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November 2024 Backlog Burner: Week 4 Discussion
Week 4 has begun!
Post your current bingo cards.
Continue updating us on your games!
Quick links:
Week 3 Recap
12 participants played 12 bingo cards and moved 34 games out of their backlogs!
There were 0 bingo wins.
- 4 people played Flow bingo cards
- 8 people played Flux bingo cards
Thus far, a total of 87 games have been played for the November 2024 Backlog Burner.
Week 3 Game List:
- Ariel_Knight’s Never Yield
- BioShock 2 Remastered
- Call of the Sea
- Cave Story+
- Cavity Busters
- Celeste
- Cloud Gardens
- Convoy
- Eigengrau
- FPS Chess
- Garden Life: A Cozy Simulator
- Golf Club Nostalgia
- Hades
- Half-Life 2: VR Mod
- Lost in Blue
- Mining Mechs
- No Man’s Sky
- Paradise Killer
- Party Hard
- PictoQuest
- Portal 2
- Portal with RTX
- Praey for the Gods
- Prey
- Project Borealis: Prologue
- Project Warlock II
- Pumpkin Jack
- Slant
- Subnautica
- The Falconeer
- The Gardens Between
- Victoria 3
- Warhammer 40,000: Darktide
- Warpips
Week 2 Recap
14 participants played 13 bingo cards and moved 36 games out of their backlogs!
There were 0 bingo wins.
- 6 people played Flow bingo cards
- 7 people played Flux bingo cards
- 1 person played free choice
Thus far, a total of 53 games have been played for the November 2024 Backlog Burner.
Week 2 Game List:
- A Dance of Fire and Ice
- ActRaiser
- Affordable Space Adventures
- Anomaly: Warzone Earth
- CAYNE
- Celeste 64: Fragments of the Mountain
- Control
- Cult of the Lamb
- Dark Future: Blood Red States
- DarkStar One
- Deus Ex: Mankind Divided
- Journey to the Savage Planet
- Lethal Company
- Mandragora (demo)
- Monster Hunter Wilds (beta)
- Moonring
- Odysseus Kosmos and his Robot Quest (and Let's Play video by u/JCPhoenix)
- Otherskin (demo)
- Part Time UFO
- Pikmin 4
- Pokémon Kanto Expansion Pak
- REMNANT II
- Rumu
- Secrets of Grindea
- Snow Moto Racing Freedom
- Super Mario Eclipse
- Super Mario Maker 2
- Super Mega Baseball: Extra Innings
- Tacoma
- TaleSpire
- That Which Gave Chase
- The Battle of Polytopia (and Let's Play video by u/JCPhoenix))
- The Secret of Monkey Island: Special Edition
- Vampire: The Masquerade - Bloodlines
- Wilderless
- Yes, Your Grace\
Week 1 Recap
11 participants played 10 bingo cards and moved 17 games out of their backlogs!
There were 0 bingo wins.
- 6 people played Flow bingo cards
- 4 people played Flux bingo cards
- 1 person played free choice
Game list:
SingedFrostLantern's Bingo Card (Standard/Flow, 8/25)
Progress✅ Xenoblade Chronicles X
Erosion✅ Cavity Busters
Causality✅ Eternal Threads
Resistance✅ Keylocker
Change✅ Darksiders Genesis
Choice✅ Project Warlock II
Threshold✅ Vampire: The Masquerade - Bloodlines
Symmetry✅ A Dance of Fire and Ice
Resistance - Keylocker
How can this be on my backlog when it's a 2 month old game? Answer: I backed this on Kickstarter in 2021 because I really liked Moonana's previous game Virgo Versus The Zodiac and by all means I should've been playing this on launch. Well now I've got Dissonance ending A & B after about 20 hours and I can say I like the full experience here too. I finished the Mutable route in Virgo and I plan to play another route at some point before I attempt New Game+ for Keylocker and go for the Resonance endings.
Both games have demos, please do give them a try.
https://store.steampowered.com/app/920320/Virgo_Versus_The_Zodiac/
https://store.steampowered.com/app/1325040/Keylocker__Turn_Based_Cyberpunk_Action/
Runs well on steam deck, though I remember running into 2 points with consistent crashes: once at the intermission set between chapter 3 & 4, and once during chapter 4 I believe. Had to continue on my PC to get past those points.
The full title is Keylocker | Turn Based Cyberpunk Action; like its predecessor, it's a JRPG with action commands in a weird setting laden with mythology based off the cosmos, Saturn and its moons in this case. Where Virgo had frontline/backline positioning, color triangle, cooldowns, buff/debuff management, and a strong emphasis on counterattacks, Keylocker has a hex grid for positioning and the electricity bar which acts as the first health bar against electrical attacks and as fuel to amplify the damage/armor of physical moves. There's a lot more gameplay to chew through, but let's go over the basic story.
So the basic plot premise: music is banned on Saturn, it generates electricity which is of course controlled and sold by the reigning, uncaring Satellites. But Bobo... she can sing, she can throw concerts with her band to generate electricity (to sell at a markup with her brother Dealer, but nobody's perfect). This makes her entire existence criminal. On her way out escaping from prison she finds Rocket, an ancient jukebot who can play music, which sows the seeds of rebellion in this tale of Bobo, the rebel, Rocket, the loyal robot, and Dealer, the man who'll do whatever it takes to make sure he and his loved ones have a peaceful life. This marks Resistance, both as a fight against the system, and as electrical resistance from citizens being denied the basic resource they need to live.
The game has 4 classes for Bobo and Rocket to choose from, one to represent each action on the field: Juggernauts for physical attacks directly targeting health, Samurai for temporary armor points to protect health and enable counterattacks, Hackers who siphon electricity with excess damage hitting health, and Sequencers who generate electricity for themselves and their allies along with dealing electrical counterattacks until their next turn. Bobo gains the ability to multi-class at the start of chapter 3 (Dealer is a Hacker and gains the ability to multi-class here as well) while Rocket is able to multi-class a third of the way through chapter 4. I chose Sequencer for Bobo which is apparently the most popular choice according to global steam achievements followed by Samurai; I assume this is some combination of Sequencer being the most fitting for a singer, them being the defensive classes which are easier to work with, and/or simple aesthetics due to Juggernaut and Hacker having bulky diving helmets/TV heads. Multiclassed with Samurai for Bobo to have the ultimate counterattack experience teleporting around with the baseball bat while I had Rocket become a seige sniper with Juggernaut/Hacker and Hacker/Sequencer for Dealer to minmax the electrical stat for him.
Let's go over a few more differences between Virgo and Keylocker:
Virgo's full party of 3 is assembled quickly by chapter 2 and is the standard (from what I remember). Keylocker has the party being a pair for most of the game due to various story circumstances keeping one person or another out until the last chapter finally allows all 3 of them to be used at the same time.
On normal difficulty, perfect parries in Keylocker fully negate damage instead of just reducing it, but armor here is completely used up after a single counterattack unlike Virgo (unless investing in one of the Samurai skills which retains 20% armor)
Virgo has standard RPG levels while Keylocker has the enemies drop keys, in lieu of EXP, which are spent on each character's skill tree(s) to level them up. This led to a much more uneven experience for me since I gave the lion's share to Bobo which made her my hypercarry, but also led to me having to play much more carefully during the segments without her.
In Virgo, characters could only have 1 type of buff and 1 type of debuff active which led to cute things like curing poison by casting taunt on the character to swap debuffs. In Keylocker, there are Digital Effects which activate the buff instantly, and Analog Effects which are buffs/debuffs that stay on the field tile. This can lead to crazy stuff like say, using a Siege or Massive range weapon to flood the entire field with a debuff which then activates one of Samurai's passives for having a debuff active.
Using drinks in Keylocker doesn't take up the turn which makes for easy revives.
Virgo has 4 equipment slots and 4 slots dedicated for counterattack moves. Keylocker has 4 equipment slots and an alternate loadout to swap between freely during battle for different ranges, attacks, or stats.
Something I like about both games is that equipment is never obsolete, all of them fill different niches and are perfectly usable from start to finish. I kept the Old Vintage Disc for Bobo simply because one of its stats was +1 Move which is very nice considering default movement is 1 tile; this movement stacked nicely with the Attorney Cap's +1 movement up until I equipped the L. Def Baseball Bat which let Bobo teleport/swap to whatever tile she wanted on the field, but that's more on the sheer utility and power of the bat.
As for flaws, I would say that there were a few spots I didn't realize I could jump towards or that talking to Save Dinosaur was necessary to advance the story in quite a few locations. I also missed out on the romance system; the only location where I knew I could gift stuff was at the train during the end of chapter 2 and Bobo was otherwise out of luck in romance on my run.
Pretty happy with this overall though.
Keylocker Spoilers - Hole-In-One Golf
Just for fun at cramming this game into every slot golf style. Possible and likely spoilers!
1st row
2nd row
3rd row
4th row
5th row
I thought I did well last time with a Par 5, but a HOLE IN ONE is absolutely amazing.
Great writeup, I'm going to keep on the lookout for bundles with them. JRPG isn't typically a genre I play that much, so it'll be cool to find good ones.
Well it's definitely a benefit of Flow style to be able to grab so many concepts and define how they mean for the bingo's context, along with me liking Keylocker enough to have a grasp for how everything matches up to my board. A filled out board with 5 games in Flux style is seriously impressive to me though.
IsThereAnyDeal shows that Virgo popped up on a few recent Fanatical bundles, I imagine it'll show up again by year's end.
I agree, it's kind of a testament to that cool feature added by @Wes.
Kind of makes me want to do things differently in the next game mode and try to do multiple cards, and see how many single games can get holes-in-one.
I enjoy how many different ways there are to go through this fun event; I've definitely enjoyed this time around picking a game and playing it for a bit, and then checking the card to see where it can go (with one exception, I couldn't help but pick Stanley Parable for Recursion).
That hole-in-one is mighty impressive! I love that you were able to take the game in so many different directions, and I think it speaks to the game's richness that it has enough surface area to hit all of those categories.
Also, for those that didn't want to click the link because of spoilers, I'll give my favorite non-spoiler one here:
I love that interpretation of the category!
Also your bingo card is currently structured like a mountain climb, working towards
Progress
(which is the perfect "summit" category).Gosh, I'm a little embarrassed at that one because I could've sworn I
stoleimitated the light size interpretation off someone else, but I tried CTL+F'ing the past discussions for "light" and "size" and didn't find anything. I think the closest one to possible inspiration was aphoenix saying that Wilderless was 900MB in comparison to Sea of Thieves being 120GB during Week 2.And it's funny how my bingo card worked out. I was aiming for a diag from the start, but as is appropriate for a backlog event, it's the last week and I'm only playing the Progress game now. Well like many things in my life, at least I'm making the deadline.
If somebody started a golf card, submitted a single game for every single square, then simply dropped the mic and walked out, I wouldn't even upset about it. It'd be hilarious. Plus, drawing those kinds of connections is exactly what the Flow categories are all about, so it's not even a cheat.
It's cool to see all 25 categories given consideration. I do think you chose well by going with "Resistance". based on your description of the game. Though I'd argue "Sound" would be a close second-place, since it's your method of resistance.
It seems like both Keylocker and Virgo are more story-driven and experimental than a lot of JRPGs, which I quite like. I wasn't familiar with these titles before, but apparently I do own Virgo from somewhere. Seems like they're largely considered hidden gems on Steam. Good pick overall, and nice write-up.
Well I was inspired by @Durinthal using all their bingo words in their Week 1 Slay The Princess writeup. Keylocker was a filling experience to me and once I noticed how many of its concepts mapped out nicely to the bingo card I had, I thought it'd be a fun little (unofficial) exercise to try and fill out everything.
Progress - Xenoblade Chronicles X (Wii U)
In the year 2054, Earth is completely obliterated from being caught in the midst of two warring alien factions. The human race sends up several ark ships, but only a handful manage to escape; The White Whale is one such ship that managed to drift by for two years before being shot down by alien pursuers and forced to crash land on the planet Mira. Two months later, the customizable amnesiac blank slate protagonist "Rook" (as in rookie) is found and awoken from their stasis pod and recruited into BLADE to secure mankind's future on their new home.
