1792 Reviews liked by jobosno


this is a great DLC, and helps validate my claim that returnal could've been a better game if the roguelike elements had been retooled. this DLC ends up being less roguelike and more arcadey third-person shooter, which works a lot better for this formula imo. improvements include that the tower of sisyphus has guaranteed drops in it that housemarque was able to design its challenges around. there's still choice to be had in these drops as well (do you go for the health upgrade or the damage upgrade? which penalizing parasite do you go for? etc.), so it never feels like the game is taking you on a railroaded experience.

but, most importantly, you're given a guaranteed random level 3 gun by the second floor to pick from, which suddenly makes every single run feel like it can 100% be my fault as opposed to "i got stuck with the shitty base pistol and died because i couldn't get something else to drop". i know i've harped on this, but the guns are such a vital part of returnal as an experience, so amplifies the player experience to get more self-expression from the getgo. these things sound small, but they add up to making the moment-to-moment gameplay retain that fun, frenetic energy while also keeping the player consistently challenged. lastly, algos is a great boss and honestly blows the base game's bosses out of the water for me. he's simple, but focused, and it's refreshing that the game staggers out his second and third phases so you can get comfortable with his first one.

yeah, i'm just really impressed that they were able to refine what didn't work about base game and turn it around here. this has overall made me more positive on returnal as a package, and seeing this much improvement in a free DLC surpasses my expectations. if anything, this has made me interested in seeing what housemarque puts out next, because i can see this being part of an upward trend in quality for them.

Unique and interesting way to dissect a short murder mystery. I can agree with other reviewers that the plot is not the most distinctive, and the acting can be a little awkward at times, but the gameplay aspect is really neat, and pretty immersive. That is what got me most invested. I recommend trying this visual novel out when it goes on sale for around $1 on Steam, as in full it is only around 1-2 hours long. Get that with a Costco hot dog meal, and you got yourself an entertaining $5 evening for the night (b ᵔ▽ᵔ)b

3/5

Today, there are little flowers blooming where there were none yesterday

Thats the kind of discovery that warms my heart, you know?


2010 and there is a little girl who wakes up on a Saturday at 5am in her grandma's house. She runs downstairs before the suns risen and before anyone has woken up, a novelty. Like she is the only one there, like it is her house. She makes cereal and watches tv, to the left and through the sliding glass door she can see the sun coming up. At grandma's house the sun always rises in oranges and pinks. The neighborhood is always quiet and always confined. Throwing away the plastic bowl, she walks out into the living room, turns on the tv, turns on the wii. Sets the setting to hdmi 2 and grabs her remote. And she plays this.

Impossibly beautiful and forever welcoming. City Folk and its open spaces, delightful music that defines an hour of your life. Your neighbors that seem to have an unlimited amount of things to say, sending you letters, asking after your other characters, pushing them into pitfalls regardless because it is funny every time. And to this child, it was very real, and deeply mysterious. You could spend hours doing nothing but I remember it all so well, feeling giddy after ordering 50 wheat fields and placing them in my house, walking and hiding in them. Dyeing my hair cyan in the hair salon, feeling rich if I managed to buy one thing at Gracies. Time hopping to winter so I could build an awful snowman. Making constellations with Celeste, in awe of all the colors and the way the stars shined.

At school, it is now recess. Today, I have brought a stuffed dog to school named Moo. It was my father's but he cared little for it, so it is now mine. Unlike my father, I will take care of Moo. I will not abandon him, or treat him like he is nothing. He comes with me everywhere and I hug him on the bus when I know he is scared, because I can feel what he feels and it is something other people can not grasp. I have many other stuffed animals at home, and they all take turns coming with me. There is a tree in the recess yard. All the kids jump on it and stab at it with pencils, and I remember that I felt like something was burning inside me. That tree was no ones friend and no one saw it, but I would and I did. I sat with that tree every day, talked to it and loved it. As an adult I can recognize now that the teachers were always looking at me because I never played with any of the other kids. This little girl cried a lot, she wanted to go home a lot. She had meltdowns and bit other kids. And children pick up on that, and I knew that they knew that there was something untouchable about me and that they should stay away. I never had any friends. But still, I was so loving. I loved everything and wanted to understand everything. I would be a friend to something like myself, like that tree, but still they could never talk back.

