Beating games is okay, but you can always do better Amitte’s profile

I like a lot of things most people seem to dislike.

I can also get snappy if our opinions clash - in case that happens, please tell me and I’ll try to adapt.

If I don’t have anything cool to say, I’m probably playing: Coloring Pixels, Pixel Puzzles Ultimate, WooLoop

For my ABC Challenges, go here: General, Hidden Object Games, Point and Clicks, Visual Novels.

Themes and events I took part in: May 2019 (actually totally forgot about that one), July 2019, August 2019, May 2020, June 2020, July 2020, March 2023, October 2023, November 2023, Eight to Infinity! Eight Years of BLAEO, April/May 2025, June/July 2025, August/September 2025

See dem sweet Steam stats here.
PlayStation stats are here.


Progress report: July ‘25 (a.k.a. Burned Out? But Also… Not?)

As I mentioned last month, I got myself a Game Pass sub as a birthday gift, ‘cause I was itching to get at all the games they got since the last time I subbed.
On top of the ones I’ve completed, I also re-100%ed Vampire Survivors. I started playing Mythwrecked: Ambrosia Island, but then I realized the achievements were only unlocking in-game, which is apparently a known issue, so that’s on hold for if it ever gets fixed.
I was looking forward to catching up with Dreamlight Valley, too, but after one good session, it refused to launch. It would get stuck on a prompt claiming some of the files are broken, then keep refusing to verify the files, then after multiple tries it would seemingly redownload the “broken” files, only to fail to launch again, rinse and repeat. I don’t even know what to say anymore.
…and then, as the end of the sub was approaching, I started getting restless. I thought it was just me dying to go and sub to PS+ again (another one of my planned birthday gifts), buuut… it seems to be different. Like I want to do something more productive with my time. Who knows how that’ll go! After all, my backlog continues to win over me…

Half-Life 2

100 Capitalist Cats

0.1 hours
100 of 100 achievements

Some of these cat names are diabolical. Leverage? Derivative? COMMODITY?!

Half-Life 2

100 Doors Game - Escape from School

3.4 hours
14 of 14 achievements

Whoever decided that a game called "100 Doors" should have 140 levels is a genius in their own right, if you know what I mean.
This is a casual puzzle game, themed around escaping various places you might find in a school, like a library, gym or cafeteria. That being said, you don't actually get to escape anything; it's more like you're stuck in a loop of escaping the same ten rooms over and over, just in different ways.
In each level, you have to solve a riddle or find a key to the door by fiddling with objects scattered around the room. A mobile game-style monetization system is also present; with each completed level, you'll earn a bit of money which you can then spend on hints or skips, but if you're short, you can always spend real money. There's no need to do that, though, as there are full guides for the game available.
I liked that the difficulty went up as the levels progressed - I definitely would not have figured some of this stuff out without a guide - but at the same time, even the later levels would once in a while only ask you to figure out a string of numbers based on the amount of colored items in the room, which I thought ended up looking dumb. That, and most times you need to interact with things around the room, it's not even clear what you can or can't interact with, so if you're stuck, you might end up clicking aimlessly around the screen.
I'm glad I got to play this for free, but at the same time, I don't think it'd be worth any other price.

Half-Life 2

A Night With: Brazilian Waifu

0.4 hours
13 of 13 achievements

I can only assume she's Brazilian because "Brazilian = feisty" to some people.
The funniest part is when, if you piss her off, she angrily remarks that "she's a woman!"; no, honey, you're some sleaze's idea of what a woman should be.
As opposed to last time, I got the "bored" ending, which was surprisingly easy to get to.

Half-Life 2

Barbie: Project Friendship GAME
PASS

9.8 hours
27 of 27 achievements

When I saw that Game Pass had the newest Barbie game on offer, I knew I had to play it ASAP.
In this one, Malibu Barbie and Brooklyn Barbie travel to the Malibu Waves Community Center, which Malibu's mom is fond of for having been a place of inspiration back in the day… and find it rundown. They flag down Letty, the only person around, and convince her to let them work on restoring Malibu Waves.
The gameplay is largely a mix of fetch quests and minigames (off-brand Overcooked! and Rhythm Heaven, for the most part.) As you unlock new areas, more of Malibu and Brooklyn's friends come to visit and take charge of tasks in their respective locations. Even though there are only 2-3 quests per area, there's a lot of running around to be done, especially considering that this game makes the rookie mistake of unlocking fast travel to an area only after its main quests are completed. Completing quests and playing minigames gives you community points, which can be spent on decor for the office and outfits for the Barbies. If you complete all the quests, even while doing subpar during the minigames, you should have enough points to unlock everything eventually… but if you don't, you're gonna notice that stuff around Malibu Waves tends to break or get messy fairly often.
It's a weird kind of irony for a game about working to restore a place to feature benches and lamps that break every few minutes. That, and it feels like someone is not factoring neurodivergent players into the equation, as it's a challenge not to stop and fix every little thing even if you know you don't need the points. Anyway, interacting with these things will also give you a handful of points.
This is also the only incentive to try playing as Brooklyn, as for some inexplicable reason, she's the only one allowed to take care of plants and empty water bowls. Switching characters is annoying, as you have to go to the office and interact with the Barbie resting in the corner… which also doesn't make any sense plot-wise after the intro, since they go together everywhere anyway.
I'm hardly the biggest Barbie fan out there, but there were so many nods and references to the movies, it was a delight. The Allan curtains you can buy for the office, the rollerskating Barbie mural in the parking lot… the cabinets at the arcade even reference a few retro Barbie games! If I had to guess, the songs during the rhythm minigames are probably from the TV show(s), but I haven't seen any of them, so I can't confirm or deny.
If you want to play this one in co-op mode, watch out: despite two playable characters being available at all times, co-op seems to only be available during the minigames.
This was fun for what it was, if a little long. Oh, and I think the magical storeroom that ends up having everything the girls need deserves its own spin-off story.

Half-Life 2

Crime Scene Cleaner GAME
PASS

22.2 hours
50 of 50 achievements

Have you ever looked at the cleaners whose service John Wick orders in the first movie and thought "man, I wonder what their lives are like"? Well, now you can see for yourself!
In Crime Scene Cleaner, you're Kovalsky, a regular janitor turned crime scene cleaner. Your daughter, Elena, is away at some hospital or other getting treated for an unspecified illness, but the treatment is expensive and your insurance company doesn't feel like paying up, so you start working for Big Jim, a notorious criminal, to make the big bucks and pay everything off.
The gameplay is reminiscent of Viscera Cleanup Detail, with a bit of PowerWash Simulator, with the big improvement over Viscera being that knocking over a bucket with bloody water does not create new blood stains. The powerwashing, however, is as rudimentary as it goes; the only functionality you get is rotating the nozzle. In every scene, you will need to get rid of the bodies, clean up the trash, wipe off all the blood, collect the evidence and put all the furniture back to its rightful place. Watch out for some serious jank when you get to the furniture.
More often than not, trying to pick up a chair would result in it getting yeeted halfway across the map for no apparent reason. In a couple or so cases, I had to watch smaller objects glitch through the ground and - as opposed to the player respawn button in the menu (says more than a thousand words) - there is no way to get them back into view that I've been able to come up with. Heck, even the bodies will get stuck in parts of your car if you throw them in the wrong way.
You can leave early - technically, all you need to do is get rid of the bodies (and trash bags, if you fill up any) - but that won't be enough to fill up the deception meter in the final evaluation and you'll get sent back to the scene to finish the job. Every scene will also have money and/or valuables laying around that you can steal for extra profit. There could have been some sort of a moral dilemma put in place here, but because money translates directly to experience points, there's no reason not to steal everything you can.
The experience points can be used between missions to unlock upgrades in skill trees tied to each method of cleaning, as well as a few other miscellaneous items. I love me a good upgrade unlock, but half of the upgrades available here either make you choose between two different perks or come with some sort of a downside. Sure, the "either-or" upgrades allow for switching freely between missions, but I'd still prefer a permanent upgrade I can be fully satisfied with.
That, and across the ten levels available, there's not nearly enough money to be earned to unlock every single upgrade without replaying some levels… unless you've played the game before and know your way around all the levels, perhaps?
Also, a fair warning: there's no satisfying conclusion to the overarching narrative. Kovalsky's house gets more and more clean as you progress through the levels, seemingly getting ready for Elena to come home, but the ending cutscene is truly underwhelming. You could say that this is on par with how the updates to this game have been going - despite the promise of new content a good few months back, I'm seeing a lot of confused and disappointed players on the Steam forums, begging for a comprehensive update. (Checking the Steam page now, it seems the Nightmare mode update released right after my GP sub ended!)
This was good for what it was - yet another chance to enjoy cleaning in a virtual world more than I do in real life - and I have a soft spot for Polish games… well… being Polish… but for now, I think I'm good.

Half-Life 2

Full Throttle Remastered GAME
PASS

5.4 hours
40 of 40 achievements

I always keep thinking about how I need to play more classic point-and-clicks and then I never do. Well, this month I did!
Full Throttle follows Ben Throttle, leader of a biker gang called The Polecats, who finds himself involved in a nefarious scheme thought up by one Adrian Ripburger, determined to take over Corley Motors, the last domestic motorcycle manufacturer in the country.
I've loved Grim Fandango ever since I first played it on my Vita back in 2021, so I had high hopes for Full Throttle and… I guess it was good?
Although I get the natural appeal of the biker subculture to an outsider such as myself, I can't say it's a kind of narrative I'd be hugely invested in. And, as an all-around lover of romance, I found the ending a bit disappointing.
That being said, Full Throttle is only half the length of Grim Fandango, so there's a lot less to sink your teeth into here.
The Old Mine Road minigame is an interesting one, though save for a few opponents on whom you need to use the right weapon, all you need to do is button-mash your way through it.
The ability to switch between the original and remastered graphics and soundtrack is greatly appreciated, as is the inclusion of a director's commentary track. Looking forward to replaying it on Steam next year.

Half-Life 2

House of 1000 Doors: The Palm of Zoroaster Collector's Edition

3.7 hours
no achievements

This time, Kate's attempt to follow up on the House's whereabouts is interrupted by the appearance of The Palm of Zoroaster, a, uh… cursed fireball.
It's notable that no one really explains where the name came from or who Zoroaster was, Kate just seems to know it somehow.
Instead of saving spirits from various time periods, here you get to visit various places around the world to find parts of a contraption which needs to be put back together to seal The Palm of Zoroaster.
And in the bonus adventure, you save the owner of the House from expiring due to a curse placed on him when he was but a boy, meaning Kate narrowly avoids becoming part of the House again.
I'm pleased to report that in The Palm of Zoroaster, the map has been separated from the journal! Can't remember the last time a series improved on the exact thing I wanted to see changed (if it even happened before), so… yeah, this is nice. I think I'll stick through to the end with this series.

Half-Life 2

Kulebra and the Souls of Limbo GAME
PASS

15.2 hours
10 of 10 achievements

In Kulebra and the Souls of Limbo, you control Kulebra, a bony snake who wakes up in the afterlife with no memory of their past. Your ability to retain new information, however, makes you the perfect fit to help out souls you encounter in Limbo by breaking them out of their time loops and allowing them to move on. To do this, you're gonna have to gather information by talking to them, investigating their surroundings, collecting various items and even doing some snooping and light puzzling here and there.
I love that Kulebra can get around quicker by doing a Sonic roll. As I progressed through the game, I kept getting better at stopping before bumping into everything. Oh, but bumping into stuff is a useful mechanic as well.
The game has a day/night cycle, which sees more use the farther you progress the story, but at times seemed completely unnecessary.
Playing as a silent protagonist is a change I didn't even know I needed, but I feel like I missed the part where you get to piece together Kulebra's past. Sure, some of the important characters talked to them like they knew them in a previous life, but at the same time, I feel like that's just a vibe I got and thus might not be accurate.
The final scene was somewhat underwhelming and the credit roll was so plain, it's a shame there wasn't anything creative done with it.
There's an awful lot of grammatical mistakes all over the place; nothing dramatic, but frequent enough to stand out.
The vibrant, 2.5D papercraft-esque art style is a wonderful fit for the - as the store description puts it - "Latin American-flavored world."
I did like this one, but I'm struggling to describe it in a simple way because it's so unlike anything I've played before, I think. I guess what I'd say is, it's a narrative adventure game with light puzzle elements.
If you like a good adventure game and/or works themed around Dia de Los Muertos, I would not hesitate to recommend Kulebra and the Souls of Limbo. (Fun fact, the only negative review it's got on Steam right now is from someone who couldn't help but self-report on the fact that they're just not willing to read, so it's basically got a stellar record, lol.)

Half-Life 2

Minami Lane GAME
PASS

3.2 hours
20 of 20 achievements

A tiny management sim about building tiny streets for tiny people to inhabit and picking up tiny, sparkling pieces of trash they leave behind.
It's a lot more simple than I expected, offering five story missions (each with a set of main and optional objectives) and 4 hours of playtime at most. A sandbox mode is also available, though it's a hard sell given how little there is to the game.
Being able to only expand your street downwards feels like an oversight and the soundtrack is rather limited considering the playtime (though it did take me by surprise when the music suddenly swelled and expanded after I upgraded my street a bunch in the last mission), but I had fun with it.
It's just the kind of game to play when you feel like winding down with a cup of your preferred beverage in hand… or maybe start your day right, since it's not moody or atmospheric!

Half-Life 2

PARADISE CLEANING - ヴァリアントヴァース -

0.2 hours
11 of 11 achievements

Yeah, I'm thinking I'm back.
If you're not into brutal monsterfucking (which I'm not! oops?), pass on this one. I probably said this before, but you gotta love how the red tool is still called the "deck brush", even though we've not been on deck since 2018.
Also, fix your damn shit! Why have a pre-launch config window if you're not gonna let the player access half the options?!

Half-Life 2

Road 96 GAME
PASS

10.7 hours
12 of 12 achievements

It's Summer of 1996, and an election is coming up in the ever-so-authoritarian country of Petria. You are one of many teens who decided to run away from home and hitchhike your way to Road 96 to escape the country by any means necessary. On your way there, you'll cross paths with a colorful cast of characters whose stories are entwined with each other - they might just not know it yet. After you successfully cross the border for the first time, you'll get to choose another teen currently out on the road to take control of and help them get to Road 96, rinse and repeat. Each trip takes about an hour, an hour and a half, and the game ends after six or more runs, depending on how many times you managed to reach the end of the road.
Road 96 used to be on Game Pass a few years back, but I was busy playing a bunch of other games and just didn't get to it in time. Now that it's found its way back, I'm really glad I got to play it. I love me a good ensemble cast and retro throwbacks, and Road 96 has both of them in spades.
The RPG-esque mechanics, such as keeping your energy bar in check, occasional dice rolls for choices or perks you can get from the characters are all welcome additions, but the game is a narrative adventure first and foremost, so it's not all that hard to get to the end successfully. Taking every bit of money or every snack you come across comes with no moral dilemmas given your circumstances, after all.
Each of the player characters is represented by nothing more than a pictogram, so you get to shape their outlook on the country's political situation through their choices. Do they wish for a revolution to shake Petria? Do they think voting is the only right way to make your voice heard? Do they prefer to stay out of political discussions where possible? These choices have an active influence on the polls… which I found kinda funny, since the percentages in the polls don't add up to 100% because of this.
Is Road 96's outlook on politics simplified? Yes. Does this mean you can tell what the devs' political stance is? Possibly. But I can't deny that I was positively surprised when Petria - my Petria, if you will - revolted and replaced its despotic leader, which would mean a change for the better is on the horizon. That being said, it was a rather anticlimactic ending; I would have hoped for at least a still image of Senator Florres giving some sort of speech.
"Procedurally generated road trip" and "no one's road is the same" are lofty promises for a game to make and they do come apart when you realize that most of the game is focused on you experiencing as many character events as you can find your way into and making big choices where possible, but I'd be lying if I said I wasn't blown away by how well most of the game works in that you're never out of the loop. (Well, maybe except the very beginning, but that's how you get hooked on the need to see it all through to the end.) I don't know that there's been a game quite like this made before or since. Also, the soundtrack is fantastic and you can be sure I'll be listening to it some more soon.
I'm already interested in replaying Road 96 in the future (I've gone through all character events, but who knows what else I might have missed?) and checking out Road 96: Mile 0, despite its mixed reviews.

