Reviews from

in the past


unfortunately doing very bad with video games lately! the early energy i felt toward them this year has dissipated into feeling like kinda a chore more often than not...which is not the fault of the games i've been playing but i think i need to do better at finding my niches

and this is not really for me...like, i've more or less been informed that having a history with this sort of game makes it significantly more intuitive and without that background it feels more like, tedious than inviting...i got stuck countless times and the solutions were ultimately arbitrary and unrewarding, but again, maybe that's on me for lack of experience

oh well, going back to the beginning to better understand what i want out of games...DS Director's Cut soon!!

A dream-y odyssey of a game that I won't forget anytime soon. I've become very familiar with Analgesic Productions the past while, with Sephonie being a great little introduction to their style, Even The Ocean winning me over even more and then Anodyne 2 solidifying their presence as one of the best and original indie developers going today. You genuinely will not find other game experiences out there like what they have to offer.

There's so much here to love for the nostalgic gamer from another era, with the hazy 3D adventure platformer exploration along with 2D top down dungeon-style levels with puzzles and enemies. The liminal psychedelic world that feels like you dreamed up a video game you never played from the 90's is a sad, lonely landscape, eerie-ly deserted and devoid of most life, except for the odd bizarre being you'll come across. Most of the areas feel unique and distinguishable as you navigate the various sections, with certain landmarks keeping you aware of where you are.

Just wandering/driving around these areas gives you that strange feeling that has become so well known online nowadays - social media is full of videos and posts of liminal spaces; empty malls, toy stores, nighttime parking lots, closed businesses, places from our childhood that are warm and fuzzy in our brains, but feel cold and alien now. Warbly fuzzy synth music is playing over the videos, almost like it's playing from a distant speaker. It's a feeling we all have thinking of our childhoods, but these videos have that huge whiff of "weaponized nostalgia"; oh look how perfect life used to be as a kid. Don't you hate having bills to pay and adult responsibilities? Don't you wish you could still go to Blockbuster and rent PS1 games and have a sleepover and get Pizza Hut?

What Analgesic Productions do with their games that feels like an anomaly in these times is somehow give you that same feeling with their worlds. Yeah sure, they use graphics and art direction and music that resembles that foregone time. But they create their own original worlds with it all, while also making subtle references to the real world and emotions and struggles. Anxiety, self-worth, isolation, it's all here in spades. There's a moment here in Anodyne 2 with a specific character interaction that takes the game and places you into a completely different place that had me completely turned around - I had no idea what was happening and I did not expect it. As the sequence went on and it began exploring real world emotions and feelings, it got... strange. Things felt.. not right. And then it went to a dark and scary place that I was quickly adamant to get through so I could (hopefully) return to the other world I got to know. Even if that world didn't even feel like where I belonged.

I have said this about every Analgesic game I've reviewed so far but the music in their games is always just amazing. Melos Han-Tani knocks it out of the park with memorable song after memorable song, each one distinct enough and perfectly encapsulating the area that its featured in, music that you welcome every time you return to the region. It pulls you into the world like a warm ghostly embrace; it's a soundtrack to fall asleep to, wake up to, feel comforted by and yet also feel tense and uncertain. There's also just some great bops... the guy can write a good bop!

The writing in their games (usually primarily) by Marina Kittaka is a lot... there is a ton of dialogue in their titles, but I'm constantly impressed and taken aback by the sincerity, the train-of-thought observations (and often sometimes real thoughts or opinions a lot of us have had before that feel too personal or weird to share) that they can give to a weird ass looking creature person thing that slightly resembles what a child may endearingly design in a 3D animation program, and who just stands in one spot of the world chilling. Especially with how this game handles its main story/objective; doing an Inception-style dive into these characters' inner self and exploring the little world inside, to rid them of Dust, which is what is infecting the denizens of this world. There is a lot to read in their games (they don't feature voice acting, which is totally fine), and I'm constantly surprised by the writing style and how much thought and care was put into it. Some passages really got to me.

