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audioBusting

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2022 Game Journal

Continuing from 2021.

I keep changing the name, but it's the same. Every time I play a new game, I write it down. Every time I finish a game or have new thoughts, I add it in.

List items

  • I reckon it's not too much to say that the word game itself kinda sucks. It's pretty old and simple (though elegantly pared down to the 5-letter @ 6 guesses ruleset) and hard mode is basically an online slot machine where you can just screw yourself for no reason. Also the word choices piss me off. The design of it being a daily-ONLY free game with an easily shareable format is so smart though. It gives way to a pretty fun meta-game once you let it infect your friend groups. A classic example of less is more!

    The part that's not surprising but always disappointing to see is how people try to make a knockoff version of it, but also make it a WORSE knockoff version with "more" features. more letters? more words? it's like adding spaghetti to a pudding, like what are you doing, do you understand what the point of this at all. but whatever it's like picking up a $20 that fell off a truck i guess like why wouldn't you do it ¯\_(ツ)_/¯

  • It's dungeon village.. but new? It's a premium app now so it's just a good old kairosoft game. pretty chill as usual

  • I played this finally. I think it's cute :) I like these games. The party mechanics are a welcome addition and are used for storytelling in a way you'd expect out of an old-school RPG. The next chapters will be cool!

  • I burnt through this in 2 days. Long game! Longer than I thought, at least. I mean, Pony Island was like 2 hours w/o secrets, The Hex was like 5-6 hours, and this one took me about 11 hours. My first completed run was like 2 hours in too. Real beefy. I'll take my time figuring out the secrets as far as I can get this time!

    Pretty funny where the inspirations obviously come from because each game of this guy's I've played I thought wow this guy really likes p****** lol

  • not a lot to say. played a bit and thought actually i didn't want to play this.

  • i only played like 4 levels of this but so far it seems weirdly unfinished, design-wise. it's just 20 minutes tho maybe i just don't get it. just seems weird that i can't really imagine how you're meant to play it yet. i just get shot and shake my head twice and get shot again it feels weird.

  • queues are getting back to normal :)

    quick update: several cutscenes played in a sequence when i had supper, and wow that's cool. i think a lot of people hate constricting story duties where you don't just play your character but i love it tbh. this one in particular takes it to a new extreme with narrative meaning while also giving you this shockingly big open area to roam in and complete intentionally vague objectives. the openness contributes to the sense of character vertigo too. it's so wild it actually makes things feel urgent and dangerous in this game, for once. i'm not even like halfway through the expansion i don't think, it's really impressive to me what they do with this game nowadays! (though i have to say, i mean i get a few reasons why they do it, but fuck me, tailing missions are in this game now???)

    update 2: past the level 87 dungeon at this point..... this expansion is truly out there. i can't believe they're doing all this. this is like, the ideal expansion. it's not even over yet and it already feels like it can't get any better than this.

  • kinda cool. but it really really takes its time huh. i'm only like 1 hour in but so far it's like baby's first sci fi space station video game. it's neat though.

  • ygo is kinda wack now but this game (platform?) is sick? it's good. sleek and pleasant but not completely without character. decent amount of solo content for free too. can't imagine the ux design work that went into it.

    update: the verdict is in: even ygo itself is based, actually

    i don't follow the scene meta, i assume it's a nightmare up there, but otherwise it is really crazy how much stuff there is and the kind of stuff they let you do in the game. every deck is about breaking the game as much as you can in a bunch of different ways. it's so easy to misplay just because there's so many options but it doesn't mean you're dead. the heart of the cards lie in absolute maximalist game design. if this was a fighting game, it'd be like guilty gear xx acpr etc with literally 275 different characters, AND tag team options. it's also an S tier kusoge like fist of the north star where when someone gets a single jab in, it turns into a 10-minute combo. i just picked one archetype out of a random bunch and ended up with a deck of uhh furry wizards who use card effects that read longer than moby dick to special summon and bounce each other from all sorts of places and control the board. sometimes i even forget you can summon monsters normally. it's so fun. in a way it may be more fun now, since it has those years of card releases and tv shows and all to catch up on.

