57 reviews liked by calebc


I hate the mountains in this game. I always try to walk them over to get to the other side instead of taking a normal road and is just a big waste of time, even when it succeeds. It's instinctive, I can't control it. But the rest is perfect. I don't care how ugly it looks, the ugliness is what made my PC be able to run this.

I feel like I say this every time but damn if there was a game I was certain I wasn’t gonna like upon revisiting it, Skyrim would’ve been my number one choice. It’s a big budget western game made by the developers of all of my least favorite Fallout games, it simplifies the remaining Elder Scrolls RPG systems even more than Oblivion did, and, I mean, it’s just so lame to be like “I LOVE SKYRIM” in 2023. BUT JUST LOOK AT WHAT HAPPENED!!!

Basically, as much as Skyrim’s design builds heavily off of Oblivion’s, it’s setting and mood are much more reminiscent of Morrowind. Not that it feels the same, Morrowind is all alien and ash-covered, where Skyrim is all vikingy and snow-covered. It’s a more classic setting for sure, but there’s a lot of unique flavor on top that Oblivion simply didn’t have, with its throwback-to-daggerfall tone. There’s a culture to explore, a land to learn, and a complex system of faction relationships to untangle, whether they be classic TES guilds or almost Fallout-ey political factions. What’s really great about these factions is that the division between them, the civil war that sets the scene for the game, is incredibly morally ambiguous, in that classic way that no matter who wins, so, so many people lose. Morrowind had wonderful factions as well, but the factions in Skyrim feel more active, more direct, like you should choose a side even if you don’t really want to. The flora and fauna are less varied and less… strange than Morrowind’s, but put Oblivion’s collection far to shame. All this to say Skyrim feels fleshed out and thick in the places Morrowind did, in all the places Oblivion felt thin and repetitive.

The design systems Skyrim continues from Oblivion aren’t my cup of tea generally, but they’re also not the kinda things you can walk back. In particular, the non-diagetic fast travel cat is out of the bag, and the amount of people who want it removed and/or the game designed to be fully playable without it is.. not that large, and it was certainly tiny back in 2011. However, in the recent versions of the game, there’s a survival mode you can enable. Basically, it makes you need to eat, sleep, and stay warm, and removes your ability to fast travel. Since I wanted a more detail-oriented experience than my fast-travel-laden sprint through Oblivion, I decided to try it out, and honestly I’m glad I did. While it’s suuuuuuuper tacked on and clear the game is not built around it at all, for most of the game it was great to have to plan my routes, stock up on food, and make sure to rent a room every time I went into a city. I used the carriage to travel from city to city all the time, and would hide out in caves along paths if I was getting too cold. I would definitely recommend trying it out, but also being ok with turning it off at certain points of the game (at one point I almost froze to death during a particularly long story-required dialogue on top of a mountain). It’s dumb and tacked on for sure, but putting it on during the early and mid game really accentuates the rpg elements of the game, and makes you treat the world as a place instead of a backdrop.

Really my only large issues with the game are that 1. they really needed to hire more voice actors, so many (sometimes major!) characters have one of two voices and it really hurts the immersion, and 2. for a special edition rerelease of one of the most successful games ever made, wow there’s so many bugs and weird bad-feeling failure modes. Like, and this is carried over from oblivion, if you’re walking up a slope and it becomes too steep to walk up, you just stop. You can’t jump, but you can move laterally?? And if you stop moving you VERY SLOWLY slide down the slope. Feels terrible. Also like, the shouts and the magic are tough to use in a pinch, as their animations have strange timings and the shouts in particular just like, don’t happen sometimes. I’m ok with this kinda stuff in general, and most people know skyrim is buggy as hell, but it’s also wild that it’s so buggy at this budget and level of success.

But yeah, broadly, Skyrim is a return to form while still keeping the grandeur of Oblivion, in a way I’ve never really seen a studio pull off before. It feels bigger and more streamlined, but also well detailed and deep if you look at it, and most importantly it lets you know “HEY, LOOK AT THE DEEP COOL PARTS, DON’T JUST GLOSS OVER THEM”. It’s considered and well made and goddamn I feel so lame for gushing on Skyrim lmao

why yes, mr chicken man. i do like hurting other people. quite a bit, actually. may i do it more

It gets really good after the second duck spawns

Röki

2020

This review contains spoilers

Röki is a game that addresses death, family relationships, and, consequently, the impact of death on family relationships. The game addresses these issues from a child's perspective, constantly conveying a heartache feeling. The story develops along with the maturation of the character's relationship with the death of Eva, Tove's mother. This development is very well written and very beautiful, but it doesn't make the game cozy because it constantly hurts. Despite not being a cozy game, it is indeed a peaceful game, as the characters' maturity makes them come to peace with themselves. And we have the opportunity to experience their whole process of maturation.

