Hypnospace Outlaw is one of the best games I've ever played. I wasn't using the internet in the 90's, but aside from a few specific references, Hypnospace Outlaw isn't a game that rides off of the coattails of 90s Nostalgia; It takes what stuck out about that era and uses it as a blueprint for it's own dense world.

Every word of text, every troll page, every crappy drawing serves to characterize HypnOS and its users in a way that makes exploring its many secrets extremely satisfying. I doubt I'll be bored at all returning to this one; I'd be surprised if I ever found everything Hypnospace Outlaw has in store. It's a game that shows the industry does have somewhere else to go besides up: out. Out into incredible experiences not sold by the size of the map, and but by creators trying to make something unique and beautiful.

Play it.

This review contains spoilers

Recommended by @DeemonAndGames for this list.

Light Spoilers

I’ve played a lot of games, but very few of those games are purely story/puzzle focused. Despite that, the few games I have played that make both of those two elements a focus seem to have two major hurdles that are harder to deal with than in other kinds of games:

1. How do you appropriately punish the player when the gameplay is purely knowledge based?

2. How can replaying the game be as good as initially, let alone better?

It’s not like these questions are exclusive to story/puzzle games, but having a focus on these elements makes answering these questions much more critical than with other genres. Different games have different ways of trying to get over these hurdles. Moon: Remix RPG Adventure is non-linear and has a timer to promote efficiency, Hypnospace Outlaw is extremely open-ended, allowing for multiple solutions to problems along with an endless amount of side content, and Ace Attorney… honestly doesn’t try to get over these problems. Oh well.

I think that those two questions are a reason OneShot appealed to me in the first place, @DeemonAndGame’s recommendation non-withstanding. I wanted to play it someday, because if you only get one shot at a game, you kinda bypass those two questions. It’s a novel concept, and in the 2014 version you couldn’t even close the window! You can’t really sell a game like that easily though, so it’s understandable that the 2016 version made some changes.

It’s about cat-looking kid named Niko who’s basically isekai’d into some world where the sun is a lightbulb. Niko, along with the help of god (the player), has to bring the lightbulb to a tower to restore the sun, which previously went out. All of this was prophesized, of course. You meet a lot of decently likeable characters who have some fairly humourous moments as you trek through the world trying to get to the tower. Kind of a nitpick, but I think it’s a bit odd that considering how important Niko is to the fate of the world, very few people seem to care about actually helping him. Like yeah, some people are pretty nihilistic and think the world is going to end even if the sun comes back, but plenty still have hope. Someone would probably try and take the sun and get a ransom for it or something. Actually, maybe that would be a bad plan, because when some robot tries to stop Niko because he doesn’t have a library card, no one seems to care. Are they ok with the world dying because the messiah didn’t have a library card? Why can’t Niko just ignore the robot? They’re specifically programmed to not hurt people.

I guess the reason is that that would be a very boring game if everything was handed to you. It’s not like the gameplay here is exhilarating or fast-paced anyway, but it is good, albeit very simple. You can select items to interact with overworld objects and combine items to make new ones. I do think it’s a bit easy to just trial-and-error item combining, as there’s no punishment for it, but that’s not a big deal. For me personally, I never really needed to. Progression was usually very straightforward, barring some very major exceptions I will get to. You just go until you hit a roadblock, explore to find items, interact with overworld objects and combine in ways that are logical, and then keep going. It’s less frustrating than a game like, let’s say, Ace Attorney, but it also creates few “Aha!” moments, which is something Ace Attorney excels at.

Well, there are the ‘very major exceptions’ I mentioned earlier, which are far more interesting and novel. Games nowadays are meta. But OneShot is like, really meta. The first time this was used for puzzle, it caught me off guard. I was afraid the novelty of these kinds of moments would wear off as I grew to expect them, and it did to an extent, but the execution of them is still rather good for the most part. They’re often hinted in ways that would make sense without the meta context, they escalate in dramatic effect, it’s pretty well done. Honestly, these puzzles are the best part of the game in my opinion. I do wish a few were more subtle in terms of actually being puzzles, but that could apply to the entire game as I said before.

In terms of visuals, the game does the job. They’re fine, sometimes looking rather good, but I don’t think they’re great, and the repetition of some visuals kind of hurts the exploration. A lot of locations kind of just blend in, so remembering where you have and haven’t been is occasionally tricky. The music, while limited, is good.

