12 votes

November 2025 Backlog Burner: Week 2 Discussion

Week 2 has begun!

Post your current bingo cards.
Continue updating us on your games!

If you did not participate in Week 1 but want to start this week, that's fine!
Reminder: playing bingo is OPTIONAL.

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Week 1 Recap

12 participants played 11 bingo cards and moved 24 games out of their backlogs!

  • 25% of the games played started with the letters P and R
  • 13% of the games played have ALL CAPS TITLES
  • 21% of the games played have a number in their titles

Game list:

42 comments

  1. kfwyre
    Link
    Pinging all Backlog Burner participants/conversationalists: here’s the new topic for the week. Sorry it’s a little late! I haven’t had time to do my usual weekly roundup but will hopefully get...

    Pinging all Backlog Burner participants/conversationalists: here’s the new topic for the week. Sorry it’s a little late! I haven’t had time to do my usual weekly roundup but will hopefully get that out for y’all tomorrow.

    Notification List

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

    9 votes
  2. [3]
    BeardyHat
    Link
    I've not made it very far in my Bingo card, but I'm also not really trying to get through it either. I tend to view all my games as a Library rather than a Backlog, so I tend to play whatever I...

    I've not made it very far in my Bingo card, but I'm also not really trying to get through it either. I tend to view all my games as a Library rather than a Backlog, so I tend to play whatever I feel when I'm feeling it. But at any rate:

    Mode: Standard Bingo! Finished 2/25
    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
    ✅ Cultic
    Action-adventure Management Walking simulator God game
    Driving/piloting
    ✅ Pacific Drive
    City builder Exploration Real-time strategy/tactics Soulslike

    So I'm about 13-hours into Pacific Drive and I like the game a lot, but it also feels like the devs set out to create some deliberately annoying mechanics that really give me pause periodically while I'm playing. My car, for instance, has developed these "quirks" which I think are supposed to be fun little things, but they end-up being incredible obnoxious to deal with, because they happen quite frequently. Often when I'm driving, my hood will just pop open and I can't see anything; it'll shut a few seconds later, but still. Other times, I'll get out of my car and one of the doors will just open and fall off; annoying because if I lose that door, I've got to waste time and resources crafting another, assuming I have the resources. Currently my lights have been going on and off, which is pretty annoying when you're in the middle of a very dark area.

    I am enjoying the game and I generally find it kind of chill, but I'm not sure if I'll take this one all the way to the end. At this point, I've played enough that it "get it" and I don't particularly care about the story or any of the characters, so I might have had enough of the loop of repairing my car and then hunting down resources, we'll see.

    Cultic continues to be great, but I do also have some qualms with it. It's still a very well done Boomer Shooter in the style of Blood, which was one of my favorite games back in the day. The levels are pretty huge and sprawling in Episode 2, which I've seen some complaints about, but I think it's pretty cool and I really feel like I've accomplished something when I complete a map; they're constantly changing and evolving and each map is pretty different from the last.

    That said, I hate that the developer has come to rely on a big battle at the end of each map, which has no checkpoints and no saving. It can be fun a couple of times, but so far it's been at the end of many of the maps and sometimes multiple times in one singular level and it just ends-up feeling tedious. I'm playing on Hard and I can definitely do it, but it usually involves me dying several times as I near the end of the massive wave based battle and while I do usually feel decent after I've beaten it, it does just end-up feeling so much more annoying than anything else. I keep having to take breaks from it to really work myself back into the mood to play some more. I'll still finish this one, just because I love Cultic, but I think it's a massive flaw and I may end up leaving one of my very rare Steam reviews just to give the developer some feedback.

    Otherwise, I haven't touched any of the other games I've considered for my Bingo card and in fact, have started other games without even considering them as part of my card, though I should look and see where they can potentially fit.

    5 votes
    1. [2]
      Wes
      Link Parent
      If you can slot the other games into your card, absolutely do so! Finding ways to make it fit is half the fun. There's also no requirement to do a write-up, if you don't want to. I played the demo...

      If you can slot the other games into your card, absolutely do so! Finding ways to make it fit is half the fun. There's also no requirement to do a write-up, if you don't want to.

      I played the demo for Pacific Drive during a Steam Next Fest, and had some similar thoughts. I enjoyed the general gameplay loop, but found the random events kind of annoying. I also remember that taking damage applied a smearing to your camera, and that just wasn't fun to play around.

      I do think having some unpredictability adds to the spooky ambiance, but it also feels like it should be rarer, varied, and not too obnoxious to be enjoyable.

      Cultic is a title that I somehow completely missed until recently, but now feel like I'm seeing everywhere. I'm really enjoying the resurgence of retro shooters. It took a few years, but we finally got through the dark days of military cover shooters that only know the colours grey and brown.

      3 votes
      1. BeardyHat
        Link Parent
        I'll have to look for a slot for it in that case. I'm also playing Advance Wars, but I'm not sure if that really counts, given it's a regular game I play through and then play again... Yeah, I'm...

        I'll have to look for a slot for it in that case. I'm also playing Advance Wars, but I'm not sure if that really counts, given it's a regular game I play through and then play again...

        Yeah, I'm really not sure what changed about my attitude towards Pacific Drive. I was really enjoying it up to a point--though I guess I did come in suspicious of it in the first place, given the developers originally stated that "Save + Suspend" wasn't part of their original "vision" and would ruin the game, which sounds like horseshit to me. Glad they fixed it--and then the deeper I get in to the game the more annoyed I'm finding myself.

        I kind of wonder if that's because it doesn't feel like a skill issue? Meaning, I don't feel like my car is getting damaged and I'm having to do more work to fix it because I've made a poor choice or performed poorly, but because the developers decided there needed to be some friction in the game and so force it upon you. I like friction in games, but maybe this just feels arbitrary.

        As for Cultic, it's really been my favorite one since DUSK first came out in 2017. I've liked some of the other boom shoots, but nothing has really hit the same as DUSK did until Cultic came around. HROT is pretty good, but everything else feels like...like it's trying to capture the vibe, but just hasn't quite got it. That said, I also need to play more Selaco. Maybe that's one I can put on my Bingo card.

        3 votes
  3. [3]
    Eidolon
    Link
    Mode: Standard Bingo! Finished 2/25 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...
    Mode: Standard Bingo! Finished 2/25
    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
    ✅ UnderRail
    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)

    UnderRail
    UnderRail is a modern old-school inspired CRPG set in a post-apocalyptic underground metro station. Released in 2015, the game was developed by a small indie dev team and quickly gained a strong cult following. It's a game that gets under your skin. Definitely a moody vibe, helped by great sound design and the dystopian worldbuilding. I got hooked initially, but it was punishing enough that I put it down for a while. It's a fully fleshed out vision of a sprawling world that conveys the beauty of decay but with a brutality that forces you to stay on your toes constantly. The visual design is just great, with so much clever lighting and attention to detail. The tactical combat is challenging and favours following a premade build on your first run, which I am doing. But nothing about this game is easy, which I think is why it gets so much praise. It's supposed to have been inspired the most by Fallout and Planescape Torment, the former I haven't played and the latter which I am just starting for this burner. So I am a bit ignorant of the genre, but I do really like the game so far. It's very polished and I can see it has a lot of depth, although I'm only 10 hours in. The world is quite expansive and the worldmap is sometimes just downright confusing because of all the layers, but I love being able to write my own little notes which are attached to each zone on the worldmap, as reminders of what I've missed or where the dangers are etc. I really wish I had the time to write out a decent review for this game, one day when I'm finished I will.

    I'll be shelving this game back into the backlog for now, simply because I am wanting to the play oldschool classics for a bit so that I have more perspective on RPGs in general, but for those that like oldschool CRPGs, I recommend checking it out. The second installment UnderRail 2 Infusion is also in development and has recently been listed on Steam, though it will be a couple of years away I think.

    I've already given away my game for next week - Planescape Torment, which I just dipped into for the first time last night. Back next week!

    5 votes
    1. [2]
      Wes
      Link Parent
      It seems like you're diving deep into the world of older RPGs, be they Action or Computer. Hope you have a good time with Planescape!

      It seems like you're diving deep into the world of older RPGs, be they Action or Computer. Hope you have a good time with Planescape!

      2 votes
      1. Eidolon
        Link Parent
        Thanks, it's very much a long-term thing. It will probably take me a decade to work through a good amount of the classics as I have so little spare time!

        Thanks, it's very much a long-term thing. It will probably take me a decade to work through a good amount of the classics as I have so little spare time!

        2 votes
  4. [6]
    Evie
    (edited )
    Link
    Wasn't sure whether I'd be able to participate this month, busy as I've been with my novel writing, but I have time enough for five games, at least! You'll forgive me for batch posting my writeups...

    Wasn't sure whether I'd be able to participate this month, busy as I've been with my novel writing, but I have time enough for five games, at least! You'll forgive me for batch posting my writeups at the start of the week, I hope.

    Bingo! card
    Mode: Standard Bingo! Finished 2/25
    Y N O H S
    B G X K R
    T E ★ Wildcard P W
    V M
    ✅ Metro Gravity
    F A Q
    C
    ✅ Citizen Sleeper
    I D U L

    This week I played two new games, Citizen Sleeper and Metro Gravity. Writeups follow; you can assume these will contain vague and general spoilers, but avoid major story spoilers where possible.

    Citizen Sleeper Writeup

    It’s always a pain to finish a game during the Backlog Burner event and to know that your backlog has not in fact shrunk one bit, because earlier this year Citizen Sleeper 2: Starward Vector released, and immediately after finishing the first one I went to Steam and bought it. I’m about to be a bit harsh on Citizen Sleeper in this review, and what I want to be clear about right up front is that I think this game, a management sim-meets-Disco Elyisum style RPG, where you explore a space station and try to build a life there, is very good. The worst that can be said about it is that it’s derivative and poorly paced and painfully light – and I will be saying all that. But I don’t want the strengths of this game to get lost in the shuffle, so let’s start with those.

    Citizen Sleeper is, mechanically, very more-ish. Fundamentally, the game plays like this: at the start of the day, you roll a pool of one to five six sided dice, depending on your current health. You then spend those dice around the halo-shaped space station megastructure The Eye, doing odd jobs or progressing questlines or hacking – choosing which tasks should get the high rolls, and which ones should get the low rolls. By completing jobs, you unlock conversation scenes that will progress one of several sidestories and provide roleplaying opportunities. Often, key jobs and quests will come with a time limit, giving you only a set number of days to complete them, or forcing you to wait a set number of days to progress them. Each day is short, lasting only a few minutes – I completed the game in ninety in-game days and nine real-world hours – and you’ll often have multiple irons on the fire, multiple timers running. My thoguht process often went something like, "well, in three days, the ship dealing scrap will arrive, so I can craft a shipmind for X quest, but in four days, I have to pay this guy’s bar tab, so I should do some jobs in the meantime, and in this job, I have to decide whether to spend my dice on actually doing work, or on searching for clues about the underlying mystery before I get fired."

    And at the end of the day, you think, well, it’s just a couple more days until Y happens, so I should keep playing until then, and it’s always just a couple more days to get something big done, with multiple overlapping timers, so the game is very difficult to put down. I played Citizen Sleeper in almost a single sitting, only breaking to eat and to clean the bathroom, and I didn’t even intend to – you know, nine hour game – but the mechanics were so propulsive that I just couldn’t stop. It helps that the story is pretty well-written, too. On The Eye you meet a diverse, colorful cast of characters belonging to a homogeneously grimy group of factions: corporations, gangs, corrupt unions. And the writing isn’t unusually beautiful, the dialogue isn’t unusually believable, but it isn’t trying to be. This is a competently written game that knows exactly what it is; that is at its best when telling stories about a cast that’s like, thirty percent male, thirty percent female, and thirty percent NB, where politics serve as an ever present subtext, where there are no easy choices or everybody wins scenarios. Which is most of the time. It’s a pity, then, that I’ve read this story before.

    Citizen Sleeper has an achievement called A LONG JOURNEY TO A SMALL UNKNOWN PLANET. This is a reference to Becky Chambers’s novel The Long Way to A Small, Angry Planet, and, alongside Disco Elysium, that book is clearly Citizen Sleeper’s biggest reference point. If you’ve read Chambers’s novels, you’ll immediately recognize in Citizen Sleeper both direct references and an extremely strong tonal and structural resemblance. Circumstantially, both stories seem rather bleak, but by focusing on relatively hopeful and empathetic stories of community and solidarity, both spacefaring something-punk worlds ultimately feel quite cozy and, in low moments, even a little weightless. Both stories largely lack a main plot, instead taking on an episodic narrative structure comprised of largely disconnected character-driven stories. In Citizen Sleeper, you play as a robot consciousness with no legal rights; the way that story is handled will strongly remind you of The Long Way’s sequels. In some respects, Citizen Sleeper actually surpasses Chambers’s book. Because its episodes progress on these overlapping timers, they feel muddled together, creating a greater sense of a more textured, cohesive world, where all the characters are living their lives in parallel, so that even if their paths don't really cross, at least they're not arbitrarily disappearing from the narrative whenever an episode doesn't need them. But in most ways, Citizen Sleeper is worse than the novel that so clearly inspired it, with weaker prose and dialogue, and much worse pacing, especially towards the end (unfortunately, the game overstays its welcome). What’s really missing here, I think, is intertextuality. Citizen Sleeper owes a great debt to the Chambers's Wayfarers series and to Disco Elysium, but it also fails to really say or do much of anything that they haven’t. It doesn’t challenge them, or disagree with them, or add to the conversation those texts are having, except to say, “mhm, definitely!” Its politics are obvious if you’ve ever played, like, the modal indie game before. Its writing is much better than the average game, but weaker than the average novel. It entirely lacks a main plot, meaning that this is a game that’s basically only side-stories, a serious flaw when even Disco had its murder investigation and The Long Way to a Small, Angry Planet had its titular journey. The game really feels like a freshman effort, the bright-eyed attempt of a young team to emulate what they loved about their favorite art, and not going far enough to equal, much less surpass, their influences.

