblem of the flag, and the Rotfrontkämpferbund provide the namesake of a both a planet and a playable zone. The King in Yellow pops up several times, with Elster stating that the book physically "calls to [her]". H.P. Lovecraft makes it into the credits, as does Ambrose Bierce. These incorporations are sloppy. For a game that seems to pride itself on being cryptic (with a moment at the halfway point that will probably result in a lot of prematurely-ended playthroughs), all of these inclusions feel as if they were appended into this world after the fact. They stick out at unnatural angles. The moments where the game lets our history seep into its own feel awkward and lacking in substance against a narrative that can be genuinely alien, challenging, and ambiguous.

For all of my griping, though, this game is an achievement on the part of the two core members of rose-engine. It's easy to weaponize that — "don't complain, it was only a two-person dev team, it's their first try at a major release" — but you don't need to do that to defend Signalis. It stands on its own without needing the excuse. I want more games like this. Not ones that play like Signalis, but ones that are made like it. I want more producers to dump enough funding into the laps of creatives that they can pour a decade of their lives into making something they care about without needing to worry about the money running out. I want more developers to take the risks they want to take and have the freedom to make unorthodox choices. These are entirely uncontroversial statements, but this is a game that I want to see succeed. I want lessons to be taken from this, because there's a lot to be learned from. Signalis is excellent and flawed, beautiful and grotesque, and it deserves whatever moments in the spotlight that it can get. I'm very glad to see it finding an audience.

It's good to know that David Cage wasn't the only reason that Heavy Rain and Beyond: Two Souls turned out like that.

Dead on arrival.

Dear god, this game had a budget of $125 million. Immortals of Aveum is one of countless misfires in the gaming industry that makes me wonder if anyone with access to as much money as this has any idea what they're doing with all of it. You can see the underlying mentality of use-it-or-lose-it with regards to the budget — celebrity cast lists, particle effects so dense that you can't see through them, Unreal Engine 5 tech demo scenery — and how little it actually goes towards making a game that's fun to play or a world that's interesting to engage with. I was certain that this was a small-scale AA game that EA was publishing simply to make a little cash on the side; finding out that this is one of the most expensive games ever made just confuses me. It's a complete and utter squandering of basically everything that it had going for it. We're witnessing a gaming failson being created in real time. It's like Victor Frankenstein made a monster that emptied the family bank account on a timeshare scheme.

This might be the most poorly written piece of media I’ve ever sat through. I’m extending this beyond only video games. Immortals of Aveum is written the way that people who don’t like Marvel movies think Marvel movies are written. There is no moment that cannot go un-quipped, no revelation nor death so important as to prevent every nearby character from rolling their eyes and cracking a joke about it. This refusal to hold anything as sacred can work — most comedies pull this off just fine — but this game exists in that 2000s-era Adam Sandler dramedy hellsphere where, despite the fact that none of the characters are taking this seriously, it’s clear that the viewer is expected to. Immortals of Aveum wants to be a story about wildly differing people coming together in the face of adversity, a story about betrayal, a story about racism, about ancient world-ending prophecies and secret orders desperate to keep the balance. It also has a character say, verbatim, “he’s right behind me, isn’t he?”. He is, in fact, right behind them. Holy fuck. Michael Kirkbride is the lead writer.

Speaking of, every character is such a potty mouth. I know that’s the most Melvin thing imaginable to complain about, but it really does clash with everything that’s set up here. This feels like a PG-13 movie. The best comparison is that it’s an adaptation of a young adult novel that doesn’t actually exist, but it’s not a good adaptation, and the YA novel in question was written like Divergent instead of Hunger Games. This is some bootleg bootleg garbage. This is stepped-on Noughts and Crosses. Characters in this universe ought to be saying “crap” or some made-up fantasy curse like “stars and bolts!” instead of shouting “fuck” every other sentence. Everything and everyone is so flat that you can only reasonably conclude that it was written to appeal to children, but the constant swearing reminds you that they actually intended this for adults. The ESRB gave this an M rating, and I think it’s almost exclusively because of the strong language. There’s barely any blood — hell, barely any actual violence beyond shooting little flashes of magic at people. Harry Potter is more hardcore even in its earliest parts, when the cast is made up of fourth graders fighting ogres in the school bathroom. Michael Kirkbride is the lead writer.

