56 Reviews liked by aniforprez


[Game Director]
- Mounir Radi

[Senior Game Designer]
- Rèmi Boutin

[Combat Designer]
- Lucas Sachez
- Paul Bordeau
- Red Cochennec

[Level Designer]
- Bertrand Israel
- Yannick Patet
- Gregory Palvadeu
- Erwan Cochon
- Alvin Chambost
- Tom Guiraud
- Alberto Portero Ariza

Praise their names instead of Ubisoft.

This review contains spoilers

Finished playing Citizen Sleeper (from jump over the age games)

I absolutely adored this game. The writing is fantastic, the systems are interesting, and the presentation rules. Citizen Sleeper starts incredibly strong, remains interesting as you follow each story thread, and ends with scenes that I found quite powerful. This game simply hit for me, it is crafted to my tastes in many ways. I loved exploring this world and I loved reading all that text. The mechanical structure from which the player engages with this content is both the greatest highlight and only place where the experience stumbles.

Had I played Citizen Sleeper at release, I could have been left with some disappointment, but the additional episodes changed my mind about quite a few things. This leaves me with very little that dampened the experience, even with plenty of things that could have been better.

Over and over in writing my thoughts in this game, I’ve returned to talking about some aspect that is “not like other games”. [I’ve actually cut a few instances of that out, and I’m not someone who usually respects the reader’s time]
Perhaps Citizen Sleeper won’t hit you as well as it did for me. Regardless, I strongly recommend it on the basis of its uniqueness alone.

I really hate writing spoiler-free generic shill paragraphs- but Citizen Sleeper surely deserves them. The game is certainly in my top 25 of all time [the specific ranking is left as an exercise for the writer]. Jump Over the Age has currently released two games (this and In Other Waters), those 2 are already enough to make them one of my favorite developers!


Time to start giving my specific thoughts on Citizen Sleeper… I have a lot of them.
{Here’s a cursed fact: I’ve spent more time writing this than I did playing the game itself!}

Citizen Sleeper Spoilers from this point onward
(EXHAUSTIVE SPOILERS! [including refuge,flux,purge])
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The star of the show is all these cycle clocks and progress counters. The multithreaded nature of how you interact with your problems and goals is incredible. Citizen Sleeper centers a concept of time, in a way that few RPGs are interested in. This design intent evokes an incredibly unique experience, one that is especially meaningful for me to engage with.

I find making life decisions quite hard. My most frequent dilemma is “How do I spend my limited time?”. I’ve lived the entirety of my life treating time as a precious resource. Each day I am overwhelmed by countless possible futures and endless things that I want to do. In order to realize one, dozens of others must be discarded. It’s difficult to empathize with people who feel they have too much time. Sometimes I feel that the concept of Opportunity Cost is imprinted into my cells, I cannot live without that burden.


Games allow us to step into the magical universe where stress is fun. It’s a safe context where I can appreciate the interesting challenge. In this strange and twisted reality, I can find myself appreciating the “evil” of systems. Now that I think about it, it’s quite remarkable that I consider calling a game evil a compliment.

That’s all to say that Citizen Sleeper’s systems feel evil, in a way that is quite special to me. I loved being overwhelmed with things I wanted to do. I loved feeling the heavy weight of the things I needed to do. I loved choosing where to spend each cycle’s dice and watching in horror as clocks progressed.

This effect is especially powerful during the beginning of the game, that’s part of why I consider the opening so strong. After the (incredibly evocative) intro, you are bombarded with pressing concerns and interesting unknowns. Arriving as an outsider who barely survived the journey, sourcing medicine to delay your obsolescence, making enough money to consistently buy food, exploring the eye, the ominous “hunted” countdown, the awakening of the sleeper’s interface with the digital layer and encountering the hunter… each of these aspects are individually excellent, and they converge to make quite the memorable experience.


I’ll give a specific shoutout to the prose and imagery in the scenes describing the digital layer, it’s sooo cool. [Descriptions of cyberspace never get old, no matter how many stories I see it in]. I love the way the writing describes this realm of connections. Hunter is an excellent threat, and I loved the way it was illustrated as a wild tangle of threads. To me this stood above all the other pressing concerns, due to the way it rejects the validity of your existence and turns what should be an empowering source of freedom into a liability. {This reminds me of Cytonics and Delvers in Brandon Sanderson’s excellent Cytoverse/Skyward series}
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There are quite a few excellent design decisions I’d like to highlight.

CONDITION- Like most health systems, you can lose some of this when you fail something. The part that really sells the sleeper experience is the automatic deterioration. This adds an inherent cost to cycles, even before you consider any of the timers. I love the way this reframes obtaining healing as prolonging a losing battle- a Sisyphean task upon which the rest of your life depends.

The genius bit that truly makes this work is how passing certain thresholds of bad condition reduces your dice pool. It’s not just dying to be scared of- the journey down there is a slow motion free-fall of failure. It’s a particularly poignant depiction of the feedback loop with declining health and the way your finite time left becomes more and more tangible as your body fails you.

The good news is that using a stablizer fully heals your condition bar. Yet the scarcity of them turns this into an interesting dynamic. How much is it worth delaying a full heal to get better value out of it? That’s a question video game players are intimately familiar with. There’s additional complications to make it more interesting: coupling action efficiency with health and the obvious fact that you don’t have the luxury of wasting stabilizer.

Every vial feels impactful. The ones you buy from the dispensary are pretty much this game’s equivalent of having to make rent payments. It’s neat that there’s only a limited amount of them, although I think the game should explicitly tell you the amount the dispensary has left in stock (instead of as an offhand reveal at the end of the sabine-yatagan questline when you get the rest of them for free). The winter light one stands out as a relief in a time of need and complement to the tragedy of discovering another sleeper’s fate. The reveal of the gardener creating the mushrooms specifically for you is amazing (and it is an essential part of the game’s intended arc, more on this later}
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DICE ALLOCATION: Citizen Sleeper has the RPG staple of skill checks, but here they feel much more respectful to the player. The twist of rolling your dice- THEN deciding what you want to do is fantastic.

First, it allows players to ensure success in the things that are truly important to them. This alleviates a lot of frustration around arbitrarily being locked out of interesting directions and failing at things it feels your character is meant for.

Much can be said about the way randomness and roleplaying are inherently coupled in the genre. On the one hand, it adds an essential uncertainty to success/failure; On the other hand, it often leads to situations where a game sabotages its own core appeal. TTRPG gamers embrace the storytelling potential of failure and power of “Yes/No, but…”- yet in the transition to the more rigid world of video games, too much failure often leads to a strictly worse experience.