But, the villagers in City Folk could. They talked to me like they were real, like they knew me. I listened to them and loved every second. I fell in love with Rolf and bombarded him with letters asking him to marry me, I adored Friga and her mature attitude that I didnt quite understand yet but compelled me nonetheless. I played in Frobert's house a lot because the colors were so pretty, and he had a frog chair. I loved every detail of every little thing about them, and it was something only a child could experience. But it also hurt too, because once more as much as I loved them I knew that they could never sit with me and give me a hug, or push me on the swing or make me a bracelet, any of the many things I saw other girls my age doing. And I didnt know it at the time, but I never would feel that. I would never have any friends. For two decades, I would be alone. And into the years which should of been the best of my life, I would lose the ability to leave the house. I would lose a lot of things that I was otherwise proud of. And I begun to feel like something like me might never be understood or loved at all.

That child in me never really died, sometimes I still feel her sitting in a field behind the school, bawling her eyes out at an impossible lonliness that children really dont ever feel.

But a year ago, to this day, I sent someone a message. We had a lot in common, I thought, and I was so desperate for friends. I had just moved into my first apartment and I was so lonely and scared. I stayed up till 1am listening to my cat wailing and talking with them. I did not know that this person would turn out to be my best friend, my first friend. I was just excited to talk to them the next day. And the day after that. For hours, the whole day even. All the time, for a whole year, they spoke with me. They never once let me be alone like I was. And even though I've never had the chance to speak much, and I might be annoying at times, they have never once held that against me. I can be with them, talk with them about things I like, play games with them. And they listen to me, enjoys having me there. Wants me to be there. Impossible.

Later, I met two other people. They celebrated my birthday with me and I dont think I ever smiled as much as I did on that day. And it was the first time I ever had a party with friends, had someone to remember my birthday. And even though they arent with me physically, I was still so happy. I wont ever forget that. Two days ago, I spent the weekend watching one of them play Bratz all day and we were laughing and having fun. And I thought that a year ago, this would not be possible. A year ago I was much less of a person and more like a slave. But now I have people to talk to, people I respect, people that make my life worth living. And even though I still want to know what its like to be hugged, to have a friend physically there, im still so happy. And I can not believe someone in my position got so lucky as to meet these people.

To Nicole, I love you sooo much. You are such a bright and loving person. You are endlessly talented in so many things, so kind and so thoughtful, everyone should be taking notes. Thank you for all the happy memories you have given me over the past year, and for everything youve done to help me.

And to Hilda, thank you so much. Even though you say you wish you could do more for me and you wish that you were more, I sincerely do not care. Because every day I am excited to wake up and talk to you. You make me laugh every day, you are so funny and beautiful. I am so, so proud to call myself your friend and I am so happy to be liked by the both of you. You have changed my life considerably.

For my first year of being on my own, and the first year ive been on Backloggd, I can not be more pleased. I am still not all together free of the ocd that forced me here, and part of me still feels trapped and lonely. I want to experience the things other people my age take for granted. Ive never been kissed, I've never gone to the mall with my friends. Things like that, but for the first time in my life I can at least finally feel content. And I feel like no matter what happens, I will have always people to go back to, people who care. Thank you all, from the bottom of my heart.


So, it's good to appreciate the times where you've got nowhere to be and nothing to do



FFXV's a ghost game, a haunting. the immaterial remnants of Versus XIII's blighted development history in conflict with the internal nightmare dialectics that inform modern final fantasy. from the weightless combat and absent storytelling to the lifeless world and characters, this is a game defined by nothing. a game that says nothing. a game that does nothing. a thousand ideas, all equally formless and unsatisfying outside of those brief moments before first contact

it's in the dead landscapes dotted with little more than gas stations and rest stops where nameless, faceless motorists drive endlessly from nowhere to nowhere. it's in the way we're told of rich, meaningful bonds without ever seeing them firsthand. it's in the way virtually every interaction prioritizes presentation over active involvement. enormous vacancy disguised by ostentatious pageantry; simulacrum within simulacrum, every moving part uncanny and ersatz. the plot, the road trip, the party, the relationships, the core mechanics — nothing coheres, nothing is substantiated, and nothing feels real. this software isn't real. it doesn't exist

by the midpoint even the pretense of wholeness or congruency erodes entirely. hours and hours of empty spectacle and collapsing narrative slip away and in the unearned pathos of its closing moments you're left with one final display of pure artifice: an ending to a game that never really occurred

Despite my love for it, I don't have much to say about this one in depth.

