Trimalchi0
2021
Proof positive of my long-standing belief that Zelda 2 is a good game that got buried under its own punishing difficulty. The combat still feels a little wonky, but it's a really cool experience once you're no longer crushed beneath the original's glaring issues like needing to navigate all the way across the overworld again after game overs & the flashing death screen.
The graphics punch-ups are sort of a neutral element to me--I don't mind the graphical oddities of the original and I'd have happily played the hack if it was just gameplay changes, but the sprite hacks are well executed and manage that rare feat of not looking too "modern".
Would strongly recommend just playing this over the original, even on a first time. Just making it easier really brings the game's strengths to the forefront.
Pretty good. The new dungeons are fun, the building is janky but enjoyable, the new areas are cool. The greater enemy variety, the honest to god bosses, and the overall pretty well designed world map revamp make this game. It's basically a jankier weirder BotW.
I'm not super hot on the new powers--there was an elegance to Breath of the Wild that I appreciated a lot. Sequence breaks and shrine skips in that game feel cool and earned because you're working within boundaries definite enough that breaking them is an accomplishment, often requiring obscure knowledge like the shield surf double jump or the use of special weapons in combination with slate powers. Tears of the Kingdom sometimes had a really good puzzle, but I was able to cheat at a lot of them very easily--many minecart puzzles are weak to the minecart shield, many gap-crossing puzzles are weak to gluing everything in the vicinity together into a huge bridge. Overall it's fun and technically very impressive, but it loses something in its versatility. (As an aside, Ascend is such a half-baked idea for a mechanic in a game already basically centered around different ways of gaining and losing altitude. It comes in handy occasionally but 90% of spots designed to require it could have had a ladder or climbable wall available and functionally changed nothing.)
The plot is written terribly and is structured very badly. The characters are paper thin, the voice acting is generally wasted on pointless material, and if you do things remotely out of order things start falling apart--do the memories sidequest before beating the dungeons and you will tear your hair out over Link's inability to share critical plot details with everyone, ignore the game nudging you towards exploring certain areas first and you'll be locked out of game mechanics until you cave and do what they tell you.
The new enemies are genuinely very very cool. Gibdos rock and should have gotten more screentime. The final boss is my favorite fight in any Zelda game, I think, from a gameplay standpoint at least.
Also the game is broadly very pretty and I very much appreciate that exploring the map and completing segments of the game makes it prettier (removes environmental hazards, turns off big ugly map tower spotlights) whereas BotW rewarded you for completing parts of the game by permanently ruining the view with laser pointers.
It's a weird game. There are things in this that I really hate and things in it that I really like. The moment to moment gameplay is quite good, so I would recommend it overall, and I think in some ways it corrects problems I had with BotW and hits some of the 'classic Zelda' notes the last one was missing. But I also think that viewed as a whole it's a worse game than BotW that loses some of the charm by the very act of trying to recapture it.
wonderful little DLC! had a pretty fun time with this. wonderful DLC structure honestly, if they do more I'll probably buy and play every one of them
2019
This review contains spoilers
I had a lot of fun with this game! Has a lot of great "aha" moments and fun puzzles. Slowly piecing the plot together is very fun and the writing is cute.
I have a lot of nitpicks, but I won't list them all off, because it makes it sound like I hate it when I liked it for the most part.
2004
One of those games where I open it at 3 o'clock, play for a couple minutes, and close it at 8.
I don't really enjoy playing against the AI but it's a great virtual trainset.
2023
This is really fun. Great game about running around very fast and walloping enemies--the movement feels wonderful once you get it down, though it's a little tricky to start.
I like the soundtrack quite a lot, has a lot going on and a bunch of different styles. An important thing this game gets right is that when, at the end of levels, you have to backtrack and escape them, the music is overridden by the escape theme, and the theme is really good and you don't get sick of it or miss the original level theme that much--a lot of games botch that, I think. The artstyle is a delight as well; I wanna say it's somewhere between a handful of 90s-early 2000s cartoons and the weird Czech episodes of Tom and Jerry? Doing it's own thing also though.
It's maybe a little too maximalist for me personally? I had to play it in 1-2 hour intervals because there's just so much going on it would wear me down a little, but I enjoyed it a lot all the same.
2022
This review contains spoilers
I went into this with pretty high hopes and I really enjoyed the front 60% or so, but I think it fell off pretty hard at the end. The game stopped being remotely unnerving once I realized that, if you don't already have the map layouts memorized, the only thing the microscopic inventory does is turn huge chunks of the game into busywork as you run pickups back and forth from saferooms to make room for key items. That being said, I liked the first two chapters or so quite a lot from a gameplay perspective, I think it just wore out its welcome. Also, I liked the puzzle design quite a bit, stuff like the pareidolia puzzle were the mechanical highlights of the game for me.
I thought the story was interesting and I like the way it's told; I appreciated the literary references and once I googled the secret ending and read some discussion I found the narrative sort of touching in its own way. However, I think that trying to do a confusing nonlinear narrative, one heavily reliant on symbolic interpretation, is a mistake if you are going to make 90% of the characters in the game anime girls with identical faces, because I had no clue who the hell anyone was until the last hour of the game.
