HBO Showrunner: "Most games are pretty simple. You jump on enemies, you die, you have to insert another quarter to continue. The Last Of Us changed that."

As you can read from this statement, the history of gaming consists of 'Super Mario', NO OTHER GAMES, and 'The Last Of Us'. Oh by the way yeah, the game is shit from all aspects.

ʀᴇᴍᴇᴍʙᴇʀ ᴏᴜʀ ᴘʀᴏᴍɪꜱᴇ. ᴡᴀᴋᴇ ᴜᴘ.

As it is mentioned lots of times already by many people, and I will mention it as well, Signalis is a genius, well designed and a tremendous survival horror experience, and a groundbreaking moment for indie videogames.

An incredible work of art from two developers (with a little help from others of course) who offered a loving tribute to all survival horror games from the late 90s to early 2000s, including a presentation of how far someone is willing to go for their loved ones.

Elster, a Replika unit, wakes up after crashing to an unknown planet, not remembering the reason she's here. Forgetting her 𝗣𝗿𝗼𝗺𝗶𝘀𝗲. She leaves her ship to find something, only to run into a strangely familiar room, yet she can't wrap her finger around it. That was the moment, she got the first message from an unidentified sender. The moment she got back all her memories. From past selves maybe? From other Elsters? That she had made a promise. And she'd do anything to keep it. Her promise. No. 𝐓𝐡𝐞𝐢𝐫 promise.

A story about a person stuck in a neverending dream. A loop. An eerie and dreadful reality. To keep reminding Elster. 𝗧𝗼 𝗻𝗼𝘁 𝗳𝗼𝗿𝗴𝗲𝘁 𝘁𝗵𝗲𝗶𝗿 𝗽𝗿𝗼𝗺𝗶𝘀𝗲.











W̴̛̼͖̒͋̇̍̇̔͑̉̈ă̸̡̢̖͍̗k̵̯͎̇͂̍̏̉̆͠ĕ̵̞̞͂͜ ̶͔̯̹̣̤̝̻̀͒u̴̥̭̟͂͒̈͑p̷̬̖̘̩͖̰̘͍̦̳̉̅̐͝.̷͚̙̅͂̑̓͗̀̉͠










I would love to get more into the messages and themes of Signalis and how fun of a time I've had with the gameplay, but decided in the end to keep it short, to avoid spoilers mostly, but the game has made a huge impact on me and turned this experience from a spine-chilling horror survival, to a thought provoking narrative with hidden details waiting to be discovered. To remind you. To keep you straight to your goal.


ɪ ᴍᴀᴅᴇ ᴀ ᴘʀᴏᴍɪꜱᴇ. ɪ'ʟʟ ᴅᴏ ᴀɴʏᴛʜɪɴɢ.

Not a racing fan but R4 makes me want to become one.

A once in a lifetime experience. The greatest designed horror game in existence, that offers an incredible narrative and plot twists. A game that truly changed my perspective of myself. A game that will never leave my heart and will remain eternally at my no. 1 spot of the greatest videogames to be ever created.

I find it extremely hillarious that Konami, and her affinity to ruin a so-loved franchise of theirs, are able to make it even worse than expected. It is abysmal the fact that they try to make the game's message so obvious in the most cringe and bland way possible, where even the game's content can't even save it.

Should I start by the game's horrible chase sequences? The horrible voice acting and the attempt at lip synching it with 'live action' cutscenes? Or the fact that the game's protagonist is unispiring and boring to the point you actually don't give a crap about what they did and if they deserve redemption or forgiveness?

I sat for almost two hours playing this, hoping there could at least be something which would make me say it's decent. Which thankfully there was and it was the monster design and how nostalgic the soundtrack felt to the ancestors of this game. But it still baffles me that Akira Yamaoka chooses to return to create such masterful pieces of music for a franchise that the company itself gives no shit about. Akira has a deep connection with Silent Hill and it's obvious... But even he can't save the cringefest that involves the rest of the team behind the creation of projects such as this.

If I could have sex with this game, I'd do it unprotected.

13 years later, after all the horrors and spine-chilling events Bright Falls witnessed, a man, an ex-FBI agent washes up on the shore of Cauldron Lake. A place that nothing good comes out of it. The man himself met a horrible and inauspicious fate, becoming a murdered victim of the so called 'Cult of the Tree'.

Saga Anderson and her partner, Alex Casey, two FBI agents are on the case, trying to get to the bottom of all this madness, only to be left with more and more questions the deeper they dive in this investigation. Especially when a familiar face appears lying on the shore of Cauldron Lake. His name, 𝐀𝐥𝐚𝐧 𝐖𝐚𝐤𝐞.

The game does an incredible job at portraying our two main characters' perspectives, showcasing a completely new style to the navigation of the player, compared to the first installment of the series. Remedy had decided to kick it up a knotch with this sequel by following the formula of survival horror (something which the fist game fails to do so) and empowering the player to explore his surroundings and make other discoveries that could potentially tie to the storyline.