    But what the hell, I teared up twice to the end of side quests in Citizen Sleeper. The bright-eyed young team might not do much that’s new, but they do enough that’s interesting, vulnerable, and human to make the game well worth your time. There are even a couple neat bits of commentary hidden in there. Like, with all of the different jobs you’ll be doing in a single day, the game can feel pretty gig-economy-y. In one day, I’ve tended bar for Tala, I’ve scrapped a ship for the union, and I’ve grown mushrooms for the commune. And this is actually built into the world, with a scene that depicts the difficulty characters have getting permanent work assignments, forced in the meantime have to take a ticket, wait in line, and hope their number gets called for scrapper work or whatever. There are a couple of neat ways the simple mechanics reinforce the world like that. A lot of extraneous little details that make The Eye feel more real, alive, and cohesively thought-out, with a strong sense of place. There are lots of ostensibly redundant restaurants or apartments with different meals and prices tailored for the class of the usual clientele. There are lots of different completely optional jobs, with different risks and pay rates. There’s a cat that only appears in one scene, but you can still feed it every day (in the futile hope it might one day turn up again). The Eye possesses such a strong sense of place, that it even weakened certain decisions. When two out of three main “endings” – the questlines that will roll credits; yes, you can do all three of them – involved the choice of whether to leave The Eye or set out for somewhere unknown, the choice was trivially easy for me. This place feels like home – why would my character, on the run all their life, leave it for another unknown? It’s also cool that you often have the option in dialogue to just… not say anything. I probably clicked “Stay silent” in my playthrough more than every other dialogue option combined, which allowed me to roleplay a type of character that you can’t usually get in RPGs – one I’m actually fairly similar to in real life, the more reserved, introverted type – and the writing very naturally accommodates this choice. So the game is at a baseline just well made, and it’s also not devoid of its own little charms.

    Like I said, though, Citizen Sleeper really outstays its welcome. Its late game quests are easy to complete with the abundance of cash and skill points you’ll have, but have long timers between stages, meaning you’ll be spending a lot of days with not much of anything to spend your dice on and lots of time to grow tired of the game, only drawn forward by the tediously ticking timers and the nearly empty questlog. What sucks is that you know there’s no grand climax waiting for you at the end, just another (probably impactful) end to a sidequest that nevertheless won’t tie into a bigger picture or meaningfully develop a larger theme. So you’re just growing mushrooms for ingame day after day, looking forward with dread to the three post-launch endgame “episodes” that promise to be more of the same, for yet more hours.

    Unfortunately, the episodes don’t make a strong early impression. By the late game, with nearly every skill unlocked, I found it trivially easy to complete all their stages, all their challenges, without ever being anywhere near a zugzwang, without ever having to think about how to spend my dice. And the writing is at its most overtly political, as you're challenged with handling a refugee crisis; here, again, Citizen Sleeper still says nothing revolutionary, and the more explicitly its characters talk about their political opinions, the less believable and the more clunky they sound. This only gets worse in the second episode when it becomes clear that the refugees in the flotilla, and the people on The Eye keeping them in stasis due to political and social anxieties, will have to join hands and work together to avert a natural disaster; an eye-rolling cliche; a painfully easy resolution to a problem that often, in the ral world, is deeply intractable and unjust. And once again, the final choice will be about whether to leave The Eye with the refugees, or stay on, with its tapestry of flawed people and flawed organizations. A choice I’ve made twice before, which will be no more interesting the third time.

    I’ve been reading a couple books lately featuring leads who desperately want to go home. These are Jacqueline Carey’s Kushiel Trilogy (don’t look it up, lest you think less of me), and China Mieville’s The Scar. These protagonists, Phedre and Bellis, they have experienced firsthand the cruelty and corruption of the imperial cities they grew up in, and yet, they are willing to go to extraordinary lengths to get back to their homes, to protect them, not out of nationalism, but out of some aching, unnameable desire. Were I a few years younger, I wouldn’t have understood this feeling, but I think I get it now. As a kid, my family spend a lot of time – years, consecutively, always in the process of moving. When we finally settled, I was afraid that if my family found out about my identity, they would throw me away. As a young adult, I moved from the midwest to Texas back to the midwest back to Texas to a different city in Texas, uprooted by work and COVID and depression and transition. And I never felt like I had a home. Just, a lot of places I’d lived for a while. Then, three years ago, I moved with the ladies to Seattle, and suddenly, that was that. Suddenly I understood what it means to love a place so much you can never leave it. Suddenly I knew what it was like to be home.

    For me, if Citizen Sleeper has an emotional core, more than the vague and predictable explorations of politics, personhood and identity it contains, it’s that story of finding a community and making a home for yourself that resonated with me along all its disconnected threads. And even if it’s frustratingly predictable and a little contrived and contains so many dropped commas that I wonder whether it was proofread, that third and final episode would, at least, be a nice bookend to the experience.

    So, I settled in to play it, and was proven delightfully wrong about just about everything.

    In the third and final post-launch episode to Citizen Sleeper, finally, all of the stories that you thought were finished, all the characters who never interacted and sometimes felt like they existed in separate worlds from one another finally come together to deal with the natural disaster threatening The Eye and the refugees. In a climax that feels so organic that I’d almost believe that it was planned, every major dangling thread, much of the worldbuilding, many plots that seemed totally disconnected all converge into an elegant and satisfying solution to the crisis. The cat even shows up again. And, breaking my heart, many of the citizens of The Eye, worried about whether this tenuous solution you devise will work, still say goodbye, and leave with the refugee flotilla for a new and uncertain future. If it’s a little slapdash as a climax, it still ultimately ties together all of Citizen Sleeper’s mysteries and provides a satisfying and gut wrenching goodbye to its world. And finally, the game also dares to say something a little bit new. It portrays The Eye as a society with no history, only a fledgling culture, and therefore no strong bonds between its people. They are in danger of being washed away by the tide of flux, yes, but also by the corporate structure vying for control of the system, by the internal conflicts in the station. Meanwhile the refugees retain a powerful relationship to their culture and history; are at once imprisoned and guided by it. Thus, saving the Eye and the refugees is not just about stopping the “natural disaster.” It’s about helping them shoulder the weight of their patchwork histories, and bear that weight forward into the boundless future. For the Eye, to create their own stories, their own identities, separate from the traumas that have defined them. For the refugees, to be able to move on without breaking their neck from craning it backward. Work that cannot be done in the space of the game, but hangs heavy over the ending, as I, predictably, choose to stay on The Eye and face the coming disaster with all those who remain.

    For the first time in the game, the camera pans out, capturing the whole Eye in one single shot. The dialogue box promises crises, disasters, and tensions to come. Throughout the game, I’ve seen the corruption within this place and without: the people who want to bend it to their own ends; the people who hate what it represents, and want to destroy it. I’ve watched as normal, innocent people struggle against its inequalities, trying their best to find a sense of community and stability within it all the same. I’ve watched people leave, and felt sorrow at how the city will miss them, and hope that they’ll find what they’re looking for. But this place is my home. I never once thought about leaving it.

    Metro Gravity Writeup

    This was a really interesting game because it is, ostensibly, a blend of two genres I love: Metroidvania, Soulslike – with three I don’t care for: platformer, puzzler, rhythm game. Metro Gravity is like if Hi-Fi Rush (a game I DNFed) met Mario Galaxy (my favourite childhood game) met Manifold Garden (another game I DNFed), tied together into a 3D Metroidvania. The idea is that you’re a (ludicrously caked up) witch who can control gravity, exploring a strange dream world where characters come to – deal with their trauma? Purge their guilt over past mistakes? I don’t know, it’s a vague, impressionistic Soulslike story, though at least a pretty tidy one. So I won’t speak too much on the writing – I felt the game’s tone was a little light and whimsical for the tricky themes it tried to explore, but it’s really hard to say whether that’s an actual flaw, with how little story there is by volume. What I will say is that every other element of this weird genre mishmash ultimately really works, and I had a lot of fun with the game, even if it made my head hurt.

    Because you can walk on walls and ceilings (and every surface, actually), the opening to this game is really confusing, disorienting, and exhausting. At the beginning, I could only play Metro Gravity in thirty minute bursts without getting a serious headache, and I found it impossible to build a conceptual map of the space in my head, like I usually do with Metroidvanias. But eventually, you do adjust, or I did, and the spaces started to make a lot more sense, link together more cohesively, and not make my brain leak out of my ears. That said, were it not for the fact that this is the only “M” game on my backlog, and part of the easiest Bingo on my card, I almost certainly would have DNFed just from how rough the beginning was.

    Once I adjusted though, and unlocked the grappling hook, moving around the levels was a genuine pleasure. The fact that every wall might have a door in it, but so might the ceiling and the floor, adds a level of depth to exploration that I wasn’t expecting, and the game makes good use of what I’ll call “falling puzzles” where the best way to traverse a room is to position yourself and align gravity so that it will make you fall towards your destination. These platforming challenges aren’t the only puzzles to be solved, of course. There are also electricity puzzles, laser puzzles, temperature puzzles, and block-and-button puzzles. Structurally, the game works like this: you find an area. In that area is a hub, with three or four chains or beams of light or wires leading off into nearby rooms. In each room is a puzzle or a battle; do the challenge, activate the power source or whatever, and once you’ve done all of them, the hub will open up or move aside or shine down to reveal a new area, or a boss door. This structure is, it must be said, extremely repetitive, but the areas and the puzzle mechanics are varied enough to keep things interesting, making good use of your unlocked abilities and offering a satisfying difficulty progression. The same cannot be said for the combat.

    Metro Gravity has rhythm game combat, in a sense. It’s not that you have to attack or dodge on beat to succeed; it’s that, as I understand it, your inputs are kind of buffered and the moves don’t come out until the next beat in the music, so ultimately you’re sort of forced to be attacking and defending in rhythm with the enemy. Unfortunately, most enemies are just big health pools with one or two clearly telegraphed attacks that demand either a parry, dodge or jump in response; most enemies in the game, aside from bosses, feel more or less the same to fight, and it gets old by the end, so that’s a shame. The real standouts of the combat are those boss fights: there are five of them, by my count, and they’re all fantastic set pieces – really challenging attack sequences, set to great music, with the boss dragging you through several different locations, each one playing host to a new phase with a new attack pattern. These boss fights do a really good job of conveying the boss’s character – what they did that made them need to come to this virtual therapy world – without saying a word. It’s a bit unfortunate, though, that the boss fights are true rhythm game sequences; your attacks literally do nothing to them, except to increase your score and combo – until the song ends, whereupon the boss becomes a flaccid punching bag for you to finish off. It would, perhaps, be too much to ask for these fights to be actual fights, to have the music hold and loop until you did enough damage to progress to the next phase. That change would probably make the music much harder to compose, and make the boss fights feel less like a dance. But there’s a bit of a sense of a lack of agency with the boss fights that I wish the game did more to alleviate. The later boss fights do get a bit better by allowing you to, say, climb a snake in a big platforming section to continue the battle, which is what I’m looking for, but it’s still not quite enough.

    It’s rare for me to actually enjoy the puzzles in a puzzle game – I usually find them either trivially easy or impossibly difficult, with no in between; it’s like, either I solve a puzzle very quickly, or I get bad tunnel vision and never solve it at all. But I actually found this game to be an exception, or maybe just I sign I’ve gotten out of that cognitive rut. There were a lot of puzzles that I kind of had to muddle through because the game doesn’t quite explain its gravity mechanics as well as it should – mainly, that when you change the gravitational direction of an object, it keeps that direction permanently, or until you change it again – but also, more than a few times where I had that satisfying “aha!” moment where the solution just clicked. It helps that this is a pretty obscure (read: underrated) game, and doesn’t really have any guides available for the tough puzzles – and at some points, believe me, I looked. So although I got stuck a couple times, and even thought about writing that I thought about quitting, I had a pretty enjoyable time pushing through and figuring things out. That said, I’m not going to fully 100% complete this game. Some of the optional puzzles make my head hurt just looking at them.

    Metro Gravity is a really weird, niche game. It’s drawing on so many different influences and ideas that there are gonna be some parts of it that you dislike no matter what. In no world could the game be described as cohesive; for example, the rhythm elements and the puzzles have truly nothing to do with one another, ever. But it also feels very singular, polished, and well executed. This feels like a game that one guy really wanted to make, and even if not every part of it clicked for me, I still ultimately had a ton of fun. I mean, there’s great music, there’s a cat enemy that fucks with you by forcibly switching your gravity, there’s a grappling hook. What more needs to be said?

    All in all, a pretty good week. This coming week I'm working my way through Soma and Children of the Sun, and hopefully starting in on Keylocker as well. After that, we shall see.

    4 votes
    1. [2]
      Wes
      Link Parent
      Evie, your comments are always such a pleasure to read, and I'm thrilled that you're joining us for the Backlog Burner once again. Citizen Sleeper is one I've heard good things about, but now feel...

      Evie, your comments are always such a pleasure to read, and I'm thrilled that you're joining us for the Backlog Burner once again.

      Citizen Sleeper is one I've heard good things about, but now feel I understand much better. Mechanically, it may borrow from visual novels and TTRPGs, as well as the dice mechanic from Dicey Dungeons, but the story is really the core of the game. That setting, its characters and their motivations, are what really define the game in your memory, and how you feel when you play it.

      That's a difficult thing to describe, but I feel I got as much out of reading this as a full hour of video could have provided.

      Metro Gravity is not one I'd heard of before, and I wouldn't have thought too much of it just by glancing at the screenshots. However, your description intrigues me, and I really can't decide if I'd enjoy it or not. Rhythm-based combat is something I sometimes love (like in Sekiro), and sometimes struggle with (my recent attempt at Pistol Whip). So I think I'll just keep an eye on it for now.

      4 votes
      1. Evie
        Link Parent
        Thank you! If the combat scares you off of Metro Gravity, I should add that there's an accessibility setting that triples the parry windows -- this more or less trivializes the combat, for those...

        Thank you! If the combat scares you off of Metro Gravity, I should add that there's an accessibility setting that triples the parry windows -- this more or less trivializes the combat, for those who just want to do the puzzles, the platforming, the exploration, and experience the spectacle of the bosses.

        3 votes
    2. [2]
      kfwyre
      Link Parent
      I'll comment in full later because these writeups are AMAZING (seriously Evie, you are a fantastic writer), but I wanted to let you know that in your second <details> block on Metro Gravity, you...

      I'll comment in full later because these writeups are AMAZING (seriously Evie, you are a fantastic writer), but I wanted to let you know that in your second <details> block on Metro Gravity, you didn't put a blank line between the <summary> line and the text below. This means the markdown doesn't display correctly and misformats some of your exceptional writing.

      4 votes
      1. Evie
        Link Parent
        Thanks for the heads up!

        Thanks for the heads up!

        2 votes
    3. JCPhoenix
      Link Parent
      I don't think I looked as deeply at Citizen Sleeper as you did. No, I know I definitely didn't! But regardless, I enjoyed it A LOT. I played it back in 2022, and I think I basically did the same...

