I just wanna play videogames.
“Yakuza 0. 13 hours in. Still on chapter 1. I’ll never finish this f—g game.” - petbastard, 2019
Report 21: Big Boys Time V: VS Kuze
Woah, now that was… a timesinker alright.
As I understand, this game is considered a pretty solid entry point for the Yakuza franchise. Even though there were a few moments that are clearly hinting at the previously developed games, I really enjoyed the story and the characters. Also really liked the fighting mechanics (even though I don’t exactly have anything else to compare them to yet).
It is chock full of content and minigames. I was terribly bad at some of them (disco, batting cage, shogi) though. MCs’ subplot minigames are kinda weird - Real Estate Royale is really profitable but mindnumbingly boring and mediocre, yet Cabaret Club Czar is pretty engaging but barely makes enough profit for the late game (although the rewards for beating bosses are pretty generous). Hated the Catfights minigame with a passion - at least the casino minigames aren’t lying to you about them being purely RNG-based. Loved karaoke, mahjong, racing, teleclub minigames.
Although it is very pleasant experience to complete things in Yakuza 0, it became so overwhelming I had to draw a line somewhere. Climax Battles were the straw that broke the camel’s back, the moment I realized: “okay, I’m getting annoyed and I’m not sure if I want to do this anymore”. I really didn’t want to soil the wonderful experience I had with the game any longer. I’ll probably finish the Hardcore mode and get another achievement or two later, but I’ll doubt I have it in me to beat the substories bosses and finish up the completion list. I actually kinda liked mahjong when I got used to it, but I’m not sure if I’m ready to dedicate myself to completing it. Still too dumb for shogi though :/
Despite all that, maybe someday I’ll complete it properly. But I’m not sure. As of right now, my completion list is at 91%, and I’m fine with that.
Overall, loved it. Want to do more. Later. Don’t wanna exhaust myself.
Backlog progress status: dame dame, dame yo, dame nano yo
It’s 2020 and I found myself a new job. Let’s hope I’ll still have time to clean up the mess that is my backlog.
Report 20: Warm-up
Okay, this one was considerably better than the first game. It still has a huge chunk of non-social-stealth levels, but they were infinitely more pleasant to play.
Someone told me that it was even harder than the first one, but I didn’t think so at all. I’d say it was much easier even. I’ve literally never used a guide even once.
I’ve beaten it pretty fast and never got stuck anywhere, so there’s no levels I particularly hated or loved. Okay, maybe the last two levels (St. Petersburg Revisited and Redemption At Gontranno) were pretty cool and Hidden Valley kinda sucked ass.
Overall, it was a pleasant surprise.
It’s a small japanese indie horror game. Its’ VHS filter gets old pretty quickly, and if the game runs pretty bad on your rig, the effects can be nauseating and downright headache-inducing.
The plot is just what you’d expect from a 30 minutes horror game, it’s fine, I guess. The whole gameplay is looking for things in point A to take to the things in point B. Once you’ve taken something, you must use it first before taking something else, which was somewhat confusing at the beginning.
Not a fan of LOUD NOISE JUMPSCARE OOH DID I SCARE YA?, which is basically what the whole bad ending here was. It is said there is a lot of more subtle horror here and there, but I failed to notice it behind the unpleasant graphic design and gameplay, on my second playthrough I just wanted to get it over with as soon as possible.
It’s… somewhat interesting, but the VHS filter was a huge dealbreaker for me, and I’m reminded yet again that I like just a handful of horror games, even if I’m attracted to horror themes all the time.
It was a decent puzzle game, maybe a bit on the easy side, but still. It kinda feels it’s too short for its own good and could do so much more with its’ puzzle gimmick. Looks pretty though.
I was really surprised when I found out it’s not a mobile port, since it felt like it. Actually, it would’ve been really good on mobile devices.
It’s an extremely simplistic puzzle game that’s really easy to grasp and not that challenging to finish. You can finish it in 1.5 hours or so. There’s not much to say about it, really.
