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I am a bird. I play games sometimes.
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1 Years of Service

Being part of the Backloggd community for 1 year

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Hypnospace Outlaw
Hypnospace Outlaw
Return of the Obra Dinn
Return of the Obra Dinn
Outer Wilds
Outer Wilds
Undertale
Undertale
Risk of Rain 2
Risk of Rain 2

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Signalis
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Jun 18

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This review contains spoilers

~11 hours. I have mixed but generally positive feelings on this one.

Positives: Story seems okay, graphical design is really nice, some puzzles were pretty good.
Negatives: Could be personal, but I really did not like most of the other gameplay.
YMMV: Takes a while to get the idea of the story. I won't be replaying this, but to get everything done you will have to.

Spoilers below as I write some of my thoughts after finishing:

Story:
Going from my understanding of the story (with the Memory ending I have seen), I quite liked it overall. You're playing through some abstracted/distorted version of Elster or Ariane's memories (or both, I suppose).

Going through the game feels like a reflection of what is actually happening to both of these characters as they are wasting away on the Penrose ship, long after its intended service time. I felt lost for a long time in what the game was trying to tell me until the very ending, and having found the ending I think that is okay. It moved me quite a bit and I think it was effective in delivering that painful, sad situation.

One minor gripe is the false ending. I am aware that I am in the minority here but I am not a fan of setpieces like that. They're totally lost on me.


Gameplay:
Generally, the game controls very well. I adjusted quickly to how the game wanted me to move, fight and interact, and moving through the menus with the keyboard was intuitive.

That's the extent of that though. Here comes the griping.

The game urges you to manage resources and plan your movement/combat well. It seems designed for this because it makes a point of telling you there is an inventory space limit and that resources are rare. Enemies also seem to have either set patrols or areas they can move in so you can sneak around them.

Starting with the inventory management, only on one or two occasions I felt like it actually enhanced the difficulty. For the rest of it, it felt like a major nuisance. I felt like a squirrel gathering one or two key items and hauling it back to a saferoom. It constantly got in the way of progress.

I understand that will make things more difficult because now you have to backtrack (potentially through enemies), but it's still backtracking. It registered as nothing but annoying. The game was very intently designed this way. They even made an in-game poster about it.

The combat was a mixed bag, and that might be okay because it should be avoided anyway. Sometimes the game will however just force you into a combat situation. Either because the room is designed that way, or because of reasons that seem less intentional. Some rooms have enemies that spawn in such a way that if you enter from one side you can sneak past just fine, but if you enter from another, they are alerted right away. These were my least favorite moments besides the inventory-related backtracking. A consistent system where I can solve rooms would have been nicer for me.

One other minor thing that comes to mind is the monsters hidden in the floor. I sighed every time I was in a room with them. walk back out, walk back in, loot. Still loot remaining? Walk back out, walk back in, loot.

I'm complaining, but in general I wasn't so frustrated with the gameplay that I want to complain much more about it. I won't be replaying the game for other endings; for that I'll just look at the wiki.

Fun, short, sweet. Decent story.

Enjoyment of this game comes largely from nostalgia. This is the kind of game that you would have loved as a kid, but probably would not like as much if you pick it up now.