74 Reviews liked by rainfrog


A bluntly referential homage to the survival horror canon. The moment-to-moment map navigation is a joy but is undercut by a second act pivot to geometrically perverted, cosmic horror meat mazes. An over adherence to genre tropes makes for a fussy conclusion that struggles to escape Silent Hill's Event Horizon, and a litany of small frustrations (why can't I drop items?) compile into a game I was ready to be over.

The backdrop of a vaguely Soviet Union totalitarian regime and the nature of personhood in artificial intelligence go unexplored despite being the only source of narration for 2/3 of the game, before switching gears to an even more thinly articulated trauma allegory. There's a strong mechanical foundation here but without a coherent thematic or narrative direction it ends up little more than a competent imitation.

It good, number go up. I think what I like the most about idle clickers are when they add strange new side-systems to engage with and expand your workflow. Universal sort of repeats its loops tho and it really takes the wind out of the sails towards the end.

"You could say that we are good negative examples of life."

Best played on a clunky original PS2, with a used copy, someone else's scribbles decorating the manual.

Chulip has an irresistible lassitude. You move into a shabby town, dig through garbage cans, and wait for the train while the music goes doo-ba-bop.

Design-wise, it's the most opaque game I've ever played. Conceptually, it's fantastic. It addresses themes like poverty and resilience with whimsy, imagining a world where the next generation can be healed by a kiss.

Every once in a while, I decide to give some mobile gacha game a chance. I almost always find it addicting, play it for like a month straight, and then something suddenly comes up in my life and I quit cold turkey. And this game was no different.

Like with many people, I tried this game out of sense of depraved curiosity. I saw that horrid ad (you know the one) and I decided I just had to play the game. And to my surprise, I ended up enjoying it.

The gameplay offers more than what I've come to expect out of games like these. There was an actual sense that the composition of my team actually had an affect on the mission, and there was some feeling that I was actually playing the game instead of just watching my characters play it. (It's a very low bar, I know). And on top of that, the music was surprisingly fun, and the story is serviceable, for the most part. The point is, there's more to this game than I was expecting.

Though do keep in mind, this game knows its audience and knows what they want. Which, like most anime gacha games, is half-naked anime women. And boy does this game provide in that department. If you're not a fan of that, well...you certainly won't be having a good time here.

Though, for everything I did enjoy about this game, at the end of the day, it's still a gacha game, and those never hold my attention for long. The roll rates are ridiculous, the number of currencies is insane, and it's filled to the brim with the usual "grind your characters up to max level using all these items now!!!" I got pretty tired of it quickly. Even if the game wasn't just trying to FOMO me into paying money to get a half-naked anime women, I still wouldn't be all that interested in playing this game for the long term.

Still though, when it comes to anime gacha phone games, this is probably the most consistent fun I've had with one, which ended up really surprising me. I might even be willing to come back to this one in the future, but since I'm not even bothering to play it during the sexy beach event, I don't think there's much chance I'll come back to this anytime soon.

This review contains spoilers

not done with it yet (edit: finished it and my opinion is unchanged so I'll leave this review up) but this game probably has the highest highs and lowest lows of nearly any game I've played. I'm stopping for a moment to write this review because I just completed the Bahamut boss fight which was one of the coolest things I have experienced in any game in general, and then the game follows it up with nearly an hour of very boring exposition cutscenes and a poorly done attempt at ripping off Game of Thrones.

It was initially advertised as an open world but it's really not, it's an open world game in the same sense that Witcher 2 or Ocarina of Time are open world games, but even with the smaller world size the world feels very empty. There is almost no incentive to explore or do anything other than follow the quest markers - no chests with useful items, no reason to fight world enemies, no secrets, not nearly enough crafting to make the materials you can find useful, the game gives you way too much money so no reason to look for that, just absolutely nothing. The only content in the open world are the sidequests and hunts. I like the idea that the hunts are the only thing in the game that don't give you quest markers, however this doesn't add value in a game where exploring isn't interesting or worthwhile, as there's no reason to not just run straight to your objectives. The sidequests are very hit or miss as they all consist of "talk to random people and fight an enemy encounter or two", some of them have great stories behind them that make them worth doing, others are just boring. Your party members also don't interact with the sidequests at all which makes them feel very detached from the rest of the game, they have no dialog and don't even show up in the cutscenes despite showing up for the fights.