Citizen Sleeper makes an excellent compromise between uncertain success and fairness to the player. Assigning dice works incredibly well in the context of the game. I like the additional layer of each die value mapping to a simple positive, neutral, or negative outcome table. The analysis is quite approachable, requiring no experience with probability or dice distributions.

During the part of the game in which dice values still matter, deciding where to spend them is quite interesting. 5s and 6s feel special and the modifiers from skills have a high impact on what you choose to pursue. Low values become an interesting risk assessment, since they’re well used on safe tasks but always doing so is an inefficient action economy.

Spending dice in Citizen Sleeper is an abnormally informed choice. You know if the task you’re attempting is safe, risky, or dangerous, you know what counters progress on success/failure, there’s a perk that lets you peek at some of the risks and rewards. The timers make their urgency countable, if something is time-sensitive you usually know exactly how much time you have.

This is the kind of transparency that you generally see in board game design. It’s an invitation to engage with the systems and explicit proof of your agency. I quite enjoy this approach and found it both refreshing for a narrative videogame and well-fitting for Citizen Sleeper.

The catch is that the gameplay systems will not surprise you. The surprises are contained to the narrative and content. It’s like the text scenes are an elevated monadic world that keeps the gameplay “pure”. The gameplay gets to manage the flow of story, but the story only gets to interface with the gameplay. New scenes will block ending the cycle, but otherwise politely wait their turn. Text scenes have a well-defined set of gameplay side-effects: create new counters/locations, lock out counters/locations, add resources to your inventory, and reduce condition/energy. Your skills and dice will never affect the outcome of a prose scene.

This doesn’t mean that Citizen Sleeper lacks surprises. I’d actually say it’s packed with them – just that they exist within a defined and ordered structure. Story threads and scenes constantly defied my expectations and took interesting directions. I think I’d even be so bold as to say that every single drive in the game has an engaging and surprising progression.

Citizen Sleeper gets a lot of benefits from structuring narrative and gameplay as distinct layers. Part of why it works is the way the gameplay explicitly exists as a wrapper for the narrative. Citizen Sleeper never has a moment where I’m annoyed by a new scene popping up- that’s the fundamental appeal of the game. It’s also incredibly easy to switch layers. It’s not jarring to go from UI interaction to reading a scene. This transition avoids loading and the feeling of wrestling active control away from the player, it feels natural.
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NEW LOCATIONS: I love the idea of having to spend several actions exploring a node before you get to meet any characters or do useful actions. That’s such a neat way of gamifying being a outsider in an unfamiliar place. It complements the systemic decision making well, it’s interesting to balance exploring unknown new opportunities with the rest of your more concrete objectives.

It’s also a way to regulate the pacing. As you have space to spend actions in exploration, you get new action sinks. It ensures that you don’t just have new story threads dumped on you- avoiding the standard RPG experience of arriving somewhere and being bombarded with new tasks. Citizen Sleeper is more careful about how it hands out story threads. New drives feel more like a reward for some investment than a moth drawn to your game-protagonist light.
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AN ECONOMY OF CREDITS, DATA, SCRAP AND MUSHROOMS: There’s only a few types of inventory items in this game. Inventory management is thankfully a concept that doesn’t exist here. It’s honestly kind of incredible how they get away with this.

It’s even funnier when I think about how much mileage the game gets out of its mushrooms. It makes sense when Emphis asked me for mushrooms, it felt like an obvious “key quest item” intentionally locked in Greenway. Yet then mushrooms just progressively become more of a standard resource. One of the pranks in bliss’ questline involves her being paid in crates of mushrooms. You can offer that you’d be happy to take some for yourself and the hilarious part of this whole scenario is that as a player at that point I actually would have been satisfied receiving a mass number of mushrooms. [I did crime exactly one time in my playthrough to steal a random shipment from the crane logistics area. I got mushrooms and at the time I considered that a great boon!]. It feels like the developers are in on the joke of mushrooms being abnormally useful, as seen in the late game scene with a throwaway line about “those mushrooms you love so much”. The best part is that it makes sense for these mushrooms to be so important, since there is an entity actively designing them as a gift.

Perhaps more intuitive is the nature of the salvage economy. There’s common scrap and uncommon shipmind fragments. Once you’ve found the right places, you can convert those into credits. Each time the ship docks, you can convert credits to some salvage rolls. I like the asymmetric conversion here. There’s a couple of scrap sinks littered throughout the game and a game changing perk to self-repair with them. The initial 2 shipminds requests which block the navigator and ankhita quests feel incredibly impactful, it felt weird to be swimming in them later. {I didn’t even see a point in selling them.

The flotilla aid quest needing 8 scrap is quite frustrating. I like the idea of a lategame quest putting strain on a plentiful resource, but if you don’t have +1 endure, then there’s no consistent way to get lots more scrap at that point. I was stuck clearing out the scrap ship and hoping for engineering tasks to drop them. Shoutout to all the ship mind fragments I got during this phase. It felt silly to have a slice of surplus time but not a way to meaningfully progress that objective.
DATA makes the player’s life easier. First of all, hacking is one of the best uses of low rolls (even more so with an interface build). Agent data converts to money nicely and Castor’s onetime purchases are quite useful. I wouldn’t say it’s overpowered, rather it’s just a nice chip on the player’s side. Part of what makes it work is the looming threat of hunter, and the power to freely hack feels like a good reward for completing the navigator quest.

{Shoutout to Castor’s introduction scene! I’m a huge fan of scenes in stories where people play a game. It’s awesome for a writer to suddenly focus their attention on the part of life that I care about most}

The Credits economy is an integral part of the game experience… until it isn’t. In Citizen Sleeper, it is inevitable to reach a point in which spending money is trivial. That’s quite a shame, since the role money plays before then is phenomenal. I love how you have to spend money to keep living. In most games, you spend money in much the same way a child does. Here you get to experience the wonders of having expenses: medicine, food and eventually Ethan’s tab. Then on top of that is the quest progression that needs large sums: bliss’ eventually not a scam business partnership, crossing the founder’s gap, and potentially purchasing shipminds. Money in this game serves as both carrot and stick incentives. I love the strain of fitting paying jobs into your cycles. It serves the game very well- feeling crucial to the mechanical decision making and thematic intent of criticizing capitalism.

The financial concerns I listed in the above paragraph deserve more specific spotlight. Your 3 main expenses get cool characters and story attached to them!

I like the progression of Sabine’s quest. The way Yatagan is handled is a pretty classic storytelling trick, that’s not a complaint- I like how it worked here.