Welcome to Xenoblade Chronicles X, a spinoff to the Xenoblade saga that's getting a remaster next year. Yes I dusted off my Wii U for this. Unlike the rest of the series, this entry is open world and kinda plays out like a single-player MMO? You've got all the ability cooldowns on a hotbar, the main quests are level-gated & based on exploration progress, and there are enemies that are several times your level no matter where you go and your choices are run or die if you aggro them. Also like a MMO, I looked up strats and still barely know what I'm doing; I've just finished chapter 5 as a Psycorruptor class and I would not be able to tell you anything about actual gameplay intricacies. What I can tell you is that after chapter 3 ended and the world opened up, I ran everywhere I could planting data probes which grant passive income and reveals info about the area around it (which I don't know what the icons actually mean). It was surprisingly thrilling running around all the different biomes, jumping up mountains Skyrim style when possible, running like crazy once something big got aggro'd, and re-routing after getting insta-gibbed and respawning. Honestly, I think I like the feeling of "yeah you can ignore everything, just run around if you feel like it", kinda feels better than getting one-shotted in Zelda BotW/TotK to me because you'll at least know if it was supposed to be a fair fight or not and not have to find some Great Fairies to upgrade basic defense.
I wish I had more to say, but it's a slow start and a slow burn about humanity's survival on this new planet, though I'm certainly booting up my Wii U daily again. We're marking Progress on several levels:
Love seeing a Wii U submission! It really was an underappreciated console — the Dreamcast of the 2010s.
I hope that someday Nintendoland is easily emulatable so I can return to it. I loved many of the different minigames.
I had no idea they’re releasing a remaster of this. It was one of the major Wii U releases I didn’t play back in the day. Disappointed that it’ll be Switch-only though. I’d love to play this on my Steam Deck. I realize I could do probably do that through emulation, but I feel guilty about emulating modern/current games.
So this is a weird thing, but I love when games let you explore high-level areas with the only discouragement being that everything one-shots you. I get a thrill out of running through and looting the premium goodies while doing my best to avoid being hit. Each encounter can feel like a puzzle, where you need to lure enemies and dodge attacks in perfect synchronicity. And every time you find a cool weapon or upgrade, it's like you've hit the jackpot! It can feel incredibly rewarding.
One example of a game allowing this is Dark Souls 1, where you can beeline to certain weapons and upgrade materials right after the tutorial. Lots of fun for speedrunning or creating specific builds. Outward is another. Once you leave your town, the world is your oyster, and you can enter any cave or dungeon of your choosing. Game knowledge is everything.
V-Rising is one more example. This one is a little different, because you can go anywhere but you need to tech up your progression tree somewhat linearly. However, raiding cities and towns lets you collect late-game materials, which can sometimes offer jumps or even skips in progression. Most of the speedrunning tricks involve heading straight to the late-game areas.
I'm told that Breath of the Wild also provides this kind of freedom, but I haven't had the opportunity to play yet. Maybe one for the next Backlog Burner!
Pinging all Backlog Burner participants/conversationalists: here’s the new topic for the week.
This is the last full week of the event. There will be a discussion topic posted next Thursday the 28th (possibly early/late to work around my plans for American Thanksgiving). That'll be open for two days to let people finish up everything and get their final thoughts in. I will then post a final recap on Sunday, December 1st.
Notification List
@aphoenix
@AugustusFerdinand
@CannibalisticApple
@Cannonball
@CrazyProfessor02
@deathinactthree
@Durinthal
@Eidolon
@Evie
@J-Chiptunator
@JCPhoenix
@Pistos
@SingedFrostLantern
@Wafik
@Weldawadyathink
@Wes
@WiseassWolfOfYoitsu
@xothist
If you would like to be removed from/added to the list, let me know either here or by PM.
My Card - Mode: Standard | Winning Bingo! | Finished 15/25
Discovery✅ Wilderless
Nostalgia✅ FPS Chess
Recursion✅ The Stanley Parable: Ultra Deluxe Edition
Peace✅ Garden Life: A Cozy Simulator
Annihilation✅ Warhammer 40,000: Darktide
Order✅ Super Mega Baseball: Extra Innings
Precision✅ Pattern
Endurance✅ Ragnarock
Lost✅ Victoria 3
Connection✅ Tank Team
Dimension✅ Pistol Whip
Empathy✅ Spritifarer:
Adaptation✅ Slant
Belonging✅ Girls Love Robots
Sound✅ Upgun
Discussion of Games
Spiritfarer - "Empathy". This is a management game where you usher the spirits of the dead to their final final release. I'm playing this from my daughter's library (usually the game sharing goes the other way!) on her recommendation. It is a heartfelt game, that I am not very far into as of yet, but that I think that I will play to completion. It is visually lovely game with a really sweet concept that is pretty well executed - for at least the first couple of hours, anyways, which is as far as I have made it. I like building and arranging the boat, I like exploring and finding souls to ferry, and the characters are beautiful. This is a solid game.
The Stanley Parable: Ultra Deluxe - "Recursion". For the most part, I was trying, with this card, to select and play games and then find a place in the card for them to fit. Alas, I cheated myself slightly by looking ahead last week and seeing that "Recursion" was what I needed for a Bingo, and then having a long think about what game would actually have recursion. I have had SPUD in my backlog for a while - since it released - and had barely touched it, with under 15 minutes of play. So this was a very comfortable return to The Stanley Parable, which is one of my favourite games. If you are not familiar with it, then I recommend trying it out; it would certainly be on a top ten list if I was composing favourite video games. It is smart, fun, witty, recursive, and enjoyable. The new stuff form the Ultra Deluxe edition seems pretty good so far, but I am confident that I haven't seen it all.
Pattern - "Precision". After chatting with @Wes last week about one of my selections, they mentioned Precision from Simon Tatham's Puzzles, which is another one, like Slant, that I had not really given any time to at all. I tried it out, and I quite like it, though I have a small problem with the android version of the game. These overgrown hams that I call hands have ginormous fingers, and the squares are very small; the level of precision required makes it mechanically difficult at times. My daily carry pen used to have a stylus end on it, which would have helped, but I have lost the stylus end, rendering it not particularly helpful. Ah well, it is good practice for precise digital manipulation of screens. I've added this to my list of Simon Tatham favourites, and have played at least one of these every day since Wes told me about it.
UpGun - "Sound". My son wanted to get this game to play together. It is a first person shooter that feels very similar to Rounds except... 3D. Each round you acquire more abilities to even the playing field against your opponents. For the first several matches, neither of my kids realized you could hear the other players, and were wondering how I kept turning in time to kill them. This one is fun, free, and we'll certainly return to it.
Tank Team - "Connection". This is another game that my son wanted to play, and is also free. As a team, you control a tank in a Scorched Earth-esque tank battle. However, you have a character inside the tank, and you have to work with your team to operate the tank. It's a cute game, well worth the free. I don't think we'll return to this particularly often, but it was a fun experience.
Ragnarock (VR) - "Endurance". Okay, this is a bit of a stretch, because I don't think it takes too much endurance to play Ragnarock, but my arms did get a bit tired after a while. It's like Beat Saber, except it's drums, and you're on a Viking warship. I found it more difficult than Beat Saber, but not because it felt like it was supposed to be more difficult. I'm a moderately good drummer, but had a lot of trouble with timing things properly. It got better after multiple calibrations, but after a couple of sessions, I just felt myself wanting to do Beat Saber more. I haven't uninstalled, but I don't know if I'll do much more.
Pistol Whip (VR) - "Dimension". This is another action-rhythm game; it's a shooter on rails where you have to identify the bad guys and take them out. You get a bonus for doing so to the rhythm. I liked this one better than Ragnarock, but I had a similar feeling; it just made me want to play Beat Saber. I feel like Beat Saber was just the winner of this particular genre for me, and I havne't played it so much that I'm sick of it yet. I guess when I get to the point that I don't want to play Beat Saber at all, I'll turn to these.
Girls Like Robots - "Belonging". This is a cute little puzzle game where you have to place Girls, Robots, Nerds (and maybe more) on a bus in a configuration where they are happy. Girls like Robots, Girls don't like Nerds, Nerds like edges - now you have to place them in a particular order to maximize happiness. It's a very cute game so far, and I'll probably play it through, since you can do a puzzle in 2 or 3 minutes and there appears to be a lot of them.
I like Ragnarock and played it for a bit, but like you I found myself going back to Beat Saber. It took me a while to really figure out why, but upon realizing it, I figured out it was pretty simple:
Beat Saber’s movement is all about flow, where your arms move fluidly. In mapping for the game, there’s a concept called “parity”:
Maps are designed with this in mind to have them feel good by default. Parity can be broken for effect occasionally, but it’s not a good practice to do it consistently.
In Ragnarock however, you are pantomiming hitting drums. In the real world, the drum itself breaks your swing. You get the tactile feedback of hitting it, and, depending on the drum type, potentially even a little recoil which naturally reverses your arm swing.
In VR though, your swings never connect with their endpoints because the drums you’re hitting don’t actually exist. The game can give you some haptic feedback with the controller to designate a hit, but that does nothing for your swing itself. In order to play the game well, you have to inhibit your swings yourself, approximating where to stop your arm in space rather than letting something else do it for you.
Essentially, you have to constantly and consciously break parity in order to play.
It’s a small distinction, but over hours of playing Ragnarock, one that came to matter a great deal to me. It simply didn’t feel as satisfying to play, despite me liking the concept, music, and execution of the game itself. At one point I considered setting up some sort of real-world table with pads and trying to line them up with the virtual drums. Then I could play holding mallets and enhance the VR experience with some real-world addons.
I decided against this for several reasons: it was impractical; the likelihood of lining it up perfectly in VR and keeping it there was near zero, and the possibility of injury was VERY high. Instead, I moved on from Ragnarock and back to Beat Saber.
I don’t think it’s a bad game by any means, and I enjoyed my time with it, but ultimately I think Beat Saber’s more satisfying movement gives it much more staying power.
The only other VR rhythm game that has come close to the Beat Saber experience for me is Synth Riders. If you haven’t tried that one out, it might be worth a look.
Oh wow, that is exactly it - the parity is broken, and the tactility is just not the same. I had a vague feeling that Beat Saber feels like "doing" and Ragnarock feels like "miming" and that's precisely why.
Thank you - I learned something!
I did also consider setting something up (specifically rock band drum pad) to hit, but ultimately decided not to precisely because I thought I'd break something - the drum pads or my wrist or something.
Making a separate comment here from my one above since it’s on a totally different topic:
It warms my heart to see that you’re playing the Backlog Burner with your kids for two reasons.
The first is that I love kids and the idea of them participating in this tiny little event I help to run makes me smile. That’s actually a big reason the event is still around in the first place! You had let me know how valuable the first one was to y’all, so I wanted to create more opportunities for that.
The other is that, growing up, my parents never moved past tolerating my gaming habit. They were at best indifferent to it, but at worst considered it brainrot and met my interest with outright disdain. I felt very separate from them in a lot of ways, but one was that I couldn’t share my enthusiasm with them for a hobby I truly loved. I never felt like I was out from underneath their judgment of my behavior when I played games, which inhibited my joy significantly. Correspondingly, I was put into a lot of situations I hated (e.g. sports) because they were trying to enforce their interpretation of joy for me, despite me clearly not liking them (and even having some genuinely traumatic experiences on account of them).
So, to see you sharing in your kids’ interests, encouraging them, and playing alongside them is unbelievably heartwarming to me. I’ve always had you mentally tagged as “a great dad” and that label is only getting more prominent for me over time.
Thank you for the kind words, especially about the most important thing that I do.
There's a real struggle as a parent to try to share the things that you like with your kids, because you like them and you want your kids to like them. It's compounded by the fact that you have to try to mold your kids into whole adults as well, so you have to do things like teach them to clean up, teach them to eat right, teach them to do things to be healthy, teach them to do things to grow as people, and it's really easy to conflate teaching them to be healthy, functional people and forcing them to try things you like.
One of my favourite scenes from one of my favourite shows talks about one of my favourite misattributions - "Be curious, not judgmental" - (not Walt Whitman) and that resonated with me a lot, because I try, while often falling short, but I do try, to be curious about what other people enjoy. I especially try with my kids, because they're the most important people in the whole world to me; I want them to find the things that make them who they are and have them share those things with me. Sometimes those things are things that I love and introduce them to, but sometimes they aren't, and I derive great joy from them sharing things with me that I did not in some way impart onto them. Sometimes it's an apple not falling far from the tree thing, like with video games, and sometimes the apple is flung far away and I get to try to understand why a guy with a TV instead of a head attacking a toilet with a face is hilarious.
