16 votes

November 2025 Backlog Burner: Week 1 Discussion

The blaze has officially ignited!

The November 2025 Backlog Burner is officially live. Use this topic to post about the games that you play.

Etiquette:

  • It is fine to make multiple top-level posts throughout the week.

  • It is also fine to respond to your own posts.

  • If you are playing Backlog Bingo, you can share your table either by markdown or through screenshots.

Gameplay guidelines:

  • Goals for this event (if any) are entirely individual and self-determined.

  • Playing Bingo is optional and not required.

  • You do NOT need to finish games unless you want to. The point is to try out games and have fun, not force ourselves to play things we're not interested in.


Backlog Burner FAQ

What exactly is the Backlog Burner?

Your "backlog" is all those games you've been meaning to play or get around to, but never have yet. This event is an attempt to get us to collectively dig into that treasure trove of experiences, scratch some long-standing itches, and knock a few titles off our to-play lists.

It runs every May and November. New discussion topics will go up once a week during those months.

You do not need to sign up in advance -- the topics are open to all. If you would like to be included in the notification list, comment in this topic to be added.

How do I participate?
  • Choose some games from your backlog and play them.
  • Then tell us about your experiences in the discussion thread for the week.

That's it!

Optionally: you can play Backlog Bingo which is a fun way of cutting down the choices you have to make and playing games you might not have normally selected on your own.

Do I need to finish the games that I play?

Nope! Not at all.

There aren't really any requirements for the event so much as this is an incentive to get us to play games we've been avoiding starting up, for whatever reason. Play as much or as little as you like of a given game.

Try out dozens for ten minutes each or dive into one for 40 hours. There's no wrong way to participate!

Can I make multiple posts in the same topic?

Yes! Each discussion thread stays live for a full week, so feel free to make multiple comments in the topic as you play different games. This isn't considered noise -- it's considered valuable participation in the event!


Backlog Bingo FAQ

Important: All data for your Backlog Bingo card is stored on your device, not the server. Clearing your browser data will delete your card. You can use the export feature to make backups or move your card between devices.

I'm a returning player. How do I reset my previous card?

If you've already created a card and wish to start over, click the Settings button in the header to access your card settings. Then click the Reset button, and confirm the prompt. This will irrevocably delete your present card, allowing you to start fresh.

Where is my data stored?

All data is stored by your browser in local storage. There are no accounts, and nothing is sent to the server, so it's privacy-friendly by design. This does mean that you are responsible for not deleting any browser data on wescook.ca, either manually or through automatic cleanups performed on browser close.

Backlog Bingo is open-source, and licensed permissively under MIT.

What is the difference between the "Standard" and "Golf" modes?

In Standard Mode, each square on the bingo card corresponds with one single game. Duplicate games cannot be entered into different squares. A winning card would have a row of five different games that each filled in one square.

In Golf Mode, duplicates are not only allowed -- they are encouraged! The purpose of Golf mode is to try to find a single game that will fill multiple categories at the same time. For example: Stardew Valley might fulfill You got it on sale, A solo-dev project, and Has romanceable characters all at the same time. A winning card would have all twenty five squares filled, but possibly only six or seven different games.

What is the star space in the middle?

That is the "wildcard" or "free space."

In Standard Mode, there are no requirements to fill it. You can choose any game you want! Anything goes!

In Golf Mode, it does not need to be filled. Because Golf is all about stacking up categories on a single game, any game used in Golf would fill it automatically, meaning it has no real function. As such, the square will be pre-filled for you if you play in Golf mode.

The new Free list defaults to having this space turned off. Because you already have full freedom in how you fill the squares, having a free space is redundant (though if you miss it or just like the aesthetics, you can certainly turn it back on!).

Can I create custom bingo categories for this, or other events?

Absolutely! The Backlog Bingo app reads in simple JSON files which define the available categories. We've created a couple prebuilt lists for this event, but you're free to tweak our categories, or create completely new ones. You could even use them for books, anime, movies, recipes -- anything!

If you are interested in learning more, you can find documentation on the wiki, and use an example JSON category file. You can also ask for help in the topic!

37 comments

  1. kfwyre
    Link
    Pinging all Backlog Burner participants/conversationalists: the event has begun! Notification List @1338 @BeardyHat @CannibalisticApple @dannydotcafe @deathinactthree @Durinthal @J-Chiptunator...

    Pinging all Backlog Burner participants/conversationalists: the event has begun!

    Notification List

    @1338
    @BeardyHat
    @CannibalisticApple
    @dannydotcafe
    @deathinactthree
    @Durinthal
    @J-Chiptunator
    @JCPhoenix
    @knocklessmonster
    @Pistos
    @sotix
    @sparksbet
    @Wes
    @ZeroGee

    If you would like to be removed from/added to the list, let me know either here or by PM.

    5 votes
  2. kfwyre
    (edited )
    Link
    Here's my bingo card! I'm using the Form category list, with all of them checked (my backlog is big enough that I'm confident I can fill in any square no matter what I end up getting). I'm using a...

    Here's my bingo card! I'm using the Form category list, with all of them checked (my backlog is big enough that I'm confident I can fill in any square no matter what I end up getting). I'm using a seeded card: This text is my cloud save.

    Mode: Custom Bingo! Finished 0/25
    Indoor sports Exploration FPS Physics Battle royale
    Summer sports Fighting Bullet heaven 3D platformer Bullet hell
    Shop keeper Creature collector ★ Wildcard Runner Score attack
    City builder Time attack Mystery/investigation Time management Twin-stick shooter
    Base building Rhythm Typing Puzzle platformer Management

    I'm genuinely quite happy with this card! My main concern was slotting in the CGA games, but 4 out of 5 are easy to get. There's a doubling up on Rhythm (PaRappa and Vib-Ribbon) and Runner (Vib-Ribbon and Pepsiman), but I can resolve those collisions by using the wildcard space. I'm wrong! 3 out of 5 are easy to slot, 1 can go to the wildcard, and 1 will have to surprise me with its genre.

    When I'm not playing CGA games this month, I'll be emulating console/handheld titles, selecting randomly from among Steam tags, and playing pre-installed non-Steam games I have in the form of GOG/Epic/freeware/abandonware games.

    I'll also be almost exclusively targeting games that are beatable in under 5 hours. The fun of Backlog Burner for me is trying out lots of different games, rather than diving into one deeply, so I'm going for short games and the fun that I have with trying them out and hopping between them.

    5 votes
  3. [5]
    Wes
    Link
    I'm going to try something a little different this time. First, I'm going to generate not one, not two, but four bingo cards. Each week I'll create a new 3x3 blackout card, requiring me to fill...

    I'm going to try something a little different this time. First, I'm going to generate not one, not two, but four bingo cards. Each week I'll create a new 3x3 blackout card, requiring me to fill every slot (bar the star tile). That'll be 32 entries by month's end, or roughly one game per day.

    I'm also going to rotate through the category lists, starting with Flow for week 1. I'm planning on taking a bit more of a rapid fire approach this time, focusing on quantity over quality. So expect shorter write-ups, looser editing, and possibly some warmer-temperature takes.


    Week 1: Flow

    Mode: Custom Winning Bingo! Finished 8/8
    Quantity
    ✅ Back 4 Blood
    Threshold
    ✅ Pistol Whip
    Faith
    ✅ Prodeus
    Fight
    ✅ Rollerdrome
    Aesthetic
    ✅ Cyber Hook
    Courage
    ✅ Paper Birds
    Unlock
    ✅ UNLOVED
    Bright
    ✅ Proteus

    Prodeus - I really enjoy retro-styled games with modern lighting engines. Something about them just scratches an itch for me. Prodeus is no exception.

    I played for about 2 hours, trying both the campaign and multiplayer modes. The campaign has a gentler on-ramp, introducing you to a couple guns at a time. It's not long though before you're mowing down enemies in true Doomlike fashion. I did find that ammo was a bit scarce, which encouraged me to play more carefully. I'm not sure if that's conducive to the high-octane gameplay these games promise.

    I enjoyed hunting for secrets, even though it often meant taking a leap of faith into lava or off a cliff. Surprisingly often, this was rewarded.

    The multiplayer seems promising, but it only supports community maps, not the campaign. I found those to be a mixed bag. Some were fun, but others were poorly designed. The Steam Workshop support likely does ensure a constant flow of new content if you're really into the game though.

    So far, I have found Ultrakill more satisfying to play, but Prodeus is definitely a worthy competitor.


    Proteus - Because it's amusing to play a game of the same name that couldn't be any more different.

    Honestly, there isn't too much to this one. It's meditative, and it's probably best knowing that going in. Your only actions are to walk, or to hold Shift, which makes you walk even slower. It's definitely an art game, and I'd say the Steam screenshots largely show you all there is to see. Occasionally you'll find a bunny or squirrel.

    I suspect the music was procedurally-generated, as it had the arrhythmic feel of randomized music. That's actually pretty interesting. While I wouldn't necessarily describe it as sounding good, I do appreciate how novel that can be.

    The music also seemed to respond in some ways to the current scene, such as when night set. One of my favourite game designer tricks is to blend overlapping soundtracks together, like how Diddy Kong Racing introduces bells when driving through snowy areas. With procedural music though, you can simply adjust the generator live to have a similar effect. Very cool.

    The game is pretty in its minimalist way, and I'd be curious to see its bright, pixelated graphics applied elsewhere. As far as gameplay though, I mostly just found myself holding 'W' for 35 minutes until I reached the end.


    Paper Birds - This one was billed as a short (30 minute) narrative VR experience. Interactive might be a little misleading here, as you can only walk around a projected scene and watch as it unfolds. Paper Birds tells a story of magic and avarice, a courageous boy, and a desperate play to recover a lost muse.

    The voice acting and art direction were excellent, and the lighting was especially good. I bet it would look even nicer on an OLED headset.

    As a VR experience, I found it a little uncomfortable. The scenes often played too close to my eyes, and the camera would occasionally pan without my input (which can trigger nausea). I also wouldn't have minded a pause button.