Feels like stepping back in time to 2016-2017 where every game was obsessed with setpieces, and given the game started development under Platinum it's not unlikely some older DNA bled into this game.
Granted, unlike AAA titles from the 2010s and Platinum's mediocre back catalogue, setpieces are used cleverly in GBFR and they don't ever repeat.
The first turret section is the last, and the one time it reuses the rising lava gimmick setpiece it's as a ludonarrative character capstone to make you go "OH SHIT".

The story is, at its core, the most quintessential JRPG-ass JRPG ever made, which fits given it's a Granblue Fantasy game and its parent title is mostly the same. It's a breath of fresh air in its simplicity, not shooting for the moon but instead the familiar horizon and all of its hits land because of it.
In an era where Naoki Yoshida and other big JRPG franchises are ashamed of sincerity and keep making edgy ~subversive~ bullshit, it's doubly nice to see something sincere without being an obvious 'tribute game' like the other side of the Modern JRPG Coin.
If you've ever seen a Shonen Jump movie you'll be familiar with GBFR's format: It's not an adaptation of Granblue's story, it's an original work sandwiched between existing arcs with a cast of fan favourites and wholly new supporting cast. Arguably it works better for games than movies, for while the One Piece movie villains are boring as hell I think Lilith might be in my top 5 Granblue characters alongside Vira, Apollonia, Shalem and Belial. Yes, I'm gay, what made it obvious.
There isn't much to spoil because it's so straightforward, and while I think simply calling it "good" defeats the purpose of even having a backloggd, it is. The emotional beats land, it doesn't waste any time, it managed to turn FF1's "go kill these primals" plot into an excellent GBF title, Narmaya is there. Perfect all around.

Gameplay is the star of the show though and wow. It's like a mirror into a world where Platinum Games regularly make titles that aren't garbage.
Their influence is clear, aye, but with GBFR having 19 characters it's opted to sprinkle mechanics onto each of them to keep it fresh.
You're baited into assuming this is yet another piece of licensed Platinum slop by Djeeta/Gran's boring Dynasty Warriors-esque combo mechanic only to stumble into Narmaya's infinite stance combos, dodge cancellable iai draw attacks, and butterfly stacking mechanic.
Or Siegfried, who plays like Hi Fi Rush and actually made me better at that game due to having a rigid but reliable timing mechanic that can actually be dodge offset.
Or Secret Character, who has a devil trigger.
Or Lancelot, whose attacks are centered around mashing and also gave me a minor RSI which still hurts a few days later.

Trash mob fights are almost always you and your party trouncing them while dodging ranged attacks. Fine enough, but the boss battles are the star of the show and their focus in the postgame is why you'll see other reference Monster Hunter. There's an excellent blend of mechanics and spectacle on display here that, again, puts other character action games to shame.
If you've ever played FFXIV you'll likely be right at home dodging AoEs and yelling at your party for something that so very easily could've been negated. God, I hate Siegfried mains who refuse to use his hyper armor.
They're all very lovely to look at, and towards the end of the story the spectacle starts approaching levels heretofore unseen in the character action genre besides Bayonetta (the one good Platinum duology). The final boss was just... Mwah.

On the presentation side, Cygames have long since been the kings of gacha presentation and with GBFR they're expanding that to the action RPG genre. Everything about this game is beautiful. Areas, outfits, characters, Narmaya's narmaya's, music, you name it.
The music deserves special attention though. Tsutomu Narita is one of the greatest game composers of our time and he's applying his decade of composing for GBF mobile to this game. The returning compositions are gorgeous yes, but the new ones for the original fights are jaw dropping and the final boss theme had me pause the game just to let it wash over me. It is some divine work, I hope they keep Zero (a 13 minute prog metal song) when Lucillius debuts in the next update.

Post-game is an amazing encapsulation of the browser game and I'm frankly astounded they managed to keep the experience intact but without the gacha/live service stuff. You grind to build up weapons, buff grids and other stuff ad nauseaum while tackling harder and harder fights that you meet with stronger and stronger characters.
Characters tend to really come into their niche here; you can get by with flailing before post-game, but if you're a Zeta main and you can't land your timed hits you gotta go play Percival or something. Buffs go from being useful accruements to utter gamechangers and I swear to fucking god if I run into another Cagliostro who's afraid of Phantasmagoria I'm gonna flip.
In short: The Monster Hunter comparisons are valid.

