my mind looks a lot like a_: a Video Game Playlist
Whether in an abandoned mall or an opulent estate, this playlist is all about embarking on a surreal architectural journey of the psyche. Investigate and explore these vaporwave-influended spaces, witness two speculations on technology of the future, and interrogate your digital reality. Itâs Holovistaâs mega-mansion house tour internship and the liminal awakening personality profile of Self-Checkout: Unlimited â step on inside.
Holovista
Previously covered, Holovista follows Carmen Razo on her newly acquired and direly needed job working for the innovative high class architectural firm Mesmer & Braid. The first task given to her, however, is a strange one â a field assignment to inhabit the firmâs mysterious new project, the autohaus, and to document her experiences by relaying them to her not-Instagram following. In game, this is achieved by taking photos of a number of requested items in a 360Ë scene, and then match appropriate photos to a caption in order to post them, chatting with your friends over DM (and whatever intern is running the Mesmer & Braid account) along the way. The latter gets only more important, as the autohausâs design, and Carmenâs own mental state, gets more questionable as her residence goes on.
Fine attention to detail in order to spark immersion is the real crux of Holovista â the rendered scenes that you experience strike a delicate balance between striking realistic fidelity and the dreamlike opulence of the gameâs low Sci-Fi future. The environments (at least, the non-creepy ones) are something youâd want to just exist in, partially because they feel so believable and possible. The Social Media interface has comments on every post, and profiles for every commenter, and most important of all, top notch Internet writing. Everybody talks like actual internet users, and several conversations between Carmen and her friends that could have come out of me and my friends. Even the basic gameplay loop puts you directly in Carmenâs shoes â you turn around (or swipe on your screen) to take photos of stuff and then post them just as she does.
This immersion is all put to good use in the story itself then, which reflects that immersion back (though Iâll not elaborate, to avoid spoilers), culminating in a game thatâs not really like anything else Iâve ever played.
Specifications
iPhone
$4.99
~2 hrs
Self-Checkout: Unlimited
Self-Checkout: Unlimited, on the other hand, hits upon the environment of slightly oldish an abandoned mall. Starting out with a horror-esque tone as the player character finds themselves in a barely lit hall on a bench, forced to navigate a store housing a terribly unnerving teddy bear before the mall opens up, you are then invited via disembodied intercom to explore various sections and stores of the mall, all with⊠unusual set-ups focused on psychology. Between childrenâs rides based off of a fictitious childrenâs show structured around personality profiles and a clothing store rack with jackets labelled with things like âparentsâ, âsignificant otherâ, and âfriendsâ on a scale from most to least important, the mall is less a real space to engage in commerce and more a loci for an examination of the self. The surreality is only increased in scenes when the mall fades away in favor of environments with strong vaporwave aesthetics often reflecting other elements of commerce all whilst the interrogation of the self continues on, like a Psych 101 professor giving a lecture over a lo-fi, echoic beat.
Compared to the DM conversations between friends in Holovista, the only form of communication is always faceless â either via seemingly pre-recorded intercom announcements, or by a narrator seemingly talking both to the player character and the player themselves. As the mall is explored further, the unique specifics of the self-examination build towards the context of the mallâs liminality â which Iâll hold back in face of spoilers. The details towards this context are thought-through, perhaps to the point of maybe giving the game away, but in the end itâs a cohesive build that helps take the weight of the philosophizing off a bit.
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Over on the Gameological Discord, we have an annual tradition of writing up our games of the year not as a ranked list but rather as answers to a series of prompts. Here are my personal choices for the year that was 2020.
Favorite Game of the Year
I didnât know what to expect when I walked into Paradise Killer. I knew that I liked the vaporwave resort aesthetic from the gameâs trailer and figured I was in for a Danganronpa-style murder mystery visual novel with an open-ended murder mystery at its core. Those assumptions were⊠half-right? The game definitely plays out like the exploration bits of Danganronpa set on the island from Myst but with far simpler puzzles. What I didnât expect was to fall so deeply in love with the environmentâits nooks and crannies, its millennia of lore, its brutalist overlap of idol worship, consumerism, and mass slaughter. It makes sense that the world of Paradise Killer is its strongest feature, since the cast of NPCs donât really move around, leaving you alone with the world for the overwhelming majority of your experience as you bounce back and forth between digging around for clues and interrogating potential witnesses. And despite what the promo materials indicated, there IS a definitive solution to the crimes youâre brought in to investigate, the game just lets you make judgment based on whatever evidence you have at the time youâre ready to call it a day, so if youâre missing crucial evidence you might just make a compelling enough case for the wrong person and condemn them to eternal nonexistence. Am I happy with the truth at the end of the day? No, and neither is anybody else Iâve spoken to who completed the game, but we all were also completely enthralled the entire time and our dissatisfaction has less to do with the game and more to do with the ugly reality of humanity. Iâve always been of the mindset that âspoilersâ are absolute garbage and that a story should be just as good whether you know the twist or not and any story that relies on surprising the audience with an unexpected reveal is not actually that good a story, but Paradise Killer is a game about piecing together your own version of events so I feel that itâs vital to the gameplay experience that people go in knowing as little as possible and gush all about it afterwards. Just trust me, if the game looks even remotely intriguing to you, go for it. Iâve had just as much fun talking about the game after I finished it with friends just getting started as I did actually solving its mysteries myself.
