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Untitled Goose Game
2019
(5-year-old's review, typed by her dad)
This gets 5 in a row. And also you can quack at people, and there's no levels. And also there's two player. The funniest thing was quack and steal things from people and put them in my BANK which is in my home, which is a big grassy hole. And also I love a glass of milk after I have cookies or like HEY NOT THAT PART, DADDY DON'T DON'T WRIIITEEE
This gets 5 in a row. And also you can quack at people, and there's no levels. And also there's two player. The funniest thing was quack and steal things from people and put them in my BANK which is in my home, which is a big grassy hole. And also I love a glass of milk after I have cookies or like HEY NOT THAT PART, DADDY DON'T DON'T WRIIITEEE
Stray
2022
Doom
1993
When I had previously played Doom, I had a great deal of respect for the historical aspect of the game, but there was something about the graphics that made my eyes sore after just a few minutes. However, I went with the DSDA Doom version instead of the Steam port and that issue went away after I turned off weapon and view bobbing. From there, I had a much more enjoyable experience with the original Doom.
One of the biggest factors that I love about this game is the incredibly fast movement speed. Unlike so many other shooters (especially modern entries in the genre), I was always able to go exactly as fast as I wanted to at anytime. Just as importantly, the controls were also very precise, which lead to some immensely satisfying weaves and strafes through enemy fire. Any damage given or taken was all down to positioning, which I always felt in control of. On top of that, the speedy movement was perfect for navigating the levels. It helped make exploration feel just as fast-paced as the combat, and never made it a slog to cross even the largest rooms.
Another aspect I quickly grew to appreciate this time around is the gruesome visual style. The wide variety of texture definitely helps in keeping a sense of direction, but just as importantly, it perfectly conveys an eerie atmosphere. There were a few instances where I would stop just to admire the macabre environments. I can’t think of any other game that conveys the dread and horror of traversing through hell just as expertly as Doom does.
Part of the Glitchwave Top 100 Project (#100/100)
One of the biggest factors that I love about this game is the incredibly fast movement speed. Unlike so many other shooters (especially modern entries in the genre), I was always able to go exactly as fast as I wanted to at anytime. Just as importantly, the controls were also very precise, which lead to some immensely satisfying weaves and strafes through enemy fire. Any damage given or taken was all down to positioning, which I always felt in control of. On top of that, the speedy movement was perfect for navigating the levels. It helped make exploration feel just as fast-paced as the combat, and never made it a slog to cross even the largest rooms.
Another aspect I quickly grew to appreciate this time around is the gruesome visual style. The wide variety of texture definitely helps in keeping a sense of direction, but just as importantly, it perfectly conveys an eerie atmosphere. There were a few instances where I would stop just to admire the macabre environments. I can’t think of any other game that conveys the dread and horror of traversing through hell just as expertly as Doom does.
Part of the Glitchwave Top 100 Project (#100/100)
Ricochet
2000
My first knowledge of this came from one of Michael Cusack's first animations from 2012 where everyone is watching E3, excited for the third iteration of Half Life or Left 4 Dead. Gabe Newell enters on stage and announces Ricochet 2.
It's like the rolling ball minigames from Mario Party but it looks like a royalty free Tron. A thrown disc automatically attaches to a specific number of vertical levels. Feels like there is an odd, juttery delay of throwing a disc, so I'm not talking about any internet latency or said discs not being hitscan.
Ricochet is multiplayer only, including a server browser with slim choices. Near empty aswell.
Of all the moments of Valve picking up whatever mods they came across, this and Day of Defeat really shows that case. Or this was just a mere tech demo ("What for?", not sure).
Would play a Ricochet 2 though. Am certain that this could be expanded into a 'real' game, and so on.
It's like the rolling ball minigames from Mario Party but it looks like a royalty free Tron. A thrown disc automatically attaches to a specific number of vertical levels. Feels like there is an odd, juttery delay of throwing a disc, so I'm not talking about any internet latency or said discs not being hitscan.
Ricochet is multiplayer only, including a server browser with slim choices. Near empty aswell.
Of all the moments of Valve picking up whatever mods they came across, this and Day of Defeat really shows that case. Or this was just a mere tech demo ("What for?", not sure).
Would play a Ricochet 2 though. Am certain that this could be expanded into a 'real' game, and so on.