    I think I'm going to try to fit in a couple more VR titles this month. Of other narrative VR experiences, I liked this one better than Spheres, but not as much as Madame Pirate: Becoming a Legend. I played this on my Pico 4 headset.


    Back 4 Blood - A very solid Left 4 Dead clone. The gameplay loop is similar -- progress through linear stages while fighting off zombie hordes (a.k.a. a large quantity of baddies). Special zombies are routinely added to shake things up, while a director guides the pace of gameplay.

    The game offers a lot of mechanics, but the most notable is the card system. Its effects are twofold. First, it introduces random modifiers into play which act as mutators - both positive and negative. Second, it allows you to create personalized character builds by customizing your "deck". I didn't play long enough to get into the theorycrafting of cards, but they seem potentially quite significant.

    The game feels modern in all the usual ways: DLSS, HDR mode, and a gigantic install size.


    Rollerdrome - If this one seems familiar, it's because @kfwyre first played it during the May 2024 burner event. I was so drawn in by his description that I immediately downloaded it, fully intending to jump right in.

    Ahem.

    Listen, Backlogs Anonymous is not for judging, okay? I admit I have a problem. But I made progress this week! I've put about two hours into Rollerdrome now, and the game is freaking great.

    I really can't beat Kefir's own description. It is very much Tony Hawk's skating + Jet Set's aesthetic, and while I've not played My Friend Pedro, it certainly looks right from a quick look.

    The game is actually so close in feeling to Tony Hawk's that I kept accidentally trying to perform a boneless as I left ramps, just out of habit.

    I was worried that shooting would be a problem on a gamepad, but the generous auto-aim means fighting enemies is not a problem. The slow time mechanic also allows you to recover when things are getting a little too hectic.

    The game's tutorial is great, and explains the mechanics without throwing too much at you. It then lets you play a level or two before introducing the "advanced tutorial" for newer tricks. I like this approach because it lets you get into the game without exhaustively going over everything.

    The intensity ramps up pretty quickly, and I started dying by the fourth stage. However, I can already see that the game has a very high skill ceiling, and that you'll never be put in a situation without a solution. I bet skilled play is on a completely different level in this game.

    With this one, I'm glad to be tackling a game that's not just been sitting in my Backlog category on Steam, but right on my very hard drive.


    UNLOVED - A Doom 2 mod ported to Unreal 4. I played this one in two-player co-op as a final send-off to Halloween.

    The game starts you in a small room with a basic pistol and some spawning enemies. Over time, the play area expands as you unlock doors to find weapon upgrades and ammo. The intensity of the enemies ramps up as you progress, and you need to balance looting with actually getting your objectives done.

    We only played one round, which took about an hour. I'd say the game has a roguelike feel, and seems to include some meta-progression.

    I liked that the weapons each had an alternate firing mode, and the zombies had a fair bit of variety. In the end, we were both taken out by zombie clowns.

    It's certainly not my usual kind of game, but it was enjoyable enough for a quick romp.


    Pistol Whip - Another VR title, but this one was much more active. I'd describe it as a mix of Beat Saber and Superhot (which is amazing in VR, by the way). You're moving and grooving along to a song, while shooting bad dudes that want to shoot you first.

    On my first few rounds, I genuinely didn't realize I was supposed to be shooting to the beat. I kind of ignored the music altogether and played it like a standard shooter. Eventually I realized that sticking to the beat greatly boosts your points, which lets you reach higher score thresholds.

    I was pretty mixed on the campaign. It started off okay, but they very quickly introduced a level where you have no ammo and need to dodge excessively to avoid bullets from all directions. I found it uncomfortable, like playing Twister with a brick glued to my head. Instead, I hopped on over to custom games where I could tailor my guns and modifiers, and had a lot more fun. I really enjoyed a modifier that prevents you from reloading, but tops up your ammo whenever you melee an enemy. That added some interesting strategy, and just felt like it flowed much better.

    This game didn't wow me and I'm not sure I'll return to it, but I have found other VR rhythm titles I do enjoy like Synth Riders and Audio Trip.


    Cyber Hook - A 3D platformer with a grappling hook, which is a mechanic I like in almost every game. It features a retrowave aesthetic which I'm a huge fan of, and offers relatively short levels to perfect your grappling skills.

    I played for about an hour, and found that the core mechanic still hadn't completely clicked for me. The hook was always just a little bit shorter than I was expecting, and having to tap spacebar to release the hook felt unintuitive to me. The sense of speed was satisfying though, and preserving momentum through the level is the name of the game.

    The game's story is basically straight out of the ReBoot cartoon, where you're trapped in a game and need to play along to survive. It's mostly unobtrusive, and disappears once you leave the tutorial stages.

    Cyber Hook is definitely designed for speedrunning, and they go as far as putting a speedrun page in the Options menu. The game has little downtime and knows its audience well. I think I likely could have gotten very into this at one point in my life.

    5 votes
    1. kfwyre
      Link Parent
      This is an UNBELIEVABLY strong start, Wes! Well done. In what might be a coincidence or what might be further mind meld for us on account of our Backlog Burner planning, I have played all but two...

      This is an UNBELIEVABLY strong start, Wes! Well done.

      In what might be a coincidence or what might be further mind meld for us on account of our Backlog Burner planning, I have played all but two of these games (Prodeus and Paper Birds).

      To take it even further, one of the games I started for my Backlog Burner, called Paradise Marsh is so similar to Proteus-with-a-t that I had to check to see whether they were made by the same dev (they weren't, but Marsh's dev does name Proteus as an explicit inspiration in the game).

      I enjoyed Proteus, but that was almost entirely because I'd enjoyed some mood-altering substances beforehand that made the game's world much more appealing than I think it would be otherwise. There isn't exactly a lot to do in the game besides, as you identified, holding W, but at the time I played it I didn't particularly mind that. I was much more interested in the colorful audio-visual spectacle in front of my eyes.

      Paradise Marsh is a nice evolution on the concept in that it adds a creature collector aspect to it, so you have to wander around and listen for the sounds of nearby bugs, which you then can try to catch. Sort of Proteus meets Animal Crossing in that regard.

      Also, I love your small-card-per-week idea. In fact, playing a 3x3x4 sounds awfully similar to that 3D card site update I proposed... XD

      3 votes
    2. [3]
      Pavouk106
      Link Parent
      I just want to react on UNLOVED. If somebody wants to try it, don't pick up everything you find! Every item adds up to background counter that spawns new enemies, thus more you pick up, faster...

      I just want to react on UNLOVED.

      If somebody wants to try it, don't pick up everything you find! Every item adds up to background counter that spawns new enemies, thus more you pick up, faster enemy spawn and faster enemy progression (to harder enemies). I usually go fornjust two weapons and pickup ammo and armor as I need it. That way you can actually get through the game.

      I suppose more players = more picking up = harder game. You may want to maybe pick up even less if you ay multiplayer then.

      It is strange concept, one I don't know from any other game. But in Unloved, you can actually run around empty map. Or get overwhelmed easily. It all depends on how you play it.

      3 votes
      1. [2]
        Wes
        Link Parent
        I had no idea. Thanks for clarifying that. We were definitely not playing optimally then. I would have guessed that opening the doors is what caused the difficult to increase. Thankfully, we never...

        I had no idea. Thanks for clarifying that. We were definitely not playing optimally then. I would have guessed that opening the doors is what caused the difficult to increase.

        Thankfully, we never had any intention of winning. We were just there to shoot some zombies. Anything else was just a bonus. :)

        3 votes
        1. Pavouk106
          Link Parent
          When I first played it, I thought how is it even possible to finish the game. Then I read a bit about how it actually works. Basically each item has some kind of points value and there are...

          When I first played it, I thought how is it even possible to finish the game. Then I read a bit about how it actually works. Basically each item has some kind of points value and there are thresholds to cross which spawn another wave. If you pick up everything, you can end up with multiple waves at once, I believe.

          I haven't played multiplayer (yet), but if you keep track of what item and where it is located (for later pick up), you can manage even just on your own pretty well.

          3 votes
  4. [4]
    dannydotcafe
    Link
    Jumping into this with a strong first week! Since I've rarely posted on Tildes and never done a backlog burner, let me give a bit of introduction. How I'm planning to approach this (with a lot of...

    Jumping into this with a strong first week! Since I've rarely posted on Tildes and never done a backlog burner, let me give a bit of introduction.

    How I'm planning to approach this (with a lot of context)

    I'm approaching this month as an opportunity to try games I haven't played before, and to write about them. Name of the event notwithstanding, I generally avoid the use of the word backlog, since I think it reinforces unplayed or unfinished games as an obligation. This comes from the experience of my own evolving relationship with, (and definitely far too much thought invested in) the backlog.

    My Steam library is kind of excessive. For years I bought any bundle that looked good and went all-out on sales. To make matters worse, I had a compulsion to play each game until credits rolled, and fell into a pattern of playing long past any point of enjoyment so I could check a game off the list and move to the next one. I still shudder when I think about Xenoblade Chronicles, and how little I enjoyed the last two thirds of the game, but pushed on through stupid determination just for the sake of having "finished" it. And now, years later, I can barely remember it. You'll never find me among the crowd that says all games are a waste of time, but that particular game, for me, definitely was.

    Experience is a great teacher of course. And as I've gotten just a tiny bit older, I've been able to reflect on what I actually do and don't like. With a significantly decreased amount of free time, its all the more important that I truly enjoy what I'm doing. I genuinely love trying new games or following up on old ones that caught my attention long ago in a virtual sifting through of the bargain box. But now realize I won't, and don't have to enjoy every one, even when somebody on the internet stildesaid it was great.

    The key was a sort of mindfulness to recognize when I wasn't enjoying something, and drop it fast. This has allowed me to try a LOT of games, some of which I loved and treasured, while other I played for an hour or two (or sometimes 20 minutes), and summarily decided there was not enough fun to be had in continuing. I call this reaching the DannyDotCafe ending, as in this model all games have Nier-esque multiple endings, one of which I can declare arbitrarily whenever I want. As you'll see below, I've made extensive use of this option this week.

