For the most part, The Grimm Troupe is just a glorified backtracking simulator featuring fights against enemies who love to glitch into walls for whatever reason.

But it also adds two of the best bosses in the game alongside the infamous Path of Pain and gives you an additional well-needed charm notch, so it ends up being a pretty solid package overall.

What a ride.

In my eyes, Red Dead Redemption 2 is an absolute masterpiece - and I hardly ever use that word! It has everything I could possibly ask for in a game: an unique and memorable cast of characters, catchy soundtrack, enjoyable gameplay and my favorite story in a video game.

There's many great things to be said about this game, so I'm starting with the immersive world, the scenery and sheer amount of detail put into just about everything. I expected the open world to be as generic as a Far Cry open world outside of the cities, but was pleasantly surprised. Not just in the sense of how it looks in terms of graphics, but also in terms of structure and pathing. It's just a joy to explore and you can always find something new on a trip. Whether it be a random encounter or change in weather, the game will keep you entertained while riding from A to B. Speaking of the weather, I absolutely love the many different weathers in the game. Ranging from a thick fog to a heavy sandstorm, there is a lot of variation in the weathers and not just the "standard" sunny/cloudy/rainy/stormy weathers present in most games. You know your game looks good when photo mode doesn't do it justice and seeing the scenery in-game is just a better experience overall.

As I mentioned before, I believe Red Dead Redemption 2 has one of the best written narratives in gaming and is my favorite story in a game as of right now. The characters act natural and the relationships between gang members also come off as pretty realistic to me. I like that unlike in other games not everyone got along with each other, just because they're part of the same crew. In terms of best written characters in the game, I'd say Arthur and Dutch easily take the top spots. I've also really enjoyed the characters of John, Sadie and even Micah. Arthur is just an amazing protagonist in general and Roger Clark really delivers his lines and the emotions within them. Then again, I believe all voice actors did a really good job for this game; I don't remember even one voice sounding off for a character. And they certainly had a lot of fun recording the lines, you can feel that.

Now onto some other positive tidbits about the game. The customization is great and you've got many different outfit parts to mix and match. Honor as a mechanic is also well done, because you indirectly influence some parts of the game depending on your good and bad deeds. Having high honor will allow you to get discounts in shops and new outfits, while low honor will make NPCs dislike you and you'll get worse loot from enemies. Also here I'd like to add that (in my opinion) there's hardly any real filler content in the game and everything has atleast some meaning to it.

But what about the gameplay itself? Hunting and tracking down animals, fishing and playing cards is a fun way to spend your time, but what's important in a game like this, is how the gunplay feels - and I believe it feels really good! Thankfully the revolvers have a certain power to them already, but rifles are also great to use with their extended zoom.

If I were to mention flaws about RDR2, there really wasn't anything major things that bothered me, just two little things that got annoying at times. The worst offender by far was "Mash A to run/boost horse", which just exists to give you thumb pain for no reason. Second point is the game forcing two weapons on you before any big fight, spoiling the surprise already. I also believe having two large guns on your back looks silly, but as I addressed earlier, this can't really be called an "issue", since it didn't hamper my enjoyment of the game overall.

Personally, I believe I have made my point clear - I like this game! A lot actually. And that's because it is a good game and I would recommend it to anyone looking for a world to just get immersed in. Now excuse me while I go think about Arthur Morgan again.

I've had my eye on the Metal Gear Solid series for a while now and eventually I got the incentive to try the first game in the series after @wheatie assigned it to me. Had a decent time with it!

Metal Gear Solid is a classic stealth game - you sneak your way past enemies, and usually don't face them head on. (Else you have to deal with really frustrating aiming controls!) Your tools consist of several weapons like a silenced pistol, a sniper or even a rocket launcher, but also handy gadgets like EMP grenades and... a cardboard box?

The overarching narrative was engaging and consisted of many, fully voice-acted cutscenes. Some of them longer than others, ranging from quick Codec calls to villains monologuing for minutes on the brink of death. I have to admit that there were times where the exposition and monologues went on for a bit too long for my taste and apparently the cutscenes are only getting longer in the later games. A shame, since I believe those moments drag down the pacing quite a bit.

As I mentioned before, my other main complaint are the controls. Sure, this game is 25 year old at the time of writing this, but other games released in that period had more understandable controls too (an example being Ocarina of Time). The worst offender was definitely the aiming, but then again I didn't find out until after the beating the game that there was auto-aiming. Oh well, too late now.

