823 reviews liked by snowbright


This is the equivalent of finding the holy grail but for browser games

Playing on an emulator really fucked up my perception of how Pokemon is supposed to be played because while playing Pokerogue with quick animations, cursor memory to repeat moves, and holding X to skip dialogues, I still find myself pressing Tab on instinct.

Oh hey this is in 1.0 so I can complain about it now.

I am a survivalcraft sicko, I've played so many of these games that it's probably a DSM-V diagnostic, so believe me when I say this one isn't too great.
Once the novelty of this being a top-down survivalcraft game wears off you're stuck with what's definitely one of the weaker entries to this genre.

Progression is a very boring and binary upwards climb where you do an endless cycle of kill boss > yoink blueprints > craft upwards > hit wall > kill boss > ad nauseaum. If you want variety well, too bad. It's hold melee and cast spells on cooldown forever. This game is somehow rinsed in the variety front by Terraria, a 13 year old game also centered around crafting and bossing.

Despite offering the option for PvE, V Rising is a PvP game at its core so the combat is incredibly simple and feels very MOBA-esque to facilitate it. Fine for PvP if that's yer thing, but for PvE it makes the game feel miserable and repetitive since bosses don't bring much to the table.
Perhaps more egregiously, the topdown angle brings with it the same issue that lots of Diablo-likes/CRPGs with it also have: There's not much impact to combat, and with the heavy health bars everything feels weightless and tedious.

There are a few mechanics that I hoped would get fixed up for 1.0 but haven't at all.
Sun damage is as boring as it sounds; if you're in the light too long your health PLUMMETS even with mist braziers around, as there's more sun than shadow.
Blood type seems cool at first but only having access to one at a time and needing to constantly scout out refills or better blood leaves the entire mechanic feeling like a sanguine game of cat and mouse.

And crafting timers... Eesh. So, this review has a lot of cuts in it because many potential gripes are somewhat mitigated by how customizable the difficulty is. It's pointless of me to whinge about some resources not being teleportable when there's an option to disable that mechanic, right? Of course!
But crafting timers are an annoying one because they're very deeply tied to the gameplay loop. By default they are far too long, ostensibly as a motivator for you to leave your base and go do some of the myriad tedious busywork the game expects you to do.
The option is there to shorten them, but this presents its own problem: Go too fast and you're basically cheating, try to meet the game halfway and you'll end up doing even more busywork. Lower them, and the game becomes an AFK simulator.

Not helping matters is that a lot of things, mist braziers especially, need fuel. Fuel that will eventually run out unless you keep it topped up. Again, busywork.

I saw a meme in the middle of last month that jokingly separated every single game into one of two categories: Menus (wherein engagement is defined as clicking through a UI) or parkour (wherein engagement is defined by movement or action).

I sort of agree with the underlying theory, but I'd suggest a third category: Tasks - games where the method engagement is irrelevant because what you're chasing is a daisy chain of unlocks and Get X of Y.

V Rising is tasks, and unlike similar games in its category the tasks are very linear. The cycle up above has little room for deviation, and given that bosses are automatically tracked for you there's not even much room for exploration.

There are way better games in this genre, even after VR hit 1.0 it's still a mess. Project Zomboid is in early access and it runs rings upon rings around it while still hitting many of the same notes. Hell, even Palworld is a better choice.

any game that demands you learn a fictional alphabet is good in my book and also annoying in my book. and this tightly controlled moody metroidvania is definitely good in my book.

I'm not the biggest metroidvania fan, I normally get burned out playing them, but this maintained my attention the whole way through, can't believe I'm giving a game published by a YouTuber a four and a half star rating, and the last section is really damn intense! I'm not going to give any spoilers since I believe it's best if people walk in blind! The puzzles are largely straightforward if you stand still and think about them, but they can have some severe difficulty spikes in certain portions. The only negative aspects I can think of are that the ladder can be awkward to climb at times, and the spikes are difficult to see when doing platform jumping with the bubble! The jumping felt fluid and smooth and the world's colours and animal designs were fantastic. the game rewards discoverability with cool items to progress the map, The boss battles were enjoyable and some were even creepy! This is my favourite game of the year so far, which I was not expecting to say when I started playing it. It makes me want to play other greats of the genre, which is the highest compliment I can give it.

