May 2026 Backlog Burner: Week 5(ish) Discussion
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Week 4 Recap
11 participants played 9 bingo cards and moved 43 games out of their backlogs!
There were three bingo wins. Congratulations to u/CannibalisticApple, u/kfwyre, and u/Wes! π
There was one β¨βοΈ HONORARY BINGO βοΈβ¨ for u/aphoenix.
There was one betrayal. u/Wes will go on trial following the conclusion of this event
teamellow
- u/BailerAppleby
- u/Bullmaestro
- u/CompChris
- u/dannydotcafe
- u/Durinthal
- u/JCPhoenix
- u/SingedFrostLantern
TEAMOTIVATED
Y'all are going to have to wait on the game list. I got my allergy shots today and they wreck me, so I don't have the energy to link up everything right now. I'll get to it tomorrow. Sorry!
Game list:
- Alt-Frequencies
- Another Crab's Treasure
- Baba Is You
- Beyond Blue
- Cat Quest 2
- Crash Time - Undercover
- Crescent Bay
- Doc Clock: The Toasted Sandwich of Time
- Dreadhalls
- Dead Space Demake
- Escape First Alchemist (x2)
- Fabledom
- Gods Will Be Watching
- Haimrik
- Hexcells Plus
- Hive Jump
- Immortals Fenyx Rising
- Infinite Air with Mark McMorris
- Intergalactic Bubbles
- Ironclad Tactics
- Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
- Keyboard Sports
- Magicka
- Minami Lane
- NUTS
- Out There Somewhere
- Pie in the Sky
- Quern - Undying Thoughts
- Quiet City
- Ritual of Raven
- Rogue Mansion
- Roman Sands
- SMIB: Mission Cure
- Stray Gods: The Roleplaying Musical
- Still There
- SUMMERHOUSE
- SuperTuxKart
- Tales of the Neonsea
- The Ball
- theBlu
- Tyrion Cuthbert: Attorney of the Arcane
- ZODIAC XX
Week 3 Recap
11 participants played 10 bingo cards and moved 37 games out of their backlogs!
There was one bingo win. Congratulations to u/ShroudedScribe! π
Team mmmeeeelllllllooooowwwwwww
Team MO! - TI! - VA! - TED!
Game list:
- Analogue: A Hate Story
- Blast Rush LS
- Bomb Rush Cyberfunk
- Breakneck
- Broken Age
- Bubsy 3D: Bubsy Visits the James Turrell Retrospective
- Camera Obscura
- co-open
- Death's Door
- Delver
- Doki Doki Literature Club
- Dokimon: Quest
- Elephant in the Room
- Fields of Fortune
- Forgotten 23
- Gamedec
- Generation Zero
- Guild of Darksteel
- Infectionator 3: Apocalypse
- Kaamos
- Layers of Fear
- Legend of Grimrock 2
- A Little to the Left
- Lost Nova
- Mr Rescue
- Nex Machina
- Oxenfree
- Poly Bridge 2
- Pseudoregalia
- pureya
- Sunblaze
- Touhou Mystia's Izakaya
- Tunnet
- Uncharted: Drake's Fortune
- Wanderlust: Rebirth
- Woten
- You Suck at Parking
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.
With whom will he stand?
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
βοΈπ‘οΈ Battle lines have been drawn. π‘οΈβοΈ
Team Mellow
Calm, easygoing, relaxed (<3 games played this week)
Team Motivated
Driven, energized, results-oriented (β₯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
- PokΓ©mon: 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
Bingo!
Custom Bingo Card, Blackout 9/9
Stealthβ Seven: Enhanced Edition
Stealthβ SOMA
Stealthβ Sir, You Are Being Hunted
Stealthβ Invisible Inc.
β Wildcardβ Subnautica 2
Stealthβ Styx, Shards of Darkness
Stealthβ Hello Neighbour
Stealthβ Monaco
Stealthβ Serial Cleaner
In the immortal words of Sam Reich, I've been here the whole time! The only way to learn is by playing. The only way to win is by learning. And the only way to begin is by beginning. I did a very themed custom card this time, with the theme being "Stealth". All the boxes except the Wildcard space are for Stealth games, and all of the games that I have played this month have had a sneaky, stealthy theme to them, with Subnautica 2 being tenuously connected, hence filling the Wildcard slot. I'll be doing some write-ups over the weekend.
I'm not sure what team this puts me on. Maybe I started my own team, Team Stealth!
IβM SCREAMING YOU UTTERLY MAGNIFICENT FIREBIRD
Thank you, one does one's best!
Week 2
Hello Neighbour
Word Cloud: evil neighbour, murder most foul, disappointed, first person, puzzle, adaptive AI
You are a boy who sort of witnesses your neighbour doing something bad through the window while playing; you hear a bunch of screaming, and the evil moustachioed menace seems like he's probably got somebody locked up. You have to sneak into his house, but be warned - he learns from what you've done to prepare for the next time you break in. If you break through a window, then the next time you break through that window, you're likely to find a trap there, and if you spring the trap, the neighbour usually catches you and that's it.
The concept of the game is great, and the graphics are pretty delightful, especially the evil neighbour himself. But once again, I found myself confounded by human computer interactions; the first session I had, I just couldn't do a single thing other than walk around. I could not figure out how to interact with anything, even after looking up the interaction keybind. I fiddled around for 15 or so minutes, and then I gave up. Later I returned to the game and then immediately found that I had no issues at all with interacting, and I played for a half hour or so. Then for whatever reason, I lost the ability to interact again; I restarted the game and I could once again open doors, but the annoyance factor was off the charts at this point, and I put the game down. I haven't returned to it yet; I feel like there is something potentially quite special here; I like that the antagonist adapts to the strategies that you use, and I think there's something deeply unsettling about the story. All in all, I think this is definitely worth it if you don't have any issues playing it.
Sir, You Are Being Hunted
Word Cloud: it just works, procedural generation, killer robot gentlemen, adaptive AI again, inventory nightmares, dirigibles
Sir or Madam (you can play as either), there are a large coterie of gentlemen robots with robot dogs searching for you fox-hunt style, and when they find you you are dead. You have to find the macguffins so that you can escape unscathed, and you had best be quite quiet, because they can hear you, they can smell you, they can track you, and if you pull the same trick too many times, they learn about it and they'll be waiting for you. I'm actually somewhat surprised that this game hasn't been more popular, and I also have to admit that I actually have played this before, but the last time was maybe in a pre-Tildean era. The game holds up fairly well, and because it's procedurally generated, the maps is totally different than the last time I played (I think it is, it felt different). The robots are ruthless, the sound and music is great, the design of the game is really slick, and you have to be careful about what you pick up and bring with you because you don't just have infinite room in your inventory and a lot of the stuff you can pick up is just garbage.
I had no issues playing this game, and over the course of about 4 hours I managed to make a fair amount of progress until robots in dirigibles saw me, and the hunting party murdered me. This was a highlight for me; it's fun, mildly difficult, but not so engrossing that you feel like you've really lost out when the robots kill you. And all the robots are like late 19th century british gentlemen, and *robots in dirigibles. A+, very fun, I definitely recommend it if you ever see it on sale.
SOMA
Word Cloud: intense, Amnesia clone, Canadian, medical horror, helpless, overwhelming monster
I just looked it up, and this is actually done by the same people who made Amnesia, which I have had a hard time finishing in the past, and this is similarly pants-shittingly scary. There's something about first-person horror games that really freak me out. I love horror movies - it's probably my favourite genre - but first-person horror games have a visceral effect on me, especially ones where whatever monster you're up against is overwhelming. The monster in this game just kills you, you can't handle it, you can't deal with it in any way other than to run and hide. It's best to just not run into it at all, actually.
The design of this game is very intuitive, and the tutorial mode is pretty great at introducing you to the ideas of the game; you'll have to investigate carefully and find out how to make your way through whatever obstacle you have, and your surroundings reveal the story to you as you go. The level design is pretty great, and I knew that it took place in Toronto, but I was still pleasantly surprised when reading an article in the game that they actually reference some Toronto streets, and the subway kind of looked like the Toronto subway.
The story is good so far; I'm a few hours in, and I had to take a breather because holy shit the thing almost got me and it is pretty intense. I do intend to go back to this one; it's one of my favourites from this month, and it's just a little less intense than Amnesia the Dark Descent was.
Good picks. Hello Neighbour sounds more interesting than I first gave it credit for. I'm glad you explained it, because I think I'd actually like it. Adaptive AI is very cool when done well.
SOMA is my game that got away. I started a playthrough, but ended up having to drop it for unrelated reasons. I keep meaning to restart. I loved Amnesia and have a lot of respect for Frictional Games.
I did made the mistake of walking up to the monster because I wasn't sure if it was hostile. It was. This was a bad mistake, because even after respawning, it had broken my leg and I needed to limp around at a very slow pace. Run and hide is probably the correct response.
Of the two games where the bad guys are supposed to learn from what you've done, I did prefer Sir You Are Being Hunted, but I know that Hello Neighbour seems like it was a lot more popular. I think that maybe I'll try one of the newer iterations of the game - there are various sequels - and maybe they won't have the same technical difficulties? I think I have Hello Neighbour: Hide and Seek as well as Secret Neighbour and maybe they won't have the same difficulties.
I definitely get why they were successful enough for sequels, but maybe this one is a bit long in the tooth and that's why I had some issues.
I did actually try Sir You Are Being Hunted with my gaming group once, but we never really figured out the game. We probably just didn't give it enough time. I do remember the enemy AI was definitely very punishing. I didn't even realize it was adaptive, but that makes sense in hindsight.
I think that their "Adaptive AI" patch came relatively late in the game's history, so if you played from early on, it likely didn't have it. But I'm speaking from memory, I haven't looked it up because I'm outside in 25C weather chopping up a stupid tree.
Week 1
Monaco: What's Yours Is Mine.
Word cloud: goofy, top-down, heist, cartoonish, intuitive, cool mechanics, pixel-ish
This is heist game that can be played single player or co-op. It was pretty deserted for online play (it's fairly old), so I played single player. It's a top down game with a pretty cool retro feel. There are a variety of classes you can pick - the Locksmith, the Pickpocket, the Lookout, etc. - all with their own abilities. The abilities are all very easy to get into and understand. One of the things that I almost always love about games is when the interface makes sense and you just get it right away, and with very minimal tutoring, the mechanics in this make sense. If you've played any top down games you control with a keyboard and mouse, you'll be situated in this game in about three minutes.
The art style is a delight. Maps are blocky and retro and slick and cool. There is lighting / fog-of-war style effects, so you might have an idea what's around a corner, but you can't see it unless your character could actually see it.
My one regret about playing this one so far is that I haven't had a chance to play with anyone in co-op mode, which is where I imagine this game would really shine. It's pretty fun going through the story mode and some of the workshop levels on your own, but this has a similar feel to Perfect Heist 2 in some ways, and I think multi player would probably be fantastic.
This is one of the games where I kind of just want to say chef's kiss no notes. This feels like a game that achieved exactly what the creators wanted to make; straight forward, easy to get into, fun to play. I'm looking forward to playing it co-op.
Serial Cleaner
Word cloud: cute, fast, deranged protagonist, great visuals, disappointed
I think I have to go back and give this one another shot, because I played it shortly after playing Monaco, and it wasn't a favourable comparison. I was so taken with how intuitive Monaco was, and my main takeaway from this game was how much I struggled with the controls. The default controls have you moving with the arrow keys, and then using A and S to interact with various things on the screen, but in ways that don't necessarily feel natural. You can adjust the keybinds in a cluster, which didn't feel great either; you can swap ββββ A / S with WASD K/L and that felt weird and I just want to be able to individually set keybinds.
My frustration grew because the game looks like it's going to be so much fun. The style is in some ways similar to Monaco - pixel games, but this one has a cool retro 70s or 80s vibe, down to the station wagon your character drives. You play as a cleaner for the mob - you show up to the crime scenes and disappear the bodies and the evidence. That might be as simple as grabbing one body and a souvenir from the crime scene - to keep at home where you visit between jobs and your mom makes you pie - or stashing multiple bodies and cleaning up blood, while dodging police. The theme is great; picture a cartoonish post-hitman cleanup with a big moustache and aviators just piloting your floor cleaner over huge puddles of blood while a security guard with a flashlight keeps wandering through and you have to jump into a dumpster. The AI isn't great, but the vibes almost make up for it... if the controls didn't take me out of every single mission. This one is so close to being good, and I've been wrong before about interface things, so I'll give it another go when it has more temporal distance from such an intuitive game.
Very stealthy!
I enjoyed Monaco a lot, but do remember it being stressful to play at times. I think when there were a lot of guards, it could almost feel like you were being hunted. I did play the game in coop though, and it was about as mad as you'd expect. The rapid piano music lent itself well to a sense of panic.
It's a shame the second game bombed because so, as I was hoping it might see a bit of a resurgence.
Given how much you need to sneak around things that want to kill you (I assume, haven't played it but that's definitely a bit part of the original), I support the notion that Subnautica 2 qualifies. Well done for sticking to the theme even outside the games!
Oh, there is definitely a need for sneakiness in Subnautica 2, but it mostly comes down to pathing more than an actual sneak mechanic. But that's true of some of the others as well, so it's all good.
Week 3
Invisible Inc.
