So much ambition that you could tell the director had a vision they put on the screen and didn't care about following industry conventions on what makes a game "good". It's refreshing.


It is a completely unfathomable piece of art, but hey, it's also immensely entertaining and composed with passion, so that's fine.

So much ambition that you could tell the director had a vision they put on the screen and didn't care about following industry conventions on what makes a game "good". It's refreshing.


It is a completely unfathomable piece of art, but hey, it's also immensely entertaining and composed with passion, so that's fine.

This is the type of game that was made with pure passion - the devotion of the creators bleed through every aspect of the game. The beautiful pixel art, amazing music, and especially the new, unique mechanics they created that build on it's inspiration's foundation weaves together in a truly great fangame.

I am not a huge hololive fan. I have seen some Korone and Gura clips, a Matsuri clip here and there - but despite this Holocure is simply the best execution of the genre pioneered by Vampire Survivors. Item evolutions that are more complex and branching, character-specific skills (and there's so many characters!), a whole new side part of the game that is full of minigames and other things to do - it's honestly amazing just how chockful this little game is, and yet at no point do the mechanics feel overwhelming or cumbersome. It is simple at its core, but executed better than I ever expected from a fan-game. These are things AAA titles with million dollar budgets get wrong. It is incredibly impressive what they did here.

Also, non-predatory gacha is always so much fun and is way too rare in today's games.

Amazing writing, characters dripping with complexity, and an overrarching narrative device that creates intensely interesting conflict despite its incredible simplicity makes The Forgotten City one of my favorite games of all time.


If anyone in the city commits a sin, everyone dies. Navigating this and the ethical questions it presents is the core of the gameplay. It also presents plenty of mysteries that you can unravel - it is not a game whose ending betrays it or relies on the unexplained, there are concrete answers for you, and those answers are consistently satisfying and rewarding.


Through the dialogue and debate you have in this game you can tell it was written by a lawyer - the arguments make sense in a very rational, evidence-based way, and some of them will make you question some longheld beliefs you have about morality. If anyone reading this gets the sense the game is too pro- or anti- law, or has some singular message it tries to preach to you, it's really the opposite. The game is seeping with nuance from its every pixel.


Despite this, I don't think its a game for everyone. If you value writing, philosophy, and complexity in a game I really reccomend it. If you value other things - lots of mechanics, simplicity, or are the type to skip every cutscene or interaction - there's nothing wrong with that of course, but it might not be for you.

This sounds dismissive, but the best way I know how to describe it is "Stardew Valley if it was morbid and slightly less intuitive". It wears its inspiration on its sleeve but that isn't necessarily a bad thing.


It's really fun having to plan to unlock stuff on the technology trees that unlocks something else that unlocks something else in this big chain. For me personally, the biggest issue is slightly unintuitive decisions like locking the blue exp orbs behind a story event or having to put logs in this specific bin to use them even though you don't need to do that with other resources. But those are relatively small complaints that are fixed by putting enough time into it or maybe not being as dumb as me :^)


It's charm definitely comes from its morbidness and I think that means, in contrast to Stardew Valley, it's not for everyone. I do think most people who find horror movies fun would enjoy this, though.

playing this game makes me feel like I'm slowing down my inevitable mental decay

Fun tho

If there is one thing this game excels at, it is its atmosphere. At every turn, at every new discovery, it feels as if you stepped into a Kurasawa film awashed with color. It is cinematic - in a way that wears its influences proudly on its sleeve. I remember going north into this snowy field, with crimson trees shedding leaves in stark contrast to the pure white snow. Every area is this pretty. It is absolutely beautiful.


The combat is extremely fun, and also still harkens back to samurai film. It is impressive how well they made the combat feel like a movie - the duel system, ghost form, and resolve moves are all evocative of iconic battle scenes and, for lack of a better descripter, how 'cool' everything is. It flows very well, the required stealth sections are forgiving and thus not as frustrating as other games with them, movement is fluid and fun, and you feel rewarded for pulling off 'cool' moves like parries with gaining resolve from them. The game just makes you feel like a badass.

Ghost of Tsushima's open world is fun. You will be riding to some destination and come across a group of villagers, sharing hushed murmers about spirits in a forest, or demons seeking vengeance for decades old wars. It makes you want to check these things out simply because they are interesting, tucked away, seemingly hidden (but of course, theyre not actually hidden. The devs wanted you to find the little bits of pieces of lore and be drawn in like an insect to the web of masterful storyweavers) but they feel hidden. And that makes them feel good to find.