However once you are in the linear segments this game becomes one of the most fun action games I have played thanks to its tight combat, diversity of abilities, and really great setpiece moments. You can replay all of these portions in the "arcade" section of the game and I realized that if you stripped away all the fluff - the empty open world segments, the poorly done worldbuilding trying to copy the complexity of Game of Thrones and just like Game of Thrones failing at the end by ditching the story about political intrigue and making a story about an evil blue guy who wants to kill everyone, the intrusive 14 hours of cutscenes with many that really did not need to be there. You strip this away and this game is a fantastic Devil May Cry spinoff.

I'm not exaggerating when I say Devil May Cry as this game shares its combat director Itsuno and his influence is clear - this game has jump cancels, helm breaker, stinger, Nero's devil bringer, nero's gun and charged shots, and tons and tons of other moves taken straight from Devil May Cry presented in a more simplified and easy to control package, which isn't necessarily a bad thing.
This game didn't need to be Final Fantasy 16, it has too many ideas conflicting at once that don't go well with each other. But when it's good, it's really really good.

i am so deeply disappointed in this game. I enjoy the gameplay more than I expected, especially compared to FFXV but story wise this is one of the worst games I've played in a while. Any time the game tries to pull an emotion out of me i struggle to care because of how little these characters matter. Clive is one of the blandest video game protagonists in a while and everyone around him just exists to make him feel special.

Sure it might be "better" than FFXV but at least that game i felt something after playing it. I wanted the game to be more than it was. There's nothing in this game I'm wishing was better. I have no feelings.

This review contains spoilers

They get started on the right foot with a comfortable game-feel normally reserved for the most polished of action titles. Moving and dodging feels good, hits feel weighty and the enemy design is consistently solid for a group this large. You have an understanding of action fundamentals here that you just don't get in a lot of ARPGs. For that, the game deserves to be commended. It's only when digging deeper when problems start to arise, which would be excusable for a game half the length of this one.

The gameplay loop is defined by two major stats: Damage and Will Damage. Damage affects the enemy health bar and Will affects the returning stagger bar. This makes the optimal setup obvious from the very beginning: cast abilities with high will onto enemies first with the stagger bar, and then finish them off with high damage abilities when the stagger bar is empty. Since you get the high will damage dealing GARUDA early on, you have everything you need to conquer most enemies and bosses in the game by the time the first third is over.

Ironically, more liberal application of RPG mechanics could have helped with this. The game was right to keep some aspects like armor stats to a minimum, but they went too far and cut out things like elemental weaknesses which would have at least made some abilities less redundant compared to others. When fighting Garuda, casting fire and wind have the same effect when some nuance here would have necessitated a shift in strategy from the rest of the game.

The game neglecting RPG elements to focus on action would at least be admirable if the action side wasn't also underdeveloped. Clive gets a single combo at the beginning of the game with the only way to modify it being the magic burst ability, which might be enough nuance for newcomers but if you've played an action game before the timing will be trivial. Base spells don't differ in terms of damage and AOE like in the kingdom hearts series. They behave like the firearms in games like Devil May Cry or Bayonetta with none of the variety offered by either. With each Dominant having a different fighting style, New eikons could have been equipped with different base combos and projectiles to go along with their abilities to differentiate them. This was so obvious that I'm guessing the designers cut it mid development for some reason, which leaves the combat system we have feeling repetitive and unfinished. The generous activation window and i-frames of Precision Dodge means defensive gameplay isn't all that engaging either.

