201 Reviews liked by Limp_Mantis


I know lots of people don’t like this game but idk I love it. Okay it’s not that scary and it doesn’t feel like resident evil at times but when you actually consider it as an action game it’s really good. I think if they ever remade it, the game would be actually one of their best. anyway. haters you will be dealt with.

You're trying too hard, bro! More or less, the main reason as to why I'm generally disinterested in modern horror games, which tend to serve as vehicles for cryptic lore dumps for YouTube analysts to pore over rather than fright-enhanced decision making. I don't want mindfuckery, I want regular fuckery, something that I was hopeful would be present in this kind of return to form. This game was sold to me as the best of Resident Evil meets the best of Silent Hill, but, in reality, it's the worst of both: Resident Evil's cramped item management without any of the brilliant circular level design that makes Spencer Mansion thrilling to route through even after dozens of playthroughs, and Silent Hill's scary-because-it's-scary imagery without any of the dread that defines each and every one of Harry Mason's fog-enveloped footsteps. Instead, we've got jumpcuts to character closeups and spooky stanzas of poetry, pulsating masses of flesh on the ground, and handwritten notes conveniently censored at the most ominous places- surface-level stuff that makes horror games effective for people who don't understand what makes horror games effective. I'm not engaged enough to decipher your jumbled-up story, I'm not interested in your generic sci-fi setting, and I'm not even scared! But, maybe if I actually felt like the character I was playing as, I would be! Fast movement speed and wide hallways make enemies pitifully easy to juke, and thus not at all intimidating. Exploration isn't exciting or intriguing because of how straightforward it is on a grand scale. Plentiful items and infinite saves mean there's not any pressure on you even if you do wind up making a mistake somehow. I initially chalked this all up to misguided attempts at balance, but they get harder and harder to defend once you realize that all you're really doing is (often literally) opening up a locked door just to find a key for another locked door somewhere else on the map, which makes the experience feel more like a parody of classic survival horror games rather than an earnest attempt at recapturing the magic. I hardly took out any enemies, I didn't burn a single body, and, on several occasions, I killed myself on purpose because doing that was quicker than having to run back to the save room to retrieve the specific contextual item I needed, which is about as damning as you can get for this kind of game. The only strategy to pick up on is keeping nothing at all on your person in between storage box visits so that you can handle when the game inevitably dumps five key items on you in successive rooms. Mikami's rolling in his grave!

The lone bright spots are the traditional puzzles, which, although are few and far between, frequently nail the physical satisfaction of fiddling around with a piece of old, analog equipment that you're half familiar with and half in the dark on. If this game had understood its strengths better, it would've been a fully-fledged point-and-click or even a Myst-style free-roaming puzzler. The actual survivor horror feels tacked on, as though it's obligated to be this kind of game because it's attempting to tell a story in the same emotional vein as the Silent Hill series and the player needs to have something to do before being shown the next deep, thought-provoking cutscene. I can't even say that it understands the classics from a visual standpoint, forgoing the fixed-camera perspective that gives each of Resident Evil's individual rooms a distinct cinematographic personality and instead opting for a generic top-down approach that makes every location feel the same. Though, that's not to say the art direction itself is bad. In fact, it's phenomenal, and easily the standout of the game's features, but it doesn't make up for how bland everything else is. At some point, this one demoted itself in my eyes from 'mostly boring but worth playing just for the aesthetic' to 'downright painful.' Maybe it was after the game pretentiously transitioned into a first-person walking simulator one too many times. Or, more likely, it was when some of the small details- red-light save screens, items conveniently located right on top of their respective instruction manuals, and even the sound effect of equipping your pistol- started feeling less like homages and more like creative crutches, indicators of an entirely rudderless experience. I really feel terrible for ragging on something that's evidently a passion project and extremely competent from a technical standpoint, and I sincerely hope the devs keep at it. But, man. I wish I got anything at all out of this. The one game I've played that's managed get this done, I mean, spiritually succeeding an era/genre rather than a specific series by remixing several blatant inspirations so proficiently that it ends up feeling like something entirely new, is still Shovel Knight, but I'm not sure the world's ready for that conversation quite yet...