My biggest complaints of Ghost of Tsushima are its characterization of certain NPCs, and the pacing of the main narrative. The Mongols feel less human and more 'unfeeling monster'. There is no sympathy or motivations given to them besides "they want island". They are portrayed as wholly evil outsiders, and I think that's a poor choice that hurts some of the messages the rest of the game offers. Some characters' choices make little sense given the situation they're forced in. I don't want spoilers so I'll avoid giving examples, but at least one of these character's decisions led to the game being much, much longer - it is so long, which slows the pacing down quite a bit. The map is huge. For the story the game wanted to tell, I felt it was too long, and too much. There's 4 ally sidequests that span 9 tales each that all try to hit emotional beats and feel important and necessary despite the much larger threat looming over the main narrative. A two act structure could've fit it better, in my opinion, but I imagine the constant pressure of getting good "game hours per dollar" mentality that pervades the artform is at fault here. That being said, the way the story reveals things about Jin specifically is done so well. Flashbacks that you play out instead of just being told about, inner thoughts found in reflections of onsens and haikus. It is just the overarching narrative that I feel has this pacing issue, and even then it is such a personal preference - as I'm writing this I wonder if it was more a stylistic choice than I'm giving it credit for. Kurasawa's films are known to be quite long, afterall.


There's lots of themes tackled in mostly nuanced and interesting ways present in the game - almost every character has a struggle with family, whether found or blood. It is not so simply portrayed as "family is important/what matters more, family or morality/etc", - it is much more deeply nuanced. The idea of tradition is challenged often, usually in a way that highlights the restrictions tradition puts on the individual to be able to do "good"(?). There's questions about morality vs. Survival (how do your morals and actions change when confronted with invaders and impending death? Is what we do in those moments who we truly are, or is it just a way to survive - and if so, is survival even more important than your personal ethics and beliefs?). A lot of these themes, as is usually the case for great pieces of art, are left mostly unanswered. Just an offer to the player to have an exploratory look into themselves and make their own decisions. However, for me, the greatest question this game asks is one that it proudly answers - "What do you do after everything changes?". I think this question resonates a lot with people, like me, who suffer through depression and guilt from their past, whos ways of life changed drastically in an instant whether by losing a loved one or being diagnosed with some disease or making some critical mistake that veered you off course of your plans or some other, earth shattering event (such as a violent mongol invasion) that makes you ask "How can things ever be okay again? What comes after?" The game, both directly in passing dialogue and by the overarching story, answer this clearly: Things wont be the same as they were. You can mourn how they were. But you also need to just keep going. A new normal will be found. You will find new motivations. You're stronger than you think. Life continues even after everything breaks.


It's just a beautiful game built upon decades of beautiful cinema. And it oozes 'cool'. This game excels at conjuring the feeling you get when you see something and go "woah". It has literary gravitas if you choose to look for it, and if you don't, well it's still really damn good. I couldn't put it down and I'm planning to master it eventually.


1983

I had never heard of Mappy until I went to a local barcade with friends and found it tucked away in the corner. It ate up most of my time there for sure. I really loved the literal mapping out it requires of you, it was fast paced and fun and intuitive and felt ahead of its time. Probably my favorite 80s arcade game. Also Mappy is cute and you wouldnt even be able to tell he's a cop just from the pixels haha

EXTREMELY fun co-op experience. The stakes rise. You and your friend are doing your hardest to figure out the puzzle. The clock is ticking. You have 10 seconds left. You hear your friend exclaim from your mics that it both simultaneously clicked in your heads. You feel like absolute geniuses. It's the best.

Clever and funny concept executed pretty well and in a challenging way - I just wish there was more variety in upgrades.

I was really upset about something in my life when I started playing it. When I finished, I totally forgot what I was upset about, and I had a big smile on my face.

A Short Hike is Summer and Childhood. It is beach trips with your aunt and beautiful pixel graphics that give it a true charm. The calming music swirls around you and you forget you're playing a game, and you're just - you're just there, salty wind on your face, talking to your friends, playing silly beachstickball games, learning to climb, growing as a person.

and

It helped me mourn my childhood by celebrating adventures i never got to have

A great addition to the Vampire Survivor-like genre, adding in its own flare by having a much larger variety of characters, builds and items than it's peers - plus the charming edmund mcmillan/flash game inspired art is quite nice

Good, frantic fun :) Also you can put underwear in the fridge lol

Curseball oozes with personality and passion, in its simplicity is a wonderfully fun game with a wonderful art and music direction that ties it all together in this quirky, witchy way

A very fun game that excels especially during the village-management-Animal-Crossing-like portion, but fails just slightly during the roguelite dungeon-crawling, that offers little new to the genre.

When I say it excels at the animal crossing portion, I really mean it. Building up your little cult area is extremely fun, and I love that it isn't time-gated like AC. There's a huge variety of unlocks and decorations and follower types that are just dopamine central when you unlock them. I recommend.

As a warning, I think some people will be uncomfortable with the basic premise and some elements of the game as well; manipulation, brainwashing, sacrifice are all goals of the game and are not questioned or ever really discouraged. I'm not really factoring this into my review of the game - it's not something that affected me, but let it be a warning if you're easily bothered by 'fun', light takes on very serious issues.