A perfect game, I haven't felt the same awe while playing a videogame since wind waker when I was a kid.

A bit disappointed by this because people were hyping it up to be just as good, if not better, than the base game. Outer Wilds is one of my favourite games of all time, so I was feeling quite excited about this dlc given the praise it got.

Don't get me wrong, as you can tell by my rating I still think it's great and worth the experience, but it's not on the level of a sequel like some will have you think. The analogy I like is that if Outer Wilds is a Zelda game then EotE is a massive extra dungeon.

My biggest issue with it however is that the 22 minute looping mechanic doesn't have much of a point here besides adding frustration and confusion to the mix. There was only a handful of times where it actually added an interesting gameplay element, and I feel like they could've just come up with an excuse for pausing the loop when you're doing the dlc stuff. Given how long it took to make the base game, I feel like the development of this dlc was likely a bit rushed, so it doesn't feel quite as tight.

Never really needed to be a game, it was a glorified TV show from the start. Great story nonetheless.

Fun gameplay, albeit somewhat repetitive, but absolutely god awfully painful millennial writing.

Puzzles are pretty easy and all difficulty feels artificially constructed by obfuscating the game mechanics. Basically, the puzzles boil down to just iterating the mechanics in different sequences, and solving them boils down to just figuring out which order to complete them in, which isn't much of a challenge since the level layout makes it pretty obvious how it's supposed to be done. I basically just pissed through a couple dozen levels without experiencing an "aha" moment a single time, so I decided to return the game.

Pretty overrated to be completely honest. Don't get me wrong, I find the art just as beautiful as the next, but the gameplay leaves much to be desired. I don't find puzzles that can only be solved through inductive reasoning very clever, or satisfying to complete, and unfortunately this game relies very heavily on this type of design. You basically have to trust that the game designer isn't intentionally throwing any red herrings at you, and that the clues imply exactly what they look like they might imply, which just isn't very interesting.

I think battle royale shooters just aren't for me. Early game is just a boring grind for you to die against the first team you encounter half time.

I tried playing this game for a bit but then I remembered I'm not over 40 years old. I love movement fps, but I think the low ttk really kills this for me. It's supposed to be fast paced but it can feel anything but.

Completed this in an afternoon. Puzzle games have gotten more and more pretentious ever since portal came up with this style. Everything about this game felt like it was trying too hard, but it got none of it right. The puzzles were just variations on 3 concepts rehashed over and over. The rules on how perspective affects the world is never made very clear, and the whole time the solutions just felt very janky. The story was the worst part, and it was clear that all the developer cared to do was mix in random unconnected scenes under the guise of saying something deep. The message is just the most surface level shit you learn in your first session of cognitive behavioural therapy. What an atrocious waste of time.

2022

This review contains spoilers

Yet another indie game that's overrated for its cutesy visuals and unique mechanics. People really need to stop calling this a puzzle game, as there's hardly any puzzle solving at all. All it amounts to is a glorified metroidvania with obfuscated mechanics. Finding out through a manual that the solution to an obstacle amounts to essentially inputting a cheat code isn't solving a puzzle, it's just coming across a password. And that's what all the "puzzles" in this game boil down to - stumbling across the correct password in the same manner you do so with power ups in metroidvanias. This made the manual feel like nothing more than a gimmick, especially considering that the sprinkling of key words in English just give away everything.

By the end, if trying to reach the true ending, the game devolves into an even shittier version of the witness, with a fetch quest consistent of a series of cheat code "puzzles" that often lack an easily discernable logic to them, are tedious, and prone to error by being way too long. The final "golden path" "puzzle" is a combination of everything that makes "puzzles" in this game atrocious, and frankly the entire end game just feels like a jerk off session for the insecure developer.

The level design is also just piss poor at times, to the point I found myself softlocked on one occasion, even though I did nothing out of the ordinary besides explore the map as usual. This was caused by the fact that I went down a one way ladder without completing a previous requirement, but looking back at it there's absolutely no reason at all why that ladder should be a one way. The only purpose it seemingly serves is to create the possibility of a soft lock.

And that's without even mentioning the most egregious flaw of this game - the combat. Like Zelda, its main inspiration, the combat mechanics in Tunic are fairly simple. What Zelda does correctly however, and Tunic fails miserably at, is keep the enemies just as simple. In Zelda, enemies are designed as puzzles in of themselves, and once you figure out the strategy for defeating them, the execution is relatively easy. This synergizes well with the simple combat system, as the focus is on creative use of the simple tools given to you, rather than your technical ability with them. Tunic decides to flip this on its head, and instead of clever puzzling, the game throws a layer of soulslike combat on top of a system hardly deserving of it. The enemies can be pretty tough, but the controls are nowhere as precise as soulsborne games to effectively deal with them. The bosses of course are the worst offenders. They almost always come in feeling like massive difficulty spikes compared to what you've encountered so far. What's worse is that when you die you don't recover the consumable items you used during your last attempt. Since the game's economy is incredibly inflated it makes those same consumables much too expensive to acquire after every death. This turns every boss fight into a tedious grind, where you either have to grind for money, or grind the battle itself until you learn to defeat the boss without reliance on consumables. At least, that's what you need to do if you want to beat the boss without cheesing it. Once you come across the shotgun item the bosses become a piece of piss to cheese, and turn into a new type of tedious chore, a shorter yet less rewarding one.

With all that said I did have fun in the exploration portions of this game, but unfortunately Tunic decides to distract itself from the fun much too frequently in favour of garbage. The plot also totally rips off hollow knight.

Playing this game feels exactly like what you would expect it to: a chore.

The only thing more boring than a roguelike or a turn based rpg is a game that combines the two.

Cute little game with a style that reminds me of GameCube games from the mid 2000s (think Chibi-Robo), for better or for worse. It has that fun experimental attitude that AAA titles don't really have anymore, and I think that for the most part it paid off. The gameplay was fun, and included puzzles that for the most part genuinely felt enjoyable to figure out. This usually involved the type of playful experimentation that any good puzzle game should have. At times the solutions felt a bit janky, or a bit too unclear, but overall I think they did a good job.

The voice acting of course was great and the characters were all unique and captivating. The humour was a bit hit or miss with some cringe redditisms mixed in with the good laughs. With all that said this was a rare instance where I actually enjoyed watching the cutscenes.

I had to rush my playthrough as it's about to be removed from the Xbox Game Pass, so I didn't spend too much time on side quests or bonus content. The bugsnak hunting did get a bit repetitive though by the end so I don't feel like I'm missing out on much, besides fun interactions with the NPCs. The scope of the game in general felt fairly small, almost like this is just an EP of a game, rather than an LP.

Really unique game. The puzzles were well designed and relied on an intuitive understanding of the game's physics. The horror aspect was also fantastic, and provided some intense moments of suspense. The only issue I had regarding this is that sometimes, in order to create this feeling of suspense, some of the timings on the puzzles were a bit too tight, and made their execution frustrating at times. The body horror at the end was one of the eariest things I've ever seen and a completely unexpected climax to the story. My largest con with the game is that it's too short, it could've kept me hooked for much much longer. Even with its length, the game was at times padded with long, dull corridors.