35 Reviews liked by internisus


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dang i wish birds were real

I made this game. It was pretty hard to make and sometimes that was annoying, so that's .5 stars off. I also really hate the inventory bug after you get rid of an object, and I don't know how to fix it, so that's .25 stars off. The other .25 stars is there are some bird names and jokes in there that I no longer think are very funny. But that's okay. Overall I think it's a pretty good game. Could be better. But I really liked making it. So 4 stars.

So far my second favorite game on the Playdate. Extremely simple and addictive premise.

140

2013

still to this day one of my favorite games ever
boss design is rly cool and i love the adaptive music stuff
schmid does an awesome job at both music and sound design in this, i fucking love the tunes so much (specially stage 4's and its boss. which never got any oficial release :{ )

I love this game with everything I have. I will always be there no matter what. Some of my best memories happened in this game. It has had its fair share of ups and downs but Bungie has made something special here. Unparalleled gun feel, a fascinating world, and genuinely a lot of content for what you pay. 0/10 I hate it.

I have a complicated relationship with this game. I beat the whole thing in one run without resetting. I have no idea how this happened and it took a long time. So I do not know how the roguelike components work, but the gameplay was so good. The guns all felt good, movement was crisp, and the bosses were challenging. I wish I had a different experience but I loved what I played.

Just terrible. Explores teen suicide, abuse, and bullying with such broad strokes and the tact of a made for TV antidrug advertisement.

The Short Message looks great and the cherry blossom monster design is actually really well done - it looks like a Silent Hill game (despite not being set there at all) and it gives me that grimey feel to the world that the trailers for the upcoming Remake feel like they're cleaned up a bit too much. Sure there are some framerate dips but I'm rarely too fussed by them and they didn't really distract from the experience. It also mostly sounds good - there's another great Yamaoka track in the credits and the intermittent background audio throughout does its absolute best to keep you on edge. It is unfortunately let down a little by less than stellar voicework and an especially unconvincing dub on some live-action cutscenes - not sure if this was meant to be intentionally ethereal but it ended up just looking and sounding bad.

It's major problems come with just about everything else though - the story, script and I guess the Short Message we're getting are eyerollingly blunt and really doesn't tackle any of the themes it mentions with anything more than a puddle's depth of thought. In general, wandering around an abandoned tower block isn't inherently bad but the lack of any kind of tension or real environmental storytelling while you're doing so just makes the experience a bit dull. I think it's trying and I appreciate that, but it just doesn't quite get there in execution.

There are segments with the aforementioned cherry-blossom monster that do give you something to think about, but only fleetingly - you're put through Otherworld maze sections where you're chased until you reach a magical exit door but these sections are mostly pretty linear until the very end where you find yourself wishing they had stayed that way. You're thrown into mazes which are likely meant to disorientate you and ratchet up the tension, they only really succeed in the first point. Chase sequences have been a staple of the first-person horror boom since Amnesia Dark Descent but this feels like another example of something being implemented because it's a genre thing - there's no thought as to how or why this relates the story or characters involved. It's a chase through a maze because that's what horror games do.

It's a very large map and so easy to get lost through doors and hallways that all look very similar, having to collect four items and then an exit all while being chased, with one wrong turn meaning you could run into the monster and need to start again. Less scary and more frustrating, and eventually pretty boring.

Even for free I don't think this is worth your time, even for Silent Hill fans. There are some nods to other games in the series but they're just reminders of better games. I've seen people say you can't be too critical of something that's free but I absolutely disagree - yes, I'm sure a lot of work went into this but it's still a finished product at the end of the day.

The tumblerifcation of Silent Hill. A blunt and pathetic attempt at being at both a video game and exploration of serious issues that include suicide and bullying. The only thing modern day Silent Hill is known for now is trauma and PT. What a lazy and awful score by once renounced legendary composer Akira Yamaoka. The r/Silenthill community have gotten what they deserved for begging for a dead corpse to be reanimated and brought back to its rotting decaying life.

A tedious nightmare, an embarrassing reaction to PT, and an exhausting and irritating "timely" commentary on...social media? Covid? There isn't a nuanced bone in this thing, it is truly cringeworthy. 1 star for Ito's cool monster design, the game mostly looks pretty good, and you can hear Yamaoka working a little bit in the background. If this is the future of Silent Hill then they can keep it.

When this started with the suicide hotline number I thought, "ah, I'm no doubt in for a thoughtful and nuanced depiction of mental illness!"

At one point there's a scene where the main character freaks out about her follower count and people commenting, like, "no sexy pics no followers!!!" and i refuse to believe no one on the dev team said "hey is this stupid? is this fucking stupid you guys?"