If you're still reading (hi!) and haven't played this and are wondering if it's for you, I want to compare this to one of my favorite games, The Legend of Zelda: Majora's Mask, which is a comparison I made after completing the game:
You wander around a world (Termina) divided up into regions (north/south/east/west) with a central town type hub (Clown Town) in the middle. There's a looming apocalyptic threat (the moon). You're going around talking to NPC's and helping them with problems (Bombers Notebook), which usually results in a dungeon-type level with puzzles and sometimes a boss battle, and doing so you collect a card (mask..?) and dust, both resources you need to then go back to the central hub and deposit (rupees in the bank) before you begin each new "cycle" (there's no days in Anodyne 2 like in Majora's Mask, but you need to deposit the dust or else you cap off at a certain amount and won't get any new dust until it's deposited). Both feel light-hearted and whimsical at times but have those oppressive and sad moments... their worlds are connected, but disconnected by a threat of darkness. If I really wanted to I could probably make some more far-reaching connections but I'll leave it at that. Both are still very different games but when I suddenly made those comparions, I felt like I could see why this game clicked with me so much. On top of it just being a fantastic indie title.

Analgesic should be on so many peoples radars, I really really adore their work and I find them very influential as someone who writes fiction and would love to take a stab writing a video game some day.

This review contains spoilers

I recently played Sephonie, a 3D Platformer by Analgesic Productions. This was partially due to my familiarity with Analgesic’s previous games, including Anodyne 2. Familiarity is underplaying it though, because around 3 years ago, I would’ve called Anodyne 2 my favorite game. In fact, wanting to write a review of this game is part of why I joined this website in the first place. As time went on, my thoughts on the game slowly degraded for multiple reasons, but I still held it in high regard. When I started playing Sephonie, I inevitably began to think about Anodyne 2, and I felt a need to replay it. I couldn’t help but wonder how my perception of the game would change three years removed.

The game remains great, and even occasionally brilliant. It follows Nova, who shrinks down and cleans dangerous nanodust from the insides of people. This cleaning saves people from corruption, and Nova moves on to help other people in need. That’s how it starts at least; The plot soon becomes an allegory for faith, structure, and purpose, where Nova gains more perspective on nanodust and the greater world. Combine this with mix of 3D exploration and top-down dungeons, sprinkle in some quirkiness, and add a dash of progressive themes, and that’s basically Anodyne 2. Now, this may seem akin to many indie games: games that mean well but execute their concepts confusedly and amateurishly. Honestly, that’s how I’d describe some other Analgesic’s games. However, this game nails what matters most. I’d be lying if I called the 3D exploration incredible, as it’s mostly carried by atmospheric, alien locations. Optional collectibles and fun character interactions don’t make up for the lack of environmental interaction and compelling puzzles or platforming. Even as an overworld for the top-down dungeons, the 3D world feels far too sparse given the breadth of the environments. The car transformation and late-game fast travel somewhat rectify this issue, but only somewhat.

The excellent top-down Zelda-esque sections do the heavy lifting here. The Zelda comparison isn’t entirely apt, as you don’t get a bunch of new items throughout the games. No, Nova mainly just uses a vacuum cleaner, sucking up items and enemies a la Kirby’s Dream Land (Side note, going from a broom in the first game to a vacuum cleaner here is funny). The game gets a lot of mileage out of this, constructing really fun puzzles and combat scenarios. The efficiency with which this game establishes and expands on concepts surprises me; It does a lot with little, and the game respects the player’s ability to figure mechanics out for themselves. The initially simple dungeons with straightforward mechanics and stories eventually give way to more wacky and varied levels, with one being a parody of classic RPGs. This high-quality design is accompanied by a narrative justification for the shift from 2D -> 3D: Nova is “Shrinking” the resolution of the game while she shrinks in size. Tons of indie games mash two genres together, but few make sense of such a combination the way Anodyne 2 does.

