"On this day, at the 11th hour on the 11th day of the 11th month of 1918, the Great War ends."

11-11 is an interactive narrative based game that aims to tell a multi-focused narrative about the first great world war. You play two characters in this game, a young Canadian photographer(voiced by the ever charming Elijah Wood) trying to impress the girl of his dreams with his bravery, and a German father trying to locate his missing son by joining the front lines. The game is broken up into different sections of controlling both characters with minimal puzzles as your only obstacle to overcome. Everything else around you is optional and meant to enrich world building based on player individuality and interaction. It bolsters a very unique artstyle that looks like a blotch painting filter. This was my initial reason for playing and at the end one of the most noteworthy aspects of it all. 11-11 tries to tell a story that doesn't take sides in the war, but a human story of conflict and perseverance. The main issue is how neither character is really all that worth investing into, and despite there being almost 10 endings, none of them leave you satisfied with the journey at all. While interesting in concept it fails to deliver on the promise it sets out to create, and for that I can only recommend it to those who are massively curious by war stories or unique indies. It won't impress with it's minimal gameplay nor its misfire on handling an iconic time in history. If you want a better version of this same idea, may I suggest the movie Joyeux Noel. It is shorter and more worth your time, investment, and will be a much more pleasing endeavor.

No Seal Awarded

I don't give a toss about it. I spent the afternoon of Sunday, 9 July, 2006 in Berlin sleeping and playing the PlayStation. In the evening, I went out and won the World Cup."

While not nearly a relevant title in the sports genre these days, Fifa 2006 was one of the finest in the franchise. Back in the days prior to monetization, and minimal yearly efforts put into the annual update, we got games that went their hardest at being the best they could be. The mid 2000's was a glory period for the world of gaming and sports. Innovation, experimentation, and a desire the be better was clearly there. Fifa '06 is a relic of that antiquated design philosophy, and while better soccer(futbol) games exist, it was a tremendously fun time for me in those days. I spent more hours than I can even properly explain building an icnoic team from the bottom of the gutter. I wanted to make a champion out of the underdog, and by god I did it. It might not have been pretty, hell most of the time is was a proper scrap to the end of the second half. I cherish those days greatly with a fond reverence of the creativity they drew from me. It may just be an old soccer game to some of you, but to me, this was adventure I sought to conquer and make my own. The best of what the genre can be when it really aims for it.

We hereby award: The Silver Seal of Merit

"We should indeed keep calm in the face of difference, and live our lives in a state of inclusion and wonder at the diversity of humanity."

This is an odd title for me to properly ascertain my feelings and thoughts upon. On one hand, the game fails at being a proper interactive novel, and it is held back by far too exaggerated examples of how people talk and experience the main topic. This very nature should be an ultimate shortcoming, but the main thematic point is powerful enough to supersede this, especially if played by the right audience. Because what it does do justice to, if anything, is the discussion and importance of acceptance. While the main character is dealing with doubts, worries, and insecurities related to their decision to finally accept they are trans publicly, the game also at many other times depicts a multitude of other flagships underneath the breath of the LGBT movement. It's not only a topical current issue, but vastly under-discussed in media. While the game has plenty of issues(being part of a weird multimedia visual novel collaboration to eventually make an idol game in the end as one of those), it is made purposefully to speak to those who are trans and part of their connected communities, and to that end, I think it drives the nail into the heart of the matter in a way that will no doubt speak to those people. I just wasn't that demographic, but hey I played it for a friend who is, so in the end, I would say that is worth something on its own.

No Seal Awarded

“The Earth is God's pinball machine and each quake, tidal wave, flash flood and volcanic eruption is the result of a TILT that occurs when God, cheating, tries to win free games.”

Few things define my adolescent years quite like Space Cadet Pinball. I have a fond memory of the girls I had a crush on, the jokes I made with my friends, and the pinball I played with a fervent obsession. It was a common discussion amongst my classmates, you see, we all wanted to best one another. Who would have the highest score in Space Cadet? Only the truly magnificent and patient could obtain such a glorious feeling of superiority. Even in the modern year of 2022, I still find time to boot it up occasionally for a dose of nostalgic goodness and thrill. You may want me to describe it more, but you also want a ton of needless things that I couldn't give you in your wildest dreams. If you must know though, it is pinball, nothing more, nothing less. But hey! It is in space with cool noises and I love it for that!

