11 Reviews liked by burst_error


Beautiful videogame. A top-down free-controlling shooter, sublime in its crisp, clear presentation, instantaneous action, and game design that's so simple you could easily miss just how brilliant it is.
It goes like this: you are a guy. You have a gun. GO. There is nothing adhered unnecessarily to this frame, nothing to sully it--whereas some companies would be tempted to load the thing with weapons, Toaplan gives you just four, two primary (free shot and strafe spread) and two special (high damage flamethrower and piercing "super ball). Each is, of course, highly valuable depending on the situation.
Most of the fun comes from the way enemies are laid out, much like the forced-scrolling shooters Toaplan primarily traded in; but here, the wrinkle of free control allows them another layer of depth in the level design. Sometimes you're in an open field, swiveling and spraying wildly as enemies rush you; sometimes you're in a maze of tight corridors, peeking around corners to pick dudes off in incredibly tense, almost secret-agent-esque firefights; sometimes you're doing platforming, hopping onto moving floors and elevators and dropping bombs because you don't want to risk careening off an edge... They concocted so many little scenarios that create different kinds of tension and satisfaction, all housed in a remarkably seamless package.
I'm guessing the designers tested the game early-on, and found that it was too easy to be stingy, to use the free control to hold back, go slow, be cautious; and that did NOT fly. There's a system put in place to keep you moving forward: your energy bar ticks down as time passes, and to refill it you have to collect 'E' items stashed in set locations in specific crates throughout a level. It's incredibly well-balanced, not punishing the player overtly for being careful so much as planting a tiny seed in their head that says "keep moving," which can grow into a gnarly thicket of stress, or result in death, if not dutifully managed.
That's all not even to mention the game's fun little secrets and easter eggs, of which there many, all calling back to earlier games Toaplan made. The music is really good, if not great.
The only dings I can give it are for its rather obtuse scoring system, and the feeling that if I wasn't playing it with autofire I would be having a considerably worse time. Honestly though, if I saw this in an arcade somewhere, I'd happily sit down and mash away.

80s children could beat this and they were breathing in lead from gasoline fumes so stop whining and draw a damn map

Zool

1992

Do u think girls will like me if i dress and act more like 'Zool'?

One of the reasons that some games appeal to me is that they can be little worlds I get to explore, and this is very much the case here. Probably one of the best getting lost simulators on the entire system. I am not sure I would recommend this game for a "playthrough" as much as I would recommend it for the experience or the journey of playing it, regardless if one gets invested enough into the game to finish it or not. If you have fun with it, finish it. Makes sense, really.

"are games art?" first of all, f@ck you, second of all, here's one

Inside is amazing from the get-go and proceeds to get better, climaxing with a mind-blowing series of events that wouldn't be conjured up in your wildest dreams... or nightmares. My girlfriend was so scared that she had to put the controller down and walk away. She had to get Outside.
Playdead has assembled a roller coaster of intense situations and puzzles to boggle the mind for just the right amount of time. No challenge is so difficult as to interfere with the story which unfolds with no outright exposition let alone any dialogue whatsoever.
Don't play another minute of anything else until you've set aside three to four hours for Playdead's Inside. It's guaranteed to immediately mesmerize.

one man. one world. one desire. isolated. HIGH OCTAANE

Top 10 NES games for me. Actually made me laugh out loud a few times, such charm to this one. Plus, I find the game itself to be fun and interesting.

The mix of high fantasy and horror is what draws me to Shadowgate, a living castle with branching passages to the unknown. Don't stall too long wondering what lies beyond the next path though, as your torchlight's fading and you wouldn't want your adventures to end here.