May 2025 Backlog Burner: Week 4 Discussion
Week 4 has begun!
Post your current bingo cards.
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If you did not participate in Week 1 but want to start this week, that's fine!
Reminder: playing bingo is OPTIONAL.
Quick links:
Week 3 Recap
10 Participants played 7 bingo cards and moved 38 games out of their backlogs!
There were 0 bingo wins.
Participants played as at least 7 animals:
- a dolphin
- a frog
- a martian
- a rat
- two cats
- a squirrel
At least 1 of those animals possessed a gun.
68% of the games played this week started with a letter in the first half of the alphabet.
Thus far, a total of 107 games have been played for the May 2025 Backlog Burner.
Game List:
- Amnesia: The Dark Descent
- Astral Ascent
- BEEP
- Blue Prince
- Brothers - A Tale of Two Sons
- A Case of Distrust
- Castlevania: Aria of Sorrow
- Celeste (randomizer)
- CrankVenture Capitalist
- DETOUR
- Doc Louis's Punch-Out!!
- Dordogne
- DREDGE
- Ecco the Dolphin
- Echo: The Oracle's Scroll
- Endless Alice
- Erenshor
- Fable Anniversary
- Frog Fractions: Game of the Decade Edition
- From Dust
- Griftlands
- I and Me
- Inscryption
- Legend of Mysteria
- Mars After Midnight
- MAZE
- Neverending Nightmares
- Nomad Survival
- Pool Panic
- Propeller Rat
- Sea of Stars
- Shadows of Doubt
- Squirrel With a Gun
- SteamWorld Quest: Hand of Gilgamech
- Tales of the Neon Sea
- Tactical Breach Wizards
- Timelie
- Zero Zero: Perfect Stop
Week 2 Recap
9 participants played 8 bingo cards and moved 46 games out of their backlogs!
There was 1 bingo win. Congrats to u/Durinthal!
Games were played at at least 1 major gaming convention.
8 games played had at least five words in their titles.
Game list:
- The 7th Guest
- Albion Online
- Animal Crossing
- Balatro
- Baldur's Gate 3
- Bang Bang Racing
- Berzerk Boy
- Bob Came in Pieces
- Choice of Robots
- Core Fault
- ctrl.alt.DEAL
- Diplomacy Is Not an Option
- Epigraph
- Fretless - The Wrath of Riffson
- Golfing Over It with Alva Majo
- Gravity Circuit
- Grotesque Tactics: Evil Heroes
- The Hungry Lamb: Traveling in the Late Ming Dynasty
- JoustMania
- Kismet
- Mage's Tower
- MLEM: Space Agency
- Monster Prom
- Naheulbeuk's Dungeon Master
- Nocturne
- Orna
- Pacific Drive
- Perfect Tides: Station to Station
- Puzzle Agent
- Puzzler World 2
- Recettear: An Item Shop's Tale
- Recommendation Dog
- Revenge of the Titans
- Ricochet
- Royalty Free-For-All
- Shining Gadget
- A Short Hike
- Simple Pinball
- Steel Battalion
- Tales of the Neon Sea
- TUNIC
- Virtua Cop 2
- While Waiting
- Workers & Resources: Soviet Republic
- Yoku's Island Express
- ZeroRanger
Week 1 Recap
10 participants played 7 bingo cards and moved 23 games out of their backlogs!
At least 6 different platforms were used: Nintendo DS, PC, Playdate, Switch, Wii U, Wonderswan
There were 0 bingo wins.
- 4 people played Flow bingo cards
- 1 person played a Flow Golf bingo card
- 2 people played Flux bingo cards
- 3 people played free choice
Game list:
- Advance Wars: Dual Strike
- beatmania
- The Botanist
- Braid
- Chicory: A Colorful Tale
- Costume Quest
- Cranky Cove
- DREDGE
- The Farmer Was Replaced
- Fire Emblem: Three Houses
- The Letter
- Life is Feudal
- Lugaru HD
- Match-o-3000
- Ratropolis
- Resident Evil 2
- Roundguard
- Shelter
- Shelter 2
- Suzerain
- Theresia
- Trackminia
- Trauma
deathinactthree's bingo card
Your friend loves it✅ Berzerk Boy
Has an isometric perspective✅ Albion Online
Has a moral choice system✅ The Witcher Tales: Thronebreaker
Has driving✅ Bang Bang Racing
Focuses on relationships✅ Stray Gods
An updated version (remake, re-release) of an older game✅ Shadow Warrior 2013
Has a satirical vibe✅ Shing!
Uses a unique control scheme✅ Arcade Paradise
Shing!
This had been on my radar for quite some time, as I like beat-em-ups, having largely grown up on them (Double Dragon, Final Fight, TMNT, River City Ransom, etc. were among my favorite childhood games). It's very comic-booky, and it attempts to satirize a lot tropes from both anime and beat-em-ups. The characters are sarcastic quip machines, and the story is full of knowing cliches from typical magical anime set in a techno-feudal Japanese setting.
The humor is mostly pretty lame if I'm being honest. The characters wisecracking at each other never results in clever dialog and the magitek world setting nods at itself throughout but isn't actually any different from the thing it's nodding at. It's basically a somewhat generic "feudal future" Japanese setting where demons are coming to steal the magic goo that has mystical powers and powers everything. Except the characters sometimes say swears and call each other assholes. Which gets old by the third level and leaves the protagonists forever one-dimensional.
However! Fortunately as a beat-em-up it's exceptional, one of the best I've played in a while. You have a ton of movement and combat options out of the gate and its freestyle approach lets you get as technical as you want, mixing up combo styles to match your flow, or just kinda button-mash. Although I would recommend playing on the lowest difficulty if you're a button-masher--the game starts out very easy after the tutorial but the difficulty gets pretty spicy, pretty quickly on anything above Casual. Combos are controlled by the right analog stick, a control scheme that takes a minute to get used to especially with the wide range of attack possibilities available, but makes the game feel fresh for the genre once you start free-flowing combos as you slice through hordes of yokai.
Like most games in the genre, you have the option of choosing between four characters. Unlike other games, who you choose at first doesn't really matter because you have the ability to instantaneously switch between all four characters at will during the game. Each character has their own unique weapon and moveset--they don't vary too much mechanically but it's worth your time to swap through all the characters in the first level or two and learn the differences, because unless you're good enough to never die with your preferred character, you're going to eventually have to play with them all. If your character dies it's not game over yet, as you can simply drop in one of the other characters, so the game isn't over until all four get waxed.
I recommend this game highly to beat-em-up veterans. The mechanics are pretty innovative for this kind of game and keep it from wearing out its welcome as you can frequently change up your play style experimenting with different combos between the characters. Not much about the presentation will grab you--the art design is solid and appropriately cartoony, but otherwise kind of generic, and the humor falls flat every time. For that reason, I don't think I'd recommend this one to newcomers to the genre, as the weakness of the humor and the narrative won't carry you through the potential frustration of the quickly ramping difficulty....especially once you meet the Tengu.
Arcade Paradise
This is a hands-on, first-person management sim, where you are the lackadaisical 19-year old son of a semi-wealthy "small business tyrant" living sometime in the mid-to-late 1990s. He has put you in charge of King Laundry, the first business he owned as part of what eventually became a vaguely described local business empire. He does not believe in you, or your half of a business marketing degree you worked on before dropping out of college.
As you start your first day washing and drying laundry, picking up trash, and unclogging the one toilet, you will eventually stumble upon a back room that has three arcade cabinets in it. You can play them, or get back to work, or split your time between the two. At the end of your first day, you're instructed to empty the change machine for laundry as well as emptying quarters out of the arcade machines, and you will hopefully immediately notice that the arcade machines yield significantly more money. So you contact your sister via chat using the PC in the office, and she informs you that she put the cabinets there because she already knows what you figured out: People spend more quarters on games than on spin cycles. You also approach your dad with this revenue-generating idea, and he predictably shoots you down as a boomer who thinks vidya is all brain-rotting beeps n' boops. And thus, you start hatching a plan, with no money and not much spare space, to somehow turn King Laundry into a thriving arcade.
The game goes in timed day cycles, which you can track with the LCD watch on your wrist. You have a PDA that's a clear nod to the Apple Newton that tracks goals, achievements, and game settings. You make money by actually doing laundry and keeping the store clean, but you make the games make more money by playing each of them to make them more popular--each cabinet has a popularity rating which you can raise by actually playing the games and earning achievements within them. The games are 80s-style simplistic game modes of types you're very familiar with: match-3, Pac-Man, Dig Dug, racing games, etc. Getting demonstrably good at them draws more players and more quarters. But in the short-term, you make more cash directly by your day job, so you have to time laundry cycles with how much spare time it gives you to work on becoming an S-tier gaming god. Eventually you earn enough day job money to start buying more and better arcade cabinets, and your devious plan starts coming to fruition.
As someone who very much grew up obsessed with arcades and has the deathly pallor to prove it, I love the concept of this game, I love the incredibly stylish presentation, and I almost love the gameplay itself. As the game goes on and you get more cabinets but need more money and popularity ratings, you end up in what becomes an increasingly frantic loop of sprinting between tasks--very typical of any management sim, where you're juggling resources and time--but eventually you get so busy that you have zero time to actually enjoy any of the games you're buying and gaining achievements in them as part of your goals becomes a tense exercise that starts wearing out its welcome after you've played a Pac-Man clone for the 1000th time and your watch alarm is screaming that it's time to unclog the shitter again.
I really wish this game had a more casual mode--I think this game would be a favorite for me if it had a way to play that wasn't so time-crunched to create its artificial sense of urgency required of management sims. I would love a "Cozy Mode" where I could just kind of bum around between trying to get a new high score in Not-Burger-Time and picking used chewing gum off the walls (an actual task in this game).
Shadow Warrior 2013
An updated classic boomer shooter wrapped in much prettier (and slightly less problematic) skin. So pretty in fact that I was surprised to find this 12-year-old game absolutely chugging on my medium-high-range PC without dropping some settings.
The original Shadow Warrior was a game I was familiar with but never played. I thought it incredibly corny in a tedious way and just a lazy reskin of Duke Nukem 3D the time or two I watched a friend play it, so I just ignored the series. What brought the remake to my attention was picking up Evil West as a free game via my PS Plus subscription, and finding I enjoyed it way more than I expected. A good friend mentioned that he wasn't surprised it was fun because it was made by Flying Wild Hog studios, who did the Shadow Warrior remake that he said was a blast if you just wanted to turn your brain off and engage in a bit of the ol' ultra-violence. Coincidentally, within the next week or so SW2013 came on sale at GOG.com for $2 so I bought it and shelved it, as I am wont to do.
