horror is authority. jabbu and mike, please never stop cooking.

sucker for love: ★★★
to the end of days: ★
the toy shop: DNF
charlotte's exile: ★★★★
diving bell: ★★★★
squirrel stapler: ★★★
touched by an outer god: ★★★★★
solipsis: ★★★★★
arcadletra: ★
another late night: ★★
undiscovered: ★★★
the thing in the lake: DNF

definitely stronger contenders this time around, and what i did enjoy i absolutely loved. the "launcher" has received a massive facelift and was a large part of my enjoyment, being less of a menu and more of a 3d playground of puzzles to progress through more of the entries. there's some regular suspects regarding the work of returning developers though i feel a bit less jaded about these experiences enough to talk about a few of them.

sucker for love - surprisingly enjoyed for someone adverse to parody visual novels as the vehicle remains an ironic whipping boy. the interactivity really carries the experience and the scares are pretty effective. i loved the artwork and ending cgs as well, i wouldn't be opposed to trying to full launch titles of this one.

to the end of days - it's weird, because i know scythe dev team are capable of some interesting and decent work seen in the northbury grove arc particularly, but their entries for this anthology series thus far have been the most gruelling and unsatisfying gaming experiences i've had in a long while. imagine my reaction when giving this team another chance and after fumbling through a level using the slowest shotgun with hitscan opponents, i'm faced with the return of carthanc's screeching enemies which made me hate it so much. it felt like a bad joke.

charlotte's exile - this created quite the vibe! the static position of the player and the limited perspectives afforded to them makes the approaching entity really terrifying. you can't get too engrossed in your work though it's satisfying to complete.

diving bell - ohhh i love cabin fever/isolation horror, especially when it derives from a place of sanity-consuming guilt. the repetition to the tasks tanked this a little but the writing of the dialogue and atmosphere were awesome genuinely.

squirrel stapler - david did it again here but the quality of presentation and horror factor are overshadowed by the length. a really disquieting experience that unfortunately drags its feet, loved the ending sequence and a minor scare which can occur on one of the last days.

touched by an outer god - i wanted a full length game out of this more than any previous title. absolutely adore the transformation themes and the way they alter how you play, i ran through this one a few times just because it was so fun.

solipsis - simple but effective, it felt a little like i was playing darkwood. not at all surprised to find this was the pony island and inscryption dev (which i do want to replay/give another chance). the FMV elements were awesome.

this second entry has definitely invigorated interest in the series, hope i can afford to play the others soon.

the pay is nice: ★
carthanc: ★
don't go out: ★★
shatter: ★★★★
hand of doom: ★★★
the pony factory: ★★★
summer night: ★★★★★
rotgut: ★
outsiders: DNF
mr. bucket told me to: DNF

this is really rough. carthanc and rotgut technically get a score of 0 from me personally, not really worth it for the few good entries.

a perfectly fine keyhunt, though the reality of cults and their slow inducement via gentle attrition is rushed for the sake of a convenient background. despite the lack of any actual threat to the player, there remains a cloying presence on the empty compound which hangs thick over every step in progression. there is no conclusion, only an inevitability.

somewhat spoilers, but in the vein of believability i wish more care was taken into portraying James both in voice and writing; cult leader who seemingly coerced tens of people into militant aggression and mass self-harm also seen fumbling over nudie magazines and his own safe lock, rehearsing his empty speeches within earshot of a believer.

think my patience has just run out for this one. really didn't like the implications the story was making, though the bosses on paper were quite unique but fall short within the areas they roam. the progression devices of each level/tape grow tired in minutes and i simply can't bring myself to play past the third, as its architecture is similar to the previous and merely set at a different time of day. following a convoluted aimless item hunt i picked up a note in the next room and was given hints to another convoluted aimless item hunt.
i liked the cat. it's a shame the mirror shard's effectiveness falls off so quickly. are you meant to take the guy in the hat seriously? i'll watch a youtube video probably.