    (i now have a few other decks too. there's whole archetypes of dragonmaids and furry sky pirates. there's really any type of genre that you can think of, with more still coming out. i mean this game has samurais, ghost samurais, robot samurais, cyborg samurais, and cyber samurais. what will they come up with next.)

    and it's nice that the free gems around launch now gives you enough to build 1-2 decent decks, out of the 10000+ cards to choose from. it gives you a bunch of samplers and deck-specific tutorials too. there's a lot to learn and it's surprisingly accommodating for beginners. i'm having a lot of fun for no money and that's nice

    update 2: i watched all of yu gi oh gx and bought some yu gi oh cards. this game really worked didn't it.

    update 3: i'm still playing this. the meta is truly fascinating. on top of the card game meta, there's also a meta with how master duel works. they've been trying to duct tape together solutions to issues with the ranking system and its rewards, but it's way worse in a hilarious way now. the current meta is that the toughest opponents are in the lowest tier of the second highest rank. you can't get demoted from the highest rank in the game, so that's where people play low-tier decks. there are bots with a specific combo that people learned to avoid. playing specific effects against them can lock them into an infinite loop, wasting 30 minutes of your life for a single win. there's cost and benefit tradeoffs between losing normally, surrendering, and playing for a self-kill. it's one of the weirdest cases of "emergent gameplay" i've ever seen, and i'm surprised to hear that this is also an evolution of duel links' meta. i hope someone out there's documenting all of this because i feel like this is something worth studying.

    oh and i forgot i wanted to note, the music in this slaps as hard as something like nier automata. maybe not in quantity but it's on that tier in quality. it's wild. most of them are variations on the classic yugi theme but it's interesting how far they stretch it. the good music definitely helps in making watching someone play solitaire on turn 1 for 15 minutes a lot more bearable. the way it changes in intensity over the course of a duel is cool too. it highlights when a key monster card gets summoned, and when you enter a climactic battle (i assume it checks when a player has lethal if ignoring card effects?) it's too bad that konami seems to be rather bad at crediting people in yu-gi-oh, because i don't think anyone knows yet who worked on the music. (the other thing i wish i could find out is who illustrated specific cards. idk if they feel like it's difficult for them because a lot of them are through studio dice and maybe a lot of people touched on some cards but surely they could figure it out somehow. most tcg's do it... and with master duel i don't think they've mentioned a single proper noun other than a vague "the yu-gi-oh! master duel development team" did hatsune miku make this gd game or what. cmon konami)

    may update: the tier meta settled out, now that they've added more so it's not really a single season problem. it's all just funny cards and banlist meta now. it feels like maybe they're letting people play with tcg/ocg banned cards because they want to see how they settle out. instead of banning strong staples everyone hates, they added animations so they look cool lol. everyone's playing DPE now because it's so easy to get and use. there's more coming in that everyone's already complaining about. stuff is being added at a nice pace so it's fun to follow the evolution over time. this game is going to be so good in a year.

    july update: Rest In Peace Kazuki Takahashi... The news didn't feel real at all when I first heard it. This whole year I've been getting back into the card game and the anime and learning what he has been contributing to the franchise was not trivial at all. I love his fucked up character and creature designs and wacky ideas like riding motorcycles on the Nazca lines, and his encouragement of people around him to bring their own ideas into the Yu-Gi-Oh! "brand" and run away with it. Seeing the little personal work he's done, like the Jump one-shots and Marvel crossovers and little illustrations posted on social media, kept me hopeful that maybe someday he would come out with another big thing that would blow me away completely... It's just too soon.... That said the impact he's made to all sorts of entertainment media is already truly indelible, and I hope his legacy and love for gaming lives on in all of our hearts... I just want to add this to here because I want to leave this as part of the notes of me reacting to modern 2022 and past Yu-Gi-Oh! in real-time with no bullshit. I'm definitely gonna be thinking about all this stuff forever.

