68 reviews liked by iznaroth


The hit rates are not worth devoting any fucking energy to, fuck you if you have any strong opinion on them

The hit rates are fucking awesome, fuck you if you hate them

The hit rates are fucking awful, fuck you if you defend them

A victim of its own success.

I'm locking this review in now, because the tides are rapidly shifting for Helldivers 2. It should be no secret that this was a surprise darling that nobody expected to blow up to the scale that it did — least of all Arrowhead. There was some early bumpiness as player counts skyrocketed into the deep hundred-thousands and threatened to crack a million, leaving the servers on life support. Unlike its live-service failbrother PAYDAY 3, Arrowhead got Helldivers 2 sorted within a little more than a week, and managed to win back some good will that had been lost in the chaos. Memes were made, TikToks were shared, everyone got in on the in-universe propaganda, and all was well. It's rare for a game to blow up this much and this rapidly, but word-of-mouth was getting around faster than the plague. Helldivers 2 is a complete runaway success, and represents a very, very big win for Arrowhead after their many years of developing games.

What's unfortunate, then, is that Arrowhead have a strong vision for what Helldivers 2 is and should be. For Arrowhead, Helldivers 2 is a game where you get out of scrapes against bugs and bots by the skin of your teeth. You use every stratagem available to you, you coordinate with your team to make sure there are no blind spots in your composition, you run away when shit gets too hot, you focus on objectives and treat the bonuses as nothing more than bonuses, you get a laugh when your friend shouts "Sweet liberty, my leg!" after you accidentally blast them to kingdom fucking come with an orbital barrage. For the broader playerbase, Helldivers 2 is a game where you play exclusively on Helldive, you only bring the Railgun and the Shield Backpack, you only stand stark still in the middle of a field shooting shit until it's all dead, you only play bug missions, and you're not interested at all in anything that doesn't directly give you medals and slips and super credits. For Arrowhead, the draw of the game is the game; for a lot of players, the draw of the game is filling out the battle pass, and the actual gameplay is just the means to that end.

The latest patch at the time of writing has nerfed the Railgun, which has single-handedly sent the widest parts of the community into a complete and utter Three Mile Island meltdown. It used to blow Charger legs open in two shots on Safe Mode, and now requires about four in Unsafe Mode. That's the extent of it. If that doesn't sound like a big change to you, it's because it isn't. There remain an obscene amount of options available to deal with Chargers — EATs, the Recoilless Rifle, the (buffed) Flamethrower, the Arc Thrower, the Spear, impact grenades, just shooting it in the ass with the heaviest gun you have — but none of that matters, because they want to use the Railgun. And they don't want to use it in Unsafe Mode. And they don't want to run away from Chargers. And they don't want to kite them. And they don't want to dodge the Charger and shoot it from behind. And they don't want to call down a stratagem. And they don't want to blow up its ass while it's aggro'd onto a teammate. They want to shoot them twice with the Railgun. Anything else is "unfun". Go and look at the recent Steam reviews/forum or the subreddit right now, if you're reading this shortly after I've posted it, and you'll see for yourself how everyone is proclaiming this one change to the Railgun to be the abject harbinger of the game's immediate demise.

I don't know who to blame this on, because it seems exceptionally clear that the people complaining the loudest don't seem to have any idea what the fuck they're talking about. I've seen several different posts stating that the Railgun is the only gun that deals with heavy armor, which is blatantly false; these are people trying to adhere to "what's meta" without actually understanding why the gun they're talking about is meta. This is something about live-service games in a more modern context that I cannot fucking stand: everyone is a tier whore. There hasn't been a multiplayer game that's come out in the past ten or so years that didn't have day one articles talking about how there's only one viable loadout and if you're not taking it then you're trolling, or tier list videos put together by popular YouTubers who broadly end up dictating a meta rather than reporting on it, because nobody actually questions why something is thought to be good or bad. This whole phenomenon leaked from Everquest and World of Warcraft like the green shit from Teenage Mutant Ninja Turtles and now every game has to deal with the consequences. The secret of the ooze is that it makes everyone fucking stupid.