    Not especially relevant, but I'm duty-bound to mention: I play exclusively on Linux. Though I've had consoles over the years, and very occasionally used Windows for a game or two, I've been a dedicated (and probably annoying) Linux user for decades at this point. Now, with a Steam Deck and an upgraded desktop/server, I can really go all in! Some day I'll write about my tech setup, as I'm really very proud of it!

    tl;dr: 1) I'll be pulling from my vast unplayed game collection on steam, and 2) I may only play a little bit. If I detect a lack of fun-to-be-had, I'll stop and move on

    Here is my bingo board. I temporarily forgot the goal of Bingo, and started out first picking games and then figuring out which category I could put them in. At least I'm set up to potentially go for a 5-in-a-row in a few directions.

    Mode: Standard Bingo! Finished 4/25
    Has both combat and puzzles Has a lives system
    ✅ Darkenstein 3D
    Has multiple playable characters Is mostly text-based Is one of the oldest games you own
    ✅ Wizorb
    Owned for more than 5 years
    ✅ Victor Vran
    A solo-dev project
    ✅ Gunpoint
    An updated version (remake, re-release) of an older game From a different culture or country Has a review score above 92
    Uses a unique control scheme Focuses on relationships ★ Wildcard Chosen for you by someone else A romhack or total conversion mod
    Randomness determines your fate Considered a classic Adaptation of other media type (e.g. board game, movie) Has creatures Recommended by someone on Tildes
    Known for its replay value A modded game Set underwater From a studio you haven't heard of before Has great reviews, but not your usual type
    Has a lives system - Darkenstein 3D

    Despite all the games that have been in my library for ages, I threw a wildcard and trying a new game. Darkenstein is free, though I guess they're planning on releasing paid DLC later. I don't know if that makes it free-to-play, though at the very least the parts of the base game I played didn't have f2p vibes.

    When playing, my first reaction was that instead of Darkenstein 3D, they should have called this game Return to Castle Darkenstein, though I would consider that a complement. Its obviously not hiding that this game is 90% Wolfenstein, though it seems much more 2001 than 1992. Beyond that, there's also the modern wave of pixel-heavy shooters, a genre of which I won't mention the common name, but say that I am a big fan of games like Dusk and Proteus.

    Unfortunately, I don't think this game stands up well in any of the comparisons. To begin with, the crosshair is black, and the game itself seems to be very dark (its right in the name!), so often it felt like I had no crosshair at all. With no iron sights or some other concession to aiming, there was some instant frustration. There's also a ton of information on the screen, including 2 bars in the corner (neither of which is health) and several numbers along the bottom (one of which is). Its really overcomplicating what isn't that complicated a game.

    I do wonder if UI is some oblique reference to Wolfenstein 3D's HUD. That game goes overboard with 5 numbers: Floor, Score, Lives, Health, and Ammo. The latter 2 are obviously necessary, though there's no reason I should need to constantly know what floor I'm on, and score seems like a relic of arcade days not something most players actually paid any attention to. Why Darkenstein thought this was one of the important pieces to bring back, I have no idea. And as for the count of lives, that actually brings me to my next point!

    This game has a lives system. Well obviously it does, that's the bingo category. But I'm not a fan of limited lives. I'm sure there are many that are very happy having this mechanic add challenge to the game, but I personally don't see any purpose other than the fidelity to old-school difficulty, and getting thrown back to the beginning of the level was frustrating enough to stop playing.

    And that is exactly where I stopped playing.

    Is one of the oldest games you own - Wizorb

    Dates all the way back to October 2012, this came from the first Humble Bundle I ever bought. Before this, the only things I had on Steam were Valve games and Geometry Wars! Steam for Linux didn't actually come out until a few months later, and I remember originally activating games from this bundle via the Ubuntu Software Center (which itself sold games for a time, a fascinating moment in history). The fact that this was kind of a hassle, and I had other games to play by the time Steam arrived to make it all easier is probably why I never got around to playing this .

    The concept of Wizorb always intrigued me though. At first glance it appears to be a classic JRPG with breakout as its combat system, which sounds wonderful. Though on closer inspection, the RPG aspect is quite minimal - it actually seemed to have more in common with Super Mario 3 world map movement than Final Fantasy. At least the breakout component is exactly what you would expect.

    Since I was a kid I've loved breakout in theory. It always seems so fun in my head, but when I actually play it I land somewhere between boredom and frustration. I found it somehow both too slow while trying to actually bounce correct angles to get through bricks in a reasonable time requires twitchy precision. And not landing those shots means the ball is bouncing around for what feels like ages trying to hit the last couple bricks.

    Breakout probably just isn't for me, which I can accept. Fortunately I've trained my critical sensibilities enough at this point to recognize that! The fatal flaw of this game is something else, limited lives! Now that's just my luck. After working my way slowly through a number of levels, I missed one too many bounces, and got myself bounced right back to the tutorial. And that became the DannyDotCafe ending for Wizorb.

    A solo-dev project - Gunpoint

    The solo dev of this game, Tom Francis, was someone I had known about before the game released, for the series he wrote in PC Gamer way back in 2012, An Illusionist in Skyrim.

    Incidentally this format, playing a game in some unusual or unintended way, is a standard Youtube shtick these days, but back then it was new and I found it hilarious.

    The series ended when Francis left PC Gamer to work on this game, so it was always on my list to play. Like so many others, I picked it up in a Humble Bundle and never got around to it. No time like November!

    I would probably best describe this as a 2D stealth game. I'm not especially familiar with this genre, but it doesn't seem quite like anything I've seen elsewhere. The primary action is jumping, which is done with the mouse in a sort of angry birds trajectory system. You have to avoid guards who will drop you in a single shot, making the stealth itself more of a sandbox puzzle. The reload after death system is especially refreshing after the previous games. It essentially asks you how long you want to rewind (giving three increasingly far back options or the beginning of the level). Its trial and error with whatever level of perfectionism you want to strive for.

    I didn't especially like the overall look of the game, though its perfectly functional. The biggest issue I had was the game space felt so far zoomed out that individual details (e.g. a lightswitch) were hard to see on a smaller screen. I suspect that distance is probably necessary for lining up some of the jumps though, so its probably a fair compromise.

    This makes it a bit difficult to play on the Steam Deck though, not to mention the fact that it requires mouse control more precisely than is convenient to use the touchpads for. Its too bad, since I could see this as a fun game to play for a couple minutes at a time here and there (the Deck's specialty in my house). Beyond that, the game and the story were both fun but they didn't capture my interest enough to keep playing beyond the hour or so I tried. So I'll be ending this one here (though with a much more positive opinion than the first two games).

    Owned for more than 5 years - Victor Vran

    Throughout the years I’ve tried to get into Diablo and Diablo games a few times, on a few of its different iterations. When Torchlight appeared on one of the early Humble Bundles as a native Linux game I excitedly jumped. I even tried Minecraft Dungeons as a coop game. And in all these, I seem to hit a point where I’m no longer paying attention. Its like road hypnosis, or zoning out during a meeting at work. I genuinely like the way these games look, enjoy the way they control. When I start off they strike me as wonderful, well-designed, and genuinely fun games. Yet before long, they hit a point of samey-ness, and I fall off.

    I didn't know going in that Victor Vran was going to be a Diablo-like. I remember it catching my attention back when it came up around 2015 because of a big writeup on GamingonLinux detailing its virtues and well-made Linux port. And I can confirm it still runs great in 2025! Its nothing especially wild graphically, but has a nice vision of a city in ruins without being purely dark and foggy. I'm a big fan of the way many slightly older games look when I crank up the settings and max out the framerate, and this is no exception.

    I also liked the controls. There's actually a jump button which I think mainly is used for finding secrets in the levels, but added a little extra mobility that CRPGs tend not to have. Playing with a controller felt natural ,which was definitely not given for a Steam game 10 years ago.

    The game is set in a city that's essentially falling to demon hoards, and star demon hunter Victor Vran shows up looking for his friend. From there its off to fight the hoards. I was actually suprised by the level layout. These areas were labyrinthine, and had a lot of optional stuff. I especially liked stumbling on a giant chessboard only to find a spider miniboss named "the Chessmaster" drop down. However to advance the story, I only had to enter the next door, which was usually just a single room away. I have no idea whether or not this continues throughout the full game, but it does have the nice effect of letting you play the game as fast or slow as you want.

    I was most shocked right at the beginning of the game when Victor said his first lines. Double take - Geralt? Geralt of Rivia? What are you doing there? Same voice actor, speaking in exactly the same voice. It absolutely fits the character, but I've spent way to much time hearing that voice muttering "winds howling" to be able to think of anyone other than my old friend the Witcher.

    After diving into a couple dungeons, upgrading a couple weapons, and repeating the process, I hit my point where I no longer felt the pull to continue, the curse of the Diablos. This game is great in so many ways and I'd wholly recommend it for anyone interested in the genre, but unfortunately have to say the terribly uninformative words, "it's just not for me"

    Maybe I can sum it up with a quick catchphrase. "If you think Diablo would have been better with a shotgun, give Victor Vran a try!"

    Owned for more than 5 years - Victor Vran - Throughout the years I’ve tried to get into Diablo and Diablo games a few times, on a few of its different iterations. When Torchlight appeared on one of the early Humble Bundles as a native Linux game I excitedly jumped. I even tried Minecraft Dungeons as a coop game. And in all the
    5 votes
    1. dannydotcafe
      Link Parent
      Here's the list of games in my Steam library that I've marked as interesting, just for reference (mostly my own). Potential Games A Plague Tale: Innocence A Story About my Uncle Analogue: A Hate...

      Here's the list of games in my Steam library that I've marked as interesting, just for reference (mostly my own).

