35 Reviews liked by DStrogen


listened to clairo and nosgov and rosalia while playing this, I am never leaving my femcel princess era

i want brutalmoose to kiss me on my open mouth

i wired 20 billion in military aid to zimbabwe and now they are calling themselves Roadesia. Please,i am sorry. all the faces at the bottom of the screen are Screaming at me! Sorry for accident. i only tried to open a new chuck taylors factory

cannae stop thinking about lightning's pits and the hullabaloo over the corridor gameplay was much ado about nothing. roleplaying games were built on the thrill of the hallway. problem?

mission hill for my generation <33

SWEDISH WOMEN WANT YOU TO KNOW ABOUT THIS 💯💯

this is that good good killer shit. as the final game in the series, Face Of the Killer is absolutely fantastic.

in its presentation, it's the most advanced, with even more from the game's camera. the prior games do cool things with the camera, yes, but this one kicks so much ass with all the new things it tries. narrative is progressed through the new uses of the camera, moods are set, and yet the classic Of the Killer camera 'jank' is all still wholly present. the use of 3D is increased, effectively, while still maintaining the delightful cartoony art style the series is known for. our main protagonist, BB, is even more expressive than ever, too. there are so many more unique facial expressions for our girlie, and i love her so so much.

everything really comes together in this one. with references to all the past games, it's an excellent send-off, and definitely my new favorite in the series. it's just as surreal as its siblings, if not more so. all of thecatamites' presented themes over the course of the series are present, while still covering new territory that makes his games so damn delightful and so damn meaningful as art. the concept of history is fuckin weird! the way that manmade constructions just kinda stack on top of each other is fuckin weird! figuring out what you're going to do after college sucks! what the fuck even is immersive theater?? yet Of the Killer doesn't stop there at those surface level observations, and makes whole games out of those concepts adorned with juicy social commentary. this one blends all of those fuckers together in a wonderful cacophony and honestly? i don't even feel smart enough to talk about any of it in a way that's constructive. maybe some day when i replay all of these games in the future, i'll take a deeper dive into the politics "of the killer". just know that i fucking love it and i agree so hard with many of the sentiments thecatamites presents in this series.

the game makes fun of many horror tropes, and then flips the script and ropes you in with them. it's a constant back and forth, and it isn't afraid to even make fun of its own construction at times. the humor is incredibly casual and so effortless, yet the more grim moments are still unsettling. he has this way of writing that makes you feel like you forgot how to read while still being coherent, and i love it to death. i'm sad that this is the last one, but damn, it did not disappoint me.

y'know, maybe they're right. history IS a nightmare-- and loving it!

I loved the tactile feeling of the heavy trackball the upright arcade machine used. The music and sound effects were awesome as well, and kept me coming back. In fact, if it weren't for this machine and the Star Wars vector arcade game, I'd have made 95% fewer trips to Wal-Mart, where the games hung out in the foyer. Those were the days, for sure.

you can tell this one is for "gamers" by "gamers" because the franchise's armymen are now all very special boys and girls who can do everything and there is no longer a scoreboard because kdrs are evil

Lobotomy-core.
A frankenstein's parody has been birthed from excessive market research. Pure and utter slob, the gunk is thrown wayside to the masses and the public seem to love it! Sure, I can see shimmers of gusto and vibes past it's mechanically stapled together body, but is it really worth to sit next to the soulless stank just to breathe in those few and far-between moments of joy?
I feel for the paranoid hostility players have shown of the maybe or maybe-not generative AI, but it just seems like the devs just ripped them off by hand and lol.
7 million copies sold in just 5 days... and in the end, the general masses really do only care about a feature-checklist stapled on a clipboard that reads the following: It shall have combat, survival mechanics, resources, base-building mechanics, crafting mechanics, catching mechanics, climbing mechanics, stamina, an open world, co-op multiplayer, skill trees, leveling and progression. Does it work well together? Absolutely not. In the end, it feels like you are just playing 5 ripped-off games melted together into one hotpot of mechanics and rules and nothing more. No identity, no message, nothing. A silent shell that just spits out the steam chart trends back at you.
How is anyone supposed to feel but indifferent to a game that says nothing and dares nothing?

This review contains spoilers

this is the most difficult negative review i've given.

it's so hard to say that i think this game is kind of mediocre, because so, so, SO much of it is worth your time that i think its worth people looking at regardless of quality.

i'll try to be clinical about this one, but first ill address the issue i have with the game that is sort of the root of many disappointments i have with the game: the hook.

it's not fair. i know it's not fair to judge a game for what it isn't rather than what it is. i know i wanted the game to be about you killing people and serving them as hamburgers because that's what the end of the demo implied. i know i wanted to see a story that was ABOUT keeping these horrible things from your three co-workers and the guilt that tore you up inside over it. the warioware sensibilities themselves would be almost a cruel mockery of what you did. the world stays twee and quirky despite the horrible thing you did.

but it wasn't about that. frankly, i don't think it was about anything.

right, clinical.

