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May 2026 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.
Quick links:
Week 1 Recap
⚔️🛡️ Battle lines have been drawn. 🛡️⚔️
Team Mellow
Calm, easygoing, relaxed (<3 games played this week)
Team Motivated
Driven, energized, results-oriented (≥3 games played this week, or, like, only one game played but for a LONG time)
Who will come out on top? Which team will reign supreme? What metric will we even use to determine what counts as a win? STAY TUNED.
11 participants played 10 bingo cards and moved 24 games out of their backlogs!
Game list:
- 13 Sentinels: Aegis Rim
- Aris Arcanum
- Assault on Proxima
- AtmaSphere
- Blue Maiden
- Death and Taxes
- DigDigDrill
- Donna: The Canine Quest
- FINAL FANTASY IV
- Hades
- Hatoful Boyfriend
- Marble Mayhem: Fragile Ball
- Not Tonight 2
- The Pedestrian
- Pokémon: Kanto Expansion Pak
- Polarity
- Princess Tomato in the Salad Kingdom
- Ravenswatch
- The Shapeshifting Detective
- shapez
- Strange Horticulture
- The Textorcist: The Story of Ray Bibbia
- Vartio
- Yellow Taxi Goes Vroom
I started writing about Conflict and Peace, and afterwards realized I'd included Perspective as well. I'll allow myself this rare 3-card elimination since I don't anticipate any more multi-card weeks.
Time✅ Strange Horticulture
Peace✅ Wolfenstein: The Old Blood
Perspective✅ Wolfenstein: The Old Blood
Conflict✅ Wolfenstein: The Old Blood
Peace, Conflict, Perspective, and Wolfenstein
A couple years ago I stopped playing games with guns.
It started with a realization. Ever since I got a burned copy of Half-Life from a friend in 8th grade, the most constant feature of my entertainment has been shooting and killing. That's decades of non-stop guns. So I stopped. I never planned it to be permanent, or even especially strict. So many of my all-time favorites: the Fallouts, the Dooms, the aforementioned Half-Lives, are undeniably gun games. I never became violent myself, quite the contrary. But I know from experience that when we immerse ourselves in a culture, we adapt to it, it assimilates us in infinite small ways. What effect had these years of virtual shooting had on me? I can certainly name a few: I knew the names of real-life guns like they were Pokemon. Gunshots and blood and explosions were so normal I didn't given them a second thought. I would refer to the particular way blood splashed and enemies crumpled as satisfying, even a sign of good mechanical game design. I even used the word headshot like the most natural thing in the world. That's all at least a little messed up, right?
Anyway, I've been playing Wolfenstein: The Old Blood, a game all about shooting. This is a smaller side game serving as a prequel to Wolfenstein: The New Order. And let me tell you, this game, like the rest of the new Wolfenstein series, really makes shooting a whole lot of fun. You can dual-wield assault rifles that tear your enemies apart. Not enough? There's plenty of ways to make enemies explode in magnificantly gory ways. Need to reload? Get close for a beautifully choreographed melee execution. Bodies pile up in your wake, breadcrumbs that show where you've been and where you're going.
Of course these are Nazis we're talking about, and even worse they're equipped with sci-fi technology with which to enact their evil deeds. I'm inclined to agree that perhaps nothing is more important than stopping Nazis, normal or supercharged. But the game really wants me to take this a step farther, to revel in the carnage. Or at least to act out the game's hero, B.J. Blazkowicz taking joy in the destruction of his enemies.
Despite what he does when under the player's control, William Joseph Blazkowicz doesn't ever indicate that he enjoys killing, but he certainly doesn't voice any qualms about it. He even readily takes part in torture and executions. Perhaps he, like the players, has had violence so normalized that its no more enjoyable or painful than brushing his teeth.
One interesting aspect The Old Blood is that in it, you're fighting a losing war. The mission itself is a desperate effort to identify the source of Hitler's anachronistic technology, giving the allies one final hope for victory. When speaking to other characters, B.J. is resolute. "America will never fold," he says. Privately, in his narration, he seems less confident. His voice is weary; melancholic. I can't stop thinking about the opening words of the game.
Wars happen for reasons both good and bad. But regardless of their justification, the elemental particles of war are acts of violence, some of the most terrible things humans can do to each other. This happens every day in the real world, and I find it, and the willingness of so many to be complicit in it truly horrifying. The increasing regularity of political violence in the United States is terrifying, and I'm deeply uncomfortable with the glorification and fetishization of guns in so much of American culture. These are convictions I've developed through a life of experience.
I think that is the essential nuance. I won't revel in video game carnage because its depicting a just war. Normalized fictional violence is only normal until I step back and think about it. And think about it I do! Enjoying a violent game doesn't betray my convictions any more than watching Armageddon betrays my belief in physics.
B.J. Blazkowicz literally can't even exist outside of war. He's a video game character. If the good guys eventually prevail and bring about peace, the game will end, and B.J. will cease to exist outside of the imagination and memory of players.
I, on the other hand, have the luxury of existing, and of being able to consider my perspective. I write all this not to denounce anyone who enjoys violent games. But we should all consider what things our environment makes normal, mundane even. Taking a break from guns was important for me to contemplate this, ultimately reaffirm what I believe and who I am. And now, I'm having a whole lot of fun with Wolfenstein: The Old Blood.
Fantastic writeup. I think games in particular are particularly good for generating this kind of introspection, simply because the question of "what draws me to these mechanics/presentation?" is such a salient one in a medium that's built around interaction. I had a similar internal reckoning with my response to incremental/idle games and how I was "playing" them out of a compulsion rather than a sense of satisfaction.
I personally prefer my shooty games to be more cartoony or sci-fi. Anything with too much gore I find off-putting, not necessarily because I'm worried about it normalizing something for me, but simply because I don't like the feeling of watching it. It wasn't until reading your comment that I thought back about what the last truly violent video game I played was, and... I genuinely don't know? Kind of makes me want to pick up a modern Wolfenstein game and see how I feel about it.
Thank you! Honestly, trying to understand what draws me to certain looks/mechanics/genres and not others is the long-term project I'm doing across these backlog burners (and the games I've been playing in between but unfortunately not taking the time to write about). Your mention of compulsion really hits home. It was fairly recently that I heard on a podcast (roughly paraphrasing), "I'm playing the game I feel compelled to play instead of the one I want to play." Somehow I'd never had it so clearly presented to me before, but in retrospect the different between the two things is so obvious. It really changed a lot about how I approach games.
If you do want to do what is essentially the reverse of my exercise, the Wolfenstein games are spectacular to play. Over the top, but not to a cartoonish degree. I'd love to see your take if you do!
Oops, I missed this one in the accordion. I'm glad it was tagged by an Exemplary, because it made me take a second (worthwhile) look.
I grew up in the era where hating on Jack Thompson was normal and accepted. After all, this awful man spoke out against violent video games, something that he clearly knew nothing about, unlike me, a real gamer.
Now, it's pretty obvious that I was taken in by confirmation bias, and just going along with the crowd. Don't get me wrong, Thompson still sucks as a lawyer, and he was disbarred for good reason. However, the idea that being immersed in violent media will have no effect shouldn't simply be taken as a given.
I distinctly remember playing Grand Theft Auto for hours and hours, then going outside and recognizing all the nice cars I'd like to hijack. Would I actually have done so? No, of course not. But it's concerning to me that the thought even crossed my mind.
Thankfully, research into video games has gotten a lot better over the last two decades. Thompson was largely guessing, but there have now been a number of studies into this topic. It does seem like current research suggests that video games do not cause violent behaviour, or at the very least, that such a causal link has not been established.
I'm glad of that result. I enjoy video games, including the violent ones, and I would be disturbed to know they may be adversely affecting me. However, I now recognize the importance of asking the question, and believe it's in all of our best interests to keep an open mind should new research challenge our preferences.
I was right there with you in the Jack Thompson era, sometimes I wonder if he had been less of a performative clown, there might have actually been a crackdown back then. I'm glad they didn't, and I find it heartening that research has shown its a giant leap to go from media violence to real violence. I think its a lot harder to study the subtleties of how we assimilate everything we're exposed to, how it contributes to our worldview, etc. That's probably different for every person anyway, so most important is just to ask the question!
Pinging all Backlog Burner participants/conversationalists: here's the new topic for the week.
TEAM MOTIVATED: GO, GO, GO! FULL THROTTLE!
Team Mellow: See you when you get here. Hope everyone's keeping it chill.
Notification List
@1338
@BailerAppleby
@Bullmaestro
@CannibalisticApple
@dannydotcafe
@Durinthal
@Eidolon
@J-Chiptunator
@JCPhoenix
@kingofsnake
@ShroudedScribe
@sotix
@Wes
If you would like to be removed from/added to the list, let me know either here or by PM.
So! Bingo card, week 2!
A romhack or total conversion mod✅ Pokémon Kanto Expansion Pack
It’s already installed✅ Say No! More
Recommended by someone on Tildes✅ Say No! More
Is beatable without killing any enemies✅ Say No! More
Has a third-person perspective✅ Pokémon Kanto Expansion Pack
I played Say No! More and marked off another three squares. Short game all about... Well, saying no.
I marked off "recommended by someone on Tildes" but there's a funny story. I had a free key for it which I gave to @BailerAppleby last December, and who then reviewed it later in the weekly gaming thread. And that review convinced me to keep an eye out for it!
As I explained in a DM, it had been one of those games where if I'd redeemed it, it likely would have sat in my library for years and possibly never been touched. Also I had like 60 gold points left on the Nintendo eshop and it went up for sale for like, $2, shortly after that post. I wanted my final purchase with gold loints to be something worthwhile, and I'd say this one definitely was.
So! More detailed thoughts!
Thoughts on Say No! More
The game is short and linear, about two hours total. And when I say linear, I mean you're moving on a rail and just shout no (or don't) at obstacles. That may be one of my few disappointments, I wanted to be able to wander freely and yell NO! as my heart desired.
The story is short, but sweet. Obviously it's incredibly silly (the whole plot could have been avoided if people just stopped taking our dang lunchbox), and it's pretty campy in a good way, but it was also surprisingly heartfelt at the end. I almost felt a little teary. Its aesop of the importance of saying "no" is actually a message I think more people need to internalize, and I think this game does a really good job at portraying that.
One downside of how short the story is, is that I feel like we didnt get to exercise the power of saying NO to its full extent. We unlock different styles of saying NO throughout the game, but I didn't really need to use specific ones, most people were taken down by a simple or charged NO.
But the NO styles are definitely fun, especially when you mess with languages. I replayed the start of one chapter a few times with several different languages. The Wacky laugh style has some really fun variations, including some "singing" melodies when charging up. Bailer mentioned Chinese female voice and German male, I'll add in that the Korean male voice using the Cool No is very chilly.