      Potential Games
      • A Plague Tale: Innocence
      • A Story About my Uncle
      • Analogue: A Hate Story
      • Baba Is You
      • Back to the Future: The Game
      • Beyond Blue
      • Black Mesa
      • Breathedge
      • Brigand: Oaxaca
      • Brothers: A Tale of Two Sons
      • Bury Me My Love
      • Call of the Sea
      • Caves of Qud
      • Celeste
      • Cloudpunk
      • CrossCode
      • Cult of the Lamb
      • Darkest Dungeon
      • Dead Rising
      • Deponia: The Complete Journey
      • Deus Ex Human Revolution
      • Disco Elysium
      • Dishonored
      • Dragon Age Origins
      • Dreamscaper
      • Eiyuden Chronicle Rising
      • Eiyuden Chronicle: Hundred Heroes
      • Else Heart.Break()
      • Epistory - Typing Chronicles
      • Evoland Legendary Editionn
      • Exit the Gungeon
      • Fahrenheit: Indigo Prophecy Remastered
      • Final Fantasy IX
      • FINAL FANTASY XIII
      • FRAMED
      • Fury Unleashed
      • Go! Go! Nippon! My First Trip to Japan
      • Gods Will be Watching
      • Grim Fandango Remastered
      • Hyper Light Drifter
      • I Am Alive
      • Indiana Jones and the Fate of Atlantis
      • INMOST
      • Into the Breach
      • Ironclad Tactics
      • Jotun
      • Kingdom Two Crowns
      • Last Call BBS
      • Life is Strange
      • Mark of the Ninja
      • Mass Effect: Andromeda
      • Metro 2033 Redux
      • Mirror's Edge
      • Moonring
      • My Memory of Us
      • Myst
      • Neverout
      • Observer
      • Orwell
      • Outland
      • Overgrowth
      • Pawnbarian
      • Pentiment
      • Pheonix Wright: Ace Attorney
      • Pillars of Eternity
      • Praey for the Gods
      • Pseudoregalia
      • Psychonauts
      • Q.U.B.E: Director's Cut
      • Quadrilateral Cowboy
      • Rayman Origins
      • Return to Monkey Island
      • Riven
      • Rustler
      • Sable
      • Sam & Max Save the World
      • Satisfactory
      • Scars Above
      • SHENZHEN I/O
      • Sir, You Are Being Hunted
      • Slay the Spire
      • SpaceChem
      • STAR WARS Knights of the Old Republic II
      • Starbound
      • STEINS;GATE
      • Strange Horticulture
      • Subnautica: Below Zero
      • Summer in Mara
      • SUPERHOT: MIND CONTROL DELETE
      • Supraland
      • Tails of Iron
      • The Ball
      • The Inner World
      • The Messenger
      • The Murder of Sonic the Hedgehog
      • The Novelist
      • The Talos Principle
      • The Walking Dead
      • The Witness
      • They Are Billions
      • This War of Mine
      • This Way Madness Lies
      • Tiny & Big: Grandpa's Leftovers
      • Tooth and Tail
      • Transistor
      • UFO 50
      • Unleashed
      • Vampire the Masquerade: Bloodlines
      • VVVVVV
      • Wanted: Dead
      • Wasteland 2
      • Windforge
      • Yoku's Island Express
      • Yooka-Laylee
      • ZERO Sievert

      I'm most immediately thinking about what might fit in the "both combat and puzzles" box, but also open to recommendations in general!

      2 votes
    2. [2]
      Wes
      Link Parent
      Wow, great opening post! Your philosophy towards gaming is one that I'm trying to embrace as well, since I have some of that completionist streak in me as well. It's why I've adopted a more...

      Wow, great opening post!

      Your philosophy towards gaming is one that I'm trying to embrace as well, since I have some of that completionist streak in me as well. It's why I've adopted a more rapid-fire approach this Backlog Burner, to choose games that I can make fast determinations on, and move on if I decide they're simply not for me.

      Here is my bingo board. I temporarily forgot the goal of Bingo, and started out first picking games and then figuring out which category I could put them in.

      Honestly, the event is so open that you can take any approach you like. We've seen players roll die to choose their categories, or backfit the games to categories after playing them. I've done both. Do what feels right!


      With a title like Darkenstein 3D, I felt like I knew what to expect even before looking. I do enjoy those "pixel-heavy shooters" though, and even submitted Prodeus this week in my own card. So I'm glad to know of a freeware title in that same, unspoken genre.

      Wizorb has been on my to-play list for just about as long as yours. Receipts say I also bought it in 2012. At the time, I was admittedly fooled by the JRPG window dressing, and didn't realize until later that it was primarily a Breakout clone. Heh, not that I was upset about it. Funny you ended up with a second "Has a lives system" game without meaning to.

      I enjoyed Gunpoint! I agree though, it's probably better on a larger screen. I can see a touch screen being frustrating to work with.

      Victor Vran is a game I have started twice with two different people, found semi-enjoyable, and just never went back to. I'm not sure why it doesn't have the same hook as other ARPGs. I liked it, but I'm not in like with it.

      2 votes
      1. dannydotcafe
        Link Parent
        Thank you! I'll see what I do with Bingo board, maybe doing the second week equally random and then going for a combo afterward. I appreciate the openness of it all, but its also fun to have a bit...

        Thank you! I'll see what I do with Bingo board, maybe doing the second week equally random and then going for a combo afterward. I appreciate the openness of it all, but its also fun to have a bit of guidance in the form of a meta-game.

        I just saw that you played Prodeus this week, which is actually one of my favorites! I played it a bunch back when it was still early access. One thing I remember was discovering that someone had ported the original Doom maps, which definitely made me realize how much Prodeus is Doom. I never did multiplayer, but if it only allows custom maps, you can never go wrong with Doom!

        And even though I didn't really like it, you should definitely give Darkenstein a try!

        2 votes
  5. [6]
    sotix
    (edited )
    Link
    Reposting the list of games I'm considering playing: Resident Evil 8: Village REmake 4 Silent Hill 2 SOMA Dead Space Fallout Planescape: Torment SKALD: Against the Black Priory Final Fantasy...

    Reposting the list of games I'm considering playing:

    • Resident Evil 8: Village
    • REmake 4
    • Silent Hill 2
    • SOMA
    • Dead Space
    • Fallout
    • Planescape: Torment
    • SKALD: Against the Black Priory
    • Final Fantasy Tactics - The Ivalice Chronicles
    • Chrono Trigger
    • Disco Elysium - Technically I started this one but never finished it even though I liked it!
    • Pillars of Eternity
    • Elder Scrolls: Oblivion (Remastered) - I started this one but needed a new graphics card, so I still have a lot to finish!
    • Plants Vs. Zombies: DLC Edition Mod
    • Tactics Ogre: Reborn
    • Super Mario Galaxy
    • Super Mario Galaxy 2
    • Super Mario 3D World - Bowser's Fury
    4 votes
    1. [3]
      Pavouk106
      Link Parent
      Wow, it's nice to see original Fallout mentioned! It is very different game to what we are used to now, it plays slow, it doesn't track the prpgress of ypur quests (like if you had a journal to...

      Wow, it's nice to see original Fallout mentioned!

      It is very different game to what we are used to now, it plays slow, it doesn't track the prpgress of ypur quests (like if you had a journal to look into as remainder) and is quite hard and unforgiving.

      It is great game!

      But you have quite a lot of great games in that list.

      4 votes
      1. [2]
        sotix
        Link Parent
        I really want to play it! It's definitely in my top three contenders at the moment. Looks a lot more interesting than modern Fallout games to me. I was debating saving it for a future CGA, but...

        I really want to play it! It's definitely in my top three contenders at the moment. Looks a lot more interesting than modern Fallout games to me. I was debating saving it for a future CGA, but that's so far out that's it's probably better to play it now.

        1 vote
        1. Pavouk106
          Link Parent
          You can replay it in the CGA. The game offers various resolutions fot various quests and also various playstyles, it is worth replaying. But if Fallout is worth replaying, what about Fallout 2? It...

          You can replay it in the CGA. The game offers various resolutions fot various quests and also various playstyles, it is worth replaying.

          But if Fallout is worth replaying, what about Fallout 2? It is even bigger, more things to do, more ways to do them, again various playstyles and it's overall much better. You should play Fallout 1 before that though.

          Save regularly.

          1 vote
    2. [2]
      kfwyre
      Link Parent
      Ooh, that PvZ mod looks nice. The release of the remaster has me itching to return to the game, though I'll probably just play the old version instead of the new one. Knowing that there's a fan...

      Ooh, that PvZ mod looks nice. The release of the remaster has me itching to return to the game, though I'll probably just play the old version instead of the new one. Knowing that there's a fan expansion might move it up my list.

      2 votes
      1. sotix
        Link Parent
        The mod looks super cool! A new version just released for Halloween. It includes the entire original game untouched, and all the new content is after the main game is over. It introduces quite a...

        The mod looks super cool! A new version just released for Halloween. It includes the entire original game untouched, and all the new content is after the main game is over. It introduces quite a few new zombies and plants that were either cut or are from newer PvZ games. And it supposedly tackles the biggest complaint with the original game, which was that the levels were too easy.

        1 vote
  6. [5]
    BeardyHat
    Link
    Well, I didn't realize I was participating. But that's alright, I'll bite. I went ahead and generated a Bingo Card anyway and it gives me some direction and thought on what I'll do here. Mode:...

    Well, I didn't realize I was participating. But that's alright, I'll bite. I went ahead and generated a Bingo Card anyway and it gives me some direction and thought on what I'll do here.