Word Cloud: squad, turn-based, klei, cute
This is a very cute turn-based squad strategy heist game done by Klei; Don't Starve, Crypt of the Necrodancer, Mark of the Ninja, and Griftlands are all games I've played from them before. They have a particular style and this is very much in the same style. If you enjoyed any of these other games, then you'll probably like this one, though I think it's relatively middle of the pack in their offerings. This one is good, not great, but it's cute and fun. It's not particularly difficult for the first few levels (all I've played) but they clearly make it so that you can succeed with a variety of different plans. Squads and Turns work pretty well for stealth based games. I don't know if I'll return to this, but I enjoyed my time in it.
Styx, Shards of Darkness
Word Cloud: surprisingly funny, slick, parkour, snarky sneaker
I plan on returning to this one and playing more. You play as a goblin thief / assassin, sneaking along rooftops and scurrying up walls to accomplish whatever the mission is. I didn't realize it was going to be funny until the first time I missed a jump and fell into the darkness; there is an interstitial screen where you are confronted by Styx, talking directly to you the player, and he makes jokes about your ignominious death. I enjoyed sneaking along rooftops, and climbing under eaves, and the parkour jumps and the missions, but the most fun was Styx' fourth wall breaks telling me that I suck. Visually the game was pretty good; they really nail the late night mystical city aesthetic, and while I frequently felt like I was on a rail, that can be okay.
I'm surprised that there isn't (or I don't know about) a Deadpool game that functions almost exactly like this.
Seven, Enhanced Edition
Word Cloud: isometric, RPG, splinter cell vibes, cyberpunk, parkour
This game is very slick, the story is pretty good, the world-building is great, the look and feel is superb, the controls are pretty good. The stealth is good; it reminded me of the last time I played Splinter Cell, by which I mean you can mostly just combat your way through if you want to do things on super hard mode. But after an hour or so, I totally mentally checked out, and I couldn't really identify what made it happen. I think there were a variety of things that I would say were "not quites". The story was not quite enough to keep my interest, the stealth is not quite good enough, the combat is not quite difficult enough, the parkour is not quite good enough, top down isometric felt not quite right for what was happening, stealth breaking was not quite intuitive. It was a death by a thousand little cuts that made the whole game just a bit less than the sum of its parts. Everything (except the world building) was about a B or B+, and that wasn't quite enough to keep me going.
Relatively early on, there's a little cut scene where the Bad Priests have someone that they're going to execute, and you watch the execution from a nearby rooftop. They strap him into this wild gyroscope thing and then twirl him until he explodes, and that was the most interesting part of the game, and it comes about four minutes into the tutorial. I don't think I'll return to this one, but if dystopian cyberpunk isometric stealth games with a fair amount of parkour is up your alley, then this is probably the game for that.
Week 4+
Subnautica 2
Word cloud: sequel, early access, water world, survival, basebuilder, big scary fish
I really enjoyed Subnautica and Below Zero, so I was pretty excited when this came to early access. It is definitely early access, which I am actually very happy with; the earlier games in the series both had quite lengthy early access periods where things changed a fair bit. By all accounts, the developers are very receptive to feedback from the community, so I'm actually trying to make reports when I have issues and will try to provide some useful feedback to the devs.
So far, I haven't really encountered any bugs or problems. I'm only a few hours in, but the game thus far is a very faithful sequel. The graphics are similar, but better, the controls are similar, with some updates and upgrades, the animations of the animals are similar but a bit more polished. There are new items and new systems and new stories.
Some specific things:
I have not yet played any of the multiplayer, but I did get two copies so I can play with my kids whenever they are interested in doing so. It does run quite poorly on my son's computer so I may have to update his video card so that he can play a bit more smoothly.
Overall, I am very much enjoying Subnautica 2 - it's the best game I played this month, and I'm really looking forward to what they do with it at each iteration through the next 2-3 years, which is how long they have said the open access will likely last. I think if it sounds like fun to experience the game, see changes, and give feedback, then this is totally a good time to buy the game and take part. It's also completely valid to wait until the Early Access period is completed if that's what you're looking for.
Three days left! I have so many games I still want to try to cram in!
Can I do it?
OF COURSE I CAN, THATβS THE MOTIVATED WAY!
Ascentβ Mr Rescue
Happinessβ Heeey! Park-Boy
Styleβ Assault on Proxima
Nicheβ Blast Rush LS
Absenceβ Vartio
Resistanceβ Zodiac XX
Contrastβ Quiet City
Causalityβ Forgotten 23
Incrementβ Aris Arcanum
Defenseβ Cards and Towers
Choiceβ Crescent Bay
Humorβ Elephant in the Room
β Wildcardβ Keyboard Sports
Visionβ Rogue Mansion
Slow-burnβ Kaamos
Loveβ SuperTuxKart
Simpleβ Donna: The Canine Quest
Traditionβ Blue Maiden
Orderβ THOR.N
Unlockβ Roman Sands
Prideβ co-open
Uncertaintyβ Bubsy 3D: Bubsy Visits the James Turrell Retrospective
Transformationβ Subserial Network
Verticalityβ Woten
Chaosβ Pie in the Sky
CARD OVERLOAD METER ( 1 2 3 4 5 6 7 8 9!!! )
DEAD LETTER DEPT. (played via Steam)
Now that Iβve met my goal of filling my card with non-Steam games, I can finally play Steam ones guilt free
AND OVERCHARGE MY CARD TO THE MAXIMUM.DEAD LETTER DEPT. is somehow not in the DEAD SPACE universe (or is it?). Despite this obvious flaw, Iβm happy to report that this is exactly my kind of horror game.
Itβs short, doesnβt overstay its welcome, and is almost entirely reliant on a smartly executed slow-burn buildup of dread. I canβt say that there arenβt jumpscares in the game (that there are some quick, unexpected moments), but I can say that those are exceedingly well done and donβt come across as the often schlocky, cheap spooks that the term βjumpscareβ often brings to mind.
In the game, your characterβs actual job is to type up the text on letters and packages that couldnβt be identified by the postal serviceβs OCR algorithm. In effect, youβre solving CAPTCHAs all day to make your rent money.
Of course, as you play, things start to get weird in that horror-game kind of way. I wonβt say more specifically because discovering it for yourself is most of the fun.
What I will say is this:
The game really impressed me on my playthrough. I thought it was superbly executed, though I did feel it was a touch too straightforward and rote.
I got to an ending, and the game notified me that it was one of several. Interesting! There are multiple endings. That surprised me, because the game lacks a lot of explicit choices and youβre pretty strongly railroaded.
So I snuck a peek at a guide.
And thatβs when I found out that thereβs a whole big βthingβ in the game that I flat out missed. Not like, an area I didnβt go to or anything, but a significant, game-changing βthingβ that I didnβt figure out in my playthrough.
I know being vague is annoying, but Iβm again trying to avoid spoilers. For anyone whoβs played the game or doesnβt care about spoiling it:
Bigtime spoilers
I didnβt realize you could mail letters to yourself. I did the one thatβs built in to the narrative, but it never occurred to me that I could do it for other letters too.
I just dutifully always typed the text as written and got the Possession ending for it, which, well, yeah, itβs hard to argue that it should have gone any other way given that I just blindly followed the instructions. Sometimes I contemplate the severity my lawful alignmentβ¦
Itβs not that the game hides it from you or anything, by the way. In fact, it clues you into it pretty strongly, but I completely missed it. I didnβt put the pieces together. What this means is that I can now go back and play the game again with that newfound player knowledge and fundamentally change my experience (which I intend to do). Thatβs very cool, and again affirms that this game is really smartly designed and executed.
Iβll put one more spoiler tag below for what I felt was the gameβs biggest strength:
Spoilers again
The buildup of the gameβs eventually suffocating, oppressive atmosphere is SO good. I donβt know that Iβve ever played a game that felt this heavy while also not being a chore to play. The game did a great job of keeping you at the keyboard, wanting to keep going, while also crushing you at the same time.
In that way, itβs a pretty brilliant thematic fulfillment of your characterβs situation where they have to keep soldiering on in their increasingly terrible job under the increasingly terrible stress of making rent and their increasingly terrible spiraling.
One more thing: if anyone does play this, know that there is a setting that lets you save more than once. The game defaults to letting you save once and only once, meaning that you are forced to complete it in a maximum of two sittings.
Thereβs a thematic reason for this, but I toggled the save option on and did it in four shorter gaming sessions instead. It also will help you out if you happen to get interrupted and have to quit out unexpectedly. Without the save toggle on, youβd have to restart the whole game (did I mention the game deletes your one save immediately after you load it?).
So yeah, turn on the save setting to prevent future grief.
Oh, this looks really good. The kind of spooky game that I can just walk away from when necessary (well, at least once).
There's a small part of me that wonders if I could hook up a real OCR algorithm to the display and have it play for me.
There's another game that has a big mechanic that is easily overlooked. It completely changes how you see the world, and encourages you to go back and look at everything through a new lens. I loved experiencing that, and it likely added a dozen hours to my playtime.
I'll not give the game's name, but I know you've played it and can probably guess.
The βthingβ in this game isnβt as big as in that other one (at least, I assume it isnβt β I havenβt actually done it yet so who knows?), but itβs still pretty cool.
I Am Legion: Stand Survivors (played via Steam)
Well, now that we know that u/aphoenix has been secretly playing games this whole time, I feel like I should come clean and admit that I've been playing this Steam game the whole time, despite my promise to focus on non-Steam games.
Did I do it as a brilliant pre-planned ruse like aphoenix did?
Of course not. I lack the guile.
Instead, it happened for a far more pragmatic reason: every day I walk on my treadmill, and I need a game with simple inputs and an engaging loop to play while I do it. The simple inputs mean I don't ever lose my balance (I've tried playing a platformer while walking and it did not go well), and the engaging loop takes my mind off the fact that I'm exercising and makes an hour of sweaty intensity feel far shorter.
So, this game is what I've been playing all month while exercising, and it's only now that I feel comfortable adding it to the Backlog Burner given that I really did fill my whole card with non-Steam games like I said I would.
The game is a bullet heaven, which I can now say officially because that finally got a Steam tag. In the multitudinous pantheon of Vampire Survivors followers, this one is genuinely pretty good (and it's made in Godot, which I always love). The premise is that you have your own player character, but you can also recruit up to 8 others to join your legion. The game calls these "stands" (hence the name).
The stands themselves follow a 2048-style upgrade path where you can combine copies into one to make them more powerful, then combine copies of those copies to move them up another tier. This is neat, but there are also chains where you combine different ones to produce all new and far more impressive stands, similar to the weapon evolutions in VS.
Game-wise, this one's a slower burn than some of the other bullet heavens I played. You get a tiny amount of progression after each run. Rather than being able to come back in and spend your metacredits on a ton of upgrades, you might get one or two total. It makes for a very gradual start, requiring a decent amount of time put in before you start to really get to the most interesting part of the game (unlocking the stands that require more complex combinations).
If I weren't playing it on the treadmill I probably wouldn't have stuck with it, but the slow in-game progression matches my slow actual IRL fitness progression, as I inch my way towards being healthier and, hopefully, more fit. In this way, I like its vibe. Its very... dare I say it... mellow.
I'd recommend it if you're in the market for a solid bullet heaven and have already played through the mainstays of the genre. It's not a must play, but it holds its own.
gasp
Once upon a time I used to go out on jogs, and I'd listen to music, podcasts, or books. I've long-since fallen out of the habit - Canadian Winters make it hard to stay consistent - but I do love the idea of a treadmill game. It's a bit like VR exercise in tricking oneself to be good.
Also, I think you've nailed the perfect genre. It has incremental progression for that tasty dopamine. And it's roguelike/session-based, so there's no need for continuity between runs. I guess the length of one run would need to roughly match your own stamina, but in some situations, it might motivate you further to keep going.
Today I present to you: The Duality of Sonic Fangames.
Sonic GT (played via direct install on Steam Deck)
This was utterly spendid.
I'm not exaggerating when I say that this feels like an actual, full-fat 3D Sonic game. In fact, given the uh, rather low quality of some of those, maybe calling it that is a bit of a disservice, because this thing is PREMIUM.
It's got large, sprawling levels with tons of different areas and pathways. It's got movement tech, a scoring system, boss fights, etc. Hell, it's got FULL VOICE ACTING. It's got all the Sonic-y graphical motifs and flare that you'd expect. If I found out this was made by Sega devs who secretly released their build after their official project got canned, I'd believe it.
The game is, admittedly, quite short, and can be beat in an hour. It's definitely the kind of game that is meant to be played far more than that, however. The levels themselves are very skillfully designed and reward multiple playthroughs because the game has so many different throughlines for different areas that you could play the same level 3 or 4 or 5 times and go down different paths/rails/ramps each time.
I've always thought that Sonic games had a bit of an identity crisis, because Sonic's "go fast" identity was always at odds with the game's rich level complexity, which requires you to stop a lot.
That happens in this game too, but if you were to play this over and over again and really learn the levels, you could eventually find and learn the racing lines all throughout that let you skillfully speed through them without having to stop.
Movement initially feels a touch slippery, which is noticeable at slower speeds, but it's clear the game really wants you to keep going fast as much as you can. Also, the levels are so large and complex that I legitimately got lost several times during my playthrough.
I think it's easy to see that as a problem through modern eyes, but then I think back to my Dreamcast days and how I played Sonic Adventure 1 and 2 over and over and over again. This game still lives in that world -- where you didn't have hundreds of other games vying for your attention and you just replayed your favorites for the fun of it until you knew all of their ins-and-outs.
I think 3D Sonic fans can find a lot to love in this impressively made and executed fangame. I myself probably won't be playing it again, as I've aged out of that style of gameplay, but I think it's definitely worth a look to anyone out there who remembers when Sonic Adventure was the absolute coolest game around.
