a sequel to the greatest fighting game ever made, and it lives up to everything its predecessor was

A strong concept that often struggles to get out of it's own way. The idea here is wonderful; you're initially drawn into the mystery, but the open ended nature of the game means the delivery of the narrative can feel clunky and confusing. At least it felt that way for me. I have ideas of What's Really Going On in Immortality, but to test or prove those ideas would require sitting through a dozen or so hours of stuff that doesn't really matter. Maybe that isn't the biggest hurdle. Immortality is well acted and, I think, well written. At least the dialogue keeps you interested (again I can't really comment on the overarching story). But we live in a world where I can type "Immortality important scenes" into Youtube and get everything I'm searching for directly in front of my stupid face.

Really it's a failing of mechanics more than anything. You're encouraged, I think, to click on everything that'll lead you to a new clip, so you're constantly pausing, searching, then jumping to a new clip. If you want to continue watching the scene you were just watching, you have to navigate through a menu of all the clips you were just watching. This navigation can take upwards of 5 seconds, and when you're jumping upwards of 20 times per clip, it really takes up a long ass time. It's frustrating because there are very simple things that could've been done to prevent this: give the player an option to disable the auto jump, indicate to the player if they're going to jump to a clip they already have, make it easier to go backwards to the clip you were just in. Instead, Immortality feels like a game that doesn't want you to be fully explored. I got to the end credits with an Idea of What's Going On, but to really get the full picture I'll have to force myself through impervious mechanics (or I can just watch a 10 minute youtube video). And mAyBe ThAt'S tHe PoInT and I simply don't understand art, to which I'd counter by saying see me in the streets.

2022

This review contains spoilers

The thing they don't tell you about Tunic is just how complete the game is. We're going to be jumping around here, but let's start with what I think is the most basic thing - the combat. In a game about puzzles and exploration, on the surface, the combat is simple. You press button and hit mans. You’ve played Zelda before, you get how this works. You get a little more into the game, you pick up some magic stuff and it adds real depth to the combat. Now you’re thinking about, ok, which magic do I use to beat this guy. You’re weaving in your magic with your hit mans attack. At this point, the system feels COMPLETE. But the thing about Tunic is, there’s always that extra level to everything. You might stumble upon this as you play, or you might discover it later in the guide when the game tells you to try hitting this little slug in a particular fashion so you can get a thing (you know what I’m talking about) – but it’s this moment of discovery, where you learn that you can combine your magic effects. It’s the same AHA feeling you get when you figure out this math problem that’s been staring at you for the past hour. There are two things going on here.

First, the game has this extra level to everything. And I mean that – mechanics (see above), story (I don’t think I fully grasp this and thus will NOT be writing about it), and exploration. Just when you think you know what Tunic is, there’s something that pops up and recontextualizes everything. Sometimes it’s apparent, as above when you get the magic. Sometimes it’s so subtle.

But that’s the second thing about Tunic. It rewards you for paying attention, and like, actually PAYING ATTENTION. I’m going to reference dark souls here because it’s a cultural touchstone and I’m lazy. I think a lot of people think that’s a video game that rewards paying attention because sen’s fortress has a lot of traps in it. I think that’s true, to an extent. You have to look at the environment, and from doing that you can intuit the danger that’s around the corner. Tunic isn’t like that at all. There’s honestly no real threat in the game – you’re probably not going to die unless it’s to the last boss. So how does Tunic force you to pay so much attention?

I’m not sure – I FEEL like it’s because it inspires so much curiosity but I don’t know how it does it. I’m going to try to break down the loop here, and maybe that’ll lead us to a conclusion. There are things you see in Tunic that you very clearly understand how to solve but you KNOW you lack the tool to do so at the moment. You see little hedges and since you’ve played video games you know you need the sword to chop them down. You see hooks sticking up from the ground and you know you need the grappling hook to get to them. You mentally note that these are places you need to come back to when you have the THING that will allow you to interact with these mechanics. Then you come across this giant ass golden door with this weird pattern on it, or these weird platforms that you keep seeing everywhere. And your gamer brain isn’t sure what these are. You believe that you lack both the tools and CONTEXT to interact with these objects, which is only half true. You have the tools, you’ve always had the tools, but what you don’t have is the context. And that context isn’t something Tunic gives you for free. The game doesn’t spell out the context for you. It gives you hints, it nudges you, but if YOU, gamer, don’t pay attention to what the game is saying then you will not build the knowledge to put these things in context.

The best puzzles are the ones where, at the start, you can only ask yourself “what’s the question?”. That’s what Tunic does so well. It prompts you, makes you think, “huh, that’s weird. I wonder what that is. I’m going to remember that”, and then, and I mean this, in a miraculous way it pays off SUBTLY. You want to dig into each mystery, because the first time you uncover one, it feels so personal. You can’t shake the feeling that you’re the first person to ever uncover this mystery in the specific way that you did. For me it was the praying mechanic at those square platforms. When I discovered that, it felt like I was breaking the game a little. It felt like I wasn’t SUPPOSED to know that yet, but since I’m such a clever boy I figured it out on my own. People like to say that Tunic is a puzzle game, but really I think it’s the first archeology game ever made.