Best Single Player Game
I honestly missed out on the buzz for In Other Waters at launch, so Iâm happy I had friends online talking it up as Black Friday sales were coming along. The minimal aesthetic of his underwater exploration game allows the focus to shift more naturally to the gameâs stellar writing as a lone scientist goes off in search of her mentor and the secrets they were hiding on an alien world. It only took a few hours for me to become completely absorbed in this narrative and keep pushing forward into increasingly dangerous waters. In Other Waters might just be the best sci-fi story I experienced all year and Iâd highly recommend it to anyone who enjoys sci-fi novels, regardless of their experience with video games.
Best Multiplayer Game
Look, we all know this year sucked. 2020 will absolutely be chronicled in history books as a fascinating and deeply depressing time in modern history where we all stayed inside by ourselves and missed our friends and family. It was lonely and it was bleak. Which is why it made my heart glow so much more warmly every time I got a letter from an honest-to-goodness real-life friend in Animal Crossing New Horizons. Knowing that they were playing the same game I was and hearing about their experiences and sending each other wacky hats or furniture, it lightened the days and made us feel that little bit more connected. Sure, when the game first launched we would actually take the time to visit one anotherâs islands, hang out, chat in real-time, and exchange gifts, but we all eventually got busy with Zoom calls, sourdough starters, and watching Birds of Prey twenty-two times. Still, sending letters was enough. It was and still is a touching little way to show that weâre here for one another, if not at the exact same time.
Favorite Ongoing Game
Zach Gage is one of my favorite game designers right now, and when I heard he was releasing a game called Good Sudoku I was sold sight unseen. The game as released was⊠fine. Itâs sudoku and itâs pleasant, but it was also buggy and overheated my phone in a way I hadnât seen since Ridiculous Fishing (also by Zach Gage) seven years ago. Thankfully, the most glaring bugs have been fixed and I can now enjoy popping in every day for some quick logic puzzle goodness. Daily ranked leaderboards keep me coming back again and again, the steady ramp of difficulty in the arcade and eternal modes means I can always chase the next dopamine rush of solving increasingly complex puzzles. Itâs not a traditional âongoingâ game the way, say, Fortnite and Destiny are, but Iâm happy to come back every day for sudoku goodness.
Didn't Click For Me
With Fortnite progressively losing me over the course of 2020, finalizing with my wholesale ânever againâ stance after Epic boss Tim Sweeney compared Fortnite demanding more money from Apple to the American Civil Rights movement (no, absolutely not), I dipped my toe into a number of new âbattle passâ-style online arena types of games, and while Genshin Impact eventually got its hooks into me, Spellbreak absolutely did not. With graphics straight out of The Dragon Prince and the promise of a wide variety of magic combat skills to make your character your own, the game seemed awfully tempting, but my first few experiences were aimless and joyless, with no moment of clarity to make me understand why I should keep coming back. Maybe theyâll finesse the game some more in 2021, or a bunch of my friends will get hooked and lure me back, but for now I am a-okay deleting this waste of space on my Switch and PC.
"Oh Yeah, I Did Play That Didn't I?"
I remember being really excited for Murder By Numbers. Ace Attorney-style crime scene investigation visual novel with Picross puzzles for the evidence, art by the creators of Hatoful Boyfriend, and music by the composer of Ace Attorney itself?! Sounds like a dream come true. But the pixel-hunt nature of the crime scene investigations was more frustrating than fun, the picross puzzles were not particularly great, and the game came out literally a week before the entire world went into lockdown which makes it feel more like seven years ago than just earlier this year. I remember being marginally charmed by the game once it was in my hands, but as soon as my mind shifted to long-term self care, Murder By Numbers went from hot topic to cold case.