Half-Life 2

Sakura Beach 2

4 hours
no achievements

We're back at the beach! This time, after choosing which ending you got in the first game, you get to accompany Seiji, Momoko and Ayumi on another holiday. The plot of this sequel only makes sense if you chose the harem ending in the first game; if you didn't, Seiji is supposedly dating one of the girls, but the other one remains adamant she'll convince him to change his mind.
I don't know about anyone else, but if I were the one who didn't get chosen, I'd be out of there ASAP instead of keeping up this weird throuple charade.
And if you do choose the harem ending at the start, Seiji will vehemently deny even the idea of the relationship being polygamous. What else do you call it, then? 'Cause it sure as hell ain't monogamy.
And oh yeah, the only thing that gave Seiji character - his interest in astronomy - was pretty much written out because "that was just him being childish and trying to run away from the real world." As if getting molested by your friends is better than focusing on your interests.
This time around, a new character joins the party. Her name is Nene and she's a local, but due to her awkward nature and sheltered upbringing, she hasn't had any friends until she met Seiji one fateful evening.
A lack of common sense and trouble understanding social cues made me think she could be neurodivergent and that might well be what a good writer would have done with a character like Nene.
On the other hand, a hack writer would have made her an alien to give the story an interesting spin.
But only an idiot could have written her to be the daughter of people who are stupid rich and always busy, so the reason she's never had friends is that she's homeschooled. It's a dumb excuse to make her able to stay over at the hotel once or twice and a complete waste of a character that could have been interesting. And of course, she falls for Seiji just because and wants into the harem. Plus, whether or not you choose her (alone or in the harem ending), she promises to convince her parents to move and if they don't want to, she'll find a way to do it alone, just so she could be near Seiji.
There is truly no plot to speak of in this game, not even what little they manage to do is any interesting. Basically everything the girls do is to tease Seiji in some way, if not outright molest him. Also, whenever the fanservice comes in, Seiji refers to the girls' breasts as "fruit", which annoyed me to no end. The only really good thing about this VN is the art and I wish Inma Ruiz wasn't under some kind of deal with the devil to work with Winged Cloud only. Hell, the logo at the end doesn't even have a "2" attached. I bought these games back in 2016 and in some way, it feels like I'm still paying.

Half-Life 2

The Story of My Life

0.4 hours
17 of 17 achievements

You know I can't resist a bad VN. I looked past this one while it was still available for purchase, but when I noticed it went down, I got myself a code from a third-party site.
This is, quite literally, a speedrun of the life story of a guy named Noah, as he's introduced to the internet in the late 00s and through getting into gaming, starts making friends and (mostly) "girlfriends" in an unspecified MMO throughout the 10s.
The script is chock-full of internet slang and emoticons, which makes for a relatively easy read, but regardless of how true to reality this story is, I fail to see the value in telling it.
All it did was remind me of my own cringy online past… and, uh, apparently there are people out there who still talked in that "le random xd" way back in 2016-2019? Suuure.
The dev of this one took it down himself, citing "issues in professional life." Well, hope it wasn't that bad. On to the next thing!

Half-Life 2

Turnip Boy Robs a Bank GAME
PASS

7.5 hours
23 of 23 achievements

The sense of humor instilled within this franchise continues to be painfully unfunny - like hanging out with someone who insists on "never wasting a comedic moment!", yet is so chronically online they only make themselves laugh, but you just don't have the strength to tell them - but I'd be lying if I said I wasn't entertained by the sequel's roguelite-ish (?) gameplay… at least when I first started.
The formula is simple: Turnip Boy and co. set out to rob the Botanical Bank, but they only have a few minutes before Stinky calls the cops on them and they have to bounce.
As you progress, you gradually uncover more locations within the bank, some stationary, others accessible with the use of elevators, which shuffle randomly between runs.
You get money from shaking down regular foodpeople, defeating enemies, breaking into safes and vaults, so on and so forth. The more money you get, the more upgrades you can buy between runs. There are also a bunch of items required for story and quest progression you'll need to get between runs.
The first two or so hours were great; I was earning so much money I couldn't hold it all, expanding my weapon rack, starting and completing quests left and right… and then, everything slowed down to a halt.
When you progress far enough into the bank, you'll start earning so much money from pickups alone that buying all remaining upgrades and items won't be a problem. After upgrading your money bag to the max, you'll likely never have a run where you reach the limit again. (My best run had to have been the one where I stuck around long enough to max out my heat, and even then I had to get out after earning a bit over $20k, not counting the pickups.) And speaking of heat… after you max it out, you're just forced to leave by way of unavoidable damage.
Even upgrading the timer to the max won't let you do a complete sweep of the place, which is a shame. Most of my runs, I kept racing through the place, killing every enemy and taking care of every pickup on the way, but I would've liked to see what it's like to fully clear out the bank.
Picking up new weapons as you encounter them and bringing them back to convert into upgrades for the weapon rack is a good way to get the player interested in trying them out, but since the gameplay is so fast-paced, there's not really enough time to try them out properly before committing and after maxing out the weapon rack, that incentive is gone. I stuck with the machine gun that's a pretty early unlock; the DPS probably sucked in comparison to some other weapon I haven't played around with, but I like knowing I'm dealing damage consistently, not waiting for reload or ammo drops.
Quests are good, I like having clear goals to strive towards, but… in this kind of game, they're kind of a flop.
There's no arbitrary limit on how many you can start at once or anything, thank god, but when you've got a dozen or so things going on at once, it can get overwhelming. There's a list kept handy in the menu (aka Turnip Boy's phone), but it's weirdly sluggish to scroll through. Between the tempo of the game and my distaste for the writing, I might as well have skipped through all the dialogue around the quests in permanent locations. But most annoyingly, a good chunk of the quests is tied to characters only available in rooms accessible via the elevators, so if you're looking for a certain room to spawn, good luck! You might be around for a while, just running from one elevator to the next and getting every other room but the one you want. Some of these quests are also tied to defeating a certain number of specific enemies or using a designated weapon on a number of enemies… yeah, you can tell someone on the dev team really wants to waste your time.
I could have sworn I saw some guide or other say that you can choose which elevators you want to spawn after beating the game; guess I must have dreamed that.
The bosses were… uh… well, defeating them made me feel good, sure, but it's not like they were anything to write home about. Each one just took more time to die than the next, but all of them have a period of invulnerability, which is just more annoying than anything else.
I'm glad this game also includes accessibility options, because the final sequence was total BS. Had to turn on God Mode just for that.
Overall, this came out better than I expected, but then again, my expectations were extremely low. If I had any input on potential improvements, I'd say: more upgrades, less customizables (there's like five dozen different things you can make Turnip Boy wear, who is going to use all of that across ~5 hours of gameplay?), find a way to let players choose which room(s) they want to spawn. Oh, and get an actual sense of humor… though that one might be impossible.

See you next month! :)

Progress report: June ‘25 (a.k.a. I Got Multiple Gifts… Almost!)

First, a much needed update on the shirt: I bought it! It is, indeed, an L, or even XL despite the tag claiming it’s an S.
Clearly, the brand wanted to err on the side of caution. Anyway, that works for me!

Also, June is my birthday month! I’m still trying to figure out what I want to buy with the money I got as a gift. I do have one idea in particular… but it might take a lot more work than I first thought, so the initial purchase wouldn’t be the biggest problem here.
As far as gaming goes, here’s a not-so-secret: one of the things I already got is a Game Pass sub, so you can expect a few more games from there in my post for July~

And now, the games!

Half-Life 2

100 Cats New York

0.1 hours
100 of 100 achievements

Great zoom, chill BGM. Most of these cats aren't exactly hidden; I found two just by clicking in the right place while only meaning to drag the screen.

Half-Life 2

Case Files: Behind Closed Doors

4.3 hours
16 of 16 achievements

In Case Files: Behind Closed Doors, you play assistant to Detective Martin Ruiz on the murder case of one Daniel Murphy.
The suspects are his next door neighbor, Janice, his partner, Emma, her ex-husband, Charles and Emma and Charles' daughter, Rebecca. Because Daniel had been abusive towards Emma in the past, all of them have a valid motive for killing him.
Your job is to watch Martin interview each of them and steer him in the right direction when he reaches out for guidance directly.
The problem is in how quickly the game reveals itself to be formulaic. Watch an interview, pick up a call from Martin, choose whether or not you think the suspect is telling the truth (or point out how obviously they're lying), watch a follow-up, pick up a call summarizing the progress. Rinse and repeat until the very end.
I will admit I looked at a guide and spoiled myself on who the killer is (like a grade-A buffoon), but having completed the game now, I'm not sure I would have been much more intrigued by the story had I not done that. Deciding whether or not a suspect should be pressed on a subject or finding a contradiction just to watch someone else do the pressing and presenting just isn't all that fun.
This has been done better, like in Her Story, where the interviewer is out of the picture, allowing the focus to be fully on the suspect, whose personality and demeanor make you want to piece the story together, or even in Detroit: Become Human, where you're the one interviewing a particularly tricky subject.
There's also no comedic relief to be found here whatsoever, not even accidentally. Don't get me wrong, neither abuse nor crime are funny, but ever since games have featured FMV, there's been humor to be found in woefully underdeveloped technology, ridiculous narratives and bad acting (or better yet, absolutely Chewing The Scenery™️.)
Case Files: Behind Closed Doors sidestepped all of that for… what? The ability to move around in a 3D space? That doesn't seem like a good trade-off to me.
I do, however, have to compliment it for implementing the option to skip any and all calls or videos at will, no waiting required. You don't even have to have played through the game to unlock it! (That's one for the "I thought I was paying for a game, not a movie" crowd.)
There's also an option to turn on assistance with spotting contradictions… but it's impossible to progress without pointing out a contradiction correctly and the amount of evidence does not change throughout the game, so you're always free to try out all the combinations you can think of if you weren't paying attention.
In short: if you've been thinking about playing this one, STOP! I can name at least 5 other FMV games you'd be much better off playing instead.

Half-Life 2

Coffee Talk

7.8 hours
24 of 24 achievements

I first played Coffee Talk back in November 2022. Replaying it now felt like meeting old friends again.
Admittedly, I was in a rush to complete it, so I didn't re-read the short stories.
I did, however, waste an hour trying to idle it for the latte art achievement without realizing the game window needs to be active.
Oddly enough, I feel like I get the sense of community present in these games now more than I did when I first played the sequel last year. That, and I would never pass up an excuse to make myself some delicious coffee.
I got the key for this game from a friend I've since lost touch with. They're not on BLAEO, but wherever they are, I hope they're doing well.

Half-Life 2

Daylife in Japan - Animated Jigsaw Puzzle Series

20.4 hours
12 of 12 achievements

Series so long, there's only one entry.
I got this one for cheap because I like the concept of animated jigsaws and I've only played one other game like this on Steam. There are only five images available in this one, but don't let that fool you: with five difficulty levels, there's a lot of time to be spent completing everything.
Speaking of completion… the images are minimalistic pixel art, which works fine with lower piece counts, but as the piece count increases, the player's misery is bound to deepen.
The color palettes across the images are limited, which means one will likely leave huge chunks of things such as the sky and clouds to be solved last.
Furthermore, all pieces are cut perfectly identical, which makes placing the aforementioned single-colored chunks one long trial-and-error sequence.
As opposed to Pixel Puzzles Ultimate, the behemoth of jigsaw puzzle games on Steam, here you can connect pieces outside of the grid.
(Then again… every game that lets you do that is that much better than PPU.)
However, the more pieces you connect outside of the grid, the slower moving them will be. And if you accidentally cover up two or more pieces on the grid, that's it! The game won't let you shuffle them because they're connected. You'll have to edit the relevant file yourself (luckily, there's a handy guide on what to do available on the forums) or redo the entire puzzle. That is an annoying oversight, no matter how "minimalistic" or "complete" the game is. I've also read a review from a player who claims the game won't register a puzzle as complete if multiple pieces are placed last - this may or may not have changed, as I've had to edit one of my files to reset a couple of pieces and experienced no issues afterwards.
Either way, this one's definitely not recommended for colorblind players.

Half-Life 2

Doors: Paradox

4.1 hours
30 of 30 achievements

A simple puzzle game in which you make your way through over 50 dioramas of doors, each with their own distinct theme. If there's a theme or aesthetic you can think of, it's probably been used here.
Though at least some of these themes are meant to allude to your backstory, the story is hardly the driving force here. All of it is told through the scrolls found within each level, so one might not even really experience it if they don't care to look for them.
In every level, there's a dynamic hint system, as well as an option to skip puzzles. Neither comes with penalties, so you can breeze through the game if you wish to do so.
I found most of the game unchallenging, but I skipped a handful of puzzles, especially near the end when I started getting a bit lazy.
Oh, and my internet went down during one of my sessions, so there's about an hour and a half of playtime that got lost to the void.

Half-Life 2

Happy Birthday with Sergio Spellbound

0.3 hours
6 of 6 achievements

Yeah, I bought this game for myself, what about it? My friend has given me a lot of games as it is over the years and I wasn't going to ask for this one.
There's emphasis put on this being "an experience you can gift a friend", but really, that's just for show.
After you accept the gift (which you can always refuse to do), you meet Sergio Spellbound, who proclaims himself to be the first virtual DJ/entertainer/something else I already forgot, which is objectively not true. Still, he did show up to get you partying, so you might as well go along with it.
In 21 minutes, I've completed the game three times, but I don't think that makes it worth the three bucks. I hope this "GamesAsGifts" franchise it supposedly belongs to doesn't develop further, 'cause there's plenty of regular games that can make for great gifts already.

Half-Life 2

House of 1,000 Doors - Family Secrets

4.0 hours
no achievements

Step into the shoes of Kate Reed, a ghost story writer starved for inspiration who receives a mysterious invitation to a seance. One thing leads to another, and soon enough, Kate enters the House of 1000 Doors.
I don't know that there were enough doors in this game alone to warrant the title, but I get it: doors constantly appear and disappear within the house, so that's the name it got. I'm not interested in spiritualism or the occult outside of fictional media, but the way this game's presented it, I thought the House of 1000 Doors was a real urban legend for a second there.
I've not played many HOGs outside of Artifex Mundi's catalogue, so it's harder to gauge quality given that bias, but this game was great. Some of the minigames were entirely new to me and nothing can beat the satisfaction of finally getting the key item needed to discover something still hidden a good few screens back. Also, an official walkthrough is included with the game, so you never have to look to external sources for help.
That being said, there are some QoL issues I hope got rectified in following entries, such as the need to open the journal to access the map (far as I'm concerned, most HOGs know to keep them separate) or exiting close-ups being finicky (sometimes I play so fast, I don't care to click exactly on the X.)
I'm also sad to report that repeating HO scenes don't gradually clear out of the objects you found earlier. I know this is probably to make it easier on the programmers/avoid obvious bugs or softlocks, as is leaving all close-ups unlocked, even when no longer needed, but still.
Plot-wise, I think the sculptor's story is surprisingly dark. I'm also glad that Kate decides not to stay in the House, 'cause that would have been crazy.

Half-Life 2

Spakoyno: Back To USSR 2.0

1.1 hours
11 of 11 achievements

I'm just gonna assume this story isn't supposed to make any sense unless you're Russian… and even then, you still might not get it.
You're Kirill, a long-haired anime fan (aka the worst kind of person you can be as a man, apparently.) Your brother, Shrapnel, is a hooligan, and your dad is someone important in the government. As you go about your day, things get more and more crazy.
Also, Doc Brown is there and at one point, he takes you to the past to get cheaper vodka and you get stuck there for a bit. I almost can't believe they didn't throw in more random movie references to make it make even less sense.
The BGM is mostly made up of what I can only assume are Soviet radio broadcasts. The grandma sprite from Russian Horror Story is used here as a cleaning lady. I guess drawing babushkas ain't cheap.