There's really no other way to put it. This game (and possibly franchise) is morally and creatively bankrupt. Between the shallow depictions of mental health whether there's dramatic zooms of the protagonist self harming or even going as far to have chapters end with you jumping off a building and the following interludes flash a suicide hotline message until the level loads or the awkward anime dub tier voice acting berate you with insults or commentary on your surroundings because Konami needs to remind you this is in a fact a serious game and they're afraid of leaving things to interpretation, I fail to see how the 2 hours I spent with this tech demo can leave me anticipation of the upcoming Silent Hill 2 remake or "missing the point".

This whole experience ends up feeling like a parody of the thing it's trying to comment and I don't think that's the takeaway someone with diagnosed BPD should be feeling.

You know that bit of Terraria right at the beginning where you shuffle to build a home before nightfall, for you're soon to be assaulted by the unspeakable horrors that prowl in the dark? It's a surprisingly tense moment that never lasts very long, as the next time you come above ground, you're likely to be decked out in at least some plate armor. What if there were an game just about that night? The fine folks at Bippinbits have you covered with their game Dome Keeper.

Dome Keeper puts you in the role of an engineer that opens the game by crash-landing on an unexplored planet, then begins gathering resources and whatever else they can find underground. Encased by the walls of their hi-tech dome, with the only exit being a mine shaft leading deep into the earth, they must make the best of their time to obtain metals to strenghten the base before a wave of monsters strikes. Once that happens, they'll power up the dome's defensive weaponry and hope for the best.

It's a fantastic core loop: mine, bring whatever you can back to the surface, survive the monsters' assault, upgrade everything, rinse and repeat until either the map is beaten or you are. There are only three types of resources, which you'll have to decide on whether to use to make your mining tools more efficient, or your dome, more resilient, an increasingly hard choice as the upgrades become more expensive the further you push into the tree. There are two modes to the game, one which has you hunting for an item somewhere in the underground, and another in which sending resources off-planet gives points, and the goal is to score as high as possible.

A short session length -- it takes 30~60 minutes to reach a victory screen depending on game mode -- combined with atmospheric sound design and gorgeous pixel art make Dome Keeper an excellent game to unwind to, as its frantic pace can take your mind off of anything. Do be warned, however, that you might end up staying for longer than initially intended: as runs are completed, new stages and items are unlocked, which beckon the player to try another run. A large amount of possible upgrades to your gear, some even mutually exclusive, also encourage new attempts with different strategies.

Puzzlingly, however, variety is exactly the game's greatest shortcoming. Most of the unlocks and upgrade paths are strictly worse than their competition no matter the situation, and you're likely to follow the same upgrade path every time. Notably, a second playable character that is completely different from the default was added at one point, was so universally rejected that he earned a rework update, and even then is still not worth picking over the default.

In some cases, this is a consequence of the starting kit being just too solid: the initial release was developed around it, after all, and the rest of the arsenal is an attempt to switch things up. It should be said, however, that there are multiple instances of overtuning in the game, the advantages of an item or upgrade being completely offset by downsides presumably placed there for balance's sakes. Regardless of the cause, it remains a common theme that a new item will have a much higher skill floor and/or demand a larger resource investment to get online while offering worse performance than the old one.

The game has been out for less than a year and is still under active development, with the developers being active on the Steam forums and listening to players' feedback, so it is my hope that these issues will be reduced in time, and I do believe Dome Keeper is worth giving a try regardless, especially if you have a Steam Deck.

fuck it, five stars. not because it's perfect (it certainly isn't), but because in its final hours it totally transcends itself, reaching some towering heights and retroactively improving everything that came before. this is one of the most idiosyncratic, visionary works i've experienced in all my time playing games, absolutely overflowing with ideas (about ideas), the result of someone who evidently did not give a shit about restraint or good sense - an attitude i might as well try to embody in my little review here. this is an impassioned, rousing defense of this medium's artistic worth, inspired, resonant, prophetic, stupid, smart, batshit insane all at once, itself the culmination of its own central thesis; to claw your way through the mud, to overcome yourself, to leave behind a beacon, to engrave in fire "i was here", to affirm yourself and in doing so elevate all others with you. my language is cloudy and more than a little histrionic, no doubt, but how else to discuss this thing but with the shock and awe and breathless grandiosity with which it climaxes with! when faced with that raw impact, it suddenly seems oh so trivial that it's a little uneven, that not all its mechanics are perfectly elaborated on, that some parts lag in comparison to others, that kojima's still not a great dramatist. ultimately, i'd take something this distinctly expressed any day over something that gets closer to whatever my ideal of perfection is. actually, on second thought - imperfection is precisely my ideal of perfection. would you not take a diamond with all its harsh edges over the smoothest, roundest rock?

insane how right they got this on the first try. somehow everyone (including nintendo) took the wrong lessons from this game, sanded down all the most interesting edges in a misguided attempt to streamline. not incidentally, the successors (direct or spiritual) that didn't are like unilaterally some of the best games ever. sometimes it feels like the only games im actually interested in are just variations on zelda 1.