May 2026 Backlog Burner: Week 3 Discussion
Week 3 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 2 Recap
11 participants played 9 bingo cards and moved 28 games out of their backlogs!
Team Mellow
Team Motivated
All but one are listed above.
Is he still Mellow? Or did he join the Motivateds?
He played three different games, which seems very motivated...
...but mellow is also a state of mind, a pace, a vibe that he rolls with.
So the question lingers: with whom will he stand?
Answer: u/Wes remains on Team Mellow
Game list:
- 911 Operator
- Agent Intercept
- Astrea: Six-Sided Oracles
- Bendy and the Ink Machine
- Berserk Boy
- Cards and Towers
- Curious Expedition
- Doki Doki Literature Club
- Dorfromantik
- Heeey! Park-Boy
- Hue
- The Hundred Line - Last Defense Academy
- Knights of Pen and Paper
- Library of Ruina
- Lucid
- Machinika: Museum
- Node Farm
- Ocean's Heart
- Pokemon Trading Card Game 2
- Programming Factory
- Pyre
- Say No! More
- Subserial Network
- Tametsi
- THOR.N
- Transistor
- Understand
- Wolfenstein: The Old Blood
Week 1 Recap
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
Pinging all Backlog Burner participants/conversationalists: here's the new topic for the week.
TEAM MOTIVATED: ALWAYS. BE. HUSTLING!
Team Mellow: Keep calm and carry on.
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.
Bingo card at the start of Week 3:
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 different culture or country✅ Generation Zero.. @cheep_cheep
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
Owned for more than 4 years✅ Doki Doki Literature Club
Is beatable without killing any enemies✅ Atmasphere @kfwyre
Left broken and listless after Doki Doki Literature Club and Bendy and the Ink Machine (for different reasons), I now turn to the delightful Euro-thinking-man's-shooter, Generation Zero, a game provided by the generous and effervescent @cheep_cheep. This represents the 3rd entry in this event that I've played of his/hers, and it looks to be a banger.
I just started so these are just my first impressions. And, this also gives me a chance to make predictions about things I don't know about, a thing that never, ever ages poorly in the future.
Right away, I get Half-Life vibes. Far from a boomer shooter, this is a more grounded take on the Skynet uprising, but only if it took place in 1980s Sweden (top marks for that; I have the audio on English, but you could play the whole thing in Swedish if you want).
My elevator pitch for this game is: "Fallout 3, but in Europe before the bombs fell done in real-time." Seriously, this game scratches an old itch and it's spectacular. There are many mechanics involved with this game that include skill trees and weapon upgrades that skew this towards an RPG, but what's most like Fallout 3 is the open world roaming that allows for free exploration. What's more, the looting is very fulfilling with stashes grouped in logical spots like abandoned hideouts (just like Half-Life) that reward you for going out of your way.
The game advertises itself as a stealth-shooter hybrid, and that comes through in the gameplay. Enemy robots have great aim, meaning that you have to be hiding as much as you can in this game that mostly takes place in the open. It makes for some tense moments as you do your best to scout your surroundings and avoid enemies with better firepower than you. It's not as satisfying as the run-and-gun gameplay of DOOM, but even in this gun-enabled version of Sweden, things take a more European approach.
Speaking of which: The most European thing about this game so far is that in this robot-uprising apocalypse where nothing works, society has broken down, and you can't drive anywhere, there is one solution you can count on: the bicycle. Yes, that thing that doesn't need gas and was nowhere to be seen in The Walking Dead (except for S01E01) is a mainstay in this game. Really goes well with my metal headbanger avatar; I imagine him cycling to the gig with his guitar on his back when all of a sudden uh-oh, gotta shoot some robots.
I just started the game, and now I even have to restart from the very beginning due to a bug that stops enemies from spawning during a mission. And yet, this doesn't at all stop me from making wild predictions about Generation Zero.
Here are my predictions:
I know I just started Generation Zero, but playing the beginning for real was a real eye-opener. This game is a lot more RPG-influenced than an initial glance would tell you. Like System Shock or Deus Ex, there are multiple branching skills, though they are more combat-related instead of job-related skills. I had thought there was just one as the tutorial doesn't inform you. On top of this, there are multiple weapon modifications that can be activated at the same time, like a rifle scope and silencer. And, there are even different ways to dress up; besides looking good in multiplayer, certain clothes give stat bonuses. There's just so many customizations that I can tell, it's going to get difficult soon.
I wanted to write because my predictions are coming true. There's a cute horse collectible in the game that looks really ethnic, so I guessing that's my #3. As well, this game goes out of its way to introduce a recycling mechanic that fits in very well with the bicycling lifestyle.
This game is great because it features my favorite kind of stealth fighting. The robots have very good aim, so you can't take them on in the open or when numbers are on their side. Instead, you need to sneak attack them, whittle their numbers down, hit them then run around to the other side to flank them. Very fulfilling.
I'm also glad that the English voice actors all speak with accents. It's another cherry on the sundae that makes this game all the more enjoyable, though I don't know what's going on with its massive pile of DLC. Seems excessive, but maybe there's a good community backing it. Co-op is available for this game, but I haven't tried it yet.
I shouldn't pop in with so little to say, but the main thing I wanted to say is that this has become quite the surprise: all the best parts of Half-Life, Fallout, and System Shock* in a European game.
I find it interesting that by your description of the game it sounds exactly like something I would love. But then when I look at the Steam page, I see multiplayer focus, loot systems, etc and it all sort of turns me off of it. I wonder if they're marketing the game at someone other than me, while the game itself might just actually be for me!
It's for both, I think? I've only played the game solo, which I find to be a blast. It's total guerilla combat: you hide in the forest, recon the area, snipe the enemy from afar, retreat to a fortified position, and take them out one by one as robot dogs take turns camping outside your door... just like how they did it in WWII.
~~The loot is just standard stuff. There isn't any rarity to the drops a la Diablo or Borderlands.~~EDIT: It seems like there is, but loot rarity only shows up in post-game or co-op or something; it does not show up for beginning players like me. It's mostly ammo, crafting ingredients, or cosmetics that don't weigh anything, so it's like a collectible (especially when playing solo), through there are minor buffs to it.
There is a huge RPG progression system, so there's lots to do in solo. I suppose it could be fun in co-op if you can coordinate a plan, like have one person draw out the enemies and lure them into a crossfire ambush. But as I said, it's a lot of fun to do solo guerilla combat.
This is not a run and gun game that is in any way like a boomer shooter. This is a methodical game where you have to plan out your attacks by doing recon first. Think of it as a linear open world, if you can.
If you're the type of player that loves to stealthily sneak in the woods, spy on the enemy from afar with binos, launch attacks, retreat, and then do it all over again, boy, this is the game for you. No lie: the game even gives you experience points for retreating ("Enemy Evaded"). On a farm, I spammed this mechanism by attacking the enemy, then running around the barn to flank them from behind. Again and again. Rinse and repeat. So satisfying.
This is the stealth game for people who suck at stealth and prefer to use it as a way to sneak attack the enemy.
Some of my friends tried Generation Zero. And they were really hyped for it. But they quickly gave it up. I was surprised because, again, they were hyped. But I guess they found it repetitive and boring.
But I wonder if it's because not in the run and gun kinda game they were expecting. That's not to say they can't be tactical or strategic. But maybe it's just an offset of expectations and reality.
Personally, as someone who loves stealth in games, this sounds awesome.
Generation Zero has parlayed its success with a growing community into numerous cosmetic DLCs. What it hasn't done is use its success to create an effective introduction to newcomers that sets the tone with what type of game it is. It doesn't have much of a tutorial (it never explains its vast multitude of progress trees), and all it says about stealth is a tooltip that says "try stealth" before shoving you in a situation where you're outgunned and outmatched.
I think this is one of those games that are let down by the expectations of the FPS genre. You put a gun in the hand of the player, and they immediately think they have a key that can shoot open any door. Generation Zero would have been best served if it used its third-person mode more often (as it does when you use vehicles), maybe when stealthing (like in Skyrim), and deemphasize itself as a FPS. Yes, for sure, go into first-person shooty shooty mode when its killing time, but don't sell the game as such, especially in the beginning.
My suggestion to the devs (for this seven-year-old game) would be an intro where you don't get a gun until you've met the enemy and have experience being sneaky around them, maybe introduce a game mechanic that lets you beat a robot without using a gun, like hacking or mini-EMP burst or something. I totally admit I got shellacked in the beginning because I tried to take on multiple robot dogs. In the open. Without cover. Using just a handgun. What helped me was that I was forced to replay the intro due to a game-breaking bug. Even though I lost my beloved Swedish heavy metal rocker avatar, I started playing the game differently, at which things finally fell into place and it all clicked for me.
Welp, I can hardly imagine a stronger endorsement. I've now added this to my backlog too.
The stealth aspect sounds fun. In a lot of games, stealth exists but only in the strictest sense. Often, it's only used for an "unaware" damage bonus, after which every enemy will instantly snap to alertness. It sounds like it plays a much deeper role here.
This is far away from Metal Gear-type of stealth (with specific awareness states in a traversable maze) and more like the Thief-kind of stealth (where things don't matter as much and there are many ways to solve a problem).
In Generation Zero, a typical scenario is a bunch of robots guarding a road checkpoint. What do you do?
For me, #3 is so satisfying that I don't even do #4 much (I'm an items hoarder, please help). It lacks the immediacy of boomer shooters that will likely turn off a certain demographic; I mean, you have a gun -- why would your first instinct upon seeing an enemy is to hide?
tl;dr: You'll really like this game if:
Generation Zero is starting to get heavy. I'm now at the point in the game where:
SPOILERS
you are entrusted with the responsibility of the entire Swedish military, which as disappeared/been murdered by rampaging genocidal robots.As a result, I am taking a bit of a palate refresher with Breakneck which will occupy the bingo tile for "Has driving" and was generously provided to me by the affable and genial @kfwyre. I had thought Breakneck would be a quick and simple game that would take me away from saving all of Sweden from the apocalypse; I just didn't know how quick and simple.
Breakneck
The Bad
Right off the bat: Breakneck is a mobile phone game. It's got three different currencies to confuse you and your wallet. It's entire gameplay loop is about keeping you engaged on a daily basis, offering up daily leaderboards, new tracks served up daily, daily challenges. It gets harder, it gets more bells and whistles, but it's clear that this game will be the same game on day 1 as it will be on day 30.
It's a lot like Asphalt in that it's a racing game where you're not racing. Despite getting dressed up as a sci-fi racer like F-Zero, this is clearly an endless runner in which your ability to catch coins is hampered by a progression system that promotes a pay-to-play system. Reviews say this is a clone of Race the Sun, except this time you're racing a giant laser that acts as your in-game ghost, ending your run if you are too slow.
Looking at the Steam page, you'd think this was a super difficult obstacle course where you compete in on a track that crumbles and deteriorates with each lap. Yes, that would be a super cool game. But it's not this game.
The Good
Color me perverse, but a PC port of a mobile game comes with its advantages. Namely, all of the pressures of mobile gaming are switched off. Gone is the temptation of pay-to-play. There's no way to sink any more money into it (unless you buy the game's DLC soundtrack, which is aptly suitable for highway commutes during off-hours). This mobile game is yours, and you nor your wallet are beholden to it.
So, even though the game still follows its usual gameplay loop (and its currency system remains the same), you can have fun with it on your terms. It's a lot like getting a membership to the country club and seeing what they serve for Sunday dinner, if premium mobile gaming can be described as such.
The Digression
The most fun I've ever had with a PC port of a mobile game was probably with Corridor Z, a second-perspective runner that would have been perfect for mobile screens with its swiping controls. With its exploitative cooldowns done away with, I was free to enjoy this exploitative game about high schoolers running away from zombies.
