76 Reviews liked by Bound_Internal


You take a sip from your trusty Vault 13 canteen...

In the psychology of the modern civilized human catgirl, it is difficult to overstate the significance of the Kitty Horrorshow.

I'll confess that I've only played about 20 minutes of this game, so I'm not really reviewing it for myself, but for my best friend who passed away in March. We lived together so we would hang out and talk about video games almost everyday and before he passed away THIS was his favorite game, full-stop.

It's hard to describe how much I miss chatting with him about Rain World, it made him passionate about game ideas he was programming and passionate about games in general, it was exciting to see him have that spark for making art again. It's cringey, but I wish I could message the developers and let them know how much it meant to my friend that this game even EXISTED, let alone that it was this amazing to him.

The last conversation I ever had with him he was telling me about the lore for Rain World, how he beat every piece of content in it just to learn more about the story, and to my surprise, I found in one of his journals pages of him deciphering the lore and studying it on his own for fun.

It'll be a long while before I'm able to play any of his favorite games again, but I'm going to rate this a 5 on his behalf anyway, as I have no doubt in my mind it's what he would have given it. I'll never know why he chose to leave, but I at least have this game that spoke to him in a way you wish all art could, and as much as I wish he was here to tell you why it's a 5-star game, you'll just have to take my word for it. This was a perfect game to him, and he had way better taste than me!

How can I review a game like this? Can I write without confessing, endlessly confessing, an acknowledgement of the fundamental lack? A performance beyond the screen, a perforation between lives. I divulge to a blank ear; the inscrutability of the reception to the confessional performance destroys the art of speaking, annihilating the relationship I have to the audience I spill guts to. I exsanguinate myself in front of a crowd, and yet at the same time the crowd spills over and beyond themselves; a closeness only available via anonymity.
I love the sticker they send, the initials they sign off, the attempt to re-assure for the sake of reassurance. A beautiful moment, self-contained, the care for someone who cannot be realised, a love which precedes specificity.
The game upsets notions of amor-ity, an attempt to recenter agape, perhaps. Does it fail by the unacknowledged double-ness of all interaction, the razorblade that accompanies a revelation? Maybe. But it also attempts to illicit a compassion that is so often denied, something that would've failed in any larger project, in any less of a pinhole-d design.
Do I confess to someone? Or do I confess only to myself? Who else can love like a stranger?

I sold this for $40 worth of beer money in 2015.

Of the three new games put in fortnite in the last week or so, Festival is by far the most fitting. Lego Fort feels a bit tacked on and barely keeps touch with the main platform, and Rocket Racing feels like a minigame for Rocket League that for some reason, is found in fortnite, but Festival actually kinda makes sense. It's actually shares the styling of fortnite for one thing, but is also a pretty reasonable extension of the relationship the main game has had with celebrity and music for the past near-decade now. Add on top fortnite's very obvious avenues for the monetisation and licensing of everything involved with a rhythm game and it really feels like this should really work. It's so easy to visualise the way it should be - get the Weeknd skin and it comes with a Weeknd emote and a few tracks to use in what is basically rock band 5, the new live service music game that could ride on for god knows how long.

Well, first problem with that is Harmonix have presumably lost all the staff that knew how to make rock band, because festival is just fundementally terrible, keeping the worst aspects of rock band (multiplier scoring, uninteresting charting, difficulty coming from endurance and repetitive notes, note accuracy not mattering), but worse.

Main issue is really the charting. It is, for one, shockingly easy, with even the very hardest currently available chart (Kendrick Lamar's I on expert, vocals), being barely a mid-level Rock Band chart in terms of diffculty, and games like even the relatively casual DJMAX wouldn't rate it about the bottom half of its difficulty scale. Realistically, that alone is enough for the game to really fall apart for even new rhythm gamers quickly as there is next to no challenge, but the woes go further than that. In an adapatation to making this work on controller face buttons, the chart is now secretly split into two, a bit like djmax, and opposite holds arent allowed (i.e you cant hold the middle and fifth button on expert because they would be the Square and Circle PS5 Buttons simultaneously). Whilst this isnt a distaster on it's own, combined with the already weak charting of Harmonix and you end up with some extremely unengaging rhythm gameplay. It's repetitive and boring.

The song choices are just shit too. The licensors might have truly pulled all the big guns, but protip, Seven Nation Army, a song that repeats the same 3 second riff for 4 minutes, is not a good track for a rhythm game. A whole bunch of tracks will have 30 second plus sections where you just wait and emote, i guess? Don't put that in your rhythm game!

