This one took time to grow on me. If someone played this like a standard rpg, I think they may be bored to tears. The main cast mostly has nothing going on. Like there's enough there to distinguish them, but outside of that they're more like lightly toasted white bread. What makes it for me is the sense of world. It feels like this place has stuff going on. Little rivalries and discussions amongst the towns and cities. The characters acknowledge you when you come back home and they respond to changes in the world. The puzzles seem like they're working towards something more. Feels like they're figuring it out, but I like how psynergy is grounded in interactions with the environment. Like the fact that you can read everyone's mind is fantastic.

Outside of that the combat initially felt very standard rpg, but when the tough battles came the djinn really shined. You need to balance the stat drops it takes to use them while prepping summons, while also making sure you don't take too many that important psynergies drop off. When it works, it really works, but unfortunately it was just for a handful of good bosses. Outside of that it's the general standard rpg encounter affairs. This didn't grate on me though, mostly because I'm playing it the way it was originally intended, while commuting to work and on my lunch breaks. When taken in small chunks, it's a very cozy game. I can't remember, but someone said something similar of DQ11. This is one of those that should be taken piecemeal and casually. I'm very excited to finally give Lost Age a shot. According to everyone that's where this series really shines and if it's anything like this, it should be great.

I really appreciate the way they carry the subtext from the first game, but I don't appreciate how lacking everything else is. These levels don't have much going on to begin with and having to repeat them several times over is just a drag. The combat is more "fluid", but also way more shallow. It seems a lot of people find this to be better gameplay, but it's just easier because they didn't take the time to consider balancing. At some point they decided to just throw ammo around every corner and make enemy health pools as shallow as possible. It feels like a game made under a deadline, and likely was, but at least has enough aesthetic and narrative to carry it. Still it feels two hours too long.

Really wish the other DLC had been this smooth, not that there's much more going on here. These two episodes expand the subtext in an interesting enough way though, not just dealing with a newly created work, but expanding it into a series. The nightmare of following up a work and the hope of fulfilling a vision.

Real simple. Narrative stuff is great and gameplay stuff is bad jank.

The vibes are all wrong, but maybe that's the point. Max feels decidedly different from the previous entries, dumber and much angrier at the world and himself. The previous Max resigned himself to his noir existence, but maybe this one has been stewing in it too long. A man forced to live in constant noir is gonna become a freak, just look at Bogart. I need to ruminate on this one and 2 for a bit; they both seem to have more going on under the hood. Might replay all 3 once I've finished up Remedy.

Look man, I know it's just the tetris equivalent of jingling keys in front of a baby, but I like the jingling and it's all sparkly and look there's a whale.

A much more polished product than the first and it's all the worse for it. Feels like it exists out of obligation; the studio needing to leverage the success of the first game to keep footing. I'm glad I went back and played these, really illuminates the subtext of Alan Wake with this already feeling like the devs were done with this property. Still it felt good enough to play and 𝙞𝙩 𝙞𝙨 polished, so if anything it played like a popcorn movie. I'll never think about it again in earnest, but if it did some good for the devs in the real world then why not.

Also, rest in peace James McCaffrey, these games could get by on your performance alone.

Neon, filth, and 2000s ass slow-mo. This one gets by entirely on charm and it has it in spades. The actual narrative is nothing to write home about. The devs knew this, so they had a ball coming up with action setpieces to hang off a basic revenge story. It's not well balanced and the level design isn't going nuts, but it has the cool factor and I think that's all it needed. That being said, it will be served greatly by a remake. Tighten up the story, add some nuance, refine the gameplay, and they could really have something here. Just keep James McCaffrey; dude carries this game's narrative.

The more I think about this game the more I regret not having played Max Payne - that’s not necessarily a complement. From my understanding in 2012 Max Payne was basically Remedy’s whole identity. Reading from this game, it’s a fact they must have resented. Being unable to escape their past successes, literally trapped by a fiction. The thesis of this game presents that they needed to balance the strengths of their Max Payne past while moving into new territory. It’s an interesting conflict, but not one I think is handled the most deftly here.