Most Unexpected Joy
I was looking forward to Fuser all year. As a dyed-in-the-wool DropMix stan, the prospect of a spiritual sequel to DropMix on all major digital platforms without any of the analogue components was tremendously exciting, and I knew Iâd have a lot of fun making mixes by myself and posting them online for the world to hear. What I didnât expect, however, was the online co-op mode to be such a blast! Up to four players take turns making 32 bars of mashups, starting with whatever the player before handed them and adding their own fingerprints on top. It sounds like it should just be a mess of cacophony, but every session Iâve played so far has been just the best dance party Iâve had all year, and everyone not currently in control of the decks (including an audience of spectators) can make special requests for what the DJ should spin and tap along with the beat to great super-sized emoji to show how much theyâre enjoying the mix. Literally the only times my Apple Watch has ever warned me of my heightened heart rate have been the times I was positively bouncing in place rocking out to co-op freestyle play in Fuser.
Best Music
Only one video game this year had tunes that were so bumpable they were upgraded to my general â2020 jamsâ playlist alongside Jeff Rosenstock, Run the Jewels, and Phoebe Bridgers, and that game was Paradise Killer. 70% lo-fi chill beats to study/interrogate demons to, 20% gothic atmospheric bangers, 10% high-energy pop jazz, this soundtrack was just an absolute joy to swim around in both in and out of gameplay.
Favorite Game Encounter
Itâs wild that in a landscape where games let me live out my wildest fantasies, the single moment that lit me up in a way that stood out to me more than any other was serving Neil the right drink in Coffee Talk. Over the course of the game, you serve a variety of hot drinks to humans, werewolves, vampires, orcs, and more, all while chatting with your customers and learning more about their lives and relationships. The most mysterious customer, though, is an alien life form who adopts the name Neil. They do not know what they want to drink and claim it doesnât make a difference because they cannot taste it. Everybody else wants *something*. Neil is just ordering for the sake of fitting in and exploring the Earth experience. Itâs only in the second playthrough that attentive baristas will figure out what to serve Neil, unlocking the âtrueâ ending in the process. Seeing the typically stoic Neil actually emote when they tasted their special order drink? What an absolute treat that was.
Best Free DLC of the Year
Itâs still only a couple of days old at the time Iâm writing this, but Marvelâs Avengers just added Kate Bishop, aka Hawkeye, and THANK GOODNESS. Almost every character in the game at launch just smashed the endless waves of robot baddies with their fists and that looks exhausting and uncomfortable. Hawkeye (the game calls her Kate Bishop, but come on, sheâs been Hawkeye in the comics for over 14 years, letâs show her some respect) uses A SWORD. FINALLY! Aside from that, Iâm just having a blast shooting arrows all over the place. She and Ms Marvel are the most likable characters in the game so far, so I hope they keep adding more of the Young Avengers and Champions to the game, and if the recently announced slate of Marvel movies and tv shows are any indication (with America Chavez, Cassie Lang, and Riri Williams all coming soon to the MCU), that seems to be what Marvel is pushing for across all media
Most Accessible Game
Nintendo is, first and foremost, a toy company. They got their start in toys and cards long before video games was a thing, and they still do more tests to ensure their video game hardware is childproof than anybody else in the industry (remember how they made Switch cartridges âtaste badâ so kids wouldnât eat them?). This year, Nintendo got to rekindle some of their throwback, simplistic, toys-and-cards energy with Clubhouse Games: 51 Worldwide Classics, a Switch collection of timeless family-friendly games like Chess, Mancala, and Backgammon, along with âtoyâ versions of sports like baseball, boxing, and tennis for a virtual parlor room of pleasant time-wasters. The games were all presented with charming liâl explainers from anthropomorphic board game figurines, and the ability to play quick sessions of Spider Solitaire on the touch screen while I binged The Queenâs Gambit on Netflix made Clubhouse Games one of my most-played titles of the year. Plus, local play during socially-distant friend hangs was an excellent way to make us feel like we were much closer than we were physically allowed to be as friends knocked each otherâs block off in the âtoy boxingâ version of Rockâem Sockâem Robots.
"Waiting for Game-dot"
I get that everyone loves Disco Elysium. I saw it on everyoneâs year-end lists last year. I finally bought it with an Epic Games Store coupon this year. This year was a long enough slog of depressing post-apocalyptic drudgery, I didnât want to explore a whole nother one in my leisure time. Iâll get to it⊠someday.