Sanicball (played via direct install on Steam Deck)
If Sonic GT feels like it was meticulously made by actual Sega devs, Sanicball feels like it was made by a hobby-level dev who got really stoned one weekend while browsing the Sonic wiki.
It's a shitpost of a game, starring your favorite characters like Sanic and Knackles as literal balls that race each other on familiarly themed 3D courses. The keybindings tell you how the left joystick makes you "go fast" while the right one lets you "look fast" and A makes you "jump fast" while Y makes you "respawn fast." Your ingame speed is measured in "fasts/h".
It's deliberately irreverent and doesn't take itself seriously in the slightest. Big the Cat is in the game, and his ball is bigger than all of the others. He also goes considerably slower to the point that he's completely nonviable to play. Everything about the game is committed to being meme-y.
Gameplay-wise, it's pretty barebones. No rings, no rails, no complex level design. Instead, you've just got large looped open-world levels and checkpoints that you have to hit.
Now, what's truly interesting about the game is that is features actual networked multiplayer.
See, when I said that this game was a shitpost, what I left out is that it is, quite surprisingly, a high-effort shitpost. Like I said, it's got fully featured multiplayer! It's got AI racers with adjustable difficulty. The actual racing itself feels weirdly... good? When I played the desert level, I got flashes of Star Wars Episode I: Racer back on the Dreamcast (this is a compliment).
I don't think there's enough in the game to call it fully good and give it a recommendation -- it does feel like an early access game that stalled out and never finished development. But I will say that I expected to play this for five minutes as a joke and then move on, but I was surprisingly taken in by it and played it for much longer (I even came back to it! Multiple times!).
It's not that exciting playing against AI companions, but there's actually a surprising, somewhat meditative quality to playing the game solo. Because you go fast, it means that the levels are larger and the turns are more gradual than in other racing games. You soar through the air a lot. This means that, once you've got the controls down and know how things to, it feels (and I genuinely cannot believe I am saying this about a game called Sanicball) almost graceful.
It's almost as if the dev was SO blazed that you can get contact high just by playing the game. Despite all the game's adherence to FAST trappings, I felt relaxed when playing it.
I felt...
...mellow.
Now, it might just be genre preference on my part, but I feel more compelled to come back to this game for than I do to return to Sonic GT, even though that is by far the better game by every conceivable metric you could possibly come up with. This is going to stay installed on my Steam Deck, as I feel like I could do a race or two between other games in the same way that I have been doing with SuperTuxKart.
(Did I mention that *Sanicball is also open source?)
gasp. again.
I always thought it was very cool how open to fan games Sega is. I suppose they must recognize that Sonic doesn't have quite the reverence of a character like Mario, so they let the fans go nuts with it. We're all the better for it with delightful projects like these.
I checked out a couple videos, and Sonic GT truly does look well-produced. It gives me visions of a Sonic Adventure 3 that could've been. I miss those large, mission-based levels with lots of potential for secrets. Sometimes I even miss the terrible camera.
I do have my eye on Sonic Frontiers, which seems similar too, though I'm not sure if it's a good buy right now with a leaked definitive edition coming soon. Always hard to say if it's worth gambling on the existing edition being automatically upgraded.
At this point, you should get this printed on a t-shirt.
Pixel Wheels (played via Flathub on Steam Deck)
Pixel Wheels marks the third open source racing game that I've played for this event behind SuperTuxKart and Sanicball. I didn't set out to do that, but it just sort of happened.
This is an old-school top-down 2D arcade racing game with powerups. As someone who cut my teeth on R.C. Pro-Am as a kid, I'm an ideal audience for this one.
The game ran fine on the Deck, but I couldn't get it to recognize my controller inputs initially. I ended up switching Steam to the "Keyboard and Mouse" setting which changes your d-pad to WASD, and that worked. This did make the steering feel a little stiff, and I'm not sure if that's because I didn't have analog control or if it's just the way the game is. (Note: there is an open issue about the Steam Deck controls on the game's tracker, so hopefully it'll get resolved one day.)
I played through the game's three championships on the easiest difficulty. I had a good time. The game is well-made and enjoyable. I don't know that I'll keep coming back to it or trying to go for harder difficulties though.
I have two slots left on my CARD OVERLOAD METER -- a count that I added completely arbitrarily and stopped at 9 because going in todouble digits would have been less aesthetically pleasing.
This is also the final day of the Backlog Burner, so I used DeckFilter to find games in my Steam library that were beatable in less than an hour.
Weirdly enough, I found two completely unrelated games with similar titles that I decided to play as companion games: It Takes a War and It Comes in Waves
It Takes a War (played via Steam)
This is an old-school team-based FPS in the vein of the original Counter-Strike.
Extremely Minor Spoiler
Except it isn't.
It Comes in Waves (played via Steam)
You are on a hostile desert planet carrying around a specimen. You must grow the specimen while also surviving the unbearable heat. You constantly use up water and need to replenish it by finding supplies or killing the bandits roaming around who also want your water.
It is a deliberately antagonistic game towards the player: if you die you have to start all over; your run speed is quite slow and the world is quite large. Rather than being action-packed, as the shooting and existence of bandits might imply, this is a game that has an almost glacial pace, inviting reflection and meditation as you traverse the dry, often featureless sands.
I chose to play these as companion games simply based on the similarity of their titles, so I was surprised to see that I basically have the same thoughts about both of them.
Both of them hearken back to an older era of gaming. Both of them attempt to do something novel and interesting. Both of them are genuinely compelling to play (though in completely different ways). Both are didactic.
And I, sadly, consider both of them to be a bit flawed in their executions. Neither one left me fully satisfied.
It's not that either game is bad. It's that, much like many of the other games I've played this Backlog Burner, there's a clear trajectory towards something great that I can easily see within each game, but they both fall a touch short before getting there.
I suppose this is a game-half-empty look at things, because I think I'm coming across more negative about them than I intend to be. I think both of them do FAR more right than they do wrong, and that's certainly no easy feat and something to be celebrated. That's a double-edged sword though, because the presence of so much of those good design decisions creates the expectation of a fantastic payoff in the first place.
Neither one totally hit for me, but I'd still say these are both worth a look, especially because each was made with such a clear and unique vision. Consider It Takes a War if you want an opinionated FPS, and consider It Comes in Waves if you want an opinionated survival game. You might not love the opinions yourself, as was the case for me, but you have to admire the earnest conviction with which they're held.
Criminy. This has to be some kind of record. Congrats on filling out both your bingo card and the overload meter! You've truly made tremendous progress on your backlog, and have highlighted tons of unique and interesting titles.
THIS IS THE POWER OF MOTIVATION. DO YOU UNDERSTAND NOW??
I actually considered playing It Takes a War this time around, but didn't quite get there. Maybe next time.
The second game also looks interesting. I get the sense of it mirroring Spec Ops: The Line in asking ethical questions of the player.
Okay, I'm not going to leave a separate comment just for this, but I love suspensive hyphenation. It's elusive, yet sometimes the perfect tool to tighten up a sentence.
Interactivity: The Interactive Experience (played via itch.io)
I haven't played any itch.io games for this Backlog Burner yet, despite the fact that it is by far the largest pool of games that I have thanks to those megabundles that happen every so often.
I think part of this is that it's the least Deck- and Linux-friendly of the options. I keep hoping that, either the itch.io Linux app will let you run Windows games through Proton, or Heroic will add itch.io support so I can play them that way.
For this one, I simply streamed the game from my Windows PC to my Linux one, rather than trying to get it up and running separately.
Earlier I praised Forgotten 23 as a smart way of reusing assets by looping you through the same setting multiple times. This game does the same, though admittedly it is less upfront about it and I almost stopped playing after completing my first runthrough, thinking that I had fully finished the game.
It's one of those meta games that knows it's a game, plays with tropes, and breaks the fourth wall directly and repeatedly. It's got some light humor here and there, but tonally it's a little more serious than some of the others in the genre.
It's hard to talk about without spoiling anything, but I'll say that, while I enjoyed my playthrough(s) well enough, I don't particularly recommend it. The game has some neat ideas, but it feels like it never gets fully fleshed out. It doesn't take any really big swings, instead sort of minorly incrementing some things that make each playthrough fairly similar to the last. I wanted it to go all out and really surprise me or play with my expectations.
Day 28:
At the beginning of this year I played through Mining Mechs, and enjoyed it. As you might expect, it's a mining game I got at the same time as DigDigDrill and some other mining games. That included the sequel to Mining Mechs, Super Mining Mechs, which is what I gave a try today.
Super Mining Mech has a quick lead in that provides a story tie-in to the previous game before it then introduces the main plot element, which is that now you're mining on a different planet. Honestly I could have done without that and the random bits of half-assed dialogue, nobody is playing mining games for the writing. It's mostly the same as the first game, but with new ores, revised graphics, a revamped mechanism for the passive income generating mines, and a new "mission" system where you have to get specific ores.
Overall I think I prefer the first one. There doesn't seem to be much choice in how you upgrade your ship and the new way you have to make a mine and power plant by gathering a bunch of specific classes of ore feels less enjoyable than the old mechanism where you just had to run pipes. Maybe the mechanics evolve in more interesting ways later on, but it kinda feels like they invested in the wrong areas.
Day 29:
Wacky is the best word to describe the vibe of Cargo! - The quest for gravity. Your quasi-dirigible crash lands on an island of ugly, fat, naked baby mutants who are somewhere between Oompa Loompas and Minions, including with a tendency to break out in song, but with a fetish for being kicked or otherwise abused. The main mechanic is running around the island, throwing debris, and kicking the naked babies, in order to build up currency to buy vehicle parts from gods (who are giant masks on a elevated rail). You then get to build vehicles, mostly water/air, from the parts.
It's... interesting. The vehicle building is a bit rough to get the hang of and not super powerful or capable, but it's always fun to mess around in a vehicle builder like this and there is a sandbox mode. The physics engine is satisfactory for the physics heavy gameplay (unlike a certain other game I played recently) and while definitely aged, the graphics are fine. There's voice acting and effort was spent on audio in general.
But overall it seems like the sort of game my nephew (who found Goat Simulator 3 the height of comedy last christmas) would love. As for me, I doubt I will revisit. But given I purchased it in 2012 for $2.50, I don't feel too bad about that.
Day 30:
When I scrolled through my list of unplayed items, my eyes would be caught by a stupid broken icon for something called "Nexuiz STUPID Mode." Trying to click through to the store page wouldn't work, I'd just get taken to the frontpage, and I had absolutely no memory of what Nexuiz is and what exactly made this game STUPID. So I decided to give it a try.
Nexuiz seems to be an older school FPS, sort of HL2 Deathmatch style but with newer graphics. It's also a bit faster paced, maybe somewhere between HL2 DM and Halo 1. Based on the error message at the bottom of the screen, I take it the game was, once upon a time, multiplayer. Nowadays, with servers long gone, I was left playing with a bunch of bots. I played a few rounds. It got easier when I increased the screen resolution and tweaked the brightness so it wasn't all blurry shadows. The maps are small with a bunch of launch pads and multi level layouts. Weapons spawn on spots on the map and you get swapped to new ones automatically, all to decrease downtime and keep people constantly moving and shooting. There's mutations, like a pogo stick mutation or one that makes your allies glow, which I'm going to guess is related to the STUPID mode.
Next to Nexuiz STUPID mode was also Nexuiz BETA, which I also tried but unfortunately it would just freeze up on the main menu. After trying that I realized I had regular Nexuiz on the list, which I tried but had the same freezing bug. The discussion suggests this is related to the servers being dead and requires blocking the hosts for the servers, which I couldn't be bothered doing.
I also gave Vigil: Blood Bitterness a try. This game is enigmatic in its brokenness. You can't buy this game anymore and someone discovered that the only way to launch it is to use a magic link to install an unlisted demo of a totally unrelated game. If you don't do that arcane step, the game will just pull up the steam store's homepage. Once you crack how to launch the game, you get a weirdly blurry menu with weird windows 95 themed confirmation modals. The game itself is entirely black and white (no grey) except for a blood-red splotches that appear when you click and some inexplicable orange blob. It's point and click and seemingly a puzzle game (I got quite stuck on the first map until finding out that you had to right click while standing in specific spots to do things). It's meant to be horror vibes I guess. There's video cutscenes but they were totally broken for me. I found the game pretty inexplicable even after getting it working and gave up not long after getting it working.
I also tried out Chains, another now unavailable game. This was actually not horribly broken. In this one you have balls of varying sizes and colors and need to draw a line between 3 or more of them, of the same color and in sufficient proximity, to make them disappear. It has some basic physics that makes the whole thing feel sorta fluid-like. On each level there's a specific goal, like clear 100 balls, but after the first one it starts to introduce twists like a need to keep the "river" flowing (that is, clear large balls that block things up so the other balls keep falling) or build a single line where the balls (which each have a numeric value in this level) all add up to a specific number. The game could certainly use more polish, the graphics are weak and overall it feels like a student project than a professional indie game. Amusingly they didn't compensate for aspect ratio so if you maximize the window the balls all get stretched out.
Nexuiz -- now there's a name I haven't heard in a while! I'm loving all these deep cuts you're playing.
I never played the BETA or STUPID Mode versions, but I did play both versions of regular Nexuiz back in the day: the open source project that it started out as and the completely separate commercial release that for some reason used that name despite being a completely different new game.
