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Mars After Midnight
2024
Mars After Midnight is full of hilarious weirdos, is great in small sessions, features an immersive use of the crank, and even managed to fit in some subtle but interesting worldbuilding; however, I was still left yearning for a bit more substance after finishing it. That's not to say I wish it was longer, just that I wish there was more room for decision making from the player. I feel like the classes attended by the Martians could've been a good solution here if they involved some sort of gameplay component rather than just ending in a simple (albeit quite fun) cutscene but hey I'm not a game designer.
As a bit of a tangent, while playing this game I couldn't help but have a lingering worry in my mind that this was just going to be the peak of games on the platform. I express this as worry because while this could very well be a perfect 'Playdate game', it's hard to deny that it's lacking depth and as someone who only purchased my console recently I was left wondering, 'Is this going to be the case with all other exclusives as well?'. I guess this is perhaps my roundabout way of asking for other game recommendations on the Playdate that hopefully disprove this notion?
As a bit of a tangent, while playing this game I couldn't help but have a lingering worry in my mind that this was just going to be the peak of games on the platform. I express this as worry because while this could very well be a perfect 'Playdate game', it's hard to deny that it's lacking depth and as someone who only purchased my console recently I was left wondering, 'Is this going to be the case with all other exclusives as well?'. I guess this is perhaps my roundabout way of asking for other game recommendations on the Playdate that hopefully disprove this notion?
Child of Eden
2011
ingame screenshot: https://i.imgur.com/cE30mYy.png
A joyous blissful hydrating nourishing follow-up to Rez, but I'm not the keenest sadly!! Child of Eden is a rly gorgeous example of that latestage Frutiger Aero Sharp Quattron Tech Advertisement aesthetiq, fully encompassed by Mizuguchi's spacey yoga house band, Genki Rockets. It's just a little loser of my own personal battle of appeals because none of this really hits my palate in the same way anything from Rez did. There's this lack of energy I can draw from Child of Eden - whereas Rez's thumping techno OST that blossoms in complexity across the span of a stage, alongside the Char Davies wireframe anthropology artstyle.... I just have a very clear fav, and Rez quite simply doesn't have the nerve to ask me to replay a stage with better scores to progress to the next one. Incredibly corp behaviour š„²
Well worth a play/emulation for anyone who loves Rez though, there are like three games in this genre if i'm generous and Mizuguchi made most of them.
A joyous blissful hydrating nourishing follow-up to Rez, but I'm not the keenest sadly!! Child of Eden is a rly gorgeous example of that latestage Frutiger Aero Sharp Quattron Tech Advertisement aesthetiq, fully encompassed by Mizuguchi's spacey yoga house band, Genki Rockets. It's just a little loser of my own personal battle of appeals because none of this really hits my palate in the same way anything from Rez did. There's this lack of energy I can draw from Child of Eden - whereas Rez's thumping techno OST that blossoms in complexity across the span of a stage, alongside the Char Davies wireframe anthropology artstyle.... I just have a very clear fav, and Rez quite simply doesn't have the nerve to ask me to replay a stage with better scores to progress to the next one. Incredibly corp behaviour š„²
Well worth a play/emulation for anyone who loves Rez though, there are like three games in this genre if i'm generous and Mizuguchi made most of them.
I feel so sorry for all non-Spanish speakers who will never understand just how funny the name āāSeƱor Chirridosāā is; likeā¦ is not a bad translation of Mr. Scratch by any means, but itās so fucking funny and it surprises me even more they just didnāt keep the original nameā¦ but Iām so glad they didnāt.
If Alan Wake is the main TV series, then American Nightmare feels like a Halloween special, which seems to be exactly what they were going for. Despite the original game having such an open finale and this going directly after it, it doesnāt really build upon the pre-established narrative beyond Alanās character and his conflict with his doppelgƤnger, and thatās fine! Iām totally up for a shorter, more fast-paced story in this world, and American Nightmare does have a super interesting premise.
I actually liked how the combat worked in the first game, so expanding on that with more weapons and enemies while using the backdrop of a Night Springs episode and introducing a time-loop is the kind of craziness I can get behind, and AM does succeed at creating more interesting combat encounters than the original game ever didā¦ but doesnāt try to go for more than that despite its many opportunities.
It does show a promising start; the three main areas of Arizona are interesting and fun to go through and a perfect excuse to battle the Taken, getting more manuscript pages, see more of Mr. Scratch and the little interactions with each of the characters, while not as natural as any of the conversations with the fellas of Bright Falls, are pretty neat. With the addition of a couple of weapons and enemies, this feels like the kind of combat sections they wanted to make the first time around; they even took out the driving section! We are freed from this accursed blight!
And we even get to hear how Barry and the Old Gods of Asgard are doing, glad to know they are still putting out pure fire!
Itās a pretty good time, a simple one, but it has some cool moments, I really liked the battles, and overall is just an entertaining time!... and then the second loop begins.
I absolutely love the idea of time-loops as a gameplay system, getting to learn more of the world and levels and using that knowledge to do tasks way faster and m is the best, however, poorly implemented time-loops can turn into doing the exact same thing x amount of times only with a different objective or two and with some new enemiesā¦ guess what American Nightmare decides to do. Each time loop is shorter than the last one, but not because you actively take decisions that make things speed up, but because either what were multiple objectives is only one now or because a NPC did the thing way before you. It doesnāt help that the major set-pieces donāt change at all; watching the petrol extractor is a cool sequence, but not one I would have liked to go through three times, and no, putting rock songs, as good as hey sound, doesnāt make it different or better.
Going through the motions the first time was fine, but having to walk through the same rope two other times is a chore, even if gets shorter every time. Worst part is that they really could have given you more openness if they really wanted; the NPCs you encounter also remember the time loops and no matter what, you can only truly win at the end of the last one, so diving you more lenience on how you deal with things wouldnāt have really affected thing at all, and we have here is just an excuse to turn 3 levels into 9.
As the loops go on, more enemies get introduced, andā¦ listen, I really do like the combat way more on here, and some of the new enemies are pretty interesting; the Taken that throws projectiles and explosives and the one that divides each time you shine light on him are super cool ideas from a gameplay-wise and as ideas on their own but the rest of themā¦ in many ways they feel like a waste. The enemies that replace the birds from the original game are faster to deal with but just as annoying, the giants are bullet sponges with no interest move-sets on their own, and the spiders are cool story wise, since they apparently are not part of the Taken perse and instead are part of the Dark Place fauna, but they being just big spiders feels like a wasted opportunity to create something way more cool and alien, and alsoWHY THE FUCK DID THEY HAVE TO BE SPIDERS OH MY GOD-
American Nightmare doesnāt create challenges by throwing enemies with interesting sets of moves, it just throws at you guys that really know how to take damage or a ton of them at the same time, best exemplified on the Arcade mode. I do know and understand that this is a more gameplay-focused entry, but when in the main story you go through the same beats over and over with some minor alterations, and the arcade mode āwhich by the way, has some unique level themes that I would have preferred to see much more in the main story instead of going through the Observatory three times ā is just Wake against waves of enemies and see what score you can getā¦ at a certain point the game loses me, and it doesnāt pull from the creativeness that I know it has and can have to keep me glued to it.
