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RobbyRatpoison

The month of October was a very productive month for my backlog assassination. I’m moving soon and my PC has been packed so I was only able to play on my Steam Deck for nearly the entire month. This prevented me from streaming on Twitch and playing certain games, but also forced me to play some games that I otherwise wouldn’t have. I’m writing this post on mobile so I will not be as detailed as I have been before.

I was able to beat 11 games in October, and I managed to get 100% achievements in 7 of those games. All of the games except for one of them, Lil Gator Game, were part of the October PAGYWOSG event.

Games I beat in October: LEGO® DC Super-Villains, Costume Quest, Maid of Sker, and Terror of Hemasaurus

Games I 100% completed in October: Void Scrappers, Yooka-Laylee and the Impossible Lair, Human Resource Machine, Lil Gator Game, There Is No Game: Wrong Dimension, Pinball Spire, and Machinarium

I enjoyed most of them but I didn’t really care for Costume Quest, Maid of Sker, or Terror of Hemasaurus. I still finished them but I had no interest in cleaning up remaining achievements. Pinball Spire and Void Scrappers were better than I expected.

So far in November I have completed two games with 100% achievements but I will cover those in a separate post at/after the end of the month. By then I will have moved from Massachusetts to Connecticut and I’ll be back on my PC. Take care, assassins!

fernandopa

November Assassination #4 (Backlog)

6.3 hours

Please consider liking my review on Steam - it means a lot to me!

Having just beaten Ori, it's easy to see why this game is so beloved. It is an incredibly beautiful and well-paced game that does most things right, but I think it suffers a bit when put under the microscope in a few aspects. Not enough to make it bad, not enough to warranting a thumbs down or not recommending it, but enough to prevent it from being a masterpiece.

First, praise where praise is due. Let's start with the visuals, which, for the most part, are absolutely top-notch. It's been a while since I've seen a 2D game look that good. The parallax and depth of field is insane, always gorgeous and making you feel you're actually inhabiting a real world, not a 2D slice of one. The environments are varied, and the animation for all characters (but in particular for Ori) is mindblowing. The gracefulness of its movements is something you don't see every day. Effects overall are also really well done. My only criticism in regards to visuals is also a criticism I'll come back to when talking about combat - there's a bit too much visual noise at times to allow for effective combat/platforming. This was mostly an issue when enemies shot projectiles at me, and I either couldn't see them against the background or against all the visual effects already on the screen. While this is not game-breaking in regular gameplay, I can see that being a MAJOR issue if you're going for the no-kill achievement.

When it comes to sounds, there's nothing groundbreaking here, but what's on display absolutely delivers. Ori mostly features an orchestral score that dictates the mood of each scene and action sequence without being too intrusive. It's beautiful, it's haunting, it can get your heart pumping in the right moments, and in summary, works. It does what it has to, but is not a soundtrack you'll be remembering for ages, I guess. Could be good background music for studying or meditation, but hardly rises above that.

The lore is partially delivered via short sentences and long visual storytelling. The devs excel at 'show, don't tell', and it's pretty easy to follow what's happening and get invested in the world and its characters. I was still a bit confused about what really set all the events in the game in motion and I'm not sure I know the answer to that, having beaten the game, but that never prevented me from enjoying the story or getting excited about its developments. Personally I don't think Kuro works as a great villain / antagonist, but that's probably more a matter of personal preference. Last but not least, I thought the endign was a bit abrupt - I was sure there would be a final dungeon after you beat the three legacy ones, but no, credits rolled when I was still craving for more. The pacing towards the end is a bit unclear and I think the tension doesn't build as high as it could if you're expecting that kind of final challenge gauntlet, so the whole endgame experience was a bit jarring for me, but I can also see that being an issue for how conditioned I am with Metroidvanias pulling the point-of-no-return-last-dungeon trick over and over.

