13 Reviews liked by Ragnar_


Probably gonna get roasted for playing a porn game but but but I genuinely think this has some of the best conversation mechanics in games. Every conversation is a tight-rope walk where you have to juggle various interests (including potentially porn-y ones!) to get the result you want and this is maybe the only game I've ever played that has properly validated rude and catty dialogue options, never mind made them fun. Moment-to-moment this is Love's best, funniest, most well-observed writing (though admittedly I should probably replay Analogue, and I never played Hate Plus).

And in the interest of not making it seem like i'm reading playboy for the articles, the sex parts are also pretty good, i dunno what to tell ya.

Like watching a car crash.

Open Roads had a very rocky development, and it's not hard to tell. Announced about four years ago at The Game Awards and three years after the studio's then-latest release of Tacoma, Open Roads ran into some trouble when it came out that Steve Gaynor was a microtyrant who was forcing employees out of his company. In a true success story for the industry, he'd only been abusing his power over his subordinates to humiliate and demean them (specifically focusing his ire on the women at his company), and not to sexually harass them — please, hold your applause for the man until the end. The news broke that this dipshit and his stupid haircut had been responsible for turning over nearly the entire workforce of Fullbright over the course of just two years, and Gaynor stepped down ahead of the story coming out. He said he was very very sorry for his behavior and that he wouldn't do it again, but also that he wasn’t sorry enough to surrender the company name. Open Roads is now credited to "The Open Roads Team", comprised of the couple of employees who were left in the wake of his reign and whoever else they could bring on to save the project from a shallow grave. The game released just a few days ago to a remarkably small audience and a middling reception, and it isn't difficult to see why.

Open Roads fucking sucks.

It's a game that's very obsessed with detail, yet is remarkably uninterested in its story. When the game let me open up a trash can and pick out every single piece of garbage individually to examine it in a 3D model viewer, I got the feeling that I wasn't going to enjoy this. The models themselves are all very intricate and detailed, each one of them complete with their own bespoke labels, and fine print, and they're all very lovingly put together, and I absolutely would not have noticed nor cared about any of this if a core component of the game wasn't picking up random objects and looking at them. There's a reason that movies don't feature characters picking up every loose object on the set and holding them up to camera, and that's because it's not particularly interesting to do that. I feel like I have to explain this from first principles. What do we gain by doing this? What do we gain from having the player pick up loose items and stare at them? What does that accomplish that just dressing the set with static objects wouldn't? It certainly makes the game last longer, because you need to pick up every piece of random bullshit in the hopes of finding the ones that advance you to the next section, but there's no appeal in doing that. It's busywork. So little worldbuilding actually happens by digging through these items; you'll be picking through erasers and pencils and plates, all such boring, domestic objects that don't have any character to them whatsoever. You can pick up some push pins and look at them. They're normal fucking push pins. You can pick up a fork and look at it. It's a normal fucking fork. You can pick up a comb and look at it. It's a normal fucking comb. What are we doing? Why? Is there something about allowing me to pick these objects up and look at them that does anything that leaving them in the scenery for me to look at wouldn't? Could we at least do something interesting with them? Express some personality through them? Give us a reason to investigate them? Anything, so long as it could give this a point.

Tonally, this is all over the place. Tess being kind of mood swing-y makes sense — she's fifteen, and nobody seems keen on telling her fucking anything on the grounds of it being "too complicated", despite one of the core conflicts of the game being completely resolved in a literal three minute talk at the end — but Opal falls into this pattern as well. Tess will go way, way too far in making an accusation or just trying to come up with something that would hurt her mom, and Opal will respond in kind, and then the pair of them will act like nothing ever happened. One sequence has them blow up on one another, refuse to say another word until the end of the car ride, and then resume quipping and bantering not even thirty seconds later. It takes more time for you to eat the fucking burger that Opal buys you at the motel than it does for the only two principle characters in this story to have a ground-shattering fight and then completely resolve it. The store description boasts that Tess and Opal’s relationship has “never been easy” when it so obviously is. If I had said so much as a fraction of the shit Tess says to my own mom, I would have demolished our relationship. Instead, it’s all glossed over, all just Buffyspeak for the pile. If wry quips were currency, Tess and Opal wouldn't have to sell the house.

The game can't ever decide whether it's time to floor it or slam the brakes, and instead has you constantly whipping back and forth between long segments of doing fucking nothing besides wandering around to rotate ashtrays and then blasting forward with story development that you barely even have time to register as happening before it's over. Your grandfather died, but he wasn't actually your grandfather, but he was a jewel thief, but he was your grandfather, but he might still be alive, but he tried to turn himself in, but who cares, but maybe your professional gambler father can enlighten you, but roll credits. Christ. We spend 90% of the runtime walking around and investigating literal fucking garbage and then cram way too much of this incredibly boring story into not enough time to tell it. This isn't even an Open Roads problem, but Open Roads is a symptom; so many games have fucking atrocious pacing. I've started celebrating anything that can get to credits without rushing or dragging. At least this has the decency to be over in an hour and a half, despite the fact that it does nothing with that time.