Half-Life 2

Spray Paint Simulator GAME
PASS

12.3 hours
19 of 19 achievements

This one's sort of a spiritual successor to PowerWash Simulator, though from an unrelated developer.
As the name suggests, instead of powerwashing, you start a spray painting business. It quickly becomes apparent that it's hard to improve upon perfection, though, so Spray Paint Simulator finds a way to introduce shortcomings in dire need of a fix.
There is more introductory prep here with masking and removing certain parts of the job, which makes sense in context and is a paid task on top of spray painting. However, I don't understand why the biggest bundle of paper and the biggest bundle of tape aren't equal to each other. All that does is just make me keep buying more tape, and since I'm in the store already, I figure I might as well get some more paper, forgetting about the leftover rolls from the previous purchase.
Having to get the spray tool from the store and place it in the environment before getting to work every single time is also a PITA and frankly unnecessary. The only advantage the second spray tool has over the first one is its battery life, all the other stats are considerably lower. Huh? I thought this was supposed to be an upgrade?
Instead of equipping different types of nozzles at will in the inventory, you can choose to toggle between vertical spraying, horizontal spraying and a concentrated stream a'la the 0 degree nozzle. There are no extensions for the spray tool, making work with tall objects and big spaces tedious and unsatisfying.
Speaking of big jobs, while the scaffolding variety is nothing to complain about, I found it oddly annoying to interact with them.
In PowerWash Simulator, it's always kind of a funny thing when I try to climb with an extension on the washer, because it just makes sense that it would get in the way of that. In Spray Paint Simulator, though extensions aren't a thing, climbing the scaffolding feels slippery and seems inconsistent.
I don't know if there's something I'm missing, but it didn't feel as simple as "look up to go up, look down to go down" and I'd have trouble unsticking myself from the ladder to arrive at a height of choice. This made jobs like the bridge and Zach-Bot more annoying than they need to be.
Zach-Bot especially feels too big for how far up the game will let you climb using even the tallest scaffolding and I feel like I fell off of it more times than I fell off of all PowerWash Simulator jobs combined.
Also, the camera angle in the ending timelapse is sometimes set in a spot from which parts of a job are very obviously impossible to see. And if you pick up a job you started in a different session, the timelapse will only factor in the progress you made in the final session.
Did I mention you have to save your progress for a job manually? That is just a sad design choice I'm unable to explain.
Spray Paint Simulator parroted even the concept of a town with a punny name and a colorful cast of locals. Problem is, they don't talk to you as much, and when they do, it's not nearly as interesting. Clients only remember to thank you for finishing a job by the time you start the next one. The secret letters also feel like they're trying too hard to be quirky and random.
If you're considering getting this game for co-op purposes, beware: there are only seven jobs available as of now and for some inexplicable reason, you have to complete them to be able to replay them in co-op mode.
I hate to be slamming a game that should appeal to me this much, but it's only a month old, so there's a lot of time for improvement.

Half-Life 2

tomorrow is my birthday

1.6 hours
5 of 5 achievements

In tomorrow is my birthday, on a summer unlike any other, best friends Petal and Bios decide to escape their hometown by way of a long walk.
You're in control of Petal and have the choice to go forward or return home at any point. Between the objects Petal and Bios encounter on their walk and the transitions connecting each location to the next, the story gradually reveals itself in all its ugliness. I've almost forgotten about the existence of the "denpa" subgenre, which this game advertises itself as, and rightfully so. The hand-drawn character sprites and the MS Paint items and UI are in stark contrast with the photographic backgrounds. The sound design is moody, perhaps even grimy. The transition clips are deliberately low quality.
tomorrow is my birthday has its own, strong voice; perhaps it's not one suited quite to my tastes, but nevertheless, I appreciate it. While this story may not be anything like mine, when I discovered it, I knew I had to play it on the right day.
After all, it's not often you can say "tomorrow is my birthday."

Half-Life 2

Viridi

7.2 hours
47 of 47 achievements

Viridi is as casual and relaxing as it gets; it's just you, your flowerpot and the seedlings you get from the nursery by checking in every week. (I never managed to figure out if that resets based on when the new week starts or when you open the game.)
Plant the seeds, water them and watch them grow as you check in every few days. You can even sing to them if you'd like! (I don't know how much that helps…)
If you're looking to wind down and unleash your creativity, you can create a beautiful flowerpot by buying more seeds; if you're just here for the completion, feel free to throw away any and all plants as soon as you've unlocked their achievements.
I've been playing this game on-and-off for 7 years now (mind-blowing), and now, just like that, I'm done… I think I might even miss it one day.

See you next month! :)

Progress report: May ‘25 (a.k.a. Assorted Happenings)

No groundbreaking life changes this month, so here’s the story of how I’ve been trying to get myself a new shirt.
One day, I found a listing for a shirt with a print related to a movie I’ve recently discovered and fell in love with, so I kept track of it.
I happen to be trying to sell some stuff on that same site myself, so when I finally got a few buyers of my own, I figured I’d wait for my sales to complete and therefore wouldn’t have to pay out of pocket.
Between shipping and delivery, this usually takes no longer than five working days (I mostly sell books, so I don’t get buyers from foreign countries.)
No problems on that front, but the shirt got a small discount a couple or so days before my sales were to complete… and then it got sold. After no more than a month of hanging around, too :(
…so I set my eye on another listing for an identical shirt. Now that I’m definitely ready for purchase, I shot the seller a message asking for exact measurements. After a day or two of silence, I checked and… they deleted the listing. Classy.
Luckily, there’s still a third one. It’s by far the most expensive (and doesn’t have the print on the back like the first one, sadface), but I’m hoping it’ll be good to go.
The size seems crazy (according to the tag, it’s an S, but the seller says the measurements are more like an L/XL.) As long as I can make sure it’ll be comfortable!

Speaking of movies, I’ve been watching a lot of them recently! I figured I might as well fool around and watch at least one for every day of the year. As far as “challenges” go, this one is rather lax; I’m a few days behind, but every once in a while, I try and make it up by watching a couple or so shorts instead of a full-length feature.
My watchlist isn’t getting any shorter, but I’m trying to get the most out of my Disney+ sub and after that’s over, I’m planning to switch to YouTube.
You wouldn’t believe how many movies there are floating around on there! Indie shorts (animated and live action), 40’s Sherlock Holmes, Japanese romances, 80’s Disney features… whatever floats your boat, you might be able to find it there instead of sailing the high seas. (But still, the older, the better.)
I’m already looking forward to watching more horror movies in Spooktober!
Now that I’m sharing this - assuming anybody cares - maybe I could make a top 10 list at the end of the year. Or two!
Like, a top 10 list of movies that floored me and that I think are easily recommendable, and then a top 10 list of new personal favorites, possibly comfort movies that most people wouldn’t pay much mind to. They’d still be in alphabetical order, though :P I’m not that good at picking favorites.

…aaand suddenly I’ve shared a lot more than I have the past few months. This is good, this is good.

Now for the games!

Half-Life 2

A Few Days With Zoey

0.1 hours
7 of 7 achievements

See A Few Days With Violette.

Half-Life 2

AER: Memories of Old

3.7 hours
20 of 20 achievements

In AER, you control Auk, a bird shapeshifter. As one of the last shapeshifters, they're sent on a pilgrimage to save the remnants of the now shattered world.
As the world is now but a few islands spread out across the sky, Auk's ability to fly is the main draw here and I've got no complaints. The controls are smooth and there's no risk of failure; as long as you're outside, your location doesn't matter: Auk will transform at the press of a button. There is, however, one small caveat: when in bird form, Auk will transform into human form on their own upon landing. I noticed reviews mentioning getting stuck in textures, which I also have experienced. (Poor Auk was trying to fly through a tree growing on the side of a mountain while in human form…)
The story is where it gets worse. I'm not a fan of spiritual narratives, so YMMV, but I found the story of AER easily forgettable. Like, I read everything I came across diligently, but I could tell I wouldn't remember any of it the moment I was done.
This would be okay in a sprawling open-world game, where your memory will be jogged eventually if you got busy with side content, but when your game is as short as this and that's all it's got, it can't feel as inconsequential as this.
On their pilgrimage, Auk explores three temples, each of which involve a series of simple puzzles (including a time puzzle…) to get through, and although the temple layouts are mostly linear, directions are sparse, if not non-existent. This game barely gets a pass for using words to tell its story, but that… that could probably be improved somehow.
All in all, if you like the idea of a game where you'll get to fly and don't experience motion sickness when playing games (this is also something I've seen negative reviews mention), AER: Memories of Old may be worth checking out. Otherwise… it's a meh from me.

Half-Life 2

Find 100 Ducks and Blast Them!

0.5 hours
6 of 7 achievements

Exactly What It Says on the Tin™️. Crazy of these devs to make a speedrun achievement, my laptop can't handle it.

Half-Life 2

Find the Orange Narwhal

0.7 hours
15 of 15 achievements

This short point-and-click puts you in the shoes of an unnamed, hungover guy, who wakes up to an objective unlike any other: he has to find the Orange Narwhal. If this doesn't sound crazy enough, consider the fact that on his quest, he'll encounter pirates, clowns, ninjas and other random NPCs.
Find the Orange Narwhal is - say it with me now - like a Flash game from the 2000s. (For once, the devs said it before I did!) It was originally made in PowerPoint, which blows my mind. This, however, is an updated Ren'Py port, which I can only imagine controls much better. I don't know if the art style has anything to do with the game's origins, but either way, it adds to its oldschool charm. The BGM consists of one and the same classical track playing on repeat, so feel free to lower the volume (or even mute it.)
I was intrigued by this one from the first time I found it in the store, and I'm glad to have finally played it.

Half-Life 2

FREE GIRLS!

0.3 hours
16 of 16 achievements

I was promised free girls and you know what? I got them.
This is just a rudimentary clicker game… at least someone had a different idea instead of making another puzzle game.

Half-Life 2

Free Solitaire

3.8 hours
9 of 11 achievements

Don't know if I'll ever complete this one, so might as well write about it now.
I wouldn't have even known there are a hundred different variants of solitaire, had it not been for this game. It's simple, sleek and contains proper explanations for the rules of each variant.
You can also create a custom deck with images of choice, which I fully intended on doing, but quickly realized it would take too much time and gave up on it. (The one bit of advice I can offer is: make sure you know exactly which image you want on which card.)

Half-Life 2

GET OUT!

0.3 hours
no achievements

For 15 minutes and not a penny, you too can become a spy in the 50's!
…eh, who am I kidding, this wasn't all that exciting.
I thought I was doing just fine, then it turned out I wasn't. I think you're supposed to be able to put the hairdryer down after picking it up?
I didn't even think to do that because I was too busy thinking it's broken (it wasn't, but still.)
If you know me, you know what I'm gonna say: it's reminiscent of the Flash-era point-and-clicks.
Oh, and it doesn't close or transition to the main menu after it's done playing the ending sequence, you have to exit manually. Yeah, that's about it.

Half-Life 2

Kollywood: The Game

0.3 hours
no achievements

In this stop motion video game, follow Baasha, who falls asleep on his couch while watching an action movie only to find himself replacing its protagonist.
I'm so used to "FMV" being the tag that I thought something was off with the in-game footage… but no, it's explicitly stop motion video. That being said, this kind of home-grown, indie charm fits right in with the (micro)genre.
Oh, and it seems the credits are completely broken, so the game ends really abruptly.

Half-Life 2

Lovely Anime Puzzle: Lunar

0.9 hours
100 of 100 achievements

Simple swap puzzle game featuring AI-generated girls in Lunar New Year-themed outfits and settings. It's an SG win, I brought it upon myself.

Half-Life 2

NEKOPARA Vol. 2

4.5 hours
20 of 20 achievements

This volume focuses on the tall, clumsy and (by her own admission) uncute Coconut and the easily flustered tsundere eldest sister, Azuki.
I'm… not surprised I only played another NekoPara game four years after the previous one.
When the catgirls are not molesting each other, they're talking about their feelings regarding having been molested, the possibility of being molested or the desire to get molested.
Because the sexual content for these games is sold separately, the base versions are frequently referred to as "all-ages"; this is a misnomer, as scenes involving obvious sexual innuendo and sexual teasing are still present.
These characters have no personality, wishes or desires outside of obvious comedy fuel, things that lead to romance/sex or romance/sex outright.
The few things that manage to fall outside of these three categories are never directly shown, dropped when it's convenient or feel like non sequiturs.
At one point early in the game, Shigure lets Kashou know that her, Chocola and Vanilla will be taking a few days off because Chocola and Vanilla need to retake the test that allows them to have bells. Why do none of the other girls need to do that? How long will it take until they have to take it again? Shigure made it sound like it's a big trip, so where are they going, exactly? What is the test even like? Why does Chocola act like it's hell on Earth?
I would much rather learn more about the test than have to sit through another conversation about feelings at the bakery that loses me halfway through.
As for the dropped plot points: even earlier on, while out on delivery, Kashou, Chocola, Vanilla and Coconut meet Milk, the only side character worthy of a sprite catgirl who works as a takoyaki seller at the park. One thing leads to another and Coconut ends up saving her from getting ran over. Milk and her owner are eternally grateful and everyone figures it'll be nice for Milk and her owner to visit the bakery someday. After that, Milk and her owner never show up again.
The non sequitur, to me, was Kashou's date with Azuki. Here we are, a chapter and a half or so into Coconut's issues, then one night Kashou figures Azuki's always working so hard and takes her to a fancy store to rent a dress, then to an even fancier restaurant for dinner.
Most of this game is focused on Coconut anyway (which I don't mind, I like her just fine), so when that stops (after Kashou and Coconut have sex, of course), it's a speedrun to sleeping with Azuki.
Most egregious is the scene in which she accidentally spills custard, including all over herself (and doesn't wash it off, for reasons which only make sense out of universe), then proceeds to lick it off of Kashou's hand after he asks if she'd like to try some. After snapping out of the trance that put her in, she's so embarrassed she wants to die. While that is not explicitly referred to as "being in heat" (as it was introduced in Vol. 1), she had been oddly flustered and jumpy up to that point and that same night, she gets sexually teased into admitting that she wants to sleep with Kashou.
That series of events struck a nerve with me.
She's made to look defiled, is taken over by desire in spite of reason, regrets it shortly afterwards (so strongly, in fact, that she has a meltdown right then and there), wakes up in Kashou's bedroom and learns she tired herself out so much Vanilla cleaned her up and changed her clothes, promptly gets molested by Vanilla and manipulated into saying that she'd like to have sex with Kashou, actually, then lets him know afterwards that "she's not that kind of catgirl."
Let me repeat: she is molested into "being true to her heart."
This frame of thinking is typical to eroge, sure, but… why can a character just not want sex? Why does Azuki, in spite of being the eldest sister, have to be treated like she doesn't know what she really wants?
The catgirl variable exists as nothing more than a flimsy excuse for Kashou to have sex with the heroines whenever they go into heat, because at that point, it's a must. And because catgirls don't get possessive, bedding each of them for the first time is treated as correctly placing a new piece of the harem puzzle. At the same time, he consistently lets them know that he thinks of them as sisters, so… it's platonic?
The slice-of-life aspect can be as inconsequential as possible (whenever the cast is busy running the bakery, everything always goes off without a hitch - they are serving nonexistent patrons, after all), but it doesn't make the context of the sexual content any less sinister.
In NekoPara, you either love sex or you're lying to yourself.
I like Azuki and Coconut because I could relate to both of them on some level, but now I wish they could be part of a better story.
I was gifted Vol. 0, 1 and 2 by a friend way back when and I'm glad to finally be done with them.
I might be even more glad if I never end up playing a NekoPara game ever again.

Half-Life 2

Sad City 42

0.2 hours
no achievements

Man, it sure was sad. I mean, all Vlad got to do was come back home to his sister on a rainy day. After she reminds him about buying bread, he can either decide to go the next day, then sit down at his PC and watch it bluescreen (you can't do anything about it) or go out, buy bread, then get severely beaten up by some thugs. That's some classic Russian doomerism for ya.