    Mode: Standard Bingo! Finished 0/25
    Interactive fiction Comedy Military/realistic shooter FPS Roguelike
    Cozy Third-person shooter ARPG Metroidvania/search action Base building
    Shop keeper Horror ★ Wildcard Sim racing Survival horror
    Arena/boomer shooter Action-adventure Management Walking simulator God game
    Driving/piloting City builder Exploration Real-time strategy/tactics Soulslike

    So my thought process is the following:

    I'm going to go straight up the left column, starting from the bottom. Why? Well, because I just started Pacific Drive the other day and I started Cultic Episode Two a little earlier in the week as well. So, I'm thinking things will end-up looking like:

    1. Pacific Drive
    2. Cultic
    3. Recettear
    4. ????
    5. 428 Shibuya Scramble

    Number 4 or "Cozy" will be a bit of a challenge for me, as I'm not really much of a Cozy game player, so I'll have to find something that works in that slot, as well as works for me. We'll see.

    I don't necessarily intend to finish any of them (with the exception of Cultic), but I'll play them until I feel like I'm done with them and then move on to the next thing.

    4 votes
    1. [4]
      kfwyre
      Link Parent
      I pinged everybody who posted in the announcement topic, but you're not obligated to participate at all. That said, we're absolutely happy to have you, BeardyHat!

      I pinged everybody who posted in the announcement topic, but you're not obligated to participate at all. That said, we're absolutely happy to have you, BeardyHat!

      5 votes
      1. [3]
        BeardyHat
        Link Parent
        No worries, I'll participate. It may not be with vigor, but I'm definitely going to try and get through some of my games and I've been looking for a good excuse to go back to Racettear and to...

        No worries, I'll participate. It may not be with vigor, but I'm definitely going to try and get through some of my games and I've been looking for a good excuse to go back to Racettear and to finally try 428 Shibuya Scramble; this is as good as any.

        3 votes
        1. [2]
          kfwyre
          Link Parent
          428 Shibuya Scramble is a trip! Zany and odd with lovable characters and memorable moments. I think the game's choice to use actual human actors for its stills gives the game a lot of charm. Fair...

          428 Shibuya Scramble is a trip! Zany and odd with lovable characters and memorable moments. I think the game's choice to use actual human actors for its stills gives the game a lot of charm.

          Fair warning: I never actually beat the game because I somehow softlocked myself. There are a lot of different routes, and even with a guide I couldn't get myself to progress past one point right towards the very end. Despite that letdown, however, I still thoroughly enjoyed my time with the game.

          Also, if you end up liking the game, there's a tie-in anime series that continues the story.

          2 votes
          1. BeardyHat
            Link Parent
            I ought to jump into it, as I think I'm starting to feel in the mood for something a little more passive with my game time. I've already kind of fallen off Pacific Drive after 9-hours, though...

            I ought to jump into it, as I think I'm starting to feel in the mood for something a little more passive with my game time. I've already kind of fallen off Pacific Drive after 9-hours, though there's no way I'm giving-up on Cultic.

            But it seems like a great game to just lay in bed with, but I need to finish my book first, I think...

            1 vote
  7. [4]
    Durinthal
    (edited )
    Link
    Durinthal's Bingo Card (Form, Standard, 2/25) Mode: Standard Bingo! Finished 2/25 On-rails shooter Cozy Educational Parkour Programming Interactive fiction Escape room Time management Arena/boomer...
    Durinthal's Bingo Card (Form, Standard, 2/25)
    Mode: Standard Bingo! Finished 2/25
    On-rails shooter Cozy Educational Parkour Programming
    Interactive fiction Escape room Time management Arena/boomer shooter Mining
    Exploration Tactical RPG ★ Wildcard Digital tabletop game
    ✅ Fabled Lands
    Fighting
    Immersive sim Grand strategy/4X Bullet hell Vehicular combat Hack and slash
    Summer sports Dungeon crawler
    ✅ Wander Stars
    ARPG Looter shooter Political sim

    Options are sparse for a couple of those so I don't think I'll go for a blackout, but I won't have much of a problem in general. I'm aiming mostly for new to me games but there are a few I've put time into already but haven't finished yet that I want to return to as well.

    4 votes
    1. [2]
      Durinthal
      Link Parent
      I'm starting off with Wander Stars which I've put an hour into so far and it's fun! The main character's heavily inspired by Akira Toriyama in her design and she'd fit right in with the Dragon...

      I'm starting off with Wander Stars which I've put an hour into so far and it's fun! The main character's heavily inspired by Akira Toriyama in her design and she'd fit right in with the Dragon Ball cast, sparring and going on adventures with them. Mechanically it's a turn-based RPG where you string words together for moves each turn, e.g. "Super Wide Kick" where Kick is the base attack doing more damage (Super) to two enemies (Wide) with those words having a cooldown of some number of turns before you can use them again. You're also encouraged to befriend enemies once they're at low health rather than knocking them out as they give you more mechanical options/buffs that way, so the power of friendship wins the day.

      At least so far it doesn't feel like much of a "dungeon" but I guess that tag comes from going around a map to different combat and treasure encounters which conceptually fits even if thematically it's not there yet.

      4 votes
      1. Wes
        Link Parent
        Whoa, that sounds super unique. I love the idea of combining words in active combat, like a hyper-focused version of Scribblenauts. Add in the Pokemon-esque aspect of "capturing" new words through...

        Whoa, that sounds super unique. I love the idea of combining words in active combat, like a hyper-focused version of Scribblenauts. Add in the Pokemon-esque aspect of "capturing" new words through battle, and that sounds like a lot of fun.

        Also, it really does look just like Dragon Ball! The artist did super great work on this. Looks great - thanks for putting it on my radar!

        4 votes
    2. Durinthal
      Link Parent
      Fabled Lands started as what one could in retrospect call an open-world RPG, albeit instead of a video game it was a series of printed game books with a choose your own adventure format....

      Fabled Lands started as what one could in retrospect call an open-world RPG, albeit instead of a video game it was a series of printed game books with a choose your own adventure format. Mechanically it's like a simple self-guided version of D&D: reading through a section describing the area you're in and picking from among the available options to explore or engage with something nearby (some only available if you have specific items in your inventory) until it gives you an ability check. Most checks are rolling two six-sided dice and adding a specified ability score to try to beat a set number, then going to the page with either the success or failure result and continuing from there.

      I'm not sure how much I'll want to return to this in place of trying new things, but for the three hours I played the digital version today I felt like a tween again, sitting on my bedroom floor in my parents' house and repeatedly rolling a pair of dice while journeying through the fantasy world on the pages materializing in my mind.

      The computerized edition transfers that experience as best it can for better or worse, with most of the interface being a virtual book that you read through and the dice showing on screen whenever you need to roll them. One major benefit is that a lot of the finicky inventory management is no longer done on paper, so there's no wearing a character sheet thin by repeatedly erasing and writing over the same lines. There's also a more in-depth combat system that I don't remember being present in the books, which is still a fairly basic turn-based system on a hex grid.

      One thing that I distinctly remembered about the game is just how deadly it can be, as failing checks can result in a fatal ending pretty regularly. I started on a slightly easier difficulty and with better planning with decades more experience I haven't yet died, though I did lose my first ship immediately after I bought it. Did I mention that you can also own ships and try to be a merchant trading cargo between ports? I always wanted to do that as a kid but the dice never worked in my favor, too many storms and pirate attacks.

      In retrospect these books even in their simplicity exemplified a lot of what I ended up liking later on in games such as an open-ended economy; I'm not sure if the series directly influenced my taste or happened to be one of the first things I came across that lined up with it.

      2 votes
  8. aphoenix
    Link
    I'm going to try a 3x3 blackout form card! My card Mode: Custom Bingo! Finished 0/9 Puzzle Bullet heaven Real-time strategy/tactics Mystery/investigation ★ Wildcard Soulslike Word game Horror...

    I'm going to try a 3x3 blackout form card!

    My card
    Mode: Custom Bingo! Finished 0/9
    Puzzle Bullet heaven Real-time strategy/tactics
    Mystery/investigation ★ Wildcard Soulslike
    Word game Horror Deckbuilding
    3 votes
  9. [2]
    CannibalisticApple
    Link
    Alright, card has been rolled! Mode: Custom Bingo! Finished 0/24 Transformation Restoration Connection Change Quantity Maneuver Love Faith Erosion Perspective Organization Recursion ★ Emergence...

    Alright, card has been rolled!

    Mode: Custom Bingo! Finished 0/24
    Transformation Restoration Connection Change Quantity
    Maneuver Love Faith Erosion Perspective
    Organization Recursion Emergence Truth
    Endurance Vulnerability Destruction Harmony Unorthodox
    Fragmentation Happiness Balance Tradition Fight

    This will be an interesting one. Part of my goal for this month is to just finally finish some games dang it!! I know I was at the final stretch of Eastward, that's why I got sidetracked by the in-game game since it was my literal last chance to play it. And I also have a ton of games I need to finish like Omori (which I doubt I'll finish this month, but I can at least get back to it), Cassette Beasts, Coromon, Gotham Knights, Rune Factory: Guardians of Azuma, even Portal 2 which I started on one of the other backlog burner events!!

    And there's also The Guardian which is on my PS4... And Spider-Man... And Nier: Automata, Persona 5 Royal (after never finishing the original), Horizon Zero Dawn, Red Dead Redemption 2, GTA 5, Destroy All Humans...

    ...I just realized, I think I've only ever completed a single game on my PS4, Stray. And I now have three more games I've yet to touch, along with a few others I downloaded back when they gave away some free games during Covid but never played. And don't get me started on my 3DS library.

    So, yeah. I think I'll try to focus on finishing or at least continuing some older games... After I finish the main story of Pokémon Legends Z-A, heh.

    Actually, quick question: should a game inside a game count as a separate game? Because Eastward has a game inside it called Earth Born that's a full-fledged game in itself. Which... I just found out can be played as an extra after beating the main game...... *slowly reaches for pillow to scream*

    3 votes
    1. kfwyre
      Link Parent
      Ooh, a recursive backlog! How fascinating. I’ll have to see if @Wes can update the site to let you play a card within a card… In all seriousness, I definitely think it counts. I’ve played enough...

      Actually, quick question: should a game inside a game count as a separate game?