This last thing probably is a result of, for some reason, still sticking to the old guitar-drums-voacls-bass set up for song charts despite that no longer being neeccessary, and them all fundementaly playing identically due to the loss of peripherals and lack of imagination.

The nail in the coffin is really the monetisation, which is really poor. I know music licensing is silly and that rhythm games often come with a tax, but a super limited rotation of free songs, an awful battlepass that's twice the price as the BRs, and $4 a pop if you want to keep a song with no other frills attached is twice as bad as rock band's traditional pricing, which itself was pushing it. And when that's put side by side with content for the real game at a more reasonable price, it sticks out even worse.

I don't want to even bother talking about the Jam Stage feature, one of the most worthless game features ive ever seen, which lets you mix some samples with friends. It's remarkably limited, doesnt sound good, and you get a whole two tracks to sample from. It's embarassing.

The other two additions to Fortnite this month, rocket racing and lego fortnite, are also bad - Rocket Racing is kinda boring and Lego is cursed by being a survival crafting multiplayer game, basically delivering it straight to the pit of medicority, but Festival is the biggest stinker, and a huge waste of potential. Given time and a lot of work and deep discounts, epic can probably force it to be a long term thing - but the start here is the worst game i've played from Harmonix and you have to wonder whether they will just dump this and go all in on the lego.

oh how cruel are the hands that life can deal us. how much fun i was having making my way through the first 6 stages of gitaroo man. enjoying its totally bizarre style, incredible music, and central gameplay mechanic unlike anything else i had ever played with. alas, it was not meant to be. as my PS2 copy tried to load up stage 7, right as the midly nonsensical story was beginning to find some feet to land on, right as i was already ready to put gitaroo man on my all time favourites list, and right after a slow jam stage where U-1 seemed to win over the heart of a very cute girl, tragedy struck. stage 7 would not load. the 'now loading' message was stuck playing ad infinitum. and despite numerous resets, and despite doing the old toothpaste trick, nothing i tried worked. i merely had to sit and accept the loss i had been dealt. a copy of this game is far from the cheapest thing in the world, and prices for them are increasing in my native UK. for the time being, i might just have to accept this as goodbye. thank you for the tragically brief yet incredibly memorable time you gave me, gitaroo man.

I played this game as optimally as possible like a maniac so that meant picking the "Play any song" option in the Career Mode whenever possible and picking the shortest song in the game, Song 2 by Blur

I HAVE HEARD SONG 2 BY BLUR LIKE 30 FUCKING TIMES HELP ME!!

An interesting retelling of Evangelion.

★★½ – Average ✅


Pong

1972

Playing this feels like doing brain surgery inside an active tumble dryer. You're a different person by the time the campaign is over. High recommend if you want something that will fry your neurons and then regenerate them into steel wool.

It took me an embarrassingly long time to realize that my (slight) discomfort when playing the Sims comes from the fact that I constantly boot it up expecting a different experience than the developers are willing to provide. The Sims contains a truly insane range of activities, hobbies, etc. that you probably wish you had the time/money to master IRL - as things are in the Sims 4 right now, you could go to your day job (President of whatever country this is), come home, learn how to bring a ghost back to life, go skiing, build a relationship with your pet llama, and write a hit song before you have to go to work again the next day. Honestly, it's kinda rad! I like that there's a huge variety of things for your Sims to dabble in and improve at. It's nice hopping between activities and watching your Sim grow, watching them rack up a truly silly number of life achievements. Despite this, playing the Sims feels like I'm constantly speedrunning activities and careers without really getting to enjoy any of them, and it took playing Project Zomboid and a couple major Sims mods to understand why.

The Sims games are very good at simulating social interactions, to the point where just clicking someone and selecting "Friendly" gives you a downright overwhelming number of conversation choices, from telling knock-knock jokes, to trying to console them, to just unloading on the poor fucker about every hobby you have (I think the "sentiment" system is one of the best things the Sims has ever added and I really want to praise them for that, but that's a topic for another day). Improving skills, on the other hand, seems to be less about playing out the fantasy of building expertise and more about providing opportunities to socialize, acquire money, or smooth out other inconveniences (e.g. becoming so good at repairing something that you can make items unbreakable). Bringing your Do Things Level from 1 to 5 mostly looks like clicking the "Do Things" or "Research Doing Things" buttons over and over until you unlock the ability to "Do Things Quickly".