That aside, Metal Gear Solid was enjoyable enough to make me want to check out the rest of the series as well, considering MGS2 and MGS3 are praised highly. It's a fairly short game and was just the right experience to play after Red Dead Redemption 2, which took me about a month to beat. But let me tell you, going from the graphics of RDR2 to PS1 models was certainly something! Have a good day.

This was... surprisingly refreshing!

It has been a while since I last interacted with anything related to Undertale, so I was pleasantly surprised when I found out about the recent release of Undertale Yellow. I have seen the demo some years back and never expected it to be finished - but here we are, and the wait paid off!

The developers did a really good job at imitating the charm and characters of Toby Fox - of course it doesn't feel the exact same, but I've still grown to like the characters here in their own ways. The fights and music of Yellow are also pretty unique; a highlight were the respective final bosses of each route, which all surpass their Undertale counterparts (in terms of their fights) for me. However, I'd like to add that as of the time of writing (I played Version 1.1), the final boss of the Genocide Route still feels too difficult with the optimal equipment, to the point where it can get really frustrating. Skill issue? Maybe, whatever. I just think it's really demoralizing for the average player.

A thing I really like about Yellow is that it serves as a prequel to Undertale and is not set in an alternate universe like many other fan projects. It doesn't conflict with the original lore and adds more depth to it instead - very nice! Can't say much more about this aspect since it's a spoiler-free review, but let's just say the writing of Yellow definitely made me enjoy the universe of Undertale a lot more.

Overall, I consider Undertale Yellow to be a must-play for every fan of the original game out there. Just don't play it before Undertale (if you somehow intended to do that). That's all for today. See you.

Time to mix drinks and change lives.

VA-11 Hall-A was the final game I beat in 2023 and what a great sendoff it was. Huge thanks to @wheatie again for providing me with a copy of this game as a christmas gift - please consider showing her some support!

As a visual novel, VA-11 was quite different from the ones I played before, since I never got around to actually playing a normal slice-of-life VN. Considering I've (nearly) only played murder mysteries in this format, it was a nice change of pace to read a visual novel with a welcoming and cozy atmosphere for once. The cyberpunk aesthetic and soundtrack are a perfect match for the direction of VA-11 and quickly help to immerse you in the setting. I might just talk about the soundtrack a little more while I'm at it. The game allows you to pick 12 different songs from a diverse collection so you can set your own soundtrack. There's an integrated music player so you can listen to your favorite songs on shuffle and repeat or even skip some if you're not feeling them at the moment. Thankfully you can always switch out the jukebox songs each in-game day, so if you happen to really dislike a song, you can just swap it out for something else. So yeah, there's that. However, a good visual novel shouldn't need to rely on the soundtrack alone to be enjoyable, it also needs unique and entertaining characters. VA-11 has quite the quirky cast; seeing the talking Shiba with sunglasses for the first time certainly got a good chuckle out of me. His name being Rad Shiba didn't help.

The actual gameplay itself is really simple and nothing noteworthy. You click some ingredients on the right side of the screen and drag them together to mix a drink. While this mixing mechanic is just a plot device most of the time, sometimes you'd also get different dialogue from the customers, depending on the amount of alcohol they had. Somehow I only realized this when I already was nearing the end of the game, but I don't think it makes a huge difference, just a different topic every now and then.

That wraps pretty much everything up I wanted to say about this game already. It's a solid experience and I'd strongly advise anyone who likes cyberpunk settings or a good visual novel to try VA-11 out. Just please listen to my advice from earlier and don't rush it - take breaks if you're feeling bored. Grab a snack and just enjoy what lies ahead.

Thanks for reading. See you in 2024!

The remake of Super Mario RPG is an easy recommendation for everyone who likes a good traditional RPG. It has a charming artstyle, silly moments, entertaining soundtrack and a simple, straightforward storyline.

The combat is pretty easy, but that's not really a complaint for me, since it's obviously designed for a younger audience. A higher difficulty setting would've been neat, but who actually plays a Mario game to be challenged? First and foremost games are supposed to be fun and this game certainly hits the mark.

Also as this is my first review of 2024, Happy New Year!

I have never actually finished Portal before, but this game has plagued my Steam library for years, so eventually I gave in this evening to see for myself why it's so universally loved. And now I can see the appeal!