We can better appreciate the game if we think about what it would be like if it had gone down a different path. Imagine that Eve hadn't died, but was in the forest helping to restore it. Or that she had some relationship with the Jötnar, and that she had needed to fake her death for some reason. The characters would never have the chance to develop. Fortunately, the game took the story in exactly the opposite direction.

By making Eva's death something definitive and real, the game allowed Tove and Henrik to develop. At the beginning of the playthrough, I didn't know how Henrik would behave throughout the story. I was afraid Henrik was a character who could only be happy again if Eva appeared alive somehow. That was not the case. He became a healthier person, and his participation in the third chapter was incredible. Playing with father and daughter explored very well the feeling of family unity, and how it is fundamental to overcoming past shared traumas.

Röki made me reflect on why the study of literature at school doesn't treat video games with the same care as it does with books. Röki, as well as What Remains of Edith Finch, contributed greatly to the literature on death, leaving nothing to be desired compared to great classics such as The Death of Ivan Ilych. Röki is a game that helps us mature our relationship with death and appreciate what we have while we have it.

The game is 9 chapters long, and for the first 5, it's just, like, "WHO CARES?! HONESTLY! WHY SHOULD I CARE?" Kind of reminded me of Sleepless starring Jamie Foxx (which I've never seen). Why would you keep a severely important plot-detail, that makes the story more interesting, hidden from the audience for two thirds of the story?!

Chapter 4 is...open world? Sort of...for some reason. And there's a side-mission... Like...but, why?

But the last chapter is one of the absolute best chapters in the series (one of the best missions in video games, full stop) and totally worth the rest of the game.

Not gay enough, though.

(This is the 119th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet/blog is in my bio.)

RESIDENT BACKTRACKERRRR. I loved playing Resident Evil, both because it was about time I finally played some more of this series and also because it just simply has a timeless survival horror gameplay loop. In what is obviously a subjective taste however, I can't say I was the biggest fan of the constant (!) backtracking required in this game. The classic door animations that play every time you enter a room, while they do add to the atmosphere (and kudos for designing all (?) of them individually), they also add on many minutes to your playthrough, possibly up to an hour or more. This makes backtracking even more of a hassle. It helps that everything you do in between that is fantastic, but I should mention it to anyone who is potentially reading this before thinking of playing the game.

I believe there is a mod though that removes the door animations, so if I ever do replay the game (which I'm confident I will), I would have to do it with the mod. Considering the game oozes with atmosphere even without the door animations, I would be OK with this decision, and maybe you too.

But I want to share more thoughts about the game (spoiler-free), so if you're interested, keep on reading. TLDR of it is above. Great game, backtracking makes it a bit of a chore depending on your stance towards it.

I also played the 2014 Resident Evil HD Remaster version, not the original 1996 version. I did that because I don't think all the backtracking plus tank controls would have been doable for someone with my patience. Having seen gameplay of the original, I do feel like it has its own vibe enough (in a good way) that I want to try that some time as well, but since the games are otherwise pretty much the same in all that matters, I chose the convenience of the most modern version of the game.

The original came out on March 22nd, 1996 for PlayStation, and later for Windows, Sega Saturn and Nintendo DS. It was especially fun to play this game because I had played Clock Tower and Alone in the Dark previously. It is well noted that the game's primary inspiration came from 1989's Sweet Home, but from personal experience, this game just felt like a well-refined and much more grand type of game that Alone in the Dark and Clock Tower were. All three of these games just feel like Escape Rooms that you slowly solve as you make your escape. And I just realized that all three play in a mansion. Were developers not allowed to go outside of mansions at this point in time? Or were mansions just seen as this creepy in pop culture in the 90s? I guess they still are perceived that way.

STORYTELLING/CHARACTERS | 5/10

You can choose to play as either Chris or Jill. Interesting: All three survival horror games I mentioned (AitD, Clock Tower and this) have a female main character.