L.O.L.: Lack of Love
2000
Completely wordless honest master class narrative stressing the importance of care, love, unity. Almost feels like edutainment in the sense that it is perfectly crafted for small hands to slowly worm their way through the world, evolving and experimenting with all the very charming animals to see all the beauty. Didn't leave me with any strong feelings tho ;-; but it was always just,,, nice to experience. Lovely to sit down, interact with the full scope of these kind, unique and alien creatures to find their human, cute, and often interesting sense of becoming friends. L-D-L really Knew the world.
Heavy Weapon Deluxe
2006
BioShock Infinite
2013
BioShock Infinite
2013
i love when a captive young girl is raised as essentially a feral plaything confined to a birdcage by psychotic racists her entire life but after being freed is a quippy well-adjusted girl-next-door hottie and just sassy enough disney princess who sings zooey deschanel covers of abolition spirituals to smiling black children the game doesnt give a shit about
Tetris DS
2006
I don't really play procedural run-based games, but I heard this is one of the best so I played a few hours. I did the 'first steps' of beating Mom, and then completing another run and beating the Utero level. It seems there is at least another 10,000 hours of gameplay. I might play other characters or try challenges.
I think it feels strong in how you're always betting whether the risk of uncovering a new room will bring enough rewards, but I also think the core of it (this intentionally imprecise teardrop firing mechanic) ends up feeling a bit repetitive.
I appreciate that the core motion and attack mechanics can be tweaked in tons of ways to be slightly better or worse, and hence, the appeal as a procgen game.
That being said, even though I know I'll have a different experience each time I play, there's still something very samey to it no matter what.
I guess that's where I differ from other fans of the genre. I do think it's neat how there are obscure secrets and branching runs (reminds me of the arcade shmup genre), I suppose in some ways the modern indie roguelite is a continuation of arcade action. But I think in BoI (although it feels like one of the better ones) still does feel like this experience of starting very weak then hoping to become a very powerful build by the end, the chances of trying your luck. Going through rooms feels like going through the filler rooms in a Zelda game.
Overall, it feels like the experience of having the same sandwich spiced a randomly different way. A nice sandwich, but still a pretty plain one...
The most powerful idea of roguelites to me is the idea of hiding secrets amongst a texture of randomness. I think it's cool how deep the secrets in BoI go.
Although as a designer I feel kind of iffy about inherently making my game sorta repetitive and meant to be played over and over for 1,000 hours. But I like the idea of getting to become familiar with a 'space' by seeing it in randomized parts. Maybe there's a way to distill the randomness/replayability procgen strength of stuff like BoI into a shorter experience, who knows... it'd be cool to leverage that into a somehow more straightforward narrative game.
I think it feels strong in how you're always betting whether the risk of uncovering a new room will bring enough rewards, but I also think the core of it (this intentionally imprecise teardrop firing mechanic) ends up feeling a bit repetitive.
I appreciate that the core motion and attack mechanics can be tweaked in tons of ways to be slightly better or worse, and hence, the appeal as a procgen game.
That being said, even though I know I'll have a different experience each time I play, there's still something very samey to it no matter what.
I guess that's where I differ from other fans of the genre. I do think it's neat how there are obscure secrets and branching runs (reminds me of the arcade shmup genre), I suppose in some ways the modern indie roguelite is a continuation of arcade action. But I think in BoI (although it feels like one of the better ones) still does feel like this experience of starting very weak then hoping to become a very powerful build by the end, the chances of trying your luck. Going through rooms feels like going through the filler rooms in a Zelda game.
Overall, it feels like the experience of having the same sandwich spiced a randomly different way. A nice sandwich, but still a pretty plain one...
The most powerful idea of roguelites to me is the idea of hiding secrets amongst a texture of randomness. I think it's cool how deep the secrets in BoI go.
Although as a designer I feel kind of iffy about inherently making my game sorta repetitive and meant to be played over and over for 1,000 hours. But I like the idea of getting to become familiar with a 'space' by seeing it in randomized parts. Maybe there's a way to distill the randomness/replayability procgen strength of stuff like BoI into a shorter experience, who knows... it'd be cool to leverage that into a somehow more straightforward narrative game.
Ristar
1995
Neil DeGrasse Tyson on Ristar: "A star is merely a spheroid mass of plasma and burning gases held together by its own gravity. First of all, by its very definition a star's position is fixed in the universe and therefore it would be impossible for one to "travel" anywhere, let alone via spectacular gymnastic skills. And second, they burn at astronomical levels, billions of BTUs of heat and massive radiation. Were a star to come to your planet to save it from an alien invasion, never mind if that planet is underwater, fire, or ice-themed, it would reduce that planet into just-barely molecular dust before even getting a chance to pole-vault into a baddie of the moment."