I LOVE the “get to know emphis” drive – the story scenes are amazing. The decision to make you (the sleeper) tell the first 2 stories is awesome. It’s a clever excuse to tell some sleeper backstory- and just wow the writing here is so powerful! This game is full of excellent writing and scenes concerning sleepers, these 2 stories are the highlight. Oh yeah Emphis’ story at the end is neat as well- it’s just a little overshadowed.

Ethan is a fascinating surprise. The hunted countdown makes for a solid buildup, but there was a strange meta sense of safety from my confidence that the game wouldn’t simply end there. I was expecting to have some lucky moment of temporarily giving him the slip. Ethan simply deciding to take a drinking vacation and make you pay for it is much more interesting. It’s a great way to explicitly delay the threat for the player in a way that makes sense (without taking away the tension!) . I like the strange dynamic and characterization explored with these Ethan scenes. It’s especially cool how pathetic Ethan gets right before and after his contract is cancelled. I didn’t get to see the conclusion of his questline, because I turned off my tracker before the 2nd Essen-Arp hunter arrived. I’m pretty sure this is the only content in the game I missed. The way Ethan simply disappears in this scenario feels quite awkward.

The Bliss cargo bay quest is hilarious. I love how it requires monetary investment and time sensitive action contributions, then leaves you with nothing [twice!]. I did this quest when I was Rich and had no stake in receiving rewards, but I just adore this idea. I can imagine this being fiendishly devasting if you do it while money still matters and equally satisfying for payoff to finally come through.

Finally, I like the way the founder’s gap divides the game. It makes sense that things like disabling your tracker, finding Ashton, the start of the dlc episodes and discovering a sustainable source of stabilizer are all behind this gate. Furthermore, I love the wonder of unlocking a new section of the map- full of greenery and digital fog. The greenway is super cool – it’s great as an exciting new environment that’s a complete shift from the game you’ve experienced so far.

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In Citizen Sleeper, you are not an Adventurer. There’s no mechanization of violence or combat. You spend the game rooting yourself in one large community instead of drifting through the world. HELL YEAH, MORE RPGS LIKE THIS PLEASE.

I find this game’s focus on routines especially interesting. The gameplay layer is able to “abstract away” the tediousness inherent to this direction. This game is filled with repetitive tasks- but it can get away with that because you’re not bogged down with actually doing them. The lack of friction in interacting with the gameplay is fantastic- there is little downtime forcing the player to wait. At least 95% of your time is spent choosing or reading.

That isn’t something I consciously noticed during my time with the game… such is the tragic fate of good UX. Now that I am thinking along this angle, I’d like to shoutout the decision to represent the world through a scrolling camera and selectable UI nodes. Would it be cool to play a game where you walk through the eye? Yes! Would I probably still prefer Citizen Sleeper as it exists in reality? Yes! Have I just now realized that I love when games cut out walking? Yes!
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Hyper capitalist sci-fi settings often miss for me. Emphasis on the greed of humans feels quite close to telling me that water is wet. It’s hard to feel satirical sharpness from comically evil corporations. I keep seeing the same parable against exploitation over and over again. Luckily, I don’t have these problems with Citizen Sleeper. Aside from simply having good writing, the main thing Citizen Sleeper does in this regard is focusing on the lives of people living in the margin of space capitalism. Erlin’s Eye is an excellent setting.

Extensive focus is given too how people are exploited and crushed by companies- but more importantly is the focus on the community that’s been cobbled together at the eye. Instead of just shouting complaints, they show you a place that has meaning- despite the systems of oppression that exist within and around it.

When first learning about this game, I wasn’t too excited by the concept of sleepers. This ending up being one of the cool ways in which they surprised me, it’s a unique idea that’s explored well. I really like the distinction that you’re an emulated mind that exists in a frame- it leaves them with the standard blank check to do android storytelling, but also leaves room for some more interesting stuff. {Some cool examples: you’re character appreciating scars as proof of their uniqueness, the weird middle ground you have with your simulated senses and the already discussed planned obsolescence}

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My analytical attention doesn’t focus on sound and visuals, so don’t take my lack of words on them as an insult. The soundtrack for Citizen Sleeper is incredible- I really love the vibes it sets. I listened to it many times while writing all these words. My favorite tracks are Optic Nerve and Yesterday’s sky. The music adds so much to the experience here, I wish I had the audio awareness to elaborate on that.

I like the entire aesthetic of the game, the character art is especially awesome though. Shoutout to how the dice have custom faces to represent each number, that’s a small stylistic thing that I heavily appreciate.
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I’ve alluded to the arc your character goes through several times now. You start as an overwhelmed outsider with 99 problems. Gradually those problems are replaced with friendships. Anxiety makes way for stability. The eye becomes a place you can call home.

The game starts after your character has leaped towards freedom. They spent the entire trip flickering in the cold twilight between life and death. Considering this, It’s chilling to learn the fates of other sleepers- you were the fortunate one. It’s lucky when Dragos finds and shelters you. It’s lucky when Emphis gives you the first meal for free. It’s lucky when Sabine can source a medicine for you (and give you a vial for free). This “luck” isn’t random, it’s active kindness from others.

The real helping hand you need is getting that tracker disabled. Luckily, Feng quicky offers to help with that. All you need to do is help him out with something…. Then help with something again… then you need to wait while he goes dark… then help with something again… then help with a final task in the greenway that requires focused attention. I love the way that both of you treat each other’s problems as the less important one. From your perspective, he keeps moving the goalposts and is holding your life hostage to help with his personal quest. From his perspective, there’s a deep-rooted injustice which threatens the entire station, and disabling your tracker is something he genuinely wants to do but simply cannot prioritize. It makes for quite the great troll to the player- it’s impossible to get your tracker disabled before Ethan shows up, but you won’t know that and still prioritize it.

Anyway, finally getting that tracker disabled is a turning point. The moment this happens you’re no longer making few meaningful dice allocation decisions. Your remaining drives simply become a backlog of quests you’d like to complete. Once you have mushroom farming to, time is no longer finite.
It’s not just that the sleeper’s life becomes stable. The player becomes Super Sleeper TM. By end-game, you have a nearly maximized build- defined by the 1-3 things you don’t have yet rather then what you choose to specialize in. Now I was the “lucky” kindness helping people in need, except I was a relentless machine who wakes up simply to solve others problems. Quests in this game feel incredibly different depending on if you do them as Citizen Sleeper or Super Sleeper TM. (I didn’t even meet Lem + Mina or Bliss until I was Super Sleeper TM)

At first, I was incredibly annoyed with the way the excellent tension simply deflates. It feels like the most interesting part of the game was taken out from under me. I no longer agree with this kneejerk reaction, but it was a strong thing souring me on the game during a phase of my playthrough.

