2242 Reviews liked by Nightblade


Kind of bullshit throughout the whole runtime but has lots of very interesting technical feats under its belt. The Pizza Planet level is especially interesting, and the first person level is much smoother than anything else of its ilk on the console. Could definitely stand to be more playable in the grand scheme of things, but it's at least endearing.

Hey what if I plagiarized a game and then made the game's description on Steam near identical to the one I'm copying and then made 5 donation dlc's that go up to 200 dollars and then made them go on Steam promo's to further incentivize impressionable people who mistake me for the original developer, I think that would be very funny.

Harrowing look into what its like to spend a day in Italy.

Normally if I enjoy a game I'd either try to have fun with my writing and do something corny like roleplaying as a character or go insanely heavy on the showmanship, but for the sake of this I'm actually going to be really vanilla and bore everyone to death.

Before I heel out, I'd like to let it be known that I was rooting for this game. When it was originally revealed in one of the Directs, I clapped, I hooted, and I hollered, for she deserves the universe and everything in it. She's an icon, she's a legend, and she is the moment. I heard it get compared to Wario World, which made me bounce off walls like Spring Wario from the classic Game Boy games. I could imagine it now, Peach womanhandling every bad guy in sight and going on an exciting journey through every genre of artistic theater known by Mushroomy Kingdom history. Unfortunately, comparing Good-Feel to even one of Treasure's lesser developments is essentially like putting silly putty next to an unpolished diamond.

"Engagement" and "difficulty" are two separate things, and it really needs to be stressed that the latter means little in the grand stage of what makes a game do what a game does, which is engage the player and take their mind off life, with the "fun yeah woo" energy replacing all their other thought processes. Spyro the Dragon and Ninja Gaiden are on opposite ends of the spectrum and still manage to be a few of my favorites to ever do it. Just a few days ago, I played Bugs Bunny Lost in Time on stream in a Discord call with one of my friends as she did some programming, and that is a game "made for children" with very little punishment dealt out for mistakes. For how jank and lower budget it was, it was fun with decent puzzles, cool ship combat, car chase segments, and even pretty good boss fights! It's something I enjoyed when I was eight, and still do now as an adult.

Peach Showtime for all of it's poor performing extravagance doesn't even use a lot of the joycon's controls, and many segments are very linear and on-rails with one of the Detective Peach puzzles quite literally having the solution put up on the wall for you. Using a simple control scheme is never a bad thing in itself, I enjoy an Atari game now and then, but the fine art of utilizing that simple control scheme demands creativity that extends beyond auto-scrolling sections that make 100%'ing the game annoying. It would also ask for enemies to master the very tricky art of "moving the fuck around a little" to justify having the world's most lenient parry window. It's frustrating, because for every half-decent powergaming moment that involves throwing hitboxes around enemies that are less threatening than beginner mode Musou soldiers it's spliced between very uninteresting unskippable dialogue, uneventful non-combat plays, auto-scrolling/auto-running sections, and "puzzle" segments that are more trivial than microwave cooking. It makes me drowsy! I've played stuff like Toy Story Activity Center off the Collection Chamber and Number Munchers last year, and that stuff was pretty fun despite the target audience! Hell, I still come back to Wacky Worlds Creativity Studio on Sega Genesis just to screw around with the music maker! It stimulates my imagination, unlike Peach Showtime!

Give kids some respect, or even better give Peach some respect. A little bit of both I feel would go a long way.

....Also, I know I'm preaching to the choir on this subject, but why does the game run so goddamn bad? The loading screen and results screen run worse than a bunch of Atari Jaguar games I've played, was it a bad style choice? It would check out I guess, I may as well be playing a movie game.

A dull direct-to-VHS Disney movie game.

" To be or not to be, that is the serious question " - Sam, the Serious

As part of Landfall Game's yearly April-Fools-Shadow-Drop-Game tradition comes a genuinely refreshing take on the "Coop-Horror-Quota" game! (trying not to just blatanly call it a "Lethal-Company-like" here) Embracing the horror and chaos by trying to film as much as possible of it with the camera while your squad acts and screams through the proximity voice works pretty damn well, especially since you get rewarded (if you make it out alive) with the recording of your spooky romp, with audio and everything. A goofy game that excels if you can b goofy wit tha homies.

Serious Sam was probably designed as a perfectly well thought out shooter somewhat, but every time someone from Croteam said "Hey, wouldn't it be funny if we-" they would all say yes in unison and then promptly add the most hilarious bullshit you've ever seen in a game.

Plok

1993

Not many people know this but a good soundtrack doesn't usually elevate the experience of a bad game

Okay, yes, this game is cringey. No one is questioning that, lmao. It’s a gamer themed dating game based around real living people. You really don’t need to go much further than that to understand why everyone makes fun of it. But don’t worry, I’ll keep talking about it and make it all your problem too 🖤🖤🖤


First of all, I just want to say I realize that they clearly went into this game thinking this would be a funny joke of “hey, let’s make a game about ourselves.” “Yeah, hahaha you know what would be funny? If it were a dating game, you know how cheesy those can get.” “Oh, that’s perfect! We can totally poke fun at each other and the game genre at the same time!” And yes, there’s nothing wrong with that in theory. But then you actually sit down and play the game and realize you’re playing a high school dating simulator where you play as a high school girl who is interested in the other high school boys. Except they’re based on 30-year old men, still acting and looking like the 30-year old men they’re based off of, and the cherry on top is one eventually getting into a scandal about whether or not he was sexting with high school aged girls. So yeah, I’m going to find this game incredibly creepy. It’s like watching Grease, where all the high schoolers are so clearly adult men and women, but you have to sit and pretend they’re all 17. Except in addition to that, they’re all epic gamers, a few of which you can argue have some pretty questionable morals. (Though I won’t act like any of the actors in Grease didn’t either lol)