It's a very straightforward puzzle game with the origin of one of the most iconic gimmicks in gaming - the Portal Gun. It's like the coolest thing you can have in a game besides grappling hook mechanics; sometimes I'd just shoot portals and walk through them continuously for fun or freefall for a bit. Portal also wastes no time with cutscenes, it's basically uninterrupted gameplay from start to finish (loading screens obviously excluded). In general, the puzzles are pretty clever and often require you to think out of the box (well, literally). A personal highlight for me were the snarky comments of GLaDOS - an AI assistant that accompanies you throughout the facility. I found the weakest part of the game to be like halfway through, where you have seen a bunch of mechanics a couple time already, but the game does little new to innovate them - before the ending segment, that is. The entire final sequence was a blast to play and felt fresh again after the tedium of some previous puzzles. That's the innovation I like to see.

If you're a puzzle fan or just need something you can beat in one sitting (if you're dedicated), Portal is a great time and I would very definitely recommend it for the low price you can get it on various Steam Sales. Really looking forward to playing Portal 2 soon!

Portal 2 feels like the fully realized version of the original Portal. At it's core it feels the same, but the sequel just has so much more going for it, more personality.

In this game, Chell is no longer bound to the test chambers of Aperture Science like in the first Portal. After an incident in the story, she decides to take a little stroll through an abandoned salt mine and the backstage parts within the facility while she's at it. All of this while she is accompanied by three unique companions throughout the game. Speaking of the companions, the dialogue in Portal 2 is a big improvement over the one in Portal. In the first game, GLaDOS' comments happened every now and then, but here you pretty much have a narrator by your side all the time. This alone makes for quite the tonal shift in atmosphere to Portal, which had a pretty isolated and empty feeling to it - I can see how people prefer that, but personally I really enjoyed the extra dialogue and characters, since GLaDOS' remarks in the first game were one of the best parts for me. Back to the atmosphere in general, I think Valve did a really good job with setting an unique vibe for each individual area. My personal favorite is the salt mine, the vintage setting really landed for me!

As for gameplay, Portal 2 introduces a variety of mechanics to make the puzzles more enjoyable than the first game. Energy balls are completely gone this time and are replaced with light bridges, gravity beams, new cube variants and three different sorts of paint. Sounds like overkill at first, but those mechanics don't really overstay their welcome and they are really fun to play around with.

The narrative weaves those puzzles together in a logical way, while also delving into the background story of Chell and Aperture Science; there's some really good worldbuilding in there. The companions aren't one-note personalities and each one adds to the story with a different purpose, which makes them distinctive and memorable in their own ways.

Overall it's an amazing puzzle game, absolutely deserves the praise it's been getting. Had a good time with the main story, but the community maps are a nice treat if you're still in the mood for some more Portal action.

It's been about two years now since I last played a Layton game. A friend of mine has been asking me to play the prequel trilogy for quite some time now and eventually I just felt like playing it. I'll start by saying that it was a good idea to have let some time pass between playing Unwound Future and this entry.

Last Specter is chronologically the first adventure of Hershel Layton and takes him to the foggy hometown of an old friend, where he's supposed to investigate the rampage of a supernatural being. Together with his new assistant and the mayor's son, the team encounters eccentric figures like the mysterious hooded Black Raven and a girl who's suspected to be a witch, dooming everyone who comes close to her.

As in the other Layton games, the gameplay consists of point-and-click investigations and puzzle-solving. The puzzle quality in this entry is solid and the difficulty is fine. In case you can't find a solution, Last Specter practically showers you with hint coins. I had about 130 left at the end of the game, so don't feel bad about using them! I'm pretty sure the original trilogy didn't hand out such an abundance, but I might be misremembering here. Either way, why is everyone so obsessed with puzzles in this town in the first place?

The narrative itself is intriguing, although rather compact. Game has a lot of "this is a prequel" moments, where you can find a reference to some characters from the original trilogy and even some direct cameos. However, Last Specter doesn't really go much in depth with those and shifts the focus to new characters instead - like Emmy, the professor's assistant. In my opinion she's a welcome addition to the main cast and I'm looking forward to seeing more of her in the next games. Now, the twists are usually a big part of what I'm looking forward to in Layton games. They're usually a big shocker that's near unpredictable and totally alters your way of perceiving those games, but I can't say I had a moment like this in Last Specter. Without giving anything away, after a certain point in the story it's really easy to find out the twist by yourself, so at the part where the game explicitly tells you, it's not much of a surprise anymore. The reveal itself was alright, I just expected more out of a Layton game, especially after seeing what Level-5 did with Unwound Future.