The setting is like this: You are part of S.T.A.R.S. (Special Tactics And Rescue Service). It's 1998. A series of murders on the outskirts of Raccoon City (murdered people even getting eaten) got your departments Bravo Team sent to investigate. Contact to that team was lost, so your Alpha Team is sent in. You discover the site of their crashed helicopter, at which point you are attacked by a group of murderous dogs and run to safety. Safety at this moment is the creepy mansion in the distance.

I played as Jill (the easier of both choices), so Jill, Barry and Wesker made it to the mansion. Chris is missing. You go with Barry and Wesker heads off somewhere on his own. When you return to the rendezvous point, Wesker is missing and Barry (after stating how massive this mansion is), suggests splitting up. Amazing.

From here, you head off on your own and there are only sporadic appearances of Barry, Wesker, Chris and a bunch of side characters. The cool part is that you can get certain cutscenes depending on where you go at which point in time, and your actions and how quick you do things can impact whether some of them survive.

Other than this though, character development in the game is practically nonexistent and the story doesn't go anywhere outside of what nearly every gamer in the world knows anyway. There is a virus turning people into zombies.

Cutscenes are kept very short and most of the backstory is told through logs you find here and there. Whenever there are cutscenes, such as you finding Barry a bunch of times, you just listen to some of the WORST dialogue in video game history for 30 seconds, get given a nice gift and move on. Plot twists are not done very well, character motivations are questionable and it's all just hilariously bad. My favorites.

"What the hell is this thing?" "I found Kenneth killed by this thing." or

"Who would do this to him?" "I don't know, but I'm gonna find out what did this to him"

It's just the stiffest dialogue you could ever imagine. I didn't get tears from laughing, but the voice acting and dialogue might singlehandedly bring me to play the original, because I watched the opening of that and oh my god, that's just art right there.

GAMEPLAY | 16/20

Again, outside of the issues of backtracking, I pretty much got no complaints. Well, outside of one. The issue is that these complaints go hand in hand and can be a pretty big deal depending on what kind of player you are.

That other point is Inventory Management. If you play as Jill, you have eight spots. Every item takes up one spot, outside of daggers and the stun gun. This means key items, literal keys and every weapon and ammo type uses up a space. The lighter and kerosene needed to light zombies on fire use up two spaces too. They are very useful but I never used them because I couldn't really afford to.

If you choose Chris, it's even worse: You only have six slots. Six! Include your handgun, ammo and a healing item and one key that you always have one you for 80% of the game and you only have two slots remaining. Find a healing item on your way? Great, now you can only pick up one key item and on you go to the storage room.

I think the inventory management part of the game has its merits, but I think this is a bit too excessive here. I don't know how Resi 2 and 3 handled it, but I imagine they came to the same conclusion and gave the player more space.

Outside of this, the game is pure survival horror fun. You are in this gigantic mansion, trapped and alone, and need to use your wits and your survival instincts to get out in one piece. There are many zombies to fight (or avoid, if you're smart), dozens and dozens of rooms to check, hundreds of key and resource items to find and many puzzles to solve. As you get more comfortable, thinking ahead and creating routes to destinations becomes important to avoid as many fights as possible and preserve that precious ammo. The loop is fantastic, and it works great.

As there are so many rooms, another big difficulty becomes figuring out where you saw certain things that you know you need to go to to put this key item in that you just found. Making notes will surely help, or really paying attention to where important looking things are. Playing this for an hour or two once a week might make progression even more difficult for this reason.

You can either use the new controls which lets you move around with only one restriction: When you aim, you can't move. Outside of that, you can turn on the spot and have lots of freedom, while the classic tank controls mean you gotta tuuuuuuurn to move the opposite way, which I'm sure is not all that fun.

Shooting is restrictive because when you aim, you can only point straight, up or down. Since headshots are very useful (you don't need to put zombies on fire if you incapacitate them), it's frustrating to not just be able to aim at their head. You need to let them get real close for upwards aim to do the trick, or be lucky and have a body shot trigger a headshot.

Puzzles are actually very straigthforward for almost the entire game and only very slightly cryptic, which is nice. You do think a little bit here and there but I never had any trouble.

Enemy types are on the lower end. Normal zombies are commonplace, but they turn into steroid-versions of themselves (don't remember the canon name) and get massive claws, if you don't incapacitate them in their normal zombie form or burn them after killing them normally. These stronger versions also take more damage to kill, making passing through their area a danger to both health and resources.