The Taken stay completely silent, and the creepy charm that was found on hearing their grunts and lines amongst the trees is completely gone; the manuscript pages are way less interesting this time around, and the opportunity of this being based around and taking place in a Night Springs episode Alan wrote isnāt taken advantage of at any point, making for a way less interesting story, and use of the reality- bending pages.
In the end, the thing that really kept me more intrigued and wanting to see the game to the finale was, who else, Mr. Scratch himself. I enjoyed most of the villains in the original Alan Wake, but NONE feel like Mr. Scratch; the sound distorting every time Wake says his name, the way he taunts Alan and how he ENJOYS being the worst of him, a true monster all the way through, itās a disturbing delight every time heās on screen (literally) and the uneasiness he carries is one I didnāt expected to be done so well. I wished he and Alan had more opportunities to bounce each other, ācause every time they did it was a delight, and luckily it seems that American Nightmare isnāt that important to the overall Alan Wake narrative, so hopefully he didnāt kick the bucket, Iād love to see more of himā¦
Thereās still that Alan Wake attention to detail and story in here, but it didnāt go as deep as it could have, and we have is a story that, while fun at times and with some cool extras and secrets, it still is what is: a Halloween special that doesnāt want to be a real successor or groundbreaking, but it also doesnāt take advantage of the potential it itself sets, and it can drag on at timesā¦ Still fun and funny at times, tho!
Weāll meet again, Champion of Light
Iāll see you soon, Herald of Darkness
If Alan Wake is the main TV series, then American Nightmare feels like a Halloween special, which seems to be exactly what they were going for. Despite the original game having such an open finale and this going directly after it, it doesnāt really build upon the pre-established narrative beyond Alanās character and his conflict with his doppelgƤnger, and thatās fine! Iām totally up for a shorter, more fast-paced story in this world, and American Nightmare does have a super interesting premise.
I actually liked how the combat worked in the first game, so expanding on that with more weapons and enemies while using the backdrop of a Night Springs episode and introducing a time-loop is the kind of craziness I can get behind, and AM does succeed at creating more interesting combat encounters than the original game ever didā¦ but doesnāt try to go for more than that despite its many opportunities.
It does show a promising start; the three main areas of Arizona are interesting and fun to go through and a perfect excuse to battle the Taken, getting more manuscript pages, see more of Mr. Scratch and the little interactions with each of the characters, while not as natural as any of the conversations with the fellas of Bright Falls, are pretty neat. With the addition of a couple of weapons and enemies, this feels like the kind of combat sections they wanted to make the first time around; they even took out the driving section! We are freed from this accursed blight!
And we even get to hear how Barry and the Old Gods of Asgard are doing, glad to know they are still putting out pure fire!
Itās a pretty good time, a simple one, but it has some cool moments, I really liked the battles, and overall is just an entertaining time!... and then the second loop begins.
I absolutely love the idea of time-loops as a gameplay system, getting to learn more of the world and levels and using that knowledge to do tasks way faster and m is the best, however, poorly implemented time-loops can turn into doing the exact same thing x amount of times only with a different objective or two and with some new enemiesā¦ guess what American Nightmare decides to do. Each time loop is shorter than the last one, but not because you actively take decisions that make things speed up, but because either what were multiple objectives is only one now or because a NPC did the thing way before you. It doesnāt help that the major set-pieces donāt change at all; watching the petrol extractor is a cool sequence, but not one I would have liked to go through three times, and no, putting rock songs, as good as hey sound, doesnāt make it different or better.
Going through the motions the first time was fine, but having to walk through the same rope two other times is a chore, even if gets shorter every time. Worst part is that they really could have given you more openness if they really wanted; the NPCs you encounter also remember the time loops and no matter what, you can only truly win at the end of the last one, so diving you more lenience on how you deal with things wouldnāt have really affected thing at all, and we have here is just an excuse to turn 3 levels into 9.
As the loops go on, more enemies get introduced, andā¦ listen, I really do like the combat way more on here, and some of the new enemies are pretty interesting; the Taken that throws projectiles and explosives and the one that divides each time you shine light on him are super cool ideas from a gameplay-wise and as ideas on their own but the rest of themā¦ in many ways they feel like a waste. The enemies that replace the birds from the original game are faster to deal with but just as annoying, the giants are bullet sponges with no interest move-sets on their own, and the spiders are cool story wise, since they apparently are not part of the Taken perse and instead are part of the Dark Place fauna, but they being just big spiders feels like a wasted opportunity to create something way more cool and alien, and alsoWHY THE FUCK DID THEY HAVE TO BE SPIDERS OH MY GOD-
American Nightmare doesnāt create challenges by throwing enemies with interesting sets of moves, it just throws at you guys that really know how to take damage or a ton of them at the same time, best exemplified on the Arcade mode. I do know and understand that this is a more gameplay-focused entry, but when in the main story you go through the same beats over and over with some minor alterations, and the arcade mode āwhich by the way, has some unique level themes that I would have preferred to see much more in the main story instead of going through the Observatory three times ā is just Wake against waves of enemies and see what score you can getā¦ at a certain point the game loses me, and it doesnāt pull from the creativeness that I know it has and can have to keep me glued to it.
The Taken stay completely silent, and the creepy charm that was found on hearing their grunts and lines amongst the trees is completely gone; the manuscript pages are way less interesting this time around, and the opportunity of this being based around and taking place in a Night Springs episode Alan wrote isnāt taken advantage of at any point, making for a way less interesting story, and use of the reality- bending pages.
In the end, the thing that really kept me more intrigued and wanting to see the game to the finale was, who else, Mr. Scratch himself. I enjoyed most of the villains in the original Alan Wake, but NONE feel like Mr. Scratch; the sound distorting every time Wake says his name, the way he taunts Alan and how he ENJOYS being the worst of him, a true monster all the way through, itās a disturbing delight every time heās on screen (literally) and the uneasiness he carries is one I didnāt expected to be done so well. I wished he and Alan had more opportunities to bounce each other, ācause every time they did it was a delight, and luckily it seems that American Nightmare isnāt that important to the overall Alan Wake narrative, so hopefully he didnāt kick the bucket, Iād love to see more of himā¦
Thereās still that Alan Wake attention to detail and story in here, but it didnāt go as deep as it could have, and we have is a story that, while fun at times and with some cool extras and secrets, it still is what is: a Halloween special that doesnāt want to be a real successor or groundbreaking, but it also doesnāt take advantage of the potential it itself sets, and it can drag on at timesā¦ Still fun and funny at times, tho!
