OC/DC's video game assassination log OC/DC’s profile
Welcome, weary traveler, to my log of video game assassinations!
I supplement my backlog system with info from my Steam Hunters profile
So my rule for whether a game can move from unfinished to beaten is if it passes my profile average completion or my average SH points per game (i calculate that one manually for now).
This means that i don’t have to bash my head against really hard/grind-y games (measured here by having high total SH points), trying to get their completion higher than my average.
This also, however, means a game can move back from beaten to unfinished, if both of my profile averages climb higher than its completion metrics
I generally work through my backlog in chronological release order (many years behind, and probably increasing), and try to keep a limit on how many games can be in the playing pile at one time (see: my only list). Although, these rules can be temporarily broken (sometimes games just take your interest.. and sometimes they don’t)
I’ll try and write a post once a month - talking about the games i played, and any interesting thoughts about them
Quick-fire no-achievement triple-feature
Decided to quickly smash out some of the shortest games in my library, perhaps in preparation for a super long trilogy i’m about to dive into ? Either way, it feels good to pull down some low-hanging fruit
The first boss fight of Furi remade into a side-scroller, and a bit less graphical fidelity. Interesting to see how they translated the mechanics through this perspective change (ditto for the music into chip-tune), but otherwise pretty straightforward
A short tour through a museum of mundane objects presented with fantastical stories. I liked the play on how displaying something (or telling a wild tale about it) automatically makes it interesting, even if it's nothing. Didn't get much more than that out of it though
Basically a tech demo for the Steam Deck, but it took me this long to actually play it. Not really sure what the purpose this serves, since games themselves would be a good enough demo, but i'm sure some people had fun making it. Nice voice acting and humour, and looks decent enough
April 2026
Played: 7
Started: 5
Beaten: 5
Added: 6
Completion avg: 81.111% (+0.047)
Points avg: 5015 (+1)
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Finally, a good month for games. Managed to actually get up to par this time - although SG luck still puts the backlog ahead..
Other than the beaten, i pushed Feist back out of unfinished, which was a bit frustrating to be honest; and i played through some of the DLC modes in RE7, some interesting experiments there, and still more for me to get through. Didn't put any time into Isaac, but did find myself playing Grim Dawn again
This coming month i'll probably dive into Evil West first, and then i've got an unknown amount of hours booked by Mass Effect LE - let's see if that takes the whole month (or more)
Other than that, i've still got RE7 like i mentioned, plus some other unfinished - Wuppo and Sunless Sea - so i'll see what i can squeeze in when i need a break from "my favorite store game on the Citadel"
Shape of Rain ? Risk of Dreams ?
It took a while for Shape of Dreams to grow on me. I was initially interested because it looked like a well-made rogue-like (and i love those), with a good art-style, and the lure of different character play-styles - and to be clear, all of those things are still there
What turned me off right away was the controller support. It is there, and it's competent, but this is clearly a game made for mouse & keyboard first. The little things give it away, like how focus moves through the various menus, or how left & right sticks fight over the direction of some abilities. To be fair, there does seem to be some good thought put into the controller layout itself, which is appreciated - making sure you don't need to take your thumbs off the sticks to fire abilities is a good one
Obviously not an issue if you intend to use KBM, and if you do, you'll find a MOBA-style control scheme - right-click & left-click for move & attack, Q-W-E-R for abilities, etc etc - and in fact, "PvE MOBA" feels like the best description of Shape of Dreams' core. It's probably meant to be played in co-op for that reason (i didn't), and so the playable characters fill different roles in the squad - tank, damage, support - but i tried them all out for a fair bit of time, and they all work fine on their own
Speaking of characters, they do in fact have a nice breadth of play-styles here. Some are more unique than others, and they could probably get even more freaky with it given some time, but changing between characters gives a good mindset refresh between runs, which is exactly what you need. Character development is pretty great too, with upgrade trees specific to each, as well as a shared pool, which is useful to give a leg-up to the toons you use less
Once i'd played a bunch of runs, and progressed things a decent amount, things started to click. I got into the zone of cycling cooldowns, dodging enemy attacks, and pushing forward. It's definitely more of a gameplay - rather than narrative - driven game, so if you aren't playing with friends, it becomes a podcast game, and.. now that i think about it, perhaps that tells you what was needed for me to enjoy this one properly
Beyond the Black Slime
I had a good time with The Gunk. It's a pretty short game (not a bad thing), and felt a little rushed near the end, but is well-designed and lovely to look at - and not too bad sound-wise
The genre is a bit tricky to nail down, even though it'll feel familiar as a blanket to most players. 3D puzzle-platformer, with a splash of combat ? I want to say action-adventure, but that feels like it could mean anything.. In any case, you'll be jumping around exploring, solving light environmental puzzles and occasionally beating back some aggressive individuals
Most of the "puzzling" involves vacuuming up the eponymous gunk with your robot arm. You need to do this to progress, but it also has the convenient effect of restoring the environment's lush greenery. Since it's an alien planet, i kept waiting for the reveal that the evil-looking black-and-red slimy-textured stuff was "good-and-natural" actually, but i guess they wanted to keep it simple (or maybe that twist is the simple one? hmm…)
For narrative; you and your buddies have stumbled upon this previously-unknown planet, and are scouting it for something to make you rich - space age prospectors basically - and through exploring you find that the gross gunk stuff came from a previous society's overuse of the planet's natural energy. So there's a basic environmental message in there, which is nice, at least. It does feel like it undercuts the gravity of the planet's (near) ecological collapse, if a single person with a robot arm can vacuum up all the consequences without any cost at all, but hey, gameplay concessions
Still a good time though, and ran quite well for how good it looks. Also, interesting to see that this comes from the SteamWorld studio
I think they call this genre “PS2 game” (whatever that means)
I like the simplicity of 3D platformers - run and jump around collecting shiny things, and maybe whack or jump on some bad guys - and A Hat in Time nails the fundamentals. Controls are tight and responsive, and visual design is mechanically clear, while still being expressive
Having such a solid foundation allows it to branch out easily with additional or tweaked mechanics in each world and level. And honestly, the breadth of creativity across the whole game - both in theme and gameplay - is genuinely astounding. The music in particular, was sometimes way better than it needed to be (those time rift levels, man)
In some ways, A Hat in Time is exactly what you'd expect from a cute 3D platformer, but also manages to be fresh and surprising in many other ways, which was a real joy to experience
Remember when games were so simple..