We hereby award: The Bronze Seal of Recognition

2016

*The abzu has flourished, the abzu is beautiful.
The abzu shall establish the lord as its lord.*


By far the most common description Abzu gets is to Journey, except being underwater instead of a desert. While this isn't quite offbase and in many ways is a valid way to compare the game to something else, I would say it still feels wholly like a different experience altogether. The most defining factor separating the two would most easily be theming and atmosphere. Whilst Journey is a game about cycles, life, companionship, and isolation, Abzu tends to lean into different topics through its encompassing world. Ideas such as natural preservation versus human involvement, and nature versus machine are far more present here. Abzu tends to layout the greater ideas amongst its environments far more clearly and often than Journey's few and rare murals. Outside of that, the game is very similar in mechanical design. You guide a simple to move character through a specific biome(this time being the many different places the sea is home to) that is occasionally halted by some sort of small puzzle like obstacle. You will never find yourself stuck or challenged as the point of Abzu is not this, but for you, the player, to find yourself immersed in the greater vastness and beauty of the deep sea. A world not seen by humans often, teeming with beauty, and plenty of mystery. I personally liked it as much as Journey as it scratched the same itch, but I highly suspect the mileage will vary between the two depending on what kind of person you are.

We hereby award: The Silver Seal of Merit

"A vampire can't be a comedian. They just aren't funny, and worst of all they always know they suck."

Mediocrity is a feeling that permeates far too greatly amongst the gaming outlet. Of course, it is commonplace in many phoned-in Triple A products, things only meant to sell, quality be damned. Yet, I find myself sad and looking out my window with a forlorn look when I consider the potential of a creative darling like the indie. Shuggy for all intents and purposes has plenty of potential. It's a platforming game with rooms to jump, zip, and collect stuff in. That's the bread and butter of the genre, and for many of the all-time greats, I would say all they need to do is perfect the basics to be worth the investment. Shuggy does not manage to do this. It is a game filled with 100 rooms, that you needn't explore all of, scattered through a castle. You can try and be meticulous and collect everything the game has to offer, but they are neither challenging nor give a proper reward for it. Instead, you start to fully ignore these elements in favor of just getting close to the end, as you will find no great value in involving yourself deeper. The rooms, objectives, and goals are all lifeless and without charm or endearment to further their reason for existing. Shuggy is what happens when you don't fully think about what your game can be, and you just make it for the sake of jumpin and collectin. I think not sir! I say good day to thee!

No Seal Awarded

"Is the thing you are thinking of...."

A favorite of mine as a child, while I was rumbling away in my car seat on vacation, was the classic game of Twenty Questions. You could up with a topic, and the person tries to guess that within the question amount. My favorite was always focused far more upon narrow topics like Harry Potter or Dragon Ball, but I always appreciated the derivative of it all. Enter Akinator, a game built on the framework of Twenty Questions, powered by an artificial intelligence. The original game always had a charm of the possibility of stumping your would-be challenger with something seemingly simple despite them not being able to think of it. Akinator is a whole other beast. If you don't think of something hyper difficult or obscure, you will not stump the beast. It is built with a database of compiled information that makes winning nigh impossible without being clever or truly dastardly. That being the case, this is a fun time-waster for an occasional hour or so, but it lacks the colorful human interaction from the normal game, and the satisfaction of winning with something easy to guess but hard to recall.

No Seal Awarded

"Anime was a mistake."

Simply put, I love anime, and have always considered the music attached a massively important factor in the total experience it creates for me. I've always especially found myself watching the opening and ending theme for each and every episode as to further enrich, and personalize my time with it. So, to my absolute delight, when I discovered a game built on guessing and figuring out those songs in a quiz-based format, I was massively interested. This has become a regular evening event between me and my partner. The laughs of odd songs we don't recall, the triumphs of guessing something with the mightiest guess, the absolute despair of being beaten down by ending themes all sounding the same, AMQ gives and taketh away all at once. It may have busted servers, a frustratingly designed avatar system, and far too many restrictions towards other regions animation(Korea and China for example), but it is still near and dear to my heart for what it gives me. A consistently fun, and digestible way to reexperience the music from the anime of my life. C'est tres beau!