Weāll meet again, Champion of Light
Iāll see you soon, Herald of Darkness
Dorfromantik
2021
Buckshot Roulette
2023
Slowly this year is becoming the year of great reimagined ācasinoā games. Buckshot Roulette takes the simple premise of Russian Roulette and makes it an indie horror gem.
Gameplay is primarily passing a loaded shotgun back and forth between yourself and a dealer while using a mix of items and luck to turn the odds in your favor. A general run will involve chipping away at your opponentās health bar before taking away life support to really up the ante. Once a run has been won you will unlock a double or nothing mode that spice ups items and become essentially endless if you are prepared to take the risk for bragging rights.
Buckshot Roulette seems to take place in some kind of secret backdoor Russian nightclub that lends itself greatly to the twisted washed-out horror aesthetic. All runs begin in a dirty bathroom as you pass through a walkway with loud thumping techno music before entering the dealerās den. At all times you can almost always hear the music muffled through the walls as the sound design is honestly fantastic.
The simple premise makes it easy to pick up and the addictive double or nothing mode is great to try for a high score. With such a low asking price I canāt recommend Buckshot Roulette enough.
Gameplay is primarily passing a loaded shotgun back and forth between yourself and a dealer while using a mix of items and luck to turn the odds in your favor. A general run will involve chipping away at your opponentās health bar before taking away life support to really up the ante. Once a run has been won you will unlock a double or nothing mode that spice ups items and become essentially endless if you are prepared to take the risk for bragging rights.
Buckshot Roulette seems to take place in some kind of secret backdoor Russian nightclub that lends itself greatly to the twisted washed-out horror aesthetic. All runs begin in a dirty bathroom as you pass through a walkway with loud thumping techno music before entering the dealerās den. At all times you can almost always hear the music muffled through the walls as the sound design is honestly fantastic.
The simple premise makes it easy to pick up and the addictive double or nothing mode is great to try for a high score. With such a low asking price I canāt recommend Buckshot Roulette enough.
Wario World
2003
This game feels like if they made a Mario Party 4 minigame a full game.
And I love Mario Party 4 so that's fine by me.
I had vague memories of play this game as a kid. I remember the circus level, pyramid level, and slopes level, and I remember having a really hard time with Red Brief J. I was pretty surprised to learn that I had almost beaten this game as a kid even though I only played it maybe once at my grandparents' house? Maybe it was more than once.
Anyhow, this game is pretty damn easy and not super interesting in either of its genres - 3D platformer and beat 'em up. The combat is super simple, enemies offer virtually no lethality the majority of the time, and frankly I just avoided them most of the time in the second half since they're just boring. The only way to die in this game is by getting hit enough times, falling into pits takes you to a zone where you have to break boxes to find an exit and any damage you take there will just take away money (money which you only use to buy health, yipee). The fun of this game is pretty much entirely in exploration and bosses. there are a whole bunch of collectibles in each level. Most of them are pretty easy to find, but there are challenge rooms that have you solve some kind of puzzle or complete a platforming challenge and they're the most fun part of the game. That said, they are also pretty easy most of the time. The very last level had some challenging ones (and one puzzle that I don't know how you're supposed to do, I just cheesed it a bit).
Every level has a unique boss, and each world ends in another unique boss - there's actually more bosses in this game than levels. Honestly, they don't take much to figure out how to beat, but I appreciate making each boss special, and there are some wicked designs here. A marionette cherub, a medusa with a blue stone-cold face, a bigass spider, etc. They're overall very interestingly designed, and most of them are fun to fight even if they aren't difficult. I'd say the final boss is actually the worst one since you just run around a circle and hit crystals for eight or so cycles and its attacks are predictable and easy, it was a disappointing end to the game. All in all, the designs in Wario World are cool.
This might be the best-animated 3D Wario to date, he's very expressive, and mixing that with his iconic voice lines makes this Wario actually decently stylized. The music is jamming, and the vibes are great. I definitely wouldn't call this a GameCube must-play, but it's still a good time, I don't think most people would regret playing it.
And I love Mario Party 4 so that's fine by me.
I had vague memories of play this game as a kid. I remember the circus level, pyramid level, and slopes level, and I remember having a really hard time with Red Brief J. I was pretty surprised to learn that I had almost beaten this game as a kid even though I only played it maybe once at my grandparents' house? Maybe it was more than once.
Anyhow, this game is pretty damn easy and not super interesting in either of its genres - 3D platformer and beat 'em up. The combat is super simple, enemies offer virtually no lethality the majority of the time, and frankly I just avoided them most of the time in the second half since they're just boring. The only way to die in this game is by getting hit enough times, falling into pits takes you to a zone where you have to break boxes to find an exit and any damage you take there will just take away money (money which you only use to buy health, yipee). The fun of this game is pretty much entirely in exploration and bosses. there are a whole bunch of collectibles in each level. Most of them are pretty easy to find, but there are challenge rooms that have you solve some kind of puzzle or complete a platforming challenge and they're the most fun part of the game. That said, they are also pretty easy most of the time. The very last level had some challenging ones (and one puzzle that I don't know how you're supposed to do, I just cheesed it a bit).
Every level has a unique boss, and each world ends in another unique boss - there's actually more bosses in this game than levels. Honestly, they don't take much to figure out how to beat, but I appreciate making each boss special, and there are some wicked designs here. A marionette cherub, a medusa with a blue stone-cold face, a bigass spider, etc. They're overall very interestingly designed, and most of them are fun to fight even if they aren't difficult. I'd say the final boss is actually the worst one since you just run around a circle and hit crystals for eight or so cycles and its attacks are predictable and easy, it was a disappointing end to the game. All in all, the designs in Wario World are cool.
This might be the best-animated 3D Wario to date, he's very expressive, and mixing that with his iconic voice lines makes this Wario actually decently stylized. The music is jamming, and the vibes are great. I definitely wouldn't call this a GameCube must-play, but it's still a good time, I don't think most people would regret playing it.
Final Fantasy Origins is an impressive little collection that bundles the Wonderswan remakes of Final Fantasy I & II for the PlayStation, with a slew of quality-of-life improvements that make Final Fantasy's earliest entries more accessible to new audiences without cheapening their "old school" difficulty. About the only impressive thing Final Fantasy Chronicles does is introduce intrusive load times and slowdown to Super Nintendo games in the year 2001 and with the full space of dedicated CDs at Square's disposal. Astonishing.