  • pretty game

  • i tried it again after hearing that they removed denuvo from the game. turns out the updates broke the mod that made it run better while also not fixing the performance issues it was having 🙃 oh well can't win em all

  • this could have been alright, but it's really clear that they were really pressed for development time in releasing this. It got close to 0 marketing, a very conservative songlist with almost no new charts (only 4 licensed pop songs out of 75!), minimal features (not even a main menu!), no drum controller support, weird/broken online modes at launch, and you literally could not even start the game for the first 3 days after release!

    it makes so much sense that just weeks after, they announced an upcoming, straight up better taiko no tatsujin release on nintendo direct with all the fixins everyone wanted. they cared so little about this release! sorry to microsoft after all their work nabbing this one for a game pass exclusive 😔

  • not really sure why but i finished this finally. i think it's cool. there's a lot to appreciate in this game and that's good. This kind of shooter is also a lot more tolerable in 2022, and it's a surprisingly good shooter to boot. It's a bit weird and difficult to understand towards the end but it feels like a confidently written game overall. and it's honestly pretty well written. not really my kinda thing so don't take my word for it but i think it does hit the bullseye on what it wants to be. it's like the "what if kojima made a silent hill" game that actually got made and not a lot of people really noticed!

  • ahahahaha just HOW HIGH do you even have to BE just to DO something like that.......................

  • i played a couple idle/clicker games called Clickpocalypse II and Heroism and don't feel like making the pages. Apparently this is the only title on GB that includes the word "Heroism"? Anyway Clickpocalypse II is kinda neat it just goes. It's like a Diablo-style dungeon crawler but it simulates itself. Heroism is similarly dungeon crawly but a lot more active, which is not really what I'm looking for unfortunately.

  • i was too busy playing elden ring to write this journal

    update: way past the capital now. tbh i'm getting a bit sick of the game. it's kinda too big. i hate doing the dungeons now because it's like they took the wrong lessons out of dark souls 2, and it's almost audacious how annoying and unrewarding they've made them. i just want to get it over with and i'm not sure if i'll finish the game at this point! feels like so much pain in the ass to open the game that i started watching tv instead.

  • the first portable ygo game to be released internationally, and the third of the game boy duel monsters games. weirdly enough dark duel stories is the JP title for the second game? anyway i tried this and thought i can't do this nvm

  • they really made the game that was in the manga! the issue for me though, it definitely is a cool game i liked to see in the story, but it's way over my head i can't play this. the game is so slow in the beginning too, i just kept trying to roll the dice and nothing came up because of how rotten my luck is. i surrendered to honda in the lunch league because neither of us could get anything done. and this is honda we're talking about!

  • the first game properly using the OCG rules! technically is part of the same series as the others, but massively different (they called this one Duel Monsters 5: Expert 1). it's pretty exciting to play this and see that it really is actual duel monsters. it's a pretty slick game too. nice UI for a menu-heavy GBA game, and you can see that 90's konami quality with the nice diagonally-scrolling tiled background and everything. just seeing that bg i went damn i do love tokimeki memorial.

  • this is a weird one because it's back to the dark duel stories style card game, but pushed in a different way. it makes sense considering they're churning these out twice a year with (i assume) 2 different teams. it's the call of duty leapfrog progress problem.

    this one is an open world-ish JRPG where you can walk around and talk to people or challenge them to a duel. there's an ante system too, which is neat. it follows the battle city story pretty closely (with an additional self insert character). there's a lot to like, too bad the dueling and menus kinda suck

  • a direct continuation of the sacred cards from the looks of it, with an original story. it plays almost exactly the same though.

