Do you do requests? If so i would very much like to see your thoughts on Tail Concerto. Not because itâs a good game, mind you, but because I feel like itâs one of the most ridiculously morally bankrupt stories my eyes have ever bled over and the fact that everybody talking about it seems to either completely ignore the subject of the story or somehow spin it as a good thing is slowly driving me insane. I seriously need to talk to someone with a brain about this game and at this point the passive interaction of a reader is already plenty enough. Also despite the story itâs very pretty and the controls are good fun imo
I've actually never heard of it. And no, I don't do requests, mainly because I have a backlog that makes me leave my desk more often than I play anything in it.
Sorry about taking so long to answer, I basically never use tumblr at all. Only logged in today because I intend to move my reviews to cohost.
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Update: for all the zero people that care about my opinions, I would like to make it clear that I did not know about the existence of the sequel and spin-offs before writing this. If I appear to be seeing nuance where you think it doesnât exist, that may be part of the problem.
Dev: Weappy
Pub: THQ Nordic
Released: August 2016
Did I finish it: Not even close.
9 hours logged
I think I should state up front that, because I simply have much less patience than I used to for the type of replaying that This is the Police requires, this review is going to be more about ideas than the game itself. Itâs an excellent, beautiful game, a top-notch VN blended with a light management simulator. The music, dialogue, and visuals are all amazingly well-crafted and powerfully convey the underlying themes. Iâd recommend it to anyone. Mechanically, itâs just not really for me, and thatâs a me problem.
Iâm glad Iâve played it, because it made me think a little harder about some of my values, and how theyâve changed over the past few years. A game that can do that is Priceless, and thatâs exactly what the actual bottom line of the post is going to say; if politics makes you ill, this is a great time to stop reading and buy the game. Though I hope itâll make you think, too. Getting that practice is important. If politics makes you sick, itâs because you know somethingâs wrong, and you canât fix it if you never think about it.
This is the Police is very politically interesting, particularly because the message it sends (at least to me) is probably not the one the developers intended. I believe this because I recently met one of them. She is very much not the sort of person who would say âall cops are bastards.â Some of her friends are cops, and while I havenât talked politics with her extensively, her social circle has the character of the red state underclass.
And yet, as far as Iâve been able to get through it, This is the Police screams âall cops are bastardsâ at the top of its lungs. The system you work in is so hopelessly corrupt that the only morally correct decision a cop can make is to resign. Thatâs actually what your character has already done by the time you start playing, and so the entire game is just you being even more of a bastard on purpose for your last six months because your goal is to retire with $500k. There is no way in This is the Police to do the right thing, or even really to temper your criminality with good deeds. Literally no good deed goes unpunished. If you donât do Crime A, failing to do Crime B instead either ends your game or makes your situation hopeless. The only morally correct decision in the game is the quit button.
That, ultimately, is another reason why I donât think ACAB is what This is the Police meant to say. When a game makes moral statements such that uninstalling it is the only way to be a real hero, itâs essentially guaranteed to go over the entire audienceâs head. Spec Ops: The Line only managed to get people to understand that by being explicit about it, and the result was that everybody hated the game and thought the devs were being insufferably pretentious.
Far more often, when the only morally correct option in a game is the quit button, itâs a sign that the dev wants to frame this Catch-22 as an excuse for the protagonistâs behavior. They have no choice but to be awful; their lives and livelihoods are threatened, society canât function without their job, and so good people must sometimes do bad things. What would I have them do instead?
Press the quit button. A better society is not made by people seeking a happy ending for themselves. Jack Boyd is explicitly motivated by greed, and that is ultimately just a slight exaggeration of every normal personâs desire to keep their head down and get through life. Youâre a bad person if you play along.
At the same time that I say that, I have no choice but to acknowledge the fact that a police department evaporating would result in innocent people being harmed. If somehow there werenât lawless chaos in the aftermath of such a change, the people who currently run things would doubtlessly create it so that we would all be convinced to settle back under their yoke. Pallets of bricks donât wind up near BLM protests because of mischievous fairies. There seems to be no way for people to live without the constant threat of violence. This is where the conservative position on these issues comes from, for most people. Itâs not evil, itâs a different framing of the same facts. Itâs the same mechanic as when people argue about, for instance, harm reduction programs. âBut youâre creating the problemâ is something itâs completely fair for both sides to say about the other.
Ultimately, This is The Police reminds me that we all create this problem together. We can only stop it together. People who âsupport the policeâ arenât stupid, violent racists. Theyâre afraid of what will happen to them if we change this stupid, violent, racist system. That fear is entirely reasonable, because bad things always happen mostly to the people who arenât billionaires, no matter who they voted for.
Bottom Line: Priceless. Few games are as thought-provoking as this one, and although I donât agree with what I think its intended message is, itâs honest and brave in the expression of that message. It reminds me of Deus Ex in its directness about the political issues embedded in its story.
Dev: Klabater/Juggler
Pub: Klabater
Released: September 2021
Did I finish it: No
32 minutes logged
Iâm a sucker for unusual mechanics, themes, and combinations thereof. This means I play, and even enjoy, lots of really wonky crap. This tendency led me to buy The Amazing American Circus despite not even really liking the theme. For Reasons better not discussed here, Iâve really come to find glorification of the sepia-toned, wax-mustachioed part of history a serious turn-off, in general. I gave it a pass since the idea of running a circus seemed like an interesting and fresh idea for a game, so long as it wasnât a tycoon-style game, which this one isnât.
I think I wouldâve enjoyed it much more if it was, and thatâs really not my genre.
To begin with, the mechanics are painfully derivative. TAAC is an awkward and unpolished marriage of Slay the Spireâs card battles with Darkest Dungeonâs stable management. Those are two great things that I can still believe would probably work great together, but they didnât here. That by itself wouldnât make me angry enough to go type about it.
The problem is that the theme actually heavily detracts from the experience in ways that have nothing to do with my bias against it. These mechanics very obviously describe combat and survival. The circus metaphor is therefore a conceptual bowdlerization, of the lazy and hackish kind that is usually the hallmark of edutainment or Christian games. Itâs so bad that the game sort of acknowledges it; one of the more common animations for playing an attack is launching a bottle rocket at the spectators. The devs are practically admitting that youâre hitting monsters but not calling it that.
Another unfortunate thing about this game is the animation. Slay the Spire and Darkest Dungeon, as well as a huge mountain of other great games that wouldâve been on Flash portals back in the day, have pretty minimalist animation. When you launch an attack, your character kinda moves forward and wobbles and some sparkly decals appear over your target. Itâs low-fi, but we forgive it because thinky, turn-based games arenât here to be grand spectacles. TAAC almost does this, but thereâs actually too much animation for it to work. Characters do just enough different stuff when you play a card that you really notice that their activities are nothing like what is shown on the card. It feels unfinished rather than minimalist.
What really made me give up on the game was the dialogue, though. I regretted my purchase within the first few seconds of the opening cutscene. Every line of dialogue is so flat, and itâs delivered by even flatter voice actors. The style is evocative of âold men ramble for two hours and emotionlessly recite contemporary lettersâ History Channel specials, with the lightest dusting of PG cussing to keep your mind alive and remind you that itâs set in the Wild West. I have never been more sincere about choosing all the negative responses. I wanted all of these people to shut up, and for the protagonist to go back to his bullshit life back East, which is clearly also what he wanted to do.
Looking further down the store page to collect details for this review, I noticed that this game is part of a âhistorical bundle,â which means Iâm probably right on the money about this being somebodyâs attempt at edutainment. Itâs also a perfect example of why thatâs a dirty word, despite some educational games being classics; if the game actually teaches you anything about this period of history, it doesnât happen in the first half hour. They just take a normal game concept, force an âeducationalâ theme on to it, and call it a day. This is either gross incompetence or a scam, and thatâs usually what âedutainmentâ means.
Bottom Line:Â $2. Itâs not completely worthless, but I paid ten and Iâm mad.
Dev: PopCap
Pub: PopCap
Released: September 2008
Did I finish it: No
Nearly 3 hours logged
Cleaning out your backlog really turns up weird shit sometimes. I mustâve got this as part of a PopCap bundle. Who knows when. It's obviously intended for the non-gamer market, a sort of activity book for the elderly and/or their grandchildren. It's got a whimsical fantasy theme.
Each level is split into two phases: first you look at a vignette and find missing objects. Spokes on a wheel, the other half of a pair of scissors, things like that. No big deal. The same vignettes are reused with different exclusions each time, so itâs also a test of memory, provided you havenât gone to sleep between one instance and the next.