I'm sure there's worse ways to play these games. I know my ears wouldn't be able to tolerate a full playthrough of Final Fantasy IV for the Game Boy Advance, at least, but Chronicles is still less than ideal. I didn't tear into the technical aspects of the game in my review of FFIV, but the amount of slowdown here is agonizing. Scroll through your inventory mid-battle and watch it tick by like molasses slowly pouring from the tap. I also encountered a somewhat frequent bug where Rydia's summons would appear for a couple of frames and then vanish, taking any ensuing effects or damage along with them. Granted, I have no (contemporary) frame of reference to say whether these problems are unique to Chronicles or simply part of the FFIV experience, but it definitely hampers the experience of playing this release regardless.
Chrono Trigger is a game I don't currently have the motivation to sit down and fully replay, but I did mess around in it for a while just to get a sense of what the Chronicles edition was like. Bad, it turns out! The load times are so disruptive to the pace of the game that I can't see myself bearing it for a full play in the same way I can FFIV. You do at least get a nicely animated FMV intro, but hear me out: you can just watch that on YouTube before starting an ill-gotten SNES ROM up in your emulator of choice.
Final Fantasy IV also gets an FMV intro, but uhh... uhhhhhh.... Square was respected for the quality of their CGI cutscenes during the PlayStation era, so what happened here? Was all their money tied up with Spirits Within?
There are simply better ways to play these games, and the only real value I see in Chronicles today is if you're trying to fill out a PlayStation 1 collection and are still in the "I don't want to spend a lot on old games" phase of what is sure to be a mounting problem that will ultimately lead you to financial ruin, like it has me. It starts with this and then the next thing you know you're eyeballing copies of Ehrgeiz and Xenogears and contemplating taking out a loan. I'm writing this review on a Chromebook from the back of my 2003 Toyota Avalon, which I live out of now because i bought too many video games, please donate to my patreon i need to eat i promise i won't spend it on Suikoden II thats not who i am anymore i've changed!!
I'm sure there's worse ways to play these games. I know my ears wouldn't be able to tolerate a full playthrough of Final Fantasy IV for the Game Boy Advance, at least, but Chronicles is still less than ideal. I didn't tear into the technical aspects of the game in my review of FFIV, but the amount of slowdown here is agonizing. Scroll through your inventory mid-battle and watch it tick by like molasses slowly pouring from the tap. I also encountered a somewhat frequent bug where Rydia's summons would appear for a couple of frames and then vanish, taking any ensuing effects or damage along with them. Granted, I have no (contemporary) frame of reference to say whether these problems are unique to Chronicles or simply part of the FFIV experience, but it definitely hampers the experience of playing this release regardless.
Chrono Trigger is a game I don't currently have the motivation to sit down and fully replay, but I did mess around in it for a while just to get a sense of what the Chronicles edition was like. Bad, it turns out! The load times are so disruptive to the pace of the game that I can't see myself bearing it for a full play in the same way I can FFIV. You do at least get a nicely animated FMV intro, but hear me out: you can just watch that on YouTube before starting an ill-gotten SNES ROM up in your emulator of choice.
Final Fantasy IV also gets an FMV intro, but uhh... uhhhhhh.... Square was respected for the quality of their CGI cutscenes during the PlayStation era, so what happened here? Was all their money tied up with Spirits Within?
There are simply better ways to play these games, and the only real value I see in Chronicles today is if you're trying to fill out a PlayStation 1 collection and are still in the "I don't want to spend a lot on old games" phase of what is sure to be a mounting problem that will ultimately lead you to financial ruin, like it has me. It starts with this and then the next thing you know you're eyeballing copies of Ehrgeiz and Xenogears and contemplating taking out a loan. I'm writing this review on a Chromebook from the back of my 2003 Toyota Avalon, which I live out of now because i bought too many video games, please donate to my patreon i need to eat i promise i won't spend it on Suikoden II thats not who i am anymore i've changed!!
Maybe one day, youāll remember this placeā¦
A Link to the Past starts on a stormy night...
I actually never have beaten any 2D Zelda games until now, for reasons that are a story for another time, but I have played an tried quiet a ton of them, some until the half-way point or even a bit after that, and the one thing they all share in common is how well they sell this larger than life epic, an adventure with its silly moments, but that it still feels consistently āāgrandāā, and the menace of evil looming over the heads of everyone in Hyrule. This isnāt a complain, not in the slightest, and that isnāt the reasons I didnāt see any of those games to the finale, is just a part of their identity, like the dungeons, vast worlds opened by upgrades, and Octorocksā¦
Linkās Awakening begins on the quiet coastā¦
ā¦But Koholint Island felt different. It still has the many dungeons with their bosses āsome being not that great to be honest, at best they end too soon and at worst they are slow or overly simpleā, it still has the usual items and upgrades, it has a TON of Octorocks ; in many ways, it still has the mark of 2D Zeldaā¦only instead of feeling like an epic , at times it feels closer to a fairy tale.
Mist forest filled with secret passages and tricker raccoons, songs of fishes and frogs that give new life to what has been gone for a really long time, and whatās perhaps one of the funniest side quests in any game thatās essentially just an item-trade hunt, but it goes on and on across the entire island and your final reward is basically getting two items and scammed, itās amazing!
Thereās a joy to be found in the island, be it the in the little chats with the weird folk or the great search for the color dungeon; even when you arenāt at one of the incredible dungeons, which from a design perspective are the most fun Iāve had with 2D Zelda ever, I never felt like I was losing time or getting side-tracked. The little things like walking a Chomp-Chomp around and playing a crane machine feel just as important as getting the fabled legendary instruments, so mundane but at the same time so mysterious, so fun, so dream-like.
The diorama comparison was also completely on purpose, the toy-like feeling the remake offers is nothing short of amazing, everything feels made out of plastic and clay in such a purposeful way I got nothing but praise for it, and playing through this world reminded me of the tales I made while playing with my tales, distant memories flourishing amidst a world full of wonder and shells.
It sucks that it comes to a price; the gameās frames tankā¦ a LOT, sometimes in the dungeons, but mostly out in the open, and itās pretty noticeable. I understand that running a completely āāopenāā island with such wonderful visuals would have its consequences on performance but I would lie if I said it sometimes felt a lit too much, and Iām left wondering if maybe a bit more time in the oven or a patch or two would have helped things, ācause as it is it can feel jarring and take you out of the dream.
It's honestly a bit of a weird remake at times; the fact the jump item isnāt immediately binded to a button permanently boggles my mind considering just how essential jumping is for the whole adventure, especially the scroll sections; that plus how cryptic some enemiesā weaknesses can be compared to others which are pretty much clear as day and not being able to use the D-Pad in any way despite Link snapping into the eight set directions , Iām left wondering, more-so than after playing any other remake, how the original holds-up and if maybe it can feel more consistent. Donāt get me wrong, Iām still in love with the visuals, and things like the Telephone Hint Huts and are a godsend for people like me, but I feel like Iāve missed something by not playing the originalā¦ or maybe Iām just searching excuses to return to the island.