Friends, loved ones, we gather here today to remember our good friend Hi-Fi Rush

The cliche saying "life comes at you fast" is apt to describe Hi-Fi Rush. It simultaneously announced and released at the end of what I would generously describe as a very mid Xbox game presentation in January 2023 to the delight of half-asleep gamers watching everywhere.

Hi-Fi Rush is rhythm-based character action game that had unique gameplay. It was forgiving to casual audiences so as to acclimate them to rhythm aspects of the game, but had aspects about it that made it the most hardcore character action game out there if you wanted it to be. If you wanted the highest ranking. If you wanted Chai to be holding a real guitar, you had to earn that shit in blood.

The game embraced a fun cast of characters. Embraced a saturday morning cartoon setting and story. It made Xenogears references when half-jokingly describing running out of budget for the last act of the game. It had licensed music from bands like Nine Inch Nails. Hi-Fi Rush was truly a hi-fi rush that made thousands of people think the game was tailor-made for them. Simply by being more in line with what people actually like. It was nice to see as such cases of personality and life being that it was rare to see such on a major publisher level.

Hi-Fi Rush was pushed out into the world to be loved, and to help boost a rapidly dying gaming platform, but actually mostly that first thing...

But mostly that second thing, actually.

The cancer of corporate consolidation and power, a time when optimal financialization is the only language those unrightfully holding the reigns of the industry speak. That is what killed a moderately successful game studio. Lack of passion or enthusiasm didn't kill Hi-Fi Rush. A financial officer running numbers and determining a sequel would make X amount of dollars less than a Call of Duty skin killed Hi-Fi Rush.

So as we lay them down to rest, we celebrate Hi-Fi Rush as it reminded gamers of a time when all games both big and small were released to be enjoyed unconditionally; with the upfront price tag of exceptional games were the beginning, middle and end of what was asked to own it.

Sadly, those days are snuffed out. You must now rent and subscribe to begin to be pumped with complicit, tedious gameplay trends that feel more diluted with every repackaging. Will we die with capitalism? Probably. Shit crazy out here, b.

Whether or not you cherished the life of Tango, or it's products like Evil Within or Hi-Fi Rush, you must understand that gaming on consoles is dead. Dead until the console platform holders release their own Steam Deck and it's probably going to be lame as fuck compared to a Steam Deck if your name is not Nintendo, but whatever.

Rest in peace, Hi-Fi Rush.

Animal Well really is a thing you need to experience with a controller in your hands and full focus because it is a living, breathing art piece that sucked me in. I bought this game 5 hours ago and I haven't put it down since. The way everything animated is like drinking cool water on a hot night. Refreshing.

Seeing the previews of this game, I thought "ok big youtuber videogamedunkey is firmly in his 30's and wants to expand beyond making shitposts and make money by becoming an indie publisher". I wasn't moved at all by any of the promotion for Animal Well. I am bored to DEATH of 2D platformers and this game only teased a pleasant art style which is not enough to make me care. Most 2D games all mostly play the same. I'm sleep.

Thing is I got 24.68 on my Steam Wallet, so why not give it a try.

It is a Metroidvania logic puzzler. There are no tutorials in Animal Well. You are left as to guess how you progress forward. It's not Baba is You go FUCK yourself hard. It is quite simple and natural gameplay that leads to bigger and bigger "ah-HA!" moments. The kind where you feel dumb and smart. Smumb. Darmbt. I felt like I was one of those things.

The gameplay mixed with the environments and ambient music just clicked with me hard. I was 45 minutes into the game after being cynical about the whole thing and my brain just snapped after a certain puzzle solution and I realized this game has a hidden power level of cleverness. It is so meticulously well thought out. It's not trying to reinvent the wheel. It just was catered for you to have a good time.

I recommend this game for everyone. I've been in a gaming slump where no new game releases has really excited me, but Animal Well is the game that pulled my brain out of that fog. Not saying it will do the same for you, but if you give it a shot, it just might.

It ain't as good as Hollow Knight, but this is right under that (so far) as a jaw dropping 2D game with content that keeps upping the ante in amazement.

Jamal Dunkey picked a banger to kick off his publishing venture.

Rain World except I don't constantly want to blow my head off

i fuck with the first game, but this was not it chief

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