Half-Life 2

Sisyphe's Backspace

0.2 hours
3 of 3 achievements

A short game about struggling to say the thing that matters. Played using only the Backspace key (which made me realize it doesn't see much use in games otherwise.)

Half-Life 2

South of the Circle

3.5 hours
10 of 10 achievements

Set in the 60s, with the tensions of the Cold War ever-present, South of the Circle follows Peter, a Cambridge academic who finds himself crash-landing in Antarctica. The pilot ends up injured as a result, so Peter has to go out looking for help on his own. When he does, the game transitions to the past to unravel the story of how he got to Antarctica in the first place. After one of these flashbacks ends, we return to the present and watch Peter discover something of importance. Rinse, repeat. These transitions are all very smooth; clever, even.
The problem with South of the Circle is just that the story is on rails.
Over the course of the events leading to his trip to Antarctica, Peter meets, works with and even falls in love with Clara, a fellow scholar.
I did everything I could to make Peter likeable in his interactions with Clara, but by the end, she still felt betrayed by his actions (which shouldn't be possible, considering I kept picking her over everything else.)
Then again, the choice system is rather vague, only allowing you to pick between one of four "vibes", so to speak (silence is not an option.)
Initially, I was worried that would mean the whole game is devoid of dialogue, but lucky for me, not only is the story engrossing, it's also fully voice-acted! So I guess it's just a bit better than I thought it would be.

See you next month! :)

Progress report: April ‘25 (a.k.a. Horror-Lite! …Kind of.)

So because I have a load of horror (according to Steam, at least) games in my backlog, I came up with the idea of making April “the other Spooktober.” (Y’know, ‘cause it’s exactly six months away from October?) This came out… fiiine? I always end up not feeling October anyway, so, uh… Scare-pril… was not it even more so.
That being said, I did use this as an opportunity to complete one really good game (you’ll know it when you see it), so it’s not all bad. On we go!

Half-Life 2

A Sexy Tour With Fiona

0.1 hours
7 of 7 achievements

Dude… if you're gonna make a game about finding differences between images of landmarks that actually exist, you can use real photos of them.
Your game doesn't need to be made entirely with AI to count as slop.

Half-Life 2

Bonds of Ecstasy

0.6 hours
no achievements

A small flash game where you're in a master-slave relationship with your girlfriend. Though I'm not into BDSM, this was serviceable.
Despite offering an option to change her eye color, she always has blue eyes in her portrait and it's the only option that always resets in the customization menu.

Half-Life 2

Dark Fear

4.0 hours
32 of 32 achievements

A blend of point-and-click and RPG, Dark Fear seeks to recapture the magic of classic adventure games.
While for the most part an enjoyable experience - the story isn't anything groundbreaking; the fighting easy, yet satisfying - I found it bogged down by the need to hunt and/or fish to earn money for new equipment. Still, seeing as it only took me 4 hours to complete (and it could take even less if you're pixel-perfect during fights), I managed to get through it in one sitting.
It's an old SG win for me (one I wasn't too hot about, initially) and now, I wish I had played it earlier.

Half-Life 2

Dark Heritage: Guardians of Hope

3.1 hours
25 of 25 achievements

I think my play time for this one may not track correctly due to my internet connection nope-ing out…
Anyway, in this one, you're tasked with investigating the mystery of the Philosopher's Stone and the community built around its power, which your professor had been researching before he went missing.
One way Dark Heritage: Guardians of Hope definitely sets itself apart from the rest of Artifex Mundi's catalogue is the use of FMV sprites (as opposed to the usual 2D animated artwork), as well as some live action cutscenes. Hilarity ensues as none of the characters look what they sound like (or sound what they look like, whichever you prefer) and do not successfully convey much emotion in their faces (most of them are supposed to be traumatized by past events.) One of my pet peeves when it comes to HOGs is clicking into the same scene as before only to realize that the items I previously removed from it are back again and this game falls victim to it as well.
That being said, I think it made up for it well enough with its bonus chapter, which lets you explore part of the map, now rejuvenated after defeating the villain.

Half-Life 2

Deadly Premonition: The Director's Cut

47.0 hours
60 of 60 achievements

I first picked Deadly Premonition up right after completing D4: Dark Dreams Don't Die back in 2021… and never went anywhere with it. (If I had to guess, something broke on me and I wasn't interested in fixing it.)
When I picked it back up last October, I learned that you don't actually need all the graphical patches and other fixes that have been long prepackaged for download on the forums for the game to run fine… well, for the most part, anyway. After tinkering with various compatibility modes, backing up a dozen saves and experiencing multiple crashes, I can confidently say that Deadly Premonition is the best game you've never played ('cause you probably didn't care to get back into it after it started crashing, just like I did back then.)
If you've read anything about DP, you don't need me to tell you, but it borrows from Twin Peaks so heavily, it's like the homework meme. (I've never seen Twin Peaks, so this particular recommendation works in reverse for me.)
In hindsight, the solution to the mystery at hand seems rather obvious (though maybe that's because I was willing to spoil myself in favor of following a guide to avoid missing out on collectibles or side quests), but still, no spoilers here. And speaking of side quests, there are 50 (!) of them to find and complete all around Greenvale, which is a treat, as you get to spend a lot of time mingling with all the quirky residents.
Perhaps looking at a guide will betray this, but the reason most side quests are only available up to episode 3, chapter 18 is because that's when the investigation really picks up, to the point that it's pretty much on rails; I didn't think of that and because I didn't trust the game to save properly at… well, any point so deep into the story, I just kept going and hoo, boy, that ended up being one long play session. But it was all worth it!
It feels weird to be done with it now, after all the blueballing from watching multiple unfinished playthroughs before picking it up for myself. And also, because it's made its way into my favorites, this write-up is destined not to make sense.
Just keep in mind that SWERY has nothing to do with the PC port. And that there's an annoying amount of spelling mistakes and missing words throughout the script.
I've seen a lot of complaints about the sequel, but ever since I managed to get it on a deep sale, I've been growing more and more curious.
…until October, then?

Half-Life 2

Doodle Cats

0.1 hours
100 of 100 achievements

This game tried to innovate by not launching properly for me on the first try. (lol)
I like the… well… doodle-like art style. The celebratory music was really nice, too.

Half-Life 2

Good Night, Peregrine

0.9 hours
no achievements

Bought this one just before the dev removed it… and you know what? I get it. They don't think the writing measures up anymore and they've changed their characters somewhat since the game has first released. Their art style looks messy, though I assume that's not due to lack of skill.
The backgrounds are all photographs with a halftone filter over them, which makes them hard on the eyes. The UI, as far as I'm aware, is the TyranoScript default and the soundtrack, though sparse, consists fully of royalty-free tracks.
The story… much is up in the air, I think. For close to an hour, you follow Perry, a self-harmer NEET who struggles with painful memories of his mother and her death. It's unclear how long he has been traumatized or unemployed and whether or not his trauma is the sole cause for his shut-in lifestyle. To say I didn't relate to him at all would be a lie, but for the most part, I don't share his experience and the metaphor used here - people becoming flesh creatures with no distinguishable features - was, to me, mostly obtuse.
Even though this game can now be officially declared abandoned, I can't help but be a stickler for consistency and/or tidiness, and so I think that the script could use an edit. Quite a few lines spill out of the text box and in Perry's case, "ahaha" and "lol" are used to indicate laughter interchangeably.
Even if a character uses a lot of slang or some alternate form of speech, I think they should be written consistently.

Half-Life 2

Journey of a Roach

2.7 hours
12 of 18 achievements

Why, oh, why would I ever play a game in which I have to control a cockroach? I don't know! But I did!
In a post-apocalyptic world, the two cockroaches, Jim and Bud, find a single blooming flower. To get to it, they go down to the bomb shelter (part of which they've started calling their home), fully intent on traversing its depths. As they meet other denizens, hijinks ensue. The big gimmick here is Jim's ability to walk on walls and ceilings, with the perspective shifting to accommodate for it. This is utilized a fair deal, so I've seen a fair amount of players say they've gotten seriously nauseous from it; if you're prone to nausea, you might want to watch out for that. Despite the game not having any dialogue (which, if you know me, you know I hate), I'm pleased to say I got through most of it without any hints.
Now I just have to get the leftover miscellaneous achievements for playing the game again, playing it in November, playing without saving or loading…

Half-Life 2

My Boss Leidi

0.2 hours
no achievements

It's exactly what's being advertised on the Steam store; nothing more, nothing less. Short and straight to the point.

Half-Life 2

Russian Horror Story

2.2 hours
12 of 12 achievements

Just a story of a seemingly regular guy living in Russia who finds himself increasingly bothered by his downstairs neighbors watching TV very loudly.
Based on your choices, he can die, be declared insane or simply escape by moving back home to Finland.
Easily one of (if not the) stupidest horror games in my library; it's your usual Russian flavor of doomerism with a bonus shoddy minigame to make sure some players won't refund it. It's since been removed from the store - good riddance.

Half-Life 2

The 39 Steps

4.7 hours
20 of 20 achievements

The 39 Steps is the first digital adaptation of the John Buchan novel, originally published in 1915.
In it, we follow Richard Hannay, who has just arrived in London after having made a satisfying amount of money as a mining engineer in Africa. Finding his life in England uneventful, he's just about ready to leave the country for good, when one of his neighbors, Franklin Scudder, knocks on his door in a panic. Hannay could not have known then how busy his life was about to become.
This particular adaptation spreads the story over 19 short chapters (I hadn't heard of the original novel before, and so am unclear as to whether or not this directly emulates the original structure), which makes it easy to read at your own pace and pop in and out of the game, should you want to do so. The painterly art style of the visuals is definitely nice to look at, although I wish the characters hadn't been portrayed as transparent sillhouettes. Considering the existence of the extras, which feature collectible cards with proper designs, the choice to not include them within the story seems inexplicable. As a voice acting enthusiast, I am also disappointed to say that only the dialogues are voiced. That being said, I found the acting itself consistently good.
What most intrigued me about this particular game is its attempt to innovate on the VN formula (the fact that it refuses to call itself a VN aside) by introducing a new control scheme. Drawing a clockwise circle with the mouse advances the text, while drawing one counter-clockwise returns to a previous textbox. Browsing the Steam forums will reveal that a surprising amount of people found this confusing (some, I would say, to the point of absurd), even broken, but I had not once had trouble with it, so I think it's safe to assume whatever may have been the issue has long since been fixed. Drawing with the mouse is also sparingly used as a way to make actions such as opening a door or flicking through a notebook interactive, which I can't be bothered to complain about; if you've played a Telltale game or a HOG, it's the same kind of effort.
As for my thoughts on the story… despite being a "man-on-the-run" narrative, I have to say I didn't find it all that thrilling. Personal tastes aside, I am fully intent on blaming this on its age. (It is, after all, 110 years old.)
That being said, considering it ranked below Angus, Thongs and Full-Frontal Snogging in The Big Read back in 2003, I don't feel terribly bad about it.

See you next month! :)

Progress report: March ‘25 (a.k.a. Cloon… and… Refrooshed?)

Couldn’t think of anything else for the title. (lol)
I went on a cross-country trip for a (near) week-long therapy retreat! Think it’s safe to say that I wasn’t able to consciously introduce its ways into my life after coming back (I am, after all, only a weak little human bean), but at least I am now aware of the tools available!
I’m still trying to get back into the groove of things, but for now, here’s what I got done in March:

Half-Life 2

100 March Cats

0.1 hours
100 of 100 achievements

Title means it was meant to be played in March. Literally nothing insightful to say about this one. The meows sound weird to me.

Half-Life 2

A Few Days With Valentina

0.2 hours
7 of 7 achievements

See A Few Days With Violette.

Half-Life 2

Filled to the Limit

0.6 hours
6 of 6 achievements

This one was decently challenging. Still, an understandably hard sell due to its fetish content.

Half-Life 2

Island Cities

4.8 hours
22 of 22 achievements

A cute little 3D puzzle game where you get to unscramble city dioramas. Relaxing rather than challenging, as all you need to do is put all the pieces in predetermined positions, which you can check up on whenever you want. Pieces in correct positions lock in, saving the player from a potential headache, especially on later levels. If you're looking for something with more emphasis on creativity, this may not be the game for you, but I enjoyed it for what it was. I tried to do some memorizing myself, but the levels quickly grew in size, making it too much trial-and-error without help. After nine or so levels, I started using the Steam guide (only bringing up the in-game hint would have been too much work, but I still needed to do it on top of checking the guide) and I'm glad I did, since what initially seemed like a two hour game ended up taking five!

Half-Life 2

Love in the Glen

2.0 hours
8 of 8 achievements

I knew I'd have to play this one soon when I noticed it's being advertised as a story inspired by Nancy Meyers' movies; I just watched Something's Gotta Give for the first time last month and found it decently enjoyable. Pardon my lack of familiarity with her other movies (I'm looking forward to rectifying that in the near future), but the similarities between Love in the Glen and Something's Gotta Give are only found in the "elite" and "stylish" setting, Dr Seiji Mimura looking like Dr Julian Mercer (as much as the art style allows, I suppose) and the age gap between the main character, Zoe and her new assistant, Michael, giving her pause (if only for a split second.)
I let myself have a bit of hope for this one precisely due to this comparison, but really, it's all standard Sapphire Dragon Productions proceedings.
Everything is small talk, which means no character gets any substantial development, but you're better off not wishing for development anyway because things always happen unusually fast. No character has their own distinct voice; they all say "cool" or "awesome" if they don't have anything else to contribute to their conversation partner, as if just changing the subject would imply they left them hanging. Still, there are some things that come out of nowhere, like Michael's confession about his preference for "cougars" (unprofessional at best, harassment at worst) or even the fact that, if you don't pursue him, he always ends up dead from a drunk driving accident. Speaking of romantic pursuit, if you don't feel like the game gives Zoe's initial relationship time to breathe, you definitely will not find any of the available paths to be satisfying, either. Everything just happens because the devs decided it's a romance, so it must.
Even though reading Sapphire Dragon Productions' VNs always reminds me why I'm not a writer in my own right, I have to ask… if you watched Something's Gotta Give and still can't figure out how to write a character at least half as charming as Dr Julian Mercer… what are we doing here?
Oh, and I guess there's also a dumb little match-3 minigame that simulates working. I can't even be mad about it, it practically plays itself half the time. I was more confused by the fact that too much skipping dimmed all the backgrounds, for some reason.
Only one more game from Sapphire Dragon Productions left to go in my backlog.

Half-Life 2

My Name is You

1.4 hours
14 of 14 achievements

An old gift from my dear friend Saku; so old, in fact, that it has since been removed from the store and republished (I don't know whether anything has been changed in the republished version or not, as I own the original one.)
This is the story of You - no, not you as in you, the player - You, the thirty-year-old, perpetually sleep-deprived workaholic with a penchant for caffeine. It's not a Japanese name, either; he really is named "You", like the pronoun, and no one really questions it over the course of the game. It's an interesting enough premise, but as I've come to realize, sooner rather than later, it serves no real purpose. If you're European, male, in your thirties, a workaholic, a caffeine lover and often find yourself sleep-deprived, perhaps you'll find it easy to see yourself within You; of the qualities I listed, only one applies to me, and so if naming the main character You was supposed to be a point of confusion, to make me feel as if our identities are blending together… suffice it to say, it didn't work at all.
You's story is short, a mere three work days before his well-deserved vacation, but the truth about his life is spread across fourteen (!) different endings. Well, "the truth" is a stretch… he's sleep-deprived due to being a lucid dreamer, which would explain some of the inconsistencies within the story. He's also said to have some sort of a chronic illness, which is implied to be the reason for his miserable and stressed-out way of being. In one of the endings, it's revealed to have been misdiagnosed as physical, when it is actually mental, with the distress regarding You's condition being its main cause, which I found satisfactory, though I would have appreciated another ending where it remains physical and light is shed on what it is… but maybe that's just because I wanted to relate more.
Visually, My Name is You is very nice, emulating the look of an old silent movie (though I fail to see how that relates to the story.) The game is fully voiced in both Russian and English. I can't speak for the Russian voiceover, but the English VA has a pleasant voice and modulates his voice well enough to act out each and every character.
In the end, to me, the story of You remains confusing and unfinished… but the dev's later works have gotten more praise, so I'm looking forward to checking them out in the future.