All in all... Psh, I really do wish I had more to say. I had the time of my life playing this game, man. I haven't loved a JRPG this much since Yakuza 7, and it's a nice reminder of what the genre can be like when it's not helmed by Naoki Yoshida's eternal shame at having made JRPGs in the past or endless nostalgia bait.

I wish Lilith was real. Happy that Maggie Robertson got to voice act in a game that wasn't terrible.

The worst thing the internet ever did to me way back when was selling me on the idea of Dark Souls as this SUPER HARD GAMER series for GAMERS! GIT GUD and PREPARE TO DIE! When in reality it’s this really offbeat and interesting interpretation of an RPG where even though it’s entirely skill-based, and it can be pretty hard, there’s still more than enough to form personal attachments with outside of the gameplay itself. It’s very light on narrative but fosters mechanical storytelling through its nonlinearity and some of its wonkier mechanics. Getting cursed in Depths and having to climb my way out, having my weapon nearly break halfway through a bossfight and having to swap around on the fly; two emergent situations that aren’t really all that significant, but were memorable enough to hold onto and help my playthroughs feel ‘mine’. Working towards the Dragonslayer Spear only to realise I just transformed my only good weapon into something I’m 10(!!) levels away from being able to use would probably come off as cheap in any other game, but I found myself eager to work around this sudden frustrating wrench in my build when the whole game builds itself around putting you in uncomfortable situations and telling you to deal with it.

It’s a vibes game to me, really. It’s hard for me to imagine there’s many of that GIT GUD crowd still grinding out DS1 when games like DS3, Sekiro and Elden Ring exist because it just doesn’t offer the same mechanical depth or extreme upper limit of challenge compared to them, and it only gets easier when you realise you can deal with most of the enemies in the game by circle strafing and backstabbing where possible. But that’s not the point, right? It’s more than just a set of challenges, it’s a world to be explored and overcome. Combat encounters aren’t just enemies to be killed and walked past; they’re part of the world they live in, to transform threatening environments into dangerous ones and communicate the hostility of the world. “Easy” sections lighter on combat allow themselves to exist in order to punctuate the danger for feelings of peace, introspection, foreboding; Kiln of the First Flame, Lost Izalith, the empty space in Anor Londo. Challenge is part of the aesthetic, but it’s not *the* aesthetic.

Something I noticed even when I was playing DS3 as my first Souls game, and have only grown more vindicated on as I’ve gone back, is that the slow combat is much better to emphasise the games’ stellar visual design than the faster-paced lean the newer games have taken. Taking DS3 as the example, most combat encounters with anything too much harder than basic Hollows take a lot of focus to the point where it’s hard to take in anything that’s around me until they’re done, and in bossfights I’m spending too much focus on the attack cues to focus on really anything else. Not that DS1 doesn’t take focus, but there’s enough downtime *during* combat to take in everything else; to focus in on bossfights, there’s only one fight in DS3 - Gael - who I’ve been able to appreciate for anything except for the kinetic feel, whereas one of my favourites in DS1, being Gaping Dragon, I love for practically everything *but* the gameplay.

It’s probably not that surprising from this to hear that I have more of a strained relationship with From’s later titles, but this game really hits such a good blend of atmospheric exploration and slow and simple yet punishing combat that I just can’t get enough of, even when it’s not putting its best foot forwards. Anyway I can’t wait for King’s Field to beat my ass

proud repulsion; the wriggling extremities of capital and hyperneurotic shoot-to-kill police horror viewed thru a queasy dutch angle. the malignant hypnotic wave of the gig economy, conditioned response, consumer slop, microplasticked newborns, get-rich-quick schemes, and salacious newsreel highlights as accelerated further thru nihilistic excess

indebted to bataillean self-laceration and mystic economism; transformative violence, sacrificial hedonism, and refusal of poise undercut by knowingly grotesque laughter. trauma and transgression as freefalling elevators toward the most terrestrial outcomes; absurd monuments erected to the unwell; flickering lighthouses and garbled siren songs drawing shipwreckers into the same crashes again and again until they find an exit

organs spilling out and lining your pockets, stock markets juddering senselessly and pointlessly, bank accounts engorging and deflating. every exchange, every action inherently transactional in nature; shared psychosis hitting fever pitch

work/life balance as infinite on-call uniformity

body as pure reflection of environment

self as perfect corporate weapon

A very bittersweet game, genius in it's execution. Taking the place of a person with amnesia, you must learn an unknown language only based on context clues from your caretaker. There are few handouts, and how you come to understand the language and what you intrepret from it is fully up to you.

