#i feel like this game a bit overstayed its welcome for me about 30 hours ago and i still have the most of the main quest to finish
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tench · 26 days ago
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I have a growing suspicion that Cyberpunk writers don't particularly like people nor understand the point of titular cyberpunk as a genre. More so, I don't know if there are women in their lives that they are talking to (aside from the obvious "one of the boys/family members to ignore"), because there are particular stances on women that are... Something else.
"Fellas, is it ok to leave my wife of many years because I found out she's hooked up on plastic surgery? No, she's paying for it by herself and I have found out only because I paid my buddy to spy on her as I suspected she was cheating on me. No, I will not talk to her. We have a child together (and one on the way I'm not aware of). No, it won't in any way affect my decision. My only concern here is that she lied to me, either by being unfaithful or not being authentic (yes, these are equal crimes to me, yes, we live in the world with augmentation being normalized and required for being a part of the society)".
🤷‍♀️
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aion-rsa · 4 years ago
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Bo Burnham: Inside Songs Ranked from Worst to Best
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The musical of the summer was supposed to be a life-affirming celebration of one of New York’s most vibrant neighborhoods, full of color, romance, and big group dance numbers. Instead for many viewers, the musical of the moment was filmed and performed by one man, alone in isolation from the comfort (or discomfort, really) of his own home, with songs centered on techno paranoia, mental health, and the fear of aging. Maybe after a year stuck in their homes, audiences could relate to the existential dread and general anxiety on display in Bo Burnham: Inside more than a conventional movie musical.
Billed as a stand-up special, Burnham’s latest musical comedy endeavor finds the former wunderkind holed up and feeling more uncomfortable than ever. Writing, editing, directing, and performing from a claustrophobic studio, Burnham’s stand-up special skews more toward being a straight-up musical, and not because the special is light on jokes and missing an audience. Rather this has all the hallmarks of a musical narrative and plays closer to experimental cinema than sketch comedy.
Burnham expresses his characters’ inner-thoughts, fears, and desires via song throughout a contained narrative, in this case the narrative being one man trying to occupy himself during a pandemic. It has ballads, charm songs, comedy numbers, “I Am” and “I Want” songs, and a big reprise. By capturing his personal pandemic experience and putting the whole affair to song, Burnham has created one of the most compelling (and catchy!) accounts of life during 2020.
To celebrate the musical that we all needed after a year in our homes, we’ve decided to rank every song from Bo Burnham: Inside. You can stream along via the Inside (The Songs) album on the streaming platform of your choice.
20. I Don’t Wanna Know
Merely an interlude, “I Don’t Wanna Know” doesn’t quite work outside of watching the special itself. However, it is a clever way to address the fact that modern audiences do not have the attention span to sit through a film at home without checking their phone or complaining about a runtime.
19. Bezos II
While certainly meant to poke fun at the real-life Lex Luthor, it’s not that fun to listen to Bezos’ name repeated. Stil, Burnham does elicit a few laughs with his over-the-top mock congratulations. “You did it!”
18. Any Day Now
A Sesame Street-like mantra that plays over the credits, “Any Day Now” suggests this could all end either hopefully soon or on a depressingly vague far-off date that will never come. We’d like to think it’s the former, but it’s safe to assume what Bo thinks.
17. All Time Low
While this number gets docked points for its short runtime, it absolutely packs a punch with its four-line, single verse. After Bo admits that his mental health is rapidly deteriorating, he describes what it’s like to have a panic attack set to a chipper ‘80s dance backbeat. Unfortunately, we don’t get to ride the wave long enough, and judging lyrics, that’s probably a good thing for Bo.
16. Content
This strong opening number musically sets the vibe for Inside, letting us know that we’re in for some synth-heavy throwback beats that would be best listened to underneath a disco ball.  Also incorporating silly backing vocals, a hallmark of many of Inside’s best tracks, Burnham declares he’s back with some sweet, sweet content. “Daddy made you your favorite,” he sings, and he ain’t wrong. 
15. Bezos I
Unlike the reprise in “Bezos II,” “Bezos I” gets by off its increasingly deranged energy, with Burnham roasting fellow tech billionaires and working himself up into a manic frenzy by song’s end. Musically, it sounds like the soundtrack to an intense boss battle on a Sega Genesis game before ending with a sick little synth solo and Burnham hilarious squawking. It’s arguably the only acceptable thing that Bezos has ever been associated with.