I'm often still judgmental - like everyone, I am still a work in progress - but I'm trying to do better each day.
And these events are great; they're one of the main reasons that I stick around on Tildes. I find that as I've gotten older I feel less and less inclined to comment on social media or message boards, but I still feel encouraged to be here, so thank you for these events. They are so much fun, and my kids enjoyed looking for new games to play quite a bit!
I'm feeling something similar to that a lot right now.
I feel like my beginning years on Tildes were me sort of detoxing from reddit, slowly working it out of my system. I thought it was mostly flushed out, but then the election happened. On pure reflex, I immediately fired off some reddit-y style political commentary posts.
I didn't like that I did this. It felt like I was diving back into bad habits.
Because that's not how I want to spend my time or energy anymore.
I've been ranting about the world online for decades now. I'm tired of it. Exhausted by even the thought of it, to be honest. It's a great way to feel invigorated and fired up in the moment, but it usually leaves me feeling more hollow afterwards. It saps my energy and my joy. I've since filtered certain topics from my feed here and genuinely feel better for it.
I'd much rather do something like this, where I get to play games alongside cool people and share in a positive mutual experience. It feels like I'm doing something worthwhile -- something that helps out others -- rather than just fuming into the void.
Of course, something like this wouldn't work if other people weren't willing to join me. So thanks for being one of the ones who does!
Crikey, that's a lot of submissions. Congrats on the (double) bingo!
Some really fun looking games, and a few from my own backlog. Stanley Parable is great. I've played the original mod and the first release, but not the Super Duper new remaster. I'll need to pick it up eventually if I ever hope to get the "Don't play for ten years" achievement.
I have the same trouble with precision on 15x15 boards and above. I mentioned this to @kfwyre just yesterday, but you can change the board sizes with Simon Tatham's to get exactly the size that best fits your device. I prefer that to playing zoomed in, since you often need to see the whole board at once.
Though honestly, since I'm usually playing these whilst listening to audiobooks or turning in for the night, I don't mind playing smaller/easier boards anyway. They're just something repetitive to do to keep my mind from wandering.
It's good to see more VR titles being submitted. I've actually purchased both Ragnarock and Pistol Whip and haven't tried either yet. I think VR is great, but is generally harder to find motivation to experiment in. I'll see if I can get at least one more VR title in this week though. I even keep a whole different Backlog category for these in Steam.
By the way, you might like Synth Riders. I prefer it to Beat Saber, though mostly because the music options suit me way better (Muse, Caravan Palace, The Offspring - all good!). I believe there's custom maps too, though probably not as many as for Beat Saber. It goes on sale pretty often though if you're looking for new options.
Haha, once upon a time you'd have been accused of "screen cheating" for that. Something that only the lowest of low would resort to!
Of course every group had its own term for this, and I've also heard "screen peeking", "screen watching", and even "screen hacking".
Just to reiterate what kfwyre said, I think it's great that you're playing with your kids. It's wonderful to see you sharing the experience of the Backlog Burner.
Synth Riders is already in my library, so maybe I'll try that next. I think these VR titles were all in a Humble Bundle at some point; I think I have a dozen or so.
I am trying to adjust to the precision required for these 15x15 boards, because for most of the other puzzles, I try to up the difficulty a bit. My favourite, for example, is the Galaxies game, which I have the custom setting "16x24 Unreasonable" which is about as big as fits my screen, and also requires quite a bit of precision. I most often use the games as a bit of a mental reset between work tasks as a mental palette cleanser, so I often want them to take full attention, but for a brief period of time.
Re: screen cheating - I actually meant footstep audio within the game! You can hear the robots coming around corners and such. Though that does remind me that a few weeks ago I did introduce the kids to a game called "Screen Cheat" where you legitimately have to peak at what the other person is doing on screen to find and shoot them. And of course there is a bit of aural cheating happening in games like that as well, since they tend to start giggling like mad when they are sneaking up. My son (10) especially has not mastered the art of subtlety.
If you're looking for a VR game to try out, I recommend Hyperbolica which is marketed as a "whimsical non-Euclidean adventure" which is pretty accurate. Some of the spaces are hyperbolic some are elliptic, and they're all weird. I can only play for 20 - 30 minutes though because it is a bit head-warping.
le card
Is beatable without killing any enemies✅ Deus Ex - Mankind Divided
Has survival mechanics✅ Subnautica
Has more than 3 words in its title✅ Cult of the Lamb
You have to tinker to get it running✅ Anomaly Warzone Earth
You can create your own character✅ Encased
Features a mystery✅ Duskers
Has a lives system✅ Warpips
Is mostly text-based✅ Moonring
It’s already installed✅ The Falconeer
le games
Encased - It's essentially an updated version of Fallout 1 or 2 set in a 1970s post-apocalyptic world instead of 1940s. Upon creating a character, already modeled after my sweet-but-very-very-dumb cat, prompts informed me that if you chose a very low intelligence that different dialog options and even gameplay would be available. Challenge accepted. So I set the character's intelligence to 1 and I highly recommend it. Unlike Fallout, pretty much every dialog option takes into account that you are not an intelligent character and you can do many things you would not otherwise be able to.
Duskers - A command line interface space horror game that is significantly better than it sounds. It's difficult to describe other than it's a damn good game. Highly recommended.
I imagine it's a lot of work for games to add dialogue variations like this - especially for dialogue-heavy genres like CRPGs - but it can really add a lot of novelty to the experience. Especially if they introduce different scenarios and outcomes that actually make use of stats like intelligence. Whether that means beguiling your opponent, outsmarting them with logic, or simply coming off as so dense that they feel bad for you. Having different paths forward can add a lot of replayability, and make the game feel more responsive and believable. It sounds like Encased manages this fairly well.
I think it would be really interesting to see these kinds of behaviours brought into other genres as well. I've played action RPGs and had wizard trainers tell me "Nope, you're too dumb to learn my magics", but that's about it. If instead the wizard sent me on a unique quest to earn his favour instead? That could be cool.
In the 3-4 hours I've played so far, I've been able to do all of those things as a dumb character. Even interactions with computers in the game are often headbanging the keyboard and maybe you break it and what you wanted to do won't happen or you get lucky and press the right key, but interestingly I haven't come across two that were the same either.
Getting close to some Bingo's! Though I'm just playing games based on my interest. If I get a line, cool.
JCPhoenix's Bingo Card
A solo-dev project✅ Odysseus Kosmos and Robot Quest
Has a isometric perspective✅ The Battle of Polytopia
Has a lives system✅ This War of Mine
Has romanceable characters✅ Yes Your Grace
Has permadeath✅ Crying Suns
Randomness determines your fate✅ Convoy
Focuses on exploration✅ Between Horizons
Is considered relaxing✅ The Gardens Between
Has both combat and puzzles✅ Signalis
Review - Crying Suns
Crying Suns has many similar systems to FTL. The ship you’re controlling is being chased through space. There’s a branching-path starchart, where there are limited opportunities for backtracking. If you backtrack, you could get caught out by the enemy and have to face some very difficult opponents. You’re pretty much always moving forward to the next sector. These are all FTL-like.
There are ship upgrades – weapons, hull/armor/shield, fighters/drones -- and they cost scrap,. You also have to watch your fuel; if you run out, that’s game over. Which I believe is permadeath. Like FTL. Haven’t actually tried that out yet.
The place where it differs, however, lies primarily with the battle system. Battles in Crying Suns play like an RTS. Simply, each side sends 1-4 fighting ships – fighters, frigates, drones, or cruisers – from their respective battleships, with the goal of blowing up the opposing battleship.
But that battles aren’t that fun. They seem more like battles of attrition, and once you figure out a good strat – such as using your own battleship weapons against the enemy ship and using your combat ships as battleship defenders – you can just keep doing that every engagement. Managing the combat ships just seems to get in the way. Also seems like it wants to be turn-based. Mainly because you can pause combat, which seems to be encouraged, in order to plan and execute actions. It’s not like a true pause where the UI becomes inaccessible.
Gameloop-wise, it’s explore a system, battle some BSs, deal with random events, maybe do some planet-side exploration to gain scrap or loot, visit stations to buy/repair, and then move on. And then do it again. And again. And again.
It also doesn’t have the same level of pressure or danger of FTL. In FTL, you might have to limp your damaged ship through space, with limited resources, hoping you can avoid fights or coming across a small chance to repair/restock. But in Crying Suns, the battleship gets repaired after every engagement. If a combat ship isn’t wrecked (not fully destroyed, but damaged and partially fixed) once during a battle, they’re auto-repaired to full after. In 5hrs of playing, I’ve yet to feel the pressure of running out of fuel or scrap.
Overall, it’s an OK game. It’s basically an easier, but trying-to-be-more-complex FTL. And I don’t think it does a great job at it. More than anything, it’s repetitive and even boring at times. It's something to play, but it’s not like I’m itching to get to the end.
Review - Between Horizons
Between Horizons is a detective game. The player controls a young woman who’s the Chief of Security for this large generation ship of about 1300 colonists. And there appears to be some kind of conspiracy going on. As I’m exploring this ship, I’ve been presented with cases like, “Who attacked the network engineer?” and “Who’s trying to recruit who for this shadowy group onboard?” More importantly, “Why did my dad get killed?” I’m sure all of these will coalesce and be revealed by the end.
I’m only a couple hours in so far, so the main story is just starting to emerge. Can’t speak much about the story quality yet.
Solving the cases requires actually looking at evidence. The only case I’ve solved this far required me to figure out how to interpret characters or shapes. Had to do some simple math to see what numbers a square or line represented. Another piece of evidence has some kind of visual marking that I need to be on the lookout for as I talk to residents on this ship.
My one complaint so far is the control scheme. You can pretty much play the game with left-hand only on a keyboard. But it feels clunky. I find my constantly pressing the wrong key and exiting menus unintentionally or skipping past dialog (luckily there’s a log).
In menu screens and dialog boxes you can use the mouse. But navigating the character around the 2D side-scrolling world can only be done with keyboard. Same with interacting with the environment; no mouse. I wish I could click and she’d move. Hmm, I wonder if controller would be better here, now that I think about that. Anyway, I think I’m complaining because I’m expecting it to be a point-and-click game. And it’s not.
I’ll probably keep playing this. I’m always down for a good detective story and mystery (I’m still playing through the Ace Attorney games). Hopefully it’ll be a satisfying ending.
This one is a toss-up for me. I appreciate that games like FTL have a constant pressure by design, where every mistake matters and you can feel the oppression of the enemies. It reminds me of stories like Battlestar Galactica, where the goal is to get the armada through safely! However, in practice I find I prefer games that provide a full heal between encounters.
Partly I think the FTL approach is just more stressful for me. Every lick you take adds up, and you often can't handle many if you want to succeed. You need to stay focused through every engagement to avoid making mistakes. That can take a lot of brain power!
Conversely, without that constant attrition, the game can become less tense (for better or worse). If you know you'll get a full heal after a victory, you might feel you can take it easy and brute force the win rather than strategizing after every move. Your goals remain focused on the short-term battle over the long-term war. Just make it through the encounter and you'll be okay.
I think both approaches have their advantages, and I'm probably just not hardcore enough for the FTL approach. It's interesting how such a small change really affects the feel and tone of a game, though.
edit: Typo
It's funny. In another of my reviews, I said that I don't normally like games that are difficult, for difficulty's sake. I've also mentioned Frostpunk in a weekly thread before, particularly feeling constant pressure and stress while playing a scenario, and not necessarily enjoying that.
But for FTL, I don't mind it. And I'm not entirely sure why. The only thing I can think of is that the game is short, so I feel like it's not that big of a deal to die and start over.
So that should mean that for a game like Crying Suns, I should want the ease to scale with the length of the game. And I get the feeling that Crying Suns is a longer game than FTL. The developers have put some effort into telling a story; I'm still in "Chapter 1" after a few hours of play, after all. I should want the full repairs in between fights. Yet I'm complaining about it. Hmm.
Though it might be as simple as I see something like FTL, therefore I expect something like FTL. It also might be that Crying Suns could stand to swing a little more towards stress and danger, without necessarily being FTL-levels of difficult.
