511 Reviews liked by PostWar


brutal doom for the video essay generation well, color me impressed. this is actually cool!

if you're anything like me, you've grown tired of metahorror. it seems like every other day i find a new indie game or analog horror video in my youtube feed using hackneyed "subversions of expectation" and arg elements for spooks. imscared was cool, but imscared came out 12 years ago. so when i heard about myhouse.wad, i brushed it off. it wasn't until last night that i bit the bullet, and let me tell you: i should have done it sooner.

the house of leaves inspiration is blatant enough as to call it an adaptation. there's no point in dissecting it, but i'd like to use it to explain why my house doesn't suffer from the pitfalls you might expect. remember how house of leaves has a bunch of hidden shit inside of it that redditors have been talking to death for years? well, you don't need it to enjoy the book. it's an addendum for people who wanna go crazy over that kind of stuff. my house is the same way with its metahorror. the creepypasta elements are contained in the downloadable journal rather than the game itself. the "deeply emotional" (read: tactless and generic internet psychological horror) themes fans don't shut up about are contained in secret content that you won't find unless you're looking for it. in that case, why should you play the wad?

cuz it's a damn good time! if you liked lost in vivo's combat-heavy take on otherworld from silent hill, you'll like my house. the maps are super pretty and fun to explore. there are cool new enemies too! if nothing else, play it to see a modern action horror doom map with strong atmosphere. it only took me 30 minutes and i'd recommend it even if you already know the "twists".

as much as i still want to mock the fandom and compare it to brutal doom, i do hope this inspires people to take full advantage of gzdoom's special features. maybe someone will make a map that uses similar technical tricks to make something in a genre other than horror. as it stands, i super enjoyed my time in my house and i recommend it to all the skeptics. this one's different.

SOLD

One day I'll be able to articulate how heartfelt this game was to me, alas that's not going to happen for a while.

Lindo, lindo, maravilhoso. Em questão de mensagem da narrativa além de história ou da gameplay, esse é o melhor shmup, sem dúvida. Ele tem algo que eu admiro muito, e acho incrivel, que é a vontade do autor de homenagear os clássicos shmups, não só para parte da evolução, com claras referências, de cada um de suas respectivas eras, mas também em design de bosses, até alerta de estágio, e etc, que mostra claramente como o jogo é um atestado de amor do criador pelo gênero. Foi com Genetos, que comecei a me aprofundar nos shmups, que venho a se tornar o meu gênero favorito.

Depois de passar por um bom tempo conhecendo o mundo dos “jogos de navinha”, voltar a Genetos e zerar novamente me fez ter uma experiência ainda melhor, e posso dizer que ainda mais divertida. Além do meu amadurecimento pessoal deis da última vez, que com algumas situações nesse período de tempo deis do ano passado em que joguei pela primeira vez, me fez entender um pouco mais a mensagem do jogo, por mim mesmo, que as vezes passa em minha mente em épocas e momentos ruins, sempre tentando evoluir, mesmo quando as coisas parecem acabadas…

Hoje em dia eu cultuo a ideia de criar meu próprio Shmup, que meio que se tornou um sonho de vida pessoal, eu espero conseguir realizar, e também, que ele seja algo belo e que me satisfaça, como eu imagino que agradou ao criador de Genetos em ter colocar suas ideias de uma forma linda, em um jogo de um gênero que ele tanto ama. Enquanto apenas planejo, escrevo, e desenho, com uma esperança do futuro, irei continuar me divertindo com esse gênero, aprendendo cada vez, não só sobre esquivar de balas e zerar sem continues, mas também sobre as histórias e ideias que estão nesses jogos. Então tenho muito a agradecer por esse jogo, que é um dos mais influentes, não só sobre o que eu gosto de jogar, mas também pelos vários desejos que ele despertou em mim, me trazendo ao meu de agora, com um sonho, e também me mantendo acreditando nele. Obrigado, Genetos, obrigado, Tetsuya Koyama

E obrigado ao Frost51 pelo vídeo comentando sobre o jogo que me fez conhecer essa obra prima

If you are sad that bloober team is going to stomp on everything that Silent Hill 2 is all about with their eventual dogshit remake than don't worry because the best silent hill game made since 3 is right here! Enjoy this game while you can before people try and tell you it’s overrated or nothing but annoying people talk about it and get you mad

After losing my save when the game came out and putting off replaying back to where i was 2 years later i am happy i finally did it. I knew i would love it, i knew it would be amazing and still it blew me away.