Backlog progress status: h-ha-ha-ha
Welp, it’s the last report of this year and decade. I’ve beaten 77 games this year (3 of them aren’t recognized, 1 of them isn’t from my library, 1 on my 3DS, 1 isn’t on Steam).
Report 19: Getting serious
Wow, I really forgot how great the… second part of the first installment? was. It’s way more fun and exhilarating. Evem though the game can be boiled down to locking you up on arenas pretty much, it often spices things up by creating unique setups and forcing you to adapt quickly. This one just has more variety overall.
Second Encounter still has a buttload of MP-only achievements, but it does have more of a SP ones.
I’ve had fun replaying it.
It’s a full-fledged sequel for SS: Encounters, and it’s a weird one.
The tone has shifted dramatically, and it’s more comical than ever. In fact, I think it became way too cartoonish for my taste. And the humor… well, I know Serious Sam wasn’t exactly a pinnacle of comedy before, but god, were most of these jokes awful and childish. Even if it’s intentionally stupid, it was painfully unbearable at times.
But let’s talk about the good stuff. The levels were way more detailed and colourful. This game introduced turrets and driveable vehicles, which were pretty fun to use.
The best part of SS - shooting things - is as fun as ever - deceivengly easy at the beginning, but can throw a curveball or two from time to time, but it wasn’t nearly as hard as it could’ve been.
Overall, under the colourful surface, it’s still the same Serious Sam experience, even if it’s a bit easier than its’ predecessors.
Plot-wise it’s a prequel for the franchise, and I didn’t expect it to be as good as it turned out to be, honestly.
Game’s tone is almost an exact opposite of the previous one (thankfully). It looks more gritty and realistic, the humor has been toned down to the appropriate level. The weapons you use visibly maim your enemies, so the fighting feels way more impactful and close&personal than ever. That’s the reason I thought the game would cut the enemies numbers a bit, but whoo boy, was I wrong. Last levels threw hoards of enemies at me, as usual.
The DLC, Jewel of the Nile, is pretty fun too so far.
7/10, 5 hours of playtime, 20/22 achievements (90%)
Another restricted game, woo.
It’s a pretty good zelda-like… dungeon crawler, I guess you can call it that?
It has a good share of puzzles (either enter-the-code or sokoban). I’ve beaten most of the game without knowing how to restart sokoban puzzles, though, and seeing that the dev had to go out of his way to make a pinned topic explaining the tutorial bit that I’ve missed, I wasn’t the only one.
There’s a pretty big cast of enemies, some of them can be extremely annoying at times.
Navigating through dungeons got surprisingly hard on the third and forth levels, the backtracking and “where the hell am I supposed to go” moments are off the charts sometimes.
The bosses are not that distinctive, but still done pretty well. I’ve glitched out and became immortal for some reason during the final boss fight, but thank god I did - it would be a massive pain the ass if I kept dying on him.
Speaking of asspain, the last two achievements are for speedrunning the game in 90 minutes (my terrible sense of direction makes it impossible) and not dying a single time (being me makes it impossible), so I won’t be doing them now and I doubt I’ll do them ever.
Overall, a surprisingly solid and short game for a few hours.
Backlog progress status: seriously lacking
Welp, it’s been a while.
Report 18: Hodgepodge
It’s a new McMillen game, so I got it day one and I’m somewhat dissapointed with it. Forget the awful and bug-ridden launch, this puzzle game isn’t thought out that well.
My main issue with the game is that it relies on luck way too heavily. Of course, The Binding of Isaac also could surprise you with unbearably terrible run, but theoretically, you could manage with your skills alone even if the items the game gave you arent’ that good. On the other hand, Bum-bo is extremely linear and constrained, and there WILL be situations where you can’t do anything about your impending game over. And you have almost no free space for planning ahead.
