46 Reviews liked by fivedollardare


Any game I finished in one single session is one I have to like, immediately and passionately write about.

What a game. I mean, I don't have the full language to describe it. I suppose if I had to I would say it's a 'Tarot-Based Game That's About Grief, Loneliness And Connection' or something like that, but it's also about love and sisterhood and the end of reality and electioneering and sacrifice and also having tea with your friends.

Sometimes when the curtain falls on a game that ends up feeling this powerfully personal to my experience with it, I'm even more in awe than I was before, because of how wonderful the magic trick it played on me was done. I don't know how complex or how simple the branching choices and dialogues were, but I now simply cannot imagine the game playing out any differently.

I love this so much.

It's a genuinely affecting and beautiful game, and I'm begging you to play it.

Those posts on Twitter and Facebook where British people post pictures of boiled unseasoned chicken and complain that putting ketchup on it makes it "too spicy," but in video game form

have vague memories of watching my grandfather (rip) play the original when i was a kid and this remake brought back those memories in a positive light. more rpgs should get the remake treatment like this, cause they really don't make them like this anymore

For as long as I can remember I have had a dream of making an RPG because I felt there wasn't one that felt exactly like what I wanted. when I played Star Ocean 2 I realized the game I wanted had existed this entire time

The most evocative facial expressions video games have produced since Hotel Dusk

it's not very often the developers of a game earnestly wish of the player "hope you didn't enjoy it!". i'm shocked to find Presenter Slides™ has such a small presence here on backloggd given its introspective, game-analysis meta nature as a thesis indie available free of charge on steam.

the scope of interest is "abusive game design", or as student developers Mathias and Brin prefer to put it, "counter game design"; audial, visual, emotional, and physical gameplay elements which are directly counteractive to player contentment, which admittedly i've never given much thought aside from surface level sentiments of "Wow This Sucks" as a player myself. these span from eye strain, frustrating control schemes, the breach of taboo topics, busy sound design, or "attrition abuse" (that being requesting the player to do the same thing over and over again).

i learned closely of the above information upon fulfilling the tedious conditions of its unlock, in which Mathias and Brin themselves will present their thesis to you personally across 45 slides the player controls the pace of. it's quite novel and bold to stash their well spoken treatise behind the torturous gameplay they critique and were inspired by. an interesting range of topics are explored across the slides aside from the main focus, citing the concepts of daily video gaming as ritual and the player/game relationship and how they might "bleed" into one another. both of which spoke to me personally as someone who strives to play something at least once a day to log onto this very site, as well as the friendships i've made across the online games i play and pondering the significance of having never known that person unless i played that game!

while i have pedantically divested a lot of the thesis within this review i have intentionally omitted much, as i really do implore you to give Presenter Slides™ a try yourself. as yet another person who someday aspires to produce a game of my own [the crowd boos] i appreciated the window into choices i should absolutely not make.

thank you, and have a good boss fight.

the one thing Bethesda had going for it was their near seamless little handcrafted diorama worlds, so naturally they decided to replace that with loading screen gated proc-gen. Apparently you're supposed to play the main quest first so I tried that but I nearly puked when I was asked to weigh in on a debate over "science, or dreams"

probably the most interesting thing about this game is the spellbindingly libertarian dialogue - the future of humanity as imagined by rand paul smiling serenely in an airport bathroom.

colossal and generous, mushy and boring. filled to the brim with things in service of absolutely nothing.

Picked this up after hearing “Cyberpunk is good now” and hey, it is! It probably was always at least a little bit good, but the extra time in the oven has made it into something pretty special. Does the eventual arrival of a genuinely compelling piece of art retroactively correct the way the people responsible for creating this thing have been treated by their employers? Probably not! My ideal world for artists and technical staff is probably one where less games like this get made, but this is maybe the best case scenario for what a gigantic AAA game like this looks like. I’ve got nothing to really add that hasn’t been articulated better by someone else over the last three years, but my really complicated feelings about this thing and the way it was made have coalesced mostly into positivity.