      I don't think I looked as deeply at Citizen Sleeper as you did. No, I know I definitely didn't! But regardless, I enjoyed it A LOT. I played it back in 2022, and I think I basically did the same where I more or less played it in one long session, or two at most. I know I completed it over a weekend. And like you said, it was easy to just sit there and just keep playing and playing and playing...

      I picked up Citizen Sleeper 2 earlier this year, though I haven't played it yet (add that to a future Backlog Bingo...). Part of it is because I want to replay the first game; I don't remember everything from it since, like I said, I played it over a single weekend 3.5yrs ago. But I also think there's a side of me that's sorta scared to play it because of how much I enjoyed the first one. Not that I'm afraid the second one will be worse. Rather, it's the opposite: I think it'll be just as good, and once I'm done with it...Well, that's it. There won't be any more Citizen Sleeper for me to play.

      2 votes
  5. [3]
    Wes
    (edited )
    Link
    I'm continuing on with my mission of one mini-bingo per week. Last week with Flow, and this week is... Week 2: Free Category Entry ✅ I I Expect You To Die ✅ F We Were Here Expeditions: The...

    I'm continuing on with my mission of one mini-bingo per week. Last week with Flow, and this week is...

    Week 2: Free

    Category Entry
    I I Expect You To Die
    F We Were Here Expeditions: The FriendShip
    S Shipwreck
    P Pumpkin Jack
    K Katamari Damacy REROLL
    O Out There: Ω Edition
    V Venba
    Z Zenith MMO

    Yep, both a V and a Z. Good thing my backlog can support it.


    Drox Operative - This might be the quickest I've knocked a game off my backlog.

    I picked this up in the Build Your Own RPG & Fantasy Bundle from Fanatical, which is still ongoing if you're interested.

    The first thing the game showed on launch was a Steam license key popup. I haven't seen one of those in years, and it leaves me with a mixed sense of nostalgia and dread.

    I played one full round, which took about an hour and a half. My first impression was that this game includes a lot of systems. I ignored almost all of them, and mostly focused on getting my ship upgraded, completing some quests, and trying to stay alive.

    While you're playing, the other factions are also evolving in the background. You get occasional messages about factions declaring war on each other, taking over sectors of space, and generally vying for power. I tried to keep positive relations with each race, but quickly found myself considered enemy numero uno. I was able to sow some dissent by spreading rumours, and later maintain an uneasy peace with a non-aggression pact, but eventually that broke and I was hunted to extinction.

    This is a complex game! Outside of the global power plays, you also need to manage your own ship's energy levels, crewmate happiness, and character stats. You're constantly juggling cargo to repair modules, upgrade your weapons, boost power reserves, and for simple trade.

    There are a number of win and lose conditions. You can win through peaceful relations by being on good terms with every powerful race, or by wiping out the enemy factions. You can also play as a nomad and build up a legend, inspiring fear through your hit-and-run tactics.

    Drox isn't the prettiest game, but it offers unparalleled depth. Strategy space fans would likely enjoy it or its sequel very much.


    Pumpkin Jack - This one has such a strong Halloween theme, I really should've played it in the first week.

    This is kind of a tough one for me to review. I felt that everything in this game was above average, but below exemplary. The platforming is responsive, but not super tight or interesting. The hack n' slash combat is engaging with dodge rolling and multiple weapons, but still requires a lot of button mashing. The scripted sequences like minecart rides were a good change of pace, but mechanically felt very simple. There were collectables, but they required almost no exploration.

    With that milquetoast opinion aside, there were a few things I did find more notable. The bosses were fun, and provided a bit more challenge to the usual combat. The dialogue was pretty sharp, and leaned into your player character (Jack) being a bit of a villain. There was a decent puzzle in the swamp level, and I enjoyed the haunted boat ride. Each stage had some form of minigame that actually reminded me a bit of those from Donkey Kong 64.

    I played Pumpkin Jack for just over two hours. I don't think I'll return to it, as it didn't quite have the complexity I was after. However, I bet it would play quite well on a Steam Deck or other handheld.


    We Were Here Expeditions: The FriendShip - I'm putting this under "F" for Friendship.

    This is the fifth entry in the We Were Here series. I've played the first two before and found them quite enjoyable. They're short-ish two player experiences that largely test your communication skills as you work together to solve puzzles.

    I'll not go into any puzzle specifics to avoid spoilers, but I would like to briefly mention one. This puzzle was quite complex, and very clever. I can only liken it to solving a jigsaw with a different picture printed on each side, where you and your partner need to fight over where each piece goes. It took us 30 minutes to work out the rules, and another two hours to reach the highest score. It was a satisfying problem to sink our teeth into, and stood out as a highlight for me.


    Zenith MMO - An interesting VR MMO that found a niche within a niche.

    To start with, the onboarding experience for this title was not great. My first attempt at writing this turned into an extended rant, but nobody wants to read that. So let me just say - VR devs, please don't ever make me fill out an account registration form while wearing a VR headset. Use my Steam account for auth, let me create a character, and be done with it.

    Anyway, after 40 minutes of the psychological warfare that was trying to enter an acceptable password on a virtualized keyboard, I was ready to jump into the game. I adjusted my character sliders, chose a bow as my starting weapon, and was off.

    I'll admit it - once you get in, this game is actually pretty cool. You're immediately presented with a glide mechanic, performed by holding your arms out in a wing gesture. You're then given a grappling hook which complements the glide perfectly.

    After running through a quick tutorial, you're introduced to the hub area and given a couple introductory quests. I completed those, then set off to see what I could see.

    The game soon gives you a multi-tool on your hip. This is integrated well into VR, and requires specific physical gestures to correctly mine an ore node or fell a tree. It's the kind of feature that you never get with flat-to-VR ports like Skyrim VR, but that add so much to a VR experience.

    The enemies in this area were pretty easy to dispatch, and I earned a few level ups by doing so. I then walked up to a strange machine that read "Event spawning in 3... 2... 1". A boss spawned, and I met my first death. Welp.

    Looking around, it seems there's a "town rebuilding" mechanic. That's actually pretty neat. I like games that let you affect the world in some way, and it makes sense for an MMO to have a resource sink.

    I haven't put too many hours into the game yet because, honestly, VR is hard for me to do in long stretches. Zenith has suspended its development though, so I'd like to experience what I can of the game while the servers are still up. I've liked what I've played so far. I wonder if the developers have any plans to make an offline experience out of Zenith, to help preserve it into the future.


    Katamari Damacy REROLL - My very first impression is that this is the greatest terms of service I've ever agreed to. It's so small, I'm going to include it here in full:

    BANDAI NAMCO Entertainment America Inc. and its affiliates do not collect any personal data from you or your device through your access to or use of this Game. Any changes to this privacy policy will be made available to you here.

    Beautiful.

    The game itself is interesting. It's kind of like Insaniquarium, but instead of eating smaller fish to grow, you're absorbing thumbtacks and erasers. At least that's how it starts. As the game progresses, so too does the scale of your katamari until you start eating pets, people, and cars.

    The music is particularly great. There's the sing-a-long theme tune, of course, but I also enjoyed many of the individual stage tracks. I couldn't understand the words, but they felt fun.

    I'm finding this is a game to play in small sessions. I tend to do one or two rounds at a time. It might be a good title to relax to, if you're not too fussed about the timer. I find I am getting better at controlling the katamari with practice, despite the unusual tank controls.

    I do have one issue to flag. The game drops you into the tutorial right away, with no chance to adjust your settings until after it's over. This meant I had to play through the tutorial in a tiny window where I could barely read anything. Learning the controls was rather difficult this way, and unfortunately, made me miss the very important notice that this game does not autosave. So that was an unpleasant discovery when I booted the game back up.

    I've caught back up to where I was now, and played for about three hours total. The levels are starting to introduce new objectives, like finding twin objects, or trying to collect the largest bear (and only the largest bear). It's fun, and rather silly.

    P.S. When grabbing the Steam link for this entry, I googled Katamari and found a neat easter egg. Try clicking the ball...


    Shipwreck - Finally answering the question: What if Zelda was a girl?

    This is a bite-sized Zelda clone that knows exactly what it wants to be. It offers simple but cute art, a surprisingly great OST, and a story along the lines of what you'd expect. Collect the four doohickeys and confront the Big Bad. It took me about 2.5 hours to finish.

    The dungeons were pretty short, and lacked any real enemy variety or puzzles. That was probably my biggest disappointment. The bosses were fun though, and there were a handful of different tools to find.

    The game could certainly use more polish in places, but I don't think it ever intended to be more than it is. It felt like a passion project, and I enjoyed my short time with it.

    I remember buying this game for some nominal fee, but apparently today you can play it completely for free.


    I Expect You To Die - Well this was a pleasant surprise. One of the finest single player VR games I've played.

    The intro credits are just delightful. They're done in the style of a James Bond title sequence, except you're at the center of it all. The colors, bullet tracers, and silhouettes dazzle around you as an original song is performed. I highly recommend you experience it for yourself in VR if possible, but if not, I'll link a video for the curious. It’s one of the best openings I’ve seen in any game.

    The game begins where the intro ends, in a stylized hub with a quick tutorial. I found the controls intuitive and easy to learn. The objects have accurate physics and plenty of funny interactions. For example, I took a cigar, lit it, and tossed it into a drawer, igniting some papers.

    I've played three of the five missions so far. Each has you starting in a seemingly-impossible situation, and needing to use your wits to escape. In the last mission I played, I woke up in a submarine's escape pod at the bottom of the ocean. The ballast water and fuel lines were leaking, primed grenades filled the cabinets, and for good measure there was a ticking time bomb.

    As you might imagine from the title, the game expects you to die. It's ultimately a puzzle game that has you determining the correct order of actions to navigate these situations. There are no checkpoints, so if and when you die, you're back to step one. This can be frustrating, though I found that once you know what you're doing, repeating these steps is usually not difficult.

    Despite only having five missions total, there is replayability in completing unique challenges for each stage. These unlock souvenirs at the main hub to decorate your office. Some challenges involve finding unique interactions, while others require specific goals like beating the mission in under two minutes.

    I don't know if it was a challenge, but I laughed when I tossed dollar bills off a building and heard somebody shout "Free money!!" from down below.

    I Expect You To Die sat in my backlog for far too long. It plays well, nails the spy theme, and is polished to the nines.


    Out There: Ω Edition - I'm linking to Steam, though I actually played this on Android.

    There's no way to describe this game without making comparisons to FTL: Faster Than Light, so I'll just get it over with. Yes, Out There is a lot like FTL. It's a space-themed roguelike that has you piloting your ship through unknown sectors of space, trying to make it back to safety. It's largely driven by random events which determine if you have enough fuel, oxygen, and hull integrity to make it out.

    One major difference is that Out There doesn't feature any combat. It's mechanically a much simpler game, and puts more emphasis on resource management and planning ahead. In virtually every attempt, I either ran out of fuel, or had a critical component of my ship break without having the necessary materials on hand to repair it. If a random event decides your hydrogen probe is broken and you're out of fuel, well too bad, you will not go to space today.

    I guess I'm just not very good at resource management games, nor do I seem to really enjoy them. So I won't be sticking with this one.


    Venba - Wow, I really adored this game. It was heartfelt, genuine, and beautifully presented.

    Venba tells the story of an immigrant family that moves from Southern India to Canada. It's told largely through the lens of food, and focuses on specific moments in the family members' lives. There's a lot that goes unsaid, but even the topics shown were quite heavy. The struggles of holding on to your culture while integrating into a new country. Raising a child that is made uncomfortable by "not being normal" among their peers. Dealing with overt racism, and trying to provide while the deck is stacked against you.

    I actually grew up in a Canadian city with a large Indian population, and it's so interesting to see things from a perspective that I never really understood. Have never made an effort to understand. It's made me wish I had better insight into the culture that helped shape my community.

    Beyond the story, Venba is actually enjoyable to play, too. It provides recipes for Southern Indian cuisine, and takes you through the steps of cooking them correctly. Some of the food looked incredibly good. After you finish the game and "learn" the recipes, they're even available on the main menu in full detail as a reference. You can make your own idiyappam, biryani, or puttu.

    So far, Venba has been my standout title from this event. It takes only 1.5 hours to play through, and I guarantee you'll finish it in one sitting.

    edit: Updated Markdown table to checklist.

    4 votes
    1. [2]
      kfwyre
      Link Parent
      The original Katamari Damacy soundtrack is one of the few albums I've taken the effort to upload to my Apple Music library. I've loved it for two decades now, and I simply must have it available...

      The original Katamari Damacy soundtrack is one of the few albums I've taken the effort to upload to my Apple Music library. I've loved it for two decades now, and I simply must have it available to listen to. It's fantastic and so unique. Up there with the Jet Set Radio series for "Greatest Soundtracks of All Time" in my opinion.

      I also loved I Expect You to Die. In that period of time where people started to meet back up after the COVID lockdowns, we had a nerd meetup and my friend brought over his Quest with the game on it. We played it as a hotseat game, where one person would take a scenario inside the headset while everyone else watched on the TV and gave commentary. It was unbelievably fun, with the commentary being a mix of earnest attempts to solve the level and people trying to see all of the different ways you can die in the level (which is its own kind of fun). It really was a special moment. The second game is also great, and, while I haven't played the third yet, I'm assuming it's up to the same great standard.

      Also, I felt similarly to you about Pumpkin Jack. It was... fine? I played through it thinking I should like it more than I did because the game felt very technically competent, but it just didn't excite me in any way. I ended up bouncing off of it after an hour or two.

      5 votes
      1. Wes
        Link Parent
        That sounds like a ton of fun! VR can be quite isolating, so finding a way to turn it into a party game actually really appeals to me. I'm glad to hear the second game is great, too. I'm guessing...

        We played it as a hotseat game, where one person would take a scenario inside the headset while everyone else watched on the TV and gave commentary.

        That sounds like a ton of fun! VR can be quite isolating, so finding a way to turn it into a party game actually really appeals to me. I'm glad to hear the second game is great, too.

        I'm guessing your group has already tried Keep Talking and Nobody Explodes, but if not, it's also great in a party setting. It's asymmetrical in that one person is defusing a bomb with various switches, and others are flipping through a tech manual to help them decode it. There's just enough panic that it makes for an exciting time.

        There's an online manual, but printing out a physical copy would be even better for a meetup.

        3 votes
  6. [2]
    kfwyre
    (edited )
    Link
    Last week I rolled a Form card and was planning to hit specific genres. I started it off, and while I technically could fill it up, I did feel a little boxed in by it and wasn't vibing with that....