CrazyProfessor02's Bingo Card
You wanted it when you were younger✅ The Secret of Monkey Island: Special Edition
Part of a trilogy✅ Beholder
Focuses on relationships✅ Hades
An updated version (remake, re-release) of an older game✅ Bioshock 2 Remaster
★ Wildcard✅ Party Hard
Has a skill tree✅ Metal Gear Solid V: The Phantom Pain
From now-defunct dev studio✅ Thief II: the Metal Age
Thoughts on the Game
Now this one is the most iffy, and going with the most loose definition of what a skill tree is, but it is "Metal Gear Solid V: The Phantom Pain." The skill tree that I am going with is the unlocks that you get by playing the game and unlocking them with the GMP, which I equate to exp in a more traditional skill tree setting. Now, you might be wondering why I had chose another stealth game, while I had hate Thief 2, back in Week 2, the difference is that stealth is optional in Metal Gear Solid, granted I try to stealth it, and I even got some perfect stealths, while playing it. It is a very solid action game. I do like the world that the series takes place in, which helps. And this is the only Metal Gear that I had played, mostly because Konomi, had waited until the 2020s to release the older ones onto the PC and newer consoles.
Nicely done on the diagonal bingo!
I like when games offer stealth as an option, but default back to pew pew once you're detected. The "fail state" isn't frustrating because you are immediately thrust into action. It's that sort of "mask on" moment from the Payday games where you recognize that guano has hit the fan and it's time to bring out the heavy guns.
On the other hand, stealth games that punish you by making you restart the mission, often requiring a slow creep forward to get back to where you were - now those frustrate me!
I've heard so much about Metal Gear over the years, but for the same reason of them being console-exclusive I've not been able to get into the series. Plus, their numbering is a little confusing. Why have two different MGS V's?
Usually I try to look up a "play order" when approaching older series these days, since they're not always chronological. Prequels, remasters, and retcons abound. But when I look it up for MGS, I see:
Which is pretty great. So, I imagine MGS V is probably a fine jumping on point. Though I actually had no idea Konami released some of the earlier titles on PC recently, including the original non-"Solid" titles, so that's definitely piqued my interest.
Thanks.
I agree with you that I much prefer stealth games that gives you the option of going loud or stealth is optional. Because it is less stressful for me. And if you get caught it is not a immediate game over, like the other stealth game that I had played for this. But MGS V does strike a good balance of being a "super" solider and being a squishy human. And it does make sneaking easier with the "sneak suit" because that suit does silence your foot steps, so you can move at the normal walking or crouch speed without making that much noise.
I, too, try to play a games series in order if there is a overarching story or references in the later games that are call backs to the previous games. And so, far, I really have no idea why people are saying to play 5 last, considering that it is a prequel to the other games, including the other 5, which is the prequel to Phantom Pain. And really the only game that Phantom Pain is referencing or calling back to is Metal Gear Solid 5: Ground Zeros, but at the same time, it does a pretty good job of why something is important because the characters keep saying "this is like 9 years ago in the Caribbean." That being said, MGS V is a good jump off point because it takes place years before the original games, so there is nothing to call back on or reference to.
The only thing that it punishes the player is if you use a attack from your helicopter or a mortar strike from your support crew, which locks you to an "A" ranking for the story missions. And if you die more than three times in a short time period the game will ask if you want the infamous chicken hat to make it easier for you, if tell it no because it was mostly outside missions that I keep dying, mostly to bears trying to knock them out.
I still get flashbacks of the Cloaker's sound them chasing down players, which got a lot scarier if you were far away from people.
I'm starting week 4 with with two new entries, as well as my first bingo. As a reminder I'm playing a custom golf card where duplicate entries are okay, but there's no free space and only rows/columns count for bingo (no diagonals). I'm not hyper-optimizing my game choices, so I've chosen a little more lax rules this time around.
I'll see how many more I can fill up before the event is over, but I'm feeling good about it so far!
Bingo Card (Custom Golf/Flux) - 18/25 Filled
A modded game✅ Half-Life 2: VR Mod
Uses procedural generation✅ Remnant II
An updated version (remake, re-release) of an older game✅ Portal with RTX
Focuses on exploration✅ Remnant II
Part of a trilogy✅ Mandragora, Otherskin, MH: Wilds
Has multiple playable characters✅ Lara Croft and the Guardian of Light
Randomness determines your fate✅ Remnant II
It’s already installed✅ Super Mario Eclipse
Features a mystery✅ Praey for the Gods
Has both combat and puzzles✅ Remnant II
Has a top-down perspective✅ Lara Croft and the Guardian of Light
You can complete it in only a few hours✅ Golf Club Nostalgia
You have to tinker to get it running✅ Super Mario Eclipse
You wanted it when you were younger✅ Star Citizen
Makes you think✅ Golf Club Nostalgia
A romhack or total conversion mod✅ Super Mario Eclipse
Has a time limit✅ Praey for the Gods
From a studio you haven't heard of before✅ Golf Club Nostalgia
Star Citizen
I wasn't sure if I wanted to submit this one because it seems to elicit strong opinions from people. However, I had enough thoughts that I felt it deserved a write-up, and I'm more comfortable sharing it here than I would be elsewhere.
To start with, this is not a game I've personally invested in. I was given a ship as part of a video card promotion back in 2014, but I've otherwise never paid money for it. Supposedly my ship, the "Mustang Omega", is sort of rare now as it wasn't available outside of that AMD promotion. Anyway, included with the ship was a copy of the multiplayer game, Star Citizen, as well as the upcoming single player title, Squadron 42.
In some ways, this isn't a very good backlog entry because the game isn't even fully released yet. In other ways, it's been sitting in my library for over a decade. The first Hangar prototype released way back in August 2013. So I'm going to give it a proper go now, and to be cheeky I'm going to submit this as "You wanted it when you were younger".
Technically I have tried to play this game before. Every few years I'll download the latest beta, stroll around at 10 FPS for a while, get frustrated with the controls and lack of explanation, then delete it again until my next hardware upgrade. The performance requirements are very steep, and so I never really expected to be able to play the game properly.
Well, this week I've installed a new RTX 3070, so I'm trying it again. Yes, there's a certain irony to playing with my AMD ship after upgrading to an Nvidia card. This is a modest upgrade for me though, and I can finally make use of features like DLSS. So after configuring some settings and compiling all one hundred thousand shaders (seriously), I launched the game.
In the past when I've tried this, I was lucky if I could make it to the hangar to try launching my ship. Usually I'd fumble with getting out of bed, get stuck in the elevator, or just become lost on the way to the hangar bays. Don't laugh, it requires a tram ride!
On the couple occasions I did make it to my ship, I'd climb in, power up the engines, then proceed to crash into the wall repeatedly. Look, it's tough to do anything at sub-10 FPS. Only once did I ever figure out how to radio comms to open the hangar bay doors, gracefully flying outwards, then crashing into a tree and exploding.
So that was my expectation going in. Shockingly, only some of those things happened this time! I was able to ride the elevator down safely, found the hangar (after ten minutes, I just followed another player), and bravely climbed into my ship. After giving the wall a quick boop for good luck, I radioed for launch permission and was off.
My frame rate fluctuated a lot, but I was seeing anywhere from 25-50 which was actually a major improvement. One small problem: my controller wasn't detected. That might be on me for not turning it on before launching the game, but I usually expect games to pick them up live nowadays. Anyway, I flew with my keyboard and mouse, and surprisingly, the controls were fairly intuitive. I've played a lot of Elite: Dangerous, and the flight model felt similar. I needed to search for things like disengaging landing legs, or turning on cruise control, but I found it all easily enough.
I flew through a city that actually looked pretty good, considering how much I'd turned down my settings. This was a no combat zone so I just flew around buildings, often upside down or sideways. After having my fill, I pointed my nose upwards and used my full boost.
The thing with space games is you need some way to make long distances crossable. Elite: Dangerous has the concept of witchspace, which allows for long jumps between star systems. Star Citizen has the quantum drive. Admittedly not the most original name, and in fact, The Orville uses the same name for their ship's engines, but I digress. I lock on my target - a space station a short distance away - and jump.
The screen distorts in a way that I'm sure is meant to hide a load screen, but it's short lived. In the blink of an eye, I'm in a new place. A large space station lays before me. Cautiously I explore the station's exterior, eyeing its many turrets. I try radioing in, but receive no answer. They don't seem to welcome visitors.
Excited by this discovery of jumping, I look for a new target. It was here that I discovered the galaxy map. It appears this system has two moons and many other planets. The Lagrange points are also highlighted, and seem to serve as refueling stations. I lock on to the nearest moon and engage my quantum drive.
This time, it takes much longer. It seems the drive doesn't just jump you there, but includes actual travel time. I watch on the map as I speed across space, and my fuel begins to deplete. It actually drops frighteningly quickly, and I realize I might not make it. Just as I reach 10% of my tank remaining, I'm dropped out of warp, having arrived at my destination. I quickly request docking and take respite at the moon base.
This is the most successful attempt at Star Citizen I've ever managed. It might not sound like much, but after ten years I finally got to see some of the sandbox beyond the buggy elevators and confusing corridors, and that's exciting to me.
So, what else is there in the game? I'm not entirely sure yet. I see references to mechanics like mining asteroids, mid-flight refueling, and racing missions. Those all sound cool. How accessible or stable these features are now, I cannot say. Ship combat surely plays an important role too, and it looks like piracy and freight hauling are also included. I think it's pretty clear that I'll need to watch some videos or read guides to get on better with this game, since experimentation has left me stranded on an unknown moon base.
So what is my takeaway? I'm honestly not sure. I'm neither a believer nor a hater. I'm a huge fan of space games and I have every reason to want Star Citizen to succeed. This latest excursion has finally let me glimpse some of the potential that fans have been talking about all along.
Like many online though, I have reservations. I find the model of selling ships disagreeable, and the insurance system seems needlessly convoluted. In 2024 I still can't find concrete information on how it's supposed to work.
The game also has a major feature creep problem, with features being added that serve little purpose other than someone saying, "Wouldn't that be cool?". Just opening up my HUD, my suit reports a number of systems like heart rate, body temperature, radiation level, drug level, and thirst. Are all of these systems being simulated? What purpose does having my pilot get thirsty actually serve?
My feeling as a developer is that any project that spends more than ten years in development will have gone through so many scope and design changes that it's likely to be a technical mess. Every time you add or remove features, or try to make disparate systems work together, you introduce complexity. Scale this up for thousands of features, all trying to sync across a network, and that adds significant complexity. And honestly, CryEngine was hardly the easiest game engine to have based all this on to begin with.
I'm a little more optimistic for Squadron 42, the single player experience. A more narrow experience allows room for polish and tighter guardrails. They don't need to simulate every little thing, or run complex client/server interactions. It's good old fashioned level scripting, and that's much more achievable.
We'll see how it goes, though. I'm a patient gamer, and I can understand that they have some lofty goals. Realistically though, I'm not sure that Star Citizen will ever be "good". There's way too much tech debt to ever unpack. However, I do think it has the potential to still be fun. And that's often just as important.
For the next two weeks (until December 5th), Star Citizen is running a free fly event. You can download the game for free and try it out yourself. If you're a fellow space nerd and tolerant of bugs, it may be worth a go. However, weaker GPUs need not apply.
I legitimately laughed. Well done.
What you described ought to be something so trivial for a space and yet somehow, Star Citizen seems to have positioned itself in an exceptional category where everything seems hopelessly overblown and yet without an obvious substance. My last free fly attempt was already so painful that I don't know if I can bring myself to have another go with my next gen rig! I will also be waiting, though share your suspicion about the outcome.
Lara Croft and the Guardian of Light
A
Tomb RaiderLara Croft game from the year 2010. Canonically, I've no idea where this takes place in the timeline, or if it does at all. So let's just consider it a side adventure when Lara's not shooting dinosaurs or white water rafting or whatever.Unlike the third-person games, this one uses a top-down camera (hey, one of my categories!). It plays a little like a twin stick shooter, using the thumbsticks to aim and shoot. The gameplay offers a good mix of combat and puzzles, with each room usually focusing on one or the other.
I'm not actually playing the singleplayer campaign, but the co-op one. One person plays as Lara, and the other as Totec, the Aztec warrior. I'm playing Totec. Basically, you get a spear and can create makeshift platforms by throwing it into walls. Lara meanwhile gets a grappling hook, and is light enough to jump on those spears. You combine your abilities to solve puzzles, defeat baddies, and uncover ancient artefacts from tombs.
The campaign is broken down into 14 shorter stages. Each has a number of unique challenges to complete, which adds a fair bit of replayability. For example, one level had a spinning spike ball that we needed to dislodge and roll into a pit. Doing this in one attempt resulted in completing the "hole-in-one" challenge. Other challenges are simpler such as requiring a certain amount of score, or finishing the level in a time limit.