Greak: Memories of Azur is a pretty straightforward game. A 2D platformer base, with some puzzle-ish elements, and light combat mixed in - a design so classic it's almost traditional
The twist here is that you control multiple characters (well, you start with one, and then build up to three), using the unique characteristics of each to progress forward. You can switch between them at will, but there are also neat commands for grouping them together to control as one unit
It reminded me a lot of World to the West, which had a different camera perspective, but used a similar system to try tell a sort-of twisting narrative tale from multiple characters' viewpoints - or at least that's maybe what it was trying to do, but i'm not sure if it was altogether successful. An interesting idea for an interactive story though…
As for Greak's plot; at the start i expected it to be the classic grand fantasy tale, but i was surprised to find that it was relatively grounded, with the main characters focused on quite modest goals. Could just be a bit unfinished - or even sequel-bait - as it does end on a bit of a "new lands"-type stinger
Anyway, an alright time, although a bit shorter than expected from online data
Little quest for snaps (and stamps)
Toem is a short, cute game about going on a trip to see a sight, and taking pictures along the way. Lots of little quests to do, and funny characters to meet along the way
So many little touches of care, but a few that i particularly liked: in-game music is entirely controllable by a "hikelady" in your inventory, that you find tapes for; and completing quests gives you a literal stamp on a completion card, which is really satisfying in a very tactile way.
Short game, short review, but good fun
March 2026
Played: 3
Started: 1
Beaten: 2
Added: 5
Completion avg: 81.064% (+0.115)
Points avg: 5014 (+10)
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Another slow month, continuing the streak. Dealing with a lot of unexpected issues here at the new place unfortunately..
Beaten games are below par, but i also only managed to improve one other game
New PoP cycle this month though, so at the very least i'll have some short games to knock out. Otherwise, i'll probably be focusing more on fixing my home life.
And of course, reading everyone's posts here, since that's really easy to do
Floppy Disk of the Occult
Inscryption is a pretty tasty blend of rogue-like deck-builder set inside an escape room cabin, with a vibe so thick it pushes back on you a bit.
The card game and escape room are both fairly simple, but they do interact and feed into each other pretty well, with some fun surprises. Both clearly want to push you forward, giving you tools and upgrades to keep you moving to the end
And the end is.. not the end, because it's just the first act. After that, things get a bit weird(er), and i'm not sure how many people will be fully on board. I've played Dan Mullins previous games and he clearly likes the "haunted media" trope, and i do too, so i enjoyed seeing where it went and the tricks it played, but i'm guessing a lot of people would prefer more of the self-contained, dark-ish vibe, simple but curious gameplay of Act 1
And for those people, they made the Kaycee's Mod update, where you can play Act 1 over and over on increasing difficulties. I've played it some, and got enough from it that i can call the whole thing beaten, but i personally don't think there's enough mechanical meat on those bones to keep chewing, in a manner of speaking
Overall though, very much enjoyed my playtime here, and looking forward to the Pony Island sequel
The cost of victory
Now this is why we play video-games. Beautiful art, excellent music, lovely storytelling, and gameplay that's unique but still tight and well executed.
You'd expect as much from Supergiant, but Pyre exists as the kind of middle-child of their output - not talked about as much, or recommended, so here i am to say it should be put on equal footing with Bastion and Transistor, at least (i haven't played Hades (yet))
Art and music, and general presentation is gorgeous, as i've said, and frankly there's not much more to say. Character and narrative writing are similarly great, but the particular twist that the winning team of each league will set a chosen member free, messes up your brain's game plan in such a delicious way - or at least it did mine
Because you want to win, right? And the characters in the game do too. So awesome, there you go, your prize is to have to say goodbye to someone for the rest of the game. And you know that keeping anyone back because they're your best player, or because you like having them around would be unfair
The fact that it's written like a sports anime, where you get to know all your rivals, and they each have a distinct characterisation, adds to that whole mess. You start considering mercy, because some of them feel about as deserving of freedom as any one of your team - some others definitely shouldn't go free, and circling back to these characters again and again is great fun
And i think that's the message in the end maybe; no matter your decisions, win or lose, you'll make stories with the people left behind. And maybe we'll hear some news from the ones who went ahead. Lovely, lovely, gorgeous game
| 1404 | games |
| 59% | never played |
| 2% | unfinished |
| 27% | beaten |
| 10% | completed |
| 2% | won't play |






