14. Unpaid Intern
While “Unpaid Intern” is one of Inside’s shortest tracks, it absolutely makes the most of its time. The jazzy tune scorches the exploitative nature of unpaid internships before Burnham breaks out into a laugh-out-loud worthy scat routine. It unfortunately ends too soon.
13. Shit
Inside’s funkiest jam sounds like Burnham wrote the lyrics for a new Janelle Moane album cut. Bo show’s off his vocal dexterity and plumbs the depths of his depression in a surprisingly danceable fashion. Throwing in a little faux crowd interaction helps bring home the fact that we have all felt like this at one point or another during the pandemic.
12. Sexting
This slow-jam details the complications of sexting, throwing out hilariously too-true punchlines like “the flash makes my dick look frightened.” “Sexting” feels like one of a few songs that could most easily appear on previous Burnham specials. Proving that Inside’s musical textures do not come exclusively from ’80s synth pop, the outro of the song expertly mirrors modern pop trends by throwing in some trap-influenced “yahs” at the end of Bo’s lines.
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11. How the World Works
Influenced by comedian Hans Teeuwen and children’s entertainment in general, “How the World Works” finds Burnham going back to the well by playing the ignorant, smarmy white guy who is oblivious of the real issues plaguing nonwhite Americans. What’s even better though is Socko calling Burnham out on forcing others to educate him for his own self-actualization instead of doing the work on his own for the betterment of others.
Socko pointedly asks “Why do you rich f—— white people insist on seeing every socio-political conflict through the myopic lens of your own self-actualization?” Not to keep things too heavy, the song ends with an absurdist bit where Burnham returns Socko to the nether place that he goes when he’s not attached to Burnham’s hand. Scathing and bizarre, it’s a great piece of social commentary. 
10. FaceTime With My Mom
While most of the music of Inside feels directly transported from the 1980s, “FaceTime With My Mom” seems only inspired by the past decade’s musical trends, updating the sounds in much of the same way that the Weeknd and Dua Lipa have. This is Bo Burnham as a hitmaker, and his attempt is convincing. “FaceTime With My Mom” earns easy laughs by getting to the seemingly specific, yet universal things that all our moms do over video chat. 
9. Goodbye
Every good musical needs a good closing track, and Burnham nails it with “Goodbye,” pulling off a reprise that weaves in many of the special’s signature musical moments and touches on the special’s core themes. A forlorn piano ballad before it soars through Inside’s best motifs, “Goodbye” caps a triumphant musical achievement, coming back to “Look Who’s Inside Again” just to punch you in the gut one last time. 
8. Problematic
Addressing his past work and some aspects that have not aged well, while also skewering celebrity apologies, “Problematic” is self-aware critique by way of an ‘80s workout bop. From the specific Aladdin confession to the overall apology for being “vaguely shitty,” Bo has never made accountability sound so good.
7. That Funny Feeling
This is Bo Burnham’s version of Father John Misty’s “Holy Shit,” a laundry list of all the stupid things that are signaling the fall of culture and civilization as we know it. If Misty hadn’t gotten there first, we may have had this one ranked higher. Still, Burnham manages to come up with a sticky chorus that you’ll be humming the next time something makes you feel like you’re living in the uncanny valley.
6. White Woman’s Instagram
Perhaps the special’s most playful moment, “White Woman’s Instagram” uses the musical cues of an inspiring empowerment anthem to poke fun at the predictably, perfectly curated feed of a “girl boss” Instagram. The song is greatly enhanced by the accompanying visuals, which find Bo recreating the meticulously staged and glamorous portraits that women pass off as their everyday lives.
However, Bo always likes to sneak in some sentimentality, and imagines a genuinely heartfelt post to his white woman character’s deceased mother. Don’t worry, the emotional moment doesn’t overstay its welcome, and we’re soon back to laughing at horribly derivative political street art.
5. All Eyes on Me
The droning synth and pitch-down vocals make “All Eyes On Me” oddly hypnotic and beautiful. The song seems to be addressing Bo’s depression along with his need for validation and attention, a juxtaposition that many performers deal with. It becomes clear that Burnham isn’t addressing an invisible audience, but himself, trying to will himself up and out of his dreary mental state.