Chock full of all the growing pains and nagging annoyances of both the title that preceded it as well as that of the open world genre at large, DDII offers a satisfying moment to moment exploration experience and a fulfilling conclusion only earnt after a poorly structured main story quest. Familiar narrative elements line your path like markers illuminating the way forward as this title exists as a simultaneous remake and sequel; there is a Dragon who threatens a far away kingdom, there is an Arisen who must rise to His challenge, and there is a Pawn conjured of pure thought at their side, all as the infernal chain demands of this world. The unique roleplaying capabilities the Arisen storytelling model provides remains a captivating experience just as it did in the first entry, further explored with the underdog nature of this iteration's Arisen and their place of weakness as a victim of stolen valour, and once again the dynamic between master and Pawn invite many interpretations to the nature of their relationship beyond surface level character customisations available ingame.

A reader would note I place a lot of bearing on the narrative of the Dogma titles and it's because I see it as their strength, there's little I can constructively say about the vocation-based combat that hasn't already been said by those better written than I. Of course all games which allow character customisation to some capacity leave wriggle room for roleplay on the player's part, to explore regarding individual reactions to events and splinter canons or endings, and the Arisen/Pawn dynamic illustrates this potential stronger than other titles. It is purely because of DD's vagueities and space between major quests (especially utilising the breathing room of methodical travel) that allows one to fill in their own blanks and organically develop characteristics through gameplay.

I acknowledge mine is a special case as my sentimental tie to DD extends beyond mere rose tinted glasses or nostalgia. My family was homeless and hotel/sharehouse-hopping for an extended length of time during my teenage formative years, a period hazy even to myself as I still underestimate its effects on my current personhood and mental condition. It was a special and difficult circumstance in which my brother and I kept our heads down while my mother worked the hardest years in her life, and the video games I had the opportunity to play during this period endure as those closest to me: NieR, Xenoblade Chronicles, and Dragon's Dogma. The destined heroism of the Arisen and having their fate so clearly etched into the very order of reality proved an escape from my own unmoored existence, kicking off the most artistically inspired years of my time drawing and seeing the creation of numerous individual original characters all brought to life from the same narrative device, their scribbled intricacies lost to sketchbooks long gone. DD was so much more than just a jank open world game to me then, it was where I first explored my own transgenderism without a prior outlet and where I could receive acknowledgement of my being alive from strangers across the Pawn network. I was here and existed, and I could aid others even if in an insignificant way.

I've yet to see a similar burst of unabashed creativity following this period not even seen during my exploration of FFXIV character development, and while DDII couldn't possibly foster a child's productivity in me, I feel the inkling of potential within once again. Yeah that one Nadinia quest bothered me, yes the pacing felt really off at times, yes the loss gauge is abysmally unfair, but it's more Dragon's Dogma. How could I not love it? Thank you to my partner for allowing me to use his PC with far better specifications than mine.

i want to hold onto this hope forever. i can't give up here.

completed all palettes but have not obtained all hacks or collected all chips. i personally wasn't expecting much [gameplay-wise] but had a lot of fun. it seems i've been enjoying the roguelite genre more and more without noticing, though side order is still beholden to the flaws of such titles; repetition, little to no expansion on systems, get lucky or die. i tolerate these things for love of the splatoon universe and narrative told through its single player campaigns and expansions, and how such a vivid picture can be painted of its main cast through such little dialogue. as an octarian and Octavio fan i really appreciated even further windows into their society and locales as well, even if subtle.

otherwise a wonderful finale for Off The Hook and capstone on their moral as a couple, a beautiful reflection on welcoming change for the better or worse with open arms (Marina's defection, Acht's sanitisation). to spin into a tangent, the nature of splatoon's final splatfests is mystifying in its inviting discussion of "what if?" scenarios and its very permanent decision to deliver on its consequences in favour to the winning team, seamlessly marrying story events directly to gameplay in a predominantly online title. in contrast to that upheld value, side order's decision to reframe and spotlight splatoon 2's order vs chaos was to be inevitably expected having had the most tangible effect on the world reflected in the splatlands and its "chaos" of diversity.

i have a love for the franchise and its chosen vehicle of worldbuilding and storytelling, and i'm grateful a very good friend of mine took the time to share his own love with me. side order is no octoexpansion, but will anything ever be again?