    Last week I rolled a Form card and was planning to hit specific genres. I started it off, and while I technically could fill it up, I did feel a little boxed in by it and wasn't vibing with that.

    So, I rerolled a Flow card instead to give myself some flexibility. This one feels right for how I want my month to go.

    Mode: Custom Bingo! Finished 6/25
    Distribution Order Calm Simple
    ✅ Rocket Skates VR
    Verticality
    ✅ ROTA
    Fragmentation Annihilation
    ✅ Cozy Space Survivors
    Collaboration Creativity Rebirth
    Style Emergence ★ Wildcard Peace Deception
    Open Discovery Swift
    ✅ Skator Gator
    Abundance Isolation
    Repetition
    ✅ Mask of Mists
    Sound
    ✅ Paradise Marsh
    Destruction Maneuver Comfortable

    Also, in a nearly literal "my dog ate my homework" situation, I had been typing up my thoughts of what I was playing last week and lost it all when my dog jumped on my laptop. Yes, I was typing it in the web browser and not my notes app that autosaves (I know, I KNOW). But, on the plus side, I initially thought he had completely destroyed the laptop because the screen went all funky, so when it actually booted up correctly afterwards, I was very happy it survived rather than sad about my text loss.

    So, what follows are quick recaps of what I can remember from what I had originally written.


    Mask of Mists

    This is the exact kind of game I hope to play during the Backlog Burner. It's a small indie game that I almost certainly would have never picked up otherwise.

    It's not great, but it entertained me for it's whole short (3.5 hour) runtime. The game is essentially one big escape room. It's billed as a metroidvania, but it's really just a big series of locks and keys, though not all of them are literal locks and keys. Basically, you wander about, and you'll encounter an obstacle. Then, you have to keep exploring until you find the thing that lets you get past that obstacle, after which you'll find a new obstacle and you need to find the next thing.

    Doing this means you'll need to do a lot of backtracking across its world, but the repetition serves a purpose: it helps you learn the locations of things. There is no in-game map, so you're dependent on your own mental mapping. That can be a little tedious in some games, but because the game requires you to re-traverse the same areas over and over again, you get to know them pretty well.

    Combat is the weakest part of the game, and if you don't have patience for some needle-in-a-haystack moments then this definitely isn't the game for you. I enjoyed it though.


    Rocket Skates VR

    This was originally slotted for the "Indoor sports" block on my original card (all VR sports games are technically indoors, right?).

    You're holding a rocket, and you're on skates, and you adjust the rocket to propel you down the hill.

    Simple!

    Unfortunately, this game didn't sit well with me. I'm working on trying to overcome my motion sickness with VR locomotion, so I actually intentionally chose this for that very purpose.

    The game has three different speeds.

    • Time to motion sickness on the slow speed: 9 minutes
    • Time to motion sickness on the medium speed: 4 minutes
    • Time to motion sickness on the fastest speed: I don't know I'm too scared to try

    I'm not going to keep playing this one and will have to find other games to get me comfortable with moving. Not only does the game feel like a tech demo more than a full fledged game (complete with buggy menus/inputs), but it also doesn't work well with a wired headset since you have to physically turn yourself around and can get caught up in the cord.


    Skator Gator

    As much as I wanted to fill the Swift square with a Taylor-related pun, I simply don't think that's in the cards for me this time around.

    So, this game has to suffice.

    It feels like a mobile game (non-derogatory).

    It's got bright cartoony kid-friendly graphics; it's a runner; it's got a dead simple control scheme (uses only the up and down buttons); the levels are over in a matter of seconds (the longest one in the game isn't even a full minute).

    Gameplay-wise, it reminds me of a very simplified 2D version of the rails sections in modern Sonic games. You can jump between different rails to get collectibles, avoid enemies, hit speed boosts, etc.

    Even though the levels are only usually 20-40 seconds long, it can definitely take you minutes to get through them. You'll die a lot trying to get the right timing and lines on everything. I had a lot of fun doing that. I beat the game in 2.2 hours, but that was lengthened by the fact that I went back to a lot of levels to get all the collectibles and beat the target times for the level.

    I didn't quite 100% it, as doing so would require me to brute force my way through a few mechanics that I don't find fun, but on the whole I really liked my time with the game. I'd call it a hidden gem.


    Cozy Space Survivors

    Nothing says "cozy" like annihilation, right?

    The game doesn't do much to shake up the survivors-like/bullet heaven genre, but I appreciated that it also didn't drag it out unnecessarily by requiring you to grind extensively. I 100%ed the game in 2.3 hours.

    It was fun. It was cute. It was made in Godot.


    Paradise Marsh

    This was originally meant for the "creature collector" spot on my original card. It is a game that is so inspired by Proteus that I had to check to see if they were made by the same dev (they weren't).

    In this game, you wander a colorful chunky pixelated landscape and listen for the sound of bugs around you. This helps you identify and locate them, and then you can catch them with your net. You can also fish, and unlock some other tasks.

    I thought this was a lovely game to beat, but a lousy game to 100%. The map loops and has a low draw distance, so finding where you want to go can be challenging. At the beginning of the game, this is fine, as wandering around is part of the fun. But if you're trying to complete all of the game's tasks like I did, then it can get a little tedious to know where you want to go but not specifically how to get there.

    Still, I'd recommend it overall if anyone's looking for a short, cozy love-letter to nature.


    ROTA

    One of the aspects of my backlog that I'm hoping to tackle this time are games that I have installed from sources OTHER than Steam. This one is from the Flathub (although it's apparently also available for free on Steam for anyone who'd prefer it there).

    This is a cute, bright puzzle platformer where you rotate levels 90 degrees by walking around the convex corners in the level, thereby adjusting their verticality and using that to help you beat the level. It is simple, elegant, and deceptively challenging. I've put maybe two hours in and have hit some levels that I've marked as "to come back to" because I couldn't quite figure them out.

    The game runs great out of the box on my Steam Deck and is, I would say, a highlight of the Games section on Flathub at the moment (not that I've played that many though).

    4 votes
    1. Wes
      Link Parent
      Oof, sorry to hear you lost your first drafts. That's always so demotivating. Thanks for typing them back up for our viewing pleasure. I can relate on the VR discomfort issue. I have no problem...

      Oof, sorry to hear you lost your first drafts. That's always so demotivating. Thanks for typing them back up for our viewing pleasure.

      I can relate on the VR discomfort issue. I have no problem playing Walkabout Mini Golf for hours, but strap a rocket to my back and I'm done in 10 minutes. Which is a shame, because high velocity movement can be incredibly fun.

      I'm usually okay with some smooth motion with turn snapping in games like Skyrim VR, but even then I'm done after an hour. Teleport locomotion is still the most accessible for me, even after years of play. I do turn off vignettes though. That's a comfort feature that's never worked for me.

      It's good to see Paradise Marsh finally make its entrance after your previous hint. I got "Cozy" as one of my upcoming categories, and this feels like it'd be perfect (if I owned it). I almost never wear headphones at my PC, but the focus on audio positioning might just entice me to pull them out for this one.

      I see you updated the thread stats. I'm glad to have contributed 2 of the 3 shouty games towards the ALL CAPS score.

      2 votes
  7. [3]
    JCPhoenix
    (edited )
    Link
    Five games down! Three that I'll likely continue playing. Mode: Custom Bingo! Finished 5/25 Collectathon Programming Visual novel Tower defense Horror ✅ Nine Noir Lives ✅ Zero Escape: Zero Time...

    Five games down! Three that I'll likely continue playing.

    Mode: Custom Bingo! Finished 5/25
    Collectathon Programming Visual novel Tower defense Horror
    Point & click adventure
    ✅ Nine Noir Lives
    Escape room
    ✅ Zero Escape: Zero Time Dilemma
    Base building Puzzle platformer Stealth
    ✅ Intravenous
    Experimental Cozy ★ Wildcard Shoot 'em up Beat 'em up
    FPS Action-adventure Comedy
    ✅ AKIBA'S TRIP: Undead & Undressed
    Mystery/investigation
    ✅ MAKOTO WAKAIDO’s Case Files TRILOGY DELUXE
    Tactical shooter
    Life sim CRPG JRPG Turn-based strategy/tactics Tactical RPG
    Mystery - Makoto Wakaido’s Case Files

    Makoto Wakaido’s Case Files
    Released on Steam: 2023-10-18
    Purchased by me: 2024-05-10
    Time/Amount played: 10-12hrs (approx due to AFKing a lot), about 75% way through the entire game
    Brief Let's Play

    Plays a bit like Ace Attorney Investigations, which are the Miles Edgeworth spinoffs. Investigations and connecting the dots, but no "Courtroom phase." While it is an interactive visual novel, it definitely leans more toward visual novel, in the sense that there are no penalties for getting answers wrong. And checking leads and questioning people is very simple since the game tells you who you need to talk while a lead is "selected."

    There are four cases. Naturally, the first is really easy, acting more as a tutorial, but by the last one, I did have to start remembering details and facts and deducing things based on the testimony and evidence. But since there are no penalties, it's not a big deal if I can't figure out; just go through each multiple choice answer until the correct one is selected. Each case does have a twist (because what good is a mystery without a twist?) and it's not terribly far-fetched, which is good.

    Visuals and audio are great. It's 8-bit with a very muted color palette, which helps set the ambiance. Though blood is always bright red, which I think really sells the seriousness. Dialog is alright; I think it gets better in the latter cases. I wonder if the dialog issues are an issue of translation (game was made by a Japanese team).

    Overall, mostly pleased with the game. If I had to assign a rating, I'd say 6.5/10. Not the most exciting game, but the cases and stories are just interesting enough. I expect I'll finish this game sometime this week.

    Point & Click Adventure - Nine Noir Lives

    Nine Noir Lives
    Released on Steam: 2022-09-07
    Purchased by me: 2023-12-22
    Time/Amount played: 1.5hrs so far
    Brief Let's Play

    For being the only game this dev/publisher, Silvernode Games, has, it's pretty solid! The art style is great. It has full voice acting and the VAs are pretty good at that (though some of the voice audio mixing and such could be better). For an indie game, it looks really well put-together.

    Definitely a true Point & Click Adventure game. The humor is pretty funny (to me); it kinda reminds me of a toned-down Archer (the animated spy show). Some of the dialog can be a bit long, but it being VA'd helps a bunch. And that dialog makes the characters feel more alive; it gives them depth.

    Not very far into the game, so so far haven't come across any esoteric puzzles (and I hope I don't). But I am for sure looking to play more.

    Escape Room - Zero Escape: Zero Time Dilemma

    Zero Escape: Zero Time Dilemma
    Released on Steam: 2016-06-29
    Purchased by me: 2019-07-08
    Time/Amount played: 37min
    Brief Let's Play

    So my goal with each of these games is to play at least 30min, ideally closer to 60min. As you can see, I just barely got over my minimum. Spike Chunsoft, who makes the Danganronpa series, also makes the Zero Escape series. Which I've played the three main games and finished the first two. So I thought I'd like this. I wasn't sold.

    Interestingly, I "won" Zero Time Dilemma in like the first 10min! It's a branching path story game, so at the very first decision point, I chose correctly, the team was released, and the credits rolled! Naturally, I went back to choose the "wrong" choice, which allowed me to actually play the game, but it lost me pretty quickly after that.

    Felt like it was jumping around too much. And I also felt like I was missing some important information and context. Which I think is because I didn't play the first two games. Wait, I played the first entry "Nine Hours, Nine Person, Nine Doors," but it was years ago and I didn't finish it, nor do I remember much from it. I actually didn't know this was trilogy until now. There's a second game called "Virtue's Last Reward," which I definitely haven't played. I get the feeling that, unlike Danganronpa 3, it's really, really important to play the first two games. Because there were clearly references to some event that some characters experienced together before the events of ZTD. And I was just lost.

    Ended my run and decided that if I go back to ZTD, I'm going to have to finish the first two games. Which I don't know when that will happen.

    Comedy - Akiba's Trip: Undead & Undressed

    Akiba's Trip: Undead & Undressed
    Released on Steam: 2015-05-26
    Purchased by me: 2021-05-05
    Time/Amount played: 50min
    Brief Let's Play

    OK, so the other games are pretty straightforward as to why they belong in the category I listed. It may not be as clear here. So let me try:

    Literally anime degen stuff, with a combat system that involves pulling enemies' clothes off.

    Yeah...

    I didn't buy this game based off that. I bought it because I like anime games that take place in modern times. Like Persona, Tokyo Xanadu, and Digimon Story Cyber Sleuth. OK, I knew there was some degen based on the name of the game. There's clearly a play on words: "Akiba's Trip" could be "Akiba Strip." And it also says "Undressed." I just didn't know it was that degen.

    Some of the dialog is funny. For example, the MC got involved in this whole turning into a sorta vampire that steals clothes because he saw an opportunity as a lab rat that paid in figurines and manga. Like tf? Who does that? And some of the dialog options allow the player to live that otaku or incel life. Kinda like Denji from Chainsaw Man. Y'know, Boobs. I will not elaborate.

    As far as the rest of the game, I thought the art style was great. It managed to capture that stereotypical busy Tokyo Akihabara streets feel (like I'd know as if I've been to Japan). It uses active combat that feels a bit like a fighting game. You have to punch, leg sweep/kick, block, all at the right times, with the aim of damaging the enemies' clothes to pull them off. Unfortunately, I'm terrible at action combat, so that was a bit of a turn-off. The MC was def getting his clothes pulled off, sigh.

    I might come back to this game, but probably not anytime soon. I think if I want that modern-day Tokyo game itch scratched, I'll go back to those other games like Persona et al that I mentioned.

    Stealth - Intravenous

    Intravenous
    Released on Steam: 2021-07-26
    Purchased by me: ??? (Steam didn't tell me; must've gotten it free)
    Time/Amount played: 78min and continuing
    Brief Let's Play

    I love stealth games. Hitman, Splinter Cell, Desperadoes 3, and Deus Ex HR/MD are some of my favorite games. And right away, Intravenous scratched that itch.

    It's a top-down game, where naturally, hiding in the shadows and reducing sound are important. It even has the light meter like Splinter Cell games! And just like in other stealth games, it's necessary to hide bodies in dumpsters, in rooms, or environmental cover. I try for full stealth runs, but I'll shoot if I have to, which is what I did in the first level. Knocked out like 10 dudes and shot three dead, then sneaked out quietly. So much fun just snooping around, trying to see where the baddies are, seeing their movement patterns, and then determining what I should do.