I have a few benign complaints about the 2D gameplay. The lack of difficulty hurts my enjoyment a bit. I’ll assume the leisure with which I finished the game is due to it being a second playthrough (And also me being good at videogames). Regardless, the plentiful checkpoints mean I never felt much of a threat, even in the rare occasions when my health did diminish. The other issue I have is more of a missed opportunity related to the titular dust. Dust gates progression, but you can’t really hold that much, and depositing it requires backtracking. Again, this is usually merely benign (Unless you go for the ‘bad’ ending, where you need to collect tons of dust), but having that dust just sit there made me think about how it could’ve been used for other gameplay purposes. The concept of channeling dust is mentioned, but the gameplay implications of this were extremely minor. An extra use for dust could’ve been really interesting, especially considering how often it sits in the player’s tank.

The story makes no effort to hide its messages of seeking purpose and meaning, but I consider it a compelling story regardless. The narrative is supported by some good character progression and decent twists. Nora initially sees the benefits of structure and believing in an inherent purpose, but later realizes finding your own purpose can also be fulfilling. In the ‘good’ ending, Nova rejects her purpose given to her by the Center, a representation of Leaders\Religion. It’s a pretty solid story overall, although I admit that most of what I enjoy comes down to specific concepts and moments. One of the highlights comes midway through the game. Palisade, a mother figure of sorts to Nova, creates a playground for Nova and dies soon after. Eventually Nova finds this playground and assumes that it’s meant to train her. The concept of having fun is alien to her; everything has an inherent meaning, even random dice rolls. This moment does a great job of characterizing Nova and representing the game’s themes

One initially inconspicuous section compels me more than any other in the game. You meet a ‘bugged’ NPC, and upon shrinking down and entering this NPC, you see the story of Nora, who exists in what seems to be the real world. In this section, the game implies that the main story is simply Nora escaping the problems of her life by playing a videogame, only exercising freedom in fantasy. This compelling extra layer looks at the escapist nature of games, and the happy ending of the game now seems to almost be a red herring.

Unfortunately, the dialogue often undercuts what should just speak for itself. Nora starts talking about minimum wage at one point and I’m just sitting here thinking, “Ok, sure, but does this need to be here?” There’s one section of the story that’s conceptually excellent: Nova tries to help a rock guy who blindly commits to a purpose and pays the price. This sets up the idea that blindly following a purpose isn’t always a good idea, which the game later expands on. However, the dialogue hammers this idea in way too hard. Even worse, this dialogue can’t be skipped. The game literally puts up progression gates that only go down once you talk to all the people. This would be obnoxious for even the best writing. The game takes the ‘Tell don’t show’ approach far too often, and this approach often hurts otherwise impactful story beats. Excess aside, the dialogue can be hit-and-miss, regardless of if it aims for drama or comedy. Often it leans too far into self-indulgence and quirk, briefly becoming that indie game stereotype I described at the beginning. The best jokes and story beats are told visually. There’s some graffiti that reads “Environmental Storytelling” earlier on. In the aforementioned JRPG Parody, the game makes fun of the way staircases are presented in Dragon Quest games. There’s an announcer that’s a spider named ‘Announci’, a joke I only picked up on this playthrough. None of these gags are forced on the player, which means even the occasional annoying dialogue from an NPC is bearable. I suppose this strength of optional content and dialogue fits, since Anodyne 2 explores free will and finding your own purpose…

These themes of freedom and finding purpose are characterized on a gameplay level by Metacoins. Metacoins can be collected in the 3D Areas (And occasionally in 2D levels), and you can buy various items with them. However, what if you wanted to get all of them? There’s not much of a reason, but what if you just really wanted to? Well, you gotta look hard. In fact, you have to go beyond the bounds of reality. Many of these coins are hidden in walls and out of bounds. To get them, you have to glitch the game. For a game going against what you’re ‘supposed’ to do, this concept somehow balances being both logical and insane. This optional sidequest that appears halfway through the game remains the best part of the 3D gameplay. Make of that what you will. Despite my love for this game, I never ended up getting every single coin. I looked online too, but considering this game’s obscurity, I could find little. Honestly though, I love the sense of mystery in this game. Metacoins aside, there’s a lot of weird optional stuff here, much of which reveals itself in the post-game. Nowadays I try to avoid guides for games as much as possible, and I think this game’s sense of mystery may have contributed to this habit. In that spirit of mystery, I won’t spoil anything about what the post-game has to offer.