Would you believe me if I told you that this controlled badly? For a game this simple, just about every control scheme has something completely broken about it. If you're playing on a gamepad (the optimal way to play), menus are often incredibly sticky and require a few button presses before they actually register that you want to move your cursor up or down. Getting from New Game to Continue on the main menu took four down presses to move the selection box down once. Objects that you can interact with are what I can only describe as "sticky"; moving your reticle near them will drastically decrease your sensitivity and pull your view towards the item like a magnet, ensuring that you can easily pick up the item without having to fiddle with getting the reticle placement just right. This, in theory, is a great idea. In practice, the fact that so many fucking items in the game can be interacted with means that your view is constantly being dragged around, making it feel like you're fighting with the controls when you're trying to look up from a desk to the exit door. You can't move your camera freely unless you're staring off into empty space, because your reticle keeps getting caught on objects and making it incredibly difficult for you to look away from them. It should not be this frustrating simply trying to look around a room.

Doing this on a mouse is where the fun really begins, though. I don't know what happened with my copy of the game, because I can't imagine that this happened to anyone else and they didn't see fit to mention it; it's obviously a bug, but it's also really funny that it made to the final release. Mouselook, for some ungodly reason, is locked to eight directions. It also "snaps" when you move it around, jumping from one point to another rather than smoothly gliding between them. I thought it had something to do with the controller being plugged in, but it persisted through both unplugging the gamepad and restarting the PC. I can't really explain how bad this is through text, so I've graciously provided you with a video so that you won't have to experience it for yourself. Nobody should know these horrors, but I do. You should not be made to carry this burden.

I feel bad giving it this low of a score, because I usually prefer to reserve the half-stars for works that are actively harmful. The kind of thing that does damage. But there is absolutely nothing that I like here. I detest the writing, I detest playing it, I detest the way that it looks, I can't fucking stand it. This game radiates a horrid energy that enters me in waves and saps my will. The writers have almost never worked on anything else in their lives and one of the lead art directors made Dream Daddy. We're not dealing with heavy hitters of the industry, here. These are people who are uniquely underqualified coming in to try and salvage an extant work tainted by employee abuse because throwing out the name and starting over would be bad for brand recognition.

Despite the fact that this is intended as something of a follow-up to Gone Home, there's almost nobody left from that project who's still working on this one. This isn't a successor project so much as it is an imitation, all of the gaps smoothed over with drywall mud from Annapurna helping to pull in nearly three hundred fucking contractors to get this out. What compelled them to go ahead with releasing this? Open Roads is the ship of Theseus. Clearly everybody who knew what they were doing when they were still under the Fullbright banner is gone with no intention of coming back, and the ones with a clue who survived Gaynor's reign don't have enough of a voice under the fucking mountain of outside artists and developers being brought in to push this out the door.

Open Roads is a game that clearly has talented people on board, but is helmed by a team lead (or leads, plural) who have no clue what do to with them. There’s so much wasted potential here. It sucks to see all of these people wriggle out from under the thumb of an abusive manager just to immediately be put beneath the thumb of a new manager who’s incompetent, instead. I can’t write here what I hope happens to Steve Gaynor. I do hope that whoever’s left from Fullbright can leave Annapurna behind and make something better than their oldest work, because I know they’re capable of it. They just need a leader who isn’t a fucking moron.

Hey, mom!

(7-year-old's review, typed by her dad)

[Dad: What score are you thinking]

[CatTheCutest: A five!]

[Dad: A five?? Are you sure?]

[CatTheCutest: Well, a four. A four-point-five!!]

Okay. So first up, you start off as Gollum, and if you look at him, he's kind of creepy and horrifying. Then you see some... beautiful image. But then Gollum shows up! GRRR! And also it's very dark, so it's kinda hard to find things, especially those VINES. It was just so dark. There was only like teensy bits of fire and that was your only light. And be careful, or else you'll accidentally fall off a cliff! Cuz I did.

Heart Machine. Their first game: a breakout indie hit, a breath of fresh air. A game that tells its story without dialogue and one that would earn them a fanbase that would punish them for not making more of the same, as Solar Ash was met with the same response Hyper Light Breakers received on reveal: why isn't this Hyper Light Drifter?

And it's a pity. Solar Ash is a technicolor pastiche, a marvelous bit of tech. Fast, freeflowing, with environments that loop and curl in on themselves, wrapping around seas of clouds and spanning the crumbling remains of worlds. Movement is graceful and intuitive, boss fights are elegant and refined. Your character is all but defined by their freedom to traverse the world of Solar Ash, just as they are bound by its narrative.

But that's the rub. Unlike its predecessor, Solar Ash is written, with actual words and voices to go with them. So, does it earn this departure? Absolutely. The tone is impeccable, relentless, the core theme woven throughout every moment of the game. The voice actors do an incredible job of rising to the challenge, delivering emotional, powerful dialogue, creating very real, very believable characters.

That believability, the emotional resonance inherent in the writing and its delivery, is Solar Ash's greatest strength. It is a game that is, inexorably, about endings and what we do when we are faced with them. For that to work, in a game where the plot itself is thin on the ground, the characters have to be painfully, cripplingly believable. Solar Ash is a fragmented world, filled with fragments of people, in turn bearing fragments of ourselves. A powerful statement, and a reminder that Heart Machine has greater things in store.

There's a certain joy in not knowing. In avoiding trailers and hype, screenshots and terminally online discussion. You find certain sources - people, publishers, developers - that you trust, and then you simply experience their output and recommendations. No teaser needed, no hook to draw you in. They've earned the blind leap.

