176 Reviews liked by Gibdorf


how the fuck did layton know the emotional backstory of a fucking dinosaur

Gonna be hard to articulate how I feel about this game but we'll see. This is easily the best Nintendo game from the last decade and potentially my favorite game they've ever done. Everything in this game is a massive improvement from the rest of the series which is already excellent. Part of me was worried certain Pikmin types would get overshadowed since there was so many of them in this game but they managed to balance everything well. I didn't feel like any of them got neglected.

More notably, this game is an absolute love letter to the franchise. It definitely pulls most of it's inspiration from Pikmin 2 but there's tons of references (I.E Giant's Hearth quoting the Forest Navel theme idk if that's true but that was my guess). There's such a high level of polish in charm in Pikmin 4 that's hard to come across. Throughly enjoyed 100% completing this game.

This is a wonderful little game, very in line with early Love-De-Lic games (particularly Moon RPG Remix Adventure), and with just as much heart as that game too (but less needless frustration). It’s an adventure-style game at heart, but based around a day system where you can only do so much each day, and some things reset each day, while some things only progress day to day. It’s small and handmade-feeling, with wonderful cute, bizarre, and well written characters. I almost feel like this game loves me, and I love it too.

This review contains spoilers

A beautiful little game that says a lot with just a little. The premise is a concept that I can't imagine any trans person hasn't wished they could do at one point or another - read the minds of those around you to see if you actually "pass" or people are just being nice to you.

You play as the disembodied ghost of a trans girl riding the bus. The beauty of this game lies in the multiple endings, each depending on which people you "talk" to. If you encounter people who can tell you are trans, she walks away sad that she doesn't pass but vows to keep trying. If you encounter people who just think she's cis, she walks away happy that she passes, but with the caveat that maybe she got lucky and the next person she meets could be the one who can tell. Lastly, if you only talk to people who aren't thinking about her at all one way or the other, she comes away still wondering whether she passes, but with the relief that random people aren't actually thinking all that much about you and have their own concerns to deal with.

This last one feels like the "true" ending to me, insofar as there is one, but the real point is that each of the endings is just as true as they are false - even if we could astral project around and read people's minds, it's impossible to ever truly know if we fully pass or not. The people on the bus are the same in each playthrough, the only difference is whose opinion we actually hear. It speaks to the arbitrary nature of "passing" itself, and how the sole pursuit of it as a basis for a successful transition is an unattainable goal.

Despite being just a little homebrew Game Boy game that I played 2 years ago, I keep coming back to this game in my mind, especially when I'm feeling self conscious about passing myself. Even it's something you could know definitively, does it really matter? Does it truly change anything? I consider this one of the essential transfem indie games along with Secret Little Haven. I'm glad it exists.

I got this game as a Christmas present over a decade ago. Enjoyed (mostly) every minute spent collecting all the treasures. The caves stretch out the gameplay loop which I really like, days can feel short but tackling a cave feels extremely rewarding. Also I beat the submerged castle without spawning the waterwraith at all so I'm proud of that. Funny how a trilogy of great games I'd been putting off finishing forever only took me a week to get done. Could not be more excited for Pikmin 4.

"oh that's fine I'll fix it later" (it's not fine and I never fix it later)

me: sweating with tears rolling down my cheeks as I desperately rotate a piece in the hopes that I can stall for time now that I've fucked up my board beyond saving
the dolphins swimming beside me, cheering for my death: πŸ’ƒ πŸ¬πŸ’ƒ 🐬

Up until the last level, Metamorphosis, Tetris Effect Connected was an amazing, zen experience. I don't even like Tetris and I was blown away by the sheer VIBES of this game. Turn off the lights, sit alone, and put on headphones. Zone out. If you're good at Tetris it's like a 2 hour campaign and then there's some great co op and versus modes too for online play or local. I had a lot of fun playing with some friends, but the campaign is brilliant too. The music is phenomenal and the visuals are indescribable. It is a total reinvention of Tetris as we know it.

It took me 1 hour and 48 minutes to reach Metamorphosis. I have just now finished up at 7 hours and 6 minutes, meaning i spent over 5 hours on that last level over 3 days. I kept dying on the sped up part at 60 rows - you'll know what I'm talking about. I was on the phone with my friend who was narrating to me beat for beat an episode of American Dad and I reached 89 rows. Rather than get discouraged, she told me to just put an episode of American Dad up on my other monitor. I did that and won easily - it almost didn't feel like a challenge.

Roger made me strong. Klaus made me brave. Steve did nothing for me. Basically, if you get stuck, don't let it get to your head. This is a fantastic game that would have been perfect if not for the biggest difficult spike of all time at the end there. This, however, is the perfect iteration of Tetris. It's on Game Pass. Get it.

Off

2008

Really shines on a second playthrough when you know what's happening and why. The sense of dread that you know that what the Batter is doing β€” what you are doing! β€” is wrong and awful, but doing it anyway is very cool.

As a game, this is a solid 3 stars; it's aimless, sometimes dull, often frustrating, always unsettling.

But it shouldn't be judged as a game, necessarily; it's not designed to be fun to play. it's art, and specifically it's a kind of art about a deeply troubled young girl and her subconscious's attempts to make sense of her world. I know, I know, this sounds pretentious. In this context, everything that makes it a subpar game is a benefit: the aimlessness turns from a mark of bad game design to a very intentional way to display a child's lack of focus and struggle with connection. It's dull in moments because so is existing with mental illness or trauma. It's frustrating because so is being alive for Madotsuki. To experience a life marked by trauma or extreme mental illness is to experience near-constant boredom and unease interspersed with moments of horror. There's no way to effectively tell this story without the confusion and the frustration. And despite never truly learning about the world outside of her door, what we see in her subconscious doesn't paint a pretty picture.