4.  Look Who’s Inside Again
A classic “I Am” musical song, “Look Who’s Inside Again” just may be Inside’s most emotionally resonant track that seems to hit closest to who Bo Burnham was and who he is today. This is the song that I will most likely regret the most for ranking so low.
“Well, well, look who’s inside again. Went out to look for a reason to hide again,” perfectly describes the cycle of depression and will, for me, be the special’s most lasting moment. The downbeat ending “come out with your hands up, we’ve got you surrounded” is heartbreaking enough to send a shudder down your spine.
3. Comedy
The special’s real first number is absolutely packed with hooks, from the “Call me and I’ll tell you a joke” bridge to the “Should I be joking at a time like this?” change-up. This is Bo really flexing how far he’s come as a musician, expertly utilizing autotune and a key change (us “stupid motherf***ers” can’t resist them).
“Comedy” also finds Bo comfortably in the lane that we’re most used to seeing him in, playing the egomaniacal white messiah with a wink. “Comedy” is the tone-setter and it’s so good that it lets you know that you’re in good hands for the next hour plus.
2. 30
Either I’m ranking this song too highly due to its personally relatable nature or the fact that I haven’t been able to get “All my stupid friends are having stupid children” out of my head, but I really don’t care. “30” is Inside’s biggest earworm and addresses the existential terror that comes with no longer getting pats on the back for being a young wunderkind.
“30” also examines generational differences, showing how 30 year-old people are more infantile than ever. However, at the end of the day it all comes back to those shimmering keys and that irresistible refrain. Apologies to my friends with children.
1. Welcome to the Internet
No matter how deep and emotionally rich some of Inside’s other tracks may be, “Welcome to the Internet” is the one that will live on the longest. If this were a traditional musical, this would the antagonists’ showstopper; a vaudevillian romp through the alluring chaos that is the internet. Speeding up and slowing down the pace to mirror the manic, addictive nature of surfing the net, Burnham pitches the negative aspects of online culture as they are: a feature, not a bug. Promising “a little bit of everything all of the time,” “Welcome to the Internet” is almost as enticing as the dark tool itself.
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fridgewheatfield · 5 years ago
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Fridgewheatfield 2019 GOTY Awards
Normally I would go through the TGA nominations and give my thoughts on who the winner of each was for me. But 2019 kinda sucked for games imo, and I didn’t play very many. So instead, I want to highlight 5 games I really loved this year and give them each their own award. So here they are:
Best AAA Game: God of War (2018)
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This game really took me by surprise. I got it in the Summer for 50% off and hoped it would scratch an itch that I knew a 3rd BOTW playthrough wouldn’t quite scratch. I didn’t expect much from it except for maybe some fun gameplay, since I had never played another game in the series, but it won a lot of GOTY awards in 2018, so I figured it was worth a try for the discount.
This game floored me. I was enamored from start to finish. The environments, the story, the characters, and especially the gameplay had me glued to this game for 10 hours a day for almost a week. I have never felt such guilt from shafting irl responsibilities in order to play a game. The graphics are among the best of this generation. The world building and main quest line kept me interested and actually listening the entire time. The relationship between Kratos and Atreus was strangely relatable, but never had me siding with one character over the other for too long. And the combat is probably the most immersive, diverse, and fast-paced of any game I’ve played. I fought thousands of enemies and I wouldn’t be surprised if there were only a few enemies that I actually killed in the exact same ways. This game was a huge pleasant surprise for me, and the ending pushed its hypothetical sequel near the top of my list of most anticipated games. 10/10
Most Satisfying: A Hat in Time
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A Hat in Time finally came to Switch this year after what felt like an eternity. I was waiting for this game to come to Nintendo since the Kickstarter was announced. Before we knew about Mario Odyssey or Yooka-Laylee, it was refreshing to see that anybody still had interest in reviving the genre of game I loved most as a kid.