Game That Made Me Think
Holovista was an iPhone game I played over the course of two or three days based on the recommendation of some trusted colleagues on Twitter and oh my goodness was I glad that I played it. What starts as a chill vaporwave photography game steadily progresses into an exploration of psychological trauma, relationships with friends and family, and the baggage we carry with us from our pasts. In this exceptionally hard year, I badly needed this story about spending time alone with your personal demons and finding your way back to the people who love and support you. Just like with Journey and Gone Home, I walked away from Holovista feeling a rekindled appreciation for the people in my life.
Cross Code is a game that is trying so very, very hard. The story is based around your character being an avatar within an MMORPG, and its this kind of game-within-a-game setup that is used as a cheeky way to skirt the fourth wall and have its characters make snide remarks at certain design decisions, while also going full steam ahead with them regardless of the fact. Donât think we didnât notice, dev team! It plays out as a 2D top-down action RPG, but clearly has aspirations that extend far beyond this framework. Each of its environments is thoroughly layered with subtle verticality, with parkour-esque platforming having you constantly working backwards from your intended destination, and requiring meticulous attention to detail in order to find where it is youâre able to begin your elaborate series of jumps from. Thereâs a huge array of materials to gather and channel through traders and to craft into gear, and the combat they benefit is both precise and complex, requiring plenty of on-the-fly thinking as well as tight execution. As well as these set-piece battles, the gameâs dungeons are full of puzzles that though smart in construction, are tough enough in isolation, and frankly brutal in their relentless frequency. One particularly ill-advised chapter has a series of three such dungeons in quick succession, and perfectly illustrates that just because you can, does not mean that you should.Â
On a more positive note, one thing the game does have in spades is charm. The sprite work is admirable; even though characters are a touch on the tiny side to be too effective on their own, their portraits and dialogue provide a solid emotive connection to them and the story that builds up around them. In all, it is a game that can be a lot of fun, and plenty rewarding - but the entire thing is overly long and far too regularly punishing. Itâs tapped into a number of 16-bit action-RPG ideas well, but has perhaps unintentionally also managed to become the most masochistic presentation of these ideas to date.
Crimzon Clover: World Explosion
A game Iâve technically owned for years now, however the lack of a Windows PC has held me back from playing it - with this debut on the Switch finally granting me the opportunity though to get hands on. Although Iâd gleaned plenty from watching super players decimate it before now, even my feeble credit feeding through the gameâs five stages has given me plenty of additional appreciation for just how good it is.Â
It looks brilliant, with chunky, detailed enemies animated beautifully as they move about the screen. The music pounds along to an energetic beat, and the game keeps a solid pace all while plenty of bullets swarm around you in creative and considered patterns. Turning the tides with Break Mode is an incredibly satisfying way to take control of hairier moments, and while I canât speak for every intricacy of its scoring system, I know that itâs developed by a team that demonstrably understands the value of these. What I can more reliably add to that discussion is that youâre unlikely to find yourself reliant on any one hook to find your fun though; even the most pedestrian appreciator of the genre should find plenty to enjoy. Thoroughly deserving of its regular appearance alongside the biggest names in the genre.
Holovista
Thereâs often a reasonable amount of scepticism that comes from some folks when you talk of gaming on a mobile phone. Flipping the conversation though, and instead to talk of one of my favourite advantages of the format, itâs great that a developer can lean on the familiarity and the personal connection that you have to the device youâre playing on. As a device that lives by your side 24/7 and increasingly encroaches further into every aspect of your being, Holovista leverages this connection amazingly, spinning its story in a series of interfaces that mimic how your phone acts when you use it yourself. Taking pictures and interacting with people in particular are key interfaces, and that are done in a way that neatly puts you right into the shoes of their character.Â
It begins with said character taking an interview for a new job that is hoped to herald a new tide of good fortune, and promptly introduces the circle of friends that are there to help with this and that celebrate alongside. As you learn more about the job, things slowly begin to get a bit weird, and then take a turn that is something akin to Black Mirror meets nightmarish introspection. Though not overtly unpleasant, there are some memorably unsettling moments along the way. Sensibly, it does have content warnings that offer some sound advice for those it might not sit so well with, but self-care does end up being a central takeaway from the game as a whole as well as for its cast. On the back of circumstances weâll generically chalk up to this yearâs being what it is, this ended up feeling like a lovely little palate cleanser -  a considered refresh, thoroughly original, and a very worthy afternoonâs entertainment.Â
The Legend of Zelda: Linkâs Awakening
One thing thatâs always been great about Linkâs Awakening came as a result of the technical limitations imposed by the Gameboy - that the Zelda format needed all the fat trimmed, while the mixture of puzzles and action were to be distilled down into their most potent and compact form. Even with the (entirely optional) extras theyâve slipped in with this remake, this still shines through in its design now, where it couldnât be any further removed from the risks of overly long, dragged out pacing. A small overworld it may be, but itâs full of variety, secrets, and memorable moments. Dungeons are similarly economical with its good ideas - giving you new tools, laying out smart ways to break you into their use, and then letting you get on with things.Â
While the remastered music is also utterly charming, the real upsell here is the total visual do-over; its tilt-shifted cartoon aesthetic pushing each and every scene to look like a shiny, hyper-cute diorama. For all of the different visual styles that the series has dabbled with in the past, this one definitely feels like the right match for the light-hearted whimsy that comes through from the story and the characters. Thatâs not to say that itâs flawless either - the blurring at the screenâs edges can be overly intense at times, and the overall presentation does cause the performance to stutter and feel a little sluggish at times. I point at these things only given the bar is raised so - something unavoidable when you already know a game is a stone-cold classic from the off.Â
Astroâs Playroom
Coming pre-installed on your shiny new (and hopefully not scalped) Playstation 5 console, Playroom begins as a humble introduction to the capabilities of the Dual Sense controller. Touch control, haptic feedback, adaptive triggers and the like are introduced and may well generate some cooing and low-key positivity, however this enthusiasm is elevated by a mighty factor when the game truly begins and everything is put so deftly into practice.