I see a lot of talk about games with intentional friction; games that don't want you to complete them or that, at the very least, don't really help you get there. Yume Nikki is one such game, and not because the dev aimed to take any kind of difficulty crown, but because the only way to tell this story is to make it something of a miserable ride. I can't give it five stars as a game, but it's a really striking work of art. Even if the gameplay doesn't appeal to you, I do highly recommend all horror fans give it a watch someplace.

You know, coming back to this game...I have to say? I like it a lot better than a lot of what came after it. Yes, it's nigh unplayable and the story is a mess and Blaze is basically just there to die. But at least it TRIED to be something, at least it TRIED to tell a story, at least it TRIED to have character writing and character arcs. It's all a mess, but I appreciate that it tries, that there's scope, that there's more to the characters than Sonic being a one-note jerk. That it doesn't feel totally heartless, that it doesn't constantly wink at the audience and go "can you believe how stupid this is?"

I'd take a thousand 06s over another Lost World, because while Lost World's polished, there's no heart, and it doesn't even TRY to be compelling or to care about its characters. That cynicism is way more grating, at least to me.

This all being said 06 is still bad, but at least it's trying to care about its own story, and I do think that the story had a lot of potential if Sega hadn't failed the game so miserably.

Ib

2022

The original Ib is a classic; it still holds up really well, and it's one of the best of the "RPGmaker horror game following a young girl" genre β€” I'd argue it's the best, full stop. It balances compelling gameplay, story and characters without bogging it down in the kind of overwhelming lore that can make similar games feel off to understand. It's simple without being basic.

The remake stays very true to what made the first great, adds some fun and frightening new puzzles and moments, and even manages to give Ib herself some additional characterization without moving her away from the quiet protagonist that she is. The gameplay feels really similar, so if you enjoyed the first game you'll get the same experience with this one.

It felt to me like a slightly more polished version of the first game, without losing any of the heart or scares and while adding some additional moments between the cast. I enjoyed it deeply, and this is certainly the definitive version of Ib for me.

This review contains spoilers

This game is a delight. It also makes me sort of sad, because it's SO close.

It has one of the most interesting worlds and stories I've seen in recent memory, the stylization is delightful, the ambience and music and character designs are all a pure joy.
I'm not someone who gets precious about realism in video games and I love some super crisp graphics, but it's so, so refreshing to see something that's a.) extremely stylized and b.) stylized in a way that's 'ugly' by design. The environments are genuinely lovely and play perfectly with the story. Each world feels distinct and unique despite being populated by the same handful of character models, and I didn't even mind the model reuse because they're all SO lovely to look at. And while the very end of the story does feel a bit like it comes out of nowhere, it still fits the established themes enough that I don't even really care. It has gorgeous, deeply poignant things to say about the nature of loss, how there's no real way to be truly safe in a world that's plagued by random chance, how even despite that we have to strive to find joy and love and closeness, and how attempts to force safety just limit connection and care. It has beautiful things to say about how even the kindest people can be turned into the worst versions of themselves by fear, and how, given a chance, those people can and will redeem themselves. It says, again and again, it's okay to be terrified or angry about how unfair it all is, but you have to keep going.

And the gameplay and general movement is just...not great. It's not HORRIBLE, it's just so SLOW. I kept thinking that if the combat and movement was snappier that this game would be perfect. It reminds me a bit of Alice: Madness Returns in that way; gorgeous aesthetic and design sensibilities and a lovely story let down by their often-boring movement. Which is especially frustrating because the combat here has SO much potential to be SO GOOD. The randomization element is SO fun in theory, it just, again, is hampered by the movement being slow as hell. None of the bossfights are standouts, though some of the minibosses bring interesting things to the table.

I know I'm not the first to make the Alice: Madness Returns reference, and they do have a lot in common aesthetically and, to a lesser extent, narratively. Broadly speaking, if you liked one you'll like the other. If I had to describe it, I'd say A:MA x Psychonauts x Lemony Snicket, which, again, should be the COOLEST THING EVER and it's so frustrating that it isn't.

Normally, my go-to rating for "this is a game I'm unlikely to play again due to its various flaws but that I still enjoyed for what it is" is 3 stars, but that just feels...not right here. Like I said, it comes SO CLOSE. It has SO MUCH potential to be one of my favourite games ever and I want to honor that. I'd love to see a sequel or a spiritual successor β€” a quick-moving 3D platformer in the style of Psychonauts 2 with this kind of aesthetic sensibilities and semi-randomized combat has so so soooo much potential.

Despite all my bitching, I still genuinely think it's a lovely game. It's unique, it's not another huge, generic game pumped out to appeal to the widest possible demographic, and it takes itself seriously without getting precious about it. At a certain point you've got to support the flawed-but-unique things, just so there's SOMETHING there that isn't another generic RPG.

Also, Death is there just for a deeply funny cameo and the narrator, who is just a disembodied voice, at one point is kidnapped which, like, that alone is 5 stars.

I don't even LIKE rhythm games!!!

In all seriousness what a delight. What a perfect game. I keep going to type specific thoughts but nothing gets it right. It just rules. From the aesthetics to the characters to the gameplay (THE GAMEPLAY!!!) to the music. It's so unlike 90% of what else is out there. It's just like Devil May Cry and also Jet Set Radio and also Space Channel 5 and also Sonic and also Kingdom Hearts but with none of the bad parts of any of those franchises. It just all rocks.

Also it's like...a full game? A game that works? On release???? Insane.

I'm not in the world you're talking about.