Cute, fun, short and sweet, you love to see it!

Art and characters are really charming, but the loop got monotonous quickly and the story didn't hook me enough to want to keep going. Combat is fun, especially when the difficulty ramps up, but without any exploration to break it up it just starts to feel tedious. I enjoyed my time with it, may come back to it in the future, putting it aside for now.

Played for a dozen or so hours over 3 play sessions and just couldn't find the motivation to pick it up again. It's doing some great stuff with the formula, and it's nice to see that some of it is being folded into the main series w/ Scarlet & Violet but I'm just so not interested in Pokemon anymore and I don't see that changing any time soon. The second I saw how tedious the main loop was gonna be my heart sank. Maybe I'm wrong! But I don't really care to stick around and find out.

What if Kuru Kuru Kururin... Went Hard
(this is not to imply that Kuru Kuru Kururin does not go hard. It's just Cocomelon-level baby slop compared to this nail-biting freakshow)

2022

Exceeded my expectations!

Which is pleasantly surprising for a game that seemed set up to disappoint me on just about every level. It's not that I thought it would suck, just that I thought it would look pretty and be cute in very predictable and played ways. The core conceit of “cat runs around a dystopian sci-fi city”—novel as it is—seemed like the kind of thing that makes a great gif but probably not a great game. I remember seeing that early footage in 2016 (back when it was still “Project HK”) and thinking as much at the time, half expecting the game to evanesce into eternally-longed-for vaporware as the developers realized there wasn’t much to the idea beyond compelling visuals and a solid elevator pitch. But by god, they did it!

The story isn’t much to write home about—it has its moments of predictable “tearjerker” tiktok-bait melodrama and it hits every one of the haha funny kitty moments that you would expect, but it pairs the predictable with just enough moments of genuine inventive charm and substance to create something really special.

I can’t even begin to wrap my head around how the environments look this good. On a PS4 no less! Need a 12-hour Digital Foundry docu-series ASAP. Was continually blown away not just by how pretty, but how communicative the game's visuals were. This is a game that cares so much about letting you take in its world, and it deploys so many neat visual tricks towards that end: the way the FOV widens as you move the camera up, reinforcing both the sheer scale of the bunker and the claustrophobia of the urban maze within, the way the quality of light shifts as you move through the games different distinctive locations, the subtle lighting cues that guide the eye towards objectives without the use of more overt waypoints, and probably a dozen more I didn’t even notice.

By the end, I really began to think of this as a game About Lighting. It goes beyond eye candy and design trickery; light is integrated so deeply and essentially into the game's narrative. To speak in too much detail would risk spoiling the most affecting parts of the game, so I will withhold specifics, but I think this is the thing about this game that’s gonna stick with me the most. Every major story beat, every move to a new location, every shift in mood and tone, is reinforced through lighting, and that reinforcement is so effective that it makes me wish this game had no dialogue at all—all of the most arresting narrative beats rely wholesale on the game's use of light, and I think it would hold up, zero modifications needed, on the strength of its lighting alone. The moments where you get a vantage point to look back where you came from and trace your path, recognizing the colors and lights you were immersed in minutes or hours before, a fluorescent trail radiating back at you out of the dark, telling your story in macrocosm through those little lights alone—magical.

This review contains spoilers

Good game!

The suffocating atmosphere of Act 1 is really something special, and Act 2 is a really fun expansion on the card system. Love the introduction of all of the different cost mechanics, though I wish they were introduced a little more smoothly. Bounced off them pretty hard at first and had to look up strategies online before it really clicked.

The pacing took a complete nosedive during Act 3, which soured my feelings towards the thing as a whole pretty strongly, so that by the time I got to the end it felt a little perfunctory.

If the whole game was as tight and atmospheric as Act 1 this'd be a higher score but the tone of Act 3 was a little too jokey and repetitive that it lost a lot of the feelings of dread and mystery that the first two acts managed to convey.

Pet peeve of mine: when people say "it's not perfect, but..." because they feel the need to justify liking something they perceive as "objectively flawed." Objectivity isn't real! It's frustrating and disheartening that people so often feel the need to disparage their own tastes and aesthetic senses by treating them as subservient to whatever dominant cultural value system has established itself as the objective judge of Good Art. Who fucking cares!

Which is to say that this game is perfect, by the only metric that matters, which is that I like it a whole lot, which is all anyone is ever saying when they call a work of art perfect.

One time in high school, after not looking at this game in probably a decade, I got to experience Outset Island in VR and it immediately moved me to tears in front of like 10 of my friends so yeah I guess it's pretty important to me.

Downloaded this on a whim and immediately played it for 12 hours straight and only stopped because my eyes started wobbling in their sockets so I think I might have to uninstall and never touch it again for the sake of my health

edit: jk my impulse control weak as hell. this game's ending is WILD

I deserve a Nobel Prize for beating this with joycon drift

The best game of all time and the worst game of all time, shuffled together like a deck of cards and fired into your skull at high speed by one of those money guns they use at sports games

Just so much fun! Makes me hopeful that Netflix funding could finally create a viable avenue/market for thoughtful microtransaction-free mobile games (at least until the whole venture inevitably collapses under it's own weight in like a year)