It is, in fact, quite fun, and I was hooked from the opening scene with Lo Wang speeding his Porsche through rural Japan cranking up and singing along to "You Got the Touch" (the main single from 1986's The Transformers Movie). He's a professional hitman sent to buy (or otherwise obtain) a famous Japanese katana, the Noributsu Kage, from a very wealthy collector at his compound until things go to hell, literally. Lo Wang's inherent corniness is more digestible here, as it plays more as the character's defensive mechanism against the absurd realities of his job and life--Wang is objectively and believably not a good guy or a hero, until of course he is. It would be remiss of me to not briefly mention that although FWH Studios is a smaller game studio out of Poland, I do wish they had been a little more intentional in their casting. There is literally not a single Asian person in the entire voice cast of a game set entirely in Asia, and it frankly shows.
Honestly the game kind of knocked me out with the visuals on reaching the compound, with beautiful swaying cherry trees, rippling koi ponds, and traditional Japanese architecture. It knocked out my frickin' GPU as well, and it took me time to find how much I had to drop the settings without losing too much fidelity or dropping below 40FPS. I settled for what was a pretty shitty framerate for a shooter in favor of nicer graphics since I figured (correctly) that I was going to largely rely on melee anyway, which requires way less precision than an MP5.
Beyond that, not really a ton to say about it. You shoot or slice up demons, you gain various ki powers and upgrade weapons, the humor is still corny but less cringey, you progress a pretty straightforward plot for this kind of game. This is not at all a must-play, there's nothing here you haven't seen before, but my friend was right that if you just want to pump bullets into some demons and blow stuff up in a good-looking environment, you could do worse than spending a few afternoons with this.
Stray Gods
I almost don't want to review this one. I don't think I'm qualified to. I'm not a fan of visual novels, or musicals. But I wanted to break out of my comfort zone with Stray Gods, a game that a lot of people raved about and I picked up on sale for a couple of bucks from GOG.com where it was rated 4.5 stars (few titles on GOG get that high). I was going to try something different, and let myself be surprised and delighted by something far outside of my usual lane.
I wasn't. At all. I can't say I enjoyed a single minute of the 3-ish hours I played of a 6-hour story before I gave up. The art style and character designs are very solid, to its credit. The main character is a goth-adjacent woman who in the game's first scene vaguely gestures at either a dark backstory or garden-variety depression, I never learned which, but who of course very quickly is revealed to be the Magical Chosen One Who Will Save Us All. At the beginning of the game you have the option to give her one of three personalities, Charming, Punk, or Clever, but they don't have any discernible effect except changing a few dialog options as you progress. The idea of "what if the Greek Gods lived among us in modern times" is one of the most played-out concepts of the last 30 years, although again, their character designs are cool.
But we gotta talk about the music, since that's the whole reason we're here. As someone who just said they're not a huge fan of musicals, I have seen a lot of them, and I can definitely be grabbed by an individually great song even if I don't love the whole production. I found the music in this game to be mostly talk-singing normal dialog in a limited vocal range, with nothing remotely approaching a hook or even a theme half the time, just a continuation of the initial conversation/argument with the odd rhyme thrown in. None of the cast of singers were specifically awful, but none impressed either.
I don't want to spend more time than I have to talking negatively about a game that a lot of people clearly loved, but I will say that it was.........................not for me.
Witcher Tales: Thronebreaker
Set in the world of The Witcher, this is a combination of RPG and tactical card battler in the style of the King's Bounty or Disciples series, in that you have an overworld map you move your "army" (represented by your hero character) around to collect resources and pick fights in order to capture or progress through pieces of the map. Instead of tactical hex-grid battles with units like in the aforementioned series, in Thronebreaker you play a simplified version of Gwent. Simplified in this case means there are only two rows instead of three, units aren't locked to specific rows (as far as I saw anyway), there's often only one round instead of three, and there are often special conditions to the fight beyond or instead of just getting the higher team score.
This was easily my favorite game so far for this round of Backlog Bingo, despite that this is one of my shorter writeups this month. The production values feel like a triple-A game, from the art style of the maps and characters and animated Gwent cards, to the voice acting and script, to the challenge level and goal variety. The protagonist, Meve, a queen returning from abroad to find her kingdom (queendom) in ruins with the invading armies of Nilfgaard knocking on the front door, is well-written and well acted and is a compelling and morally grey lead in a gritty, low(ish)-magic epic fantasy setting. You are often asked in short vignettes to make moral and strategic decisions as a leader both for your armies and the various subjects you run across, and every decision plays into the final result of one of 20 or so available story endings.
I was pulled into this game more than games of any type I've played in a long time. It fires on every available cylinder in terms of quality and presentation. The battles and the puzzles can occasionally be tough, but I was okay keeping a guide open on another screen just in case, and so far only found I needed to refer to it once (technically twice, but only because I'd misread what a certain puzzle card did, and figured it out after that hint).
And here's the funny thing: I've never played through any of the Witcher games. I'm familiar with the series but although I have all 3 games and all DLCs in my backlog I've never played through more than an hour or so of any of them. So I went in as a fan of RPGs and card games, not as a fan of Witcher, and was very pleasantly surprised. Very highly recommended if you like this style of game, whether or not you're familiar with or good at playing Gwent from the Witcher games or the standalone Hearthstone clone.
Awesome write-ups! Thronebreaker is on my backlog as well, and I own it on both GOG and Android. Not sure if it's possible to sync saves between platforms, but that'd be cool, if so.
I like the idea of a story-based card game. It's a nice way of introducing new mechanics via tutorials, and can compel you to play further to find out what happens next.
Separately, Arcade Paradise is also on my backlog, and you've kind of sold me on it further. The aesthetic is a big draw. Though I think I'm with you in that I'd prefer a game that doesn't get more hectic over time, but less. I basically want the arcade machines to eventually become self-sustaining and generate passive income. That's the dream after all, isn't it?
I too (mostly) loved Arcade Paradise, and I too got stressed out by the game’s inescapable task demands.
It wasn’t until I was far along in the game that I realized the stress was essentially self-inflicted. If you try to play optimally, then you will be juggling different timers and tasks and rapidly completing chores on cooldowns, kicking yourself for not having enough time in the day or choosing to play a game that ended up taking more time than you thought it would.
It took me way too long to realize that there isn’t really a failstate though. If you don’t play optimally, that’s fine — you’ll just take slightly longer to unlock things, but you’ll probably have a much better time. You don’t have to maintain a minimum income each day or anything. You can literally do nothing each day, every day and still continue in the game.
And your dream of going from laundromat to arcade is definitely possible (it’s a very clever structure that I think the game uses well). There was a point in the game where I realized I hadn’t dealt with laundry for several days — not because I’d intended to ignore it, but because I was too busy playing games! (Just like real life, amirite?)
I ended up 100%ing the game (it’s a perfect audiobook/podcast game), but I will say that the quality of the in-game arcade games varies wildly. Some I loved playing, and some I forced myself to play simply to get their achievements. If I ever play the game again, I’m going to deliberately play suboptimally and just focus on the machines I enjoy. (Favorite Game: Stack Overflow)
Also, fair warning if you do decide to pick it up: the game is kinda buggy, and it’s just something you have to put up with, for better or worse.
Oh! I actually didn't know that, and that's good to hear that it sounds like you can just force yourself to go "cozy mode". Here I was, planning to look up if there was a mod or a console command to change the timescale in game but it sounds like I can just do whatever without penalty. (Goals taking longer doesn't read as a penalty, since it's necessarily assumed by taking your time with the game.)
I'm still comparatively early in the game and was debating whether I wanted to face the slog I figured this game would turn into, but if there's no real way to lose then I'm definitely going to finish this one, as I really dug a lot about it. Even if it's just something I pick up for a while during downtime between other games, or when I just want to chill out with something that isn't GrimGoreWar Extreme 5000: The Bloodening. Which might take a year at the pace I want to go, heh.
I'm always looking for more audiobook games, so that's good to know. (Unfortunately I'm also easily distracted, so I feel I need to know a game fairly well to be able to listen without losing anything)
I had the exact same realization with Stardew Valley. I was feeling stressed out by the time pressure, before I finally realized that it didn't actually matter. If I don't get the crops planted efficiently in Spring, well, there'll be another Spring in just a few months. There's no fail state, nothing bad will happen, so just enjoy it.
Moreover, it's okay to experiment. There's no need to be perfectly optimal because you're still making forwards progress no matter what you're doing. If you skip a crop cycle to go mine in the caves or just want to decorate your house, that's totally valid.
Sometimes I can be guilty of optimizing the fun out of games, so this was a useful lesson.
SingedFrostLantern's Bingo Card (Standard/Flow, 11/25)
Emergence✅ Noita
Humor✅ Frog Fractions
Endurance✅ OneShot
Justice✅ Nina Aquila: Legal Eagle, Season One
Tense✅ Resident Evil 2 REmake
Annihilation✅ ZeroRanger
Identity✅ Shadows of Doubt
Traditional✅ Gravity Circuit
Distribution✅ The Hungry Lamb
Absence✅ Chicory: A Colorful Tale
Curiosity✅ Tunic
Justice - Nina Aquila: Legal Eagle, Season One
Nina Aquila: Legal Eagle is an Ace Attorney-inspired RPGMaker game where anime is real. Yes, that is the game's description, yes, you can expect it to be anime TM, and yes, there are many references; Case 2 is about children's card games with that exact phrasing used while Case 3 is about street racing. Season One contains one tutorial case and two proper cases. Case 4 is actually coming out this Friday as a standalone release.
Well the game is lower budget and less refined than other AA-inspired games which is somewhat expected from being made in RPGMaker, but it's earnest in its spirit. It knows it's a videogame, it knows it wants to make references, and it knows it wants to have a fun time presenting its story (within its budget, again, RPGMaker). I have enough anime tolerance to say that it wasn't a bad time, which is helped by me getting it in an itch bundle and the game being pretty cheap, though not exactly my top rec for an AA-style game.
Since it's made in RPGMaker, the trial segment UI is definitely more awkward with its menuing; you can't go backwards in statements for instance and the evidence is all listed in alphabetical order. It also has an overworld whereas most AA-style games let you zip from location to location. On the plus side, the game can show off crowds, random NPCs to just talk to, and events that visual novel style games would have to cut away from, make a CG for, or have excessive narration which isn't really AA-style.
It also has minigames. Mandatory minigames which at least give you a "can't lose" setting, and Case 3 gives you an "auto-play" option. The in-universe explanation is that the witnesses don't respect Nina enough to talk to her until she decides to rank up in children's card games/street racing to force the issue. Case 2 has a turn-based auto-battler with an elemental triangle which was alright. Case 3 has rock-paper-scissors which felt much more tedious and luck-based.
Case 3 Ending Spoilers
After Nina nails down the culprit in court, they actually make a run for it and speed off in their car. Nina has to pursue with this being the final minigame race to close it out. You wouldn't see this in a normal AA-style visual novel so it really works here with the minigame that you've had to play for the chapter! Or well, the minigame really could have felt more better and more tactical, but it still gets points here!
