8 reviews liked by teokafor


Tunic

2022

In some ways, Tunic is one of the smartest and most beautiful experiences i've had in a game in a long time, but the reality of actually playing it leaves something to be desired for me, but never enough to outright diminish just how exquisitely crafted the world and the game 'experience' feels. The atmosphere of this game is outstanding and though a tiring comparison, does feel reminiscent of dark souls with how you venture out as a lost and lowly 'face' without much purpose only to discover your grand purpose and fulfil your destiny. Also the vibe of the world, the isolated feeling and looming ambience are spot on and the ultimate goal of the game is not unlike dark souls or hollow knight, but similarly you have control over how things play out.

Fundamentally, the game's runaway success is the instruction booklet both as a feature and as a piece of art in itself. The art inside of this little booklet is stunning, evoking a feeling of old school game manuals, text guides and retro game magazines like nintendo power. The delicately handcrafted nature of the art combined with the cryptic application of the information it divulges into tunic's own game systems is ingenious and a masterpiece by itself. Its rare to see an idea so original and so well designed and applied to the game experience, from finding your place in the world with its intricate maps and diagrams, to uncovering uses for items and upgrades as you have to decipher this kind of alien language and make pictures make sense. This is best done in the first half of the game where I felt particularly isolated and confused, as the way the manual intricately teaches you the game and helps you along as a constant companion allowed me to develop an attachment to the game and its mechanics in a way I had never seen before, its just so smart.

I don't have many problems with the cryptic nature of the game or how it seeks for the player to uncover things for themselves, I think I just find it more difficult than a lot of people and it doesn't come naturally to me. Also, once you put the guide down and start actually interacting with the game after you understand its basic mechanics, I find that the game is an actively lesser experience. This is why I find the 'idea' of the game better than the game itself, as once that guide is down and you're set off on your adventure, I realised how little depth there actually is in the gameplay. Now, this is an indie game developed largely by one guy and I need to give credit to that because that's incredible, what an amazing achievement. However, I do find playing this a bit of a chore, most secrets are found by lazily walking against walls in an isometric perspective once you realise how many hidden paths there are. In the beginning, this is dope, when you find out how the world interconnects through its hidden bridges and shortcuts, again not unlike the first half of DS1, but eventually it became tragically tedious as I constantly found myself circling the edges of an area to try and find my way to a chest or secret - usually successfully, but not in a way that felt all that fulfilling.

I also take some issue with the game's combat, which feels somewhat stale and derivative and less interesting than some of its counterparts, there's also such a short range on attacks meaning you need to be right up against an enemy to hit them and a general 'heaviness' to the overall feel of combat, with almost every action in combat feeling slow and clunky. The depth of field is a cool cinema effect that adds to the games' aesthetic and adds layering to the world, but in combat i'd rather it were toned down since I just find it overwhelming and frustrating since it blurs everything including enemies, attacks and projectiles, making translating what is on screen tricky at times - its particularly noticeable during the siege engine boss fight. I also find dodge rolling quite sluggish and ineffective a lot of the time since the long animation means you're vulnerable for a lot of it and enemies will lock onto you mid-roll and hit you with an attack even after you roll behind them - you will dodge through an enemies' first attack perfectly only for their entire body to turn 180 degrees instantly and hit you again, its not heinous or anything but it makes dodging feel worse than just putting your shield up and makes combat feel less dynamic and engaging as a result.

Stylistically I think this is awesome, evoking the wonder of old school exploration games and top down zelda games while also putting its own spin on things. I think I preferred death's door for the most part but tunic's general atmosphere is unmatched, with a beautifully calm and delicately ambient soundtrack and a cute and charming low-poly artstyle. The cover of this game doesn't do it justice at all I don't think, they should have used the type of art taken from the game manual, its not what I expected at all. I didn't know much about this game going in but I was positively surprised by how it turned out, since I was expecting something more akin to ocarina of time but instead it takes more influences from zelda games pre-ocarina. I understood the developer's intentions a lot I think, since I felt the need for the player to uncover things for themselves and experience a feeling of wonder, it just doesn't always work for me since I value really strong, faster-paced gameplay (DS1 being an exception) and an engaging narrative told through gameplay and cutscenes - instead, tunic favours a slower-paced feeling of patient discovery and a story that encourages putting the pieces together and then interpretation, but instead of the souls' approach of finding things out largely through visual storytelling and lore-soaked environments, tunic leaves a lot of it to pages in a manual and an indecipherable language that is cool, it just doesn't do much for me. That said, exploring the inside of the ziggurat and seeing the foxes trapped inside obelisks and deciphering what might have happened to this fox 'civilisation' is intriguing enough by itself.