Also, this game has customization and I spent like, half an hour in it. A+ customization, ended up sporting a teal bomber jacket and camo pants. I went for something more serious, but the silly tone of the game makes it totally natural to go for super silly and dorky looks without feeling out of place. And this game has body types, which I actually can't recall really seeing in other games.
And better clothing options than Pokémon Scarlet/VioletOverall, I'm satisfied with the game and really just wish it was long. I wanted to say No! Much More. I heartily recommend it, especially to people who feel like they might need to be a bit more assertive.
I may not show up on moving day when your pivotless chesterfield is stuck in the stairway. I may be late for dinner during bad commuting days. But in no way will I let you down with a game reco. Nuh-uh, no way. I am here for you, @CannibalisticApple, ride or die, especially after you gave me this game.
I, too, was put off by the suffocating linearity of the game, as I am by its short length. I did want to talk more about the game (in my review and to you), but I try to hold back and not talk too much about it so that it remains a surprising experience who go through with it. That said, I really wish this was a boomer shooter where you can take out hordes of demonic coworkers with a well-placed shotgun "No!", but this isn't that kind of game. In any way.
Not to hype it up too much, but it's great that this type of outlier can stand out in a sea of generic games, ones that are considered better by the number of sequels it has iterated on. It's great to see games have messages and not be afraid to go political (cough cough Not Tonight 2 goes hard in the paint on that one). I just found it to be way more than I ever expected.
It's not for everyone, but I believe Say No! More appeals to anyone who has worked in an office. It rails against the tyranny of LinkedIn culture, of bosses who don't allow employees to set up any safe limitations.
I am sorry that I took away your initial chance to play this game, but am glad that you, too, are able to Say! No! More!
I'll say it again, I'm glad I gave it to you because your review was what convinced me to play it. If I'd kept and redeemed it, I most likely would have never played it. Seriously, something about seeing a comment here did a better job at selling me on the game than the game's page or any reviews. That's why I marked it for "Recommended by someone on Tildes".
The shortness and linear nature really are its main weaknesses. But at the same time, it delivers its message clearly and concisely, and without being too preachy or overstaying its welcome. I want more not because I found it particularly lacking, but because I had fun with what was there and want to explore it just a little more! ^^
The game said NO to letting you wander freely. You have to admire its commitment to its principles!
At work, some of the people I hang out with took it upon ourselves to create a mostly-joking-but-with-a-kernel-of-seriousness “support group” (which means we really just eat lunch together) called “Just Say No.”
We’re all kind people-pleasers who are willing to help, but this means we end up in situations where we’re sacrificing ourselves for things we really shouldn’t be, or people just learn that they can take advantage of our kindness.
I think I’ve talked on Tildes before about how having a patient disposition means I often get tasked with working with the worst people, under the assumption that I’m the best fit for whatever it is that makes them awful, because I’ll put up with it or work around it where others wouldn’t. It’s a tough line to walk because I think (nearly) everyone deserves grace and kindness, but also like, it gets really old having to deal with the most difficult people all the time.
My coworkers are similar, so the “Just Say No” group is our way of trying to help each other put up healthy boundaries and push back a bit on our somewhat pathological need to be of assistance to others. It sounds like this game could be a fun therapeutic exercise for us! (I’m the only gamer in it though…)
Also, totally unrelated, but I looked up screenshots and the game looks like an upscaled Dreamcast game, and I mean nothing but praise by that (I’m a forever fan of the greatest underdog console of all time so anything that harkens back to it warms my heart).
Hah, good point!
Sounds like this game might be good for you at least! Might be worth playing it and mentioning it to your coworkers. Who knows? Maybe they'd be willing to try it out. Apparently it's even on iOS, so if anyone has an iPhone...
Actually, it'd probably be a pretty good one for kids! I think it does use the word "Damn" once, but the tone is pretty lighthearted and child-friendly overall. It's an important lesson that's best to learn as early as possible, and it manages to deliver its message without feeling super preachy by just making the whole game super silly. Kids would probably get a lot of mileage out of exploring the various NO! styles and languages by replaying the game compared to adults, so the message would have a lot of time to sink in.
Man, this game would seriously be perfect for school computer labs or the Flash game era... I can easily imagine kids just talking about it on the playground and comparing the best/funniest options.
And the graphics are part of what makes it so fun! They really leaned into the "cheapness" of the graphics, I actually giggled a bit at how doofy the basic walk-cycle can be when viewed from the front. This one group bonding montage was particularly funny due to all the shots of people walking together, and you can change your expression during it for some pretty funny faces. I genuinely don't think the game would have been as fun and memorable if it used, say, more realistic models like Goat Simulator.
Here's my bingo card at the beginning of week 2:
Bingo card
Focuses on relationships✅ Hatoful Boyfriend.. (@cheep_cheep)
You have to tinker to get it running✅ The Textorcist: The Story of Ray Bibbia.. (@phoenixrises)
From a genre you don’t normally play✅ The Shapeshifting Detective.. (@kfwyre)
Chosen for you by someone else✅ Bendy and the Ink Machine.. (@cheep_cheep)
Known for its real-world drama✅ Not Tonight 2 (@CannibalisticApple)
Is beatable without killing any enemies✅ Atmasphere (@kfwyre)
Lots of new additions, but the only two true completed ones are Not Tonight 2 and Atmasphere. All the same, here's my progress report on the other games:
The Shapeshifting Detective: It just doesn't want me to play it. I don't really want to play it. The game keeps crashing on me, so I will switch computers to see if the playing improves, and my enjoyment of it improves.
Hatoful Boyfriend: I've now done two complete playthroughs of this game, and what a ride! Got caught up with a scooter gang that terrorizes the streets by obeying all traffic laws, and got roped into fighting an Eldritch-type monstrosity in an RPG end-boss finale with a Dox Quixote-inspired hero. Again: all with birds. Pigeons, mostly. Truly, an inspired take on a well-trodden genre. For the purposes of this bingo card and discussion, I'm going to consider this completed, and try to get all the ending on my own time.
The Textorcist: The Story of Ray Bibbia: I'm also going to consider this complete for the reason that there's no way I can complete it this month. As said before, I'm going to have to practice in order to progress on this very difficult game of which bullet hell--a genre I'm terrible at--is half of the game.
Bendy and the Ink Machine: Finally, the one progress I have that is going great and will likely bring about a completion is this game, another one that comes compliments of @cheep_cheep. It's going swimmingly after about an hour, and although I don't normally write about the games I play before I complete them, I get the sense that I know that Bendy is going to be: a suspense story that works with less is more right up to the very end.
It happened at the first creepy moment when a cardboard cutout is put in the middle of the hallway when your back is turned. It was totally creepy since you don't know what it is; it could be an in-game enemy since you haven't seen any yet, and everything is new. But no, it is just what it is, a cardboard cutout. It was then when I knew I would not see another human being in this game, kind of like Firewatch. Later, I was quickly proven wrong when you briefly see a guy and you think you'll get to talk to him, but then the game takes that away by having him mysteriously disappear.
I could be wrong (I'll just have to play the game to find out), but Bendy and Firewatch seem to be both games that depend heavily on their artstyle and the sense of isolation; they build these unique worlds that beg to be explored, and they are just for you. No one else. Yes, there were other people in Firewatch but they were a) on the radio b) those girls across the lake and too small to see c) so hyped up by the story that any manifestation of the character by the character will be a letdown. Seeing that the enemies are ink people and that your main interaction with expository characters is through Bioshock-inspired tape deck audio logs, my pre-completion bet is that there will be no other human characters in this game.
I had no preconceptions about this game before playing it. I knew it would be heavily inspired by 20's era "white glove" cartoon characters, but didn't think it would be a walking-simulator-cum-adventure game stuck riffing on a single art style. It's cool, to be sure, but not something I'd recommend or find very memorable.
Since I've made a prediction, why not make a few more to see how wrong I can get:
One nitpick: if there's combat, then you can die, and if you can die, the player needs to be informed through an onscreen UI. Yet, I bet this game skimps out on health completely and won't let you die, but I'll try not to test that out.
'Nuff talking. Back to the games.
To complete the bingo tile "Owned for more than 4 years", I was forced to choose a game outside of my original parameters of only choosing games received through Tildes, and that game was Doki Doki Literature Club. Yes, I've been hanging on to it; this playthrough has been long overdue; and I've been very successful at not reading anything about the game and going in cold.
It's simply impossible to talk about this game without spoiling it for others, so my unredacted comments on the game are:
My thoughts on the game that include spoilers
Wow. Really impressed by this tour de force. It really understood the limitations of its genre, and then broke all the rules, leaving the player with a sense of anxiety and apprehension that really befits the horror genre. Like, I fully expected the dev to create a 3D model that will climb out of the screen.I had already heard rumblings that this game had heavy themes, but did not know about the meta commentary and fourth wall breaking. Really implemented well.
I had a lot of trouble making it through the first part of the game because I don't like VNs for their verbosity. I gave up on Mark Skelter (which is not a VN) because it kept prolonging the script by introducing an idea and then unnecessarily having each and every member of the party comment on it. But, in Doki Doki's case, it's all warranted. It warms up the player, schools neophytes that aren't familiar with the tropes inherent to the genre, and firmly establishes the "control" run of this cyclical storyline.
Am really impressed that this game is able to do so much with so little. Very few backgrounds. Only 4 characters. And the topic is books and poetry. Really a deft hand behind it all.
My runthrough started with Sayoki as the first victim and then Yuri as the second. I see there are other story paths to take, but there's no way I'm doing another run of this right now.
I am really glad to have played a game like this after Bendy. For obvious reasons.
Between this and Hatoful Boyfriend, it seems like I've chosen the amazing outliers that are exceptions to the norm for VNs. Wow. Great writing and design, both exceptional examples of the craft.
I tried this one last November, and I had such a hard time with my write-up. It took me 3-4x longer to put into words than anything else I'd played -- especially while trying to avoid spoilers. But I agree with your comments, and especially the feeling that this is the kind of story that needs to be in a video game to be told.
The experience lingered with me for weeks, afterwards. You may find the same.
I totally agree with everything you said. Doki Doki Literature Club is so interesting from a design point of view; it's like seeing a transparent side-view of the RenPy engine and getting a close look at all the gears in motion. I really enjoy storytellers that tell stories by setting fire to the delivery devices they use, people like Dan Harmon and Charlie Kauffman while also staying cognizant that stories are not the vehicles they get delivered in.