You also unlock a variety of weapons as you progress. They all use the same ammo bar though, so it's largely about finding your favourite gun. They are sometimes situational though; the flamethrower was certainly nice in the spider den. Overall I wouldn't say the combat is all that much to write home about, but it doesn't hurt the experience.
The puzzles do seem better designed, and I enjoy brainstorming some of the trickier ones with a partner. I'm already seeing some puzzle reuse though, so I wonder if they'll be able to keep things fresh all the way through the campaign.
My coop partner is away for this week, so I likely won't be able to give further updates on this one before the end of the Burner. For now I'll just say that I'm enjoying the game, and it's still fairly playable some 14 years after release.
Steam says I last played this game on March 25, 2012.
It was one of the first games I got on my Steam account. The details are lost to time, but I'm pretty sure I picked it up because it was one of those massive Steam sale discount titles (back when that concept was novel). I think I paid maybe $2 for it?
If you'd asked me about the game, I couldn't tell you anything about it, other than that it had a top-down perspective. The details are lost to time. I do remember liking it though.
It's cool to see it show up here. Major throwback for me!
Also I'm glad you're getting to play it with a co-op partner. I played it solo at the time, but looking at it now, it definitely seems like it would be better with another player.
Wonder✅ Journey to the Savage Planet
Organization✅ Hardspace: Shipbreaker
Duality✅ Mighty Switch Force! Collection
Perspective✅ PictoQuest
Conflict✅ Gearshifters
Symmetry✅ Eigengrau
Progress✅ Mining Mechs
Endurance✅ That Which Gave Chase
Creativity✅ Sticky Business
Empathy✅ Sea of Solitude
Freedom✅ Snow Moto Racing Freedom
Truth✅ Rumu
Restoration✅ Assemble With Care
Fleeting✅ Windward
Causality✅ Hourglass
Did I manually edit my card, or is @Wes’s Bingo site amping up the tension for me on its own? 🤔
Hardspace: Shipbreaker - Organization
I've seen this game mentioned a couple of times on Tildes -- most recently by @zakhar in the "chore games" topic (which is what prompted me to finally play it -- thanks zakhar!)
This game is sort of the opposite of organization -- it's a disorganization game.
You start with an organized, fully constructed space vessel.
You then strategically cut different beams and supports holding it together, causing the ship to break up in to pieces, which you then fling in zero gravity to different destinations depending on what those pieces are.
Is it cheating to put a disorganization game into the
Organization
category?No -- but only because you also work for an organization named Lynx. Lynx is your prototypical dystopian corporation which has increased productivity by creating a way to resurrect workers from their DNA, so that they can continue working indefinitely, even after death. The corporation also has you, one of their workers, in a Tom Nook-style debt that you're trying to pay your way out of (and that you can't, obviously, dispel upon death). You get plenty of money for salvaging ships, but you also are charged for pretty much everything, including the oxygen you breathe. It's a long hill to climb, as so much of your income gets siphoned away by the greedy company (sound familiar?).
The loop of the game is that you repeatedly salvage ships to try to climb your way out of debt, all while leveling up and gaining access to new and better tools. I'm still in the early stages of the game. I've officially completed the tutorial, but even past that point the game slowly introduces new mechanics and hazards. I definitely haven't seen all the game has to offer yet despite being about 4 hours in.
In terms of how it plays, the game is a relaxed, slow-burn clean-up game. You fly into a ship, look for cut points that are holding it together, then take those out and slowly dismantle the ship piece by piece. In terms of pacing and goals, it reminds me a lot of PowerWash Simulator. It's perfect for playing while listening to podcasts/audiobooks.
Getting used to the zero gravity and moving around takes a bit of time, but it works well once you're accustomed to it. Also, there's something viscerally satisfying about cutting all the interior connectors and watching the ship slowly break into pieces and drift apart. The game feels good to play. It's definitely going to feel a bit "samey" over time, but I pretty much always have a mindless, listen-to-audiobooks game in my rotation at any moment, and this one is one I'm definitely going to keep playing.
Also, with this box filled, I officially have a WINNING BINGO!!! 🥳🎉
Congrats on your bingo. :)
I picked up a Humble Choice bundle last year specifically for this game. Of course, I've not played it yet. I'm glad to hear that it makes for a good audiobook game though, because I'm always looking for more of those.
I think that style of gameplay and pacing is especially well-suited to Tom Nook/capitalism games. They're sort of like idle games, except instead of Number Goes Up, it must go down. And when you finally pay off your debt, well hey, what better time for an upgrade? Restart and do it all over again!
I feel like the concept of expendable clones working for a corporation has been a hot topic lately. There's that film Mickey 17, and the recent 1.0 release of Satisfactory which has a similar vibe. It's a concept that fits videogame especially well though, matching the story's narrative with the ludonarrative.
It's a small thing, but I always appreciate when developers add some sort of justification or explanation for game mechanics we all sort of take for granted.
Edit: Typo
Double posting on this game to say that it’s really got its claws in me. I’m thinking about Hardspace when I’m not playing it. I’m looking forward to the upcoming time off work for the American Thanksgiving holiday so that I can play more of it.
There’s just something really satisfying about “clean up” games to me, and the zero-g aspect of this one is really novel and makes completing the tasks challenging yet fun.
I think I’m going to get a lot of mileage out of this, especially once the event is over next month and I can focus in on it instead of frantically chasing additional bingos.
Assemble With Care - Restoration
I’m sure all of us have been in a situation where we’ve taken something apart, only to realize that we didn’t really do it in an organized way, so getting it back together is harder than expected. Which piece went in first? Did the small or big screws go here?
This game is, naturally, all about taking things apart and putting them back together. So, I picked this title to try to fill the
Organization
tile on my card and go for a win.After playing it, however, I simply have to slot it in
Restoration
. The game is so heavily themed in that direction, both mechanically and narratively, that it would be wrong not to.You play as Maria, on a trip to a town called Bellariva. Maria is a repairperson, and the townspeople ask her for help repairing different items. Each item is its own scene, and each scene is bookended by storybook-style narrative pieces about the characters.
The game is cozy and wholesome. It’s got good art, good music, good voice acting.
It also feels pretty good to play. I’m glad it ended up slotting well into something else, because you don’t actually have to keep organized as you work. The game does it automatically for you, laying out all the parts and tools and pieces — even saving all of your screws in a bowl for you. It’s very effortless and simple in a good way. It feels like a premium mobile game that I was playing on my Deck instead of my phone.
In terms of gameplay, I was reminded a little bit of The Room, where there’s a sort of centralized focus on a puzzle item that you have to dive into to figure out how it works. Vibes-wise, however, it’s nothing like The Room. It exchanges that game’s foreboding Lovecraftian atmosphere for something, brighter, cheerier, and far more human.
It’s also much easier than The Room. Many of the items can’t really be called “puzzles” at all. There’s usually a very obvious problem with a very obvious solution, but I think that’s what the game is going for. Without getting too spoilery on the narrative, a good theme for the game would be “repair is easier than you think.” I think the devs wanted to make the game about the simple joy of fixing something, rather than the perplexing head-scratching of troubleshooting.
While I did like the game, my one complaint about it is that it is simply too short. Just when the repair tasks feel like they’re getting interesting, the game is over. And the short runtime doesn’t give the player enough time to get invested in the characters and their relationships. The changes in them over the course of the game end up feeling forced and heavy-handed, rather than organic. It took me only an hour and a half to beat, and I even think some of that was the game idling while I took my dog outside.
Normally I like shorter games that don’t overstay their welcome, but this one felt like it was still earning its welcome before it left.
I feel a little bad for being down on the game, since it’s clearly well-made and wholesome. It also manages to be positive and optimistic without feeling saccharine or disingenuous, which is a hard thing to do — particularly in gaming. Ultimately though, I felt like I played the prologue to a game rather than a full game itself with this title.
I see it's developed by the folks who did Monument Valley. I've played a few of their games now, and they always seem to capture an upbeat, human feel. I think it shows a lot of consideration in their design process to present game challenges in an optimistic way.
I also appreciate that this one seems to encourage a DIY attitude. It's funny but games really can teach real skills. I've seen PC Building Simulator teach the fundamentals of putting together a computer. There's no reason a game couldn't teach you to repair a radio instead. If it helps eliminate some eWaste, all the better.
Mighty Switch Force! Collection - Duality
This collection is a re-release and re-master of four different games in the Mighty Switch Force! series.
The first game was originally released on the Nintendo 3DS. The second game was originally released on the 3DS and the Wii U. (sidenote: I love seeing former Nintendo exclusives, especially those on the Wii U, getting ported elsewhere for posterity's sake)
The third game is actually a remake of the first game that was also released on the Wii U, which overhauled the game's pixel art graphics into a more hand-drawn cartoon style and added new levels.
Finally, the fourth game is one that was released for the PC only and, while playable single-player, was more intended for local co-op.
I chose these for
Duality
because the central mechanic of the games is that you can switch levels between two different states. Some parts of the level are interactable in one state, while others are translucent shadow blocks that won't come into play until you toggle them. When you do this, those become active, while the others go into the shadow states.It's a simple mechanic that the game does well with. Initially, it seems like a standard run-and-gun style game similar to Mega Man with a twist, but then the game starts throwing more puzzley, exploration-focused levels at you. At times it feels more like you have to make sense of a machine that you're in rather than an action platformer.
In each level you're tasked with rounding up five women and then exiting the level in your mech. (Do I need to mention that the game is clearly anime inspired?)
This setup was my least favorite part of the game. It's very fan-servicey. Upon completing the first level, I was "treated" to a cartoon graphic of the women in swimsuits washing a car. In the second game, the pixel art animations include gratutitous jiggle physics.
I don't want to yuck anyone's yum -- like what you like and don't be ashamed of it! Also, I'm a gay guy, so I'm clearly not the target audience. Still, I just find overly cartoony sexualization off-putting, especially in what, by all other accounts, should be a family-friendly game and one that's great for kids. This belief would still hold if my character was rounding up men and they were, say, bending over in speedos in the level interstitials, by the way.
Besides that one sticking point, the Collection itself is very well made. The level design is interesting and robust. The levels end up doing a lot more with the Switch mechanic than I was expecting. The game has the feel of those high quality experimental puzzle platformers you would find on Flash gaming sites in the late 00s. I really do like the game mechanically, and I'm not sure whether I want to push past my aesthetic reservations and keep playing it.
Hourglass - Causality
Following suit from @SingedFrostLantern, I chose a time-travel(ish) game for
Causality
(it really does fit well, doesn't it?).Hourglass is a first-person puzzle game in which you can create a limited-time clone of yourself, record some actions with them, and then perform actions alongside that recording as your regular player character. This lets you do things you, of course, wouldn’t be able to do on your own — except you are doing them on your own — you’re doing them in collaboration with yourself — because you traveled back in time to accompany yourself — so it actually
kind ofdefinitely is you doing things on your own.Isn’t exploiting time grand?
Anyway, if you've played The Talos Principle, you're already familiar with the concept.
Visually, the game is evocative of The Witness with bright colors and flat, stylized, polygonal environments.
Puzzle-wise, the game feels like Companion Cube: The Full Game. Many of the puzzles involve locating and manipulating blocks that you can set on switches or use to climb up on ledges. Your recorded self can manipulate these, and changes to the blocks will persist past the end of the recording.
There are three clearly telegraphed acts to the game, and I completed the first one. The puzzle difficulty ramps up nicely, and there was a puzzle in the final part of the act that used a particularly clever twist on the mechanics that took me a while to figure out. The game is genuinely good in terms of both concept and execution.
Nevertheless, I'm going to stop playing it.
During the hour and a half I played the first act, I kept asking myself: Am I having fun? Is this game actually satisfying for me to play?
And the answer to both was: not really.
My main problem with the game is that it's equal parts solution-driven and execution-driven. You can know what to do but still fail to execute it properly. This is frustrating on its own but not too bad, but it's also combined with the fact that whiffing an execution attempt often means having to do re-do a lot of the setup to get the puzzle back in the state you had it in for that attempt. Being careful isn't a workaround to this either, as the puzzles often have tight timers on account of the short duration of your recorded clone.