This is where the problems realy begin to start: For a game structured around replayability and nuance it doesn't have any of that to speak of. Just about the only thing you do in between lengthy cutscenes is combat, and with the system struggling to remain interesting in a runtime half as long as a lot of contemporary RPGs it just gets dull long before it's over.

How is that story, anyway? Well, the game fulfills promise of a more grounded setting and tone punctuated by battles between gods of unfathomable power for the first chunk, but as you press on, contrivances begin to pile on and the tone gets more fantastic. A genuinely good arc for Clive carries the game through most of it's rougher moments, but most other characters disappoint. Jill is a noncharacter who might as well be another Torgal for how much she adds to most of the story. Joshua as an enigma creating a trail of questions where every answer turns out to be the least interesting one. Cid is the clear winner of the pack, with a genuinely interesting dynamic with Clive that the game struggles to fill once it decides to kill him off early. The rest of the cast make up the many shops and services in the hideaway. It's going to depend on how much the player wants to invest in boring, repetitive sidequests if they want to make the most of the cast, but the fact that they largely don't take part in the main narrative hurts later proclamations by Clive that his friends form the backbone of his ironclad drive. It's pretty standard RPG fare that would be a lot more emotionally affecting if the game was actually an RPG. Those games are actually built around groups of characters collaborating alongside one another. For a single player action game with one of the dryest casts in recent memory, it's a cliche that falls flat.

The world of Valistea is genuinely interesting, but it's let down by the dull character writing and hackneyed conclusion. The risky decision to base the game's plot around a slave driven economy is an interesting one, but it falls apart under scrutiny. How has the balance of power shifted away from powerful magic users in so many parts of the world?

Even if it didn't, it's a thread the game drops anyway in pursuit of a much more standard plight of a god who grows tired of human conflict and seeks to end it through extreme measures. It's impossible to draw a through-line from the complex issue of slavery to zombies, but bless this game's heart for trying anyway.

It's a game too shallow for all of it's bloat, too juvenile for the tone it wears like a skin and with too dull of an imagination to deliver on all the interesting ideas it puts forward. It's not a bad game, but definitely the most disappointing one I played this year.

This review contains spoilers

FINAL FANTASY XVI IS ANOTHER NAIL IN THE COFFIN FOR THE FRANCHISE (PLEASE JUST LET IT DIE ALREADY)

Maybe this is what we deserve. Americans have been butchering Japanese culture in video games for decades--albeit mostly with good intentions. Final Fantasy XVI is Japan's rebuttal. Every "western" piece of media it attempts to "emulate" is a hackneyed, bastardized, K-Mart brand version. There is an unsettling irony when you rip so much from Game of Thrones while simultaneously missing the literal one thing that made Game of Thrones enjoyable (subverting generic fantasy tropes). In fact, Final Fantasy XVI goes out of its way to play "into" every single generic fantasy trope.

In my Life is Strange review, I mentioned how I think it can be perfectly fine (and even sometimes really good) to openly reference the media your story is inspired by. Life is Strange does this earnestly by wearing its influences on its sleeve. It's also taking inspiration from pieces of media that are mostly enjoyed by cult followings. Game of Thrones and The Witcher 3 are not "cult following" status. I think that is a meaningful distinction. And FFXVI feels much more like its just straight up plagiarizing from media like The Witcher 3 and Game of Thrones.

These are the GoT characters in FFXVI: Jon Snow, Cersei Lannister, Robyn Arryn, Ned Stark, Renly Baratheon, Gregor Clegane, Hodor, the Night King, Osha, Bran Stark, and Ghost. And I am definitely forgetting more.

Gameplay: It's Devil May Cry but bland. I don't mind square mashing, I love Kingdom Hearts. And the animations are pretty. But there is a severe lack of texture and depth to the ways enemies engage you. FF XVI is yet again living in the shadow of something it wants so very badly to be. The Kaiju battles are really great looking from a cinematic perspective. But it's so easy. I played until the final act and did not die a single time on the hardest difficulty the game offers at the beginning (action focused). Honestly the most joy I got from any of the battles was seeing the boss-move homages to Final Fantasy XIV (yet another derivative element).