"A game for everyone is a game for no one", proudly states the footer of Arrowhead's website. I thought that was an interesting choice of motto, but not just because I agreed with it; Helldivers 2 certainly seemed like one of the most broad-appeal overnight success stories I've ever seen, and I wasn't certain who Arrowhead meant when they said they weren't making games "for everyone". Who was this abstracted "everyone", when everyone seemed to be enjoying themselves? With the way the discourse has been shifting, though, I think it's clear what they mean: Arrowhead has no interest in appealing to people who are playing the game the way that the loudest players complain they can't anymore. These are people who farm the exact same missions the exact same way for hours on end solely to get 100% completion in the battle pass. Why would anyone make games for them? They'd be happier with a piece of paper and some boxes they could fill in. How's that for player expression and a varied meta? You can put a check mark or an X through the box! Make sure to come back every twenty-four hours when your dailies refresh and you can do it all over again on a different piece of paper.

I've been playing on Suicide Mission at a minimum since day one (okay, maybe day three or so), and I've done a fair share of Impossible and Helldive runs, too. They are difficult. I am not surprised that they are difficult because they are the highest difficulty setting available. I have had to improvise, I have had to run away, and I have had to scramble just to barely complete an objective since the moment I started playing the game. At no point did the Railgun — even with a squad of four seasoned players who had come from the first Helldivers, where the difficulty went up to fifteen — allow you to stand your ground and slaughter bugs like a Doom wad. Anyone who attempts to seriously say that they're a Helldive player and that the Railgun nerf has killed their bug-exterminator playstyle is fucking lying. These are players who do not at all know what they're talking about, and they lie about the difficulty that they play on because they think it makes their argument more credible. These people are temporarily-embarrassed god gamers. They think that success and prestige is right there, just barely out of their grasp, if only the devs would allow them to reach it, and all the while they actually belong on the middle difficulties. There's nothing wrong with playing on 5 or 6, or even 1. Play what you enjoy. But don't pretend like you're at a level above where you are when it's obvious to the people who are that you're not. It's sad.

There's a wave rolling in, and I can see the foam at the lip of it from here. We'll have the regular YouTube videos rolling out soon — How Helldivers 2 Failed the Players, Helldivers 2: Dropping the Ball, Arrowhead Studios Gets WOKE and GOES BROKE with Helldivers 2 DISASTER — and leaving players will call themselves "Helldivers refugees" when they find something new to play that they'll hate within a month. What I certainly wish isn't coming is anything resembling an apology or a back-down from Arrowhead. They'll be under a lot of pressure to make changes, and this is the kind of backlash that most companies crumble under. It's been said that players are good at identifying problems and bad and identifying solutions, but I think that's being a bit too generous. I'd argue that the overwhelming majority of players of any game are bad at identifying problems and worse at coming up with solutions. Extremely rarely have I seen a live-service game actually follow through on fan-suggested fixes to fan-suggested problems and not had the game immediately become worse overnight. I hope that they're able to remember their own motto: a game for everyone is a game for no one. Helldivers 2 just got unlucky enough to be branded as a game for everyone.

Anyway, it's pretty good.

This game smells like the blockchain. The gaming equivalent of a fiscal paradise

What am I doing with my life? All this time spent ironically praising shitty games including this one and now people are unironically gassing up generic survival crafting game number 74,963. That settles it, from now on the words “peak fiction” will never leave my mouth ever again!

The “lethal” in the title is a reference to how this game is so bad it’s killing me

Just wanna say this game's box art fucking sucks

Yes, I played the whole thing. All 4 endings. Having played it now, I'm totally unsurprised at the positive reception here (and on the broader internet) due to being written halfway-decently moment to moment, but man, y'all got fuckin psyopped into thinking a game about “fixing" an enby into being your doting submissive wife was good!

Ok, short review out of the way: Snoot Game is a parody/anti-fan-game of Goodbye Volcano High, a game which, as I am writing this review, is still a month or two off from release. GVH looks to be a story-driven graphic adventure game in the same indie niche as games like Night in the Woods and Life is Strange, and despite not being out, has earned quite a lot of ire from places on the net like 4chan. This revulsion is due to the fact... that it's a queer, furry, narrative-heavy game that showed up for a mere 1 minute and 35 seconds in some livestreamed PS5 showcase event. This bitter outrage and derision at something so mundane is nothing out of the ordinary for chanboards, but what followed was, at least in terms of scale.