I want to take a moment to complain about Devyn, who might be the most annoying character I’ve ever seen. I cannot fucking stand Devyn. He even spells his name like an asshole. They very clearly want you to be annoyed by Devyn — he’s a Claptrap figure of sorts, placed here by a cruel and uncaring god solely to torment you with his quips — and this is probably the greatest triumph that the writing can manage. In a world where nobody is the straight man and everybody seems desperate to be the one who gets to say something “funny” next, Devyn stands out for his ability to fuck up every single conversation by inserting himself directly into the middle of all of them. Some character will start complaining about the Immortals being isolationists who only care about themselves, and Devyn will cut them off to go on a John Oliver-esque rant for a straight minute to mock them. The player character sets up an uneasy alliance with a member of a discriminated race, and Devyn hops on the holo-orb to joke about how much he hates the entire filthy lot of them. The player character starts telling a story and Devyn fucking burps like a cartoon character to cut him off. God, fuck him. I’d say that I hope he dies, but the game actually pulls through and obliges me. The lead villain blows a hole through his chest like Piccolo and we’re expected not to instantly start rooting for him. People mourn Devyn. He’s the first name that our heroes drop when they give the villain the “and this is revenge for...” speech once he’s defeated. Michael Kirkbride is the lead writer.

Devyn is really only as annoying as he is because his actor is as annoying as he is. This is a common thread throughout the entire cast; all of the actors here are performing like this is their first time in front of a camera. Hell, I thought it was. Turns out that the entire cast is comprised of actual fucking screen actors who do this shit for a living, and none of them seem to have a clue what they’re doing. This is doubtless a directing problem — Gina Torres is delivering a career-low performance, far beneath even the worst projects she’s done elsewhere — and it seems like Ascendant believed they could just hire professional actors and tell them to "start acting" as their only point of reference for what they ought to be doing. Charles Halford as Rook crushes it, though, and I have to wonder if it’s solely because his character doesn’t look like a human being. They were apparently doing some weird hybrid face-scan/mocap setup where the actors would have their faces scanned while they were doing voiceover in a booth, and then their heads would get pasted onto the bodies of whoever was doing the mocap. There are scenes clearly intended for big emotions, or that expect the actors to at least raise their voices a little — when they see their friends die, when they give speeches on the battlefield — and they just can't seem to muster them for this. Everyone just talks. Nobody in Aveum has ever heard of an outside voice.

I've gone this long without mentioning the gameplay because it's about as much of an afterthought as this paragraph. You get three types of magic, creatively named Red, Blue, and Green, and Blue magic is so ridiculously good that you only use the other colors when the game forces you to. Blue magic is a semi-automatic rifle that gets a stacking percent damage bonus on critical hits, which are guaranteed on headshots and weak spots. It has virtually zero recoil, infinite range, hitscan, and does obscene damage obscenely quickly. Red magic is a slow shotgun that deals a solid chunk of damage but has low DPS, and Green magic is a projectile-based submachine gun with some homing capabilities that serves mostly as a shitty shotgun that misses more often than it hits. Since all of your basic magic has infinite ammo, there's little reason to do anything other than keep your Blue magic in your hand and spam bolts at enemies so far away that they're using their low LOD models. Consider binding your fire button to the scroll wheel to spare your index finger from a repetitive stress injury.

What I do like, however, is that there's actually some emphasis on platforming and exploration. While this isn't an especially interesting world to poke through, there are all sorts of goodies scattered throughout, and they're all more or less worth collecting. Grabbing lore notes will always reward you with XP even if you don't read them, and actually getting to them can be fun. You've got a double jump to start out with, which is already a plus, and you'll eventually graduate to a hookshot and a glide that you can use to get basically anywhere you want to be. Chaining air dashes and hookshots with your glides to get across a massive pit with a treasure chest at the end of it might be one of those gameplay systems that's inherently rewarding. Even though most of what you'll get for doing these mini challenges amounts to little more than a lump sum of XP or a buff to some of your damage numbers, it's the act of platforming around where the tiny kernel of fun is hidden.

There's really not much to say about Immortals of Aveum besides the fact that, were it not for being the worst-written thing I've ever seen in my fucking life, I would have completely forgotten about it in the two weeks it's taken me to type this out. I'd almost say that it's worth playing if only to see how ridiculously bad the characters are, but you're better off watching someone else play it on YouTube at that point, and you'd be watching it for way too long to get a laugh out of it. At least bad movies usually have the courtesy of ending in two hours, not eight. Part of the problem with "so bad it's good" games are the amount of time that they demand you invest in them, and then you've gotta reckon with the fact that you're putting in work for something that isn't going to be worth it. I don't regret playing Immortals of Aveum. That's faint praise, but it's all the praise I can give it. The studio isn't going to exist by this time next year. It's hardly worth thinking about beyond the thoughts I've already had. People probably won't even remember that this existed, and what a sad thought that is. Try not to think about what they could have done with that money instead.

What are we, some kind of Immortals of Aveum?

Big congratulations to Multiversus for violating the concept of zero-point energy by taking the slowest fucking thing that could possibly exist and somehow making it even slower.

"A Billion Lions vs The Sun" except they fused

Rarely do we see a mascot beat the rough transition to 3D allegations. This game rocks.