The unlockables system is quite questionable - you can’t get to the final level on your first try and have to “beat” shorter runs that end prematurely on level one, two and three with specific characters first. It was somewhat annoying and felt like it was trying to build up the unlockable system with no footing to stand on, and also prolonging the game artificially. But the worst offender is the “jackpot” unlocks, which are randomly unlocked if you’re lucky. The chances of getting the unlock go down by 5% each time you win it, and I’ve still got two unlocks to do, so I’ve been wasting my time on pointless runs, just to get turned down by the game randomizer. That is REALLY annoying, and probably the worst gamedesign decision in the game.
The ending is pretty lazy for my taste, but it’s really not the plot that makes Edmund’s games good anyway.
But still, it was pretty fun to play at times, even if there’s not much variety there, although a bit easy when the game gods are kind to you. It’s replayability is nowhere near Isaac levels, but you can give it a try if you’re hungry for some usual Edmund stuff.
It’s a pretty generic platformer. It’s style is kinda bland. Plenty of bugs and jank. The most fearsome enemy in the game is the camera, sometimes it’s hard to force the needed angle in time. Some of its’ features feel like they haven’t been utilized properly. Could use some polishing.
I’ve unlocked an achievement about getting to the “Bonus Stages”, so I’ll take it I’ve beaten the main game and leave it at that, since I’m not having much fun with it anyway. The abovementioned bonus stage made me go “okay this is a pain the ass” and quit it after two minutes or so. There’s really not much to be said about the game, really
aka Петька и Василий Иванович Спасают Галактику: Перезагрузка
It’s a remaster of an old-school russian point’n’click, originally released in 1998. It’s a very nostalgic title for me, so it was a pretty comfy experience to play it again. It’s based on the real historical figures - Chapaev and Isaev (although it’s more like it’s based on the anecdotes with aforementioned characters), taking place during 1917 revolution events.
Honestly, I’m really surprised with all the foreign reviews and the fact this game found some form of success with the western public, it heavily depends on russian folklore, mentality, humour, and some references can fly over someone else’s head pretty easily; or their meaning may not be translated into english very well (I don’t know if that’s the case, since I’ve played the russian version for obvious reasons). Nonetheless, there are english subtitles. One of the reviews said the translation is functional, but is clearly inferior to the original and loses a lot of punch and context.
The artstyle and the animations are pretty pleasant to watch, the voice acting is really good most of the time.
Besides the other improvements, this remaster also introduced the controller support, hint system and simplified control mode. While the simplified mode does make the game easier to control, it also completely destroys one of it’s parts, by removing the direct usage of your inventory. What it means is that, for example, you click on the object in the game and besides the usual look/touch/use menu buttons, it shows you all the objects you can use on it to move the plot forward or to get a unique reaction. You no longer have to figure out that you have to use inventory object A on the game object B yourself, the game shows you the way itself. The same thing happened to combining the items in your inventory. Although it does make a game easier, it does its’ job a little too well and just feels like an odd decision to me.
Overall, it still was a great and fun game to beat again.
It’s an HD remaster of the first game in the Croteam’s cash cow franchise that is Serious Sam.
If you know about it, there’s not much to it. It’s an arena shooter that can get pretty hard on normal, gets really hard on hard, and downright impossible on the difficulties settings above that. Pretty iconic lineup of weapons that only gets bigger in the Second Encounter. Same with the enemies lineup. Kleers are annoying as ever.
If I remember correctly (it’s been a while since I played the originals), I liked the Second Encounter more for being more original. The First Encounter is pretty good at what it does, but it can certainly get repetitive.
I miss the times when games had secret levels you can easily miss. It’s nice to stumble upon those.
The lion’s share of achievements is multiplayer-related. Hate those and hated these too.
Overall, it’s Serious Sam with better graphics. You know the drill.
Backlog progress status: all over the place
It’s almost the middle of November, and that means it’s a perfect time for some Halloween stuff. You be quiet, I’m never late to the party.