First of all, the systemic tension is not the most interesting part of the game. It’s the writing and that’s not even a contest. The freedom from pressure in late-game means that you get to do everything. The game creates the expectation that you’ll have to make hard decisions about what to do- this conception is initially accurate and then eventually takes a hit from a friendly sledgehammer. In fact, the game being Evil is simply an illusion, it’s not only incredibly fair but designed in your favor.

Citizen Sleeper is a one playthrough game. It’s possible to fail quests, but I didn’t experience that. In my playthrough, I didn’t just win, I finished without having to make any sacrifices. No compromises, no regrets, no paths not taken- I experienced all the content in the game. {Except for the aforementioned late “Hunted” stuff after Ethan offers his protection and not being able to get enough scrap for the flotilla aid quest}

Surprisingly, this is a positive of the game for me. I’m a contrarian who dislikes branching content in games. I prefer my playthroughs of games to be as exhaustive as possible. It’s weird that losing one of my favorite aspects leads to a game more to my tastes. In this sense, Citizen Sleeper pulls off the experience of “having your cake and eating it too”. I got to experience the struggle of having to choose AND I didn’t end up missing out on anything. I’m still mulling over how it was possible for the game to pull this off.

I was further won over by the realization that the experience of becoming Super Sleeper TM is intentional.

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We must live and struggle against systems that want to spend us. To do so we must cradle a fragile hope- one that can be easily dropped and effortlessly crushed. Our lives are defined by a recurring choice, one that is new each time it arrives. When do we risk leaping into the unknown and when do we stay to build to build something worthwhile? Choose the air and its chaos will eventually pass. Choose the ground and its stability will eventually pass. The places that accompany our journeys have lives just as we do- ever-changing and ultimately temporary. This is what Citizen Sleeper is about.

The most impactful choices in the game are its endings. Each one presents you with a variation of “Should I leave or stay here?”. There are 2 things that make these shine: the vastly different context of each choice and the stellar writing in these scenes. I’ll go through them in the sequence that I encountered them.

THE GARDEN: The AI entities in this game are a clear highlight for me. Navigator is my favorite character and discovering Gardener is my favorite reveal. If I was willing to spend more time writing, I’d dedicate an entire section to them. I love how grandness of navigator’s true form and emphasis on how much they’ve lost. I love the concept of the gardener, it’s part of why I find greenway so compelling.

I love the recuring dichotomy between digital freedom and the physical tether. This idea reaches its peak when the gardener invites you to join the chorus. The choice presented here is incredibly compelling, I adore the setup of this scene. There’s the pull to join them- to transcend- and the pull from Riko – reminding you of what you’d be abandoning. I love the unbridgeable gap of understanding on both sides. The Gardener would never understand why you would refuse and Riko would never understand why you “died”. Neither of them would ever understand what you had to give up or even the nature of the choice you just made. I really like the way the writing sells what it means to choose your tangible life here.

This is the only leave option that I truly choose, the rest I just picked because I wanted to see the scene and knew the game would let me reenter the save and pick stay.

Ambergris into the Starward Belt:
I love Ankhita’s quest. The Ashton encounter is especially impacful- shoutout to the contrast between the lively greenway environment and the violence that occurs there; shoutout to the way you don’t get to control what your character thinks here- all subsequent interactions with ankhita are tainted by this traumatic event Then it’s an even more interesting decision to bring her back in as the one more job in the cargo bay. It’s cool to connect these 2 drives and even cooler to interact with ankhita after your character considers her a killer.

Sidereal Horizon:

I didn’t ever care about obtaining a ticket for the sidereal. I was just doing my Super Sleeper TM thing and finishing off quests. Due to when I started clocks, the ship ended up leaving during the purge episode, an amusing coincidence. {that last timer is excessively long- I bet without the dlc content it could be easy to just have nothing to do while it ticks if you start it too late}
The name of this colony ship also constantly reminded me of my favorite boardgame- sidereal confluence. {this was made worse by the fact that I went to go play that game the night I finished citizen sleeper}

Anyway, lem & mina are cool. It’s really fitting to do this quest as Super Sleeper TM, since you’re like an angel that just comes into the family. I like the idea that you have to watch mina just so lem can work.

Shoutout to the writing of the leave with lem+mina ending, I love the way they focus on how the sound of ship’s systems will accompany you as your body loses to time.


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I appreciate the way the additional episodes trigger quest clearly announces itself as late-game content (which you start on your own terms). That’s especially important here, because it wants your full attention and is designed for Super Sleeper TM. These episodes are what ultimately changed my mind on the player becoming Super Sleeper TM.

Firstly, Refuge reintroduces an urgent timer. More interestingly, it presents you with an ambitious undertaking, when you’ve been spending your time so far helping individuals. The approach of breaking the aid heist into several tasks is cool. I found the scenario pretty compelling, although I think it’s missing some extra systemic wrinkle to make it really shine. It’s good at evoking the urgency but didn’t actually ask me to make any interesting decisions.
Helene and the council dynamics feel pretty underexplored, although their concern did successfully leave me unsure if running past the cordon was a good idea.

It is thus funny to start the flux episode and watch as the cordon immediately becomes irrelevant. Seriously though, the intro of this episode is cool. The flux is quite the interesting threat, I like how the 2nd episode rides off this mystery instead of another urgent timer. Interacting with the 3 flotilla factions is neat as well, they’re interesting {like all characters in this game 😊}

Purge is an excellent finale to the game; I love how they brought in most of the characters still left on the eye. It feels much more like a conclusion of the whole experience rather than the way other endings are off-shoot branches that terminate. I really like the framing of “this is the last time you’ll make [this leave-or-stay] choice”. The decision has more weight to it because the previous 3 endings all ask you to decide if the eye is a worthwhile place to choose. Each time I stayed, I grew more certain that the eye was my home THEN these episodes roll in with the flux, and say “Would you still choose the eye if it’s future was uncertain?”. By reminding you that there’s no such thing as complete security, the whole experience of becoming Super Sleeper TM no longer feels like a misstep or classic video game progression fantasy.


This leads the game to end on a much more profound note. The eye is still worth choosing even without its offer of stability. You can’t choose a risk-free path and it’s still worth building in places that are temporary.



This is like playing through a Mario Maker puzzle level made by a two year old with almost no guidance or satisfying solutions, except here you get a terrible twist at the end to round the entire package out.

