Okay so you’re a criminal who’s in space prison for a very long time and the way you reduce your sentence is by solving a space mystery. But honestly that’s just a framing device for what is essentially a horror/puzzle game with an interesting mechanic.

You start every level “blind”, in that the screen is almost completely black, and you see the world around you by firing your LiDAR Gun at your environment which covers it in white or coloured dots, depending on the function of the thing you’re aiming at. It’s surprisingly not as disorienting or sickness inducing as you would expect.

The atmosphere is extremely claustrophobic à la Iron Lung or Capsule, limited visual input means you hear every single little sound the environment makes which makes for an incredibly unnerving experience.

What drags the game down is the latter stages, long treks across the environment following a yellow cable or daisy-chaining wires while avoiding turrets does not increase tension; rather it settles you down into a boredom that is never really broken. Oh and there’s chase sequences later on that really do not flatter the methodical approach this game forces on you from the start.

I had fun playing this one, mostly. Fighting mechanics are simple without being too limiting, often when a run fails it's not down to RNG and enemy variety is reasonable. The story is nothing to write home about but it doesn't get in the way of gameplay.

However RNG can sometimes make or break a run, especially as you unlock more and more items that can spawn in. You're just as likely to get items in one run that:
- increase/multiply gold
- make gold heal you
- make gold explode enemies and
- magnetise gold to you
as you are to get random items that synergise in no practical way.
What to do in that situation? Mothball the run? Persevere knowing you could be having more fun? It's a tough choice and not conducive to an enjoyable experience.
Also post-game content is extremely grind-heavy and adds very little in the way of fresh new experiences.

I found the UI to be overly complex re: zooming and overviewing the levels.

For a game where you are penalised for flubbing shots it is surprisingly ready to trick you into flubbing shots.
There is very little way to know where your ball is going when taking a long shot.
The ball arc just moves too fast..if the whole game followed a one-button design sure; but it doesn't.

It's a fun concept but the shortcomings just made it annoying way before I started having fun.

Could have been better. The developer clearly tried to go highbrow deep concept but without any real foundation on which to build the concept it felt like a whole buncha words dotted around a spooky house and a climax that felt like "more random stuff to do".

Steam description mentions the "aftermath" of a cult? but there's seemingly no mention of said cult within the game which is bad narrative.

Very walking sim. Very unspooky. Very 30 minutes I won't get back.

Honestly it's not entirely one-star bad but it is absolutely mired in game breaking bugs. I am literally locked out of leaving a building because the game thinks I am on the phone and there's absolutely no way to make it think otherwise.

A neat puzzle concept that is kind of poorly executed. Design choices that seem to be mostly ugly graphics dressed up as "dream stuff". So many unnecessary bugs with traversal. Also the story? Painfully uninteresting and trying to hit too many notes in too short a time.

2021

A neat, visually striking puzzle game with a few small action sections. The story might be a turn off for those who think any-and-all references to climate change are "heavy handed wokeism nonsense" because it's alluded to more than once. Solving each section makes you feel reasonably clever without requiring too much mental heavy lifting.

Also squirrels are just funny li'l guys by default so that's nice.

Played this immediately after the "Deep Sleep Trilogy" and was slightly less enamoured with the premise. Decent enough puzzles but the ability to do something wrong without knowing you'd made a mistake until the end of the game leaves a somewhat bitter taste. The first game of the trilogy is short enough that having to replay it is no big deal but later entries have plenty of useless items/tasks that mainly serve to confuse the player or cause a "Bad Ending" state.

Serviceable if a little on the short side. If you've ever played a point and click flash game then you've played this.
Mostly simple "lock-and-key" puzzles with a dash of "I've seen the answer somewhere" puzzles mixed with a mildly creepy atmosphere and story. Maybe 5 actual jumpscares across the whole trilogy which is reasonable.

Honestly..not strictly a bad game but there's just something not quite there.

The devs clearly acknowledged that the game would benefit from having certain parts cut or altered; yet there were things left in that just aren't great game design. Almost every instance of platforming was kept or even extended for no sensible reason. Especially considering how much poetic license was taken with Xen; so much could have been tweaked throughout the game but was instead repeated verbatim.

All in all a fine remake but it's hard to overlook the repeating of crap 90s design choices in a game made in the 2010s.

In Just Cause 3 you blew up a red building and the game said "YES GOD YES DESTRUCTION LET'S GOOOO".
In JC4 it's more like "Hm? Oh yeah uh..good job buddy?"

Somehow managed to remove the cathartic chaos from a franchise that sold itself on cathartic chaos.

Just play JC3 again, trust me.

Goofy, silly humour.
Goofy, silly game.
Combat is serviceable enough; one button to stab, another for dodging (you will never need to use this).
Just short enough to avoid outstaying it's welcome.
Story is exactly what you'd expect from a game called "Turnip Boy Commits Tax Evasion".

2020

I was geared up to give this one 4.5 stars but after the midpoint things started to drag.

Story is charming enough, nothing to write home about but the light Scandinavian folklore aspect is fun.
Puzzles generally revolve around get "Item X from Location Y and use on Puzzle Z" which is fine, most of the challenge is from figuring out how some of the items combine and where they need to go to progress the plot.

Where it lost marks was:
- Occasionally paths were not quite clear enough leading me to think I'd cleared an area that I hadn't; only to have a walkthrough casually mention what I'd missed.
- There are moments that feel like needless padding, getting sidetracked on the way to your goal for no clear reason.
- The final chapter featured two puzzles with clues that did not help at all and also a mechanic that adds a lot of extra busywork to the experience.

All-in-all a reasonable puzzle game with a nice story that could have been 2+ hours shorter without losing anything.

I'm not going to rate this game purely because I don't feel like its target audience.

It feels like an adventure/exploration game with too many text boxes. Too many jokes told too many times until they lose whatever punch and humour they may have initially had. The "challenging" portions of the game are sometimes SHMUP sections, sometimes puzzles, but never enough of either; which means neither is particularly well fleshed-out.

Ultimately I got tired of endless slow, "funny" exchanges between characters getting in the way of any potential fun I was having.