Playing through this piece of shit on veteran is one of the most joyless experiences I have ever had. There is nothing good here, the gameplay is some of the most bland stuff ever, the visuals are absolutely washed out and ugly, and not only is the narrative 100% uninteresting, the messaging and takeaway is as miserable as the rest of the experience.

Anti-war, but only in the way that the game is so mindnumbing, you would not want anything to do with the desensitized and distasteful garbage displayed.

10/10 This Cannot Continue.

A game that excels at delivering the unexpected. It's a shoot 'em up crossed with a twin stick shooter with a focus on puzzles over reflexes. Mechanics change often - often within the same level - and I think there's thirty-five levels and seven boss fights. I delighted in how these changes were visually communicated and how tightly designed they were. There's often just enough time to react, then work things out, then embrace the new structure, and then bam it's time to adapt again.

While its mechanics are inspired, the music and art aren't worth much mention. Anything that could be mentioned as plot is nonsensical. Oddly, my thoughts on those things don't matter much to me. Playing Eigengrau is more about having fun and basking in varied and well-executed game mechanics than anything else.

Twinstick shmup for the clinically insane. It throws out new ideas and twists at a blistering pace, I almost wish they gave some concepts a bit more time to marinate before moving on to the next thing. Visuals and audio are a bit basic, but everything is clear and readable so I don't mind too much, what they service is fantastic.

System Erasure had a whole thread of shmup recommendations, most of which I'd already played and they absolutely kicked ass. So, I picked up one of the couple I had not played, trusting that it would also kick ass.

Reader, it kicked ass.

Eigengrau is in no way a """traditional""" shooter, and could easily spark arguments I don't care about regarding what counts as a shmup (I don't care if you're talking about this game. If you count Star Fox I'll get into a fistfight over it) and might be more like a twin-stick shooter except it's not one of those either. You can shoot in four directions is what I'm saying. The game is broken up into a normal number of levels, and each of those levels has 6 subsections: the first five all have some kind of gimmick. A twist on the controls? Some new kind of obstacle? A particular kind of enemy? One of the joys of Eigengrau is that you really never know what's going to happen in the next 60 seconds, and it's always entertaining when you find out. The sixth substage in each group is a boss, which serves as an exam on all the gimmicks you were just introduced to. It reminds me of some bad games I made in Game Maker Studio 1 some years back, which adds to my sunny opinion on the thing.

The visuals are just serviceable, and there's not a lot of real oomph in the presentation. No real plot here. The soundtrack is great, though, and you can interact with the game all at once like an arcade game, or piece by piece. Each substage has one or more special goals to achieve, which seem to unlock a few new weapons and features once you get enough.

Eigengrau is just great, and I only really shy away from calling it a real shmup because I know people who are shy of shmups who would still love this. It's an action game for people who like their action games to have lots of bite-sized nooks and crannys to explore. The kind of joy you can only get when you're not tied to anything less abstract than "I dunno, spaceships? shapes?" for your flavor. A video gamer's video game. Great stuff.

this is a competent port, like really impressive how they got this game down to a 3ds cart

that being said, not the way to play console edge of time, at all but it's very novel of a port, very cool to see everything function

PLEASE PLEASE PLEASE do not confuse this with the ds one, that one is garbage

This review contains spoilers

A beautiful follow-up to the original.
The game invites you to the fantastical world of Lunatea, which it fills with colourful characters and beautiful music.
That is until you start noticing what this game is actually about.
Lunatea's Veil is a game about how dealing with grief can manifest and how accepting your own misery is a big part of moving on. It's such a great message that game very cleverly alludes to without making it too obvious.
Masterwork, sucks they never made more.

Literalmente es Hokuto no Ken pero con personajes de Donkey Kong. Rawest shit ever

This whole game is just Klonoa bringing sorrow to Lunatea because of the emotional trauma after Phantomille, that's why the last levels have the OST from the first game mixed all in a distorted sense, the villain is a mix of Klonoa's body and Huepows green blue and gold colors, Klonoa is the only one that hears those cries for help...and the OST from that level is called Hyuponia!!!!!

Klonoa is a duology about loss, sadness and dreams, Klonoa is us, and just like him we learn to live in a world with sorrow, we're sad about the ending of Klonoa 1, but all the players remember the ending from that game, it's that sadness that makes us remember that moment, that world, that dream.

Every person has different ways of coping with these emotions, just like every kingdom in Lunatea with stuff like games, war, just thinking about the past and not moving forward, we try to ignore these bad feelings, but we have to embrace sorrow, after embracing it we're able to save this world, this dream, and wake up from this long dream, our dream.

After finishing this game, us and Klonoa, are able to wake up, good morning player!

You can't live in a world without sorrow.