The commercial version tried really hard, as many games have, to resurrect the Quake- and Unreal-style arena FPS genre that was huge in the late 90s and early 00s. It didn't succeed. Steam says I played it for 7 hours back in the day and I recall having a good time with it. That said, if I'm remembering things correctly, I believe it suffered from what probably killed the genre as a whole: skilled players can simply crush everyone else, which is only fun for the skilled player.
I've long thought that someone needs to make an arena FPS that has built-in "rubber banding" mechanics that help offset pure skill such that everybody can have a bit more fun. Like, no one enjoys getting blue-shelled in Mario Kart, but it's a mechanic that helps keep the racing pack tighter and keeps group enjoyment up. Same goes for the more powerful items you get when in the back of the pack. I'm sure devs could come up with clever ways to nerf the currently top player and boost the bottom ones while maintaining fun and without stomping out skill completely.
The terribly named Morphie's Law had possibly the best implementation of this that I know of, having the frontrunner players get bigger (and thus more easily targetable) while the ones in the rear got smaller (and harder to hit). That said, it, like many others, also failed to resurrect the genre, so maybe arena FPS games just aren't going to hit it big anymore.
Day 31:
For the final day, I decided to play some of my oldest games. I did that in two ways.
The last (earliest) games on my unplayed list are games I know I definitely played at some point, but probably before Steam reliably tracked play history. The first one I saw that I know for sure I never played is one called: Droplitz. Droplitz is no longer available to buy, and has been completely delisted from the steam store. It's a relatively simple game where you rotate hexagon tiles with tracks over them in order to form a contiguous path across the board. The catch is that you need to do it over and over again as fast as possible. Tiles disappear and get replaced and a timer resets when you complete a path. It's tetris energy.
The game was surprisingly well done for what it is and ran without hitches for how old it is and how long it has been abandoned. I didn't play that one for too long, for much the same reason I don't play tetris.
The other "earliest" game is one I actually got last year and have played before, like 25 years ago: Zoombinis.
I remember playing this game a million times at school when I was younger. It was definitely quite familiar, though I didn't recall there was actually a "story" to it. I was surprised to discover the premise of this game was capitalists screwing over labor and indenturing them, making the "logical journey" basically an underground railroad.
I played through and got one trip of Zoombinis through to the promised land. I lost a few Zoombinis to the fucking pizza level on my first attempt. I realized after falling into the trap of thinking "it's a pizza, there has to be cheese so surely that doesn't count as a topping" and quickly blowing through 5 guesses, that I definitely had that same issue as a kid. That left me with too few Zoombinis to get past the first rest area. My second round went better and I didn't lose any until after the second rest stop. I lost 1 Zoombini on the crystal level on my first go because I totally misunderstood what you were supposed to do and thought it would be more similar to earlier levels. I then lost most of my Zoombinis on the last level, I couldn't make out a few of what the symbols were supposed to be. I assume it was easier to see back in the 800x600 days. It was a nice blast to the past, but definitely don't see myself getting as excited to play it as I did as a kid.
You've had some incredible consistency in these posts. Between these titles and Nexuiz, I'm loving all the retro throwbacks, too.
I'd have to agree that cheese is not a "topping". It's integral to the structure of the pizza. Yes, there may be specialty pizzas that replace the cheese with something else, but those have specific names that differentiate them. They do not fit the Platonic ideal of pizza.
You started this month with 439 unplayed games. You've already gone through 7% of them. That's crazy impressive!
Thanks!
I ended with 407 unplayed games. Unlike last year, my number actually went down!
Oh wow, I had completely forgotten about this game. Wacky is probably the right word for it. I can't even remember if I played it myself or just watched some gameplay, but it feels like one of those early, experimental indie titles. Similar to titles like Zeno Clash, or AaAaAA!!! β A Reckless Disregard for Gravity.
I don't think I'd care to actually play it today, but I was still happy to be reminded of this strange title.
Wait, when did I get moved to Team Motivated? I was on Team Mellow!
...actually know what, makes sense. I think I was only on Team Mellow because I started the month with a life-consuming Pokopia addiction. Which I have mostly gotten over. Mostly. And I did manage to achieve two Bingos...
wait I won't be on trial for being switched to another team right? Right??
Anyways, here's my card!
Set in spaceβ Analogue: A Hate Story
Has both combat and puzzlesβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Is mostly text-basedβ Analogue: A Hate Story
Your friend loves itβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Came out more than 10 years agoβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Has been played at a Backlog Burnerβ Another Crab's Treasure
A romhack or total conversion modβ PokΓ©mon Kanto Expansion Pack
Has a calm vibeβ NUTS
Itβs already installedβ Say No! More
β Wildcardβ NUTS
Has more than 3 words in its titleβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Has zombiesβ Hate Plus
Focuses on explorationβ Doki Monsters: Quest
Recommended by someone on Tildesβ Say No! More
Is beatable without killing any enemiesβ Say No! More
Owned for more than 2 yearsβ NUTS
From a genre you donβt normally playβ Another Crab's Treasure
Features a mysteryβ Analogue: A Hate Story
Makes you thinkβ Analogue: A Hate Story
Has a third-person perspectiveβ PokΓ©mon Kanto Expansion Pack
No new games to add yet, because I spent today playing Pokopia and then trying to beat the Duchess in Another Crab's Treasure. Which I finally did, without changing any settings any further! :D And then I got killed by a puffer fish and decided to just stop there for the month.
That said, since I got my bingo, I'm actually kinda done with the card? Probably. The remaining games I want to play tomorrow don't really fit the remaining squares as far as I know. Unless... Do AI clones of dead people's minds count as zombies for bingo purposes?
Three games played, two bingos, giving repeated best efforts in a soulslike (a notoriously difficult genre), finally killing the duchess...
Seems pretty motivated to me.
And yes, your trial will follow u/Wes's. I suggest you consult with your legal counsel, Phoenix Wright, to prepare a defense.
Hmm... Yes, I suppose so. Perhaps. In my defense, I actually forgot Another Crab's Treasure is a soulslike. I knew it was a genre I didn't usually play, but I thought it was a Metroidvania. I just played it for the crabs :D
But very well, I'll consult legal counsel on next steps and how to best prepare for my upcoming trial.
It turns out Phoenix Wright was unavailable, so the court has now appointed Jayjay Falcon to represent you.
However, you might not need him, as βplaying it for the crabsβ is a genuinely bulletproof defense. No jury would ever convict on such grounds!
So today I started Hate Plus, the sequel to Analogue: A Hate Story. Which is notable because this game forces you to play over three days, unlocking a limited number of files per day. Perhaps for the best, because this sequel delves into files detailing how the ship somehow became a Joseon Dynasty Court Drama In Space, so uh... we already know this story doesn't end well.
Yeah, I am already seeing a LOT of tragic stories being set up. Also I can tell this was written pre-Trump because... well, let's just say I got some major dΓ©jΓ vu from like, the third document I read. Feels like it eerily predicted certain aspects of American politics...
As a sequel, supposedly we can copy our save data from the first game to continue. Alas, for some reason that option just doesn't appear for me. Thankfully it opens with a brief questionnaire so it's easy to just basically recreate whichever ending we want. Though sadly, without importing saves we can only choose one of our AI heroines, as the harem ending was non-canon. A shame, I really wanted to see them bicker and angst over these files together. Apparently it might be unlockable though...
Well, thanks to encouragement from @Wes, and whoever upvoted his comment, I have decided that Hate Plus qualifies for Zombies. In a totally philosophical sense. Because we can choose between our two AI guides, and well... I think both qualify.
Minor spoilers for both games to justify this decision
On one hand we have *Hyun-ae, our original guiding AI who is the copy of an actual girl who died, made like 2 minutes before death. She is the reason I asked about AI clones of dead people's minds, and I chose her as my companion.
Then we have *Mute, who was always an AI and was never human. Except she was also present before the ship's logs were erased and society was set back by 3000+ years. And the *Mute we see in the logs has the same sharp tongue and rude manner, but was also 1600 years old and wasn't nearly as subservient to men. She's the old lady with the eyepatch on the game's cover, and her behavior matches that stern exterior.
It is pretty clear that the *Mute we know is a shell of that former one. The original one was killed to make this new society possible, and effectively reanimated as the rather childish and immature girl we know.
...I do not think she will take these files well. I picked *Hyun-ae for my first run-through, but I'm going to have to start a second save with her to get her thoughts.
So yeah. I was going to play this game no matter what and didn't plan to mark a square, but thanks to Wes I changed my mind. And now I have a third bingo!! :D My legal counsel wants me to emphasize how much credit Wes (and to a lesser extent the anonymous voter) deserves for encouraging this decision.
Considering how heavy some of the topics of the first game were, it was probably a good idea to let it sit for a few days to fully take it in. I wonder if that's similarly why they make you play this one over three days.
I'm always happy to
corrupthelp! Me and my anonymous voting benefactor.You know, this discussion has given me an idea. I'd like to do a Flux card, but played as wrongly as possible. Only post hoc justifications allowed.
There was a tree that took skill to drive around.
This game was 100% programmed in text-based code.
My character has more of a life than I do.
It's me. I'm the anonymous voting benefactor.
Not only do I agree with that interpretation of zombies, but I also vote on everything in every Backlog Burner topic because every comment in them is always worth reading.
Infinite vote glitch discovered! Take advantage before Deimos patches it.
...Yep, this one definitely works better with some time to sit than trying to take it in all at once. Let's just say even the AI don't take it well, and Day 3 starts very rough on at least one route. (It's *Mute. Not even counting that as a spoiler. The files involve the history of the ship she was designed to protect, including the previous iteration of her AI. It's obvious even before reading the files that it'll inevitably cause a big psychological conflict because they'll expose every lie she was told about how the Space Joseon Dynasty came to be.)
On that note, I'm doing both girls' routes! That mainly involves doing one route normally, and then rushing through the second girl's save file by scrolling through the documents. The scrolling is fairly annoying because it only scrolls a couple lines at a time, and you can't hold down on the down-arrow or a controller button to make it consistently scroll. You have to manually scroll down. It's really tedious, especially on Steam Deck. Theoretically I could just open a document and close it to have it marked as read (and that happened often), but I like seeing their commentary.
Anyways, thank you for support and encouragement! And twists on bingo categories sounds fun! I can think of some fun workarounds. Fantasy Life, for instance, has an actual Life System where your jobs and capabilities are named "Lives"...
EDIT: TIL that wireless mice DO work with the Steam Deck. And the scroll wheel works with Hate Plus. Sooooo much better than going one single line at a time...
Absolutely. Also, being a zombie by definition is kind of being "given a second chance". Just throwing that out there.
I started playing another game: Little Known Galaxy! It's a cozy farming game set on a spaceship, and a nice little reprieve. I won't lie, I'm not a big fan of the character sprites (head's a bit too bulbous, and body proportions feel weird), but this game has serious charm to it. The space ship is a pretty neat setting, there are aliens who aren't just oddly-colored humans (though so far they're in a distinct minority), we can go to multiple planets...
Biggest downside is that it seems to require a LOT of grinding and small, tedious tasks to acquire resources. For instance, you need 80 stones to make a Dark Matter Refiner, and regular rocks can have multiple types of drops. Meanwhile the sale price of items seems fairly low, so I can see income becoming a pain in the late game. And our movement is SLOW. Like... it's probably my number one complaint. And the game has gotten no updates since 2024, so it seems to be complete and unlikely to change that. I may need to look into mods just to speed it up...
Still, it's charming and I like it so far. This game fits no squares, but a more open-ended game like this is a good one to end the month!
My doppleganger and altogether excellent human being u/aphoenix saw my peril and put together the game list for last week for me.
Thank you aphoenix! You have won an β¨βοΈ HONORARY BINGO βοΈβ¨
And thus I maintain my streak of alternatives to normal bingos!
Ah, the return of the Week 5-ish thread. I was wondering if we'd see it again.
I shall be judged pure, MY ACTIONS VIRTUOUS. I meet the face of destiny, and show it my MOTIVATIONAL FURY.
Now bear witness as I submit even further displays of my awesomeness.
Wes' Motivated Reckoning - Week 5-ish
Fragmentationβ Quern - Undying Thoughts
Transformationβ Agent Intercept
Precisionβ Pseudoregalia
Erosionβ Infinite Air with Mark McMorris
Explorationβ Immortals Fenyx Rising
Abundanceβ Tinykin
Contrastβ Hive Jump
Calmβ theBlu
Isolationβ Hades
β Wildcardβ The Ball
Briefβ pureya
Colorβ Haimrik
Frictionβ Library Of Ruina
Defenseβ Pinball Spire
Tenseβ Dreadhalls
Chaosβ Yellow Taxi Goes Vroom
Dualityβ Cat Quest 2
Wonderβ Escape First Alchemist
Distributionβ Pokemon Trading Card Game 2
Tinykin
SENDING MY MINIONS FORTH
This one is really cute. I think casual gamers would love it.
Tinykin is basically Pikmin, but in large, vertical worlds. The game leans more heavily on being a collect-a-thon than puzzler or platformer. Those elements do exist, but are deemphasized.
I was actually hoping for a little bit more of a challenge, but the game aims for a lighter feel. I'm thinking it may be a good pick for after a hard day.
You play in a miniaturized world, exploring the different rooms of a house. There you find assorted
pikmintinykin, each have different abilities. Some can lift heavy objects, form climbable towers, or explode.There's so many collectibles to pick up that I found it hard to stay focused on a single goal. However, there's no time pressure, so you can always double back later and collect something you missed. You also unlock shortcuts as you go which make traversal faster.