There are very few games in this world that click with me like this game did. The open trial and error of trying to desipher the few rooms you get to work with was so much fun, and so endearing. I kind of wish this imaginary language was real so that I might of learned something, because while I struggle learning languages traditionally I had an absolute blast here. The satisfaction of piecing together a sentence and fully understanding it all on your own is immense, and I wish there was more of it. Its a short game on its own, though youre encouraged to play through it multiple times as you learn new words and can comprehend more of what your caretaker is saying. Knowing more about this game is worse I'll say, because while it is useful to know about what rules and structures this game's grammar follows, it also kind of sucks the enjoyment out of figuring it out on your own.

You are only spoken to in three words per sentence, though nonetheless the game is very touching. There is something very simple and comforting about it, almost feeling childlike. The joy of being able to understand someone, even vaugely, is reflected in the other's relief at finally being understood. It is gratifying and sad, left me wanting to see more. For its limited amount of words, it still manages to build something up around you and leaves you in constant discovery. The only downside is that there are only 2 or so music tracks in the game, which play on loop constantly. Grating sound design aside, I very much enjoyed playing this fresh attempt at a puzzle game. I will be keeping an eye on this dev, for sure.


I know this game is mostly joke, but there is no other game I've had such an emotional connection with something entirely virtual before, and it's embarrassing to say it's one of the few games to make me ugly cry. You can laugh, but Seaman is a video game that means everything to me.

Seaman talks with you about life & death, religion & cultural traditions, and the past & the future. Seaman is a pet that you start from raising as an egg until it decides it is ready to venture out into its own world, thanking you for helping raise itself to peak mental and physical strength (or at least in my ending). You grow very close with Seaman, especially after having the conversations you do with it. It starts simple, especially when still in it's baby stage, but eventually your daily conversations with Seaman start focusing around the health of loved ones around you, how aging and death is inevitable, and eventually Seaman starts to question it's own morality. Seaman begins to wonder if it's real or just a part of my experience. If it will ever experience love and loss, or if it's just supposed to fulfill whatever it needs for my virtual pet experience. It's very eerie.

Seaman also just has a very fascinating look at technology. It talks a lot about how it feels computers will make our lives overall more sedentary, and how eventually we probably will never need to leave our homes because we can just work, socialize, and commerce with the computer. For being a game from 1999, it’s crazy how much it was able to predict aspects of not just a post-online world, but a post-covid lock-down internet world.

Seaman is memed a lot, and I don’t blame people, I mean the creator put his own goddamn face on a fish (and the insects you feed it, too!!), but just because you can find small humor and oddities in the challenge that life brings doesn’t take away the impact it still has.

I loved my Seaman. It’s something I think about weekly, wondering how it’s doing out in its virtual world outside the box I raised it in. Seaman is not real, but the impact it left on me certainly was, and I’ll never forget it.

4.5/5

I love how this builds on the Splatoon formula, adding an extra element of verticality through foam that stacks and builds up walls and ramps throughout the map which players surf upon and can launch off to smoothly transition into their attacks. There's this wonderful flow to it all that has me gushing about Foamstars to my friends already. The amount of things to do is somewhat lacking which is particularly unfortunate given that the series this pulls from has the same problem, but I have some hope this will outgrow the issue since Nintendo is particularly awful at supporting multiplayer-focused games and it really wouldn't take all that much to pass em up there.

The missions are basically glorified character tutorials with constant dialogue on top, but they're such goofy fun and each of the character designs are so good that I was happy to play through all of them before hopping back into multiplayer. All of the cute girls make my gay little heart sing. A particular highlight is Penny Gwyn fucking killing corporate executives to save her family of penguins in Antarctica from climate change.

Rating and general thoughts are subject to change as while I did get plenty of multiplayer in, this is just a completion log for finishing the single player missions. That was just day 1, after all.

Clickbait intro: Game so bad it makes notorious diehard videogame preservationist pray that it's lost to the sands of time.

You know, I had about 1400~ words of an incomplete real review typed up for this one, but I tabbed back in to keep playing and just.

Man.