Then there are crows and wasps which you can mostly avoid, as well as dogs which are a pain in the butt (as per usual for enemy dogs in games). The game introduces some other enemies later on, but these are your primary opponents.

Overall, there is a great game here. The remake did clearly not change much about the gameplay loop here, which allows me to say that for 1996's standards, the loop feels really good and creative. For their first try at this, Capcom obviously therefore didn't perfectly balance everything out (in my opinion), and so I'm looking forward to see how that improves in the sequels, if Capcom felt the same way about this as me.

MUSIC/SOUND/VOICE | 10/10

There is mainly ambient music here, and it fits really well. There is different music playing for different rooms, and then there are many areas with no music and just you, the environmental sounds and your character's footsteps, which is an eerie silence that I always enjoy in games like these. Resident Evil does not have a soundtrack that a normal human being will listen to outside of this game, but within the game it is perfect.

GRAPHICS/ART DESIGN | 9/10

I played the 2014 version, which has great background and environmental design to add a lot to all the locations you visit in the game. That's the most striking difference compared to the original (after the increased resolution of course) and while I prefer it, the simplicity of the original (which mainly has interactable objects as part of the background) has me very intrigued as well. Enemy design is very good and visuals overall look very good to this day. I can't say it couldn't profit from the modern Resi Remake treatment, but it will age very well in its current state too.

ATMOSPHERE/IMMERSION | 10/10

Horror games rarely ever scare me. If they accomplish this, it will be due to a jump scare or, like in this game's case, through great game design. This is truly survival horror, where you live on the edge of survival at all times. Limited resources, limited saves and lots (but not too many) of dangers. Each decision can be fatal, which is why I was on the edge of my seat throughout (and I played on EASY). Usually, I have enough ammo or have an auto save close enough to put me at ease, and while those games can accomplish dread just as well, Resident Evil is one of the earliest games to ever do it for me.

CONTENT | 9/10

The sheer volume of content in this game is impressive. You have your 15 hour normal playthrough. Then you have your second 15 hour playthrough with a different character and some different cutscenes, as well as a change in items. Jill has the lockpick, Chris has the lighter. Chris can take more hits but Jill gets a grenade launcher and improved shotgun. There is a clear easier route, but both worth playing. Then there are the different outcomes and endings based on who you manage to save.

The only issue with the content is that 15 hour playthroughs include about 5 hours of backtracking and door opening, which can drag down the experience depending on your preferences. That said, your second playthrough should be a few hours shorter since you know where to find everything at that point.

LEVEL/MISSION DESIGN | 8/10

They have done a great job at the survival horror gameplay loop, but I can't say I felt like the level design was perfect in this. I'd argue there are a few too many doors and a little too much backtracking with not enough interconnectivity in my opinion. Otherwise, great.

CONCEPT/INNOVATION | 9/10

Resident Evil made survival horror mainstream and even helped bring zombies back to pop culture. This type of game was done before in a much simpler form, which keeps me from giving it a full 10, but the impact of Resident Evil cannot be understated.

REPLAYABILITY | 5/5

Two characters, lots of different cutscenes and outcomes, and a number of challenge runs you are asked to do for 100% completion makes this a very replayable game. I mean look at this. Beat it in 5 hours, beat it in 3 hours, beat it with no saves, beat it with no saves ... I've got no chance, but for people who dare, this is great.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 86/100

Resident Evil is one of the best games I've played as part of this challenge and has rightfully started a major franchise that spread to a bunch of different media over the years. Not all done with the name ended up being good, but the original sure was. It made me realize that I truly do love survival horror, though I'm also not the biggest survival horror nut considering my thoughts about all the backtracking. A game that is a mix of this and Resident Evil 4's focus on action feels like it could be insane. Perhaps Resident Evil 2 Remake is that game, I will see soon enough.

Damn, this game still looks exquisite. The environments, the animations, the character models, the lighting - all perfect. Wanted to get it out of the way first since when I think of the Resi 2 remake I always remember the gameplay trailer reveal and the jaw-drop effect it had on me. Still does!