The Verdict
Breakneck freedom from its mobile marketing chains aren't as apparent as Corridor Z, so it still feels a lot like a phone game; you're still grinding to earn currencies to unlock progression. This makes it impossible to recommend to a PC player who know better than to put up with such claptrap. But I won't deny that it's a good game for what it is. It looks okay, it has a good soundtrack, it's a good timewaster if your hardcore gamer sensibilities can avoid being offended. But it remains that there is no personality to this game; it gives nothing back except the fulfillment you ascribe to it.
Steam says I sunk 15ish hours into Breakneck back during the COVID. It was a perfect turn your brain off, listen to an audiobook, stay on the hook because of the dripfeed of rewards kind of game.
What's weird is that I have little to no recollection of any of the specifics of the game itself, and the same goes for most of the stuff I played during COVID. I don't know if it was anxiety-driven, or my brain was just focused on the unprecedented nature of everything, but I gamed a lot during those times and have little to nothing to show for it because I honestly don't remember most of what I played.
My husband and I played through all of Borderlands 3 on co-op, and I can't really tell you anything about it. Another friend of mine and I played a ton of Risk of Rain 2, but the space it occupies in my mind is mostly blank. I apparently played Breakneck for 15 hours, but reading your description of it was like rediscovering it because nearly none of it stuck for me.
Odd. I suppose it isn't all bad though -- I could easily return to any of the games I played back then and enjoy them like it's the first time!
Also I think you make a great point about PC releases of mobile games liberating them from some of their scummier mechanics. I actually like the mobile-style "always have three short-term goals to fulfill" checklist that tries to keep you on the hook, despite it being a transparent engagement mechanic.
I have played some where they simply cut out the microtransactions, but the game's progress was effectively dependent on them, so it ends up being a slog and not worth the time. Breakneck wasn't like that though.
Breakneck is not a bad game. I like it for what it is. It's hilarious to examine it for its mechanics and marketing, though. In the Steam banner, there's an image of the ship you race and a woman. Who is the woman? Why is she there? She hasn't showed up in my playthroughs so far, and I bet you don't remember it from yours. It's clear that consumers can get more involved in a product when there's a friendly and attractive face accompanying it, even though it has nothing to do it.
I want to sincerely thank you for allowing me to play this game. If I paid for it, it would most definitely cloud my perspective of it, like if I spent $80 on Crimson Desert, I would for sure think it was a great purchase or that it was a rip-off--there's no inbetween. I wish one day video games can evolve to the point where they can be checked out of a library, and you can just experience them without any set expectations. (yes, some jurisdictions do this, but not the one where I live)
Hey, I just mentioned Breakneck recently and was tempted to start talking about it, so I'm glad you brought it up.
I actually don't remember it feeling like a mobile game, but that's probably just my memory playing up. The multiple currencies do check that box, even if I don't remember it.
I found it mostly fun to play competitively with friends for a while. We'd get on each day, do a few attempts, and see who could get further. So it's entirely possible that I'm more nostalgic for that multiplayer experience than for the game itself.
I do agree that it's basically a clone of Race The Sun, which I actually preferred for its gameplay. There was a constant tension to it that Breakneck doesn't quite carry. Both games do start to get repetitive once you start to memorize their obstacle generation, though.
In any case, I think it likely served your goal of a palate cleanser between deeper games.
Hey dude, glad you liked it. I'm going to do my part and try to play it for a few minutes a day; I am convinced that if iI keep it up, I could 100% it. One of the achievements is to play it 14 days in a row.
Race the Sun plays like what I thought Breakneck would be. I hadn't heard of it before, so when people talked about it, I naturally assumed that you were literally racing the sun, as in you had to complete a course before the first rays of the dawn caught up to you in the twilight, incinerating you like a Pitch Black or vampires thing, mostly because that's what happens in Breakneck with its giant laser following you like a Hubble telescope gone wrong.
Technically, you are racing the sun. You drive a solar powered craft, and the idea is you're chasing the sun around the planet before it sets. You need to keep up your speed or it gets too far away, and then you power down.
The sun always moves a little faster than you, so you need to hit enough boosts each stage to keep up. Meanwhile, you're collecting bonus multipliers and other power-ups to try to stay in the game.
I happened to record my best attempt at the game some 12 years ago, if you want to see some gameplay.
Generation Zero
I'm am just about done with Generation Zero. At least, for this Backlog Burner, anyways. That's because I find myself at the business end of a bloated 20+ hour playthrough upon discovering that I'm still just on the tutorial island. Whaa?
I've said a lot about this game so far, and probably will have more to say once I have more of the game completed. But with what I've experienced so far, I feel confident in making a few conclusions about this game.
First, this is my favorite game from everything I've played so far for this Backlog Burner, and is probably my favorite game of this year. It hits all the right boxes for me in ways that I didn't even know I had boxes for. It began intriguingly, developed beguilingly, and straight up stole my heart with its heart and maturity. It asks a lot, and gives it all back in spades. It won't quit you, or ever let you down. This one's a keeper.
Secondly, as much as an honest disclosure will show it suffers from game-breaking bugs, Generation Zero remains a well-built and thoughtfully designed game. Even though 2019-era graphics are no longer impressive, what remains praiseworthy is that the devs have continued to work on this game for at least 5 years after its initial release. Things that new players like take for granted, such as the brand-inspired PLUNDAR storage case or the bicycles that I fawned over, did not exist at launch, making Generation Zero one of the few games around that are worth every penny you paid for it at launch.
As such, I warmly recommend Generation Zero to anyone looking for a game that offers the total package. Seven years after its release, this game still plays great. There is so much content to absorb that you may not even have time to try out the online co-op or the DLC cosmetics which are a great way to support this stand-and-deliver dev.
Did I mention you fight giant robots? Using guerilla combat? While using non-polluting modes of transportation? And recycle? While dressed as anything from a nerd, varsity athlete, or punk rocker?
This game had me in its Swedish mandibles from the start and never let go.
Guild of Darksteel
This new addition to the Backlog Burner fills the bingo tile for "Focuses on exploration" and is courtesy of @kfwyre. Taking 5 hours to complete, this shorter game is a length I will try to duplicate on successive bingo entries.
Guild of Darksteel is hard to recommend. As a one-man developer showcase, it's a smartly designed pixel art throwback that fully serves to unwind a tangled story about class and deception. And yet, it makes no bones about its spartan appearance and austere combat system that fail to appease a modern audience with more refined appetites.
Remember Karateka? Remember Flashback: The Quest for Identity? Remember Out of This World? Yeah, those were great games. Nostalgia can be very appealing, but in the case of Guild of Darksteel it seems to be mostly nostalgia for those games' mechanics that were innovative for the time. As much as QoL are implemented to bring this game to up to modern sensibilities, it's still an old game that requires players amenable to good-ol'-days-kind of thinking.
I liked it. The quick time combat is charming. Exploring is so much more satisfying without a map, as this game does. As mentioned previously, the story is the real standout here. There's nothing new when it comes to genre entries, but this game takes the time to avoid tropes, build characters, and flesh out a world where the lower class is pitted against itself by those in power -- even if the lower class includes the immortal.
The pixel art is okay, but don't expect flashy spectacle; even a lowbrow pixel art game like Terror at Oakheart has more impressive animations than Guild at Darksteel. Instead, expect it to be used to enhance the atmosphere of the game. If you're familiar with **Superbrothers, then kind of like that. The characters emote with their stances and fluttering clothes rather than with oversized eyes.
I wanted to like it more, but settled for liking it for what it deserved. Also, the game is abandoned, so anyone playing it now won't unlock 2 achievements that are destined to remained out of reach to new players.
First-person dungeon crawlers made a lot of sense back in the Golden Age of Gaming. The single-point perspective of Wizardry was more than enough to convince gamers that 3D graphics had arrived. All it took was a long hallway where corridors increased in size according to your proximity to it. Before Pole Position would blow people away in real time, dungeon crawlers were the bread and butter of gamers that wanted to experience a virtual world in three dimension. And, as were the limitations of the time, everything existed as right angles. Corners were right angles. Turning corners were right angles. It made for great mapping on graph paper, but it was one of those things from this era that really didn't make much sense.
Time passed. Dungeon crawlers have grown up. But the right angles remain.
Legend of Grimrock 2
And so we have Legend of Grimrock 2, a lovely game provided through the generosity of @xavdid. It knows what it is, throwback and all, logic be damned, all to provide some old-school dungeon crawling goodness.
I just started it, so don't have much to report. As this game occupies the bingo tile for "From a series you have played", I am happy to say that I played the first game way back when on a laptop that could not bear the strains of old-school dungeoneering, and gave out mid-run, but not before giving me a taste old school crawling.
This game happily straddles the line between being too obtuse and being too respectful of the player, having nothing in the way of a tutorial. For this reason, I think I learned the controls improperly, relying on mouse movement instead of buttons. I think I found a workaround, but the frustration was enough to get me to try a new game...
Bomb Rush Cyberfunk
When "funk" is used in modern culture, you usually think people are using it to describe a mood or an ambience, sort of the way "jazz" (cum "jazzy") is often used. But in Bomb Rush Cyberfunk, "funk" is well represented in its purest form, dropping giant bombs on the one with a soundtrack featuring bass lines you'd swear are made by Bootsy Collins himself, eking out the required quota of circus theme motifs as the Funk constitution decrees.
Bomb Rush Cyberpunk comes courtesy of @kfwyre (thank you) and occupies the bingo tile for "Popular game you never got around to playing". I just started playing it, but it's clear this is one of those games that even if you never finish it, you are rewarded from the start. The cool cel-shaded art style is gorgeous, featuring a warm, cozy square esthetic that can make a square cleavage fashionable. Movement is beautiful and fluid, taking place within the context of a futuristic city where open public infrastructure makes is ideal for grinding and doing sick tricks on.
I missed out on Jet Set Radio. It seemed like such a cool game with equally cool vibes. I look forward to getting my groove on with Bomb Rush Cyberfunk, glad that I finally have this chance to catch up on this game I had been eyeing for quite a while. Now that I'm playing it, it certainly looks to be my jam.
It genuinely warms my heart that you're playing so many games that I gifted you. I couldn't ask for anything more!
Bomb Rush Cyberfunk absolutely passes the vibe check, and I say that as a forever fan of Jet Set Radio and Jet Set Radio Future. It's, notably, different enough mechanically that it is actually its own distinct experience, but man did they nail the style.
Also, I loved Legend of Grimrock 1, but I never actually gave 2 a shot. Or, moreover, I think I booted it up for like 30 minutes, got interrupted, and for some reason never went back to it. I should really add it to my to-play list (which is completely against the point of this event, I know!).
Day 14:
I'm realizing I'm playing quite a lot of a certain category of game this go 'round. Today is no exception with the civil engineer simulator: Poly Bridge 2. It's one of those games where you build a bridge and then run a load over it to see if it holds up. I remember, many years ago, "playing" basically a non-game version of this in school for a intro to engineering type class, even with much the same tension/compression coloring for links. It had much worse graphics of course, and it certainly didn't have levels where you build the 'bridge' into a ramp to jump a dune buggy. It pretty early on gets into some neat mechanics like the hydraulics to make a lift bridge and springs. There's quite a lot of levels as well as a sandbox mode. I would have easily spent much longer on it were it not a shorter night for me, will definitely play it some more.
Day 15:
I played a somewhat different type of game today: Infectonator 3: Apocalypse. It's a zombie themed 2d game where you have a map with mobs on it and you need to infect all the mobs. Then there's an overarching campaign where you invade different parts of a map with the ultimate goal of taking over the planet before a cure is made (like plague inc). I feel like I've played all of the parts of this game before, largely in flash era games. But it's well done and surprisingly engaging. I played it for a couple hours and was engaged, but I found myself losing interest pretty suddenly after a while as the game play does get really repetitive. There's different units and tools you can use in the main round to spread the disease, but there's not much variety and there doesn't seem to be much of a learning curve or anything. The UI is clearly designed with touch in mind which, combined with the progression, makes me think it's mostly targeted at mobile, with steam being a port. The art is good enough and there's some references/humor to it, but nothing actually funny. The music, however, is painful.