Both sections of Alan and Saga felt equally interesting and enjoyable to go through. The game itself succeeds in making a feasible dual protagonist system, leaving the player to choose how the flow of the story goes, whilst each character deviates from one another, each focusing on their objective and helping one another in the most unorthodox ways possible, connecting all the dots chapter by chapter, but always inspiring doubt.

The Dark Place leaves this uncanny feeling, making it believable and convincing that it's New York City while it's not. It's nothing but an eerie concoction of dark shades, neon lights, echoes of the past and visions, mocking Alan. Then you have Bright Falls, a place that feels real, as if you've traveled by that place or went on a visit there, enriching the fabric of the daily life of the residents. This could potentialy be it's main goal, yet it still hits me with the "I'm nothing more than a tragic place that makes everyone face their own nightmares."

In the gripping narrative and immersive world of Alan Wake II, Remedy Entertainment has once again proven their mastery in storytelling and gaming experience. As the credits roll, the echoes of suspense and the lingering thrill serve as a testament to a sequel that not only lives up to its predecessor but surpasses expectations. Alan Wake II not only continues the legacy but carves its own path, leaving players with a hauntingly satisfying journey that will linger in their minds long after they close the game down. A masterpiece that shines a light on the dark corners of gaming, Alan Wake II is a compelling testament to the artistry of interactive storytelling. A reminder.

𝙔𝙤𝙪 𝙙𝙤𝙣'𝙩 𝙗𝙚𝙡𝙤𝙣𝙜 𝙩𝙤 𝙩𝙝𝙚 𝙨𝙩𝙤𝙧𝙮. 𝙈𝙖𝙠𝙚 𝙩𝙝𝙚 𝙨𝙩𝙤𝙧𝙮.

Felt short, but at least you can bike around NYC as Spider-Man.

When people will ask me of the definition of "wasted potential" I'm gonna show them this game.

A build up that was thrown in the trash for a dumb and unnecessary plot point, leading to an abrupt and unclear ending. The beginning had me so hooked that I decided to call off most of my day's chores so I can see this to the end. I'd rather a hundred times now that I had cleaned around the house than to just waste my precious time for something that had all rights to become a really interesting detective, fury-based videogame with a nice storyline.

I wouldn't recommend playing it. Just watch it on YouTube or something. It's visually appealing but forcing myself to see the end of this story just saddens me.

3 years after it's official release and now it's finally here...

Silent Hill 2 meets SOMA but the protagonist is Killy from Blame!

This review contains spoilers

I had read very recently about a scientific experiment in the 80s from a man called Benjamin Libet. The study showed that the participants of the project were asked to make a spontaneous hand movement while the ones researching were measuring their brain activity. It was revealed that the brain exhibited activity related to the movement before the participants reported a conscious intention to move. This result lead to many questions about one's illusion of free will and the timing of conscious decisions.

The game 'Inside' lets you explore this 'new' world where apparently you are a little boy, who is distinguished the most out of everyone else, wearing a bright coloured shirt, while everyone else seem to be wearing grey, black, mostly dark colours to maybe portray the erasure of one's individual identity or suppression.
Besides that, it should be noted that the protagonist is faceless. No specific facial features that really make him diverse from the people being controlled and moved around the place like they're products about to be released in the market. However, he seems to be the only one to be acting on his own accord.

'Inside' is also a game which uses it's background a lot as some sort of visual storytelling. We see many times, hundreds of things happen in the background such as 'The Workers' (at least that's how I call the one's who seem to be lacking intelligence and don't act on their own) being shipped away in trucks, or where they walk in line, following specific orders, to walk, stop, jump or turn around then turn around again. I think the game does a spectacular job at showcasing this world that the protagonist finds himself in, where he seems to head to the right. The place where 'everything' goes down. Which only leads to more and more questions.

Now the ending of the game. At least the original ending, is probably one of the few endings in my experience of gaming that made my addled brain shut down completely. The final section of the game is an intense sequence of the protagonist merging with the giant mass of 'people' (I don't even know if they were people anymore) and escaping the containment cell it was held in and waddle across the entire facility spreading chaos and fear. What was the most peculiar thing though wasn't the fact that a giant mass was being held inside the facility as if it was some kind of 'Monster'. But the fact that it is seen later one that the people working there, were helping it. Helping it to move forward. To solve the puzzles. Only to later on, betray it. They baited it to a trap, finally capturing it. Their own creation. Or maybe... this wasn't 'their' creation? Maybe this was all something 'The Workers' themselves planned to do. As their final means to escape from this controlling society, now being their reality. Now I haven't seen the alternate ending yet, but I will definitely check it out in my second playthrourgh.

This is probably some of the most unique videogame experience I've had in recent years, especially from an indie game. A game which makes you look deeper and deeper, to find more secrets and uncover the truth. Only to find out that it's something much worse. Leaving you with a feeling of oppression. Dread. Speechlessness. All because you looked too deep... Inside.

Konami be trying to show the world that they can do good without Kojima