There was a puzzle that required me to get myself and a clone in specific places on a moving platform, with enough time in the clone's lifetime to be able to do something afterwards as well. This meant that I had to start the recording while the platform was already moving, with relatively tight timing for all the different pieces. Coordinating all the pieces of this took several attempts, with short resets between each attempt. A few times I messed up the timing. A few times I missed the jump. So, despite knowing what to do, it was still probably a minute or three before I actually succeeded in doing it. That saps a lot of the fun of the game for me.
If you have more patience than I do and are interested (rather than bothered) by the execution aspect of the game, then this is a definite hidden gem (less than 300 reviews on Steam). It wasn't for me personally, but I do think there is a good game here.
What's weird is I've finished The Talos Principle, really enjoyed it, and I can't remember the clone puzzles at all. I guess that means I'm ready for a replay, if ever in the mood.
The Last Clockwinder is also on my wishlist, and promises a sort of similar clone-based puzzle design. Though this one seems to focus on many moving parts, and using them to build a machine or contraption of sorts. Bit of a unique spin on the same idea.
Interesting comparison, because your description reminded me a lot of a Portal mod I played years ago, called Thinking with Time Machines. It's the same idea, where you record a clone that can pick up and pass objects around. Then you replay those animations, working together with yourself to solve puzzles.
I ran into some of those same frustrations you described, like needing to redo an execution despite solving the puzzle in your head. I think the time limit probably doesn't help much either.
This is the last time I mention Portal, I swear. But I more recently played a mod called Portal Reloaded that also uses a time travel mechanic. Instead of using clones though, this one has you alternate between the past and future timelines, where effects are only propagated forwards in time. I found this one a little more novel, and less tedious to play. It's not completely without requiring skilled execution, but the focus is still primarily on solving the puzzles. Also, Portal Reloaded contains a separate coop campaign, if you're looking to play something with the hubby!
Portal 2 was actually one of the first games the hubby and I played together! We had a great time with the co-op. Thanks for the recommendation.
Gearshifters - Conflict
SECOND BINGO WIN! 🎉
I’m officially at the part of the Backlog Burner where I’m now seeing how many wins I can chain together before time runs out. I have enough on my board that I’m always only one or two away from another win.
I went with a car combat game for
Conflict
, which feels like a pretty easy category to fill given how many games revolve around combat and nearly every narrative has a built-in conflict.Gearshifters seems to be a modern game with retro-sensibilities. It feels like it could be a remake of something that came out on the SNES or Genesis. You've got a top-down perspective of your car and the road it's racing down. Driving is automatic, but you have freedom to maneuver around the screen. Enemies appear on the road from behind or in front, and you have to shoot them down. They drop powerups and currency, which you can then spend to upgrade your vehicle between missions.
As you progress through missions, your car also gains additional abilities, such as the ability to shoot diagonally instead of straight forward, which helps you evade enemy fire while still attacking.
In terms of play, the game doesn't feel all that different to a horizontal scrolling space shooter, with the main exception being that you are bound in by the edges of the road at all times. I do appreciate the car theming though. It feels more fresh than spaceships shooting other spaceships.
There are also boss battles, which are a lot less mindless than the general gameplay. For these, you have to learn attack patterns and target weak spots.
I played the game for an hour, and liked it well enough, but I don't think I'll continue right now. The game is pretty mindless and same-y. That said, I probably will save it for my upcoming holiday flights, where I'll need something I can play while I'm exhausted from my holiday travel and social schedule.
Sticky Business - Creativity
This is a really cute and wholesome game.
You start out with a few different clip art icons in a few different categories. There's a simple-yet-robust editing mode where you can lay out the different icons, adjusting their placement and size and whatnot to create a sticker. You then print off pages of the stickers and sell them to eager customers.
As customers buy stickers, the icons used on them level up, giving you heart points that you can spend on new icons to flesh out your library of images (and subsequently level those up). You also get money from your customers as well, which you can use to upgrade your shop and products (for example, buying shiny paper to print the stickers on).
At the beginning of the game, there wasn't an option to freehand draw/write anything on my stickers (I don't want to say there isn't one at all, because it might unlock later -- I'm not sure). I was limited to only using the icons. At first, I felt like that meant the game was going to be a whiff for the
Creativity
square, but it turns out constraints are great for coming up with ideas. I ended up cobbling together some cool looking stickers (and some flat out ridiculous ones). It was genuinely fun -- way more than I expected, to be honest.My favorite? A stegosaurus wearing a top hat on the trans pride flag.
Did I mention that the game has TONS of LGBTQ rep? Genuinely every imaginable pride flag is available. I can see a lot of queer people in particular falling in love with a cozy, lovey little game like this one.
The gameplay loop is super simple: design stickers, print sheets of them, then pack the right stickers in the right boxes for your customers, which lets you buy more icons and better stuff for your stickers. The game is deliberately cute, with great pixel art throughout. It's a bright, relaxed, feel-good game. No notes. Great stuff.
Also, this was in a recent Humble Choice, so if you're a subscriber, you might already have it in your library.
Beauty✅ Call of the Sea
Silence✅ Prey (2017)
Order✅ Paradise Killer
Darkness✅ Dead Space (2023)
Erosion✅ Outer Wilds
Collaboration✅ Holocure
★ Wildcard✅ Card Shark
Freedom✅ A Short Hike
Precision✅ Celeste 64
Survival✅ Tacoma
And, well, that's probably me done for the month! Had a great time. Huge thanks to @kfwyre for running everything :)
I think it was impossible for Outer Wilds -- for any work of art, really -- to live up to the expectations I had for it. Five years of "it changed my life," "best game of all time," "don't read anything about it dude, just play it right now" turned this game from text into myth in my mind, something I dared not approach for the longest time, lest it strike me dead where I stood. By that metric, Outer Wilds was a disappointment. It didn't live up to the hype. But it came damn close. Though I have not been substantially changed as a person, I was deeply moved. Though this is not my favorite game ever, it's probably gonna be up there. And now, having finished the game, I'm struggling to figure out how to write about it.
YouTube critics often say something like "good critique is a gift to a work's creator." I disagree. A good critique, I think, often has very little to do with the creator. It is a work of art unto itself (if a derivative one, like fanfiction for people who spent tens of thousands of dollars on art school), should connect the reader not only to a game but to Evie's particular experience with that game. My vice, as a writer, is that when my feelings about a work are too complex to be neatly expressed with my accessible imagery, I start to resort to understatements and run-on sentences and a kind of petty structural subversion that conveys nothing except maybe that I should have spent more time revising this before hitting post. When writing I try to crystallize my interactions with a work -- to freeze them in time, but also solidify them, make them clear -- for the sake of my own understanding, if no one else's. It's frustrating when the process fails, when I try to make sense of a game and my reactions to it and find only murk.
This has been the case with Outer Wilds for me. It is easy to describe the mechanics, to compare it to other works of art, and to bullet-point the handful of issues I have with it. Easy, even, to talk about the incredible ending, at least in detatched philosophical terms. But then I try to talk about how the game made me feel and all of a sudden it's vagaries and run-on sentences. Let's see if we can do it any better this time.
Before the veil of spoilers descends, I should mention: the people who say "don't read anything, just play it," were kind of right. I'll have a light spoilers section and a heavy spoilers section, but if you haven't played this game yet, you should only read the light section, if that. Outer Wilds is a game that hinges on making discoveries, and if you're not finding its secrets for yourself, you're missing the point. Okay, enough preamble.
Outer Wilds -- Erosion (light spoilers)
I've played a lot of time loop games in my life, and been disappointed (to varying degrees) by all of them. Or, well, my three favorite games (Alan Wake 2, Returnal, and Honkai: Star Rail('s Penacony arc)) all have time loop elements, but they're not time loop games: games which put you in the movie Groundhog Day, or, more likely for video games, Edge of Tomorrow. In works like these the premise revolves around understanding, exploring, and interacting with a world stuck in time, where you're the only variable and are challenged with, somehow, "solving" the loop. Twelve Minutes, Deathloop, The Forgotten City, Prey: Mooncrash. I won't waste time going in-depth on all of these games: only know that there are a lot of problems inherent with combing "time loop" and "video game." There's the problem where games are often arbitrarily interactive, which means it's not quite clear what kind of effect you can have on the world, which can lead to directionless experimentation, killing any sense of narrative progression. Or the opposite problem: the game is too linear, too objective driven, which strips the fun and experimentation of actually getting to interact with and explore the loop on your own terms. There's the repetition problem, where seeing the same environments and events can get stale after a while. And there's the ending problem: since time loops are inherently impossible, explaining the time loop often requires a left turn into some absolutely wild shit that can totally torpedo a game's ending. Each game identifies and tries to solve at least some of these problems; each, in my opinion, fails to live up to its tantalizing premise. Maybe that's why I prefer games where the time loop remains a narrative element: by segregating it within the text, away from the constraints imposed by interactivity, gamemakers suffer fewer pitfalls.
Outer Wilds is the only time loop game that I've played that truly works. Set in a solar system about twice the size of NYC by area (though mostly empty space), the game sets you lose to explore six planets, two moons, an asteroid and several assorted space installations. Think Mario Galaxy, with fewer (larger) planets, a more realistic movement model, and marginally less platforming -- but just as much whimsy, just as much conceptual uniqueness. Each planet has an inventive gimmick and poses unique challenges to exploration, whether it be crushing gravity or raging storms or crumbling rock or impossible geometry or a rising tide of sand, and each possesses enough secrets and challenges that you'll have to come back multiple times, following multiple leads; you can't see it all in one 22 minute loop. Not even close, in fact.
The loop ends with a supernova, with the sun expanding and then collapsing and then everything burning to ashes, and at the start you think, "okay, 22 minutes to stop a supernova, how am I gonna manage that?" But as you uncover alien ruins, translate their conversations, begin to follow in their footsteps, the intrinsic goal transforms from "stop the explosion of the sun" to "understand what's happening, and who came before." Providing directions, your ship's computer acts as a helpful quest tracker that doesn't throw up markers everywhere, but does collate the clues you've gathered, gesture to next destinations, and tell you when and where you might have missed something. As a result the game is much more accessible than the tricky, almost simulational flight model might make it seem at first (though there is a learning curve, to be sure); I was never lost or confused about where to go next, and if I needed a refresher I could just look at my computer -- but I also always had multiple leads to chase, multiple puzzles to solve, multiple planets to go back to.
I wouldn't call Outer Wilds a puzzle game. Mostly, you explore, gather information, and then follow that information to make a discovery: more actionable information, more answers to questions, more exciting discoveries to make. There are a few puzzles here, true, but almost invariably the solution is a trivial "come back at a different point in the loop." This won't put any wrinkles in your brain (didn't in mine, anyway, and I'm not very good at puzzles) but it is useful both as a way to demand meaningful backtracking and engagement with the loop, and to provide some diversion from exploration. I will say, toward the end of the game when options had narrowed, waiting did occasionally become a little tedious and dull, just standing there stock still for five minutes waiting for a room to open up so I could finish the game. But, you know, the game has a way to skip downtime, and besides, a little time to think about everything that's happened so far, how you feel about it all, and where it might be leading is never a bad thing. And the ending makes all the waiting worth it. My god, the ending! Up until I reached that point I had been thinking "this is good, but I don't see how anyone could find it life-changing; the ending answered that question, elevated the game tremendously in my mind, made me immediately go buy and download the "Echoes of the Eye" DLC and then not play it and just sit here at my desk for like hours occasionally switching tabs or windows trying to find diversion, trying to start writing about this game but first having to make sense of it...
Look, I'm embarrassing myself, so let's just add a tally to the "run-on sentences" column and move onto the heavy spoilers section. If you haven't played the game, here's where you get off! Go, with my recommendation! Actually, you know what, DM me and I'll buy you a copy of the game on Steam if you don't have it already. You really must play this game. And then, you must come back to read the heavy spoilers section, because I worked really hard on it!