Itâs not a complex or particularly challenging title as far as 3D platformers go, with frequent checkpoints and no life counter in sight. Any mould-breaking to be done comes instead from the diversity in how you control various sideshows, with the entire kitchen sinkâs worth of interface options being showcased as you climb into a monkey suit, blast off a rocket ship, bounce around as a pinball, and so on. All of these demonstrate ingenuity that couldâve easily gone awry, yet are quickly understood, and grounded in a level of both tactile and in-game feedback that maintains a natural feeling. The gameâs worlds serve as virtual tours through colourful, fantasy depictions of hardware components that demonstrates an excellent level of both pride and playfulness, with fellow bots littering both the through-fare and the unbeaten paths, dressed up and enacting smart homage to generations of games and their characters, all while Playstation-themed collectables are doled out in tandem alongside smart, well-natured puns. It arguably borders on propaganda at times, such is the intense positivity. That said, the more extensive your tenure is with Sonyâs platforms, the more likely itâll dull your better judgement to this, instead letting slip a grin at what is essentially the grandest love letter to all things Playstation, and the warmest, most celebratory pack-in for a new console Sony could have ever hoped for.Â
The showcasing of new features and hardware aside, itâs also a subtle and unofficial coronation of Astrobot as Sonyâs newest (and best) mascot. Thereâs been plenty of candidates in the past whoâve half-heartedly assumed to own the position, but itâs the silent, cheerful charm which makes Astro that much more of an endearing figurehead. G'wan the little guy.
No More Heroes 2: Desperate Struggle
For someone that loves Suda51 and adored No More Heroes, my reaction to No More Heroes 2 on its original release was comparatively tepid. With a third game due next year, this re-release felt like the right time to revisit it and see it through, and although I found some things to enjoy, I certainly found plenty to remind me why I had bounced off it previously.
Roaming about in Santa Destroy between missions is gone, instead replaced with a short check list of destinations. While not a fan of the change myself, this isnât necessarily a bad thing - though it does give a misleading impression of tightened focus that is very quickly lost as it lays out a spread of half-baked, and frankly clumsy mini-games. As well as being your prime source for money and upgrades, these do a lot to artificially increase the length of the game, and put simply, theyâre just not fun enough to warrant this level of prominence. Even the main story has frequent moments where it veers away from the core 3D hack and slash gameplay, and again, these do more harm than good to the gameâs flow.
The fighting underpinning it all has undoubtably been done better since by any number of titles, and though imperfect, it is still serviceable and enjoyable for the most part. Boss battles definitely hold the lionâs share of the gameâs highlights, but thereâs a few that also stick out with some poorly executed designs that tars its lasting impression. Shades do remain of the ridiculous, irreverent charm of the first game, although they are certainly more infrequent, and a more modern lens also brings into question just how sincerely we should take the sending up of Travis, when cast upon a backdrop of frequent fanservice. Not the best sequel then, but letâs hope 3 gets things back on track. Â
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HoloVista, the new game from Aconite, is out today.
Explore a dreamlike mansion, photograph mysterious spaces, confront your deepest secrets and confess them online as Carmen, junior architect and new hire at an elusive firm. In a near-future social media world, youâre charged with photographing the inside of an opulent building â but beware: the house is getting to know you too, perhaps better than you know yourself.