Day 16:
I don't totally recall if I found today's game through a thread or whether it was just a steam recommendation during last year's summer sale. I certainly didn't encounter it through a gaming news site because Tunnet is a small indie game with few reviews... and the indie part definitely shines through. The idea is you mine through a map to find servers to hook up to a computer network that you have to wire up and debug. Then along the line there's viruses and hackers I guess.
The world has a small "research lab" start area inside a large marching-cube destructible space that contains small structures that mostly house a server and sometimes one or two other things. The mining mechanic feels about the same as most other implementations, take that as you want.
Overall I find the core networking mechanic interesting to base a game around but it feels hampered by some of the other stuff shoved in. I could use more time and a few "puzzles" to get my head around the basic toolkit of hub and filters to achieve efficient routing before the mining got added in. I also wish there was some sort of a primer on how the game will lay out CIDR blocks in physical space so you could plan out a plan of attack of which endpoints to bring into the loop first as well as figuring out how to use filters efficiently... though I'm not sure the filters are actually useful as they can't apply a full netmask (a better primer to show how they're useful would have helped with this).
The biggest problem is the lack of polish and thought around usability and design. I found myself confused by some of the basic controls. There's a weird left-shift system for dialogue even though left shift is also sprint (and there's stamina but no indicator for stamina besides you suddenly can't sprint). You're told several times to wire up endpoints to mainframes but it never makes clear what button to press to do that, eventually I realized there wasn't a button and it was instead a tool system. And there's a tool for "scanning" I was using totally wrong for like 20 minutes. Even beyond onboarding confusion, the controls are painful with seeming no way to rewire besides delete, place while holding control to prevent auto-wiring, and then wire from scratch. There's these "manuals" you pick up that seem partially meant to be a tutorial, but the way they're written and them being "in universe" hamper it a lot.
I am curious to see where the mechanics go from where I left off and what networking primitives you get beyond the hub, so I might play again.
A puzzle game built around technical concepts? Sounds right right up your alley. Maybe not the digging -- though perhaps the
diging. Definitely an unusual combination of theme and gameplay. For how esoteric it is, I'd have expected better onboarding.I enjoy "hacker" games, but I'm not sure if I could enjoy one based entirely on networking. I think it's something I have a bit of an adversarial relationship with, because networking only comes up when something is wrong. It's hard not to curse the name of DNS, despite its usefulness.
I will say though, I warmed up a lot when I realized that IPv4 addresses made way more sense when represented as binary instead of decimal. CIDR finally made sense after that insight.
I probably read the same post as you, because I also bought the game back then (I can't find the post though -- it might have been over on reddit's hidden gems topics rather than here?).
Have I played it?
Of course not.
Day 17:
Today I played a game in early access that I had actually been meaning to play: Fields of Fortune. It's another small indie game like yesterday's game. The elevator pitch for this game would be something like "stardew with automation," though it's focused distinctly differently than stardew. There's a town with villagers but they lack individual story lines or relationships, even lacking actual names beyond "seed merchant" or "mayor." And there's a distinct lack of combat or time pressure.
There's a decent initial tutorial that then feeds into some quests that guide you through the important buildings. I appreciate that it hints at automation early in the tutorial, but focuses you on the manual mechanics before then building you up towards automation.
The farming seems very superficial, though maybe more depth comes later. A lot of the game, at least early game, is going to randomly generated islands and gathering resources like ores. I'm not a huge fan of the feel of some of the gathering mechanics, they're not engaging for an already grindy mechanic. While you automate gathering trees as part of the tutorial, it's not clear from the little I played if there's eventually a path for automating ore/stone gathering. I only just got to automation before I dropped off.
Most of the downside of the game are things that make sense for an early access game. Some of the factory buildings are problematically generic, trees are a rapid growing pain that hide things behind them, some art assets are ugly, many things are unimplemented. Overall the early access seems to be done pretty well, it's not unplayably buggy while they try to cram in as many half-baked features as possible, instead it seems they get the things they put in to a playable (but of course not perfect) level before moving on.
Will play more, but maybe will give early access more time to bake.
Day 18:
This game is good, but not for me.
Camera Obscura is one of those platformers with a unique mechanic that were popular a decade ago, which is fitting as I bought it in 2016 as part of the Developer Alliance Bundle -- $0.45 for 4 games and 2 soundtracks. Specifically the unique mechanic is that you activate a "flash" that creates a ghost image of the platforms around you. The ghost image moves with you for a second and then lingers for 3 seconds, during which time it's fully material. Your attempts to jump between platforms become a matter of timing the flash so it's in the right position when it fully materializes and then jumping to the next platform before it disappears, often needing to dissolve it manually to avoid blocking yourself.
The graphics are simple and not great and the only story is told through "polaroids" you need to reach. The flash mechanic did feel good to me, though from reviews it seems opinions vary.
The levels are themed around climbing a mountain and I only got through the first level before I called it. The frustration/achievement cycle of platformers isn't something I enjoy and it was pretty clear this was that type of platformer; I could tell there wasn't going to be more depth to the core mechanic, instead the game would be focusing on mastery.
I for one miss the glut of platformers with unique mechanics from 10-15 years ago. I'm specifically thinking of the Humble Indie Bundle 3 era, with: And Yet It Moves, Crayon Physics Deluxe, and VVVVVV being featured.
I vaguely remember Camera Obscura releasing, but it never seemed as notable as some of the others releasing at that time. I have to agree about the art in particular somehow being off-putting. It's visually noisy and inconsistent. Though I don't mind the character art as much as the backgrounds/tiles.
Day 19:
This game is for me.
Another game I bought a while back, 2018 to be specific, Oxenfree is a dialog/story heavy game bordering on walking simulator territory. It's sorta Stranger Things vibe with a bunch of teenagers stuck overnight on a increasingly creepy island. The art, voice acting, and vibes are all great. The writing so far seems adequate, it feels a bit sterile and there hasn't been anything moving or super unique, but the characters seem real and reasonable with texture and personality. The atmosphere is good and there's little side details that add extra flavor without it being a whole thing. The dialogue options match what is actually said reasonably enough and there's good humor beats mixed in with the creepy notes.
It feels like the game should be a puzzle game, but every time you encounter something puzzle-ey (like a combination lock blocking the door) you end up just being handed the solution if you keep walking down the linear hallway. The main gameplay besides dialogue is through the radio mechanic, where you tune to specific frequencies, but there's no challenge. Choices come in the form of 1) more numerous but smaller dialogue choices and 2) a small number of big plot decisions.
I estimate I got about a third of the way through the game in my session. I definitely want to finish playing through it and seeing where things go.
I played Oxenfree for the May 2024 Backlog Burner and liked it. It's got immaculate vibes.
I'd link what I wrote but don't want to spoil anything for you. I will say it's definitely more of a conversational adventure game than it is a puzzle game though.
Also, in a later part of the game, you get an optional opportunity to go get collectibles scattered across the island. I ended up doing it and regretting it. It broke the pacing of the game, killed the tension, and the narrative payoff for getting everything wasn't worth it. So, if you find yourself feeling obligated to go get all of those things, know that you don't have to and can just continue with the story if you so choose.
Day 20:
A little to the left is a puzzle game where you need to arrange/tweak things in the order intended by the game designers. I bought it last year when I bought several other cat related games, which it turns out this isn't really. I found some of the puzzle solutions weird and arbitrary. I think some of them are meant to invoke that feeling of order you sometimes get from cleaning/organizing, but I wasn't really getting it.
Time✅ Strange Horticulture
Trust✅ Nex Machina
Peace✅ Wolfenstein: The Old Blood
Perspective✅ Wolfenstein: The Old Blood
Conflict✅ Wolfenstein: The Old Blood
Trust (to be continued)
Reading is an act of trust. You open your mind to the book, you trust the author's words won't be used to harm you. This is a paraphrased quote from a book I read a long time ago, which I can't even remember the name of, but the sentiment stuck with me much longer than its original context. And its the first thing I think of when considering the idea of trust in media.
If you read my essay on violence last week, you know I'm not going to argue that we're all helpless to the influences of our entertainment, though I emphasize thinking critically about what those influences are. And for all the talk of what games might be exposing us to, its interesting to consider books in contrast. Reading might be the most intimate of media consumption: there tends to be a single author, whose words silently enter your mind and commandeer your inner monologue. I can point to specific books like Vonnegut's Slaughterhouse 5, and Le Guin's The Dispossessed having influenced my perspectives and worldviews in ways no game or movie or tv show has.
So maybe games don't require the same level of trust as written word. There's another kind of trust though - that of trusting the experience. The Nintendo Seal of Approval, reviews and ratings, even genre labels all contribute to some sense of trusting that your time and money will be well-spent on a particular game. On one end, there's earned, safe trust. Games that will never let you down. I have friends who work long hours at stressful jobs, but have thousands of hours in Dota and Destiny. They trust those games absolutely for the consistent experience they'll provide. While I think they miss out on the rich variety of game type out there now, I also can't fault their reasoning.
At the risk of betraying my mellow stance, I'll declare that this kind of trust is not in the spirit of a Backlog Burner! But trust comes in another form too: the leap of faith; trusting despite the risk.
So I'm going to do the video game equivilent. I have a plugin on my Steam Deck called DeckRoulette which will select a game at random. I can point it to a dynamic collection of the games in my library that have never been played (an embarrassingly high number). I'll play the first game that comes up, open my mind to it, and spend at least an hour. There is some risk here! Compulsive bundle buying in the past means that in the dusty corners of my Steam library are piles of games I have no interest in whatsoever. But this week, they're back on the menu.
What game will that be? Will my trust be rewarded with an enjoyable time? Or will I suffer, an hour of my far-too scarce free time wasted, betrayed by my chosen game while somewhere its sinister developer watches, cackling sadistically at my naivety. Tune in [as soon as I can play the game and write something about it] to find out!
DeckRoulette looks fantastic. I've been using a phone app called DeckFilter to achieve something similar, but having it right on the device is so convenient. I could see myself installing this at the beginning of my summer and just hopscotching my way through my library.
My only concern about it is, well, Decky. Has it gotten more stable? I tried it a while back (maybe a year or two ago?), but ended up getting sick of it repeatedly breaking.
I find that very rarely it will break on an update and I'll have to reinstall from command line. But other than that it's very stable for me. It seems more stable than I remember from a few years ago, though it was never especially bad for me, so take that for what it's worth!
A Leap of Faith: the Result!
I was sure this experiment would end in a complete disaster that would be fun to write about. Statistically speaking, it should have been. Perhaps there a time when the average unplayed game in my Steam library was a quality title, but these days the ratio has certainly shifted.
So it was much to my surprise that I had a very enjoyable time with a game I never would have touched otherwise.
DeckRoulette's inner machinations saw fit to present me with Nex Machina a twin bullet shooter hell stick. The game has strong arcade roots, right down to the "attract mode" showing example play when the main menu is idle (and currently looping on my screen as I write the first draft of this post). Thankfully, the easier difficulty levels forgo the limited continues of arcade purism, so even someone as unskilled as me can move through the game without frustration.
I will say, wholeheartedly, that Nex Machina is a whole lot of fun. From the start it immediately drops you into the action. You control a little guy on the ground, so undefined that I can't even provide a visual description. It doesn't matter anyway, because you know his position as the source of the bright blue blasts that emanate outward in all directions. Enemies are a shade of red, and there are also green glowing humans you rescue simply by walking into them, which I like to think makes this game a spiritual successor to Zombies Ate my Neighbors
The game looks and sounds great. It uses voxels extensively (if not exclusively) to great effect. A defeated enemy crumbles like a tower of blocks. Pieces of the level explode in a hail of tiny multi-colored boxes when shot. They bounce and slide, lending fights a sense of chaos without being completely overwhelming. I initially played on the small screen of the Steam Deck, where (after adding required launch parameters) it looked great, ran great, and was perfect. Later I switched over to my desktop to play on my ultrawide monitor at 1440p and 144fps, and it was also perfect.