This game is EXACTLY what I wanted it to be: A love letter to every Gamecube game I played ad nauseum. A Hat in Time masterfully blends the freeform movement of Mario Sunshine, an art style inspired by Wind Waker, and the charming dialogue of Thousand Year Door to create a game that starts at a 10 and never lets you down. There must have been 20 times during this game where I said to myself, “I hope this game [does this],” and the game followed through with shocking consistency. With customization, easter eggs, references, and humor stuffed into every mission, this game reminded me of everything I loved about the games I grew up with. But this game isn’t just bells and whistles, it also features some of the most engaging level design of any 3D platformer I’ve played. A train murder mystery, a free-roam around a cruise ship paradise run by uwu-speaking seals, and genuinely one of the scariest segments in any game I’ve played were some of the highlights. But none of this game’s 30+ main missions ever disappointed. While the graphical quality and technical performance were less than stellar, everything that the game WANTED to be more than made this game an easy 9/10.
Funniest Game: Untitled Goose Game
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I never understood all the buzz about this game leading up to its release. You’re just a goose? What do you even do?
I was skeptical, but this game did not let me down. There was something strangely hilarious about stealing everyone’s stuff and annoying them for no reason other than to cross off a to-do list. Maybe it was imagining the humans’ perspective. Maybe it was the spastic piano score that only played when you did anything. But whatever it was, this game had me cracking up for its entire 2 hour duration. You can’t deny that the price is a bit steep for such a small game, but the amount of enjoyment I got from an afternoon with this game left me satisfied with my purchase. And with fun secret challenges to discover along the way and to struggle with after the credits, leaving me saying “Ohhh I didn’t think to do that!”, Goose Game is just enough of a game to justify everything that it has going on. 9/10
Most Fun Bad Game: Animal Crossing Pocket Camp
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The OG followers will remember when this was a New Leaf blog, and you best believe it will be a New Horizons blog when the time comes. I hated this game when it came out in 2017. I thought it was a boring, empty waste of time that did nothing for fans of the series. But after numerous updates and quality of life changes that I totally missed the boat on, Pocket Camp actually became worth spending time on. I jumped back into this game following the post-E3 hype for New Horizons, and I’ve logged in every day since.
I won’t mince words, this game is bad. It’s nefarious, predatory mobile game practices at its most kawaii. But damn if I don’t love these new furniture sets they introduce every few weeks. I love piecing together the new items I get from each set or event to make a camp that I’d enjoy spending time in. I’ve spent more money than I care to admit on Pocket Camp’s take on loot boxes (not bank-breaking, but more than I’m proud of). But I honestly can’t say I regret any microtransaction I’ve made. I’ve had a lot of fun with this game in the past few months, and getting everyone I know back into it alongside me made it even better, just like previous Animal Crossing games. The crux of the enjoyment is still sharing your designs and collections with your friends, just like always. And that was Animal Crossing enough for me. Not giving this one a score because its still a scummy mobile game, but if you haven’t played this game since launch, redownload it and give it a look-through.
Best Game I Played in 2019: Banjo-Kazooie
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Everyone knows how good this game is. I played it as a kid, and I’ve known my entire life that this game is great. I’ve reminisced with friends about this game, I’ve watched countless Let’s Plays, and I’ve sung its praises as the best 3D platformer there is.
But I hadn’t ever actually beaten it until this past Summer.
And it turns out that I didn’t even know how right I was all these years. Banjo-Kazooie is a perfect game. Every level is meticulously crafted to be unique, interesting, and just big enough to where they’re fun to explore, but small enough to where there is no empty space. Banjo (and especially Kazooie) control like a dream. The dialogue is the textbook example of charming video game dialogue. And the game is just long enough to feel full, but it never overstays its welcome by retreading old ground for the sake of making the game longer. And don’t even get me started on the soundtrack. There’s a reason Grant Kirkhope left the 2000s as the only household name that came out of Rare. This game could not be improved, and its stood the test of time against the other greats of the genre like Mario 64, A Hat in Time (imo), and Mario Odyssey, to maintain its spot as the game that every 3D platformer wants to be. It’s the best game of the genre, the best game I played this year, and it’s now among my top 5 favorite games of all time. An obvious 10/10.
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Thanks for reading this. Feel free to respond, send a message, or send an ask with any of your thoughts on these games, or even some of your games of the year. I’d love to read them. I’ll see you next year for my 10 page review on New Horizons, which will surely double as my GOTY post.
