OC/DC's video game assassination log OC/DC’s profile

Welcome, weary traveler, to my log of video game assassinations!

I supplement my backlog system with info from my Steam Hunters profile.

So my rule for whether a game can move from unfinished to beaten is if it passes my profile average completion or my average SH points per game (i calculate that one manually for now).
This means that i don’t have to bash my head against really hard/grind-y games (measured here by having high total SH points), trying to get their completion higher than my average.
This also, however, means a game can move back from beaten to unfinished, if both of my profile averages climb higher than its completion metrics.

I generally work through my backlog in chronological release order (about seven years behind currently), and try to keep a limit on how many games can be in the playing pile at one time (see: my only list). Although, these rules can be temporarily broken (sometimes games just take your interest.. and sometimes they don’t).

I’ll try and write a post once a month - talking about the games i played, and any interesting thoughts about them or their achievements.


Pokemon should just be public-domain at this point

40.0 hours
7977

Of my memories around video-games, one that's stuck around in my head for quite a while, is when i was interning at a company for a brief spell at the end of my second year of university, where i basically spent the whole time playing Pokemon on my phone. Sure, i had a project to work on - and i did do it - but i also had a desk in the corner of quite an empty office (maybe people were on holiday ? not sure..), so what can you expect..

I had loaded up a few GBA games on my Android-something of the time, and i decided Pokemon would be good for the (frequent, and sometimes extended) breaks. I can't remember exactly which game it was (Ruby, Sapphire? definitely a GBA one), but i had a good time with it. A little frustrating sometimes, and almost nauseating to someone with even a little bit of OCD, but building up a team, and then building up a bond over time with that team, is a great feeling, and probably part of why the memory has stuck so long

All that's to say, that Coromon summoned back those memories and feelings pretty easily. Over the winter holidays i had a lovely time once again catching a grass-load of (poke)'mon and building up a team that i felt strong attachment to by the end. And all of that with many of the frustrating snags sanded off - lots of quality-of-life features have been added and the whole thing has been nicely modernised

If you're also looking to relive old memories, or if you want to understand what the fuss about Pokemon is (without having to go back to the old games), then i can easily recommend Coromon for that. It's a remake of the GBA/DS generation in everything but official capacity


Year of 2025

Steam Replay

Played: 54

Added: 61

Beaten: 31

Started: 31

Completion avg: 81.016% (-0.265)

Points avg: 4987 (+112)

Progress:

10% (143/1380)
26% (364/1380)
2% (22/1380)
59% (818/1380)
2% (33/1380)
Planescape: Torment: Enhanced Edition

Planescape: Torment: Enhanced Edition

Test of Time
45.9 hours
38 of 50 achievements

Less emphasis on combat and exceptional focus on rich dialogue and narrative writing - dense lore, existential themes, and a story shaped by the player’s decisions make this a uniquely rewarding and thought-provoking RPG

Wandersong

Wandersong

Most Wholesome Game
12.3 hours
67 of 75 achievements

A warm, creative game about being a hero in unconventional ways. Joyful mechanics, storybook art style, and thoughtful themes that all come together as a celebration of kindness

DOOM Eternal

DOOM Eternal

Album of the Year
22.8 hours
25 of 50 achievements

Sitting on the rock-solid base of Doom (2016), Eternal expands with new mechanics, systems, enemies, and lore, resulting in an exhilarating "up to 11" experience (that can sometimes feel a bit overwhelming)

Slay the Spire

Slay the Spire

Roguelike of the Year
92.0 hours
33 of 46 achievements

Lives up to its reputation as absorbing card-based roguelike - deep deck-building, distinct play-styles, and smart risk-reward design make this one easy to grasp, tricky to master, and dangerously addictive

Jusant

Jusant

Environmental Vibes
7.7 hours
21 of 21 achievements

A short, but mechanically engaging climbing game with beautiful environmental storytelling. A quiet, contemplative, and affecting experience

UNSIGHTED

UNSIGHTED

Hidden Gem
22.5 hours
28 of 42 achievements

Wins points for being a tightly designed metroidvania, and for having a bold real-time death timer - the constant tension might not be for everybody, but it sure is a unique feeling. A mechanically excellent, and sometimes thought-provoking experience, even if its characters don't fully live up to the concept

High On Life

High On Life

Real Alien Style
18.9 hours
29 of 44 achievements

My feelings on the game weren't the best when i first played it (and the dialogue might still grate even now), but something about the music, the art-style, the actually alien characters and weird ideas - just the general vibe - stuck with me for longer than other games. Maybe i'm losing my mind

Felvidek

Felvidek

Cultural Art
6.4 hours
no achievements

A short, but very distinctive game with the most charming art, music, and writing. It simply radiates cultural character, leaving me with a strong sense of place and a deep desire for more experiences like this

Undertale

Undertale

Millennial Memes
17.2 hours
no achievements

Lives up to its long-awaited reputation as a culturally significant RPG. Subversive design, internet-era humour, and an endearing cast of oddball characters make Undertale uniquely resonant and easy to recommend