Report 17: Spooky ABC…D
It’s a pretty small, as you may, ahem, already noticed, Horror Adventure Game. I can’t argue with that, but find it weird that the devs even decided to be that clear about the game content. I guess it’s for the marketing purposes.
It has an okay-ish typical horror movie plot with a small cast of characters. A few characters are pretty cookie cutter and flat, but, I mean, it’s a horror moviesh game that you can beat in 5-6 hours or even less, you don’t exactly need something complex. The key characters are written well enough.
Due to the somewhat serious mood of the quest, there are no nonsensical puzzles, even though they can be a little less obvious than I would prefer. Some of the puzzles are pretty unusual for the genre, and there’s one you can get through by 4 different ways (ranging from the worst execution possible to best one).
The game has a feature of clicking on main character to remind you of your objectives, and I highly reccomend to leave it turned on, so the game won’t confuse you with you guessing what are you supposed to trigger to move the story forward right now.
The voice acting is decent. Besides the usual 3d models, this game also features characters’ sprites, they look really neat and it’s a nice thing they weren’t included.
The ending could be executed a bit better, and there was a really questionable moment that was never adressed properly near the end. Also this game has an optional awkward 3d sex scene, just like I love ‘em. It’s not Fahrenheit levels of awkward and not as painfully long and uncomfortable, but it’s there.
Overall, just a somewhat decent point’n’click. It didn’t blow my mind, but I don’t feel I’ve wasted my time either.
It’s a small and simpistic horror point’n’click. It mashes cute, scary and funny together quite well.
It certainly looks unique, but the color palette would get pretty monotonous if the game wasn’t that short.
The puzzles are pretty easy, there is pretty much no way to get stuck somewhere. The inventory usage part is almost nonexistent, and the main focus are tasks that involve moving around and interacting with the environment.
Overall. it was a pretty nice game to play on Halloween.
It’s a small horror game (I dunno about you, but I’m starting to feel some kind of pattern here) that features simplistic survival horror mechanics and puzzles.
The game takes place in a somewhat open location of abovemenitoned camp which you can explore at your own leisure, which feels really neat.
By survival horror mechanics I meant there are random chase sequences scattered throughout the game. You can trigger the chase by making some kind of noise, or it can just start randomly if you’ve been inside some building for some time. The downside is, by leaving the location, you can cancel out the chase sequence, and once you know that, there’s not much tension to be found anymore. The killer also doesn’t kill you with the first hit, so you can heal yourself up with food on the go. I haven’t died once during the game, not that it’s necessarily means it’s bad or anything. Puzzles are your typical mazes, box pushing and fetch quests.
The plot is the usual cheesy horror stuff, but interesting enough to follow. The game doesn’t shy away from pixelated gore. There were a couple of jumpscares, but they kinda failed to scare me as they usually do, and I’ll have to assume that the lack of tension and understanding of the way the game works messes up the scare factor.
It actually turned out to be better than I thought it would be, even if it wasn’t that scary.
It’s a sequel to the first 2d horrorish adventure game. I wasn’t exactly sure if the first game even needed a sequel, and I’m still conflicted about it.
I wouldn’t call the game a technical step-up, since I don’t think anything changed radically enough so I could notice. The plot is… uh. Let’s just say - and I hate to use the word - sometimes it’s so cringy it’s getting obnoxious. I really couldn’t take the game seriously enough at some moments, it can be unbearably cheesy - especially the ending part. But it’s not the worst for that kind of stories, I’ve certainly seen at least one game that did the same shtick, but far, far worse and lazier (it’s Keep in Mind, for those who are interested). Distraint 2 actually tells you a comprehensible story and it actually feels like the dev actually made an effort - and it’s not like the end result is that bad, it’s just corny at times.
The puzzles are pretty simple and solveable, there were a couple of interesting ones. There is a 15-puzzle with very inconvenient controls.
There are some monster encounters where you should hide or run, but they are extremely easy and scripted, and it feels like they’re there just for the sake of this game having at least some kind of “active” horror element to it.