Generally, I'd say the game was really good, but aside from the meta puzzle stuff, I wouldn’t describe anything as particularly great. Most of the characters are cool, but not great (Although I did like the player interactions with Niko quite a bit). The normal puzzles are good enough, but not great. And honestly, while me nitpicking the plot was mostly just for comedic effect, it did make me realize the plot isn’t really active at all. You could probably cut out the middle area of the game, the Glen, and not lose anything in terms of actual events. That aside, the game's story is pretty repetitive. Maybe Niko really should’ve been kidnapped by some guy or something. Maybe at least one character should’ve tried to accompany Niko to some extent.

Maybe I’m being too harsh though. That’s not to say I don’t think those criticisms aren’t warranted, but if you instead look at the game as a story meant to take place over two playthroughs, this isn’t as big of a deal, because the second playthrough is more active in general. One could easily see the ending of the first playthrough as a sort of ‘second act low point’ for a greater story which includes two playthroughs. By extension, the first playthrough being formulaic and could be seen as an attempt to build expectations, which a second playthrough subverts. Really, that’s discussion of how we should critique games goes far beyond this review, but I thought it was worth mentioning.

I suppose it’s also worth mentioning that there is a second playthrough in the first place, considering the game keeps telling you that ‘you only get one shot’. So uh… I guess the game doesn’t entirely bypass those two questions I mentioned earlier, huh? Well, while you can replay the game after getting the ‘good ending’, there are some permanent consequences regardless. It’s a fine consolation prize, but I honestly would’ve preferred just not being allowed to play the game again, as counter intuitive as that sounds. Still, there is a sense of finality to it all that I’m glad the game leaned into.

My score is 7/10, close to an 8. I was harsh on it for sure, but in the end it did most of what it set out to do. It’s a game where most of it is good and a few elements are great. I’d recommend it to anyone, although it's probably a game best experienced on PC.

Been playing a few N64 3D Platformers lately, and I remembered that Nitro Rad talked about this one. I decided to emulate it pay a lot of money for it on eBay, and it ended up being one of the best in the genre.

This game isn't too far removed from a game like Banjo Kazooie, as most progression is gated from tokens and tickets that you collect throughout sandbox stages. However, what really sets this game above other collectathons is that most variety is still focused in platforming, and the more puzzle-focused sections are still really fun. The titular Rocket has a very simple moveset. Initially, all you can do is move around, jump, and pick up and throw items. While your moveset expands as the game goes on, it's clear that the focus here is on two other elements. First is interaction with the environment. The game gets a lot of mileage out of the grabbing and throwing. Aside from just using items as stepping stools for getting to greater heights, some items have unique properties or need to be broken to get something else out of them. There's also the standard "Bring the thing to the thing", but that can also be fun when you remember certain moves can't be used while holding an item. All of this brings a puzzle twist to many platforming challenges, which is true among all of the unique stage gimmicks as well.

The general stage variety is great as well. It's all themed around an amusement park and most levels fit that. The first level is pretty standard, but the second is a paintball fight mixed with ancient Rome. Another is Halloween themed, with the first half being filled with candy and the second with spooky monsters. It also helps that the stages are well-designed in general. While the game is non-linear, most stages aren't necessarily a wide-open field, instead being interconnected areas. Many individual challenges will wrap around to a central location, activating something that makes any backtracking easier, and usually these conveniences persist even if you die. The only real exception is the final level, which is a linear gauntlet. While this is fun, it is a little too punishing. Unfortunately, the final level also doesn't take advantage of the other focus of the game: The vehicles.

Now, if there's two things I dislike in platformers, it's combat sections and vehicle sections. However, this game does the latter very well. Instead of being some random detour from the core gameplay, the vehicles here are something you have to earn, and you drive them in the same areas you can traverse on foot. or uh... wheel. They're also just really fun to use. Not only are they a quick way to travel, but the objectives are usually very simple and platforming-focused. It was the biggest thing I was worried about going in, but they nailed it.

This game also did something kooky. There's no bosses. Not one. Honestly? Good. Even if the final level was a bit too punishing, it stuck to the game's strengths. Not every game needs combat, much less a 3D Platformer.

I do think it's worth mentioning that one way that Banjo Kazooie trumps this one is in its characters and comedy. Gruntilda was a consistent presence in that game, and was a very effective villain. Rocket has a similar setup to Banjo all things considered, but there's not really a focus on characters or comedy at all. I was fine with that, but I thought it was worth mentioning.

Overall, this is the definition of a hidden gem. One of the best 3D Platformers I've played. I know that Sucker Punch went on to make the Sly Cooper series, so I'm definitely checking those games out. I'm split between an 8 and 9, but I'll give it the benefit for now. 9/10.