And finally, the area where I reserved most of my criticism - gameplay. I always review Metroidvanias saying they have three jobs that MUST be done right - combat, movement, and exploration. Exploration is the easiest so I'll start there - Ori is fine. There is a lot to find around the world, and most of it is not super hidden, so you immediately know there'll be backtracking. The map is really useful in keeping track of it for you, but the abilities that you get to unlock further exploration feel a bit tacked on - it's like, you know there's a breakable wall as soon as you start the game, and eventually you get the breakable wall ability, so it's a key fitting a hole and not an eureka moment. It works, but is not incredible.

Movement is 8 or 80: moving around with Ori is a blast for most of the time, in particular as you start to combo abilities. Bash is one of the most incredible moves ever created, and combined with double jump and hovering, it's a lot of fun. What brings movement down for me is that some areas (in particular chase sequences) don't communicate really well what they want from you, requiring prior knowledge of the obstacles in order to avoid them. I hate when you get to a point and die to an unfair obstacle without any chance to avoiding it, and I hate when the game uses that as a way to teach you what to do in the next attempt. A fair game will always let a skilled player clear a challenge like that in the first go, and Ori refuses to do that in pretty much all escape sequences. It's a bit frustrating that such a good moveset is hampered by somewhat obtuse level design, but it's not enough to abandon the game.

And finally, combat. Which is the weakest link. Combat is just not satisfying here, and I'm glad it's not a bigger part of the game. What you do is spam the attack button, since enemies are spongy from the beginning to the end of the journey and you don't get significant improvement on your combat options outside of Bash. To make matters worse, there's not a huge variety of enemies. There's the guy that jumps and you run under, the armored guys that rush you, the guys that rush you and explode, the slugs that don't move and shoot bullets you can bash, and the slugs that move but which bullets you cannot bash, the frogs and the owls. And they just keep repeating over and over and over with different palettes but the same strategies. To make things worse, some projectiles are bashable and others aren't, so even bash is not dependable throughout the game. Combat is at its best when you're taking full advantage of your moveset to avoid enemies mid-air and hitting them with their own projectiles, but very often you'll be on ground having to hold on to ledges to take poke shots at enemies while barely seeing their attacks. Again, it works fine for a regular gameplay, but I can see that being infuriating in a one-kill playthrough.

Overall, Ori does many things right and while hard, can be a good first Metroidvania for people getting into the genre. It's beautiful to look at and to listen to, there's an engaging and well told story, exploration is fine, movement is quite expressive although level design frequently plays against it, and if you can endure combat here, it mostly only gets better in other games of the genre. It's a great game that stops a few steps away from being a timeless classic.


Jztr

ReportNovember 7, 2025

Progress Log

Action RPG / Soulslike

Right, back into the Iron King DLC.

Adventure / Story-Rich / Episodic

Continuing onto Episode 3 of Season 1.

Finished Games
Fly Corp ✅ Recommended

Simulation / Strategy / Airline Management

The core mechanics are very simple: you manage airline routes and handle passenger traffic. I had a good amount of fun with it, and it’s satisfying when everything runs smoothly. However, there’s one downside — the Campaign mode feels nearly impossible to finish. The game doesn’t have any difficulty settings, and from my experience, Campaign might as well be set to Hard/Brutal by default. In Campaign, you have 6 minutes to unlock a random country. When you unlock it, the time gets extended by another 6 minutes. The problem is the randomness: If you unlock a small, nearby country, the new routes are cheap and easy to manage. But if you unlock a large country, several airports appear at once, and you need to connect them immediately — otherwise one airport overloads → game over. On top of that, there are random events like: Airports shutting down • Airport level reductions • Sudden suitcase “bankruptcy” events All of these can collapse your economy instantly. I eventually found a pattern to survive the early game, but I still couldn’t get past around ~15 countries before the randomness caused a fail. Overall, the game is enjoyable — just don’t take Campaign too seriously. Play Free Mode, build your airline network at your own pace, and you’ll have a much better time.

