feeling very down lately so i went back to a comfort game i'd only ever watched playthroughs of in the past. it's perfectly below average but i just simply like it and think tattletail's quotes and little robotic sounds are funny, feeling like its one of the less bothersome "toy horror" games or whatever.

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

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

sucker for love: β˜…β˜…β˜…
to the end of days: β˜…
the toy shop: DNF
charlotte's exile: β˜…β˜…β˜…β˜…
diving bell: β˜…β˜…β˜…β˜…
squirrel stapler: β˜…β˜…β˜…
touched by an outer god: β˜…β˜…β˜…β˜…β˜…
solipsis: β˜…β˜…β˜…β˜…β˜…
arcadletra: β˜…
another late night: β˜…β˜…
undiscovered: β˜…β˜…β˜…
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.

passionately authentic and inventive

extremely satisfying, the perfect length, amazing backgrounds and puzzle design. get some pieces of note paper and spend a few hours squeezing your brain.

tedious, derivative. lured by the intriguing graphical direction, the promise of a horror anthology with an overarching narrative, and Alpha Beta Gamer's somewhat positive reception (a very well trusted source of mine) and subsequently disappointed.

i intended to individually review each of the chapters playable here, but ended up with a few limp notes as the game offered little engagement to me. the voice performance, which i turned off after finishing one chapter of four, left much to be desired, and (minor contextless spoiler) the inclusion of yet another "i have a mental illness and suffer from trauma so the only recourse is to end my life" story is displeasing at best. the two star rating is mainly in praise of the range of pixel artwork on display across the chapters which was cohesive and pleasing to the eye, lending to each story's theme and setting.

here's to being the first steam title i've ever had refunded, as well as the first horror game to my knowledge to feature an unironic vine boom sound effect as a scare stinger.

2023

silly goofy, a lot of the line delivery and general atmosphere had me smiling a lot but there isn't much else to it. visual aesthetics and unspoken world building through npc placement rocks, though a later maze/puzzle/whatever section absolutely bites. i am also admittedly a bit smitten with the workers..............

another freeware steam horror game, oppressive atmosphere and sound design makes up for project scale limitations in another shining gem from Brazil. compelling, nauseating. keep the camera rolling no matter what.

the pay is nice: β˜…
carthanc: β˜…
don't go out: β˜…β˜…
shatter: β˜…β˜…β˜…β˜…
hand of doom: β˜…β˜…β˜…
the pony factory: β˜…β˜…β˜…
summer night: β˜…β˜…β˜…β˜…β˜…
rotgut: β˜…
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.

played in warm anticipation for C.H.A.I.N.G.E.D.

a game of telephone this large and across so many different people of varying storytelling talent and the nature of how the story continues i feel is something destined to fail, depending on how and where you might apply that term. to assume a coherent plot would be maintained across 20 individuals is extremely optimistic, and C.H.A.I.N. shines in its diversity. its an impressive organisational effort with a unique presentation, each game entry (or "specimen") stored within a nostalgic cd slip case with mock confidential governmental document included, complete with much beloved black bar redactions. unfortunately, a litany of concepts and a nifty launcher cannot carry this anthology on its back.

narrative, gameplay, and interface quality fluctuates wildly across the specimens, and i'm not afraid to admit i did end up skipping two of the most inaccessible and poorly controlled games. at the point i reached those particular specimens, the general theme or story was so out of control and formless that i felt little guilt in just moving forward. as you might as well now guess, the narrative lulls around the middle with creators struggling to adhere to the previous entry and take it somewhere meaningful, though i do understand the appeal that lies in the idea of looking back and saying "how did we end up here!?".

what punished the experience most for me however were specimens which featured extremely irritating visual effects for long periods of time, something i typically don't struggle with. if you experience light sensitivity i strongly suggest skipping specimens #3, #5, and #13.

while C.H.A.I.N. might fall flat as a whole, its spotlight on smaller developers is to be admired and celebrated, and i am actively seeking a few out upon finishing. a collaborative indie game development project of this scale is ultimately to be cherished, and its ambitious yet average execution simply excites me further for its upcoming counterpart following this learning experience.