      Ooh, a recursive backlog! How fascinating. I’ll have to see if @Wes can update the site to let you play a card within a card…

      In all seriousness, I definitely think it counts. I’ve played enough Zachtronics titles and gotten hooked on the included solitaire subgames to say that they really can be considered their own thing. A good 80% of my time in Opus Magnum was playing Sigmar’s Garden, for example, to the point that it derailed my playthrough of the actual game and I never ended up going back to the real campaign.

      3 votes
  10. JCPhoenix
    Link
    Greetings, fellow Backlog Burners -- A little late getting a card together, but finally did! My first and previous time participating was last November, and I chose Flux. Which was a little harder...

    Greetings, fellow Backlog Burners -- A little late getting a card together, but finally did! My first and previous time participating was last November, and I chose Flux. Which was a little harder than expected since I sometimes had to look up background info about the games; I wanted to stay true to the categories as best I could, after all.

    This time around, I'm trying Form, which seems a bit easier since it's based on tags in Steam (not that those can't be stretched or outright wrong). I removed about 30 categories that I knew I had nothing for, or at least nothing unplayed. And this is what I got:

    Mode: Custom Bingo! Finished 0/25
    Collectathon Programming Visual novel Tower defense Horror
    Point & click adventure Escape room Base building Puzzle platformer Stealth
    Experimental Cozy ★ Wildcard Shoot 'em up Beat 'em up
    FPS Action-adventure Comedy Mystery/investigation Tactical shooter
    Life sim CRPG JRPG Turn-based strategy/tactics Tactical RPG

    My goal is to play at least half of the categories and play at least 30-60min of each game. But if I'm enjoying a game, I'll definitely play more of it. Steam says I have 175 games that I've yet to play (oof...), so let's see if I can whittle that down by 25!

    ...Assuming I don't buy more games this month. Which would be a poor assumption 💀

    3 votes
  11. [3]
    Eidolon
    Link
    Here's my card: Mode: Standard Bingo! Finished 1/25 Has both combat and puzzles You chose it based on title alone You can create your own character You have to tinker to get it running Someone...

    Here's my card:

    Mode: Standard Bingo! Finished 1/25
    Has both combat and puzzles You chose it based on title alone You can create your own character You have to tinker to get it running Someone else has played it for their Backlog Burner
    Randomness determines your fate Has a lives system You can save/pet/care for animals Has great reviews, but not your usual type Recommended by someone on Tildes
    You can complete it in only a few hours Has driving ★ Wildcard Has a score system A modded game
    Has a first-person perspective
    ✅ Gothic II
    Is mostly text-based You're giving it a second chance Has a moody vibe Has a moral choice system
    Popular game you never got around to playing Has a fishing minigame From a genre you don’t normally play You wanted it when you were younger Adaptation of other media type (e.g. board game, movie)

    Gothic II

    My first week in and I've fully completed Gothic II, including the DLC (Night of the Raven). Completion is pretty rare for me in Burners as usually I just dip in and don't get to finish a game - although admittedly I was reasonably near the end of the game. And I'd probably say I got to around 80-90% completion of all the sidequests and additional stuff, though I haven't looked up what I've missed. I started Gothic II because I'm playing old RPG classics. I thought I had better try a Piranha Bytes game to see what all the fuss was about. I should have really started with Gothic I, given that the storyline continues, but was still fine to go in without prior knowledge. And it turns out everyone was right. They really did excel at exploration mechanics and world design. I also really enjoyed the brutal combat difficulty which the DLC brought to the base game experience (though that subsided once I got OP quite a way into the game). The often non-linear questing was cool also and I enjoyed the characters. The voice acting was tonally a bit overwrought and annoying, and I did switch to German with English subs for a bit, but I went back to English for the entertainment value. I still have to play other RPGs to really get a sense of how it compares to other titles at the time because I haven't played enough, but I suspect it would be up there with the best of the 3D RPGs of the time. Now I've got Gothic I (original, not too interested in the upcoming remake) and of course the fan-made total overhaul spiritual successor, Chronicles Of Myrtana: Archolos to try out, but I think I need to move on to something else for a bit before I get back into the series...perfect timing for this burner to come around.

    3 votes
    1. [2]
      Wes
      Link Parent
      Well done! That's a big one to knock off first; especially with the DLC and most other content. Piranha Bytes' particular brand of RPG is also something I need to experience for myself. I own both...

      Well done! That's a big one to knock off first; especially with the DLC and most other content.

      Piranha Bytes' particular brand of RPG is also something I need to experience for myself. I own both Risen and Gothic across various platforms, and really ought to give them a chance. It feels like they really set the stage for a lot of open-world RPGs that followed, both in terms of tone and mechanics.

      3 votes
      1. Eidolon
        Link Parent
        I would recommend it, though I don't know much about Risen. I think the early Gothic series is the most cherished. And yes I can definitely see the bones of later RPGs in Gothic , like the 24-hour...

        I would recommend it, though I don't know much about Risen. I think the early Gothic series is the most cherished. And yes I can definitely see the bones of later RPGs in Gothic , like the 24-hour NPC routine and the 'guild' affiliation questline based on a basic class type. But I need to understand the context and do some more reading to understand the influence it had.

        2 votes
  12. [3]
    J-Chiptunator
    (edited )
    Link
    J-Chiptunator's Bingo Card (Standard/Form, 9/25) Mode: Standard Bingo! Finished 9/25 Job simulator FPS ✅ Hypnospace Outlaw Sim racing Card game Dungeon crawler Visual novel ✅ Liberation Maiden ✅...
    J-Chiptunator's Bingo Card (Standard/Form, 9/25)
    Mode: Standard Bingo! Finished 9/25
    Job simulator FPS Point & click adventure
    ✅ Hypnospace Outlaw
    Sim racing Card game
    Dungeon crawler Visual novel Score attack
    ✅ Liberation Maiden
    Sandbox
    ✅ Grand Theft Auto V
    Simulation
    ✅ Rune Factory 4 Special
    Cozy Creature collector ★ Wildcard Puzzle platformer Hack and slash
    ✅ Hyrule Warriors
    Action-adventure Metroidvania/search action
    ✅ Animal Well
    Shoot 'em up JRPG Puzzle
    ✅ The Witness
    Third-person shooter
    ✅ Splatoon
    Digital tabletop game Run and gun
    ✅ Cuphead
    Beat 'em up Match 3

    So, I've started playing through the first nine games for my Bingo Card, using the Form categories as a guide. It naturally pushed me toward an even more diverse mix of genres compared to my previous Backlog Burner, which focused heavily on retro titles.

    I had to take a few creative liberties when assigning genres, though. With over 600 games left to finish, with most of them being platformers, it felt necessary to stretch some definitions just to keep the lineup interesting.

    Without further ado, let's get to the writeups, shall we?


    Animal Well

    Writeup

    Remember Jason Gastrow, better known as videogamedunkey? He's the American YouTuber famous for his funny skits and sharp video essays about games. Back in September 2022, he and his wife Leah started Bigmode, an indie-focused publisher that would go on launching their first big release in 2024 with Animal Well.

    Developed by Billy Basso under his studio Shared Memory, Animal Well is a 2D pixel art Metroidvania puzzle-platformer. You control a nameless, defenseless yellow blob, dropped straight into an eerie underground world the moment you start a new game. It's a masterclass in "show, don't tell" design, as everything from the controls to the story is learned through visual and audio cues. Your goal is to extinguish four colored flames scattered across a vast, water-filled cave. The result is a seamless and haunting journey of discovery.

    There are only three main buttons, but the level design makes smart use of limited items, creatures, and environments. For instance…

    Spoilers

    For instance, the frisbee, one of the most useful tools, can break certain objects, hit side switches, help you cross gaps, and even distract an aggressive dog-like spirit. Fittingly, that frisbee comes from the mouth of a large dog statue whose ghost keeps chasing you until you hand over the real or fake disc. Just like in real life, no dog seems able to resist a flying frisbee.

    Your only other means of defense, aside from quick thinking and platforming skills, are firecrackers. Found growing like plants, these can scare off animals or temporarily dispel ghostly enemies when lit.

    What really sells the eerie atmosphere, though, is the interplay between light and darkness. The CRT filter that's activated by default adds scanlines and glow every single dot, making the colors pop like an old television screen. It perfectly captures the feeling of playing in a dimly lit room, staring into the glow of a vintage display.

    Short, clever, and atmospheric, Animal Well delivers a surprisingly deep adventure, one that has well-earned its spot on my to-do list.


    Splatoon

    Writeup

    When was the last time Nintendo launched a brand-new, genre-defining AAA franchise that went on to sell millions, spawn multiple sequels, and even a few spinoffs? About a decade ago, the answer was Pikmin on the GameCube, which held the "newest IP" title for nearly 14 years. That's quite a decline in Nintendo's original IP output compared to the pre-2001 era.

    Fast-forward to today, and Splatoon, first released in 2015 on the Wii U, still stands as Nintendo's most recent big-budget debut. Over a decade later, we haven't seen another new AAA series from them.

    But let's focus on what made Splatoon stand out.

    Splatoon isn’t just a friendly take on a third-person shooter. The hook is the ink; covering the ground (and walls) with your team's color while swimming through it to gain speed, stealth, and tactical advantage.

    Turf War tasks you with painting as much ground as possible.
    Splat Zones focuses on holding a marked area by keeping it covered in your ink.
    Tower Control is about escorting a moving platform toward the enemy base while preventing them from taking it back.
    Rainmaker is Splatoon’s twist on capture-the-flag, whoever carries the Rainmaker can unleash powerful ink tornadoes but loses the ability to Super Jump.

    The game offers a wide range of weapon types, each serving a specific purpose.
    *The Splattershot Jr. is beginner-friendly, firing erratically but covering wide areas with ease
    *The Roller trades range for power and coverage, making it ideal for players who like to move and paint aggressively

    Each main weapon also comes with a sub-weapon and a special ability. The Splattershot Jr., for instance, includes timed paint bombs and temporary invincibility, while the Roller comes with a small insta-kill paint shower and a much more powerful squid variant when charged.