The trouble starts in the second phase of each level: you are presented with a series of blank pages. You click to reveal part of an object you're trying to guess. Because many objects might be called many things, itâs extremely forgiving about how specific you need to be. âGlassesâ works for eyeglasses, sunglasses, and 3D glasses. âChairâ works for several kinds of chair. Itâs also very lenient about typos; I threw a hail mary on a challenge that stumped me and it accepted ânail clippersâ for a pair of flippers. There are also bonus pages where the whole page is visible, but starts off heavily distorted somehow. Scrambled, blurred, twisted, or otherwise mangled.
This is what makes the game subtly terrifying. It throws in some modern objects that don't fit the theme at all, something the only other character you meet notices and is also confused by. Trying to identify objects with such limited vision is basically practice for being very old and/or disabled. I realized this was a horror game when I misidentified a razor as a toothbrush.
There are just so many unpleasant implications, even beyond the game saying âhey, remember how youâre gonna get old and suffer all manner of impairments for years before you finally die?â
I can easily imagine something similar to this being used as teaching material for the infirm. As a result, I can also imagine it being used as a test. I can imagine the Kafkaesque nightmare where well-meaning people condemn me to a quiet, supervised room for the rest of my life because I thought a razor was a toothbrush. I can also imagine the other possibility where death finally finds me because I've sliced open the artery in my tongue trying to shave my teeth.
Bottom Line: I just donât know man. Like... a dollar maybe, if you have somebody very old or very young you want to give it to? Or you could play it yourself as an awkward and (probably?) unintentionally grim memento mori. What is that worth?
I know that this is a joke, and as one it is funny. However, I still feel I should point something out.
SpOps:Line doesnât question morality or even claim to. It instead presents it, i.e., it has a clear conclusion about any moral question one might have, which it is clearly stating. This is pretty normal to do in other media, but in video games, even when they try to, they usually donât manage it well. For this reason, this mediumâs (and particularly the genres of third and first person shootersâ) development as emotionally impactful storytelling is what SpOps:Line questions. They meant to display what they see as a largely unrealized potential in this respect.
The developers believe that our medium has faltered in this area for several reasons: the need, perceived or real, for player agency, the fact much of that choice is often illusory in some way, an intentional focus by most developers on engaging mechanics over good writing, and the ludonarrative dissonance that all of these factors tend to contribute. A game like SpOps:Line doesnât get made without some love of the genre on the part of its makers; it is too aware of the things that make it what it is for that. This is why it exposes those things. Itâs not a condemnation of the genre and its players, itâs a darkly satirical examination of how the genre works and how, intentionally or not, it sometimes puts moral questions where moral statements are more appropriate. If thereâs any genuine anger in it, itâs at other developers for not seeming to try very hard to advance the medium along this axis.
Their hyperfocus on this subversion of military shooter tropes, the overtly depressing tone, the connection to Apocalypse Now and Heart of Darkness, and the intentionally milquetoast gameplay make it all not particularly fun much of the time. So, itâs very unpopular, and thereâs perfectly fine reasons for that. It wasnât meant to be popular. Itâs kind of like prog rock; their intended audience was other developers, and enthusiasts and critics who are Serious⢠enough about the medium dig into the sausage-making elbow deep can come along for the ride. It just so happens that video games of this kind are expensive enough to make that they had no choice but to try to sell it to everybody else, too. Oh, well.
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Did I finish it: Yes? But Iâve just noticed that Steam didnât give me the latest version for some reason, even though itâs from back in January. Dunno why. I think it only matters for achievements.
2 hours logged
Visual Style
Antichamber: When it came out, this was a fresh and interesting use of minimalism. Itâs a good way to make a puzzle game: color is used to draw the eye to important objects, and certain shapes are used to signal when you need to do something odd to progress. Not everything is completely necessary, as there are secrets peppered throughout, including some of the most awesome dev rooms Iâve ever seen. Some of the puzzle elements have whimsical or unnerving designs that work with the fake-deep level mottos to draw you into the space emotionally.
Colortone: Generally speaking, copypasted from Antichamber. Thereâs much less variety in the puzzle elements, though. This isnât all that bad, because itâs significantly shorter, but it bears mention.
Sound Design
Antichamber: Soft synth music and natural sounds form an ambiance that feels quiet despite never being silent.This makes unusual sounds very powerful. Thereâs a... thing involved with the ending, and it makes a noise that scared the hell out of me the first time I played. This thing pops up from time to time, always somewhere you canât properly investigate it, fueling your curiosity about the environment.
Colortone: Music and footsteps. The music isnât terrible, some very generic relaxation stuff. It contains very short loops though, and gets annoying pretty quickly. Ultimately a pretty poorly chosen soundtrack.
Puzzles
Antichamber: A masterwork of physical puzzling that deserves to be every bit as influential as Portal. New mechanics are introduced at an engaging pace, are used together in interesting ways, and are never forgotten. There are a few opportunities to play with the tools youâre given outside the puzzles you need to finish to progress, allowing you to learn new ways of using them that can make your work on the main line more efficient. Due to the map cleverly looping back on itself, frequently dumping you into hub rooms or teleporting you directly to new puzzles, many spaces youâve visited before become recontextualized by new abilities you acquire. Finally, the game features many spaces and puzzle elements that behave in a completely non-physical way, adding to the atmosphere of mystery and presenting novel challenges of logic, unbound by the usual constraints of an object-based puzzle. Overall, despite the lack of a fantasy setting, Antichamber feels like a simulation of learning to do magic.
Colortone: ...Needs work. The puzzles are interesting enough on a logical level, but their physical design makes them tedious to execute, an issue that gets worse later in the game. The platforming is awkward enough that this game probably shouldâve been in third-person, though I canât imagine a character design that wouldâve felt appropriate. Itâs also a little buggy: nothing really game-breaking, but objects do sometimes behave in unexpected ways, occasionally necessitating a restart. The mechanics fit together well enough, but then again there really isnât room for anything to have been forgotten. There are only 14 discrete areas to work through, with the last few containing two or three puzzles rather than one. Each one ends with a long chute dropping you into the next one, which is a decent enough way to say âyes! You did it!â Unfortunately, it also prevents the interconnectivity that brought Antichamber so much depth.
Ending
Antichamber: Wow. I think I actually said that the first time I saw it. Itâs odd, because in any other game, an ending like Antichamberâs might be about as satisfying as âthanks for playing!â After the quiet minimalism and cerebral play of the rest of the game though, the release of tension in the last few moments is a really great finale.
Colortone:Â âYes! You did it!â And then thereâs nothing at the end of the chute. Did they mean to make more? Are/were they planning to update it at some point? I hope so. Being unfinished would explain alot about this game.
Bottom Line: I am tempted to label Antichamber Priceless. It feels like it is a museum as much as it deserves to be in one. It should definitely be studied in schools of game design. However, as a product itâs still short, and has no real plot. It doesnât exactly strike any deep passions in the human soul. Even considering my own quirky taste, itâs a bit difficult to picture paying more than $20 for it. Definitely worth every penny, though.
As for Colortone... meh. It lacks polish, but Iâd still say itâs worth $5. Thatâs if youâre really into puzzles, though. If you only occasionally toy with this genre, skip it.
Did I finish it: Yes, but I didnât bother with the secrets
3 hours logged
Iâm playing with the format a bit this time because I want to compare and contrast these two. Kind of a Goofus and Gallant of physics-based puzzle games.
The Protagonist
Unmechanical: An adorable robot helicopter that is shaped like an apple. It has many applecopter friends.
LIMBO: Some kid. Nobody likes him. Seriously.
The Intro
Unmechanical: Youâre flying across a beautiful open plain with your fellow applecopters. Suddenly, you are snatched underground by a menacing robo-claw! Oh, no!
Also thereâs DLC where the intro is some dumb thing about a pink applecopter being kidnapped by the same automated facility and you going to help âher.â
LIMBO: You wake up. Where are you? What are you doing, other than going right? Â A cold open like this can work, but itâs got to be supported by well-paced revelations.
The Setting and Visual Style
Unmechanical: Everything is so pretty! Look at all these cool machines! Wow, that hole sure is dark, I donât wanna go in there! Whatâs in that other place, though? Let me get up there! I definitely feel invited to explore every room and play with the objects in them, even when Iâm not working on a puzzle.
LIMBO: Sure is greyscale in here. I get that this game was pretty early in the âsilhouette platformerâ fad, but that shit was garbage from day one, and almost always an indicator of pretension. The world is well-drawn, at least, but everything looks so awful. Itâs supposed to be depressing, but I think artists who do misery porn forget that boredom is a major part of depression. I donât want to be here, and I donât want to go there.