I do find the game falls off pretty hard in the last third for me, I genuinely would have preferred if it just ended after you got the keys since by that point I was ready for it to be done and I don't think the last third adds all that much since you're kind of just retracing steps, but in terms of pure 'vibes' its definitely a really humbling moment and meaningfully changes how you see the world. In terms of what it sets out to achieve I do think its successful and a great achievement as an indie game, but it leaves a lot to be desired in the gameplay for me personally, I think there's lots of games that have done this kind of stuff better but the art, soundtrack and that manual system invigorated me, that stuff is worthy of the highest praise on its own.

Me when a game is full of references:
just NAMING something ISN'T a JOKE !!!!! PICK up a PEN and start WRITING actual CONTENT !!!!! 🤬🤬🤬🤬🤬

me when every single reference is about something i really like:
oh my god... 😊😊😊 they like that... 😊😊😊 i also like that 😊😊😊.... can't wait to see an interview later talking about some minor details I may have missed 😊😊😊... videogames are art this is so cool... 😊😊😊

people talk about this game like it's some groundbreaking, breathtaking, wonderful pinnacle of video games and i really wish i understood that. this game feels really nice to move around in, its visuals are really appealing and its score is pretty cute. but there's not much of a real narrative (or writing at all), no memorable characters, no cool side-quests, no dungeons, a pitiful lack of enemy variety + almost no bosses, and nothing that made exploring feel worthwhile. most of it feels like filler check-list fluff (towers, shrines, koroks). the world is well-designed but there's not much substance inside of it beyond its sandbox elements. i genuinely feel like, insane for not liking this the way people talk about it but i just do not see it personally. it's just okay!

You guys spent $70 on Bad Piggies

it's Portal But More, and by definition this means more of its strengths but also more of its weaknesses. Portal's lean-and-mean length meant that it didn't overstay its welcome and was said and done before you could really start to notice how barebones its design was, but Portal 2 starts to drag by throwing so much stuff at you that rarely if ever feels like it ever coalesces into a meaningful whole. rather than combining existent mechanics and building on them in increasingly complex ways like Portal 1, Portal 2 just kind of throws one mechanic after another at you. it's kind of cute how they seem to kind of acknowledge this by means of Wheatley literally just shoving random test chambers together in order to get his fix, though.

the grander scale of the non-test chamber levels once again mean the problems of the non-test chamber levels in the original game are exacerbated: those levels almost exclusively became games of "find a white surface to stick a portal on and then repeat", and the massive scale of the old aperture facility means that you're mostly spending a lot of time zooming in and haplessly shooting at anything that looks like it might be able to host a portal.

all this said though... while I think Portal 2 kind of lacks the game design magic that made the original catch on the way it did, I think the game's saving grace (and the solitary thing that makes it better than the original overall) is Valve managing to actually pull off truly great character writing for once in their games. the plot itself is a little hammy and showy, but honestly what you come for and stay for is the exact character that you always think of when you think of Portal: GLaDOS. from the moment she's revived to the last notes of the game's credits she's as charming as game characters get, and more than anything when I finish a puzzle I find myself looking forward to whatever deranged, morbidly hilarious, or strangely touching thing GLaDOS says next. congratulations to Valve for their major strides in the field of renewable energy: they've successfully created the world's first potato-powered dopamine machine.

wow this really was a. Cave Story

raiden press alt + f4 on your computer keyboard trust me raiden it'll be really funny