In the last installment, Arnold suggested writing some bits of gameable material at the end, and I think that's a pretty good idea. Only got one bit for this one, but that should hopefully change for the next.
Date Everything (Update)
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My thoughts on the game are basically the same as in the previous post. I respect the hustle, and when I finally got to the end my feelings were generally positive, but overall I’d point people towards Teenage Exocolonist or Slay the Princess instead. Neither of which, I admit, would be strictly called dating sims.
Further notes:
- Dolly is a gem and her story the one that felt most like an actual romance. I like the anthropologist character, who could have possibly guessed this would happen.
- Tydus Andromache being the off-brand detergent pods + Amazon + speaking in iambic pentameter is the kind of layered gag I live for.
- Bobby is NB and so should be labeled as HELLO, BOSS, of course, but it didn't feel right giving them anything lower than top tier even if they're on the same color grade. Just imagine it's on the right hand side.
- Barry Styles gets an award for most positive surprise: didn't think I would like him at all, but then it turns out he's the ADHD character written by someone who Gets It, and I appreciate that a lot.
- Part of Mac’s storyline involves them asking you to delete quote "terabytes” unquote of poorly-written self-insert erotic fanfiction. I crunched the numbers on that, and 2 TB of plaintext files (with 40% lopped off for whatever bespoke formatting the Valdivian text editor uses, estimated) is roughly equivalent to the entire career output of Stephen King 8733 times over. All because they want to update to the newer, definitely enshittified corpo operating system. Nah, mate, I’m going to offer Lyric a profit-share editorial job and we are going to make bank.
- Curt and Rod’s storyline is bugged still, and for me was uncompleteable. Thankfully you don’t actually need to get an ending with everyone to finish the game, but I was deep enough in that they where the only ones I hadn’t finished.
Islanders: New Shores
It’s Islanders with a slight/modest amount of new content. One of those sequels where it kinda outmodes the original, but also I don’t know if it does enough to really stand out against it, either. But that’s only an issue if you’ve played the first game, and even then it’s probably not a huge issue.
Silksong
Silksong is what happens when your devs are entirely isolated from anyone who isn’t an absolute freakbeast. It is perhaps the most player-hostile game I’ve encountered in recent memory, and it was made so with intention. I’d be more forgiving if it was jank, but in this case the cruelty was the point. Here’s a run down:
- Lightly nudging a boss with your toe does 2 masks of damage, just like all of their attacks (which is double what a typical Hollow Knight boss does)
- Lengthy boss runbacks are both present and often extremely tedious - even FromSoft got rid of them in Elden Ring, and for good reason.
- Exploration is less rewarding - most of the tools and trinkets are locked behind the rosary bead currency dropped by certain enemies, which favors grinding out trash mobs to afford anything until you hit Act 2.
- There are no real rewards for bosses or enemy gauntlets (which can sometimes be tougher than bosses themselves) - they don’t even drop shards.
- Speaking of shards, I understand that they’re supposed to be a mechanic where you are forced to take a break from a boss to go do something else, but again like…there’s very little incentive to explore. You get so little in the way of exploration rewards, and you’re likely to get frustrated or stuck on some bullshit or another anyway.
- Minor enemies have bloated health pools, and some of them also do two masks of damage. And the flying ones straight-up just read your inputs so you’re stuck trying to hit an extraordinary precognitive little fucker.
- Some environmental hazards also do two masks of damage (which they did not in Hollow Knight) - makes sense for lava, not for anything else. They fixed one of these in a patch.
I managed to beat Widow before I installed the reduced damage and Stakes of Marika mods; there was no satisfaction in overcoming that fight, merely relief that it was over and I would never have to do it again. These mods made it tolerable for a while: the Last Judge fight was actually fun, when I'm certain it would have driven me to uninstall if I had tried to do it clean.
This lasted until I got to Mt. Fay, played for 10 minutes more, and uninstalled. Putting the technically-optional double jump (something that is helpful for people who are having trouble with the platforming) behind an extremely tough and tedious platforming challenge (of the sort that if you're able to do it, you probably don't need the double jump) is a level of cruelty beyond what mods can solve. My wrists are shit, Team Cherry, throw me a fucking bone.
All the parts I liked of the game - the visuals, the music, the exploration - were constantly up against a compounding set of choices I could probably endure individually but less so all at once and definitely not all the time: it’s a death by a thousand cruel cuts. Difficulty and frustration are different things, a lesson that Silksong does not seem to have internalized.
The game's difficulty is still tuned for "postgame DLC" and there are no options without mods, and that mars what is otherwise a stellar experience, leaving me with an end result that waffles between the extremes of fun and frustration in some kind of quantum superposition. Some moments, like the Lace fight, are downright sublime; but then you spend three times as long fighting the Moorwing and the experience starts to sour. All the fun I had with the game was in spite of the game, not really because of it, and the disappointment is deep.
I wouldn’t recommend it to anyone, because anyone with a tolerance for its specific style of bullshit either already owns it or already has it on their wishlist.