The Stages and Puzzles
Unmechanical: While there are some set pieces that feel a little forced, like the Simon Says you run into early on, as the purpose and function of the facility gradually becomes clearer to you, the puzzles begin to seem like believable parts of it. Every so often, a new mechanic will be introduced to you, and the puzzles thereafter will tend to use all these tools together in some fashion.Â
Thereâs a few places where your path can branch, which further encourages exploration and isnât particularly common in 2D puzzlers. These branches are well-designed loops that send you back to the hub, so you wonât get lost trying to find the next puzzle.
You are never put in danger; the one time any actual harm is done to you is in the DLC, and itâs only to impose a limitation for the next set of puzzles. Youâre repaired shortly thereafter. This is important because a puzzle game, especially one based on object physics, should generally feel fairly relaxing. This encourages toying with things and abates frustration.
The difficulty curve is superb. Some of the early puzzles feel almost a little patronizing, but as you are shown the building blocks of the world youâre in, a comfortable ramp of challenge is built up. I only had to get help with one puzzle, and that was because I didnât realize I needed to reset something from a previous puzzle that was altering the conditions for the one I was on. The DLC is unfortunately different in this respect: I had to look up most of the puzzles, as puzzle elements were frequently visually hidden. I didnât care for this difference in approach at all.
LIMBO: This kid should seriously consider staying dead as a viable option. Why would you WANT to live in this place? Everything you have to deal with here serves as a reminder that the worst thing about brutal survival is that itâs tedious. The game is full of die-to-figure-it-out puzzles; if anyoneâs ever described it as âhard but fair,â they deserve to be punched square in the balls. An unwelcome degree of precision in platforming and timing is required for several of the puzzles; I can do this crap and harder, but Iâd prefer if it were kept to games that focus on it.
Stages are not strictly linear: this I assume because there are apparently some secret objects you can collect that I wasnât aware of until I had to look up a walkthrough to do one of the more obtuse puzzles, and accidentally got a text one instead of a video. The trouble is, since everything kills you, sometimes excruciatingly slowly, curiosity is heavily disincentivized. Iâm not going down that hole. Itâs obviously death.
The Music
Unmechanical: There is some. Itâs soothing and thematically appropriate.
LIMBO: There is none. (?!?!?) I mean... there might have been some. If there was, it was that sort of droning cave-noise junk that horror games always have somewhere in them, and so I never became aware of it. The soundscape is mostly (or entirely?) constrained to ambient noises, which are just as boring as everything looks. At one point a bunch of saw blades and other mechanical bullshit that was trying to kill me did synch up and sound like a Nine Inch Nails track. I guess that was kind of neat.
The End
Unmechanical: Throughout the base game, youâll periodically encounter a larger copterbot with a wrench and flashlight taped to his head. At first youâre just curious about him, because he keeps hiding from you. Iâve seen him referred to as the janitor, as you see him sweeping at one point. In a few instances, he is directly (though rather trivially) obstructive to your progress.
Eventually, you find the machine that makes the strange floating balls of light that power the rest of the facility. It turns out that, until you were taken, thatâs where all the applecopters itâs sucking up go. This place is eating your friends. And the janitor is trying to prevent you from stopping it. These arenât broken units being recycled, either: their chassis are all untouched, and you can hear them squealing as they bump around inside the pneumatic tubes.Â
He saves you from a falling girder shortly after that, sacrificing his own life in the process. And I donât care. Heâs a Nazi collaborator. Giving himself what he deserved doesnât redeem him.
So, I told you all that so I could explain why the ending bugs me, as itâs the one place this game really screws up. You are given a âchoice.â That is in scare quotes because you arenât really aware of the ramifications of what youâre doing at the time. On the one hand, you can use the collaboratorâs blown-out chassis to fool the facilityâs sensors into letting you escape to freedom. Alternately, you can become the new janitor. Why? Why would you do that? If I could continue on to use my new powers to dismantle this horrible deathtrap, Iâd gladly do so, but it just fades to black, so I can only assume youâre going to be the same guy for the next poor bastard who doesnât get sucked straight to the processor.
The end of the DLC campaign suffers from a similar error. Although you know what youâre called upon to do this time, the âchoiceâ is still stupid. You can leave your crushed âgirlfriendâ on a switch to run away by yourself, or you can stuff yourself into a pair of exposed wires to power a machine that will bring her back to life, after which she carries your limp corpse out. The problem is, of course you do the latter, because itâs already been established that the kind of damage youâve taken is recoverable. Hell, itâs more surprising that she can be brought back; she looked as screwed up as the janitor was.
So, yes, the writing could be better. Overall, I feel like this is a risk any dev runs when they go for the âstorytelling without wordsâ bit, which is pretty popular in this genre.
LIMBO: Who the fuck cares? Nothing is ever revealed about this âsettingâ except that itâs a terrible place, where everyone and everything is trying to kill you, and usually succeeds. I never had any inkling of an objective other than âgo rightâ until about three-fourths of the way through the game, when I was pointlessly teased about some sad girl with a hime cut playing with rocks or some shit who I was apparently trying to reach. I had to find out from the store page that this is supposed to be your sister, and you did all this because you were âunsure of her fate.â Despite being given no reason in the game itself to have doubts about it, or indeed any hint that you had a sister to care about in the first place. Since the game is called LIMBO, is she supposed to be dead? Are you? I have no idea, and I have been given no reason to care.
Bottom Line: Unmechanical is worth $5, maybe $10 if you really love puzzles. LIMBO is only worth it at all if you really love them. Donât pay more than $1. I got it free and feel ripped off.
Dev: SUPERHOT Team
Pub: SUPERHOT Team
Released: Feb 2016
Did I finish it: Got all the secrets in the levels, but havenât touched the endless yet. More importantly, beat the high score in Treedude.
0 hours logged, because I was naughty and needed to try the game while broke
âThe most innovative shooter Iâve played in years!â
My ass.
It is an interesting idea, used in a novel fashion. Itâs not completely devoid of creativity, Iâll give it that. It is rather unique, somewhat fun, and generally good. Itâs also heavily overrated, largely because the game actively encourages you to go out and overrate it. So, thatâs the most innovative marketing Iâve seen in years, I guess. Ridiculous that it worked, especially for a game thatâs so painfully overpriced. Time control has been done before; to this degree and farther in Braid, and in shooter/action games in several, though the use and purpose of it has generally been quite different.
That core idea is something I would like to see used elsewhere. And itâs popular enough that itâs very likely going to spawn imitators, and at least make a little divot in the direction of the genre. For that, Iâm glad SUPERHOT exists. The full potential of SUPERHOT isnât as a game; Iâd say what it could ultimately do, if picked up by somebody else and polished for the purpose, is reduce the barrier of entry to making cool action-oriented machinima. I could see a system where you play a game and are then free to not only recut what youâve done, but tweak animations, swap assets, and perform other editing in a very accessible way, turning your Letâs Play into a feature film. SUPERHOT Team seems to be aware of this possibility as well, given the editing and publication functionality. Itâs something I predicted years ago would exist some day, so thatâs neat.
Youâve probably been waiting for the âbut;â brace for dropping shoes.
Firstly, actually playing the game is kind of a strange experience. For the vast majority of my first run of the story missions, it was actually just⌠incredibly boring. I have no idea how so many people broke through that crust to get to the part of the game thatâs actually good. Once you start dealing with the constraints of the various challenges, itâs a much better puzzle.
Secondly, the graphical style is hot garbage. I shouldnât have to say that; anyone can see it. It was clearly their intention to make it look bad, and they even say as much in some of the dialogue. Itâs worth talking about though, because I feel that itâs a sort of inappropriate use of minimalism this stark. The whole point of their game is topicality: VR is finally actually a thing, so letâs Ask Questions. Iâm guessing they adopted the retro aesthetic of their out-of-simulation content to harken back to the times when everybody first thought VR was going to be a thing really soon. They went back too far, though, and we got a terminal for a university mainframe where there shouldâve been a C-64. When things looked this ugly, nobody wanted to strap a display to anyoneâs face. This weird, anachronistic presentation was pretty jarring to me. Seeing periods get mixed together has a strong tendency to make me feel like a particular attempt at retro is an affectation by somebody who didnât really love it.
They donât, by the way. SUPERHOT Team is, as far as I can tell, terrified and/or contemptuous of games and the people who play them. They also seem to have similar feelings about technology in general, as well as transhumanism/the Singularity. This game is blatant and vicious propaganda against our subculture, and Iâm surprised I havenât heard anyone else saying so.
I voiced similar concerns in my analysis of Undertale, but that came with three tons of hemming and hawing, because there was so much about that game that shows Toby Fox does love this medium and its history. Between that and the sheer moral complexity of the characters, I felt like he was actually just asking hard questions. I frequently feel like I should go back and change that review to reflect that realization, but I can never figure out exactly how.