    Your gear, hats, clothes, and shoes bought in Booyah Base, features ability slots. Primary abilities are fixed, but secondary abilities can be customized. These provide perks like faster movement or reduced ripple effects when swimming in ink.

    When Splatoon first launched, I tried the early demos and was instantly hooked. I spent a good amount of time in online matches before eventually moving away from competitive multiplayer. For this revisit, I decided to focus on the single-player campaign, Octo Valley, as part of my Backlog Bingo challenge.

    On its own, the campaign is a solid pseudo-platformer that carries over the core mechanics of the main game. However, as a complement to multiplayer, it feels disconnected.

    From what I've seen with four stages and one boss, it's clear that the single-player levels emphasize setpiece platforming rather than arena-style encounters. For example, Stage 4 introduces Gushers, the ink fountains you can use as temporary barriers against Octotroopers. It's a neat idea, but largely irrelevant to multiplayer tactics, since the mechanics and how most enemies move and attack, never appear in online play.

    As a result, what you learn in single-player doesn't translate to competitive play that favors improvisational playstyle. Combined with thin lore and an improved sequel that already does everything better, Splatoon 1 doesn't offer much lasting value for me. It's going back on the shelf.

    By the way, if you plan to try any Splatoon game, use motion controls. Tilt the controller for Y-axis aiming while using the right stick for X-axis rotation. With a high enough sensitivity, it's one of the smoothest control systems for precision aiming in a shooter.


    The Witness

    Writeup

    It never really occurred to me that Jonathan Blow, the genius behind the influential indie platformer Braid, would go on to make something as equally impactful as The Witness. If I recall correctly, I picked up the PS4 version at a discount sometime late in the previous decade.

    If you've ever scribbled through those little maze puzzles on the backs of cereal boxes or in kids' activity books, you'll instantly recognize the core idea here. The Witness takes that simple concept and blows it up into something far more complex and rewarding.

    Don't expect this game to just be about tracing lines to the exit, though. Once you emerge from the starting bunker, the puzzles quickly introduce rules and constraints, but the game never explains them outright. You have to experiment, observe, and figure out each rule for yourself.

    Some puzzles can't even be solved right away. They require you to explore the colorful island and learn what each symbol or mechanic means elsewhere. A few of them are so mind-bending that even when I understand the logic, I can feel my brain overheating trying to apply it.

    Now, I do appreciate that satisfying "Aha!" moment when everything finally clicks. But there have been times where, no matter how long I stare at the screen, the solution just won't come. When that happens early or too often in a game, I either give in and look up a guide, or quit for good.

    Fortunately, The Witness avoids that pitfall. Even its trickiest puzzles tend to be self-contained, so progress feels steady and satisfying. Compare that to something like the obscure DSiWare game Snapdots, which throws convoluted puzzles at you very early on and completely kills the pacing. That one wasn't fun at all.

    All things considered, I still plan to go back and chip away at The Witness some more. It's the kind of game that rewards patience, and I’m not done with it yet.


    Hyrule Warriors

    Writeup

    With all the hype building around the recently released Age of Imprisonment on Switch 2, I found myself revisiting the game that started it all over a decade ago: the vanilla Hyrule Warriors on the Wii U.

    At its core, this is Dynasty Warriors, a hack-and-slash action game where powerful heroes mow down hundreds of enemies within seconds. Only this time, it's fused with The Legend of Zelda universe: iconic characters, familiar locations, classic sound design, and selective gameplay elements. Surprisingly, the blend works far better than anyone expected, spawning multiple ports and follow-up entries.

    After playing through the first two levels of Legend Mode on Normal difficulty, it's clear that Hyrule Warriors focuses far less on puzzle-solving than your typical Zelda title. Most missions revolve around capturing outposts and clearing areas of enemies to progress. It's simple, but it helps you ease into the rhythm of a traditional Dynasty Warriors battlefield before introducing more complex objectives.

    There's a lot to process; setting up your warriors, keeping track of objectives, and managing the flood of on-screen prompts mid-battle. It can be overwhelming at first, but most alerts don't require immediate action. With generous mission time limits (usually triple the completion average of 20 minutes), you have plenty of room to recover from mistakes.

    Combat mainly involves chaining light and heavy attacks while strategically unleashing special moves. Some abilities are great for clearing nearby crowds, while others excel in straight-line assaults. Leveling up heroes, crafting items, and customizing character builds feels like a solid mix of modern RPG progression systems. The weapons your characters wield also affect their move sets and abilities.

    Outside Legend Mode, Free Mode lets you replay any cleared mission with any character or setup. It's perfect for grinding materials or hunting achievements. Adventure Mode shakes things up by letting you navigate a recreated map based on the NES Legend of Zelda overworld, unlocking panels one by one through themed challenges. Each mission imposes specific rules and time limits, keeping things fresh. Challenge Mode offers a more condensed approach, a straightforward list of tricky missions rather than a map, but still packed with unique scenarios and tactics.

    According to its HowLongToBeat page, fully completing Hyrule Warriors can take up to 230 hours, especially with DLC included. That’s a staggering amount of content for such a repetitive gameplay loop. Still, for those times I just want some flashy, mindless fun, I'll happily dive back in to see more of what Legend Mode and Adventure Mode have to offer.


    Cuphead

    Writeup

    If I judged Cuphead purely by its run-and-gun gameplay and brutal difficulty, there wouldn't be too much to say. But the story behind its creation deserves some attention, it's a testament to how an impossible dream from a small Canadian indie team, Studio MDHR, became a modern classic.

    Chad and Jared Moldenhauer grew up loving early golden-age cartoons and video games. Back around 2000, they first tried making a game inspired by those animations but had to shelve it due to limited resources. Years later, after Super Meat Boy proved indie games could thrive commercially, the brothers revived their idea in 2010. That's when they nailed down Cuphead's distinctive design and pushed themselves to emulate the 1930s hand-drawn animation style.

    Creating that kind of authentic, high-quality animation turned out to be an exhausting and expensive task, especially as a project for many weekends. To keep things manageable, they started small: just a few bosses and core gameplay mechanics. Their work paid off when they showed a polished prototype at E3 2015. The reception was overwhelmingly positive, prompting them to go all in; quitting their jobs, remortgaging their homes, and expanding the team to bring Cuphead to completion.

    All that risk and passion eventually paid off. Cuphead launched on Steam and Xbox One on September 29, 2017, instantly earning critical and commercial success. More recently, Studio MDHR has been teasing what might be a follow-up; they even announced new job openings for senior Unity programmers in May 2025.

    Gameplay-wise, Cuphead is a masterclass in tough-but-fair design. It channels that old-school "NES Hard" spirit, but without most of the frustrating inconveniences from that era. The difficulty ramps up immediately, dozens of projectiles, constant movement, and towering bosses, but you get infinite lives, no upgrade loss, and quick reloads between failed attempts. Each battle becomes a mix of memorization, reflexes, and pattern recognition. Many bosses even change tactics mid-fight, keeping you on edge.

    One critical tip: minimize your input delay. For precise parrying and dodging, your total input lag (monitor plus controller) should stay at 8ms or below. I learned that firsthand, both my EX2780Q monitor and wireless-mode Switch 1 Pro controller totalled around 19ms of lag, which made timing parries a nightmare. Switching to a Reflex CTRL-equipped SNES controller brought that down to about 5ms, and the difference was immediately noticeable.

    If you're curious about how your own hardware stacks up, there's an input latency chart by MisterFPGAAddons (a bit dated, but still informative). For example, a wired PS5 controller paired with a fast display can easily achieve under 8ms total latency, ideal for Cuphead's demanding precision.

    It's been years since release, but Cuphead is one of those games that I plan coming back to. Its distinctive art, jazz-soaked soundtrack, and relentless but rewarding gameplay make it an experience unlike anything else.


    Rune Factory 4 Special

    Writeup

    Before the 2010s, Harvest Moon (now known as Story of Seasons) was already an established farming sim series. But when Rune Factory came along, it added a medieval fantasy twist; introducing combat, crafting, monster taming, and dungeon crawling. The result was a hybrid experience blending farming simulation with role-playing adventure.

    Even though the series has been around for years, Rune Factory 4 Special was my first real hands-on experience with it. I've only played about two hours so far, most of which was spent navigating endless dialogue and exploring the main hub. Based on what I've read online, it seems the additions and changes in this entry are generally more incremental than revolutionary, except perhaps in how much it leans into its "passionate love, sweet marriage" theme.

    That direction aligns perfectly with producer Yoshifumi Hashimoto's stated goal: to deepen relationship-building and family interactions within the game. There's a noticeable boost in romantic variety; more dating events, heightened emotions, and even the ability for your family to accompany you on adventures.

    The addition of Newlywed Mode, exclusive to Rune Factory 4 Special, makes that focus crystal clear. After marrying one of the eligible characters, you can play a dedicated scenario featuring your spouse, complete with voice lines, custom naming options, and unique dialogue. It's a charming expansion of the game's romance mechanics.

    As for me, I've already set my sights on one character: Forte.

    But why exactly do I feel that way?

    She’s a serious, duty-bound knight who hides a sweet tooth and a fear of ghosts. There's something irresistibly endearing about that contrast between her stoic chivalry and her softer side; it's classic gap moe, and it got me right away.

    Beyond the romance, the usual Rune Factory gameplay loop of farming, battling, and crafting seems like it'll easily hold my attention rent-free once I really dive back in. For now, though, I've got a towering game backlog to clear before I can give it the time it deserves.


    Liberation Maiden

    Writeup

    Level-5 isn't just the studio behind AAA franchises like Professor Layton, Yo-Kai Watch, and Fantasy Life. During the early 3DS era, they also experimented with smaller, quirkier projects; titles that were later compiled under the Guild01 and Guild02 collections.