Overall, it’s an unnecessary sequel imo, but it was still entertaining enough to play through.
Backlog progress status: spooked
Report 16: Big Boys Time IV: Triple Treat
As you may have already heard a couple dozen times, Prey 2017 is perfectly described as a love letter to Bioshock/System Shock and so on. To my shame, I am yet to play System Shocks, but from what I could gather, this statement is pretty much true.
Sci-fi, horror, transhumanism - yup, sounds like my kind of jam.
What I really liked about this one is how the world feels much more seamless than Bioshock’s. Yes, you could go back to any of the previous levels in B., but here you feel like you’re on an actual ship instead of just going between bunch of levels in a 2d-dimensional way.
Furthermore, the game doesn’t obstruct you in any way that is not natural. There is a skill-based obstacles, such as repairing things, moving the heavy objects out of the way, etc. - but there are always a few more ways you can get things done, like creating ledges with GLOO cannon so you can climb up the wall or using the recycle grenades to destroy the object obstructing the passage. The possibilities are limited at some point, of course, but you still have to be creative.
My main issue with the game is that I’ve expected to be scarier, or… scary at all? It does have, like, two or three jumpscares and overall tense atmosphere, but most of the game takes place in a fairly normal, well-lit environment, and you get used to the enemies fairly quickly. You just have too many tools at your disposal to feel scary. As soon as you have enough shotgun ammo and Combat Focus skill, there’s literally nothing that can stop you in this game. Even a non-skill run that’s required for one of the achievements, isn’t that hard either (or maybe I’m just that good, heh). I think I’m going to replay it on harder difficulty sometime in the future.
Fun fact: Morgan’s ex, Mikhaila was renamed to Ekaterina in the russian translation. The reason for that is (probably) very simple: authors created a feminine version of the male name Mikhail(it’s diminutive form is Misha) by adding the -a to the end. Suffice to say, there is no such name in the modern Russian culture (at least I haven’t heard of it), and the russian translators seemed to be really bothered with that for some reason. Ekaterina (dim. f. is Katya), however, is a very common russian name. The thing is, there was a period of time in USSR history when it was, uh, - “trendy” is not the right word, but let’s roll with it - to give weird non-existent names by transforming the words or abbreviatures into names, and since Prey set in the universe where Soviet Union is still a thing… well, I guess our translators didn’t put that much thought into it.
Mooncrash DLC was an interesting and fun addition to the main game. It has a fairly interesting concept and resembles a roguelike game with a twist - you get through the same location with five different characters in a row - and I mean the same, every item taken and every typhon you killed stays dead - at least for some time (it’s complicated, i’m not gonna go into details). This DLC also forces Survival mode features on you - such as weapons durability, body traumas etc. - which I never got to try out during the main game. Weapons breaking down is pretty annoying, but it’s not that hard to find a new one. Traumas turned out to be a really interesting implementation that freshens up the experience a bit.
The problem is, this DLC has a fairly small map, and you’ll know all the ins and outs around four-five hours in. It gets really repetitive after a while, even moreso if you go for the achievements. I was getting pretty tired of this DLC and Prey altogether at some point, but I still managed to complete it.
Overall, it’s a great game with a pretty solid DLC.
Wow, this is… terrible.
Essentially this is an attempt to squeeze the milk outta typhon’s mimicry meme, resulting in a Prop Hunt ripoff that is completely devoid of fun. There might have been some fun factor for this, if it wasn’t for a fact that the multiplayer is d-e-a-d, since nobody is playing this garbage, and there’s plenty of reasons for that.
Even without the multiplayer experience, the game already looks pretty unbalanced and not well thought out. There’s literally no content (3 small maps, wrench+pistol, a psychoscope bonus and that’s it). Awful hit detection. You can’t play as a mimic without the other player as Morgan (dead multiplayer strikes again).