Unfortunately, I think the minigames is a reason for the cases having a 3-day structure which AA games have avoided after the first game for better pacing. In doing so, Nina has to ask these witnesses for any clues at all over the last two days which (in the cases so far) also means that the cases have to be crafted with very little direct evidence of the crime to argue over after the initial findings in day 1. My memory of the testimonies is generally that Nina has to argue against the witnesses' interpretation of the events (par for the course), or arguing against the witnesses' slandering the defendant's character despite having obvious bias, both of which stem from lack of direct evidence.
The witness slander especially sticks out to me for quite a few reasons:
I guess it also bothers me that the inciting case that's driving Nina is a flashback that abruptly takes place between case 1 and 2 where she failed to acquit her mentor. So you see in two cutscenes after case 1 that her mentor's targeted and then boom, Case 2 where Nina is moody after what happened and flashing back to it. Feels like it would've been more interesting if that was Case 1 or at least a playable segment where Nina does her best, but fails from being too inexperienced. The point being that it's told to the player instead of shown and experienced.
I also think it's very gratuitous that Nina's "Press Statement" is a T&A pose which pops up every time. The end of day CG where Nina sleeps in her underwear? Anime. The end of case segments with fourth wall breaking and Nina in a bunny suit? Anime. But Nina yelling "Hold it!" at the witness to ask for more details with the T&A pose? Kinda ridiculous.
Well as long as we're on the subject of AA-style games, there's only 4 that I remember and I thought they were alright. Would welcome more recs!
Murders on the Yangtze River: 1900s China, each chapter has its own gameplay mechanic gimmick with skippable minigames.
Tyrion Cuthbert: Attorney of the Arcane: Low fantasy humans with magic! Case 1 is a free demo. Probably the most AA-like in tone and execution?
of the Devil: Cyberpunk cyberpunk instead of an aesthetic. Case 0 is a free demo which is definitely worth playing even as a standalone thing. Still releasing episodically with only Case 1 released out of 5 planned.
Danganronpa and Detective Raincode are more like distant cousins to AA, I don't count them.
Emergence - Noita
Noita is a 2D platformer roguelike where you play as a hooded wizard diving into a cave. As with many roguelikes, you're thrown into the deep pool of ignorance from the start and either learn the language of gameplay or have the wiki open as you suffer silly death after silly death. The controls are simple, 360 aim to shoot the wands/potions and the levitation meter that recharges when not flying, but the game's claim to fame is its simulation system and its wand crafting.
Fancy wand in a pool of acid? Toss a bomb to the bottom to drain it. Sudden flood of water? Perfect time to lightning bolt assuming you're far away enough or have immunity to it. All that flammable gas, wood, and oil? Get the fire potion out and let it all burn.
In between levels, you can swap the spells around on wands to engineer the perfect wand out of whatever you've managed to scrounge together so far. How about a triple cast lightning bolt wand? Sure it can (and did) kill me from standing too close to the blast, but it one-shotted almost everything I've ran into. Or maybe pairing a spell that teleports the enemy to you with the luminous drill to make sure nothing can escape the insta-death zone. Or heck, a long-distance casting component that pretty much allows for safely attacking through walls. You can only carry 4 wands at a time though, so you're gonna have to make a lot snap judgements on what to take and what to give up during the levels themselves.
And that's where all the emergent gameplay, or Emergence comes in. This is the generated environment, what can you do with it? These are the wands you've crafted, do you ditch a usable one for something practically useless to harvest it for its spell components? Heck I haven't even scratched the surface, the furthest I've made it is the jungle level.
Of course, all of this requires getting good and the drive to do some wand engineering; I'm still a beginner and I don't have that urge to theorize optimal combinations and macguyver some wands together. It's not a particularly flashy game until you survive long enough to find/craft a good wand, so I'm currently playing from the inertia of its reputation and consider it a very slow burn start that I'm still in the middle of. So I guess I'm not enjoying it enjoying it at this stage, but digging at it with a mixture of figuring it out and accepting the challenge.
Noita is an interesting one. I keep trying, and I keep dying. It seems like even the slightest mistake can end your run.
I've yet to make it beyond a few stages, and I guess it's because I just haven't been experimenting with the wand building. I tend to just pick up a wand, test its effects, and pocket it if I think it'll be useful. Maybe I should be thinking more in terms of which effects I can extract to use elsewhere -- if indeed that's how it works.
Despite not clicking with the game (yet), I really do appreciate the engine they've built. The whole "falling sand game" genre intrigued me as a lad, and a game that takes place inside of it is even better. They've seemingly even done it in a performant way, as the game ran beautifully for me.
On top of working out the wand mechanics, I'd wager that learning all the unique material interactions are also key to survival. Some are easy enough like wood + fire = more fire. But a lot of the potions and strange liquids also seem to have unique interactions. I imagine one could really be the ruler of the underground if they learned how to manipulate everything to suit their purposes.
Endurance - OneShot
OneShot is an RPGMaker adventure game where a small cat-person child, Niko, wakes up in another world that is dying and told that they're the savior who'll carry the new sun up to the tower to save the world/buy more time for everyone. You, the player sitting behind the screen, are hailed as the god of the world and can communicate to Niko through dialogue options to guide them, solve puzzles, and explore the world on the way to the tower. It is also a meta game where one of the first interactions is some message windows popping up to say that you will determine Niko's fate and that you only have one shot. There are one-use beds for Niko that will safely close the game, but apparently closing the game without using them in the original freeware version would end things then and there forever. That's why it's an Endurance run to finish the game or at least get to the next bed to save and quit properly.
Now I have to say that I don't have the full experience due to (presumably) having itch's sandboxing mode active which (again, presumably, don't know the actual problem) made it so that I couldn't trigger the solution to continue past the first tower puzzle. I did try one of the suggested fixes (copying the appdata from the itch user sandbox to the actual appdata), but I think that ended up replacing the save with a fresh one. Searched up a video of the remaining part and it turns out I was 15 minutes away (and that there was still more beneath the surface, but I haven't looked at that particular aspect yet).
The game does show its age in other ways. The window size is stuck at 640x480 with no setting to window scale it besides fullscreen mode, but the game is strongly encouraged to be played in window mode due to its meta aspects. There was one particular meta-element that didn't seem to work properly for a 16:9 monitor, or at least on my setup. It's also a puzzle/adventure style game with no modern things like maps or objective markers or objective/puzzle reminders, so I did have a guide open to help navigate where I was supposed to go and not get lost. And well, my PC is crashing more these days, so I was a little worried I would have failed the one shot aspect (though I made it through), as well as scrambling to get to IRL stuff.
I don't think I can quite make a proper judgement on it considering the circumstances above. I think I'll settle for I was invested in seeing where the rabbit hole leads, but not particularly fond of the gameplay genre of explore everywhere in this zoomed-in perspective to get this and that item. Probably set up a time to watch the rest of the playthrough after the bingo finishes.
OneShot - Ending Spoilers
To be clear, this is for the first playthrough; I'm just aware that there's a Solstice run, but not what that means.
So the theme of this little segment is sacrifice. At the end of the game, you're directly told from two sources that Niko is anchored to the world through the lightbulb and that the choice is to either place the sun to save the world, but strand Niko there, or destroy to lightbulb to send Niko home, but doom this world. Normally in games and choices like these, you connect to all the places and people you've met so of course the obvious moral decision for the faceless blank state vanilla main character to give up their old lives and join this new world. But you're not Niko. Niko isn't you. Niko is a separate entity who asks you for guidance and directly acknowledges you as a person. They're a scared child who wants to go back home to their mama and village after they were suddenly isekai'd. Can you do that to them?
And besides, the world is dying. It has been dying even before the previous sun ran out; disintegrating and glitching out from the stress of the system. It's brought up in-universe that putting up the new sun is no guarantee that things will be fixed. But still, even as bad as things are and as much as they continue to worsen, you still see people carrying out their lives. Doesn't it mean something that they can still survive on their own for a little longer?
So in the end, I would have chosen to send Niko home. My reasoning is as above: Niko being a small child who was abruptly being taken to this world with no choice, and the world dying on its own. In fact, quite a few individuals you run into are robots (not that I'm putting them as lesser beings to any future real AI reading this). Do I consider Niko more "real" than the rest of the world they were put in? I think I do. I think I'll give credit to the game for not making this a moral choice, but a choice of which bond and lives to save.
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 one more discussion topic posted next Wednesday the 28th. That'll be open until the 31st to let people finish things up and get their final thoughts in.
I will post the final recap on Sunday, June 1st. People can use that to give their overall thoughts on the event.
Notification List
@1338
@aphoenix
@Aran
@CannibalisticApple
@d32
@deathinactthree
@Durinthal
@Eidolon
@J-Chiptunator
@nullbuilt
@SingedFrostLantern
@sparksbet
@Pistos
@Wes
@WiseassWolfOfYoitsu
If you would like to be removed from/added to the list, let me know either here or by PM.
I am nearing the end!
H̵̖̀a̵̭͐ppi̵ǹ̵̢eś̷̭s̴✅ The Swapper
Recursion✅ The Farmer was Replaced
Unexpected✅ A Case of Distrust
Emergence✅ Pacific Drive
Collaboration✅ Astral Ascent
Deception✅ Tales of the Neon Sea
Distribution✅ Against the Storm
Synthesis✅ Naheulbeuk's Dungeon Master
Ascent✅ Celeste
Balance✅ Suzerain
Endurance✅ Amnesia: The Dark Descent
Silence✅ Timelie
Harmony✅ Nomad Survivor
Friction✅ Diplomacy is Not an Option
Fleeting✅ Dredge
Love✅ Monster Prom
Treasure✅ The 7th Guest
Gentle✅ Dordogne
Perspective✅ Epigraph
Light✅ Pool Panic
My game summary from last week:
It's maybe notable that in 4 of the games, there is a meaningful cat-based part of the game, and also in 4 of the games the main character that you play as is female.
My plan from last week seems to have been... poor. I can't connect anywhere!
I love it when a good plan comes together.
Rebirth✅ The Swapper
Deception✅ Tales of the Neon Sea
Synthesis✅ Naheulbeuk's Dungeon Master
Unexpected✅ A Case of Distrust
Balance✅ Suzerain
Perspective✅ Epigraph
Endurance✅ Amnesia: the Dark Descent
Fleeting✅ Dredge
Harmony✅ Nomad Survivor
Ascent✅ Celeste
Friction✅ Diplomacy is Not an Option
Light✅ Pool Panic
Gentle✅ Dordogne
Recursion✅ The Farmer was Replaced
Love✅ Monster Prom
Collaboration✅ Astral Ascent
Emergence✅ Pacific Drive
Treasure✅ The 7th Guest
Distribution✅ Against the Storm
Silence✅ Timelie
I've taken an idea from my final game - The Swapper - and cloned my bingo card. It's almost exactly the same card; it has almost all the same pieces, but it's put back together a bit differently. While the Swapper did make me happy as a game, I realized that I had painted myself into a corner that I didn't like.
