This review contains spoilers

There's no doubt that this game was revolutionary in its mocap, and because of that, a lot of the time it feels like watching a movie, and after considering the straight forward, repetitive puzzles and mechanics, the blend of FMV and video game graphics, I'm convinced that was the devs' intent: to tell a story that married cinema and video games. The premise is simple: a love story with layers. Our main character, Senua is plagued by psychosis -- a feature that I take with a grain of salt, as devs say they consulted people who live with psychosis as well as mental health professionals. Combined with 3D binaural audio, the voices are effective and the storytelling immersive, but I still feel like there's a hint of exploitation to drive the story along. And after a time, it's clear that the voices are hand hold-y and only drive the story when the story seems fit to do so.

The fighting is straight forward but frustrating in its repetitiveness and when the camera doesn't cooperate (which was often for me), it's incredibly frustrating when you get stuck in a corner and pummeled. There's only one unique fight in the whole of this game -- a boss -- and it was a very cool fight, I just wish there was more variety in enemies.

The story itself was fine, nothing incredible, and the ending scene confusing. Unfortunately the game didn't grab me enough to have me pore over ending explanations afterwards, and while I look forward to the sequel, I'll be waiting to pick it up.

This is a wild ride, start to finish. I streamed this game for friends, and I definitely think this game lends itself to be a community affair.

Boyfriend Dungeon is a dating sim combined to a hack n slash roguelike with procedurally generated dungeons where you're using weapons that are actually also people/the people you're dating. Except for Sawyer. I'm not dating a kid, even if they're technically 20.

The weapons/characters were interesting, all hot messes and overall the game is just a lot of fun to play. It did get grindy and repetitive towards the end, and some of the communication timelines were funky in a way I find very disruptive in games-- certain interactions would happen while other story beats lead the player to believe that said character was unavailable for said interaction, texts would come in rapid fire about things that were irrelevant at the time, etc. Also, do not enable texts from Mom, they're simply Too Much.

All in all, this was a blast to play and a fun, unique premise and hallelujah you can date everyone at the same time.

This review contains spoilers

This is a sweet little hidden object puzzle game about remembering the dead and exploring the afterlife. It's also about finding the right person for the job of Custodian --a caretaker of the Island you lived on-- in order to prevent an impending volcanic eruption. The nature of the puzzles were unique; you're able to click and dissect items and scenes, and the level of detail is incredible. Wooden statues had insect tunnels worming their way through; barnacle clusters had secret treasures inside, and you could even see circuitry in electronics. Each object was fun to explore!

In order to find the candidates for the Custodian you had to delve into the memories of the loved ones/people who remember the departed. Memories were fully voice acted with expert delivery from the VAs, each memory truly bringing these characters to life from a beloved fish person harbormaster, to a cranky campsite director who just loved an owl so much.

There's additional mechanics and puzzles in the form of finding "Grenkins" and the last few environs had a riddle master associated with them, but the latter wasn't utilized throughout the game so it felt out of place.

I love games of death and dying and remembering loved ones, and i really enjoyed this game. However, the ending was fumbled terribly--it was abrupt, confusing, and unresolved. You speak to the former Custodian, Aggi, a bog body from the bronze age who gave her life ahead of a volcanic eruption to save the Island, but when you speak with her, it ends abruptly, talking about what she'll do now. The imminent volcanic eruption isn't mentioned, isn't knowingly resolved. I was almost expecting an after credits scene to explain but nothing. Not even enough information was provided to keep the player wondering. It's not that it feels unfinished, it feels like a hit that didn't land. It's still a game I'd recommend, just now with a large CAUTION sticker ahead of it.

This review contains spoilers

This is a sweet, unique puzzle game about the topic of death and grief -- a topic I love exploring in games, and I thought How to Say Goodbye did an ok job at discussing it. I wish the story was a little more fleshed out; I was left wanting to follow loose ends but they were never revisited, leaving me feeling disappointed. I wasn't expecting a sweeping narrative about death and moving on, but I was hoping it'd talk about it a little more. Overall I did enjoy the game and DID cry at the end. I recommend this as a cute puzzle game with charming characters -- just don't expect a whole lot of depth to the story.

I really enjoyed this game for what it is: a fun, funky puzzle game about opening doors. The "plot" was buck-wild and didn't make much sense to me -- we never did find out what boating accident happened -- but the puzzles weren't particularly difficult, and satisfying when completed. It's a great "brain-not-all-the-way-off" game and I recommend it if you like casual puzzles with fun themes.
It did glitch out several times on some puzzles but I was eventually able to return to those levels and 100%'d the game.

Nearly all of the puzzles were every bit as satisfying as I'd hoped they'd be, and the nature of the organization puzzles lend themselves to replay-ability. My only minor hang ups are that some of the levels were not puzzles at all, just click on a cat to pet it, and the fact that you couldn't close the cupboards or drawers once you'd finished the level is very irksome to me. Give me that last bit of satisfaction!