This feels like a throwaway product instead of an actual game mode. I know it’s free, but it doesn’t change the fact that it’s waaaaay too lazy.
It’s a first person shooter, a long-suffering game that was announced back in ‘95, came out more than 10 years later after several failed attempts, and was supposed to be further made into a franchise before it failed and has been rebooted to become an entirely different game.
This one is obviously not inspired by the same games as 2017 game, it has more of a Doom 3 vibe with less horror elements if anything, imo. Pretty simple plot, predictable story structure and characters’ motivations, but it all works in a pretty neat way and feels like solid above-average action movie plot.
This game tries its hardest to be unique and that’s a great thing. Out of all the shticks the game shows off, most of it is gravity-related. It certainly looses its novelty after a while, but the game isn’t that long to begin with, so it’s not really a problem. The puzzles that require you to leave your body are getting repetitive pretty quick too.
Really liked the alien-language-translation-on-the-go gimmick. Haven’t seen scenes with child deaths for a while, that sure was a surprise.
If I had to pick a downside of this game, I’d say it feels too linear. This giant alien ship should’ve been a really interesting place, yet there’s little to no room for exploration, and even when you get to wander off trail, your efforts aren’t rewarded apart from stumbling upon more ammo. I know this might sound like a weird complaint (and it’s certainly is), but that’s just how I feel. Those Art Bell Earth signal transmissions could’ve worked great as a side thing you could look for, and yet it’s kinda hard to miss them on your way through. But then again, it’s not that kind of a game, I guess.
Also, I have no idea why would they include a ressurrection mechanic in a game like this. It makes the game downright unloseable and my completion was a matter of time instead of being a skill challenge. It’s just like vita-chambers from Bioshock, but in this case you can’t turn it off, and it makes even less sense gameplay-wise, since there’s no penalty for your failures whatsoever.
All in all, it is a pretty outstanding game for its time, and it’s still good to play now, despite its flaws and weird decisions.
Backlog progress status: not a mimic
Report 15: Big Boys Time III: The Hornium Files
This one technically never got in my backlog, because I bought it on day one and played it since then.
It’s a new Uchikoshi game and it shows. It uses pretty much all of his usual tropes, but still manages to be entertaining even if you know the creator well.
It takes its time building up and can be a little slow at times, but once you get used to the pacing, it comes off as a really comfy game. It’s chockfull of intentionally dumb puns and sexual innuendo jokes, and it can be either heaven or hell for you depending on the way your sense of humour works. Thankfully, it hit the sweet spot for me. Most of the humour takes place while randomly clicking on different things during the investigations, do if you don’t like it, you can pretty much skip it, but if you like that kind of humor, I really advice you to take your time and click through all the stuff, multiple times sometimes.
As always, Uchikoshi succeeds at creating a cast full of memorable/likeable characters and a couple or two of incredibly touching moments. Not to spoil anything, PSYNCIN’ IN THE SUSTaiN was easily the best of those, even if it had little to do with the actual story.
Goddamnit, I loved Date and Aibo way too much.
Besides the VN/clicking on stuff part, there’s also puzzle segments that are fairly interesting, although the way these puzzles work, you can’t really make them challenging without making them annoying/boring, which happened to the two of those. It’s basically still trial-and-error-based, and it’s not a fun kind of challenging, to be honest.
There were a few of weird/nonsensical plot points, but I was expecting that and I’m not too harsh on the game for it.
I sure wish it was less buggy - as far as I know, it works fine on Win10, but it sure works like ass on my Win7. I’ve had to save and reload during multiple softlocks during the game, shut it down when it softlocked during some transitions, and yeah, by the way, the game crashed because it couldn’t play the final cutscene. As in, 3 minutes before you go to the main menu, finishing the game. Sure spoils the impression a bit.
Thankfully, Spike Chunsoft released a beta for Win7 users, the code is Windows7Beta. AFAIK, the softlocks are still there, but at least the ending works fine now.