See, I was going for an Anti-Bingo. I had the idea in the second week; I thought it would be fun to do just not get a Bingo on the bingo card, to do everything that one could possibly do without actually producing a Bingo. I was then presented with a choice, which was to decide if the holes in the bingo board should themselves form a bingo. At the time I thought an anti-bingo would require that the leftover parts should not be a Bingo, so I started playing games in such a way that that would be the case.
I was quickly filled with regret, but what can you do? You can't just swap them around can you?
Then I realized that it's just a fun way to play games and talk about them with friends, and you totally can swap the games around if that's what you want to do, so I decided on a thematic way to do that, and here we are.
I claim an anti-bingo. Any other game played will give me at least 2 lines of bingo.
If you could only see the sheer, utter delight on my face right now! This is BRILLIANT.
It also puts a previous comment into perspective. When I mentioned your wildcard spot and you said you “haven’t found anything that fits there really well yet”, I was like ⁉️⁉️⁉️ The whole point of a wildcard is that ANYTHING fits!
I then thought about it more and assumed it was some dry cheekiness, and I kicked myself for missing the humor (which, believe it or not, isn’t uncommon for me and the wildcard spot).
Now it turns out it was all part of your brilliant plan, which was brilliantly executed. The anti-bingo concept is cool enough, but your flourish at the end with The Swapper? An absolute masterstroke.
I’m continually impressed by how you cleverly you play around with the rules and structures of Bingo. Whether it’s inventing Golf, novel interpretations of the category rules (like Deception or H̵̖̀a̵̭͐ppi̵ǹ̵̢eś̷̭s̴), or this awesome achievement in specifically not winning, you’re always doing something thoughtful and interesting.
Also it wasn’t until just right now that I realized that you used A Case of Distrust as foreshadowing for your Deception category you absolute genius.
Thank you for all the kind words my friend. I really do enjoy these events a lot; they frequently set up a significant part of the next 6 months of gaming for me, because I usually discover something that I love to play, so I try to put as much effort in as the reward that I get out. Thank you for putting together the event, and thanks @Wes for the card - it would have been really difficult to do the thing that I was doing without a tool that was well thought out and put together. You guys have really made this an easy event to participate in and enjoy.
And to anyone else who reads, thank you for participating in an event like this. It's nice to feel connected to people. It's easy to feel splintered and disconnected today, and things like this is exactly what I hoped to get from the internet when I was first playing The 7th Guest years ago. <3 for everyone here!
Well, congrats on the anti-bingo! That's a fun concept on how to approach this. Same goes for swapping it. After all, a huge part of the fun is getting a chance to just talk about games and see others geek out over them too. Winning the bingo is secondary.
And have to say, I love that you had The Swapper in the top left corner under "Rebirth". Perfect place for it.
Thank you for being part of my deception earlier! I'm happy to have taken inspiration from some of the other games that I saw being played, though I didn't just rip off anyone else for their review...
I have a bunch of games to finish now, which is exciting. Several of the ones I started I only have one or two hours left in, so that's pretty cool.
Against the Storm - Distribution. One of the things I like about this particular mode - thanks @Wes! - is that the singular words are pretty open ended. Distribution could mean "obtaining and sharing resources out to a number of recipients" or it could mean something like "supplying goods for people to sell and consume" or "occurrence or frequency over space and time" and they all kind of apply to a city builder / manager like this one. I've only played a few maps, but I like this one.
So far, this feels like a pretty standard city-building / management game; you have workers, you have specific buildings to build to obtain and share resources out to your settlement, and they are standard fare; you must build a lumberjack's hut and a gatherer's hut and a mining hut, etc. However, there are various species of workers that you can assign, and they are variously suited to the tasks, so you must distribute them as makes sense amongst the tasks you have to hand. The beaver-people are obviously good at cutting down trees; the humans are good at gathering. Your workers all have slightly different perks, needs, and drawbacks, and you must deal with those, maybe choosing a Lizard House so that your Lizard people are happier, instead of the Beaver house (perhaps a poor example, because I opt for Beaver house every time, as a Beaver appeaser).
In each scenario you are against a clock - your Raven Queen grows impatient and you only have so long to complete your tasks in the scenario before her patience runs out, and you presumably lose. Actions you take can change the rate at which the Queen loses patience, so you are managing a bunch of resources at once. I think this will ramp up to become challenging quite quickly, and I will likely continue to play this for a while.
The graphics are cute, the species are interesting, and the map layouts all seems quite good so far. I'm keeping it installed and will come back to it.
I'd love to take credit, but virtually all of the category work has been done by our own @kfwyre. I'm just the code monkey. :)
By the way, you're kicking butt on your card this event. You one-away from a bingo on practically every axis. Stellar work!
Wes is just being modest, @aphoenix. He’s actually a magical code WIZARD!
He has also helped contribute to the category lists both in terms of his own additions and also by his keen and sensible editing eye for my ideas. He’s able to trim the fat, optimize the lists, and eliminate redundancies far better than I can.
K knows I love and appreciate him so I just wanted to make sure to spread that appreciation to other places. The bingo tool is fantastic!
That's awesome to hear, thank you! I'm flattered that so many are participating by playing bingo cards, and that it's become a core feature of the Backlog Burner event.
Celeste - Ascent. Celeste is a 2D platformer game in which you climb a mountain. The soundtrack is beautiful, the graphics are delightful, and the controls are smooth and intuitive. You climb, you leap, you mount the mountain, all to a, it bears repeating, very delightful soundtrack. I definitely understand why it gets rave reviews, and if a sweet platforming puzzle game with lots of little collectibles to grab sounds like something you want to play, then you should definitely play this. If you played Super Meat Boy and though, "I want more like that" then this is it and you should spend the $20ish bucks on it.
That said, I played for about an hour... and I feel like I'm committing a gaming sacrilege here, but I don't think this game is for me. I appreciate all the things that I listed above, but at one point I got mildly stuck, and there was no obvious way to backtrack. I took 30+ deaths on a puzzle that wasn't particularly difficult, relatively early in the game (as I said, less than an hour in). I took a break, and came back, and was greeted by my death count, which was a feel-bad moment for me. I think this is likely not the intended effect, but in a game where one of the keys seems to be exploring what is happening, in ways that can kill you, I did not like the "💀 = x" where x was a significantly larger than it needed to be number. Reopening my save file just felt like a failure. And to be clear, I think that's just an attitude that I brought in with me; a failure of me, and not the game.
@CannibalisticApple - you were wondering what would take this place, so here we are.
I'd thought to myself that Celeste might be a good fit for that! I played it too, and I get what you mean with the difficulty. I've mentioned before, but platformers aren't really my thing, and Celeste's intentionally very difficult. Yeah, I died a lot.
That said, I recommend trying it again when you're in a bit of a better head space on a fresh save with cheats enabled. That's how I played it. I'd give levels my best shot and then turn on cheats when I couldn't get past certain parts. Usually I'd just give myself an extra jump, but sometimes I'd turn on the bouncy barrier so I wouldn't die on extra hard or frustrating bits.
The thing I admire about Celeste is that the difficulty is part of the experience and narrative, but it doesn't use it to encourage frustration or rage. The main themes involve pushing through when things get hard and always trying your best, making your eventual success taste all the sweeter. It still tries to be accessible to all skill levels by allowing cheats, but I got motivated to do my best without them as I got more confident and practiced. I remember the final stretch was especially exhilarating.
Ooh I have Celeste on my unplayed list and have been considering playing it one of these days. But between your and Apple's accounts I'm thinking maybe leave that for next year :)
After some reflection and the comment from Apple above, I think I would recommend trying out Celeste. It is very well put together and I think most of the negativity was what I brought to it. I didn't restart, but I continued with a few minor attitude adjustments:
Ignore the death counter - I'm not playing competitively, I'm just playing for me, so it doesn't really matter at all.
Grab the berries... or don't - there are little collectible bits and they're fun to try to figure out... but if I spend any more time than I want to I just ignore them and move on.
Make use of the very good autosave feature - if I get even slightly frustrated, I just put the game down. The save feature is very good so there has been zero issue with just putting the game down instead of fixating and trying to figure out the screen I'm on. I have not lost any progress at any time, which is a testament to the game design and where the autosaves happen.
I think that I brought some things with me into the game, including the feeling of "I don't really like platformers" which is likely where any negativity came from. It is a really well designed and generally pleasing game to play.
Edit: oh, I just played a little bit more, and it's like the game read my comments; I got a message in game that said, "Be proud of your Death Count. The more you die, the more you're learning. Keep going!"
The Swapper - H̵̖̀a̵̭͐ppi̵ǹ̵̢eś̷̭s̴ Wait is that right? Well, I did like this game, and maybe it'll more broadly help me, because I think I might need to swap some things around here to actually get a B-I-N-G-O.
This is a sci-fi puzzle platform game from 2013, but I felt like it held up quite well. You are stranded on a damaged space colony that you need to explore and make your way through. You have two tools at your command - a cloning tool, and a swapping tool. The clone tool allows you to make a copy of yourself; the swap tool lets you swap your consciousness into that clone, so that it becomes the main "you".
What I did not expect was a game that muses on the nature of consciousness. The ship you arrive on is the Theseus - an obvious nod to the philosophical question on the ship of the same name. The named characters Dr. Chalmers and Dr. Dennet are both named after philosophers who talked about the nature of consciousness. As the puzzles progress, you are increasingly required to abandon or even murder your clones... or your former self. The game gently guides you into doing this, and it is relatively early in the game when you are forced to abandon your original avatar. The character you start with is just not the same as the one that you play; you have to give it up to get through.
Happiness? I thought this game was indicative of H̵̖̀a̵̭͐ppi̵ǹ̵̢eś̷̭s̴...? I think it's time to take a page from this game and make a change - clone the bingo card, that's what I need to do...
Scratch
happinessthis game is all about Rebirth.Congratulations on completing your last game! You've worked hard to get this far!
Regretfully, as you are not the same aphoenix that completed each of the other submissions, we're required by law to return your novelty oversized cheque to the bank. The Backlog Corporation apologizes for this inconvenience, and wishes you a pleasant day.
Ah, but are any of us the same at the end of the journey as we were at the beginning?
Also as a phoenix, I think I get special dispensation for the rebirthing don't I?
The Cat 😺 Lady ♀️meta-strategy! I love a good theme.
Also, that wildcard space on your board is looking mighty tempting right now…
I haven't found anything that fits there really well yet - I'm working on "Distribution" though, I feel like that could work.
I'm waiting to hear how "ascent" works into your plan since you specifically mentioned having a plan when marking Astral Ascent as "collaboration".