Enter: Snoot Game. I’m not sure at what point in the development process they decided to focus on the de-transing and courting of Fang over making a “based” version of GVH, but in terms of playtime, this switch seems to happen somewhere about an hour or two into the game. This first section is pretty obviously terrible in a multitude of ways that’re impossible to ignore: the first line of text is a January 6th joke, which is followed up within a minute by the MC (named “Anon”) attempting to troll on a chanboard on his phone, there’s a teacher who speaks with a “comically” over the top Japanese accent (not pictured: the protagonist being like “huh? I can’t understand a single word this guy is saying…”). There is also a lot of blatant trans and enby-phobia on display in this section, from the protagonist accusing Fang of identifying as NB for attention to the constant mental misgendering of Fang with she/her pronouns (a trend which carries across pretty much the entire game, except for a short stint in one of the bad endings). Fang is shown as being short-tempered, rebellious, and is part of a band that sucks at playing music. Their bandmates and Fang’s only other friends at the school are a fentanyl addict, and a manipulative (rolls eyes) SJW Feminazi girl who goes around beating people up to let off her anger. This section also contains probably the single best “gotcha” moment against the writers of this game that I have ever seen within the span of only two textboxes, in the form of the MC complaining about the grammar of using singular “they” while also making two grammatical errors themselves within a single sentence.

But this section is just the opener and is, for the most part, the most spectacularly (read: obviously) bad Snoot Game gets. I think a lot of the people who shit on this game played or saw someone play this section, threw up their hands, and moved on. But not me! However, contrary to popular opinion that the rest of this game is “actually surprisingly heartwarming”, It’s also really bad, but in a much subtler and more insidious way.

There are lots of little things in which the game attempts to force you to accept its worldview to function. I already mentioned the internal monologue only referring to Fang with she/her, but as the story progresses, basically everyone in the game except the most "harmful influences" (Fang's 2 friends I mentioned earlier) switches to using she/her with no fanfare, including Fang's own brother. By the time you meet Fang’s parents everyone’s already switched to it, but they throw in the caveat of deadnaming Fang as well and reiterating that Fang is “just going through a phase” (something that the game later just tells you outright is true).

The sole SJW character from earlier, Trish, is probably the most blatantly propaganda-ish—she is also the only black-coded character, you know, just by happenstance (also Anon says she texts in “ebonics” in ending 1? which just doesn’t make any sense under the worldbuilding here, where species is just a substitute for race mostly? Very odd to fuck up your worldbuilding just to have your MC call something “ebonics”). In a particularly telling sequence of events, she pulls off a heist to embarrass Anon in front of everyone at school for the sole purpose of outcasting him from the band’s friend group, a tactic which succeeds at embarrassing Anon but fails at cleanly removing him from the friend group, as he takes Fang with him, something that Trish is shown at multiple points to be extremely angry about. This cements her (again, probably the only vaguely actively queer-positive main character left in the story at this point) as the “villain”, or at least, the single worst influence on Fang as a person.

There are 4 endings in Snoot Game (Spoilers from here on out! If you care about that, which you shouldn’t.), and only 2 in which Fang remains nonbinary. Of these endings, there is one where Fang shoots up the school, and the other leaves Fang (presumably) depressed, “looking like a junkie”, and with (gasp) tattoos, black lipstick, and a shaved head. During this second ending, which takes place 4 or 5 years after the events of most of the game, Anon thinks to himself that “I couldn’t save her (sic). Why would I save her? In her infinite talent can’t she see she’s a dump?”. Aside from the fact that all of Anon’s conclusions in ending 2 about Fang’s mental state are assumed to be true despite him having only seen them in passing at a restaurant (maybe Fang was just having a bad day or something, you never know), the only 2 endings which allow Fang to be nonbinary are also shown to be the “worst”. Take note of this!