Why don't I normally play games like this? I sometimes think of interactive media on a spectrum between games and an experiences (though I'm truly in need of better terms). To give examples outside of video games, the purest example of the latter might be the with narrative immersion and worldbuilding of Dungeons and Dragons. On the far other side of the spectrum is a Rubik's cube, a toy that's also a skill you can master. Nex Machina and its genre are very much games in this sense. There's so much I love about them, but when choosing game I crave an experience.
I can't be happier with the results of this experiment though. I had originally promised to play for an hour, expecting to a slog. But instead I kept playing until hitting credits (though that took less than two hours). I briefly entertained another run at higher difficulty, but only lasted a few minutes. The challenge was beyond me, and I think that's totally fine. Sure I could practice, get better, but that doesn't interest me. The 100 or so minutes I spent on a game I never planned to play were perfect, do I really need anything more out of it?
That's awesome. I'm glad the experiment was so successful for you.
Twin stick shooters are also in the genre that I almost never play, but sometimes really enjoy when I end up trying them. I suppose there is a large variety, from wave-based shooters to story-based RPGs that happen to be top-down. I think I've just yet to figure out what it is about them that I like and don't like.
Do you intend to progress this experiment any further? Will you take another pull on the Steam slot machine?
At this point I'll probably play it safe the rest of this month, but depending on what happens between now and November, I might consider going full chaos the next time around!
Nex Machina is a banger! Glad you liked it and that the Steam Library Slot Machine gave you a great pull.
It wasn't until I was compiling links for the recap topic that I realized it was made by Housemarque -- the people behind Returnal and the recent Saros which looks awesome but is unfortunately a PS5 exclusive (or maybe fortunately? now it can't end up on my backlog!).
Love this attitude. Wish I could live in it more and turn off the part of my brain that goes "but you need to complete all the stuff that's there!"
I love this idea. I've thought about doing something similar, but haven't had the courage to do it yet. Having also bought a lot of bundles, there are some games lurking in my library that would be better not seeing the light of day. Nonetheless, I look forward to seeing what you come up with.
(As a thought, though, maybe don't edit it into a comment two details boxes nested deep. I would never find it, and never learn the truth.)
Your comment about the intimacy of reading, by the way, is spot on. Gaming may be the most interactive medium, but reading has created the most lasting of impressions for me. Including the two titles you mentioned.
I'm starting to think that random picks from the dark depths of our libraries is the way to go! Backlog burning is out, it's all about dirty laundry airing now!
(and the thrilling conclusion has been posted, so don't miss it!)
Folks, you know me. I'm a mellow fellow. To think I would join Team Motivated in their ignoble quest is, well there's no other way to put this: it's motivated reasoning. I'm sorry to use such harsh language, and I'm not trying to be mellow-dramatic here, but it's the simple gosh darn truth.
Now I understand your concern. Three games in one week? I'd be cautious too. But I assure you: it was a fluke, an accident, a complete twist of fate.
Nonetheless, I shall redouble my efforts to mellow out. I vow that by week's end, I will prove my mellowtude to you all. Have faith in me, my fellow mellows.
Wes' Mellow May - Week 3
Transformation✅ Agent Intercept
Precision✅ Pseudoregalia
Isolation✅ Hades
Brief✅ pureya
Friction✅ Library Of Ruina
Chaos✅ Yellow Taxi Goes Vroom
Distribution✅ Pokemon Trading Card Game 2
Pseudoregalia
My first impression of this game was not a good one. After playing for a couple hours, the word that keeps coming to mind was "directionless". Exploring an endless labyrinthine castle, I kept running into uncrossable gaps and areas that I knew I'd need to return to, but doubted I'd ever find again.
Finally, I stumbled my way across the beginning area again. And in searching a small side room that I passed right over before, I found it: the map! This was a major breakthrough.
Admittedly, I still felt rather lost while exploring, but the map helped me reorient and figure out some of the passageways I'd not gone down before. I found two ability orbs that greatly enhanced my mobility, opening the game up to what I expect it was always meant to be. Not a series of blind corridors — reminiscent of Lunacid, which I played during the last event — but a platforming metroidvania.
The platforming feels pretty satisfying once you unlock a few abilities. There's a high jump, a long sliding jump, and something akin to a wall kick that takes a little practice to get right. The game generally breaks the areas up to focus on specific abilities, but it seems that some sequence breaking is possible (possibly by design).
There's combat, but it's deemphasized. I've only fought one boss so far, and most enemies die in a few hits. I only just discovered there's a heal button, which works similar to "soul" from Hollow Knight. Hit bad guys to build up a meter, and use that resource to heal.
Graphically, the game has that old school N64 look to it. The game runs at a smooth 60 FPS, but the animations are clearly slowed to still provide a retro feel. This hybrid approach works. The terrain is relatively basic, and there's some visible z-fighting issues, but it does make the platforming more telegraphed.
I'm not in love with the anthropomorphic bunny character design, but I'm sure it's brought in its own share of fans. You find outfits throughout the game. There's also a menu option to give your character pants (this is off by default).
HLTB puts the average play time at six hours, which I'm about to hit. That said, my wandering for the first two hours was pretty unproductive, so I expect I'm well behind. Despite my negative first impression though, I've warmed up to the game and would like to finish it.
I just realized I never responded to this absolutely majestic line.
Even though we are
mortal enemieson opposite teams, I will never not respect the craftsmanship behind quality wordplay.pureya
Channeling the random energy from @dannydotcafe, I rolled a 462-sided die and got 324. Realizing I didn't want to tap the down arrow that many times, I quickly counted the distance traveled by hitting "Page Down" instead and did a little math. Moments later, I downloaded pureya.
This is a rapid fire game in the vein of WarioWare (or so I understand -- I've never actually played that). You play through a series of random minigames in ten second bursts.
pureya features a cute opening cutscene where a young girl accidentally spills marbles across her toys laid out on the floor. Rather than be upset, the marbles are integrated into the play as each toy becomes the setting for a new imagined game. The toy car becomes real as you expertly control it, until the moment has passed and the next toy is picked up instead.
The minigames themselves are fairly simplistic, and generally not very interesting. You're usually weaving back and forth to collect marbles and avoid hazards. A few lean into "awkward controls" as a gimmick, such as the squid and penguin minigames. Each game is only controlled with the left and right arrow keys, which makes them easy to pick up.
The marbles are a type of currency, and every five rounds or so you get to feed them into a pachinko machine. This system is used to unlock new games, skins, and music tracks.
After about 25 minutes of this, I unlocked two new minigames. Unfortunately, they didn't add much variety, and by this point the game was getting rather samey. Even in such a short time, you end up seeing the same minigames a lot when they're only ten seconds long.
I'll give points to the music, as there were quite a few tracks included in this otherwise diminutive game. They're also a bit samey due to sharing the same tempo and instruments, but I still went through the jukebox menu (what we used to call a sound test) to give them a listen.
The menus are a bit difficult to navigate due to the fact that they contain no words. Everything is an icon. To change your resolution, it's Cog icon > TV icon > Box Growing icon. Not ideal. It reminded me of entering secret codes into SNES games, except I was just trying to get my settings right.
This game feels practically designed for mobile, and would probably work well on a Steam Deck. The bumpers would feel right at home for controlling each game. That said, the native Linux version didn't work for me at first, and I needed to switch to the Proton build.
Week three of trying to stop playing Pokopia every single day!
...so far not going well. But hey, I have a third game on my bingo card now! Baby steps, right??
Set in space✅ Analogue: A Hate Story
Is mostly text-based✅ Analogue: A Hate Story
A romhack or total conversion mod✅ Pokémon Kanto Expansion Pack
It’s already installed✅ Say No! More
Focuses on exploration✅ Doki Monsters: Quest
Recommended by someone on Tildes✅ Say No! More
Is beatable without killing any enemies✅ Say No! More
Features a mystery✅ Analogue: A Hate Story
Makes you think✅ Analogue: A Hate Story
Has a third-person perspective✅ Pokémon Kanto Expansion Pack
Today I knocked off Analogue: A Hate Story, gifted to me by @cheep_cheep along with its sequel in one of the previous giveaways! As usual, details will be added in a reply!
Analogue: A Hate Story is a dark sci-fi visual novel that's much much more novel than visual, where you're accessing the logs of a derelict generational spaceship that had left Earth with intentions of colonizing the stars before going missing. Your job is to figure out just what the heck happened to it after being missing for... probably over 1000 years? No clue how long exactly it's been out of contact, but we do know that everyone died 622 years ago, and we're going to find out how and why. The game starts with you in a terminal with a list of commands, which made me mildly wary because typing on the Steam Deck can be a pain. (Tip if anyone plays it on Steam Deck: move the keyboard to the top of the screen so you can see what you're typing. And bemoan whenever you only notice a typo after typing out a full command because you'll have to delete everything to correct yourself.)
Luckily though, one of the first commands is to enable the AI assistant, *Hyun-ae, who brings us out of the terminal and helps us sort through the logs. As we read logs we can chat with her and she'll add more logs that are relevant, or just chat with us to thank us for talking to her after 622 years of being alone. You can even woo her despite being literally unable to communicate other than answering binary questions and knowing literally nothing about us!
...and for once, I actually don't blame a girl for falling in love so fast. Because as the files make clear, the bar is low.
Spoilers below!
Exploring Ancient Korean Court Drama... *in Space*
As said, everyone on the ship died 622 years ago, but the ship's clearly been out contact for way longer. At some point, the ship's internal clock/calendar got reset to 0 with all prior history deleted, and the logs we access go up to Year 322. And in those 322 years, for some reason they abandoned all modern knowledge and values to instead embrace the culture and values of the Joseon dynasty of Korea!
In space.
Particularly the misogynistic bits.
So the description doesn't say it, but this isn't even a spoiler: the society was misogynistic as hell. One of the very first logs we get is a helpful note from *Hyun-ae titled "A cliché to remember". I'm just going to copy the entire text of that log below:
Yeah. That really sets the tone for the entire society.
The logs go into some messed up stuff. While not the most disturbing thing I've read/played (I love horror manga and fiction, and am pretty desensitized to how messed up certain concepts are), Hate stands out to me because it's overall pretty grounded in reality. There's a historical note in the "Bonus Content" menu that talks about how while some details were exaggerated... yeah, no, a lot of the treatment of women is fairly accurate to the Joseon dynasty.
Honestly, not sure I'd be able to read this story if it followed a traditional format rather than as retroactive logs. The events leading up to the ship's end are horrifying because, some minor sci-fi elements aside... that exact scenario almost certainly actually happened in history to multiple girls. Emphasis on girls. If you identify as a girl you get asked if you're under 18 or an "old lady", and I think one character talked about going to marriage interviews starting at age 11. There's just an overwhelming sense of injustice and powerlessness experienced by nearly every woman mentioned in the logs.
Once you get a sense of the setting (and assuming you're familiar with misogyny in history), most of the events are fairly predictable because they're the sort of tales experienced by countless girls and women throughout history. However, I wouldn't call it "cliche" or boring, because the log format makes it all feel very real. We explore multiple tales from the final generations of two families in particular, and it manages to cover a surprising variety of experiences. Some of the stories genuinely have no overlap with other narratives because of how marginalized women are. Even in the final stretch, I was surprised by the introduction of two new characters because they'd married out before the main chain of events, and thus had no further involvement with their families of origin.
All of the events are pieced together in a disjointed order. As said above, we gain access to files with the aid of an AI assistant, who brings them up based on files we view. There are actually two AI assistants who provide access to different files, and there's a point about halfway through where you'll be locked into one girl's path. So, it does take a couple playthroughs to unlock all the documents, but it doesn't really drag on or force you to start over to get everything. Just make sure to save when you notice the UI start to become a bit staticky. The most time-consuming part involves having to access the terminal to enter some commands at the point the story branches, because you'll have to do it once for each girl's branch.