First, I have to talk about the main little tidbit this game is infamous for. Feel free to skip these first two paragraphs. So the developers of this game, Argonaut, previously worked closely with Nintendo, developing Star Fox, which was an undoubtedly impressive title for the SNES. Nintendo did kinda screw Argonaut over by cancelling Star Fox 2 when it was nearly done and taking many staff who had moved to Japan, but the way this game ties into this story is that Argonaut supposedly showed a prototype of a 3D Yoshi game to Nintendo, which according to the founder Jez San, Miyamoto himself said was inspiration for Super Mario 64, thanking Jez San for the idea of a 3D Mario game. Jez San claims that Nintendo basically stole that idea from Argonaut while screwing them over. That Yoshi game, of course, went on to be Croc.

The thing is, I'm not sure if I really buy this. Even if it did happen, 3D was an inevitability. Jumping Flash released a year before Super Mario 64, Crash Bandicoot was also being developed, Alpha Waves came out far before any of these, the idea of a 3D Platformer wasn't that unique.

Even if it did happen, it doesn't really mean much. Super Mario 64 and Croc: Legend of the Gobbos are very different games. Let's start with the big thing: The controls. They're odd. In a lot of ways, your moveset is pretty basic. A jump, a tail attack, and a ground pound. Where things get odd is the actual movement. So, there is full analogue here, which is cool, but the camera is much different than modern games. The game uses a strange mix between tank controls and conventional analogue. Pressing left, for example, makes Croc run left while also turning the camera. If you just nudge the stick left, Croc stays and place and turns left. L and R are slow strafe moves. Got it? Well, there's more. In the air, the functionality of the shoulder buttons and stick are effectively reversed! Now, L and R turn Croc and left and Right on a stick move him left and right. It's very odd.

Honestly, once you get used to the controls, they're not bad. In fact, I had a decent amount of fun after getting the hang of the details. It also helps that the levels feel built around these controls. That's not to say the level design is great, it's definitely pretty basic, and one could argue that's kind of because the controls are so limiting. The first two world especially feel very repetitive in terms of level design, and the third and fourth kind of do too. I realized midway through that while this game was pretty consistent, it was also very generic. Most mechanics were very generic, most level themes were pretty generic, the most interesting thing about the game is the weird controls. Look at a game like Chameleon Twist, released the same year as this. It was very short. Its camera was inconsistent, to say the least. However, it was unique. This game isn't really unique. Look at Croc. Listen, I don't care if this game had the greatest gameplay ever, Croc would never be a cultural icon. His most distinct feature is a backpack.

Ironically, I thought the final world, which most people seem to hate, had by far the most unique ideas. Yeah, the penultimate level was a little too punishing, but each level felt distinct. It showed that they could've made a really good game with this basis, focusing more on puzzles and interacting with the environment.

Then there's the bosses. Uh... They suck. They're very easy, all take place in generic arenas, and defeating them is always the same. They attack, they get tired, you attack them, repeat. They also lack feedback. Often, I couldn't really tell if I was actually damaging a boss because any damage animations are way too subtle.

I think the best part here is the audiovisuals. Sure, the visual style is pretty uninspired, but the draw distance and detail is impressive. Also, the music is epic. Very good.

Alright, wasn't sure where to mention this, but I had to discuss it. You know how if one was to, say, stand on a relatively slow moving train, they wouldn't fly off? I believe it's called static friction? Well, in Croc even if you're just above a moving platform, your velocity matches that of the platform. It's just a very odd quirk.

So despite its problems, I liked the game. Will you like it? I dunno, maybe the upcoming Croc HD will make some modernizations. Regardless, 6/10, definitely closer to a 5 though.

2018

Suggested by @AlphaOne2 for this list.

Admittedly, I was a bit concerned in the earlier hours of Dusk. I was enjoying the game, but it would’ve been hard to say much about the early game aside from “It’s like Quake.” That’s just not an interesting review. However, some divergences started about halfway through the first episode, and it improved from there, although it still stuck fairly close to Quake.

First, let’s take a look at the arsenal. The shotgun, super shotgun, riveter, and mortar are pretty much identical to four of the guns from Quake. I’m not gonna fault the game for having a shotgun (Especially when I can dual-wield them), as that’s in pretty much every shooter, but I would’ve appreciated some alterations from the other three guns’ Quake counterparts. Looking at the rest of our loadout, we have a pistol (Which can also be dual-wielded), an assault rifle, a sniper rifle, and a crossbow. Most of these are pretty by-the-books, but I do think the crossbow is rather unique and fun to use. It’s a fairly powerful weapon that passes through enemies, allowing for multiple kills at once if you can line enemies up. However, it also has a bit of kickback, which can be used to gain extra heights from jumps, meaning you can make a few skips if you’re willing to sacrifice a bit of ammo. This is a pretty cool alternative function. Overall, the guns are fairly fun to use, but I wish they were a little more original.