You have no idea the mental strength Iām putting in to not talk about every single interaction and moment, ācause Linkās Awakening feels special, like a dream, yes, but also like a pas memory, memories of spending summers at the beach and waling along hills, memories of thinking of adventure and meeting strange yet lovable folks, scattered memories from a distant past or even a completely different Goomba-infested reality, memories of songs so far away they are beginning to echoā¦
I feel like Iāve been missing something incredible by not playing this sooner, yet Iām happy to have finally clicked with one of Linkās adventures, and especially this one. Itās fun, itās carefree, itās excitingā¦ and beautiful in its own particular, amazing way, to be honestā¦
ā¦and then, itāll become real.
A Link to the Past starts on a stormy night...
I actually never have beaten any 2D Zelda games until now, for reasons that are a story for another time, but I have played an tried quiet a ton of them, some until the half-way point or even a bit after that, and the one thing they all share in common is how well they sell this larger than life epic, an adventure with its silly moments, but that it still feels consistently āāgrandāā, and the menace of evil looming over the heads of everyone in Hyrule. This isnāt a complain, not in the slightest, and that isnāt the reasons I didnāt see any of those games to the finale, is just a part of their identity, like the dungeons, vast worlds opened by upgrades, and Octorocksā¦
Linkās Awakening begins on the quiet coastā¦
ā¦But Koholint Island felt different. It still has the many dungeons with their bosses āsome being not that great to be honest, at best they end too soon and at worst they are slow or overly simpleā, it still has the usual items and upgrades, it has a TON of Octorocks ; in many ways, it still has the mark of 2D Zeldaā¦only instead of feeling like an epic , at times it feels closer to a fairy tale.
Mist forest filled with secret passages and tricker raccoons, songs of fishes and frogs that give new life to what has been gone for a really long time, and whatās perhaps one of the funniest side quests in any game thatās essentially just an item-trade hunt, but it goes on and on across the entire island and your final reward is basically getting two items and scammed, itās amazing!
Thereās a joy to be found in the island, be it the in the little chats with the weird folk or the great search for the color dungeon; even when you arenāt at one of the incredible dungeons, which from a design perspective are the most fun Iāve had with 2D Zelda ever, I never felt like I was losing time or getting side-tracked. The little things like walking a Chomp-Chomp around and playing a crane machine feel just as important as getting the fabled legendary instruments, so mundane but at the same time so mysterious, so fun, so dream-like.
The diorama comparison was also completely on purpose, the toy-like feeling the remake offers is nothing short of amazing, everything feels made out of plastic and clay in such a purposeful way I got nothing but praise for it, and playing through this world reminded me of the tales I made while playing with my tales, distant memories flourishing amidst a world full of wonder and shells.
It sucks that it comes to a price; the gameās frames tankā¦ a LOT, sometimes in the dungeons, but mostly out in the open, and itās pretty noticeable. I understand that running a completely āāopenāā island with such wonderful visuals would have its consequences on performance but I would lie if I said it sometimes felt a lit too much, and Iām left wondering if maybe a bit more time in the oven or a patch or two would have helped things, ācause as it is it can feel jarring and take you out of the dream.
It's honestly a bit of a weird remake at times; the fact the jump item isnāt immediately binded to a button permanently boggles my mind considering just how essential jumping is for the whole adventure, especially the scroll sections; that plus how cryptic some enemiesā weaknesses can be compared to others which are pretty much clear as day and not being able to use the D-Pad in any way despite Link snapping into the eight set directions , Iām left wondering, more-so than after playing any other remake, how the original holds-up and if maybe it can feel more consistent. Donāt get me wrong, Iām still in love with the visuals, and things like the Telephone Hint Huts and are a godsend for people like me, but I feel like Iāve missed something by not playing the originalā¦ or maybe Iām just searching excuses to return to the island.
You have no idea the mental strength Iām putting in to not talk about every single interaction and moment, ācause Linkās Awakening feels special, like a dream, yes, but also like a pas memory, memories of spending summers at the beach and waling along hills, memories of thinking of adventure and meeting strange yet lovable folks, scattered memories from a distant past or even a completely different Goomba-infested reality, memories of songs so far away they are beginning to echoā¦
I feel like Iāve been missing something incredible by not playing this sooner, yet Iām happy to have finally clicked with one of Linkās adventures, and especially this one. Itās fun, itās carefree, itās excitingā¦ and beautiful in its own particular, amazing way, to be honestā¦
ā¦and then, itāll become real.
Harold Halibut
2024
The artistic value of this one is undeniable. This is one of the most unique games Iāve ever played, and itās incredible how much work and love the developers put into all the handcrafted assets, with all the characters, props and sets genuinely sculpted and painted. Seriously, they have my deepest respect. But is it fun playing it?
Wellā¦ I definitely wouldnāt call this the revival of LucasArts-like adventure games, no matter how much charm it has. Itās more like a really long, interactive stop-motion movie, with only some minimal gameplay elements, like āgo there, talk to this person, then come back hereā, stuff like that, so expect lots and lots of running around and, of course, even more talking. There arenāt even any puzzles to solve, someone always points you in the right direction. The story is interesting, though, and so are all the eccentric characters the protagonist meets during his journey of self-discovery. Even though there are some really funny moments, I wouldnāt call this a comedyā¦ Letās go with dramedy, Iād say, with a heavier emphasis on drama.
Harold has quite a lot of psychological issues he has to work through, like how he feels detached from society, his inferiority complex, his recent break-up, and that, in general, he canāt find his place and purpose anywhere. Heās not just physically trapped in a spaceship, but also metaphorically, and thus, a kind of melancholic, bittersweet, sometimes even depressing mood hangs over the plot all the time. The underwater setting and the strange atmosphere reminded me of The Life Aquatic with Steve Zissou, if youāre familiar with it, you can expect something like that with a bit less humour.
Anyway, if you donāt mind that you get hardly any gameplay beyond running around, and watching many, many lengthy cutscenes, give this one a try. As I mentioned, itās a delight to look at it, no question about that.
Wellā¦ I definitely wouldnāt call this the revival of LucasArts-like adventure games, no matter how much charm it has. Itās more like a really long, interactive stop-motion movie, with only some minimal gameplay elements, like āgo there, talk to this person, then come back hereā, stuff like that, so expect lots and lots of running around and, of course, even more talking. There arenāt even any puzzles to solve, someone always points you in the right direction. The story is interesting, though, and so are all the eccentric characters the protagonist meets during his journey of self-discovery. Even though there are some really funny moments, I wouldnāt call this a comedyā¦ Letās go with dramedy, Iād say, with a heavier emphasis on drama.