I'm going to leave my description of the plot there. I think this story is really intriguing, and worth experiencing yourselves. Just go in aware that it touches on HEAVY topics. I'd say it does a good job at balancing the tone so it's not all doom and gloom (helped by the non-chronological reading order), but it doesn't pull its punches. (I'll give an explicit warning to avoid the final log of Block 1 if you've experienced a miscarriage. Not sure I'd call it graphic, but it's a letter from a woman unleashing the trauma of suffering a late-term miscarriage and... yeah, that one DEFINITELY deserves a trigger warning.)
...That said, I also know not many people are into visual novels, so screw it. I'll include one more VERY spoiler-heavy bit in another detail box that I have to comment on. Be warned though, this spoils basically... well, everything, but one very specific detail:
Seriously, this Spoils the Main Twist
This game is basically a depiction of how an isekai-type story can be a horror story for a girl. Because *Hyun-ae isn't just an AI. She was copied from a terminally ill modern girl who was placed in a stasis pod at 13 until science advanced enough to cure her immune system problems, only to get woken up in a Joseon-era hellscape instead specifically so she could be married off to the Emperor/Captain.
There are so many stories of female protagonists getting sent back in time and changing history with their modern knowledge or values, or else getting sent to some historic fantasy setting, but she shows how horrifying that would actually be. Most women don't have the societal position and influence to alter society as a whole, and the average girl would be far less equipped to deal with such a horrific deprivation of freedom. Hyun-ae was a modern girl who liked cosplay and wanted to become an engineer like her actual father, but she was thrown into a society which emphasized a woman's only value was being a good wife and mothering sons.
This girl was 16 when everyone on the ship died, and the ~3 years between her waking up and the end of the ship consisted largely of her "family" working to break her will to fit actual antiquated ideals. By her final diary entries, she'd been broken and effectively brainwashed. They managed to break her enough that she couldn't remember why she'd been so defiant, and even questioned her actual childhood memories and how she'd ever believed marrying for love or living independently was possible. Made worse by the fact that she was still actively dying of that illness, and no one believed her because the doctors lacked the knowledge to even identify that she was immunocompromised. Even if all of the people around her had been kind, she was doomed to die before she was 18, and she was fully aware and helpless to stop it.
But the family that woke her was not kind. I think, even by this ship's misogynistic standards, they would be considered extremely cruel in their pursuit of power. I won't say what they did to her, because it's the final reveal and I still think people should read/play it themselves, but... well, that situation would break anyone. When she snapped... I can't blame her. Killing thousands of strangers is extreme, but I think the primary reason she killed the whole ship rather than just her "family" was because she lacked the physical strength to lift a knife. Much easier to mess with the ship's systems.
I said at the start that I don't blame Hyun-ae for falling in love with the player within a couple of hours despite knowing literally nothing about them. That's because we are only the second person since she woke up to show her ANY degree of kindness and compassion. We were willing to listen and validate her pain, and... that's it. The bar was THAT low. It's genuinely believable she'd fall in love with a faceless stranger listening and choosing "yes/no" answers after everything she experienced.
On a brighter note, *Hyun-ae has costumes! And there's a harem ending! And I totally forgot I'd changed her costume until she popped up in the maid costume in the harem ending.
On a final note, this game has a yuri route. And I think the yuri route makes the second AI even more of a tsundere, genuinely fun to tease her and see her all flustered over a woman hitting on her. 10/10 representation.
Alright, I'm one spoiler level deep, but you've convinced me that I should hold off from going all the way in. I'd hate to ruin a good twist.
I do definitely remember this game making a splash, and giving Christine Love some major recognition as a visual novel designer. In fact, when I think of VNs today, I still mostly think of her older titles. I suspect she had a large role in establishing this genre to a wider audience, and even I tried one of her games back in ~2011.
@dannydotcafe made the comment earlier that reading is one of the most intimate forms of media consumption. VNs seem to tap into that to get you fully invested -- sometimes in plot, but usually in characters. Sometimes that's to drive a larger narrative, to deliver emotion, or just to titillate. I think seeing it from that perspective helps me better understand the genre.
I would like to thank our sponsor @cheep_cheep for personally funding this event.
u/cheep_cheep
✨⭐️ Distinguished 🧐 Honoree 🏆 of the Ⓜ️🅰️✌️2️⃣0️⃣2️⃣6️⃣ Backlog 📋 Burner ❤️🔥⭐️✨
(I'm so glad we get to use it again!)
I'm honoured by the recognition. I'm so happy my collecting of unwanted game keys has brought you joy! Meanwhile, my backlog only gets larger as I foolishly chose to play two epic trilogy RPGs at the same time, while also working full-time. D'oh! I'm the meantime, I'm having a great time reading about all of your adventures! Thanks for sharing.
I like playing VNs, walking sims, and "traditional" games, as long as they're done well, and a lot can be said for how different player interactions can be immersive. It's cool how some game descriptions seem bland when you read about them, but become much more interesting when you sit down to play them. VNs can suffer from bad plot, bad writing, and bad art, and I probably have less tolerance for a bad VN than other genres, but a good VN is pretty magical. Good VN characters often have a lot of depth and I remember them far longer.
Analogue is a memorable VN - a lot of the interface/context is unique, and way the story is gradually revealed was very satisfying for me. I remember being so captivated that I still remember where/when I was when I read it, and that's pretty high praise considering my memory these days. It's not a long game, but very memorable.
The interface is definitely unique and memorable! As I said in another comment, it makes it a lot more immersive than other visual novels since we're directly part of the setting.
I will say that pretty much all games are subject to potential bad writing. Story is sadly secondary in the eyes of many game dev studios, even though that's what often makes games truly memorable. But it's especially bad for visual novels because... well, the name literally has novel in it. The story is the main draw. So a bad VN stands out, but the good ones? Those are exceptional.
Analogue is definitely in the good category.
Hooray, sounds like I convinced someone to give it a go! :D
It definitely deserves any attention it got. And after reading that comment about reading myself... honestly the entire sentiment of that small essay on trust fits here. I've played other VNs before, but this one got me invested in a different way, perhaps because it had the characters directly addressing the player. Not in the fourth-wall breaking way, but in the sense that we're directly a part of the world. Our limited ability to communicate (unable to even give ourselves a name) makes it easier to go through the interactions as ourselves, rather than trying to play a character. Any thoughts we have as we go through the logs are truly our own.
Really impressive how immersed I got with the short length. I managed to get all five endings and all but two achievements in under six hours (though had to consult a guide to find codes for a couple documents, no clue how to get those playing normally), but I'm going to be thinking about this story and its world for a long time.
I played and loved that game way back in the day. Your spoilered insights (specifically the second level block) do a great job of capturing the rich complexity of the game’s narrative, which is especially noteworthy given that it’s quite short (especially by VN standards).
My husband didn’t play it himself, but he was around while I did, and to this day he still affectionately calls the game
Spoiler
“Korean Space Lesbians”
Yeah, I'm impressed at how immersed I got with the short length, and how much I really came to care for *Hyun-ae. There are plenty of much longer visual novels that fail to achieve that level of investment.
Not sure it'd have as big of an impact if we went through the story as it happened rather than reading logs in a nonlinear way after everything happened. I've read sooo many webtoons adapting web novels about high society drama, and the events covered in the logs feel like the chapter count would reach the hundreds. Especially because a lot of it isn't connected to the "main" narrative at all, to the point the AI had no clue many people existed until after everyone died. A webtoon or novel could probably dedicate multiple chapters to some of the individual logs, and it'd just become a slog of one tragedy after another.
The funny thing about writing and reading tragedies is that, at a certain point, the suffering becomes tedious and dull. You don't become numb to horrific events because it's too much to handle emotionally, the events lose their edge because it's expected. There's no spark of hope for things going right, it settles into a formula where something awful is guaranteed to happen and things will just keep getting worse.
Analogue's short length and retrospective, nonlinear nature keeps it from reaching that point. It's disturbing and tragic enough to stick with you, but it doesn't hit you over the head with it and drown you in the bleakness until you lose the ability to care. So, the short length may very well be why it succeeds so well compared to much longer games.
Funnily enough, last night after helping my mom with something I said to her "I'm going back to the Korean space lesbian drama". That part really sticks out xD
I'd thought of you talking about the lesbians in The Last Express while reading that whole block, so glad to hear you played this game too!
Knocked off another square with Doki Monsters: Quest! Which I'm playing on my Switch
and thus blocking off my ability to launch Pokopia, where it's called Doki Monsters on the home screen but the monsters are called Dokimon in-universe. Game's name seems to have a minor identity crisis.It's a retro-style Pokémon clone, and is a very clear love letter to the first two generations of Pokémon (first town has a direct reference to the rumors about Mew being under a truck in Gen 1). It has its own distinct identity though, being set in a world where Dokimon first arrived 100 years ago and destroyed 70% of humanity. Society has settled into a new status quo by the story. Mostly.
One fun thing: the player character actually has dialogue. There have been a couple funny quips that got chuckles from me. The game isn't a comedy or satire game, but it has a sense of humor and I love that.
I'm also tempted to cross off "Has multiple playable characters" because there's a flashback near the very start where we play as our long-lost friend. It only happened that one time though and I'm apparently halfway through the story, so feels like it'd be cheating. Speaking of our long lost friend, this game has a big overarching mystery to it that could've gotten that square crossed off too. I'm eager to find answers on what exactly is going on in this world~
One last bit of praise: this game requires grinding, but it has a good system. You can rebattle opponents as many times as you want, and in these sorts of games trainers always give better EXP than wild encounters. At some point I noticed a counter appear in the upper corner counting the rematches, and then I noticed one more thing: they actually gradually increase in level. Realized this one enemy team went up in level from 17 to eventually 19.
Yep. Really good way to implement grinding.
Also I like the designs. They're all fairly original, with some small exceptions. Namely there's an Eevee clone called Kitsu, and its dark evolution looks like a black Fennekin, but I'm giving it a pass. Some of the names are also just normal words, like Luna and Eclipse, which is... Weirdly refreshing?
And while they're usually monochrome, there are color variants for all the palettes... including "Unique" variants with multiple colors. So that adds another layer of fun to wild encounters, though so far I've only found one rare variant.
So yeah. All around a good monster taming game, and I can heartily recommend it!
Pretty hardcore intro with "basically everyone died", but I do like it. It's actually a pretty plausible setup for how a universe like this could exist, with semi-intelligent creatures needing to coexist with humans, and largely replacing the role of conventional animals.
I really like the idea of trainers leveling up as you fight them. It's a simple idea, but adds a life to the world by simulating the NPCs being trainers just like you. Plus it's kind of self-balancing. I do wonder if it's potentially exploitable if you find an easy one worth a lot of XP, as that always excites the gamer part of my brain.
Curiously, it looks like this game released an expansion just last week, some 1.5 years after the initial release of the game. I suppose it's still getting updates then.
I imagine it's like Pokemon being short for Pocket Monsters, and Digimon being short for Digital Monsters. Doki Monsters, or Dokimon for short!
Got my first bingo! ...But it felt rather unsatisfying. Let's start with my card and I'll explain.
ShroudedScribe's Backlog Bingo Card
Super
Joy
DelverPrinciple
The Nonary
Games
CEO
Lost NovaKnights of Penand Paper+1 EditionBrokenAgeAscent
WanderlustRebirththe
Breach
Kitty
Psycho
You Suckat ParkingChasing
Shadows
Machinika:MuseumHueHeights
I continued my bingo card with You Suck at Parking, which was a fun puzzle reflex game at first, but quickly hit a difficulty curve that frustrated me. I guess I just suck at parking. Clocked about an hour in this one and don't see myself coming back to it.