𝘥𝘰𝘯'𝘵 𝘺𝘰𝘶 𝘵𝘩𝘪𝘯𝘬 𝘣𝘭𝘰𝘯𝘥𝘦𝘴 𝘩𝘢𝘷𝘦 𝘮𝘰𝘳𝘦 𝘧𝘶𝘯?

I’ve taken a considerable amount of time between my experiences with each of the main Silent Hill games. I played the first entry around six-seven years ago when I was still in a mutually toxic relationship and found it excellent yet downright baffling. Containing industrial and metallic horrors beyond immediate comprehension and freaky cults and oddly touching ‘chosen family’ dynamics, it pushed the limits for what I believed a PS1 title could achieve through sheer atmosphere and symbolic prowess alone. After nabbing a decently priced copy of the second game a year post my separation from said relationship (and in the wake of the pandemic), I found myself shattered by its oppressive deconstruction of a guilty conscience and the interconnective nature of trauma- both shared and isolated. How pain binds fractured souls together, and winds them up into botched and abstracted spaces of American normality to fend for themselves on a primal level. It took everything the first entry accomplished and confidently treks into bold territories that challenged the player’s allegiance to their supposed protagonist as well as call attention to their adjacent relationships to side characters- who upon the surface don’t directly contribute much to James’ arc but rather gracefully ebb and flow with the intention of supplementing the themes of the story. These first two games were exhausting to push through, almost sadist in quality and punishing in developer motivation with how they marry deeply complicated and expressionistic narratives with deliberately stunted and claustrophobic gameplay. They are, to me, a primordial testament to what the medium can achieve as singular works of art (as well as propelling the interactive possibilities of horror).

Anyways, Backloggd word salad aside, it has been nearly four years and I have finally gotten to the trilogy capper. I have since healed from my own personal traumas from the relationship that haunted my experiences with the previous two games (but still write the inflated wordy nonsense on here for the four people that actually read my reviews). That word, “healed”, succinctly captures what it felt like to play through Silent Hill III. It is an encompassing coming of age narrative about origin and birthright and interrogates the identity that we are born with versus the one we ultimately choose for ourselves. The game also wraps itself back into the thematic backbone of the first game in a clever way, weaving in ideas of evangelic persecution that removes women’s agency from their bodies and intertwining that with emotional struggles of familial belonging. Team Silent fills the game with the adequate amount of angst, grief, and sass that any teenage girl confronts as they are exposed to the chronic realities of impending adulthood. And yes, it is also very scary; utilizing some fairly cursed sound work and utterly hideous (and frequently phallic) creature designs in addition to incorporating another deliciously brooding soundtrack by Akira Yamaoka. Everything in this game carries the instinct to exercise hostility and discomfort towards Heather. Who didn’t feel that way about the world as an insecure adolescent? At the very least the sense that nothing is quite “okay” permeates much of the game’s wildly structured first half leading up to the story’s venture to the titular town in the second. The player navigates through malls, subway stations, construction sites, office buildings, and apartment complexes with the overall goal of getting home and then from there we are thrust into the familiar spaces we’ve walked before as other characters.

Despite its messy development, this is as much an effectively bittersweet culmination of the franchise’s mythology as it a deliriously unique exploration of its own themes. While I wasn’t as taken with the characterizations here as I was with the previous entry (Douglas didn’t do much for me, sorry), that remains somewhat the only sour note to an otherwise masterful game that I imagine will smooth over with time. Just writing this I look back on my nights playing this fondly and already with slight tinges of nostalgia. Every dream-like moment is so committed to utmost immersion for the player, inducing unease within the most mundane of everyday locations- at least before they are transformed into otherworldly distortions of malice incarnate. This dynamic allows for pulpy levity that toggles self-reflexive tone shifting; registering discordant humor, occasional dramatic poignancy, but mostly unhinged beats of urban surrealism. The game’s iconic visual and thematic aesthetic teamed with Heather’s infectious presence providing a much-needed cushion for the player to fall back on for reprieve against the most ungodly of manifestations, this is truly as well-rounded as horror games can be. Now if someone out there wants to lend me Silent Hill IV..