I played this after falling off Starfield - a game which made me wonder if I just disliked big-huge immersive RPGs and they just weren’t for me anymore - and I ended up falling in love pretty much immediately. They’re very different beasts, but I really prefer the density and friction of Cyberpunk’s approach to this type of game compared to Starfield’s compartmentalised slippery procgen. Night City feels big, but most importantly, curated - even small encounters and sidequests feel imbued with intention. The microstories on offer can vary wildly in quality, but in each one you can feel the touch of a human’s fingerprints.

Unionise your workplace!

After doing all of the major possible endings you can get, every achievement, and countless hours in rumble mode I think I can finally put this one down for a few until another inevitable replay happens in the very close future.
Fading Afternoon somehow managed to capture both Friends of Ringo Ishikawa, and Arrest of a Stone Buddha’s best quality’s, build upon them, and create a completely different structure while still sharing aspects of both’s atmosphere. It’s hard to say what the best part about this game is honestly. The plethora of varied and incredibly detailed backgrounds sprawled across a vast explorable area by Artem Belov made it next to impossible to get sick of the scenery no matter how many replays I did. The insanely vast and unique character sprites & animation made by Ueda M brought the area even more to life. I love every single battle, idle, weather, and interactive animation you can do or see in this game. There is so many it wouldn’t surprise me if there’s a couple players might never see in their playthroughs. Don’t think I’ve ever played a game that had such polished replay 4 of them isn’t anywhere close to being able to find all the secrets and possibilities naturally. There’s been a hefty amount of updates between bug fixes, content, and qol since launch and I’m very thankful for how involved yeo is in the community despite working on this game for 3 years. Incredible experience and if you enjoy beat ‘em ups, insanely immersive gameplay, deep and engaging mechanics, relaxing and atmospheric music, and incredible art you gotta at least give fading afternoon a chance, because if it clicks you’re in for a hell of an experience.

It’s rare that a video game gets a second shot at life. The three weeks after a title’s release is the critical window where most sales are made and the strongest impressions are left. After the proverbial ink dries on the pages of review sites (if you’re fortunate enough to get any) and the chatter dies down, sales gradually taper off to a slow trickle. Unless you’re Nintendo—whose games buck the trend and continue to sell year over year—your options are limited; you can release an update or tack on some DLC for a modest bump, but it only delays the inevitable. However, there’s one wild card that can occasionally bring a stagnant game back from the brink of death: social media trends.

Among Us is doubtless the most famous example; released in 2018 to little fanfare, the Mafia-style multiplayer game exploded in popularity at the start of the COVID-19 pandemic due to popular live streamers setting up games with friends. It was an organic moment in which the game’s appeal was demonstrated by regular people simply playing it and enjoying themselves, free of marketing campaigns, stilted tech demos, or money exchanging hands under the table. These days, with the increased prevalence of streaming, it’s not uncommon for games to get rolled up into the online ecosystem, extending the tail of their lifespan and keeping them in the public consciousness much longer. (This outcome is so desirable that some developers even try to court influencers with their game design choices.) Suika Game is the latest benefactor of these surprise viral trends.

The physics-based puzzler began life as a Chinese mobile game called Synthetic Watermelon (合成大西瓜), spreading through word of mouth via Weibo (China’s equivalent to Twitter) in early 2021. The premise is extremely simple: fruits fall from the top of the playing field, and combining two matching ones creates a larger fruit. Your goal is to continue combining fruit until you create the largest one (the watermelon, of course) while keeping your stack low enough so that it doesn’t spill over the top. The game became massively popular in China, but avoided crossing over to other countries due to the walled garden of Chinese app stores. (Searching Synthetic Watermelon or Suika Game on Western storefronts turns up a bunch of imitators, but don’t download them; they’re all terrible.) Synthetic Watermelon would eventually leapfrog over the Sea of Japan later in the year through an unlikely avenue: a high quality clone version by the company popInAladdin, developed for their line of home projectors as little more than a demonstration of the technology. The new remix on the Chinese mobile hit was modestly popular—enough that the company thought porting it to the Nintendo Switch as Suika Game (スイカゲーム) was a good business move—but it didn’t make waves right away.

Suika Game really started to blow up in 2023, circulating around the Japanese-speaking internet and eventually catching the attention of influencers. Popular livestreamer Futon-chan (布団ちゃん) played it on September 7th, describing it as “a game I often play in my bedroom.” From there, it shot to the moon; VTubers from Nijisanji and Hololive are streaming it for insane amounts of hours, and it’s currently the top selling game on Nintendo’s online storefront in Japan as of writing.