Spoiler Talk for Doki Doki Literature Club
I think the real fascinating draw of **Doki Doki** is the mind control aspect of it. Usually, this type of story is just a plot contrivance, like Hawkeye's appearance throughout most of the **Avengers**. But sometimes, mind control stories touch upon the seduction of total surrender, letting corruption run rampant with no limits. The big one I can think of is "24" from Neil Gaiman's **The Sandman** where after stealing the Prince of Dream's dream jewel or whatever, the guy with the weird face just takes a backseat for a whole issue, using his overwhelming and total control over people to debase, humiliate, destroy, and kill his subjects. It's just total depravity. As it is with **Doki Doki**.There's a very weird domination theme going on in Doki Doki, how Monika just steamrolls over her friends after her "epiphany", corrupting them and driving them to their ends. It's so total and final that it's delirious to even comprehend. It goes way past "serial killer" mode and straight to "mad unstoppable tyrant" vibes. It's a great game and all, but this is the really destructive part of this game: not the issues of suicide and self-harm, but the idea of having totalitarian power over others. Creepy.
Glad to hear you're enjoying Bendy! It's totally not my style of game, but it's cool reading about your experience, as well as the other flourishes (like the tape decks inspired by BioShock). I'm glad the game ended up with you, and please keep up the updates!
Hey dude, thank you very much for allowing me to play this game! It was very interesting, to say the least, and had been on my radar for awhile. I've likewise enjoyed other games you've given me like Hatoful Boyfriend and Road Redemption, the latter of which is probably too difficult for me to ever finish, even though I love the combat in it. Much appreciated! Before this month is out, I look to play more games I've received through Tildes, and your games may be a part of this Backlog Backburner! Maybe Proteus or Generation Zero, we'll see.
I've really been enjoying your write-ups so far. You use a lot of visual language (white glove animations, burst of colour) that makes it easy to imagine what you're describing.
Also, I love making predictions while playing games! I'm often wrong, but it's so satisfying to get them right.
It is pretty remarkable just how much influence Bioshock has had on modern games. For good reason, admittedly. Its story structure and environmental design remain some of the best I've seen.
You'll have to let us know just how much trash eating you end up doing.
@Wes, the eating is just so damn good when it comes to trash.
I was looking forward to playing Bendy and the Ink Machine. It seemed like an adventure game with a specific art style that would be a nice kick in the balls to animation icon Mickey Mouse. And it is. What I didn't expect is that it would be poorly designed and unenjoyable.
I'm still not at the end; I probably have one more chapter to go; but video games shouldn't gatekeep their premium content for the end. The game has been a slog up to this point, and largely unrewarding. Maybe the ending will swoop in and save everything, but no ending can excuse these types of criticisms.
Art Style: Bendy uses a two-tone art style that is a clear callback to the animation style of the 20s. And it keeps going with it. Again. And again. There is no variation. I don't need levels to take place on a Sand World and an Ice World, neither am I longing for a mandatory underwater level. Things should look different as the story develops, but it doesn't. It's the same thing, and it becomes monotonous. And lest we forget: Bendy employs a simple sepia-tinged palate and a lot of shadows. It's either dark and murky, or very dark and murky. What was a feast for the eyes at first becomes a bitter pill to swallow later.
World Building 1: The premise is that the protagonists gets a call to go back to the animation studio where he worked, and shenanigans ensue. The problem is that the art style is applied to the place that he works. You'd think that there'd be some setup that the hero fell into a magic ink well and crossed over into this other world where you could live inside a cartoon, but no. We're somehow supposed to believe that this animation studio didn't just make cartoons, it looked like it too. Maybe it could have been the hero coming back to be surprised at how much his past workplace has changed, but no. He's like, "Hey, it's my old workspace."
World Building 2: I'm very gullible and suspending my disbelief is usually no problem for me, but this was egregious. Like c'mon, do the Tron to derez him so we can have Cool World/Who Framed Roger Rabbit? types of hijinx. And for manifesting cartoons to real life, not much was done with this. It just happens, and you roll with it. It would have been so much more impactful for the guy to go back to his old work place, activate the genre-enabler that explained that he's living in a cartoon, and then bring the cartoon people in. Instead, they shoot their shot from the get-go, making for a art style that overstays its welcome.
Furthermore, I was wrong about there not being any other people. But I was right to say that this game will copy a lot of...
Bioshock Influences: Way too many. Too many to count, too many to make into a drinking game. You have the art deco style, people dealing with craziness by wearing masks, setting up macabre tableaus with creepy mannequins, staircase marquee signs (stand at the bottom, look up to be impressed), flooded hallways and staircases, pipes and dials, it just goes on and on. Bioshock was profoundly influential, but this goes way past homage and tribute and straight into serial killer idolatry. Like read a book, go to the gallery, be influenced by something else.
Dying and Low Stakes: So I was wrong about not being able to die. But I was right to say that combat sucks. There's very little strategy, you either die, or you don't. The same happens when you're chased by the Indestructible-Monster-of-the-Level. The hallways are narrow, there are few places to hide, so you just accept dying since you respawn without any real penalty. Really takes the tension out of it.
Maybe the ending will make it all worth it. But probably not. And not much can wash away these issues. My dissatisfaction with Bendy and the Ink Machine is "Why? Why make this game? Why make it the way it is?" Because it's lack of focus in being an adventure or in being an action game or in being a puzzle game make it nothing in the end. It's an adventure game that has you squinting in the dark because it's supposed to be scary, but dying doesn't mean anything as there is no penalty but you'll be doing a lot of that anyways since there's no strategy to winning fights.
Some games I can totally excuse if there is one idea or experience or art style that makes it all worth it. Sure, the game is buggy, it crashes, it's ugly, it's slow... but there's one redeeming factor that makes for a charming experience. And Bendy and the Ink Machine isn't it.
What's with that terrible name, too? Did this game have a Top 40 hit that I didn't know about?
First off: hilarious.
But in a surprising actual answer to your question: kind of?
That song has a cool 212 million plays.
Well you've promptly eviscerated that one. Between the doldrum story, repetitive style, and heavy-handed homages, it seems like the gravest sin here was simply not being very fun. Shame you didn't like it, but it let us both cross an item off our backlogs, so at least it was a two-fer.
I've finally "finished" (more to come on that) Bendy and the Ink Machine, having gotten to the ending, which changes everything, and changes nothing. It's a cryptic ending full of suggestion that makes for great dialog after the fact, an ending which is better that the rest of the game.
First up: Thank you @Wes for the recommendation. It may not have been what I wanted, but it certain was what I got. I was interested in this game for awhile, and you helped me get there sooner than later. I didn't find this game fun, but I did find it interesting, which is almost as good as fun, and sometimes better.
My prediction came true: it does turn to color, finally. And there is a bonafide person in it, human and all. It turns out there is a "UI' for health as seen by the ink stains that cover the edges of your screen, so I was wrong about that. And there is an ending that almost makes up for everything, but not quite. It encourages you to play again under new conditions that allow you to see the game from a new perspective, but it remains that I don't want to play it again, making said mechanism irrelevant.
Spoilers: Ending to **Bendy and the Ink Machine**
The ending happens in the real world, as denoted by its colored palette. You meet the boss, Joey, who voices his dissatisfaction that you, Henry, left the studio 30 years ago, thereby answering the question why this whole game happened in the first place. Some interpretations have this as a punishment in which Henry is sent to relive this adventure over and over in this game; this makes a lot of sense as there is no actual *ending* to this game as you beat the Ink Demon final boss but receive no finality, no conclusion.This makes this more Joey's story than Henry's story, one that isn't fulfilling to play, just a mystery to figure
out. So then it begs to be asked: Why make this game like this? Why offload every interesting thing into this game into its last few minutes, and into the following playthrough? Why make Henry's punishment the player's?
There's something to be said for interesting games. Stories with cryptic endings and obtuse characters can make for interesting dialog. But they don't necessarily make for fun games. So if your game is better talked about than played, it deserves its diminished reputation as an overlooked gaming oddity that may make the bottom of some streamer's checklist ten years from now. It's a mystery that deserves to be spoiled, since it's a game that doesn't deserve to be played.
I think Bendy is a Five Nights at Freddy’s protégé.
It’s a kid-friendly horror game that hit it big and became a phenomenon, building itself out into a full franchise. Bendy has multiple games, a series of books, and a film adaptation in the works — the same path that FNaF walked. I don’t think it got quite as big as FNaF or will likely have the same staying power, but it’s still pretty noteworthy in its reach.
Lore was never really a thing before. Then, the internet happened. Then nerds began to consolidate their power. And then as if correcting people wasn't enough, now nerds go out of their way to make excuses for problems that no one cared about before. And now we have lore in its current form that has manifested its pustulating form as Gulp Shitto which, as hilarious as ice cream makers are, marks a terrifying turn for art. Because now the art itself doesn't matter. Bullshit does.
I thought Bendy and the Ink Machine was okay. Not worth a recommendation, but interesting. I'm glad I held out until the end when things finally got interesting, but I didn't enjoy a lot of my time getting there. I love shooting the shit about games and whatnot, theorizing and naming callbacks after the fact, but that doesn't replace the game experience itself.
But, now there's a growing importance in nerd culture on things that didn't happen instead of the things that did. Like, what? There was a whole game there; can't we focus on the experience of combat, the experience of exploration, on telling a story that isn't so closely influenced by a single source, instead of offloading its significance as being part of something else?
Sorry, I guess this is a rant. And it's not like you were arguing with me. I guess I have unfinished words left to say about Bendy. All the same, thanks for the providing context; I know of Five Nights at Freddy's, but largely missed out on the phenomenon. I guess what I'm trying to say is that I think lore is fine as a world-building device, but it shouldn't be integral to the understanding and appreciation of something. That Bendy should have devoted its time to making a game that's interesting to play instead of one that's more interesting to talk about.
I shouldn't have to bore my way to the end of a disgusting grind to know that the frustration of my experience was all part of a grander scheme of the auteur. Because if I wanted to do that, I can just go watch Dogville again.
I don’t feel like you’re arguing at all. Quite the contrary, I’m loving the intensity of your writeups! You’re embodying the Team Motivated spirit through and through.
I think the only reason I have a pulse on the wider FNaF/Bendy situation is that, being a teacher, I’ll occasionally see students with related merch (folders, t-shirts, etc.). My thought is that if it’s big enough that kids are wearing it, then it’s at least reached minor-cultural-phenomenon status.
Not that this is an endorsement of these series or anything, and I think your criticisms are entirely valid. I’m just trying to speak to the (what I think is) rather surprising reception and resonance these games have.
My final rant about Bendy and the Ink Machine: I'd say the only proper way to play this game is to go into it with the story spoiled for you. And, without a shred of proof, I'd say part of the reason behind the success of this burgeoning, inter-connected, young-adult franchise is that these mouth-breathing, chicken-jockeyed, robux-depleted crotch goblins are introducing it to each other with spoilers in hand.
But seriously: the kids are all right. When they tell you, "Mr. @kfwyre, you are the goat," take it as a compliment.