I then went for my first bingo with Delver, and this game is just... not for me. The graphics scream first-person minecraft, but that's really not what this is. And maybe it's my fault for having that slight expectation. It's more like a less intense Doom meets RPG-style inventory management and leveling. I could see myself enjoying a game like that at some point, but this was not the right time, and I didn't love the execution. Accidentally throwing away a decent weapon and blowing myself up with an explosive pot were the first two moments of frustration. Getting lost in a maze was the last straw. Ended this one with probably 45min play time, and I probably won't go back.
That made my first bingo! But feeling kind of down with how those two games went, I wanted more, so I gave the next game a try.
I tried out Wanderlust Rebirth, and this is admittedly not quite my type of game either. It's like a real-time JRPG, and meh, it just didn't hit right. The scoring system is a bit of a deterrent for me, as I generally don't like to compete with myself in that way. I also know the game can be played multiplayer co-op, but I don't think I would enjoy it any more that way. The story seems like it might be decent, but the humor wasn't my cup of tea, and this gameplay style didn't resonate with me. I bailed on this one maybe 30 minutes in.
Lost Nova is now one of my favorite gaming experiences and everyone should buy it now - it's on sale for $1.49. This game is in the "cozy" genre, featuring no combat and very little challenge. I think it's best to go in without any spoilers, so I won't say much else beyond this - it really hit me in the feels. The message is very good and something I needed to hear (and a lot of users of this site probably do as well). I played this one all the way through (only took about 3 hours), but didn't finish the post-story extras, though I might go back if I want some comfort on a later day.
Last night I started playing Broken Age, and I'm really enjoying this point-and-click. It took a bit to grab me (I started with Shay's story, if anyone is curious), but the humor is quite good once you settle into it. I'm halfway through the game and plan on completing it over the next couple days.
That gives me a couple of options for my next bingo, though it'll take at least 2 more games. I might go the Airport CEO + Savant Ascent route, but I'm trying to lean towards the games I'm feeling the most at any moment and not just forcing it.
Oh wow. You got through a ton of games!
It's my view that even if a game doesn't click for you, it's still progress towards games that you do enjoy (like Lost Nova). You didn't know before if you'd enjoy them, but now you do.
Also, moods sometimes ebb and flow. I might find myself disagreeing with a game the first time I try it, then later find myself in the mood to try it again. So I wouldn't feel too dissatisfied about coming across a couple duds. It's all progress in the end.
You're the boss; into the pile it goes. Okay, maybe it's not all progress in the end.
SingedFrostLantern's Bingo Card (Standard/Flow, 7/25)
Fleeting✅ Pyre
Transformation✅ Berserk Boy
Threshold✅ Death's Door
Connection✅ 13 Sentinels: Aegis Rim
Precision✅ Sunblaze
Duality✅ Astrea: Six-Sided Oracles
Tradition✅ Uncharted: Drake's Fortune
Precision - Sunblaze (GOG)
Sunblaze is a Precision Platformer. I haven't heard of that term before, but that's what's in the game description and it's a steam tag so I'm just going to assume it means those platformers where you have to route the way to the goal and have the dexterity to execute it while dying a bunch. That would match this game! Stats for beating the game and most of the Chapter 1 Hard levels are 4:18:29.421 completion time, 919 deaths, and 55/60 collectibles. Stats for 100% completion with all the bonus levels: 8:18:17.050 completion time and 2248 deaths.
The controls are pretty much double jump, horizontal dash, and ledgegrab, but the game's most prominent feature would probably be its falling platforms. As soon as you touch one, you'll have a moment to move to have enough airtime to head to the next spot (or avoid getting crushed). These falling platforms are also spots to refresh the dash and double jump (and wait out dangerous obstacles), so considering which platform to use and which to preserve to reach the end is a pretty important aspect as well.
Not much else I can really say about the gameplay besides it testing my brain to figure out the correct path and execution and me liking it enough to 100%. My biggest complaint would probably be the last phase of the final boss being one of those "react to its attacks enough to spot the tell/pattern" bosses and the Chapter 5 Hard Levels having enemies that constantly track your position in fireball mode. The rest of the game allows you to see all the variables and plan ahead from the start of the stage, so these feel contrary to the rest of the game's design.
Story is pretty simple: Josie asked her retired superhero dad to let her use his training simulator and she ends up stuck in it. There's a few quips thrown around here and there, but it's easily skipped through if it's not your flavor of jokey (it is mine). The lightheartedness is contrasted pretty heavily by Josie leaving a blood splatter explosion whenever she dies and the big skull death counter in the corner, so I did end up turning the blood option off.
Spoilers - There was a shot of Empathy I liked though
Josie comes to realize Sparkles the AI is just as trapped as her in the simulation. It's job is to train the ultimate hero, but its logic dictates the hero can't be considered ultimate when there's still room of improvement which leads it in a non-stop cycle of creating gradually more difficult, but winnable rooms. To break the cycle, Josie convinces Sparkles that it's a realitybending AI keeping her trapped there and so challenging it while it's trying to kill her for real would make it the ultimate villain and her an ultimate hero for defeating it.
That said, the moment's a little undermined by the stinger where a robot ominously comes out of hiding in the middle of the night except the cat promptly destroys it. The end.
Total Stats in the end (+ a little time collectible hunting)
Chapter 1
10 deaths
7:59.980 Time
Chapter 2
94 deaths
24:49.451
Chapter 3
127 Deaths +4 for remaining collectibles
40:31.264
Chapter 4
141 deaths
39:01.408
Chapter 5
146 Deaths +3 for remaining collectibles
38:01.859
Chapter 6
260 Deaths + 16 for remaining collectibles
1:26:59.428
The Lost Levels (Postgame)
470 Deaths
1:53:52.979
Chapter 1 Hard
200 deaths
25:54.589
Chapter 2 Hard
104 deaths
13:27.890
Chapter 3 Hard
111 deaths
22:07.841
Chapter 4 Hard
227 Deaths
22:03.124
Chapter 5 Hard
189 Deaths
24:18.803
Chapter 6 Hard
146 Deaths
32:09.798
Tradition - Uncharted: Drake's Fortune (PS4)
AKA Uncharted 1 as played on the PS4 as a part of Uncharted: The Nathan Drake Collection. I only kinda remember playing Uncharted 2 on my cousin's PS3 and my brother has PS Plus on auto-renew and doesn't care enough to cancel it, so I figure I may as well indulge in his PS Plus collection. I suppose Nate would consider it Tradition to carry on in his ancestor's treasure hunting ways. Or I could say the game was made in a Traditional manner of the time where third-person cover shooters with convenient waist-high cover and regenerating health were all the rage and how mashing a button to open a door was peak realism. My goodness, there were even doors that required rotating the left joystick to open and the very act of shooting door locks off! Surprisingly, there were only 5 QTE moments in the game (albeit, the QTE indicator was on the bottom left corner of the screen where the interact indicator is).
Now I have to admit I got lost quite a bit. This was made before devs put color-coded ledges everywhere and as mocked as that is, it beats not knowing where to go and what can and can't be climbed on (and nowadays, everyone would be copying Breath of the Wild's climbing stamina instead). There's something to be said about looking around and figuring things out, but there's also something to be said about intuitive signposting in the level design of forests and ruins.
Gameplay besides the exploration parkour is of course, cover shooting. The humble pistols are pretty much the only thing with the right mix of accuracy, power, and ammo capacity to just 3-tap bodyshot and move on; the automatics lack power, the shotguns lack range, and the one-shot weapons like the sniper rifle, grenade launcher, and deagle have fewer shots going for them. Enemies have a much higher range and accuracy than Nate and his hp will quickly go down if he's out in the open or flanked which just incentivizes campy hide in cover and wait for HP to recover before slowly sniping back gameplay. Enemies are invincible during their spawning animation and melee is outright useless when there's more than one enemy which further de-emphasizes anything aggressive. This is summed up by the only boss fight where there's 4 shotgun blasts fired at Nathan before he can stick his head out and kill the lackies, rinse and repeat until the next wave.
Overall I don't think the game aged that well gameplay-wise (but well that's also true for a lot of games from the 2000s). I do have to mention though that I like Elena being competent: she's willing to pick up a gun, she's not an escort mission, she rescues Nate early on, she's the one shooting during the jet ski segments. She does get captured for the finale as these things go, but that's a narrative fault to me rather than a character fault since Nate and Sully also have their moments of being captured and needing rescuing.
Ooh, I love precision platformers. I cut my teeth on these when I first got into PC gaming, so floor spikes and falling platforms are old friends to me. It's no surprise then that this one is already in my backlog.
It looks like the difficulty ramps up pretty swiftly based on your deaths. Nice work on completing so much content, though. Especially if you're new to the genre.
I also like the connection to Empathy. I've kind of been half-hearting my category connections this time around as my time has been so limited, but all of yours have made sense so far.
Threshold - Death's Door (PS4)
I believe I've heard a phrase that death is the final Threshold; it is equal to all in the end and there's no turning back once the line is crossed. The game itself also features doors as a return to hub/fast travel network for the crow reaper protagonist, so that's a literal instance of death's door being crossed and passing through thresholds. This game also hit my "finish out of spite" threshold where I stayed up to 1AM on a workday to finish because screw those last few bosses. It took a little under 7 hours according to the save file and now I get the joy of considering this finished and not having to play again.
Death's Door is an isometric cross between a Zelda game and a Soulslike. On the Zelda side is basically running around and whacking enemies with a sword (or dagger or hammer or the umbrella joke weapon or the last weapon I never found), a new item for progression found in the midway point in a dungeon, and there being 3 dungeons for the main objective. On the Soulslike-ish side is the constant dodgerolling for i-frames, the paths to before with no map, and how landing hits restores magic charges for the ranged weaponry. What sticks out the most from this game though is how the player has 4 HP and no healing items or flasks; whatever you're doing, you can only survive up to that many hits. There are special pots scattered around which can have a seed planted into them to turn into a once-per-spawn heal, but that's of little help during the forced combat encounters or boss fights. There are heart container and magic container pieces, but I've only found 2 of each out of the 4 needed for a boost so I was stuck at the beginning HP from start to finish. As such, most of the game had me playing like a coward, hitting once or twice and then dodgerolling away, or dying enough in an encounter to just aggressively yolo for DPS and dodge around.
So the story is that you're a silent protagonist crow reaper assigned to reap specific souls. During the prologue, you're given some exposition and warned that you turn mortal and will age normally while out on an assignment up until you turn in the assigned soul. Naturally, the prologue boss fight ends with you getting knocked out and killstolen. After chasing down the perpetrator, he promptly yeets the soul through the titular Death's Door and explains he's a crow reaper who lost his assigned soul through that door and turned ancient, so he's going to force his problems on the next generation so they can solve it.
Fuck this guy in particular.
He then tells the protagonist to hunt down 3 Great Souls so they can force the door open. This leads into the theme of old immortality seekers exploiting the young so they can continue clinging to power and the reaper being the balancing force. The witch is forcing her version of immortality onto others, even to her own grandson who is trying to resist the effects. The frog king constantly claims he works for progress as he callously crushes one of his own men when greeting the protagonist and mentioning he looted his armor off a corpse. Many of the lore logs in the hub area detail how all the crow spirits hanging around the dungeons are the direct result of betrayal. The game itself says new life cannot flourish while the old stifle it.
Salt about the last 3 bosses
So the boss of the last dungeon is Betty. While the rest of the bosses have patterns and periods where they've vulnerable, Betty just attacks nonstop. Fight from the front? Betty tacks on a quick extra ground slap just because. Circlestrafe around? Betty has a very wide arm sweep attack. Dodgeroll through all of that anyways? Betty can pull out a rolling attack that punishes being too close and/or dodging too early. It was at this fight that I decided I would complete the game that session.
The boss after is that selfish old fucker who dragged the player into his mess. After the door is opened, he finds out the souls that go through Death's Door are recycled so he and the player are shit out of luck for returning their designated souls. He has a temper tantrum insanity meltdown at that point and attacks the player as his final act of being an asshole. Fuck him as a character, fuck his contact damage in a melee-oriented game.