SUPERHOT isnât asking questions. Itâs Just Asking Questions.⢠The conclusion they draw is obvious, and they are trying to either make you think like they do, or (as with their entreaty to do guerilla marketing for them) turn you into puppets that unintentionally parody some of the behavior they are so contemptuous of. Everything about their presentation: calling you a dog and barring your progress if you donât sit, forcing you to âtypeâ words that they wrote, (the most pretentious and wanky bullshit Iâve ever experienced, incidentally) the mod of the âhackerâ chat room basically being a cult leader and mouthpiece for the shadowy entity behind it all; the whole thing seeks to remind you that agency is something you are only given in strictly limited quantity by your masters because it is known that you will use it in the intended fashion.
Imagine this next bit in flashing red 40-point Impact if you like:
THIS IS WHAT SUPERHOT TEAM ACTUALLY BELIEVES
Hardcore gamers are somewhere between junkies and cultists, seemingly obsessed with bringing vulnerable young children into their fold. Their elitism, superficiality, and obsessive nature makes them dangerous tools of whoever might choose to pick them up at some point. Not dangerous people, though. They canât ever be complete people. Theyâd have to go outside for that, amirite?
The pointlessly violent games that appeal to hardcore gamers are potent brainwashing tools that drain players of empathy, investment in their surroundings, and concern for their well-being. Virtual Reality builds upon this foundation to make games into a kind of horrifying mind-controlling super-meth that, even if it never literally hypnotizes you as it supposedly does in this game, will fundamentally alter your person to the point that you arenât one.
This technology comes at a pivotal time in human history, when some believe us to be on the brink of superintelligence. Transhumanists are dangerous fools for thinking of this as a good thing; they already talk all kinds of frightening stuff about how their identities and their shells are two different things.
These three incredibly scary social no-no zones might someday form a perfect storm in which a rogue splinter of some shady corp/gov research network becomes a ravenous machine-created oversoul, literally eating people by taking over their minds with our cutting edge, enthusiast-targeted media and directing these thralls to âfreeâ others by murdering them.
But worse than all of that, they think that you having agency in an interactive medium is fundamentally fake. Rather than being a feature that was popularized specifically because gamers frequently choose to play a different game than the one the designers made, hidden secrets in difficult to reach places are just proof that you are predictable in your childish desire to complete collections. You are part of this world, and therefore controlled by it. You were never free, and now your masters have decided to end the pretense. According to SUPERHOT Team, any choice you make that was accounted for by The System wasnât really a choice.
And you know what? Fine. Whatever. I donât even care that much. The worst thing about the propaganda is that it causes much of the writing and presentation to be extremely paint-by-numbers. I knew every beat that was coming as I played this game. They have a rabbit hole with no-slip stair mats and OSHA-compliant railings.
Mainly, I just think itâs really goddamn weird that I am the only person I know of with this opinion of the thing. Given how hyper-political games media is getting these days, how did everyone just⌠miss this?
Bottom Line: $5. Itâs still a fairly fun game. They can be stupid assholes. Trying to change game culture at this point is like standing at the bottom of a waterfall and trying to piss it back up. Knock yourselves out, hipsters.
But for twenty-five fucking dollars though? And it was on sale for fifteen? Nah, fuck that, youâre outta your mind. Thanks for putting it on GOG, I might buy it when your asking price isnât crackheaded.
Dev: Interdimensional Games
Pub: Interdimensional Games
Released: January 2014
Did I finish it: Not yet. I can only stand it in small doses, as much as I want to see where this writing is going.
7 hours logged
I got this game while it was free. Iâd barely heard of it before that, despite the fact that critics apparently love it. Between that and the videos on the store page, my hype detector went off something fierce. When people are talking this much about story and character interaction in an indie game, nine times in ten itâs because it has nothing else to offer and the critics really wish they were reviewing books instead. Nevertheless, my curiosity was piqued, and the price was right.
My initial reticence turns out to have been mostly correct. This game is a hot mess. Load times are execrable, to the point they wouldnât be acceptable on a console. Loading screens also have an unnerving tendency to freeze long enough that theyâre indistinguishable from fatal hangs. The devs seem to have no idea how to effectively communicate situational info to the player; itâs easy to get stuck on things, itâs not easy to figure out what objects you can interact with or how youâre supposed to, and the first time I was in a hostile situation, I triggered combat because I hadnât been informed that I wasnât supposed to walk two feet to the right. Incredibly, the worst thing about this game, a first-person shooter, is the combat. I have seen very little of it, but it boasts enemies with Goldeneye-era âparticularly angry tree stumpâ AI that take ludicrous amounts of damage and start healing it the moment youâre not looking. Because of how accurate and stupid they are, a gunfight basically consists of you and your target squaring off and using each other as clearing buckets, and hoping you did a better job at it. Any attempts to hide behind shit will get you stuck on something and your dumb ass shot.
The thing is, itâs very clear that CONSORTIUM doesnât care to be judged by these standards. The intro before you even get to the main menu tells you this game is metafiction. Once you start a file, you get a confusing cold open that, in addition to being the first taste of the horror elements youâll be experiencing, hints at something really strange going on if you make the connection to something innocuous a little later. The room you first wake up in has access to an extensive backstory codex that makes it clear the setting is riddled with alt-history. Characters recognize your presence and regularly include you in conversations that you walk in on. Thereâs a little pulldown on your HUD that, when opened, shows you a (mostly superfluous) chart detailing exactly how much everyone you have met likes or dislikes you. This game wants you to be concerned with the competency of its writing and atmosphere, and seems to cutely remind you of this at every opportunity. So, how are those things?
Iâm not at all sure. At first glance, the setting seemed like a hamfisted statist wet dream. Sure, it contains the standard overtures about how shady and scary the big megacorp that runs everything is, but said conglomerate is depicted as going to great lengths to avoid harming the people it nominally oppresses, and it expects us to believe that weâd have cold fusion and magical nanotech by 2040 if only weâd just stand out of Googleâs way. Itâs like if the world of Demolition Man were run by a genuinely nice computer instead of a greedy asshole. But as I had more details about the settingâs alt-history revealed to me, it seemed like there might be a reason for that. It could also explain some really bizarre character interactions Iâve witnessed. For example: your commanding officer scolds her mortal enemy, a hardened mercenary who clearly has the upper hand on her, like heâs a naughty child with his hand in the cookie jar. And he just⌠puts up with it. Walks right on to the ship and wants to have a chat with you. Surreal. And maybe the setting explains it somehow. Maybe people just think of war a different way at this point.
Similarly, when I first started encountering that alt-history, I thought it was pretty hackish. You donât just change stuff like how Alexander the Great died, and then still wind up with America fighting the Nazis in WWII. Thatâs not how history works. But there might be a reason for that, too. Seeing this world is already an explicitly metafictional construct; thereâs something in-universe that may have constructed this timeline to be similar to ours despite carrying the differences they wanted. Or maybe thatâs bullshit and the writing is lame. I canât tell yet, because I havenât finished it, and honestly have no idea whatâs going on. But it has been interesting enough to make me want to find out, despite being extremely frustrated with the gameplay experience. That says something.
Whether that interest can forgive the gameâs failures is something Iâm not sure about. This dev team has potential, but they werenât up to this task. CONSORTIUM isnât really ahead of its time, but it was definitely too ambitious a project for Interdimensional.
Bottom Line: $0. Iâd honestly say itâd be worth something as a novel or podcast or something, but as a piece of software, itâs a trainwreck. These people want to write. They shouldâve done that. The writing probably wouldâve been better that way, too, more focused.
Addendum: I originally gave this game $2. That was after failing to kill the traitor once. âOh, well, itâs the first time Iâve seen real combat in this game. Iâll get better.â
Several attempts later, after talking to my friend about it who thought I should give it $0, I downgraded it to $1. Because the combat is just bad, period. It is theoretically possible to kill this fucker, but I donât know why youâd want to bother. It is very boring, and very difficult. But I figured Iâd keep trying different ways of chipping at it so I could see more of the story.
Several more attempts later, I donât give a flying fuck about the story anymore. Iâm not even sure this is incompetence. I think they made the combat not-fun on purpose because of some kind of artsy wank about this being a game that tests emotional intelligence. I was going to try another playthrough on easy to see if it was any better, but after going through the first conversation in a different way than before, and reading a few more codex entries, I realized that I had been drained of all capacity to care about this nonsense. This game would actually be good if all of the combat systems were stripped out, and you just immediately died whenever you couldnât talk your way out of fighting. Instead, they make it so that if you canât talk your way out of fighting, youâre better off reloading a save, because they dangle the ugly lie that you might be able to defeat your enemies in front of you. Itâs bullshit.