Heavy spoilers
Early on, while exploring the shattered gravity cannon in orbit around Giant's Deep, I was stringing up an insane conspiracy board in my head. "Why haven't I seen any Nomai, when their technology is clearly still running right now?" "Oh my god, there's no indication of how long ago they lived, what if they're still here, as, like, the ghost matter?" "The numbers of eyes, what do they mean?" "Wait, they love exploration and so do we, what if I'm a Nomai somehow?" Later in the game I would find the actual answers to all these questions (mostly: "no, what the hell are you talking about?") but in a way I was right on the money with the last question. The Hearthians, Outer Wilds Ventures, you get the sense that these people are the way they are at least in part because of the Nomai. Implicitly, Nomai technology is what enables Hearthian spaceships made of sticks and glue to traverse the sky, what powers our probe launchers and our artificial gravity and probably more besides. And maybe, somehow, that adventurous Nomai spirit, that love of exploration, that search for understanding that we come to see as core to their culture -- maybe that crossed the ten-thousand year barrier to reach the Hearthians too: to instill a sense of wonder, to allow us to complete their great work and, twenty-two minutes at a time, at last discover the Eye of the Universe. To follow in their footsteps is to, gradually, come to see yourself as their child. And completing their Ash Twin Project as a natural, inevitable supernova -- the end of the universe -- provides the power it needed to finally work is bittersweet, knowing that they worked all their lives, after that horrible crash, after rebuilding their society stranded in this strange, alien system -- and never got to see the end, never were rewarded for their curiosity, were forced to build shrines and stand on the quantum moon and look up at the promise of an answer that could never be reached. Look, I'm tearing up a little just writing it. Though I probably can't name any single one of the Nomai (except Solanum, the one-sixth living one we get to meet and talk to) -- their lives, written on the walls, built into the space stations, held down by the gravity crystals, were too abstract to connect with individually -- I felt a tremendously strong connection to the Nomai as a whole, those people whose roadblocks, and whose discoveries, are so intimately and organically shared by the player.
Less strong is the connection to the other Hearthians, Feldspar and Hornfels and the rest. Though you can meet them and talk to them early on, and they have distinct personalities, and you can always hear them playing their lovely motif across the system in several instruments -- a system-wide orchestra, accessible on your signalscope -- I feel like we don't come back to them enough for them to feel like compelling characters. The questions you ask them are straightforward, often feel more like information-gathering then a natural conversation between fellow adventurers. You can chat with them about things you've discovered, but the rules for what discoveries are dialogue options seem fuzzy and imprecise so it's hard to know when, if ever, to go back to them. This is especially a shame because one of the Hearthians -- Gabbro -- is also aware of the time loop. It would be really neat if you and they could connect more over this; if they could have more of an arc, and be more thoroughly involved in the story's resolution. As-is it only really serves as setup for a mystery: you're connected to one of the three active statues you can see in the Ash Twin Project projections scattered across the system, and so is Gabbro -- so who's connected to the third?
I actually feel like the correct answer to this question (the probe tracking module) is probably one of the game's least interesting solutions, if necessary for the complex sci-fantasy system that sets the loop in motion. Especially because you get to meet an (indeterminately) living Nomai, and the interaction with her is one of the game's most exciting and compelling -- couldn't she have been the third mask, or at least a fourth?
Solanum is waiting for you on the Quantum Moon, at the south pole, looking up into the Eye of the Universe. Reaching her is technically side content, which is absurd, because for me it felt like the game's climax. Scattered across the solar system, you constantly encounter and explore the towers and hunks of rock and shuttles that provide, in bits and pieces, the answer to the Quantum Moon puzzle -- the escalating difficulty of reaching each of them aligning nicely with the increasingly narrow time windows that must be slipped through to resolve the main plot. As a result I was only able to reach and speak to Solanum near the end of the game, just before my final loop. Limited by the fact that she can't understand you (though you have a translator) it is a conversation conducted in spirals and gestures and pictograms -- and for me, while it didn't bring any new information, meeting one of the Nomai after understanding them and their work, getting to speak to one of them and befriend one of them and share her love of discovery was tremendously cathartic and also, a complete surprise. After seeing so many dead Nomai, their graves, the ghost matter that undid them, to find one still alive -- still, at the end, capable of sharing in the symphonic discovery that concludes the game, was a wonder.
At that conclusion, you take the warp core out of the Ash Twin project -- knowing that, if you slip up, or are eaten by the Anglerfish, it will mean a game over lends a tremendous amount of tension to the final loop, drifting past the enormous blind creatures in hideous and interminable silence to get to the Nomai Vessel, punch in the coordinates from the probe, and reach the Eye of the universe. Entering the Eye is an unsettling, surreal experience, punctuated by quantum flashes of planets you've been to, culminating in a bizarre and gravitationally improbable ascent -- or descent -- into what? a museum? a view onto the end of the unvierse? A thousand million billion supernovae all at once, and then, what?
We are building to something, certainly. Building musically, too. I've played a lot of space games this month and all of them have had minimalistic scores -- relying on the sounds of space, of creaking cracking hulls and hissing gasses and crawling creatures to construct their soundscapes, often shunning music entirely. Not so in Outer Wilds, where the music is integral to the experience. It is the sound of life, of existence -- whether it be the warm, nostalgic motif played and beat and whistled by the Hearthians across space, or the ominous, oozing wail of an activated projection stone, or the building synthetic climax as you remove the warp core and carry it, painstakingly, to the Vessel, or the mornful, time-distorted piano dirge when you pass by a grave, Andrew Prahlow's score is the emotional core of this game, so powerful and vital that it made me cry on the first loop, just exploring the village on Timber Hearth and hearing "Timber Hearth."
It made me cry a second time, too, at the end, after everything is gone, after I wandered in darkness until I found a forest, springing up around my consciousness, after I lit a fire there, after Esker sat down with me there with their rocking chair, after I found Riebeck's banjo and Chert's drum and Feldspar's harmonica and Gabbro's flute, found Solanum, standing with me on the shoulders of her people to reach for the dying stars, and gathered them, to play their song around the campfire, one last time.
It is easy to say: "Outer Wilds is not the first game to convey themes of existentialism in such an abstract and powerful way" and easy to say: "a surreal, musical approach to makes those themes felt works well, but not as well as Star Rail's use of color and" easy to say: "My frustrations with some of the game's clunkier elements diminished the overall experience;" easy even, to say, " But none of that mattered, as, sitting around that campfire, I was moved so deeply that..."
Easy, and true, and safe, and not enough. A song, I suppose, is worth these three thousand words, and more. If there is a way to be as raw, and vulnerable, as stripped back and laid open in writing as that song made me feel, sitting there in front of my computer at one in the morning, dishwasher whirring away above me, found family murmuring over a blunt on the back porch, I haven't found it in prose. Probably I never will, because life is so vanishingly short, and I'm never satisfied with my work. But through art, through music, through games like Outer Wilds, it is possible to see in a flash through a window to the next world, a world where I still do not matter, and am still not alone.
This is tough because I'd love to read your thoughts, but I've also been so cautioned about going into Outer Wilds blind that I think I need to hold off. It sounds like a game that I should really enjoy, though based on your preamble I may need to caution myself about over-hyping it, lest it lead to disappointment.
I think I'll bookmark your comment on Tildes instead, so I can come back once I've finally been able to give it a proper go.
Gosh, this was beautiful to read. (And I say that as someone who had to ask to have the game ruined for me).
Thank you for putting so much effort into your writeups. The way you mix gaming critique and personal commentary is incredible -- it gives your writing a powerful richness and resonance.
I just finished Outer Wilds this afternoon and I have to say I was kind of disappointed. So many people hyped this game up as some mind blowing experience that they wished they could play again for the first time.
I enjoyed the exploration aspect of the game but as you say the puzzles are pretty basic and usually spelled out for you just by reading the notes you find.
However, I found the time loop incredibly tedious. So many times I would be exploring an area only for me to hit the end and then just need to tediously repeat my steps to get back to where I was in order to continue exploring. I found the flight controls were also pretty cumbersome and detracted from how much I enjoyed exploration.
That said, it isn't a bad game. It has a cool story that you slowly piece together but some of the game design choices get in the way of fun. Let this be a warning to anyone buying into the hype.
Edit: I just wanted to clarify because I feel this post came off more negative than I intended; I did enjoy this game. It has an amazing concept with mediocre to good execution. I just think the hype did it a disservice (as is usually the case with all things that get hyped up).
Your mileage may vary certainly. The game's hype honestly does it no favors, in no small part (in my opinion) because it's a good game with an incredible ending, so most of the time you're kind of thinking "is this is? This was what people were so excited about?" I think I came around on the movement controls and the flight model but they're kind of undeniably clunky and frictional. I felt like I had mastered them by the end, which was very rewarding, but there were certain points where I missed a jump and fell to the other side of the solar system and was just so annoyed, like "I can't wait to roll credits on this game so I can find the names of everyone who playtested this and dox them"-level annoyed (/j). Certainly the game's platforming doesn't mesh well with its imprecise movement at first, and it's easy to see how what, for me, subsided into minor frustrations could, for another type of player, metastasize and make a meal of the whole experience
First of all, can I say that it's a little strange to have the center square on everyone's Bingo card -- arguably the best square on the whole thing -- solely devoted to card games? What if you didn't have one in your backlog? couldn't that be frustrating? It's not like everyone is gonna buy Balatro just for the bingo event. Anyway I had been meaning to play Card Shark for a while so it all works out, but man. Seems a little strange. Unless there's some other interpretation of "wildcard" that I'm not aware of? but that sounds implausible. Anyway.
Card Shark -- Wildcard
It's a bit of a bummer to be ending the Backlog Burner event on such a sour note. While I didn't enjoy all the games I played this month (sorry, Dead Space) they were all at least interesting, and engaging, and worth my time -- even Paradise Killer, which I hated, was probably more a victim of circumstance than anything else. But I decided to play Card Shark purely for the bit (see above) and as Jesus said, "live by the bit, die by the bit." And unfortunately this game kinda ended up feeling like a waste of time.
In Card Shark, you play as an abused, nonverbal orphan lad who discovers a gift for cheating at cards and is whisked across the French countryside in the 1770s, scamming money with his partners from a horde of nobles, dilettantes, and socialites, as part of some broader conspiracy to swindle or unseat the King. This is an enchanting premise, and the game backs it up with simple, expressive animations and a gorgeous painterly artstyle that lends the game a strong atmosphere. In the opening chapter, the writing seems subtle, elegant, and competent -- there's some strong setup here; between the wealth of your card-playing opponents and your own impoverished background it seems like there's some buildup to some kind of class struggle themes, with the sword of the Revolution hanging over your head, ready to fall at any moment.
At this early stage, the gameplay, which is a bit fiddly and repetitive, hasn't gotten old, seems like a pleasant enough diversion to propel the main story. The loop looks like this: you chose a destination. On the carriage ride there, you're taught a card trick. Then, upon arriving, you use that card trick to swindle your opponents. Repeat twenty-eight times, give or take. The tricks are pretty neat -- both to learn and to implement. By the time I finished the game I felt like I had been actually taught how to cheat at cards -- if not the manual dexterity required, certainly the theory -- and quickly and smoothly executing a cheat without raising your opponents' suspicion feels great. As the game progresses, the tricks start to get more and more fiddly and, frankly, frustrating. In Card Shark you're not playing real card games -- just executing the tricks. This means that all of the tricks are pass-fail; either you get every single stage of it perfect (and quickly, because the persistent suspicion gauge can be quite harrowing) or you get a single element wrong, or go too slow, and lose and then, worst case, you die and have to replay the whole section over. It feels a bit dumb to lose a story mission because I accidentally mismarked my four of spades as a three of spades, despite getting every other card correct; it feels annoying to lose a hand because apparently I misinput an injog on my controller and the suspicion meter got too high.
"Well, Evie, skill issue," you might say, and fair enough, I'll concede it. But I feel like the game requires an unrealistic level of perfection to complete these tricks, and really suffers from the fact that you're not actually playing realistic card games, you're playing pass-or-fail cheating sims. Whatever. It's a scope thing. Like I said, these card games at first do not seem nearly as important as the people you're playing, the conversations that happen over the table, the scheming and investigating and the so-called "Twelve Bottles of Milk." But honestly, I found that all that plotting didn't really pay off. The whole game hinges on a relationship-level twist between the main playable character and half the cast and also the king, a twist that is both convoluted and, for me, uninteresting, and relies on clumsily showing the same flashback three times from three different perspectives. Maybe all of this would have landed better if our main character had an arc, but no. He essentially get pushed around and used by the other characters, his lack of a voice consigning him to a lack of agency, and you'd think this would lead to some story about him making his own decisions or finding his own worth, but no. The Comte, the man who first whisked you out of poverty, a man who despises the upper class despite being emblematic of many of their excesses, gives you the name Eugene, and you can tell another character that you don't like the name (while she helps you crossdress and learn makeup, which all feels a bit trans-y), but regardless of what you chose in that scene, the game goes right back to calling you Eugene in the end like it didn't matter. Then "Eugene" gets one meaningful decision at the very end of the game, and it branches off into like six nearly identical endings with, as I complained about in my Prey critique, no falling action, no real payoff, nothing interesting in the narrative to latch onto.