Although, I guess the game also lets you just pick up random stuff and throw it at enemies. I think the best comparison is something like in Half-Life 2 with the gravity gun. You know, you can use objects as a projectile or shield. However, throwing stuff is just… really strong. Why does the barrel do more damage than a shotgun? I dunno, but at the very least it led to me trying to use whatever items I could find. It certainly had an impact on gameplay, but I wish they pushed this a little more. Most items just do the same thing, aside from explosive barrels, which, well, explode, and crystals that cause enemies to attack each other. Throwing barrels and rocks can be fun in moderation, but it’s not particularly gripping gameplay in large chunks. It’s also worth noting that some of the more creative uses of items in Half-Life 2 (Carrying health items, building bridges to advance, etc…) aren’t here in philosophy or in form, likely because they would be a little harder to integrate into a boomer shooter’s level design without making significant changes. Maybe that’s for the better since that kind of stuff would slow down gameplay, but a little more variety of objects and maybe a weapon specialized to object interaction could’ve been great without sacrificing speed.

Even disregarding the previous paragraph, the map design was probably the biggest issue for me in the opening hours. It’s initially very flat, and I mean that literally. Most shootouts would take place in either a cramped building or a flat plain, so verticality wasn’t taken advantage of at all. As the game goes on, the level design becomes far more interesting. The fans that shoot you up into the air were a fun addition that keep things quick, wide-open arenas have many layers but aren’t a hassle to traverse, and levels will usually wrap around themselves to reduce excess backtracking. Later on, even more unique level design elements are introduced, and the game has a greater sense of variety without sacrificing the core appeal of ”HUGGH”-ing everywhere and shooting. The level design pretty much always fits the atmosphere; High-energy levels are wide open and play rock music, while unnerving levels are dark and cramped. The game does use the basic three keys approach that Doom and Quake use, but I really don’t think that’s an issue at all.

The enemy design is pretty good. They’re all distinct and fit the high-speed gameplay. Most enemies are aggressive, but you can always deal with them if you’re skilled enough. “Just keep moving” is the name of the game here, as is in most good boomer shooters. The best examples of this are the wendigo, grand wizard, and cart dog. You just can’t deal with these guys while still in 9 out of 10 cases, which is just how I like it. There are also bosses here. They’re mostly good, but not particularly great. Most of the boss arenas are pretty basic and the most unique one was just filled with bottomless pits, which was annoying. The final boss was the best in this regard though, as the arena is more interesting and there’s more strategy to the fight. The game also does that “The boss is a normal enemy but big!” cliché a few times (Although it also makes a boss a normal enemy but small, which I thought was funny). It’s neat that most bosses can be skipped, but I don’t think it’s a compliment to say the best thing about something is that it’s optional.

One thing I really liked here was that there is a sense of progression here between levels and episodes. You start in this rural area and fight occult enemies, but at the end of the first episode you discover that this rural town is being watched by a high-tech organization. After that, you go into an alternate dimension, where the final episode takes place. It strikes a good balance between keeping momentum in both the story and gameplay. The theming is pretty varied here, but it also feels like this variety is cohesive in how it progresses.

Before I begin wrapping this up, I want to talk briefly about difficulty. In games where you can save whenever, I always impose a limit in terms of how many times I can save. With boomer shooters, I always allow myself a single mid-level save, as well as one before bosses in most cases. There’s something to be said about how easy it is to save scum in games like this, but I never felt the desire to do this, as even at its hardest this game rarely felt cheap. I played on the normal difficulty, and while I felt that health resources were always well-balanced, I consistently had tons of ammo. Maybe it’s just because I consistently would break crates for ammo, look for secrets, and use melee when possible, but I still think there’s a lot of value in being strapped for ammo when it comes to shooters. The game leaned into this a little bit in the third chapter where you start off with very few guns, but I still think ammo should’ve been a little scarcer.