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wozman23 · 4 years ago
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My 2020 in Gaming
I finished my 100th video game of the year yesterday. In a normal year that would be an embarrassing feat. By in 2020, pretty much stuck within these four walls for nearly nine months now, I'm really proud of it. The last few years, my gaming habits took a severe hit due to working too much. I was fortunate to have the finances to pick up the PlayStation VR and the Switch, but I couldn't dedicate a lot of time to them, and when I did, the joy wasn't there as much since I was often exhausted. In 2018, I still managed to get through almost 40 games, but last year that number fell to 25. There was so much I wanted to play, but I just didn't have the free time. And then 2020 dealt me a lifeline... When LA came to a halt, three and a half months into the year, I was only working on finishing Game #6. Since then, I've been on a tear. A large part of my efficiency came from two choices. In late April, I signed up for Xbox Game Pass for $1 for the first month. Then in June, the “Racial Injustice” Bundle with hundreds of PC games – about a dozen of which I really wanted to play - released on itch.io. Overall, it was a solid mix of AAA games and indie games, although I've skewed more toward indies for years now. There were big anticipated releases like The Last of Us, Part II and Doom Eternal. Splatoon 2 finally got the shrink wrap pulled off that it's been suffocating in for years. (It was fantastic, so I'm not sure why I waited so long.) There were massive games that I put dozens of hours into, like my 77 hours descending into the madness of Hades, or my 69 soaking in the world of Ghost of Tsushima, with a sizeable chunk of those hours being me just toying around with Photo Mode. (Props to the PS5 for finally telling you your playtimes via the OS.) There were dozens of small indie games that only took a few hours to complete – which is kind of my sweet spot these days. A few weighed in at just 30 minutes, like Swarm, a Steam game I found through Get Indie Gaming's Youtube channel, or Syphonia, a student project from ISART Digital that I was anticipating. There were games I replayed, like some of my favorites of all time, Psi-Ops: The Mindgate Conspiracy and Alan Wake, as well as the remastered versions of Ghostbusters: The Video Game and the Crash Bandicoot and Spyro trilogies. There was great stuff I paid for, and a few awesome games that I got for free through the Epic Games Store, or via subscriptions with PlayStation Plus, Game Pass Ultimate, or the times I took advantage of free trials of Amazon Prime. And I even got hooked on an online multiplayer only game, which has only happened on a handful of occasions in the history of online play.A lot of people are going to look back on 2020 as a terrible year, but for me it's been a godsend. It's allowed me to enjoy multiple passions, with gaming being one of the biggest. Like any hobby, my gaming habits over the years have ebbed and flowed. Overall, the last generation I've been fortunate to own every major console for the first time in a generation. Yet – outside of a few phenomenal games like Horizon Zero Dawn, ASTRO BOT Rescue Mission on VR, and the other aforementioned PlayStation first party titles – overall I wasn't really impressed as much with the AAA offerings. The indie scene is only gaining ground. But with the PS5, the proper return of my all-time favorite franchise, Ratchet & Clank, and my Game Pass renewed until 2022, I'm optimistic about where gaming is headed. As for my favorite games that released this year, here's my list: 1. The Last of Us, Part II 2. Battletoads 3. CARRION 4. Hades 5. ASTRO's Playroom 6. Filament 7. Fall Guys: Ultimate Knockout 8. Bugsnax 9. Ghost of Tsushima 10. Ori and the Will of the Wisps The Last of Us, Part II The original The Last of Us was my favorite game of the previous generation, as well as the most impressive game of all time. It was mind-numbingly good, so much so that I really did not want a sequel. I didn't even want to replay it. It was one of those things that just felt complete. Nothing more needed to be said, and in doing so, there would be a large risk at ruining what made it great. Slowly, Naughty Dog eroded away at me, and I began to anticipate the sequel. Right before it I even replayed the remaster of the original. Part II is one of those rare project that manages to one-up what you thought was already perfection. It's like a 30 hour blockbuster movie that just keeps ramping up in intensity. So much of what makes it special is within the design of its details: the way it presents itself, the pacing, its message. Like many, key details were spoiled by online trolls prior to launch, but it really didn't matter. This post could be just as long and be only about The Last of Us, Part II. (I still may write something up at some point.) There's just so much of it to dissect. But it's impossible to talk about without spoiling all of its magical moments. It simply offers a masterclass in game design and narrative flow. I really don't need