350 reviews liked by baldur


Running to defend backloggia's honor from the VILE AND WRETCHED videogameduncan

they made yukari less mean. is atlus stupid or something..

Certified year 8 break time classic

This review contains spoilers

There's a lot to discover out there- or, there was, at one point, but it's all been discovered since, hundreds of thousands of years before you even hatched. Games like this can offer recluse from the harsh, pre-explored reality that we live in, so it's disappointing how often Outer Wilds shifts focus away from its naturally occurring astronomical mysteries and towards its ancient alien race that has already solved all of them. It's not about monitoring the cyclones on Giant's Deep and reasoning out that some push and some pull; it's about trying to get into an observatory that houses a model of the phenomenon. It's not about sending out a drone to take pictures of an angler and realizing that its eyes are glazed-over; it's about finding the skeleton in the Sunless City and the accompanying biologists' report that says that they're blind. Of course, you can figure out any of these things on your own, but the 22-minute timer actively discourages the extensive trial-and-error that's necessary to evoke a true feeling of discovery, effectively telling you to try visiting a different planet if you weren't able to make any progress on your last loop. The Nomai are undeniably essential as a way to tie all of the cool space stuff together, and their story is certainly worth telling, but I wish their findings weren't so well-preserved. There's an important distinction between discovering and just plain learning, best illustrated here by the Tower of Quantum Trials, which feels like the tutorial level of a Portal-inspired first-person puzzler rather than a part of a wider world. The gap between what's plainly written out for you (blind fish) and how you can use that information to reach your goal (move slowly) is pretty small, and it's only made smaller by the fact that your ship log neatly summarizes all of the important bits for you. What I crave most from a game like this is the feeling of being stuck, or, more accurately, of overcoming said stuckness, and Outer Wilds just doesn't deliver in that regard, and, as a result, I was never as into it as I would've liked. I kept waiting for it to stonewall me, for that moment where I felt like I'd exhausted every possible avenue, but it never came.

And yet... the game just works anyway. Contrary to how dour that first paragraph reads, I do enjoy learning (albeit less than discovery) especially when it's done this well. Every loop brings a new revelation, and not a single fact about the universe feels forced or out of place. I'd go as far as to say this is the most consistent set of internal logic that I've ever experienced in a video game, and it knows it, considering how much joy it takes in hiding things in plain sight. Of course that fog planet you kept seeing was the quantum moon all along. Of course Ash Twin runs out of sand eventually. Of course the Tower of Quantum Knowledge can get sucked into the black hole. Of course you can't land your ship on the sun station, why do you think it's marked with the same pattern as all of the other warp spots? The amount of mileage it gets out of being a game where you can't interact, only observe (wink, wink, nudge, nudge) is staggering, and what makes many of these world mechanics effective is that they're decidedly un-gamey. Most other games would've let you know in some way when you're being properly shielded by a jellyfish in order to combat I-tried-the-right-solution-but-it-didn't-work-syndrome, but the fact that you don't get any feedback and just unceremoniously pass through the electricity barrier makes it that much more satisfying. It seems like it would be great fun to watch someone else play this game, smirking internally as they walk right past something that you already know is cosmically important, and laughing hysterically as they destroy their ship by ramming headfirst into a planet at 400 m/s. Because it's hard to imagine this game going anywhere without committing to the unforgiving physics of outer space- aside from the ship's autopilot system, arguably, no corners are cut here, culminating in an environment that feels appropriately cutthroat. Get too close to the sun and you're screwed, drift too far from your ship and you're screwed, forget to stop and refuel your jetpack and you're screwed. It's a nice reminder that we as humans (or as Timber Hearthians) have no real way to conceptualize true three-dimensional movement, and, as a result, arriving anywhere safely can often feel like a small miracle, which leads to the game's best moments. Carefully following the gravity crystals to reach the Hanging City for the first time, struggling to land on the quantum moon while simultaneously viewing a picture of it, and, of course, that final trek- replaying the end of loop music during was nothing short of brilliant. I'm much more mixed on that overly artsy indie epilogue, but getting to the Eye at last was the perfect capstone for an experience that deserves its reputation as a universal recommendation... even if my personal solar system wasn't as shattered as many others' were.