Control Ultimate Edition ✅ Recommended

Action / Supernatural / Third-Person Shooter

The storytelling and visuals in this game are amazing — together they create a strong, surreal atmosphere that really pulls you in. The NPCs are surprisingly lively too. I especially liked Ahti the Janitor — the moment I met him, I honestly thought he might end up being the final boss 😂 I do wish the Service Weapon had more form variations, or at least looked a bit more impactful in some modes. Also, the map design can be confusing — the layout often feels like a maze. Personally, I think the game might have been even better if it leaned more toward a linear structure, or at least clearer navigation. But even with those issues, the experience as a whole is excellent. Great atmosphere, great style — I really enjoyed it.

Dead Reset ✅ Recommended

Horror / Time-loop / Narrative

It’s a time-loop story, where you die over and over again until you reach the end. I really love this concept — funny enough, my first ever win on SG was Life is Strange, which also plays with time loops. What a coincidence! The game’s horror aspect isn’t too scary (the devil creature’s design is a bit tame — maybe due to budget limits), but the gore feels disturbingly real. The story, choices, and atmosphere are all done really well — they kept me curious the whole time. The plot twist was solid too, even though I could kind of see it coming. I got 1 of the 4 endings, but sadly, there’s no option to replay from key decisions, so you’ll need to start over to see the others. Hopefully, they’ll patch that in later. Overall — recommended!

Nov 05 2025

fernandopa

November Assassination #3 (Backlog)

1.3 hours
None
Played on itch.io

The inspiration for Balatro. Finally managed to play it. It's fun, in a kind of brainless way. It feels that most of your decisions are micro-decisions, like "Should I pick another symbol or skip?", "Should I remove a symbol?", "Should I re-roll?", and it might seem the game is limited because of that, because of the limited choice of verbs you have to interact with the game. But when you learn how to make combos and start to try your hand at building them, it gets really funny.

My first two runs were blind, one on Floor 1 and one on Floor 2. I lost on Floor 2 and decided to read a guide, and the tips helped a lot to beat it in my third run. After all, it's not a super stimulating game, but it's a game I can see myself playing while I have Youtube running in the back, since it doesn't require a lot of attention. I'm playing on itch so luckily I can only see the cheevos in game, otherwise it would bring me severe anxiety hahaha


samwise84

Update 150: October 2025

Nothing much happened this month. I’m still recovering with minimal gaming time. So no big update today. Will do a normal one again in November.

OC/DC

A zombie apocalype? Well there’s your problem!

53.9 hours
5976

At the fundamental level, State of Decay 2 is very much just more State of Decay. Aesthetics are polished a bit, some annoyances and/or exploits are cleaned up, and there are some new features and mechanics, but this game is basically the platonic ideal of a sequel

State of Decay 1 was great though, so this isn't a bad thing (if it works, keep milking it i guess). I enjoyed the interesting blend of zombie apocalypse community management / survival action back then, and i enjoyed it here once more. There's a bit of a leaning towards playing over and over again, with characters and bonuses being (optionally) carried over, and a bunch of new maps to settle in - including the main map from the first game

Like the first game, there's two extra play modes: Daybreak, which is a defend-the-wall horde mode aimed at multiplayer, which i played once; and Heartland, which is a more narrative-focused run, set between the events of the two games. "Narrative focus" here means your base, survivors, and quests are all pre-defined (barring a few story-choice changes), leaving you to focus on keeping everyone alive, while pushing for quest progress

I'm not sure that i appreciate the skew towards the action side in the extra modes though. I do enjoy the zombie shooting and whacking here, but i don't think it's good enough to carry it the whole thing - i much prefer how it's balanced against base management in the main game. State of Decay 1 had a similar skew with its extra modes too, so i guess it's another sequel thing


Nov 04 2025

fernandopa

November Assassination #2 (SG Win)

3.8 hours

Please consider liking my review on Steam - it means a lot to me!

I really, really tried to give it a fair chance, but Semblance never rises from the status of "cool-idea-on-paper-but-not-enough-to-justify-a-full-priced-game". The premise of shaping the world to complete your platforming goals sounds great, until you start to notice the controls are not finely tuned to challenges/mechanics, and you're suddenly trying to beat the controls, not the levels. This reminds me a lot of Hue, a cool gimmick that become a chore when it's forced into a full game.

