The last few games you beat and rate them 5

No need for attitude. It was a sincere comment, not intended as sass or anything. I remember the names, I just forget which personalities/post histories/identities belong to certain names. I'm not sure how you guys keep track of internet nicknames like that over a long period of time, when you encounter so many and there's no face to them. It's actually an unfortunate problem that annoys me, because there are actually posters that I admire the thoughts of and agree with/view as a good litmus test for what's out there that's likely good, whose names I've simply lost track of (Tame Impala actually could have been one of them, I'm not sure, I'm actually kind of curious if he had a different nickname before-- Edit: He's not BonMorrison or something, is he?).

Bottom point seems kind of meaningless to me. I value what I value. I'm not expressing these feelings out of some intellectual principle that goes against my base instinct to have fun or something. Spiderman wasn't fun to me, so I tried to reverse engineering the likely reason why, when asked. When videogames are like that, I don't like/care about the medium as a whole. If that means that they only fly on my radar and become something that feels worthwhile to me when I "take them that seriously" (whatever that even means), then so be it. I can only express my sincere thoughts. I wouldn't tell you to "take things more seriously" just because I disagreed with your judgements. You take them how you take them.

And for the record, I have tried having a more light-hearted/forgiving attitude when rating/reviewing when I was younger, and I found it way less personally satisfying and way more like I was just being disingenuous/compromising about how I actually felt (like I was just giving into peer pressure precisely to avoid THIS type of reaction). Hell, I still subconsciously catch myself doing that (incidentally, about games such as Spiderman, which I've probably given a more normal/agreeable score to in the past).
I was only teasing, I've been here for long enough to know how you post. I enjoy/value them and wouldn't interact with you if I didn't. It was just funny the way you said that.

My point about the gameplay is more related to your thoughts on something like Downwell. Obviously that's much more distilled than a AAA game but you enjoyed that predominantly for the gameplay because it was well done and satisfying to repeat over and over. It's not something that you seem to look for in the games you play. (This is also why I asked you about your music the other day, I don't know what your process is for picking out new things)

That's what I would see as the reason Spiderman games are popular, plus whatever attachment people have to the character/world already. I've not played them but I have played and enjoyed Prototype a long time ago which is a guy in New York with powers, so I understand the appeal in just launching yourself from building to building.
 
I was only teasing, I've been here for long enough to know how you post. I enjoy/value them and wouldn't interact with you if I didn't. It was just funny the way you said that.

My point about the gameplay is more related to your thoughts on something like Downwell. Obviously that's much more distilled than a AAA game but you enjoyed that predominantly for the gameplay because it was well done and satisfying to repeat over and over. It's not something that you seem to look for in the games you play. (This is also why I asked you about your music the other day, I don't know what your process is for picking out new things)

That's what I would see as the reason Spiderman games are popular, plus whatever attachment people have to the character/world already. I've not played them but I have played and enjoyed Prototype a long time ago which is a guy in New York with powers, so I understand the appeal in just launching yourself from building to building.
I legitimately think Downwell is masterfully designed, creatively/originally conceived, and methodically precise in a way that I find 100% inspired-- that's the meat of its appeal for me. Its satisfying addictiveness (which it is as well) isn't really a big reason why I think highly of it. I think it's brilliant the same way that Tetris or Chess is brilliant-- Just absolute elegance. Or Celeste. Or Into the Breach. Or to a lesser extent Balatro. I also attribute a lot of value to things that are great in a minimalist way (for the same reason)-- the "more distilled" aspect is what I place great value on. None of these qualities really apply or are remotely in the ballpark of something like what Spiderman offers. I don't know if these other games are "transcendent works of art" either, but I find them creatively brilliant and deftly crafted in a way that I appreciate within striking distance of something like that, at least.

To go a bit further, I actually generally tend to outright hate things that are repeatedly addictive/compulsive without those more substantive qualities to go along with that (not that I really agree that Spiderman is even that addictively repeatable in the first place). When I hear that, I think of shitty exploitative habit-forming mobile games or something.

Frankly, I think "not everything has to be some deep transcendent philosophical masterpiece" is framing that's way too generous to games like Spiderman, personally. Even just as modest entertainment and nothing more, I feel like it lacks anything genuinely endearing, charming, infectious, or striking (these aren't exactly "transcendent work of art" terms). It doesn't really have a memorable identity or personality, and kind of feels like the videogame equivalent of a soulless/bland generically produced pop song that's merely fine/serviceable in a lot of areas, in my view.