(I'd like to go on the record as saying that I bought the Fear & Hunger games before the video essayists got to it.)

It's oft said as a maxim, "To steal from one is plagiarism, to steal from many is research". A common thread amongst many retro throwback indie games you see come out is a slavish devotion to a single game, or some dubious rose-tinted era that never really existed. Indie devs who's only real creative aspirations are "What if I made Chrono Trigger again?". Fear & Hunger 2: Termina at a glance could easily be thrown under this umbrella as well: it's plot is a whole-sale reference to Majora's Mask (if you couldn't already tell from the title alone). There's an enemy in-game that's just Art the Clown from Terrifier. Silent Hill, old internet urban legends, H. P. Lovecraft, Hellraiser, the list goes on and on. Termina could easily be filed under this umbrella of unfocused & derivative pop-culture worshipping games, but despite being outwardly familiar, Termina's greatest strength is it's sense of mystique and magic; it's ability to feel like a truly unknowable black box of psychosexual Eurojank horror.

Termina uses its myriad base of familiar inspirations and influences as a jumping-off point, a way to set your expectations before it pulls the wool over your eyes and shows you what it truly wants to accomplish. With a cast of 14 unique characters (8 of which are playable, each with unique ways they affect the core gameplay loop) and a 3 day time limit, there's a sense of wonder as you try (and die) again over and over, with each playable character & NPC having some kind of obscure interaction with other characters or the world that you can stumble upon multiple hours into your 5th or 6th playthrough still. It's structure of a large and relatively static world map, coupled with a downright sadistic and unfair difficulty almost lends Termina the air of a masocore game a la I Want to Be the Guy or Kaizo Mario. It's about venturing head-first into a challenge and getting your ass handed to you in a way so insane and out of left-field you almost laugh at the sheer absurdity of it if you weren't so pissed about your last save being an hour and a half ago.

Saving your game at a bed advances time and causes characters to move around, potentially die, and limit your ability to explore, yet is also the only reliable way to access the game's leveling mechanic to improve your character. Powerful enemies can randomly show up around town and deliver total party wipeouts. While enemy positions and item boxes are static in each playthrough, their appearances and contents are otherwise completely random and up to chance. This risk and reward throughline forces a different approach each playthrough with enough variety that it always feels like you're never truly in control of the situation, no matter how many shotgun shells your carrying around or how many people you have in your party, and it manages to keep up the incredibly tense horror even after you've been desensitized to the horrific monster designs & nightmare scenarios with the constant looming threat of losing progress.

Termina is a dubiously tactful psychosexual nightmare of a game that I can't get enough of. While it will no doubt be picked apart down to its very cogs in the future, I'm enamored by it's mystical black box nature and I hope the future updates this game is planned to recieve flesh it out even more. I can say with confidence that Termina is a cult classic in the making, and a bold new entry into the RPG Maker Horror canon.

Maybe there’s a decent game in here somewhere, perhaps buried under hours of firing yourself at an immovable brick wall or just bending the knee to wiki guides or YouTubers telling you how good the game eventually gets, but I doubt I’ll ever see it. Maybe it’d be one thing if Fear & Hunger made any attempt to sell any central hook for it’s oppressive world beyond an opening text crawl to lure me along, or present any spark of intrigue in its mechanics for me to want to interface with the game on any meaningful level, but I truly feel like there’s just not a whole lot here for me. Is it possible this is spurred on by preconceptions of the JRPG foundation this game is laid upon? Or maybe it’s just a skill issue and I should get good? Sure, Man. On one hand I gotta respect the level of challenge this game presents, but even a version of F&H with a steadier on-ramp still wouldn’t erase all the nasty set-dressing that’s honestly impossible for me to look past. No censor patch in the world is gonna change the fact that maybe conveying the long-lasting horror of SA through an RPG status effect is in poor taste. I tried, and initially I planned on going back for one more shot, but the more I think about this game the less I fuck with it, so I guess I gotta throw in the towel. If you clicked with this that’s dope and I’m glad you have something you want others to experience, but I felt genuinely kinda gross while playing this and i just wanna move on. Here’s to Fear & Hunger 2, I guess

This review contains spoilers

Do you guys think wreden and coda ever explored eac[I am shot at point blank range.]