In the other 2 endings, Fang switches back to using their old name (again, this is 4chan-written, so despite everyone else having birthnames like “Naser” and “Trish”, Fang’s birth name is “Lucy”. Real creative.) In these endings, Fang tells you something between that they were pretending to be nonbinary for attention, or that Trish drove them into it. (sidenote: Anon is able to switch almost instantly to calling Fang “Lucy” in both of these endings, despite only ever having known them as Fang. And yet switching names is simultaneously shown as something too confusing and hard for Fang’s parents to do. Interesting.) These are also the “best” endings. In one, Anon reunites with Fang years later and they have settled into a “motherly but still available” role helping out kids at the local church, so basically, the tradwife ending. And in the other one, and also the “best” ending in the game, Anon and Fang date for the rest of the year, break things off temporarily when Anon attends college, reunite after a time-skip and get married. Also, Fang is a schoolteacher in this one, which further reinforces the idea that for Fang to be happy, they need to not only detransition, but they need to take up the “traditionally female” role of being a caretaker. (Also, in one of the endings, you get the context that before Fang “started this whole non-binary deal” they were happier then too, so there’s another data point to correlate, I guess.)

Look—there’s nothing inherently wrong about writing a wish fulfillment romance story about a dominant and self-confident white guy finding his submissive caretaker white wife and living happily ever after. You do you bro. But there is something pretty fucky about presenting a traditional lifestyle as the ONLY path to happiness. And there’s something Extremely fucky about doing this by taking a queer character from someone else’s story, making your story about how de-transing them is the only way they can achieve happiness, and then releasing your story early in the hopes that your fanon interpretation supersedes whatever actually happens in the original source material.

But probably the most fucky is that a lot of this is subtextual and clearly is easily ignored by most, which allows its ideas to spread. Do not take me lightly by my saying that Snoot Game is propaganda, because it is. By word count, most of this game is just standard faire SoL wish fulfillment fantasy. Anon goes stargazing with Fang in one route, he goes to an aquarium with them in another. Normal shit. It’s just coupled with the added caveat of, you know, the whole arc of the game being dependent on the presumption of many of its characters that Fang’s trans-ness is just a phase, and that this presumption is ultimately proven correct. The shot is, (really, any number of bigotries, but most predominantly) transphobia and NB erasure, with SoL romance as a chaser. Again, really insidious shit.

This is why I feel uncomfortable giving this anything more than a 1/10. Snoot Game is generally paced well, has a lot of surprisingly decent music, and a lot of very well-done illustrations, but in service of what? Of fulfilling a delusional fantasy of “solving” someone’s trans-ness? Of spreading the idea that “if I just get them to fall in love with me, I can save them from their wicked ways (being queer)!” And of also spreading the idea that queer people are mentally ill and doomed to loneliness, lest they renounce their ways? Fuck riiiight off.

WIKTOBER LOG #0021 - DARKWOOD

Average darkwooditor: HURR! DURR! AVERAGE DAY IN POLAN!
Respected Elephant enjoyer: That makes no sens.e Please be reasonable and not post the most immature shit.

I used to live on the other side of a forest to a music festival. When the festivities ended at 3-4 in the morning and people went to their tents, I went home to my apartment through the woods, alone, very drunk, with a phone flashlight at 10%. This is exactly how it felt like.

The sound and art is perfect, the scripted sequences are peak. My biggest issue is that 90% of the game is spent doing menial survival bullshit - wahh you need to gather 4 more rocks from the uncontacted tribespeople to upgrade your smackgobbler. Shut up man. Put me back in the church, I want to see what's in the basement. The lore is great and it was the only thing driving me forward once I realized I don't really care about fighting monsters. Massive credit to whoever dreamt up this deranged shit.

There's a disconnect between trying to engage with survival elements (do not go near scary shit, it will costs resources) and horror elements (you need to go near the scary shit to get scared). I don't think this is ever properly resolved, but maybe for others who are less inclined to organize their whole inventory for efficiency it's not as big a problem as it was for me sometimes. At some point I stopped caring about dying, and a few nights I intentionally ran into the darkness to skip the wait for morning. This, for a horror game, could be considered an epic fail.

The PS5 controller enhances the experience of this game. The tiny text that is not at all made for TVs and that you can barely see lights up does not.

Wolfman is awesome. If he told me to kill myself I'd do it.