  • this is the remake of Expert 2, i believe. you can really tell it's an iteration of Expert 1 (eternal duelist soul). for one, they made the slow-ass transitions from the first game like 3x faster lol. the scrolling background is still there tho it's sick.

  • Expert 3! it's the same game but with nicer menus! still good!

  • i like that the original title is grandpa sugoroku's sugoroku game. i like grandpa. anyway i think this game is "what if sugoroku was confusing and bad"

  • expert 2-2, the sequel to expert 3...? this one feels like a big overhaul to the gb duel monsters series, combining both the ocg deckbuilding and dueling gameplay with the open world jrpg structure of the other games. it's pretty cool! they even added a calendar system with an evolving banlist. the duel field is all like 3d and stuff, but i do miss the scrolling bg. you mostly get a pitch black bg, kinda boring. that said i did duel a dog and lost which means it's a good game.

  • this may be my ideal kind of yugioh game. it's like they added the sugars spice and everything nice, and then accidentally spilled the tokimeki memorial chemicals into it. you go through your days going to school, taking exams, and phoning your friends to schedule a date-- i mean a duel on the weekends.

    the duels are so cool too. they talk to you mid-duel and their face cuts in like in the anime. they even give you a themed fire deck out of the gate so you're not totally out of place in the anime world. on the first weekend i smoked sho (i mean, of course i did), and then lost to judai. he literally tried to do the combo from the first episode of the gx anime, fusion summoning flame wingman and using the skyscraper field spell, and then completely smoked me. after the duel he said his "gotcha!" catchphrase at me. what game could be better than this. i'm definitely playing more of this later.

  • dunno what's going on with this one. it's a new expert game but it feels like it looks and plays worse than even expert 1. i don't like looking at it i don't want to play it anymore

  • I think this game's really fun for being the unexpected spiritual successor to Grasshopper Manufacture's Flower, Sun, and Rain with its book-based code-hunting gameplay. The [unnamed popular indie puzzle games]-inspired stuff I don't really care for too much TBH. And I'm not super into the Dark Souls (but harder?) combat, although the interconnected level design is top. What's most impressive to me is how it took so many inspirations but managed to make it all come together really well. I guess I can see how it took that long for it to come out. Wish it had more accessibility-minded design integrated into it (it doesn't even have gamepad binding options...) but I guess it could be a bit too much to chew for a game this ambitious with a team at that size.

  • i forgot to log this i guess because i didn't want to think about it. i think i just don't like magic to begin with, but i really don't like the design on this either. the UI is made in a way that i can imagine what the wireframes looked like, if that makes any sense. the most annoying part is that it feels like it was made for mobile, but it literally crashes on me every other game on my phone. the tutorial was extremely handholdy, and the funny part is that i (on desktop) was alt tabbed out while waiting for the in-client download to finish, and the intro played out entirely before i tabbed back in. the settings also feel weirdly lacking (no hard setting to move phases manually?) i guess it's hard to design for this game but it just feels like they've done a bit too much to streamline and automate the game. it's not like the game's bad tho, and it's filled with a lot of features, so i can see how magic fans can very much enjoy this.

    i think there are a lot of interesting comparisons to be made between this and master duel (and this is one of the reasons i tried it out to begin with), especially in how many iterations digital simulators of mtg vs yugioh have gone through. yugioh has been releasing a new one almost every year since '98 with various parallel forks (though proper ocg rules only started from '01 iirc), while magic started doing it a bit later and in a less aggressive way (mtg online in '02, then duels of the planeswalkers in '09 and then annual follow ups '11-'15, then arena in '19). i don't think i'll do a historical analysis of mtg simulation the way i'm doing ygo but even just from playing master duel vs arena they feel different in the ratio between "is this implementing design lessons learnt from years of experimentation" vs "is this a radical interpretation of the traditional game in a digital format" intents in their individual UX design choices.

    an important takeaway is that master duel (i.e. the newest one of these right now) is maybe the most conservative and grounded it's ever been, with it looking the most like it's a skeuomorphic simulation of the physical card game on a table with relatively sparse special effects and narrative features. i can't really comment on what i think the intended implications are, besides that the level of physicality and vagueness definitely feels the most like a gateway experience to buying and playing real yugioh cards on your own.

