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.

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!!!

The first half of Cry of Fear delivers a top tier horror experience. Its claustrophobic environments create a sense of unease and the deliberately janky combat amplifies the tension. The light puzzles help it maintain a well-paced flow, preventing any sense of monotony.

But then, Chapter 4 hits and I go : https://www.youtube.com/watch?v=dsV7JoDPajU

It takes an unexpected turn into an uninspiring fetch quest with a more action-oriented approach. This slight shift in gameplay in increaseing enemy spawn rate in more open areas, doesn't quite align with the game's Silent Hill-esque combat. Moreover, the iconic Half-Life 1 jank become more unbearable during platforming and nightmare sections, making me a lot more grateful for Valve's inclusion of quicksaves in all their singleplayer games.

As for the story, it's alright. Although, like with some other indie horror games, I can't help but evoke the thought, 'this is just doing what Silent Hill 2 did way better.' But it's worth noting that Cry of Fear was developed by a group of college boys, not a team of AAA professionals. The game radiates a genuine sense of passion and commitment and the flaws don't overshadow the effort and dedication poured into creating it.

It has heart, a somewhat janky heart, but it is still in the right place.

Peppino should be the next pope

cinematic sony third person shooter TASTES SO perfectly adequate WHEN U AIN'T GOT A nintendo fan IN YA EAR TELLING YOU IT'S NASTY.

Prairie Kingdom has fallen

Billion cats must die.

I wasn't incredibly fond of the first GoW, it has the syndrome of "the introductory entry where the concept hasn't been fully realized yet by the creators". It's not a bad game by any stretch but it is dry in comparison to its much more ambitious sequel. The sequel is basically a much better version of the first game and it also introduces a bunch of new mechanics and tools that all flow incredibly well. The combat is more fluid and less repetitious than GoW1. The platforming while can be janky at some parts has seen a major improvement and is nowhere as migraine inducing.
Overall, fun game :) but lacks gay sex minigames with greek men.


chill game. no evil ass subtexts this time around.

Every match is either bots or russians.

Two entities with whom I share no sense of connection or relatability towards.

Grim Fandango has such a soulful story that I'm willing to put up with some of It's obtuse puzzles (the forklift part though what the fuck?). Bullshit puzzle design has been kind of accepted to be an expected element in these old Lucasarts games but thankfully Grim doesn't reach Escape From Monkey Island's levels of depravity in that department.

Also, I find Manny to be oddly cute.

Carl Brutananadilewski jumpscare

Hi, I'm Xalavier Nelson. Welcome to my Xalavier Nelson video game, developed by Xalavier Nelson Entertainment and published by Xalavier Nelson HQ. You may know me from other awesome projects such as "Xalavier Nelson's Insanely Zany Capers."

My command prompt won't stop opening up and immediately closing now.