Visual storytelling weaved into game design in a way that is urgent and inconspicuous, yet simultaneously unrelenting and unpredictable. Will Isaac be able to escape today? It's a dumb question. I mean, you're digging down the entire time. This was never a world he was meant to leave, but more so a world that had left him there. Youth trauma is eternal. There is never a world you can live in again other than the one you were introduced to. You show a child hell, they'll be there forever. And forever Isaac will remain. What a privilege it is to breathe.

I forgot why this game was talked about so much. Playing the game only made me more confused. I forgot it was just a big kickstarter campaign. I remember those. Definitely not this game, though. Despite iconic names in both production and talent, there's just nothing here that has anything to say to stand out even among Double Fine Productions' own catalog. Gameplay feels slow and poorly put together, with the perspective switch gimmick only serving as the most basic visual storytelling technique ever. Anything in the beginning that was charming and proved to be humorous was quickly dashed by annoying puzzles that seem counter-intuitive and require more attention than I think any player would want to give this. An unfortunate yet extremely temporary stain on the independent game development industry, and at least people don't clamor to pre-orders like they used to... I think... I would hope so.

How big is too big? Can you write it down? Can you think it? Can you even think of writing it down? Just when is it enough? When will it be enough? Will it ever end? Will we ever stop writing? Will we ever stop suffering? Will someone please get me double stuff oreo thins? I have 1648 hours in this game.

A chance at a life we want is all we can really ask for, and it's all we will fight for the most. For better or for worse, our character strengthens when our life begins to change, and colors start to become vivid. These surreal moments of transition in life are shown to the extreme of friendliness and confusion with this hilarious mystery game that I can easily recommend to anyone who doesn't mind reading. This game has a mind-blowing narrative and has such hilarious character moments and art to show off. The remaster especially brings out a lot of that love, and the music sounds so amazing. The Ace Attorney fan in me was extremely pleased with how much charm this had to offer, and I'm so glad it exists in the way it does on its own. What a fuckin ride

A very interesting experiment in limited senses and unexplained phenomena. Pressure builds through trenches and mysteries, unexplained photographs and redacted terminal entries only bring more questions, and the world all of this builds is one that can be pretty harrowing at times. But does it do anything beyond some goosebumps and scares? Not really, no. The small package is perfect for what it brings to the table, it's just going to leave you hungry unless you really put in the imaginative work on your end to complete the experience yourself. Definitely worth a few bucks and a couple hours.

To be able to interact in a world such as this one is why I've loved the medium of games for so long. While the combat can be annoying at times, and the puzzles sometimes redundant, I found myself so captivated by the narrative and the design techniques used to convey psychosis. The permadeath mechanic, the distorted and unreliable audio scape, and the surreal/experimental approach give a truly individual and unique experience that is both anxious and freeing. A wonderful examination of perspective, and how the stories and connections we make can be taken advantage of at our weakest moments. You have no choice, but to look it right in the eyes. Senua is such an amazing character, and I hope we all can be one with our darkness one day.

He was really close this time around. I almost found myself believing that there was greatness here. I mean there's not many games that start better than this one, with such perfectly executed atmosphere, one with charm through it's eerie mystery it shrouds itself in. As more layers get revealed, excitement brews, and I feel so gripped. What follows is more Mullins busywork puzzles, a fairly messy and annoying final act, and an ending that is almost literally the same as his last game. It's frustrating to see a concept as fresh as this go used in a way that feels so familiar, even in just the developer's previous works, and would rather opt in suspended disbelief in supernatural rather than curating something substantial. It's extremely well made, with art doing so much more than enough, along with the music, and having all of it feel cohesive despite dramatic shifts in every angle. Wish it did more to complete itself, however. Instead it unfinishes.

While I do continue to appreciate this outsider perspective to a meta-narrative that we get bits and pieces of, and the gameplay here is more varied (even if only literally) and gives me more of a reason to give a shit about what's going on, it still doesn't quite hit enough when it comes around to the end. It definitely feels much more realized and put-together than any attempt Pony Island made, and there's some very important things he learned that show in this project. It's just unfortunate that a lot of the animation is still fairly simple and not super personable, despite fairly decent design and character. Attempts to subvert the 4th wall still felt fairly laughable and simple, even as narrative elements, but do a decent job of keeping you on your guard for what comes next, because you won't really ever guess. It's fun in that regard, and funny in terms of its satirical elements and industry commentary, if at times wildly absurd. Overall a positive change of direction in development in my opinion, one that showed a lot more promise for the developer Daniel Mullins has become today. Now it's finally time for the biggun.