A video game that boldly dares to go where no game has gone before... being violent to women

This game is delightful. These mazes are incredibly charming and clever, they are indeed good mazes. My time exploring them was quite nice. I loved the variety in gimmicks, especially since none of them were particularly frustrating

Shout-out to the way each maze is rendered as a separate window on the game screen that closes when you solve it- that's quite a neat presentation

Could've definitely done better on this remake, but man is this a tough play/watch. Dialogue is horrible and the story is so hard to follow. Nothing makes sense without watching a in depth YT video to explain, and when you realize what's happening, you still don't really care. They fumbled the bag hard with this prequel as the only likable/memorable characters were Cloud/Aerith/Sephiroth (of course, who are all major characters in the main game). Gameplay is mid and Zack is annoying, if you're really that interested in Zack's backstory, I'd recommend just watching a shorter YT explanation rather than playing all the way through this game.

Im a huge fan of everything FFVII. Love the cast, the world, materia system, the movies, the games, all of it. I wanted to beat this in preperation for Rebirth since it looks like they're going to be touching a bit heavier on Zack and decided Id put it off for long enough. Over the course of a week and 14 hours of gameplay, I can confidetntly say this is one of the most annoying games I have ever played.

The combat is braindead and unfun and is made even worse by the absolute worst random encounter system I have ever experienced. All this just to feel zero progression outside of "number go up!". I kid you not I changed my materia loadout maybe twice this entire game. It was just the same rinse and repeat combat over and over, hour after hour. Im know there is deeper stuff with materia fusion and leveling up the DMW but there was nothing that couldnt be beat with just mashing and some magic so never felt compelled to check it out.
This made doing anything in any mission or dungeon extreamly tedious. I didnt want to explore these areas becaues I didnt want to participate in the awful combat loop. So every mission just boiled down to a "how can I finish this as quickly as possible to get to the next story beat." And those story beats, not that great either.

The story is a weird mix of showing you what you were told about already with Zacks backstory (him and aerith, stuff with cloud) and that part is a decent bit of fun. But the other half is giving him this halfbaked character arc that is presented in the most roundabout way imaginable. I could kind of see what they were going for and to the games credit it does stick the landing (ill talk about the ending in a sec) but for most of the games run time, its a lot of beating around the bush babbling about nothing or spewing ideals over and over again, thank you angeal (genesis's obsession with loveless was one of the worst parts of the game i dont care if the story is a parable or something it sucked).

The one redeaming aspect of this game was its ending. Not the final boss, thats up there with KH1 Ursala as my least favorite fights ever, but the actual closing scenes of the game. Zack's whole drive to be a hero pays off and we finally get to see Cloud become the guy we knew in FFVII. Spoilers - that whole scene of Zack's death and Cloud becoming his living legacy was really the whole reason I wanted to play this game and they really pulled it off really well, so genuine praise for that.

Overall, the ending was great, but it took 14 hours of some of the worst arpg gameplay to get there so even for the most diehard FFVII fans I can barely reccomend this.

(accidentally deleted this review, its back now)

With the expressive animation work of the characters, punk-like aesthetic, and over-the-top energy the game has, it’s easy to see that the devs had a clear thematic vision with this game. This game is a labor of love.

However, there are so many things that are unpolished, underdeveloped, and blatantly cheap.

To talk about the technical department, I DO NOT recommend you play this game on Steam Deck for now. The game stutters like crazy when you get to the middle part of the game. Even with the Steam community’s discussion board’s help, I couldn’t bear the inconsistent animation frames and glitching, so I just finished the game on the Desktop instead.

The option menu is also barebone, with no adjustable screen size, full screen/window mode switch, reduction option for the flashing light, or something like that.

The structure as a metroidvania is alright. The mazes are designed tightly with the platforming sections that utilize unlockable moves, collectable that feel mostly meaningful for the player progression, and the frequent mixture of arenas -which is a welcomed addition, as the combat system is the main selling point here-.

However, I think that, if the game is trying to sell the combat more, it should have had better enemies, which is my main gripe with this game. There are a few types of enemies, and here’s how I would describe them.

Normal goons: Mono pattern fodder (sometimes they add a projectile move) and those attacks are arbitrarily hyperarmored (meaning that you can't stagger them consistently when they are in the attack-tell animation. Not a great feeling when you are playing a combo action game.)

Big enemies: Twin pattern meatbag that flips like a card when players move around them. No collider prevents the player from going through the enemy so size rarely matters.

Ranged enemies: Animations are just mere suggestions and the shooting point’s direction is always targeting you -meaning that the aiming animation never matches to the direction of the projectiles-. This aspect gets worse if the ranged enemy is a big enemy type too. (I’m looking at you, D!ckhead gunner.)

Gimmick enemies: I’m talking about the flame shield guy and the bug-like robot that needs to be flipped before attacking. I don’t see any value in them as a combat chess piece.

Bosses: 4-6 attack patterns with a barebone phase change. (Puanini and Final Boss were good though, even with this limitation.)

And yes, I think the current pool of enemies wasn't enough to fill the combat section of this game. 2-3 new enemies per big area hardly give you an interesting discovery moment, and I would say almost all of them get palette-swapped so the surprise elements get diminished as the game goes on to the end part. The arena combat mixes up the enemies mentioned above pretty well (which is my favorite part of the game), but I think the dev should have put more thought into the Big enemy placements, as they sometimes just appear as a SOLE enemy without additional goons (meaning that they don’t even function as a space controller chess piece in the arena).

I know making an enemy is hard for a frame-by-frame animation workflow, but considering that every enemy has their glory kill animation (I think it is pretty redundant to put too much effort into them), some man-power should have been allocated to different attack patterns or just entirely new enemies.

It is obvious that there’s a sequel is planned as the ending credit appears at the urgent situation. I’m absolutely nothing when it comes to the developer’s direction (as I’m just a mere player) but my suggestion is that they should refine the strength they currently have (aesthetic, player toolset) and then put more effort into the enemies. Even though I think this game couldn’t nail down everything with its potential, I expect more good things from this developer.

Before playing this, I have obviously heard about how infamously bad it was, but mostly on a storytelling perspective. From the combat I heard it was boring so the combination of the two made it a game not worth to play. I would lie if I say I played this cause I was excited to play it, but also I want to clarify that I didn’t come to the game with a “I want to see how bad it is” but more of a “I want to see why everyone say is so bad”.

I played the game on version 1.25, without elemental affinity, without beat down and with the original edit of the game. For context, this is the closest you can get to the original version of the game. But also I tried to play with the new additions to put perspective.

I’m writing this big intro just to give weight to my words. No matter the options I picked, no matter if I came with a fair try, I truly believe this is the worst game I have ever finished.

This review is story spoilers free.

