tvwolfsnake
2018
On my first play session I won as solo impostor 3 times.
As someone famously terrible at hidden role games and bluffing in general, this was an object lesson in how well this game is designed. For every "sure thing" there's at least one way you can cast reasonable doubt, and this continues like three levels deep in the meta.
Pro tip: do not drink coffee before you play Among Us.
As someone famously terrible at hidden role games and bluffing in general, this was an object lesson in how well this game is designed. For every "sure thing" there's at least one way you can cast reasonable doubt, and this continues like three levels deep in the meta.
Pro tip: do not drink coffee before you play Among Us.
Takes Half-Life's playful ribbing of the player to the point where it gets kinda mean, but in a fun way. Unfortunately I lost all motivation to continue near the end of Crush Depth when I ran into the bug where the deagle permanently jams underwater, which somehow hasn't been fixed in 21 years. Hopefully I can return soon.
2020
2006
2015
I like desktop games, and I like detective games, and I like Sam Barlow's games (well, I liked Aisle, which is the only other one of his games I've played up to this point), and as a video editor I like putting video clips in a timeline, and somehow I can't stand this game.
I think the thing that really bugs me about it is just that it's supposed to be airtight, leading you through the story in more or less the same way as everyone else even if theoretically you could get to the ending clips with the right keyword, but I chose keywords that made sense to me and in like two leaps stumbled across end content.
(Sam: anyone who finds a song in your game is going to immediately assume the song is a metaphor for things that happen in the story.)
I tried to muddle through anyways, and got a little bit more complicating context, but the fact remains that the story is not written to be interesting if you know the end, and even if I did go through it the proper way I don't think I'd like it much more. Without giving anything away, what it's about is kinda trite.
I think the thing that really bugs me about it is just that it's supposed to be airtight, leading you through the story in more or less the same way as everyone else even if theoretically you could get to the ending clips with the right keyword, but I chose keywords that made sense to me and in like two leaps stumbled across end content.
(Sam: anyone who finds a song in your game is going to immediately assume the song is a metaphor for things that happen in the story.)
I tried to muddle through anyways, and got a little bit more complicating context, but the fact remains that the story is not written to be interesting if you know the end, and even if I did go through it the proper way I don't think I'd like it much more. Without giving anything away, what it's about is kinda trite.
2011
2012
ACAB so I shouldn't have bothered but I got so into roleplaying an Actually Good undercover cop that I would instinctively reload missions if I caused collateral damage.
Anyways: imagine if GTA actually encouraged you to do wild shit, and more easily facilitated wild shit, without going completely cartoonish like SR3. (Not that SR3's cartoonishness is a bad thing.) Imagine if GTA had a good hand-to-hand combat model. I think it's kind of silly that this game even introduces guns for the player in the later game, but it almost feels like an intentional ploy to make the hand-to-hand seem even stronger than it already is.
Anyways: imagine if GTA actually encouraged you to do wild shit, and more easily facilitated wild shit, without going completely cartoonish like SR3. (Not that SR3's cartoonishness is a bad thing.) Imagine if GTA had a good hand-to-hand combat model. I think it's kind of silly that this game even introduces guns for the player in the later game, but it almost feels like an intentional ploy to make the hand-to-hand seem even stronger than it already is.
2001
2016
2017