Overall, it’s a great game. Thankfully, Uchikoshi didn’t turn out to be a complete one trick pony (I mean, let’s be fair, he uses pretty much the same plot devices over and over) and did a nice job with it. I can definitely recommend this one, if you don’t mind some really random humor from time to time.
Backlog progress status: AI wish AI BOT less games
I’ve beaten two available chapters of a free danganronpa-like game Kimi ga Shine (aka Your Turn To Die). It was a BLAST, what a ride. Highly recommend it. Watch out for spoilers though.
Report 14: Back in time
- It aged pretty well
- I’d call it situational action game or something - instead of just throwing more enemies on you, the developers tried their best to create interesting setups, forcing you to think logically, adapt or react fast enough.
- The pacing - except for a few instances, you can be as slow or as fast as you want, the game won’t try to slow you down either way (again, except for a few instances)
- It’s the reason Freeman’s Mind exists.
- Railway segment - it is unique, but after a few attempts at playthrough it just feels somewhat boring and bogs down the pace.
- Is it me or Gordon tends to slide a bit after moving/jumping whatever?
Just a classic Sierra point’n’click with many, many ways to screw yourself over. If you don’t know what you’re dealing with, you better stay out of it or use walkthrough as frequently as possible. This game can and WILL screw you over, also killing poor guy Roger in the most gruesome ways possible in the process. There's literally an event near the end, which seems harmless at first, but kills you around 30 minutes later Thankfully, I managed to get to the ending fast enough so the death segment won't be triggered after reloading.
The first game’s VGA version was better (duh). Haven’t played the EGA version though, so I can’t compare these two, which would be logical here, sadly.
Due to the lack of VGA interface and scenery details, there’s not much room for humour as in the first one’s VGA version. There were annoyingly many pixel-precision segments, where you have to slow the speed down and navigate Roger through stuff as accurately as possible.
Despite everything, it was pretty alright and had its moments. It’s also actually pretty short, just like the first one.
I think… I kinda hated it? What I’m feeling is not all-out kind of hatred, but it’s sprinkled all over my feelings about that one.
The thing is, I can’t hate the game for not being as hitman-y as I wanted it to, because there was no Hitman game yet to look up to before this one.
But then again, it doesn’t change the fact that I disliked most of the missions. They tend to get pretty boring and tiresome, since one little screw-up can make you do the tedious parts all over again (there is no saving function during missions). Plutonium Runs Loose (the ship one) has to take the cake as the most annoying one, although I’m torn between this and Say Hello To My Little Friend. Traditions Of The Trade was easily the best mission in the game.
Quite a few annoying bugs (crashing near the end of a mission, triggering an alarm for seemingly no reason at all, getting stuck in textures), but manageable overall. Honestly, not a bad game. I mean, I played through it and was invested in it until the bitter end.
It was supposed to be a retro-selection, but I finished this VN and it kinda fits for the theme, so yeah.
It,s a sequel… spin-off… something for the original Steins;Gate VN. Honestly it wasn’t as bad as I’ve been told. Yet, the game felt kinda… pointless isn’t the right word, “needless” may be it. Although I enjoyed Maho and, obviously, Leskinen, the first novel didn’t exactly need another one to tie up its loose ends.
New character sprites look hit-and-miss-y. Obviously liked the original ones more.
Overall, it’s a pretty solid VN, even if it’s worth it only for the Leskinen memes.
I finally played it to the end. For some reason, I stopped playing right at the final boss, without actually finishing it, and just watched a playthrough on youtube a few years later. I think I tried it a few times, only putting it on hold all the same. Now it’s finally done & dusted.
Half-life is a classic and it doesn’t need to be reviewed whatsoever, so I’ll just list some things about it.
Things I liked:
Things I disliked
Backlog progress status: outta time… puns
Report 13: Games are weird
I have a weird relationship with this game. I was okay with it for a while, then I hated it, and at last I’m okay with it yet again. This marks my third playthrough (now on my Steam account) (for whatever reason).