Music: This...I don't even know what to say. I think it speaks volumes that Masayoshi Soken was unable to create a single inspired piece for this entire 40+ hour FINAL FANTASY GAME. There are no interesting motifs or themes. The movements are stale and dry. Typical 'action fantasy' gray dust. I'm just absolutely floored. This is the very first time a mainline Final Fantasy game has what I genuinely would call a "bad OST". Final Fantasy XV may have a dreadful fridging moment with Lady Lunafreya, but GOD DAMN Shimomura's piece in that sequence is gorgeous.

The characters are the most uninspired characters in any Final Fantasy game. Easily. I'm glad Clive at least has a heart of gold, because otherwise he broods, scowls, and says nothing meaningful when talking about wanting to free the world (which is a fucking lot). Much like Clive, the rest of the cast lacks the charm and depth of all prior Final Fantasy games. Yes, even XIII and XV.

Well, Cid is pretty good due ABSOLUTELY ENTIRELY to his VA, Ralph Insen (he is literally always good). Until they kill him off so that Clive can have an "arc".

The representation of female characters is particularly egregious. They get nude scenes for no other reason than to "shock" or pander to the male demographic of their players (come on gang, it's been 12 years since the first season of GoT). Jill is a pile of corn that has one moment in the spotlight. Otherwise, whenever things get heated, she is overshadowed by every other character's fighting prowess (including the dog) because she...gets tired and weak. I am not kidding. Another note (and I feel kind of weird for pointing this out), but it's unsettling that many of the female characters look vaguely Japanese. This is not true for the male characters. Seems like an insidious design choice based on marketing. I thought the creators said they were going for "realism"?

Well, they really did say that in a past interview. They mentioned that this dedication to "realism" meant a lack of ethnic diversity in a fantasy game was necessary. Well, that's a bit STRANGE for a few reasons. Firstly, for the aforementioned example of female characters having the plausible deniability of looking pretty East Asian. Secondly--Hey, I thought this was inspired by Game of Thrones? Did they miss everything in Essos and Dorne? Thirdly, supposedly grizzled battle veterans and Kings-guard have K-Pop hair and look clean enough to be in GQ (which, good for them). And FOURTHLY: There is a literal proxy for Persia in the game. And yet most of them, including their major war-guy, are white. This is nonsense.This is lazy, and a completely ahistorical understanding of basically anything having to do with Europe.

Tack all of this anti-creativity sludge onto a very rote fantasy setting. A total absence of party members with strategic input. A forgettable (albeit excellently visually designed) villain. A dedication to convenient plot devices to create "tension" (the Dominant for Bahamut just kind of turns evil because a kid points at him). Etc.

I am being 100% genuine when I say that this is truly the worst Final Fantasy game. XIII has a better cast and an iconic protagonist. XV has the Chocobros (who have their charms) and a much more compelling villain. You can have all of the sick-looking Kaiju battles in the world and it wouldn't make up for the absence of foundational elements which made up the great Final Fantasy games of long-past: a compelling narrative, a cast of unique and charming characters, novel RPG mechanics, iconic villains with humanity, etc.

And fuck it dude, I'm saying it: the extreme versions of boss battles in Final Fantasy XIV (Shiva, the Knights of the Round, and the Oracle of Darkness to name but a few) are more exciting, tense, and memorable than the one thing that made FFXVI "unique".

Alright, I've been playing for a couple days since launch. Here are my initial thoughts:

tldr; pretty standard gacha game with pretty graphics and standard predatory monetization.

Nikke is developed by Shift Up, who made Destiny Child, a flashy lottery machine of a gacha game with a Persona 5-esque aesthetic. They are also currently developing Stellar Blade, formerly known as Project Eve, which if you don't remember is the game whose trailer everyone made fun of for having an absurdly sexualized main character in a serious dystopian setting. This game has a very similar setting to that game, by which I mean it's basically their own take on NieR:Automata, in which the earth is ruined and taken over by robots and humans send sexy android women to fight them. I like to imagine the developers played Nier and was like, "what if this game had more 2B booty and less philosophy?"