a Part III, but should one exist, I know damn well I'll be there. Battletoads I loved the original Battletoads. I even replayed it, and beat it with the help of the Rare Replay rewind feature right after playing the new entry. It's practically impossible otherwise. When there was talk of a new game I was hyped. But when it was finally revealed, with a completely different art style, I was taken aback. Because of that, I went in to the new entry not expecting much. However, that stylistic choice is exactly what put it in the Number 2 spot in my list. The original Battletoads concept was created to ape the Teenage Mutant Ninja Turtles, and the original game felt much like the early TMNT brawlers. The new Battletoads doubles down though, expanding their empire to combat TMNT's cartoons. The game itself is a fairly straight forward 2D brawler, that looks and plays great, but the real stars are the cutscenes and the humor. It has this great Saturday morning cartoon vibe that I've never seen a game nail near as well. I don't watch a lot of the modern cartoons, but many have compared it to Rick & Morty. It's really quick, and silly, and feels exactly what a company should be aiming for if they wanted to create the next TMNT craze in the world today. Sure, the game itself is nowhere near perfect in all dimensions, but the way it tackles humor is really impressive and admirable. That's the main reason it occupies my Number 2 spot. CARRION CARRION reminds me a lot of INSIDE, typeset aside. INSIDE for me was this solid atmospheric game that at it's end became this awesome fever dream, but was over just when it was getting interesting. CARRION feels like INSIDE's spiritual successor. You play as this creepy creature, with all these grotesque tentacles, and you just run amok. It's just plain fun. Plus it's an insanely unique lifeform to play as, and there's nothing more I love than playing a game where you take on the role of some strange creature. Like many of the indie games I love, CARRION doesn't overstay its welcome. Over the few hours of its journey, it iterates, provides you with some unique challenges, they grabs its hat and coat and bids you adieu. There's nothing more I love than a game with that approach. Show me something cool. Make me play something that feels like something I've yet to experience in my over 30 years of gaming. Then get out of the way so that I can find another game that makes me feel that way. Kudos to Game Pass as well for partnering with the CARRION developers and offering the game on release day. I was looking forward to the game, but with so many games on my radar, I often simply can't get around to all of them. Had I needed to purchase CARRION, it might have had to wait in the wings for a while. I've played so many games on Game Pass this year that I may have otherwise never actually purchased, and many of them have found the ranks among my favorites from the last few years. Hades Up until now, I'd like Supergiant Games as a creative studio. I've played all of their games, and loved the artistry present in them. However, I've always felt like the gameplay was a bit lackluster. Not previously being a fan of roguelike games – although Game Pass has provided some great experiences there as well – I initially had no plans to buy Hades. But praise was unanimous, the Epic Store gave people a $10 coupon just for downloading Rocket League for free, and it was on sale for $5 off, so I scooped it up for $10. At first, I thought I had made a mistake. I wasn't really into it. But then it slowly started to sink its hooks into me. After about 30 runs, I'd finally vanquished Hades himself. And what was your reward: a brief encounter with your mother, followed by your death and cyclical return to The Underworld. And that's really where the brilliance of Hades comes in. In beating the game, you realize you have only scratched the surface. I played around 70 more runs. I got the full story from my mother. I tried out the different weapons. I played around with the perks and heat gauge. I maxed out the relationships with almost everyone. (I never got Demeter's final few dialog options to pop.) All along the way, I kept thinking, I'll quit after I do X, but then Y and Z would egg me on even further. I spent 77 hours in that world. Sometimes, with nothing to do during the day, I'd practically play all day long. No other game this year took up that much of my time. Few ever do. Not bad for a game I initially had buyers remorse for. ASTRO's Playroom I wasn't sure I was going to be able to get a PS5 at launch. I got lucky on release day thanks to the PlayStation Direct website. (Every other retailer is a giant hunk of shit, who doesn't care if they sell to an actually gaming fan or some asshole reseller.) Had I not secured an early PS5, it wasn't a big deal. Most of the games I wanted to play were coming to PS4 as well. The baked-in ASTRO's Playroom was the only exception. And there's always that extra special feeling of playing something right when it comes out. It's funny to think that the best PS5 game is given away for free with every console, but that is just the case. Much