Also this backlog burner has made me keenly aware of the number of games that have cats. Not sure I have a dog-centric one, but I own like, at least five cat-centric games off the top of my head.
I may have oversold the plan. I'm having second thoughts.
Day 21...
I had another 3 game day
The first one I tried is one that's quite famous and formerly popular: The Binding of Isaac. I only ended up playing one "round" because quite simply this isn't my type of game. I don't care for the twin-shooter format nor roguelike so the combination isn't my thing.
I then launched up a game that seems to have been taken down from Steam: Shoot Many Robots. It's a side-scrolling shooter where you... shoot many robots. Kinda reminded me of Borderlands for reasons I can't entirely pinpoint. It's enjoyable in a guilty pleasure sort of way. You go level to level shooting robots of various sizes and occasionally punching bullets out of the air. As you go you buy better guns and cosmetics. And that's really about all there is to this game. The art style is fitting for the game and good but not great quality-wise. It has aged decently well thanks to its arcade-y nature. I only got through a few levels before I had to stop because some of the sound effects were freaking out my dog.
I spent most of my time on a more recent game and purchase: Potion Craft: Alchemist Simulator. I bought it a few months ago but never got around to launching it before now. On one level it's literally just yet another "job simulators" but on the other it's quite unique. The art style is the most obvious manifestation of that with the entire game looking like it's drawn on old parchment. The core gameplay is similarly cliche at a surface level: you grow ingredients, craft potions, then sell them to customers; but the way it does that is a bit different. The crafting uses a system where you're on a map and each ingredient forms a path-segment (usually in a sinusoidal course) that you have to use to get to one of the finite types of potion. The challenge comes in creating a path that gives you a high grade potion with the least ingredient cost. Selling involves a bartering minigame. And there's a handful of other mechanics that you'd probably expect (leveling, advanced recipes, an overall "goal list", merchants, unlockable advanced ingredient growing). I was shocked to realize how much time I had spent on it when it came time to stop, I could easily see myself spending a good number of hours on this.
Day 22...
My recently played list is starting to grow longer than I've ever seen it! And still a week to go.
I'm not entirely sure how to explain Splice. It seems the maker struggled with that too as the in-game instructions were rather unhelpful. But there's only a few things you can do so you kinda figure it out by brute force. Even once you figure out how to play it, it takes a while yet to really conceptualize what it is you're doing.
But essentially it's a puzzle game where you play as a binary tree that needs to manipulate its structure to fulfill a certain target shape. You do this by swapping the position of certain nodes up to N times and "activating" certain special nodes that do things like cloning or deleting the subtree below it. It almost feels like a Zach-like with how programmer coded it is.
I liked it. I got through the first half of the game when I stopped because I didn't want to eat the whole cake at once.
I tried a little bit of another game too. PixelJunk Eden. You play as a miniature gnome that jumps on plants in an endless war against pollen. This apparently was a console game back in the PS3/XBox 360 days. The graphics are super simple and therefore have aged well. The makers clearly also had a focus on music quality. This is another game that I feel like I'd enjoy more with some sort of substance. As is, probably not something I'll revisit.
I bought both games July 2012. For $2 and $3 respectively.
Day 23...
Last December I bought several games in the same general genre of restaurant games. A couple of them were more lifesim where the main thing you did run a restaurant like Traveller's Rest and Chef RPG. But this isn't Chef RPG, this is Chef.
Chef is a true restaurant simulator in the style of a builder like a "tycoon" game. You pick a plot of land to build your restaurant which determines rent, size, and any special characteristics. You then buy equipment, furniture, and decorations; hire chefs and waiters; set policies and your menu; unlock ingredients and level up; and build custom recipes. Oh and you let your restaurant open and run.
While I was playing I had the thought "oh this must be early access" due to how rough it is in so many ways. Alas, it's not. Graphics aren't good. There's no ability to adjust tilt despite there being walls and a grid system for placing furniture that is best performed by looking straight down. Middle click doesn't locking cursor position so you can only rotate a tiny bit at a time. The tutorial is only available in "free mode" not "story mode" unlike every other game I can think of. The tutorial doesn't kick in until after you have to pick a restaurant, which in my case led to to me picking a really bad starting location since I didn't have any sense of scale for rent. Letting the restaurant run gets boring as there's not much to do besides very occasionally you get a pop-up that a customer is complaining. That pop-up is quite unbalanced incidentally, demanding a static 50 or 100 dollars because the non-existent bathroom smells, which makes no sense to me given it's like 10 times the cost of their meal when you start out. The tutorial overall is simultaneously intrusive but not really informative.
Honestly if I had played this promptly I would have considered refunding it.
Day 24...
Neon Noodles is the last restaurant game I had left unplayed. Well, restaurant game is maybe a bad descriptor as you're more playing a food factory. Specifically you're playing as the programmer/architect who designs the factory floor and programs the robots to operate as a pipeline to prepare a given recipe. It's more or less a zach-like as any programming game is called nowadays. This one is interesting because it's very much parallel/concurrent programming as you quickly end up needing to program a dozen separate robots to achieve a given recipe with any degree of speed. The programming is achieved through a simple series of commands, at least as far as I got there's no variables or control flow yet. There's hints that loops are coming.
The graphics are reasonably good (as good as needed for this type of game), the audio is non-offensive, the tutorial was fine, the UI is usable and mildly unique in a good way, I didn't hit any bugs, and there's a slight story line to it. I do wish there were ways to leave comments or at least label your robots as it quickly becomes tricky to keep track of them by number (especially when they disappear if you're programming a different one). Debugging can be a bit tricky, mostly requiring you to rerun the program several times.
I can certainly see myself playing more.
Day 25...
One of my favorite games of all time is the Stanley Parable. I played it something like a decade ago. Due both to the game itself and some context for when I played it, it has a very special place in my heart. I bought the sequel, The Stanley Parable: Ultra Deluxe, a couple years ago; but I never could quite bring myself to play it for much the same reason why, as a kid, I once left my last Christmas gift sitting wrapped for several years.
I loved it of course. I played an ending from the original game I don't even remember. I sat in the closet. I hit jump a bunch. I clicked on doors and computers. I went mad. I jumped in a hole. I laughed. I felt nostalgia.
I'll definitely revisit it... but it might be 10 years from now.
Day 26...
I gave Foundation a try. It's another medieval city builder. I picked it up in 2022 for $24 at the same time as a couple other city builders. I played the others but didn't get around to Foundation for whatever reason.
I hit some frustration when first launching it. Like is common with city builders, this game didn't love my modestly sized TV and was unplayably small when I first launched it. Annoyingly, the UI Scale option seems to be broken. I put it up to the max (150%) and nothing happened. I relaunched the game and the setting was indeed still at 150 but it looked exactly the same as 100%. I looked through discussions and just saw advice to modify the config file to increase the limit above what the UI allowed. I set it up to 200% and restart but the menu was still identical. So I resorted to shrinking the resolution. Going from 4k to HD didn't help at all. I ended up having to go all the way down to 1280x720 before things were readable. That was mostly usable, only a few things didn't render right.
Anyways, once I got the game going I liked it. The graphics are good, the tutorial was a good balance of guidance and obtrusiveness, the buildings are unlocked gradually so it's not overwhelming, and it is clearly featureful enough to keep you busy. It's a very free-form builder where you can plop wherever and rather than building roads, roads appear where people walk. It also has an interesting "painting" system that are basically zoning from classic builders but freeform. As well as painting residential zones you also paint things like areas to cut down trees. I'm not totally clear why logging is painted globally, reforesting is painted per building, but harvesting other resources aren't painted at all. It's one of those things that I'm sure quickly becomes second nature but it seems strangely inconsistent at first glance. One thing that's really fun is how you can build certain modular buildings by placing individual rooms and decorations. It feels like you can get good fine-grained control and manage the city well but without it turning into a spreadsheet simulator.
I barely got past the tutorial and I could've sworn I only played for like half an hour, but looking now it was over an hour. Can definitely see myself sinking some time into this. Assuming I can get the UI scaling issue a bit more balanced I'll definitely play more.
Day 27...
In every TV show where we see the characters are programming a videogame, that game is Garshasp: The Monster Slayer. It feels like the most generic mid-2000s third party hack and slash game ever created. Which, given that it's from 2011, isn't the best. It's just so generic and lacking in craftsmanship or refinement. Anyways, I played about 20 minutes of it. Though it took me several minutes to figure out how to get it launched... you need to manually install flash player. The part that bothered me the most is that you can't control the camera at all; the camera moves around automatically as you move in a way that's really annoying and confusing and I absolutely do not miss. Will not revisit.
I switched after that to something higher rated (just a tad) but that I bought around the same time: Machinarium. It's a point and click puzzle game and a pretty quality example of one. The art is really good and has a nice cartoonship spirit. The puzzles I got through fit a good balance of both difficulty and visibility (it's not like you just need to click randomly trying to guess what's interactable). I was able to launch it without any issue so it's clearly still cared for. It even has a tutorial and built-in hint system. I did have to resort to the hint on the 3rd level but it wasn't helpful (I was thrown by the angling in the art). My TV seemed to dislike this game though, it kept flashing black when I got to the 4th level for some reason. Haven't had that happen before.
Love your description of Garshasp. It very much is the iconic "TV CGI game". The generic subtitle doesn't help there either.
I like Machinarium. It has a neat style, runs on virtually every platform under the sun, and doesn't overstay its welcome. I consider it one of those titles that helped establish early indie gaming, alongside contemporaries like Super Meat Boy and World of Goo.
Technical issues aside, it seems like the kind of game that would benefit from a larger TV display. Hopefully the flashing issue is limited to just one level.
My friend group and I got a good amount of play out of Shoot Many Robots years ago. It was mindless and grindy, but nearly any game can be fun when you’re playing it with friends, so we enjoyed our time with it. I honestly forgot it even existed until right now.
I also had no idea it was now delisted. It’s interesting to think that some smaller or less well-known games can just quietly fade away without any fanfare. A bigger-name game will usually generate a lot of attention if it’s sunsetting, but games like this one can just up and vanish with nary a trace.
Abundance✅ Cranky Cove
Emergence✅ Shining Gadget
Belonging✅ Mars After Midnight
Time✅ CrankVenture Capitalist
Conflict✅ Tau
Expansive✅ Spacerat Miner
Peace✅ Echo: The Oracle's Scroll
Tense✅ Zero Zero: Perfect Stop
Verticality✅ Propeller Rat
Curiosity✅ Simple Pinball & Mage's Tower
Ascent✅ Tapeworm Disco Puzzle
Friction✅ Trackminia
Color✅ Match-o-3000
Gentle✅ MAZE
Increment✅ Core Fault
Brief✅ The Botanist
Time for me to gush about @Wes's wizardry yet again.
About a month ago I was distro hopping a lot, but I finally landed on Fedora and have been running that since. So smooth!
