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GOTY '23

Participated in the 2023 Game of the Year Event

1 Years of Service

Being part of the Backloggd community for 1 year

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Received 5+ likes on a review while featured on the front page

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Played 1000+ games

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GOTY '22

Participated in the 2022 Game of the Year Event

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Played 100+ games

Favorite Games

Devotion
Devotion
Tetris
Tetris
Kirby's Adventure
Kirby's Adventure
Rez Infinite
Rez Infinite
Silent Hill
Silent Hill

1091

Total Games Played

039

Played in 2024

272

Games Backloggd


Recently Played See More

Shatter
Shatter

Apr 15

Oxenfree
Oxenfree

Apr 13

Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition
Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition

Apr 01

Lost Judgment
Lost Judgment

Mar 31

F-Zero: Maximum Velocity
F-Zero: Maximum Velocity

Mar 30

Recently Reviewed See More

A brightly-lit, electro Breakout. It begins with good ideas and I enjoyed how boards encourage a mixture of classic paddle technique with the push-pull of its fans to change the arc of the ball. Unfortunately, it runs out of ideas in the middle. Two bosses are re-used with slight variations and there are few new obstacles, bricks, or board shapes in the last few levels. As a result, it seemed like the game increasingly relied on debris that knocks out the player's paddle over other challenges. I would have preferred that challenge come in the form of more interesting or complicated boards.

I enjoyed Oxenfree's focus on plot, character, and dialog. Chatter between characters and the smooth implementation of interruptions and overlaps is rightfully lauded. The soup of paranormal and sci-fi that makes up the plot is intriguing enough, powered by unfolding relationship dynamics and inter-character drama. For all that it has polish and ambition, though, I came away feeling like Night School played it structurally safe. It's a little too consistent to be as interesting as it could be.

Two qualities stand out in Anodyne: one, its designer's willingness to engage in symbolism and two, the quality of its mazes. Both can be hit-or-miss (hits: the red cave, apartments, and hotel; misses: the suburb, acrobats tent, endgame platforming), but I appreciate the use of 2D Zelda mechanics as a vehicle of authorial expression. There could be more connective tissue and context, but I enjoyed the open-ended, suggestive approach to story taken in most of the game. The mechanical complications of the final boss were fun and conveyed "final boss," but I found that it didn't do much to deepen the story. The ending was, somehow, just what I expected. I'm looking forward to what sounds like a more thoughtful and interesting game in the shape of its sequel.