like ASTRO BOT Rescue Mission, which did wonders for showing off what PlayStation VR could do – it was my 2018 GOTY - ASTRO's Playroom shows off what the PS5 can do, primarily via the advancements of the DualSense controller and the solid state hard drive. I've never been one to care for graphics, and the PS5 will surely evolve over time, but those two details are what makes the device feel truly “next gen” so far. The way the triggers adjust tension is so wild. I really don't know how much they'll be used, but it's a cool option to have. And loading times are practically non-existent. (I've since went back to the Xbox One for a few more Game Pass releases, and loading times feel jarring.) As far as ASTRO goes, he's a terrific mascot in an age where mascot platformers aren't really a thing anymore. The experience relies heavily on nostalgia, as you collect relics of PlayStation's past. Also scattered throughout are other bots dressed up to reference other franchises. Dozens of franchises are represented, from characters like Crash, to Ratchet, to Kutaro from Puppeteer. It's really a lovely homage to PlayStation that any longtime fan will enjoy. Plus, it's a really fun game to play, with beautiful tech themed worlds, some infectious earworms, and some cool mechanics. Japan Studio has been a bit of an enigma for a while now. But the ASOBI Team is knocking it out of the park with ASTRO. ASTRO reminds me a lot of Iota from Tearaway: they're both cute mascot characters, crafted with a lot of love, from terrifically artistic games that did an excellent job of showing off new tech. I can't wait to see what ASTRO is up to next. Filament This one sat  near the top my Steam wishlist for nearly the entire year before I finally grabbed it about a week ago when it went on sale. I love a good puzzle game. Basically, you control a bot that tethers out a string-like filament that you use to interact with pillars. Sometimes you just make sure you graze the line by one; other times you loop around one. Sometimes you're simply turning a pillar on. Other times they must be linked in pairs, by color, or a specific number of times, just to name a few of the options. That's really where Filament glows. What starts of simple grows insanely complex by the end. You'll be combining mechanics in some rather brain-busting puzzle. And the game does very little to explain things to you, or help you along the way, yet it feels very inuitive. Still, many times I simply hit walls, where I was almost convinced the puzzles were impossible. In a few instances, it took a while to understand new rule sets. Eventually I solved every single puzzle without resorting to help. And it took me about 48 hours. (Granted I think my stat tracking was probably counting some idle time where I had the game running but walked away to do stuff like make a meal.) It's a surprising amount of content for a puzzle game that can easily be reduced to: solve puzzles by drawing lines. One other thing I appreciated was that I found myself taking notes and drawing things out on paper. That's a tactic I don't pull out often, but love when a game pushes me in that direction. One instance in particular even had me cut up squares of paper to piece together one of the secret text logs. By the way, I missed a ton of those logs. After completing the few I found, I did look how to unlock the rest, and some of the stuff there was absurdly complex. There's really not a lot to compare Filament to outside of The Witness. But if you like a really challenging puzzle game with a ton of content, give this one a look. Fall Guys: Ultimate Knockout I don't like online multiplayer games. They rarely hold my interest. I put quite a bit of time into Rocket League, Uncharted 2, Resistance 2 Co-op, and Fat Princess, but that's been about it. And in some of those cases, the main reason I spent a good amount of time with them is because I was unemployed during their reign. Overall, I'm not one to interact with people online. And I don't like the idea of a game dictating when I play it. But when Fall Guys was included with PlayStation Plus, I liked the look of it enough to give it a try. Getting a win took a while, but after the first one, I started to become pretty consistent with my runs. Much like Hades, I thought, “I'll just play until I get the trophy for 7 wins.” Then I set my sights on 20. Then I got hooked on collecting the costumes. By the time I'd finished my first stint in Season 1, I'd reached the max Level 30 and had every trophy except for the one requiring five wins in a row. I've given up hope there. Sony says I logged 40 hours with it, which equates to a lot of rounds. One day I went back for Season 2, and enjoyed the new levels, even though I was getting eliminated since I was sight-reading them. I don't know how much time I'll be putting in with it in the future should I find gaps in my list of games. Usually with multiplayer games, the focus fades once I unlock all the trophies I can. And I'm not sure how much time I want to dedicate to becoming proficient at future season. But the fact that Fall Guys even got that much attention from me to