But what makes it such a good stream game? First of all, it’s easy to comprehend; you don’t have to observe for long before you’ve gotten a grasp on the gameplay loop. The goalposts can shift the moment you accomplish a milestone you’ve set for yourself, which keeps you playing for a long time. First, your goal might simply be to make one watermelon; then, you get fixated on making two; after that, you have to beat your high score. It’s also highly competitive, so people that love to backseat are instantly engaged and eager to prove they can put up better numbers. Most importantly, there’s an element of unpredictability. Suika Game is a matching-style puzzler, sort of like a Puyo Puyo or Drop Mania, but the fact that each piece of fruit has physics that affects every other one can lead to amusing and unfortunate consequences. Often, you’ll accidentally launch a tiny cherry off into space and immediately get owned. More opportunities for the player to suffer means more entertainment for the viewer—the popularity of Getting Over It with Bennett Foddy as a livestream game has proven this.

“Stream game” has become a sort of pejorative in certain circles, carrying with it the implication that it’s a better experience to watch than actually play. (These criticisms often get lobbed at things like the Five Nights at Freddy’s series or Tsugunohi—a game that a disingenuous person might describe as nothing but “walking to the left.”) Depending on your values, it might sometimes be the case that you’d rather be the observer than the person at the controls. There’s nothing wrong with that! What makes Suika Game great, though, is that it’s a good time no matter which side you’re on. I enjoy testing my fruit stacking abilities just as much as I do scrolling the game’s hashtag and observing random Twitter users succeed or fail at it. The game’s taken a hold on some of my friends, and it’s been a blast sharing scores and screenshots of my misery. To put it simply: Suika Game is a good stream game because, more generally, it’s a good social experience. It’s fun to share the moment with someone else.

This review contains spoilers

Ah, Alien Isolation I wanted to love you but you wouldn’t let me.


Being hunted by a predator, through the width of an unknown and hostile space station, where the only way to progress is to come out and enter the very area it stalks makes for one hell of a horror game sell. Especially since I have heard for years how intelligent the Alien in this game was.

I was one of the rare existence who played the game before watching the movie(s) , but I didn’t finish it back then, I didn’t even make it past the first quarter of the game at that time, I didn’t drop it for any particular reason, just got distracted by something else.

But this time I was ready, watched Alien and Aliens to prepare, (Alien is pretty great) and now with enough context and excitement I headed in again.

Games dont really need to look better than this

The game started and I was hooked, the Nostromo-like ship I was in at the start I just loved looking around it. It was the ship I just saw in the movie, the game does a fantastic job of translating the movie’s feel into the game itself. Even after landing on the Sevastopol Station , the game did a great job of expanding on the already fantastic aesthetics of the movie. CRT’s everywhere and all the tech has a solid, cube like look to it, with blinking lights everywhere, 80s vision of the future. They had access to the original art for the movie and made something amazing out of it, the art direction is both unique and having such a strong backbone for the graphics and being technically one of the best looking if not the best looking game of its time means this game has aged phenomenally well visuals wise. The station feels like it's active and has been active, the smoke coming out of the pipes, something in the station is always in motion, no part of the station lacks detail, even in the lockers to hide in, there’s variety in what you find stuck inside the locker wall. The lighting that moves between clinical looking hospital like and the yellow hue of the star. The effects are another part of the game that stands out to me, the thick smoke, the fire, and even the dust particles moving around inside this station is what completes Alien Isolation’s visuals. Moving through the numerous dark corridors and hallways of the stations as the light of my flamethrower turns the environment, a shade of orange I thought “ Do games really need to look better than this ?” . I mean the game does use some tricks, turning off all the post processing can show the game’s age a bit, it uses both film grain and chromatic aberration heavily, but why would you when it’s so tastefully implemented. The game uses a lot of fog everywhere dunno if it's a thing to hide rendering or just a choice on the designer’s part and its Anti Aliasing is kinda awful and these 2 are the only technical complaints I have about it.

The real shortcomings in this department are 2 things, the human characters aren’t that well done, not bad for their time but definitely not on par with the rest, there is a stiffness with the character animation, poor lip syncing and animations.