We hereby award: The Bronze Seal of Recognition

"Sometimes the closer you are to someone....the more it hurts."

If anything, the DS library is filled with unique bite-sized experiences to whet the palette for someone such as myself. Trace Memory is a point-and-click adventure game that follows a young girl named Ashley Robbins. Her goal is simple enough to follow. She is looking into a mystery revolved around her missing parents and hopes to find clarity on the island where the game takes place. Through exploration, and a number of environmental puzzles solved through inventory management you will progress steadily towards the conclusion. It is a short, yet charming time that gets most of its strongest value out of the protagonist herself. The puzzles are satisfying enough to itch your brain, and the mystery itself has some fun turns, but Ashley is the best thing it has going for it. She is sassy, smart, inquisitive, and most importantly relatable. A far too common fallacy with many writers is squandering their character potential because they just don't understand the person they are trying to create. This is what makes Ashley so fantastically engaging, and by far the heart of not only this game but the sequel. There aren't a lot of other characters present, and with a short run time, if you don't nail what you put on the table, well it is going to stand out terribly. Ashley brings the most worthwhile content present, and she would be my number one reason to recommend this to any newcomers. Oh, and the puzzles are fun enough with the DS gimmicks as well if that matters to you at all.

We hereby award: The Bronze Seal of Recognition

""She's baaaaack"

Another Code returns, yet outside of my country of region! Thanks for that Nintendo! We are back with good ole Ashley Robbins, and on another Scooby adventure of mystery! This time around we have a lot less thoughtful puzzles and more dialogue though. And while some of this certainly makes the game's pace slower than necessary there are some genuine highlights to be had. Seeing the growth and maturity that has blossomed through Ashley is by far the greatest amongst those. From slightly cheeky tween to mellow lonely teen, Ashley is no longer the same girl we knew from before. She is far more pensive, and the shapes of her dreams and desires take a front-seat role this time around. I would easily say the puzzles and story are weaker this time around, but the colorful cast and delightful evolution of Ashley make the playthrough worthwhile regardless. It's a slower and longer game more focused on people, their interactions, and Ashley as a person. If you enjoyed the first game, this is a definite for fans, or if you just love Ashley as much as I do, that is a selling point as well. A shame this is the end of her journey, as I felt it was just getting started to even greater and more endearing possibilities. Either way, this is a little adventure gem I don't regret modding my wii just to play.

We hereby award: The Bronze Seal of Recognition

"Things sometimes feel dark, child, but there is always light somewhere to be found."

As I grow older a simple temptation calls out to be in the night, stirring my very existence. To discover something new that harkens back to the days of old. Many a video game exist in this age, and many of them clearly inspired by the works that drove those developers into the industry in the first place. It is a shame though, how often, they fail to capture the same magic of what they were bewitched by. Ara Fell is a success story out of the mass of forgettable indie titles trying to be the next Earthbound or Chrono Trigger. It holds steadfast by keeping itself straightforward, with a dash of flair. You have elements like magic, vampires, a floating world, and hundreds-year-old mysteries as classic motifs to recognize and easily comprehend. This game doesn't try to reinvent metanarratives, RPGs, or anything as grandiose as that. It's just a simple tale of a girl named Lita who gets caught up in something far bigger and greater than she could have ever imagined she would. You have 4 party members, each with specific classes, who all aid in ways necessary to prevail against the mightiest foes. Through them, a take turn battle system, and your wit you shall persevere to see the end of these mysteries before you! Everything manages to come together to make a complete narrative experience, and on the hardest mode, you get properly challenged to explore the full depth of the battle system. It's not overly taxing, but it is constantly rewarding and more importantly enjoyable. I went in wanting a small indie adventure that was an RPG and left finding one of the best little hidden gems I've played in the past few years. The game is rough around the edges in production value(art, music, scale), but when the credits began to roll, I could only feel immeasurable satisfaction by the journey.