When it comes to the gameplay, I think it’s enough to call it a proper Resident Evil-type game. Walking around a large area, using your map frequently to check whether you’ve cleared each room (the map can sometimes be confusing, though, mostly involving staircases), solving puzzles (simple but sufficient for this type of game), managing your inventory and occasionally shooting down a zombie or two when they get in your way. The devs really pulled all the best bits from the original entries and modernized it to accommodate for the third person view and larger levels. Overall, it is a very satisfying experience, although the definite highlight is the police station and the weakest link are the sewers. Mr. X adds some tension, stomping around and making you check every corner twice, although he can be a nuisance sometimes, e.g. when he takes forever to leave the area of the safe room you are hiding in.

The story is extremely cheesy, but serviceable. Both Leon and Claire are likable, although the male protagonist is a total airhead whose lines and decisions had me rolling my eyes a number of times. The short interludes where you control Ada (Leon’s playthrough) and Sherry (Claire’s) are a nice way to break up the main gameplay loop and introduce some fresh gameplay elements.

What brings down the game’s quality significantly in my eyes is its treatment of the two campaigns. Leon’s and Claire’s stories are supposed to intertwine, but after finishing off Mr. X with the R.P.D. cop I found that I had to redo most of the puzzles and open the same doors again, this time controlling Chris Redfield’s sister. Narratively, it just doesn’t make any sense. Sure, some key items can be found in different places and you can get key A instead of key B to open a different room with some helpful item, but overall it felt like a chore. Since I knew where to go and what to do, playing as Claire felt more mechanical rather than truly exploring each of the main areas. I really did suffer through the second playthrough, save for the few levels that were unique to her. I treat these two campaigns as equally important to the game - after all, finishing them both is required to achieve the true ending - and I think that the devs could’ve come up with some new areas or puzzles for the second playthrough. Even the boss fights are repeated (except for the final one), which was a major letdown.

Overall, this is a very good experience for the first playthrough, whoever you choose, but then the second one is just a rehash that will probably make you try to speedrun to get to the proper ending.

Note - game received for free as part of a review code

Ressifice is an indie throwback to the Splatterhouse games of yore wherein you were tasked with killing scores of ghouls in atypical gory fashion. Question is, how well does it hold up to its progenitors? Well, as someone who never played them, I can’t say, though, on its own merits, it’s a nice enough diversion for the $1.00 asking price.


As it’ll literally take you less than an hour to beat Ressifice, I won’t frolic around too much. Graphically, this is a superb structure, combining early-2000s pixel art with some bloody Halloween aesthetics. This is a dark, hematic place, chock-full of monsters ready to rip apart unwary teenagers too cool for their own good, and while there are only three-or-so beasts in the entire game, each are excellent crafted, boasting an executioner’s hood and piercing maroon eyes (the bigger ones even holding visual throwbacks to such classic entities as Cthulhu and Jason). I was particularly impressed by the unique death animations, their intricacy showcasing some quality (though twisted!) artwork ala self-hanging suicides.

Backgrounds are plain yet foreboding, their compositions also bearing throwbacks to popular horror settings like Camp Crystal Lake and Burkittsville Forest. On top of this, the game, as a whole, features some surprisingly organic lighting that periodically shows up via fireflies, candlesticks, and good old-fashioned electricity. The human models, particularly your protagonist, are arguably the low-point in terms of their plainclothes appearance, but given that this was obviously the intention, that’s not saying much.

The only thing that kind of bothered me were the purple smears which accompanied your bat’s swinging, as the color felt out-of-place amidst the backdrops as well as the bat itself; however, as you guys can tell, this is a heavy nitpick -- the truth is Ressifice is a superbly-crafted title that successfully evokes grody nostalgia.

Music and SFX are pretty limited, though what you hear is trusty enough. The haunting melody cues that play every time you successfully complete a puzzle (more on that below) are particularly memorable, and while I would’ve liked a stronger crackle behind your club’s impacts, the minimized impingement won’t distract you as you’re mowing down scores upon scores of demons.

This brings me to the gameplay. As stated in the first sentence, Ressifice plays like a sanguine Namco beat’em up wherein you’re tasked with killing everything that stands between you and the exit. It’s a simple system of swinging & dodging, and though you’ll die frequently courtesy of the low health bar, the abundance of autosaves essentially provides you with nigh-immortality. In fact, I kind of wish the game had gone all-out with the power fantasy aspect: spam more monsters, increase your attack power, and do away with all HP. It wouldn’t have hurt the gameplay given the plethora of save states, and might’ve actually made things more fun considering how frustrating the three-hit health bar could get.