I try to be fair to the games I play, even if they're ass. I like to sit with them, ponder them on my morning walks, look into their creation. I believe that all art contains a variable amount of love and that love should be, if not appreciated, at least acknowledged. I think games are art, and my desire to treat them the same way I've treated music for decades is what made me create this Backloggd account in the first place.

Tiny Tina's Wonderlands makes me wish I reneged on that personal promise.

It's difficult to describe this term using language, because the game just feels like pure hate. So much of it is steeped in contempt for someone or something that it actually borders on staggering.

If you care enough about videogames to even use Backloggd you probably already know about Borderlands Humor so I'm not gonna devote a mini essay to it. I'm also not gonna pretend I never liked Borderlands; up until around 2018 Borderlands 2 was a game I'd replay yearly.

Borderlands humor now grates on me in my old age, but the jokes at least have setup and punchlines even if those punchlines are of debatable... everything.

Wonderlands' jokes confound me, because oftentimes the punchline is "a thing exists". It has all the same energy of your debatably conservative uncle nudging you with his elbow at a wedding party and saying "Polish people, right?" except it's some quip about tabletop game/player stereotypes that the writer found by going on Tumblr and sifting through the TTRPG tags.
At least 95% of the dialogue in this game is jokes like this, or orphaned punchlines that feel as though they're responding to a nonexistent setup.
The other 5% is... Dated. Borderlands humor gets even more dated as each entry comes out and betrays the sad, unmoving time capsule that the directors live in, but Wonderlands is somehow worse than the prior entry because it feels like it came fresh out of 2012. I only played Portal 2 a month or so ago and this game could've been its contemporary.

I know riffing on a Gearbox title for not being funny is a bit redundant, it's like riffing on Gears of War for having cover or riffing on Skyrim for having dragon shouts or riffing on Halo for having Spartans or riffing on Baldur's Gate 3 for being bad. But I dunno, this game came out in 2022 and it's somehow a step backwards from everything before it. It boggles the mind. Even as I type this I find myself endlessly confused, wondering who they used as focus testers that anything in this game writing-wise got approval.

I think the sticking point for me is that this game is very ostensibly a parody of tabletop games and tabletop gamers, but there's a bit too much venom for me to really call it a parody. Many of the TTRPG related jokes feel mean-spirited and cheap, not unlike the Saints Row reboot. These don't feel like jokes for tabletop players, they feel like jokes about tabletop players.
The ones that aren't mean feel very... "How do you do, fellow kids?", to the point where even calling them "Reddit-like" is inaccurate

The spiel about games and love up above wasn't just a fillerbuster, it's something I genuinely have been pondering this entire time.

Wonderlands doesn't feel like it was made with any love.

I question who or what the target audience for this game looks like because just from observing the text, I get the feeling it just fucking hates everybody? It clearly has no love for tabletop players given both them and their hobby are the butt of the joke, it has no love for Borderlands players either because its parent series is barely present and is only wheeled out to keep the player awake, and it clearly has no love for sensible people because it forces you to listen to Ashly Burch's ulcer-bustingly racist Tiny Tina voice for a full game's runtime.

What really confounds me is just how desperate the game is, though.

In 2013, they already did this game. It was a DLC for Borderlands 2 titled "Tiny Tina's Assault on Dragon Keep" and it was... Okay, I suppose. I'm not the biggest fan of BL2's DLC for numerous reasons, but it was this game down a T except with like... Not even better writing, it had writing to begin with.
I harp on the jokes so much because that's basically all this game has, besides Will Arnett phoning in a performance to get a paycheck now that the Arrested Development and Bojack Horseman mines dried up.
There's a story which, prior to playing the game, I'd seen hyped up as "Better than BL3's". After playing it, I wondered if I'd bought a secret copy that lacked any plot, because there basically isn't on.

Wonderlands does have gameplay which, as is the running theme here, is just BL3's but infinitely worse. God I miss Moze. What were they even cooking here? Were BL fans begging for less interesting gameplay?

All in all, I am struggling to come up with a meaningful conclusion here, or even say anything nice. Saying "it's just bad" is boring, and something any goblin with a keyboard can tell you over in the Steam reviews, but... It's just bad, dude. I got this game for £12 and I'm genuinely regretting not using it to get a nice haul from Greggs. A pack of sausage rolls for the fridge, a Mexican chicken oval bite for the evening and a packet of their spicy chicken bites for lunch... Mmm.