The art and character designs, which is what most people care about, are admittedly cool looking. The sexy military outfits remind me of Azur Lane, but instead of the nautical theme, they're going for a tacticool aesthetic, kind of like Girls' Frontline. However, compared to Girls' Frontline, the characters here are thiccer (by which I mean more voluptuous) and more overtly sexualized. There's also (currently) not nearly as many lolis as Azur lane, so that's a plus. Ideally we would have no lolis, but you know how the audience for these types of games are. The Live2d art is honestly amazing, it has the same high level of quality as Destiny Child. Unlike Destiny Child though, they actually bothered to put some gameplay in here, so props to the dev team for making something like an actual video game this time around.

The gameplay itself pretty simple: you just tap and hold to aim and shoot, and release to reload and take cover. It's very similar to an arcade shooter and very simple to operate. Apparently it was designed to be playable with one hand. Not gonna make the obvious joke here, but I really do like the idea of one-handed gameplay ever since I encountered it in Earthbound. However, it's not nearly as handy here since, like most gacha games, you can just full auto most levels if your team's strong enough, though manually playing's admittedly fairly fun due to the flashy effects. Also, I like that they use full-sized character illustrations for the combat instead of chibis. A lot of other gacha games use deformed chibi sprites for combat which I always thought was dumb, so good for them for not following that trend.

The story is ok. They're going for some darker emotional beats, and balancing with dumb anime humor. There's some ideas I'd say they ripped straight from Nier, such as virus corruption and memory erasure, and I'm fully expecting a similar turn in which you find out the machines are actually more intelligent than you thought. The writers managed to put a little bit of interesting intrigue in here though, so I'll see how it turns out. The full voice acting also definitely helps. There are a couple of fun side characters, like the S&M couple - always like to see positive portrayals of BDSM. Not really sure how I feel about the flamboyantly gay comic relief character though. I'm not familiar enough with Korean media to know how homosexuality is usually portrayed but I assume it's not great.

Alright, so now for the gacha bullshit. Rates are ok, it's 4% for an SSR. Hilariously enough, there's currently 9 Rs, 9 SRs, and a whopping 44 SSRs, so they really want you to roll for that waifu. The gems you can earn in game feel a little tight currently, similar to the Fire Emblem Heroes launch in my experience, where you're constantly scrounging around for gems so you can pull that sweet, sweet gacha. But maybe that's just how all these games feel on launch, idk.

Speaking of money, the whale fishing is absolutely hilarious in this game. So if you didn't know, "whales" are players with highly disposable income who spend an absurd amount of money on gacha games. I'm exaggerating but the idea is they basically make up like 1% of the playerbase but 90% of the revenue, so developers are always looking to milk them for all they're worth. If you're a normal person, you should probably only buy the $5 30-day daily gem supply. It's the same as the $5 monthly blessing in Genshin Impact, in that it's by far the most bang for your buck microtransaction in the whole game, nothing else even comes close.

If you're a whale though, your options include: a $20 seasonal battle pass, a $20 campaign pass that gives gems for completing story levels, limited time packages (available for 2 weeks after first playing) that range from $1 to $100 dollars, various daily, weekly, and monthly packages that range from $1 to $100, gem packages (with first time double bonuses of course) that range from $5 to $80, and various level up specials of increasing cost that last 2 hours after reaching certain commander levels. I know this level of predatory monetization is basically standard for these types of games at this point, but it still surprises me when a game like this is so brazen with it. I know people always say this but please, for god's sake, if you have a gambling problem, do NOT play gacha games, because holy shit this is awful.

Anyway, I'm a sick freak, so I'll keep playing for a bit. In general, the production values are certainly high, but people might be put off by the aggressive monetization, so we'll see how long the game lasts.