The main issues with Semblance are that you can't finely control how you deform the ground, and that later on it requires precise timing without giving you precise controls to achieve that. It's one of those games where you're presented with a puzzle screen (puzzles hardly are bigger than one screen), look at it for a while, and probably is able to figure out what to do in a few seconds, but take minutes to actually achieve it with the given controls. In the worst case, you look at the screen and has no idea what to do, and decide to just try everything to see what sticks.

This is a puzzle design philosophy that is the opposite of great games such as Baba Is You, Snakebird, or Stephen's Sausage Roll. Those games are evergreen puzzle games for a reason, and it is because they take out all the mechanical difficulty of a puzzle (be it precision control or timing), relying solely on BRAINZ. Which is not what could be said of Semblance.

Arguably, the visuals are pretty good with great use of color and minimalistic, geometric environment and props, and the music is quite atmospheric and relaxing, fitting the game's world really well. Some say the best stories are told wordlessly, but Semblance's plot fall to the ground if you try to inspect it too closely. If the gameplay was good, I would be willing to overlook all of that but in the current state, it's not a puzzle game I'd recommend


Nov 03 2025

mordsmiez

Log #42 - September+October 2025

29% (260/893)
5% (42/893)
16% (141/893)
49% (441/893)
1% (9/893)

Backlog growth: +14-1= +13

So this might be the most uneventful update so far: I only managed to beat/complete 1 game in 2 months. But at least it was a game I enjoyed:

Nova Lands: A pixel-style base building/automation game. I found it cute and not overwhelming. I liked the way the game unfolded, only the ending felt a bit too slow for me, but that could well be my fault for not building enough stuff^^.

Outside of gaming, these two months went quite well, I finally fully switched to Linux, I ran a half marathon and beat my time from last year (yay!) and I’m making steady progress with a new skill I’m learning:) Generally trying to put more time into other hobbies as well and things that make me content which isn’t always easy these days.

That’s it from me, see you next month!

Jztr

Report #8November 3, 2025

Progress Log

Action RPG / Soulslike

Had to pause a little bit since I got hooked into Hollow Knight.

Adventure / Story-Rich / Episodic

Just finished 2 episodes in Season 1 — some choices can really hit hard emotionally.

Control Ultimate Edition ⏳ In Progress

Action / Supernatural / Third-Person Shooter

Started exploring the mysterious Oldest House — I kinda like the atmosphere.

Finished Games
Hollow Knight ✅ Recommended

Metroidvania / Action Platformer

There’s not much more to say about this masterpiece — the art, the music, the challenge, and the world design all blend together to create a truly unique experience. Just finished my first playthrough and got the bad ending XD — I’ll be back soon for the 112% completion and the other endings!

Nov 02 2025

fernandopa

November Assassination #1 (Backlog)

6.9 hours
None
Played on GoG

Played on GOG. I'm trying to play all of Supergiant Games I own, which is all except for Hades II.

First on the list was naturally Bastion. It's definitely a solid game and I had fun most of the time (except when I decided to equip more Idols, and the difficulty ramped up too quickly, but this was quickly addressed by removing most of them and proceeding to beat the game without a hitch). I really enjoyed the narrative, although as a non-native English speaker I rely a lot on subtitles, and it's impossible to pay attention to lore dump during combat, so I missed a lot of important stuff. The structure of the game with the constant return to the base and the range of systems available for upgrades is really fun, and you'll be getting new weapons almost all the way to the last level. By the way, the weapons are all very different and pretty fun to play with. The combat system was the weakest part for me, mostly because there's no punishment for holding the shield all the time besides being vulnerable from the back, which you also is without the shield so no big deal. I felt combat was mostly positioning and managing attack timing vs. proper parrying or staming management as some of the more modern games in the action-adventure genre. Anyway, it's enjoyable and I really liked it.

Very excited to play Transistor sometime soon!