The game controls well, and the movement is fun enough to keep the exploration interesting. They give you a "soapboard" which you can slide around on, useful for grinding rails and building up speed downhill. It's also used for the race minigame, which is strangely much harder than everything else.
The game's graphics are cheery and look great. The one thing I can't get over though is that your character is constantly staring at the camera. It's a stylistic choice, but it felt a little creepy to me at first.
The game's soundtrack mostly stays out of the way, but I was impressed by how dynamic it was. Entering buildings or large objects would adapt the music, such as playing a strumming track when hopping into a guitar.
I'm about halfway through the game, and am enjoying my time with it. I don't plan to binge this one, but expect to finish it over the coming weeks.
I loved Tinykin. It was a delight, and the only thing I didn't like about it was that I pushed myself to complete it 100% out of stubbornness, which meant that tracking down those last few things I missed in the game's VAST levels was a pain.
Everything else was a joy for me though.
This is the absolute truth. Because you can see clear across the levels, it's easy to set a destination in mind but then get derailed by ten different things along the way, such that you completely forget what your original intention was.
Oh hey, you even made the same joke by crossing out
pikmin.It looks like we had pretty similar thoughts on it. I'm still enjoying it, though I think I'll take your advice not to 100% it. I thought I'd been pretty thorough too, but I'm still missing a few nectar pickups in each level. It definitely feels like a game where you should unlock a radar or something near the end.
The view distance is definitely a blessing and a curse. I just want to do everything at once!
Pinball Spire
KEEP PUTTING IN QUARTERS
Finally, a worthy candidate in the pinballvania genre.
Definitely a mashup for the ages. This one has you guide a ball through a series of vertical rooms, controlling it with just the pinball paddles that are available. Each room has an unlock condition before you can move on, such as collecting letters from around the room.
The game starts as pretty vanilla pinball, but eventually distinguishes itself as you start unlocking abilities (thus the "-vania" label). Two of the more useful upgrades are slowing time to make precise shots, and of course bumping the table to make last-second corrections. No tilt detection here.
The physics feel really good for pinball. I never saw the ball get stuck or bounce unexpectedly. But it's still pinball, so randomness plays a major role. Thankfully, the later abilities do make things more controlled.
I have to admit that I'm not the biggest pinball fan. I've played some physical tables, as well as a fair bit of Windows Space Cadet pinball, but the game somehow never clicked for me. Still, I played through this one to completion in just over three hours, and liked it well enough. It's a unique idea, and the customizations for your ball are cute.
This one has been in a few bundles already, so it can likely be picked up for cheap. It's also published by indie.io, so I'd wager it's included in the new Indie Pass.
Pinging all Backlog Burner participants/conversationalists: here's the last weekly discussion topic (though it's really only for 3 days).
IMPORTANT: Please put all Backlog Burner entries in this topic before June 1st, so that I can fully count everything for our final recap topic.
You will get one more ping from me on June 1st when the recap topic goes live. That will be your place to summarize your time with the event, gush about your favorite games, compliment others on their bingo wins, etc.
Until then:
TEAMOTIVATED: THE DEADLINE IS LOOMING MAKE SURE YOU'RE MAKING IT HAPPEN GIVE 110% AND THEN GIVE 110% MORE THIS IS YOUR MOMENT
teamellow: So, there's nothing better than a gentle wind down, yeah?
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Sorry I didn't end up participating in the Backlog Burner event as much as I expected, let alone finishing more than one game. Over the past month, I've mostly been dealing with fatigue: burning eyes and yawning two to three times more than usual.
It's likely due to spending around 10 consecutive hours a day in front of a screen for the past six months. With that in mind, gaming became the last thing I wanted to do.
When I mentioned my symptoms to my sister, she said she experienced something similar from overworking with screens and heavy reading. I tried a few things to reduce the fatigue, and some of them helped:
Using my Mudita Kompakt without backlight, which was easy enough since I'm usually under a light source
Subscribing to three gaming magazinesβNintendo Force, EDGE, and Retro Gamer, since I realized I don't need gaming news immediately, and I struggle to focus on long articles on screens anyway
Setting up LeechBlock on Firefox to limit web browsing to 45 minutes, forcing me to be more intentional and efficient online
Planning screen-free activities outside of work, like installing modboards on retro consoles or fixing controllers, taking anywhere from 30 minutes to a few hours.
Taking at least a 15-minute break from screens or reading every 1β2 hours
Over the past few days, especially with the last two changes, I've reduced my screen time to about five hours per day, which has significantly improved my fatigue. There are still some lingering effects, but they seem to be fading.
I also had a clinic appointment last week, and they recommended more exercise. The activities I've been doing should help with that as well.
Next week, I'll schedule the next step of my health checkup to rule out anything underlying. For now, though, I feel noticeably better than I have in months.
As for the Backlog Burner, I've made very little progress since my last post. In about an hour, I only got through 8.1% of another game based on its completion tracker.
Unfortunately, between the fatigue and limited time, I had to bow out early, making me probably the least active participant in the event. Still, I've got a writeup ready just below.
Ape Escape
You know what's more fun than a barrel of monkeys? These simian fellows!
I remember seeing Ape Escape back in late 90s and early 00s through a PlayStation Underground subscription card from either my PS1 or PS2, and one of the few Official PlayStation Magazine issues we had. It featured a review of the PSP remake, On the Loose, which didn't exactly sell me on the game as a must-play.
At the time, I was mostly into Nintendo and already had plenty of 3D platformers to play, so I overlooked the series despite its success. About a decade later, I stumbled across Retropolis Zone's Quickies Donβt Cut It review of Ape Escape, and that's when it hit me; I had missed out on a genuinely unique take on the genre.
Ape Escape stands out as one of the first Sony-published games to fully use the DualShock's dual analog sticks. Instead of the now-standard setup, camera on the right stick and actions on face buttons, the right stick directly controls your equipped gadget. Depending on the item, you'll swing tools or guide their trajectory based on the direction you tilt the stick. It's a very different feel compared to typical 3D platformers.
There are also vehicle sections, like a rowboat, where both sticks must be rotated in specific ways to move. For example, simultaneously rotating the left stick counterclockwise and the right stick clockwise moves you forward; reversing that moves you backward. Turning, however, was something I never fully figured out; I mostly brute-forced my way through those sections. It's definitely not intuitive.
That said, once you get used to the controls, they allow for a lot of flexibility in how you capture monkeys. Each one has different behaviors and environments, so there are often multiple ways to approach them. Some are fast and require stealth, meaning you have to watch their awareness indicator and avoid moving when they're alert. Others require a bit of problem-solving to flush them out.
For example, one monkey is hidden inside a cluster of eggs near a large pterodactyl. You have to spot the shaking egg and smash it to reveal the target. Moments like that add variety and keep things engaging.
The camera can be a bit hit-or-miss. It auto-adjusts, but it's sometimes slow or gets stuck at awkward angles. You can manually adjust it with a shoulder button or D-pad, though using the D-pad leaves you unable to move at the same time. Fortunately, these issues are relatively minor, and regularly recentering the camera behind your character helps a lot.
The soundtrack fits the gameplay perfectly, with high-energy J-pop and techno-inspired tracks. It even changes dynamicallyβfor instance, toning things down when you're sneaking up on a monkey.
I've only played a little over an hour so far, yet it's already clear that I'm enjoying it. Once I'm less fatigued and can put in longer sessions, I'm definitely looking forward to finishing Ape Escape.
Ape Escape sits somewhere near the top of my nebulous list of Games That Most Deserve a Remaster/Remake.
Don't get me wrong, the original game itself is still something special and I'll recommend it to anyone wanting to visit (or revisit) PSOne classics.
But like, its draw distance, which was noticeable even for the time, is really rough by modern standards. Also, IIRC, you can't save mid-level (correct me on this if my memory is wrong though). In the later levels, which get quite large, this is particularly burdensome (though avoidable if using save states).
I think it was one of the rare games to capture a "Nintendo feel" on a non-Nintendo system. I think a large part of that is because it went so hard in the direction of toying with the new hardware features of the Dual Analog controller, and Nintendo is known for its quirky utilizations of novel hardware features.
Like, there's a parallel universe out there somewhere in which Nintendo released a 64 controller with two sticks and this as the flagship game for it, because it genuinely feels like it fits in better with the N64 library than it does the PSX one.
Anyway, I'm glad you're enjoying it, but of course take whatever screen breaks you need. Health always comes first, and I hope you're able to find relief from your symptoms.
Sorry to hear about the eye strain and fatigue. There's definitely no obligation to participate, especially if it causes discomfort. Hopefully things improve soon!
I had an eye surgery last year, so I also needed to take frequent breaks for some time. I used BreakTimer on Windows, which was unobtrusive and very configurable. Maybe it could help.
Great screenshots, as always. I didn't quite realize what kind of game Ape Escape was before. In fact, now that I think about it, I suppose I've always associated it with Super Monkey Ball for some reason. There was no reason for that, other than both featuring primate protagonists. As a big fan of retro 3D platformers though (jank and all), I'm glad to learn of another.
Midnight of TheFirst28th (29th?)30th Day-
7227 Hours Remain -SingedFrostLantern's Bingo Card (Standard/Flow, 10/25)
Perspectiveβ The House in Fata Morgana
Fleetingβ Pyre
Identityβ Stray Gods: The Roleplaying Musical
Transformationβ Berserk Boy
Thresholdβ Death's Door
Synthesisβ Mario + Rabbids Kingdom Battle
Connectionβ 13 Sentinels: Aegis Rim
Precisionβ Sunblaze
Dualityβ Astrea: Six-Sided Oracles
Traditionβ Uncharted: Drake's Fortune
Synthesis - Mario + Rabbids Kingdom Battle (Switch)
Remember when Mario had a crossover with the Rabbids and with XCOM gameplay? Really take a moment to let that statement sink in again. And how it got a sequel. And Peach had a shotgun.
So Synthesis comes in with how there's a Rabbid named Spawny who has a device stuck to their head that combines things which leads to Rabbid versions of everything, from the Mario characters having Rabbid versions of themselves as allies to enemies like Pirabbid Plant and Rabbid Kong. Also the whole combining the two franchises with XCOM thing.
I've just completed the main campaign which took at least 25 hours according to the Switch profile, and for the sake of the remaining 3 days, I'll leave the challenges cleanup and DLC Campaign with DK til after the event's over (and after the Next Fest which is the spiritual opposite of the backlog burner). There's a total of 4 worlds with a new character joining at the midpoint of each world along with weapon tiers going up by 1 at the midpoint and end of each world. I'm not really into the base building aspect of XCOM-style games so I appreciate that it's a series of skirmishes with minor exploration and puzzles between the battles. Skill points are granted after each battle and the skill trees for each character are freely refundable so there's no fear of screwing up a build.
Some main gameplay stuff:
As can be expected for an XCOM style game, bursting down enemies as quickly and efficiently as possible to minimize the enemy action economy and get good ranks is the way to go. This is especially necessary for the Smasher enemies, which move 4 tiles and melee attack whenever they're hit with a weapon, and Buckler enemies, which have an unbreakable shield from the front, a shotgun for AoE, a team buff for guaranteed crits and status effects, and they apply Honey which roots characters in place. Both of these guys are the worst of the common enemies.
Overall yeah, this was nice to have my brain enjoy solving XCOM-style gameplay with a Mario skin. My weird complaints would be how the game doesn't really incentivize swapping around characters which gets worse with the negative of needing to pay up money to upgrade primary and secondary weapons for each new tier; at that point it's smarter to just stick with the main team you like out of the fear of not having enough for future upgrades. My other weird complaint is how the first 2 worlds have specialized cutscenes for the party since it's still small and all but guaranteed who you have. World 3 and on though, it seems like they stopped since the party has expanded too much with too many potential combinations?
Quick Character Thoughts
Mario: Forced to use. Can be upgraded to have 2 overwatch shots and a 20-70% team power buff for the turn. Has a normal blaster and a hammer to use after jumping off an ally and stomping on an enemy.
Rabbid Peach: Has team heals on cooldown. Basically the most normal Rabbid plus she has an explosive sentry that seeks out the designated enemy.
Rabbid Luigi: Useless early on, but he scales later in the game when his unique higher-tier weapons have high crit rates and when he has enough skill points to make his Vamp dash attack deal high damage and heal more.
Luigi: The sniper. Highest range, 3 overwatch shots, and a team buff that adds extra movement. He can chain 2 team jumps in a turn for extra high mobility and he also has an explosive seeking sentry.
Rabbid Mario: CQC and MVP. Has 3 AoE dash attacks, a hammer and shotgun for close range AoE, and his bonus action draws enemies towards him for maximum damage.
Peach: She has a free heal for Team Jumping and her bonus action lets her tank damage for her allies. Otherwise yeah, the shotgun and rubber ducky grenade for defensive AoE coverage.
Rabbid Yoshi: Has a minigun, a super shield that can absorb up to 2 hits, the rubber ducky grenade, and a fear effect that makes enemies run away and leave cover.
Yoshi: Also has a minigun, an AoE ground pound after team jumping, and a team buff that guarantees crits & status effects.
Early on the team was Rabbid Peach and Luigi since Rabbid Luigi wasn't good yet, followed by Rabbid Luigi and Rabbid Mario from their high dash attack damage and the sheer amount of AoE Rabbid Mario offers. Tried Peach and Rabbid Yoshi for the escort missions from Peach's healing and Rabbid Yoshi's special shield. Yoshi joins in the endgame, but the ground pound feels like it'd leave him open and the lategame crit rate is like 50% already.
Dang, 25 hours is a lot of investment. Maybe not 13 Sentinels-levels of investment, but still a lot!