While I haven’t played it, the slow motion shooting of Max Payne has been acclaimed for decades. An appropriate fit for a hard boiled neo-noir. Alan Wake’s main mechanic is using light to dispel enemies' shields to make them vulnerable to gun fire. While perhaps thematically appropriate, gameplay wise it just communicates that they wanted to use flashy gun play because that’s what they know. That and some awful platforming leaves this game coming off as more confused than intentioned.

Don’t get me wrong this somewhat matches the theme. Them messily trying to balance their past and present, but the result ends up being more frustrating than insightful. The shame is that the game gets this a bit right with Alan having the stamina of an eighty-seven year old man or, very appropriately, an unathletic writer. He runs out of breath in about five seconds flat and while it’s frustrating, it’s a beautiful subversion that annoys me in just the right way.

Now let me be clear, I enjoyed this game immensely. I played it one episode at a time over the course of about two weeks and it felt like cozily throwing on an episode of Twin Peaks. I have a particular fondness for mountain towns, and while I don’t think they capture it as well as Twin Peaks, America through the lens of Fins was bound to be fun. I mean so many games have trouble tying their setting into the subtext, but Bright Falls is beautifully realized here. A somewhat removed place where shadows of industry loom heavy beneath the enclosing mountains just as Alan is being shadowed by promotional cutouts, posters, and rabid fans of his ended book series. It’s whip smart stuff. Alan Wake’s greatest flaw then is that it’s a game, not a show.

The strength of many games tends to be their ability to place you in a world as an active participant. This is best done through gameplay, but many games are content to use flashy graphics to overwhelm you into immersion, Alan Wake is unfortunately no exception. While I had a lovely time, I can’t find a way to intelligently resolve Remedy’s own conflict about being caught between the worlds of film/TV and computer games. Though rest assured, I am going to play ALL of their remaining games in the coming weeks.

I've had this forever, bought it on release I think. Just could never get into it due to the difficulty, but I decided to give it a genuine attempt today. It's pretty good!

If played on the higher difficulties, it's a game that is more about mitigating damage than it is about thriving. Things are going to go wrong, no way around it, figure it out. I just wish there was a bit more meat on it then. It feels like a smaller, tighter Frostpunk, but without the moral implications. A bit more of a narrative, a connection to your crew, and these decisions might feel more impactful. As is, when my characters cannibalize someone, it's just a question of how much their stress meter will go up. Still a simple fun way to kill a few hours, pick it up for $5 bucks or less.

I tried it purely based on the aesthetic they were going for and I made it about 2 hours before I dropped it. I have no problem fast travelling everywhere if they at least did it seamlessly, but it's just loading screens and annoying pull outs to a third person perspective when taking off, landing, or just jumping to a new system. That and the immediate reliance on space magic to propel the narrative really turned me off. I really just want an LoGH game with this kind of NASA aesthetic. Something politics and decision driven with very little combat and an emphasis on taking advantage of space as a setting. This likes the aesthetic of space, but hates the intricacies of its traversal.

Coming off of something very long and convoluted this was refreshing. So small and simple and true. A raw little window into the mind of the creator illuminated by wonderful flourishes. Just wish it wasn't so buggy. I did need to reset it several times just to get through.

2012

Please make this the cover art for all versions, thank you.

To everyone who has recommended this as the best VN I need to ask - do you read books?

Aggressively gauche piece with the malformed bones of a decent narrative. Insists on making incest and pedophilia justifiable in the narrative for some reason. Narrative beats indulge in a deluge of pointless details and tired anime clichés. Also feels the need to explain literally everything to the reader. It tried explaining to me misdirection and I nearly quit playing the game. That was a mistake.

The creator wrote it earnestly enough, there's no malice here. A story about an intersex person in a cursed house, the subtext should be worn on its sleeve. Instead we get a series of imprudent narratives which only serve to propel a tired tale of revenge and redemption.

I'll sum it up with an event from the game

"The world around me went brown"
And they proceeded to dunk her head in shit

How I felt the entire time.

I feel like I liked this more, probably because of the narrative beats, but I also can't stop feeling like BotW is a better game. As cool as ultrahand is, it may be too cool for its own good. Never felt like the mechanics of ultrahand and the world were ever in sync. I'm a bit too burnt to have coherent thoughts yet, but it's mostly: Story good/ Gameplay feels weird/kind of wrong.