Somehow managed to put off playing this when it was popular, and now I'm just kind of baffled as to how it was so popular for so long. Obviously playing without a big group of 10 people in a discord call does take the kick out of a social deduction game (especially when my fellow comrades are a guy who barely speaks English and a couple 10-year-olds) but I just don't think the actual core of the game is particularly satisfying either. It's extremely easy to cheese and the 'meta' is so set in stone that there's no wiggle room to really have fun and experiment. Every single round feels the exact same.

The PC port is also really cheap. You'd think a game that raked in god knows how much last year would at least have high-resolution menu buttons and controls that aren't just the mobile ones copy-pasted, but hey, I guess that's too hard.

It's so fucking good. Actually enjoyed the Titan gameplay this time around, and the pilot stuff is as smooth and satisfying as ever. Amazing game.

Played a bunch of the multiplayer. This shit slaps hard.

It's so fucking good. Actually enjoyed the Titan gameplay this time around, and the pilot stuff is as smooth and satisfying as ever. Amazing game.

Probably has the worst UI in any game I have ever played. The Windows 10 version took 6 attempts to get past the title screen because they didn't code the Xbox sign in properly. My controller worked in the menus but not in the actual game, for some reason. The keyboard controls are actual shite, and there's no bindings menu in-game, so you won't even know what they are without googling them. I'm baffled that a game this well-known still feels like an early alpha after 4 years.

Worst part: the funny physics aren't even that funny :(

This game has the ability to make me feel like an absolute genius one minute, followed by several more of me slamming my head into the keyboard trying to reorganise the clusterfuck I indirectly created 10 minutes ago. It's great.

This was lovely. It's got rough edges all over (the platforming sucks, the dialogue lacks any subtlety, a complete lack of polish, etc) but it's such a warm, fuzzy game. I spent a good 3 hours total just sitting on screens that looked nice and colouring them in, even though it was completely superfluous. Making this world feel like a world again is such a satisfying loop that I wish the game took advantage of in more meaningful ways, instead of just using colour as a way to activate a spring, or something.

With that said though, the Metroidvania elements are excellent. The world design is top-notch, naturally moving you from place to place and prodding you to explore in really smart ways. Making clothing items a reward for exploring is always a good move, but the brush styles system is on a whole other level. A lot of them are pointless stamp things but the texture and tool ones are incredibly useful, and let you get even more creative and efficient with colouring.

All in all, it's really great. If I didn't have to waste a minute of my life trying to colour in certain objects because they didn't program the hitboxes correctly this would be a 9/10.

Got 10 minutes in, it's literally just Journey but really really shit.

It's really short, I finished it (and got the platinum) in one sitting. Miraculously, it also somehow manages to outstay its welcome.

I just don't have the patience for this. I absolutely adore the world and the soundtrack and the moment to moment gameplay, but replaying a boss for the 18th time (followed up by a 20 minute grind session to get the resources I spent back) is not, y'know... fun. If Sony ported this game to PC and someone released a mod that cut each Bosses' health bar in half this would probably be in my top 10.

I've tried to play Papers, Please so many times and I always end up quitting after 30 minutes or so. The concept is excellent, as is the presentation, but I just do not find it fun to play at all.

You can pick up a motorbike and use it as a baseball bat.

Probably the most disappointing game I've played since The Witness. Absolutely adore the concept, the story and the use of imagery (the use of the clock is fucking stellar) but the gameplay is so painfully dull that I was left bored and uninterested only an hour in.

And I don't think it's necessarily a puzzle design problem, there's a bunch of clever puzzles in here, it's just that the game design (more specifically the execution of the loop mechanic) practically disincentivises experimentation. No one wants to slog through the same dialogue over and over again just to try a different approach that MIGHT give some new information, but that is exactly what Twelve MInutes forces you to do. Again. And Again. And Again.

I gave up 2 hours in and looked up a guide. Puzzle games are never fun when you follow guides religiously but this game somehow managed to be more fun when I was tabbing out every 3 seconds to look at Polygon, which is a fucking achievement.

Just as good 3 years later as it was in 2018. I don't have the patience to do all the B sides (much less the C sides or Farewell) but I managed to nab almost every strawberry and finish The Core, so I'm happy.

It lacks the genre-blending that made the original so memorable (save for one level), but it polishes everything else to such an absurd degree you can practically see your reflection in it.