Let’s just say the good thing about the game: The music is cool, it has some well-known composers (toby fox is in here) so some songs are good. That’s it, that’s the only thing I can give the game. Everything else is so unbelievable bad from start to finish that I can’t believe someone thought that they were a good idea.

From how convoluted, confusing, bad written, unfunny, and boring the story was. Literally nothing makes sense at the end, you are literally in disbelief that what you witnessed has any relationship from what you started with. To the characters: every single one is either too unfunny and an asshole, or too perfect to the point where they are just not a character anymore. We are on a RPG, the characters are one of the most important parts of this genre and they didn’t even get this right. They are also kind of unimportant at the end, which can be a pain or a blessing.

Now if you know about Yiik you may know about the main character: Alex, the ginger boy. He is very annoying, pretentious, a piece of shit in general. He has some options during the game that are laughable. The worst part is that it can seem to be pointed out that he is like this for outside reasons, or at least, you could pick that at the end, so it does come across as a very unlikable character which is not what you want on your story (specially with the themes of the story). He also has some internal monologues across the story (if you select the original edit, which btw, is not the recommended option anymore) that make him look more like a piece of shit, and also are very long sometimes, and pointless.

On the actual game side, the combat is god awful. It’s a turn base RPG with a system like Paper Mario where you have to do a mini game on every skill you have. The problem with this is that most of the mini games are awful, or very long. For reference, there is a mini game of a character that, to do the max damage, you have to do for 17 seconds. Imagine having to spend 17 seconds of inputs just so at the end the character do minimal damage.

That’s another point, most of the combat in here is braindead and pointless. There are ways to increase the combos of your mini game to do more damage, but they will only increase (at least on the first half) like 2-3 more points of damage, which is not worth the effort. The combat it’s truly boring and bad designed. The worst part is that they had change it a little bit, and it’s still bad.

The level system is also pretty weird. You store experience and at the end have to do a weird menuing on a tower to apply points to each stat. You have to do this on a specific location too, so it’s very annoying to do.

The game is also not very well made. I almost soft lock myself at least 2 times (one of which I had to actually restart the game). It has constant movement glitches, duplicate items, and clunky interactions. Also if you ever play the game (why would you after reading this), play with the football on the main city. I can’t believe you would let that on a fully release game.

Just to end this horrible rant, I just want to say something about the design choices at the end, so if you don’t want to even get an indirect spoiler you can skip this paragraph: The last 2 chapters are one of the worst things I have ever witnessed in a videogame, there is no way someone thought that people would want to play whatever happens in the first one, and I can’t believe someone thought that the last one was a cool conclusion that people would be excited to play. Even if what you want to give a commentary on the RPG genre, the reality is that the point was missed at the end, and it came out as one of the worst last chapters ever, and probably the worst final boss in a RPG I have played.

So I’m Yiiking out of my mind after playing this. I did stream this game so I had fun even while being miserable playing it, but if you are a normal player that want to play this on their own to see how bad it is: Trust me, it is actually not worth to play. This game is not funny bad, its godawful bad on a design and storytelling level that there is not worth spending the time laughing at it. May as well just watch a YouTube video about it, or a gameplay so you don’t have to suffer doing 10 minutes of normal enemy battles in a RPG.

To put it bluntly, this game is all looks and no soul, just pretty but with no substance. It just felt kind of sluggish to play, with puzzles that are easy to figure out but take long to put the solution in because Lana moves realistically. At least it gave me a new appreciation for games like Inside, where the design of the puzzles and the world stood out where here it just feels like nature walking simulator but with robots everywhere that kind of grow stale too by the end of it.

I think what surprised me the most is how the two main characters, Lana and her lil cat creature Mui, try and fail to tug at the heartstrings. They have more character than the boys from Limbo or Inside (since those were really just player characters and not much more) but precisely because they do I noticed how I saw Lana as somebody seperate from me, with her constantly calling out for her sister getting rather more annoying than anything else. Mui is just cute, but there are no scenes to shape an actual bond between these two. Lana saves Mui, Mui follows her around, it doesn't really do anything extra to make us care for it besides the fact that Mui is the only defined character that is around for the whole game... and that character is a cat. They just needed a few more scenes of these two actually enjoying their time together, but what we get is just them existing side-by-side and us then being expected to cry or feel things because this creature is cute and Lana is but a smol child. There's no emotional core but it very clearly tries to hit you emotionally without putting in the work to shape any attachment to the world and the creatures in it.

It has nothing to say, it has very little to 'wow' you with, and if I want to walk around in nature realistically I either fire up Breath of the wild or better yet, I walk outside. I think I'm only this harsh on the game because Inside and Limbo showed me that this can be done much better.

This formula is too old for a 2023 indie game.
The game suffers from Lack of innovation and easy puzzles.

Here’s a boss fight video I have recorded for this review. It doesn’t necessarily support my thoughts, but in case you want to watch it, here you go: https://youtu.be/ALLPMFvZ0Mo?si=0BJtAlatypNdsbwH

Also, spoiler warning. I’m gonna namedrop every important boss and local so consider reading this after you are done with the game.

What I expected from the demo playthrough was that this game was just gonna be a typical Souls game with a deflection mechanic. What I got in the end with the 30+ hours of journey is that this game is…. still a typical souls game, but with the combination of the best aspects of the modern post-DeS/pre-ER FROM games. Of course, there are some downfalls driven from that scope, but I won’t sugarcoat that my experience with this game was almost close to my first playthrough of Bloodborne. If this game came out in 2015, it would have been my identity to praise this game till death. Of course, this won’t be my game of life, because at this point in my gaming journey, I’m more interested in games that aren’t really souls-like, but there was a spark of joy to have for a long-time fan of the formula.

Lies of P’s thematical structure is similar to BB at first glance. There’s a dying city, there’s also a problem with outbreak of monstrosities, celestial beings behind the veil, yadayda… you know the drill. But once you dive into the game, you can see that the game is trying to convey a different thing while maintaining the value of the traditional Souls game.

In the older Myazaki’s Souls games. There’s a sense that the world in that game is an elaborated place instead of just being a pretty background. When we go back to Demon’s Souls, you might remember that you have to open the giant gate in the castle area, pick up the key and use it to open the doors in the asylum area and activate the mining elevator in the mine area, all for the one purpose: opening the shortcut or the next passage. Even though they are just a little detail, you wouldn’t disagree that this little detail in interactions make each level feel distinguished and elaborated. While this environmental detail is what FROM still excels at, you can’t deny that modern FROM games aren’t really good at delivering that premise as they look more dungeon-y than a thematically accurate place. This aspect got worse after Dark Souls 3 and we all know that Elden Ring introduced soulless manufactured mini-dungeons, which kinda ruined the game as a whole even with the inclusion of Legacy Dungeons.