___

Update: Alright, as of the first Christmas update (Dec 2022), I've stopped playing this game. The microtransaction bullshit was just getting way too much, man. This might actually be the worst I've seen it in a gacha game (besides Destiny Child lol). Also, the game kept crashing for me, even on Bluestacks which was weird. I thought for sure they'd fix it eventually but the crashes still kept happening even a month after launch, which was very annoying. It's kind of a shame, though. Like I said before, the story isn't actually complete trash, there's some stuff there, I think. The Christmas story, for instance, was actually pretty sad, I quite liked it. But I figure the time I would have spent on this game will now be spent on better games that aren't hounding my wallet. So for anyone still playing I would honestly say you're better off uninstalling and just staying away from gacha in general. It's just not good for you, man.

i've never had a better stepdad than seaman

I NEED to smoke a blunt with this fish

The Oregon Trail holds educational value beyond its initial use in classrooms. Although it would be misleading to claim that it's a roguelike, it offers a glimpse at the foundation laid on the genre's feet. Judging it as a roguelike isn't possible because it lacks most of what the genre is known for. It's not procedurally generated, the terrain is mainly flat and navigatable with relatively few quirks, and there isn't exactly a process of learning not to die. In video games, the importance of death is typically a mixed bag. It's hard to argue whether or not the medium treats it with more dread than a television program or novel would. In my review for Shadow President, I spoke of the interaction games provide you and the consequences presented. To summarize my entire piece enough to be relevant, a lot of the impact of interactive media depends on how far away you are from the black box where the developers hide most of their tricks. With roguelikes, that distance is not an agreed-upon aspect. Death is the barometer used to gauge the quality of the space taken within boundaries. If death comes too quickly to account for, it's too far away from the black box. If it's too easy to avoid, it's too close. You can see something of growing pains for this in The Oregon Trail. The infamous phrase 'You have died of dysentery' indicates this; control over the fates of your travel buddies is not programmed into the game and tends to spread upwards until you're met with a customizable Game Over screen. Should you finish your trek with relatively few hitches, it's all too likely that at least one individual on board passed away on the trip. Restarting is an integral part of the experience. There's no purpose in simulating the hardship of such a journey if death always means the end. Judged as a roguelike, The Oregon Trail only has charm in its sparse visual aesthetic if we're talking about the Apple II version. The original version doesn't have that going for it. Viewed as a potential progenitor for some of the indie space today, The Oregon Trail is a fascinating piece of digital history.

With that in mind, I'm brought to a specific question: what value do modern interpretations have? Remakes vary in quality (1) (2) (3); parodies like You Have Not Died of Dysentery or Super Amazing Wagon Adventure don't amount to more than cute novelties. The answer to that question can be found in attempts to mimic the genre that The Oregon Trail partially inspired. I nominate Death Road to Canada as my game of choice for this answer.

If Death Road to Canada's name isn't a dead giveaway of its overall tone and attitude, its music is. Opening Organ Trail: Director's Cut, you're met with a track that blends adventure with caution. It doesn't invoke horror, but it provokes a feeling of weariness that gives credence that it isn't parodic. Within the first minute, you're given a gun and told to shoot down a wave of oncoming enemies. The process is slow and nerve-wracking, building a silent tension purely through the mechanical process of letting a shot off. The sound of adventure is lost in the music, replaced with an overbearing uncertainty. Opening up Death Road to Canada, you wouldn't be given that interpretation in a heartbeat. The opening song, aptly named after the game, packs a get-up-and-go feeling at odds with the premise of an undead being. The next song on the soundtrack, Zombonita Beach, elaborates on this, providing a pleasant and relaxing soundscape worthy of its title. Throughout your expedition, you'll run into random characters—some are randomized, and others are iconic. These iconic characters run the gamut from parodies of pop culture icons like Elvis and the Teenage Mutant Ninja Turtles to the absurd like dogs.