This game is exceptional in quite a few areas, and nearly all of them involve the game's audiovisual presentation.

The soundtrack, done by Andy himself along with nelward, the Gyms, Joe Aquiare, Barchboi and lizzy are all fantastic. Despite the wide range of composers, none of them ever felt out of place in any given situation. They all fit the surreal and absurd world of Knuckle Sandwich like a glove.

The visual style, the graphics, everything is presented with such candy-coated sweetness that even remembering some of the game's more questionable sections, I also remember how visually captivating the game's battle UI is, or the silly clay animations whenever you find a goblin, or even just the random, rainbow colored NPCs that speak gibberish to you. So much of this game is so, so wonderful to experience in the moment.

The game's combat centers around microgames, timed attacks, and timed dodges. I think the game succeeds at approximately 85-90% of the microgames, while the attack and dodge system never felt wrong to me. The game continually spices up the basic attack command through three different variants, all of which felt very satisfying to pull off (I got a x28 combo with the circle attack. Thank you, Hatsune Miku, for training me). The timed dodges, too, never felt non-intuitive. The moment I figured out an enemy's tell, I could always dodge their basic attacks.

ah

i really don't want to keep going

i really wish i could just stop and leave it there

it'd be so easy

but

There are two pillars of problems with Knuckle Sandwich as a game. That being its game design and its story.

Knuckle Sandwich's game design issues are cumulative in nature. A lot of small issues coagulating into major problems that make the gamefeel incredibly unusual. I'll list them here:

- Stat values feel almost entirely meaningless with the exception of your speed. This is the root of many of the game's issues regarding gamefeel.
- Buffing and debuffing skills, for the very few that exist, barely make any impact as a result.
- There is no skill that allows you to lower an enemy's Defense. This is a problem because of a point I will address later.
- There is no consistent curve of enemy Defense values, which means your attacks will rapidly oscillate between doing 20 damage to one enemy and then doing 1 damage to the next.
- There are never any shops when you actually need shops. I accumulated vast amounts of Fortune Rocks and rarely ever used them.
- The inventory system is genuinely abysmal. Each party member is given eight slots. The items that take up space include consumables, equipment, and key items.
- Armor and Weapons rarely make a significant difference in combat.
- Boss fights are more or less scripted encounters where the boss exhausts all of their dialogue and either reduces their Defense value drastically, or they remove the RPG elements entirely and just have the fight be a completely different game.
- Even in boss fights without these scripted elements, they are oftentimes meat sponges that will take upwards to fifteen turns to beat. This, to me, is unacceptable.
- The damage dealt by your special moves is oftentimes worse than your standard attack. Even if you perfect the microgame, you can easily outdo the damage without the EP cost by doing your timed attack.
- The defend action only recovers a single point of EP. This is completely worthless and only serves to waste an action.
- The only healing skill in the game heals 11 HP. This is almost completely worthless.
- Once you acquire all three party members, you cannot swap them out in combat if your party member has fallen. This, to me, defeats the point of that system.
- I only got one skill that afflicts a status effect. It never afflicted it once.
- Status effects feel meaningless when applied to enemies.

All of these issues are either the root of an issue or are the resulting issue. Even the novelty of new microgames with every fight wears thin when every fight feels at least two turns too long and there are so few skills I can use to meaningfully accelerate the rate of combat. It's hard to prepare for any given fight because there's so few equipment, and what equipment does exist barely makes a difference. I don't even want to use skills because the damage they do barely means anything, and there's a decent chance that doing high damage barely even matters in a boss fight anyways.

Perhaps it is a commentary on my lack of agency in the story. Let's talk about what the story actually is.

The game's hook, as I mentioned before, is perfect. After arriving in Bright City and going on a gameshow in an attempt to find a job, you are completely unqualified for anything and are forced to go elsewhere. You end up going to Gorilla Burger, a terrible fast food joint. At the end of the night, you're attacked by a knife-wielding gangster while taking out the trash, and you end up killing him. After the game's surrealism, this was a lurch. Even more of a lurch is when your boss witnesses a murder, and decides the best course of action is to cook him. It ends with him patenting this horrific act of cannibalism as the world's first...

Knuckle Sandwich.

It's flawless. It's immaculate. It doesn't come up again until the last hour of the game.

The actual story is that Bright City is in danger due to some sort of Anomaly. It's causing the world to go out of whack, and you need to figure out who's causing it. The problem is that a lot of people think that you're the Anomaly, and are trying to get rid of you as a result. There's also a group called the Brightfangs who have their own agenda. It's fairly self-evident early on that they are extremists working towards an ultimately positive end, and the people you and your co-workers ostensibly trust are actually not very trustworthy.