Outer Wilds

Outer Wilds

Spirit of Exploration
25.1 hours
15 of 31 achievements

Beautifully crafted exploration game set in a small, intricately designed solar system. It uses knowledge-based puzzles and your own sense of curiosity to drive its existential mystery, resulting in one of the most rewarding and affecting experiences i've had in a very long time

Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

CRPG of the Year
150.6 hours
48 of 54 achievements

Deep and flexible in its design, with rich table-top style skill systems and a sprawling RPG narrative, D:OS is very rewarding but requires a significant time investment

Nioh: Complete Edition

Nioh: Complete Edition

Souls-like of the Year
141.6 hours
52 of 79 achievements

Taking the souls-like formula and adding systems-upon-systems to it for all you mechanics freaks out there, Nioh manages to hold on to the tense action core, and has some of the best level design i've seen in a while

The Outer Worlds

The Outer Worlds

So Much Potential
97.6 hours
50 of 68 achievements

So, so close.. The Outer Worlds is a polished, enjoyable sci-fi RPG with some nice quality-of-life improvements on the classic formulas, but it fails to step out of the shadow of Fallout: New Vegas. Here's hoping the sequel can do better (especially with daddy Microsoft looming over the company)

Persona 4 Golden

Persona 4 Golden

JRPG of the Year
135.9 hours
43 of 50 achievements

A genuinely memorable experience, thanks to its rich storytelling and lived-in time span. A finely crafted creature-collecting RPG whose journey left me feeling bittersweet (but in a good way... kinda..)

Ori and the Will of the Wisps

Ori and the Will of the Wisps

Most Sequel Ever
22.1 hours
31 of 37 achievements

A visually stunning and smoothly playable sequel that refines and expands on its predecessor with new abilities, mechanics, and world-building - a heartfelt and easily recommended metroidvania experience

A touch late, but i finally managed to write up 2025's review. So many good games played, as usual.
Still pretty low on the beaten to added ratio, but not sure what to do about that for now. Maybe stop buying entirely ? Let's see...

Anyway, not much else to say besides happy new year to you all. Keep posting your stuff for me (and others) to read, and i'll try keep up mine

Classic Eldritch Puzzling

6.4 hours
2109

In a couple of ways, Call of the Sea is the inverse of White Night, which i played this same month - primarily walking around solving puzzles while soaking in the atmosphere and story, as presented for the most part by the main character's monologue

Where White Night purposely removed all colour however, Call of the Sea seems to revel in the most vibrant colours it can manage. It's a much more appealing world because of it, inviting you to explore areas and absorb the sights - which are often gorgeously realised. Clearly it's got different aesthetic goals than White Night, which had a claustrophobic, oppressive sense of dread

The puzzles themselves are more involved (and satisfying) here, than in White Night, which makes sense because we don't have the survival horror elements to distract us. I enjoyed them all quite a bit, finding them non-obvious to start, and then logically resolving them with each new piece of information. I only once had to look up a hint, near the end, but it was because of a hidden(-ish) interaction prompt

The plot follows protagonist Norah, searching for her husband after his expedition to a lost island. She traces their footsteps, slowly uncovering their fate, while also discovering her own links to the mysterious island and its history. I quite enjoyed the whole tale, but the thematic pacing felt a bit disjointed - you can't really go back to conventional nature after the ritual by stormy sea - but maybe that's my own expectations

Anyway, lovely experience to end the year on (just pretend i didn't play Coromon after)


December 2025

Played: 8

Started: 5

Beaten: 4

Added: 5

Completion avg: 80.997% (-0.027)

Points avg: 4982 (+15)

Progress bar:

10% (143/1378)
26% (365/1378)
2% (21/1378)
59% (816/1378)
2% (33/1378)

Beaten:

Progressed:

Added:

Pretty good month for gaming this time, although it usually is when work calms down, and we move to the holidays. Not much family stuff when we live in different countries now, which is a bit sad, but also leaves more space for games

On par for beaten games (still need to write about one of them though), and made some good progress into Coromon - might beat it before the end of the year even.
For other progressed games it was a quick party achievement in Icewind Dale; finally beat Restless Spirit in ESA, which was tough, but rewarding; and some various new things in Binding of Isaac, since i've been getting back into that recently

New additions are slightly low, which is also good. Didn't buy much in the winter sale (yet) [Edit: nevermind, went back and bought two more, and added them to the post since it's a while until January's round-up] and just won a Christmas gift yesterday

Slightly early recap for December, as is tradition by now. Year recap should be soon, although i need to write something about Call of the Sea first.
Hope everyone's Christmas/December period has been good so far, and continues to be good (or becomes so, if it hasn't been, i guess)

Late (or early?) candy treat

5.6 hours
2197

Another short game for the holidays time, and one that's kind of fitting in theme, too. A bit late for Halloween sure, but there's more than a few references to Christmas here, so that's fun

Pumpkin Jack is a 3D platformer in the classic (mascot) style, although modernised a touch, and quite a bit shorter. Just six levels, with a boss at the end of each. You'll be pretty much jumping on platforms the whole way, smashing enemies sometimes, and occasionally performing the odd one-off mini-game or puzzle