Visually, this game is certainly trying to evoke the low-poly era of games. It looks good enough, but not particularly great to be honest. I do like the creature designs, but the animations aren’t super impressive. While the lighting can be striking occasionally, it also can be jarring when an object suddenly shifts from glowing blue to glowing green. However, I really like the sound design. Not necessarily the music, although the music was good. No, it’s the sound effects that are great. I really love when you must listen in games, and Dusk is a good example. There is a visual tell for Wendigos, but the audio tell will almost always come first. Same with the Mamas, which are probably the most dangerous normal enemies. I will never hear squeaky wheels again without having a fight or flight reaction. Pretty much every dangerous enemy has a distinct sound, which I love.

Overall, it was a fun boomer shooter. It’s derivative of Quake, but there’s enough different here that there’s instances where I’d want to play Dusk instead of Quake and vice versa. The creators have hinted at the possibility of an extra episode, and considering the game improved as it went on, a new episode or sequel could be great. I know New Blood went on to publish Ultrakill though, which is another game I’m playing because of the suggestion list, so I’m looking forward to that. Anyway, Dusk a fun game, and I’d recommend it to anyone who enjoys Quake or Doom. 7/10, but I could raise it to an 8.

“You take the blue pill... the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill... you stay in Wonderland, and I show you how deep the rabbit hole goes.”
-Morpheus, The Matrix, 1999

Chapter 1: The History of Glover

Near the turn of the century, in 1998, a game was released. Published by Hasbro, it was entitled Glover. It’s a 3D platformer where you take control of a Glove. Of course, like all great art, it was more than that, but we will discuss this later. For brevity’s sake, let’s say that it’s a by-the-books 3D platformer. At the time, the genre was popular, so Glover naturally achieved a level of success, selling over a million units across all platforms (I), but the sequel, which was almost complete, was cancelled. You see, while the game was a success, Hasbro ordered too many cartridges, which retailers didn’t want to stock. This ended up costing the company a significant amount, and the sequel was the scapegoat for this loss. This is all according to a blog post from Hasbro employee James Steele. I would link it in the references, but the main source has been lost when the website it was posted on went down.

However, this cloud had a silver lining. While this overabundance of cartridges was detrimental to Hasbro’s bottom line, it meant the game was far more accessible in the retro market years later. It had high supply, and, unfortunately, low demand. Therefore, copies of this game were affordable on any platform (II).

I think to some extent, I was destined to play Glover. My favorite genre of videogames is the 3D Platformer, and I had recently obtained a Nintendo 64 around 2021 or so. I also was starting college (Studying for a Mathematics Degree), so I wanted to play games without spending a significant amount of money. Of course, now I know even cheaper ways to obtain retro video games, but I wasn’t wise in such ways even just around 2 years ago. I likely heard about the game, likely from someone on YouTube, and I ended up buying the game for only $15. This was a fairly low price for a N64 game, and I ask that you keep that price in mind for later. Anyway, I ended up playing the game not too long after on August 27th, 2021, a day I will never forget. That day was the day my life changed forever.

Chapter 2: The Literal Review of Glover

Before I analyze the themes and metacommentary of this game, I’ll do a surface level review. Keep in mind, I played the N64 version, which is superior for several reasons. I may bring up some negative points here, but I’ll explain why they’re actually integral to the game in Chapter 3 of this analysis. The game begins with the Wizard, who has two sentient gloves with which he brews potions in his palace. He seemingly makes a mistake while brewing the potion, which turns him into stone. One Glove falls into a potion, and the other falls out of the palace. The potion turns the former glove (Cross Stitch) evil and the latter glove (Glover) has to stop him, gathering gems that were turned to gems along the way. This is a general summary of the plot.

Now, I think the most transparently good thing about this game is the movement. This game came out in 1998, and still has one of the best and most unique movesets of a 3D platformer. Initially it seems pretty tame, just a jump, double jump, ground pound, and completely useless cartwheel. However, when one takes the ball into account, the moveset is expanded significantly. Glover can dribble the ball to achieve greater height, throw and slap the ball to hit enemies and switches or get the ball to a higher area, run on the ball to float over water, or even ground pound on the ball to do a super high jump. You can also transform the ball into different forms, such as a ball bearing, bowling ball, and its original gem form. It’s an extremely creative moveset in an era when developers struggled to make basic ones.

When it comes to platformers, I think most would agree that good movement is only half of the game. The second half is good level design. This is where many would say Glover falters. In my opinion, the best level design in this game revolves mostly around using Glover’s abilities in clever ways. On my recent playthrough, I got to a level in the first world where these ball guys try and knock away your ball. They’re really good at it. I lost quite a few lives trying to get away from them, as every time they touched the ball it went flying and I lost a life. However, I eventually realized that if I turn the ball into a cannon ball this section becomes doable. I wouldn’t say that this every level has an encounter like this, but pretty much every level does require a mix of normal platforming and puzzle solving, with very little precision platforming thrown in, which I do think is for the best. When you’re holding the ball, the controls are very slippery and loose. The ball will roll down slopes and often bounces a little after landing. Like I said, I think this is fine when the game doesn’t demand precision, but its last few levels do demand quite a bit more, which sucks.