To be clear, I don't think this is a problem, I just think it's a mismatch between developer focus and what I want in a life sim. But it's clear that the Sims is capable of more, because some of the most fun I've had with the game comes from the skills that change how you interact with the game, or ones that link with other skills. Cooking is already one of the more interesting skills because it's split into 3 different types of cooking - cooking, baking, and gourmet cooking, where you have to choose portion sizes and account for the dietary preferences of the sims eating the food. Acquiring the DLC that lets you grow a garden means you can try to live entirely off your own home-grown food, and when you have virtually no money and no recipes to cook at the start, the challenge it provides was enough to single-handedly renew my interest in the game.

This is what I want more of! I think the Sims would truly ensnare players to a dangerous degree if there were more of these skills that allow you to really dedicate your attention to improving them and working with their systems. There are mods that allow you to use the systems present in the game to grow and sell drugs, interfacing with the cooking system (making edibles), the social system (can discuss/share drugs), and the aging/family system (parents can search their teens' furniture for hidden drugs). I mentioned Project Zomboid earlier, and I think the Sims could learn a lot from Zomboid's approach - the way that many skills are still primarily performed through menus, but there are additional layers of investment required to interact with them. Cooking requires that you have the correct utensils (and is done by selecting a recipe template and filling it with compatible ingredients); repairing a car requires that you have the replacement parts, the tools to remove/install said parts, and also the tools to remove/reinstall any parts that are in the way of whatever you're working on. This is a bit technical, and I think it works for Zomboid, but it would definitely require some tuning to work in the context of the Sims, which is a far more casual game with a more casual audience.

I'm asking for a lot here, because I think the Sims is at its best when it offers players the option to really get lost in a fantasy, instead of skimming the surface of twenty different fantasies. Other games will always do this better if you want to go play a dedicated Lumberjack Simulator or MouthSimulater [sic], but by adding like 20% more depth to the skills and/or changing the ways they interact with each other, the Sims may just start consuming the souls of unsuspecting players.

Medium. No story spoilers.

This game is a mod for Half-Life, and is not able to be launched standalone unlike its spiritual successor, Cry of Fear. To install it grab the game from ModDB, you can simply dump the contents of AoMDC into the Half-Life folder (or use an installer it may have come with), restart Steam, and launch the game. As of the Anniversary release of Half-Life, this is fully (or mostly?) functional.

Afraid of Monsters: Directors Cut is a little horror mod that I recommend any fan of horror (especially Silent Hill), and Half-Life, check out. It has a lot of very cool locations to explore, and can be a fun little challenge, even if a little short. The game also unfortunately suffers from a lot of little jank, some of which can hinder player progression. I am not sure if some of this is due to the Half-Life anniversary update, but some of it was definitely in the version(s) prior, namely doors being annoying at times.

The premise of the game is simple. David Leatherhoff is a man in the hospital, presumably in rehabilitation for drug related problems. He enters the restroom to reflect, and finds a bottle of the exact pills he is trying to get clean from. He unfortunately loses his brief battle with himself, takes the pills, and blacks out in the bathroom. After waking up from a nightmare, he finds the hospital, seemingly completely abandoned. In order to get to wherever he wants to be for whatever reason, he must turn the power off to not get electrocuted. Once he does that, he eventually succumbs to the real nightmare, as figures with rapidly twitching heads begin pursuing him and attacking him violently. Your new objective, is to escape the hospital, and survive this onslaught, in search of a safe place.

Afraid of Monsters' opening, while incredibly simple, is the game at it's most effective. I could not pretend that the visual of a faint figure, rapidly twitching and running toward me in a near pitch-black room, didn't immediately terrify me. The kind-of shitty flashlight from Half-Life only really improves this factor to me, as it is very hard to see, and you can only often get glimpses of these enemies at a time.

The main resources the player is fighting for is pills (healing items), batteries for the flashlight, and weaponry or ammunition to fend off various creatures to progress. Most levels involve the player pressing buttons or picking up keys to unlock colored doors to escape their setting, as you will come across many various settings such as a city, a forest, an apartment complex, etc. I think that the hospital is the strongest setting in this game, and it ultimately peaks right at the beginning. Once you leave the hospital, you will find yourself in largely uninteresting areas with the same ultimate goal of escaping this nightmare. I find that these other areas, aside from a few short segments reminiscent of Silent Hill's otherworld, just don't scratch the horror itch in a way that I would like.

