God I fucking hate stereotypes. This is just thinly veiled hate trying to present itself as unbiased, and barely even doing that. Please, I'm begging you, talk to other humans.

What can I say? I've been wanting to play NieR: Automata for a looooong time now. I can't believe I've finally now done it. For those who are curious, I achieved endings A, B, C, D, K, and M, but I intend to go back in the future and get them all. I promise.

It feels so weird to think that this only came out 3 years ago. I'd heard so much about it, and watched people play it. It seemed so austere and unattainable. I'm now proud to say that I've played through almost all of what the game has to offer. And I analyzed the hell out of every minute with my game design brain.

There's so much that I could list that was mindblowing about NieR: Automata, and so I won't waste your (or my) time, but I will say this: A good, memorable, and seminal game is measured by the quality and love that goes into it. It's always visible to those that appreciate it.

With wholly unique, enjoyable, diverse, and rule-breaking combat systems, award-winning soundtrack, unfathomable story writing, beautiful UI, level, and environment design, and a heavy dose of harsh nihilism, NieR: Automata has quickly become one of my absolute favourite games. Can't wait to replay it sometime in the future

2017

Oh man! This is such a sweet little game! Though I've never played Caves of Qud, I get serious vibes for it while playing this. The graphics are beyond imaginative, and it's just plain fun. I'm not done, so I'll be updating this as I continue playing.

EDIT: I just finished the game for the first time! And holy shit!!! I love it! I absolutely love what people have been doing with the classic roguelike over the past decade. This breaks down barriers, impresses above and beyond, and is fun as hell to play. This is the kind of game I want to eventually make.

Life is Strange will always be one of the dearest games to my heart. It came to me at a unique point in my life, and it changed my perceptions of games as art, and my future regarding game design. Not only is it a beautifully crafted narrative experience, but it explores talking simulator mechanics in a fluid and interesting way. I will always have this game to thank for kickstarting me on a path of game design love and game creation initiative.

Playthrough 1:

For the second time in my life, I have just finished a game and am at a loss for words. It really doesn’t happen as much as you’d think. The Last Of Us Part II was the most well written, acted, and designed game I’ve played to date. Without a doubt in my mind. A most amazing crafted blend of unbelievably original storytelling, mind-blowing graphics, mechanical depth, and emotion. I am moved, humbled, devastated, and in awe. I love so much love for this. So very much. Please, if you have any, talk to me about your experiences with the game. I’m in need of conversing about this.



Playthrough 2 (Grounded+ mode):

Wow. I cannot believe it’s over. Again. Seriously flew right by me. If my first playthrough blindsided me and bowled me right over, this one picked me up, dusted me off, and gave me a friendly slap just for good measure.

I said it before, and I’ll say it again. This is one of the most human games I’ve yet played. Somehow it fucking manages to take a wildly far flung narrative in a world beyond relatability, and come out with characters that are more honest and more human than almost real life.

An inspiration, a soul-strengthener, a myriad, and low sound. A was, and still am, shaken.

Such an instant wonder. This is a very strong piece of my childhood, and a huge unconscious inspiration for a lot of what I try to make these days.

After replaying Botanicula yesterday, I knew I had to go ahead and replay all these old Amanita classics. It's suuuuuch a shame that Samorost 1, Quest For The Rest, and Questionaut were all Flash games :( Maybe the studio will rerelease them as downloadables (though I doubt it).

It's been SO LONG since I played an Amanita game, and Botanicula especially. I remember when this came out actually. Fuckin' BLEW my small child brain. Still does today.

So much love, personality, warmth, humour, and great game design packed into such a small frame. No dialogue, no hints, no text. Just friends, and sunshine, and leaves.

Sorta stumbled upon this one by accident when going through the Itch bundle from last summer. Really wasn't a fan at first, but I kept playing, and it just kept getting better! So much more than any old classic side-scrolling platformer.

Hard as fuck, but never impossible. And a knockout of a soundtrack to boot. Very solid work.

Good game is good. Hard game is hard. Brain is inspired, body is tired.

I've played this game before, though I suppose I forgot to rate it all the way back then.

Not really much to say here. Play it. Revel in it. Feel it and squish it. Give it a poke and surrender to your own mortality. Mmm tasty.

Finally got around to finishing up the Samorost series. Wanted to get full achievements for this one, just like some of the other Amanita games I've played.

A lot of very classic work from the studio, though some neat new approaches were taken, and were well appreciated. Fantastic sound and environment design as always. A bit more narrative to this one, and it was so well implemented.

I'd been an Off-Peak fan for SOOOOO many years before realizing that Cosmo-D had made other games! Surrealism can be really fantastic when used properly in games (and actually almost any media for that matter). The Cosmo-D games push that, and test boundaries, but never stray ~too~ far into a complete loss of meaning. Which I really like, and is an art in itself.

I think that where Off-Peak broke through to something amazing for me, The Norwood Suite has demonstrated more to it. I think this is a very solid game. Not too hand-holdy, but not meaningless either. A great start of something very interesting after the first game.

Best Gungeon tips:
-Always keep an eye on your character (stray bullets)
-Open chests AFTER the boss, and toss your gun BEFORE the boss of you can (run optimization)
-Always shoot chests (mimics)
-Dodge roll only if you have to (git gud)
-There are secrets EVERYWHERE

While I haven't played EtG in a while, there was a time that it was my go-to game every day for over a year. It is and forever will be, a high-quality, pretty, well-balanced, and well-supported bullet hell roguelike. The devs put so much work into this, and it shows. From experience, I can say that it's worth spending multiple hundreds of hours playing.

Sooooooo, I bought A Plage Tale on a pretty big whim. It came on sale for about $20 CAD, and I'd had my eye on it for a while, so I decided to get it and see.

I was SO IMMEDIATELY ENTHRALLED. I literally played through it once, waited a day, then played it all again once more.

The fact that this game's story is goddamn original and fresh is only exponentially exploded by the fact that the visuals are pretty as all hell. Like, this is the medieval/dark ages visual setup that The Witcher wants to be, and with a less of a lot less pointless horniness!

Jokes aside, children are a wonderful vehicle for storytelling and powerful narratives. I'm not saying that eeeeevery single character here was perfectly formed (looking at you Melie), but it did a hell of a lot of things very well. Some other little details:

SOUNDTRACK: A+++
UI DESIGN: Pretty good, not perfect
GENERAL GAME DESIGN: Quite cohesive at some points, others not so much
SECRETS: Good god, does this game know how to reward completionists. Give me my damn loot for looking around that corner, HELL YEAH.

Check out my favourite game screenshot and more here: https://steamcommunity.com/sharedfiles/filedetails/?id=2237224387

What an utterly adorable and peaceful little gem. It's not often that I partake in the cutesier games, but this performed sooooo well. Maybe I should check out some others.

A fulfilling game to a T, brimming with love, fun animation, fantastic dialogue, and a warm sunny feeling. Gonna play this again sometime soon.