Harold has quite a lot of psychological issues he has to work through, like how he feels detached from society, his inferiority complex, his recent break-up, and that, in general, he canāt find his place and purpose anywhere. Heās not just physically trapped in a spaceship, but also metaphorically, and thus, a kind of melancholic, bittersweet, sometimes even depressing mood hangs over the plot all the time. The underwater setting and the strange atmosphere reminded me of The Life Aquatic with Steve Zissou, if youāre familiar with it, you can expect something like that with a bit less humour.
Anyway, if you donāt mind that you get hardly any gameplay beyond running around, and watching many, many lengthy cutscenes, give this one a try. As I mentioned, itās a delight to look at it, no question about that.
Harold Halibut
2024
I really, really wanted to enjoy Harold Halibut more than I did. Harold, our protagonist, is a fish out of water: an autistic-coded janitor slash jack-of-all-trades, whose daily grind involves doing various tasks for the mostly warm but slightly stuck up crew of scientists and venture capitalists aboard the marooned spaceship, The Fedora. The game is underwater, so there's the expected Bioshock-esque critique of capitalism run riot, presented with a more dry, wry sense of humor. The game makes a strong first impression, with several mysteries piling up alongside the slow reveal of this artful, beautiful world. I particularly loved how you get around on The Fedora via a salmon cannon that shoots the people from hub to hub (for a nominal fee).
And, c'mon, the art! I know it's not the most technical game running under the hood, but this game is a sight to behold. Each interior is handcrafted and rich with detail, but then digitalized and animated so that the puppetry has no strings. Even though the gameplay is light, I found myself mashing the trigger on the controller to zoom into each interior and soak in as much of the ambiance as I could. The soundtrack, too, is subtle but evocative, fading in and out when the player enters certain locations. Tremendous stuff.
During its introductory moments, I thought this game might be another Night in the Woods-esque narrative game, one that took a story and set it across many days so that you could build relationships and be rewarded for meandering from the main task routes at every turn. And, for a while, it was. I would get invited to dinner by the former pilot, or pore over love letters from decades past with the postman. And each character, lovingly designed and voice acted, always had something to say about life's meaning, or the dulling effect of daily jobs (and the threat of debtor's prison) in an alien, water-logged world.
But my return visits to the various wings of The Fedora yielded less and less surprise, or even change, as the days went on. By midgame, Harold had stumbled upon a seemingly huge reveal, with widespread implications for him, his shipmates--maybe even the human race--yet our daily tasks consisted of slow runs to the pharmacy with almost no diversity of content. It felt like we were being forced to play out an extended montage, a pain that only sharpened once the weeklong scenario ended with a literal montage.
Repetition in videogames is part of the act, of course. It can be gameplay, the ritualistic dance of combat that break up FPS campaigns, or the return trips of roguelites that build repetitiveness into their DNA as a means of player progression. But Harold Halibut seems to say: God, isn't capitalist bureaucracy boring and awful?" Yes, it is. And it's especially boring and awful when it's hammered home in a world as lush and gorgeous as Harold Halibut.
There is a payoff, and the narrative eventually does get going. But the jarring pace and tonal shifts never really go away.
I'm glad this game exists. And it's clear that there's a huge amount of work that's gone into this game and realizing its vision. Unfortunately, Harold Halibut isn't able to successfully navigate the choppy waters separating sincerity and comedy, and ends up splitting the two in a way that challenged me to go on.
In the end, Harold Halibut is way more niche than you might expect. Its messages on capitalism, and humanity's tendency toward resource drain even in the face of calamity, are all vital and integrated well into the story. I just wish the game, like its main character, was a little more self-assured.
And, c'mon, the art! I know it's not the most technical game running under the hood, but this game is a sight to behold. Each interior is handcrafted and rich with detail, but then digitalized and animated so that the puppetry has no strings. Even though the gameplay is light, I found myself mashing the trigger on the controller to zoom into each interior and soak in as much of the ambiance as I could. The soundtrack, too, is subtle but evocative, fading in and out when the player enters certain locations. Tremendous stuff.
During its introductory moments, I thought this game might be another Night in the Woods-esque narrative game, one that took a story and set it across many days so that you could build relationships and be rewarded for meandering from the main task routes at every turn. And, for a while, it was. I would get invited to dinner by the former pilot, or pore over love letters from decades past with the postman. And each character, lovingly designed and voice acted, always had something to say about life's meaning, or the dulling effect of daily jobs (and the threat of debtor's prison) in an alien, water-logged world.
But my return visits to the various wings of The Fedora yielded less and less surprise, or even change, as the days went on. By midgame, Harold had stumbled upon a seemingly huge reveal, with widespread implications for him, his shipmates--maybe even the human race--yet our daily tasks consisted of slow runs to the pharmacy with almost no diversity of content. It felt like we were being forced to play out an extended montage, a pain that only sharpened once the weeklong scenario ended with a literal montage.
Repetition in videogames is part of the act, of course. It can be gameplay, the ritualistic dance of combat that break up FPS campaigns, or the return trips of roguelites that build repetitiveness into their DNA as a means of player progression. But Harold Halibut seems to say: God, isn't capitalist bureaucracy boring and awful?" Yes, it is. And it's especially boring and awful when it's hammered home in a world as lush and gorgeous as Harold Halibut.
There is a payoff, and the narrative eventually does get going. But the jarring pace and tonal shifts never really go away.
I'm glad this game exists. And it's clear that there's a huge amount of work that's gone into this game and realizing its vision. Unfortunately, Harold Halibut isn't able to successfully navigate the choppy waters separating sincerity and comedy, and ends up splitting the two in a way that challenged me to go on.
In the end, Harold Halibut is way more niche than you might expect. Its messages on capitalism, and humanity's tendency toward resource drain even in the face of calamity, are all vital and integrated well into the story. I just wish the game, like its main character, was a little more self-assured.
Harold Halibut
2024
Harold Halibut is a strange, unique, and also heart-warming experience that unfortunately isn't going to be everyone's flavor. "Game" might even be a strong word for Harold Halibut -- there's very little in the way of mechanical friction for the player; no real puzzles, challenges, or other elements you might expect from an "adventure game". Instead, Harold Halibut presents a quirky cast of characters living aboard a crashed, underwater spaceship-city and invites you to intimately get to know their lives, their routines, their thoughts, fears, and everything in between. If you give this one a shot and aren't intrigued by the world within the first hour, I'll be honest: bounce off it. You're not likely to find much to love here.