does little to subvert the medium and is content to slip into the same pitfalls of those it mocks. in one hand From Madness chides the pathetic dating sim reader while providing genre-typical suggestive CGs with surface level character arcs in the other; the extent of infantilistic Marshmallow's sexualisation is abject considering his route is best enjoyed last and sunken cost has long since passed. the only semblance of shock i experienced was the distasteful sexual assault and extortion ending which goes without a specific trigger warning.
i actually did enjoy how the concept of language and the difficulty of communication while navigating romance is explored across the cast. a lot is easily understandable if one knows how to engage with the text, though i wish people would stop throwing around the insipid term "schizo" to refer to absurdist dialogue.
anticipation vs experience can be really disappointing. Aorta is cute i guess🙄

a melancholic wound which bleeds for the virtue of creativity, unfortunately — ironically — weighed down by the influence of its inspirations so much that it's afraid to be itself. each new callback feels like a shopping list of narrative elements, tropes or imagery utilised with no sense other than "we also enjoyed [media property]"; it stops eliciting a simple eyeroll and crosses into absurdity when symbolism lifted wholesale from other titles is transplanted for extremely pivotal moments or scenes.

to speak to its strengths, Signalis maintains a highly unique visual language and style across 3d and 2d artistic assets as well as its tactile UI and graphic design. the sleek utilitarian replikas vs the rosy warmth of the gestalts is rendered skillfully with a mere pixel monopen, their representative polygonal forms surprisingly expressive in their minimalistic textures and animations. the accompanying score is also something really special, particularly the piano arrangements which command this epic sadness matched by the tale of Elster and her beloved. i only wish so much attention was given to navigating the game itself as it remains a glorified note hunt segmented by barely responsive doors, with combat feeling more a universal frustrating necessity enforced by the label "survival horror" than anything tense or scary.

like a lot of these gorgeously stylised and well-loved indies, i really did want to love Signalis as its themes and genre are among my favourites along with the recommendation from a few good friends. either way i'm glad to have finally played it despite my own average reception and am inspired by its longing viscera and heartache.

i've really been enjoying playing Dreamwild lately despite its harsh difficulty curve and unfriendly beginner experience, and was really happy today to find another title from the developer dropped just a few days ago, and for free.
a grungy linear dungeon crawler where our embittered protagonist becomes privy to a great truth of the world with her special helmet, revealing a writhing and filthy undercurrent which lurks below everyday society. it could be said to be excessively crass or dark in some lines of text, but to see developer Fading Club explore these grimy visual and narrative stylings further that were present in Dreamwild (albeit in an arguably non-horror setting) as well as surreal moe anime girl forms is just an aesthetic delight.
i currently have a shitty flu and my job hunt remains sisyphean, i think i needed something cynical and moody and edgy to get me through the anger. my recent growing fondness for webcore horror and clashing organic vs technological imagery really made this title a match made in heaven. updates are planned, don't miss this one if you enjoy neat atmospheric horror and unique entity design.

a mess of miscontextualisation and a plea for kindness within institutions which deprive us, definitely been feeling a bit fragile lately because it had me in tears a few times.
the game demands a certain degree of attention and a slower pace which had me resetting my save early on once i realised i hadn't been giving what it wanted or deserved. i recommend making some notes on paper as you play and progress as it makes for a really authentic deduction experience.

raaaa yaaay i love observation duty/exit8-likes raaa
love how anomalies interact back here, overall good fun

incredible foley production and original piano arrangements for a small yet amazing jam release. developer ENDYSIS has a large following on social media platforms yet receives underwhelming engagement contrary to his incredible multitalented skill in not just visual art, but also prose and aforementioned musical skill; another victim of the dreaded algorithm of course. i am warmly anticipating his upcoming gothic living armor title.
ENDYSIS commands an incredible aesthetic sense and sticks to his guns when it comes to what he loves, and his work shines because of it. this artist finds the work to be a joy and inspiration in a time of creative starvation.

almost finished but got kind of cheesed at being jumped when returning to save my progress and repeating my actions so i watched the last five mins in a video 😁 develops incredible suspense and atmosphere but doesn't really know what to do with it, a neat attempt at narrative horror and emulates walking across a dark room with your arms out to feel for the wall very well