Analgesic spoiled us with the audiovisuals though. This game released around the time low-poly visuals were making a resurgence, and I do enjoy the visual style despite some issues. Some locations look great, but others are muddled and dull. Could this have been an intentional homage to the actual visuals of the time? Maybe, but if so, the game’s very selective in its faithfulness. It’s also worth noting that cutscenes, assuming they don’t play out with still images or in dialogue, lack pretty much any unique animations; Characters will stand in their idle animations and talk. Yes, this game was made by a small team, but the lack of animation distracted me nonetheless. The 2D sections generally look better on a surface level, and the visuals often nicely tie into a character’s psyche. However, 2D or 3D sections, the music always resonates with me. The audio balances style and substance beautifully; I can tell if a song is from this game, but the compositions have a great range regardless.

Replaying this game was fun. Not just because it’s a great game, but also because it makes me think about how I’ve changed. Looking back, I can’t help but wonder if part of why I identified with this game’s story so much was the fact that I struggled with what my purpose should be as well. I played this game the same month I graduated from High School. I started college months later, not necessarily because I had an idea of what I wanted to do, but because that’s what people expected me to do. For the same reason, I considered going into a medical career. Having something present that dilemma of purpose probably vindicated me. Nowadays though, I have a much better idea of what I want to do with my life. I enjoy learning about Math in College, I’m more confident in myself, and I’ve even made friends and stuff. I’m not perfect of course, but who is…

I’ve never really bought into the notion that certain experiences with art are invalid. Even if a game was made with a specific audience in mind, people outside that audience deserve a voice. Good stories should at least be entertaining or compelling for people who don’t personally relate to the main character. Anodyne 2 certainly targets an audience, but it also houses good gameplay, an interesting story, and great music. This game isn’t a 10/10 masterpiece, and I’m hesitant to rate it 9/10 either. However, even three years later I had a great time, and that’s enough for me. My numerical rating doesn’t matter much at the end of the day; I can’t imagine this review would actually convince many people to play the game. It's being posted on a fairly obscure website by an even more obscure user. It’s basically a useless review. However, I wrote it because I wanted it to exist. Does this review really need a purpose? That question resonates even more for my review from three years ago. That poorly written, dated review doesn’t really serve a purpose, but it represents who I was back then. Shouldn’t that person, flaws and all, still be allowed to exist? I think so.

Incredible game. Visually breathtaking and thematically rich. I like this game :)


this is about as close as you can get to a spiritual experience in gaming. at the same time it’s also a fun game where you can collect some coins. analgesic just “gets it” imo

the way people talk about BOTW/TOTK in terms of the sense of adventure is how i felt about this game.

a massive improvement over the first go, possibly among the biggest jumps in quality from one entry to the next in gaming at large for me?

puts its own spin on the already great presentation from the first game (aesthetics, music, the full package) while offering less frustrating gameplay whether it was the movement or combat.

some of the best world design that i can think of from the past decade or so. characters, locations, or otherwise. it was all so wonderful.

Im sure it means something, but i have no real direction to figure out what it is.

It was pretty fun though it kept me engaged

First and foremost, wow. This game has had a hold on me for the last two years since ive played it. I havent even been able to properly put my thoughts into words since ive finished it until now. Anodyne 2: Return to Dust is a collectathon done right. Without getting into TOO much detail your character, "Nano Cleaner Nova" is given the task to cleanse the word of this Dust that effects and "hurts" people by this organization called "The Center". And as she is helping people throughout New Theland, she discovers the truth behind the Center and the Dust.

And now that im done with like the general review, I FUCKING LOVE THIS GAME SO GOD DAMN MUCH! From all the diverse landscapes to all the funky and unique characters, Anodyne 2 has held a special place in my heart ever since i opened it up for the first time. I 100% suggest giving this game a shot because every single character has such like personality and i abolutely loved interacting with every single npc <3

It was very tempting to make this a spoilered review, to provide examples, to talk about specifics.