While the successor, Cry of Fear, could be interpreted as a survival horror game, Afraid of Monsters is most strictly an action-horror game. Resource management is largely limited to batteries, which don't necessarily have to be managed since the battery can "recharge" for a moment, and there are no real puzzles beyond grabbing an item to use another item. You must simply blast your way through these levels, and I sort of appreciate that on it's own, since it does make playing AoM pretty easy as a sort of "pick it up and finish it" ordeal. Both games are very bluntly portraying the character's personal struggles, and I think both games work that into the games themselves pretty decently.

As for more general cons of the game, I find that the potential for things to get you "stuck" is pretty significant. Most notably, elevators may cause your character to get stuck, and then take damage when the elevator moves again, forcing you to reload a save. I recommend saving often, but especially prior to using an elevator. I found that crouch-jumping just before the arrival of a new floor helped prevent getting stuck. There are other smaller things, such as doors continuously opening and closing, and some unintuitive interactive objects. This game really slows down just before you reach the end, and while it is incredibly short anyways (shorter if you use typical goldsrc movement tech), it can make one feel like they're burning out before they reach the end.

The game has 4 endings, and some endings being pursued can cause you to take a different path to the end, with some differing levels along the way. This does introduce replay value that a player may find valuable, and it also spices up things like Sven Co-Op playthroughs. All of the endings are incredibly predictable regarding this subject matter, but I do like the way they're presented. I encourage you to try this out if you enjoy Silent Hill and/or Half-Life, but don't expect a hidden horror gem, this is just a fun time, and be sure to check out Cry of Fear afterwards.

Content Warning for Attempted Suicide, Terminal Illness, Death, and Chronic Illness

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It’s September 2011 and I’m seventeen years old when I try to kill myself. There are two ponds near my parent’s house. It’s like 4 AM. I like to be out this early. Nobody else is awake, and they won’t be for a while. It’s like the whole world belongs to me. I wander around between the neighborhoods, along the roads, and in the fields. In ten years these will be fresh real estate properties but today they’re still farmland. This hour and a half is the only time the anxiety quells. The real world never knows peace. There’s a dread that accompanies every action and every moment; living in that house, going to school, hanging out with my friends (are they my friends? They are but I won’t be able to understand that until I’m healthier). I’ll always have to go back home. I’ll never be able to articulate what’s happening to me. The pressure is too intense. I don’t plan it, but, the pond is right there, and it’s deep enough, and early enough that no one will hear me. Not having a plan is what saves my life. Turns out impromptu self-drownings are difficult to pull off when the water is still and not THAT deep. So, it doesn’t work, and I’m soaked, and grateful to get home and hide the evidence before my parents wake up, but I don’t feel BETTER. I feel despair, still. There’s no way out. I wish I could just climb up the stairwell, out of this. I wish I had the clarity to understand what was wrong with me.

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What do you even say about Silent Hill 2? To say that it’s one of the best video games ever made feels simultaneously obvious and like I’m underselling it, right? Fuckin, uhhhh, Resident Evil 2 is one of the best video games ever made. Ace Attorney 3 is one of the best games ever made. Come on! When we see people talk about old games that they like they’ll so often say stuff like “it holds up really well for its age” or some similar comment that implies that progress is the same as quality. This is, of course, nonsense. I wouldn’t say video games are better as a medium in 2021 than they were in 2001; on the whole and in the mainstream I would say they’re demonstrably worse in almost every way – how they look, how they sound, how they feel. Silent Hill 2 was a AAA game. What do we get now instead? Far Cry 6? The fuckin, THE MEDIUM? We’ve lost everything in pursuit of bad lighting and looking like a mediocre episode of whatever was popular on HBO three years ago. Silent Hill 2 looks great and sounds great and fuck you it plays great too it feels good and even the puzzles are MOSTLY FINE. MOSTLY. Listen I’m saying this is the all time best video game I’m not saying it fuckin ended world hunger.

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It’s October 2012, I’m nineteen and I’m sitting in a business communications class when I get the text confirmation that Sam’s brain tumor is back, again. It’s not the first time, and I know that there’s nothing left to do, he’s going to die. It’s fast, untreated. He’s one of my best friends, and the only person I know from home who went to the same college as me, but we live really far apart on a big urban campus and I haven’t seen him as much as I’d have liked to. Now he’s gonna spend the rest of his time with his family back home. When I see him next it’s at a hometown charity event for his family in December. He’s unrecognizable physically, and he can’t speak. The event is at our old catholic elementary school, in the gym, where in the years since we graduated they’ve painted a giant tiger on the wall. It’s the school mascot. I feel incredibly awkward around him and spend most of the time away with our other friends. I only speak to him briefly, and when I do it’s a stupid joke about the tiger mural. These will be my last words to him. I do know this will be the case, I think. Later that month I’ll be one of his pallbearers. I spend a lot of time angry and ashamed of myself for not being better to him, not knowing how to act or what to say. I’m about to drop out of school for reasons financial and related to my mental health.

