ennui_enthusiast
2022
I really like this game in concept. Loved the act of deducing plants from vague descriptions and slowly discovering the world through maps and trinkets. The music fit the whole ambience quite nicely. The charming and tactile UI is reminiscent of Papers Please.
Some of it did get quite tedious with the sheer number of plants to manage with little more than a couple shelves to attempt some form of organization. Some of the riddles and puzzles could be awkward, but I really didn't like the inclusion of the map cooldown meter that really stopped any momentum you had to figure out clues. It felt like unnecessary friction.
Overall Strange Horticulture is a mostly delightful way to explore botany and cult/folklore world building, while shifting the events of your country with your curated selection of herbal wonders.
Some of it did get quite tedious with the sheer number of plants to manage with little more than a couple shelves to attempt some form of organization. Some of the riddles and puzzles could be awkward, but I really didn't like the inclusion of the map cooldown meter that really stopped any momentum you had to figure out clues. It felt like unnecessary friction.
Overall Strange Horticulture is a mostly delightful way to explore botany and cult/folklore world building, while shifting the events of your country with your curated selection of herbal wonders.
2020
2020
The quintessential scifi disaster photography game. You thought you were solving fundamental visual puzzles, but you were actually investigating the failures of your society. One of the few dystopian stories to encourage you to savor the present in the form of whole game level snapshots.
Shoutouts to the soundtrack to being one of my most played music for the past year and getting me in the mood for DJ Tariq.
Shoutouts to the soundtrack to being one of my most played music for the past year and getting me in the mood for DJ Tariq.
2022
2010
2022
Norco feels like a game tailored for me. Geography of Robots made a smart choice by extracting the 90's adventure game pixel art design while leaving the tedious and unintuitive puzzle design.
This game is all about the narrative. Between the dystopian cyberpunk politics and southern gothic tendencies, there's a lot of world building and characters to chew on.
The combat is nothing special, but it was never supposed to be the focus. I do wonder about a version of this game that has no combat whatsoever, but it doesn't affect the overall impression. Can't wait to see what else this studio makes next.
This game is all about the narrative. Between the dystopian cyberpunk politics and southern gothic tendencies, there's a lot of world building and characters to chew on.
The combat is nothing special, but it was never supposed to be the focus. I do wonder about a version of this game that has no combat whatsoever, but it doesn't affect the overall impression. Can't wait to see what else this studio makes next.
Stunning portrayal of the horrific plight of the undying lifestyle. Combat is rudimentary enough that I didn't find the dnd ruleset too suffocating. Some of most intriguing companion dialogue I've experienced. The back third of the game suffers from inconsistent pacing, but they stick the landing depending on what ending you get. One of the definitive amnesiac experiences.
2002
Arx Fatalis is not a perfect game. At its worst, its a frustration simulator with its unwieldy UI, extremely limited combat, and unorthodox magic system.
At its best, this game feels like a RPG missing link between the 90's and the 2000's. While it retains some of the adventure/puzzle solving lineage from games like Ultima and Baldur's Gate, its magic system and world design feels ahead of its time compared to some of Arx's contemporaries like Morrowind or Fallout. It really has more in common with Deus Ex and Thief than anything else.
While the magic gesture system takes a long to get used to, magic's utility has so much potential within a 3D space in a 1st person view. This wouldn't be that fun on its own, but Arx provides a fascinating answer with its giant dungeon world.
Arkane asks themselves: What would a whole world fit into the Mines of Moria be like? You get the giant and singular puzzle box that is Arx Fatalis.
At its best, this game feels like a RPG missing link between the 90's and the 2000's. While it retains some of the adventure/puzzle solving lineage from games like Ultima and Baldur's Gate, its magic system and world design feels ahead of its time compared to some of Arx's contemporaries like Morrowind or Fallout. It really has more in common with Deus Ex and Thief than anything else.
While the magic gesture system takes a long to get used to, magic's utility has so much potential within a 3D space in a 1st person view. This wouldn't be that fun on its own, but Arx provides a fascinating answer with its giant dungeon world.
Arkane asks themselves: What would a whole world fit into the Mines of Moria be like? You get the giant and singular puzzle box that is Arx Fatalis.
2009
2015
2018
Beckett is an agonizingly abrasive and abstract visual novel with a unique collage/multimedia aesthetic. Much of the writing and character work leaves the reader up to their interpretation. I can respect the commitment to the harsh design and deliberate melancholy, but I wish the Beckett didn't cough at his every line.
2016
2019