I'm not sure why you're explaining why Spiderman is popular or why others enjoy it. I agree with your explanations for why that's probably the case, they're just not things that I value or find relevant in my own assessments/value judgements. Plus, I did give credit to how good web slinging feels, as the sole positive I could give it. It's just not a lot, to me.
 
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No need for attitude. It was a sincere comment, not intended as sass or anything. I remember the names, I just forget which personalities/post histories/identities belong to certain names. I'm not sure how you guys keep track of internet nicknames like that over a long period of time, when you encounter so many and there's no face to them.

It's called having massive, massive brain power. Almost too much for my skull to contain, but somehow I manage.
 
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Avatar Frontiers of Pandora - 6.5/10

Open world action/adventure from Ubisoft, definitely has some Far Cry feel to it. You play as a young Navi of the Sarentu tribe that was kidnapped as a child 15 years previously by the RDA/Skypeople in an attempt to make them into soldiers, After escaping the human school/training center you work to unite the Navi tribes to drive off the humans from Pandora who are destroying the world with their pollution and drilling. The game starts a bit slow with all traversal on foot, but opens up when you gain the ability to fly after bonding with a small dragon like creature called an Ikran, the story is decent, and there are many side missions as usual with open world ubisoft titles. The environment was pretty cool with the colorful and lush areas of Pandora as well as the alien creatures, though the world was relatively empty. Overall an ok game, it looks pretty nice and plays well enough, but nothing stands out to make it a must play unless maybe if you are a big Avatar fan
 
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Hotline Miami - 8.5/10

Short, simple, but sweet. They got a surprisingly lot of variety out of such a simple game. Whether you choose to be quiet or go guns blazing, the different masks that give different perks, different weapons, a few switch ups in the story, etc. It definitely could have overstayed it's welcome, but they mixed it up at just the right times and knew when to end it.

The story is interesting and the music fits perfectly. There's no load time between deaths which is critical because it's very fast paced game play, you die quickly, a lot, and often times not very far into the level.

The only negatives I have are the couple of 'boss' fights (not particularly fun and very frustrating), probably better on PC than console (never was good at the twin stick shooter), and the lock-on was kind of wonky.
 
Blossom Tales II: The Minotaur Prince - 7/10
This is really more of the same as the original Blossom Tales. If you enjoy the top down Zelda games, you'll probably find this one enjoyable as well. It's nothing mindblowing but it scratches that itch. The bosses and puzzles are fun and the game doesn't overstay its welcome. Sticking to just the story, you'll finish it in about 5-6 hours. I'm sure you can double or even triple that if you focus on exploring and unlocking everything.

If you like the original Blossom Tales, pick this up because you'll like this one too. If you're looking to scratch that old school Zelda itch, give this series a go.
 
Legend of Zelda: Link's Awakening - 9/10

Remake of 1993 Gameboy title for the Switch, never played the original, but just loved the remake, felt like playing the NES original again, very cutesy graphics, but still posed a decent challenge and had an interesting story and batch of villains and bosses without shoehorning Ganon and Hyrule in there
 
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I don't have a Switch anymore, I gave it to my nephew. Whenever Switch 2 comes out and they inevitably get one, I'm going to ask my for my Switch back to play Link's Awakening, amongst just a couple other games.
 
Kingdoms of Amular Re-Reckoning: 7 out of 10

Game definitely started out stronger than it ended for me, as it initially triggered some fairly high nostalgia endorphins.

Overall, it is a fairly big game, decently dense with material but nothing that really triggered much excitement for me. Basically a TSR level story (you may be old if you get this reference) that is mostly disposable. Was able to sink some time into it, particularly since I played it while mostly seeking distraction, However, I was mostly done by the time I reached the siege, glad there wasn't much left to finish.

Ok distraction, won't have much of a long-term impact on me (in either the good or bad column) but something deleted from the console as soon as the credits quit playing
 
A Link's Awakening on Switch
8.5/10

First real Zelda game experience. I really enjoyed the game but still torn on certain aspects. I have a busy schedule so I could go weeks without playing. This made knowing what to do next really painful or tedious at times. It also made some parts in the game a little harder to figure out. Not proud but had to pullout the gamethrough probably 4-5x to know what to do next. Most of the time ended up feeling dumb but there were parts that I found were not super intuitive. I found the bosses a little easy at times but I can appreciate the nature of the game having you use different items to beat boss or require an item to get certain things like a Metroidvania would. Any other suggestions of a Zelda game that isn't long AF like BotW? I play maybe 2 hours a week if I'm lucky
 
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Finished the Suikoden 1 remaster at under 16 hours, forgot where the point of no return was so I didn't get all 108 stars. It's still a solid 7/10 game but now it's on to the much better sequel!
 