Despite this, Last Specter is another well-rounded entry in the Layton series and now I'm definitely looking forward to the rest of the prequel trilogy.

I'll keep the introduction short this time and get straight to the point. Phantom Liberty is the best DLC I've ever played.

Dogtown being a closed-off and compact district makes it feel more personal and memorable than a lot of Night City. It being a run-down, bleak area definitely makes it stand out among the rest of the world - characters and lore tidbits always describe it as this hopeless, brutal place and I believe the overall design is quite fitting for that description.

Now, the supporting cast is more grounded and morally grey here than the companions in the base game, which I personally think is great, because it fits the moody vibe of the narrative and makes them more interesting. Each character has their own intentions and it's up to the player to decide who to trust and who to avoid - Phantom Liberty's narrative alone has four endings, depending on your choices throughout the expansion. Don't overthink this aspect too much, since the points where your choices change the storyline are very clear and not your run-of-the-mill dialogue options. If you're a completionist and want to see all endings in a single playthrough, just make a backup save file right before those choices and you're good to go. Speaking of those endings, they're really impressive and you'll definitely think about them for a while.

Aside from the narrative, Phantom Liberty also adds meaningful side content to Cyberpunk 2077. There are ten new gigs, like a dozen new side quests and an entirely new skill tree. I really liked those gigs, because they weren't just "get to this PC" or "kill/spare this person" like in the base game, but all felt like little side quests on their own. The skill tree is not as expansive as the standard ones, but it adds some nice perks for melee combat and an alternative to headshots with the weak point gauge.

You see, I almost entirely forgot to mention the setpieces in the DLC. My bad! Everyone likes a good setpiece and the spy movie setting is definitely on point here - you infiltrate a casino, a triangular-shaped club and a bunch of unique spoilery sceneries where I wouldn't like to ruin the surprise. Make sure to look for the several character cameos in the casino mission!

If you're looking to spend more time in Night City, Phantom Liberty is a must-buy. In my opinion it's everything I wanted from a final arc in Cyberpunk 2077 and I really just enjoy how thought-provoking it was overall. Fantastic DLC.

Here's my review for the base game!

"Just focus on tying up all your loose ends - then you and I are leaving this city once and for all." ~ Judy Álvarez

For many, Cyberpunk 2077 will always be remembered as the game with arguably the worst launch next to No Man's Sky. It was a bugfest and the console experience was so bad that refunds were provided from the developers themselves. But I'm not here to talk about the launch - instead I would like to share my personal experience after ~100 hours of playing and getting all available endings, entirely in patch 2.1 and right off the bat with Phantom Liberty (which I reviewed already).

Cyberpunk really shines in terms of presentation. The vibes are incredible, Night City nails the feeling of a dystopian and futuristic metropolis perfectly. You know, flashy neon lights and advertisements are plastered all over the city and the streets are always busy. Another thing that really helps the immersion here is the lighting. An often overlooked aspect, but it's probably the best ambient lighting I've ever seen in a game alongside Red Dead Redemption 2. Do yourself a favor and cruise through Night City on a rainy night, you'll see what I'm talking about. By the way, this is without Raytracing. RTX enabled is a whole different beast, but I didn't keep it on for long, because it was taking a serious toll on my frames and I'm a person who likes to enjoy games with a smooth framerate over graphical fidelity all day.

The main story is solid, albeit not very long. You could probably finish it under 20 hours in total if you're beelining the main quests and ignore the side content. Despite the short runtime, you'll find yourself in a lot of cool setpieces and get acquainted to many great characters, each with their own individual questline. I would definitely recommend playing those quests, since they're a lot more personal than the overarching narrative and really help understanding the struggles and personalities of V's friends better. Speaking of those friends, I think the fluff text messages you get every now and then are a great feature. Makes the world feel more alive and it's always nice to see characters being relevant outside of their own contained substories. Romance is also a neat little mechanic - I really like how CDPR provides extra text messages for your partner, so they ask about V's life every now and then. There's an unique quest where you can also hang out with them at your apartment and talk about stuff, this is repeatable, but unfortunately the dialogue repeats after the first time. Just use your imagination here and you're golden.