Having never played XCOM or knowing what a Rabbid was, this comment largely went over my head. But I do enjoy puzzle based combat games, and it seems like a single player version of something like Frozen Synapse, which I can definitely get behind.
If a rabid Yoshi were traipsing about with a minigun, I might run away too.
Perspective -Β The House in Fata MorganaΒ (GOG)
The House in Fata Morgana is a visual novel of tragedy. It is seeped in despair, only letting in the moments of normality and levity so as to plunge the knife a little deeper and twist further each time hope is raised only for it to plummet and smash apart. The game points to the moments of peace, how things could have ended better had the wheels of fate not kept spinning and magnifying everyone's personal flaws. The witch's curse is no doubt real, but it is also all very human.
There is love, kindness, the future.
There is betrayal, disgust, countless labels.
You awake without form or substance. The Maid is dismayed at Your lack of memory as the Master of the mansion, but she is certain that she can refresh it by showing You the tragedies of the past inhabitants in the hopes that You will recognize Yourself. She takes Your hand and leads You to a door, each one a different era, a different tale of ruin; all she asks is for You to not let go.
Each story has a man, a woman, and The White-Haired Girl as narrated by The Maid. All of them can be considered stories of love just as much as they are stories of bad circumstances and miscommunication, unfair judgement devolving into sin. The world is a cruel place and the game doesn't shy away from showing abuse and discrimination borne of gender roles, race, and social status. It is absurdly unfair, unkind, unrewarding to virtue. Hope is a scary thing that invites more pain and suffering for being vulnerable and thinking things could be better.
And yet that hope is needed. Not blind hope that things will get better on their own, but actively working towards it: communicating directly, having empathy, and having faith that things will work out in the end. It won't always end well as the game shows, there may be some stumbling, it may be one-sided love, but it's important to try, to reach your hand out and show neither you or them are alone and trust that they will reach back and accept it.
I speak very broadly of the game, I guess I'm still digesting after completing it or maybe my words just aren't sufficient. It is beautiful in its suffering. Haunting. Everyone is human, no more and no less in both good and bad. We all need empathy and someone willing to listen.
The soundtrack, particularly the vocals, also deserves mention. It well and truly elevates the game.
Modded with the Remaid of Dreams fanpatch. The installer for linux is named "FatamoruLinux-V4.0"Β and it admittingly took me a bit to realize I had to rename the file without the dot for it to function properly. For some reason, it added a non-steam title called Spacewar which is apparently tracking the time I played at about 19 hours?
SpaceWar is an example game for devs that shows how to use Steam API integrations.
I don't know enough about the technical background to know why, but some mods use the SpaceWar depot itself, as well as a large number of pirated games.
Also that was a beautiful writeup of a clearly deeply affecting game. Thanks for typing that up.
I have to admit, I've been a little dubious of visual novels over their years, but you folks are bringing me around. It seems like there's some really deep and beautiful stories being told, and I ought to give them more of a chance.
Great write-up. You could feel the passion coming through.
With just two days left in the month, here is my bingo card at the moment:
May 30 bingo card
Popular game you never got around to playingβ Bomb Rush Cyberfunk..
Focuses on relationshipsβ Hatoful Boyfriend
Your friend loves itβ Tales of The Neon Sea
Has been played at a Backlog Burnerβ Still There
Has drivingβ Breakneck..
You have to tinker to get it runningβ The Textorcist: The Story of Ray Bibbia..
From a different culture or countryβ Generation Zero..
From a genre you donβt normally playβ The Shapeshifting Detective..
Chosen for you by someone elseβ Bendy and the Ink Machine
Known for its real-world dramaβ Not Tonight 2
Owned for more than 4 yearsβ Doki Doki Literature Club
Is beatable without killing any enemiesβ Atmasphere
Released in the year you joined Tildesβ Homebody..
Focuses on explorationβ Guild of Darksteel
From a series you have playedβ Legend of Grimrock 2..
Up to now, I haven't yet gotten a bingo, but now have a chance to get four(!) at the same time. I hadn't really planned on this; if I was planning, I would have better selected my games to expedite the process, but no, I had to pick them randomly as if I had all the time in the world. That's why I'm going to (foolishly) announce my plans to finish (at least) these three games in the next two days:
Prospective Game List
Those, along with Homebody (which is not yet finished) are my stated goals for this weekend, so here's hoping I can pull this off. But whatever happens, this backlog burner was fun to do: I got to meet more of the Tildes community, I played games that I've been meaning to play, I got lots of feedback, and I got to talk about video games. It's been great to have been a part of this; even though I won't get a blackout, it was all worth doing all the same.
Proteus
Beauty is transient; it's there, you have to find it.
So goes Proteus, by far one of the most amazing experiences I've had during this Backlog Burner. This game fills the "Wildcard" slot, effectively giving me three bingos, and was graciously provided by @cheep_cheep and wholeheartedly recommended by @kfwyre.
So you don't get the wrong idea: this game probably isn't for you. Not if you're a Gamer with a capital "G" who wants to relive Call of Duty over and over. There are no achievements, no objectives, no powerups, no minimaps, no mission-giving NPCs, no fan service. In other words, for these people, Proteus is "barely a game" that has "nothing to do" that is "pretentious crap" and "boring". It's short, it's stress-free, it contains no precocious top-heavy anime girls... why play this non-game?
Because it provides a unique experience you've never had before, and likely will never again. So much happens that you'll likely don't even notice, even if you don't look under the hood. Proteus is largely narrative-free in both in-game and its marketing, so the pretentiousness only comes from blowhards like me. The game itself is an astonishing work that makes for great thinking and writing, if it had to come to that.
Proteus: What Is It
You show up on an island and walk around: that's it. For this game, Gamers like to use the genre term "walking simulator" as a type of insult, but doing so is telling on themselves. The slight describes a downgrade from the high interactivity of a first-person shooter, leaving the unarmed player unable to exert his dominance on his environment. But they'd be wrong.
Proteus is all about the player's impact on the environment. Your presence changes the in-game music. Walk through the forest, and you'll hear a band playing. Head to the mountaintops, and you'll be met with silence. And everything in between.
Proteus is a roguelike in which the "physical" environment is made up, and then the music that's played comes as a result of where you are in it. It's like witnessing a parade, except the marching bands are standing still, and you control what you hear by your proximity to the triggering influence. It makes for a wild polyphonal experience; it's like being so excited to bring home a new Brian Eno record that you put on all the tracks at once. The truest metaphor would be to compare yourself to the conductor at the front of an orchestra, and that you are controlling the music you hear to accompany the reality that you see.
But I Don't Even Like Walking in Real Life
I know what you're thinking: "What's the point of walking from A to B in a video game if I'm not shooting anything?" And the answer is: walking gets you places, but it's not an end goal in itself, not unless you're in a timed race (in which a running speed is more preferable to the slow, flat-footed version). It's so subtle that it needs to be explicitly stated: the point of Proteus isn't to rush around from waypoint to waypoint; it's to explore and experience your surroundings. And that involves [emphasis here] STANDING STILL.
You don't get to fully appreciate the world of Proteus if things are constantly changing. And I mean this earnestly: for a game where there is a lot happening (yes, I said it), you won't see what's happening if you don't notice it. Why did that music happen? Is it that animal that just popped up? Is it because of the rain that just started falling? Is it because I've crossed biomes (usually snow to forest)? Is it because of a change in the day-night cycle?
I Play, Therefore I Am
You become hyper-aware of yourself in Proteus. Because you matter. It's a world created just for you, colored by the music shaped by your presence in it (yes, I'd cross back and forth between boundaries to hear what it sounded like, a real Homer-Simpson-at-the-embassy type of situation). It makes for an incredible experience that is in-between a game and a movie; it's interaction that shapes your perception of reality, but at the same time is reality itself since you made it.
Anal retentive Gamers may pooh-pooh the idea that nothing happens in this game, but if you were to make a blind gamer play this, they could tell something was happening. Proteus really is a game for the blind.
For a game that offers so much freedom, Proteus has a strong hand on the wheel. That's because Proteus has "levels" in which you progress to real and final ending. Just because you don't notice the guardrails ushering you along doesn't mean that they're not there.
Beauty and the (Music) Beats
If I had to describe Proteus in one word, it would be "beautiful". The game's graphics are noticeably low-fi and populated by crude, basic sprites, but the abstraction is necessary here. In this fantastical world, you're constantly questioning what you see; that thing obviously looks like a tree, but what's that squiggly thing there, especially when referring to supernatural phenomenon. To compensate, your mind makes the jump for you, and meets halfway with the music you are actively creating, making for a higher plane of existence and interaction that should be out of reach of we, the lowly and unaccustomed. It's just beautiful.
Sounds pretty amazing, huh? But no, it's not, because do so would just hype it to smashable heights by naysayers who complain they didn't feel anything from this pretentious video game. So I'll just say that there is a lot here to experience in Proteus, a game that may even make you think, and it'll always be waiting for you to play it, for real, whenever you're ready.
You'd like Mountain. It has a similar, meditative feel that you seem to gel with.
Really solid write-up. My thoughts on Proteus were not as strong. I felt I neither liked nor disliked the game. The dynamic music was definitely the most interesting part to me, and I liked trying to figure out what activated the different notes.
I think it's the kind of game I could really enjoy if I were in a very specific mood. Perhaps a slightly mind-altered mood, as Keef suggested. When at my most ADHDiest, though, I'd have less than the required patience.
Thanks. It's not a real review, but I hope that it encourages more people to play this game. Gamers seem to be adamant that video games are art, but are unwilling to appreciate them as such for themselves.
I can totally see how Proteus could be a suitable pick for an enhanced playthrough. It's trippy, it's full of stimulating things. But I always figured if you're going to take a trip at home, why not crack open your backlog for a selection that need a more enlightened perspective? I have Lord of the Rings: Gollum in my backlog, and there'll be no getting through that sober. Like c'mon, most people cannot make it through an inning of baseball without a beer, how am I going to play this?
For the right mood to play Proteus, I 'd say it would be after a day in which you didn't see anyone, you're all alone, you're driving across the country by yourself, something like that. Because this game affirms that even alone, you are of great significance. You matter. You don't exist in a bubble.
EDIT:
Reminds me of the fantasticThe Gardens Between; the surreal imagery makes the artificial so much more heightened, you know?
Ah, I knew that one looked familiar. @JCPhoenix played it back in 2024. I thought it looked really good!
There's not much to it, but I liked it a lot. It's such a bittersweet game. I don't know how personal it was (in the case of Mixtape, not personal at all, people tend to complain) but it's such an underrepresented subject. How else do you reflect on the death of a childhood friendship? I feel as though The Gardens Between got lost in its aesthetics, and didn't go hard on the personal aspect of it (like how Still There does).
I tend to gravitate towards arty, pretentious games. Some I don't even like at all, like Where the Bees Make Honey. Total pomposity, that one.
Tales of the Neon Sea
I've been busy this past week and haven't been able to make as much progress as before. But what really slowed me down was my playing Tales of the Neon Sea to completion. I didn't enjoy it all that much as evidenced by my previous writeup, but I simply had to know how it ended. I was driven to find out if what I thought about was true.
I will say that it isn't a bad game. A lot went into it, and it appears to be a success that had humble beginnings as a Kickstarter campaign. It's complete, (mostly) bug-free, and delivers on being a point-and-click video game. There's lots of puzzles, you go to new places, you uncover stuff. It's what the kids want, and this game delivers.
On the other hand, I can't give a recommendation for it. And yes, while I can see that there is fun to be had with this game, I find it to be flawed on a fundamental level that makes it a detriment to the genre. It's a slight on pixel art, cyberpunk, and point-and-click adventures. It's best case scenario is to be forgotten and lost to time because anything influenced by Tales of the Neon Sea will be worse for it.
The Mystery That Isn't a Mystery
Tales of the Neon Sea fails at being a mystery. Or, even a noir, which it also references. Maybe it was never meant to be a mystery; maybe I, a man of mystery of note, am projecting myself onto this game unfairly. And yet, this game:
But no. Mystery genre fans who love whodunnits get blue-balled. There is no interactivity on solving crimes; you just solve puzzles and follow prompts and you get your answer. More than that, the game doesn't tell it's story as a mystery. As far as I know, the mystery genre hinges on drip-feeding the reader with info that allows the solution to be discovered; the best ones hide the clues in plain sight, requiring a second run-through so you can kick yourself for missing it. On the other hand, Tales of the Neon Sea doesn't even set up its low-stakes mystery, neglecting to make it personal for the hero even though the ending retcons his importance in the entire affair. Certain past cases are referenced, but it's not woven into the plot, nor does it resonate with the hero, who just goes wherever the story needs him.
To be clear, Tales of the Neon Sea doesn't have to be a mystery, but it also didn't have to dress itself up and pretend to be one either. For a video game that does mysteries right, check out Murder By Numbers, a great game more people should play. It's a picross-cum-visual-novel (yes, that's a thing) that is expertly made with great writing and fun nonogram gameplay. It doesn't have any interactivity when it comes to solving crimes, but the writing is pure mystery genre, setting up all the characters and clues for the reveal at the end. Best part: even if you hate mysteries, the game blasts through the exposition, so it appeals to everyone.
(Yes, I just recommended another game while reviewing this one. Tales of the Neon Sea is that bad.)