In the end I decided it wasn't worth it. Suffice it to say that Anodyne 2 is a rare beast: a game made by people who know how to make a game and choose not to. It is cavalier in its disregard, but not in the slapdash, unbound way that amateur and outsider attempts often are. It is smartly constructed, satirical without being too on the nose, quietly amusing, bitter, incisive. The game itself is one of discovery, both in play and theme. To talk about the specific ways is to rob someone else of the chance to find out how, and why.

very nearly flawless. one of the finest games i've ever played. not a single character or moment that isn't totally memorable. as you progress you'll think the game's played its last trick on you and then within 5 minutes you're blindsided by something totally new. also some of the best presentation in any game i've played, as well as a really beautiful, existential and powerful story that i would imagine hits hard for anyone who grew up with a lot of religious guilt

A strong contender for why r/traaa girls should not write games. Also, Xenoblade 3 for adoption.

This game rules. Everyone should play it.

it's not as good on a replay as it was the first time through... there are a lot of choices that feel interesting on a first play (the size of the 3d overworlds, the sorta-rhythm-game segments, the obvious lampshaded padding in the second half, the metacommentary) but wear off later on.

BUT! this is probably the most gamey analgesic game (at least until angeline era gets released) and i think it benefits from that. by gamey i mean that it feels super in love with and engaged with the nonsense language of video games; where even the ocean and sephonie really stretch for real world thematic resonance, and the original anodyne is sort of unformed and messy, this one feels like it has a complete and coherent point of view within itself, because of the way its different gameplay styles and aesthetics are stitched together. and that lets it access all kinds of emotional complexities and weird little grace notes. (desertnpc/no such scene is the obvious one, but i was struck this time by a missable npc in pastel horizon who you basically steal life force from. and the overall warmth and sweetness of the new theeland area.)

it's a super imperfect game. but those imperfections also give it a very human quality, and i don't think i would change anything about it.

What starts as an already intriguing adventure game at the beginning soon becomes a constant onslaught of unique, weird, and thoughtful ideas that constantly keep you (and your brain) on your toes throughout the game. Can't say enough good things about it. Play it.

I played the original Anodyne probably ten years ago at this point and have memories of it being a wholly unique and engaging experience, so it's surprising it took me this long to pick up its sequel. Anodyne 2 is also a remarkably unique, unrelentingly earnest, and deeply engaging video game. The way that it experiments with narrative, game design, fourth wall breaks, and so much more makes it a delightful experience from start to finish. It asks some thought-provoking questions without being pretentious, and does so in a way to deftly handle complex concepts with both humor and respect. It's also a game which is respectful to the player, making it a breeze to play through with none of the content feeling tedious. I loved this game and I absolutely need to play the rest of Analgesic Productions' games.

BACKDATED LOG
Finished this at some point in 2019. I remember really loving the music, atmosphere and art direction. I don't remember it so well anymore, so I'd like to go back and replay it at some point.

(BacklogBeat's Game Club - March 2024 nomination)

This was a great time. The pacing's a bit weird but the aesthetics are gorgeous, the world is intriguing and the gameplay's pretty great for what it is. It's also probably one of the best sequels I've ever played? I don't think it's a masterpiece or anything like that, it just legitimately takes everything, and I mean everything from the first game and improves upon it to a degree that I've rarely seen before. The jump in quality is just absolutely insane.

Oynadığım oyunların tamamını hep başkalarından keşfetmem ile duyan biri olarak, Anodyne 2'nin adını bir kez bile bilmeden oynamak güzel bir histi. Hayır, bu öyle "gizli cevher" denilebilecek bir oyun değil ama yine de... değişik bir şekilde dikkat çekici.