Only, after a month of using it, I ran into some rough edges. Neither the RPM nor the Flatpak version of Steam would run. I learned that vanilla GNOME doesn't let programs run in the taskbar without a window open. They do on my Pop!_OS machine which also runs GNOME, so it was a surprise to me to learn that that behavior is actually non-standard.
Also, I just really missed Mint. Cinnamon is just so lovely! After trying out KDE, GNOME, XFCE, Budgie, COSMIC, and LXDE, I've decided that Cinnamon is my favorite (and not just because it has a delicious name that pairs well with its equally delicious-sounding distro).
So, I decided to hop back to Mint (delicious). This is a worry-free process for me, because the laptop I'm doing it on is my browsing/streaming laptop. Pretty much the only things I run on it are Moonlight and Firefox, so wiping it doesn't require a lot of rebuilding or worry. I don't have any files to lose, and I can have it back up and running with what I want in mere minutes.
So, without a second thought, I put Mint on it, then installed Firefox and Moonlight.
It was only then that I realized that, in wiping my computer, I also wiped my Bingo card.
Devastating!
Except, NOT AT ALL, because I'm playing a seeded card -- a new feature that Wes added for this event. I went back to his (amazing) site, put in the seed, and generated a fresh copy of my card. I then plugged in my games again, and, well, it's what you see above. I was back up and running in seconds!
Wes's wizardry saved the day!
Initially the seeded card feature was intended to allow people to play the same card (like Wes and I are doing currently), but I actually think it's also a great "insurance" feature against card loss. I recommend that, in future events, people play a seeded card even if they're playing solo, just in case they, you know, decide to wipe their operating system on a whim like I did.
Anyway, with respect to the games, I'm excited for this weekend. I have a (much needed) three day weekend.
If the weather is crappy, which it might be, then I can lie on the couch with my dog and play my Playdate.
If the weather isn't crappy, which also might happen, then I can lie on my new hammock with my dog and play my Playdate.
Either way, I'm going to get some great playtime and my dog is going to get his lovely dog naps and I will hopefully get myself some Bingos! Hopefully!
Unless I accidentally wipe my card again. (You know, now that I've been on Mint for a bit, I am kind of missing Fedora...)
Alright, before I get into my games, I need to confess something.
I made that "missing Fedora" comment as a joke. Genuinely.
Well, confession time: I'm actually back on Fedora now (the Cinnamon spin). For real. No, I didn't intend that. It was kismet or something.
See, as much as I love Mint, when I laid down on my couch for some quality weekend gaming (because the weather was too crappy for hammocking), I then learned that the current Playdate Mirror build doesn't work on it. Mint has a newer version of some libraries, and Mirror needs older ones.
I spent an hour trying to get the right libraries up and running without success, and it reached the point where I didn't really know what I was doing and was just copy/pasting in terminal commands I found online that I didn't really understand, which is never a good thing.
So, I jumped back to Fedora. This time with delicious Cinnamon though. I genuinely didn't foresee this outcome when I made that throwaway joke.
Also, for anyone wondering, of course I forgot to export my card before wiping Mint, so the seed feature helped me rescue my card for a SECOND time.
Spacerat Miner - Expansive
What's that? Is this a SECOND rat-themed game on my Bingo card? Yes it is! If @CannibalisticApple can play as two (well, technically three) cats, then I can play as two rats!
Initially I hated this game.
You drill down in blocks arranged in a grid pattern. You cannot jump or move up, only sideways or down. There are gems to get and different block types and whatnot. You also have to make sure you're routing to air bubbles to keep your O2 meter up, and every so often you have to crank to recharge your battery.
Some blocks will trigger fire. The fire will quite quickly
expand
to fill up the available space you've dug out, catching up with you and killing you if you go too slowly. Having a run ended isn't too bad. You keep your gems, and eventually you unlock a store in which you can spend them for permanent upgrades.So, why did I hate this game?
Well, my initial runs were terrible. I died very quickly. The game kept eating my inputs. It felt awful to control.
Except, it turns out it wasn't just this game.
It was also happening in menus and other games. My Playdate itself was eating my inputs.
Friends, family, and other people who just happen to be in the area: it is with a heavy heart that I announce that the
A
button on my Playdate is no longer.From searching around this isn't terribly uncommon, especially for the OG devices (which mine is). I found a video offering a fix in which the person futzes around with the internals of the device in a way that looked like I would definitely just brick the whole thing if I tried it, so I'm only going to do that as an absolute last resort.
While the button not working is a little annoying, it's not the end of the world for me. Through Mirror, you can use a keyboard or controller for input. No need to use the buttons on the device itself. The day is saved!
Kind of.
See, you can use alternate inputs for the buttons, but there is no alternate input for the crank. Thus, Mirror works perfectly fine for me for games that don't use the crank as well as those that ONLY use the crank. In a game like this one, however, where you use the crank SOMETIMES, my setup is a pain. The broken button means I need to use keyboard input, while the crank means I need to have a hand on the device.
I am going to try to play around with a one-handed keyboard setup so that I can have my left hand controlling the d-pad and buttons on the keyboard while my right hand is on the crank and see if I can get used to that.
Anyway, back to the game. Now that I've played it without it eating my inputs, I quite like it. It's simple and it reminds me of Mr. Driller. Also now that the game isn't eating my inputs, the fire isn't nearly as menacing as I thought it was initially.
I'll keep playing this. It's simple and grindy enough to be a good audiobook game.
Also, adding this game to the card means I've officially got A BINGO! Or should I call it an anti-anti-Bingo?
Tau - Conflict
This game reminded me of an old favorite from my childhood that I had long forgotten about: SkyRoads. But where that one was a platformer, this one is a shooter, and where that one was rectangular, this one is cylindrical.
Your ship auto-shoots (thank you dev! LOVE this option for scrolling shooters), and you travel forward on the surface of a cylinder. Using the crank (or in my case, the knob, which is much more comfortable for this game) you can rotate your ship around the cylinder.
In the beginning stages, there isn't too much to see -- just some asteroids. You shoot them and pick up their collectibles for points. There are also arches you can fly through that increase your score multiplier. Shoot down obstacles and go through rings to start building your score.
As you advance in the stages, the obstacles increase in frequency and type. Eventually you'll encounter enemies. These traverse the stage and shoot back at you, making the game quite the
conflict
(BINGO NUMBER TWO, BY THE WAY).The optimal way to play the game is to shoot down as much as you can and fly through as many arches as you can to maximize your score. Doing this makes things pretty tense though, as if you crash your ship, your multiplier resets to 1. This means you have to manage the risk of taking on too many enemies or navigating dangerous arches. Play it continually safe and you'll have a very low score, but play it too unsafe and, well, you'll also have a low score because your multiplier will reset.
Trying to find the right balance gives the game a nice tension.
That said, I don't feel particularly compelled to play this much more than I have right now, but I could see myself getting into this on a plane flight or in some other place where I need to mindlessly kill time.
Tapeworm Disco Puzzle - Ascent
Oh you thought playing as two rats was cool? How about playing as a TAPEWORM?!
Because
annelid
isn't a category (yet, muahahaha), I put this inascent
because for every level you start at the bottom and work your way up.Each level is a single-screen grid-based puzzle. There are a variety of different mechanics that, if I explain, would make the game sound more complicated than it actually is. It's really quite simple and easy to get into.
Some of the levels are pure puzzles, while others are based on timing and execution. Initially this bothered me, but I ended up coming around to it. It adds some nice variety to the game.
I also think the game is really freaking cool for reasons outside of the game itself. The devs actually didn't make this game for the Playdate initially. They made it for the NES.
Yes, the Nintendo Entertainment System from the early 1980s.
You can buy a ROM of it from their itch.io site and play it in an emulator.
Except, they didn't stop there.
They also put out a Dreamcast release.
A DREAMCAST RELEASE, PEOPLE! As a Dreamcast forever fan, that's honestly better than a Bingo in my book.
Also, it's wild that the NES and Dreamcast are still getting new games in the 2020s. This isn't even the only one! See the Dreamcast and NES release lists over at MobyGames. Absolutely incredible.
Anyway, like some of the other games I've been playing, this is one where I plan to hop into it, play a few puzzles, and then hop out. It's good stuff.
Oh, and it's also got a Steam release if the NES, Playdate, and Dreamcast aren't your speed.
kfwyre!! Are you not the one who made me add multiple warnings about data being stored locally? The one who wrote the FAQ explaining that you're responsible for not deleting your card?! What kind of example is this??
Hehe, sorry to bully. It sounds like you've had a trying time of it this week.
Sorry to hear about your A button. That stinks. I always feel less-bad when things break from heavy use, rather than because I simply dropped it or something. Still, it feels premature in this case. Hope you can figure out a solution. When in doubt, isopropyl alcohol.
Fedora is a great distro, and I expect things will be relatively stable there. Linux is also great in that you can basically just change DEs whenever you feel like it.
Congrats on the double bingo, and in general for testing out so many Playdate games this month. You've definitely met your initial goal, in my mind.
Tapeworm looks cool, and the simple puzzle design fits the aesthetic of all three consoles you mentioned. I almost prefer it in black and white to the coloured Steam version, somehow.
I was, uh… I mean... uh, I... was deliberately highlighting the utility of a new feature for everyone. Yeah! It wasn’t a product of my forgetfulness at all!Truthfully: now you know why I drove that specific point so hard! Wisdom is the daughter of experience.
And yeah, I'd be more mad about the Playdate button issue if I didn't have Mirror (it is once again proving its worth).
Part of me wants to just get a new Playdate, but that feels unnecessary for a few reasons:
I don't want to buy a new one just to neglect it like I did my first one.
On the other hand, I did pre-order Playdate's second season of games, which starts up next week, and my considerable gametime with it this month has sold me on the device as a legitimate gaming platform and not just the novelty distraction that I thought it was going to be.
So maybe a new one is worth it?
I'm going to play around with different solutions (changing controls in Mirror, MAYBE opening it up and giving it some iso) before I make any purchase decisions though.
And yeah, Fedora's a banger! So is Mint. Honestly, the entire Linux landscape impresses me. It's an utterly incredible platform made by magical coding wizards like you.
I'm typing this on a tiny 12-inch Dell that I bought used for ~$100 years ago to do work for my grad school program. With Linux, it doesn't even feel a day old. It's fresh, fast, lively, and, dare I say it: sexy? I genuinely prefer the look of nearly every Linux DE over Windows.
OMG game dads are having a vehement discussion, but everyone is hearing it!
Even if we get loud with each other sometimes, it doesn’t mean we love you any less.
Now go work on your homework. Remember that there’s a big test in science tomorrow and you’ve got soccer practice tonight. I’ll call you down when dinner’s ready.
Next event, I'm rolling a bingo card that's nothing but different animals to play as. The menagerie card will be unstoppable.