my personal highlights were specimens #8 and #12 :)

(chapter 1) pretty harmless barring some borked lighting and amateurish game design seen in the many loading screen transitions between areas. the voice performances are pretty stellar as well as the 2d art assets, perfectly fine way to pass an hour.

definitely not horrible, i just can't see myself getting the rest of the endings (A and B) after such a long break and thought i'd reflect on and compose some words about this title. slight spoilers below, but nothing that couldn't be derived from a glimpse at official character bios.

the characterisation over time of Daichi and Seiji as both friends and intimate partners is surprisingly tangible for a nukige, their contrasting upbringings despite being so close are retroactively touched on in organic ways which only deepen a reader's understanding of the pair. i admit i feel emotionally involving the reader is more prevalent in BL nukige releases, but the natural flow of thought expressed through throwaway recollection and evocative descriptions of past events immediately likened me to Daichi's life experiences as i truly empathised with him; being passively reminded of something awful and discarding the thought. he chases love liberally and receives little in return, and this reflects in the choices assigned to him within the titular room as well as his own eagerness to be wounded. the question proposed to the reader of physical vs mental (seen and "unseen") wounds continues to be compelling, throwing in Daichi's past traumas with enduring abuse himself with Seiji's seemingly idyllic life clashing in literal intimacy.

at a glimpse and after seeing the title float around for a number of years prior to reading, i had a different preconception to how the choices would work. something more strategic could prove as inspiration for a future project, rationing experiences between a pair so no one person is suffering too much torment; i once again expect a bit too much from a porn game. on that subject, i have to applaud Rn9 for featuring some of the most disconcerting but not exactly sexless h-scenes in a nukige (that i've read), they strike a fine balance between Nikaidou's gorgeous textured rendering with the most dismal backdrop; Okinawa's fake sunlight and stars accompany the languid hum of an air conditioning unit and artificial glow of the television.

again, not horrible, just something i fell off of. i recommend it to fans of utsuge or the like, nothing gets too extreme for your typical eroge reader either.

evocative, scintillating, immersive. a sobering scifi kink experience. the simplicity of Super Videotome weighed my experience down just a little, but i was definitely inspired to develop something of my own utilising the engine sometime. impressed with the pacing and prose on display.

please take the content warnings seriously!

"Put my head through"

i can't even explain why i've always loved this game, along with every single other of Kona5's projects (akemi-tan is well loved between my brother and i). this is an extremely barebones rpgmaker atmospheric horror title that can be completed in one sitting blind, yet i come back every year or so to play it again. why? somewhat spoilers ahead, but this game is 10 minutes long so i didn't feel it appropriate to mark it with a proper warning.

from the first time the player gains control as Youko, amputating murderer, i'm instantly captured in the surreal bgm, cushioning the blow of the casual slaughter which lines the halls of the correctional facility we find ourselves in; streaks of blood marking the walls and floor, bisected naked bodies miraculously standing at full attention, loose limbs strewn about the place. appropriately distanced from the bloodshed, we descend by ladder below the once-pristine prison into a black lodge-esque handful of rooms, showcasing the depths of its dreamscapes.

a pair of mannequin women of two-tone colour flank a decapitated head presented on a plate. a typical sliding plate puzzle depicting a young girl mischievously grinning, the shell of a half watermelon dripping evocative crimson down her face. a large bust of a half-scarred or burned woman (presumably Youko, bearing her resemblence) tears at the flesh on her face, mouth open baring her teeth in a scream, or laughter.

Upon finding a "samurai sword" within a room of entrancing percussion, Youko sets about her final work in this life. thankfully, her acquiescent fellow inmates are more than willing to lend a hand.

i am absolutely captivated by a game with music that doesn't even loop correctly, and i still can't explain to you why. this is a mere attempt at the feat, and to externalise my views and thoughts on the imagery therein after so many playthroughs. that a title this short and with such little to do is so open to interpretation i think is something to be praised. give it a try, it won't take you long.