All of this might lead you to assume that Death Road to Canada is in the same camp as Super Amazing Wagon Adventure; however, its sillier aspects belie a lot of the tension that lies under the surface. The Oregon Trail may not have been overtly a roguelike, but this is. For the most part, deaths are avoidable. Strategies can be formed, and I've played this enough to have a general sense of which paths will lead to the least harm to my party. Not every decision is obvious; some situations will play out like the lesser of two evils. But taking cues from The Oregon Trail, loss is not always something you can duck. You only have control of four resources: food, which is used as currency, and ammunition for pistols, rifles, and shotguns. You cannot ration the food you currently have and do not get to decide how your medical supplies are used. Your best characters may not always be the most healthy, and when the game inevitably forces you to put them into action, this can be used against you. Cars run out of gas and can break down, leaving you vulnerable until your party occurs across a new one. Most of what Death Road to Canada does is unique to the Oregon Trail formula. But it has enough of a footing in the classic material it's riffing on for it to be amiable in its effort to bridge a gap between two distant generations of game design. We are past watching a wagon move as engaging gameplay, and in hindsight, the stops made along the trek make it memorable. The value of interpretation is that both being recontextualized manage to be thrilling without feeling like an exhausted retread. It helps to hammer home an appreciation for where we were at a certain point but does so without being overly nostalgic or sentimental. Calling Death Road to Canada a piece of history is over-selling it, but as a way of understanding digital history without having to resort to people who were "there," it's worthy of the comparisons I've made thus far.

What bumps my score from four stars to four-and-a-half is multiplayer. This game is a genuinely enjoyable time with friends, granted they're in the mood for something this whacky—and you're playing on the mode that lets you start with four people if you're playing with more than one other person. I didn't realize that was an option until recently and having had experience trying modes that aren't the four-player one with four people in the room, it's the best way to ensure that a game of this doesn't get derailed by two people who don't want to wait for someone to show up. When you get everything set up, it's an outrageous experience that few games of this type provide, and it heightens the best of what's on offer.

If modern interpretations of The Oregon Trail were as fun as this, emulated version of the Apple II version would have less novelty.

(Recommended reading that I couldn't fit into the review)

As time goes on I've learned to appreciate engaging casual games that don't require intense focus. Small adventure games that only take a few hours to beat, relaxing puzzle games that don't really have an ending, and anything in between are fun to enjoy and veg out on. It's the same effect for me as binge-watching a show. A Little to the Left tries to be that. It has engaging puzzles and serotonin-squirting organization puzzles along with cute visuals, but it does come with issues.

The game's puzzles start out fairly simple. There are around 75 puzzles in the main game with 365 daily puzzles. Puzzles start out with just straightening photos on a wall, putting cat toys in a basket, arranging a dinner set, aligning colored pencils in a certain order, stacking rugs, etc. These first dozen puzzles are relaxing and really give you a taste of what this game could be. Yes, I said could be as the game quickly ramps up the abstractness, and even with a full-on guide and accessible hint system in the game it still doesn't make sense. The arrangement puzzles are the absolute worst. These are abstract shapes that don't snap together but instead are arranged in a specific pattern. The patterns usually make no sense since the pieces are so far apart. These puzzles will frustrate most players and lead you into a false sense of relaxation and simple organization and stacking.

That's not to say I don't like a challenge. One puzzle has you sliding a mirror to the left and right and arranging the objects according to the reflection. Another has you stacking cat food cans in colored columns that match. These puzzles were enjoyable. My favorite was the organization puzzles. Put all the junk in the correct cubbies. That's a lot of fun with the process of elimination. Sadly, there are only about four of those puzzles and I wanted more. The difficulty is all over the place, but it's the artificial difficulty. The puzzles are just so obscure sometimes that most people may quit the game.

I also found the snapping system pretty broken. Sometimes you place an object in the right spot and it will snap into place and make a faint ding sound. However, abstract pattern puzzles require two symmetrical objects in the same spot in the scene before they will snap into place. This hinders progress as there are no tactile hints that you are making progress. There is a hint system that shows you the solution by erasing and uncovering. This was nice as I would try to just erase one part and still be able to solve the rest on my own. However, even the hints sometimes make zero sense.