We hereby award: The Silver Seal of Merit

“One of the great gifts of the arcade was the way it put us all on the same level.”

This is merely a compilation of classic games from the bygone era of the Arcade cabinet. The truly despicable sight of it all though? None of them are superior to their original version, and so this slapdash effort of a celebration doesn't warrant a purchase, play, or even existing. That's right I said it! I say we go back in our time machine and delete it from ever even happening! You are saying that would be paradoxical? That by doing so, this very review wouldn't exist, and the very foundation of our space-time continuum could be altered? Well in that case.....I SAY I AM THE LAW....DO IT RIGHT NOW YOU COWARD AND SAVE US ALL THE HASSLE!

No Seal Awarded.

"Sometimes the appropriate response to reality is to go insane."

BRICK BREAKU!!! SMAAAASH! A tale as old as time, that it is. You see, while you were a babe suckling on your mother's teet, the men and women of this world were hard at work. BREAKING. GOD. DAMN. BRICKS! It's a classic for a reason, you see. The most fantastic thing about the world of Arcade games is the innate duality between the relationship of complexity versus simplicity. These were games made to be played. enjoyed, and taking quarters by the dozens with their easy to pick up controls, yet insanely difficult challenge ceilings. I have always appreciated that, and one of the best of the time period was none other than Arkanoid. Ball comes down, you bump it up to destroy the spaces above you and rinse repeat as you battle against the inevitable demise of your lives by missing your fallen circular comrade. Whilst not my favorite of the arcade classics, I would be remiss if I didn't at least acknowledge the gushing flow of fun that Arkanoid is able to make with its basic ass modus operandi. That's bliss my friend, that is just sweet sugary bliss, sans the diabetes.

We hereby award : Bronze Seal of Recognition

"Something Beautiful is Going to Happen."

For only the second time in my life, I had the profound experience of being a Moralistic Honorable Doomsday Superstar Art Cop. An incredible sense of awe washed over me, being able to see myself in the gaming medium. Pure skepticism would seep out of the brains of most when hearing this sort of tale. Not I though, I know thy self. Disco Elysium is a homage to the days of pen and papers role-playing. In this complex gritty story, you are an officer of the law, no longer familiar with themselves, and it is up to you to solve a grotesque hanging. Was it a homicide, murder, or something even far more abstract that one couldn't simply describe in a few solemn words? What kind of person do you want to be? Committed to the bottle, deliriously afraid of the apocalypse, or possibly just plain, boring, and mundane? The mystery of the rotting hanged man and the mystery of yourself are all one and the same. You craft a path of a deeply personalized journey as you come to know the denizens of Revachol, delightfully flawed people, all living their lives amongst this tide of death. As rich as the sweetest pie, the writing will whisk you away unto profoundly intriguing conversation. What you make of this case, the people surrounding it, and your adventure, well....those are solely in your hands. Just like life, things can be unexpected, but when you dig in your heels, lift up your head, and try to be the person you want to be, amazing things can happen. So, I ask you, what kind of cop do you want to be?

We hereby award: The Purple Seal of Honor

"I like what I like."

Ever since around the advent of its massive popularity surge about a decade ago, I've been an avid fan of content produced on Youtube. At the time of the production of this visual novel, I was largely invested in the whole of both Normal Boots and Hidden Block. The personalities of the content creators behind them were many of my favorites on the entire platform. As the years have passed on with trepidation over the countless accounts of problematic celebrities, I had to accept some people within this game fell into the same categorization. That has caused a significant sting to the ability to both enjoy, or ever go back to Asagao. That being said, some of my favorites are still present to this day in my watching habits. So, while many of these people no longer produce the same content they once did, or have tarnished their reputation through incredulous behavior, I have something to hold onto. At the end of the day, this was charming, full of fanservice, lots of heart, plenty of humor, and I could be eternal rivals with Brutalmoose. Not everything ages well, but hey, I can recall the days when this was bliss.

No seal awarded