The final boss is the boss of the reapers who imprisoned Death which basically kickstarted all of the plot and everyone saw this coming. He is just a very long boss fight in a game with 4 hp because his phases have to cycle through all the past areas. He then steals all the souls from the soul vault (where the player spent souls for upgrades) for his final form which leads to a second long boss fight. He also copies Betty's sweep attack to catch circlestrafers and the rolling attack in this stage, so that's nice too. I just wanted to sleep when finishing this up.
Must've been good!
Oh! Well, spite is a powerful motivator. Nice work in persevering against all odds, and possibly all sense. But you showed that old coot who's boss, and that's what matters.
For some reason, I keep confusing this game with Death's Gambit. I guess it's the similar names, afterlife theme, and soulsy combat.
Even from your mildly salty description, I think I'd enjoy this one and will eventually pick it up. Then I too can become the silent crowpagonist.
Aesthetic✅ Gamedec
Chaos✅ 911 Operator
Tension✅ The Hundred Line - Last Defense Academy
To be fair...I also did three the first week. I just didn't post the third one until now
because I got lazywas being mellow! I'm just saying...I think that makes both Wes and I still Team Mellow!It's still the weekend. I might do one more game...We'll see. Just playing it cool. Light and mellow.
Gamedec
Gamedec
Released on Steam/Epic: 2021-09-16
Purchased by me: 2023-01-13 (FREE GAME)
Time/Amount played: 43min
Developer: Anshar Studios
Publisher: Anshar Publishing
Theme: Aesthetic
(Wasn't happy with the recording, so no Lets Play...sorry!)
OK, so this one was on my Steam wishlist for awhile...but thanks to kfwyre suggesting/reminding of platforms other than Steam, I realized I got this free on Epic! So that was a nice surprise.
So Gamedec is a cyberpunk RPG. I chose "Aesthetic" since cyberpunk tends to very visually-oriented, with specific styles from buildings to clothing to speech. AKA, an aesthetic. Look, I call them like I see 'em; no more, no less lol.
That said, I'm not sure about this game. I don't play a lot of "traditional" RPGs. But I've played a few. Like Citizen Sleeper (loved it). On the other other, I tried Disco Elysium and couldn't get into it. But I think that was more not being in the right mood; I'd give it a try again.
Anyway, with Gamedec, there were two "annoyances." Idk if that's really the word I want to use, but we'll go with it.
The first was the technobabble. Well, maybe "cyberbabble." I watch sci fi; I watch Star Trek. I don't have a problem with warp cores and dilithium chambers. But cyberpunk, I'm not as attuned to. So right out of the gate, there was cyberbabble. What is "Realium" or "Omnics" or "Obicoins?" Or "Rendans" or "Mobrium?" I understand every game has its terminology. But it also feels like Gamedec throws a lot of at it at you. I'm trying to figure the game out, but now I have to remember all this cyberbabble, too. Do I need to take notes? I'm not against that, but it seems weird to do so for terminology. I have absolutely taken notes for puzzles and mathematical things (like in Satisfactory or even Minecraft).
And to be fair to Gamedec, it's not a Gamedec "problem." I feel like cyberpunk games are always like this. Cyberpunk 2077 is the same way. I've seen it with Shadowrun Returns. I guess it's just part of the genre.
The other annoyance I had was that it felt like the story "exploded" so quickly. Like most cyberpunk games, there's an element of mystery or noire. Cool, I like mystery in media, as some of you know. Got a phone call, visited the client, and got the first case. But then right away, I felt like the paths and options branched out quickly. I could do it this way. Or I could do this thing. But wait...what am I supposed to be doing again?
I tend to play linear story games. Like JRPGs. Like mystery VNs. I play FFXIV, which even though it is an MMO with lots of sidequests and such, is probably one of the more linear ones out there. So having a lot of options from the get-go triggers my decision paralysis. Is this the right way to go? Did I select the right option? Ah shit, I think messed that up...Reload the last save!
That said, I recognize these aren't issue with the game. I have preferences and Gamedec's devs have their own. They simply don't align. I don't play a lot of RPGs. I think I like the idea of cyberpunk games more than I actually like playing them. For example, I started Cyberpunk 2077, but didn't get more than about an hour into it. Again, I think that was more not being in the right mood, but maybe it's a genre I don't actually enjoy that much.
So yeah. Probably won't get back and play and play Gamedec, but it's one more crossed off the list.
It is interesting how different subgenres all have their own distinctive technobabel. Scifi is always inverting polarities, cyberpunk is usually jacking things in, and fantasy is weirdly obsessed with Old Norse.
I feel it can be helpful to lean on an existing glossary, since it's already familiar to fans of the genre, and helps set the tone of the universe. But if you assume too much of your audience, you're actually adding friction instead.
From a cursory glance, Gamedec gives me similar impressions to that of Citizen Sleeper, as you mentioned. Though most of what I know of that one came from @Evie's excellent write-up last year. I too am limited in my isometric RPG experience. Though, surprisingly, the genre seems to have made a bit of a comeback.
Agreed! I knew that Team Mellow had my back. Never doubted you folks for a minute.
Do I ever hear you on the jargon.
I tried to read Neuromancer, that foundational pillar of cyberpunk fiction, and stopped halfway through because I genuinely had no idea what was going on. It just throws a bunch of terms at you and asks you to roll with it. The subreddit has a full on glossary for the book!
I was quite put off by this. I talked to my friend who loves the book, and he said that it's more about the vibe than fully understanding what's going on. Your description of Gamedec seems very similar. It's not my preference, but I can see how someone would like it.
I’m still repping Team Motivated, still going for that full blackout, and still trying to do it entirely with games that aren’t on Steam.
Ascent✅ Mr Rescue
Happiness✅ Heeey! Park-Boy
Style✅ Assault on Proxima
Niche✅ Blast Rush LS
Absence✅ Vartio
Causality✅ Forgotten 23
Increment✅ Aris Arcanum
Defense✅ Cards and Towers
Humor✅ Elephant in the Room
Slow-burn✅ Kaamos
Simple✅ Donna: The Canine Quest
Tradition✅ Blue Maiden
Order✅ THOR.N
Pride✅ co-open
Uncertainty✅ Bubsy 3D: Bubsy Visits the James Turrell Retrospective
Transformation✅ Subserial Network
Verticality✅ Woten
Kaamos (played via Indie Pass)
This takes place in the same universe as Vartio and features the same unsettling atmosphere conveyed with well-done minimalistic pixel art.
I almost picked Vartio for slow-burn but ended up choosing absence instead, so I'm glad that I can circle back to that square and fill it with this game. The game is almost a match 3 game, but instead of swapping tiles, you can move an entire row or column as many spaces as you want. The board is made up of different symbols based on your equipment. Match swords, and you attack. Match shields, and you block damage. As you progress in the game, you gain new equipment that changes the composition of your board. The boots you get might add more sword symbols, but take away shields.
The resulting game is a simple, elegant mix of match 3, RPG, and roguelike. I say it's a slow-burn because the progression is very gradual. You don't suddenly find a sword that makes you super powerful, you have to slowly shift the tile allocations in your favor in pickup after pickup.
I played through two rounds on my computer and enjoyed it, but the game is clearly a mobile game that has been ported. I like it enough though that I ended up buying it for my phone and will continue to play it there.
There's nothing fundamentally wrong with playing it on PC, but it's clearly intended for phones first. It's got a portrait orientation, a touch-intended control scheme, and would work well with small sessions where you pick it up and put it down frequently.
Woten (played via Humble App)
The best way I can describe this is that it feels like a game jam graduate. You know: somebody had a neat idea that they threw together quickly, realized they had something good on their hands, and then fleshed it out for a full release.
It’s a puzzleish-platformer that feels like it would fit right in with the Game Boy Advance library.
Levels are single screen, with the main limitation being that your little adventurer in a cute horned hat can’t jump very high. Instead, he’s reliant on other things to help him with his verticality, including his bat friend who can fly him over large obstacles.
Initially I thought that this was going to be included in the game mechanically, letting you call on the bat (and feed him his favorite fruits) in certain circumstances, but it turns out all the bat scenes are predetermined. They’re chapter breaks, essentially.
Instead, the game is all about using your limited movement set, the environment, and deeper-than-expected movement tech to navigate the world. It reminded me a bit of Leap Year in that regard. There were times where I was stumped on how to get a collectible and just decided to move on, only to, in a later screen, realize that there was something I could have done to get it because I uncovered a new way to do something.
The world is linear and contiguous and doesn’t let you backtrack, so you have to either get things the first time or replay the game (even after beating it, it doesn’t have a level select option). This isn’t too big of an imposition — I think it took me maybe 2 hours to finish, and I could certainly do it faster on a second go-around.
I’m not planning on doing a second playthrough for the Burner, but I am going to keep the game installed — partly because it’s endangered but mostly because I genuinely might go back and try for a 100% run. I got a bad ending 😭 and I’m thinking maybe there’s a better one if I get all the things.
If you’ve got the Humble App, then I’d say this is worth a playthrough (provided you like the genre, of course). It’s a cute little hidden gem.
Motivated Rapid Fire Round
These are all games that I played enough to count for the Backlog Burner, but not enough that I have very strong feelings on them.
Blast Rush LS (played via Indie Pass)
A scrolling shooter where, instead of shooting, you can only launch bombs (note: there is also an option to turn on shooting too?). So, it's essentially aiming at a niche within a niche for its audience. It was originally a mobile game that got polished up for a full desktop release, with one exception: there's no way to exit the game from within the game. You have to force-kill it.
Bubsy 3D: Bubsy Visits the James Turrell Retrospective (played via direct installation on Steam Deck)
Mentioning Arcane Kids earlier reminded me that I still hadn't played this and it's been sitting on my Steam Deck for years now.
The game is essentially a high-effort shitpost that left me uncertain about how to feel about it. Bubsy 3D is infamous for being a bad game with bad controls, and this game mimics that directly. It does eventually do some things that play around with your expectations, which I liked, but I can't exactly say that I enjoyed or even really appreciated the experience, but I also think that's exactly what it's going for? It feels much more like an art think piece than an actual game.
Elephant in the Room (played via the Humble App)
This is another endangered game, though it feels much more like an early beta build of something rather than a full-fledged game. You're an elephant trying to escape a house without getting seen, and you can use your trunk to grab and throw things so that you can incapacitate people which lets you get by them.
The controls are deliberately clunky. Your elephant moves very slowly. This feels like the kind of game made for humorous purposes for people to stream on Twitch, where the fun comes from watching someone clumsily work their way through things rather than executing tight gameplay. I did a few runs of this and then moved on.
Mr Rescue (played via Flathub on Steam Deck)
This is a cute, old-school firefighting game where you have to save people in a burning building and constantly ascend floors to look for more survivors. Controls and gameplay are dead simple and the game works perfectly on the Deck.
I think the game is good at what it does, but it's not the exact kind of game I want. I have a soft spot for firefighting games, but in this one your goal is to save people, not fight fire. Fighting the fire is only a means to an end -- you have to carefully select which ones to put out in order to save people because you'll never be able to get everything extinguished.
I'd much rather play a game where my goal is to put out the whole blaze itself. Having that as an alt mode or a mod for this one would be great, as the game itself is well-made and I can't really fault it on its own terms, only on mine.
Your treachery truly knows no bounds... yet I can recognize the skill of my opponent. Four games in one is a highly motivated move.
Elephant in the Room seems like a game with a better premise than delivery. I think it could've been really neat if it played like a reverse-Hitman, using tools at your disposal to create distractions and direct people. But simply throwing things to knock people out seems less interesting somehow.
Now that's a mobile port.