Dev: Arcen
Pub: Arcen
Released: July 2010
Did I finish it: Good god, no. If you actually like this, the campaign probably isnât why anyway.
5 hours logged
I noticed a while ago that I hadnât actually bothered reviewing anything I didnât like. I decided I should fix that, so this also marks the first time Iâve played something specifically so I could review it. Iâve played it before, but it was quite a long time ago; I couldnât even really remember why I didnât like it. For what itâs worth, my reviews up to this point have been positive (I guess Bass Blocks was kind of mixed?) simply because I usually canât think of much to say about games I donât like unless they make me really angry. If something is just boring, I forget it. Usually.
Tidalis is so boring I remember it.
I like casual games. Iâve got all kinds of time-killing garbage on my phone, and even when Iâm home, if Iâm not feeling up to a serious challenge or story, Iâll click some cookies or push some gems or whatever around while Iâm watching random crap on youtube. Iâm especially partial to match-3s; the core gameplay is satisfying and relaxing, and thereâs so many things you can change without breaking it that every match-3 title offers interesting variety, served at an engaging pace.
Tidalis is almost a match-3. There are things on a grid, and you need to get rid of them by matching at least three. However, the way you do it and the way chain reactions happen are both completely different, resulting in a totally novel play experience as compared to standard match-3s. Unfortunately, novelty and quality arenât always related. Iâve heard people say good things about this game, describing it as a thinking manâs match game, and gushing about the amount of variety in it. To be fair, there is an honestly impressive number of different modes of play; the actual effect is that it feels like the developers knew their game was a dangerously experimental break with formula, so they just threw whatever at the wall to let the players decide what would stick. Match-3 games work well as time killers because they rely on visual pattern recognition. In Tidalis, there are no patterns that can be useful in the same way. Instead, you sort of have to draw your own, and the material often simply isnât on the board unless youâre playing one of the puzzle levels.
Even if it is, the kind of problem you need to solve to cause chain reactions in Tidalis is more appropriate to pencil and paper. If your brain didnât have highly efficient pattern recognition firmware, a regular match-3 would be incredibly tedious. Youâd need to painstakingly check each pair to see if a swap would cause anything to happen, and slowly develop consciously constructed versions of the scanning algorithms said firmware contains in order to shorten the process. Thatâs sort of how Tidalis works. The task set before you isnât particularly complicated, but itâs just complicated enough that it canât be offloaded from your main processing. On the other hand, it is neither complicated nor rewarding enough to be interesting to do as a task youâre primarily engaged in. In action oriented modes, youâll generally have just as much or more success thrashing around randomly than you will twiddling things on the board to set up some fatass combo, so whether you win or lose a particular game feels like itâs down to luck even more than most match-3s. I sometimes honestly enjoy completing paperwork, so this should give you an idea of the level of pointlessness Iâm talking about.
Of course, I would probably find it much easier with a few hours practice, but thatâs where the other problem with Tidalis comes in. I donât care. Because I can just fuck around and eventually win, I donât care about staring at all these blocks long enough to divine the proper course of action. These blocks do not matter to me. The pretty colors and the bubbly music and the cast of mascots cannot make me care about them. In fact, the general atmosphere of Tidalis is what really makes it intolerable, not its gameplay. It is oppressively cheerful. If that pair of words doesnât make much sense to you, imagine being inside a Wal-Mart commercial. Somebody hands you a piece of paper with a weird sudoku variant on it. They wonât let you leave until youâre finished. That is how it feels to play Tidalis.
Bottom Line: Nothing. None. No money. I donât want it. I wish I didnât have it. Some people like this for some reason, but really. If you like block twiddling, get Bejewled 3 or Puzzle Quest or something. If you like logic puzzles, try Everyday Genius: SquareLogic or Paint it Back. Mixing the two ideas like this just doesnât work right.
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Dev: Arrowhead
Pub: PlayStation Mobile
Released: December 2015
Did I finish it: Not really applicable. Iâm currently level 19 of 25, if I remember correctly.
25 hours logged
Helldivers is a co-op focused twin-stick shooter with a wide array of customizable equipment for characters to bring. It also has a broad range of difficulties, and each one is calibrated fairly comfortably. Itâs a console port, but a very good one, with customizable controls for both gamepad and keyboard, and graphics that are up to modern standards without being particularly resource-intensive. It does have some troublesome crash bugs; what Arrowhead game doesnât? Itâs easy enough to rejoin a game though, and they arenât too frequent, so this is only frustrating when itâs incredibly poorly timed.
There is one vexing design flaw which can impede a new playerâs progress through the game: homeworld assaults. In Helldivers, your squad fights against one of three alien races, and your victories contribute to a community metagame in which humanity tries to take galactic sectors from said space monsters. This works fairly well until the end of any given raceâs territory. The amount of points the community needs to rack up to secure an enemy homeworld is massive, and clearly intended for the gameâs much larger console playerbase. During these assaults, you canât take any normal missions for that race, meaning that if you donât have the equipment you get from that zone, youâre not going to get it until the assault times out a few realtime days later, which it most likely will. Worse, if it actually succeeds, that race is eliminated from the war until the other two are also dead, resetting the board. This wouldnât be so bad if it could be done in a timely fashion, but as it stands, itâs just not happening, period. Iâm confident Arrowhead will fix this at some point, but for now, itâs a huge pain in the ass.
Another issue is that the game is blatantly pay-to-win. Some will disagree about this. The DLC stuff is almost entirely composed of incomparable items that serve different specialist functions, and there is quite powerful kit in the base game and the one piece of DLC that is free with the PC release. The thing is, âsidegradesâ are largely a fake idea. In basically all cases, even if the numbers are very well balanced against each other, having an option is significantly better than not having it. If you got the deluxe edition, play a round on a snow planet without your all-terrain boots. Youâll come to understand pretty quickly how silly it is to defend pay-to-win by saying itâs all sidegrades. The only way to alleviate this nuisance in the base game is with jetpacks or vehicles, the first of which generally displaces much more important pieces of equipment, and the second of which tends to explode very rapidly on higher difficulties.
Hereâs the thing: I donât care that itâs pay-to-win. Firstly, itâs co-op. The worst you can do by not having the flash gear is slow your teamâs progress somewhat. Secondly, skill is still a much higher factor. There is something in the base kit for every situation, and using those tools intelligently will complete missions. Thirdly, itâs still really fun. Iâm horrible at this game, and even worse because I prefer to use a controller, and as such frequently fudge inputs at critical moments. More than once, Iâve been the reason we lost. Despite this, Iâm enjoying the experience, and have never felt that lacking the fancy shit was holding me back. That stuff just makes certain situations easier to handle. It will only turn a failure into a success if you were playing sloppy to begin with.
Bottom Line: $15. Another $15 for the DLC. Wait for a sale, but definitely pick it up when it happens. Best thing is to just get the deluxe edition. If you screwed up and bought the base game, you can upgrade it; theyâve fixed the issue with the link to do that originally not being on the store page. Youâll still wind up paying an extra $5, though.
This follows on from my spoiler-free appraisal of the game as an entertainment product here.
Important note: I havenât heard much about any statements from the developer. So, everything Iâve said here about authorial intent is just conjecture. Furthermore, Iâve returned to this review several times since Iâve written it wanting to amend it. My opinions about the work have been refined somewhat, and this is a hotter take than is probably fair. But I can never quite figure out what I actually want to change whenever I open it, so it stays. pls no bully
Analyzing Undertaleâs writing and themes is difficult. For starters, it should be noted that what Iâve personally seen consists of the nicest âneutralâ ending, and the secret ending after that. Having read more on the wiki, I now know that gives me a remarkably deficient understanding of the events. Both with and without the knowledge from outside my direct experience of the game, this makes it tricky to guess at authorial intent. If Tobyâs trying to send a message about what kind of person you should be, and therefore what ending you should see, itâs diluted by the fact that you have to do the bad thing to really understand the good thing. If he just wanted to make a game with enough moral complexity to provoke thought regardless of your play experience, the effort is kind of blunted by the biased reward structure and the way information is fed to you; to me, in each fight, there was always one very clear right thing to do, and those decisions only ever appeared mistaken in retrospect.
All this highlights another confounding factor: the game takes on drastically different meaning and value depending on how you play it. This might actually be the entire point of the game; thereâs certainly a great deal of overt examination of how things tend to work in games, and why we take those conventions for granted. Itâs a common thing for JRPGs to be self-aware, but itâs usually for the purpose of little gags, or to paper over the holes in the world-building. Undertale puts that stuff front and center, and takes it quite seriously, despite that itâs still often hilarious.