Which is how I came to Cocoon. Didn't know the genre, hadn't seen a single screen. Downloaded it, booted it up. Little beetle man, running around. Fairly standard lug and tug puzzles and then: the leap. Upwards and outwards into the understanding that the little world you were in is just that: a little world, subject to the same lug and tug rules. Instantly smitten, excited, thinking about all the ways things could unfold.

It certainly doesn't hurt that the game is wonderfully tactile, enigmatic and alive and alien. The soundscape resonates perfectly. Little musical swells let you know when you're walking into the solution of a puzzle, insectile feet clink and clank pleasantly. Lovely stuff.

The puzzles? Sadly, still those standard lug and tugs, with the occasional nod to the in-and-out world hopping. You collect more orbs - worlds - with different abilities. You apply them in safe, softlock-proof puzzles, each discrete enough that you run no risk of them ever overlapping. A little poking and prodding is all you ever need to get through, even in the eleventh hour when the game starts to twist its core mechanic inward on itself.

And that's the problem, really. Cocoon is clever but safe, polished to a mirror sheen. You gloss and glide over it, meeting little resistance until you find the end. It's fun, it's gorgeous to look at and listen to, but it's playtested and designed into pursued perfection, afraid to challenge the player in any meaningful way. Which is fine. It is what it wants to be, and time spent with it is hardly wasted. Nonetheless, it could have been more. As it stands, it promises the stars but delivers the moon.

This review contains spoilers

In short, the video game equivalent of a prosaic sports coach's platitude laden pep talk prior their team getting steamrolled.

You'd be forgiven for going into Starfield expecting an ambitious game. All the marketing spoke of exploration and wonder on the edge of space, of Bethesda's biggest ever game, and of harnessing the spirit of early human space exploration. Everyone wanted us to believe this was a massive undertaking, something new for Bethesda after a quarter century of middling fantasy and a purchased IP.

Starfield is none of that, however, choosing instead to cling so tightly to the vine the game was grown on that the only result is rot.

At its core Starfield is the cynical combination of Fallout's mechanics teetering on top of Skyrim's narrative structure. The amalgamation presents itself as if a checklist of features from those games was simply devised in a conference room and worked through with little else in the way of thought.

Combat and exploration behaves almost identically to Fallout, with the added wrinkle of RPG-esque aim sway on all the weapons for the purpose of annoying, but rarely hindering, players who have not put points into combat categories.

Like Fallout, melee weapons are useless, no matter how heavily the character is built for them. All but the weakest enemies in all but the smallest groups will chunk away enough health to send even committed players ducking for cover and resorting to ranged weapons - if the lack of variety in a game 5+ years in the making doesn't see them simply falling back to whatever is easiest first.

Stealth in melee range is similarly broken to its predecessor, becoming mostly useless thanks to a game design that does not support that type of play. Even the game's seemingly powerful cloaking armor is fairly useless, having no appreciable impact on whether or not an enemy detects the player. At a distance stealth remains the most powerful option in the game, with the only reason to forgo attempting a sneaky approach being general apathy or impatience on the part of the player.

The weapons even fall into the same categories as Fallout, with a couple of weapon types forced to the forefront due to a lack of ammo for the others. Starfield even replicates the uselessness of automatic weaponry in its immediate gameplay predecessor, with the prospect of chewing through your entire supply of ammunition impotently plinking away at enemy health bars feeling vastly inferior to high damage single shot weapons with stealth bonuses. Dumping 50+ shots into a guy when you could take him out in 2-3 has never been less appealing a decade on.

Insofar as there are any changes to the systems designed for Fallout 4, the changes presented are mostly aesthetic or simply outright bad.

The digipicking mini game at least replaces lock picking and hacking mini games with something more engaging, although replacing both with the same thing all but guarantees it will become a loathed element of this game in time.

The changes to how Persuasion works in conversations, however, are a significant downgrade. An impressive feat considering the process in previous Bethesda titles, or adjacent games like Fallout New Vegas, varied from straight skill check to invisible dice roll. The brainless back and forth, often involving NPCs responding to head scratching player options with equally nonsensical generic voice lines, not only makes the process more tedious, but also succeeds at somehow making talking your way into and out of ridiculous situations even more absurd and unbelievable than in past games; it is hard to take the feature seriously when it almost always involves the other party in the conversation turning into an absolute fool, easily fleeced by the rhetorical equivalent of "got your nose".

At least the days of a single skill check or dice roll let me imagine a more complex conversation occurred, instead of asserting that no, in fact, a pair of absolute goobers engaged in a madlibs skit instead.

The most disappointing mechanical failure comes in the form of the game's building system, something so stripped bare and thoroughly neutered it's a shock Bethesda touted it as a selling point at all. A true achievement considering Fallout 4 settlement building was notoriously ropey and under designed. Even Fallout 76's building offers more variation and interest than Starfield, a game that's willing to charge you 235,000 in game credits for a space so small that it makes the notoriously tiny Dugout player home from Fallout 4 seem palatial in comparison.

It's rather absurd a system vital to the longevity of the studio's previous big release is so functionally inert here. Building options are so few, and limitations so strict, one wonders if even the actually ambitious elements of Bethesda's modding community will attempt to construct something fun, or even less profoundly annoying to engage with, than the desiccated corpse of a concept Bethesda kicked out the door as if attempting to kill desire for it in their player base.