Such a cool-ass game with nice, little details that give it a survival horror feel. I love how you have to check your ammo manually, rather than it just being on the HUD. I love how it can be really creepy and daunting, even without any enemies present. Doing actual crime-scene work that was (probably) realistic was a neat mechanic too, using all the gadgets was so cool.

Going through this horribly run-down part of town and exploring these abandoned buildings riddled with hobos trying to kill you was so enthralling, I couldn't get enough back in the day!

for decades gamers have pondered one of the world's most esoteric psychological dilemmas: "is war bad?"

i've never played haze or spec ops: the line, so i couldn't tell you for certain. but after running blindly through the cover of smoke and peripherally seeing my allies get split to shreds by machine guns and mortar strikes, i'm thinking it might be

turns out being historically accurate and recreating actual battles is enough to convey just how hellish war really is. top it off with simple-but-effective squad mechanics and weapons that can't hit shit unless your enemy's already pinned down - you've got a horror game in disguise

good stuff, randy pitchford. i'm sure you won't completely fall off in 4 more years - or masturbate to children

Got my username from this game and I wouldn't have cared about Slib the Slime if Toriyama's design wasn't just so god damn perfect for a mascot. Rest in Power.

it's glitchy and funny for like an hour and then it turns into "silent hill but the camera makes me nauseous"

update: i think the camera is functionally the same. the uncapped (read: inconsistent) fps on the ps3 version of this game combined with the general glitchiness (and a GROSS imovie fog overlay) leads to some real Nausea Moments that i misattributed to the camera itself. that being said i think a lot of problems with port would be ignored by fans or even defended as "intentional" if this was the state the games were originally released in.

This game is a Rebirth in the way that Buddhists believe you will be reborn as a hungry ghost with an enormous stomach and a tiny mouth as a punishment for leading a life consumed by greed and spite

You want to know how scary this was? Play tester audiences had NIGHTMARES over one of the stalkers you encounter in the game. This shit is FIRE.

soul crushing at points, but one of the best 2d platformers ever made nonetheless. boasts some especially well-thought-out level design and enemy placement that does not get NEARLY the credit it deserves

i feel the respawning enemies (especially the priests) are ridiculously overhyped by people who fail to understand that this is ultimately a game about constantly moving forward. like, you aren't supposed to slash at them mindlessly and hope that they just stop appearing - you gotta jump INTO and slice THROUGH those motherfuckers

oh and just so we're clear: this is about the nes game. not the arcade one. no more funny business, aight, igdb?

a melancholic wound which bleeds for the virtue of creativity, unfortunately — ironically — weighed down by the influence of its inspirations so much that it's afraid to be itself. each new callback feels like a shopping list of narrative elements, tropes or imagery utilised with no sense other than "we also enjoyed [media property]"; it stops eliciting a simple eyeroll and crosses into absurdity when symbolism lifted wholesale from other titles is transplanted for extremely pivotal moments or scenes.

to speak to its strengths, Signalis maintains a highly unique visual language and style across 3d and 2d artistic assets as well as its tactile UI and graphic design. the sleek utilitarian replikas vs the rosy warmth of the gestalts is rendered skillfully with a mere pixel monopen, their representative polygonal forms surprisingly expressive in their minimalistic textures and animations. the accompanying score is also something really special, particularly the piano arrangements which command this epic sadness matched by the tale of Elster and her beloved. i only wish so much attention was given to navigating the game itself as it remains a glorified note hunt segmented by barely responsive doors, with combat feeling more a universal frustrating necessity enforced by the label "survival horror" than anything tense or scary.

like a lot of these gorgeously stylised and well-loved indies, i really did want to love Signalis as its themes and genre are among my favourites along with the recommendation from a few good friends. either way i'm glad to have finally played it despite my own average reception and am inspired by its longing viscera and heartache.

