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It's a nice spatula. I'll give you that Spongebob. But the engravings give you no flipping advantages whatsoever.

But that was some fancy fry cooking...You're pretty good.

This review contains spoilers

this is the most difficult negative review i've given.

it's so hard to say that i think this game is kind of mediocre, because so, so, SO much of it is worth your time that i think its worth people looking at regardless of quality.

i'll try to be clinical about this one, but first ill address the issue i have with the game that is sort of the root of many disappointments i have with the game: the hook.

it's not fair. i know it's not fair to judge a game for what it isn't rather than what it is. i know i wanted the game to be about you killing people and serving them as hamburgers because that's what the end of the demo implied. i know i wanted to see a story that was ABOUT keeping these horrible things from your three co-workers and the guilt that tore you up inside over it. the warioware sensibilities themselves would be almost a cruel mockery of what you did. the world stays twee and quirky despite the horrible thing you did.

but it wasn't about that. frankly, i don't think it was about anything.

right, clinical.

This game is exceptional in quite a few areas, and nearly all of them involve the game's audiovisual presentation.

The soundtrack, done by Andy himself along with nelward, the Gyms, Joe Aquiare, Barchboi and lizzy are all fantastic. Despite the wide range of composers, none of them ever felt out of place in any given situation. They all fit the surreal and absurd world of Knuckle Sandwich like a glove.

The visual style, the graphics, everything is presented with such candy-coated sweetness that even remembering some of the game's more questionable sections, I also remember how visually captivating the game's battle UI is, or the silly clay animations whenever you find a goblin, or even just the random, rainbow colored NPCs that speak gibberish to you. So much of this game is so, so wonderful to experience in the moment.

The game's combat centers around microgames, timed attacks, and timed dodges. I think the game succeeds at approximately 85-90% of the microgames, while the attack and dodge system never felt wrong to me. The game continually spices up the basic attack command through three different variants, all of which felt very satisfying to pull off (I got a x28 combo with the circle attack. Thank you, Hatsune Miku, for training me). The timed dodges, too, never felt non-intuitive. The moment I figured out an enemy's tell, I could always dodge their basic attacks.

ah

i really don't want to keep going

i really wish i could just stop and leave it there

it'd be so easy

but

There are two pillars of problems with Knuckle Sandwich as a game. That being its game design and its story.

Knuckle Sandwich's game design issues are cumulative in nature. A lot of small issues coagulating into major problems that make the gamefeel incredibly unusual. I'll list them here:

- Stat values feel almost entirely meaningless with the exception of your speed. This is the root of many of the game's issues regarding gamefeel.
- Buffing and debuffing skills, for the very few that exist, barely make any impact as a result.
- There is no skill that allows you to lower an enemy's Defense. This is a problem because of a point I will address later.
- There is no consistent curve of enemy Defense values, which means your attacks will rapidly oscillate between doing 20 damage to one enemy and then doing 1 damage to the next.
- There are never any shops when you actually need shops. I accumulated vast amounts of Fortune Rocks and rarely ever used them.
- The inventory system is genuinely abysmal. Each party member is given eight slots. The items that take up space include consumables, equipment, and key items.
- Armor and Weapons rarely make a significant difference in combat.
- Boss fights are more or less scripted encounters where the boss exhausts all of their dialogue and either reduces their Defense value drastically, or they remove the RPG elements entirely and just have the fight be a completely different game.
- Even in boss fights without these scripted elements, they are oftentimes meat sponges that will take upwards to fifteen turns to beat. This, to me, is unacceptable.
- The damage dealt by your special moves is oftentimes worse than your standard attack. Even if you perfect the microgame, you can easily outdo the damage without the EP cost by doing your timed attack.
- The defend action only recovers a single point of EP. This is completely worthless and only serves to waste an action.
- The only healing skill in the game heals 11 HP. This is almost completely worthless.
- Once you acquire all three party members, you cannot swap them out in combat if your party member has fallen. This, to me, defeats the point of that system.
- I only got one skill that afflicts a status effect. It never afflicted it once.
- Status effects feel meaningless when applied to enemies.