I knew when I was first cooking the ideas for this review that much of the experience is variable. Because of charactersâ relationships with each other, itâd be impossible to keep all the meaningful variation in the epilogue blurb, as often happens with this sort of game. Itâs a really great example of how many branches a storyline can have without asking you to do anything different in terms of gameplay. People who donât care about what the characters are saying will believe this game to be tediously linear.
That touches on another way the experience can differ. Even people who like getting into stories, who always Talk to Everyone, and who care enough about games to write fanfiction for NaNoWriMo may wind up finding this game kind of flat, at least as compared to how much I cared about it.
[Beyond this point, spoilers.]
This is because of how I played it. I played the demo first, several months ago. I went into the experience almost completely blind: nobody had talked to me about it, Iâd seen very little art for it, I just had a vague sense of the buzz surrounding it. As a result, the first thing I really knew about Undertale was what Flowey taught me: this game will lie to you. Then Toriel showed up, and it took quite a while for me to trust her. Between the fear Flowey beat into me, my usual tendency towards nosiness and dawdling in videogames, and the general âoffâ feeling of the presentation, I wound up spending a whole lot of time closely examining the Ruins, and taking every single dialog option. I even replayed it several times. It was short enough that it was comfortable for me to fully mine the content, even though I was already starting to feel bad about being violent. As a result, I saw how doing things one way will change the other path, and I got a fuller picture of Torielâs emotional state. This deliberate approach is essential to how I became emotionally invested in the game.
Last night, I watched a friend of mine play it up to meeting Sans and Papyrus. It was painful. He blazed through everything. (Except the leaf puzzle, which he sucked at.) Didnât even go to the end of the hallway in her house. Canât blame him for killing Toriel, because he hasnât had time to give a damn, only called her once, and certainly hasnât had any reason to learn the combat system well enough to make non-violence easy. He already knows everyone loves Goatmom, and Iâve certainly done more than my part in hyping the game in general. So, why investigate so deeply?
The Dogs of the Underground
All of this relates to what I believe is one of the central themes of the game. Why do we become emotionally connected to fictional characters? Thereâs certainly a wildly variable capacity for it. On some level, you have to want to do it, which means that works which rely on it are favored by escapists. If you like the real world well enough to stay in it much of the time, you donât need imaginary friends. I myself tend to form attachments very easily, to the point that many view it as a symptom of mental illness. As a result, itâs easy for me to get swept up in this sort of thing, where even other passionate gamers might still bounce right off of it.
A hint that this is something Undertale wants you to think about directly is the fact that there are so many dogs. Even though they talk, our connection to fictional characters is very similar to forming a bond with a dog. The defining element of our relationship with them is that, compared to humans, they are uncomplicated. If you are nice to them, they appreciate it, and return that affection generously. There are no social reservations, no preoccupation with internal struggles. They are only bad when fearful or very bored. Be a friend to them, and they will be a friend to you. That is a dogâs highest priority, and though it can be thought of as naivete, it can also be framed as wisdom; they are what those who love peace and companionship aspire to.
Other characters in the game engage you in a similar fashion. They each have a very dominant personality trait that, at first glance, makes them pretty easy to understand. One reason for this is so that you know what to do if you want to let them live. Whatever complications exist with each character are generally revealed after you fight them. Generally speaking though, those complications donât much change who they appear to be. Understanding their motivations doesnât alter their very simple approaches to life under the mountain.
Why do we like this, though? We can say, sincerely even, that we value loyal companionship, which is easier to maintain when we understand how somebody will feel and behave. But isnât that another way of saying that we like relationships weâre capable of controlling? Is being nice to people therefore inherently manipulative? I certainly felt manipulated by some of the writing in this game.
Do the Right Thing
I still donât know if there is a clear message in Undertale. When I got into it, I did so hoping that the bit about how you donât have to destroy anyone wasnât a statement that the game would be simple pacifist propaganda. I really hoped that I would see some truly ambiguous moral choices, situations where different people might really be able to say that fighting back is the Right Thing to Do.
All the way up to the first ending, I was disappointed. I never killed anyone until Asgore and Flowey because in each fight I was in, I felt like there wasnât really any other choice. Undyne, Mettaton, and Muffet wouldâve been reasonably defensible, but they have good reasons for being the way they are. Of particular note: since the game establishes in maintext that monsters generally arenât a threat to humans, if the challenges necessary to escape those fights are possible, theyâre clearly the right thing to do. You donât kill children just because they hit you.
The only really ambiguous choice is with Asgore. With the information you have from a best-neutral playthrough, he has a kind of weakness that is inexcusable in a leader. A head of state like him in the real world would clearly deserve to die, although that is a statement that brings a great deal of baggage with it. Itâs alot harder to be a leader on the surface. Without that context, applying the same standard is questionable. And with the information you get from the True Lab, things change quite a bit. My initial reaction was honestly that almost all the characters deserve to die. This didnât change much until I read about Chara in the wiki and had a hard think about how much of the story is meant to be allegorical and how much should be read as written.
Flowey, on the other hand, isnât ambiguous at all. It was obvious that I should kill him. Why do anything else? If Tobyâs whole point was to preach non-violence as a universal solution, this is your big chance to rebel. Heâs a monster, and whether he deserves to die or not isnât the important question. He has to, for everyone elseâs sake. Chances are, youâre so angry and afraid of him that in the moment when you put him to the sword, you forget thatâs exactly the rationale Undyne and Asgore had for trying to kill you. But even if you remember, itâs different. The monsters in the underground could keep looking for a different way to handle their problems. You are killing a monster, a real one, with the apparent power and desire to rewrite the world at his whim, including destroying it completely.
Then you go to the True Lab, and find out that this is a setting where âHitler did nothing wrongâ isnât just an edgy meme. Flowey is still a monster. You should still kill him. But few of the other characters are innocent, either. Even Toriel is screwed up: sheâs angry at her husband for not doing basically the same thing Chara/Asriel tried to do? That wouldâve most certainly led to all-out war.
Flowey thinks everyone is worthless, and there seems to be good reason. In particular, his derision of your apparent goody-two-shoes attitude seems completely justified. When you encounter him at this point, the rest of the cast is engaged in a love-in so saccharine that itâs hard to interpret it as anything other than intentional parody of the childish desire for a happy ending where none belongs. Honestly, the existence of the whole thing is kind of a satire of obligatory happy endings. To make everything as good as it could possibly be, you have to fail first, then go back and do something extra, implying that things could only be happy in a different, fake world. Even after the final fight, when youâre taking your victory lap, something is really off. Am I truly meant to accept that everyone in the Underground is just fine with their late loved ones being melded together into horrifying abominations?
When you do get that happy ending, though, it walks back a little bit. You meet Asriel, and even after all heâs done, because you know why heâs so messed up, and because heâs just a little kid, (nyeh heh heh) how could you blame him? If you go talk to him, he acknowledges that up on the surface, that is to say here in the real world, you canât just talk all your problems away. Thereâs lots of Floweys in the world.
The Bugbear of Sociopathy
About that.
Flowey is a sociopath. This is something we know in a way that itâs impossible to know about any dangerous person in the real world, because weâre told, directly, that heâs missing the thing that gives people the capacity to love. What about everyone else, though? What does it mean that human and monster souls are different? Does that have something to do with their uncomplicated presentation, or the way they just fail to care about some things? The monsters are nice to you, they want to be your friend, theyâll help you enjoy your time in the Underground, but except for Toriel, every one of them ultimately accepts without passion the idea that you have to die for their benefit.
At some point, weâre clearly supposed to ask: what about the player character? What about the player? We may pretend to care about the characters in this game, but itâs just that, pretending. If weâre capable of faking those kinds of feelings enough to convince ourselves, how do we know weâre not faking in the real world?
Flowey having Determination has clearly warped his perception of things. Since I actually bothered to replay the Ruins several times, I can see how. Because you can load an old save, youâre free to experiment. You can take a different path, have a different conversation, lie, steal, torture, and kill, and the only one it affects is you, because you remember doing it. You see what happens when you try different things without those consequences being real. That makes sense for us, because they literally arenât real; these things happen on a screen. Flowey lives inside the world he has that power over. For Asriel, the people in that world and their capacity for suffering were very real, right up until the point when he gained Determination, and the whole thing became as much of a game for him as it is to us. And while from our perspective, it is just a game, for a native of that reality, the game has what are arguably (very arguably, the philosophical implications are nuts) very chilling consequences. I didnât know it until somebody mentioned him to me yesterday, but thereâs a character in the game who has been literally written out of existence. You donât even get a hint of him ever having existed unless you overtly flex your time-travelling muscles at a specific point in the game.