Half-Life 2

One Night Stand

2.1 hours
27 of 27 achievements

Exactly What It Says On The Tin™️; after a drunken night out, you wake up in a stranger's bed and have to figure out the right way to proceed. By simply looking around her bedroom, you can figure out just enough to make her like you or too much for her to let you stay any longer than you already have. It's just one of those little games where referencing any particular event would be spoiling the fun. I don't know why, but the environmental storytelling does it for me in this game. I also love the rotoscoped animation (even if it does make skipping through previously seen text sluggish.) Looking forward to trying the dev's second game sometime in the future.

Half-Life 2

Wheels of Aurelia

6.5 hours
24 of 24 achievements

Travel to 1978, Italy and step into the shoes of Lella, a woman who one day decides to leave Rome and drive down the roads of the famous Via Aurelia. In this narrative adventure/driving game mashup, every playthrough lasts about 15-25 minutes and with sixteen different endings, there's a lot to see.
…but really, now. After my initial playthrough lasting, let's say, 25 minutes, each next one would be significantly shorter because I've already seen most of it. Heck, some playthroughs would last less than 10 minutes. To add insult to injury, if you get any new achievements at the end of a run, you have to quit the game altogether for the unlocks to trigger.
Eventually, it's not so much about the choices you make while talking as it is about your driving skills when it comes to unlocking the last few achievements. 15 minutes might not sound like a long time, but it's a painfully long amount of time to spend on a run that might not even come out right because you didn't drive the car fast enough. I'm nope-ing out for now because all that's left to do is stuff that can be failed way too easily.
(EDIT: I have now unlocked all of the achievements. Patience is key; feel free to ignore all the dialogue prompts and never let go of Space/Enter. Still wish dialogue choices were more important.)
I see the vision and the soundtrack slaps, but at the end of the day, I can't vouch for Wheels of Aurelia.

See you next month! :)

Progress report: February ‘25 (a.k.a. Love? What’s That? Can I Eat It?)

Love, huh? Well, I meant to try my best to play love-related games, but as usual, I got distracted. In this case, I completely forgot about Steam gaming in lieu of movie watching.
You might see some of the completions I planned for this month soon, but for now, here’s what got done in February:

Half-Life 2

Hidden Cats - Snow

0.1 hours
100 of 100 achievements

Yet another one of these. Rather melancholic BGM in this one, though apparently you can change it. There's also a brightness slider, which is nice. Achievement pop-ups block the remaining cat counter… which is not nice.

Half-Life 2

Layover Lovers

0.7 hours
2 of 2 achievements

An updated NaNoRenO submission, Layover Lovers is almost Exactly What It Says On The Tin™️; two people meet for the first time and fall in love in just a few hours during a layover at an airport. It's a cute idea, but as it turns out, not compelling enough to play out twice in a row. Neither character has an interesting personality and the writing is painfully bland as well. My eyes ended up glazing over really fast.
The only takeaways from this one are that I wish I could be as kind as Dan, when Lucia notes how helpful it was that he stuck around for as long as necessary and that I would appreciate my own love interest stopping me from throwing away all my plans just to be with them.
That's supposed to be the bittersweet aspect of this story, but really, so far I've noticed I end up sacrificing everything I am if I think I've fallen in love.

Half-Life 2

Love Alone Death

1.3 hours
8 of 8 achievements

A bit of an oldschool-style point-and-click accompanied by a colorful, psychedelic art style, Love Alone Death tells the… horribly mangled (somewhat ironically) story of four girls: Beth, Annette, Lilith and Dana. In some sort of a post-apocalyptic scenario where the world is practically devoid of people, you (as Beth) meet Annette, Lilith and Dana at some kind of a mall. After patching Annette up, you all take a rest, which leads to you learning that the girls live out their worst nightmares while sleeping. You have to help them wake up (either by solving the problem or killing the girl). Lastly, you all go to Dana's house, after she invites you to eat soup together. Here, you get the last chance to try and appeal to the girls (or not) before the soup is cooked and after you sit down to eat… well, that's when your level of affection with the girls comes into play, ultimately deciding your fate.
There are five different endings to arrive at here, which is a little much considering that the requirements for three of them are near identical. The art style is amazing, but perhaps a tad ill-fitted for a game - some interactable objects blend in with the backgrounds, possibly leaving players confused as for what to do next. Still, the worst offender is the writing. The story is surely meant to be cryptic, but on top of that, the awkward English translation is hard to read, making the game far more obtuse to players who aren't experiencing it in its original language. As much as I hated doing it, I ended up speeding through this game. On the bright side, the ending songs are surprisingly nice.

Half-Life 2

The Murder of Sonic the Hedgehog

2.9 hours
no achievements

Up until now, I may have been the most zealous Sonic fan out there that hasn't actually engaged with any installment of the franchise. My friend Saku decided to fix that by challenging me to play a Sonic game this month, so I tricked her into playing The Murder of Sonic the Hedgehog alongside me.
Being what I can only assume is a fully authorized fangame, it's nothing like any of the other games you've seen so far from the franchise, but that doesn't stop it from being an enjoyable experience throughout. Given its popularity, everything I want to say has likely already been said, so I'll only note that everything about its presentation is wonderful, from the art style, through the soundtrack, all the way down to the characterization. I haven't played a VN this good for years (but considering I'm sort of a bad game connoisseur, this checks out.)
The only faults I can find with this one are the inability to advance text with the Enter key and the lack of a backlog; these are presumably side effects of the game being made with an engine not designed purely for VN creation.
Looking forward to playing a mainline Sonic game one of these days!

Half-Life 2

WeightWare

0.8 hours
17 of 17 achievements

Originally made for the "Unexpected Outcomes" game jam, WeightWare is a collection of minigames involving fat fetishism/feederism. Once again, not my kind of thing, but the minigames were decently challenging. There's only one more free game from this dev left to play… hopefully I'll still be able to escape the allegations after I do.

See you next month! :)

Progress report: January ‘25 (a.k.a. New Year, New Me?!)

Hardly! Though I am hoping to complete more and more games this year!
My new hyperfixation has fully set in as well, so I’m okay! For now!

Let’s see what’s happened this month:

Half-Life 2

A Living Room

0.6 hours
11 of 11 achievements

Abstract scenarios and complicated vocabulary does not a good game make. A shame, because this one looked great in the screenshots.
And what do you know, it's also been made using generative AI! That explains why the voice acting sounds so dodgy… complete with the couch's voice resembling the narrator of The Stanley Parable, Kevan Brighting himself.
A sad state of affairs. Avoid this one.

Half-Life 2

Dreamscapes: Nightmare's Heir - Premium Edition

2.4 hours
no achievements

Also known simply as Dreamscapes 2, this is the sequel to a game I played a whopping four years ago. Laura can now wield some kind of power, which is why she's wearing a black cloak, all mysterious-like. You have to help her childhood friend-turned-husband, Tim, win the fight against Sandman, who is now penetrating his psyche and unleashing his worst nightmares onto him. It still looks ugly, the voice acting is still terrible, but at least it was short. Oh, and it doesn't have any Steam achievements, which made it even shorter and easier to blast through in one sitting.

Half-Life 2

Fatrifice

0.1 hours
7 of 7 achievements

This is, uhhh… not my kind of thing at all, but what can I say? "Can't pass up a free rhythm game", I suppose?

Half-Life 2

Fling with a Tiefling

0.5 hours
10 of 10 achievements

I said I'd be on the lookout for more of Kristi Jimenez's work and this one caught my attention right away. According to the author's note, Fling with a Tiefling was a byproduct of her fixation on Baldur's Gate 3, which explains it all.
You're Nox (name changeable), an adventurer lost in thought on the night before your last stop on the journey. You're promptly joined by Karrus, a Tiefling from your party whom you've been attracted to for some time now. After a short conversation about your feelings, you can choose how to confess to Karrus and how you'd like to spend your night with him.
I appreciate the "ace-friendly" ending, but even as an ace myself, I would have loved to see something more in the sexy ending.

Half-Life 2

Hidden Winter Cats

0.1 hours
100 of 100 achievements

They sure were hidden… in the winter… kind of.

Half-Life 2

Karambola

0.7 hours
10 of 10 achievements

A short point-and-click with a surrealist art style, reminiscent in presentation of Flash point-and-clicks made in the early aughts. The artist claims to have spent all her money making this game and getting it onto Steam, so I'd instinctively advertise the DLC for anyone interested… sadly, there's only one price point and it's a little much in my opinion. Oh well.

Half-Life 2

Kawaii Asian Girls

3.0 hours
12 of 13 achievements

If you've played one of these games, you've played them all. Truth be told, I don't know what still keeps me coming back to them.
And with this one, I have to sit around and wait for the dev to maybe fix the stupid "play for 3 hours" achievement.

Half-Life 2

Loddlenaut

6.3 hours
21 of 23 achievements

This one's an enjoyable casual experience where you swim around cleaning an ocean after a big bad company made a mess and packed up.
I like the art style; it reminds me of A Short Hike, but the name of the style itself escapes me.
I wish there wasn't a limit to your oxygen level, as that sucks all the fun out of the game. Even if I put down an oxygen ring, I kept getting lost in new areas and couldn't find it until after I ventured out a few times. Fast travel unlocking for an area only after you clean it doesn't make sense to me either.
I managed to beat the game before the end of the month, but I've still yet to discover all the loddle evolutions because I didn't feel like there was enough incentive to play with the loddles at any point.

Half-Life 2

Mirth Melody

0.1 hours
5 of 5 achievements

A small demo for what we may or may not expect from the full game, Mirth Island.
You can talk to a single NPC and play a rhythm game with three songs and two difficulty levels available.
You can't, however, press three keys down at once during the rhythm game. Oh well.

Half-Life 2

Mizi NO!

0.7 hours
20 of 20 achievements

Methinks Mizi isn't getting sprayed with water often enough.
This is like those levels in A Little to the Left where the cat makes a mess and you have to clean it up. At least here - thank god - the cat isn't actively messing with your progress. It's hardly a new concept, just with a (somewhat) new coat of paint, but still a good game to play if you're looking for something short (about an hour.)
Oh, and you'd think the owners would have learned not to buy so many ceramics if they don't intend to train their cat. Welp.

Half-Life 2

Science Girls

0.8 hours
40 of 40 achievements

So this went free at some point for no apparent reason… yay, I guess?

Half-Life 2

Sheep's Symphony

11.8 hours
30 of 31 achievements

A solid Muse Dash-style fangame for a streamer with ~30k subs on YouTube, featuring over 30 of her outfits and 18 community-adjacent songs. The soundtrack is a mix of slow and dynamic instrumental tracks, fan remixes and rap with menhera-type lyrics, all of which provide a steady rise in difficulty.
However, all of that was ultimately overshadowed by the existence of the "Top Bloke" achievement, which requires you to reach the top spot on the leaderboard for any song. It is, as of now, unobtainable, despite what the 24% unlock rate might suggest.
Why, you ask? Because someone named 'pppp' is at the top of the leaderboard for each and every song.
But who is 'pppp'? Oh, you know, I randomly opened one of the streamer's most recent VODs and they were right there, at the top of the chat window, from the very first seconds. So yeah, it's safe to assume they're a fan. That by itself wouldn't have been so bad, I don't have anything against the streamer herself… but check this out.
A day after the game (or at least its current version) released - yes, a single day after - a player courteously asked for the achievement to be removed, mentioning that the way it's programmed places you at a disadvantage if you start playing the game later.
What was the first response to their request? Simply "LOL". Who did it come from? One Dewkyshewt, who is also consistently near the top of the leaderboard.
In fact, if you check Dewkyshewt and pppp's stats for this game, you'll notice they both unlocked the Top Bloke achievement on April 30th, 2024 (the day of the release).
While I was having a good time gradually earning S ranks and perfecting the songs, I could also smell this bullshit coming from a mile away, so I started taking screenshots of my scores and leaderboard standings, just in case. They prove everything I just said.
(There was meant to be a link to a spot I dumped them in, but I wasn't expecting Imgur not to cooperate. If you know a site that'll let me upload and share them easily, let me know.)
If there is a way to get more points - a secret difficulty level, higher note speed, specific outfit/background/enemy combinations - it is not being telegraphed anywhere in any way. (Heck, I tried fiddling around with note speed and enemy outlines as a last resort and there was no change in my final score.) I have S ranked all of the available songs and played through about two-thirds of them perfectly, and yet I still haven't reached the very top of the leaderboard for any of them.
As it stands, I have to assume that you need to either be willing to cheat or be a close friend of the devs to unlock the achievement, and I don't care much for either. It's just embarrassing that people still think this is a funny thing to do.

Half-Life 2

Stones of Solace

1.0 hours
6 of 6 achievements

A calm little game where for 15 days, you can check in and meet a new idol, then compose an offering for them.
You really can't go wrong with something as simple as this; check the negative reviews if you don't believe me. I just wish I hadn't forgotten about it so hard that it technically took me almost two years to complete.

See you next month!

Progress report: December ‘24 (2/2)

Aaand it’s over! Woo!! Happy New Year! …and… all that… good stuff… yeah.

Half-Life 2

BLUE NIGHT LAUNDROMAT

0.6 hours
6 of 6 achievements

Two guys who don't know each other happened to have no more clean clothes to wear at the same time, so they go to a laundromat late at night. There's not an employee in sight and only one washing machine is in order… it's looking to be a slow one. But if that's not enough, at some point the power goes out, which locks the front door. Now you have to help them find a way out.
The gameplay is reminiscent of the old "escape the room"-type browser games - move between screens and interact with hotspots to find usable items and try to progress. The translation was okay, nothing of note there. I like pixel art and thought the BGM was pretty cool; this is doubly cool considering the whole game is a solo project.
If I had to change anything, I'd probably get rid of the Nintendo-style speaking sounds. I've got nothing against them usually, but I was zoning out while playing this one and they didn't help.
There is also an achievement for finding small, decorative stars around the place, which is entirely missable if you're not one for meticulously combing through each and every screen, because there's no visual indication for where any of them are.
This is supposedly related to another game from the same dev, which remains untranslated for reasons unknown. According to them, you can play the games in either order, but I would say that after my nearly 40 minutes with BLUE NIGHT LAUNDROMAT, I did not feel attached to the characters nor did I think there was any reasonable explanation for everything that happened. No strong feelings about it either way. I might play that other game one day, though.

BLUE NIGHT LAUNDROMAT is Playable on Steam Deck. Use the touchscreen, R2 or R3 to advance text and L2 to hide textbox/UI. Right touchpad is active.

Half-Life 2

Cateau

2.2 hours
no achievements

Enter Paris, where Y/N lives and works as a journalist. They also have a roommate, Roselle, who is currently studying to become a vet. Right away, it's implied that Roselle is depressed - she does her best to stay on top of her studies, but she never leaves the house and her sleeping schedule seems to be irregular. As Y/N, you can almost always suggest something to get her out of her slump when talking to her and I found it relatable that Y/N never pushes anything after she declines.
Y/N's daily schedule consists of going to work in the evening (they work night shifts exclusively, for some reason), swinging by their favorite bakery in the morning, then taking a walk in the park in the afternoon. Each of these scenarios leads them to encounter a different stray cat.
Roselle loves cats, so Y/N comes up with the idea of taking photos to cheer her up and your job is to help them make a good first impression on the cat. The second time they come across each cat, they have to name it - it's Roselle's way, or so I understand. Naturally, I was amused by nobody caring that I gave all the cats the dumbest names ever.
If they do a good enough job by the third encounter, Y/N (and by extension, Roselle) may get to keep the cat. The amount of cats they end up fostering influences the ending you'll get to see. If you got to keep no, one or two cats, Roselle will suggest that she's on her way out of the slump (these endings are pretty much the same, they just seem marginally better the more cats you get), but if you took in all of them, you'll get the one and only ending where Roselle no longer looks disheveled and isn't wearing her pajamas anymore, announces that she passed her finals and goes out with Y/N to celebrate. And then, you come across yet another stray cat, which she suggests should be named Cateau.
Yeah, so… this was made in Unity, which means it would have to try really had not to make me hate it. It doesn't have any options which would be readily available in a VN engine - no quick saving/loading, no text skipping, no backlog, no rollback… There is a "skip" button, but it only forces the current textbox to appear. If you press it again after that, it just goes to the next textbox as if you've just clicked to advance text. There's also a "rewind" button, but instead of rolling back, it goes back to the start of the scene you're on? Okay??
At least the artwork is great - the character sprites, the backgrounds, the UI, it all looked great.
Oh, and shoutout to this amazing review that somehow missed the fact that the writing is gender-neutral on purpose.

