My estimation of THQ as a video game publisher just fucking plummeted.

All the other GAY LUIGI with the pumped up SPAGHETTI
You better run, better run outrun my DINNER

Maya and Pearl could literally channel the spirits of John Lennon and George Harrison and end world hunger or something.

It's a shame the writers are braindead and never thought of this.

Vampire Survivors-likes are to indie games what Ubisoft is to AAA games

Ok game but AAA devs seriously need to find a cure for their 'put hollow crafting mechanics and material collecting in every single game ever made'-itis.

I'm a Buddy girl in a Buddy world
Brad is joyful, It's painful
You can slice my eye, Give me joy anywhere
Mutation, Brad is an abomination

Come on, Buddy, let's get +JOYED
Ah, ah, ah, yeah
Come on, Buddy, let's get +JOYED
Ooh woah, ooh woah
Come on, Buddy, let's get +JOYED
Ah, ah, ah, yeah
Come on, Buddy, let's get +JOYED
Ooh woah, ooh woah

2020

It's a stupid decision to make one of the kickstarter goals for your STORY based game be "we're gonna make the game longer."
Did the underwater level have to be that long just for me to learn that Omori is afraid of water?

"oh but the dreamworld sections are long because Sunny is afraid to encounter his real world problems and wants to indulge in his escapist fantasy forever"
I DONT GIVE A FUCK!!!! ITS BORING!!!

This is like an evil version of Moon: Remix RPG Adventure

Ethan Winters is the type of guy to watch Peppa Pig with his daughter and be infinitely more invested than her while his wife is getting plowed in the other room by Chris Redfield

Starts off as a pretty solid psychological horror but leans too hard towards the absurd later on, akin to watching a lackluster version of Courage the Cowardly Dog. The transparent metaphors didn't help alleviate it either.

Nevertheless, it's a pretty simple story of a man learning to deal with his guilt, and for a crudely animated janky ass point-and-click game, it did manage to evoke some genuine emotional moments.

I just wish good things happened to video game characters named Max.

Replaying this game as an adult made the jankiness become center of my attention sometimes (Poor facial animations, Constantly recycled animations, Odd camera placements) but it doesn't necessarily diminish the game's value. 11 years later, I still think it's an emotionally potent narrative and engaging story, and it's worth it even if some of the technical aspects are lacking in execution.
Telltale will probably never be looked up to as a serious game company due to their formulaic approach to decision-based games, and their reliance on superficial choices that ultimately don't have any impact on the story. And, Yeah. The reason for their notoriety started here but I think decisions don't necessarily need to have a massive impact that majorly alters the narrative in order to be considered meaningful. Sometimes the subtler choices that impact the narrative in a more nuanced way can be just as significant and meaningful.(Ex: Kenny giving you shit whenever you're not dickriding him for every choice in-game).
It's all downhill from here though, The "Illusion of choice" notion became rapidly more prevalent in their later games as the choices became more hollow and we all know how that turned out in the end.
Should've just stuck to making Sam and Max games.

I feel that HM1 had a more unique and subtle tone with its storytelling. 2 just goes really hard on the nihilism and the melancholy of the story that it desperately wants gameplay to reflect that (lol killed off screen by silly russian man).
HM2 can get monotonous, frustrating, and depressing, and it drags a lot in its pacing and combat but eh, I still had some fun, I just won't be in a hurry in coming back to it, unlike the first game.