It's Week 2. Team Mellow is off to a slow but concerted start, filling in a respectable game or two each. Yet unbeknownst to them, @kfwyre and his team of Mischievous Motivateds are moving at an alarming pace. Will the Mellows be able to stop them?? Find out in this week's episode of Backlog Burner.
Wes' Mellow May - Week 2
Transformation✅ Agent Intercept
Isolation✅ Hades
Friction✅ Library Of Ruina
Chaos✅ Yellow Taxi Goes Vroom
Distribution✅ Pokemon Trading Card Game 2
Library Of Ruina
Around 25 years ago, I sunk my teeth into the Pokemon Trading Card Game for the original Game Boy Color. It adapted rules from the tabletop version of the game into handheld form. I thought it was most excellent.
It played somewhat similarly to the mainline Pokemon games. You battle gym leaders wielding specific elements to earn badges, then work your way up to the Elite Four. In this case, however, instead of finding and catching 'mons along the way, you'd earn cards from battles. The game was thus more focused on building a powerful deck, and not on raising specific pokemon.
The game had a boppin' soundtrack, and apparently a sequel which was only released in Japan.
When I recently looked into Library Of Ruina, I learned it was a deckbuilding game with permanent progression through card unlocks. Of course, my mind immediately returned to that classic Pokemon game and how much I enjoyed it. Because as much as I enjoy the current crop of roguelike card battlers, there's just something about full progression that I miss. Meta-progression doesn't always cut it.
I thought then that I was prepared for Library Of Ruina. I was not. After a very long anime-styled intro and lore dump, the game drops you in -- and boy is it complicated. I confess to struggling to even navigate the menus.
The combat loop involves planning out encounters between your characters and the enemies. You choose a target based on the available cards you drew, ideally optimizing for damage type and other variables like the stagger bar. You roll dice for initiative as well as during clashes to decide who wins the exchange.
There's tons of mechanics to unpack, like various buffs and ailments, the stagger mechanic, and raising an "emotion bar" which triggers secondary effects and affects after-match loot. Though honestly, even after three hours of gameplay I still didn't really understand that one.
There's a story bit before and after each encounter. I like having a story, though this one was especially gruesome. Sometimes almost comically so, with lines like: "You got overexcited and killed 20 more people than we planned". It seems that everyone is always murdering or stealing organs or something to that effect. The story did at least seem fleshed out (sorry), and is part of a larger universe from this developer.
After each encounter, you have a chance to organize the deck of each character ("librarian") you manage. I basically just gave them all the same deck, trying to balance each of the combat styles, though I'm sure there's reasons to mix it up.
Winning encounters grants books, which you can then burn to turn into "pages" (ie. cards). This seems like a gambling mechanic that's designed to encourage replayability, though I didn't feel too much need to grind for new cards.
After a few hours with the game, my takeaway is that I think I'd like to go find an English patch of Pokemon Trading Card Game 2, and play with Squirtle and Charmander for a while instead. The macabre story and complicated mechanics just haven't drawn me in to the library.
Pokemon Trading Card Game 2
Now this is a sequel. The story kicks off exactly where the previous one ended, with you standing victorious against the Elite Four facsimile, ready to gain access to the legendary Pokemon cards. Except, ack! The evil Team Great Rocket has arrived, and they look serious.
Team GR flies their air ship around the island, sucking up every trainer's cards, including your own. They also kidnap some people I guess but everyone mostly seems concerned about the cards.
It's up to you, the hero, to defeat them. But the deck is stacked against you as Team GR are printing their own dark cards (author's note: this story beat works well because dark variant Pokemon do exist in the original card sets).
For those who find this plot difficult to follow, there's frequent reminders that Team GR are indeed the bad guys, and that you're meant to save everyone. There's also helpful dialogue such as: "Remember me? I'm your long-time rival, Ronald!". Okay, starting to feel a bit patronized here.
I'll not go deep into the rules of battles, but they're very similar to the real Trading Card Game. Types are extremely simplified (eg. elements are merged), coin flips play a major role, and you only draw one card per turn. Play your 'mons, evolve them if possible, and feed them energy cards to unlock their abilities.
One of the funnier strategies is to knock out your opponents before they're able to play additional Pokemon. If they only have one guy on the board and you eliminate it, you just win. You can take out gym leaders in 1-2 turns by playing your cards right.
I would say that the game is broken into two halves. The first half is very reminiscent of the first game, and has you once again traveling between gyms, battling your way to a coin (badge), then earning your right to fight the big four.
This time however, you're invited to take a ride on their airship... over to a new freaking island. With new gyms, new music, and a heap of new rules to learn.
At this point, dark cards start showing up a lot more often, and traders begin imposing strict rules on their duels. One argued that I could only use grass energy cards. Another insisted that I must include four Pikachu cards in my deck. Bunch of crazies.
That's where I've played to. I'm about ten hours in, and I'd guess about 65% through the story. I'm enjoying it and expect to continue, though I do worry the new restrictions might be a bit tedious in requiring constant tweaks to my deck.
That said, I do enjoy the deck building aspect, and it's why I wanted to try this one after playing Library Of Ruina above. I made this comment before, but there's something satisfying about seeing direct progress that goes beyond "meta-progression". To earn a card and be able to use it from then on just feels nice. To be able to build new decks to pivot is also great, as it doesn't require hours of training like in the mainline games.
My MVP card was a Dewgong. He earned me many victories. Thank you, Dewgong.
Three games in a single week? Ten full hours in just one of them? Nearly immediately filling your own self-determined goal to play PTCG2?
You're starting to look the slightest bit (dare I say it?)... motivated.
Agent Intercept
If your favorite part of the James Bond films is seeing all the gadgets they can stuff into an Aston Martin, you might love this game.
Agent Intercept has you driving head first into danger to oppose a villainous organization, the evil CLAW. You drive the Scepter, an experimental vehicle that can adapt on the fly as new tech is researched.
The game doesn't spend too long fussing with tutorials or exposition. It lets the game do the talking, and this works as the controls are easy to pick up. The game uses a fixed camera so you only focus on steering, boosting, and deploying weapons.
Things are mostly on rails, but some sections allow you to choose a side path by taking a jump or shooting a target. Despite being heavily telegraphed, it still feels cool to take these detours. The game goes out of its way to let you feel like a badass driver.
New weapons are unlocked through the story, and you equip them simply by hitting a pickup on the road. New transformations are also unlocked, letting you take to the seas, hills, and skies.
The campaign is short but sweet. It took only a couple hours to finish, but there's a variety of side missions for more content. Each story mission also includes optional objectives for more replayability, though they largely consist of destroying a certain number of baddies, or maintaining a combo multiplier.
Speaking of, that's how points work in this game. You get points for pickups, stunts, wanton destruction, and drifting. That latter method is the primary way of preserving your combo between combat sections.
The story is lighthearted and familiar. It's a classic spy storyline, and they lean hard into the theme. There's definitely some Fast and the Furious logic in there too, as the fate of the world rests on a super car and skilled driver, but it really doesn't take itself too seriously.
At only 104 reviews, Agent Intercept feels like a bit of a hidden gem. It might not be groundbreaking, but I found it fun and thought it delivered well on its premise. It's made by the same developers who made Breakneck, another title I enjoyed. I'd say it's worth a gander, and an easy pickup if spotted in a game bundle.
Not that I'm encouraging anyone to buy any new games this month or anything, but this one just went on sale on Steam for 90% off.
Week 2 is here, and my motivation hasn't flagged in the slightest! I'm still on the BLACKOUT OR BUST train!
Happiness✅ Heeey! Park-Boy
Style✅ Assault on Proxima
Absence✅ Vartio
Increment✅ Aris Arcanum
Defense✅ Cards and Towers
Simple✅ Donna: The Canine Quest
Tradition✅ Blue Maiden
Order✅ THOR.N
Transformation✅ Subserial Network
Subserial Network (played via the Humble App)
I shifted from focusing on Indie Pass to the Humble App, in part because I wanted a new pasture to graze in and also because the Humble App seems like it's on life support and might not be there indefinitely, so I might as well play what I can now.
Subserial Network is a love-letter to the early internet. When you run the game, it opens three separate windows: a Netscape-style web-browser, an email client, and a Winamp-style music player. You're free to move these windows around your desktop and resize them at will. The game itself consists of following links to different web pages, searching keywords, and reading and responding to emails.
Your desktop is visible behind these windows, so they do feel like they're running on your computer rather than within a game world itself. Notably, the game doesn't have a notes feature, so I ended up opening Windows’ notepad as a fourth window for the collection. I think the game intends this, wanting the “game” to instead feel like you’re just using your computer (and the effect works quite well!).
The verisimilitude of the game is spot on. The whole thing hearkens back to the time where dial-up speeds made pages load in slowly; where related sites sorted themselves into webrings; when every site had questionable font choices and noisy backgrounds and "Under Construction" banners. It absolutely nails this aesthetic.
Narratively, you are working for CETUS, an organization that is focused on enforcing the law among synthetics in the cyberpunky future the game is set in. Some synthetics have chosen to "serialize" themselves, installing a data port that lets them connect to unapproved data sources. This is illegal, and you're tasked with infiltrating the subserial network and turning them in.
I'll give mild spoilers for the very beginning of the game, because I think that helps set it up well. When you first load in, you see a draft of your resignation letter from CETUS, the organization you work for, in your inbox. You can choose to delete or send it. I chose to send it.
The game immediately ended.
Okay, reboot and try again. Delete the resignation letter this time. The game now let me keep playing.
What does this mean for my character? Well, I can't flat out resign, but it's clear that I wasn't happy with CETUS if I had that resignation drafted in the first place. That gave me the framework to go into the rest of the game because, of course, you'll be given opportunities to continue to follow CETUS's directives or stray from them, depending on how you interpret your character's motivations and your responses to what you uncover.
To say more would get into spoiler territory, but suffice it to say: I really enjoyed the narrative. It's not so much a full story as it is a lot of snippets that you get to piece together into a larger picture. You'll visit forums, fanfic sites, blogs, etc. Each one gives you a snapshot of the world and the synthetics "living" in it. It'll all feel very familiar if you were, like I was, extremely online in the late 90s/early 00s.
Plus, the game throws some genuine curve-balls that I wasn't expecting. There's more to the game than it looks like at first glance.
The narrative asks big questions and deals with big feelings related to transformation. It doesn’t complete an arc, but instead gives you different things to chew on and mull over. The in-game characters often have conflicting perspectives, and there isn't necessarily one that's supposed to be the "right" one.
Unfortunately, the game might be a touch buggy.