Forgotten 23 (played via Indie Pass)
With Steam finally adding new tags, I'm hoping they'll eventually acknowledge one of my favorite subgenres of games:
so you want to explore a derelict spaceshipYou know: System Shock 1/2, Dead Space, The Station, Prey, etc.
Forgotten 23 is another entry into that space, being made entirely by a solo dev.
The game is based around a time loop. The orbit for the abandoned space station you wake up on is decaying, and after 23 minutes, it crashes into the planet below. Strangely, however, you wake up again in the same spot, in the same way, with another 23 minutes to go. As you can expect, the game is going to play around with causality as your player knowledge from previous loops can affect current ones.
Because it's a solo dev project, the time-loop structure is a really clever way of having a small, contained environment and scope. The dev did a good job with the vibes and overall focus of the game.
Unfortunately, the game isn't actually a pure time-loop game. It is structured as such, and you will go through many different loops to complete a playthrough, but the loops are essentially individual chapters. There will be items on later loops that weren't there on earlier ones; areas that you can reach in later ones that you were locked out of on previous ones.
In theory, once you know what you're doing in a time loop game, you can skip a lot of the intermediary stuff because player knowledge lets you access and advance things you didn't necessarily know about at the beginning. There is a touch of that in this game, however, you mostly have to go lockstep with the specific objectives that the game wants you to do in each loop.
Additionally, every time you complete the objectives, the game abruptly ends the countdown no matter how much time you have left and gives you a T-0 message regarding the impact of the space station. I learned over time that this is how the game signals that you've "finished" a loop, but early on I legitimately thought I was hitting failstates instead of successful completions.
On top of that minor design concern, the game itself is quite buggy. I ran into lots of issues with it, including having to play it on mouse and keyboard because controller support existed but was so glitchy as to be effectively unusuable. I had to restart certain loops because stuff disappeared out of my inventory, or certain flags in the game didn't get set as they were supposed to. It got to a point late in the game where I couldn't tell if I was doing something wrong or if the game just wasn't behaving as intended.
I ended up sticking with it through to the end because, well, I think the dev has a solid seed of a game here. It's got some neat ideas, and it's clear a lot of time and care has gone into it (it even has full voice acting!). Unfortunately, I ended up playing it almost in spite of itself because it's very rough around the edges. For example: all the doors in the game open automatically when you're in proximity, but when your character is running they don't open fast enough and you get caught on them. This happens all the time because you have to run around the ship all the time to complete the various tasks you need to do.
With some bugfixing and polishing up, I think this could be a neat little hidden gem, but at present I can't really recommend it.
It sounds like this game has all the trappings of a good time (time loop, derelict space station), but none of the polish to make it shine. Actually, I think I'd have gotten frustrated much sooner with all the bugs you ran into, but good on you for seeing it through to the end.
I'd be curious to hear your thoughts on the Indie Pass at the end of this, and if it lived up to the hype for you.
https://youtu.be/FMX9ZAD_h3g?t=7
Where on earth did you find that documentary footage of my playthrough? I guess I didn't realize I was streaming it...
I've definitely got some thoughts on Indie Pass. I still have a few games from it earmarked to play, though I don't think all of them are going to make it into the Backlog Burner, so I'm holding off on finalizing any opinions yet, but I'll say that, at this point my opinions are pretty well developed. Some good stuff, some bad.
I'm debating whether to post it as part of my Backlog Burner wrapup, or if I should make it its own separate topic on it. I could see people who aren't involved with the BB still wanting to hear about it, so I'm leaning more towards the latter.
Agreed. There was a large Indie Pass thread already, so it's likely of interest to the wider community. Though you can certainly link your thoughts here,
and shill the Backlog Burner there.Shill? I would never!
I wouldn't shill for Save Point, the internet's chillest game deal highlights where you can find good games for cheap without getting barraged by ads.
I wouldn't do it for CGA, our monthly retro gaming club where we thoughtfully play titles from yesteryear and examine them with fresh eyes.
I certainly wouldn't do it for Timasomo, the long-running yearly maker event where people set and achieve their own creative goals and share their projects with the community.
I pride myself on my integrity and would never sell out.
co-open (played via Humble App)
This one isn’t endangered, as you can buy it on itch.io and you very well might already have it if you’ve been buying those megabundles they have every so often.
It’s a cozy first-person exploration game where you play as a kid going to the local grocery co-op by yourself for the first time. You can go in, talk to the customers, select merchandise, wander around, notice that the door to the employee section is open…
The less I say about what you can find in the game, the better, because the game does a fantastic job of capturing that kid-like sense of adventure you get from going to new places or imagining what’s behind certain doors. It’s the game-equivalent of climbing in the middle of one of those circular clothes racks at a department store and delighting in the idea that it feels like a whole new world. It ignited the same sense of curiosity that you had when you occasionally caught a peek of the teacher’s lounge from the outside. You could never go in yourself because you were just a kid, so the room gained mythic proportions and significance that far exceed what’s it’s like to adults (merely a place where they keep their lunches in the fridge and get coffee).
The game is flush with bright colors and interesting characters. There’s an entire set of phone numbers you can find around the game world, and calling each one gives you something different. It’s got that specific style of cozy-indie-game-dialogue that you will either find endearing or grating depending on your tastes.
The game’s also deliberate enough about being inclusive that it feels thoroughly queer without necessarily being specifically queer. Every character you meet has their pronouns next to their name in dialogue. The characters themselves are a varied cast of different ages, personality types, species, etc. Pride is embedded into the game itself.
Initially, I went in with my usual game-mode mindset of “finish the things, check the boxes, complete the quests, etc.” I’m glad to say that got thoroughly derailed.
For one quest, someone wanted help finding a green apple. Well, thankfully, in my explorations, I had uncovered a whole orchard of apples! I eagerly went back there to get them one, only to find out that they were all red.
After searching around some more, I found, in amongst a whole pile of red apples, a single green one. The quest item! Great. Time to grab it and return it and check that one off the list.
Only, after grabbing it, I hit the wrong button, and I ate the apple instead.
Reflexively, I was mad. Ugh, I just ruined the quest line. Now I have to see if there’s another one anywhere.
But then I realized, I’m a kid. A kid who might, say, impulsively eat the apple they were supposed to give to someone else. This let me reframe that action from my game mind that was angry at my suboptimal performance to a more role-playing mind of that’s what a kid would do.
From there, I played the game much more loosely. A kid wouldn’t try to identify every quest and solve each one. If one seemed boring, they’d ignore it. If a random adult asked them for something and they didn’t feel like doing it, they wouldn’t. They’d also delight in different things than I would as an adult. They’d have fun with discovery, mischief, making friends, etc.
This actually helped sell me on the dialogue I mentioned earlier, because the dialogue is highly vibes-based, which is annoying if you’re playing the game for the purposes of completion, but great if you’re playing it for the atmosphere. This game is all about the atmosphere, and it does a great job.
I’d call this a solid hidden gem, and it’s probably my favorite of the games I’ve played so far for this Backlog Burner.
Hi all! I'm a walk-in. Joining in on the event for the first time. Late, but here. Thanks @Wes for the heads up!
I'm joining Team Mellow.
My Bingo Board
Time management✅ Touhou Mystia's Izakaya
Horror✅ Layers of Fear (2016)
Layers of Fear (2016)
I completed Layers of Fear (2016). It's not very long. Maybe six or seven hours. It sits firmly in the horror genre. It's not genre-defining by any means, but it's a competent title that uses environmental storytelling, and for the most part, gets it right. It should be noted that it is a walking simulator with (very) light puzzle elements. Layers of Fear feels linear, and does a good job of giving subtle cues to the player about where to go or what to do next. It plays a fair amount with the player's positioning in a scene to achieve some spooky effects.
Layers of Fear tends to nail atmosphere. The soundscape and music are eerie and unsettling. There are a few places where it cuts the audio in ways that kind of take you out of the game a bit. It's spooky, but does have some, what I'd call "cheap" jumpscares. It isn't full of them, and they can certainly be overlooked. Overall, it's not the finest in the genre, but it still holds its own.
I wrote the above before actually finishing the story. I felt that I wasn't too far from the end. I have now finished the game. Without spoiling anything, there's a part near the end of the story that veered off-course into what I'd call an obtuse puzzle. The kind where you walk around and think you've tried everything, but didn't. It's at that point I finally started to get tired of the game after looking around for a good 20 minutes. I pulled open a walkthrough to see what I had missed. I missed something that didn't feel completely obvious, or able to be deducted. At that point, I finished up the rest of the story and closed the game.
What I applauded was that early on, the game does a very good job of pushing you in a certain direction, and letting you know that you're on the right track, usually with sound queues. The end is the weakest part of the game in my opinion.
Is it still worth playing? Sure. I just didn't care for how the end was executed.
Touhou Mystia's Izakaya
Touhou Mystia's Izakaya is a Touhou (Bullet Hell with animu girls) fangame where you manage an Izakaya (Cook food, serve drinks). I picked this one up when it went on a huge discount a few Steam sales ago. I don't know the Touhou lore, but you don't really need to to enjoy the game. I played only a couple hours, and it was an interesting blend of genres. It is extremely dialog heavy, and learning to play the game is done through a fair number of info-dumps. This game is packed with different systems, which is daunting.
From a gameplay perspective, the main gameplay loop of getting ingredients by day and cooking and serving meals by night is pretty good, and deceptively cozy. But looking at the trailer and other screenshots, it's clear that I am not very far in the game, and it gets much more difficult. It also has a rhythm minigame while preparing food (I don't love that too much, but its there).
It is clear that the studio making the game has a fair amount of reverence for the source material, given in-game notes about each character you meet. The devs even have a section devoted to fanart. Fanart for a fangame.
I enjoyed it, and would like to continue playing it. It's endeering, and the pixel art graphics suit the game well.
Welcome to the event! We're always happy to have new participants. @Wes is going to try to recruit you to his fellow band of mellow merrymakers, but it's possible you might be just the kind of person to take a more motivated approach.
I say that only because I don't know of anyone who plays Touhou titles and is casual about games at the same time, though I guess opting for the restaurant sim fangame rather than the bullet hell mainline game could be a step in the chill direction...
Also, Layers of Fear is kind of a cursed game for me in that I intended to play it a while back, and, right before I dove into it, the motherboard on my laptop died. Coincidence? Or was the game's spookiness so powerful it killed my hardware? We'll never know, but I'll also probably never pick up the game again simply out of superstition. XD
Durinthal's Undiagnosed ADHD (Custom, 4/25)
Finally Fantasy Four✅ Final Fantasy IV
Supergiant Please✅ Transistor
Most Recent Purchase✅ Ravenswatch
Visual Novels Take Forever✅ Doki Doki Literature Club
Only one addition this week due to sumo spectating taking up a lot of my time, started one other but won't have the write-up until the next thread.
Visual Novels Take Forever — And so I played a short one that's already been covered this event, Doki Doki Literature Club. It was that or Hatoful Boyfriend and I had other people pick for me.
Doki Doki Spoiler Club
I do have some prior experience with more standard visual novels like Fate/Stay Night, some of The Fruit of Grisaia, and Katawa Shoujo for another original English VN, and I already knew it was a more meta take so I was looking forward to it. I don't mind the regular tropes from other VNs that this particular game is eschewing, they're often just quite long therefore the card name.
I unfortunately don't have much to add beyond the previous write-ups about the content of the game other than agreeing with them and it's a neat take on the visual novel format that really can't be done in another medium, something I always appreciate. I was unfortunately already spoiled on a broad level with "Just Monika" and messing with the file system so my reactions were more "Oh, so that's the angle it's going with" on a more meta level as the game progressed, but maybe that's appropriate for the kind of game it is.
I regularly see Dan Salvato giving significant donations to charity during Games Done Quick events so I'm glad it worked out for him, but currently I'm cursing his name because the main musical motif has been stuck in my head for nearly a week.
He even did a run himself: Yoshi's Story back at SGDQ 2024.
Dude seems like a great guy (earworms notwithstanding).