But that’s not my main problem with the visuals, that would be the lack of variety, after a point the environments of the game started to blend together for me, they didn’t really switch it up with different styles to different floors, I mean it does have variety but that comes too late in the game, when you have already backtracked through the station once.

Sevastapol is never quiet

But the sound design, that’s one thing that never got old, the station is always filled with sounds of machinery and the systems running, every area is filled with hum and buzz. And when there are weird noises around you it's hard to tell if it’s because the Alien’s nearby or because this station is falling apart. Everything has a nice tactile feel to it, the machines work loudly which makes the interactions both satisfying and nerve wracking as you know the alien will hear the sound and come to investigate. The sound effects are layered and immersive and the music reminds me of the movie in bits and builds up tension in other parts but never overtakes ambience. It can get scary enough in the right conditions that I hid even when there was no actual threat present in the area.

The enemies both the Alien and the Androids, always kept me on edge, and a lot of it was due to the sounds they made. The Androids also look creepy as fuck.

The station was already fucked, the Alien was still the worst thing that could happen to it

The overall atmosphere is enhanced by everything surrounding the presentation, Sevstapol and Seegson are no Weyland Yutani, with constant cost management and corner cuttings, they are much less the inhumane evil of Weyland Yutani, but when shit goes fucky there’s a more mundane reason to it all, it's clear humans are working on this ship, greedy humans always looking to one up one another but humans nonetheless. But this has caused the ship which was already in an awful condition before the arrival of the Alien to become hostile even without its presence, the humans have formed groups attacking and warning anyone they see, everyone is on edge. The androids which have some awful programming due to the mentioned cost cutting are quick to attack humans due to just about anything, a problem known much before the alien threat materialized. Things were so bad the whole station was decommissioned days before we arrive.

Too long, Too one note

But I will stop my praise there. By the time I was done with the game I was exhausted, annoyed and bored with the game. This game is too frustratingly linear progression wise and lacking in depth gameplay wise to carry a game for this long. For exactly half of the game I kept thinking “I should be near the end now”, let's get the Alien praise out of the way, the AI of the Alien is great for a large part of the game I was always on edge thinking where the Alien could be, its erratic way of moving around the areas, its patience in sniffing out it’s Prey, and the way it tries to fool the player into thinking its leaving before jumping back down, all of its activities , its heightened senses and its ability to learn makes this a game of nerves and outwitting the opponent.

There’s basically nothing to interact with in the environment that won't progress the story, yes there are vents and and some panels controlling minor parts of the environment. But that’s it you can't turn off lights, you can’t hack anything the environment to work differently, pick up and throw items, move anything in the levels, or even fucking jump. Sneaking around in locations already decided for you, for over two dozen hours got boring in less than half that time, also the Alien being that hard of an opponent while being great at the start slowly got annoying. While hiding in a locker you can't do anything, if I could check the map, listen to voices or anything that would have made parts of the game significantly less dull. As the game went on I got more and more frustrated with this awful shallow stealth system and as my frustration grew I got caught by the Alien more and more and I wasn't scared of the Alien any longer, only annoyed at losing a few minutes of progress and then the game went on for several hours more. And when this game loses its ability to scare it loses its gameplay hook.

The gameplay loop is simple and the only thing separating it from being a chore is the fear of the Alien lurking (and the tactile feel of working the machinery do be kinda satisfying), explore, hide, do minigames and qte’s for 25 Hours while nothing happens to shake up the gameplay vast majority of the time, like new more fun things are there in later parts, combat and more enemies different environments but its too little too late.

The robots are creepy for a bit but they are even less engaging than the Alien, and even when they felt like a breath of fresh air after so many Alien encounters, but even this section went on for too long.

This might be the single worst paced game I have completed, it's almost twice as long as it needs to be and there’s multiple sections of this game that I thought the game would be better off just getting rid of.

And the story itself takes all the way to the last parts of the game to get going fully which is a shame cause I actually like it a lot, I feel like MArlow the game’s antagonist is a really well written character, the whole thing is well written but stretched too thin.

There’s a good well paced game in here somewhere, that game is not this, it's always disappointing to see a game that has so much going for it just completely fail at parts to the point of getting in the way of what is clearly good about it. Its a marvel that Alien Isolation exists, I will never give this game the time of day ever again.