I can see how a lot of people here interpret this as some dumb Blue Curtains Glass Onion shit cus, Y'know, It's the stanley parable guy. But i don't really think that's what it's aiming for. It's more critiquing like that idea that anybody who makes dark or experimental or transgressive art is somebody who is using their art as a call for help. And not just because they find those ideas interesting.

I've been thinking a lot about the late 2000s/mid 2010's indie scene and how different it all feels from the current one. Let's plays don't really feel like a thing anymore? Do people still do those? I mean they still exist but they don't really feel like the kind of cultural force that they use to be. Gone are the times when something like this could be put in front of fucking 12 million people because jacksepticeye played it.

Also i just like some of coda's games as their own weird lil itch io games. My favorite is the cleaning one but i like the messages one a lot too!

This song is really good


This review contains spoilers

It’s early days yet, and Deltarune is far from complete - but no other demo has given me this much content for free, while still enticing with a banquet of utterly intriguing story hooks to speculate on over the coming years. That said, the bulk of this game really just felt like the motions of Undertale on repeat. Toby Fox is a truly multitalented artist, his grasp on how to create vibrant worlds that feel both lived-in and fulfilling to explore is second to none in this industry… but with so many “hallways of funny moments” connecting everything, it can feel like his range is a tad too narrow at times. Subjective af note here but the music just doesn’t bang remotely as hard either.

I must give credit to Chapter 2, specifically the knowledge of the Snowgrave run, for finally lending the improved Undertale combat more of a sense of purpose. Its added layer of party complexity genuinely adds a lot, both mechanically and thematically, and I find it utterly convincing within Deltarune’s metatextual thesis on autonomy, imprisonment and puppeteering. Queen is also the funniest character he’s written yet.

All I’ll really say is that the offering of Deltarune we’ve been given so far suggests far grander things on the horizon, and I’m utterly convinced it will explore them thoroughly. Excited to see where this goes, because if it sticks the landing, it will be very very special.

Not putting a score on this until all chapters are out but yeah, I loved it! Big step up from chapter 1 presentation wise and you can tell Toby having a team has allowed for much more ambition. Music slaps. Funny and touching writing. What more is there to say!

...well one thing! This game got me thinking about why I find Undertale/Deltarune so uniquely funny. Of course there is the writing/dialogue, which personally I think mostly hits but could also probably be described as "tumblr" if you were being a really uncharitable, cynical douche. I do get it though, when it does miss, it misses in a way where I just kind of go "wow this sure would have killed as a shitpost in 2013 but not sure if it lands here." Thankfully at least to me that doesn't happen often and I think the writing is genuinely both funny and charming.

But I don't think that's what makes these games uniquely funny. That would be that Undertale and Deltarune both are games that manage to weave comedy directly into their game design. If you've seen the "Every Frame a Painting" video essay on Edgar Wright and visual comedy I think a great comparison can be made to what Toby does with these games. Don't just settle for dialogue, if the medium is the message, use the medium to its fullest! How can you get a joke out of an attack pattern? How can you get a joke out of a piece of equipment? How can you get a joke out of experimenting with mechanics? It's something that I actually don't see many "comedy games" attempt much at all beyond maybe a throwaway "You got a Thing!!" jingle + pose because haha funny Zelda reference (not that I have anything against that). Just something I had on the brain after finishing this chapter! Can't wait to see where the game goes next.