Time✅ Endless Alice
Conflict✅ GTA V
Uncertainty✅ Roundguard
Harmony✅ Celeste (Randomizer)
Ascent✅ Golfing Over It with Alva Majo
Grand Theft Auto V
I purchased Grand Theft Auto V in April of 2015, so just over a decade ago. I finally completed it this week. I'm writing this as the credits roll.
Admittedly, that's a long time to spend on a game. I can't say why it took me so long. I guess I could just never get fully invested in this one.
Long ago, I used to love GTA games. I'd put hundreds of hours into GTA III, Vice City, and San Andreas. I knew their cities like the back of my hand. Their sandboxes allowed for a kind of freedom that seemed unlike any other games at the time. There were so many secrets and goodies to find, and as an acolyte of GameFAQs.com, I was privy to all of them.
At some point though, I guess the magic began to fade. I'd already flown enough tanks backwards over Liberty City. Entering the Chaos Mode cheat in San Andreas no longer did it for me. I'd exhausted all the alternate downloadable skins for Tommy and Claude.
GTA IV was a different game entirely, and never quite scratched that same sandbox itch for me. While I still enjoyed the gritty realism and story telling, it didn't capture me in the same way. I finished the main story but didn't feel compelled to play through the DLCs or other after-story content.
Enter 2015. GTA V was released, but Rockstar had begun their now-signature move of delaying the PC release. However, after spending two years in console purgatory, the internet was aflutter with the impending PC release of GTA V. A promised return to the arcadey feel of earlier titles, in a revamped Los Santos! There were going to be insane mods, custom multiplayer servers, all kinds of hijinks! I did something I rarely do and preordered the game.
Release day came and I jumped right in. Sadly, it seemed the magic hadn't come back. The game was beautiful, had a strong story hook, and offered me everything I asked for, but it somehow still wasn't working for me.
Evidently, it was me that had changed, not the series. Maybe the senseless destruction just wasn't that appealing anymore. Maybe my sandbox needs were being met with the glut of survival crafting-type games emerging around that time. Maybe I'd just done it too many times.
The initial story beats were actually pretty interesting (a retired bank robber gets into some trouble, a small-time thug wants to make something of himself). I found I was able to empathize with both characters, as flawed but well-meaning people. The story sections with Trevor however turned me off, and I was especially repulsed by a mission that required torturing someone for an extended period. That was in fact what led me to take my first extended break.
Five or six years later, I was invited to play some GTA Online, which I'd largely ignored up until that point. I joined in, did some racing, played some golf (surprisingly good!), and generally had a good time.
Here's the thing though: my character sucked. Everybody else had fast cars and powerful weaponry, and my guy was pathetic. Since the Online had received a lot of development since I'd first played (ultimately consuming the slated single-player DLC), I decided I wanted to build out my character to stop being such an embarrassment. It's the principle of the matter!
So playing casually for the better part of a year, I slowly worked my way up. I completed all the heists, purchased all the businesses, filled my garages with supercars, and built a criminal enterprise. My character was finally something to behold. Of course, my friends never played again.
The Online mode's community was, honestly, not very good. A significant percentage of players would kill on sight, destroy your vehicle for no reason, and generally act unruly. The chat was always full of arguments and slurs, or spambots that promoted cheat tools because Rockstar seemingly has no filtering for that sort of thing.
Cheating was actually a major problem. In a lobby of over 20 people, there were guaranteed to be at least three players running cheats (so called "mod menus"). Some people used them just for themselves, while others used them to troll others. It was extremely common to be randomly teleported around, blown up, or have props spawned on you. I've even seen false messages posted to chat - as me - from users of these tools. Security features were non-existent.
For obvious reasons, I played exclusively in solo lobbies. It seemed like an oxymoron to play an online mode in single-player, but it was and probably still is the best way to play.
When you start the game, it likes to dump you into a full multiplayer lobby. This not only carries the risk of the aforementioned cheaters ruining your day, but it also takes way longer to load. It was actually faster to load first into single-player and then to start a solo session, than it was to load into a full lobby.
Since I kept venturing into single-player when starting the game anyway, at some point I decided I may as well pick up the story where I left off. Getting back into it, I pushed through that awful torture mission and progressed to the point where stakes began to grow. Lots of people wanted me dead, and I had to make one desperate plan after another to make it through.
Some parts of the single-player actually felt great, like the wildlife that populates the city and countryside, and the number of scripted events and interactions around you. The whole area felt alive and dynamic. It's something that was missing in the Online.
I was also really impressed by the illusion that each character was living their own lives while you were away. If you hadn't seen a character in a while, they'd often be in a new spot, having changed clothes or vehicles. They might be listening to their favourite radio stations, or have new phone messages to read. Unfortunately, sometimes this meant they'd change the clothes you picked out, or lost the car you were driving, but it did add an element of believability to the game.
After playing for a while though, what I found was that the Online mode had basically ruined me. I'd grown too accustomed to having fast cars and helicopters at my beck and call. My bullets no longer exploded on impact. My motorcycles didn't fly. I couldn't even dismiss a 5 star wanted level with a few taps on my phone. I worked so hard to become the ultimate badass, and was thrown back to being a nobody. So once again my momentum petered out, and I stopped playing.
Fast forward another few years, and it's the May 2025 Backlog Burner event! GTA VI's second trailer had just dropped, the GTA V Enhanced Edition released two months prior, and I was feeling ready to give this thing another try. Frankly, if I couldn't finish it then, I doubted I ever would. So I pulled up a story recap, read up to where I'd last played, and locked in.
I'm happy to report that after two weeks of play, I've finally managed to complete the remaining 50% of the game. Credits rolled, deeds done. Both the main story and all side missions complete. Cross that item off the backlog, baby!
So I'm pretty pleased about that. Oddly, despite needing to force myself to actually finish the game, it's not as if I dislike GTA V. I can absolutely see that it excels in a lot of areas. Rockstar are masterful story tellers, and they put so much attention into how every scene is framed, lit, and paced. Every cinematic looked great, even ten years on. The city simulation is phenomenal, and I know of no equal when it comes to making a world feel alive and breathing. Their satire is still on point, and they find novel ways to make fun of just about everyone. There's a lot to be enjoyed here.
However, a lot of things do bother me about the game, and it's sort of death by a thousand cuts. Like every single time I get into a car, I need to turn off the radio. I do not want to listen to the radio. I've manually turned off this radio literally thousands of times now. Why won't it remember my preference??
The phone system feels clunky to navigate, and is only one of about a dozen different menu systems (phone menu, pause menu, interaction menu, Rockstar home menu...). Finding the right setting can sometimes feel like a scavenger hunt.
The PC controls in general are not great. Flying a helicopter or plane with a mouse is nearly impossible, and non-standard keys are used in many places (why does M not open the map?). One time I drowned in a knee-high puddle because I couldn't figure out the swimming controls.
The Online has its own share of issues. Load times, networking desyncs, poor client/server design. Some random events are bugged and have been left in an incomplete state for years. It's still impossible to get rid of guns once you acquire them, so your weapon menu gradually fills up with junk over time. Players have started fresh on entirely new characters just to clean these up.
On top of the cheater problem I mentioned above, the Online is also completely pay-to-win. In addition to selling currency directly, Rockstar now sells a subscription pass with further in-game benefits. They've pushed the upsell much harder since the release of the Enhanced Edition, and I take that as a sign of things to come in GTA VI. Somehow, the pointed barbs against capitalism just don't land the same way under these conditions.
In general, I think I'm also over some of the older Rockstar game designs. The mission structure in a space as large as Los Santos means you spend a lot of time just driving between story checkpoints. I eventually discovered that I could take a taxi to skip most of the travel, but it's still a lot of friction just to progress the story.
I also wish I could save cars. You can still store them in a garage, like in earlier GTAs, but if you take the car out and it gets destroyed, it's gone. I'd love if I could customize and insure a vehicle to actually make it mine. That's how it works in the Online, and I don't see any reason why it couldn't work in the story, too.
One more complaint. Previous GTA games would often include major unlocks as you progressed in the story, like helicopters, guns, and even a jetpack. There wasn't much of that in GTA V. It felt like I wasn't really changing the world very much as I progressed. This may be a consequence of existing in the "HD GTA universe", which prioritizes realism over, well, spawning a tank for your personal use. That's fair, but you also aren't unlocking access to different islands, or taking over gang territories. The typical "rags to riches" elements that I love just weren't there. By the end, I still lived in the same house, still drove the same crappy car, and only had a bigger number in my virtual bank account. Though as an aside, my stocks all did dreadfully and I was broke for most of the game.
So it's a title I feel somewhat ambivalent about. I don't dislike GTA V, but nor do I really like it very much. I can appreciate the writing, cinematography, razor sharp wit, and city systems, and still not enjoy playing it very much. I am glad to finally be able to put this one on the bingo card though, and to move past it.
I don't think I'll be pre-ordering GTA VI, even though I know the internet hype machine will be going into overdrive soon enough. I think I'll wait a couple years, pick it up when it reaches a fair discount, and see if the magic is still there.
Is there anything more satisfying than scratching a decade-long itch? (Besides dislodging bits of popcorn stuck between your teeth, of course).
I loved reading your saga and am glad you got closure!
I also think your observation about going from badass to nobody killing the fun is resonant.
When I was a kid, I was also a GameFAQs acolyte (some of my reviews and guides are still on the site, attached to an old account I have long since lost — and no, I will not be linking here to the writings of 13-year-old kfwyre, as endearing as they might be). And when I wasn’t on GameFAQs, I was using CheatCC (RIP) or downloading sketchy trainers to make me a complete badass in any game that I wanted.
Unfortunately, like you identified, this tended to kill my enjoyment of the game. I did it because I got a very quick and initial high from it (WOW, I can do anything / AWESOME infinite money / unlock everything NOW) but it didn’t really last because it meant I was sidestepping all of the game’s systems that were designed to make it engaging in the first place. If I then tried to play the game as intended, it paled in comparison to the SUPER AWESOME EXTRA ULTRA time I had briefly with cheats.
For example, I played a LOT of DOOM as a kid, but I always plugged in
iddqd
(invincibility) andidkfa
(keys, armor, all weapons, and full ammo), effectively turning the game into a walking simulator. Even that wasn’t enough though, because sometimes I’d want to go to a secret area but not put in the effort to find it myself, soidspispopd
andidclip
(no clipping for DOOM and DOOM II respectively) became my best friends.But, when I say I played “a LOT” what I really mean is that I played DOOM frequently. Because I was always playing it on unstoppable god mode, I didn’t really stick with it much, playing a level or three before getting bored and doing something else. I also didn’t really appreciate the level design, because I could just run straight through to the end. No locked doors to impede my progress; no worries about falling into the radiation pits; no tension from the monster closets; etc.