  • i forgot to write down i tried this one too. continuing the previous entry i also want to say that this is the complete opposite of master duel in that it looks and feels extremely cyber and video gamey, and the characters never shut up they talk so damn much oh my god. you have to talk to so many NPC's and stuff too. it's a different format from the regular card game which is a pretty radical choice, i assume to suit the intended platform (mobile). with master duel out i don't think i'll ever continue playing this game.

    (I ended up trying it again on my phone and lol the tutorial took forever so I gave up again. You need to beat like 5 duels with shitty decks to even challenge Joey like why did you make it like that. Also apparently the voice recordings are licensed regionally so I just have 0 voices in the game thanks Konami.)

    update i gave it another shot and figured out a lot of the problems was just the UI being busted in a lot of ways (although there's still no JP voices on steam for some reason?). the card economy is genuinely messed up (a lot of the cards are cash only?? you can browse through competitive deck lists and it'll range from free to $11 to $150 total per deck wow) but i ended up kinda liking it, since it is practically a yugioh gacha clicker (tho the gacha is also bad). it's kinda fun seeing the characters interact, as limited as it is, and the speed duel format leans a lot more to the old school beatdown meta. it's missing a lot of cards from proper master rule yugioh too, like more than half of it. by now there's a lot of tutorials for them too. in a way that's more accessible to returning players/anime fans, too bad everything it just really isn't. i had to look up like 50 guides, text and video, to figure out how the game works and what to buy. if somehow someone's reading this and you want to get into this game i'll just tell you as far as i can tell buying just one of the red-eyes structure deck or the blue-eyes ex structure deck to just get through the early grinding is the way to go. it basically lets you turn on auto duel and win 99% of the time for a while because the npcs just play 1200 atk normal monsters.

  • I played more of this and like... I liked it I think it's funny but.... Stanley Parable is old huh. I don't have a lot more to say about it but it is a nice addition to the genre of "metatextual joke game remasters hiding a sequel with the creator analogue having some kind of post-fame depression" such as Bubsy 3D and Frog Fractions.

  • Played this on a lark with someone and it is incredibly funny to find out that the Gungans are quite strong. I never even played AoE and I just cleaned house lol. Took a lot of effort to set up in 2022 but totally worth it!

  • Haven't been playing Typeshift so it's nice to see the new zach gage word game drop on Android day 1. It's really nice. I find it lot easier to pick up and mess with than Typeshift. I can't even imagine how they made a game like this TBH.

  • just remembered to add this. season 1 just ended and the new characters are cool but i didn't play it that much this year so far (probably watched it more than i played it). i finally watched the extra story chapter. i think it's meant to be part of the base game story but they had to cut it because of deadlines unfortunately. so it's a pretty small bonus chapter, but it's nice. i wish there were better ways to deliver stories in a fighting game that is more budget friendly while leveraging its strengths more though.

  • it's really good. the movement and the levels are fun. with the right friends it quickly becomes an arms race of who can first become a top 100 neon white speedrunners to own each other as a bit.

  • it was on sale so i got it. granblue appeals to me in a really weird specific way because it's one of those things that i can look at and think it looks really good but i don't actually care about it. i just look at the roster and go hmm they all look cool but i don't know if i want to play any of them. i did end up really enjoying zeta tho. i think the game itself is pretty neat in how it feels simple and "honest". quite easy to follow, and easy to see what kind of mistakes you are making most of the time. in a way it can feel a bit unwieldy at times though. you have to really make conscious decisions to play it.