Turbo Overkill - 8/10
Turbo Overkill is a really good boomer shooter that unfortunately overstays its welcome a bit. It felt like Act 3 kind of got tacked on and many sections left me more frustrated than having fun.

The movement is impeccable. I think good movement is a requirement for a great boomer shooter and this one is awesome. Everything feels so crisp and precise. You'll find yourself zipping around with precision around the maps after you play for a few hours Having a chainsaw leg that deals damage to anyone you slide through is an added bonus! It's a fun concept and works perfectly with the flow of things.

The guns are enjoyable and you'll find yourself rotating through them often. Some of the battle arenas suffer from not having enough ammo to pick up and you'll find yourself stuck with the weakest weapons against the strongest enemies at the end of the waves. You'll find yourself replaying the fight just trying to memorize where all the ammo pick ups are to make sure to take the fight optimally. I personally don't like that in my boomer shooters, I want to go f*** shit up!

Some of the level designs in the battle arenas, particularly in the third act, leave a lot to be desired. There are no checkpoints in them and you'll often find yourself pinched in a bad spot because there's just too many enemies for the space and not enough space to move.

My biggest gripes and what took the most fun out of the game for me were the Ripper and Syn boss fights. The other boss fights were all really enjoyable. The ripper fight is just so damn long with no checkpoints and dying at the end is incredibly frustrating because it took you 10 minutes to get there... The Syn fight was more fun than the Ripper fight but its practically a bullet hell where most things will one shot you but you can only see the bullets in front of you to avoid...

There were definitely moments that had me pulling my hair out in frustration. Those fights didn't leave me feeling accomplished that I completed a difficult challenge, it left me relieved that I can finally move on from a frustrating, poorly designed fight. After about the mid way point of the game, you stop getting new weapons and abilities and all they really do is throw more and more enemies at you which already makes it feel like it overstays its welcome while these frustrating boss fights make the general feeling towards the end even worse.

Overall, it is still a good game. It's about 12 hours long. But if it was about 8 hours long and they cut out the last third, it would have been a great game.


Split Fiction - 9/10
Hazelight Studios does it again! I can't believe there aren't more games like this about a focused co-op experience. The gameplay often times feels simplistic so you can play them with people who don't play many games while fun ideas and awesome visuals make you enjoy every minute. You should be giving every game this developer makes a shot, they just keep making better and better games. I can't wait to see what they have in store next.
 
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Dredge : 7.5/10

Ended up liking it more than I thought I would.

The mystery of what happened to this place is enough of a hook at the beginning and the progression is quick enough that it never felt grindy. The day-night cycle and the horrors of night create some urgency and planning. Didn't overstay its welcome.

In the end, though, it's still mostly a collect-a-thon. The mini games while fishing or dredging get really repetitive after a while. I thought they could have added some more puzzle elements. I thought the side quests could have been fleshed out a bit more.
 
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Avowed - 6.5/10

This wasn't a game that I had been pre-hyped up about so I wouldn't say I was disappointed, but I might say I was slightly underwhelmed, the story didn't really grab me, the dialogue was at times seemingly neverending and nonsensical, and I'm generally not one to nitpick, but I feel like for a game of this magnitude in 2024/25 to have animations at times where a speaking characters lips don't move is completely unacceptable. I don't regret playing it, but glad it was for "free" on gamepass and I didn't spend 60 bucks on it
 
I finally completed the main quest of The Elder Scrolls II: Daggerfall after 28 years. This is a bucket list accomplishment for me. I bought the game back in late 1996 or early 1997 and played it for months, but never beat it. I don't remember why, but I likely either ran into a game-breaking bug (common in this game) or didn't know what to do next (also common in this game). I always wanted to go back and finish it, but that was daunting for the longest time because of how dated it is and how incomplete modern update projects were.

