helenacell
2013
2022
2006
sort of unique in its inadequacy! just fetch quests in an empty forest. you walk back and forth ad nauseam, occasionally broken up by 2 lines of dialogue or a miserable minigame. considering this is already a top-down GBA game, this makes the whole experience so bland that it actually gains a little value in just being an oddity to me. too little effort to be worthwhile, too much effort to be valuably lethargic. just enough to be a god damned camp lazlo game.
2015
i am horrified and crestfallen to concede that this is easily the best of the licensed GBA games i have played so far. it’s a real game, unfortunately, although a tiny and inoffensive one.
i can’t stress enough that this is a contextual 8/10 based on expectations and experiences in the form, but for what it is, it’s your bush-era money’s worth.
i can’t stress enough that this is a contextual 8/10 based on expectations and experiences in the form, but for what it is, it’s your bush-era money’s worth.
2020
i try to be an empathetic person, especially in regards to art. it is of extreme priority to me that i embody someone who can pinpoint the beautiful in all things; no matter the circumstances under which they were conceived, or the questionable intentions they may have embedded. i even hold a particular fondness for the universally-regarded-as-dog-cock movie this game is based on.
with that being said:
it takes a awful lot for me to call a game “unplayable”. if ever something truly felt like that to me, it likely would have my intrigue (or at least my sympathy) just by nature of being so impotent.
this cuts so much deeper than being unplayable. it is a genuinely nauseating experience. a game under no anesthetic; alive and functional to the most barebones extent, spread wide open by two gloved hands as if inviting you to peer inside in devastation. a trampled graveyard for careers in the arts, commodified into a 4D ride experience at—you guessed it—universal studios.
with that being said:
it takes a awful lot for me to call a game “unplayable”. if ever something truly felt like that to me, it likely would have my intrigue (or at least my sympathy) just by nature of being so impotent.
this cuts so much deeper than being unplayable. it is a genuinely nauseating experience. a game under no anesthetic; alive and functional to the most barebones extent, spread wide open by two gloved hands as if inviting you to peer inside in devastation. a trampled graveyard for careers in the arts, commodified into a 4D ride experience at—you guessed it—universal studios.
2004