That IS Harold Halibut, though. The game revolves entirely around running here and there, helping neighbors and friends by doing odd-jobs or delivering messages, and getting to build up relationships with the cast. Sometimes, that's enjoyable enough. The art direction of the game frankly incredible, the soundtrack is great, the animations and acting are solid and feels like you're watching a real claymation film -- most of the time I was fully engaged. Sometimes it drags, though. The titular Harold, being a quite plain guy, often does plain, boring things; understandable that the player will too, to better understand him and the grievances he comes to express in the story. However, when you're nearing double-digits in play time and still running back-and-forth, back-and-forth to initiate a chat with a character 3 loading screens away, it starts getting old. Not to mention there are multiple instances where the game forcibly takes away your ability to run, or even in one scene towards the end, makes you move in slow motion, which only compounds how slow things feel sometimes.
All-in-all I liked Harold Halibut quite a bit, and even had a melancholy feeling when it ended, having to say goodbye to a cast of characters I felt like I had grown to know personally. It's hard to shake the feeling, however, that there could have been more use of the video game medium here, and a bit less of the running around the game has you do most of the time.
That IS Harold Halibut, though. The game revolves entirely around running here and there, helping neighbors and friends by doing odd-jobs or delivering messages, and getting to build up relationships with the cast. Sometimes, that's enjoyable enough. The art direction of the game frankly incredible, the soundtrack is great, the animations and acting are solid and feels like you're watching a real claymation film -- most of the time I was fully engaged. Sometimes it drags, though. The titular Harold, being a quite plain guy, often does plain, boring things; understandable that the player will too, to better understand him and the grievances he comes to express in the story. However, when you're nearing double-digits in play time and still running back-and-forth, back-and-forth to initiate a chat with a character 3 loading screens away, it starts getting old. Not to mention there are multiple instances where the game forcibly takes away your ability to run, or even in one scene towards the end, makes you move in slow motion, which only compounds how slow things feel sometimes.
All-in-all I liked Harold Halibut quite a bit, and even had a melancholy feeling when it ended, having to say goodbye to a cast of characters I felt like I had grown to know personally. It's hard to shake the feeling, however, that there could have been more use of the video game medium here, and a bit less of the running around the game has you do most of the time.
Harold Halibut
2024
Harol Halibut is an absolute pleasure to play through. It's cozy, optimistic, and beautiful in both visuals and soul. It doesn't have many "game" elements but it brings a strong purposeful narrative, and every conversation makes you smile.
It does have some visual issues that appear mostly across the second half of the game, and while the distances are never long, it can get tedious walking in this game - there are often a lot of back-and-forth quests. It somewhat makes me wish this experience was just a movie instead, but I don't think it went too far. This game will really reward you with pleasant bits of narrative for seeking out new conversations every day though, and it ends having delivered a really heartfelt message about finding home and happiness and the meaning of life.
It does have some visual issues that appear mostly across the second half of the game, and while the distances are never long, it can get tedious walking in this game - there are often a lot of back-and-forth quests. It somewhat makes me wish this experience was just a movie instead, but I don't think it went too far. This game will really reward you with pleasant bits of narrative for seeking out new conversations every day though, and it ends having delivered a really heartfelt message about finding home and happiness and the meaning of life.
Harold Halibut
2024
Well, I've been waiting for this game for what feels like AGES. Me and my friend anxiously awaited updates and talked about this game for actual years, ever since we first saw the reveal. And somehow, through all that hype, this exceeded my expectations.
I knew that, at the very least, the game would be artistically stunning, and boy was I right. If ever you hear someone doubting video games as an art form, this completely undoes that argument. Truly sensational art direction here. And that art is accompanied by an awesome score.
The story here is gonna lose some people, 100%. The comparisons to a Wes Anderson film are very much valid, and whether that's good or bad will depend on your taste as an individual. For me, it really worked, because it's not something I encounter in video games very often at all. And while the gameplay is far from exciting, it moves along the plot fine enough. It definitely feels like an interactive movie more than anything, which is something I've always loved.
The characters are also super well voice acted and interesting. There were several plot threads that I found intriguing and worth being invested in, and a lot of that is thanks to the characters and the job the actors did portraying them. Harold himself is such an endearing guy and it resulted in so many great moments, both funny and a little more serious.
Overall, this game was beautiful, unique, weird (in the best way) and captivating. I can't believe this game finally came out and I played it. It's been great following along over the years and the end result was more than worth the wait
I knew that, at the very least, the game would be artistically stunning, and boy was I right. If ever you hear someone doubting video games as an art form, this completely undoes that argument. Truly sensational art direction here. And that art is accompanied by an awesome score.
The story here is gonna lose some people, 100%. The comparisons to a Wes Anderson film are very much valid, and whether that's good or bad will depend on your taste as an individual. For me, it really worked, because it's not something I encounter in video games very often at all. And while the gameplay is far from exciting, it moves along the plot fine enough. It definitely feels like an interactive movie more than anything, which is something I've always loved.
The characters are also super well voice acted and interesting. There were several plot threads that I found intriguing and worth being invested in, and a lot of that is thanks to the characters and the job the actors did portraying them. Harold himself is such an endearing guy and it resulted in so many great moments, both funny and a little more serious.
Overall, this game was beautiful, unique, weird (in the best way) and captivating. I can't believe this game finally came out and I played it. It's been great following along over the years and the end result was more than worth the wait
Skywire
2007
Skywire is a game where you use the arrow keys to move a gondola across a linear path, avoiding all the obstacles in your path in hopes of getting at least one of your passengers to the end of the stage. What initially seems like mostly a matter of proper timing soon, however, betrays a fairly complex system revolving around gravity, and how that impacts your momentum: the path curves up or down, the former causing your gondola to move slower, the latter causing you to rocket forward, even if youāre not holding that specific direction. Soon it becomes a matter of controlling your momentum ā knowing how long in advance you need to start climbing something, knowing when exactly to start slowing your roll so that you donāt accidentally veer directly into another obstacle, and, sometimes, knowing exactly when you can abuse i-frames to gun it to the end. Its simplicity is complex, and the varying obstacles are mixed and matched in a way Nitrome is clearly adept at at this point. There areā¦ technical issues ā obstacles that spawn right on top of you in a way thatāll force you to lose a life unless you explicitly know theyāre coming, obstacles with funky hitboxes that at points guarantee you lose a life when the level forces you close up to them ā and there are some levels which are, like, three minutes of waiting for obstacles to go through their cycles (which if you mess up sends you right back to the beginning) but as a whole this is definitely the first game Iād consider to be above 'pretty good': just really solid execution where its quibbles don't hold it back as much. Plus! Iconic music! And uploaded to YouTube with decent recording quality this time! Canāt wait to replay the sequel and remember just how it iterates.