Narrative is simple and forgettable; visuals and sound are pleasing but straightforward; nearly every aspect of this game is well-done, but also basically washes past you, kind of like a sweet treat - i know i just enjoyed it, yet i feel a bit.. unfulfilled

But if you go into it expecting the short fun, candy-coated ride that it is, you'll have a good time


Can’t get more Noir than strict black and white

6.9 hours
8195

White Night is a short-ish adventure horror game. Set in (where else?) a haunted mansion, you spend most of your time solving adventure-style puzzles, and reading notes about the history of the place and its inhabitants

The unique feature here is the art style, which is (almost) purely black and white. The gameplay is fundamentally designed around this too, requiring you to constantly light matches in order to navigate around. Some of the puzzles get creative with this mechanic of light and shadow, but not really as much as they could have

The dark atmosphere is well done; claustrophobic design & moody soundscape, backed by limited character actions and restricted saving. Unfortunately, the jank cuts in to this with frustration, mainly centered around controlling the main character

The fixed camera angles is the main - but not the only - cause of this. It's a shame, because i understand that fixed camera angles were probably so useful for crafting the oppressive atmosphere here, but so often it felt like i was fighting to control the main character between those camera angles

Overall, a decent game, with good atmosphere, but with some frustrating controls, and perhaps a bit bare in the "stuff-to-do" area


Veggietales seems different since i last checked

6.1 hours
928

A nice short Zelda-like game where the turnip-boy protagonist can't help but rip up every legal document presented to him, which may be fun to do but is often a crime (watch out, kids), but thankfully being a criminal just leads to a life of questing and adventure, as we all know. Look at the little vegetable rascal go, what fun

Thanks to Dandey for recommending this one


November 2025

Played: 6

Started: 5

Beaten: 4

Added: 6

Completion avg: 81.024% (-0.182)

Points avg: 4967 (-12)

Progress bar:

10% (143/1374)
26% (360/1374)
2% (21/1374)
59% (817/1374)
2% (33/1374)

Beaten:

Progressed:

Added:

An alright month, decent amount of games beaten - not a great amount, but not trash either

Finally jumped into Peak properly, with my sister of course, although she has "studies" or whatever, so we haven't been able to make more progress. Other than that, i just put more train time into Binding of Isaac (plus some home time)

New additions are just wishlist buys (caught the price glitch for SteamWorld Heist 2, woo), plus one SG win

For next month, i've got one last PoP pick, and i should really sit down and beat the Restless Spirit in ESA. Other than that, i'm at a bit of a loss for new games to start.. if anyone feels like trawling through my untouched games and giving me some suggestions, i'd appreciate it

Hope everyone's holiday time is good, in games or otherwise

Kind of feeling like playing Red Dead again…

11.8 hours
6906

Not sure why i suddenly decided to add Stranger's Wrath to the month's rotation, but it was different to the usual, at least. Probably due to the off-beat Oddworld style, as well as the design sensibilities of 2 (3?) video-game generations ago. Technically this (originally) came out in the 360/PS3 era, but it reminded me much more of the free-wheelin' PS2 days to be honest, in both the good (fun) and bad (jank) ways

The general loop is based around hunting down criminal bounties, and the unique selling point is the live ammo you use to nab them, either dead or alive. These live ammo - as in, living creatures, found in the wild - are a little interesting, but basically boil down to either stun damage or health damage (or a mix of the two). I feel like they could've gotten way wilder with these, although they'd probably need more varying enemies, and more interactable environments to support them

Another unique aspect is the camera, which switches between first-person (for shooting) and third-person (for platforming) at the tap of a button - another idea that's interesting at first, but starts to feel like it's pulling the game in two different directions. The platforming side in particular felt like it was a holdover from a previous design phase/idea, as i spent more and more of my time in first-person mode. Special pain is attributed to the "bounty capture" feature, which is a main source of extra income, and pulls you out of first-person mode every time, forcing you to switch back

Story and world are nicely presented, feeling like a place with a heaping of weirdness, while still having coherent themes and social fabric, done in a style that's probably a bit out of fashion for now. Some of this is undoubtedly due to the Oddworld setting and its world-building, which seems like a rich well to draw from, so i hope someone finds a way to explore that more

Nice nostalgia trip before finishing up the month, but not sure i'd easily recommend it to others, with the annoying flaws it has… and definitely pick easy mode when starting, as some areas were unnecessarily difficult - but maybe that's a "me" problem


Maybe i’m doing it wrong, but i’m usually using two fingers

11.1 hours
5111

Basically a Flash game from that era, One Finger Death Punch has a very simple mechanical hook, that it stretches out basically to infinity. It's interesting to see how they add new twists to the base mechanic, and i can see why some would get hooked into mastering it, but it started feeling a little tired for me by the end

Nice little tea-cake snack game, as a break from the main dishes i've been scoffing though - and when you get in the zone, it really does feel like being a kung-fu master (also, i doubt i'll play it, so i'll say here that they really missed an opportunity to call the sequel "2 Finger Death Punch")