Compared to this, Lies of P is full of elaborated environmental details and interactions that convey the game feel. For example, one thing you will realize soon is that this game took place around the pseudo-Belle-Époque era. To elaborate it, the game actually introduces levels themed around such as a gigantic factory manufacturing dolls, a gigantic market arcade, and a world expo with grandiose exhibitions. And those levels are, instead of being too dungeon-y, structured like an actual place for that purpose. You have to lower the pipe hanging on the crane to make a shortcut in the factory. You can ride the tram that was shown at the beginning to open a way to the expo. The arcade area is full of little shops that function as ambushes, lootable places, and backdoor shortcuts. In this aspect, Lies of P holds the torch as the best non-FROM souls-like that gave a shit about environments. If I have to nitpick, there are some obstacles that made me question “Why can’t I just jump over this”, but honestly the stronger part is so strong that I kinda forgot about it.

We are still talking about the world-building so I can add more about the thing I liked about Lies of P’s way of distinguishing itself from other FROM Souls games.
Firstly, I think the members of Hotel Krat are much more likable and sympathetic than any FROM’s hub dwellers. In FROM Souls games, after the 4 similar entries, you kinda see the boring patterns of the NPC placements. A calm and cryptic maiden figure that levels you up, A cynical-ass depressed soldier, A bulky blacksmith, and some boring merchants here and there. And you know some of them will go off and die in a ditch at some point. Bloodborne did kinda experimental things with survivors in the chapel, but they didn’t do stuff like that after BB which is pretty weird. While Lies of P still has that cryptic maiden figure, the other NPCs are full of distinguishable characteristics. A nerd girl who is very enthusiastic about gears, A CEO of the puppet industry who has a depressing backstory even with the hilarious facade, a swindler treasure hunter who tries so hard to be known as a real one, and a hotel counter robot that secretly loves the hotel owner. You may say these characters are almost like caricatures, but I personally think some amount of campiness can work as a good contrast in the consistently depressing scenario. Also, the motivations of those characters are well-established compared to FROM game NPCs which require two parts of Vaatividya videos to understand the full context.

Secondly, I think the collectables in this game are pretty neat. Unlike Souls games, there are varied types of collectables to get the lores and trivia behind the world. Message notes, guide tour books, newspapers, advertisement posters, and all that. While there are some Resident Evil documents moments that made me think “There’s no way that people would write this thing before dying lmao”, the varied way of describing the worldbuilding establishes that this world is a place where people actually lived, not a glorified dungeon after dungeon. There were some cute moments too, like the notes from Black Rabbit brotherhood. The message cylinders are probably my favorite addition to this formula since it is thematically accurate and I just like doing the treasure hunt while looking at the visual clues. This game’s strong suit is the environment department, so it works wonderfully when I just can guess the location right away with a blurred picture in the clue. There are also vinyl records to collect which can be played in the hotel lobby. Here’s a thing you should know: this is not the same as the Nier Automata’s jukebox where you can play the in-game themes again. This plays an actual original song just for this sole function! And all the vinyl record music is wonderfully composed fitting to the narrative of certain characters or the general mood so it actually had an intrinsic value for me even if it doesn’t benefit the gameplay department at all. It’s not a lie that I was happier to find records more so than the weapons.

Speaking of weapons, I think Lies of P has probably the best weapon customization in all the souls-likes I’ve played. (I’m only talking about the weapons here. If we are talking about player toolsets as a whole, there are many games that did better than this.) One of the biggest gripes I had with Souls games, in general, is that experimenting with other weapons requires an entire stat rollback or a complete re-upgrade for that new weapon just to make it useful. And even then you are limited to given weapons moves which are pretty basic most of the time. In a way, all the Souls games “build progression” can be boiled down to [Get the base weapon] - [Stick to that weapon till you find a better weapon with the same stat requirements] - [Change it to that new weapon and fully upgrade it] - [Stick to it till the end]. Even with the stat rollback functions, people rarely want to change the gears ignoring the floods of “other options” in their inventory, because trying out other weapons optimally is such busy work to do in the initial playthrough. In an ideal world, we should be able to get the Armored Core treatment where you can pull out every weapon from a cargo, but that won’t happen in the Souls game structure because they need to drip-feed the reward to fill the exploration aspect, like the hidden weapons or upgrade materials.

Lies of P took the middle ground by making the weapon parts combinable. Blades are completely separate from your stat requirement and you can upgrade these parts with moonstones. Handles on the other hand require your stat requirement, but it doesn’t determine the overall power of the weapon and it changes the moveset instead. By combining these two, you can experiment with the builds freely, as your stat requirement or the lack of upgrade materials doesn’t halt you from trying out the weapon customization. For example, you want to try out the drill-like lance which fits your stat requirement. but you may think it is obnoxious to upgrade it from the +1. Then you can just go to the Stargazer, switch the blade to the fully upgraded one, and there you have it! It may have a different speed or attack range, but you still can use the drill lance. By the end of the game, I used 5 or 6 weapons throughout the game without reallocating the stats even once. People say Souls games thrive on build variety, and Lies of P shows how to upgrade the formula to meet that expectations.

If we dig deeper into the combat side, we can find even more interesting changes to the formula. While it is basic, the fable arts and charge attacks are neat additions to the combat system. In a way, this is not a new thing as these things have become standardized since Bloodborne, but these combat options have much more clear purpose in this combat loop - the groggy attack. Unlike the traditional souls games where your basic maneuver leads you to the small victories (enemy stagger) and then big victories(enemy death) in a linear fashion, Lies of P makes you “earn” the small victory by requiring you to do a high skill action: dealing damage with fable arts or charge attacks while the enemy healthbar is glowing white. This mechanic provides two interesting things in your gameplay. Since your fable arts consume the meter and charge attack requires a long start-up time, you have to be more knowledgeable about enemy patterns or your positioning to actually punish, and sometimes you have to make hard decisions as the white bar won’t stay longer. Because some enemies just don’t give you a lot of breathing ground, you have to think about hit trading or ignoring the white bar for now and waiting for the next one.
This interesting dynamics also can be seen from the guard mechanic. Lies of P’s twist on the BB’s regain system is that players can regenerate the lost health by hitting the enemies, but only after you guard the damage. The raw damage will just go straight to the health bar and you won’t get anything after that. However, once you manage to nail down the perfect parry with the guard button, it gives a groggy damage to the enemies and you can also regenerate the lost health a bit, just like when you hit the enemies. But the perfect parry’s frame window is much shorter than Sekiro or Wo Long, so there’s definitely a high-skill ceiling aspect to master this.
This little dynamism makes the game much more than strict whip punishes even if the game is framed as a reactive side on the whole action game spectrum. Also, with this combat framework, the enemies are just fantastically designed. Fitting to the narrative, most of the enemies are malfunctioning dolls or erratic zombies. So most attacks have non-conventional timing with all the twitching joints and irregular steps. Because of this aspect, you can’t just comfortably parry or I-frame dodge every attack from the get-go. You have to consider the enemy attack distance, tracking angle, and your position in the environment to make yourself safe. This is something that lacked in Sekiro where you could comfortably deflect everything (Well, except for some main bosses, mind you!) while being stationary to the point that it feels like a rhythmical Punchout.