Outside of killing, your real quest is to escape this spooky world, your method of doing so being the assemblage of several painted skulls. There are some light puzzles involved as far as unlocking certain abodes to acquire them, but they won’t take-up much brainpower to resolve.

Honestly, the biggest problems I had with the game design were two-fold: one, the amount of respawning enemies -- they’re not only annoying to deal with, but inconsistently generated (some appear in specific spots, others will pop-up several blocks down); and two, the lack of a quick load function, forcing you to manually click the restart button each time with the mouse.

Storywise, Ressifice isn’t going to win any awards, taking the typical man vs. gothic monster template and doing little to mould it. The writers did try and shove some tongue-in-cheek humor into the script; however, the short length of the game combined with the lack of a real mythology prevents these from being anything more than cornbread comedy. I was also irked by the font projection, it often being too wide, too crunched, and too quickly generated for pleasant reading.

Overall, Ressifice is a case of what you see is what you get. If you grew-up with the Splatterhouse series (or its many scions), you’ll absolutely enjoy your time here -- all others, best look elsewhere.


NOTES
-Dialogue in the beginning of the game is rendered through a beat system that sounds like Japanese in reverse.

Edit at time of uploading (3/19/2024): The creator may be an awful scumbag, but god damn this game is great. How much the creator's badness impacts your decision to play this game is up to you, but not being aware of how bad he was at the time I played this, I really enjoyed it, at least. (though I'd struggle to say I'd have picked this up these days with just how awful a person I'm supporting in doing so).

I was kinda so-so about eventually picking this game up until I had two friends recommend it to me in the span of the same week. I'd picked it up on sale on PSN a month or so ago and decided to try it out. It's certainly frustrating at times, but the 20+ hours I put into this in 2 and a bit days should speak for itself just how hooked this game got me x3

The Witness is a game all about exploring an island in first person and solving mazes, like pen-and-paper mazes you'd see in a children's activity book. It uses that concept as far as it can go with all sorts of interesting twists on just how a maze could be solved or different things your solution may have to incorporate beyond simply finding the way from the start to the end. Once you've grasped the rules to each kind of modifier, the puzzles are just so engaging that they're hard to put down.

That said, one of the biggest problems I have with the game is just how the game teaches you how to solve each modifier. There are a number of areas around the island that teach you how to do each modifier, and also have progressively harder puzzles using several modifiers. The main issue I had is that some of these areas are very poorly signposted and quite easy to miss. There was one area in particular I didn't even realize had puzzles in it until I'd nearly beaten the entire rest of the game and had to look up how to solve the modifier that area teaches you how to solve. This game would've seriously benefited from some better signposting, because there is one area in particular where it looks like it's teaching you how to do one variety of puzzle, as it resembles previous teaching areas, but it's so hard that I just thought I was too dumb to figure it out. It turns out that isn't actually the area you learn that, but I had no real reason to believe otherwise.

The island itself is created with an astonishing amount of care and detail. There are environmental puzzles all over the place that don't even relate to the main "quest," they're just there to find and solve. As a result, every aspect of the world has a very dliberate and meticulously crafted nature to it, and it shines through every aspect of the world's beauty. Almost like seeing the patterns that chemicals make themselves into to make up the nature of the real world, there really is a great feeling of discovery as you notice another maze-line to solve as you look at a shrub or pile of metal. This did result in me getting SO enthused in finding them, though, that for about a day after I beat it I was still looking for mazes everywhere in real life, which while funny to me was apparently more concerning to people I told about it x3

The game has a kind of a story, but it's very safely and easily ignored. A lot of it is in the form of audio logs you find around the island as well as movie you can unlock to watch by solving certain very difficult puzzles, but most of them are just unrelated readings from philosophers or thinkers about aspects of life. Given that this came from the same guy who made Braid back in 2008, the odd, pretentious story really isn't too far from his MO.

Verdict: Recommended. The only reason this isn't very recommended is because of the price tag of $40. While this game really could be enjoyed by someone of just about any skill level who enjoys puzzles, not everyone will like this game, and $40 is a really steep price of entry for something you may well not even enjoy the main concept of or get so frustrated with how impenetrable some puzzles are meant to be taught to you that you put the game down and don't come back (as I very nearly did). It's on sale on PSN until the 22nd for $16, which I think is a much easier entry price to handle, though. It's not a perfect game, but it's a very well designed puzzle game and there really isn't anything else like it at this level of presentation.