Three weeks ago, I learned (or was reminded) of Daggerfall Unity, an open-source recreation of the game in the Unity engine that passed the v1.0 milestone. I set it up and started playing and was astonished at how accessible it makes the game. Daggerfall is now totally playable in 2025, thanks to the modern engine and a lot of quality of life features. It's basically like a Nightdive remaster, but done completely by the community. It's still the same game under the surface, though, with the same old-fashioned and buggy quests. I had to use console commands a few times to fix broken quests and refer to online guides quite a few times to figure out what I was supposed to do next. Despite that, I really enjoyed playing it for three weeks and may just keep doing side quests and ranking up in guilds.

If you're on PC, enjoy the The Elder Scrolls and have never played the second game in the series, which largely defined the open-world, sandbox RPG, you might care to check it out. It's actually free to download on Steam and GOG. After installing it, you just need to download Daggerfall Unity (also free) from dfworkshop.net and point it to the installed game files. It supports mods that are easy to install and I recommend going to NexusMods and downloading the most popular ones (YouTube videos can also help there). Here's a video that shows what it can look like fully modded:


(I personally don't use many of those visual mods because I'm nostalgic for the original game art in all of its pixelated glory, but that's what you can achieve if you're new to the game and want to make it look as modern as possible)

Anyways, it takes a little work to set up, get into and get through, but it's an Elder Scrolls game and it's completely free. What more do you want?
 
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Pepper Grinder - 1.5 or 2.0 (Neutral/Positive)
Pretty solid. Its core mechanic is cleverly conceived/inspired (clearly influenced by Drill Dozer) and very satisfying to master (so much that the snappy fun can mask level design flaws), there are some fun spins on it, when you nail a section it can feel like nailing one of the gimmick-mechanic sections in Celeste (like the feathers, bubbles, or dream blocks), and the sprite art, UI, and overworld presentation is fantastic/charming. I feel like you could conceivably build an outright classic around this base, but it could stand to be a little more fleshed out/complete of an experience, and I wouldn't say the challenges are exceptionally well designed. ("too short" is a common complaint, but I think it's more about density of quality rather than time). It definitely still has a bit of an amateur feel unlike the peak indies. Still, had a lot of fun, deserved more attention than it got, IMO.

One awkward thing: There are parts where they didn't design for recovery/reset from failure very well. For example, they want you to nail a sequence with precision, but if you miss your mark, you can fly off to a no-man's land position where everything damages you (like a sea of lava/spikes that the challenge was to avoid) but you have to awkwardly wait for your HP to slowly chip away and for i-frames to wear off before each tick, running around looking for a safe spot when there isn't one. Not a big deal, but most good games would immediately reset you in hopeless situations like that, or give you a safe platform to return to.



2024 Games Played:
1. Balatro - 4.0 (Flawless)

2. Animal Well - 3.5 (Great) [perfectly designed, but personality feels a tad off]
3. Black Myth Wukong - 3.0 (Very Good) [mechanically flawed, but soaring artistic heights, underrated handling of themes/source material]
4. Silent Hill 2 Remake - 2.5 (Good) [story's excellently conceived and really well adapted, but bloat/gameplay is so skippable]
5. Cocoon - 2.5 (Good) [clever/perfectly executed but very simple/easy]
6. Thank Goodness You're Here - 2.0 (Positive)
---
7. Pepper Grinder - 1.5 or 2.0 (Neutral/Positive)
8. Shadow of the Ninja Reborn - 1.5 (Neutral)
9. Indika - 1.5 (Neutral)
[ambitious/tasteful, but a bit of a jumbled mess of things]
10. Final Fantasy VII Rebirth - 1.0 (Negative) [conflicted-- partly charming/engaging/impressive, ton of bloat, partly insultingly childish bastardization of source material that feels a pre-teen made it]
11. Prince of Persia: The Lost Crown - 1.0 (Negative) [competent but soulless and antithetical to the appeal of Metroidvanias]
12. Neva - 0.0 or 0.5 (Terrible/Bad) [tentative impression: only done a couple chapters, but it feels abysmal so far-- don't even want to finish it-- how the hell was this so well received?]


Interested: Metal Slug Tactics, Nine Sols, Starstruck: Hands of Time
 
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I finally completed the main quest of The Elder Scrolls II: Daggerfall after 28 years. This is a bucket list accomplishment for me. I bought the game back in late 1996 or early 1997 and played it for months, but never beat it. I don't remember why, but I likely either ran into a game-breaking bug (common in this game) or didn't know what to do next (also common in this game). I always wanted to go back and finish it, but that was daunting for the longest time because of how dated it is and how incomplete modern update projects were.