Ultimately harmless, way less annoying than a lot of other early indie attempts at meta-narrative, but the themes feel very lazy, despite it pairing with the artstyle quite well, and all of the "game" parts feel like busywork rather than play. It's cute, funny, and has more jesus-killing than a lot of games ultimately should have, so there's clearly a reason why the let's play phenomenon latched onto this so tightly. Doesn't really stand much of a chance to criticism these days though.

In a culture of greed, gluttony, and corn syrup, the amount of slop that we put into our bodies (myself included) goes right past our eyes. It's only fairly recently have we been able to see more and more of how our food is made, and how ineffectively it is distributed. Look up the food safety section on Wikipedia. If it's anything I want to take from this game, it's that you should be aware of what you eat. Be very aware of what you eat. Also, really cute creature design! Cheepoof definitely takes my crown. Also in love with Bunger as everyone should be. Bunger Bunger. Hahahaa.

The future replaced by the past, making way for that feeling of déjà vu you just can't shake. Are you sure you haven't been here before? Haven't you met this person before, or did you just know someone that reminds you of them? Answers only lead to more questions, and soon the questions start to become familiar again. Time passes, until it doesn't. It's different until it's the same. Nothing is able to change that, you've never heard of the people who have for a reason. An improvement upon the original in many facets, and just as consistent in those I remember most. I missed you, quirky janky movement. A breath of fresh air to reignite my excitement for these developers after Afterparty.

Death is not an end. An exercise of extreme empathy through peril and terror. An urge, a need, to understand. We have to try to understand, we cannot be afraid of it for our whole lives. Because our lives are not alone. How we live will affect the way hundreds more will live, and so on. Our life will tell the stories that we leave behind, and those stories will shape life in ways that we will never be able to comprehend. It's amazing, just how small we are. It's endless curiosity, love of life, it's realizing that you as one are just as important as every one. Every one before you, every one after you. We are all so, so fucking amazing, and while it may take us too long to realize, and while we might be too afraid of understanding to notice, the way that we shine is bright, blinding, sheer and pure light, beaming and swallowing us all. An essential narrative to the original.

For every thing, there is something bigger. Something so much bigger than you could ever comprehend, getting farther and farther away from you every second. And for every thing that is bigger, there is something bigger than that, so much bigger than that thing could ever comprehend. All getting farther and farther away. At some point, it will be gone. That thing that you are, that thing that is bigger, the things that are smaller, they all go away eventually. Will we ever know why it all goes away? Can we stop it from leaving, even just a little bit? I'm not so sure that we can. We can certainly try, though. Effort into this multi-dimensional quest for meaning is something that has been a part of human psychology since humans knew they were humans. It has taken us this long to get this far, and we are still so very very far away, and it keeps getting farther away. And even if we find something, a lead, it's just a bigger thing with other bigger things yet to find, also getting farther and farther away.

Maybe it's better to appreciate what's here now. The friends we make, the history we learn, the past we remember, that's what has survived. It's why we try at all. Because at the end of the day trying and failing is something we will all do, but it's failing together that makes the landing just a bit softer. The meaning isn't anything more than beginning and end. What's in between is up to you, and it helps when you know that out there somewhere in the unobservable, someone is playing the same song with you.

Consistently and entirely brutal. Difficulty is often punishing and unfair, visuals are always brand new and overwhelming, narrative is usually obscure yet in ways direct and in tandem with visual aspects. While I think it's brutal aspects are sometimes detracting, they are mostly enhancing the feeling of prey in a predator's world. Uniquely minimal in ways that are deceptive, vast, and packed with detail and attention to achieve a look and feel unlike any other platformer I've played. A survival game in which you are destroyed.

I think at it's core, Resident Evil should be a fun time. It usually is for me, and I think that there's an understanding of where certain aspects can lack while not taking away from the general entertainment the game brings. Co-op is obviously preferred, it's basically how it was designed, and I tell you what beating the shit out of these fuckers with a friend can be damn fun. Good battles with zombies especially in mid-game areas really felt good to play through, and the odd characters and goofy narrative really added a lot to this. Now I can't tell you about how this feels as a successor to RE4, a game I still haven't played, but I can tell you that this is just a good time. Nothing too much more. Also Mercenaries is just as fun