Still more elements are downgrades by way of simplification. Character creation is an unwieldy system of morph target mixing that actually makes constructing a character harder, while aiming for simplification. The UI is simplified to the point of the user experience suffering as a result of its consistent vagueness. Gone are the actual RPG inventory and equipment systems of previous Bethesda games, replaced by a gear spread more resembling the original Mass Effect with all of the players stats tied into a single armor element and a helmet.

Perhaps I'd care more if anyone but the people working on assets for Starfield cared, or the simplification afforded more variance and customization of what is available, but the simmering disappointment in the systemic simplicity of the game faded to apathy when the "grounded" sci-fi world of Starfield handed me a soviet era special forces rifle (a VSS) named "Old World Hunting Rifle" without any sign of irony. Why care about the gear in this game when the game clearly does not?

A good deal of new mechanics seem relatively pointless, or at least under cooked. The zero gravity combat works well enough in the exceedingly rare instances where it appears. The jump pack adds some minor verticality to the combat, but is held back by being bound up in the skill tree and thus relegated to a design afterthought. The same questionable player hitboxes that have made climbing through windows or over any object in an interior space a near impossibility in past Bethesda games render the boost pack mostly useless indoors. It's all well and good a boosted jump can propel a player up to the second story of an outpost atrium, but relatively pointless when they can't fit through the gap between the railing and the ceiling to take advantage of it.

Similarly, the bare-bones bounty system in the game offers little meaningful gameplay outside of make work missions for pitiful amounts of money. Ship combat is shallow to the point of being boring. The contraband system is more an invitation to rote circumvention than meaningful play vector. The vast procedurally generated planets are full of a handful of repeating plants and features, offering little worthwhile interaction.

Although I did get a laugh when I exited a cave that had literally nothing in it to find a man pointing a shotgun at me a screaming about me stealing his claim before turning to fire a mining laser at a worthless rock without another ship or structure anywhere else on the planet.

More importantly though, all of these gestures at systems that don't actually exist feel like things that should be the core of this game's gameplay loop. Excluding the poor balancing of weapons, one can see a world where the limited alteration of systems inherited from previous games was paired with a new layer of interactive elements in the world. More things to do, more ways to roleplay, more customization, and deeper interaction.

Instead, seemingly no work was done here beyond the game's physical structure, which in and of itself resembles more a series of soulless boxes for players to move through, void attempting to be artifice disguising a game that, for its vast footprint, feels smaller and less cared for than any Bethesda game before it.

If Starfield is Fallout with slightly less salt on the mechanic side, on the narrative and world building side it's simply a retread of Skyrim. Two factions, the United Colonies (Imperials) and the Freestar Collective (Nords) coexist in constant tension, though without the impending civil war here. The player, a third party working with a group of independent actors, must collect space powers, one of which - yes - is literally just Skyrim's Fus Roh Dah, as they mediate the relationship between these two factions and the appearance of a third, the Starborn (Dragons).

Most areas lack the strong narrative threads crafted by Fallout 4's focus on more compact spaces, instead favoring Skyrim's loose generalized quest hub approach for cities and towns. The result is spaces with little in the way of tangible identity, never really managing to build a coherent sense of place as strong as the likes of Diamond City or Goodneighbor.

Even beyond that the writing and world building continue to struggle. Absent the well crafted underpinnings vital to the Fallout franchise, which Bethesda had no hand in constructing, Starfield's world presents a profoundly dim view of the future. As it lacks ambition elsewhere, so it lacks it here, not only incapable of constructing a believable post Earth humanity, but incapable of imagining it as being any different than our current times.

Obsidian can take heart that they're not worst of the people making "RPGs" in this vein when it comes to understanding the breadth of even our current political landscape or imagining alternatives. At least The Outer Worlds imagines corporations and the ultra rich as forces for abject harm wont to do it in absence of people resisting it, even as it constructs nonsensical versions of the real world opposition to the forces of capital in service of mealy mouth liberal status quo supporting bullshit.

Sure, they might have failed to come up with a reason for not siding with a communist faction in its game and deployed its only likeable protagonist to guilt the player into not siding with them; but Starfield sincerely trots out the "this corporation is like a family to me" bullshit used to guilt workers into accepting abuse, then heaps an out of character agreement from an otherwise compassionate companion (Andreja) on top, AND forcibly dictates the final word on the matter like my character - raised in the poverty being discussed - is somehow in the wrong for believing complicity in its existence to be a fundamental abortion of morality.

I, personally, would rather they'd given me no option to challenge the characters on the abusive practices of their massive corporation than have the game tell me, essentially, "well yes, they're abusing people, but it's justified because that abuse lets them take care of their 'family' and they pay slightly better". I'm generally happy to welcome characters, even ones with putrid worldviews, expressing those and disagreeing with mine in games. But if the end point of allowing this type of ideological expression is to shut it down when it becomes inconvenient, then there's no point in allowing that deep an ideological expression in the first place. I'd much rather this suit simply dismiss me out of hand without a second thought, than acquiesce to the argument and get bailed out by the invisible hand of the writer when the rhetorical limits of said writer's viewpoint are found.

