Indika is a tough game to flesh out. It’s surreal environments coupled with stylistic fervor for framing scenes makes so much of the game compelling. And its interrogation of religious ambiguities reaches some interesting boiling points. But I also think much of the narrative is bogged down by less than inspired game design, with too few resonant character beats in between too many arduous levels. Still, I appreciate the swing even though the game couldn’t resolve that tension.

(Also, I’ve seen comparisons made about Indika to an A24 movie, and, even though I don’t agree with that - that doesn’t mean anything - I DO think the game is more interested in leveraging film language for its narrative with gameplay secondary)

Narrative and quest design didn’t feel good enough to keep engaged past the 30 hour mark. Had a lot of fun but I’ve since had my fill. Maybe I’ll come back to this later.

War is beautiful: youtube.com/watch?v=cCipuitMM3I

“Hope in this void is as illusionary as the starlight.”

Where is the psychological horror therapy for in-game graffiti artist, shadowworm, who has chosen “SWAG” as his artist tag and spray paints it as big as possible

At its best when it stands on its own identity as a soulslite by introducing interesting mechanics. At its worst when its stuck between trying to be both bloodborne and sekiro.

EDIT: ngl i almost cut my rating half a star for that absurd post credits scene

Finally, they’re starting to make games more like Hades

Ghostrunner II is trying to do a bit too much for my taste, partly departing from the tight, high-octane levels that made the first Ghostrunner standout, in favor of bigger, more open objective sections. Sadly, these levels never worked for me, especially when leaving behind the cool, oppressive cyberpunk aesthetic (and its accompanying score) for the arid apocalyptic desert and the silence its partnered with. It felt disjointed and antithetical to what the heart of the series is and needs to be: pure, fast-paced, action platforming. I hope 505 scales back a bit if they decide to go for a third installment.

Overall a good game but an underwhelming sequel.

In a world where AAA gaming is dominated by C-suite mandates to create premium products made strictly by and for continuous consumption, it is a miracle we've gotten a game like Alan Wake II, with Sam Lake taking an even harder swing into the realm of the confident auteur. No concept is too obtuse, no idea too far-fetched, no mechanic too weird to attempt. To say it came together is to minimize the calculated post-modern approach to this gripping and looping narrative that Remedy Entertainment has accomplished. We are lucky to get a project like this that pushes the medium far beyond what many others are even attempting to do in this space. Alan Wake II has seriously restored my faith in what prestigious AAA gaming can and should be. Masterpiece.

...𝘈𝘯𝘥 𝘴𝘰𝘮𝘦 𝘴𝘢𝘺 𝘵𝘩𝘢𝘵 𝘪𝘵 𝘭𝘰𝘰𝘱𝘴 𝘧𝘰𝘳𝘦𝘷𝘦𝘳 𝘵𝘩𝘪𝘴 𝘳𝘰𝘢𝘥 𝘵𝘩𝘢𝘵 𝘐 𝘭𝘰𝘴𝘦 𝘺𝘰𝘶 𝘰𝘯 𝘦𝘷𝘦𝘳𝘺 𝘵𝘪𝘮𝘦...

Insomniac needs to stop watching mcu movies

Now this is gaming, buddy

(Need to come back and do NG++)

Not just one of the best games of all time, but plainly, irrevocably, and with full force, one of the most beautiful.

~115 hours

Beat this the day Messi won his world cup

vastly underwhelming with a combat system infuriatingly antithetical to the survival horror genre and nowhere near as enriching as its spiritual predecessor.

Play Signalis instead