One thing I enjoyed here was collecting the garibs, which are just collectible cards that, while not integral to progressing the game like notes in Banjo-Kazooie or something, do grant points which contribute to extra lives. I like two specific mechanics that contribute to points. One, collecting a lot of garibs in quick succession grants more points, and two, collecting them while the ball is in gem form doubles points. This introduces not only an incentive for speed, but also a risk-reward system that I think is cool.

In terms of the presentation, Glover has a significant amount of style and substance. I’ll mostly talk about the substance in the next chapter, but for now let’s discuss the style and general technical details. For the console, this game looks really good. Everything’s well animated, especially the ball, which seems to be an actual 3D model. However, the draw distance is really short. This is common for the system, but this game in particular has a really short draw distance, which is probably a result of the high poly count. The game also runs at 20fps, which isn’t unheard of at the time, but it kinda stings when combined with the draw distance. Anyway, the music is actually really good. Many tracks have a sort of swing style, although you clearly don’t get the full range of such a song with the midi songs used. I would be remised if I didn’t mention the seagull song (III), which might just be the best song in any videogame ever.

I suppose I should talk about the PS1 version. It’s generally worse. They tweaked a few things with the physics without changing the level design, so the game isn’t as well designed overall. This is a good video (IV)If you want a comprehensive look at all the version differences, sans the recent Steam release.

So overall, on the surface level, Glover is a ambitious but flawed 3D Platformer. Good movement, inconsistent level design, doesn’t perform incredibly well, but good music. I would’ve given it a 6/10, but I couldn’t help but try and look below the surface for this game.

And then, everything changed.

Chapter 3: Why Glover is a Masterpiece of Sociopolitical Commentary

I understand the perceived absurdity of the title of this chapter. “How can this videogame where you play as a glove be in any way an intelligent sociopolitical commentary? However, one should remember that many of the most beloved works of art have surface level abstraction and absurdity which hides a deeper meaning. Katamari Damacy and its sequel immediately come to mind, but there are many others. Absurdism has always been combined with profundity to create works of art, and Glover is no different.

One thing I forgot to mention earlier is that before the villain was named Cross-Stitch, his name was Glovel. Clearly, this is a nod to the Wizard’s left hand, while Glover is a reference to his right hand. This is a clever nod, but the actual meaning behind these names goes deeper. I’m sure many of you know where this is going: Glover represents the political right, while Glovel represents the political left. I’m sure many of you are thinking now, as I did when I initially made this realization, “Ah, I see. This game’s story is merely a shallow political statement. That’s unfortunate.” However, I couldn’t help but think that there was a deeper layer to this, so I didn’t write Glover off just yet.

The true breakthrough here came around October of last year. I was in Physics Class, studying very hard, and we had recently started talking about Torque. My professor was talking about Right-Hand Rule, and how it’s a subtle yet clear remnant of mass overt discrimination against left-handed people. I had heard about this discrimination before (IV), but I had not devoted significant thought to it since I played Glover, so only then did I have a realization. Glovel himself is a left hand and meant to represent victims of discrimination. Glovel’s transformation into Cross-Stitch isn’t a bad faith statement, it’s a commentary on how bigotry leads to perceived extremism from oppressed groups. Glovel was oppressed, but when he gained power, he started a revolution. The character designs of Glover and Cross-Stitch represent their differences. See how Cross-Stitch has a mouth. He shall be silenced no more, he will proclaim loudly his desire for equality. Glover, however, has no mouth in most artwork. You can view the box art on this very website to see that. He simply follows his orders unthinkingly, never vocalizing his own thoughts. Yes, now everything falls into place. Maybe Glover could try to compromise or at least listen to Cross-Stitch, but he can only see what’s immediately in front of him, not seeing the greater picture when it comes to Cross-Stitch’s actions. Of course! That’s why the draw distance is so low, to represent this character flaw! It was not a flaw of the game, but a flaw of the character! The same can be said of the more precision-platforming focus as the game continues. As the game goes on, Glover tries to stay on the straight and narrow; unflinching not only physically, but morally. Do you see why this game is such a masterpiece? This game has created one of the most sophisticated sociopolitical narratives in history with no dialogue. There’s such a subtle unity between the narrative and gameplay that one could cry. I have cried. I’ve cried many times, thinking of the tragic story of Cross-Stitch and his pursuit of justice.