This general inability to not only engage seriously with the real world concepts its building on, but to even recognize the world today in the breadth of its complexity as it projects it hundreds of years into the future is pervasive in Starfield. There is no deeper meaning to its use of aesthetics, no broader themes, no commentary deeper than a mall fountain.

The result is a game devoid of worthwhile world building, or really any meaningful intrigue. Beyond injecting nonsensical political assertions into loaded topics, and the regular appearance of completely incoherent quest lines, there seems to just be an utter lack of understanding of what elements in our real world inspire the stories from which the game's narrative draws its reference. No deeper thought, no attempt to build upon, just copy paste, find and replace.

Sure, there was a war between the United Colonies and the Freestar Collective, but that's in the past and no one really ever stops to explain why it even happened. Now there's really nothing going on. They're all too busy fighting generic space outlaws and the occasional bandit to butt heads with each other. Sure there's a big faction of mysterious religious people, better bake them into an unseen corner of the galaxy. Yeah we got pirates, but why would we interface with or tell stories about them beyond the pirate part?

It's a world where actually the corrupt cops are also a path out of extreme poverty for a bunch of gang members, presented unironically as a good thing. A world where an entire city's identity is boiled down to "we built some big walls to keep the mean space dogs out". A world where the billionaire is still a good guy, and corporations can be a family, even as they exploit the player and literally build towering monuments to their wealth over top of the poor in two of the three major cities in the game. Something the game recognizes but refuses to comment on, either for or against. A world where attitudes towards drugs and the homeless are no different from our own time, even in the place where people are purported to care more because they're willing to engage in clearly ineffectual charity.

It is a ponderous chunk of incoherent words, unable to navigate its way past the inherent lack of paths forward that don't conflict with its own assertion humanity's status quo will, and should, simply exist in perpetuity. A narrative that could have been saved by constructing literally any view of humanity, dystopian or utopian, outwardly progressive or virulently fascist, that isn't the vapid combination of corporate mush and stark inequality, but refuses.

Even the most cynical writers rarely manage a less ambitious view of the future than Starfield, especially in the world of science fiction, but in a way that's fitting here. In a game that's wholly unwilling to be anything more than the simple interface of an existing set of mechanics with an existing narrative, Starfield should be this profoundly devoid of broader thought about the human race.

At least its aggressive clinging to the aesthetics of a bygone golden age looks pretty, even if it makes me think about how much better the Fallout games - even the ones from Bethesda - are at utilizing the same type of aesthetic as more than just eye candy.

Let's talk about expectations.

This is Picross, or nonograms, or whatever you know them by. No new mechanics, a bit of tutorialization to ease in the new players who were drawn in by the wrapping over the package. The puzzles themselves are nothing too difficult, graduating to a fairly consistent 15x15 about halfway through and rarely deviating from the standard hook and loop patterns. You get your big 15x20 right at the end, but it's a cheap one and is really just a 15x15 in disguise. So, not too tough, very few advanced techniques called for (and rarely so), no speculative build outs and no need to ever touch the hint system. Which isn't to say it's poorly done. At the end of the day it's Picross, and it's a good time with a few puzzles that let veterans stretch their legs a bit and some solves that are just plain fun patterns to carve out.

Got that? Okay. The rest. If you're here for Ace Attorney, you can go ahead and turn right back around. The inspiration is on the sleeve, the music is on point, but you're just not going to get the same complexity. And the truth? That's a good thing. You're not just tapping/clicking away to find clues and then carting them along. You're stopping every few minutes or so to do 5-15 minutes worth of puzzle solving. Which is fine, the puzzles are the core mechanic, but that stop-and-go nature would thoroughly undermine any detailed deductions. The mysteries are less about being solved and more about enjoying the ride, while the characters are more straightforward than those of the inspiring source. Overall? Chill, easygoing. No incredible twists here, just colorful characters and a novel framing device to get you back to the puzzles.

So, do you want jazzed up Picross? Come get your jazzed up Picross. The minor issues - music tracks being per puzzle instead of on a playlist, the way the mark tool works, missable puzzles - are easy enough to brush off, and the game does a shockingly good job of touching on some of the rarer aspects of queer representation. Personal shout out to the quietly non-binary character whose gender identity is never explicitly addressed, who was shown to and loved by all the enbies in my circle.

I should just get this out of the way: I've seen one classic samurai film - the original Seven Samurai - and it was so long ago that you could probably convince me that there were actually six samurai total. I recall enjoying it, and I'm broadly familiar with the genre through cultural osmosis. That having been said: I don't know the particulars. I don't know what Trek to Yomi gets right and wrong. I'll leave that to someone better versed in the films the game is inspired by.

Now, the review. Trek to Yomi, whatever it ultimately is, is neither of the things I wanted it to be. Is it good? Definitely. Great sense of style, the combat feels about right for samurai combat. Bold swings, standing your ground, fending off enemies on both sides. It's not driven by agility, by dodges. You wait, you strike, you parry. Well done, although I get the feeling that the difficulty was toned down. If enemies did just a bit more damage, if healing checkpoints were just a bit further apart, if you were punished just a little more often for mistakes then it would be - at least for me - pitch perfect with the theme. As it is, it feels like it was tuned down a bit for accessibility, but the game is short enough that a second run on hard mode is possible for the curious. Beyond that, it feels like a classic story, presents itself seriously and does so well. Hard to ask for much more there.