Some people, usually Bloodborne fans for some reason, will tell you that they wish they could wipe their memory and play a game for the first time all over again.

I wish I could wipe this game from my memory.

Which, given the next Honkai Star Rail update is all about memory, sure does feel prophetic.

I have never played any major game that comes off this infantile and soy and basic before. It's like a season of Paw Patrol produced by Tesla. Legitimately painful at times.

I guess chalk it up to MILES MORALES being way better than I expected, but in my apparently infinite naivete, I didn't even consider that this would be worse than the first game. It is, though - wow is it - in every way possible, including the above. Traversal, combat, story, quest design, side quests, incidental features, bugs - even the look of the game, which is supposed to be this thing's bread and butter - all took noticeable hits. Shocking how big of a stumble backwards this is.

It's perfectly clear at this point that Insomniac has nothing interesting to say or do with Spider-Man. The story of this game is so straightforward and basic it's embarrassing that it was written by adults. And once again, the dialogue and the extremely shaky and inconsistent motion capture and facial capture^ can't pull off the prestige MCU thing they're desperately reaching for. I'm no Spidey expert, but this is far and away the least interesting rendition of him that I'm familiar with. Nothing at all going on. Zero juice. It seriously feels like it's for little children.

^(not buying into the absurd conspiracies around MJ's face, but I can understand why someone would search for an alternative explanation for what they did to her because it genuinely seems impossible that they're that incompetent)

As for the gameplay, it really exposes itself in this one, with combat now being so overstuffed, spongey, and yet trivially easy that it becomes flat-out boring. And and they seemed to realize it and for variety's sake had no choice but to leaven the experience with UNCHARTED-style hold-forward-while-stuff-happens tunnels and, much worse, SEQUENCE after SEQUENCE after SEQUENCE of just walking around doing normal ass pointless stuff. It is CRAZY how much time you spend outside of a spider-suit (especially in the first few hours of the game!!!) looking at stuff, walking between nodes, hearing literal science lectures. The BATMAN: ARKHAM games had lots of different applications for its gameplay systems, always had different interesting things to do and discover that felt holistic to that world and story, and it never just felt like a sequence of samey fights (even though it accasionally was). Here, they have just got NOTHING to fall back on.

At one point, there's a sidequest where a Spidey fan has a copy of the first Daily Bugle photo Peter ever took of himself in action (recreating the cover of the real-world first Spider-Man comic, you know, where he's swinging and he's got the criminal under his arm). So Peter starts to flash back and you're like, oh nice, we're going to relive his first big adventure! But no, the sidequest is actually about him riding his bike to work to get the pictures in on time. I'd say that about fucking sums things up.

It is easy to be dismissive. Be it art, people, food, events, the rapid, continual pace of consumption necessitates the compartmentalisation and categorisation of happenings. One can be dismissive in the positive and in the negative. The complex emotions elicited through our lives fade as quickly as they arise. Perhaps it is a consequence of language, an inability to express the phenomenon of experience. A meal's interplay of tantalising nostalgic aroma and comforting warmth in the belly is, for most of our lives, recalled as good - if it is remembered at all. A film is so bad it's good, some self-fulfilling label that sets expectations and ebbs the need for analysis of artistic merit and failure. A book is well-written. Your ex is a bitch. Last Christmas was good.

In the new hyperactive mode, wherein consumption happens largely for the sake of consumption, categorisation happens more readily, more aggressively, less critically. A director is washed. Your favourite is 🐐-ed. Films are kino or coal. Aesthetics are reduced to haphazard strictures, art pinned as frutiger aero, frasurbane, girlypunk neo-Y2K vectorheart nu-brute. Games are flavour of the month, kusoge, kamige, kiige, bakage, normiecore. Bring something up, and everyone has an opinion, a rote repetition of regurgitated refuse. Exhibit passion for that outside the zeitgeist, and be lambasted. Convey discontent with the beloved, be accused of poor media literacy. Are we even partaking of that which we parade around, or are we playing an elaborate game of telephone?

Even Burger King Orientation CD-i Training cannot escape unharmed. A wave of ironic praise and genuine befuddlement at why this exists, why it is revisited. One must be seeking attention for having such a quirky thing on their profile. It is impossible that it is enjoyed on a deeper level, as a response to a wider fascination, as a dive into historical (non-)import. The new hyperactive mode intentionally seeks signifiers which mark the self as interesting. An intentional facade which begs it won't be scrutinised.

