I'm a sucker for puzzle games. I've been wanting to play this since it first came out, but hadn't brought myself to it. I felt like I really needed to be in the perfect mental place for it, and I'm glad I played it in the best mindset possible.

This game is just jaw-dropping. Even after having followed the game's development for years, I wasn't ready to experience anything close to this. I was somewhat disappointing when I read this game doesn't have any story, but after playing, I really don't feel it doesn't need one. It's a pure aesthethic experience where the visuals and gameplay speak for themselves. Like Tetris, it's an experience that only works as a video game, and even more so as the game really pushes what impossible geometry and virtual exploration can do for you.

Playing this really felt like the first time I played Fez or Portal. The level design is just a f*g masterclass. I'm amazed at how really well integrated everything is. It is notably visible this was made by someone with a degree on physics. It's really beautiful not just because of the art style, but also due to the geometry's own language: symmetry, height, width, depth. The music is also a great companion; the UI is so elegant, and the controls are simple enough to submerge you into the world.

I really recommend this game, and I hope William Chyr makes another game, whatever that may be.

Just replayed this game for the first time in over 3 years and loved it so much more. And finally found out that I don't need anyone to come and "save" me from my broken heart. I'm the person I've been waiting for all this time.

Sending love to everyone who needs it! Love yourself and love the people around you!

Wild hearts never die

"You are in a maze of twisty little passages, all alike."

In case there's any doubt, I loved this game. I couldn't bring myself to finish it, but it's so interesting navigating this extremely confusing space with just text that sparks your imagination. A must play for anyone interested in designing games, game studies or videogame history.

Me gusta el humor, estilo gráfico y concepto, pero creo que le hacía falta pensar en una mejor ejecución a nivel de mecánicas.

No me molesta que esté tan determinado en contar una historia, pero para un juego que te quiere hacer cuestionar y decir que no, es un juego que prácticamente te obliga a decir que sí a ir en rieles.

Quizá le hubiera venido mejor ser un poco más abierto y dejarte experimentar con los "No". Que hubiera alguna consecuencia y hacerte meditar más mediante sistemas.

Aunque es cortito, realmente no lo recomendaría mucho. Aún así, me alegra que existan esta clase de proyectos y ojalá más juegos taclearan temas así. Si algo le doy, es que está muy contento consigo mismo de existir, y esa energía hace que no caiga en ser "malo", solo a mi parecer, algo "meh".

Llegué hasta el "segundo final" y dudo hacer el 100% de capturarlos a todos para llegar al "true ending". Tal vez sí, tal vez no, pero yo ya considero que este juego me dio todo lo que me tenía que dar. Realmente es un gran, gran juego. Tiene muchas áreas de mejora, por lo que me emociona mucho la secuela, pero lo que más me sorprende es la capacidad que tuvo de engancharme y hacerme jugar durante horas sin fijarme en el paso del tiempo. Me gusta mucho cómo está diseñada la progresión en el mundo y la manera en la que cada montadura te va abriendo paso por el mundo y sus distintas áreas. El juego, aunque todos digan que no, me parece una belleza. Logra hacer tanto con tan poco, y bueno, al final del día, no es que lo necesite siendo un juego que tiene tantas otras cualidades positivas.

¡Extremadamente recomendado!

Tremendo viaje de nostalgia y diversión pura.

2021

I think this is a game that grows on you. It's best keeping it slow. It's buggy, sure, but it's a low-budget game, what do you expect? I think it manages to shine through that. I found some of the characters annoying (especially the cat lady), but some of the other ones are somewhat charming, and I really like the development of things. It can get really monotonous, but I really liked the ending and how it recognizes the experience as a going away to another place to get perspective and deciding what to return to (or if you want to stay there). I would recommend it.

Volviéndolo a jugar después de casi 8 años, sigue siendo un juego que me parece increíble. Diría que esta vez lo supe apreciar desde otros ángulos. Aunque varios de los jefes me los pasé a la primera porque ya estoy muy familiarizado con las mecánicas de estos juegos, no deja de ser emocionante cuando logras pasar por un área, estás a punto de morir y justo cuando menos lo esperas, logras encadenar ese último ataque y suspiras tras haber contenido muy profundamente el aire.

Dark Souls es una experiencia que no deja de asombrar tantos años después. Aunque diría que varios de los juegos posteriores de FromSoftware se sienten con mucho más cuidado en muchas áreas, el juego que desató el culto no deja de tener cualidades muy importantes. Diría que sigo prefiriendo Demon's Souls, Bloodborne, e incluso Sekiro en un buen día, pero nunca seré ciego a qué fue lo que hizo de este juego el desencadenante de una década donde tantos juegos adoptaron filosofías de diseño que apostaron un poquito más por tener confianza en que el jugador podía descifrar su propia experiencia de juego.

Hay tantas cosas a nivel temático que esta vez valoré más, como el que las almas sea la economía de juego, y que las puedas usar para subir de nivel o para comprar objetos. Todo se comercia en piezas cada vez más escazas de humanidad, y aunque el juego nunca se presenta como algo feliz, es devastador ir descendiendo a, literalmente, las profundidades de este mundo e ir encontrándote con oscuridad pura y a los pocos personajes que brindaban esperanza ser corrompidos por la oscuridad.