The problem is, I want Trek to Yomi to be either more game or more film.

More game. Color as highlights, a more dynamic world that feels less like setpieces. More engaging secrets, a greater variety of enemies, a more fantastic underworld. Or more film. A world built by practical effects, with none of the fantastic, impossible for the time set pieces of said underworld. Less of a need to break the narrative flow to look for secrets during dramatic moments. A more concise, film-like structure that feels less like levels and more like a story. Fewer fights with greater drama.

As it is, it straddles the line between film and game well, but not so well that I don't wish it was more one than the other.

It's 2023. You are a cinematic platformer. But do you pop or do you limbo? Your poppers, those Persian princes, are more like big puzzle boxes. Poke around the level, do some manual dexterity stuff, figure out what happens when you flip that switch. But if you limbo, you're about the vibe. Discrete puzzles in contained locations, musical cues, dramatic setpieces.

Planet of Lana likes to limbo, no doubt. The puzzles are chill and the tone is everything. Everyone speaks a false, albeit consistent, language, the world is rendered in painterly strokes, the music is lush and the animations and voice acting are brimming with personality. The puzzles are almost always one-screen affairs with no real way to softlock yourself. Not too hard, either. Maybe harder if you've not been around the block? Enough to cause a moment of thought for a veteran, maybe a bit of experimentation and head-scratching for a newcomer.

It's also quite short. Doesn't take up much of your time, tells its story through the environment. Has some flaws, but none too glaring. There's a touch much of cycle-waiting for stealth, which can easily lead to more deaths as you try and hurry things along. The camera fades briefly to black on occasion, presumably to load the next stretch, which is a pity because this sort of game thrives on being as close to a one-shot camera as possible. There are some QTEs out of nowhere toward the end, and at least one major puzzle feels like it was meant to be something significantly more complex before being cut back to match the difficulty curve. And that curve itself is a bit uneven, some basic stealth punctuating the final scenes versus the slightly more involved sneaking found earlier.

Still: it's fun, it's evocative. A great stream/couch game with a devastating conlang sucker punch at the end for those paying attention. Worth the time it takes, even if I ultimately want something more.

Golf Club: Wasteland is definitely one of those indie oddities that aren't too good in gameplay, but still manage to come up with great atmosphere and a storyline you wouldn't expect. If you were just looking forward to simple golf entertainment in an innovative setting, like me and it seems quite a few did, you might want to replay and capture all the details you might have missed in the experience.

The game itself isn't more complicated than playing Bowmasters. You aim via a curved arrow and set the intensity with your left analogue stick. The courses of Golf Club: Wasteland incorporate future Earth's ruins, so you have to place your shots on platforms, use switches and have to pass mechanics like automatic doors or conveyor belts. Like in Worms you can zoom and scroll the map to plan how to reach the target.

I understand it can be frustrating in some stages, when you miss and have to find your way all over again, especially if it takes a while for the protagonist to catch up. On the other hand, that contributes to the depiction of the environmental condition we are indeed creating today.

Golf Club: Wasteland isn't exactly pointing a finger by sketching out a possible apocalyptic scenario where mankind had to evacuate Earth to live on Mars and only the rich can use our planet's remains to play golf. It's kind of a retro futuristic melancholy, woven into a radio performance that complements the protagonist's longing for home.

The game asks us to put on headphones to fully embrace the isolation accompanied by a brilliant score (downloadable via qr code) and informational talking bits (English with a selection of Subs available).
Then, strolling the ruins of our future, Golf Club: Wasteland tenously confronts us with the now meaningless achievements of mankind, not without the word Weltschmerz being brought up.

Serbian Demagog Studio announce themselves as a transmedia operation and seem to have expanded on this universe now with Highwater and The Cub that I both don't know yet despite from trailers.
Both games seem to incorporate radio stations and especially The Cub looks like a possible puzzle platformer sequel to Golf Club: Wasteland, which I'm highly interested to check out after this somber, almost satirical world building.

Included with Golf Club: Wasteland also comes a set of about 50 art panels further describing the story's background. To me, that's a greater bonus than the diary entries you unlock as achievements and possibly have to replay maps for, when you needed more shots than required. Even those small texts have something to add, but it doesn't motivate me enough to master the courses I struggled with.

The golfing to me is something to keep your fingers occupied in an interactive art performance to immerse yourself in for almost two hours. It's more like the unique moveset for a puzzle platformer and with its expedient graphics Golf Club: Wasteland even unfolds its qualities just like it could be a late successor of Inside. The game won't unleash a wave of post-apocalyptic golf games for sure, but for this instance it works out.

I really appreciate how Demagog create a depth of layers they risk to lose some players with by being too enigmatic with uncommented bits of putative chatter. Golf Club: Wasteland is also depending on what you bring to the experience on both an intellectual and emotional level.

That way it's the sophisticated version of a simple mobile game especially for those being aware how close to the edge we actually are. And then it will probably be narrowed down by the required gallows humor to nihilistically dwell in the future wasteland we could actually try to prevent during that same time.

Golf Club: Wasteland is not just the random post near future apocalypse, it's about a future nostalgia for Earth by people who had to escape the inhospitable environment whose emergence we have to witness with bitter acceptance of the fact we might not be able to turn around.