The one downside – and I’m going to be brief here – is once you understand the Questions the game is asking you, answering them can feel lackluster or frustrating. I’m talking about the windmill, the big golden broken door. I know the answer to these questions, I know the steps I have to do to solve this, but I can’t demonstrate my knowledge without burning a lot of time. At that point it feels more like busywork and less like discovery.

Still, you’re so excited to keep discovering the puzzles that the frustrations of answering them are overshadowed (even though I will admit, I did look up the solutions to some puzzles that I inferred would take WAY TOO LONG).

You feel rewarded when you get to the end of Tunic. I don’t think it’s because the story has a moment of catharsis or whatever – at least not as written. The reward feels internal. You feel that you’ve accomplished something because you thought creatively. The game tells you just enough that your journey through it feels personal – you feel like nobody else experienced Tunic in the same way that you did. The wild part about that is, I think it’s true.

certainly a video game, and a solid one at that. that's what i think about when i think of god of war 2018 - it's really well made. i don't have anything bad to say about it, which isn't to say it's above criticism. like i could think of a couple bad things to say, but why would you. the game is so complete on every level that to talk negatively would be to nitpick. god of war 2018 was video games in 2018 - an amalgamation of video games birthed for 8th generation consoles, keeping the good and trimming the fat, showing us what a AAA game could be - an experience that any self proclaimed Video Gamer will enjoy - and a lesson that is sure not to stick with AAA studios. a game who's only flaw is a lack of invention, i think. you've shown me something really stellar, really polished, god of war 2018. but will it go down in the hall of fame? i don't think so, but you can still be proud of your election to the Hall of Very Good. congratulations

using this because car mechanic simulator 2018 VR edition isn't on backlogged.

this game has the potential to be the greatest game ever made. i'll just leave it there

do you like how your pee smells after eating asparagus? i do like it because it's a little different from how it normally smells. variety is the spice of life, after all. let me know in the comments.

Brotato combines the classic gameplay of cookie clickerlites (let's make a distinction here. Brotato is clearly not a cookie clickerlike as there is no out of game stat progression, although you DO unlock characters and items) with the novel idea of having real decision to make through your run. Yes, you run around and wait for your auto weapons to kill things for you. But, and this is huge, you also have to dodge things. Enemies have projectiles, they hurt you a lot, AND they can run into you (a mechanic those experienced with the genre will be familiar with). All this combines to make a game that pushes past AFK numbers go up idler into a game that commands your attention (author's note: I've fallen asleep at least twice while playing other games in this genre - so far I have not fallen asleep a single time in my 20 hours of Brotato). Vets of the genre are used to going AFK in the last 10 minutes of a run while everything around you dies. Such blatant disrespect for your enemies in BROTATO will earn you nothing but a swift death.

Combined with the much more advanced stat system and item decisions you have to make, Brotato leans closer to an amalgamation of Out of the Park Baseball 2019 and Risk of Rain 2 than it does other staples in its genre.

Played 4 hours across 2 sessions and the idea of hopping back in is completely unappealing. All the writing I've experienced so far is nothing but 4th wall breaks and references. It starts off boring and transitions into frustrating, which sucks because the aesthetic around the narrative rocks.

Don't get it twisted - it's great that SUDA can make a game that's a celebration of all of his favorite indies. I just think there's a better way to do that. It's so in your face. I LIKE THESE VIDEO GAMES HAVE YOU HEARD OF THESE VIDEO GAMES THAT I LIKE? Go post on backloggd dude.

The combat is whatever. I wish it did more to mix it up in reference to whatever game the current level is based on. Maybe it does later, but at the point where I'm stopping it's just a grind. You know what all the answers are within the first 30 minutes. My brain stem was not activated.

Quick edit: It's been brought to my attention after posting this review that Travis Strikes Again: No More Heroes is actually a metatelling of SUDA's own career. As perhaps the most intelligent and well read posted on Backloggd.com, I want to let you all know that this is false and is some sort of group delusion. Let me be the first (and God willing, last) to tell you - that is not what this game is.

Love it when a game just goes out there, does its thing, and says, hey man, thanks for playing. You want some more of this? Sure, you could 100% it. It'll take a little time, but you could. You don't have to though, that's up to you. Haha alright man, talk to you later.

Cute game! You go around making your followers happy while occasionally delving into dungeons to hit things with weapons. The song that plays when you're in your cult area rules. Comat could use some more depth I guess. It's only a 10ish hour game though, and maybe 65% of that is spent fighting things. That's what, like 6.5 hours of fighting things? It feels good anyway, so by the time you're getting a little bored of hitting the X button, you're at the end. I'm sure there are some FREAKS out there who will 100% this game and won't like it as much. That's up to you though.

I had some expectations going into this game but I was still surprised by just how well put together everything was. It's unique and fun! The mechanics work, though sometimes I felt like they got a little in the way - they served more as distractions than actual gameplay. The Thing You Come Here For absolutely rules though. The broadcasts are consistently entertaining, propped up by some very solid acting. If you have any interest in playing this game, give it a shot - there's really nothing else like it.

incredibly immature and not in the funny and charming way. just kind of bad. like a bad south park episode from 2005. the kid in your middle school math class who wore tapout shirts loved this game. i'd rather sit through borderlands cutscenes

gameplay is decent but you're consistently forced to interact with the writing in a way that's distracting and ruins the whole experience

son of a bitch they did it again