Three weeks ago, I learned (or was reminded) of Daggerfall Unity, an open-source recreation of the game in the Unity engine that passed the v1.0 milestone. I set it up and started playing and was astonished at how accessible it makes the game. Daggerfall is now totally playable in 2025, thanks to the modern engine and a lot of quality of life features. It's basically like a Nightdive remaster, but done completely by the community. It's still the same game under the surface, though, with the same old-fashioned and buggy quests. I had to use console commands a few times to fix broken quests and refer to online guides quite a few times to figure out what I was supposed to do next. Despite that, I really enjoyed playing it for three weeks and may just keep doing side quests and ranking up in guilds.

If you're on PC, enjoy the The Elder Scrolls and have never played the second game in the series, which largely defined the open-world, sandbox RPG, you might care to check it out. It's actually free to download on Steam and GOG. After installing it, you just need to download Daggerfall Unity (also free) from dfworkshop.net and point it to the installed game files. It supports mods that are easy to install and I recommend going to NexusMods and downloading the most popular ones (YouTube videos can also help there). Here's a video that shows what it can look like fully modded:
Yeah I gave it an honest go sometime around 2000. Following the story quest I had to talk to a king/leader which meant I needed to gain favour to raise my reputation in the court by doing quests for the various nobles. Was going fine until my next quest was 'go find my ring at this location and bring it back to me in 7 days'. Now, Daggerfall dungeons are massive, and a ring is very small. Thoroughly tearing the place up I kept peeling back layer after layer finding new depths to the dungeon, but could never actually find that damn ring. So eventually I give up and head back to the city with the due date expired... and literally every person in the court is sneering at me in hatred. Fail one dumb quest, and the reputation you've been building up goes into the toilet.

Still an amazing game though. I would strongly disagree with you saying it "largely defined the open-world, sandbox RPG" though. That would be Morrowind, which took a sharp turn from utterly massive but completely procedurally generated open world to a vastly smaller but to the player still very large hand crafted open world. The difference between the two is in the Morrowind style you can go out exploring and are rewarded by finding all sorts of stuff, while Daggerfall you try exploring and you're finding nothing but empty open space and whatever mobs they generate for you. Still though, it's a different sort of value in the sheer size of the game, being more equivalent to an actual country on a 1:1 scale. I've always wondered what a modern take would be like, which has been done for sci-fi survival craft with whats it called but not a fantasy RPG.
 
Kunitsu-Gami: Path of the Goddess - 9/10
I absolutely adored this game. It's awesome to see a bigger budget company like Capcom take a risk making something new and fresh. It's a shame it didn't do better because this game deserves all the praise it gets, it's just not enough people are playing it!

Kunitsu-Gami: Path of the Goddess is essentially a hybrid between a sword fighting action game and a tower defense. In each stage, you will have to free villagers from the defilement and you can turn them into one of several classes, position them accordingly, set up during the day and fight during the night. The sword play isn't too in depth but I think it still shines a bit for that. Personally, when I play action games like that, while they may present themselves with tons of combos, I find that I still just use the same few combos. This game doesn't have too many combos. It keeps things simple and effective. The combat feels great for that reason. It just feels very welcoming, never overwhelming, while always feeling crisp and responsive.

The story is all basically told without words. It's all through visuals in cutscenes. You guide the goddess down the mountain as you purge the land of an evil defilement. You'll save lots of people along the way who you command so they can help you how you see fit.

While the game play is fun, it's super satisfying to go for all the bonus objectives. I don't normally replay things for the "challenges" but for whatever reason, this game just clicked for me and I wanted to go replay levels to complete all the bonus objectives. I ended up 100%ing the game which includes all the bonus objectives, beating all the bosses with quick times, and beating the game again in New Game+ with different bonus objectives. I never play New Game+ for anything and I think the fact that I was happy to do so is very telling of how much I enjoyed the game. It took about 34 hours to do all that. I think just beating the base game and all the bonus objectives before hitting NG+ was probably 25 hours. If you do that, you'll blow through NG+.

It's such a shame this game didn't get more praise. I heard a lot about it on a couple podcasts I listen to but never heard of it outside of there. This game will quickly become a hidden gem. I'm so sad to think that it didn't do very well financially and we may never see another game from Capcom like it. There's a demo available if you're on the fence. Go play the game because there are so few games these days that are this well polished while feeling this new and fresh.
 