Thankfully, you can still move on with the "Let It Be" system that skips the puzzle for you. There are some puzzles that have two or more solutions such as sorting from highest to shortest, then by color, and then by matching an image on the same object. While the first solution may seem easy to spot the additional solutions can be insanely abstract and obscure. I really tried to solve as many as I could on my own, but in the end, I solved maybe a quarter of the puzzles by myself. There were just too many that were frustrating or I felt I wasn't making any progress. Some were just me overthinking the puzzle, but some were just poorly designed.

The visuals are cute. It has a pastel minimalistic look. Lots of colored pencils, charcoal, and watercolor art designs. The music is great and relaxing to listen to in the background it's just too bad the game isn't as relaxing. In the end, A Little to the Left is misleading in its first dozen puzzles and quickly ramps up the abstractness and obscurity too much requiring too many puzzles to be skipped. The most enjoyable ones are too few. This isn't a bad game at all. There are fun puzzles peppered throughout the bad ones, and the overall cat aesthetic is enjoyable with great music.

It's a comfortable game, but as somebody who played this game while it was still in early access, I kind of expected the final release to have more to it and also fix some of the bugs and bizarre design choices that have been here for over a year now. This game's initially really relaxing and cozy, and admittedly it makes for a great background thing to just mindlessly play while listening to podcasts and audiobooks, but I really wanted more levels like the early houses and neighborhoods, and less of the increasingly bizarre and outlandish stuff towards the end.

The developers seemed to think people wanted levels that were bigger in scale and not just, more places. I wanted more houses, backyards, hell just let me go powerwash a sidewalk. Places like the subway and the underground bathroom are way too big and genuinely become frustrating. It's frankly the biggest issue I have with PowerWash Simulator, because for a game that should be relaxing, it feels like I spent way too much time having to do literal pixel peeping and randomly spraying surfaces that should be clean. I shouldn't be confused wondering why something's not clearing, waving my mouse around wildly for that one pixel of the bar to clear up, and just suddenly having the game tell me it's now clean even though I have no clue what I missed.

Also for these being powerwashers, they sure are all terrible at actually powerwashing. I already knew from the early access builds of the game that saving your money and trying to get the Prime Vista PRO as soon as possible was basically essential for the sake of saving time and sanity, and even despite it being the endgame "strongest washer in the game," it's more than frustrating how you basically can never use any nozzle other than the yellow one, sometimes the green one, and on occasion the red one because of a surface being incredibly stubborn to clean off. The Triple Tip Nozzle was added for the final release version of the game, and very quickly I started only using that for cleaning because it was just objectively better than all the other nozzles, and there were still rare occasions where it wasn't good enough. What the hell is the point of the other powerwashers in the game when the endgame best one still struggles with cleaning?

And frankly, I really don't care for the story and as mean as it sounds, I kept wishing for an option to just straight up disable the message pop-ups on the side from the clients. Their dialogue is mostly meaningless and distracting from what's supposed to be a cozy atmosphere, and at actual worst the game dares to obliterate that atmosphere by having clients that send you actually genuinely annoying and distasteful messages, like the client for some of the carnival levels that tries to score and judge your cleaning work, or an entire subplot with a town mayor doing suspicious stuff and making you deal with the aftermath of protests against him. What the fuck?

It really sucks because as much as I'm complaining, I genuinely want more of these kind of mindless cozy games that you can play on the side while listening/watching other things. FuturLab almost had something on their hands with this, but bigger doesn't mean better and I honest to god would've been more than happy with just a game where I got to powerwash houses and their neighborhoods. When the game's simple and to the point, it just works. But as soon as it starts sending you off to the bigger places and the story starts moving in weird directions, it almost entirely veers off the deep end. I'd like to hope that either content updates or a sequel could do something more with this, or even more ideally mod support but FuturLab has always seemed very quiet and dodging around the idea even back in early access, so who knows.