I don't say this often about horror, but I think the game needed to spend more time explaining what the monster is actually like; maybe I'm just jaded, but I think a pulsating mass of flesh isn't actually that scary by itself, and I would have liked some sort of direction as to what it's actually doing and why it's apparently causing a time loop/reality warp/etc, when the much clearer motif connected to it is one of hive-minded conformity and the blurring of the line between self and other. I think the eye motif was a lot more evocative and the game could have stood to lean into it more. Also--I think that structurally, this didn't need to be a story about a time loop, and I think it would have been stronger without that aspect.
Beyond the character design I liked the game's visual direction a lot. It looks sort of like a Nintendo DS game in a lot of respects--the clean and minutely detailed environmental art, the extremely low-detail models displayed at sizes so small they resemble sprites--but it's clearly doing its own thing, and the environmental design is really excellent and another clear highlight of the game for me. As much as I have a deep and abiding love for the low-poly renaissance among indie games, seeing something where the chief visual inspiration is not PSX games is a breath of fresh air, and I liked that immensely.
Overall I think Signalis is an enjoyable game but a flawed one. Maybe it's just not for me! I dunno. I respect the artistry regardless.
2022
Gonna need more time to organize my thoughts and come up with a real review, because there's so much to dig into in this game, but the long and short of it is that it's Disco Elysium (with a little Night in the Woods in there) for history nerds. It's an impeccably well-written and well-researched game that tells a moving and thoughtful story which absolutely nails the fine line of feeling topical and relevant while remaining firmly grounded in its historical setting. I cannot recommend it enough.
This is a really delightful little game; a few hours and the price of a couple movie tickets well spent, I think. I was especially impressed by its final big twist--it crept up on me for a genuinely amazing revelation.
I'm really kind of fascinated by "passive detective" games like this and Obra Dinn, where the player-detective cannot change the outcome of the story by solving the mystery. It lends itself to a fundamentally different sort of mystery to the more traditional sort, but I think I might actually like it a little more? There's this really fascinating puzzle-box quality to the style that I've never gotten out of anything else.
I enjoyed these games a lot! They're very cute and sweet. Also they all have unexpectedly good soundtracks, especially this one.
2019
As far as roguelikes/lites go this one is really fun--I haven't beaten it many times but I have unlocked all the characters.
I like to compare "neo-roguelikes" to the genre's classics--what ideas can be traced from stuff like Angband to this? The inspiration I think Streets of Rogue really latches on to is the ability of the player to think laterally. Though there's a fairly small pool of different missions to complete and NPCs to interact with, the many different systems in the game--status effects, relations, alertness, combat stats--make devising solutions to problems and coming up with plans and strategies really enjoyable. Gameplay tactics like getting free healing items as a vampire--having your own blood put into bags, then topping off your HP via random back-alley NPCs--are a delight to come up with and manage, and feel like some of the classic outside-the-box tactics of classic roguelikes, like wielding cockatrice corpses as weapons to petrify opponents in NetHack.
I like to compare "neo-roguelikes" to the genre's classics--what ideas can be traced from stuff like Angband to this? The inspiration I think Streets of Rogue really latches on to is the ability of the player to think laterally. Though there's a fairly small pool of different missions to complete and NPCs to interact with, the many different systems in the game--status effects, relations, alertness, combat stats--make devising solutions to problems and coming up with plans and strategies really enjoyable. Gameplay tactics like getting free healing items as a vampire--having your own blood put into bags, then topping off your HP via random back-alley NPCs--are a delight to come up with and manage, and feel like some of the classic outside-the-box tactics of classic roguelikes, like wielding cockatrice corpses as weapons to petrify opponents in NetHack.
2013
Feels like a really cool flash game. Story is kinda impossible to follow but the levels are very good.
The driving feels excellent; the shooting is horrendous. The open world is alright. The plot feels like a stream of contextless scenes from different crime movies strung together with Scotch tape. The humor is generally not really that funny and feels bizarrely dissonant with the relatively serious story the game wants to tell.
Not the best game I've ever played, but I enjoyed my time with it.
2022
Really cute game. The card gameplay was very satisfying and does an excellent job making you feel like you're learning and mastering a card trick. The story is kind of a popcorn read, but it's enjoyably written and very charming. The soundtrack and art direction were really excellent as well. I wish it was a little longer and maybe that it committed more in its story, but I also feel like it was a decent length so as not to overstay its welcome.
My main complaint is that some of the late game card tricks are frustratingly fiddly, namely the false riffle shuffle and the tricks involving rifling through the deck looking for specific cards.
Overall a very enjoyable little game.
2017
This game has resonated with me more than I think any other game has. Part of that is just personal, part of that is how ridiculously well the game captures the feeling of a small rust belt town in decline. It's well written and funny, it's beautifully presented, it's full of cute little sidequests and optional content that makes its setting feel lived in and its simple gameplay feel rewarding. Its political message is a bit hamfisted at times, but I'll be damned if I don't agree with it.