Un gran juego, y un clásico moderno sin duda alguna.

Acabé Dark Souls hace aproximadamente 8 años. Se convirtió en uno de mis juegos favoritos y después seguí jugando a cada uno de los juegos de los Souls desde entonces. Sin embargo, nunca había jugado al DLC de Artorias, algo que siempre quise corregir, y volviendo a jugar Dark Souls en el Nintendo Switch, por fin pude poner mis manos sobre él.

La verdad, no me pareció tan increíble. Quizá fue que siempre escuché que era "DE LAS MEJORES COSAS QUE HIZO FROMSOFTWARE", y pues, no. Prefiero mucho más el DLC de Bloodborne, pero eso ya es otro tema. Tiene momentos interesantes, principalmente, la pelea contra Artorias sí vivió a las expectativas y me parece increíble. El resto, no me pareció tan genial. Lo que sí me gustó fue ver cómo ciertas ideas para Bloodborne influenciaron el diseño de ciertas cosas, pero más allá de eso, pues bueno, al menos ahora ya puedo decir que lo jugué.

Ta bien.

Say goodbye to the music video, say hello to interactive exhibitions.

Kid A is one of the most influential music albums of all time. Amnesiac, largely regarded as its "little brother" is also pretty good, sprung from the sessions for the same music. Together, they form the Kid A Mnesia combo, a sort of double LP about paranoia, loss, death, memory, politics and regret.

The thing about those albums is that I can't feel I can really say much about them that hasn't been said before. I discovered Radiohead at the age of 16 and since then they have been every step of the way in my life. I've sought comfort in their music as it (maybe sadly) speaks to me in a way no other music does.

Diving into the Exhibition is a way of contemplating this era of Radiohead in a way it can't be experienced in any other medium. I've always imagined an animated feature of Kid A, which trembled as my sight was poured by the labyrinths of memory in the Exhibition. Something that really shocked me since I'm a game designer and stuff.

The Exhibition, as I said, is a labyrinth where images and sounds converge at different points to not only show Donwood and Yorke's art, but to immerse you in imposible places. Galleries floating in the air, rooms made up of paper that re-arranges itself and giant monolithic empty creatures wandering about the place searching for meaning.

The highlight is maybe when you step inside the pyramid and a trio of songs pursue, but everything else is just as creative and imaginative. Call this what you want, game, exhibition, interactive piece, but the fact is that Yorke, Godrich and Donwood saw the possibilities of space representation and dynamic audio to bring to life this music as it never has been. To step into the gallery is to step in a world of paranoia and the minds of some of the most interesting minds of our generation.

Simply amazing!

This is clearly not a game for everyone. Regarding the tree most prominent criticisms I've read about this game:

1) "The controls are bad". Well, personally, after a while, I found myself mastering them and didn't have too much of a problem navigating the world. Games usually are about mastering things and having the patiente and resillience to pull through.
2) Which takes me to: "this game is boring". Huh? Did we play the same thing? I don't know, this isn't a game with EXPLOSIONS or too much going on in the narrative, but, while it takes its time to really kick things off, it managed to pull me straight into its atmosphere and I found myself playing in sessions of 2-3 hours, something I don't usually do for most games now-a-days.
3) The story is "confusing". Well, I get this game is somewhat ambiguous about some of its elements, but I've read and watched enough sci-fi to connect the dots and get where this game was going. I think it asks interesting questions about religion, faith, perseverance and fatalism all at once. The ending is open-ended, which is something I really like, and I think your intepretation of its tone will depend on your stance and belief on what just happened throughout the game.

Overall, I think this is a really interesting game, and whether you'll like it or not, will depend on the fact if you like slow-burning games, are patient enough and if the themes and story resonate with you.

I have some criticisms about the structure of the game being too linear for the systems which it proposes, that could make for a more open-ended exeperience, but when I learned to love the game for what it is, it just clicked immediately for me.

I really hope this games finds more people who can appreciate it! It really deserves it and it's clear a lot of love and work went into it.

2017

A very nice, pretty and short game! Totally recommended.

Well, this is an interesting game. I had been wanting to play it for a long time out of curiosity, and finally got around to it after watching a YouTube essay on it. Must say it's aged somewhat regularly, though I'm used to playing old-ish games so grew used to the controls and camera relatively quickly. What did I like? I love the charm this game expells at every corner of it. The characters, writing and every other thematic element is on point and is generally a treat for Spider-Man fans. It manages to do so much with so little. Every level is unique and rarely repeats itself. What wasn't I didn't like? THE F-ING SYMBIOTES. I don't know if I missed something but they were so damn frustrating to play through. There got a point I just skipped them because they were so hard to beat and took a lot of your health. It's more annoying when they introduce the fire web so late and then the game just turns back to being pretty easy-ish. I think I spent more time trying to defeat the thug symbiotes than the final boss fight. So terrible that part.

Still, at the end, would recommend. I think the frustration wears out considering it isn't very long of a game and can be beaten in around 2-3 sessions. It's entertaining and is such a great example of a by-gone era for games and comic-book licenced media where characters from other "franchises" could just pop out out of nowhere. Collectibles are such a thing in here and overall, the atmosphere is so strongly influenced by the 90's cartoon.

Wouldn't really play again, but I'm glad I did got around to it.