Towards the end, the music player stopped playing, even after restarting the game multiple times (which is a shame, because the music was quite good). Also, I seem to be softlocked? There is a definite end-state that you can reach (as I found out from watching the endings on YouTube), but I'm not able to get there because I think that I missed my opportunity to do so and can't return to it. I'm not sure if this is intended or not, but it's also not a huge deal, as the endings are abrupt. Even without officially getting an ending, I saw pretty much everything the game had to offer (because I also looked up a keyword list to make sure I hadn't missed anything!).
Overall, I think this is a quality hidden gem and worth looking into if you like reading-heavy games, have nostalgia for the internet of the 90s, and have access to the Humble App because you can play it there for free. On itch.io, it costs $8 USD, and I honestly think it's worth that. It was very thoughtfully made.
That sounds very interesting. I've seen a lot more games playing with the throwback "desktop companion" idea lately (basically since the success of Rusty's Retirement), but creating an application that spans multiple windows to feel like retro software is actually quite clever.
It certainly beats Bonzi Buddy.
Here's the OST for Subserial Network, should anyone else want to listen.
Seems I own this title from some bundle as of six years ago. I've added it to my small but growing Itch.io collection named "Backlog". Burn a backlog item, add another. Now that's keeping it mellow.
For the same reason, I keep a copy of their Android launcher around. They've already basically disowned it, and it's veery slow to use, but it does work.
The windows also work separately for the purposes of alt-tabbing and are independently moveable and resizable, so it really does feel like you've got separate apps going on your PC. They were even titled correctly when switching windows.
I had no idea the soundtrack was up on Bandcamp. I know exactly what I'm getting next Bandcamp Friday. It's a great "throw on in the background while working" album.
Cards and Towers (played via Indie Pass)
I love the concept of a tower defense roguelike deckbuilder.
Unfortunately, this game needs more time to cook. It feels like a prototype at the moment. Like, the bones of a good game are there with the different upgrades and whatnot, but it's very plain and by-the-numbers. It needs some pizzazz or finesse or character to bring it up a level from simple concept to satisfying execution.
Heeey! Park-Boy (played via Humble App)
In a somewhat surprising turn of events, this game appears to be a Humble App exclusive(!!!).
It has an itch page linked above, but you cannot buy it from there. Furthermore, it has a Steam page that says it's Coming Soon™.
If you look at the comments on the itch page, someone asks about the Steam release, and the dev says this:
And that was... four years ago. I'm wondering if this was a casualty of the abrupt dissolution of Humble Games. Could be a situation where the dev doesn't have the rights to distribute the game and no way to get them back.
Which is a shame, because this game is legitimately charming.
You are Yuu-Boy, a spacefaring being whose spaceship runs on happiness. Unfortunately, you have crash-landed on Earth, and you need to generate happiness in order to get your ship up and running again. How do you do this? Well, you've landed in a decrepit park that could use some freshening up. The better the park is, the happier the people are, and the sooner you'll be able to return to your spacefaring ways.
There's an indie dev group called Arcane Kids that have the slogan: Make the games you wish to see on the Dreamcast. While this game isn't from them, it fits in perfectly. This feels like a Dreamcast game through and through (non-derogatory).
The spaceship interior reminds me of Space Channel 5. The character design is reminiscent of Super Magnetic Neo. It does pull in some PS2 and Gamecube influences too: namely Katamari Damacy and Chibi-Robo respectively.
The gameplay loop works like this:
It seems simple enough, and it is, but it's got an elegant built-in escalation. As you grow more flowers, inevitably the seeds they scatter will end up near one another. You can then water this area, getting all of the seeds at once instead of just one. This causes multiple flowers to grow, which then all dance when you play your music, which then scatter a lot more seeds collectively. It's essentially exponential growth, allowing you to rapidly beautify your park.
As you continue doing this, you'll uncover other aspects of the game: you can sell flowers, clean up trash, and take down graffiti to make money. Money lets you buy upgrades which make your chores easier.
The game has an immediate cute magnetism to it. It's hard not to love it straight from the beginning. When you play music to make the flowers dance, it adds a countermelody to the background music that will absolutely put a smile on your face. The game is bright, optimistic, and cheery -- a genuine source of happiness.
If I have one complaint, it's that the game gets quite samey. It has two music tracks, and you'll hear them repeatedly. You'll grow flowers over and over again trying to get to the different unlock threshholds. If you're in for this easygoing, zen-like gaming, then this will be a splendid pick for you. On the other hand, if you need a bit more variety, then you'll likely get bored an hour or two into the game.
It's kind of a shame that this game is stuck on the Humble App, because I think it could achieve like, minor cult classic status if it were more widely accessible.
This is a very interesting looking game, multiplied by the fact that it only exists in one place outside the mainstream.
But mostly I'm just excited to see a reference to the Arcane Kids Manifesto! Bad is more interesting than good, and Stop listening to advice are probably way bigger influences on how I live my life than I'd like to admit!
Haha, I love that you have to keep clarifying that. "I mean it in a good way, I swear!"
This one sounds cute. Sort of the opposite spin on Viscera Cleanup Detail. You're still there to make the scene better, but in a more direct, additive way. I think I prefer that approach, and the positivity it engenders.
It's a good question. It seems like some games always fall through the cracks when publishers go under. As a lay man, I would think we should be writing preventative terms into the distribution contracts to avoid this possibility, voiding the agreement if either party goes out of business. Though I guess that in of itself is not easy to define. Humble certainly still exists, as does IGN.
THOR.N (played via Humble App)
I mentioned this in my Heeey! Park-Boy comment, but this is, surprisingly, another Humble App exclusive. I couldn't find it on itch.io, Steam, or anywhere else online.
This is a short first-person incremental game that feels more like a tech demo than a full-fledged release.
The vibes of the game are pretty good: you're clearly in a dystopian future with an AI that
surveilswatches over you. You are tasked with fulfilling orders, which get you points, which you can use to spend to make the jobs that you do go faster and easier and unlock other jobs. It's the standard chore/incremental game loop, although the chores in this one are just pushing buttons on different machines, so it's closer to a pure incremental game.As you do this, the AI chimes in to help guide you and give you feedback, alternating between effusively affectionate and menacingly dictatorial. There are also some environmental clues that help establish the tone of the setting. I've never worked there myself, but I suspect the game is a bit like working at Amazon.
Anyway, once you level up enough to gain enough points, you get to advance and the game ends. I won't spoil the ending, other than to say that I think it was a bit abrupt and would have liked to see more. The game's site suggests that the devs planned to do this:
I'm doubtful we'll ever see more. Maybe this was another casualty of the Humble Games closure? If so, it's a shame, because thus far I'm 2 for 2 wanting more out of their games. Both of these had the potential to be great but don't fully live up to that in their current states, which they're likely to be indefinitely (or at least until the Humble App shuts down).
Day 7:
I gave Tametsi a shot today. I bought it a year ago when I got those mining games, but that was long enough for me to totally forget what it was supposed to be about. As I started playing through the tutorial my reaction was "oh this is just minesweeper" followed by "oh it's minesweeper with different grids" then "oh wow, this is minesweeper for grownups" and finally "oh fuck, I do not have the mental energy for this." It seems like a fun challenge, but lack of sleep and work being annoying meant my stopping point was level 11.
I then went back to Death and Taxes and finished my run, many people died.
The purpose of this event is for me to reduce my backlog, not add to it!! Tametsi looks like something I'd be interested in.
If you want a less-challenging minesweeper variant (but with some unique twists), Coinsweeper recently came out and I've been enjoying it between playing other games.
No kidding! And to just drop an "Overwhelmingly Positive" game that routinely drops to $1 with no warning?! This is like bringing a bottle of whisky to an AA meeting.
Truly devious, @1338. Now pass the whisky.
Day 8:
Today I went on a Curious Expedition. I started out in South America where I helped a woman on a religious mission make contact with an indigenous tribe. Then on my second expedition I took a job to steal an idol, which I did but then got confused on how I was supposed to deliver it so I lost rep (apparently you don't get credit at the end of the mission, but at the start of the next mission). On my third expedition I went to the arctic and got in a last minute fight with an arctic wolf of some sort. The combat system is not super obvious and, unless I somehow missed some tutorial, not explained at all. But I was on easy, so I survived. On my fourth, and last, expedition, I went to Cuba and my sanity dropped too low, which introduced me to the mechanic where the map goes completely red with scary monsters everywhere. I barely survived the last minute fight with some shadow monster and got to the golden pyramid.
It's an interesting game. It's like a turned-based strategy adventure thing I guess. If I had it on mobile I'd probably end up playing it way too much, like I have with polytopia. On desktop I'll probably play it a few more times at least, don't know that it'll quite hook me into racking up a high playtime. It looks like it has a developer supported modding system, which is always awesome to see.
I bought this $1.61 last summer. I also bought its sequel, which maybe I'll try later this month.
Day 9:
I tried to play Crazy Machines 2 today, but it didn't want to install right. Instead I went with Lucid. Lucid is a SameGame variant where you have goals of specific colors and occasional power-ups that randomize the map. It was a little nostalgic from when I was younger, playing Jawbreaker on Pocket PC. I got bored after 10 levels or so and played some more DigDigDrill.
Day 10:
I played Programming Factory today. It's, as you might expect, a factory game themed around programming. You "mine" a specific value (though the game calls them variables), then the building perform basic operations on them like addition or modulo. This is more the type of factory game I was thinking Shapez was going to be at first, you go level by level and have to generate the specific values required, then you start over from scratch on the next level.
It's primarily a Chinese game, though it has English translation for everything side-by-side. That they put the languages side-by-side rather than conventional localization is par for the course: it's quite lacking in polish.
The hardest thing of the game is that the factories don't have dedicated input/output spots, or some sort of dedicated clock signal, so the only way to control whether whether the addition building is doing a+b or a+a or b+b is super careful control of timing and rates of inputs, which is complicated by the fact that the buildings don't display their rates anywhere.
The part that annoys me the most in playing is that you can't move while placing the cursor. In virtually every 2D factory game you click to put the conveyor down and then hold D to place a line of conveyors going right. But in this doing that doesn't work.
I only got through half an hour.
Day 11:
Today I went with another 2D factory type game, Node Farm. This one I enjoyed a lot more. Instead of leaning puzzle, this one lean towards idle/clicker (which is a guilty pleasure of mine). Like the name suggests, it's cooking/farming themed and structured in a very graph-like manner with edges between nodes serving as flexible conveyor belts. It seems to have a good bit of depth to it, with more complicated recipes being required to satisfy goals, make progress, and unlock more types of nodes. You have to meet a goal of producing X amount of a given recipe to beat "bosses" and earn points to unlock things. It also has an prestige mechanic, though prestige gives the same "currency" as playing normally so it seems semi-optional. I got through the first three recipes, which opens up the second page of node types, and "ascended" just to see what it's like before I stopped for the day. The prestige system does seem a bit weak, but I suppose the main draw is restructuring your
factoryfarm after you've earned betterbuildingsnodes.The game definitely has some depth I didn't get around to trying, there's other game modes and difficulty/mechanic tunables, and there's a logic circuit mechanism I didn't get a chance to try out even though I found myself wanting to use it before unlocking it (I wanted basically an overflow splitter mechanic, so I allow items to be dumped only after storage is full). It has pure simple logic gates, which is refreshing.