Cateau is Playable on Steam Deck, because the mouse cursor shows up and you have to open up the keyboard manually. Use the touchscreen, A, R2 or R3 to advance text. Right touchpad is active.

Half-Life 2

Goblet of Mercy

1.9 hours
12 of 12 achievements

You and your friend Judy go out to a Halloween party together, but she's acting a bit weird. After a while, you walk out of the venue, she gives you a seemingly normal necklace, and then… you wake up trapped in an unfamiliar place, having to face the fact that Judy is not who you thought she was. As it turns out, she's merely a servant to Mara, the woman who's working on creating her perfect world.
The character and UI art is great, the music gets a plus for being original rather than royalty-free (though I personally found it distracting), it's nice that you can choose to play as a guy or a girl (but only the guy flirts with Judy at the start, what's up with that?), but in the end, I just didn't like it.
From the moment you wake up in a cage, you have to stroke Mara's ego and depending on how well you do that, you'll get one of the available endings. Problem is, I didn't find much value in all that. I somehow managed not to understand (or retain, I'm writing this one very late) any of the info that was dumped and I found the official walkthrough counterintuitive, grouping requirements for some endings together in a way that made me think I should be making the wrong set of choices and I ended up losing a good bit of time on that. I don't want to spoil anything (or rather, I can't), but if any of it catches your eye, I won't dissuade you from playing.

Goblet of Mercy is Playable on Steam Deck. Use the touchscreen, A or R2 to advance text, Y to hide textbox, B or Menu to open save menu, L1, L2 or View to rollback.

Half-Life 2

He Fucked The Girl Out of Me

0.7 hours
no achievements

I've already played this one back in November 2023 on a Game Boy emulator and thus didn't care to jot down my thoughts about it, but since it is available on Steam, I figured I might as well play it again someday. It's a deeply personal game, so it feels wrong to judge it too harshly, but personally, I need more context to understand stories like these. There are a few points where the story jumps from one train of thought to another and I'm not exactly sure how they connect. Some things are left hanging as the dev deems them to be boring and not worth exploring, because the game may not get released otherwise.
The title catches one's eye, yes, but the fact that so many people seem to be finding it "funny" says a lot about how many Gamers™️ there still are.
I've been dipping my toes into retro games ever so slightly and I'm glad to see there's still so much love for them that people choose to make games meant to be played on the Game Boy; I'm sure I would be even more excited about it if I were old enough for the Game Boy to be nostalgic to me.
This one looks great, but unfortunately, it's just not for my brain to "enjoy".

He Fucked the Girl Out of Me is Verified on Steam Deck, matching my experience as of 23/12/24. Use B to advance text and the D-pad to move.

Half-Life 2

Interview with the Horny Ghost

0.8 hours
no achievements

After the end of WWI, Errol has returned home, ready to enjoy his new peaceful life. Too bad for him though, he drank himself stupid and got hit by a train so hard he died. Heaven and Hell both tried taking him on their respective terms, but he wouldn't go either way. He's still a virgin, after all! He didn't go and survive all of WWI just to get hit by a train and die maidenless right after!
Fast forward to the next century, he's now known as The Horny Ghost of Apartment 69. He's also the reason why said apartment isn't seeing much use, as every new tenant who doesn't meet his standards (read: isn't a hot, bangable girl) is presumably getting spooked into moving out. Errol's quest to lose his virginity picks up some steam when the apartment is cheap enough for a certain Vivienne to move in.
The story is kind of a funny concept, with the lecherousness being mostly on the okay side as far as my personal tastes go. Still, I feel like Errol's war veteran backstory is too heavy to be brushed off as "just the setup" (the juxtaposition of the war veteran and the sex pest is nothing but emotional whiplash) and too serious to be the setup in the first place (even if there ever has been a war veteran who thinks they've survived because they daydreamed about all the sex they'd get to have after war ends, they should probably keep it to themselves.)
The art is delightfully cartoonish, exactly what I would expect from a small porn game such as this (Errol having classic meme faces in multiple scenes definitely deserves a mention.) The devs seem to take pride in not using generative AI and they're absolutely right to do so. There's even a short animated scene!
The only thing that fails is the sound (or rather, the lack of it.) The available tracks are generic royalty-free music, which is par for the course, but most of the game plays out in complete silence, which is a shame.
I also wasn't a fan of the fourth wall break that implied the devs would like you to give them money for more sexual content. I know I'd like to see all the sex that was said to have happened, but this game doesn't even have a paid version! Talk about weird.
Errol's story has sort of an ambiguous ending, so I wonder if he'll come back in future games.

Interview with the Horny Ghost is Playable on Steam Deck because the mouse cursor shows up on screen. Use the touchscreen, L1, R2 or R3 to advance text, A to hide textbox, R1 to rollback. Right touchpad is active.

Half-Life 2

Juniper's Knot

1.1 hours
no achievements

A kinetic novel set in ye olde times, Juniper's Knot tells the story of a demoness, sealed away in the ruins of a mansion and the boy who comes across her on his way home. It's been a while since she's had anyone to talk to, so she gladly engages him and convinces him to stay with her longer.
But what are her true intentions? And will the boy get back home in the end?
This is one of those games that's nostalgic in a weird way - I've been meaning to play it since 2016, if not earlier, so I've never quite forgotten about its existence. Was it good enough for me to have thought about it for so long? Eh… it was okay.
The writing is unusual; both characters are from a nondescript point in the past and thus their speech fits the times. I did like that the boy had to explain some of the ways in which the world had advanced since the demoness had gotten sealed, and in turn, the demoness gave him the "back in my times…!" talk. The painterly art style is nice, the UI is sleek and minimalistic and the BGM is great.
The trend I've seen across the VNs I've been reading recently is that the music seems to be consistently given the least attention. Juniper's Knot avoids becoming part of this trend by having an original OST and knowing when to use it. The story is entirely about these two characters and whenever there's a transitional period in their conversation, there's silence. But when something to focus on is said, a new track will start playing. It may not be a big thing, but I found that pretty neat.

Juniper's Knot is Playable on Steam Deck. Use the touchscreen, A or R2 to advance text, Y to hide textbox, Menu to bring up save menu. L1, L2 and View also seem to do something, but I'm unclear as to what, exactly. They seem to have rolled me back to the very start of the game, so you might want to hold off on pressing any of them if you haven't saved your progress.

Half-Life 2

Panicked and Surrounded by Hot Vampires

2.1 hours
no achievements

On a harsh Winter night, Chester, a 47-year-old surveyor, gets sent out by his boss to inspect a property that's missing from the registry. He drives all the way out to where it's supposed to be and sure enough, it's a mystery how a castle that big is not on the registry. But that's not all - as it goes with spooky castles and mansions, the front door opens on its own and from there it doesn't take long for Chester to meet the owners and realize - they're vampires!
For a VN that took just a little over two hours to read, this one really had me hooked. As far as this challenge goes, it might only have come second to Reborn a Zombie!. It's not often you get to play as a middle-aged man, and especially not one quite like Chester. Add to that not one but two vampires, both of whom can take a romantic interest in him, as well as relatable backstories for each of them and you've got a surprisingly good story on your hands. I'll definitely be on the lookout for other VNs from Kristi Jimenez.

Panicked and Surrounded by Hot Vampires is Playable on Steam Deck, with the disclaimer for some kind of inconsequential compatibility warning popping up on launch. I didn't get one, so I think it's safe to say this game could use a change of status. Use the touchscreen, A, R2 or R3 to advance text, L2 or Menu to bring up save menu, R1 to rollback, View to skip, left stick left to bring up accessibility options, left stick down to take screenshot.

See you soon! :)

Progress report: December ‘24 (1/2)

Quick! I need y’all to pretend we’re only halfway through December for a bit!

Half-Life 2

Cats Hidden in Jingle Jam

0.3 hours
100 of 100 achievements

Forget what I said about any of the other games, this one lets you ZOOM. (And you're gonna need it, too.)
I played both the original map from last year and the one that just released today (as of writing this). The new map got crazy intricate in comparison!

Half-Life 2

Fatal Paws

1.1 hours
no achievements

You've just gotten word from your boss that school will be in all week long from now on. Understandably frustrated, you rush to get to your job on time… and end up hitting a stray cat on your way there. The vet checkup reveals that the cat has the power to heal itself, and that's only the beginning…
This was clearly a solo dev's fun idea for a game that would also serve as a memory of their own cat (the in-game sprite is even designed after her). It was an hour-long romp through increasingly wacky turn-based encounters, simple yet effective. If I had to point out something I didn't like, it would be the random profanity. I feel every story should use swearing rather sparingly, even if some people have a bigger tendency to swear than others. On the positive side, while the music and SFX are royalty-free, the art assets were provided by people on Fiverr; thought that's important to mention in the advent of AI-generated art.

Fatal Paws is Playable on Steam Deck due to some text being hard to read. (I'm not visually impaired in any way, but this is the first case where the text really was tiny.) Use touchscreen, A, L1, R2 or R3 to advance text, L2 to hide textbox and R1 to bring up backlog. Right touchpad is active.

Half-Life 2

Hibernation Day!

0.3 hours
6 of 6 achievements

A tiny side-scrolling game about a family of possums celebrating the day they go into Winter hibernation. It's a short adventure that is mostly child-friendly (save for one distasteful attempt at a joke), with a cute art style, though it does suffer a bit from the devs being ESL. If you've got twenty minutes to spare, check it out.

Half-Life 2

Hunter Hearts

1.6 hours
no achievements

"Hunter Hearts is from the book the creator is writing at the moment. The game on the other hand is completely different compared to the book. (…) This is part 1 of 3 (could be changed in the future) of the story of Hunt, where Hunt gets to witness his side of the story."
Please, don't change anything. Just let this stay a self-published book. Hell, this should be rotting in the depths of some fanfiction site that no self-respecting fan visits due to its abysmal design.
Hunter Hearts is one big mess of harem anime tropes set in a world that makes no sense (English speaking characters with English names living in modern day Japan, studying Dutch in college… and the year is 2119, for some reason), written by an ESL author who can hardly command the language in a way that is pleasant to read. Also, no developments matter at any point, because no matter what you choose, the story stays largely the same (to the point that I thought I had accidentally toggled "skip all text"; after you're done with your initial playthrough, the game does not give a damn that you're checking out different choices - it will skip past the few brand new lines). There's no consistency when it comes to censoring profanities ("cock"/"dick" is censored, but "hoe" isn't), all of which come out of left field. There's a sex scene in one of the "routes" and it's written as if the author has never read a single piece of erotic fiction of any quality and is also a child. But perhaps most insulting is the lack of subtlety when it comes to introducing difficult subjects. One of the characters suddenly announces she is terminally ill and no matter what you do from that point on, she will die at the end of the game. In most endings, another character will also commit suicide. Neither of these ever feel like the shocking events that they would be in any real person's life, giving pause to the characters as well as the reader; instead, it's as if they're seen simply as "story beats" that need to be hit. The suicide is perfectly egregious in that manner, where the game will end with something to the effect of "It's my time… bye, everybody…" and then fade right back to the main menu.
And on the note of a lack of a credit roll… the UI is a basic Ren'Py template, the character sprites were made using Mannequin (half of them suffer from "same face syndrome", not sure if that's more on the dev or the software), the BGM is one and the same piano track, all the way through (I love /s when bad games try to drive me crazy by doing that) and the backgrounds are the most compelling part of the whole thing… but then my friend quickly pointed out that one of them is straight up taken from - you guessed it - a successful harem anime. Also, the actual "credit" the dev gives for the backgrounds is something like "these backgrounds aren't mine, so all the credit to those guys"… pay them in exposure, why don't cha? Ugh.

Hunter Hearts is Verified on Steam Deck, matching my experience as of 08/12/24. Use the touchscreen, A or R2 to advance text, Y to hide textbox, L1, L2 or View to rollback, R1 to undo rollback, Menu to bring up save menu.

Half-Life 2

Momotype

0.9 hours
5 of 5 achievements

In an alternate, dystopian universe, a birth crisis is upon us. It's been looming over humanity for long enough that people have started getting comfortable with the thought of dying as soon as food supplies start running out. But there is also a kind of a fad: monotypes, virtual pets that are supposed to… entertain your human children or outright substitute them if you don't have any, I'm not quite sure anymore. The newest invention in the product line, however, is Momo - the real "virtual" monotype, one you can for sure love like you would a human child.
The unnamed protagonist of this story, in spite of not caring for monotypes, cannot escape their fate - their boss has gotten on great terms with representatives of the company that makes monotypes, so now everyone at their company is going to get their own brand new pet. Weirdly enough, in spite of Momo looking like a cat head, they're never established to have fur or behave like a cat would in any way, but I digress.
Momos are set to live for seven days only and during that time, you can choose to feed them something, play with them, watch TV with them… to my understanding, the show you choose to watch first will influence their dream and how their body evolves. After that, Momo will read their label and get an existential crisis from learning they're only meant to live for a week… and that's when the horror part comes in. Only the third (or the fourth in my case, as I've gotten the "secret" ending on my first playthrough) Momo will avoid this fate, instead going to "the bunker" and convincing the protagonist to follow. This is where it gets needlessly complicated instead of delivering a satisfying conclusion: "the bunker" keeps coming up in every loop, yet not only is it not an actual bunker, it's just a horde of Momos congregating in a certain spot and coming together to build up the one big Momo near the ocean. When the protagonist catches up, they're allowed to ask a bunch of questions about the lore of the story… and then the game just ends. The visual aesthetic of the game is great and the idea of a virtual pet rebelling against its owner as a horror premise doesn't seem too tired, at least not for me. This game, however, was largely incomprehensible. It was supposed to be something about how complex and layered love is as a feeling? Okay? I'm just busy thinking about how cool it would be to have my own Momo, even though I feel like a story like this would normally aim to make me not want that.

Momotype is Verified on Steam Deck, matching my experience as of 13/12/2024. Use R2 or Menu for options, R1 to rollback, A, R2, R3 or the touchscreen to advance text, View to skip, left stick left for accessibility options, left stick down to take screenshot. Right touchpad is active.

Half-Life 2

OnCall

1.4 hours
no achievements

In On Call, you're an unnamed doctor working a three day rotation at the Merritt General Hospital. During this time, you have five patients to take care of, each with a different condition. Your job is to talk to the patients and their relatives to help them get the best treatment possible, all while keeping your stress level in check. If I recall correctly, there are two scripted opportunities to bring your stress level down outside of conversations, but you can also take a rest three times per day, so even if it doesn't do much, it's not hard not to overwork yourself. From what I've discovered, three of your patients can die, although one of them does not get an obituary, for some reason. You can end up with three different outcomes: quitting right after finishing your rounds (I got this ending after choosing what I perceived to be the least intrusive or negative options all around), just going home, ready to have some time off, or strongly implied to commit suicide by jumping out of a window, if your stress level gets maxed out at any point. One aspect of the gameplay are patient charts, all of which get updated twice (or should get updated, at least). The dates were off sometimes, especially when it came to the obituaries, which are dated near the end of February, while the rotation takes part at the start of August. This either wasn't checked for logic or made sense in the devs' heads, but was never properly communicated to the player. Since there aren't any achievements, guides or hints in or outside of the game, I figured that after almost 90 minutes, I've probably seen just about everything. To me, the game felt accurate enough to reality, but at the same time, I think I'd like to see an actual doctor react to and fact-check it.