In the rare times when I didn’t put in the cheats, I was more frustrated than not. I was vulnerable; my progression through the levels was slow; I couldn’t use my favorite gun all the time (plasma rifle btw). I felt limited and annoyed and bored.
It wasn’t until I was older that I actually tried playing DOOM as intended and learned that it’s a grueling extended firefight through maze-like levels. I was amazed at how long it took me to complete the campaign. It was interesting to return to levels that I recognized but that I had to actually work my way through, doubling back after getting certain keys and feeling like a genius for finding secrets. I finally appreciated the game’s pickups, which I previously mostly ignored. The relief of finding a suit of armor, or a medkit, or a radiation suit was palpable when you’re battered and bruised from the cacodemon that just took a few bites out of you.
I think I could have easily experienced this earlier had I not had access to the cheats. They gave me the quick hit of a powerful high but then mellowed almost immediately, preventing me from having more sustained and deeper enjoyment that comes from engaging with a game’s limitations on you, rather than just artificially surpassing them.
I actually appreciate that most modern games don’t just give you a shortcut to god mode (though I do wish many would offer it as an unlock after beating the game). I now think the optimal time for cheats is after you’ve done things the intended way, which gives you the opportunity to experience both types of enjoyment.
Your resonation also resonates with me. Careful, this might lead to a resonance cascade.
I went through the exact same experience of using cheat codes, downloading trainers, and finding other methods of receiving instant gratification from games. After all, why should I learn the enemy attack patterns when I can instead memorize this 8 digit code? I felt like I was getting better at the games, but of course, I wasn't. I never put in the work.
The excitement curve is exactly as you described. High peaks followed by a sharp drop off, where the lows then remain under baseline. It is hard to go back. Playing without help left games feeling pallid and frustrating.
I carry this lesson forward now, even in an era where cheat codes have mostly gone away. I do a lot of modding, and cheat mods are extremely common, but I almost never download them. I say "almost" because there is rarely the time I feel a game is poorly balanced in some way, or that a mechanic just doesn't work well. eg. I disabled the stamina bar in Skyrim VR, because there's already a real world stamina system in play!
Even in games like Minecraft, where I tend to play large modpacks, I still aim for balanced playthroughs without an easy path. There's a handful of popular mods that quickly turn the game into creative mode, and I find they take all the fun out of actually progressing. The excitement of having a machine that prints diamonds quickly begins to cannibalize the thrill of actually finding diamonds in a cave.
I do like your suggestion of unlocking some kind of god mode after completing the game, just to have a victory lap. Some games do offer a New Game+ mode that can feel like this, if they let you keep all your gear and upgrades; though actual difficulty levels can vary quite a bit.
I guess the modern take on cheat codes is now known as an "assist mode". These exist for a very good reason, which is to let those who aren't physically able (either due to reduced physical mobility, poor hand-eye coordination, or some other reason) to still be able to play through a game. They're a huge win for accessibility, though also a likely temptation for otherwise impulsive players. I could definitely see young-me turning this feature on in the same way I looked up various cheat codes.
Still, I think the positives trump the negatives in this case. Most assist modes I've seen offer enough granularity and control that they're not as simple as enabling invincibly or noclip. Most offer assists tailored to specific needs. Sometimes they allow you to adjust game speed for those with slower reaction times. They may grant additional lives, extra jumps, or other helping hands. It seems like a good option for those struggling in specific areas.
The context also feels a little clearer to me. You are specifically opting into an assist. You're not an elite hacker who skillfully enters a secret code. You're saying, yeah, I need a little help. It's not moralizing, but it does more clearly communicate the intent.
Congrats on the completion of a multi-year journey! That is a heck of a conflict.
I never played any of the online, and it has been a while since I tried any of the games; the jump from GTA2's top down to GTA3 was a big one for me, and I think I never got fully into that third-person shooter era of the series. I did get an appreciation for the story writing though; they definitely do that well.
I’m someone who also prefers the 2D GTA games over the 3D ones (another link in our chain). I had a demo for the original game from a PC Gamer demo disc and played that over and over and OVER again.
Then, years later, either they got released for free as a promo or I downloaded them from an abandonware site (can’t remember which) and I got to play the full games for the first time in all of their dated glory.
My friends all loved GTA III and San Andreas, but I couldn’t ever get into them despite trying. They were admittedly cool to me from a tech perspective (a big open 3D sandbox!) but I was less into shooting people and more into driving, which wasn’t the games’ strongest suit. I ended up preferring pure driving games in open cities (like Midtown Madness and Midnight Club) rather than GTA’s violent, chaotic mayhem.
Rockstar indeed released the first two games for free from around 2006 until 2014, when they were marked "temporarily unavailable", never to be restored again.
I've only ever played V so interesting to read how playing it with the context of the past games changes things.
I tried to play Online once but after sitting waiting for it to load for like 10 minutes I gave up and never looked back.
But with the rate of delays for VI, you might have time to play V a second time before VI actually comes out!
Eidolon's Bingo Card
Nominated for The Game Awards✅ Balatro
Has punctuation in the title✅ Yoku's Island Express
Has a fishing minigame✅ A Short Hike
It’s already installed✅ Baldur's Gate 3
Has a campaign longer than 10 hours✅ Divinity: Original Sin Enhanced Edition
Focuses on relationships✅ The Witcher 3: Wild Hunt
The Witcher 3: Wild Hunt (with all DLCs and the two expansion stories: Heart of Stone and Blood and Wine) = Game that focuses on relationships - fully completed and struck off the backlog!!
The Witcher 3 is one of my most-played games of all-time on Steam, but weirdly I don't feel like I've sunk as many hours into it as the other games in my top 10. I purchased the game a few years ago at the regular sale price, as I was looking for an RPG and the game has such a strong fanbase on the internet that I thought I'd better give it a go. It was my first introduction to the series and the studio, CD Projekt Red.
The story is its biggest selling point and is anchored by Geralt's relationships to the key characters. I ended up binging it, completing the first game, the expansion Heart of Stone and then arriving in the duchy of Toussaint in Blood and Wine completely burnt out. It's been three years now, until this month's burner.
Setup was a little painful. I forgot that I'd elected to stay with the classic rather than 'next gen' update and my saves wouldn't work on classic. The launcher also blocked me from using mods but thankfully as they were small QoL additions, I was able to load my save. However, one of my mods had allowed me to ignore carry limits. Normally I'd never even think of applying such a mod as I like encumbrance features, but this was the first game that I thought vanilla was insufferable. Now I had 80% of my playthough's unsold pickups in my inventory, with a large amount of sundry trash. Even with fast travel, it took 30 minutes just to be able to dump my loot in the master chest - and then I got annihilated by a pack of ordinary wolves along the way. I had to re-learn the combat all over again - although it's simplistic enough that it didn't take much.
I was at the beginning of the 'main quest' in Blood and Wine, and I wasn't prepared to have gotten as sucked in as I did. It presented everything I enjoyed about the game at once: Geralt's layered personality, Regis (my absolute favourite character!!), the aesthetic nod to dandyism, the cinematic music, the twists and turns of yet another set of relationships, this time focusing on other characters rather than Geralt himself. And Gwent, which I continue to be very average at.
Of course I was soon reminded of the reasons that I left the game alone for so long. The combat is lackluster, repetitive and simplistic. The core gameplay loop for side-quests and contracts wears thin quite fast (but I should really have disabled quests showing up on the map and the minimap quest guide, to encourage more genuine exploration). Treasure hunts were pointless as I had already crafted a good kit. A lot of the characters in the side-quests are just quite bland and uninteresting compared to those in the main storyline. Horse travel is clunky. There's plenty of attention to detail in the game world, but a lot of it lacks substance (the 100s of doors that you can approach but are 'locked', the generic nature of the caves).
I think The Witcher 3 is the complete opposite to a game like Kingdom Come Deliverance which shines more in the mundane experiences of the world, such as casual exploration and side-quests. On the balance, spending a good 75% of your time outside of the main questline, I think that aspect of the game is essential - and is why Witcher 3 probably wouldn't be top of mind for RPG recommendations, despite its heights. I'm glad I persisted though, but it is a relief to finally strike this off the backlog.
I'm not sure if I'll try the first or second games - or Cyberpunk 2077 for that matter - I've got so many other RPGs I want to play.
Divinity: Original Sin Enhanced Edition = Campaign is more than 10 hours
I've played a few Larian titles now - Divinity II (Director's Cut, 2012), the start of Divinity Original Sin 2 (DOS 2) and Baldur's Gate 3 (BG3). I was looking for a co-op game and Divinity: Original Sin (DOS 1) allows for a two-player experience (unless modded). On a Steam-GOG PC crossplay, the game is running flawlessly via Direct Connection. But I'm amazed that DOS 1, DOS 2 and BG3 all have such similar starting sequences! We are, once again, on a beach. We're playing Tactician mode and have already wiped a couple of times. I'm enjoying the challenge and the lack of handholding in the questlines. Visually the Enhanced Edition is also really impressive - the game looks gorgeous in ultra with 4k. I am looking forward to chipping away at the campaign this year and just hanging out with my pal. If anyone has any tips let me know! I'm playing a mage and using the NPC Madora as a tank.
Beauty✅ Squirrel with a Gun
Conflict✅ Squirrel with a Gun
Slow-burn✅ Animal Crossing
Bizarre✅ Goat Simulator 3
Comfortable✅ Animal Crossing
Knowledge✅ Tales of the Neon Sea
Symmetry✅ I and Me
Unlock✅ Theresia
Simplicity✅ Animal Crossing
Recursion✅ Tales of the Neon Sea
Organic✅ Animal Crossing
Repetition✅ The Letter
Happiness✅ Animal Crossing
Isolation✅ The Letter
Unexpected✅ Tales of the Neon Sea
Connection✅ Animal Crossing
Expansive✅ Goat Simulator 3
Fragmentation✅ I and Me
Causality✅ I and Me
Sly✅ Tales of the Neon Sea
Courage✅ Theresia
Focus✅ Tales of the Neon Sea
Unorthodox✅ Squirrel with a Gun
I have continued the weird animal game trend with the most bizarre game I own: Goat Simulator 3.
I've played about two hours, and the game is expansive becayse I haven't even really left the farm yet. The game opens with a farmer driving a Skyrim cart full of other goats explaining he now owns you, the living emblem of chaos. And after giving me the option to skip the long intro, he gave me a gift for listening except the Skyrim cart despawned after the intro so I have no clue if there's an actual prize or just the achievement. There was a little box and I want that box dammit!!
Box woes aside, it's as chaotic as the first game. Pretty sure I've killed multiple people. I also climbed a bean stalk, moved a house, got cursed by the gods, won a talent show, and seem to have old women with turrets as my nemeses?
10/10 game. So much chaos in just the first area! :D
And with that, I have one square left: evolution. I have potential plans for it, so I don't know if I'll fill it this week specifically. But I'll be knocking off some other games from my backlog, too!