    I do wish that seeing into buildings was a little more difficult. The view I have is as if there aren't any roofs. So I can immediately see baddies in buildings. I think it'd be more interesting if the only way to see guys inside was by windows or even utilizing sound.

    Like Desperadoes 3, the game has a quicksave/quickload system. But you're limited to 5 quicksaves per level. After that, no more. I think you can load as many times as you want, though. Still, I had to be a little judicious in how I used the QSs. I can't just quicksave before attempting to knock out or sneak by each baddy. Certainly makes it more challenging.

    I've only finished the first level, but I definitely intend to play more of this. Since Splinter Cell as a series seems dead, I think Intravenous is going to be a good substitute. And I know there's a second one already!

    4 votes
    1. CannibalisticApple
      Link Parent
      I can confirm you need to play both previous entries before Zero Time Dilemma. It's meant to be the end to the trilogy, and directly ties into Virtue's Last Reward in particular since VLR was used...

      I can confirm you need to play both previous entries before Zero Time Dilemma. It's meant to be the end to the trilogy, and directly ties into Virtue's Last Reward in particular since VLR was used to set it up.

      That said... Personally not a fan of ZTD. It just feels too dark and gritty compared to 999 and even VLR (which was already darker than 999), and the characters being split into three teams really limits the interactions and dynamics. There is a LOT of jumping between teams, and a lot of gruesome deaths compared to the previous games. It also didn't tie up all the threads set up by either previous game and even introduced some new questions.

      Side-note, I never actually played ZTD myself, just watched a playthrough after playing VLR. I'd also watched a playthrough of 999 because I'd bought VLR on the Nintendo eshop not knowing it was a sequel. I wasn't that enthused with VLR's tone and story shift compared to 999, but I wanted closure for the characters. And... Didn't really get it. (Heck, VLR has an ending meant to set up a mysterious character to play a major role in ZTD, but it was made non-canon because apparently not many players got that ending.)

      So you might want to just treat 999 as a standalone game. The tone just gets darker and grittier with each entry, and leans more into sci-fi themes. 999 works great on its own, and it's definitely my favorite of the bunch.

      5 votes
    2. Wes
      Link Parent
      I don't know how, but I completely missed this comment my first time through. Sorry, JC! I see Makoto Wakaido is another game full of fresh red paint. Wait, am I allowed to reference a later...

      I don't know how, but I completely missed this comment my first time through. Sorry, JC!

      I see Makoto Wakaido is another game full of fresh red paint. Wait, am I allowed to reference a later week's games, or is that against the bingo code? This is what happens when I miss things!

      It seems like this one mostly tests that you're paying attention to the clues, and picking up on details. I gather this comes easily for you, as you seem to have an affinity for detective games.

      The twinkly background track reminds me of the OST for an old N64 game, Body Harvest. The reference is probably lost on everyone though, because virtually nobody has played that game. But the OST always stuck out to me as unique, so I was happy to be reminded of it.

      Next up: Nine Noir, cat detective. I'm sensing a pattern here. I'm surprised by how few reviews this game has considering the apparent production quality. It seems to have great humour, and the VA really carries it. Being able to lick everything is also great. These dang fat cats and their fancy offices, though.

      Akiba's Trip was actually less lewd than I was expecting, at least in the first 45 minutes. That might not last. I do get the appeal of a modern city in an anime art style. Like you said, the recent Digimon games look great for the same reason.

      Intravenous seems pretty cool, and is one I also own (from somewhere?). My first thought was of Hotline Miami, and the gunplay is similar, but the focus on stealth makes a big difference. I like that it almost has the puzzle element in deciding how to approach a situation.

      Okay, now to travel forward through time back to Week 4. Wish me luck!

      3 votes
  8. [4]
    Durinthal
    (edited )
    Link
    Durinthal's Bingo Card (Form, Standard, 7/25) Mode: Standard Bingo! Finished 7/25 On-rails shooter Cozy Educational Parkour Programming ✅ Afterlove EP Escape room Time management ✅ Devilated...
    Durinthal's Bingo Card (Form, Standard, 7/25)
    Mode: Standard Bingo! Finished 7/25
    On-rails shooter Cozy Educational Parkour Programming
    Interactive fiction
    ✅ Afterlove EP
    Escape room Time management Arena/boomer shooter
    ✅ Devilated
    Mining
    Exploration Tactical RPG ★ Wildcard
    ✅ Hades II
    Digital tabletop game
    ✅ Fabled Lands
    Fighting
    Immersive sim Grand strategy/4X
    ✅ Super Fantasy Kingdom
    Bullet hell Vehicular combat Hack and slash
    Summer sports Dungeon crawler
    ✅ Wander Stars
    ARPG Looter shooter Political sim
    ✅ Civilization VII

    This past week was less games I haven't tried yet and more revisiting games that I wanted to put more time into with Hades II and Civilization VII to start.

    3 votes
    1. [2]
      Durinthal
      Link Parent
      Hades II was on my May 2024 card because it was initially released in early access that month, and after about 25 hours of that I put it away until the full release this September. I did an...

      Hades II was on my May 2024 card because it was initially released in early access that month, and after about 25 hours of that I put it away until the full release this September. I did an initial binge of another 55 hours then with a fresh file and after getting to the credits it became more of a "when I feel like it" game. Well, I felt like it with the patch that came out right at the end of October so since the start of the month I've put in another 30 hours to get the updated ending and through the epilogue.

      Compared to the first Hades, for the most part this is more of it and I love it. At this point I'm satisfied and paring back to an occasional run here and there; there are some achievements yet to be earned but mostly because I just enjoy playing it and hearing from all the characters.

      Hades II ending/epilogue

      I know that a number of people didn't like Chronos suddenly becoming friendly, but I actually like it as an extension of the first game's theme of family reconciliation. My one quibble would be that I wanted Zagreus to be the one initially suggesting and pushing for a non-violent outcome (given his own experiences) with Melinoë resisting more at first, given that the mantra of most of her life has been "Death to Chronos." I think that's what the update gave to some extent, along with everyone in the House of Hades remembering the other timeline with Chronos and Melinoë present, so I'm mostly content.

      As for the epilogue being the Fates' proclamation of a new age of mortals, I do think it's a bit funny as a way to stick it to both Chronos and the Olympians with neither of them ruling in the long run. I would have liked to get more dialogue with them but I'll take what I can get, though amusingly they do comment if you try reaching them ahead of when you're supposed to.

      As for the post-game being revisiting parallel versions of Chronos/Typhon, I never minded that from a Doylist perspective as Typhon in particular never could have hung around to just spar like the other bosses and I wouldn't have expected Supergiant to come up with an entire alternate boss fight after the story progresses.


      Civilization VII is another entry in a franchise I love and while I liked its potential enough to preorder and play it early, it was rough on release and this is the first time I'm getting to it with any patches.

      So far I've only put in 4.5 more hours and gone from the start of a game to the end of the first age, Antiquity. I decided to go with the new leader/civilization that just came out so I'm playing as Edward Teach — Blackbeard — and starting as Tonga which lets me cross the ocean early with scouts even if I can't set foot on other continents yet due to the new distant lands mechanic, keeping the old and new world separate during the first age. One of Teach's abilities lets your ships act as privateers/pirates and attack any others even if you aren't at war with them, but that hasn't gotten much use yet with only a few coastal cities on my continent. On the other hand, even just finding the other civilizations and independent peoples across the water was great as I ended up befriending and becoming suzerain of most of them (and Tonga has a bonus for doing that with ones in distant lands).

      While I'm generally tolerant of minor technical/graphical issues, the game had so many of them at launch that I couldn't really recommend it to anyone. Fortunately most of those are patched now, but the core mechanics that distinguish Civ 7 from earlier entries remain divisive. The idea of a general reset of the board between ages is interesting, but this time I went with the "continuity" option to retain most of the map state like units and alliances. I also don't mind switching between civilizations for each age, but they're also working on a way to play one civ start to finish though that's not yet available.

      I'm not sure how much the legacy paths/victory options have changed with patches; the Antiquity versions were mostly unchanged but that was also the most polished age at launch. I'll probably return to it around Thanksgiving when I have more free time since I prefer to binge this in bigger chunks of time and also don't want to stay at my desk after being there for work all day.

      4 votes
      1. Wes
        Link Parent
        I'm definitely on board with finishing up an old game for a backlog entry. Those always feel nice to cross off the todo list, and there's a certain satisfaction to uninstalling them after. Though...

        I'm definitely on board with finishing up an old game for a backlog entry. Those always feel nice to cross off the todo list, and there's a certain satisfaction to uninstalling them after. Though I suspect that in your two cases, they'll be a permanent fixture on your hard drive.

        I actually just picked up the original Hades last month. I know I'm late to this party, but I'm looking forward to finally seeing what all the fuss is about.

        I did watch a few gameplay videos in advance, to see if it was my thing, but is seems pretty universally acclaimed so I'm sure it's fine. Though personally, I'm just as excited to hear a new Supergiant soundtrack as I am to actually play the game.

        4 votes
    2. Durinthal
      Link Parent
      And back to games that are actually new to me! Afterlove EP is a story about love, loss, and music, and it caught my attention the moment I first saw a trailer for it some time ago. What separates...

      And back to games that are actually new to me!

      Afterlove EP is a story about love, loss, and music, and it caught my attention the moment I first saw a trailer for it some time ago. What separates the "interactive fiction" tag from the "visual novel" one is beyond me and a number of games have both of them, but either way it's mostly walking between locations to have text conversations with a couple of simple rhythm games added in. I've only put an hour into it so far, getting through the intro and a couple of days in as it tracks time using a calendar with an event set at the end of the month. I definitely want to return to this as it's right up my alley, but just getting my initial impressions down.

      Afterlove EP intro/first day

      The very opening of the game being removing a bunch of photos of a girl from a corkboard is enough to tug at my emotions without any other context necessary. I imagine it might be too sentimental for some but it's the kind of thing that works for me.

      Having Citra be the only voiced character — and only after her death — is an interesting choice and one I like. She's in our head the same way she is the main character Rama's, the only voice he's truly listening to at the start of the game. I imagine she'll fade as Rama gets through processing everything and it's a journey I'm looking forward to.


      To give an idea of the tone of Devilated, there's a dedicated key for smoking a cigar and tossing out a one-liner in what sounds like an imitation Duke Nukem voice after killing an enemy, with some other snarky lines popping up as you go through a level. Aside from that it's more like Doom with a gory rampage through levels collecting red/green/blue keys to open doors until you get to the boss. I thought I liked arena shooters as Unreal Tournament 2004 is a personal favorite, but that might be an exception as I ended up liking the idea more than the execution of Devilated and shelved it after half an hour.


      On the other hand I started Super Fantasy Kingdom and two hours passed by in a blink. I'm still early on with getting permanent upgrades rolling and new things unlocked but it's scratching a roguelite city builder itch and showing a lot of possibilities for later runs.

      The core loop is fairly straightforward so far: develop the town and get resources to support an army to defend the town from monsters each day. Your forces fight automatically as the enemies charge in so it's mostly micromanaging what your workers are doing and choosing how to build out the town.

      I could easily sink another 20 hours into this in a week but I think I'm going to limit myself to weekends for this one, making it compete with Civ VII for time at least in the short term. I think in the long run I'll burn out on it more quickly than I do Civ since each run is probably close to an order of magnitude shorter in time and it's more linear in how you approach it, but I don't need a game to be endlessly replayable.

      3 votes
  9. [7]
    CannibalisticApple
    (edited )
    Link
    Mode: Custom Bingo! Finished 8/24 Transformation Restoration ✅ Eastward Change Quantity ✅ Haustoria ✅ Eastward Faith ✅ Eastward Perspective Organization ✅ Eastward ★ Emergence Truth Endurance ✅...
    Mode: Custom Bingo! Finished 8/24
    Transformation Restoration Connection
    ✅ Eastward
    Change Quantity
    Maneuver
    ✅ Haustoria
    Love
    ✅ Eastward
    Faith Erosion
    ✅ Eastward
    Perspective
    Organization Recursion
    ✅ Eastward
    Emergence Truth
    Endurance Vulnerability
    ✅ Haustoria
    Destruction
    ✅ Eastward
    Harmony Unorthodox
    Fragmentation
    ✅ Eastward
    Happiness Balance Tradition Fight

    So I finally beat the main story of Pokémon Legends Z-A and got back into Eastward tonight as my first step towards finishing games! As I said, I was at the final stretch. And... Damn, I love this game.

    I still haven't completed it yet, so I'll save my full thoughts for later. I finished Chapter 7 tonight and decided to pause at Chapter 8, the final chapter, because it's now past 1:30 am. But before playing I ended up looking up walkthroughs to refresh my memories of the big story beats before remembering I used the record function on my Switch throughout my playthrough at important moments. And...

    Yeah, it reminds me that I really, really love this game. It tugs at a lot of heart strings. I won't give spoilers, but the end of Chapter 7 actually had my jaw drop in shock and is when I tagged Love and Connections. I'd already tagged Recursion and Fragmentation (in part because of the in-universe game Earth Born, but also because of how I had to look up playthroughs since it's been so long), but... Wow. Just, wow.

    I'll give full thoughts tomorrow when I finish it. I honestly wish I hadn't let myself get sidetracked back when I first played it, because I think these emotional beats would've hit a lot harder when everything was still fresh in my mind.

    3 votes
    1. [3]
      CannibalisticApple
      Link Parent
      So thoughts on Eastward incoming in a separate reply because I have a LOT to say about it, but first, I completed another game last night: Haustoria. I'm linking the itch.io page, but I played it...

      So thoughts on Eastward incoming in a separate reply because I have a LOT to say about it, but first, I completed another game last night: Haustoria. I'm linking the itch.io page, but I played it on my Switch. I think I grabbed it on sale a long time ago, probably because the spiral reminded me of Uzumaki. (Yeah, I'm convinced that some of those levels are directly inspired by it.) I'd played a couple levels but never finished it.

      Haustoria is a fairly simple puzzle platformer, and is very short (there's a Youtube walkthrough that's about 40 minutes, and the actual gameplay was about 37 minutes). I crossed off Vulnerability because you can't fight, but there are things that kill you if you touch them like these energy orb things or axes. I also marked off Maneuver because you maneuver a lot in platformers, but this one also has you control some parts of the environment.