All of these issues are either the root of an issue or are the resulting issue. Even the novelty of new microgames with every fight wears thin when every fight feels at least two turns too long and there are so few skills I can use to meaningfully accelerate the rate of combat. It's hard to prepare for any given fight because there's so few equipment, and what equipment does exist barely makes a difference. I don't even want to use skills because the damage they do barely means anything, and there's a decent chance that doing high damage barely even matters in a boss fight anyways.

Perhaps it is a commentary on my lack of agency in the story. Let's talk about what the story actually is.

The game's hook, as I mentioned before, is perfect. After arriving in Bright City and going on a gameshow in an attempt to find a job, you are completely unqualified for anything and are forced to go elsewhere. You end up going to Gorilla Burger, a terrible fast food joint. At the end of the night, you're attacked by a knife-wielding gangster while taking out the trash, and you end up killing him. After the game's surrealism, this was a lurch. Even more of a lurch is when your boss witnesses a murder, and decides the best course of action is to cook him. It ends with him patenting this horrific act of cannibalism as the world's first...

Knuckle Sandwich.

It's flawless. It's immaculate. It doesn't come up again until the last hour of the game.

The actual story is that Bright City is in danger due to some sort of Anomaly. It's causing the world to go out of whack, and you need to figure out who's causing it. The problem is that a lot of people think that you're the Anomaly, and are trying to get rid of you as a result. There's also a group called the Brightfangs who have their own agenda. It's fairly self-evident early on that they are extremists working towards an ultimately positive end, and the people you and your co-workers ostensibly trust are actually not very trustworthy.

Oh, right. You deliver some food to a stupid billionaire named Mr. Apricot. He's useless, but you assume he's just some guy. There's also someone named Xander. He's a justice cop. He dies and was a stooge of the real villain, the gameshow host. He's the twist villain who is pulling the strings. Except it's actually his assistant, Prima. She's the real twist villain.

Throughout being pulled and crammed through all of these situations, there's barely a sense of friendship forming between you and your party members. This isn't an RPG where you get a character sidequest with your three co-workers that gives you some insight into them. They just exist alongside you. When the game killed them after revealing the second twist villain, I didn't feel much of anything. It was surprising, I suppose, but I knew they wouldn't commit to it. They didn't.

(Edit: There are apparently secret scenes that you get through means that are not intuitive to me and involve friendship variables. I saw the scene with Echo on YouTube. It was cute. It probably would've helped me feel a bit more for the characters. I wish they weren't so obscured.)

The point I'm getting at here is that none of this means anything. Nothing is ever developed to a satisfying conclusion. The final conclusion to the game is going back in time before the game began in order to rectify you killing the guy at the beginning and killing the Anomaly, the Tiny Baby, before it can do anything (also, the boss at Gorilla Burger had an arrangement with the gangster to kill employees and turn them into food beforehand. So it's not like the "world's first knuckle sandwich" was actually the world's first. He's been doing this the whole time to feed those rainbow colored NPCs. They're mutants, by the way. That was an okay twist that didn't amount to much).

Busdriver (the guy who occasionally pops in and goes "wow that's crazy anyways im working on goblins right now and spirit cells) helps you out at the very end and apologizes to you for ruining your life and dragging you through all of this. You're finally given the choice to either forgive him or not to forgive him, and then you can choose whether to stay in Bright City or work as his partner.

None of this means anything.

Your lack of agency in the plot is felt throughout the game in ways I would consider unintentional, and it is never directly addressed until the last minute of the game. I desperately wanted a moment where the protagonist acknowledged the ridiculousness of the plot and being shunted from place to place without any rhyme or reason. Even a brief moment of rebellion would've made it clear what a nightmare the experience was and would've given it more weight. The protagonist never did.

If the game was about overconsumption and capitalism, it failed at that, too. There was a brief flicker of hope when Prima, the second twist villain, casually asked for backup after the Anomaly escapes, and your party member asks "who's responsible for this," which she's been trying to figure out the entire game. Prima, at first, addresses the fact that there is no "one person" responsible for this. You think for a moment that she's pointing out that there is no "final boss of capitalism." It's a system. That might've saved it for me. But no. Prima is responsible for this. It's just her. She's the CEO of Capitalism, actually.

I'm still thinking about the hook.