On Call is Playable on Steam Deck. Use the touchscreen, A, R2 or R3 to advance text, R1 to rollback, L2 or Menu to bring up the save menu, View to skip, left stick left to open accessibility options, left stick down to take screenshots. Right touchpad is active.

Half-Life 2

Pixel Cross Stitch Color by Number

30.1 hours
48 of 48 achievements

It's just like all the other games, except you're coloring by letters instead of numbers and the images are meant to look as if they were cross-stitched. This one also hasn't beaten Coloring Pixels on how smoothly it runs for me.

Half-Life 2

Robot Daycare

1.6 hours
7 of 7 achievements

Three college friends - Strelitzia, Lycoris and Oleander - team up to create a child android for a school project. At first, their bickering might seem ordinary, but when their creation (named Nano by default) is to wake up for the first time, the cracks start to show. As it turns out, their friendship has been strained by the loss of Lilium. Now that Nano is a part of their life, it's up to the guys to move past it or keep blaming each other for what happened back then.
Robot Daycare was originally released as a NaNoRenO submission back in 2019, but got a significant visual update in 2021. The character art has a chibi-like feel to it, which I really like. Naming all the human characters after flowers sure was a choice, though. I can't tell if it was supposed to carry any meaning; I tried looking up the flower language for each of them and there wasn't anything worth mentioning for any of them. There are two very distinct endings and while the good one is adorable, I really liked the fact that the bad one was nauseating to read… but it's also good that there is an option to tone it down, if that's not something you're up for.

Robot Daycare is Verified on Steam Deck, which matches my experience as of 07/12/24. Use touchscreen or A to advance text, X to bring up settings menu, Y to bring up backlog, B to toggle auto mode, View to rollback, Menu to bring up save menu, R1 to skip (hold), R2 to skip (toggle).

Half-Life 2

Sexy New Year

0.5 hours
20 of 20 achievements

This was just like all those other sexy anime girl puzzle games I've played before, except not exactly. The way the menu is programmed (bit worse than all those other ones) and the abundance of colors within the possible matches quickly betrays that this was made by someone entirely different. I still don't know how on earth they get all this art to look near-identical, though.

Half-Life 2

Sleeping With Sakuya Izayoi

0.3 hours
no achievements

This is Exactly What It Says On The Tin™️. You get to stare at Sakuya as she's laying down and from there, you have a few options to choose from at all times. "Talk" prompts her to say one of maybe fifty things available, "Kiss" lets you kiss her, "Sleep" has you two pretend to fall asleep for a second, "Change background" lets you switch between three available backgrounds and "Change music" lets you switch between two available BGMs.
Half of the things Sakuya can talk about are references to characters and major events of Touhou, which went completely over my head as I don't know the Touhou lore, but that's on me. If I had to define the other half, it's generic cute girl/confidence boosting things or attempts at humor that don't quite land.
I don't know that this game is "bad", it's just not very entertaining or novel. Sleeping with fictional characters isn't a new concept, so this game could easily have a few more options to add to its longevity, such as voice acting (preferably from someone who sounds like she does in the anime), more background and music options (heck, even white noise and other sounds to fall asleep to) and perhaps most importantly, a nap timer, so that players would actually put time into this game if they want to.
That being said, though, I feel like the devs are more into the idea of interacting with Sakuya in different scenarios than focusing on the sleep aspect (this is far from their first game about her); as short as the script is, there were too many spelling errors.
I mentioned more music options as a way of improving the game, because for some reason, only two tracks are available and neither of them sound like "sleeping with your dream girlfriend" to me. It should be easy enough to look for more suitable royalty-free music to include, it might just take more time. It would definitely be worth it, though.

Sleeping with Sakuya Izayoi is Playable on Steam Deck. Use touchscreen, A or R2 to advance text, View, L1 or L2 to rollback, R1 to undo rollback and Y to hide textbox.

Half-Life 2

The Painting

0.2 hours
1 of 1 achievements

This… was not bad. I'm not exactly sure what to say, maybe it didn't grip me like the dev expects it would, because it's not a particularly novel concept. If anything, it just makes me curious about The Purgatoryverse, as mentioned last time I played a supplement title, which is by all means the desired outcome. Maybe I will check it out one of these days.

The Painting is Playable on Steam Deck. Use the touchscreen, A or R2 to advance text, R1 to rollback, left stick down to take screenshot. Right touchpad is active.

Half-Life 2

There is No GreenDam

1.1 hours
7 of 7 achievements

Let's say I get the gist when it comes to GreenDam - it's infamous for being government-mandated censorship software, which internet users were having none of, and that's how the Green Dam Girl was born. In this story, the main character is a poor uni student on the lookout for a job. After scanning the QR code on a suspicious job advert, he gets an interview with the people behind it and is informed that the job was meant for him (only he still had a phone old enough to scan this particular QR code). Next day, he blindly signs a contract for becoming GreenDam's tester and receives a box with the GreenDam android inside. As expected of GreenDam, she evaporates all of MC's porn and breaks his computer the very first day she's there. From then on, a few… days? weeks? months? go by as they warm up to each other. At some point, GreenDam falls for the main character despite her makers taking care to remove love from her programming… and then she dies… because of course?
I'm not going to pretend like I knew what to find funny, especially because the translation isn't all that great. Every wrong choice leads to a bad end, each as abrupt and nonsensical as the next, but one in particular caught my attention: during the initial job interview, if you tell GreenDam's developers that you like cute boys (as opposed to cute girls), instead of the GreenDam delivery, some guy just comes to MC's apartment and references Yaranaika, then MC mentions being restrained and/or unable to move, so… that's a funny gay sexual assault joke (not). GreenDam herself looks to be around 13-15, while MC having freshly enrolled in uni would be 18 or 19, which seems to have given English readers the ick, but there really isn't anything here that crosses the line of your typical eroge. Rather, it's a case of the girl being GreenDam and therefore assuming all men are lecherous (she's a tsundere, because of course she is).
As for the technical qualities: GreenDam is fully voiced (well, minus whatever she says in the bad ends) and her sprite is animated with Live2D. There's also a solid selection of royalty-free BGM that sounded familiar, though I wouldn't be able to place where I heard them before. I do have to mention, however, that one of the achievements is bugged in the new version; a fix suggested in the discussions is unlocking it in the old version. If you decide to play on the Deck, keep in mind that the old version is not translated. I tried checking out the settings in the old version, as I usually would, and I must have toggled the fullscreen option, 'cause the game stopped showing up on screen entirely. All in all, I think you'll get the most out of this one if you know Chinese and account for how old the game is (the original version released all the way back in 2013).

There is No GreenDam is Playable on Steam Deck. Before a proper launch, it shows a setup window. Use the touchscreen, L1, R2 or R3 to advance text, L2 to hide textbox, R1 to open backlog. Right touchpad is active.

Half-Life 2

Tiny Stories: Santa Closes

0.2 hours
no achievements

I decided to add this to my library when I saw it's a cute and free Christmas-themed point-and-click. As it turns out, the only truth is that it's free. The art style may be cute, but this game is not meant for children. Instead, it's some kind of "edgy" story about "saving Christmas" that entails driving a reindeer to suicide and killing multiple tree ornaments. I would almost praise the translation for retaining and/or adapting the jokes in the script, but it's lame puns all the way down. The conclusion doesn't even make any sense. Only play this if you're of age and aware that it takes 10 minutes and leads nowhere (knowledge of French may help). That being said, I do not recommend this to anyone.

More to come…!

Progress report: November ‘24 (2/2)

This report is just a bit late… because I absolutely wrecked my sleeping schedule. Oops!

Half-Life 2

Alice in Stardom

2.6 hours
6 of 6 achievements

This one caught my eye a long time ago. A VN about becoming an idol? And it's free? Sign me up!
Well… I should have known what was in store when I opened it up and there wasn't even any BGM in the main menu.
Alice is working as an intern for a broadcaster that's about to launch their new talent show. It's a tried and true trope - one of the contestants fails to show up and when the producer spots Alice, it's go time. Lucky for her, the first episode is but an introduction, so nobody gets eliminated yet.
Right after that, the producers help Alice and her new rivals - Mary, Cherry and Taylor - move into a huge mansion complex for the duration of the show. Mary is rich and seemingly stuck-up, Cherry is a cute airhead and Taylor seems like she doesn't give a shit about anything, though she's always equipped with a good comeback if anyone were to point it out to her. After moving in, you get a day (a metaphor for the whole week) to go somewhere and possibly spend time with whoever's there at the same time. After that's done, the next week's episode airs, rinse and repeat until the show ends.
The problem is in how disjointed everything feels right from the start. My very first choice was to hang out with Taylor and the narration seemed to imply that Alice did nothing for most of the day just so she could go to Taylor's room in the evening. For a second I thought that because this option is last in line, maybe I skipped out on all the other things I could have done, making most of the day go to waste. Nope! Next time, some of the choices carried over, but I couldn't explain why if I tried. There's also only four weeks until the show is over, so whatever character development could be happening between the episodes just doesn't get enough time.
As for the show, the three middle episodes are themed, with the themes being Summer, Winter and Darkness, in this exact order. (One of these things is not like the other!)
This is where I continue my observations about music (or lack thereof); I could be wrong, but it felt like for the first hour, I was just listening to the same BGM. Bland and inoffensive, sure, but this is supposed to be a story about idols!
…yet nobody cared to change it up even for the show performances.
The lame but entertaining option would be to use an instrumental to some popular idol song, 'cause then at least you'd surprise the people who know and love it; the cooler but paid option would be to get some tracks from Nash Music Library, as they've got some great idol-like bops. But alas, random stock BGM instead.
And the writing… oh boy, the writing. Everyone keeps reiterating how often "show, don't tell" spells out disaster for so many pieces of media that fail to adhere to this simple piece of advice and Alice in Stardom is no different. During every performance, without fail, you get to read paragraphs upon paragraphs about how much the characters have changed, their progress, how amazing they are, how they must feel, how they've captivated the audience… it's almost as if the writer was contracted to provide textbook examples of waffling.
Mindblowingly enough, this could hold some weight if you got to see any of that work, change or feeling for yourself… but the game absolutely lacks any kind of middle part. No matter what you choose to do to hang out, you don't get to see any CGs or hear any particular musical cues to indicate training or any kind of feelings or emotions welling up.
And to the point of CGs, there's only maybe three of them in total and they're all of Alice performing… she doesn't even look consistent between them. They're introduced to the scene with specific camera effects, which I guess were supposed to look flashy or exciting, but keeping in mind that you're listening to the same basic piece of BGM and reading about her love for her fans, they're just annoying.
After Alice wins the show (because of course she does, she's the main character!), you get a scene where she and her new lover (?!) warm up to each other. All that middle that was already missing? Now you should also know that it was meant to make the game yuri.
This is especially ridiculous, because in no interactions with any of the characters that I got to read was there anything romantic (and if it was meant to be, then sorry, it was all written so poorly I did not perceive it as such). I don't remember hanging out with Mary even once in my first playthrough, and yet I got her scene at the end? America, explain!
I tried putting in some additional time to see how much optional stuff I could see in the hangouts, and just when I got to one with Cherry that seemed like it would lead me to get her final scene, the game threw an error because it couldn't find one of her sprites. In a flash of brilliance, instead of simply rolling back and changing my choice, I closed the game and called it quits right then and there.
This game is in dire need of varied character designs (Alice, Cherry and Taylor are all blonde, with Alice and Cherry both having blue eyes), BGM (literally the most important thing in any story about idols!) and an actual story (hangouts with CGs! vocal training that sounds like what it is! any kind of respectful flirting!), but at the same time, it came out 5 years ago and the devs have long since moved on, so I don't suppose it's trying to attract any kind of attention anymore.

Alice in Stardom is Verified on Steam Deck, which matches my experience as of 25/11/2024. Touchscreen, A, R2, R3 to advance text, R1 to rollback, L2 or Menu to bring up save menu; B to bring up accessibility options, View to skip text. Right touchpad is also active.

Half-Life 2

Botany Manor GAME
PASS

4.2 hours
36 of 36 achievements

At first glance, this game's presentation is reminiscent of The Witness, which made me wonder if I should play it in the first place. Now that I've completed it, I'm glad I decided to pick it up.
It's 1890 and you're Lady Arabella Greene, a botanist residing at the titular Botany Manor in England. You have just been given a chance to publish your own herbarium, so you get to work right away.
Botany Manor is a formulaic yet consistently exciting combination of a walking simulator and puzzle game; in each chapter, you'll be uncovering a set of locations in and around the manor, finding new seeds and gathering clues about how to grow them, and after you do, you'll be able to move on to the next one seamlessly. Besides the clues, just about each and every room will have some sort of environmental storytelling - notes and letters about Arabella's attempts to study botany being (mostly) ridiculed by men and (mostly) supported by women. I found the puzzling aspect delightfully simple in that even before you show your work (fill in a whole set of clues correctly), you can very clearly see it for yourself; I truly can't remember ever getting that sense of satisfaction from a puzzle game so consistently. (I only really "skipped" through one puzzle, because I couldn't connect the dots right on my own, and it felt like trying out random solutions would take too much time.)
Speaking of consistency, I remained amused by all the different things necessary for each and every plant to bloom successfully; some of those plants seem outright fantastical, but I'm too afraid to say anything more in case I sound like an idiot. The way new areas open up with the start of each new chapter makes you want to keep going, too; entering every other area for the first time triggers the background music to swell…
If I had to talk about something I didn't like, I'd choose what seems to be a universal complaint amongst players: the lack of a menu for the clues to carry over in. While countless other games that feature interactable letters, articles, notes etc. will save them to a separate menu for future use (or tracking, at least), Botany Manor doesn't do that. Instead, it only saves info about what kind of clue it is (e.g. "Article on luminescence", "Elizabeth's letter") and the place you found it in, so if you need to take another look at a certain clue, you're going to have to run back to the room it's in instead of just being able to flip open a separate notebook. Still, this experience was wonderful; that's about the only thing holding it off from having been perfect.

Half-Life 2

HeartWare

0.6 hours
no achievements

Imagine playing the last scene of Doki Doki Literature Club!… but that's all there is to it. No story leading up to it, no emotional attachment, no weight. That's HeartWare. All you can get out of this is having a 2D girl you don't know a single thing about talk at you about how badly she wants to be real. The implications of what she says are weird too; why has she seen Rick and Morty, but not a single anime? How come she loves the Phoenix Wright series, but hasn't played Portal? She also references DDLC and Monika, because of course she does. At a certain point, the game accesses info about what device you're playing on, and even though I used the Deck, it said I'm on a PC; can the game not recognize the Deck or is the Deck not considered anything else than a portable computer? It also returned my current time as "20 PM", so it clearly can't account for 24-hour clocks. It's been 7 years since DDLC first came out, so I wish the dev of HeartWare a Happy Read-Another-VN-Please.

HeartWare is Verified on Steam Deck, which matches my experience as of 21/11/2024. Touchscreen or A to advance text, Menu or B (I forgot which…) should bring up the save menu. Right touchpad is active. All standard Ren'Py options are also available at the bottom of the screen.

Half-Life 2

Lilith Wants to Buy Your Soul

0.3 hours
no achievements

Lilith may be a demon, but her power level is considerably lower than those of her peers. Opening this game entails being open to the idea of selling your soul to her. There's just one problem… she's lost the memo on how much your soul is worth. To find out anew, she decides to ask you twenty questions ("like the kids' game") from the forms she found in her documents instead. After that's done, you get a certificate proving your soul's worth, which you can print out and boast about to people in real life.
For the record, my soul turned out to be worth as much as a gym membership, so about $77.
After announcing the result, Lilith does ask if you find the compensation worthy enough to exchange your soul for, and even though it's not that much money or even remotely useful to me personally, I liked Lilith enough that I couldn't say no to the transaction.
In spite of its simplicity (and perhaps because it's programmed to be played only once per device by default), this game was charming for what it was. Based on what Lilith says near the end, I hope there will be another game featuring her at some point in the future.

