i kinda feel like reviewing this game in 2019 is like trying to review the epic of gilgamesh

A half decent Zelda game ruined by one fatal flaw: having to do the same dungeon over, and over, and over again. Absolutely awful design. Shame, since the rest of the game is fine enough.

this game taught me how to play poker

Really solid game feel, for what it's worth. Game is bad, though.

Electroplankton isn't really a game in the traditional sense. Really, it's a musical toy. And like all toys, they can wear out their welcome after a little bit of entertainment. But that doesn't mean the good times at the beginning weren't good at all.

This game was overly hyped for me, and I ended up expecting too much from it. The result is that I just wasn't as stunned with it as others were. That said, it's a phenomenal game with some incredible design and storytelling, and I would recommend it to pretty much anyone. It's a masterpiece, I just wish no-one told me about it.

You can tell there are good ideas here, but good god it's aged like warm milk.

A beautiful game with a lot of great mechanics that's just... missing something. I enjoy playing it, but don't come back to it often. Combined with a few design weaknesses, it just doesn't really sing like it could. It's just not quite there. Quite fun regardless! Worth playing if you love these kinds of games like me!

Full of lovely art and neat ideas. So... why on Earth did they make it a Rogue-like? Doesn't fit the loop of the game at all.

“An American tragedy. An odyssey of debt, of grief, of broken promises, of hope. A painful, melancholic fable composed of fables and more fables, spreading out and weaving in and out of itself. A dream ebbing back and forth between memory and fantasy. A plea for you to care about something.”

...This was my original review for Kentucky Route Zero. I still think it’s a good description. But on consideration, I feel as though I need to be bold and say it: Kentucky Route Zero is not only one of my favorite games, but one of my favorite things ever made.

This is not an assessment of quality. I am not telling you what to feel. I am telling you how I feel. And Kentucky Route Zero makes me feel a way.

I specifically say “Favorite Thing”, because Kentucky Route Zero doesn’t affect me like a game. When I think about many of my favorite games, I often think of them as games. They are full of mechanics, of challenges, of systems. That’s certainly not all games are, and games can be many things, but in the capacity that they affect me, enchant me, or fascinate me, it is often within this vague category of “game”. But Kentucky Route Zero is different. To call it “my favorite game” and leave it at that misses something. It’s certainly a game, but it doesn’t make me feel the way games usually make me feel. First and foremost, Kentucky Route Zero is a story. It’s unlike most. The main body of this story is a game, but it’s also a multimedia saga. There’s something quintessential permeating my experience of Kentucky Route Zero that transcends that category.

It is a hauntological melancholy. It conjures a world more like a memory than a reality. Kentucky Route Zero tells the story of people who seem familiar but you’ve never met, with jobs that were never really secure, in situations that could never happen, in a version of Kentucky that has never existed. Magical realism constructs a vision not of reality, but of memory, of a sensate fabric that you swear could have been but never was. Americana is a mythic entity made visible, standing in front of me within Kentucky Route Zero, and it’s on its last breaths.

It’s a hopeful story. That doesn’t mean it’s happy. The world around you is a wasteland. Everyone is dying. Everyone is suffering. Everything is weighed down by debt, pulled deep down into pools of darkness. To live is to work, work, and die. Except… there are other ways to live. There always have been. Should we move on? I think the answer is clear. But that doesn’t make the pain go away. We have to be willing to feel both grief and hope in the same breath.

All of its blemishes are dismissable. Fleeting problems with UI, incidentally clunky writing, weird mechanical tangents, overwhelming scope, these melt away when I take a moment to remember what Kentucky Route Zero is and feel the frisson travel up and down my skin. I'm trying to not be too longwinded here, but it's hard. I can't get into specifics. So I wax poetic instead. I could write thousands of words on every minute I spent with Kentucky Route Zero and still feel like I was forgetting to say something. It is a multitudinous masterpiece, refracting and reflecting endlessly, timelessly, quietly.

Kentucky Route Zero is one of my favorite things.

A smart, clever game that's still not clever enough to pace itself. The puzzles get incredibly difficult incredibly fast, without enough on-boarding to guide the player.

Don't bother. Skip straight to Dragonfall and Hong Kong.

I can recognize the craft here, but wow, did this game bore me to tears. Got up to the third act before I realized there was nothing up it's sleeve to excite me. It really is just not a game for me. Maybe it's for you. Who could say?

I recognize that there is great artistry in this game, and that it is high quality, but I just never really clicked with it. As much as I adored the art style, I just never really felt sunk into the feel or world the game presented to me.