      The most innovative part of the game is the magical thumbtack. Some scenery will move in line with your movements, and you can use the thumbtack to lock it in place. It's a neat mechanic (though honestly, the thumbtack feels out of place with the setting's ancient Asian aesthetic), but the execution can be tedious. Example: you jump on a short platform leading to a moving platform high above you, go to the far edge so it lowers a bit, lock it in place, return to your starting point, unlock it, go back, lock it, and repeat until it's low enough to jump on.

      Yeah, it gets repetitive. Not helped by how the controls can feel a bit wonky. The movement feels a bit too light and you always jump at a set height, which can throw off expectations. I noticed that the horizontal moving platforms don't move the character, so you have to inch alongside it so you don't fall off. At one point I found a ladder that I think was broken and had to jump to my death to reset the level. The game's definitely a bit rough around the edges. I had that video walkthrough open on my phone to give me a preview of what to expect so I wouldn't repeat a section for the fifth time after accidentally falling or messing up timing.

      Still, I liked it overall. There's a special charm to these sort of rough, unpolished games that reminds me of my college game dev classes. There were parts where I felt like the developer had discovered how to implement some new feature and wanted to make the most of it, which just makes me happy. The developer has some other games on itch, and I might check those out sometime.

      3 votes
      1. [2]
        Wes
        Link Parent
        An interesting mechanic that I've not seen used before. I can see that working for quite a few puzzles: moving platforms, locking gates, or really anything with motion. Good find for a quicker...

        An interesting mechanic that I've not seen used before. I can see that working for quite a few puzzles: moving platforms, locking gates, or really anything with motion. Good find for a quicker title that covers multiple categories.

        Regarding the pushpin design, maybe a Chinese hairpin would have meshed better.

        2 votes
        1. CannibalisticApple
          Link Parent
          Yeah, it's a unique one that has a lot of untapped potential. Though perhaps it's for the best it didn't have too many super intricate puzzles and kept things relatively simple, given how...

          Yeah, it's a unique one that has a lot of untapped potential. Though perhaps it's for the best it didn't have too many super intricate puzzles and kept things relatively simple, given how unpolished some parts were. There can be a fine line between complexity and tedium, and like I said, some of it was already tedious.

          2 votes
    2. [3]
      CannibalisticApple
      Link Parent
      Alright, time to give my thoughts on Eastward! Linking the Steam page, but I played it on Switch. And... This is easily one of my favorite games of all time. I'll try to keep spoilers to a...

      Alright, time to give my thoughts on Eastward! Linking the Steam page, but I played it on Switch. And... This is easily one of my favorite games of all time. I'll try to keep spoilers to a minimum, but there will be some.

      Eastward is one of those games you know is made by people passionate about video games. There is so much love and passion in it, all these amazing little details that you only find from people who love what they’re working on. I'm pretty sure it's a big love letter to Earthbound and similar RPGs (I mean, it literally has an in-universe game named Earth Born), and it's just spectacularly done all the way through.

      A Very Long Review The pixel art for starters is gorgeous, some of the best I've seen. The world feels really alive and vibrant, it's one of those "retro-future" post-apocalyptic worlds and starts with you in an underground town made from garbage. I still remember feeling awe when we left it and saw the outside world for the first time, the scenery was genuinely beautiful. The character design is also excellent, it doesn't shy away from strange body shapes and weird outfits (seriously, what is with Alva's bodysuit??). Everything about its aesthetics makes me think of 90’s era media.

      The story meanwhile is also pretty spectacular. It has its ups and downs like all narratives, and I admit the pacing can be a bit wonky at times. Particularly one early part which felt like they tried to speedrun a romance plot, which feels a bit forced and awkward when you play a silent protagonist. I feel like that whole section could have been extended a bit.

      But after that, the pacing felt pretty good to me. It spends multiple chapters in one city so you really get to know the characters there, and it did a good job at making it feel like a real place. It feels kinda rare for an RPG to have you be part of a specific city, usually we're traveling. There are lots of domestic moments, and many side quests that made me really like that city and its residents. (Every NPC in this game has a name. Every single one.) I'd saved a few cut scenes to my Switch, and one of them was just everyone bantering about making dinner together, and it made me happy.

      Apparently a lot of people found the story confusing though? I guess I'm used to complex narratives, because to me it was mostly clear. And as a reminder, I last played it a year ago, so I ended up refreshing my memory of the big story beats by consulting a guide on Neoseeker, Let’s Play videos, and the videos I’d saved to my Switch. Now granted, the story isn’t super straightforward. I think the tricky bit is that it doesn't directly tell you a lot of details, leaving players to infer about certain events that occur offscreen from dialogue...

      And also, time travel is involved. Not with a time machine, but the last three chapters involve time fields and I think two separate time loops. And I think implications that at least one character went back to the past and became inspiration for... things, and another who we encounter at multiple life stages, who people apparently debate might include clones... Yeah, time stuff always adds a layer of complication.

      On that note: Earth Born? The in-universe game that made me cross off Recursive? Turns out it DOES tie into the greater story. You don’t NEED to play it, but there’s a reason I ended up getting sidetracked playing it in the penultimate chapter. (Also it's seriously a decent standalone game on its own. You can put legitimate hours into it, it really feels like a classic retro RPG.)

      That aside, the highlight for me is definitely the characters. Characters are the heart of a game for me, the primary selling point, and Eastward does a phenomenal job with its cast. I don’t think there’s a single character in the game I didn’t like, and there are so many great dynamics between us and the NPCs. Seriously, I’d recorded so many great moments and cut scenes just because they'd made me grin and feel happy alongside the characters. Love and Connection are MAJOR themes in this game.

      I especially love John and Sam's relationship. John is absolutely her dad. She never calls him that, and he's a silent protagonist so he never talks about her like that either, but they are 100% father and daughter. He took her into his house (pretty sure he gave her his bed and took the couch), got her into school, patiently went along with all her very excitable whims, went on a big journey with her and repeatedly threw himself headfirst into danger to protect her... Their dynamic is just so great. John clearly, clearly loves and cares about Sam.

      And it is so damn rare to see that sort of bond as the focus of a game. There are plenty of love stories, plenty of friendships, plenty even about siblings... But very rarely do we play as a parent and child. Rarely do we see any story from the perspective of a parent with a focus on that bond, and especially as a father.

      There are other bonds too. William and Daniel are in a similar parent-child-but-not dynamic as John and Sam, though they're on more "equal" terms. It basically falls into the leader-follower dynamic, with Daniel going along with William's schemes, but William still strongly cares about Daniel. His main motivation is ultimately to help Daniel before they start going on adventures, and at the end (minor spoiler) Daniel even mentions William's human son as his "little brother".

      We also get to see a romantic relationship with Isabel and Alva. It's one of the more complex bits of the story, and apparently also subject to controversy (particularly Isabel's role, since she's pretty aggressive about being the Knight to Alva's Princess). I think that controversy stems from people being sensitive to how female characters are often portrayed in media. But I personally think it was incredibly well done, and my opinion would be the same if they were straight or men. We live with them for a time and get to form this new dynamic as an oddball family unit, and it’s just so wonderful. I won't say more right now because spoilers, but if anyone's interested I'd be happy to give my full thoughts on them! Isabel is probably my favorite character.

      The game successfully got me attached to many characters, even minor NPCs, to the point that the final stretch managed to make my heart hurt in a good way because this game is also willing to kill off those characters. I marked Destruction and Erosion for a good reason. The whole game involves a MIASMA encroaching upon the world as a big threat to humanity. It's not a story where everyone dies, but it doesn't shy away from having some major losses to remind you that the stakes are real. It makes those fun, domestic moments all the sweeter in retrospect because they become genuinely good memories of happier times, just like how you feel in real life.

      That sense of loss serves as an underlying theme throughout the whole game. It's not the primary theme, and I wouldn't even say it directly explores or addresses it (there's maybe one dream sequence about a loss)... But the theme is definitely there. The game just doesn't need to shove those losses in my face with flashbacks, because I still felt them even a year later. And after reaching the end... Turns out "Fragmentation" also refers to my heart fragmenting, in a good way c':

      As a side-note: when I opened my inventory after my long hiatus, I found I had two food items that I’d bought because they were tied to characters I wanted to meet again. I kept those items until the very end.

      Overall, Eastward was just an incredible experience. I wish I hadn’t taken a year gap so everything would be fresh and the emotional beats would hit even harder, but even then I still had an amazing time. I'm definitely going to buy the Octopia DLC at some point, because that adds on a farming sim with no MIASMA threatening the world. And apparently some people like it better than the main game?? I'll also be keeping an eye out for any new games from Pixpil Studios. Eastward is their debut game, and it set a high bar.

      In any event, if anyone else has played it I'd be happy to talk more about it! And if anyone hasn't played it but has been thinking about trying it: do it. I'm giving it a top-tier recommendation. Just keep in mind the story doesn't tell you everything upfront, and the story can get a bit convoluted at times towards the end.

      3 votes
      1. [2]
        Wes
        Link Parent
        I think it's great that you found a game you were able to connect with so strongly. There haven't been many games where I've felt that kind of emotional investment, but when I do, they remain...

        I think it's great that you found a game you were able to connect with so strongly. There haven't been many games where I've felt that kind of emotional investment, but when I do, they remain impactful experiences that stay with me for a long time.

        Gaming is one of the few truly interactive forms of entertainment, and I think that leads us to put more of ourselves into it. That's not to say that we can't also connect with a character from a book or TV show, but for me at least, it always feels external to myself. I know that I'm peering in, and not participating.

        To be truly involved in a story, and to believe that our actions can make meaningful changes on the world -- that makes it far more personal. The highs feel higher, and the lows feel lower; sometimes painfully so! But it still feels rewarding to have gone through the experience, in the end.

        2 votes
        1. CannibalisticApple
          Link Parent
          That's why I studied game development in college. I'm a storyteller at heart, and video games are a new medium that has a really strong potential for the very reasons you stated. I want to explore...

          That's why I studied game development in college. I'm a storyteller at heart, and video games are a new medium that has a really strong potential for the very reasons you stated. I want to explore that potential—though sadly, narrative design is a secondary concern for most studios.

          Even then, not many manage to make me feel as immersed in the world and characters as Eastward. Like I said, characters are the heart of a story for me, and Eastward has some of the best I've seen. It's full of all these delightful, domestic interactions and scenes, moments which not many games tend to feature in favor of focusing on the main plot. Usually those sorts of scenes are optional, but they're a focal point here.

          Even the minor NPCs have dialogue that changes as the game progresses, and you can get a sense of their actual daily lives and routines. It doesn't reuse any sprites for generic villagers, but it also doesn't open the doors for deeper relationships with everyone like other games that give all NPCs a unique face and name. They're just familiar faces you get to know from seeing around town, just like real life. It's part of why Eastward manages to carry an underlying sense of loss whenever I had to leave a place: I may not have known them closely, but they were still basically my neighbors.

          ...Okay, note to self: try to at least give all NPCs unique names in games if possible. Really helps with the immersion.

          2 votes
  10. [4]
    aphoenix
    (edited )
    Link
    I haven't made a lot of progress, but here is my card: Mode: Custom | Bingo! | Finished 1/9 Mode: Custom Bingo! Finished 1/9 Puzzle Bullet heaven Real-time strategy/tactics Mystery/investigation ★...

    I haven't made a lot of progress, but here is my card:

    Mode: Custom | Bingo! | Finished 1/9
    Mode: Custom Bingo! Finished 1/9
    Puzzle Bullet heaven Real-time strategy/tactics
    Mystery/investigation ★ Wildcard Soulslike
    Word game
    ✅ NYT Lunch Break
    Horror Deckbuilding

    NYT Lunch Break - Word Game: I have taken about a one year break from the NYT word games, so I was excited to get back into it. Over lunch I have been doing Connections, Wordle, Strands, The Mini, and the Crossword. I've counted this as just one game, but here's a mini review of each:

    Connections - you get a set of 16 things, and you have to figure out how they connect to each there. There are four groups that the things can fit into - yellow / simple, green / trickier, blue / difficult, purple / c'mon man that's silly. You can make a sub game out of it by trying to get them in order of difficulty, most difficult first. This used to be my favourite, but I found that some of the connections this week were a bit loose. I do enjoy trying to figure out what the purple group is first, and I realized after watching Hang Green do it, that we tend to approach the puzzles the same way.

    Spoilers / solution for Nov 13 (today's) Connections

    Today's puzzle was one where I really didn't understand why they put the purple group as the hardest one. The group was "office" and I saw it right away and thought it was going to be the green group, with only outfits being more obvious.

    Connections
    Puzzle #886
    🟦🟦🟦🟦
    🟩🟩🟩🟩
    🟪🟪🟪🟪
    🟨🟨🟨🟨

    Wordle - you guess a five letter word, and you get feedback on the correctness of the letters; whether they are in the word, and if they are in the correct position. I think everyone knows this one - it was a cultural phenomenon. It has one of the best simplicity to enjoyment ratios of any word game, and it set the standard for "you get one per day" style puzzles online.

    Strands - my current favourite, you have a jumble of letters, and you are doing a word find. There's an overall topic that spans from one side to another - left to right or top to bottom - and you find the relevant words and get points. I like to try to find the spangram first (this was formerly called Spangram, I think), but it can be difficult to spot. Of the three non-crosswords, this is the one I usually spend the least time on.

    The Mini - a very small crossword, typically 10 clues, 5 across 5 down, no more than 25 letters total. This is a warm-up, an amuse-bouche if you will, for the real puzzle that's coming up, though it is almost never actually related to the crossword. I try to aim for finishing within one minute. It's straight forward and a nice taste of crossword-y goodness.

    The NYTimes Crossword - this is the crossword for a lot of people. It's pretty good, ramping up in difficulty from Monday which is usually very easy to Saturday which is usually very difficult. Sunday just has a big puzzle, with quite a few squares and clues. I did not finish the Saturday puzzle this week without looking for a hint - shameful! - but I do try to get there. Usually on Fridays I do not finish the Crossword over my lunch break, but Mon - Thurs I usually do.

    Spoiler for Nov 3 (today's) Crossword

    I really dislike puzzles like today that have a weird twist that make some of the filled in answers into nonsense. I find it way more difficult to figure everything out when that happens. I had 29A "RONESEYES" put in as well as 59A "ROFAPPLAUSE" filled in before I kind of got it. I felt like those had to be wrong, but they were right, it's just a twist.

    Overall, if you like word games, thes are hard to beat!

    3 votes
    1. [3]
      aphoenix
      Link Parent
      The Room 3 - Puzzle I realized some time ago that I hadn't actually played beyond The Room 2, and that it had been quite a long time since I'd played the first two games. So for October, I...