It feels a lot more tangible due to latest findings, the lockdown situations we just went through, the war and because Golf Club: Wasteland is more based on feelings of desperation in a conceivable refugee scenario rather than a more abstract fictional one with aliens or other external threats. It just leaves the question who of us might even hope to make it to another planet once shit finally hits the fan.

They will lie to you. They will stand behind your throne, whisper in your ear. "Slice & Dice is a roguelite" Listen not to the Wormtongues, the viziers.

Here's what it actually is: 20 waves of enemies, with a random choice to make after each wave, either between two items or two class-ups. There's no permadeath here, not anymore than there is in Pac-Man. Nothing is procedurally generated. Everything is stellar.

Here's more of what it actually is: tightly designed, wonderfully balanced luck-pushing runs where practically every turn can feel impossible at its start and incredible at its end. Generous, with nearly 20 distinct modes, over 100 heroes, 350+ items, all of which are balanced but breakable. Addictive, with a dirt-simple gameplay loop that can lock you in for hours at a time. Cheap, with the itch.io version coming with both the PC and Android version.

But none of that works without the undo system. Combat is a puzzle in Slice & Dice, and the centerpiece of that puzzle is that you can undo every single action up to but not including your most recent reroll. Hit a spiky enemy without thinking and got your fighter killed? Undo. Need to figure out the exact sequence of attacks to make the math add up to keep everyone alive by a single pip of health? Undo, and again until you get it right. It makes combat fun, a little puzzle box to fiddle with until your turn is just right, rewarding you for experimenting, encouraging you to min-max without punishing you while you learn to do so. Great stuff, 11/10, not a roguelite.

I was thinking really hard on how to review Thimbleweed Park or doing it at all, because in general everything should have been said at this point. On the other hand there seems to be enough confusion whether it's a matter of taste or knowledge to like this Point'n'click adventure or not.

For my part, I love and appreciate it, but at the moment I don't feel like bragging in spoilers by putting every last bit in context, because I've matured enough to know how little I actually know. I might have gotten a majority of the references, but that doesn't entitle to pin it down. I've still learned things on this journey, like Ron Gilbert starting his career on developing Graphics Basic for the C64 and that I should have kept my eyes and ears open at the time the Kickstarter went live, because neither had I expected new (interesting) Point'n'clicks being designed, nor would I have expected being able to back their creation then, because I'd sure would have chipped in on this one.

I feel like I'm missing out on the whole initiation process, that I can just try to follow by reading blogs and picking up trails in Interviews or other talk formats. It's a bit like back when the movie Kill Bill found a life of its own on the internet, when there were active discussions on Quentin Tarantino's inspirations and viewers got involved by watching more and more of them to find more clues on his work.

On Thimbleweed Park though, backers even had a limited possibility to take part in the actual creation and this process, along with communities forming like the family of said supporters or players who then went on to discuss their progress and interpretation of the game.

I would have loved to be a part of that family of backers at least, because I feel like being the same kind, loving those brilliant Lucas Arts adventures. It's like there always had been a relation between those dream worlds we liked to dwell in and the designers who not only created the beautiful environments, but also laid out nuts to crack and lure us towards an exit, like guiding parents to finally take us home to reality. And we brats couldn't stop to reboot and live through those awesome adventures all the time.

It's like Thimbleweed Park was created for that specific family of players, who would understand plenty of the shown references unfolding in a surreal Twin Peaks murder mystery that enough players can't understand doesn't have to be the main focus all the time. That's the sad part about today's world where cashing in on explaining origins and tying loose ends shifted consumers to lay back and expect having each and everything explained in detail.

On the other end we have so called nerds, who would look back on Mad Max II rip off movies for instance as a reduction to subjectively summarized core elements due to low budget in best cases enhanced with own additions as a form of critique.

Ron Gilbert's writing genius works in the best essayistic manner comparable to the need to know basis of Tarantino's films, that the majority tries to catch up with by praising the cool dialogues, but then gets lost once he totally geeks out on a flick like Death Proof, which I'd consider one of his best works sheer alone for the big middle finger towards the pretenders giving me the opportunity to enjoy being the only one laughing in a packed theater.

Being backed by fans who would understand enough to still enjoy Thimbleweed Park without necessarily catching any self-revealing train of thought or bringing knowledge about Plato's cave allegory for instance, gives the designers a welcome freedom to geek out about computers or data carriers faded into obscurity, some even in 1987, when the story takes place. But it also lets Gilbert expand on his philosophy of game design with the confidence to better lose players on the way than to make compromises.

And together with old colleagues Gary Winnick, Mark Ferrari and David Fox he paved a solid way by creating retro but completely voice acted state of the pixel art design that emphasizes the impression of a lost game of the late eighties that collected dust unnoticed until now, to have you collect specks of dust instead because of your obsolete pixel hunting OCD and boy, I should have cleaned my screen first, because I didn't reckon being part of the joke. Well played, Gilbert.

Anyway, Thimbleweed Park lets you play as up to five characters simultaneously and making them cooperate to solve plenty of puzzles on a moderate to little advanced level is very natural when you're used to the verb system of games like Maniac Mansion or The Secret of Monkey Island. A later implemented helpline to call for hints in-game should keep you going constantly. You might just have to accept you see paths that will have to open up later in the game.