Cyberpunk? More Like Pseudopunk
The hologram prostitute advertisement is a mainstay of the cyberpunk genre. It's in both Blade Runner movies; it's a diehard reference that emphatically states which genre you're in. Sure. But for Tales of the Neon Sea, it's basically all that cyberpunk means to its dev. That, and neon shop signs in Chinese: that's it, that's cyberpunk. This game fails to address any of the main themes of cyberpunk, instead liberally copying its aesthetics to complete its homework assignment. Whereas any self-respecting cyberpunk genre entry asks "What is human?", Tales of the Neon Sea can not get past objectifying women in ways that the present can not yet provide.
Speaking of which, Tales of the Neon Sea is super weird about gooning women in its background. There are endless posters advertising prostitutes (in addition to the hologram ones; a window-shopping brothel makes a notable appearance as the solution to a puzzle; there are copious amounts of masterbation jokes and references to porno games. This, along with the ending, point to an indulging of depravity that does not speak kindly about the devs.
This all points to a lack of fundamental understanding about the very genre this game is supposed to be part of. It's all a mish-mash of interesting bits from other stuff the devs watched.
Pixel Art Non-Pick
I mentioned this before, so I'll keep this short. I like pixel art. I do not like this type of pixel art. From my layman's point of view, it looks fake, as in not true to the spirit of pixel art.
I like the backdrops, all the stuff that doesn't move. But the animations aren't pure, if there is such a thing. It just looks like textures grafted onto a skin. Those loopy Adventure-Time-style elbows don't cut it here.
I'm beyond my element here, and should be as trusted as your friendly drunk at the bar, but to me, pixel art should be reductive. It should embrace its limitations. It has its own visual logic that it abides with. This game doesn't have any of that. I know many games are made with "pixel art with QoL updates" such that "true" pixel art doesn't exist anymore on a certain level. But with Tales of the Neon Sea, it looks bad.
As I said before, even a smaller game like Terror of Oakheart looks much snappier as a pixel art game than this. I feel that Tales of the Neon Sea uses pixel art as lower-tier style upon which they can upload higher-tier effects like smoke and haze, making it look impressive (in a cop-out way).
About that ending...
The End (The "You've Got to Be Kidding Me" Part)
As if I wasn't supposed to be playing and talking about other games, I just got to say this about the ending.
Spoilers
So: The most interesting thing that happens in this game happened in the past, being the weird occult murders where dismembered bodies are arranged into weird sculptures. They happened multiple times, are all witnessed first-hand by the hero, but he doesn't talk about them or reference them. He has no lingering trauma or PTSD about it. He has no memory problems. It's just revealed at the end of the game when the game goes, "Oh yeah, the mystery to be revealed is this thing that already happened."
This is an artificial way of telling a story. It's not true to itself or its characters. It's just manipulated that way to create a dramatic climax that doesn't earn it.
As a by the way, what's up with this rivalry between the hero and the villain? The hero was just some basic flatfoot policeman before he quit and became a private eye, and yet he and the big bad are on some kind of Holmes-Moriarty level of rivals. It's lazy and unearned.
This is the kind of crap that mediocre visual novels try to pull off all the time and succeed. You've plowed through this massive story, one sentence at a time, and you need to build to an interesting ending. In the absence of good writing, just artificially limit what the audience knows.
The Verdict (True Ending)
I'm bad at puzzle games; I get frustrated and give in to the temptation and look up the solutions. But not with Tales of the Neon Sea; I blasted through each puzzle, even if it took me a moment to figure out. And it's not like I'm smart or a pro at puzzles; it's that these puzzles weren't meant to be solved easily. It's that type of game.
Netflix has changed their strategy to have the dialog of its self-produced movies to repeat plot points so as to make them easier to watch. Because it's just content to consume. That's what Tales of the Neon Sea: just a video game to finish that has easy puzzles and is easy on the eyes (i.e. neon boobies, which would be a better name for this game). It doesn't challenge you with difficulty or its themes. It's meant to titillate tourists with its depravity that you can forget within hours. That's why I don't recommend it.
Thus concludes the multi-part take down.
The game does very much wear a detective skin, so it's surprising to learn that it wasn't even a factor in the gameplay. I guess the devs were more interested in having a certain aesthetic to decorate the game with, rather than weaving it into the story. I suppose I can understand that, as both noir and cyberpunk have really interesting vibes associated with them, but it does let the player on a bit.
If you want true detective games, then @JCPhoenix is your man. He's played 'em all, and may in fact be wearing a trench coat right now. We secretly designed the whole bingo system to try to get him to branch out a bit, but it hasn't worked.
More pet peeves:
Tales of the Neon Sea is the most beautiful, inconsequential game I've played in a long time. It was conceived as and works best as visual novel tripe for fans who crave more content to click. It is Chinese takeout that will leave you hungry again after an hour. It is a hollow apple delivering no nutrition but all the original sin that a serpent can pack into a PG-rated game. It is inoffensively lurid and an offense to your sensibilities, all at once. Its success is a blight on good games made by devs with integrity. It needs to fail so that it can't inspire anything to follow it.
Another way to put it is that I didn't like it that much.
Oof! That's rough. I had a somewhat tepid but overall positive opinion of the game after finishing it and I've enjoyed your recent critiques of it, which I thought were all fair... maybe until this quoted bit. The game's a bit underbaked but not the worst effort from rookie devs (which I believe was the case, IIRC).
You're not the only one. Lots of gamers like it. I'm the odd man out, feeling like I'm upsetting the apple cart. The game has won awards, even. So it's not a bad game, per se, but a game that shows off the ignorance of the devs towards their influences.
Also, the English translation is bad. Unspeakably bad. Localization should matter as much to a video game if it's good, but this game is built like a visual novel. You can't ignore it. Errors, mistranslations, non-native meanings... line after line of exposition, hundreds of button presses, all resulting in broken logic and outright misunderstandings. It's just one of the many things wrong with this game.
The way things go, you notice one thing wrong, and then another, and then more. The problematic issues became so endemic to the gaming experience that it ruined everything, including boobs. Boobs! How can you ruin boobs?
All the same, I'm glad you enjoyed it. I don't want to keep ruining other people's experiences, so I won't bring it up again.
Ah, but I recommended Tales of the Neon Sea in the first place. It's definitely on the lighter side of detective games. Along with like Duck Detective series, that I played back in September. More cozy games than gritty detective games.
I just kinda play (or at least buy) whatever detective/mystery games looks vaguely interesting.
One semi-recent game that stands out on the more grittier or serious side was No Case Should Remain Unsolved. I played it back in October and really enjoyed the story. It's almost entirely text-based, where you are a former detective trying to piece together an old cold case you worked on. However, the former detective is getting dementia because she's old now; so you're helping her remember the case properly, while trying to solve it. Actually now that I think about it, it plays kinda like Orwell, where you're "connecting" text and details to specific suspects, but with almost no graphics. Either way, it's not a very long game; I think I finished it in like 3-4hrs.
I wonder, @BailerAppleby, if you'd have a similar experience or not with Lacuna. More a sci-fi noire than cyberpunk. There's also Technobabylon. This one was more cyberpunk, for sure. They're both Point & Clicks.
And for your information, WES, I've ONLY picked up uhh at least 8 more mystery/detective games since the last Backlog Bingo, thank you very much! Which ONLY compromises...most of my Steam purchases since then...
I'm not beating these allegations am I?
Thanks for the recos! I have not played either one, though Lacuna was on my radar before. I think cyberpunk, detectives, and point and click adventures all go hand in hand since they all have to do with uncovering mysteries.
I've had my eye on Dex for awhile, though that isn't point and click nor a detective story, but keeps many of the same themes, being a sidescroller with combat. Don't know if that's your thing, but it may interest you.
You would be found guilty by a jury of your peers.
Homebody
It was too scary to play in the dark of night. But, having found my courage by the light of day, Homebody is a real treat to play... a real gem even.
Homebody fills the bingo tile for "Released in the year you joined Tildes" which would be "2023", and comes courtesy via the generosity of @Eidolon. I've only played it for a little bit, and it doesn't seem like that long of a game, but boy is it neat.
This is one of those "go in completely blind" type of games, so the less I say about it, the better. So I'll stick to the basics:
with mild jump scares (they're minor, and won't give you David Lynch nightmares); would recommend this to people who don't like to be scared. From what I've seen, this is more suspenseful than anything; it makes great use of little creaks and doors opening to ratchet up the tension, but that's what it is: suspense. There are no Silent Hill monstrosities or whatever.EDIT Boy, did that turn out to be wrong. Some scary stuff in here. The scariest is the small details that will make you question yourself.Homebody, as its title suggests, deals with themes of anxiety. They are front and center in this game. For me, it makes for a great topic to use in a horror game; it works very well with the modern horror ruleset of flawed protagonists rather than following the "have sex, will die" rules of earlier slasher films.
Best of all (and I won't explain how this game expertly weaves it into its narrative), there is an actual story here. About people. With problems. And overcoming them. It doesn't detract from the thriller here, but it's told so well with good writing and characterization. You'll even sit up and pay attention to it rather than button-mash your way back to the action.
I can already tell this game is going to be good. It sets itself up so well that you know there's a payoff, one that you are invested in and want to know, so it doesn't matter even if turns out to be disappointing.
What an impressive little sleeper. Totally recommend this one; get it when on a sale. And don't ruin it for yourself! Don't read anything else about it. This isn't some amazing game that will change your life, but it is an impressive find that makes for a delightful playthrough. Someone had a great small idea, and then that idea was executed well into a small game, and now we get to play it. Wins all around.
Continued to play this and appear to be nearing the end. Just wanted to add that the puzzles are rather smart and logical. The clues are spread out, so if you don't find an answer, just go elsewhere and you may pick up the trail later down the road. NPC interactions are not static, so be sure to re-talk to the same people every now and then. There's even a "hint system" that the game provides.
This is a really smart game. It's a lot like Cabin in the Woods, but instead of post-modern quirkiness it delves into its characters. Like, the game cares about them and gives them motivations and backstories. Its not quite on the same level as Oxenfree, but they are realistically portrayed as young adults. Incredible, I know.
Hopefully, I'll have time to come back to this later. I always worry that the game won't be finished if there's an interruption.
It's great to see a gifted game reviewed and realise that said game was clearly not for you, but landed well. I avoid horror at any time of day! I'm still working myself up to trying Silent Hill...
It's really nice to find indie games with unexpected depth. I hope that payoff is satisfying!
Really coming down to the wire with this one. Only a scant few hours left, and yet the desire for bingo remains strong. I resolve to making some more submission of lightly-played games to get them off my no-play list, at the very least.
Octahedron
Old school arcade action with old school vector graphics: Octahedron has got them in spades. Filling in the "You wanted it when you were younger" (if last year counts as "younger"), this game comes courtesy of @culturedleftfoot and is a neat platformer that feels old, but plays fresh. There's nice Tron feeling to this game that gives it a timeless feel to it, if such a thing can be said now that we're safely ensconced into the Information Age.
I have to say, I am a bit disappointed because I thought this was a music/rhythm game, but no: this is tried-and-true platformer -- it's just that the music is bangin'.
A lot of good, all the same. I think the best things about Octahedron's presentation is that there are not much in the way of tutorials; you're faced with a new obstacle and you have to figure it out yourself; only upon completion are you given any explanation. Makes for "pure" gaming, one that necessitates quality from the player and the devs making said game. Also, I think its hilarious this Tron-adjacent game takes it time to create an origin story that shows our digital hero in his decidedly analog beginnings and was transformed into our titular hero when looking for firewood in the forest, as one is wont to do.
Very playable. Good platforming. Tight controls. Fair difficulty. It's so old school, you scan the top row to see if it keeps score. Old school, but with modern QoL features like checkpoints. And it looks great; really pops off the screen. A good modern platform along the like sof BZZZT and Slime-San.
I'm glad you like it! It's a sorely underappreciated gem.
It may not strictly be a rhythm game, but if you look closely enough you can find that a lot of the environment/platforming elements are timed in 4/4 and synchronizes with the music. I have often played sections of stages and gotten into a flow state grooving to the beat.
Very true. I did not play a lot of it, but do recall a bit of this, I think to do with the transient manifesting platforms?
Fun fact: I did not know what an "octahedron" was before, so if anyone's wondering, it's the glowing shape representing the protag's floating head. Like an ass-to-ass set of vertically stacked pyramids, if such a thing can be said.
Here is my final bingo card:
Bingo card final
Popular game you never got around to playingβ Bomb Rush Cyberfunk..
Focuses on relationshipsβ Hatoful Boyfriend
Your friend loves itβ Tales of The Neon Sea
Has been played at a Backlog Burnerβ Still There
Has drivingβ Breakneck..
You have to tinker to get it runningβ The Textorcist: The Story of Ray Bibbia..
Itβs already installedβ Tails Noir
From a different culture or countryβ Generation Zero..
From a genre you donβt normally playβ The Shapeshifting Detective..
β Wildcardβ Proteus
Chosen for you by someone elseβ Bendy and the Ink Machine
Known for its real-world dramaβ Not Tonight 2
You control a party of charactersβ 60 Parsecs!
You wanted it when you were youngerβ Octahedron
Owned for more than 4 yearsβ Doki Doki Literature Club
Is beatable without killing any enemiesβ Atmasphere
Released in the year you joined Tildesβ Homebody..
Focuses on explorationβ Guild of Darksteel
From a series you have playedβ Legend of Grimrock 2..
And now, the final submission, a small tasting and not from a full playthrough:
60 Parsecs!
Choose your own astronaut survival adventure
60 Parsecs fills the bingo tile for "You control a party of characters" and comes courtesy of @cheep_cheep. Your choices as the leader of a group of stranded astronauts determines their survival as you need to take care of emergencies, manage food rations, and delegate responsibility. But really, what happens is that you watch your followers suffer as a result of your bad choices.