      The Room 3 - Puzzle

      I realized some time ago that I hadn't actually played beyond The Room 2, and that it had been quite a long time since I'd played the first two games. So for October, I replayed 1 and 2, and then saved up 3 for the backlog burner. 1 and 2 were both games that I liked quite a bit, so I had relatively high expectations. If you haven't played any of the games, the idea is that you are in a Room with a Box, and you have an eyepiece that reveals hidden magical secrets; you must open the box to progress, but opening the box leads to other rooms, boxes, and sometimes madness.

      The Good - it builds up the story even more from 1 and 2; the atmosphere of the game is great, with fantastic art direction and the same eerie musical theme. The set pieces for each room are just about perfect and it is pretty cool that the house has multiple places to travel to. This iteration is less linear than the previous games in the series. In 1 and 2, when you finished a room, that room was done and you would not return, but in 3, you would come and go as you please, in a way that I associate with other puzzle games like Myst. 3 also incorporated multiple endings to the game; on the first play through there are puzzles that you don't have to finish to get all the way to the end of the game, and then you are encouraged to go back and finish them, with the warning that you'll no longer receive hints.

      The Bad - the hints were not particularly good. Since the hints happen on a relatively short timer, you'll see some hints. The latches or keyholes or tchotchkes that you fiddle with are not always completely obvious, and multiple times I had an interaction that was very like this:

      • find the mcguffin that you need for something
      • look at the mcguffin more and there's clearly something to do with it
      • try clicking on the pieces that seem movable
      • look at the mcguffin and realize a hint is coming
      • hint pops up: "that mcguffin is probably useful for solving a puzzle"
      • roll my eyes, continue to look at the mcguffin
      • figure there's something else to do with it so move to another room
      • uh oh another hint is coming
      • hint pops up: "that mcguffin has the answer you're looking for"
      • look at the thing again
      • wait for inevitable hint 3
      • hint pops up: "sometimes these mcguffins have latches have you looked for a latch you idiot"
      • realize that a thing you clicked on fourteen times will slide if you hold it in a particular way and go in circles

      None of the puzzles are particularly difficult, but the hints really irked me in this game.

      The Different - in previous iterations, when I was stuck I would use the eyepiece, which often just gave you a different look at the area you were in. Often that would give you a clue, with a sort of eldritch paint that highlighted things that were actionable around you. In this iteration, the eye piece usually doesn't give you this sort of a clue, but instead functions as a way for you to enter into whatever mini mcguffin area you need to. For example, there might be a model of something, with an eldritch sparkle when viewed through your eyepiece, and you can click on the sparkle to enter the tiny model. This was a bit different from the previous games, and I don't think it's a better or worse use of the mechanic.

      Overall, I was fairly happy, though I think this was the weakest of the three games so far. I felt like some of the puzzles were made arbitrarily more difficult because the latches or interactive parts were just less obvious than in other versions of the game, and there being so many more options of places to look and go. I don't think this would be a bad thing, except for the hints that were way too basic. Overall the mood and story were quite good, and I still recommend the whole series.

      The next game I play will probably be The Room 4.

      2 votes
      1. [2]
        Wes
        Link Parent
        I loved playing escape rooms on Flash websites back in the day. Games like MOTAS, Crimson Room, and others. For a long time it felt like a time capsule of a genre, and with Flash's death, they...

        I loved playing escape rooms on Flash websites back in the day. Games like MOTAS, Crimson Room, and others. For a long time it felt like a time capsule of a genre, and with Flash's death, they largely died out.

        So it makes me really happy to see more modern takes on the formula with titles like The Room and The House of Da Vinci. We even have real-world escape rooms now, which is kind of crazy.

        Regarding the hint system in The Room 3, I will agree with you that auto-hints are my bane. I prefer them to be opt-in, as they are in Escape Simulator. I might be slow, but I'm steadfast, and I want to solve it on my own!

        2 votes
        1. aphoenix
          Link Parent
          I actually liked the hints on the first two games, or at least I have no recollection of being actively antagonized by them. But these ones seemed to be very basic and unhelpful, and it's the...

          I actually liked the hints on the first two games, or at least I have no recollection of being actively antagonized by them. But these ones seemed to be very basic and unhelpful, and it's the entry that would have most benefited from actually helpful hints. Something like "you saw a shape like this in another room" instead of "have you thought about trying to solve the puzzle as the next step?"

          I have also played, but not yet finished, Boxes which is really quite similar.

          I wonder if anyone had updated MOTAS or Crimson Room for a post-flash Internet.

          2 votes
  11. [2]
    dannydotcafe
    Link
    This was a tough week with not a lot of free time, only a single game added to the board. Fortuntately it was one I liked! Mode: Standard Bingo! Finished 5/25 Has both combat and puzzles ✅...

    This was a tough week with not a lot of free time, only a single game added to the board. Fortuntately it was one I liked!

    Mode: Standard Bingo! Finished 5/25
    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
    ✅ Call of the Sea
    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
    From a different culture or country - Call of the Sea There's a game genre (or maybe its really a mechanic) where you search through abandoned places, piecing together what has happened through notes and environmental storytelling. And I love this. It just works for me, despite the hand-wave in logic whereby everyone leaves out their handwritten summaries of the day's events, or happen to be speaking into a tape recorder just at the moment of a big event. I call these notes & audiologs (tm) games.

    Call of the Sea is mostly a notes & audiologs game, with a couple Myst-light puzzles thrown in. The player is a woman exploring a mysterious island, trying to figure out what happened to a previous expedition which included her missing husband, all the while talking to herself in a surprisingly cheerful voice. Its a nicely slow paced game, which is probably what I needed this week!

    I think it looks really nice in a stylized way. Each successive level somehow seems to look even better than the previous, though of course that's subjective. The art style, combined with it being a narrative game is probably why I've seen the comparison with Firewatch. I loved Firewatch when I played it earlier this year, and I think one of its strengths is that its main storytelling device, ongoing radio conversations, feels natural ()not to mention well-written). Call of the Sea doesn't quite hit that, as it trades conversation for the main character's stream of consciousness. The comparison is probably reinforced by the main character's voice actor, who also played the voice on the radio in Firewatch. I think she's very good in both roles, though in Call of the Sea she seems just a bit too cheerful at times. While it fits the theme of lighthearted exploration, there are moments where she has a serious discovery ("is the whole crew of this ship dead? What terrible fate befell them and possibly my husband") followed shortly after by the worry-free remarks of someone out for a nature walk ("look at these fascinating carved wood statues!"). I don't think darkening the tone of the game is the answer, but I suspect there could have been some more consistency in the direction of the dialogue.

    There's only a couple puzzles per level, and so far none have been especially challenging. Rather they're just an enjoyable bit of friction in the exploration of the island. I have gotten stuck a few times, and when I finally figured it out I kicked myself for not seeing the obvious solution.

    The most challenging puzzle of all though - where to slot this game on my bingo board! Of course I could put it as a wildcard. The developers, Out of the Blue, I had never heard of (this their first game). Also they're from Spain, so could count as a game from a different country. And then there's the longshot option: when looking this game up on Wikipedia, I discovered that it shares a name with a movie from 1930, which has a familiar sounding story.

    Lt. Cmdr. Good (Edwards) is a naval officer who goes on an extensive search for his long-lost friend who mysteriously disappeared on a tropical island

    While I find no evidence that anybody at all has watched this movie in the past 95 years (it might be lost media, or maybe no one has cared enough to find out), I could happily ignore that that and slot the game as an adaptation. The chaos makes it tempting, but different country gets me much closer to 5 in a row, so I'm taking that.

    While we're on the topic of "Island Explorer" media, one thing this game may have unfortunately inherited from those roots is some aspect of colonialism. I won't say much about it since I don't know a lot about the cultures involved, but phrases like "Polynesians don't build doors" (considered significant enough to both say out loud and have as an entry in the in-game journal) does give me pause. However I haven't seen anything worse than that, and its more respectful and sensitive than the islander stereotypes that this type of setting would have featured even fairly recently.

    Overall I have been really enjoying this game, and plan to continue. Compared with the 4 from last week that I ended early, this is a winner!

    3 votes
    1. Wes
      Link Parent
      Good one, and I'm glad to hear the game is working for you. The bingo is close, but how will you possibly find a remake in today's gaming landscape? I know the audio logs thing feels really...

      Good one, and I'm glad to hear the game is working for you. The bingo is close, but how will you possibly find a remake in today's gaming landscape?

      I know the audio logs thing feels really contrived, but I actually really like it as a game mechanic. I believe it was System Shock that came up with them as a way to provide background info without requiring the player to stand still for a cutscene, or to sit and read (which a lot of players will choose not to do). Instead, a voice conveniently narrates for you as you continue to hunt for loot or explore your environment.

      They can definitely be done poorly, such as by mistiming the length so they overlap with another cutscene/audio clip, or just relying on them for all exposition. Some of the audio logs in the Borderlands series are just atrocious. But when properly integrated into a game, I think they're a great convenience that I'm willing to suspend some disbelief for.

      By the way, the week 3 thread is up if you'd like to share any new updates there.

      2 votes
  12. [4]
    J-Chiptunator
    (edited )
    Link
    J-Chiptunator's Winning Bingo Card (Standard/Form, 17/25) Mode: Standard Winning Bingo! Finished 17/25 ✅ Weapon Shop de Omasse FPS ✅ Hypnospace Outlaw Sim racing ✅ Vegas Stakes Dungeon crawler ✅...
    J-Chiptunator's Winning Bingo Card (Standard/Form, 17/25)
    Mode: Standard Winning Bingo! Finished 17/25
    Job simulator
    ✅ Weapon Shop de Omasse
    FPS Point & click adventure
    ✅ Hypnospace Outlaw
    Sim racing Card game
    ✅ Vegas Stakes
    Dungeon crawler Visual novel
    ✅ Tales from Toyotoki: Arrival of the Witch
    Score attack
    ✅ Liberation Maiden
    Sandbox
    ✅ Grand Theft Auto V
    Simulation
    ✅ Rune Factory 4 Special
    Cozy
    ✅ A Short Hike
    Creature collector ★ Wildcard
    ✅ Untitled Goose Game
    Puzzle platformer
    ✅ Oddworld: Abe’s Odyssey
    Hack and slash
    ✅ Hyrule Warriors
    Action-adventure Metroidvania/search action
    ✅ Animal Well
    Shoot 'em up
    ✅ Resogun
    JRPG Puzzle
    ✅ The Witness
    Third-person shooter
    ✅ Splatoon
    Digital tabletop game
    ✅ Crimson Shroud
    Run and gun
    ✅ Cuphead
    Beat 'em up Match 3

    Another week down, and with it comes another mix of video game genres I've uncovered. This time, I managed to finish eight more games, one fewer than last week's nine, but still enough to score a Bingo on my card. That didn't take long, which works out nicely since I want to dedicate more playtime to Kirby Air Riders when it launches next Thursday.

    I've been trying to get most of my writeups done at least a day before the next Backlog Burner Week starts, so I decided to skip one game from my final list. Starting this Friday, I'll be tackling the remaining eight games to get a bit of a head start, and hopefully make some progress on CGA's November selections too.

    With all that said, here's a look at the games I played this round.


    Vegas Stakes

    Writeup

    Let's be clear: I've never been a fan of pure gambling games, especially the kind that were common on consoles before the 2010s. Once you figure out the optimal way to win in those simplified setups, reaching the end goal becomes a matter of patience, not skill.

    In the SNES version of Vegas Stakes, that goal is turning a modest thousand dollars into ten million across five casinos. Unfortunately, even HAL Laboratory, the same developer behind Kirby, does little to expand beyond the basic gambling gameplay or enhance it with much flair.

    The game features five casino classics: Slots, Roulette, Craps, Poker, and my personal favorite, Blackjack. Two of them involve cards, though they're definitely not the collectible kind.

    Each of these games works exactly as expected, for better or worse. Back in the day, Vegas Stakes offered a simple and affordable taste of casino fun without real-world risk. But after the 2000s, free digital casino games made that appeal feel outdated.

    One of the standout aspects, for its time at least, is the presentation. HAL made good use of digitized character sprites, semi-realistic casino backdrops, and a catchy soundtrack to sell the Las Vegas vibe. That said, a few of the music choices border on grating, thanks to some questionable instrument samples.

    The NPC interactions add some extra flavor. You pick one of four companions to join you, each offering advice and commentary while you play. Other NPCs wander the casino, occasionally giving tips, making requests, or just being unhelpfully rude, which is all part of the charm.

    At one point, a regular in the sci-fi-themed casino told me to bet based on "feeling vibrations". That's... not how roulette works, but his advice on betting red or black is still among the safest options. Since nearly half the wheel is covered by each color, with two green spaces excluded, it's pretty much a 50/50 shot to double your bet.

    If you're aiming just to roll credits, you could save after every win and reload after each loss. The casino you choose determines the bet limits, and the pricier ones yield the largest payouts. Of course, that's where "playing your cards right" really matters.

    Or, if you use a software emulator and prefer brute efficiency, there's even a way to "cheese" the roulette: savestate before a spin, then memorize the number and reload to pick that one instead. The outcome is predetermined when the round starts, which makes it possible to game the system completely.

    Overall, Vegas Stakes isn't a bad collection of casino games. It's fun in small bursts or when playing with a friend, but grinding through the single-player campaign feels more like battling against luck than actually winning.


    Tales from Toyotoki: Arrival of the Witch

    Writeup

    Tales from Toyotoki: Arrival of the Witch (aka イハナシの魔女, lit. The Witch of Ihanashi) might be one of the most obscure games ever played during a Backlog Burner event on modern platforms. Despite being nominated for several Japanese indie game awards in 2022 and getting an official English translation in 2024, this slice-of-life visual novel has flown almost entirely under the radar in the English-speaking community, save for a few scattered reviews and YouTube playthroughs.

    The story follows Hikaru Nishime, a boy who lost his parents at a young age. On his aunt's advice, he travels to live with his grandfather on a remote Okinawan island called Toyotoki. When he arrives, he discovers his grandfather has already moved overseas. To make things worse, he can't reach his aunt, and the local school claims to have no record of him. Stranded without survival skills, Hikaru ends up wandering the island's sugarcane fields at night, searching for shelter.

    That's when he meets Lilun Jaminthida, an engimatic girl who defies normal Japanese conventions. She agrees to team up with him, and together they try to figure out how to survive, and, along the way, learn more about themselves and each other. Why she came to the island remains a mystery, though it's clear to me she has her own reasons.