The tutorial is a bit obnoxious with the way it pops up windows and I hit a weird bug with hover tooltips not working right, but controls were overall reasonable and the design is in that valley of not being super noticeable one way or the other.
I'll play it again.
Day 12:
Today I tried out the game Understand, bought during last year's burner. It's a very unique game whose entire defining feature is a lack of instruction. Each level is simple, you have a grid with some shapes and need to drag a line between shapes. Where to start, where to stop, what to intersect in the process, and what you can't intersect with, is all unspecified. The rules change between each level and inside each level are sub-levels, rules mostly stay the same between the sub-levels, so there is a bit of "ramp up." It's unique, like I said, but I don't find it very interesting. There's not much to say about why, I just don't find "guess what the game maker had in mind over and over again" very compelling game play.
Day 13:
Today I played a much more recent purchase, it's one I bought this year! Dorfromantik is a very chill game. You place tiles to build a landscape. It's like civ but without all the depth, strategy, and competition. There's surface level goals around building a contiguous forest, river, railroad, or town, but it's mostly just deciding where to put the next tile you draw. Like Townscaper in vibe but with basic game components instead of being a pure toy. It was a nice and relaxing time. I played it while keeping an eye on my established hens through the camera as they spat with my new pullets, quite a contrast. The gameplay seems fundamentally shallow, but they do at least have several game modes and a good number of tiles you unlock over time, so there's variety and progress. I don't know it's able to keep my attention enough for me to play it often, I intellectually like sand mandalas but I struggle to engage with them. Maybe if I'm especially stressed one day.
I'm starting to think we should have made a special bingo category list just for different kinds of programming/factory games. "Coding with food", "Logic operatives", "Designing tower defense turrets".
You could have just a few scattered categories in select squares and then fill in the rest of the boxes with conveyor belts.
ShroudedScribe's Backlog Bingo card as of 5/8.
Super
Joy
Principle
The Nonary
Games
CEO
Knights of Penand Paper+1 EditionAge
Ascent
Rebirth
the
Breach
Kitty
Psycho
at Parking
Chasing
Shadows
Machinika:MuseumHueHeights
Over the past week, played the following:
Knights of Pen and Paper: This one was just okay to me. I appreciated it more this time compared to the 10min or so I played many years ago, now that I have some Dungeons & Dragons experience behind me. Even so, it just feels very grindy, moreso like a JRPG without a very compelling story. Calling it quits on this one, but played for over an hour, so marking it off.
Machinika: Museum: I really liked this short game, where you are exploring alien artifacts in a 3D spatial puzzler format. Nothing too deep here, but it was interesting enough (and short enough) that I completed it. Admittedly, I don't see myself buying the sequel unless it's in a bundle with other items I'm interested in. Marking it off.
Hue: Technically still in-progress, but I can tell I'm over halfway through. Very fun puzzle platformer that isn't too difficult overall (which is my preferred difficulty level). It really shines in the visuals department, proving that an indie game without detailed sprites or graphics can still be beautiful and engaging. Marking it off (even though I'm going to complete it in the next day or two before going to something else).
Next Bingo Strategy: If I take on Delver and You Suck at Parking, I will have a bingo! So probably going to focus on those next. But at this pace, I should be able to get at least two bingos.
You Suck at Parking is a blast; you should play that next. It's like controlling a Resident Evil OG-character on rocket roller skates. I will say that the single player is mainly just practice for you to git gud to compete in the online multiplayer which was still busy the last I played it. Basically all worth it to win hats for your car to wear. Sombrero!
I went into Hue a while back with the lowest of expectations. It looked like yet another slow paced puzzle platformer, one of the (probably) millions created post-Braid and Limbo.
But it got me with some really cool scenes. The one that stuck out the most was running, Indiana Jones style, from falling rocks, while switching colors on the fly to just barely escape. Like you said, a really cool game that does a lot with a little!
Nice job with the three-in-one. Machinika looks very up my alley with its The Room-style design. Knowing it's short actually intrigues me more.
I was just reading through your full bingo card, and there's some good picks in here. Talos I've played through and really enjoyed. There's others I've been interested in, like Wanderlust Rebirth, but haven't had the chance to play because it seems designed for a coop experience.
I also recently bought Zero Escape, and will be curious to see if you get to that one. I think it's a longer title, and it's off your beaten bingo path, but I feel like it's a game that'd give one much to write about.
I am almost exclusively a single-player gamer, so I'll let you know how Wanderlust goes solo (if I get there).
And I've heard good things about Zero Escape and know it is a bit outside of my usual gaming genre zone, so I thought it'd be a good fit for the bingo card.
SingedFrostLantern's Bingo Card (Standard/Flow, 4/25)
Fleeting✅ Pyre
Transformation✅ Berserk Boy
Connection✅ 13 Sentinels: Aegis Rim
Duality✅ Astrea: Six-Sided Oracles
Fleeting - Pyre (GOG)
Supergiant Games is known for quite a few titles: Bastion, Transistor (my favorite), Hades, and Hades 2 (waiting for sale). But there's the middle child (metaphorically and literally), the odd duck out, Pyre. You, as the in-game capital-R Reader, were exiled to Downside for the crime of being able to read. A band of fellow exiles, The Nightwings, found and nursed you to health before asking if you're capable of reading the Book of Rites. You are. You can follow the stars and direct the Rites as the ritual to freedom. In less flowerly terms, you're the manager of a 3v3 fantasy basketball team to win your right to be unexiled.
Freedom is a central theme. Everyone is fighting for their chance to be freed from a lifetime in Downside. Who deserves that freedom? Amongst the other teams? Amidst your own? The game advertises that win or lose in the Rites, the narrative goes on. Of course, to provide some narrative structure and incentive to keep winning, the team's benefactor has a Plan in mind, one that relies on your teammates being sent back to the Commonwealth with their crimes absolved. His words on freedom deserve to be quoted:
Fleeting - Technically an actual spoiler, but I don't really consider it one?
After a season of playing to qualify for finals, the Liberation Rite only allows for a single teammate of the winning team to ascend. They have to be deemed worthy (read: have enough exp) and be sent out on the field for their win. It's a Fleeting feeling to train them up and then have to say goodbye, no longer able to learn more about them or use their moveset. With each win, the main cast is gradually reduced; it's a bittersweet hope to see them ascend, yet still wonder if those who remain will get their chance to leave.
Actual Spoilers
The stars are going. Each season has less and less rites before the Liberation Rite. There won't be enough left to free everyone on your own team, let alone the other ones. It is the last, fleeting chance for freedom. Everyone who remains will be trapped in Downside for the rest of their life. Choose who goes and make peace with the decision.
Having now played Pyre (or well, giving another go at it), I can see how it ended up not discussed as much as its sibling titles. Bastion and Transistor have a small core cast with the constant presence of their narrators in the protagonist's personal journey. Hades has a larger cast that Zagreus meets in his journey to break free from the underworld and find his mother, but its roguelite structure means there's always some new dialogue or story beat to follow when he's making friends with everyone. Pyre meanwhile lacks a central figure to follow or fight against due to its narrative, with the story arcs dependent on who you use and challenge. It gives an openness to the choices taken, but in doing so it cannot truly give emphasis to anyone. The gameplay is also balanced since there's a Versus mode whereas the the other games are PvE and constantly give new toys and combinations to play around with. It also doesn't help that the lore book is written in ye olde fancy english which adds another degree of friction to it all. It's just a different experience altogether in the Supergiant repertoire.
Gameplay amounts to the Rites and then the narrative choices with unknown bonuses/penalties made when traveling between the Rites. To simplify the 3v3 gameplay, only one unit on each team can move and act at a time with control (and the ball) being passed over. Each unit basically has a dash, a passive aura around them that temporarily banishes opponents, a ranged aura cast, and a jump to go over auras (which can be bodyblocked by intercepting with a jump). Possessing the ball disables the aura attacks though, so whoever's holding it has to move around the enemy, pass it to an ally, or just throw the ball on the ground so they have access to their offense. Dunking the ball into the pyre is the main way to score, but completely banishes whoever scored until the next goal, while throwing the ball requires charging it up but allows the scorer to still be active for the next round. I played on normal so I didn't have any problems with bumrushing the ball with fast units and dunking or just steadily walking forward with bulky units and using their bigger aura to steadily banish foes and clear a path. Normally I prefer M&K for these types of games, but I started on my Steam Deck (and set up Syncthingy as a save transfer between it and my computer) so I ended up using controller (and also couldn't really depend on the ranged casts without M&K).
Oh cool, another Supergiant game being featured.
Pyre did always feel like the odd one out, and I didn't know much about it before reading your comment. It almost seems like a sports game, wearing the skin of a visual novel? I have to wonder if they came up with the story or gameplay first, since it doesn't feel like a natural pairing to me.
I do like how you've set up the save syncing between devices. I've used FolderSync on Android to the same effect, for sharing saves on games like Stardew Valley. Though it's honestly a credit to the Steam Deck that it allows such system-level access in the first place, for when Steam Cloud isn't available.
Duality - Astrea: Six-Sided Oracles (Epic Freebie)
Astrea is a draw 4, dice are free but negative effects must be played, roguelike deckbuilder. Duality is present in how there are two damage types: Purification, healing allies and lowering enemy HP, or Corruption, damaging allies and recovering enemy HP. Since the player has 3 hearts with 7 Max HP each and Corruption dice have to be played, the obvious answer is to play them on the enemy since they have way more HP right? The issue is that applying corruption to them increases their overcorruption meter which allows them to pull off their special move the moment it maxes out, even during your turn or right after they've already attacked, which can lead to overwhelming burst damage or them scaling much faster. On the flipside, the player has access to Virtues, special moves that can be used whenever the player's HP falls below a certain threshold, so the player is incentivised to have just enough defense to survive to access the full arsenal and then heal back up (and yes, it looks like being damaged then healing then self-damaging again refreshes the Virtue. The 2nd character has a build doing just that).
Dice come in 5 Variants: Starter, Safe, Balanced, Risky, and Epic.
Starters should be the first to go at the Remove 2 Dice tiles or the shop. However, they can't be removed at the Broken Shrines which allow for trading 4 non-starter dice for a Star Blessing (aka relic).
Safe dice have all positive sides, but are lower impact.
Balanced dice are either 3/3 or 4/2 good/bad ratio and are middle of the road in effect.
Risky dice are either 2/4 good/bad ratio or all sides have a good and bad effect at the same time.