Fruitless back-and-forths over Tomb Raider often put me in the same headspace: thinkin' about Oddworld. Now there's a solid cinematic platformer for the PlayStation 1, one with expressive characters, imaginative environments, a great sense of humor and actual messaging to compliment it's fun and often challenging puzzles. Lara can't like, mind control a bear and make it explode. I rest my case.
But opening up my copy of Abe's Oddysee immediately presents something bleakly funny: the definition of a quintology. Oh Lorne. Poor Lorne. They screwed the man at every turn. From pressing the first run of discs with a repeatable, game breaking bug (in Lorne's words, the person who made this call was not "a Gamer"), to Gamestop publishing a guide that immediately funneled new players into the most difficult hidden screens of the game, to his regrets over Exoddus and Sony throwing Soulstorm up on PS+ to die... Like Xenosaga and Shenmue, it doesn't matter if you have a story to tell or the creativity and temerity to do it, the games industry will chew you up and spit you out like some form of tangy meat popsicle. New n' tasty indeed.
Listen to Lorne Lanning talk about Oddworld for any length of time, and it becomes quickly apparent just how passionate and creatively driven he is. Ars Technica's extended War Stories interview is something I throw on at least once a year because I find his background to be fascinating, and his recollections on navigating creative and industrial fields leading to the formation of his studio, Oddworld Inhabitants, provides a considerable amount of insight as to how his worldview - and consequentially, the themes of Oddworld - formed.
Abe's Oddysee was always intended to have a message, and so gameplay was appropriately designed around the particular anxieties and beliefs Lorne wished to express. As funny as it would be to find Abe strapped, you don't shoot guns, something that was a point of contention with staff at Oddworld Inhabitants. Instead, you "shoot words" (and farts) through gamespeak, a mechanic that allows the player to interface on a more personal level with the game than simply pulling a trigger... Though through mind control, you do still do that. Sometimes the creative process demands compromise.
One complaint I would have about this system is that much of your time rescuing Modokons is front and backloaded, with an extremely lengthy middle game chronicling Abe's trials outside of Rupture Farms tucking most Modokon rescues behind hidden screens and portals. To a certain extent, loading the game so full of secrets is good and provides replayability, but I found the puzzles in which you're trying to disarm a hazardous area and lead as many Modokons to safety as possible to be more engaging than the segmented puzzle rooms of Paramonia and Scrabania. Elum, Abe's mount, does fill this role somewhat, but I twice had him despawn requiring me to reload a save and lose progress, so I'm a little upset with him right now.
The end game also gets absolutely brutal, placing checkpoints far and between sequences that require precise timing and manipulation of enemies. Controls are rarely the issue so much as understanding the order of operations to get through the multiple levels of Rupture Farms, but when everything clicks and you execute on a perfect run, it feels good. The end of Abe's Oddysee has some of the most genuinely tense moment-to-moment gameplay on the system, it is agonizing as it is great. Wait, what do you mean I didn't save enough Modokons? Hold on, why am I being teleported back to the start of Rupture Farms, wait--
While the experience of playing Oddysee can at times be a bit uneven and even frustrating, I do think it comes together into something really special. The texture of the pre-rendered environments, the clay-like quality of the character sprites, the ways in which Rupture's oppressive and hostile factory gives way to barren wastelands drained of resources and life all for the sake of capital, and how that is conveyed humorously both through the game's writing and the player's own machinations... it's great. I really like Abe's Oddysee. 3.5 out of 5 smooches on the cheek for Mr. Lanning, but not 5 because Lorne is apparently never allowed to have a quintology of anything. I don't make the rules.
But opening up my copy of Abe's Oddysee immediately presents something bleakly funny: the definition of a quintology. Oh Lorne. Poor Lorne. They screwed the man at every turn. From pressing the first run of discs with a repeatable, game breaking bug (in Lorne's words, the person who made this call was not "a Gamer"), to Gamestop publishing a guide that immediately funneled new players into the most difficult hidden screens of the game, to his regrets over Exoddus and Sony throwing Soulstorm up on PS+ to die... Like Xenosaga and Shenmue, it doesn't matter if you have a story to tell or the creativity and temerity to do it, the games industry will chew you up and spit you out like some form of tangy meat popsicle. New n' tasty indeed.
Listen to Lorne Lanning talk about Oddworld for any length of time, and it becomes quickly apparent just how passionate and creatively driven he is. Ars Technica's extended War Stories interview is something I throw on at least once a year because I find his background to be fascinating, and his recollections on navigating creative and industrial fields leading to the formation of his studio, Oddworld Inhabitants, provides a considerable amount of insight as to how his worldview - and consequentially, the themes of Oddworld - formed.
Abe's Oddysee was always intended to have a message, and so gameplay was appropriately designed around the particular anxieties and beliefs Lorne wished to express. As funny as it would be to find Abe strapped, you don't shoot guns, something that was a point of contention with staff at Oddworld Inhabitants. Instead, you "shoot words" (and farts) through gamespeak, a mechanic that allows the player to interface on a more personal level with the game than simply pulling a trigger... Though through mind control, you do still do that. Sometimes the creative process demands compromise.
One complaint I would have about this system is that much of your time rescuing Modokons is front and backloaded, with an extremely lengthy middle game chronicling Abe's trials outside of Rupture Farms tucking most Modokon rescues behind hidden screens and portals. To a certain extent, loading the game so full of secrets is good and provides replayability, but I found the puzzles in which you're trying to disarm a hazardous area and lead as many Modokons to safety as possible to be more engaging than the segmented puzzle rooms of Paramonia and Scrabania. Elum, Abe's mount, does fill this role somewhat, but I twice had him despawn requiring me to reload a save and lose progress, so I'm a little upset with him right now.
The end game also gets absolutely brutal, placing checkpoints far and between sequences that require precise timing and manipulation of enemies. Controls are rarely the issue so much as understanding the order of operations to get through the multiple levels of Rupture Farms, but when everything clicks and you execute on a perfect run, it feels good. The end of Abe's Oddysee has some of the most genuinely tense moment-to-moment gameplay on the system, it is agonizing as it is great. Wait, what do you mean I didn't save enough Modokons? Hold on, why am I being teleported back to the start of Rupture Farms, wait--
While the experience of playing Oddysee can at times be a bit uneven and even frustrating, I do think it comes together into something really special. The texture of the pre-rendered environments, the clay-like quality of the character sprites, the ways in which Rupture's oppressive and hostile factory gives way to barren wastelands drained of resources and life all for the sake of capital, and how that is conveyed humorously both through the game's writing and the player's own machinations... it's great. I really like Abe's Oddysee. 3.5 out of 5 smooches on the cheek for Mr. Lanning, but not 5 because Lorne is apparently never allowed to have a quintology of anything. I don't make the rules.