My least favorite rhetorical device in literary criticism is when the writer smugly compares the premise of a work to their experience with it, as a way to criticize it. You know, "The villain of this movie wanted to kill the protagonist, but by the end, his incessant speeches seem closer to killing the viewer (with BOREDOM!)" It feels a bit shitty, like they're not treating the work with the respect and care it deserves. So I won't say that I feel like Card Shark tricked me, with its strong atmosphere and more fun early tricks and what seemed to be strong and subtle narrative setup -- all wasted, in the end, by creeping complexity and a plot with no payoff. But, you know, I think that's the subtext here. I really wasn't a fan of this game.
Think of "Wildcard" not as a category itself but as "user choice" or "free space." You can slot anything in there.It's meant to be equal parts: 1) an no-fail point of entry or 2) a "catch-all" box that can be used if a game fails to meet a certain category you intended it to.For example, I'm currently playing a game that I wanted to slot in myFear
box, but it turns out the game isn't really "horror" like it was billed. If I can't find another category it fits along the way as I play it, I'll put it in myWildcard
slot.EDIT: Oh my god, I got whooshed so bad, y’all.
You hate to see it folks, you hate to see it
Ah, too bad it didn't click with you. It sounded like a promising title, and I agree that the story premise and artstyle are really captivating. I love that painterly style especially.
I mentioned in another comment that "games can teach you real skills". I wasn't exactly thinking about cheating with cards, but hey, why not? I think it could actually be an interesting way to learn some of the tricks. Eons ago, I used to watch Brian Brushwood's "Scam School" episodes, which were a bit more focused on "bar tricks" than cheating but with similar ideas. Sleight of hand, card counting, even the odd math trick. It's really fascinating to learn about all the various blind spots we humans have.
Apparently I snagged this one from Epic during one of their weekly giveaways, though I hadn't actually looked closely at it until now. Makes me wonder how many interesting titles I'm sleeping on.
I'd like to take this opportunity to thank our sponsor Balatro for making this event possible. Remember, if you don't buy Balatro, you're the real joker!
Wait…
My Bingo card
Adaptation of other media type (e.g. board game, movie)✅ Talespire
From a studio you haven't heard of before✅ Warhammer: Vermintide 2
★ Wildcard✅ Neverwinter Nights: Enhanced Edition
From now-defunct dev studio✅ Dark Star One
Uses procedural generation✅ No Man's Sky
Has a time limit✅ Lethal Company
Has a minimalistic vibe✅ Cloud Gardens
Warhammer: Vermintide 2 = From a studio you haven't heard of before
Another cheeky strike-off due to casual co-op play! Vermintide 2 is my first introduction to the series and possibly even my first co-op action RPG ever. For a 2018 game, it's an incredibly greedy 80GB - our conclusion is that it must be a console port. This would make sense given that Fatshark, the developer, has a background in console games. So, being a PC-only person with little to no familiarity with the Warhammer universe, I'd never heard of them before.
The game is regularly 95% off on Steam but it has a number of DLCs that don't go as cheaply. It does have microtransactions (cosmetics, thankfully) and a lootbox mechanic for in-game rewards. It runs reasonably well, the maps are interesting and well-designed and the combat is pretty seamless with a 4 party team. It's kinda mindless in a sense, spamming your (limited) combat abilities to clean up hordes, but it's still pretty fun and intense at times. However, our party has hit a wall as we're at the recommended level to proceed to the next difficulty tier. We already feel like we've got a good handle on the current tier and the game is starting to become too easy - except the step up is brutal. Having done some research about how to improve my character, it turns out that all of the best items require DLC purchases. I could hardly be surprised by that I suppose...
There's a bit of a skill curve as the difficulty increases. You have to start blocking, dodging and knowing how to approach elite enemies. There's a fair bit of co-ordination demands too given the different roles in the party. I don't know though, it's still very much a 'casual' game for me so not sure how far I'll get into it. The party are also talking about Darksiders...
Vermintide 2 is on the list of potential games to play with my gaming group, but we’re put off by the DLC model of the game. Would you recommend it if we just play the base game and don’t intend to buy the DLC, or do you think will that just leave us unsatisfied in the end?
Excluding cosmetics, there are 3 paid content DLCs (1 with maps/cosmetics, the others with maps weapons/challenges) and 5 subclass DLCs, one for each hero. Note that if one co-op member purchases a DLC with maps, the whole party can run them, but they don't share the other perks.
I would assume you'd want to migrate from Recruit difficulty to Veteran fairly quickly, since it's very much beginner-only and is trivial. If you want to go casual and stick to Veteran, you could be satisfied with the base game. There's plenty of content to keep you busy - and challenges too without having to go up a notch. For example, you can pick up items that take up a healing potion slot which give you more XP/rewards at the end. Also, from what I've read, you don't need to purchase DLC maps to cover things off from a lore perspective.
Where the DLCs start to tempt you is if your party is not hardcore (like mine) and you're finding Veteran too easy and you're at a level that you should be able to move up but haven't been able to make inroads with Champion. From what I've read for my hero, the community rates the DLC weapons the best. This would make business sense, having lured many players in with a 95% off base game. However, if we continue on with Veteran without DLCs, we could just invest our time in getting more resources to craft our power up and increase our levels until we are a bit over-leveled and can take on Champion. But this is at the cost of the game feeling less interesting due to the lack of challenge. So - I don't think the DLCs are mandatory. But maybe my party just suck! I'm really not sure how our performance fares in the scheme of things and whether this experience is by design.
So...I don't think I have an answer for you as to whether you'd be satisfied - I'm not sure myself of that question yet at this point, though the group is feeling a little frustrated at the difficulty scaling. There is also the option of picking and choosing - not all of the DLCs come as recommended by the community and if you buy on sale the overall investment is low. Thankfully this is not a game where you're encouraged to get the DLC from the get go, so you can make your mind up when you've got a handle on the game.
I always thought Vermintide was a bit like Left 4 Dead, but I didn't realize it had progression mechanics. Seems like an interesting gameplay loop for a grindy-type game. From your description of dodging and blocking though, I'm guessing it's more of a melee focus than the run and gun style of L4D.
I'm 100% with you on the massive install sizes. It bewilders me that games are including raw textures and uncompressed audio files. I know that technically loading them is faster that way, but no game should use up 15% of a 1TB SSH! Looking at you, Borderlands 3.
I’ve got a core group of gaming friends (the hubby plus two of our friends) and we have a standing scheduled weekly co-op game night. Killing Floor 2 was a favorite of ours, with me going so far as to figure out how to host a custom server so we could play with maps and settings of our choosing (and not have to deal with randos joining the remaining two team slots).
Except we never really play it anymore because its ~100 GB install size means it’s too big to keep installed all the time, and also too big to just grab it and play it when we feel like it (especially because one of our players has pretty slow internet, so the download would take hours upon hours for him).
I really do appreciate that games look SO good nowadays (the graphical fidelity we have now was literally unimaginable to me as a child), but, if I’m being honest, I gravitate towards smaller, simpler stuff anyway because it’s more convenient. Both I and my computers are aging, so simpler, less demanding games are easier for my bad eyes to see and parse, as well as not making my laptop/Deck become space heaters (though that is admittedly kind of nice during the winter).
Hmm, I'd say it's more of a preferential progression system rather than an assumption for everyone. I'm sure some players just like to finish everything and not keep raising the challenge over time. You unlock difficulty tiers with level milestones but the game doesn't push you into the tier, although it does provide a little encouragement since there's an in-game achievement system which offers rewards for completing campaigns at each tier. The 'recommended' levels to move up a grade are just from our own research from the community. But this does expand the game a bit, given that the level cap is only 35 (although you can keep leveling technically without increasing power). The skill trees are also very shallow but you can then level the alternative hero characters (5 total) and swap them in and out according to your preference. Each hero also has 2 additional sub-varieties + 1 locked to a DLC (all different 'classes' e.g. ranged, tank, special hybrid).
I haven't played Left 4 Dead so can't draw comparisons, but probably the most interesting progression mechanic in Vermintide is the crafting system. It's a very straightforward system. You get heaps of unwanted loot and you can dismantle and create new weapons from scratch, or upgrade existing ones to the next rarity tier. You can also re-roll weapon special attributes. So, you can slowly customize your own arsenal, although you're still reliant on chance mechanics to get exactly what you want.
To be honest, given my lack of experience with action RPGs outside of soulslikes, I'm not sure if I can really review the game well when I don't have much to compare it to!
I like games that offer subclasses/specializations for characters. Sometimes you can tweak one thing on a character and they play completely differently. It seems a good way to introduce variety to gameplay without requiring a ton of new content.
That crafting system also sounds pretty fun. Almost mixing in a little bit of Diablo with the random gear upgrading. While I don't always love gambling mechanics in games, I think they can work well if the player has some control over them. eg. Letting you invest more resources to bias a roll, having every roll still contribute towards an item in some way, or letting you individually modify traits on an item to work towards perfect stats. I guess as long as it's not too random, I can handle it.
I think I'd be more gung-ho if not for the aforementioned install size, and also the slew of DLC. Though I guess that's just the reality of gaming these days. Buckle up and get used to it. Though you mention soulslikes, which so far have been pretty respectable on the DLC front at least. All of Fromsoft's expansions have been of exceptional quality, honestly.
Anyway, I might end up snag Vermintide 2 the next time it hits one of those 95% off sales. Looks like a number of my friends already own it, and it could be a good romp.
I forgot to mention that there's also PvP now too, thanks to the latest free update (Nov 24). It's 4 vs 4.
Europa Universalis IV
The first thing that struck me was the background music, even as early as at the opening menu screen. Listening with headphones, I thought, "hey, this is really good music". Well-written, well-performed, well-engineered, etc. I went to go look for a Steam entry for the soundtrack, but found none. I would have happily paid for it, but, anyway, I found it on YouTube: https://youtu.be/hGrtN02XTI0 Is it stereotypical-sounding? Yes, but I still like it. Looks like this composer also created some music for Crusader Kings III, too.
Went through the game tutorial, and over several sessions, at that. Honestly, I was on the edge of "ugh, this is too complicated", and thought about giving up on the game. So many little details and UI elements and numbers to juggle and manage. Well, I powered through and finished all tutorial parts, then started my first game. For a while in the early going, I felt like I didn't know what I was doing, and was worried about something bad happening due to my incompetence, like getting attacked, or nationwide civil war, or some other disaster. Well, I'm now several in-game decades into the game, and the nation hasn't completely crumbled -- though I did have one civil war already, heh. I'm feeling more comfortable, but I still think I'm doing several things not quite optimally.
I've tried to avoid going online and learning best practices, or reading the wiki too much, as I want to learn just from doing, making mistakes, living with the consequences. I'll take that experience into the next playthrough. It's clear from what little I did read in the wiki that you can really microoptimize in this game if you really want to.
I'm still waiting to conclude whether I like this game or not. It's better than Crusader Kings III, which I kinda-sorta enjoyed (but it kept crashing on me). It's more detail- and management-oriented than CK3, which seems to be more focused on pseudo-roleplay, characters, and random events happening to characters. EU4's events are always about the nation, or the royal family (and the effects on the nation). A fair bit of the game seems to be just waiting for the next interesting point, or the point that you have enough X points to spend on thing Y that you want to buy or unlock. I understand that you can speed up and slow down time, but I worry about missing something important, so I only ever speed up to 3/5, and usually play at speed 2/5.
War is a little interesting, though not at all at the level of a 3D battlefield simulator like the Total War series -- but I understand it's not trying to be that. I've won most battles so far, but I am still getting the hang of things. Took me forever to figure out how to get troops onto a transport. Yes, the tutorial shows you this, but I forgot it, and couldn't find it in the UI that easily.
I made some early governing mistakes, and I think they hurt the nation significantly in the long run (such as having crown land % below a penalty threshold for a long time). I also don't quite understand how trade works. I mean, I see numbers, and arrows, and I see that I get money each month, but it's difficult to see what actions the player can take to influence the numbers in the right directions. The tutorial showed the very basic elements of trade, but it's not nearly enough. I might have to cave and read the wiki on this topic.
Overall, I'll still keep playing a bit more, but am still delaying judgement. Good so far, but only so far.