  • it's always been one of those cool games but... i guess it's just not my kind of game? it just never really clicks for me. i don't really enjoy doing the combos, and i don't like six button games to begin with. honestly i don't even like tag games that much. this game in particular feels maybe a bit too "crunchy" and fair at times. also doesn't help that it's very hard for me to play this game without locking the door and drawing the curtains. why do they have to draw filia's belly button like that.

  • i'm like halfway through the levels for the first completion and i gotta say. hitman still rocks. still in awe of how good this game is. the most sophisticated social simulation game in service of creating situations where a bald guy would suddenly appear out of a corner to whack people in the face with a big floppy fish and steal their clothes. they should make a Mr Bean game in this engine.

    update: done with this one. i really like the levels. weird choice for the finale, maybe it would have worked better as a tutorial level. i think the only thing i'm not a huge fan of with 3 specifically is that diane isn't the handler in half of them. i mean once in a while it's fine but i missed her voice.

  • i saw some videos and saw this on sale and finally cracked and bought the whole thing (with the dlc character). it's super fun. completely absurd game in the way that guilty gear xx accent core plus was for me back in high school, but even more. i do still prefer the rock/metal theming of guilty gear but i think this game covers everything else really well while making it up with a significant amount of furry appeal.

  • started playing this. you know what, if you put a speedrun timer in your game, i will end up liking it.

  • all of a sudden i just wanted to learn this game. i think after more actively playing and watching fighting games for a bit now, i can understand more how inventive and wacky this game is. it's a super big brained fighting game and it does show how cool it'd be if the pokemon fought each other for real. and it is still really funny to see pikachu do an EWGF and a hell sweep. it's also just surprising to see in retrospect how it is a fairly slow paced game with huge emphasis on spacing and fairly simple combos and directional input specials and auto combos and softer low-high mixup/crossup concepts and so on. they really should make pokken 2 because i think it'd be huge with the stuff we've learnt about low-barrier-of-entry fighting games since 2015-2017.

  • they were giving away free stuff so i logged in. played one game but i think it was bots. like weird i haven't played this game in a year and i just happened to be the MVP smoking the other team completely.

  • i played the ps2 version evolution (is it not on the wiki?). it is cool how it's the evolution of the dating sim style ds game combined with the open worldness of the other ones. i was told the psp version is better tho so i'll play it there later.

  • this game is lowkey sick??? it's wild how hard the music goes sometimes. a lot of jazz and baroque going on. it's so weirdly complicated though. they really don't make em like they used to anymore

  • tried this out bc of all the awards stuff. it's pretty neat but it's even more stressful than xcom 2. maybe i'm missing something mechanically tho idk. i feel like the VR thing also gets in the way more than it helps? but they really tried to go for it which i respect.

  • this game is so janky but in a fun kind of way. i wish it doesn't take like 60 GB to install though.

  • i don't know man

    the animation is kinda nuts with it tho

  • played this again and like. in retrospect idk if i actually like this game or if it's just kinda like, playing slots or something. maybe i'm just too yugipilled now though.

  • cosmo d's take on a dice roll rpg a la disco elysium, where instead of voices in your head you have pizzas in your hand. it is shockingly wonderful in its design and immensely entertaining as cosmo d games always are.

  • what a pure dungeon crawler. as simple as it is, it does present you with many clever mechanics and incredible mathematical precision. it is the RPG design equivalent of a top chef with decades of experience making you a perfect omelette. there is something so devilish with the way they placed every number in this game. i couldn't believe how they give you a weapon that does 30 flat damage, and then make the second enemy you fight have 31 HP. they know what they're doing

  • I ran through the tutorial a bit and the turn mechanics seemed pretty interesting. I think I'm just not a fan of this kind of Magic-style mana resource management though.

