Reviews from

in the past


muito interessante, adorei a estética, pra um jogo curto indie foi bem legal, Só achei que jogaram muitas ideias ao mesmo tempo e pesaram demais a mão em certos pontos.

Very cool retro aesthetic and weird pulp fiction B-movie storyline. I would have loved more than an hour and a half of this visual novel, but I'd much rather be left wanting more than wishing it would end.

Honestly, not bad. The sound design is pretty good. I still don't get the solitaire game though

good novel and amazing art direction, i don't really like the direction the story takes in the later half but still an amazing game

solitaire is the fishing minigame of adventures/puzzlers and i will not hear it otherwise


Juego corto, con una estética retro muy cuidada y hombres polilla. Con eso ya me lo habían vendido. Me gusta mucho cómo va construyendo la tensión en los primeros capítulos, el final me chirría un poco, pero buena experiencia en general.

Really enjoyed this, but I do think the back half is a little rushed. Things start popping off and then the game just ends. Would've loved just a few more chapters.

Super dope little story. I really enjoy the lore they drop with the meteor shower, its fun. Killer atmosphere, music; a certified boss ass game. Plus its got Solitaire!

Victoria should leave Lee for me tbh

A sweet little choose your own adventure developed by a pair of argentinian devs. It has a really cool ambience and feel to it, reminescent of old horror comics mixed with equally older computer graphics. My only criticism of the game is the anti mothmen feeling it tries to convey. He's trying to save us, man, don't give him a hard time.

Čert vem, že je to kratší než kdejaký film, že to nemá herní prvky... I kraťoulinká přímočará vizuální novela bez větvení děje a rozhodování může mít dopad a strhnout. Musí však být dobře napsaná.

Což zde neplatí. Naopak právě úroveň textů je žalostná. Žvatlání pro žvatlání, všichni mají stejný projev, žádná logika v jednání, motivacích, jedna deus ex machina stíhá druhou. A ne, nelze to omluvit "vždyť je to jakože pulp". Protože fungující pulp musí být dobře napsaný či aspoň skvěle hratelný. Zde neplatí ani jedno. Největším kladem je tak, paradoxně, ona titěrná (ne)délka. Utrpení aspoň netrvá tak dlouho.

A game very dedicated to emulation of two older genres, for good and for ill. When will Hollywood be brave enough to tell THIS story, huh?

Love the aesthetic, I think they've basically nailed it. It's a fun - if very short - little visual novel.

The solitaire mini game kinda sucks, though.

What is pulp fiction, really? Officially, you have the basic practical facts. Affordable magazines on cheap paper, short stories in dime stores and newspaper racks. Quick entertainment. Your penny dreadfuls, your airport novels, your Simple2000 series games or shovelware. Cheap, affordable trash is the market, its what people expect. Cliches are expected and encouraged. Pulp is commonly considered to be exactly that: easily consumed garbage with not a lot of diamond in the rough.

Modern pixel games have emerged for a lot of different reasons. Nostalgia is absolutely a key factor, appealing directly to the gaming market as it currently exists. But its also affordable. 3D games are expensive. As its been described to me, one character model alone can take up to a year depending on the complexity required. Psychonauts 2 was originally planned to have new bosses due to extreme costs, prior to Microsoft providing additional funding. Pixel Art, while requiring its own level of care and dedication, is easier to build in a short amount of time.

Mothmen 1966 describes itself as a “pixel pulp.” It’s certainly affordable enough at $8.99 American dollars. It’s short enough to finish in two hours. It features a small cast of characters against a horror antagonist. The game is made of pixels. In the most literal terms, you could call it a pulp adventure.
But it’s still a description that forced me to think a lot about how we define genre. Mothmen 1966 centers on three protagonists. Lee, the college boy with anger issues and fighting against his own ingrained masculinity issues. Victoria, the college girl staring down the barrel of the rest of her life and deciphering if she’s ready to commit to one decision out of her very limited 1960s decisions. Harold, the crochety gas station owner trying to take care of his grandmother and make ends meet. Ten chapters with a switching perspective, as the trio find themselves trapped by supernatural forces they can barely comprehend. Much of their previous interpersonal struggles get pushed to the wayside as the stakes dramatically shift their priorities. Which felt honest. Felt real. There’s no time for tidy endings, just characters sitting in their odd status quos and deciding This Is How Things Have To Be for now.

But is it pulp? By the market definition, probably close enough. It delights in the aesthetics of pixel and pulp eras. It’s not particularly seedy or scandalous, but its coated in harsh, green tones. But is that aesthetic in itself what pulp means? Is it a positive or negative description?

A friend of mine argued that pulp requires sincerity. Its full of cliches and scattershot writing, but the most important quality is that the people writing the story enjoy doing it. That one is hard to measure too. Mothmen 1966 is grim and contemplative, sitting within these complicated emotional contexts and not providing concrete answers. But the effort into its narration and visual work is gripping. The team must have enjoyed working on it enough to make three “pixel pulps” this year. But is sincerity the centerpiece of it all?

Here's what I know for certain. I thoroughly enjoyed the two hours of Mothmen 1966. The characters were interesting, the story was fun, and the time was well spent.

Maybe that’s all pulp really needs to be.

This review contains spoilers

I honestly wish there were more games like this. Mothmen 1966 does not try to be some sort of silly cinematic experience nor is it filled with Content™.

Instead, it is a decent narrative with an exceedingly well-executed visual language. The pixel art is marvellous and at many points visually more interesting than the majority of AAA titles. Creative constraints are set out very clearly and mostly obeyed, meaning the game is overall very focussed and 100% manages to do what it sets out to do.

I sort of disagree with others saying the second half feels less carefully constructed. IMHO, it was more a question of the story slowly building up to a climax, then resolving quickly once the suspense is over.

The main element I was unhappy with was surrounding the relationship between two of the main PCs and how it resolves. Victoria suddenly waves away all her very valid concerns about her partner and her own desires regarding her future. This is a bit iffy: the only fully conscious female character has all her worries and volition waved away in a manner that perfectly fits the desires of her male partner.

Beautiful music and general atmosphere with a well written story straight out of the old horror comics.
Sadly it feels really rushed at the latter half of the game.

Short and sweet but I really dig the style and music

Kind of goes off the rails trying to do too many things at once late in the game but the tone and style alone make this worthwhile.

This review contains spoilers

don't you hate it when you're already dealing with mothmen bs and then the biped fandom shows up. smh.

i do not like the mothman slander but the mood is so accomplished and the game looks so pretty that i will let it slide. also they adopted the baby goat humanoid and raised it as their own!!