The game still has the qualities that dating visual novels have, and there’s a clear talent put into the UI and art. I don’t want the idea of the game being “cringe” to be anything involving the art or music department or anything like that, it's just when you decide to make a dating game about real people, even if it’s supposed to be a joke, it’s going to be freaking weird. It’s especially going to be weird when the game ends up focusing on specifically Normal Boots people. So bluntly put, that’s what I think about the game. It’s a weird and uncomfortable premise for a game, so as a result I think that the game is weird and uncomfortable.

The game ended amazingly for me though, with it crashing hours in: perfectly encapsulating the spirit of the whole experience.

Every day that passes, this game ages worse and worse.
PBG will save us all!

This review contains spoilers

The fucking way my heart sank whenever I'd turn a corner to see a big fat Zero.

Don't want to handwring, because this is far too specific, but I think there's something to be said about the magic of a truly blind playthrough, and how a game's delivery process can be the be-all and end-all. When I first learned of The Exit 8, it was because I did my daily poorboy due diligence by browsing Skidrow for new games to pilfer from the back of an unmarked van. (I'd honestly recommend people to do the same, I've discovered so many games this way, but I'm a psychopath, so sink to my level if u dare.)
The Exit 8, unassumingly, only sells itself on the Skidrow listing with the description - "The Exit 8 is a short walking simulator inspired by Japanese underground…". Kinda boring pitch, doesn't jump out much - I didn't have any expectations or pretence because I had no way to create any. why I gravitated towards it instead of Trucks and Logistics Simulator is anyone's guess.

Frankly, I was only expecting one of those lusciously-rendered mundane locale tech demos, and the initial hump of The Exit 8 practically delivers that. I did a few runs on its recursive subway underpass thinking little more than how I was experiencing essentially a student's little Unreal Engine flex or something. The texture work, lighting, reflections, modelling - it's all on point, a still captured from any angle could be utterly convincing as a genuine photograph of a real-world location. Then I stopped sprinting around the map and finally took in the finer detail on offer - instructions! In English! Unwinding into (- and I hope you've played the game before reading this -) a game of non-Euclidian spot-the-difference. It doesn't feel like the floor falls out from under me very often these days, man. I kind of sunk into this and was enraptured, pouring over every loop's details in a desperate fervour to reach Exit 8 - gaslighting myself countless times and getting genuinely spooked at the prospect of unknowingly missing anomalies. Loved it all the way to the end, very cool lean little thing.

THEN I looked at the Steam page and how it fucking spelled the whole thing out. At some of my pals already having it in their wishlist, knowing for god-knows-how-long what the gimmick of The Exit 8 would actually be. The first screenshot on the Steam store page is the END of the game!! You should spend the whole playthrough wondering if it even has one!! I'm sure the coming few days will be plastered w/ thumbnails of gormless Youtuber faces, setting people up for The Exit 8 being something far more TERRIFYING than it really is. It's kind of crushing and I know that's a bit unfair but like. I think this is the kind of game you should just put in front of people to see what they make of it. Place it in an unlabelled USB stick and slide it across their desk or something. And stop calling everything 'liminal' ur gay.

A meticulous on-going negotiation between space, architecture, self-doubt, and the rigidity of systems real and imagined.

Go buy and play it. Equip your horse blinders because the store page sours things a bit.

ここでは
左側通行


Perfect tectonic representation of Japanese underground passageways afforded by advances in games graphics. The hyperreal supplants the original to the extent that, as in reality, it becomes visual noise, consumed without deliberate thought. Without knowing what The Exit 8 delivers, its call to pay attention to surroundings becomes an act of questioning minutiae and the necessary bounds of the game space. In quietly becoming familiar with the space itself, differences should become apparent, but the mind effectively second-guesses itself amid a sea of static. Occasionally it is blatant, more often fleeting as a wandering eye spot, impossible to catch within one's focus and definitively claim it to be actual.

Of course, if it really was that subtle it wouldn't be a very rewarding experience, but the learning experience is reinforced by the dread of seeing 0, an affirmation that you missed something or, more terrifyingly, misremembered something. Were the posters always in that configuration? Did the passerby look like that? How grungy was it last time?

By not repeating itself until the bag of tricks runs empty, The Exit 8 refuses to even give the player the opportunity to enter routine, to become acquainted with the unfamiliar. Even the security of 8 not a perfect shield until the assurance of leaving it behind.

Heartbreaking: Adorable rotund kiwi mascot is stuck in a platformer I don't like💔💔💔💔.

Half the soundtrack is smooth MIDI funk and the other half is the battletoads in battlemaniacs guitar. They understood the assignment. Amazing game overall but I'm not a personal fan of how the collectibles and ranking system are structured in relation to each other, it's getting into Rareware territory. Lots of little nitpicks like that, but the final boss sequence is an easy 'best ever' contender and that nullifies what grievances I could have. Banger.

Added an extra half star because the name Celestio cracks me up.