Yeah I gave it an honest go sometime around 2000. Following the story quest I had to talk to a king/leader which meant I needed to gain favour to raise my reputation in the court by doing quests for the various nobles. Was going fine until my next quest was 'go find my ring at this location and bring it back to me in 7 days'. Now, Daggerfall dungeons are massive, and a ring is very small. Thoroughly tearing the place up I kept peeling back layer after layer finding new depths to the dungeon, but could never actually find that damn ring. So eventually I give up and head back to the city with the due date expired... and literally every person in the court is sneering at me in hatred. Fail one dumb quest, and the reputation you've been building up goes into the toilet.
Yeah, that's another thing that's always made the game hard to finish. If you fail certain quests, you might not be able to finish the main quest. Fortunately, there are lots of ways to avoid or fix that in Daggerfall Unity with console commands, text file editing and mods (such as one that disables reputation checks for the main quest and another that removes quest timers).
Still an amazing game though. I would strongly disagree with you saying it "largely defined the open-world, sandbox RPG" though. That would be Morrowind, which took a sharp turn from utterly massive but completely procedurally generated open world to a vastly smaller but to the player still very large hand crafted open world. The difference between the two is in the Morrowind style you can go out exploring and are rewarded by finding all sorts of stuff, while Daggerfall you try exploring and you're finding nothing but empty open space and whatever mobs they generate for you. Still though, it's a different sort of value in the sheer size of the game, being more equivalent to an actual country on a 1:1 scale. I've always wondered what a modern take would be like, which has been done for sci-fi survival craft with whats it called but not a fantasy RPG.
I meant that it was the first, not that it set the standard. It introduced the concept of a huge sandbox world, and then Morrowind and others improved on it.

As for a modern take, there's The Wayward Realms, which was kickstarted by two of the key developers of Daggerfall. It's intended to be a spiritual successor and promises a world that's 5400x the size of Skyrim. It sounds ambitious, but has also been in development for 6 years and you have to wonder, like with Star Citizen, whether it'll ever be released. They did put out a gameplay trailer last year to try to find a publisher, but I haven't heard that they were successful, so the game's future is still uncertain.
 
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Before Your Eyes - 1.5 or 2.0 (Neutral/Positive)
While it didn't entirely blow me away as some deep work of art or anything, it was a modestly nice, short, touching experience, if a little heavy-handed.

I think what I imagined after hearing about the blinking gimmick was more conceptually interesting in my head than what it ended up being. The gimmick was only effective aesthetically, in my opinion-- the transition blinking from one scene to another or closing your eyes to focus on sound feels cool, especially during the climax at the very end. Thematically and ludo-narratively, though, the promise is a bit misleading-- It kind of sets you up to think that you'd want to stay in the moments because you don't want to let go of them and that's why you'd try to stop yourself from blinking, but nothing actually ended up factoring in that way for me, and I'm not even sure that idea is compatible with the story it's telling. It's mostly just used as a neat way to turn pages or deliver information. Still, the story is somewhat effective, though I wouldn't say as much as some seem to respond to it.



2021 Games Played:
1. Metroid Dread - 3.0 (Very Good)
2. Cyber Shadow - 2.5 (Good)
3. Hades - 2.0 (Positive)
4. Before Your Eyes - 1.5 or 2.0 (Neutral/Positive)
5. Eastward - 1.0 (Negative)
6. Twelve Minutes - 0.5 (Bad)
 
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Boxes: Lost Fragments - 7.5/10
Boxes: Lost Fragments is a puzzle game where you interact with boxes accordingly to open up new sections until you eventually reveal the prize in the end. The puzzles both look and feel great to solve while never being overwhelmingly difficult. It's more of a casual point and click style puzzle game similar to The Room series so if you enjoy those, you'll likely enjoy this as well. The same developer made Doors, I personally thought Boxes was more enjoyable.
 
DRDR - Dead Rising Deluxe Remaster - 8/10

I played the original Dead Rising to death back in the XB360 days, never really got anywhere with it as the 72 hour mode always messed me up and I just ran around butchering zombies, and generally getting wrecked by the psychopaths. I picked up the Deluxe Remaster a little while back, and finally cracked it open Saturday, and played through the entire game in one day, (not one sitting though, did break for dinner) probably the first time I've done that with a game that was more than 2-3 hours since getting married almost 12 long years ago.

The graphics got a nice polishing, and a few other quality of life updates like autosaves made it a quite enjoyable trip down memory lane, Otis finally got his voice, and I finally finished the storyline after nearly 20 years
 

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