in terms of arm in wall gloryhole experiences you gotta give it up. james getting his shit tickled and teased <<<< alex fighting for his life against the circumcision trauma demon in there. need that shit that gives me fear it will come CLEAN off

out infernoes dante's inferno (ps3, 2011)...the most passionate and open-hearted declaration of science and inquiry as our holiest pursuits...affirms multiverse theory as catholic and epic instead of marvel fan...christiaan huygens chuckles before launching his flaming moon attack and einstein knows capoiera...future devs bass boost your game or you will lose...brazil forever and forever amen

do not tell them that this is the second time this series has had a small standalone story starring grace saunders to act as a sneak peek for the full aitd release it pairs with. we call 15 min playtime FANSERVICE round here. be more grateful.

2022

played halloween for rpgmaker october 2022

been like 9 months and i didnt write the last entry til now. was gonna replay yume nikki as a finale but felt like doing this instead. its ok. i WOULD like a cute and ditzy nii-chan to adopt me and i guide him (or does he guide me >v<) thru the impersonal and intimidating art gallery world with all its troubled artist's scary subtext that my bougie parents left me at.

sry but i feel like i need to cut my losses when i got thru the first 2 routes and felt bored thru most of it. feel a bit miffed that this is the better regarded adelta vn over uuultrac, generally speaking :/ i need to repeat myself to emphasize how fucking great uuultrac is, and coming off how lightning fast yet consistently slick that was to how glacial this was (tho not bad looking by any means, ie i liked how it does sprites) comes off like a sheer rise improvement on kurosawa's part

it might seem funny that this game uses at much text as it does to convey context while still essentially playing within the fps idiom id established (besides asking for a deliberate playstyle sometimes, with consideration to which weapons produce which effects unique to themselves and often concentration-demanding map design, to put it in one word). but these two facts about marathon are not incompatible with each other; for one this games is truly adventurous with text, not just for the story's complexity for its own sake but for a rare understanding in games of how we perceive its text. each terminal exists as asymmetrical points in space, and within them too many asymmetrical points in space, to be shuffled around in our minds to create images that never feel complete to us, but for that reason meaning can shapelessly shift constantly. seeing marathon framed as a stepping stone to "better" fps storytelling structures that are far more emphatic on representation, whether its half life's walkable cutscenes or immsim environmental detail n interactivity, i can only think how much further marathon went in its freewheeling and uncannily confident belief in reading as vital to the interactive narrative experience, to consider what is not physical, what must exist but is formless.

and this does NOT contradict the fact that this is a mid-90s carnage fps where the devs called their flamethrower "TOZ-T", and the rocket launcher "SPNKR", and names players who beat levels on the highest difficulty with some silly stipulations "vidmasters"!! maybe less bloodshot-eyes macho than doom or most of its well known clones, sure, but it doesn't shy away from what it is!! how you play the game is what the text RELATES TO. each game in the trilogy deals with this question of what you are doing and why, but infinity specifically is a hell of a way to address its contradictions; the one thing that is certain in its world is you are disembodied arms with the kill verb, you got a shotgun and they don't, and the cacophony of voices telling you why you're doing that are easily modifiable from each other, and therefore none more significant than the other. the context NEEDS to exist to form awareness of this, we inherently dream and find connections in things after all but, speaking on itself as a game, its all infinite ends to become subjugated to one means. just as a sword becomes a master it becomes a sword again for its slave who masters the waves.

rip and tear warrior poet gaming. the virgin carmack "video game stories should be like story in porn" vs the chad kirkpatrick "computer games tell stories, that's what they're for"

"People told me what they liked, and I believed them. So I kept doing it, but then people didn't want it anymore. And it turned out they didn't even know just what they wanted. The people I trusted to know, to tell me, so that I'd know what I wanted too. And so I became a consultant, to find out what people liked."

this series is my fav mites, excited for the finale

i like how this makes a board full of snuff film fans, with all their philosophizing abt pain and the pleasure in pain, as rly pathetic at their core. mad world plays as verge fails to kidnap women because he has no charisma for them to be interested in him, only ever capturing men w low self-esteem. the dark vampire steampunk vibe renders organized serial killings into a geeky shallow niche--looks rly cool truthfully but also brings out the underlying vanity of their obsession over aesthetics of their murders to be judged under a number rating system (safe :]) and a pithy blurb (not safe :[). love the muse/fan infatuation in how daily plays the game on verge, and how verge comes to play back...outside the cover art n that one tile--which i at least can appreciate how it exists to be suggested more than i do how it may actually be implemented--i think this aged well and is possibly better now than it was back then. suzy has its moments too but isnt as together as this, and therapist mind manager seems rly cool for what little of it i played (the cart life stat management thing is too strong for me) but is maybe too measured by comparison. for all their impulse to rile the player, calunio prods in ways that make them much more interesting than a lot of devs working in rpgmaker, and i do mean many of the "legit" ones too.

putting up a link to the game in a tweet the dev made bc it's not exactly out in the open: https://twitter.com/tanamalas/status/1544350391197962241?s=20

bit nsfw. rly liked the whole folklore customs n taboos stuff in this one alot, i might put walk in the sun a bit higher than it but its win in vn cup was well earned :)

has a LOT of problems coming with being a ps2 adventure game in 2004 (specifically a slow 1st person one w difficult to find items and a localization that rubs against its atmosphere a little too hard) that bring it down in ways that i find harder to forgive than usual but god damn will i anyway. find its storytelling rly novel for asking you to find and put most of its pieces together on your own, and rly appreciate how its ties itself together thematically. awesome ending w kinda brutal implications. idk how the other echo nights stack w this one yet but it totally deserves more credit.

they finally invented a vn that is fun as fuck to read p much from start to finish. amt of cgs in this and how well they're employed is a genuine feat. so in love w kurosawa's writing and the localization feels rly good, little is wasted yet so emotionally transparent even in its vaguest motions, especially strong in its characterization btwn ch 2 and 3's couples. maybe goes a bit too fast towards the climaxes of ch 1 + 2 but i really like how ch 3 denies closure in a way that's necessary for the couple at its center. devilman but make it tomorrow won't come

the first chapter is cool bc it's one big map rather than a bunch of little ones you warp to via menu which just felt like giving in to adv convention, while it lasts here it's a solid early attempt at rpg navigation for an adventure game. loved that npcs would move around seemingly independent of triggers and the fact you can just miss some scenes, sets it apart from just feeling like pc engine rpgmaker and contributes to the suspense of knowing something bad's gonna happen but you won't see everything to get the full picture leading up to it. shame it doesn't properly capitalize on that for the actual mystery but that it gives you that feeling is worthwhile. after the haunted house the game gets so confused on what its doing that i couldn't care to continue. snake lady's cute tho

This review contains spoilers

i eat sand, white sand with cheese