But still, we’re missing something here. The Wizard. He is the key to this story, the linchpin. After all, Glover and Glovel were merely his tools, in a way. Is this meant to represent a covert organization that is in true control? I would say so. I’m sure anyone who’s had even a minor interest in politics has heard the proclamation that bipartisan politics are influenced by large corporations, or even a secret society. Many say that these people often practice rituals of sorts. This is not unlike the actions of a conventional wizard, so it’s clear that the Wizard is the true villain of Glover. He has no values, and controls both sides of a bipartisan system, only seeking ‘justice’ when one party is no longer in his control.

It's clear that Glover is a tragedy. Two gloves were manipulated by an evil wizard, but one of them gains power and can actually fight for what he believes in. He even recruits his friends, one of which is another misunderstood being, Frankenstein. Glover, believing that he needs to keep order in the world, destroys his friend. It’s an incredible tale that says so much about life and our world. Maybe one could argue that this game isn’t perfect. That’s true, I don’t believe that perfection can be achieved by humanity, but maybe we can achieve something else: Originality. When I consider many of my favorite works of art, Wario Land 4, Hypnospace Outlaw, Watchmen, Baki Hanma, American Psycho, Dead Dead Demon’s Dededede Destruction, and so on, I don’t just love them for their lack of flaws, but because they showed my something new.

I can already see it. Several millions of years from now, when humanity has perished or fled the Earth, somehow a new species will arrive, whether it be from the ground or the skies. In the ruins of the world, Glover will survive because of the excess of cartridges. Somehow, these creatures will find a way to play it. They may not understand the sociopolitical commentary, they wouldn’t know what gloves are, let alone hands. But they will learn of those things. Isn’t that the best thing art can do? Is that not the essence of life, to learn? I learned so much from this game. It taught me the beauty of life. In the end, I gotta love the Glove.

There’s just one issue.

Chapter 4: How Piko Interactive is Corrupting this Seminal Masterpiece

If you only wanted to hear my thoughts on Glover, you can leave. Certainly, I’ve kept you for long enough already. These next sections are talking about the current state of Glover.

To talk about Glover in the modern day, I must introduce Piko Interactive. Piko Interactive is known for buying the rights to old games and reselling them. I’m not going to say they’re pure evil. They’ve done some cool stuff, such as releasing 40 Winks for the N64, which is an entirely different story, but then they bought Glover. Now, if I haven’t made it clear, I like Glover so I’d hope that the rights holders would treat the property with respect. Unfortunately, Piko made their intentions clear when they started taking down ROMs of Glover.

Now, Piko had announced a re-release of Glover at this point, but it wasn’t actually available to buy. Therefore, aside from roms, you had one option to play Glover: Buy the game for one of its original platforms, preferably Nintendo 64. This decision benefits no one. At this point, Piko was not selling Glover, so any emulation wouldn’t take away from potential sales. Trying to cope with how poorly this masterpiece was being handled, I lied to myself. “Delta, you must calm down. Surely you know, Piko is simply trying to make good on an investment. They will release a great port of Glover to Steam and other storefronts, and the emulation won’t even be necessary.” My lie failed to account for many points, but I wanted to believe Piko cared about Glover, and so I did. However, I couldn’t continue lying to myself when the game was actually released.

If you recall earlier, I stated that I bought my first copy of Glover for only about $15 USD. That’s a good deal for a physical N64 game, but most games from that console generation go for a maximum of $10 on digital storefronts nowadays. The best example is Nintendo’s Virtual Console on the Wii and Wii U, which sold N64 games for only $10, and that was several years ago. Let’s look at other examples of games from that generation on digital stores. We’ll only look at ports/emulation. Quake 1 and 2 are $10, and Quake 3 rides the line at $15. Doom 64 is only $5. Final Fantasy VII is $12. Certainly, it makes sense that a digital rerelease of a game from the past would cost less than a physical version of pretty much any game from that generation.

How about Glover? How much did its re-release cost?

$20.

Yes, the game was released for more money than it cost me to get a physical copy in 2021. I can’t think of many games that were released pre 7th Generation where a re-release costed more than just buying a physical copy. You may say, “But Delta, surely you understand that game prices have gone up since 2021. Don’t rely on outdated data.”

I say, “That is true. However, dear reader, I bought ANOTHER copy of Glover only four months ago. It was only $16.”

