252 reviews liked by sonflower


we can talk in circles about the art that may have inspired fallow, we can waste time talking about the long lineage of story-driven rpgmaker games that led up to this behemoth; that won't stop fallow from haunting me.

it is infinitely more than another sob story or moody indie game. it is the metaphorical place where all of us who have been outcast from society reside, brought to physicality. stroll down the dusty hallways of the fallow residence and relive memories that are not yours - and yet they are ours.

when i hear the credits theme, "shame", i do not feel the remorse i so often do for characters i've loved or fictional worlds i had to leave behind; i feel something watching me over my shoulder. a comforting kind of sadness that will cocoon me even as everything i loved crumbles away.

on the wall above my desk rests these words: "my sisters and i had a secret wish to die in a place that cared for us". i think i will remember them in those final moments.

A fun bullet-hell-esque rhythm game that delves pretty deep into themes of existentialism.

The gameplay loop was fun and by the time I thought it got stale, it managed to freshen things up again.

OST is a bop, definitely going to relisten like I did with Furi's OST.

I think the game dragged on a bit with its ending, but it was a bittersweet experience.

Overall a good time, don't play if you are prone to seizures tho.

So... the story in Sheepy is an absolute trainwreck. At times it almost feels like it was written by AI; all the tropes of a classic 'cute character in a scary world' Metroidvania are here, but nothing seems to really fit together. The game puts you in one of the traditional locations for this genre (abandoned factory, ancient ruins, etc) and scatters tapes all around for you to listen to to get you interested in the lore and the world, but then just moves on to the next set piece location before anything is resolved or explained. Aside from the most basic of elemental story beats, I pretty much had no clue what was going on in the story here and I'm fairly sure no coherent story exists.

In every other way though... Sheepy is nearly perfect. The atmosphere is great throughout, the visuals and sound design are absolutely fantastic and the gameplay, while simplistic, strikes a near perfect balance between challenge and frustration. I did find the first two bosses a little bit lacklustre, but the game more than paid off for these with its final boss which was just epic in terms of scope and spectacle.

But in general yes, this game has everything you'd want from something like this. It's got a good variety of Metroidvania-style powers, hidden collectables, timed challenges, speed challenges... all within a game with a run time of ~1 hour at most. I think if the game had been longer there would have been more time to flesh out the plot and setting in a more sensical way, but aside from that it's remarkable how the game manages to cram in all its content into such a short time without feeling overcrowded. That short runtime has led to a game where everything has clearly been meticulously hand-crafted down to the pixel, and it's all just fantastic.

So yes, hearty recommend from me on this one; this is almost certainly the best free game I've ever played, and frankly I'm baffled that it is free in the first place. It is a shame about the underdeveloped setting, because in my opinion that is all that stands between this and a bite-sized Hollow Knight. But worldbuilding and lore is a big part of why I play games like this so I do have to dock some marks on that front. Still, otherwise an all-round excellent and well-polished little game, and would probably score up in my top 10 or so games in its genre.

It's beautiful, but it feels so unfair at points. I was dying and struggling for a lot of it due to missing pixel-perfect jumps or failing to land on tiny platforms. I'm already bad at platformers, so I know I will never finish this.

If there’s anything in this world worth keeping alive, it’s love.

In the void that is Revachol, we see the light of love and hope slowly fade away. It is up to us to cultivate and nurture that light so it does not die. Love is not dead! As you read this, you are alive and breathing, and it's up to you to seize what remains and fight for it. We can no longer wait for some great revolution that will fix all of our problems. If you truly desire a revolution, you must create the conditions necessary to birth it!

Disco Elysium isn’t just a game about what political faction you align with or finding out who lynched the man behind Whirling-in-Rags; it’s a story about love and why we must hold onto it, even in the darkest of times. I understand that nowadays, with the current state of affairs, it's hard to believe in love and hope. It's difficult to place our hope in a future that seems to have been stolen away from us, yet that's precisely when we need it the most.

I choose to believe in love. I choose to hold on to the hope that a better future is possible, no matter what, because I believe it is. The people we know, the community we live in, and the world we inhabit are worth fighting for. Disco Elysium taught me that fixing the world and making it a better place isn’t just about picking up a gun and waging some violent revolution; it’s about cultivating community and caring for those in it. That’s where the true beauty of Disco Elysium lies.

I believe the way this game conveys that message is quite powerful. Disco doesn't make some grand showy gesture beating you over the head with its message; instead, it laboriously takes the time to show you that the world you live in is beautiful and worth fighting for. It spends the time showing you the inner lives of those around you and has you helping them, one person at a time.

There is one specific character that I feel best embodies this: Cuno. Cuno, at first, is seen to be an irrational, difficult, vulgar, and poorly-behaved child, which leads you to inevitably hate him. As you learn more about Cuno and his home life, however, you realise there’s something greater at play. He doesn’t act out for the hell of it; he is the way he is because his father is a drunk who’s fallen down on his luck due to becoming a victim of the system giving up on him and his son. He’s left with no choice. The system has abandoned Uuno and his son, leaving them both to fend for themselves and pick up the pieces. Which sadly isn’t uncommon in Revachol and the real world as well. It’s perhaps one of the most striking and poignant stories in the game. I eventually went from despising Cuno to feeling empathy for him, as I did for many others in Revachol when I learned their stories.

I believe this approach to storytelling and character writing is incredibly effective, and the best part about Disco Elysium is that these kinds of stories are all over the game. This goes to show how much love and care was put into humanising the inhabitants of Revachol, which helps make the world feel alive. Because of how well the game fleshed out its world and characters Disco Elysium was successful at conveying the message that this world is worth fighting for. Not only was I captivated by this world, but as the game drew to a close, I found myself deeply invested in the wellbeing of these characters and the city.

As I learned about these stories, Revachol’s history, and the many political factions vying for power, I realised that this game was never about solving a murder or finding which faction is "correct." It was about learning to love those around us and working together to create a better world, one step at a time. Creating a better world was never an unattainable goal conjured up in the minds of idealistic and "ignorant" kids. It is a possible reality, but it demands the working toiling masses of the world unite and work hand in hand in creating this future. It is on us to seize the future and lift eachother up when we need it most.

Never give up on fighting for this future. It is only dead when you allow yourself to be convinced that it is.

I enjoyed so much of this game, but the copaganda was off the charts.

Suspects are MORE suspicious because they don't want to talk to the cops. Oh no, suspects who know their rights must be guilty. Paperwork and processes meant to protect people from overzealous cops just get in the way of cops catching the Real bad guys.

Not to mention, just like, the way that the big bad is written.

Crossing my fingers that I'll enjoy Nirvana Initiative more.

one of the most positive games i have ever played. it's all about the beauty in the simpler things in life, and i absolutely love it. i love the writing, i love the world, it's really great.

The last part of the game is amazing.

The first part of this game is amazing.