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So what DO you say about Silent Hill 2? That it’s a masterpiece? That it’s the most well-conceived and executed video game ever made? That every detail of it dovetails into every other in a legitimately perfect cocktail story, presentation, and play? That the performances, cinematography, soundscape, all of it are untouchably top of their class? That when Mary reads the letter at the end I WEEP because it’s one of the best pieces of acting I’ve ever heard? That if I ever meet Troy Baker it’s ON SIGHT? These things are all true. We all know it. Everybody knows this. It’s Silent Hill 2.

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It’s August 2019, I’m twenty-five and I’ve just managed to graduate college in time to move to a new city with my partner as she enters her third year of medical school. That’s the year they kick you out of the classroom and you start going to the hospitals to do your real hands-on training month to month. I’m job hunting unsuccessfully and we’re living exclusively off her loans, when what seems at first like a pulled lower back muscle becomes a fruitless early morning ER trip (five hours, no results, not seen by a doctor) becomes an inability to get out of bed becomes a forced leave of absence. Without a diagnosis she can’t get disability accommodations. While on a leave of absence we can’t have her loans, and in fact we have to pay them back. We’re getting desperate, thousands of dollars in debt, and I take the first soul sucking job I can find. It takes almost a full year of visits to increasingly specialized physicians but eventually my partner is diagnosed with non radiographic axial spondyloarthritis, an extremely rare condition that culminates in the fusion of the spinal column. We can treat the pain, sort of, but it’s only a matter of time until it’s likely to evolve into a more serious condition, she’ll never have the strength or stamina she had before, and the treatment options are expensive and difficult. Her diagnosis doesn’t even officially exist as a recognized condition that people can have until September 2020.

Suddenly I am a caretaker and everything is different now. Obviously our mood is stressed from the financial dangers, but she’s in pain, terrible pain, constantly for months. She can’t sleep, she can’t eat. There’s nothing I can do. It’s exhausting to live like that. She’s depressed. On good days we try to walk outside but good days are few and far between, and grow fewer over time, and her body makes her pay for the walks. She’s on drugs, a lot of them. Do they help? It’s unclear. They don’t make her feel BETTER. Nobody knows what’s wrong with her. Her school thinks she’s faking, they’re trying to concoct ways to get her kicked out. She wants to die. It breaks my heart. She’s everything to me, all that there is. She has literally saved my life. And I can’t help her. But it’s exhausting for me too. I don’t want to admit this, not even privately, to myself. It is hard to be the person who is leaned on, especially when the person you love can’t give anything back. I’m tired. I’m not angry, and I don’t think I’m resentful. But I’m tired. I feel shame for thinking about it, for acknowledging it. I know it’s silly to feel the shame but it’s there. I do find a job eventually, thankfully, but it’s still a long time before we get a diagnosis, much less an effective treatment. Even after things settle somewhat, it’s a hard year. And there are hard times to come.

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Ever since I first played it as a teen, Silent Hill 2 is a game that has haunted me through life, like a memory. It struck a deep chord with me when I was too young for that to be fair, too young to identify why I could relate to these people and their ghosts. I used to think this was a special relationship that I had with the game, the way you kind of want to think you have these when you’re younger, but the older I get the more I recognize this as part of growing up. Silent Hill 2 doesn’t resonate with me because I’ve encountered situations in life that closely mirror that of the protagonist. I mean, Angela’s story resonates deeply with me despite little overlap in the specifics of our family traumas. Silent Hill 2 touches me – and most of us – so deeply, because it has such a keen understanding of what it feels like to be Going Through It. It is a game that knows what it is to grieve, to despair, to soak in the fog, and also, maybe, to feel a catharsis, if you’re lucky, and you do the work.

I’ve been Angela, parts of her. I’ve been Laura too. I’ve had more James in me than I would prefer. I suspect all of us have these people, these feelings in us, to some degree or another. We collect them as we get older. That’s just part of it. Silent Hill 2 isn’t a happy game, but it’s one that Gets It, and lets us explore those spaces in a safe and cathartic way. It does this about as well as any piece of media I’ve encountered, on top of being so excellent at all the cinematic and video game stuff. But that’s really what makes it what it is. The empathy, and the honesty. I think it’s beautiful.

It’s so good that the gaming industry at large has ripped it off for more than 20+ years.