Kirden ibaret ve baya baya eski PS2 modellerini andıran karakterler ile mekanlarla dolu bir dünyada temizlikçi robotu olarak çalıştığımız bu oyunda, yine o zamanların basit ama büyülü hikayelerinden ve estetiğinden birini barındırmasının yanında, karakterler ile etkileşime geçtikçe artan mekanik ve en önemlisi "oynanış" çeşitliliği sayesinde, aslında günümüzde oynayanlara pek yabanclık çektirmeyecek bir oyun.

Çıktığı yılı da göz önüne alırsak, Anodyne 2'nin neredeyse tamamının PS1-PS2 dönemlerindeki oyunların esintileri ile dolu olduğunu rahatlıkla söyleyebiliriz. Yani o dönemin müptelaları için bir aşk mektubu. Estetik ve müzik, kendini baştan ele veriyor bile zaten.

Ama çok yürek yakan cinsten mi? Meh... Hele o muhteşem "dünyayı keşfetme özgürlüğünü" gördükten sonra pek sanmasam da, yabana atılır cinsten olmadığı kesin.

I'd put off Anodyne 2 for long enough. Sephonie was one of my favorite games I'd ever played, Anodyne had a bunch of really fun moments, EtO had the best core gameplay of any of the Analgesic games, and even All Our Asias proved meaningful w/o any inherently fun aspects. No matter what, I felt that Anodyne 2 was going to be disappointing to me, as I had envisioned it as one of my favorite games ever before even playing it.

It was better than I really thought it could be.

Gameplay is pretty simple, with some fun platforming and a slight expansion of Anodyne 1's 2d sections, both of which mostly serve as a method to experience the true joy of the game - the music, visuals, and characters that make up each of the game's lovely locations. So many places in this game will forever be seared into my memory, as each place feels so distinct and so foreign - while also being instantly nostalgic, something accomplished through both 'beautiful ps2 but better' graphics, as well as one of my favorite soundtracks from any game ever.

But despite all the praise I just gave, the part of this game I can't stop thinking about is the writing. It was my favorite part of Sephonie, and lo and behold, it's my favorite part of its predecessor as well. It's ability to go from hilarious to sad to 'rethink your entire life' is awe-inspiring, and there are so many moments that you can't do anything but just pause the game and think about. Anodyne 2 is truly a special experience among special experiences, and a game that will be hard to displace as my favorite thing I played this year. And it's January.

10/10
Game #3 of 2024, January 15th.

anodyne 2 has some of the cleanest aesthetics in a game ive seen in a while. exploring the 3d areas reminded me of playing ocarina of time for the first time as a kid, which compliments the 2d zelda style within the game super well. also the music is fking gorgeous. like incredible. the narrative is thought provoking and beautiful as well, despite having some problems with its pacing.

my only real gripe is with the meta content inserted in the middle of the game. completely broke my immersion and sort of altered the tone of the game. i would've loved to have seen the post-game content post-game... still 100% worth playing!!!!

"And now, isn't it time to form yourself once again? Isn't it time to take that power of adaptation, and redirect it towards what you truly believe? [...] You can always become something new."

maybe you can resist the temptation of being free, but maybe you will end up in a loop of self-hatred, with the sparkle of questioning in your head, never, fully, becoming its own light. pretty ironic how nova really has to become unidimensional in order to see the full picture. it's all about navigating in your most, pure, intimate self and concluding that you shall fight the "destiny" put upon you, because the only one that know your real purpose is yourself.

I thought I had glitched out the game by finding a way to get out of bounds but then I found out THERE WERE COLLECTIBLES OUTSIDE OF THE PLAYING AREA IN THE MIDDLE OF NOWHERE. This game loves me and I love this game. The contrast between 2D and 3D made the pacing feel great. That one part with the wrestlers literally made me forget I was playing a video game until it was over. This game is memorable asf.


This review contains spoilers

That horror section caught me so off guard I had to step away for a bit

Me and my Existential Dread got nice and cozy together playing this. This is one of the most profound, personal and philsophical games I have ever played. The writing is fantastic, intimate and riddled with incredible words. Shed tears at a few points. Shocked by how little recognition this gets. Gameplay isn't perfect, but for the story folk, STRONG recommend.