Epic dice can only be found as a boss drop, from events, or for 300 shards from the Epic Shops. Epic dice are always high-impact with only positive sides, but can't be duplicated.
Dice can have their sides turned into another effect through the shop or specific forge dice (excepting dice with unforgable faces) and all the characters have a reroll virtue bulit-in, so the riskier dice can be worth grabbing provided proper risk management. There are also opportunities to duplicate good dice, whether at the duplicate tile or paying up at the shop.
Per deckbuilder norms, a small deck is usually better for consistency and getting to the good dice faster. Since enemy encounters drop 2 dice, it's usually better to ignore the dice chest tiles in favor of money tiles (skipping a die gives 10 shards while the shard tiles give 50). The destroy 2 dice tiles and shops give the opportunity to trim out the starter dice and the broken shrines can take away 4 non-starter dice after deciding a deck's direction and course-correcting.
There's more to it of course, but the game's intuitive and I had fun. The low max hp with healing and dice rolling makes for a nice change of pace from Slay the Spire 2. I've had a win with each character (required to unlock the 6th character and then a win with him unlocks the true final boss) and 2 wins against said true final boss so I can at least say I've has a decent look at the game so far.
Character run notes
Moonie: 1st character. Won the run through stacking Doom which increases the value of Corruption dice and then converting them to Purification dice for tons of damage.
Cellarius: 2nd character. Had 3 runs:
Hevelius: 3rd character. Starts off with 2 random Sentinels which normally drop from the boss or are available for purchase/upgrade at the sentinel shop for 150. In exchange, he only has 2 hearts so he can't cash them in as often at the shrines. Felt more defensive and campy, and I won through scaling up the Sentinel damage.
Austra: 4th character. Very, very RNG in having a lot of effects be random targets and/or a 50/50 between dealing Purification or Corruption. Also the only one with a dodge and crit stat. Can't say I enjoyed it being even more random.
Sothis: 5th character. Has a lot of mechanics including Soul Heat which builds up faster with multi-hits but resets each turn, Relief which is basically after-turn poison/healing, Affliction which is DoT Corruption that doesn't fade away, and Chanting is kinda exclusive in that it scales up, but its stacks reset if any other type of direct damage is used. My favorite so far.
Orion: 6th character. Imagine the Watcher if she was stance-dancing between 4 of the Defect's orbs instead. There's the damage orb, the shield orb, the Astrium orb which is a resource that automatically bursts at 10 stacks, and the Karma orb which deals 6 damage to self (out of 7 max HP) after gaining 6 Karma stacks.
The dice rolls are giving me immediate flashbacks to Library Of Ruina. Or perhaps more aptly, Dicey Dungeons.
Balancing health as both a resource and gameplay mechanic is an interesting twist. I've always liked playing high risk/high reward games, and it seems like this game leans heavily into that concept. They even name the dice as "Safe" or "Risky". It does mean that one slip up can cost you the game though, and I can see that being frustrating. Maybe some strategies or builds only open up once you're confident in knowing exactly how much threshold you have to work with.
Transformation - Berserk Boy (GOG)
Berserk Boy is a Megaman-inspired game; there's the basic "stop the mad scientist" plot ala Classic, the base is reminiscent of Zero, particularly with the two operators in the background of the teleport room, and there are 5
BiometalsBerserk Orbs to collect from the bosses and Transform with like ZX.The game also feels vaguely obnoxious on many fronts.
The story, characters, and world aren't set up at all. That normally wouldn't be an issue considering the era the game is calling back to, but there's just enough uninspired dialogue inserted everywhere that I started to feel the urge to mash through dialogue and skip cutscenes which never happens to me. It feels like it's just giving up and going "yeah this is a legally distinct fangame, you know how the plot goes", but at that point it would've unironically been better to just cut out the dialogue from how low-effort it is.
The hub is huge, but the only real functions are the upgrade shop and the mission select room, the latter of which is in a long hallway away from the spawning room. There is a map warp by opening the menu, but it would've been better to just not design that map that way? The hub has a lot of screens to house the NPCs that get rescued, but none of them have any changing dialogue which removes any reason to roam around and check up on them up until the path to the true final boss, which with no prompting, requires talking to 2 specific people. The hub also goes under attack after every boss fight for no narrative reason which forces the player to check every single room to take out a single monster by itself with no challenge. This is the definition of pointless padding.
There are a ton of upgrades and new moves for the first lightning form which indicates it being the "main" form, but all of the options are stupidly expensive to purchase. It feels bad to see so many potential options just locked away by the need to farm if the player wants to see them.
The controls feel a touch unresponsive to me. In any other game with insta-death pits or insta-death advancing spike walls or contact damage, I'd go "Oh I panicked" or "I rushed without looking" or "Oh I misspaced the positioning". Here it's just "Welp, walked off the platform cause the jump button didn't respond in time", "Welp, the Flame Drill's drilling and tornado lock the controls for a second, can't jump or switch forms!", "Welp these bosses sure inflict a lot of contact damage since they love to move a lot when the primary attack is dash attacking at them".
The game advertises metroidvania aspects, but what that really means is impassible obstacles blocking the side paths the first time around until replaying the mission after getting all 5 forms. The game is also pretty bad at signaling which is the main path and which is the side path.
The shoulder buttons cycle through the forms, but it's slow with 5 of them to scroll through. Meanwhile, the Form Menu allows for picking but pauses the gameplay and plays the transformation animation each and every time a form is selected from it.
Let's go over the transformations now:
Lightning Justice. The 1st form and the one getting advertised. It has an 8-directional dash to bump into an enemy and tag them for the follow up attack which is pretty reminiscent of Gunvolt's tagging system. It has a lot more upgrades then the other forms, but they're all expensive so I don't know what any of the unlockable moves actually do.
Flame Drill. The 2nd form and the Red CQC. A lot of bosses can fly though, so it can only offer its uppercut against them most of the time or the dig if you really need the extended i-frames. Its utility is all unwieldy though: The tornado dash bumps you quite a bit away from the enemy for what's supposed to be a gap-closer, the divekick dig goes diagonally when it's main purpose is to be able to dig under low spiked areas so there's a lot more self-damage from that then there should be, and as mentioned before, the drill mode and tornado lock controls for a sec after they end.
Ice Kunai. The 3rd form and the broken-ass ninja. Its 8-directional dash attack goes through enemies and starts up another dash attack for hitting an enemy; this allows it to just shred a boss by dashing back and forth through them while having i-frames the entire time. It also has spammable kunais which take out the risk of the other forms needing to get close.
Soaring Wind. The 4th form that snaps the platforming in half. It has a shield that reflects projectiles and a hover-flight mode that's freely controllable in the 8 directions; it uses up energy, but there's 2 cheap upgrades in the shop for increased 50% energy cap for all forms and decreased flight cost. As can be expected, all the platforming can be ignored with this form unless the game specifically sets up barriers with lightning or ice barriers that require those forms to go through.
Mine Buster. The 5th form that is utterly useless. It has a short-range lock-on cone which fires a weak bullet when the weapon button is released. Since it's so useless, the game starts introducing intangible enemies and platforms until the weapon cone makes them tangible and doors that require firing a bullet at to destroy. These doors are pointless time-wasters since they're in the main path anyways and the enemies and platforming can be ignored just by flying past them.
You could do a lot worse for a Megaman-inspired game, but you could also do a whole lot better. I would've gotten more joy replaying the Zero series or Gravity Circuit.
Technically speaking, I'm now on Team Motivated with this entry. However, 13 Sentinels was about 35 hours while Pyre and Astrea were 10 hours each and Berserk Boy was 4. Am I more or less motivated?
(See that @Wes, my numbers are growing!)
Welcome to the fold.
Now that you mention it though, putting 35 hours into a single game in such a short amount of time is only something a highly motivated individual would do, so I've retconned the topic text to place you with the appropriate team for last week too.
This was done ENTIRELY out of a THOROUGHLY IMPARTIAL sense of fairness, by the way, and not just because it helps my numbers. ;)
WILL THE DEVIOUS MOTIVATEDS STOP AT NOTHING?!
These all seem like really valid gameplay criticisms. The unfortunate thing is they're all largely fixable. It seems like a balance pass and a few tweaks to level design could make a big difference here, were the game still receiving updates.
Mega Man is a series that I feel I've missed the boat on. It's had so much cultural influence, and has its own spin offs like the Zero series and Battle Network games. These in turn have tons of fan games, and it seems like a whole world that I'm inexperienced with.
Maybe it's a good candidate for the next Colossal Game Adventure nomination thread. Though personally I'd have no idea which title is the best entry point!
I'm not a fan of Ocean's Heart for reasons I went into on a weekly games discussion and so many more. The combat is clunky and unsatisfying, explosives do excessive damage to you even with armor upgrades, enemy placement is sometimes incredibly egregious, i.e. in the Pirate's Fortress, there is a room where you walk directly into the crosshairs of a cannon-wielding pirate, and I died on 3 attempts because the projectiles took nearly my entire health bar. Enemy locations also don't reset when travelling between rooms meaning enemies can literally camp the exit you left from and make backtracking lethal. Bombs are also literal unobtainium and I think I've picked them up a grand total of twice in my playthrough so far.
Also, you can genuinely softlock yourself because heavy objects you pick up, drop and throw are not programmed to press down switches and you can't pick them back up if you drop one on.
I only made a bit more progress since I last discussed the game, and it took me having to consult a walkthrough to figure out how to unlock the ability to sail between islands and progress, because you have to go to a specific area, save someone from monsters and you are given zero hints on where to go.
That's a bummer. Graphically the game looks quite nice, but all of the gamefeel stuff you brought up end up making or breaking it. It sounds like, in this case, they broke it.
I walked away from my first game in this Backlog Burner for similar reasons. I wanted to like it, but the combat was just too clunky to enjoy. Don't feel bad if you have to stop playing it -- the Backlog Burner is all about trying games out, not necessarily completing them.
Durinthal's Undiagnosed ADHD (Custom, 3/25)
Finally Fantasy Four✅ Final Fantasy IV
Supergiant Please✅ Transistor
Most Recent Purchase✅ Ravenswatch
Just one addition so far, but it's one that'll be sticking in my mind for a while.
Supergiant Please — I played Bastion not long after it came out back in 2011 and greatly enjoyed it, with the soundtrack regularly popping up in my head to this day. So when the studio's sophomore effort Transistor came out a few years later I got that, but I was in a phase of my life where I wasn't playing many games in general so I only put in a couple of hours before putting it aside.
More than a decade later I'm finally sitting down to play through it start to finish and—dang, there's a bug that prevents the audio from it on the Steam Deck going through the dock. No problem, I jumped over to my copy of it on the Switch instead because it's one of the games I bought on multiple platforms.