Maybe it's actually fair to criticize the game for that hook. It had gold on a platter, showed it to me, then tossed it out in favor of semi-coherent surreal shenanigans. It's less of a "criticizing the game for what it isn't." That's more akin to watching a horror film and complaining it isn't funny enough. The film is about horror. Unless it makes itself known as a horror comedy, you can't really get mad that it isn't funny.

But attempting to be funny and failing in a horror movie would be perfectly reasonable grounds for criticizing it for that, in the same way introducing horror into a comedic game can be done poorly. If the horror is barely developed, either failing to be integrated into the game's comedy or failing to transform into its own, terrifying monster, then it fails.

You shouldn't have introduced it to begin with.

well

im gonna lie down. this was miserable. it's hard to convey how sullen this whole experience has made me.

sorry, andrew brophy

maybe next time

Insomniac's Spider-Man 2 is a marvel of modern video games from a technology perspective (see what I did there?) The expertise clearly shown from the environment art, character animations, audio design, dialogue, and game mechanics is jaw-dropping. These developers are experts of their craft and they are operating at full tilt.

I just wish the sum of these parts was more impactful.

The combat looks so gorgeous and polished but lacks precision. I was constantly ogling at the way the animations flow into each other and slingshot the Spider-Men between foes with acrobatic flair. The problem is I didn't feel like my efforts were matching up with what I was seeing on screen. This might just be a skill issue or simple preference but the button-mashing Arkham combat just doesn't feel very engaging. As a designer, I'm trying to think of solutions but, honestly, I think the combat just had to be this way with how fast and frenetic Spider-Man is portrayed in films and comics. In Mile Morales, I found this to be less of an issue because quest/encounter design felt to encourage a more stealthy approach. To be clear, I absolutely ADORE the stealth mechanics in this game. It's pretty simple but removes so much of the frustration that comes from how punishing I find typical stealth games.

The story is superbly told and extremely well-paced. The game was constantly throwing new set pieces and twists at me and I felt super engaged at pretty much all points. I loved in Mile Morales how the world reacts to the state of the main story and I can say Spider-Man 2 also hit a homerun in this department as well. My only gripe is I wish the bosses were spread out throughout the story a bit more. The early missions desperately could have used a boss or two because the same old combat encounters with Kraven's hunters got very tiresome. Lastly, how about those bicycles segments? I freaking loved those so much.

Finally I wanna touch on the open world activities. My stance is pretty simple, all the ones that are simply just combat encounters proved to be quite boring and samey. What I DID really love though was all the non-combat activities like the photographs, Prowler lairs, and robot bird chases. I think Insomniac's design really shines when they lean into their collectathon roots and I think this title would have really benefited from some more of that injected into the open world. The web swinging is SO GOOD so why not go hard on traversal challenges or collectables. Sunset Overdrive's collectables were like crack for my lizard brain and that's mostly tied to how much I loved moving through that world.

Overall I think Spider-Man 2 iterates on the previous titles in almost every way but I really wished it was more risky with it's combat mechanics and content design.

Cocoon rocked me to my core. I played Limbo earlier this year and really didn't like it. There are not many games I truly dislike, but Limbo is one of them. When I heard there was a new silent puzzle game from one of the creators of Limbo, I knew it wouldn't be my thing. Now it's the end of the year and I decided to check it out on Game Pass and, wow, I'm glad I did. Cocoon blew my expectations out of the water.

Holy cow this is the best Puzzle Design I've played in a game since Portal. It's starts so simple but they just keep rolling out verbs to you at an alarming pace. As soon as you're comfortable with a mechanic, that's when it moves on to a new one. Then they all culminate together in a truly mind-bending finale. Each orbs "ability" gets used to it's fullest extent with minimal repeated context. Every new puzzle, I was floored by how clever the setup and solution were. And then surprisingly this thing has actually really solid boss fights! So so so impressed with the design here.

The other key component powering this indie juggernaut is it's atmosphere. The art direction is stunning. The flat colors combined with all the multicolored lighting and detailed shadows result in a look that is a feast for the eyes. I was sucked into this world, much like how the silent bug protagonist dives into each of the universe orb thingys. The transitions between puzzle areas look unlike anything else I've seen in a game. They're other-worldly in a way that had me drawn close to the screen to take it all in.

Cocoon rules. If you're like me, where you saw videos of gameplay and weren't compelled to try it, I'M HERE TO TELL YOU PLEASE TRY IT.