Hades 2
The anti-Skong, as far as development is concerned. It’s Hades 2, which means it’s Hades 1 but more Hades, which has worked generally in the game’s favor but also means that my main issue with Hades 2 is the same I had with Hades 1, similarly magnified: shit’s big, and I’m a man liable to run out of steam. Especially here, where the game is quite literally twice as large as the first game. Runs are long and require a lot of sustained focus, and the resource treadmill means you will be making a whole lot of runs.
Some folks had issues with the ending, I dodged that since I still haven’t finished the game.
It’s an extremely slick game and a lot of fun to play, but I find that I have to be in a high-focus state of mind to really settle down and play a run.
Every single new character to show up, even when their inclusion was a foregone conclusion, elicited a “oh shiiiiiiiiiit!” reaction just from the excitement of seeing the new character design, which was a fun thing to work towards. As before, these iterations have more or less become my canonical (or at least primary) versions of the characters.
Binding of Isaac: Repentance (Continued)
I put so many fucking hours into this game since August I had to uninstall and hide it from my library. Wrong game at the right time, and while there are worse things to be addicted to god damn is there a lot of game in this game and it knows how to get the hooks in. I was getting into stuff I didn’t even know existed (the Tainted characters) and overall it was feeling good to be back, but also kind of a checklist treadmill (I literally had an achievement spreadsheet I was tracking progress with) and in retrospect it was very much one o' them maladaptive coping strategies.
Decktamer
"What if Pokemon but a deckbuilder and also had the fucked-up (positive) monster ecology of Made In Abyss but didn't have all the other, fucked-up shit (negative) of Made in Abyss?"
I was sold on this game from the monster art (your tutorial beast is the Hell Rat, which looks like a naked mole rat with a cookie-cutter shark mouth), and it’s been great fun so far on top of having a killer bestiary of gross-cute beasties. Some issues with difficulty that have since been evened out with patches, and I'm looking forward to what gets added later. There's a lot of room for pulling off some wild combos with abilities and team comps, but to get those you have to be both lucky and good at thinking on your feet.
Hell is Us
“What if Death Stranding was an exploration/puzzle-first Soulslike set in a fictional analogue of the Bosnian War?”
I'd asked some folks, a short while before this game came out, if there was a Soulslike with no boss fights. Something that was wholly set on exploring an interconnected and detailed environment without combat gates (or at least with milder ones). They didn't have an answer for me, but lo and behold, Hell is Us emerges to fill this exact niche. The game is good. Deserves its own post.
Peak
My partner and a couple real-life friends picked it up so I figured why not. Was a good choice. Losing is fun / hilarious and that carries so much of a game. There are just enough moving parts for chaos to creep into a cascading disaster of four people making small sub-optimal choices over time. It's a strong chassis to build on top of.
Not a fan of the Roots area they added, though. Visually great, but the spores are just kinda one difficulty element too far for me. No clear distinction for when you are actually in danger zone vs in the margin of the cloud until you’re actually taking damage.
Picto Quest: The Cursed Grids
Uncharitable reviews would call it shovelware; It was $1.50 on sale, and I have certainly gotten $1.50 of enjoyment out of it. No frills, no extras, just ~120 picto puzzles. I’d never tried this type of game before and ended up really enjoying it for what it is. A very good game when you’re having a shit day and want to think about nothing more complex than some numbers and an unambiguous problem.
**
The Gameable Content Bonus
Speak with Tsukumogami
You call up the spirit of an object for a short conversation. Default chance of 1-in-6, add 1 if:
- The object is over 100 years old.
- The object is regularly used or in contact with humans.
- The object possesses some perceived importance to humans.(regardless of actual importance)
- You make an appropriate hospitality offering (ie something the object would like)
- You take 1d6 fatigue damage (healed only after sleep)
Failure does not mean the spirit doesn't exist, only that it isn't interested in talking.
Recent damage to an item reduces the roll by 1, as do insults, general mistreatment, neglect, and so on.
Tsukumogami are basically people, but very lightly two-dimensional people. They have knowledge of their surroundings, their trades, and their personal histories; anything beyond that will be gossip they've heard from the other object-spirits. They do not care one bit about the ramifications of their existence.

I don't know why the caption is big and bold. Blogger's images have been acting weird recently.
ReplyDeleteIt doesn't detract one bit.
DeleteIt has occurred to me that people who put up with games putting them through misery are why no one holds society accountable for the greater miseries it puts us through.
ReplyDeleteIn short, bad game dev is not just bad game dev. It is betrayal of mankind's striving toward a fair and just world and apologism for exploitation. These people must be first up against the wall when the revolution comes.
huh
DeleteWeird escalation there
DeleteRe: Silksong - it was fairly fine for me. It's difficult, yes, probably because it began life as Hollow Knight DLC, but I don't really play video games for a smoothed, unified experience. It was cruel, yes, and that's a good thing! It made me laugh!
ReplyDeleteMore power to those who enjoyed it, for sure. I am glad you all got what you were looking for.
Delete