juniornige
Bio
Stream of consciousness reviews of games I like.
Stream of consciousness reviews of games I like.
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GOTY '23
Participated in the 2023 Game of the Year Event
Liked
Gained 10+ total review likes
GOTY '22
Participated in the 2022 Game of the Year Event
Noticed
Gained 3+ followers
Roadtrip
Voted for at least 3 features on the roadmap
2 Years of Service
Being part of the Backloggd community for 2 years
Busy Day
Journaled 5+ games in a single day
On Schedule
Journaled games once a day for a week straight
Favorite Games
067
Total Games Played
003
Played in 2024
000
Games Backloggd
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Is this the first game I've ever played on day (or day after) release?
I think it is. Made possible by PS Plus Premium (Extra Prime Deluxe) which is my first experience of the new service. I'm on board!
On to Stray. Playing a cat is all about the fidelity of the movement, mannerisms and to an extent pure "vibe". It's a solid bedrock for the game and makes walking around (essentially the central gameplay loop) into an immersive experience. 'Walking around' is unfair really becuase the game does capture our essential understanding of what a cat's life is life: 'exploring' and 'running away from things' with the occasional side quests of 'making people fall in love with you' and 'sleeping'. The only missing one here is 'chasing things' or 'stalking things'. Would have loved to chase a little drone over some rooftops but that's just me.
It's paced well and the right length. A schwifty set-up leads into hub town followed by chase sequence to the next hub town. Rinse and repeat. I've seen people talk about getting lost but I found the hub areas small enough that you got your bearings after enough exploring.
Story-wise it's a winner for me. Fresh off Outer Wilds I was still jazzed about the lost civilization narrative. Something resonates about a society trapped (both physically and emotionally) by the decisions of its ancestors. Attack on Titan, Horizon, Knights of Sidonia all riff on similar themes of legacy and survival.
Visually the world they create is rich. The neon cityscape and its robot inhabitants seem to take inspiration from Simon Stalenhag (particularly his Hector character). I love the concept of robots with clothes. One sidequest has you get a jumper for a chilly programmer. You get the sense these robots absorbed the neurotic foibles of their human creators into their chipsets.
The music complements all this perfectly, especially in the more high pace chase sequences. It swells and recedes like the Portal music with the action on screen.
More than anything we feel a connection with our cat PC. A personality is imprinted on him much like a real pet. If that's not testament to a job well one then what is....
TLDR: I was a cat. It was awesome.
I think it is. Made possible by PS Plus Premium (Extra Prime Deluxe) which is my first experience of the new service. I'm on board!
On to Stray. Playing a cat is all about the fidelity of the movement, mannerisms and to an extent pure "vibe". It's a solid bedrock for the game and makes walking around (essentially the central gameplay loop) into an immersive experience. 'Walking around' is unfair really becuase the game does capture our essential understanding of what a cat's life is life: 'exploring' and 'running away from things' with the occasional side quests of 'making people fall in love with you' and 'sleeping'. The only missing one here is 'chasing things' or 'stalking things'. Would have loved to chase a little drone over some rooftops but that's just me.
It's paced well and the right length. A schwifty set-up leads into hub town followed by chase sequence to the next hub town. Rinse and repeat. I've seen people talk about getting lost but I found the hub areas small enough that you got your bearings after enough exploring.
Story-wise it's a winner for me. Fresh off Outer Wilds I was still jazzed about the lost civilization narrative. Something resonates about a society trapped (both physically and emotionally) by the decisions of its ancestors. Attack on Titan, Horizon, Knights of Sidonia all riff on similar themes of legacy and survival.
Visually the world they create is rich. The neon cityscape and its robot inhabitants seem to take inspiration from Simon Stalenhag (particularly his Hector character). I love the concept of robots with clothes. One sidequest has you get a jumper for a chilly programmer. You get the sense these robots absorbed the neurotic foibles of their human creators into their chipsets.
The music complements all this perfectly, especially in the more high pace chase sequences. It swells and recedes like the Portal music with the action on screen.
More than anything we feel a connection with our cat PC. A personality is imprinted on him much like a real pet. If that's not testament to a job well one then what is....
TLDR: I was a cat. It was awesome.
Is the parry mechanic the most satisfying thing in gaming? It might be for me.
Sifu takes this and it's little brother the dodge mechanic and makes the kung fu game that us parry nerds have always wanted.
Tough enemies that are "learnable" makes the gameplay loop into visual storytelling process. I felt like a filmmaker trying to choreograph the most perfect and dramatic fight scenes. The "imma boss" factor goes through the roof after only a few playthroughs and my lizard brain was sparking!
Level design is smart and inventive. The shortcuts prevented the reruns getting boring without kneecapping the sense of scale.
There are some naughty bits though. Mrs Museum Boss's first phase: in the bin with you. The dodge window seemed miniscule and memorizing her patterns is almost impossible when they all look the same.
In general, a pet hate of mine is unblockable attacks having no indicators that they are unblockable. "Just learn the ones that are unblockable" you say? Well I just assume i'm "doing it wrong", missing the window or mistiming, so...no i won't learn them, dick.
Sure I should assume a huge roundhouse kick is unblockable but I want to believe my character does something awesome if I pull it off. The disappointment differential (TM me) becomes huge as I was expecting brilliance and literally got kicked in the teeth.
TLDR: more games should let you unlock a "punch in the balls" move.
Sifu takes this and it's little brother the dodge mechanic and makes the kung fu game that us parry nerds have always wanted.
Tough enemies that are "learnable" makes the gameplay loop into visual storytelling process. I felt like a filmmaker trying to choreograph the most perfect and dramatic fight scenes. The "imma boss" factor goes through the roof after only a few playthroughs and my lizard brain was sparking!
Level design is smart and inventive. The shortcuts prevented the reruns getting boring without kneecapping the sense of scale.
There are some naughty bits though. Mrs Museum Boss's first phase: in the bin with you. The dodge window seemed miniscule and memorizing her patterns is almost impossible when they all look the same.
In general, a pet hate of mine is unblockable attacks having no indicators that they are unblockable. "Just learn the ones that are unblockable" you say? Well I just assume i'm "doing it wrong", missing the window or mistiming, so...no i won't learn them, dick.
Sure I should assume a huge roundhouse kick is unblockable but I want to believe my character does something awesome if I pull it off. The disappointment differential (TM me) becomes huge as I was expecting brilliance and literally got kicked in the teeth.
TLDR: more games should let you unlock a "punch in the balls" move.