Lilith wants to buy your soul is Verified on Steam Deck, which matches my experience as of 28/11/2024. Touchscreen, A or R2 to advance text, R1 to rollback, View to skip, L2 or Menu to quit.

Half-Life 2

Lost Connections

0.6 hours
6 of 6 achievements

Los' mom just signed them up for a course designed to help boost self-esteem and confidence. They're convinced they feel comfortable being on their own and aren't willing to let people in due to past disappointments. The course period goes by in a flash and all they've retained is their interest in one of the other attendees, Hazel. Will they find the courage to talk to her before parting for good?
Thanks to this one, I can now officially say that I've played a VN made in Godot. While it's not a long game, I can only assume that this is about as far as the functionality of the engine goes when it comes to creating VNs, making it more akin to Unity than Ren'Py. The art is adorable and the BGM, albeit sparse, doesn't feel all that repetitive. I'm unclear on whether or not it would be possible to build in a regular skip function, but if not, the devs have found a way around this limitation.

Lost Connections is Playable on Steam Deck. Touchscreen, A, R2 or R3 to advance text, Menu to bring up the menu. Right touchpad is also active. A backlog is supposed to be available, but none of the inputs I tried seemed to bring it up.

Half-Life 2

Loving Life

1.2 hours
no achievements

Originally released in 2012 and now available on Steam, Loving Life is an autobiographical story written by Zhenghua ("Z") Yang, the founder of Serenity Forge, about his near-death experience back in 2008.
One day after class, he felt really tired and in spite of thinking about studying for the midterm next day, he went to sleep at 11 PM, which was unusual for him at the time. At 1 AM, he woke up to his nose bleeding. After taking some time to try (and fail) to stop it, Z decided to go to sleep, wake up whenever it was time to change the tissue, then go back to sleep again.
As one might imagine, that was not a good night's sleep and only around 3 PM, one of Z's friends decided to take him to the college medical center. The nosebleed had stopped only then, 14 hours after it first started (for the record, you should be worried if your nose is bleeding for more than 20 minutes, which I would not have known otherwise). His blood test results are worrying, but he's told to come in next morning. After a considerably better night, Z wakes up and records himself talking about his situation right before going in for the checkup.
At the doctor's office, he's told to go to the hospital immediately, so he does just that. Turns out his results are even worse than the college doctor thought, but Z's not even done answering all the questions before he gets another nosebleed and loses consciousness.
His condition is so bad, in fact, that a nurse comes by and gives him a will to sign. This causes him to ponder whether or not his life was good and how it contributed to the world, if it did at all, among other things.
This is where the story fades out into then-current times, with Z fully recovered and back in college, only with a different major this time around. Interestingly enough, he claims he really got better only after he stopped the experimentative treatments he was offered. At the very end, you get to watch the clip he recorded before going to his second checkup.
It's tough to judge this story, on account of it being based in reality; there's not really a place to discuss it being "better" or "more exciting". I would have really liked to read about Z's recovery from a state considered fatal by medical professionals, as I don't think it's as easy as "loving life and having it love you back". Then again, if that was too confusing or technical, I understand that it might not have made for good reading. The part that's meant to make you feel inspired to make changes in your own life is not too long or overly preachy, although the optics of Z saying that playing video games didn't make a positive impact on his life when he's since become the CEO of his own video game developing and publishing company are… hm.

Loving Life is Playable on Steam Deck, likely only because tapping the touchscreen makes a mouse cursor show up. Touchscreen, A, R2 or R3 to advance text and L2 or Menu to bring up the menu.

Half-Life 2

Max Massacre

1.6 hours
5 of 5 achievements

In a world where the human race is on the decline due to becoming prey for monsters and demons, Max and Celeste live together as roommates in a village where nobody really likes them.
During the day, Max is training himself in combat, aiming to one day measure up to all the other villagers, while Celeste is one of the few magic users in the village (and a damn good one at that), so she spends her time studying in the library. Every few days, they also have regular class together.
However, Max keeps getting bullied in combat training and Celeste feels her exceptional magic skills are being ignored in lieu of her teacher's seniority. Whenever they regroup after their individual studies, the mood is sour, with Celeste talking about her desire to destroy the whole village and not have to put up with that treatment anymore.
At night, Max starts having spicy dreams about Celeste, but they make him feel wrong since he's had feelings for Celeste for a long time now.
Will these dreams get more daring or stop entirely? And will Max and Celeste find a way to gain the villagers' respect, or will they end up bringing the whole village down?
I found this one… just mediocre. I've played a few VNs with character designs from the same artist and so far, I liked none of them, so I suppose it tracks. Their style is very clean, however, to the point that it's hard to believe these characters are what the writing claims they are. You're telling me pretty privilege doesn't exist in that village?
I did like the inclusion of more rare technical options, such as the choice of input prompts or the option to save on quit (as seen in Humanity Must Perish, from the same dev).

Max Massacre is Verified on Steam Deck, matching my experience as of 27/11/2024. Touchscreen, A, L2 (?) or R2 to advance text, B or Menu to bring up the save menu, L1 or View to rollback, R1 to undo rollback (not to be confused with advancing text), Y to hide textbox.

Half-Life 2

Plants Huddled Together

1.6 hours
12 of 12 achievements

A seemingly simple puzzle game about putting together various flowers, which gets pretty hard as time goes on. It's absolutely beautiful and I can't believe Steam has kept it secret from me until now.

Half-Life 2

School For The Friendless

3.0 hours
16 of 16 achievements

The unnamed (according to the store description, his name is supposed to be Harold, but it doesn't seem to function as the default) protagonist has never had any friends, so his parents helped him enroll at a college designed specifically for people like him. Before he can even get to the opening assembly, he meets three rather eccentric girls: Scout, Vivian and Anima. (Why does only one of them have an actual name? Your guess is as good as mine.)
At the assembly, it is explained that based on a simple questionnaire they're about to fill out and the way they behave throughout the first day of class, people are going to be paired up to share dorm rooms. The questionnaire includes a few questions that are simple yet don't seem to relate to each other at all; for example, I'm not sure how to feel about the fact that you can answer the gender question with "female" or "other" despite knowing that MC is male and it actively influences which girl's route you'll get on. If your answers don't match up with the girls and you say too much weird stuff on your first day, MC will be paired up with a guy he remembers from high school and it's assumed that they don't end up bonding at all, so you get a bad end.
Otherwise, the plot between the routes is identical; it's more the case of the girl of choice fitting into it. Comedy scene at the cafeteria here, working on a school project there and before you realize, the game is over. If you don't bond with the girl at all, you also get a bad end; those are completely unprompted and too much for what the rest of the game is like.
No shade towards Vivian and Anima; compelling as their backstories are, Scout was easily my favorite. At first, she looked like the mature one, of sorts, but soon enough, it turned out that she's actually very gullible, obsessed with ghost hunting and a comically big eater. Her ghost hunting obsession in particular feels very neurodivergent-coded and I wish I could hug her.
As for the technical side of things: the UI is mostly basic, although the text being aligned to the middle was a nice touch… whenever the dev didn't forget to do it, that is. There were a bit more grammar mistakes than I'd expect to see from someone who I can only assume is a native English speaker. The sprite art looks rather basic, but I learned afterwards it's because it was royalty-free and therefore not commissioned for this game specifically. I really liked the photographic backgrounds in this one and I don't know why. Royalty-free character art and photographic backgrounds instead of background art mean there's no CGs in the game, which is a shame.
However, one thing that School for the Friendless did right - unlike most VNs I've played this month - is the BGM variety. Despite the game taking only about 3 hours to fully complete, almost every time the scene changes, a different track comes on, so even if I've already been through the same even on another route, it made me feel like something completely new was going to happen. I wonder if the dev has a particular interest in music or simply found looking for all those tracks enjoyable.
I've seen the negative reviews for this game saying that the humor is cringy and bad, but surprisingly enough, I liked it. I'm not a fan of being a pervert for the sake of it (which made Vivian rather unlikeable in my eyes), but as long as the guy doesn't blindly go along with all the lewd jokes or advances that a girl is making, I find it much more bearable. That, and in spite of the sense of humor clearly taking inspiration from anime, this game isn't trying to pretend like it's set in Japan, which is extremely cringy if done poorly. By all accounts, it was a mediocre game that wasn't nearly as bad as people think, in my opinion. I'll forget it soon enough, but I don't feel like I wasted my time playing it.

School for the Friendless is Playable on Steam Deck. Touchscreen, A or R2 to advance text, R1 to rollback, L1 to undo rollback, L2 or Menu to bring up save menu, View to skip, left stick left to open accessibility options, left stick down to take screenshots. Right touchpad active; right stick also acts as a mouse.

Half-Life 2

Sunflower Pie

1.0 hours
4 of 4 achievements

Quite a peculiar prologue to Siren's Call: Escape Velocity, Sunflower Pie is a nightmare about Oliver's bleak family situation. Considering that the premise of Siren's Call: Escape Velocity is "escaping Florida", I'd say Sunflower Pie felt like a good enough setup that made me want to learn more. That being said, it's hard to say anything more about this… maybe except the fact that the very obviously anime-styled sprites under the object heads looked a bit funny. I don't think I find object heads all that scary unless the objects themselves are meant to appear grotesque. The moment the nightmare transforms into reality is nice, but I guess that's not a particularly grand observation. Two of the characters are said to have disabilities, so I'm definitely interested in seeing more of how they are portrayed. I think despite being able to relate at some base level, the narrative of Oliver's mom being abusive towards him getting toned down/nullified as soon as the nightmare ends seems kind of… weird? I assume it's one of those things that the full game will explain/straighten out.

Sunflower Pie is Playable on Steam Deck. Touchscreen, A or R2 to advance text. Right touchpad is also active. Watch out for Menu, as it's mapped to the Esc key and the game has no save system.

Half-Life 2

Superstorm Melon Date

1.8 hours
no achievements

In an alternate universe with a touch of sci-fi, the world is continuously tormented by superstorms. They show up every few months and destroy everything in their path, forcing people to hide in their shelters, sometimes for weeks at a time. There's never enough time to fix everything before the next storm, so repairs are an eternal money sink. It's become far too expensive to even have human children, so as a cheaper alternative, people have genetically engineered half-human, half-melon hybrids (referred to as simply "melos") to adopt as children.
Enter Y/N, a human who's ready to experience the outside world again, now that a superstorm has just ended. The first thing that comes to mind is going on a date, and sure enough, they create a profile and find a match - a melo named Melonais (call them Mel, for short).
Your job is to help Y/N navigate their first date with Mel. Every branch has two options to choose from and most (if not all of them) contribute to an overall rating; they can be either friendly or flirtatious.
Based on the ratio of friendly to flirtatious answers you have chosen throughout the date, you'll get one of the five possible endings. I did my best to stick to round values (0%/25%/50%/75%/100%), but according to the dev's comment, the requirements are a bit more relaxed.
I'm glad it was that easy to get all the endings, but not sure it was worth it in the end. All the endings have some positive note to them, but they all present the same way: one and the same image with second-person narration over it. I would have liked to see separate visuals, maybe even different BGM for the endings, so that it feels like discovering something new.
I think the worldbuilding was more interesting than the date, in the end. What is up with the superstorms? Why melons? How long has all of this been going for? I'd really like to see a bigger, more fleshed out story about the superstorm melon dystopia next.

Superstorm Melon Date is Playable, probably because it's missing half of the basic features provided by the Ren'Py engine, not to mention mapping them to controls on the Deck. Touchscreen, A or R2 to advance text, Y to hide textbox, Menu to bring up save menu.

Half-Life 2

this was for you.

0.9 hours
no achievements

A short story about an unnamed protagonist (Y/N, if you will) grieving after the loss of their online friend to an accident. They first met when Y/N decided to check out a certain VR game, but didn't mean to stick around after their trial was up. Then, Ji-min approached them and helped them with learning the basics. Eventually, they've both created a world to hang out in together… and the rest is history.
Y/N notes that Ji-min's influence on them was largely positive, save for the fact that they royally messed up their sleep schedule just so they could talk to her more. And now that she's gone, Y/N doesn't care to go back to their regular life. Their parents, real-life friends, their boss, they're all reaching out, hoping to get some sort of sign about Y/N, but they're ignoring all calls and emails, instead opting to lay on their bed, staring up at the ceiling as time passes idly by. Every once in a while, they log into the VR world they shared with Ji-min, only to encounter CH35H1R3, a seemingly brand new bot, made by VirtueTech to annoy new players… or is she?
This was originally written for NaNoRenO, so like with most other VN event submissions, expectations should be kept low. I liked the visual contrast between the dull browns and greys of the real world and the explosion of bright colors in the VR world (including, but not limited to, CH35H1R3's absolutely garish design) and the fact that, in spite of its duration, it features voice acting.
The one part I don't get is the choice at the very ending: as the last thing they do before moving on, should Y/N keep Ji-min's last voice mail or delete it? No matter what you choose, the credits pop in so quickly that there's no way to sit with the choice or even just the fact that the game is over. If you choose to keep it, it will play again after the credits, which I suppose is a nice bookend, considering the game also starts with Y/N listening to it, but it felt oddly weightless to me. I think it's only normal to keep a memento tied to someone who's passed away if they meant a lot to you, so the idea of deleting Ji-min's voicemail is just weird to me. If it were a material thing, you could at least look for something similar in the future if you find it still matters to you, but you can't retrieve immaterial things after they're gone…

this was for you. is Playable on Steam Deck because you need to bring up the keyboard to input your name at the start. If your keyboard placement of choice is at the bottom, keep in mind that it will obscure the input completely. I misspelled my name and couldn't fix it afterwards. Touchscreen, A, R1, R2 or R3 to advance text, L1 or Menu to bring up the save menu, L2 to rollback (I may have remembered L1/2 the other way around) and View to skip text.

Half-Life 2

Without a Voice

3.3 hours
10 of 10 achievements

I can only assume this dark fantasy yuri about Cassidy, the exiled princess of the Veromere family, now living alone in a forest and Elowen, the mysterious stranger who suddenly appears in her life, had been on my wishlist for years at this point, considering it first released on Steam back in 2020. What deserves continuous praise, however, is just how much care this game has been given ever since it first came to life. It had two demo versions (in 2016 and 2018), then a full, unvoiced release on Steam in 2020, and then a full voice acting update, released this April. Personally, I'm utterly in love with the UI design; everything just looks so nice and clean. From a gameplay standpoint, Cassidy and Elowen both having their own textbox design is a great touch; not to mention that the previous speaker's last words stay on screen as their textbox becomes more opaque. From a technical standpoint, despite the game never coming out on consoles as of now, it lets you choose which button style prompts you want to see if you're playing with a controller. Besides a CG gallery and a music room, there is also an unlockable short story, an achievement menu and most importantly, a completion tracker, which is something that's hardly ever seen in VNs (at least to my recollection) and to me, at least, implies a deeper degree of investment on the devs' part. I closed the game after having seen about 97.5% of all text, I believe? By that time, I had already gotten all the available endings twice over and I couldn't imagine what other combination of choices could lead to new textboxes… but to be fair, at that point, it's all just flavor text. Oh yeah, there's a whopping total of eight (!) endings you can get. I realize I'm not talking about the story at all, but I'm really just too shocked by how much care has been put into all the other aspects (not to say that the story isn't good). Girls' love stories aren't something I'd usually read, but this one was really good. If a fantasy story about girls falling in love with each other, with just a twinge of horror sounds like something you'd be interested in, you can't miss out on this one. Just know that even if you end up loving it, you're never going to love it more than the devs.

Without a Voice is Verified on Steam Deck, which matches my experience as of 20/11/2024. It's got to be the best mapped control scheme for a VN on the Deck I've seen yet. (You'd think it had a console release already!) Touchscreen or A to advance text, X to toggle auto mode, B to hide textbox, L1 to rollback, R1 to skip, Menu to open menu. A control guide is also available within the game.

See you next month! :)