    Among them is Liberation Maiden, a short but stylish shoot 'em up with a strong focus on score attack. The project was directed by Goichi Suda, best known for No More Heroes, and features character designs by Yūsuke Kozaki, the same artist behind several Fire Emblem titles on 3DS. You can immediately recognize his touch in the sharp, seinen-style design of the white-haired protagonist, Shoko Ozora.

    Control-wise, it's quite different from most shooters. If you haven't played Kid Icarus: Uprising, Liberation Maiden might feel unusual at first. Shoko pilots her flying mech suit, Kamui, which doesn't fire in the traditional sense. Instead, Kamui uses floating barrier fragments that act both as defense and offense. By sliding the stylus across enemies on the touch screen, you lock onto multiple targets, and lifting the stylus unleashes a barrage of lasers or missiles from those fragments. The more targets you tag in a single motion, the more powerful and expansive your attack becomes.

    It sounds overpowered, but Kamui's defensive power is balanced by the chaos around you. In my playthrough of the first stage on Normal, the sheer volume of enemies and projectiles forced careful timing; recklessly launching your barrier pieces leaves you exposed. Every move becomes a trade-off between offense and survival.

    Movement comes in two flavors. During exploration, you freely fly around stages, dodging and countering enemies from every direction. But when facing a boss, known as a Spike, the battle shifts to a confined arena where you strafe around the screen, gradually descending as you whittle away its health through hitting weak points in a certain order. Certain boss phases introduce the dramatic "Sacrifice Drive", where Kamui pierces through a Spike's shield by circling the stylus around the touchscreen. It's a simple gesture but it certainly adds gravitas while finishing off a boss.

    So far, I've only cleared one of the five stages, but it's already left a strong impression. Liberation Maiden is short, sleek, and packed with energy; a perfect example of how smaller 3DS titles could shine through unique mechanics and creativity. Definitely something I plan to continue soon, only on the 3DS.


    Hypnospace Outlaw

    Writeup

    Before the rise of cable internet in the early 2000s, connecting to the web meant enduring the ritual sounds of dial-up modems and crawling through pages that felt more handmade than programmed. It was a time when imagination filled in the gaps; sites were mostly plain text, sprinkled with MIDI tunes, blinking GIFs, and grainy compressed images.

    Hypnospace Outlaw captures that era perfectly, but with a surreal twist. It’s a point-and-click simulation game that doesn't just pay homage to the early internet; it builds a whole alternate version of it. Here, you explore a dream-based network through a trippy operating system that looks part Windows 9x, part fever dream. The game nails every nostalgic detail, from clunky interfaces to communities full of personality and strange in-jokes.

    As an Enforcer, your job is to patrol Hypnospace, keeping it clean from infractions like copyright violations, defamatory posts, and malicious software. But it's hard to stay focused when every page oozes creativity and weird charm. I kept finding myself wandering off-mission, lost in nostalgia as I browsed through joke websites and pixelated fan pages.

    After about two hours in, I’d only tracked down one obvious violation because I was too busy reminiscing about those simpler, weirder corners of the internet. And honestly, that's part of the magic. You don't need endless scrolling feeds or algorithms dictating your experience here; just curiosity and a sense of discovery like the good old days.

    To my surprise, Hypnospace Outlaw also weaves a story within this strange web, building a sense of mystery and history that gives context to all that digital chaos. It's both a satire and a love letter to an internet experience that's long gone.

    It's easily one of my standout Backlog Burner titles, and I can't wait to dig deeper into its bizarre, nostalgic dreamscape soon.


    Grand Theft Auto V

    Writeup

    My first exposure to the Grand Theft Auto series came during the PS2's golden years in the early 2000s. I never played it back then, mainly out of (probably exaggerated) fear that my parents would punish me for touching an M-rated game. The themes were tame by today's standards, but at the time, it felt like forbidden territory. Still, I caught glimpses of GTA III gameplay from my relatives and got to play friendlier alternatives like Jak II and The Simpsons: Hit & Run, essentially "GTA-lite" versions for younger players.

    Even then, it was clear that GTA III was groundbreaking. Having a character who could freely explore an entire 3D city was mind-blowing back then. Sure, missions were necessary for story progression, but the real magic was in the open-world sandbox freedom; the sheer fun of roaming and causing chaos at your own pace. That sense of unstructured play remains a cornerstone of the series, still inspiring others today (I've even seen Japanese VTubers streaming heavily modded GTA Online campaigns like MadTown).

    Of course, running around freely is only part of the appeal. The series is also infamous for letting players commit crimes that gradually raise their wanted level. Thankfully, traffic violations don't count, or otherwise the game would grind to a halt with constant police chases. And speaking of chases, they're one of the best parts of GTA gameplay. You have to think fast, using creative escapes or hiding spots to shake cops off your tail. Lower wanted levels are forgiving; police will try to arrest rather than kill you. But things can escalate fast, from armed pursuit cars at level 3 to full-blown military response at higher ranks.

    Then there's Grand Theft Auto V itself, played on PS4, where all my screenshots are taken from. More than a decade after its release, VI still hasn't arrived. And understandably so, given the astronomical production values of today's AAA industry. The leap from GTA IV on sixth-gen hardware to V on the seventh and eighth generations was astonishing. Somehow, even the Xbox 360's modest 512MB of RAM handled near-photorealistic environments, fluid lighting (better than 8th gen consoles), and incredible water and character models. You can see why Rockstar Games is taking its time perfecting VI.

    The most notable innovation in V is its three-protagonist structure. You start with two during the opening heist, then fast-forward to the third soon after, and finally all three of them reuniting at some point in the game. Beyond the initial hours, there's also the ability to switch between all of them. Story-wise, it’s a clever way to weave multiple perspectives into one cohesive narrative.

    If there's one element that felt like a slight downgrade, it's how the vehicles handle. GTA V leans toward realism instead of the looser, more arcade-style driving of older entries. It's not bad, just less snappy and less purely fun. The more simulation-like feel takes some getting used to. It also took me a bit to realize that hiding from the police in secluded spots works better than endlessly outrunning them across the map, especially since cop cars seem to spawn constantly no matter how far you flee.

    After only an hour in, I can tell there's a lot more to GTA V than what I've seen. Since I tend to prefer structured progress, I'll be focusing on clearing missions first, with the goal of rolling credits. But even so early on, it's easy to see why V has had such incredible staying power; it's as much a living city as it is a game.

    3 votes
    1. kfwyre
      Link Parent
      I didn't get a chance to respond to these last week. FANTASTIC writeups as usual, J-Chiptunator, with consistently thoughtful inclusion of screenshots (loved the aston/ishing thing you did -- I...

      I didn't get a chance to respond to these last week. FANTASTIC writeups as usual, J-Chiptunator, with consistently thoughtful inclusion of screenshots (loved the aston/ishing thing you did -- I wondered why only half the word turned purple initially 😆).

      My husband and I played enough Splatoon back in the day to completely justify the cost of the entire Wii U itself. Like, if that were the only game we played on the system, we still would have been happy with it. It really is something special. (Sidenote: I'm still waiting on a Nintendo Land to either be remade or work in emulation).

      Also, I don't love playing shooters on controller at all, but the game's aiming with gyro controls is, as you noted, utterly fantastic. Back in its heyday I was quite decent at multiplayer on account of the fact that so many other players only used joystick aiming, while the gyro gave me additional precision.

      Also, The Witness is a favorite of mine. I had the same experience with you where I would get stuck, but I think my brain worked on the puzzles in the background. Sometimes I would leave off with a seemingly impossible puzzle and quit the game, only to solve it in one or two attempts the next time I booted the game back up. One thing that helped me was telling myself "there is a solution" because, so many times, the puzzles seemed to anticipate what I was going for and block me out of that. The game forced me to think more creatively about my solutions, and it was always rewarding when I was able to work around that block.

      Also, you're probably already aware, but I strongly recommend you avoid looking anything up about the game. It's one of those things that's better to experience first-hand. Save all of the online discourse about it for when you're ready, rather than while the game is still in process for you.

      3 votes
    2. Wes
      Link Parent
      What a monumental way to kick off week 1! Great write-ups, as always, and I enjoyed the screenshots sprinkled throughout. I really enjoyed my time with The Witness. The way the puzzles built on...

      What a monumental way to kick off week 1! Great write-ups, as always, and I enjoyed the screenshots sprinkled throughout.

      I really enjoyed my time with The Witness. The way the puzzles built on each other really layered on a lot of complexity without a single word of tutorial. The Tetris Effect hit me hard on this one though, and I started seeing lines and circles everywhere for a while. Well worth it!

      I felt that GTA V's story had a very strong opening hook. I completed this game during May's backlog burner after, erm, about ten years. Hopefully it doesn't take you as long.

      I've not played the others yet. Animal Well looks great, but remains on my wishlist rather than my backlog.

      1 vote
  13. deathinactthree
    Link
    Bit of a delayed start but dropping in my bingo card to confirm participation if nothing else: deathinactthree's bingo card Mode: Standard Bingo! Finished 0/25 Has dinosaurs Nominated for The Game...

    Bit of a delayed start but dropping in my bingo card to confirm participation if nothing else:

    deathinactthree's bingo card
    Mode: Standard Bingo! Finished 0/25
    Has dinosaurs Nominated for The Game Awards You control a party of characters Uses procedural generation A romhack or total conversion mod
    A modded game Has a review score above 94 Single-word title You can save/pet/care for animals Considered a classic
    From a series you have never played Has a lives system ★ Wildcard Has great reviews, but not your usual type Has a time limit
    From a genre you don’t normally play It’s already installed Has driving Has both combat and puzzles Has a cozy vibe
    Adaptation of other media type (e.g. board game, movie) Is considered cinematic Is one of the oldest games you own Has a score system Popular game you never got around to playing

    Not sure whether or not I'll be able to meaningfully get to much in Week 1 due to current work schedule, but I should have plenty of time this weekend to dive into it. If I manage anything before then I'll edit this comment, otherwise have a writeup in time for next week's topic.

    2 votes