Cyberpunk's side content is mainly divided into two different mission types - gigs and side jobs. Gigs are one-time missions where you do a quick job for a fixer of choice, like breaking into an apartment to retrieve some data for a client. How you handle those missions is entirely up to you (unless there's an optional objective you'd like to complete), so you could opt for a stealthy approach or just shoot your way through the enemies. Combat in general is very diverse, you can have Mantis Blade implants inside your arms or blind enemies with hacks - there are so many possible builds. I went with a Netrunner/Gunslinger build, since not many games offer you the opportunity to weaken your opponents by just hacking them! And pistols just feel like the most comfy ranged option to me - a silenced one for stealth and another unsilenced one for loud combat. If you're still unsure on a build, I'd recommend testing some of the iconic weapons (basically the "legendary" weapons of this game), since they come with unique perks. There's a lot of them, so I'm sure some of them will appeal to you. Now, I didn't go in detail about the side jobs, but that's because they're more narrative-driven quests. Some of them feel like the Stranger quests in RDR2, while others have more complex tales to tell. So basically they are a great pastime if you're looking for more worldbuilding in Night City.

If you found yourself asking the whole time "But what about the bugs?", while reading this, then I'll gladly answer that for you. In my 97 hours of playtime I only had a single crash happen (right before writing this review ironically), but since the game autosaves often enough, it was a loss of like 3 minutes only. I haven't encountered a single game-breaking bug, just some small immersion-breakers every now and then, alongside two "real" bugs. This includes various items clipping into the hands of NPCs when they were supposed to put them away and NPCs in general teleporting on rooftops where they aren't supposed to be. The "real" bugs were my V glitching through a wall after a character crashed my car into that wall in a scripted cutscene (had to reload my save) and I've also had enemies walk through a closed garage door once - but that one was rather funny, despite being unfair. There's another problem I'd like to address, but I'm not entirely sure if it's a bug, so I'm not going to label it as one. It's related to quests starting through calls of certain characters. The game explicitly tells you "Wait a day until this character calls you back." and then sometime they just don't call at all, despite 24 hours having passed in-game. Worst offender was when I tried to start the follow-up mission to the companion mission "Off the Leash", the quest giver was supposed to call after one in-game day but it took me two real-time hours (after several virtual days passed already) for that character to call. For your own sanity I recommend doing other gigs or side jobs inbetween, because I'm very sure the calls will come on time if you don't just try to exploit the waiting feature to skip to those quests instantly. Try to let it play out naturally.

Are you a fan of the Edgerunners anime? Well, good news for you! The world of Cyberpunk 2077 also includes small nods to the series, like the graves of the deceased characters at the cemetery. There's also a side job where you can get David's iconic jacket and you can find Rebecca's famous shotgun out in the world too (if you remember the spot she left it in the anime).

The final point I'd like to address in this review is the soundtrack. (Yeah, there are other songs besides I Really Want To Stay At Your House.) While the OST in The Witcher 3 had a calmer, more comforting vibe, Cyberpunk's music fits the high octane combat accordingly, but some of the best tracks come from the sad and serious moments in the game. For car rides, the different radio stations allow you to listen to your music genre of choice. Speaking of the cars, I find it a lot more satisfying to drive to quest locations than to just quick travel there (which I regrettably did a lot in like the first 20 hours of my playthrough). It's just a lot more immersive and driving feels great if you have a car you like. (My personal favorite ride is the Outlaw, great speed and handles well.)

I have talked a lot about this game now. That's because I love it. So if you would ask me if Cyberpunk is worth it, I would definitely recommend you to pick up the base game on sale sometime and go for Phantom Liberty if you want to spend more time in this fantastic world. It's pretty much in a fixed state now and if what I described in this review seems interesting to you, why not give it a go? There were very few moments where I was actually bored, even the beginning is great and brings you pretty fast into the action (unlike a certain cowboy game I have named several times in this review already).

That's all I wanted to share - thanks for reading.

Miracle Mask kicks off with a strong premise - a magician who is able to turn people into stone and horses threatens to take down this game's version of Las Vegas with the power of an ancient mask, causing an old childhood friend from Layton to request his help in this dire situation.

The change to 3D wasn't as rough as I've heard people make it out to be and it doesn't take long to get used to. Maybe it's because I've played Layton vs Wright first? Either way, the art direction isn't the only big change in Miracle Mask. Puzzles have also undergone a major overhaul, they're less logic-based now and many play like little minigames instead, but there's also a fair share of some usual puzzle formats (sliding puzzles, geometry puzzles). The puzzles in this entry are alright, nothing really stands out here in an especially good or bad light. Side activities were meh, I didn't really warm up to the robot minigame or the rabbit theater, but the shop sidegame was a fun pastime.