Oh, right. You deliver some food to a stupid billionaire named Mr. Apricot. He's useless, but you assume he's just some guy. There's also someone named Xander. He's a justice cop. He dies and was a stooge of the real villain, the gameshow host. He's the twist villain who is pulling the strings. Except it's actually his assistant, Prima. She's the real twist villain.

Throughout being pulled and crammed through all of these situations, there's barely a sense of friendship forming between you and your party members. This isn't an RPG where you get a character sidequest with your three co-workers that gives you some insight into them. They just exist alongside you. When the game killed them after revealing the second twist villain, I didn't feel much of anything. It was surprising, I suppose, but I knew they wouldn't commit to it. They didn't.

(Edit: There are apparently secret scenes that you get through means that are not intuitive to me and involve friendship variables. I saw the scene with Echo on YouTube. It was cute. It probably would've helped me feel a bit more for the characters. I wish they weren't so obscured.)

The point I'm getting at here is that none of this means anything. Nothing is ever developed to a satisfying conclusion. The final conclusion to the game is going back in time before the game began in order to rectify you killing the guy at the beginning and killing the Anomaly, the Tiny Baby, before it can do anything (also, the boss at Gorilla Burger had an arrangement with the gangster to kill employees and turn them into food beforehand. So it's not like the "world's first knuckle sandwich" was actually the world's first. He's been doing this the whole time to feed those rainbow colored NPCs. They're mutants, by the way. That was an okay twist that didn't amount to much).

Busdriver (the guy who occasionally pops in and goes "wow that's crazy anyways im working on goblins right now and spirit cells) helps you out at the very end and apologizes to you for ruining your life and dragging you through all of this. You're finally given the choice to either forgive him or not to forgive him, and then you can choose whether to stay in Bright City or work as his partner.

None of this means anything.

Your lack of agency in the plot is felt throughout the game in ways I would consider unintentional, and it is never directly addressed until the last minute of the game. I desperately wanted a moment where the protagonist acknowledged the ridiculousness of the plot and being shunted from place to place without any rhyme or reason. Even a brief moment of rebellion would've made it clear what a nightmare the experience was and would've given it more weight. The protagonist never did.

If the game was about overconsumption and capitalism, it failed at that, too. There was a brief flicker of hope when Prima, the second twist villain, casually asked for backup after the Anomaly escapes, and your party member asks "who's responsible for this," which she's been trying to figure out the entire game. Prima, at first, addresses the fact that there is no "one person" responsible for this. You think for a moment that she's pointing out that there is no "final boss of capitalism." It's a system. That might've saved it for me. But no. Prima is responsible for this. It's just her. She's the CEO of Capitalism, actually.

I'm still thinking about the hook.

Maybe it's actually fair to criticize the game for that hook. It had gold on a platter, showed it to me, then tossed it out in favor of semi-coherent surreal shenanigans. It's less of a "criticizing the game for what it isn't." That's more akin to watching a horror film and complaining it isn't funny enough. The film is about horror. Unless it makes itself known as a horror comedy, you can't really get mad that it isn't funny.

But attempting to be funny and failing in a horror movie would be perfectly reasonable grounds for criticizing it for that, in the same way introducing horror into a comedic game can be done poorly. If the horror is barely developed, either failing to be integrated into the game's comedy or failing to transform into its own, terrifying monster, then it fails.

You shouldn't have introduced it to begin with.

well

im gonna lie down. this was miserable. it's hard to convey how sullen this whole experience has made me.

sorry, andrew brophy

maybe next time

Unironically better than Banjo-Tooie

tbh more games should be directly inspired by giallo, it’s a cool aesthetic and I fuck w it. also idk huge fan of the idea of reoccurring characters that feel right in whatever situation u put them in. that’s why as a teen I so heavily connected to smth like the original clerks, those are characters that u can easily imagine in a whole bunch of different scenarios. the rules of the narrative and the worlds laws u don’t get bound to when u make such an instantly likeable character as the protag in this series. love the score for this one, very on brand giallo vibes w this screeching cheesy guitar solo that occasionally pops up. definitely smth here about gender and gender politics and the expectations placed on both women and men and maybe future games will delve into that further. also idk I have good memories of being a kid in a pre-iphone world and going to art museums and just being stunned by them, I haven’t been to an art museum in like six years now lmao. every museum in a major metropolitan city is seemingly catered to selfie instagram which sucks a bit but yeah it’s cool that this almost is an interactive art exhibit and I feel like every game in the series I’ve played so far directly comments on the way we consume media and art in the 2020’s and how we are becoming further and further removed from having any kind of positive relation or meditation w art.

"People told me what they liked, and I believed them. So I kept doing it, but then people didn't want it anymore. And it turned out they didn't even know just what they wanted. The people I trusted to know, to tell me, so that I'd know what I wanted too. And so I became a consultant, to find out what people liked."

this series is my fav mites, excited for the finale