  • the masculine urge to spend 3 hours reinstalling fallout new vegas with mods and create a post apocalyptic cowboy

  • this game's more fun in VR than i was expecting. starts a bit slow, but when i got into it once i started doing fetches and combat. the act of catching something the bird fetches you is quite kinesthetically satisfying (though it made me wonder a bit about the physical accessibility of these controls). this game does make me feel like there's still something to this VR thing, but it might have been held back by the historical lack of creative VR projects and solutions with similar ambitions and even the passion to push for it on the consumer's side. there's just so many things that feel like they still have to invent the wheels to make the car.

    this game also came out 3 years ago and i think it did get a bit buried under the weight of the misaligned expectations of the medium. we still haven't quite hit the "PS1 3D games" era of VR development just yet (i feel like we're still in the mode 7 era at best), and this is an action adventure game with GameCube ambitions. i think we need literally 200 more games in this sort of space in the next 2 years if we want the VR magic to fully manifest to that extent.

  • I played something called Walk While My Grandmother Plays The Piano. It's quite literal. I don't know I think there's something to the concept but the sentiment behind it doesn't come across very well.

    update: in retrospect i'm pretty sure there was a bug or something lol there was supposed to be some kind of narration playing over it.

  • Finished the Sonic and Big the Cat levels for my Extra Life stream. It's janky and nigh incomprehensible, but at the end of the day very fun. Sometimes all you need is fun.

  • This dropped by surprise and is pretty much just as you would expect out of Asymmetric. That is to say it is one of the most entertaining and relentlessly clever comedic puzzle/adventure/RPG's of its kind. Comedy might be subjective but I do think their taste and sense of humour has sharpened so much over the years since Kingdom of Loathing, which in retrospect is really immature in a lot of ways (and it did first come out near two decades ago). I was also surprised to see Duncan Fyfe's name in the credits, whose writing I am a fan of. Speaking of the developers, I do think the stuff surrounding Asymmetric since the last game colours my enjoyment of the game in some ways. I can't really comment on it it just seems like none of my business, but I'm definitely not alone in this. I just wish they could have resolved it better for everyone's sake.

  • It is quite a treat to play a game like this where there is a clear hierarchy of priorities, which in this case has writers at the top of the pyramid, and they fully activate their genetic freak mode on their strange vision of a game. I think despite the shortcomings of the industry we should really be grateful that it has given them the opportunity to realise whatever Pentiment is. A text-based late-medieval theological whodunnit with point-and-click adventure and time-management social simulator elements? Not often do you get a game that so trustingly dumps all sorts of European historical facts and one-way mechanics and complicated language and heaps of characters in medias res and so on and hopes you'll just go along with it all. It all seems so effortless but I can't begin to imagine what it took for them to make all of this work together. None of each little part of it might be particularly groundbreaking, but the care and skill it took to implement and write them all seem quite incredible so far. It's not just the big ideas that made it shine for sure.

    update: finished it in 15 hours. a truly touching contemplation on art and history's place within society. i don't know what else to say about it i'll have to think about it more over time. in terms of the craft, it's neat to see the influences of modern narrative-focused games like Night in the Woods, and how they applied those modern design elements thematically into the game. It's just fitting how they see their own place within history and pay respect to the past in a lot of ways. oh and more games should put academic-style references in their games honestly.

  • I saw all the bugs and glitches on twitter and i thought I simply have to play this before they patch all of it out. I got violet because i want sword megaman.

    update: yeah it sounds like a joke but if this game didn't have the parts that are bad it'd be good. who can judge what is good or bad tho. who cares really. genuinely this might be like top 3 best mainline proper pokemon game ever made. it pisses me off in all the ways that either don't matter or are actually good. no one ever talks about how cool it is when icarus flew too close to the sun, but someone has to say it.

  • breaking bad walter white in the lab cooking up the most disgusting monkey brain slot machine single joystick auto shooter. and they say mobile games aren't "real games"!

  • you can play video games and chat about travelling the world with blade

  • it's dwarf forteres

  • this game is literally for babies but it's ok because i like looking at the slime

  • this will be my last journal entry on the GB site proper, because I figured using Grouvee will work better for how I use these lists. bye bye