You may say, “Delta, you said earlier that you were studying Mathematics, and by extension, at least some level of statistics. Surely you know that only two samples is not reliable data for a population mean. You will need a far greater sample space. I will only accept a population mean value range around or below $20 if the confidence interval is with 95% certainty minimum.”

I WENT ON EBAY, SELECTED 50 RANDOM USED COPIES OF GLOVER FOR NINTENDO 64, TOOK THEIR PRICE AND FOUND THAT WITH 95% CONFIDENCE, THE POPULATION MEAN WAS BETWEEN $18.18 AND $21.65. THE MEAN OF THE SAMPLE WAS $19.92, SEVEN CENTS LESS THAN BUYING GLOVER ON STEAM. I WIN, PIKO INTERACTIVE!!! I WIN!!!

(I very well could’ve made a mistake, so if you want to check my work, add me on Discord at ‘cesargarlandouroboros’, and I’ll send you my work. Also, anything I say about Piko is satire.)

But I’m willing to cut Piko a break. They included both the N64 and PSX versions of the game. Yes, the PSX version is far inferior, but you are still technically getting two games. Also, I’m sure at least one of those copies of Glover is a dud. At least, when you buy the Steam port, you know it will work as intended.
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…Not really though, because the Steam Port kinda sucks.

How? How did they mess this up? Even Nintendo, who is rightly criticized when it comes to their retro re-releases, usually deliver a fine level of quality when they do re-release a game. For some reason though, this port is a mess! To give Piko credit, they fixed an infamous bug that would delete saves and upped the draw distance (As we’ve gone over the draw distance is important, but I understand why Piko would think it’s an issue and appreciate the effort). However, there’s plenty of issues as well! The game still only runs at 20fps! When it first released, you couldn’t even exit the game without control f-4. When someone complained about this, Piko made fun of the person! There’s tons of other issues that I’m not going to get into, some of which have been fixed, but I think you get the point (If you want a look at some issues at launch, this is a good video) (VI). Piko released a sub-par version of a game for more money than it costs to get physically and removed ROMs of the game meaning that most people wanting to play Glover will buy their middling port and not see it for the masterpiece it truly is. This is quite possibly one of the worst things that could happen to Glover.

Piko Interactive has done a few other things with Glover, such as extremely expensive physical re-releases, but I’m not too concerned about that. Sure, $60 is a lot for a cartridge you can likely get for $18.18 – $21.65, but they do infamously cost a lot to produce, and I guess it is a collector’s item at the end of the day.

However, just like the previous time company interference ruined Glover, there is a silver lining here.

Chapter 5: Glover 2

Do you remember when I mentioned 40 Winks, the unreleased N64 game Piko gave an official release? Well, Piko has expressed interest in finishing Glover 2 and releasing it. Now, Piko already kind of goofed with a game that’s already finished, so I’m sure they could do way more damage when it comes to finishing a game, but we’ll see. It would still be really cool if they did it. But please, Piko, if you do end up finishing Glover 2, don’t remove the beta version available right now.

Chapter 6: Afterword

If you read the entire review, thanks. I don’t plan to make many reviews in this style, but I thought it would be interesting to do at least one, and maybe I’ll do something else like this one day.

Ever since I played Glover I had an inexplicable adoration for it. Even on this website, you can likely find many examples of me proclaiming my love. When I started this review, I planned to say “Yeah, my love is ironic, the game is mid.” However, as I wrote this review, I began to realize that I do really love this game. There’s no other game I’d go to such efforts to make a review of. Even replaying for this review, while the game does have some obvious rough patches, I still had a lot of fun with it. As such, I decided it was time to put Glover on the throne of my favorites list. Truly, I have lost all credibility.

Anyway, check out Glover. I’m sure you can find a ROM of the N64 version somewhere.

References:
(I): https://www.vgchartz.com/game/864/glover/?region=All

(II): https://www.pricecharting.com/game/nintendo-64/glover

(III): https://www.youtube.com/watch?v=3OQzAMDQjGA
Game has three composers (Rob Lord, Paul Weir, Mark Bandola) and I couldn’t find out who composed this specific track :( .

(IV): https://historydaily.org/why-does-left-mean-wrong/8

(V): https://www.youtube.com/watch?v=_EsdyYg8RT0 ‘XP: Glover (N64 Vs. PC Vs. PS1) |
Is It Any Good?’ ExoParadigmGamer. June 28, 2019.

(VI): https://www.youtube.com/watch?v=jYVj3fMuoGY
‘Glover’s PC Port in 2022’. ThumbsUpMaster. May 2, 2022.