mordwywr
2022
2021
I managed to get stuck in a game where the player has to move the bricks to free the path for cat to escape. That's the only mechanic found in this game. I just don't have the patience for moving bricks ig (//▽//)
Cat movements are limited to forward and backward (no left or right. why?), and feel clunky on PC. Overall, not very engaging experience, as I kept wondering what's keeping the cat from jumping over the bricks (since they're the same size).
Cat movements are limited to forward and backward (no left or right. why?), and feel clunky on PC. Overall, not very engaging experience, as I kept wondering what's keeping the cat from jumping over the bricks (since they're the same size).
2020
2014
2019
Short aery adventure, full of light and subtle hints.
Puzzles seem to be complementary to the atmosphere and solvable in several tries.
I also found the music quite refreshing, which prompted me to further look for OST. Only 2 tracks, but a year later I still remember how otherworldly they weaved themselves into gameplay at the time.
Puzzles seem to be complementary to the atmosphere and solvable in several tries.
I also found the music quite refreshing, which prompted me to further look for OST. Only 2 tracks, but a year later I still remember how otherworldly they weaved themselves into gameplay at the time.
2020
Chill "puzzle" game that involves a cat running around 'n trying to find its' favorite toy before falling asleep in a cozy cot.
The mechanics is easy to comprehend. No rush. Even if you're bad with spatial imagination (just like me), running in circles pays off (sooner or later you'll stumble across the right corridor).
The mechanics is easy to comprehend. No rush. Even if you're bad with spatial imagination (just like me), running in circles pays off (sooner or later you'll stumble across the right corridor).
2022
The Immaculate Drag pulls you right into the melancholy of walking through a night city street with a hazy goal and a chance to meet like-minded souls. Most of them are out in the streets to take a breather, much like yourself, and next morning every encounter with them might seem like a distant dream, disconnected from a blazing sun of reality. Sometimes it's a reminder that you're not alone in your worries and painful memories, and sometimes it's a whole new perspective given as a casual remark from a total stranger that you're bound to never meet again. Same as this very night when you're out in the streets to move at your own pace towards the dawn is to never repeat again. Existing only here and now, flowing between every step and inevitably taking you closer to your next immaculate drag that might as well be the last.
I can't help but feel it was heavily inspired by El invierno en Lisboa (Winter In Lisbon) written by Antonio Muñoz Molina. It has the distinct smoky, jazzy, desperate love story vibe that dominates both the book and the game.
I can't help but feel it was heavily inspired by El invierno en Lisboa (Winter In Lisbon) written by Antonio Muñoz Molina. It has the distinct smoky, jazzy, desperate love story vibe that dominates both the book and the game.
2015
2021
Gameplay: I got stuck in the beginning. Turns out, I had to touch some random rock to open the passage. Never got the hint though. Uh huh.
And then I got lost in the woods, trying to find some interactable object to open the next passage. All the while switching between blurry reality and some sort of "predator" vision (it gets everything red and more blurry alright, that's what it does). Sounds tedious and somewhat rage-inducing, trying to find non-existent clues as to what random object to touch? It's exactly how I felt getting through this walking sim.
Narrative: I listened intently to Sara's story, and the dark, harrowing undertones her narrative was laced with felt more vivid than the main "grim and sinister" revelation. The rest is not very memorable.
Overall: I would not recommend it to anyone, even the hardcore walking sim fans. Although the premise was alluring, it's just not worth the time with its' incomprehensive gameplay mechanics.
And then I got lost in the woods, trying to find some interactable object to open the next passage. All the while switching between blurry reality and some sort of "predator" vision (it gets everything red and more blurry alright, that's what it does). Sounds tedious and somewhat rage-inducing, trying to find non-existent clues as to what random object to touch? It's exactly how I felt getting through this walking sim.
Narrative: I listened intently to Sara's story, and the dark, harrowing undertones her narrative was laced with felt more vivid than the main "grim and sinister" revelation. The rest is not very memorable.
Overall: I would not recommend it to anyone, even the hardcore walking sim fans. Although the premise was alluring, it's just not worth the time with its' incomprehensive gameplay mechanics.
2016
Didn't expect much, but it turned out to be a decent walking simulator in a post-apocalyptic setting.
It's straight-forward and short (30 minutes max.), and more about narrative, less about puzzles (and they're not even real "puzzles" at that). Music is nice, sets the mood perfectly. But the invisible walls in the forest is a bummer (>﹏<)
It's straight-forward and short (30 minutes max.), and more about narrative, less about puzzles (and they're not even real "puzzles" at that). Music is nice, sets the mood perfectly. But the invisible walls in the forest is a bummer (>﹏<)
2017
It's a sequel to Existentia. Still post-apocalyptic walking simulator, but now with a voiceover and multiple endings. It took me nearly 2 hours to explore everything the game has to offer (fixing the train took me longer than I should admit (//ω//)
Atmosphere is gray and dull, harsh and sad, defined by the tragedy, as it should be. Most memorable are locomotive rides (with unexpected companion even more so).
Getting all endings is a bit annoying without the save system, but at least there's chapter selection.
Atmosphere is gray and dull, harsh and sad, defined by the tragedy, as it should be. Most memorable are locomotive rides (with unexpected companion even more so).
Getting all endings is a bit annoying without the save system, but at least there's chapter selection.
2015
I found the best way to play Hook is sparingly in sessions lasting from 10 to 20 minutes, consisting of 1-3 puzzles. It had great therapeutic effect on me tbh. Tinkering with devices in no rush, calm and unassuming music. I felt at peace and my mind switched off its usual "frantic" mode every time I booted the game.
Steam deck run: OK.
Steam deck run: OK.