I remembered having fun with the combat system and I really dove into it this time, switching combinations of functions regularly and largely favoring the turn-based aspect over the real time combat. In that regard it feels like the middle ground between Bastion and Hades (putting Pyre aside as something completely different and the last one I haven't finished yet), going from the former's pair of weapons that can be swapped out to four abilities at once that can be modified in different ways that can be seen as an early prototype for the Olympian boons of the latter. The more tactical nature of turns also reminds me of Hades II with Melinoë's casts anchoring enemies in place so you can maneuver around them.
The scope is otherwise much closer to Bastion, a sub-10 hour linear story with a small cast and a world that we get a window into but need to infer much more from without being able to rely on existing mythology.
After I finished it late last night I finally went searching for it to get thoughts from others that I've previously managed to dodge, so it was interesting to me to see that a lot of people thought the story was opaque or vague before I realized that it's really easy to just miss out on most of the detail. It's largely coming from either trying out all the commands in different ways for character stories or interacting with the terminals that can be passed right over if you don't head in the right direction for the setting, Red's development, and the main plot. I didn't mind that because I liked exploring the world but I can see other people not enjoying it.
Transistor ending — full spoilers (also some for Bastion)
Here's a video of it for anyone that wants a refresher.
After Red sat down and used the Transistor on herself and the screen began scrolling I was shouting at the screen, "No, that can't be the end, right? We were going to go restore everything!" And then you get their story and everything fits into place. It was a choice that Red made for herself rather than the player, similar to how she took a left on the bike ride early in the game to try to get him back rather than run away.
I love a good tragic romance so narratively the conclusion is immediately satisfying: Red and her lover are reunited in some form of the afterlife. It's picking a third option to the two that Bastion presents of Restoration or Evacuation, though there's a question of how much choice Red really has due to the setting. Even if she could restore the physical structure of Cloudbank, all the residents are gone and it doesn't appear possible for them to come back. Similarly the Country mentioned isn't as much a physical place as it is a euphemism (aside from the manifestation of it inside the Transistor that we see in Royce's fight and the end) and there's nowhere she could evacuate to, so she's left alone in an empty world. Bastion has the Kid wake up post-calamity while Red's living through it as it happens. Maybe with full administrator powers she could bring back everyone or at least create people again in some manner, but that's not something she wishes to find out.
One interpretation I read from someone wanting a happier ending is that they're literally logging off at the end and meeting in the physical world (which could also be what the Country refers to) akin to the situation the characters in Sword Art Online were stuck in, and while I can't say that's impossible I don't think there's enough evidence to support it from our limited perspective. The entirety of Cloudbank is a digital world and it seems like all the characters are also entirely AI, or at most digital copies of people so their existence is still scoped to Cloudbank even if the originals are out in another world.
Aside from that I think the setting was fascinating with absolute democracy controlling every matter of Cloudbank that can take place immediately, even trivial affairs. Everyone has a voice until it's taken by the Camerata with Red being the literal manifestation of that.
Anyway, I loved it and now I get to listen to the soundtrack in full.
More Supergiant! They're getting some (well-deserved) representation during this Burner.
Nice job on crossing off a game you started ten+ years ago. Those are always the most satisfying. It must also be nice to be able to match the tracks to their in-game context now, since I'm sure you've listened through the Transistor OST at least once before.
Now we just need somebody to play Bastion to complete the quartet.
Chaos✅ 911 Operator
Tension✅ The Hundred Line - Last Defense Academy
Really haven't had the motivation to play other games between playing Deadlock and The Hundred Line, but that's OK. This is Mellow May.
The Hundred Line - Last Defense Academy
The Hundred Line - Last Defense Academy
Released on Steam: 2025-04-24
Purchased by me: 2026-04-27 (though I picked up the demo some time before)
Time/Amount played: 48hrs
Developer: Too Kyo Games, Media.Vision
Publisher: Aniplex
Theme: Tension
I'm gonna cheat a little bit, since I technically started this game a handful of days before Backlog Burner kicked off, but it was in my backlog. So I'm counting it! Also, no short LP since I initially wasn't planning on counting this game.
Anyway, I chose Tension for The Hundred Line. Between the characters, between the different parties, between the enemies of mankind and humanity, and whether the various characters believe the situation they're in, etc. I'll even say there's some tension between me, the player, and game itself.
So a quick summary. Several Tokyo high school students are taken from their boring, everyday lives in the "Tokyo Residential Complex" to go fight off unknown monsters up on the abandoned, ruined surface. The TRC is revealed to be a massive underground city. Like there's no sky; the characters had never seen the moon or stars before being "kidnapped" to the surface, where they're told they are humanity's last defense at the aptly named "Last Defense Academy." They need to last 100 days, but aren't initially told what happens at the 100 day mark. Some believe they'll be able to go back home; others are less sure. The game essentially revolves around them learning, little by little, the truth of the matter. Why they're fighting, what they're protecting, why they were chosen, what happened to the Earth on the surface, who the enemies are, who the real enemies are, etc.
It's a VN, but mixes in a "lightweight" but decent enough TRPG system. In many ways, it reminds me of Valkyrie Chronicles games.
So back to tension. The biggest tension is just that they don't know what they're doing and why they are there. Why would humanity entrust defense of the planet to a bunch of high schoolers? And several times, when someone is about to reveal some information, that person disappears. So they're constantly left in the dark. Even bits and pieces they find out on their own, are so wildly out of left field, they don't know what to believe.
Also, who to trust? Almost all of these high schoolers didn't know each other before this. They just wake up in a school, on the surface, and are told, work together, save humanity. They don't know if they can trust each other. But in order to survive, they have to learn to trust each other. But it's constantly tested as their personalities vary, they're reasons for fighting, or not fighting, are often at loggerheads. Near the end of the 100 days, humanity's last defenders are nearly ripped apart due to rumors of someone being a traitor to humanity.
Lastly, my tension. When I first started the game, I was like "surely, it's not actually 100 days." But nope, it's 100 days. Might even be more, which I'll get to.
Now some days, I'm unable to control anything. The MC that I control is like "Nah, I'm not getting up, I'm tired," and so then he goes back to sleep and then it's the next day. So the day goes by quickly. Regardless, it's actually 100 days I have to play through. It definitely gets repetitive at times. Ugh, OK.
Or, like I said, maybe more. Because somewhere around Day 80-90, hints get dropped that the end result at Day 100 will be less than ideal. Almost like a bad ending. Wait, did I mess up somewhere? I didn't really have any choices though. Like even at the very beginning of the game, I'm presented with the opportunity to fight for humanity or not. For funsies, I initially chose "No," and the game just made me choose again. And I kept choosing, "No," and the game just has me pick again until I choose "Yes." So how did I mess up? What'd I do??
And then I got to Day 100 (well, more like Day 95) and things were indeed going to shit. Key characters died. The "real" enemy revealed themselves. It's not even clear at Day 100 that we saved humanity and the world. Wha...?
However, it's then revealed the MC has the option to redo all 100 days, but with the knowledge and power he's gained up until now. Huh...
Wait...I just put almost 50hrs into this game, but now I gotta do it again? But technically different? To get the "good ending"? Ugh...OK.
So yeah, definitely a teensy bit of tension.
Overall, enjoyable game. I think I like it better than it's Danganronpa cousins.
You've gone and intrigued me now. They really left you hanging after 100 days?! I would hope that a replay is at least expedited!
I'd be glad to hear an update should you reach day 200.
We've claimed another one! Keep calm and mellow on.
OK, I did one more!
911 Operator
911 Operator
Released on Steam: 2017-02-24
Purchased by me: ??? Probably got it free October 2025
Time/Amount played: 66min
Developer: Jutsu Games
Publisher: Games Operators
Theme: Chaos
Let's Play on YouTube
A couple weeks ago, there was a police helicopter circling over my apartment. Which isn't that unusual. I don't live in bad area; I feel completely safe all the time. I think it's just one of the locales they patrol.
Until I went out on to my balcony and saw cops standing by and questioning a guy sitting on the curb. Who they eventually cuffed and detained. Wanting to know what was going, I checked out the online police radio scanners.
TL;DR: the suspect allegedly robbed a nearby smokeshop, possibly armed
And boy was it chaotic. I was trying to listen to the radio that was just about this robbery. They had several officers canvassing the area. They brought up a K9 unit to help track down the suspect. At one point, they were in our complex garage trying to identify a car possibly connected with the suspect. And of course the aerial unit -- the helicopter -- looking around as well.
But there was also radio about traffic stops. Some suspicious youths hanging out by dumpster behind some building. Some band that was setting up a concert stage that accidentally set off an outdoor motion camera/sensor. Some police IT issues that were affecting field officers' and dispatches ability to send and receive accurate information.
It was chaotic. Sure, I was listening to multiple channels, but still.
And naturally, 911 Operator is like that. Now, I will admit, I've only played the tutorial/opening mission. It takes place in a suburb of Honolulu, so nothing too crazy. I only had like three police units (cars), three medical units (ambulances), and two fire units. And there weren't that many overlapping incidents. But there were a few times I sent two police units to deal with a gun raid, but then all of a sudden some vandals were destrying property elsewhere, so I send the third unit there. But then another call came in to deal with homeless people fighting in the streets. So I have to make quick decisions about rerouting officers or ambulances. It was relatively chill in this tutorial, but I imagine later on, as I get sent to bigger cities, with more emergency assets, but also more city denizens, it can get chaotic real quick.
But I can see that being fun. I like simulation and management games. So I think this is right up my alley. In-game, I've been promoted! And sent to the next city: Albuquerque, New Mexico. Which, according to the game, is one of the most violent cities in the US. Oh boy! Let's see the chaos unfold!
Let’s plays are back! I’m so excited.
The 30+ slides on increasingly specific first aid scenarios was unintentionally hilarious. Also, you’re getting a bit spicy with your commentary!
I had a friend a while back who was an emergency dispatcher, and she had genuine nerves of steel. She was thoroughly unflappable and astoundingly competent — so, basically, the exact kind of person you want on the other side of an emergency call.
Oh wow, that's fascinating. I'm somewhere between impressed at the efficiency of that response, and a little intimidated at the display of force it represents. I do have great respect for emergency operators, though, and can only imagine the strain of that job.
I think "Chaos" is perfect descriptor in this case.
OK so this game went from 0 to 100 real quick. I failed Day 1 of Albuquerque. I got fired =(
Though that's the least of the city's issues. At least one officer died, and several were injured in gang shootouts. There were structure fires I couldn't put out on time. I had to ignore some medical emergencies and people died. Not very mellow.
I guess what I'm saying is that I shouldn't quit my relatively chill day job for a fast-paced, high-stress job of being a 911 operator.
Ah, man! I'm sorry to hear about your new job. Who knew Albuquerque could be so rough? Well, other than Weird Al.