Like any survival game, it grows on you; as your scrappy survivors fight to stave off the inevitable, so too does this game do its best to stay relevant in your playlist. Tops here is the writing and setting up of emergency after emergency, each day bringing with it yet something else to worry about.
I have to say I am mostly disappointed because I thought a major part of the gameplay was animated, but it seems its only the beginning. It's a shame because the Mad-Magazine-type cartoon characters are wonderful caricatures, lampoonish and endearing all at once.
I know the original 60 Seconds! was a hit back in the day, but the basicness of watching a static image of your stranded astronauts gets old, even as they slowly change over time. I almost wish they didn't animate the introduction of snatching up the supplies so well; I just loved the exaggerated responses and the impact comic sounds.
I could see myself liking this/playing it more, but it hasn't aged well, unfortunately.
And that's it! Sure was a lot of fun! I think there will be a recap post, so I'll make my final comment there. Thanks for letting me be a part of this; was great to actually work through my massive backlog.
There will indeed be a recap post probably later today.
Great progress this month! Especially as you played so many titles from others Tilderinos. That must feel great to cross off.
I did miss what the trailing periods were for in your card. I'm guessing they're ongoing/incomplete games, since most of the finished titles don't have them. It's a good idea to add markers to the card. I'd not thought of that.
Correct, the trailing period on my bingo card is a way to show that the backlogged games were played, but no fully completed; if for no one else, then at least for myself. I felt I needed to make the distinction and not make it seem as though I've finished all of these games.
Excellent! This will give me a chance to post a post mortem on the month's progress. It felt kind of like a film festival (not that I've participated in one before), so I'd like to make mention of how they fared as a group.
Thanks very much for hosting this event! I appreciate your input, and it was great to be a part of it!
Tails Noir
Video games aren't known for making bold statements. They're not celebrities looking to leverage their fame for a cause, or enfant terrible filmmakers looking to shake up the status quo with the next 20-minute standing ovation. Video games are products looking to satisfy their customers. As transactional as it gets; give your fans what they want, and take the bacon home. Easy peasy.
So when the very first in-game footage of a gorgeous pixel art video game is an ugly, boxy closeup, you wake up as a player. This game is willing to make a statement at the expense of alienating its customer, and that takes guts, something that great games do.
It's too early to tell if Tales Noir is a great game, but not too early for me to write about it as the Backlog Burner winds down in its final hours. This game fills up the bingo tile for "It's already installed" and comes courtesy of the irrepressibly irreplaceable @kfwyre, making this the seventh (!) game I've played for this Backlog Burner that belongs to my angel investor of gaming.
I can only talk about Tales Noir in general terms since I've just started playing, but it really stands out for its bold choices. The game takes a gritty approach to the urban decay with realistic depictions of anthropomorphized animals that could have fallen into Disney-fication, but stays grounded as these animals talk about drugs and crime. Instead of doubting the fantastical absurdity of this world ("How do you buy pants in this world as a raccoon at the ape store?"), the world building draws you in with rich characterizations and personable dialog. The game never loses a step in unravelling its story, so you stay invested in its narrative instead of finding the fictional fallacies.
I'm maybe an hour in, but the main thing I wanted to talk about is how Tails Noir is everything that Tales of the Neon Sea is not. Tales Noir is true to its influences, being cognizant of genre standards. It relishes its pixel art, unashamedly using choppy animation that works so well to breathe life into its characters. It has a suitably grimy cityscape in which all of its characters look like they have a story to tell. Its gumshoe detective even wears a trench coat because it's raining. I'm not going to keep harping about Tales of the Neonsea, but the differences are night and day.
And the music! Wow! It's not full-on improvisational Ornette-Coleman-calibre free jazz, but the jazz-tinged music used in Tales Noir is great. Both games have scenes that take place in a "jazz" bar. Here's the comparison of the music:
These types of stylistic design choices just keep adding up. Maybe Tales Noir will falter in the end, maybe all the animals will decide it's not worth it in the end and all go back to the forests and jungles. But it has such an interesting setup that you can tell it will make for an interesting playthrough, no matter what.
Tales Noir's intro is a lot like Celeste's intro in which a cutscene plays out introducing the hero. Instead of showing in normal game ratio, Celeste decides to zoom in on its character's faces. Of course, this is hidden gem Celeste that has its top-notch platforming to fall back on, but the bold choice remains the same.
Good stuff, Tails Noir. Now if the femme fatale were to show up right after the prologue, then I'd say this film-noir-influenced game is right on track.
Lostβ Halfway
Aestheticβ Gamedec
Resistanceβ Tyrion Cuthbert: Attorney of the Arcane
Vulnerabilityβ Coffee Talk Tokyo
Chaosβ 911 Operator
Annihilationβ Symmetry
Tensionβ The Hundred Line - Last Defense Academy
No bingo for me, but did add on a few more for this week.
Halfway
Halfway
Released on Steam: 2014-07-22
Purchased by me: 2021-06-06
Time/Amount played: 1hr
Developer: Robotality
Publisher: Chucklefish
Theme: Lost
Let's Play: https://www.youtube.com/watch?v=mIye0ma1LrQ
Halfway tells the story of a crew that's woken up from cryosleep unexpectedly on a spaceship where something has gone seriously wrong.
I chose the theme of "Lost" since the prologue states that many ships have gotten lost as the ships travelled to far flung corners of the galaxy, seemingly never to be heard of again. But here in Halfway, we get to see why one has gotten lost.
Well, we would if I actually finished it! And you know what? I might just do that...
Don't have a whole lot to say yet. It's clear that an hour in, I'm still kinda in the build-up or even tutorial phase of sorts. So it's not exactly clear what is going on, other than the crew has woken up and there are like...mutated ship crew attacking the party. I need to play more to start learning the why.
I definitely got some vibes of Signalis from this game, as they both have that "woke up from cryo, lost in space, don't know what's going on, but weird things are happening" basis. And I know plenty of other games and movies and other media have that. But importantly, at least to me, it's not nearly as creepy and jumpscary as Signalis.
As far as the mechanics, nothing super groundbreaking for a Tactical RPG. I do like the streamlined flow between exploration mode and battle mode on each mission. There aren't any loading screens between exploration mode and battle mode, and it can go back and forth as I move about the mission level. It kinda keeps the immersion going. And keeps me on my toes. There was even a mission where the safe haven "Homebase" room gets invaded by baddies. Guess it's not a safe haven, after all... π±
My one complaint, which is pretty minor, is the controls. With M&KB (not sure controller is viable here), it's teensy bit clunky.
I'll probably play some more once I finish a couple other games I'm playing.
Symmetry
Symmetry
Released on GOG: 2018-02-20
Purchased by me: 2020-04-03 (Free game)
Time/Amount played: 1hr
Developer: Sleepless Clinic/IMGN.PRO
Theme: Annhilation
Let's Play: https://www.youtube.com/watch?v=whYEB-00JlI
Symmetry is a survival game where a spaceship has crash landed on an icy planet and the remaining crew must survive. They have to repair a few core modules, contact survivors who landed elsewhere, and then try to get off the planet. And of course, survive to be able to do all that.
You'd think I choose "Symmetry" for a game called "Symmetry." Instead, I chose "Annihilation" for the theme, because...Well, they did not survive. Twice.
But it's not my fault! I swear! I even fed poor Desmond to the remaining crew after he died from exhaustion to try to save them! And it still didn't work!
Definitely one of the tougher survival games I've played. I think two things make it that way: one is the poor UI, and two is the lack of autonomy that the crew have.
The game aesthetic is pretty minimalist, which is fine. I don't mind a clean, minimalist look in a game. But then sometimes that gets translated into the UI and that's where I think things can suffer.
For example, each of the three crew members has a mood. This mood is based on their health and hunger. However, I can only see that mood when Iβm zoomed out. If I see that one of them is in a poor mood, I need to figure out why. Now I have to zoom in on that character so I can click on them. Oh, it's because they're hungry. So, there's a lot of zooming in and zooming out, and if the crew are separated from each other, I gotta scroll to the side of the map and check them out. Then scroll to the opposite side to check another character out. Why isn't there a "single pane of glass" that's always displayed, that at least gives me summary information on all three crew, like in Rimworld?
The other, that's probably more pertinent, is the lack of autonomy. These characters have even less autonomy than Sims from the first Sims game. From 2000. You have to tell them to eat or rest, or they will die. About the only automatic thing they'll do is return back to work once they're sated or rested. But if you forget, because you're busy trying to put out another fire, they will work themselves to death. But hey, at least you can feed them to other colonists!
And if one dies, that's pretty much game over. I don't think it's possible for only two survivors to support each other. All three are absolutely needed. So as soon as one dies, the others will die soon thereafter because there's not enough energy to keep things running or food to eat or salvage for repairs. If one has to rest up, the other has to do everything else. And they're slow enough that it's not possible.
It's all very tedious.
Doubt I'll go back to this one.
Coffee Talk Tokyo
Coffee Talk Tokyo
Released on Steam: 2026-05-21
Purchased by me: 2026-05-23
Time/Amount played: 50min
Developer: Chorus Worldwide Games, Toge Productions
Theme: Vulnerability
Let's Play: https://www.youtube.com/watch?v=xHWKOj6e6rQ
This is the third and most recent entry in the Coffee Talk series. It released earlier this month! So hasn't been on the backlog that long, at all.
Coffee Talk games are just Visual Novels. Very lightly interactive. Me, the player, plays the role of a barista of late night coffee shop. And the stories are just those of the regulars and randoms who come in. They talk about their jobs, their friendships, their relationships, and just...whatever issues life tosses at a person.
The interactive part is that I have to actually make the drinks that people request. Some are pretty straightforward, like a Black Coffee, while others less so. Someone might want something sweet, but with a bit of spice and milk. And it's up to me to make the right drink.
Serving the correct drink can open more dialog and scenes, while getting them wrong means I'll miss out on those. Otherwise, there's really no other consequence.
Anyway, I chose "Vulnerability" mainly based off the two earlier entries in the series. Though I'm sure this latest entry will no different. A lot of the problems the characters deal with are people putting up walls and barriers to others. Whether complete strangers, friends and loved ones, or even your neighborhood barista. People not being vulnerable. And I get it. I'm not sure I could open up to complete strangers in a coffee shop. But for these characters, by doing so, they gain so much more. They gain more perspectives, new opportunities in their work and passions, and sometimes even relationships, both platonic and romantic. Their vulnerability leads them to growth and progress and closeness with one another. Maybe we need more vulnerability like that in the real world.
Only difference is that some people in Coffee Talk are ghosts or shapeshifters. Or in Tokyo, yokai or kami. But in modern, contemporary times! The gameβs use of these fantasy races really helps look at problems that we, in the real world, face. In past games, a few issues included interracial marriage and family (dis)approval. Racial issues, in general. Trans acceptance, including by one's self and society. LGBT relationships. And more.
As with most of my Backlog Burner entries, I'm not that far into the game, but I am very curious to see what societal problems Coffee Talk Tokyo will talk about.
I will absolutely finish this game, though I'll take my time. The game, to me, isn't meant to be rushed. It's supposed to be chill. It's a cozy game. The coffee shop decor and music -- the "LoFi Beats to Study To" style is amazing -- really lean into that.
Besides, this is Mellow May. I can't think of a better game to end the event and month on, nor a better way to play it.
The Let's Plays are back!
Halfway definitely felt very Signalis to me, too. More tactical, I suppose, but thematically similar.
Symmetry is pretty, and I dig the minimalist art... but I don't think I'd enjoy it either. And yeah, per your video, the labelling on the difficulty levels was beyond confusing.
Poor Desmond. More useful in death than in life.
Coffee Talk was a nice way to close out the month. It was indeed very mellow, and I can understand the allure of having that public space -- especially in times when we're feeling more isolated than ever.
Nice roundup of titles!
Thanks!
We'll always remember Desmond...as a nice midnight snack.
I'm still playing Halfway. I like it a lot. I'm probably halfway through it, if I had to guess. In the beginning, it's pretty easy, especially because it throws a lot of ammo and med packs at you. But now now I'm at the point where I'm definitely getting less and having to play a little tactically and conservatively. Which is great! But uhhh you got any ammo and med packs to spare?
Welp, I'm resigning to having only completed one bingo, even though I hit a few more games over the past two weeks.
ShroudedScribe's Final Bingo Card
ElectronicSuper
Joy
JARSDelverPrinciple
The Nonary
Games
CEO
Lost NovaKnights of Penand Paper+1 EditionBrokenAgeSavantAscent
WanderlustRebirththe
Breach
Kitty
Psycho
You Suckat ParkingChasing
Shadows
Machinika:MuseumHueHeights
PikunikuSome highlights of the past couple weeks include finishing up and enjoying Broken Age, getting not too far but loving the music in Electronic Super Joy, and laughing at the humor in the first couple hours of Pikuniku.
I enjoyed playing bingo with you all, and am happy I spent the time enjoying some games that have been sitting in my library untouched for far too long!
Nice work on finishing the full game! I think the "Double Fine Adventure" was the very first thing I ever Kickstarted. No regrets about it, Double Fine delivered.
I'm glad you had fun, and found some titles you enjoyed.
24 hour notice!
The end of May and therefore the end of the Backlog Burner is soon upon us (or possibly already here for some of you).
Iβll posting the Recap topic approximately 24 hours from the time of this comment, so please make sure you have shared all of the games you have played by then so that they can be counted.