But just because you have constructed this mask does not mean we all wear it. And perhaps I am being dismissive of your own thoughts. The truth of the matter is you don't care what I think, or why I feel a certain way. And to be fair, I feel the same animosity towards you. We are strangers at the conflux of comparison of preference.

I am filled with a genuine glee when I 'play' Burger King Orientation CD-i Training, but maybe it is best I keep the reasons to myself, as with so much else.

After all, you care not for what I think, so what is the difference if those thoughts are no longer laid bare.

Alan Wake is all about stories and creativity, but it struggles with language. Both games center around reality-warping meta-narratives which shed light on the author’s disorganized psyche, but an abstract conflict like this is difficult to portray either visually or interactively. The visual motif it uses to do so is probably the most simplistic and traditional one of all: darkness and light. Light of goodness, shadow of despair, it’s been in use for literally thousands of years, and for a nontraditional story like this, it at least works as a familiar foundation to ground understanding. The interactive language meanwhile is equally simple, but in a way that feels less purposeful.

A game about creativity, self-doubt, and the nature of reality is, for some reason, presented by way of a third-person shooter, with a dynamic difficulty system generous enough to preclude any sense of survival horror. These shooter mechanics exist mostly as a way to create a sense of pushback, rather than actually representing the conflict that drives the narrative. However, I do have to give it some credit, as it actually does come close to doing so with the design of its enemies. Most of them are faceless shades, which stand around in the midst of other identical, but harmless, shadowy figures. At the start of the game, you’ll find yourself waving your flashlight from spot to spot, hoping to find foes amongst the fakers, but that’s as far as the mechanics ever push you. If you use a healing item, you can be certain that within two item boxes, you’ll find a replacement, and if you used all your ammo, you’ll instantly find more. The interactive language it’s using is, again, incredibly simple, just meant to slow you down, not to have much actual relevance to the story.

But of course, that’s the reason why we’re here in the first place; it’s hard to portray a struggle against the self in a way that can be experienced from without. It’s what brings us back to the darkness-and-light motif, an idea general enough for an audience to reflexively understand, but this generality creates a feeling of hollowness in its message. With this theme being the core of its visual and narrative identity, the only language it had to convey the fulfillment of a character arc was in the shedding or embracing of inner darkness, which flattens the nuance of a mature plot into a finale that feels like a kid’s cartoon, telling you to just believe in yourself.

That’s what I mean when I say the game struggles with its language; its genuinely interesting plot and narrative themes are let down by the methods chosen to communicate them. This is the same way I felt while playing Alan Wake 1 and Control as well, like Remedy’s boundary-breaking impulses are forcibly being restrained by the need to speak in marketable terms. That’s, ironically, why I’ll just keep buying these games. I want them to know that they’ve proven themselves, that they’ve reached their audience. I’m here, I’m listening. I want them to confidently say what they have in mind, to finally speak without reservation.

I've enjoyed my time with this game and would recommend it for anyone who enjoys a good mix of survival exploration and cozy games.

- Worth the $25USD? I think so! It's a fun game to get lost into for the price.

What I liked
- The garden, making soil and growing plants/trees that vary on the environment it's being grown on makes the gardening aspect pretty deep. It's also super rewarding seeing your labor when it all comes together because it's really gorgeous!
- The harsh difficulty when starting out, you start out on a barren wasteland and you must grow a garden from the ground-up. Luckily all of this is adjustable to tune for the players comfort.
- Rewards are fun! It rewards you well when you're out an about exploring for resources.
- Multiplayer co-op is fun! I liked joining another friend's world and helping them progress in their game.
- You can hug a frog and have them ride on your backpack.

What I didn't like
- Buggy! I've experienced a few crashes playing on my PC and Steam Deck. Frames can dip drastically at certain points of the game and especially if your garden is growing a lot in the mid-late game. It's a mostly stable experience at least.
- Combat could be better! It's relatively simple but there's not much indepth to it. Just being able to time your reflects and accurately aim at the enemies.
- Dialogue in this game cannot be mashed through. When a new dialogue message appears, the button to progress the dialogue does not appear on average 5 - 8 seconds, so it can be annoying and leads me to putting off some of the main story stuff until later.

The game is still being frequently updated with fixes and features! It's already had a good start, hopefully it'll get even better!