This game deserves proper critique as much as it deserves its praise.

Gameplay is poorly designed. Ammo, inventory space, level design and respawning enemies are all SUFFOCATING. These elements don't work well together and just frustrate you.
Signalis just poorly replicates old mechanics, while forgetting why these elements worked in the first place. Most ps1 RE games had 8-slots inventory while Signalis tightens it to 6, but also constantly drops at you quest items(Like Silent Hill did) that are far more common than in RE. Because of that backtracking reaches insane levels of tedium. Add to that tight corridors filled with enemies that will respawn later on and it becomes even worse. I had far more fun with majority of psx survival horrors despite them being 20 years older than Signalis.

But despite all of that you can swallow it up and gameplay, while annoying, still will be... serviceable. After all, game tries to be story focused. But story isn't that good either.

Remember principle of "Show, not tell" technique? Well, Signalis OVERuses and UNDERuses it at the same time. Let me explain, there's two primary sources of storytelling in Signalis:
1. Vivid dreamy incomprehensible cutscenes with hundred hidden meanings
2. Ten thousand notes and journals that just infodump on you everything with no context.

Remember Silent "two hour videoessay" Hill 2? People keep analyzing it decades after, I know comparing Signalis to THE Silent Hill 2 is unfair, but the story is simple and perfectly comprehensible without German/Chinese knowledge and reading King in Yellow. Silent Hill KNOWS when to be subtle and when to be blatant. Good luck with understanding Signalis though, because game just tells you to screw yourself and figure everything out by yourself.

Story itself isn't bad, but the game is AFRAID to tell you anything. It comes off as pretentious 2deep4u Evangelion wannabe, instead of presenting cohesive storytelling. It's just blueballing you with introducing a lot of cool stuff like replikas' past lives or cosmic horror, but doesn't provide any fricking answer, all is left is fans' theories. Hell, you won't even know why you ended up at Sierpinski in the first place!!!

The game has positive sides, like outstanding art direction or unique lore, but people just straight up ignore fundamental problems that prevent it from being "instant classic" or "greatest silent hill game since silent hill 3". But ig because lesbian representation is so rare, people treat it like angel simply because it has WLW story(Which is thankfully executed really damn well, but introduced WAY TOO LATE).

I really wanted to love this game. Sadly, I couldn't.

I didn't play it, but most people who claim to like the low ploy aesthetic of older games don't really get what makes that aesthetic great and instead just make models look like they were coated with lube and are about to enter someone's asshole.

drip and swag are all that matter in this world; assimilation is underway

the atmosphere here is so oppressively dense that it almost makes me forget i'm playing one of the worst feeling shooters to ever be released by a professional company. it's like if faceball 2000 somehow ran at an even lower framerate and was intended for people who'd never had nice days in their entire lives

but that fucking vibe is immaculate. the premise is hopelessly bleak without feeling tryhard, the industrial soundtrack is somehow more mechanically clunky than the gameplay itself and the cutscene direction rivals actual fucking cinema despite being from 1994. who the fuck made this??

oh - it's the guys behind gadget: past as future

alright that explains everything

man ham aslume is one of the games of all time but is there a lore reason why man & jonkler didn't have a 20 minute s** scene are they stupid. the game has many amazing boss fights like against bone scarcock and killer cock and the rizzler challenges are quite fun if a bit tedious by the end. is there a lore reason why this game has such good combat this game really captures how it feels to play man this game is the perfect man experience.