Most of my issues in Miracle Mask stem from the narrative. While I don't think it's a bad storyline per se, I found the twists (especially the villain's identity) to be really predictable. Emmy as a character is rather sidelined here, which is a shame, since I liked her role a lot in Last Specter. Also the game also has a lot of reveals that go... absolutely nowhere? There's an entire exposition segment fairly early into the game, where Layton whimsically deduces three of the villains' magic acts in their entirety. Not soon after, the magician performs another magic trick and Layton is able to come up with the solution to what just happened about 5 minutes after the events. I don't know, but to me it felt like the game was cheapening those moments by nearly immediately resolving them on a whim later. Why even bother listing them in the "Mysteries" section of the game if you're not even given time to think about these mysteries yourself?

What really dragged down this game for me however, was the entirety of Chapter 6. Minor gameplay spoilers ahead I guess? So, you've been solving puzzles and collecting hint coins for the past five chapters now. Great, right? How about the game turns into a mystery dungeon game?! Not going into the plot specifics here, but for a specific cause, Layton needs to navigate a cave with multiple floors. You would think it would be a short segment, since this sort of gameplay is experimental and has never been in any of the previous games before. NO! Enjoy your nine floors of rolling rocks and avoiding mummies. And just so you know, every floor consists of a handful of these rooms and an occasional puzzle - featuring a mandatory puzzle with forced gyro controls. I really hope Azran Legacy doesn't try this approach of gameplay again and just sticks to point-and-click navigation with a puzzle here and there throughout the entire game.

Now onto Azran Legacy to get to know all these characters Miracle Mask throws at you at the last possible moment (to get you hyped? I don't even know anymore). Thanks for reading and forgive me the ranting review for once.

Great fangame! The puzzle quality is really good throughout the entire game and the environmental design is top notch. Revolution takes a lot of inspiration of Portal 2 and while it feels unoriginal in some regards (particularly in terms of story structure), the game still has its own charm. Voice acting was enjoyable too and Conly as a companion was a real highlight. The 'walking simulator' reviews on this game aren't too far-fetched either, considering a lot of time in Old Aperture is just walking a narrow path and shooting the occasional portal every now and then to continue. It really feels a little drawn out and there could have been a few more puzzles instead of 'exploration' parts. By the way, the final puzzle was pretty awesome! Ending was... alright.

If you're a fan of the Portal duology, Revolution is a strong recommendation on my end. Just don't go in expecting a mindblowing narrative and an exact replica of Portal humor though, all you need to remember is that it's free (and fun)!

A great little collectathon you can beat in one sitting. The launch of Celeste 64 caught me entirely by surprise and the fact that this game was made in just a week is astonishing. Not much to say about it except that it's a lot of fun (despite the janky camera) and translates the gameplay elements of Celeste into 3D fairly well. Wish it was a bit longer, but I'm not really complaining since it was made in such a short time - maybe this concept will be fully realized one day if the reception is positive? Only time will tell.

Final stats (taken from the results screen):
🍓x25
💀x089
⏱47:55:455

Initially, I didn't enjoy my time with Portal Stories: Mel. The first hour was rough, there were tons of dialogue and a sense of directionlessness fairly early on already. At that point I didn't even reach a single puzzle, since the beginning is one of those notorious 'walking simulator' segments (in Portal terms). So while I was rather demotivated, I couldn't bring myself to drop the game just yet and continued playing. (I'm really glad I did!)

Narratively speaking, Portal Stories: Mel isn't exactly a masterpiece, but the plot is good enough to give a solid reason for the many different puzzles - which are quite fun and satisfying to solve! There are two different difficulty settings - Story Mode and Advanced Mode. Advanced Mode is the original difficulty of the mod, while Story Mode is a different take on the puzzles with less difficulty - like the name says, it's designed to experience the story. I played on Story Mode (since it's recommended by the devs) and found the experience to be just right overall, but I'll opt for an Advanced Mode run when I'm going to replay the game someday.

Virgil is a pretty neat companion - even if he's really talkative. Like I pointed out earlier, the dialogue isn't really this game's strong suit, but I still found him entertaining and unique enough. Coming back to the narrative in general, I'm glad this game has a proper ending (unlike another Portal fangame) and wraps up things nicely. Feels reminiscent of how Portal 2 ended.

Just like Portal: Revolution, Portal Stories: Mel is a good choice if you want more Portal content and great puzzles - it's not a fan favorite for no reason!