In other words, probably the most important question Undertale asks is this: is there any functional difference between a living God and a raging demon? And of course there isnât. Absolute power corrupts absolutely. The only real reason I havenât killed everything in that game just to see the whole thing is that the walking would be very tedious, and the conversations and fights too long for me to ignore how they tug at my heart-strings.
Thereâs another aspect to how sociopathy is addressed in this game, though. As anyone with some experience with pointless internet arguments is aware, âsociopathâ is often as not a codeword for âpeople who donât care about the stuff we do,â and âempathyâ is code for âcaring about the right stuff.â Although I donât think heâs flat out doing it, a possibly valid interpretation of Undertale is that Toby Fox is saying that gamers, especially the old guard that this retro style is meant to appeal to, are sociopaths. Youâre capable of doing these terrible things in his game, just so you can see all the content you paid for. Whatâs wrong with you? If indeed heâs doing that, itâs massively unfair; the fact of the matter is that people make connections with real human beings in very different ways, for different reasons, and with different intensities. Expecting them to care about what they may just see as some pixels preventing them from making the numbers go up is absurd.
The Genre and Its Players
Many critics have said that Spec Ops: The Line is a condemnation of military shooters and the people who play them. On the surface, it can feel that way; it directly tells you that you are a horrible person. Iâve always disregarded this analysis, though. Making something like The Line doesnât happen unless youâve played enough of those games to understand them thoroughly. It must be, on some level, a labor of love. Maybe they want some stuff about the genre to improve, but their more important goal was just to get people to think directly about things usually considered givens, and to more fully depict the experience of combat and its consequences on the combatant.
With Undertale, Iâm not sure. If I look at just the endings I played myself, it could be that way. The game is maybe a bit cross with you for being obsessed with telling your version of its story just so, and it certainly does poke fun at fandom. Overall, though, it could just as much be a celebration of the genreâs idiosyncracies. People forget that sometimes thatâs the purpose of deconstruction: you take the thing apart so you can look at all the pieces and think about how great they are.
Then you have to deal with Chara.
If you donât know, Chara is the default/true name of the Fallen Human. That is to say, the one you name. Who you actually do not play as in Undertale. Chara, âyou,â already came through here quite some time ago. And you were a terrible, psychotic monster who tried to ruin everything after being taken in as one of the King and Queenâs own children.
You name that sick fuck. And that sick fuckâs soul is part of the reason Flowey is a sick fuck.
If you play through the game as nice as pie, donât kill anyone, get the real ending, thatâs somebody else named Frisk. It was never you. How could you be that nice? It had to be a character Toby made up.
And the thing is, you donât actually know anything about Chara before that point unless you have gone through the game once as a murderous psychopath. Toby Fox has written characters that are no threat to you, who are strongly endearing, and who have interesting relationships with each other, and fully expects most players to show them no mercy whatsoever before they try to save them all.
I am not sure Toby likes us. Iâll try not to hold it against his game.
Dev: Toby Fox
Pub: Toby Fox
Released: September 2015
Did I finish it: That depends what you consider finished. I went back and got the letter, which is sufficient explanation if you know.
15 hours logged, plus a couple more for the demo, which I played more thoroughly
Truly thought provoking works can be difficult to talk about. Once a thought is provoked, you sort of have to beat it into submission before you can get back to whatever got it so upset. You can start from one piece of art and spin off in a myriad of ways, from simple aesthetic judgement to complex philosophical examination which may deal with concepts that the artist never even had an inkling of. Frequently, this gets critique branded pretentious, and works branded âfake deep,â and that assessment is hardly always wrong. On the other hand, itâs also why critics talk about âdeath of the author.â Emotions, by their nature, are not always fully understood by those having them. Since art is generally an attempt to use symbols to convey emotion with greater bandwidth or resolution than the artist can accomplish by just talking about it, itâs natural that many works will carry meaning that the artist didnât put there on purpose.
Undertale is astonishingly beautiful in many ways. Just the demo made me laugh heartily and cry sincerely, and though having played it months ago made finally getting to the full game blunted in comparison to that first impression, it is still excellent. I have complex thoughts about it, however. Thereâs clearly a message, but I canât quite figure out what it is. That might be because it is extremely nuanced; while it sometimes has a polemic flavor, it is willing to double back on itself in ways rarely seen in this medium. Or maybe I know exactly what it is, and discarded it because I disagreed with either it or its presentation, and am just digging through a game I like for something that isnât there. Or yet again, maybe I just didnât receive the correct message because the communication was broken by writing that isnât all I think itâs cracked up to be. The problem might even be that I havenât really finished the game. Thereâs some things I canât bring myself to do, and whether thatâs because Iâm emotionally invested in the characters and the story I told through my way of playing the game, or if Iâd just find completionist content-mining in this case a little more tedious than Iâd enjoy is something I also couldnât really tell you, honestly.
Talking about everything Iâd like to, particularly the philosophical examination, would require completely spoiling the whole thing, and by god do you need to be surprised by this game in order to really get it. So, aside from whatâs already here, Iâll write this review in two parts, one tagged for spoilers. First, an aesthetic critique, and then some examination of⌠how I feel about the writing, I guess would be the best way to put it?
In case you hadnât already got the point, this game, simply as a game, is superlative. To begin with, itâs retro done more right than Iâve seen anyone else do it. In terms of both graphics and gameplay, when this game chooses to be normal, itâs the best of what we remember from the 8-bit era. When it chooses to throw curveballs, itâs a wake-up call to modern game designers that they left behind a few opportunities when they were busy cranking up the detail. As often seems to be the case with good indie games though, the real star of the show is the soundtrack. The guy who made the rest of the game made that, too, and itâs breathtaking. There are atmospheric tracks that turn âthat looks oddâ into âthis is terrifying,â and fight music that turns âdo I have to do this?â into âplease, donât make me do this.â
Bottom Line: Priceless. Donât let this be the only thing Toby Fox makes.
Dev: Stone Blade
Pub: Stone Blade
Released: âNot yet.â Itâs essentially in perpetual Early Access.
Did I finish it: Itâs an online deckbuilder. Not really a âfinisher.â
140 hours logged
That number should tell you something. If you like card games, this is an incredibly good thing to waste your time with. Itâs f2p, and their monetization model is very fair; if you want to play completely for free, there will be significant grinding, but the prices are such that if you donât have time for that, itâs probably because you can afford to pay.
Mechanically, itâs very solid. If you played Spectromancer back in the day, youâll recognize the general flow of combat. Furthermore, although the deckbuilding and resource models are so completely different as to be incomparable, you should be able to spot how the purpose in both cases was to solve issues with traditional card games through methods that are, if not necessarily impossible on the tabletop, definitely more comfortable on their native silicon. Given that theyâre both by Richard âThe Guy Before Mark Rosewaterâ Garfield, this is no surprise.
The learning curve could definitely be better; the combat mechanic is deceptively simple, to the point that new players may write it off as boring, but theyâll still lose, due to a rather frustrating ratio of âcards playedâ to âcards that were actually useful to me.â Giving it a second shake, however, makes the reason for that frustration clear very quickly if you have any experience with deckbuilding in other games.
This is, of course, keeping in mind that if you arenât dumping in some cash, you will be playing mainly against the AI for quite some time. In random constructed matches against humans, you will be utterly destroyed. This doesnât mean itâs of no value to new players, though. The AI is stupid, but good enough to challenge complete newbies, and using it to test your own decks against each other gives you a feel for their weaknesses. Itâs also not a blatantly cheating shitpile, like a certain other digital deckbuilder based on a famous paper card game I will name later.
To additionally support new players, you get some free cards every day you log in, you can earn more by grinding the bot, and the draft tournament queue that allows you to keep the cards you draft (!) only costs about a weekâs worth of the fake money. That drafting is especially useful; once youâve pottered around with the bots enough to know what kind of mechanics youâd like to base your first real deck on, youâll be able to kickstart the collection to build it with, whether you win or lose.
Overall, itâs a very deep and well-balanced game, with great art and theming that feels significantly less stupid than most CCGs. As a piece of software, itâs fairly robust, with good connectivity, very infrequent lagging, and crashes rare enough that Iâve never had one happen when it was important. Its business model isnât a paradise, but it doesnât insult you or waste more of your time than youâd want it to, either.
I also havenât touched it even once since Magic Duels Origins came out, even though that is a bastard piece of software with bastard monetization and no competitive infrastructure whatsoever. Sorry. When you want Coke, you want fucking Coke, not Pepsi. Iâve got the same problem with Hex: Shards of Fate, which I kickstarted. And thatâs practically Coke Zero.