The plot isn’t much to chew on, if you’re even slightly familiar with time travel plots (or at least have seen Butterfly Effect) you can predict the way the story is going to play out down to every twist. There is a bunch of plotholes that revolve around inconsistencies in MC’s powers, but it’s one of those games, where it’s better if you don’t think about it.
The atmosphere is pretty comfy.
I didn’t mind Chloe as much as I thought I would, since I began to appreciate her as a flawed character, and not an annoyingly written one.
And now I finally narrowed down the thing that ruins the game for me - it’s the godawful dialogues. The way writers try to make every freaking line as quirky as possible - without considering if it sounds like an actual living being would say - is downright painful. It just looks like some surreal parody on teenager talk.
There’s another thing - almost all of Maxine’s lines sounds incredibly disingenuous, down to the point it almost sounds sarcastic. “I TOTALLY believe you” and all that.
There was a bug that made restart near the end of the game, but nothing more.
Oh right, the ending. The second one blows and it seems like it was provided just for the sake of having a choice. It’s really lacking and feels hastily slapped together.
Overall I consider this game a sheer luck hit rather than a really thought-out good game. It’s… okay.
It’s a very, very short interactive animation with some heavy sexual innuendo and affection themes. Really nothing much to say about this one, it’s just too short to review properly.
It’s a really hilarious grindhouse-style rail shooter that features both typing mode and the usual shooting mechanic mode.
Getting all the achievements seems like a pain in the ass though and requires replaying the same levels over and over a bit too much. I’m fine at where I am now with my achievement percentage, and I don’t think I’ll get back to it.
It was really fun while it lasted, though.
It’s a weird space-themed roguelite game that goes way longer than it feels like it should - at least in my opinion. Basic gameplay gets really boring after a while and doesn’t justify replaying the game as much as devs seem to want you to. The sound design and music in general are kinda annoying.
Backlog progress status: hella bad
I’ve beaten Phoenix Wright: Ace Attorney on my 3DS. It’s a great game, nothing much to say about it.
Welp, I guess it’s time to dive right into the trash bin.
Report 12: Garbage day
This game actually has a really original idea, but it doesn’t elaborate on it any further than it being just an interesting concept. It also kinda seems like a rip-off of Guild of Dungeoneering(2015), it has a somewhat similar gameplay, but “Guild” has way more thought put into it, and it’s design is much better.
It’s functional, but looks half-baked. There’s no story and no variety, so the gameplay gets old really quick. It could’ve been much better if the devs tried a bit harder.
Carpal tunnel syndrome-inducing garbage. Not funny/fun, not challenging, looks like trash and plays like one. I’ve “beaten” it, I guess? Not sure why I even have this, but I’m damn sure I won’t touch it again. Not even gonna put it in my “Hated” list, it’s only for the games that have at least tried.
Even though objectively it’s a better… “game” than the first two (at least, it feels like a completed product), it’s still a mindboggingly boring walk-sim. I can’t even put it higher than Dungetris because of how much of a slog it is. You walk around for five minutes, and then the game resets. I guess it would’ve been even shorter without the resetting part, but I think I might have preffered it that way (even though it’s the whole point of a game, kinda). Nothing to see here. Really.
SG win. And now - a game that isn’t actually a dumpster fire, for a change. It’s a short puzzle-ish platformer. Most of the puzzles involve using weapons at your disposal to progress, and it’s interesting that the combat isn’t even a main focus. There’s enough different game mechanics and methods to use weapon so you won’t feel bored for an hour and a half or so. If I had to nitpick, though, I find the game structure a bit odd at times - for example, there’s a - let’s call it a chase scene - that would be good for a last few screens of the game, but the way the game actually ends feels a bit anticlimactic. It’s not hard, but can be tricky at times. Overall pretty good.
Backlog progress status: zen zen dame da UWWWOOOOOOOOOOO