The bosses are great examples that elaborate the importance of positioning. The second main boss Scrapped Watchman has insane amount of patterns for an early game boss. It starts out as a simple parry/i-frame dodge test, but then the boss quickly introduces lightning effects on the ground which makes you adjust your movements more thoughtfully. Probably my favorite bosses would be Archbishop and The Swamp Monster. Visually they both look grotesque and cool, there’s a fun aspect of finding a good spot to deflect the attack while maintaining the distance, and also there were some satisfying moments where you have to pull off the groggy attack while the gigantic monstrosity is sweeping around the arena erratically.

Bosses are the highlights of this game, but where the game exceptionally excels at is how they handle the normal enemies. I heard that the director’s favorite Souls game is Dark Souls 2 from some rumors around here, but it surely shows his taste in some areas with an extreme amount of ambushes, traps, enemy compositions, and just a sheer amount of enemy numbers after the mid-game levels. I reviewed in Thymesia that souls-like games really need to grow balls to introduce multiple hazards at once, but they did it with this game. Also, there are just TONS of different mini-bosses. Each of them has borderline-boss-tier move lists hidden in their sleeves, and there is a bunch of new type of elites in one area. And these enemies appear only two or three times in the whole game? This uniqueness makes the area much more memorable than it should be. There’s a swamp level near the end of the game where all the abandoned dolls are gathered and crushed, and there was a unique scary-looking scrapped monkey mini-boss which scared the shit out of me. It has a fun moveset, but also it really elevated the mood of that freakish environment. Considering that most games just try to reuse the elite enemies over and over once it was introduced, I kinda liked the approach here, where it uses the unique enemy sparingly to make the area more special.

However, there are some dirty tricks the game abuses to the point that it kinda soured my enjoyment a bit -which is also the reason why I couldn’t give this game the perfect score-. Even though the game respects your positioning, there are some baffling enemy patterns that are just designed to “hit” you. If you have read all of my other reviews, you know what I’m talking about. It’s the god damn automatic movement assist from the enemy's side. If you ever felt like this game is a bit “floaty”, it’s because of this. Some of the patterns just ignore the context of that animation and slide them to the front so that the attack swing collides with the player. The Eldest of Black Rabbit Brotherhood shows a clear example -even though conceptually, the fight is good-. There’s a vertical strike attack combo which gives you massive damage if you get hit. Looking at the animation, it looks like he is swinging the blade in the same position as the legs are locked in one place, so you think it is safe to distance from him a bit and then prepare your next move by charging up the heavy attack, healing, or grinding your weapons… something like that. But then he slides way further than you anticipated so you get smacked by the chunk of iron, and then stun-locked to death. This dirty trick can be worse if it is combined with red attacks which require you to do a perfect parry or do a manual positioning to negate the damage. If you have completed the game, there’s no denying that Laxasia’s first phase is the perfect example of the great test of spacing, finding the punish window, and parrying. But then the second phase shows up and it forces you to parry the red attack from the sky above and the attack distance is absurdly large and fast that you are forced to remember the exact TIME to parry that attack. Considering that most red attacks so far had some window to play safe, this one felt absurdly forced. At this point, the automatic gap closer became a normal thing in action games built with Unreal Engine (I’m looking at you, En Garde, Sifu, Thymesia, and all that janky shit I played) but I wish this game didn’t abuse this trick at all, because when it didn’t rely on it, it worked wonderfully.

There are more nitpicks to add to this critique, like why are there so many gigantic two-phase bosses, why the puppet king’s first phase is much more interesting than the second phase but then the devs decided to nerf the first phase, why aren’t there many boss weapon upgrade materials in the mid-late game, and why the game didn’t have the interconnectivity of Dark Souls 1 even though there are many oppourtunities with the structures of levels, but even excluding that, there are more reasons to love this game, and it is very cultural one. It might be a cringe reason, but it’s because it’s a Korean game.

You see, I didn’t expect a lot from my home country’s industry. The whole industry here has earned titles like “the gotcha factory of the East”, and “the place where MMORPGs are born and die” and there’s no way I can deny that. It’s a cynical landscape where people’s enjoyment about videogames is heavily concentrated in irl transactions, number crunching and gamblings in disguise. This aspect extends to the indie scene except for some glowing exceptions like Unsouled. But then there’s this game, released by the company built from the web card game in the old days. I was expecting a soul-less clone, a husk of a game with money-grabbing scheme but this actually turned out to be a good game. It also understood the merits of the original Souls games, but it also paved its own ways to twist the source material(Pinocchio) in their unique taste and addressed many issues the original Souls games had. It’s a beautiful holistic combination.
And looking around the forum or communities, even with some mild criticism here and there, it’s quite a scenery to see this game getting big praise from everywhere. Even though I didn’t participate in the development at all, it made me feel happy in some sense. Maybe that subjective thought is the reason why it clouds my “fair and reasonable” eyes to read this game, but what I can’t lie about is that I really really adored this game in the end.

I think this game's real success is in the realization that these language learning games, and generally the process of learning languages for real, is the most fun at the start, when you know the least. This seems counterintuitive, as you do feel clueless looking at these scribbles for the first time, but inevitably the association machine in your skull fires up and you can make deductions rapidly, like a kid in a candy store.

As your knowledge of the language fills in, those deductions actually become simpler and come slower, the game can't really challenge you once you can translate everything either, but then, exactly on cue you're hit with a new set of words and rules to learn, and the process starts all over again.

Anyone who gives this less than a 4 has what's known as a "Skill Issue". Sorry, no mimic tear here (although there are summonable NPCs which are still very powerful).

Wanna be critics that haven't even beaten the first few bosses before complaining about "design issues" are really polluting the reviews here. This is easily the best non-From soulslike, and aspects of this game are even better than some of those that inspired it.

Genuinely don't think any game with this much development time, hype, and money behind it has ever turned out as bad as Starfield did. Possibly one of the most bland triple A games ever made.