    The visual novel deals with some surprisingly heavy themes beneath its gentle tone. Namely...

    Spoilers

    ...The fact that both main characters face emotional scars from their pasts. Hikaru endured bullying and parental neglect on the foster family's part in Tokyo, while Lilun was exiled from her homeland's rampant slavery society because of her magical abilities, which earned her the title of "witch".

    Hikaru's adjustment to quiet, rural Toyotoki life serves as a contrast to his stressful city upbringing. The island's peaceful rhythm gives him a chance to slow down and rediscover a more grounded way of living. Lilun, on the other hand, struggles to adapt to Japan's more structured and sedentary society, especially given her rough, self-sufficient background. Her slow adaptation to modern Japanese and Okinawan culture adds another layer of charm and complexity to the story.

    Visually, the game's backgrounds resemble real-world photos, sometimes with soft cel-shading and grainy textures, creating a relaxed, nostalgic atmosphere. The character designs are simple yet expressive, fitting the tone of this quiet, heartfelt narrative.

    I picked this one up on Steam for about two-thirds of its original $29.99 CAD price, after reading a few positive impressions. About three hours in, I'm already convinced that this tender coming-of-age, boy-meets-girl story might end up being my sleeper hit of the decade.


    A Short Hike

    Writeup

    A 3D platformer that's cozy? That's not something you see every day.

    You play as Claire, a black anthropomorphic bird exploring an open-world park in search of tools and collectibles to help herself and other animal residents. She can run, jump, climb, swim, use tools and even glide across the landscape; mobility that feels refreshing in such a small, relaxed setting.

    Can't reach a high ledge? No problem. That's where golden feathers come in. Each one you collect adds another jump and extends Claire's climbing stamina, letting her scale even higher cliffs with ease.

    With just seven feathers, I managed to reach the mountain peak using one of the alternate routes, and then glided all the way home after finally getting a cell signal. Thanks to a bit of platforming intuition (and maybe a lucky shortcut or two), I wrapped up the game in under 45 minutes, about half the time it takes for the average player according to HowLongToBeat.

    The short length and gentle difficulty, combined with the crisp, pixelated flat-shaded visuals, give A Short Hike its unmistakably peaceful identity. It's cozy and uplifting, perfect for anyone wanting to relax without diving into the long-term commitment of a life sim like Animal Crossing.

    As for me, I'll definitely be revisiting it later. I've still got plenty of the island left unexplored and a few mini-games untouched, which probably explains all the collectibles I missed. Fortunately, A Short Hike makes going back just as enjoyable as the first climb.


    Resogun

    Writeup

    When the PlayStation 4 launched on November 15, 2013, Finnish developer Housemarque released one of its strongest launch titles right out of the gate: Resogun, a fast-paced 2D wraparound shoot 'em up that still stands as a Sony console exclusive.

    You pilot a ship through five cylindrical voxel-based stages, blasting waves of enemies across three phases before facing a boss at the end of each level. It may sound like classic shoot 'em up fare, but where Resogun really shines is its intricate scoring system built around precision, risk, and timing.

    To rack up big points, maintaining your chain multiplier is key. You'll do this by collecting green orbs from destroyed enemies, while avoiding unnecessary bomb use and rescuing humans for additional end-stage bonuses.

    Rescuing humans is the real heart of the scoring system, and it's trickier than it sounds. Some appear after defeating specific sets of "Keepers", while others spawn when your multiplier is held high enough to glow green. Once freed, you need to rush them to an escape pod before they're caught by Abductors, vanish from the stage, or fall victim to a poorly timed wave of fire.

    A fun quirk: you can actually juggle multiple humans in the air to chain bonus points, tossing and catching them repeatedly to score millions. The throwing mechanic even reacts to your ship's momentum; boosting helps you toss them farther, which is great for sliding them straight into escape pods while dodging onslaught of bullets and foes.

    It's a hectic system with plenty of room for failure, but the game's dual-direction firing helps balance things out by letting you shoot left or right instantly without turning around. Between enemy swarms, rescues, and tight scoring mechanics, there's a constant sense of flow that keeps the experience engaging.

    The base game includes two main modes: Arcade, which strings all five levels together, and Single Level, where you can tackle any individual stage. Several DLCs later expanded the package with extra modes, though I haven't picked them up yet, and probably won’t.

    Even so, what's here is more than enough to keep me coming back. I shall finish all five levels across both modes and push for higher scores.


    Untitled Goose Game

    Writeup

    You know what's funny? Untitled Goose Game, a game where you stealthily prank unsuspecting villagers as a mischievous domestic goose, ended up being both my wildcard pick and the title that clinched my Backlog Bingo win this event. Convenient, right?

    The game takes place in a quiet English village, where each zone presents a fresh set of environmental puzzles designed to spark chaos among the locals. One of my favorite tasks was staging a perfect picnic. It sounds simple; just gather a few items, but things got messy once the portable radio came into play.

    To actually complete it, I had to move soil bags and the shovel a bit away from the garden gate, toggle the water valve to activate the sprinkler, and drag the radio across the yard onto the picnic mat. The trick was the timing: the farmer always rushes toward whichever object is triggered last. Moving everything else out of place buys you just enough time to pull off the prank.

    Structurally, it really does feel like a wholesome, nonviolent take on the Hitman formula: just with a honking bird instead of a bald assassin. House House, the developer, clearly took inspiration from that series when designing these mini stealth-sandbox challenges.

    If you ever get stuck, the pause menu's checklist gives helpful nudges on what to do next. Completing certain objectives eventually unlocks the next area.

    Spoilers

    One memorable example is when the farmer ends up knocking himself out, right after the goose honks during his hammer swing, sending him stumbling into a locked gate that opens the path forward.

    So far, Untitled Goose Game has been delightful with its clever puzzles, dry humor, and charm packed into just an hour of playtime. I'll definitely be finishing this one soon.


    Crimson Shroud

    Writeup

    Crimson Shroud is one of the four titles included in the Guild01 compilation, alongside others like Liberation Maiden, which I talked about last week. Think of it as an offbeat throwback to the late SquareSoft-era JRPGs you might have seen on the PlayStation 2, except scaled down for the Nintendo 3DS' low-resolution screens.

    The development team involved several well-known names from that golden era of Japanese RPGs. Most notably, Yasumi Matsuno, famous for Final Fantasy Tactics and Vagrant Story, was given complete creative freedom here, handling both the story and overall game design.

    In Crimson Shroud, every character appears as a miniature game piece moving across static, diorama-style environments. Dice rolls determine certain battle outcomes, blending traditional JRPG combat with tabletop role-playing mechanics. Combined with its lengthy, selectively narrated story sequences, the game feels like an imaginative Dungeons & Dragons session told through text and visuals rather than full animation.

    The story takes place in a world where magic is only just beginning to emerge. Interestingly, the game avoids a traditional experience-level system. Instead, character progression comes entirely from gear, each weapon or accessory alters stats and may grant unique spells. Choosing the right equipment for each fight becomes as strategic as the combat itself.

    Outside of battle, MP slowly drains as you explore, though it can be restored with items or by attacking enemies. Both skills and spells consume MP, but the system encourages smart cycling of physical attacks and recovery between magic bursts. The mage Frea, for example, has a Focus skill that quickly regenerates her MP, a necessity given her high spell costs. With just a few turns of recharging, it's possible to cycle through most of her abilities even early on.

    Bonus dice occasionally drop during combat and can be added to future rolls. These give you extra chances to land critical hits or increase damage output, handy when a fight starts getting too close for comfort.

    After about an hour of play, I'm still in the first area, partly because of how text-heavy and deliberate the pacing is. Yet despite that slow start, the worldbuilding and unique tabletop-inspired design have me hooked enough to keep going.


    Weapon Shop de Omasse

    Writeup

    Another Guild01 entry on the Nintendo 3DS, Weapon Shop de Omasse is a rhythm-based comedy JRPG that flips the usual fantasy adventure premise on its head. Instead of playing a hero, you're the blacksmith's apprentice, whose job is helping your father forge and rent weapons to aspiring adventurers embarking on quests.

    Each weapon you forge has its own stats and damage type, sword, spear, or club/axe, and, every customer has proficiencies ranging from level 1 to 3. Matching the right hero with the right weapon boosts their chances of success, which means a better payout and a nicely returned weapon for you to rent again later.

    The heart of the gameplay lies in its rhythm-based blacksmithing minigame, best experienced with the 3DS stylus for tactile precision. You strike the glowing metal to the beat of the music, shaping weapon parts and maintaining the heat at optimal levels. Perfect timing rewards you with stronger stats, bonus durability, and the satisfaction of watching your creation come together before quenching it in water. You can also polish finished or returned weapons to squeeze even more performance out of them.

    Unfortunately, that's where the fun starts to wear thin. The core loop promises charm but ends up repetitive, with the same few forging tracks and limited management mechanics. The shopkeeping systems are barebones, leaving little room for strategy beyond basic matching and timing.

    The in-game "Grindcast" (basically a medieval parody of Twitter) injects some humor by letting you read your customers' updates and rants about their adventures. While it delivers some amusing moments, it doesn't make the core gameplay any deeper or more rewarding.

    After giving it a fair shot, I did a bit of research and found that many players shared my impression; the novelty fades long before the credits roll. As much as the premise and humor appealed to me, Weapon Shop de Omasse just doesn't hold up next to deeper or more dynamic shop simulation games. Might be time to hang up the hammer on this one.


    Oddworld: Abe's Odyssey

    Writeup

    Back in the late 90s, I remember playing Oddworld: Abe's Oddysee on my PS1 hooked up to a chunky CRT TV, with a rented disc spinning away. As a kid, I pushed through dozens of areas without paying much attention to the worker Mudokons and eventually gave up when the puzzles became too tough. More than two decades later, the game's dark yet strangely hopeful atmosphere has stayed with me. That lingering impression finally pushed me to revisit it, this time with a secondhand copy of the original PS1 version.

    This 2D puzzle-platformer begins with Abe, a modest employee of the month at RuptureFarms, a grim meat-processing factory. Early on, he overhears his boss, Molluck the Glukkon, discussing a new product line meant to save the company from declining profits: Mudokon Pops, made from the factory's own workers. Horrified, Abe sets out to escape and rescue his 99 brethren from becoming raw ingredients, while dodging Sligs, armed enforcers tasked with keeping the laborers in line.

    One of the first things I tackled was a secret area I remembered watching in a 100% walkthrough. Even within just two screens, the puzzle's complexity instantly reminded me of why this game's level design is so genius, and occasionally brutal.

    Abe's movement and the environment are both grid-based, which means everything behaves consistently and predictably. It's ideal for a puzzle game that relies on precision, but it also makes movement feel stiff during intense moments. Many times, Abe met an untimely end simply because a small input mistiming caused him to run off a ledge. To move effectively, you really have to let him fully transition to the next grid space before performing another action, no rushing allowed.

    The New 'n' Tasty remake addressed this by making the controls analog and physics-based, but that change didn't come without issues. The puzzles weren't redesigned around the new movement, which means some sequences actually feel harder to execute cleanly than they did in the original.

    One feature that still stands out today is Abe's GameSpeak system. By saying commands like "Hello!" followed by "Follow me!" or "Wait!", Abe can guide or halt fellow Mudokons. Lead them to a bat-shaped portal, chant to activate it, and they'll leap to safety, counting as an official "Escapee". It's an optional task, but one that the game encourages through visual reminders and on-screen signs.

    Chanting also allows Abe to possess other creatures, provided there aren't any red orbs blocking him. Taking control of a Slig, for example, lets you use its firearm to clear paths or scout areas safely, adding another layer to the puzzle-solving.

    Aside from the secret area, most puzzles leading up to the second level do a solid job of teaching mechanics through gameplay rather than text. Challenges ramp up steadily, especially in rooms where you rescue enslaved Mudokons, but they rarely feel unfair once you understand the puzzle's logic.

    So far, this odyssey has been well worth the return. The puzzles remain clever and rewarding, balancing tension and humor in a way few games from that era did. I'll definitely continue playing this one.


    2 votes
    1. [2]
      Wes
      Link Parent
      Another impressive collection of write-ups! You're getting a lot of use out of the Guild01 collection. Tales from Toyotoki looks really solid, and I'm surprised it slipped so far under the radar....

      Another impressive collection of write-ups! You're getting a lot of use out of the Guild01 collection.

      Tales from Toyotoki looks really solid, and I'm surprised it slipped so far under the radar. The backgrounds definitely have a comfortable feeling to them. I do wonder if it's the lower-fidelity imbuing nostalgia, as you suggested. And if so, would younger folks who grew up on high-def feel the same way?

      Untitled Goose Game feels very much like a perfect "Wildcard" submission, and I love the description of being a "non-violent Hitman".

      I think this is the third time we've seen A Short Hike featured in a Backlog Burner, so it's really interesting to compare people's thoughts. I played it as well, and ended up waiting until I'd collected most items before tackling the peak. It's neat to see that it's possible with much fewer items, and just a bit of clever platforming. It's nice that they let you set your own pace (and speedrunners probably had a good time with it too).

      3 votes
      1. J-Chiptunator
        Link Parent
        Beyond key scenes like Hikaru and Lilun's first meal together, it's clear that Fragaria used filtered photographs for the backgrounds, giving even ordinary places like the port a rustic, homey...

        Tales from Toyotoki looks really solid, and I'm surprised it slipped so far under the radar. The backgrounds definitely have a comfortable feeling to them. I do wonder if it's the lower-fidelity imbuing nostalgia, as you suggested. And if so, would younger folks who grew up on high-def feel the same way?"

        Beyond key scenes like Hikaru and Lilun's first meal together, it's clear that Fragaria used filtered photographs for the backgrounds, giving even ordinary places like the port a rustic, homey feel. The darker outlines, washed-out pastels, and subdued lighting balance realism and stylization without distraction. The characters' flatter-shaded 2D look contrasts just enough to stay visible while still belonging to the same world.

        I do think younger players, used to high-definition detail, might be more thrown off by noticing the photographic base than by the filters themselves. A fully hand-drawn style in the vein of Ghibli could enhance cohesion, though given the indie team's scale, that may not have been realistic.

        1 vote
    2. cheep_cheep
      Link Parent
      I love A Short Hike, discovered it in my backlog during COVID and was very pleasantly surprised with the coziness! Glad to see you enjoyed it, too.

      I love A Short Hike, discovered it in my backlog during COVID and was very pleasantly surprised with the coziness! Glad to see you enjoyed it, too.

      2 votes