Bio
Co-Host of Daydreamcast on TwinGeeks.com

Ratings are on a Tier Scale
5-1 Stars=S-D Tier
0.5 Stars is F-Tier
I will accept no feedback on this system.
Personal Ratings
1★
5★

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Roadtrip

Voted for at least 3 features on the roadmap

Elite Gamer

Played 500+ games

Liked

Gained 10+ total review likes

Listed

Created 10+ public lists

Popular

Gained 15+ followers

Gamer

Played 250+ games

Organized

Created a list folder with 5+ lists

Best Friends

Become mutual friends with at least 3 others

Noticed

Gained 3+ followers

3 Years of Service

Being part of the Backloggd community for 3 years

N00b

Played 100+ games

Favorite Games

Myst
Myst
Kingdom Hearts II Final Mix
Kingdom Hearts II Final Mix
Portal 2
Portal 2
Bloodborne
Bloodborne
Mass Effect 3
Mass Effect 3

516

Total Games Played

000

Played in 2024

005

Games Backloggd


Recently Reviewed See More

“All the world will be your enemy, Prince with a Thousand Enemies, and whenever they catch you, they will kill you. But first they must catch you, digger, listener, runner, prince with the swift warning. Be cunning and full of tricks and your people shall never be destroyed.”
--Watership Down

Rain World one of those games where the line of "I like it because I think it's fun" and "I like it because I respect the work that went into it" is blurred.
Every enemy has observable behavior patterns, be it hunting, pack tactics, fear of environmental hazards, or symbiosis with other creatures. Looking at the behind the scenes it's impressive how it all fits together with the AI having separate ways of tracking through sight or vision. It truly feels like I am escaping a wild animal and not an enemy with a "pursue entity: [Player]" protocol.
And understanding that is what helps mitigate the frustrations when the simulation works against you. Three camouflaged lizards camping by the one path forward isn't the devs crafting a challenging encounter, that's just where their AI is telling them to gather because they're being chased out of their usual hunting grounds by a migrating tribe of Scavenger Monkeys.
Still, this can be used to your advantage, because the lizards are territorial and don't like sharing space with one another. Coax one to assault another and they may just leave enough of an opening for you to slip past.
90% of the time it works and feels like you're overcoming the odds of a world programmed against you by fighting back with your knowledge of it.

The other 10% of the time is when the simulation breaks down. You start to see the artifice in the design and things transcend from "Tolerable inconvenience" to "Bullshit Setback."
Because Rain World still needs to be a game with a goal and path forward, and this at times is incongruous with it's measured little world.
Much of the actual frustrations I had came at the fault of the rain mechanic. You're on a timer (with inconsistent length) at the start of each day to fill your belly and find shelter, and sometimes the path to shelter just isn't the path that food has spawned on, and vice-versa.
This wouldn't be so much a problem without the karma system preventing your passage to new areas. Survive a day with a full belly, your karma goes up a level, die and it goes down. At the entrance to new areas you'll be denied access if your karma isn't above a certain level. Get rejected and you now have to remain in the area you just got through, back tracking until you find reasonable hunting grounds and survive enough cycles to get your karma level requisite.

Grinding. It's grinding. And the grinding is never fun because of the aforementioned chaos and unfairness of the simulated ecosystem. Getting through an area by the skin of your teeth feels terrific, being told to go back and do it five more times is deflating.

And it's clear the devs became aware of this deficiency, because endgame areas simply start to include farmable food and shelters right outside the karma checkpoints. Were it not tied to the game's themes and story of cycles and rebirth, I'd question if the game even needs the karma system.

The true frustrations lie in a few gimmick areas causing deaths (and thus depleted karma) far outside the control or understanding of new players. A completely pitch black network of tunnels that causes eye strain, a complex of sentient cancer and zero gravity, and fields of carnivorous grass that can only be traversed on the back of a squishy deer that can sometimes just not spawn near you (this is oddly the worst one).

But as I walk away from Rain World, I can't stay mad at it. It's too fascinating a creation. A labor of passion and experimentation.

I will, inevitably, grit my teeth and dive back in again.

It all seems mundane, but you'll miss it when you see the photographs...

Resident Evil Village shows that the formula for RE7 can beat the sophmore slump and even surpass it's predacessor.
While RE7 offers a tighter, clausterphobic story, Village delivers a sort of carnival of horror. It's a deluge of ideas ranging from fetuses that vore you to mechanical monstrosities. It's so difficult to predict where this game is taking you and that keeps it's story fresh at a length that caused earlier games to become stale.
Every environment is a joy to explore because you're always rewarded with secret areas brimming with loot and lore. Highly reactive and violent enemies keep every shootout exciting and rarely is there a frustrating encounter.
Ethan Winters may be a cardboard protagonist, but he loves his daughter goddamnit and woe be to any monster that gets in his way. It's this throughline that makes Village one of the strongest narratives in the franchise and I was genuinley touched by its emotional climax.
Where the franchise will go from here I genuinely cannot say, but I think they ended on a high note.