Still, there are usually enough tasks to work on should you be stuck on one and often this will lead you to new possibilities and ideas. Most of the essential puzzles are designed so that you get an idea what you can pick up or combine and though some items are red herrings, some actually reveal themselves before you get the wrong idea. Knowing the old works helps just as much as it surprises you maybe.

There's a DLC just to make Ransome the clown character swear without censorship and that's totally up to you if that's worth your money. It will just add uncensored audio, but the text will still show the beeping passages. He's a bit like an even more miserable Krusty and like other characters you will play him in a throwback rather than just watching a cutscene.

Ransome has his fans and haters, I guess the two agents aren't as ambivalent and their motivation seems a bit random. I guess it's quite clear the nerds fall for Delores (I did), who even got a small spin off I will play after this. But criticizing depth in all characters would be like arguing the Nazis would have gotten the Ark with or without Indy's involvement. You still did enjoy the ride, didn't you?

And what a foundation shaking ride Thimbleweed Park is! Though I only played it in hard mode, I still wanted to go back and look for things I might have missed, because not everything you can do is essential to the plot. One thing that was patched later is the possibility to actually play for highscores at the arcade, which I missed out first, because I didn't find the tokens. And you know my love for arcades. I really couldn't stop before I made sure to have tried anything except deleting the game.

I'm not yet ready for that step. There might still be something I'm missing out on, because Thimbleweed Park is not only written in computer code to run it, but also encrypted with said references you might enjoy the overall idea without, but could have fun to catch up on, should you not yet be familiar with the essence of the Point'n'click genre and been living in the eighties in general, or as an initiated have the time of your life reliving the good old days in a new way.

Thimbleweed Park in that sense is what so many impostors want to make you believe they are by throwing canonical catchphrases at you without having to add something themselves. You might even prefer that, because it's easy to accept something as cult, get in line and goose-step with the masses, throwing money at reproductions of icons chosen for you.

For Thimbleweed Park this would mean scratching the surface and it's possible you're fine with it. But the more you add yourself, be it by your autobiography or the effort you put into following the details, the more you can enjoy this adventure that grows with you just as Ron Gilbert isn't actually repeating himself, but refining his ideas in the most satisfying way, creating new games. Buy this, so he doesn't have to get a real job and can keep making more of them.



Scorn

2022

I... I don't even know where to begin. I guess I can start by saying that every complaint about how bullshit or obtuse the puzzles are is a MAJOR self-report that you got held back in elementary school. If puzzle games just aren't your thing that's fine, but God forbid a game actually makes you figure stuff out for once. If you think these puzzles are obtuse YOU AINT SEEN OBTUSE PUZZLES. Your average old school point and click is significantly more obtuse than this. Yes, Scorn doesn't give you notifications, jingles, or XP increases to signify when you're doing the right thing, but that would be fucking stupid if it did. To me, being thrown into the deep end with no form of guidance is a major factor in what makes the game so enjoyable. This is a truly rotten, desolate, hostile, hellscape of a world, and having to experience it from the POV of a nameless lost soul fits perfectly. Neither you nor the protagonist truly knows what you're doing or why you're doing it; you just know that you need to keep going. This is where the gameplay and world design are at their most harmonious. The atmosphere is almost suffocatingly bleak, and it feels like every function of the world is just a cycle of cruelty, death, and rebirth. It's a fairly gruesome game, and the H.R. Giger inspired world design is both hauntingly beautiful and utterly repulsive in all the best ways. It makes for a truly unique experience that was engaging from start to finish. I'm still unsure how I feel about the ending, but the journey was certainly a memorable one nonetheless. For those aspects alone, the game is probably worth checking out for many people.

Unfortunately Scorn isn't always smooth sailing, and as many others have pointed out, this game has some less than stellar combat. Now truthfully I don't despise the combat (and I actually think it works well in some aspects) but its not great. It is a survival horror game, so going guns blazing is definitely not the right way to approach this and the game actually presents a few clever ways to skirt around some of the combat encounters. But you can't avoid everything so at one point or the other you'll be forced to fight head on and it's... jank. It's definitely not the worst survival horror combat I've seen (looking at you Sinking City) but it ain't Resident Evil either. For the most part, I think the game gets around combat fairly well, with the more exploration heavy sections usually having ways to avoid it. The scenarios that are built around unavoidable direct combat however, just end up feeling rough and occasionally frustrating, as one late game encounter in particular drags on forever. Though I will admit, part of me thinks that maybe that's the point. Maybe it's fitting that a world so oppressive would have combat that really puts you at a disadvantage and makes it a struggle. However I do think there is a distinct difference between making combat you dread because its challenging/has consequences and making combat you dread because its just simply annoying and not very fun, and unfortunately I think Scorn may tip the scale in the latter direction.

The game also has its fair share of general roughness with a few bugs that pop up here and there. It's mainly just small glitches in the audio and visual departments but I did have one bug where an interaction stopped working and I had to reload the game. No progress was ever lost though, so everything was pretty minor.

I have many other conflicting thoughts about this game that I'm having trouble putting into words, so I walk away a bit unsure of how to rate the game. Regardless of that, Im still very happy this finally got released and that I was able to experience it. If you have gamepass, I think it's 100% worth giving this a shot. Even if it doesn't end up being your thing, there's enough cool shit in here that warrants at least giving it a look.