So, even though I recommend SolForge wholeheartedly, especially if youâve personally already gotten tired of Magic Originsâ bullshit, thatâs a data point.
Bottom Line: $5. $10-20 if you need to get serious about it right the hell now. And keep in mind, you wonât even actually need that much, thatâs just what I say itâs worth.
Dev: Milkstone
Pub: Milkstone
Released: October 2014
Did I finish it: Just a couple days ago. Only one character so far.
21 Hours logged
This is a Hexen/Heretic-inspired roguelite FPS. Itâs very enjoyable; bite-sized chunks of arcade shooter are just right for me, and roguelite mechanics could probably make waiting at the DMV better. (Anybody planning a sequel to Papers, Please?)
With that said, everything good about this game is fairly standard. So, even though I like it and recommend it, this critique will focus on what couldâve been better.
Itâs procedurally generated and indie, and it doesnât use the retro crutch that many games of that description do, so the graphical fidelity isnât special. Iâm fairly certain the Unity engine can look better than this, even though it rarely does. I remember thinking to myself some time ago that it seemed odd that more devs donât go for a later period of retro, since making decent graphics from ten years ago isnât that much more expensive these days than some pixel art. This game is kind of the answer to that; if somebody does do it, itâll just look cheap. I guess even though some of the gameplay is considered classic, â95-â05 era graphics are much like â95-â05 cars. Nobodyâs ever going to cherish those things the way they do much older stuff. In strict technical terms, Zigguratâs graphics are a bit better than that, but the style is very much from that time, so it all feels pretty generic.
Speaking of generic, the lore in this game is rather disappointing. You get random little scraps of it every now and then, and it seems interesting at first simply because you donât have much of it. I built a cooler world in my head reading the first few of these things than what was actually in them. That they exist at all is nice, but the quality of writing here is ultimately about the same as CCG flavor text. As little snippets of flavor go, I much prefer the secret rooms with the devâs commentary on their other titles. Iâd never heard of even one of these before, because Milkstone has apparently mainly been on XBLA up to this point. Itâs interesting to get a little peek into that weird alternate reality, and to see a developer criticize their own work in such a manner. I was always kind of disappointed when I got a secret room that just has monster art instead of the retrospectives.
While the combat, the weapons you use in it, and the various passives you can layer on all feel good, things start to feel a little shallow and stale after youâve been through it enough times to understand what you actually want. In some respects, this isnât a completely fair criticism; the fact is that it feels this way because thatâs the natural effect of current roguelite genre standards. TotalBiscuit has called out the genre for tending to have boring combat, and while it can, I donât think thatâs really the trouble. The issue is that even if one of these games did have a fairly deep system, the presentation of same is hampered by the fact that you are only able to access little random slices of it at a given time. Even with the measure of control afforded by selecting from a few random perks each level, youâre always adapting rather than planning, which is both the point of the system and the problem with it.
The fact that in this game the perks are presented as literal cards points toward a solution. Hand of Fateâs deckbuilding has shown that you can give players more control over what risks and rewards theyâll be facing without just handing them the keys. This really is the next step in roguelites, and needs to become a trend. I feel that Ziggurat would benefit even more than most from this idea, as the tendency of multi-level perks to show up again once youâve taken the first proves the value of specialization.
However, thereâs another way to handle it that I think would dovetail nicely with Zigguratâs lore. One of the benefits of roguelite mechanics is that it allows players to slowly build up familiarity with a gameâs many different systems. Whereas you might need to shove their nose in a codex every five minutes if you front-load everything, roguelites by their nature encourage much faster and more natural learning through experimentation and iteration. If youâre pretty sure most runs are going to flush in any case, any resources you happen to find can be freely thrown against the wall.
So, what if after youâve learned it, it stops being a roguelite? Give the player a chance to actually build a character, in a fashion more similar to traditional CRPG mechanics, then see if they can survive much harder challenges than exist in the normal game mode. To go back to the card metaphor, itâd be the difference between playing draft and constructed. Youâve learned how to make something basically function with whatever random junk floats by; now itâs time for you to defend your thesis on your own personal character class. Given that in Ziggurat youâre trying to earn your doctorate in Being a Goddamn Wizard, thatâs pretty thematic.
Anyway, uh⌠Play Ziggurat. Itâs good.
Bottom Line: $15. Maybe a little more if you tend to be a completionist, as thereâs alot of stuff to screw around with.
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(Note: this is a rejiggering of a review I posted to Steam right after the 15 Minutes of Game about this game. I am including it here because it gave me the idea for the BLGR series.)
Dev: Paul Cooney
Pub: Paul Cooney
Released: September 2015
Did I finish it: God no, the difficulty is seriously unfair about halfway through.
3 Hours logged
If you came here from 15 Minutes of Game, you probably think this is some weird mindscrew puzzle game masquerading as a twin-stick shooter. Itâs not. Itâs just a twin-stick shooter, and TB, god bless him, has no patience. Youâre a dot, you shoot other dots, and they drop dots that you collect. When you level up, you are teleported to a room where you get to pick an upgrade by sticking an idol on one of five pedestals. Thatâs the most complicated thing about it; if you move around and fire a little bit after placing a statue in each spot, youâll get an idea of what the upgrades do. There are save points every now and then, theyâre the satellite dish looking things.
It took me like⌠two minutes to work all that out. Experiencing this game firsthand makes it much easier to understand than watching it, since it is extremely visually noisy. I was starting to figure that stuff out just watching TBâs video; his confusion led me to believe there must be more going on, which is why I tried it at all. It turns out itâs an incredibly simple game though, and requires only the very smallest desire to experiment. If they made a tutorial for this game, people would likely joke about how unnecessary it is. Youâd take one look at the thing telling you to shoot the thing so you can get the thing and say âoh yeah, haha, Iâve played this game like five hundred times.â
Comparing it to other twin-sticks, itâs fun, but not special. Pretty colors, simple gameplay. The one thing Iâm disappointed about is the music. Itâs a huge letdown, especially considering âinteractive musicâ was one of the features offered by the description. There arenât any good chiptunes here, itâs just very weak bleepbloops all the way down. Bass Blocks was a terrible name for this game, because there isnât any.
Bottom Line: $2.50. I donât regret buying it at all, and if you like simple twin-sticks, you should probably get it, too. But wait for a sale.
Dev: Monolith
Pub: Buena Vista
Released: August 2003
Did I finish it: Yes, some years ago. Replayed recently, but havenât finished yet.
12 Hours logged, but first copy wasnât on Steam
Yes, itâs old. Doesnât matter, you can still get it on Steam, and I have it installed. Thatâs the list Iâm starting this series with, just for lack of better ideas.
My feelings about this game are kind of mixed. Before this one, if somebody had told me there was going to be a sequel to a movie I liked, but it was going to be a videogame, Iâd have vomited blood. Movie/game tie-ins that respect neither medium are pretty common, and back then it was normal to believe it impossible to do better. To go as far as making an actual sequel would seem preposterous. By using a franchise where it seemed natural to try, they made a good game and paved the way for other people to try it with other properties. Itâs fair to call it a classic on this basis. On top of that, it certainly had excellent graphics for the time, as evidenced by the fact that back then, I had to upgrade specifically to play it. That presentation has aged very well, aided by the style inherent to the series and an excellent fan-made upgrade, which is a necessity if you want to play today.*
Despite that, Iâm not sure how vociferously Iâd recommend somebody who doesnât have it to buy it now. If youâre a fan of the series, definitely do it. I love Tron: Legacy, but this is what the originalâs creator intended the sequel to be, and it has more soul if you ask me. Even if youâre not attached to Tron that much, the setting is beautifully interesting and the story they tell in it is good, if you can stomach all the corn the dialogue and its somewhat flat delivery will force you to eat.
The trouble (which some might see as a bonus) is that its gameplay is representative of the period. Regardless of how pretty the graphics were, gameplay in FPS got stuck for a while after Half-Life. Everyone knew Find the Key maze shooters were dead, and were trying to jam in-engine story presentation in at the same time as they were struggling with what to do next in terms of game and level design. Between that and the characteristically dumb AI of the time, the result was an odd mash of jumpy arcade action, (which Iâve always had a smaller appetite for than most) frustratingly Xen-ish platforming, and not-criminally-bad stealth opportunities. Tron is just such a transitional work, so if youâre not nostalgic for Goldeneye, you wonât enjoy it the same way. I think itâs worth playing even by modern standards, mind, itâs just that how much youâd be willing to pay might be affected by that.
Bottom Line: $30 for me, $15 if youâre not a fan or supernerd.
* If you get it, youâll need the Killer App mod to get it working on modern systems.