begin with is a testament to how much fun it is. Bugsnax Bugsnax could have been a joke. The previous game from Young Horses, Octodad: Dadliest Catch was just that: a silly romp that equated to little more than just a goofy control scheme. Bugsnax was the butt of many jokes upon reveal, reaching meme status in which it became the Schrödinger's cat of games. When someone talked about it looking good, you weren't sure if they were being honest or a hipster. I wasn't sure what to expect, but I was intrigued. It's another fine example of a list of stellar games that have been given away for free with PlayStation Plus. Would I have played it otherwise? Who knows? But I'm glad I got to. It is silly, but the silliness works in unison with what turned out to be a very fun game to play. The world and its characters are weird. Everybody has a laughable name, Filbo Fiddlepie, Chandlo Funkbun, and C. Clumby Clumbernut, just to name a few. ( I wonder what the C stands for?) The Bugsnax, which are part bug, part snacks, follow suit, with the burger inspired Bunger, the french fry spider, Fryder, or the popsickle, Bobsickle. The most delightful part is when you catch one of the bugsnax and you hear them say their name from the speaker in the controller. Hearing “Weenieworm” never got old. Any sound coming from Bunger put a smile on my face. Feeding the bugnsax to the other characters was a blast as well. Certain bugsnax resulted in sheer silliness, while combinations could provide interesting fashion statements. But past all that silliness was a fun game too. You're given a few different tools to capture bugsnax, and are sent to figure out how. By the time I was reaching the end, having done all there was to do, I was sad to see it end. It was simply a joy to platinum the game, and I'd definitely be down for more Bugsnax adventures. Ghost of Tsushima I love Sucker Punch to death. Sly Cooper is one of my favorite series. On the other hand, I've never been into the world of the samurai, or watched any samurai movies. But Sucker Punch is a studio I'm happy to support, and I figured I'd be getting a good quality game, so I was in. (Plus, I had the free time. At the time, I thought it might be my gaming binge swan song as I thought we'd be coming out of this pandemic in July. Boy was I wrong!) The world of Tsushima is breathtaking. The partnership of style and graphical fidelity creates beauty in every square inch of the world. As far as the game is concerned, it what I would expect from a AAA open world game. There are main missions, and side missions, and things to upgrade, and all kinds of places to explore. It's fairly predictable in that regard, although I did enjoy some of the ways it tackled many of those side missions. The haiku system was a relaxing alternative to combat missions. Foxes and birds always encouraged me to meander from the main missions. And shrines provides some nice platforming challenges. Combat was unique, and being about to cater it to your preferred combat style was appreciated. It did wear out its welcome a bit after dozen of hours, but I appreciate its simplicity. Still, most impressive was just that living, breathing world. I spent a lot of time in photo mode. A LOT! I could easily spend an hour or two just traveling around finding beautiful vistas to tinker around with lighting and effects. In the end, most of my complaints really just boil down to the fact that it's a large AAA game, and comes with the tropes and restrictions of the territory. Otherwise, it would be higher up the list. Ori and the Will of the Wisps Ori and the Will of the Wisps is a great game, but ultimately it's just more Ori. That's not necessarily a bad thing. It just doesn't really subvert expectations. Everything that made the first game great is here too. It looks gorgeous. It's fun to traverse and explore. But looking back, it doesn't stick out as fondly in my memory as many of the other games in this list. Some of that could be the fact that it released early in the year. It was the game I was playing when the world crapped the bed. But it could also just be that I prefer the intrigue of new IP over sequels. Even so, it's hard to discredit just how well it plays and how beautiful and rich that fantasy world is. Honorable Mentions (that released this year): Carto, Lightmatter, Swarm, Symphonia, Bartlow's Dread Machine, Doom Eternal, Control's AWE Expansion Honorable Mentions (I played that released years prior): Bomb Chicken, SUPERHYPERCUBE, Dead Cells, Moonlighter, Songbird Symphony, The Messenger, JUMPGRID, ETHEREAL, Spring Falls, Unruly Heroes, Celeste, Lonely Mountains: Downhill, Splatoon 2, My Friend Pedro, A Short Hike, Future Grind, SOMOS, A Plague Tale: Innocence, The King's Bird
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bmaxwell · 6 years ago
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Top Games of 2018
For me 2018 was the year of Playstation VR. I never felt especially drawn to VR, assuming I’d give it a try one day years from now when the tech would be improved and more affordable. My buddy brought his headset over and I tried it out briefly but wasn’t blown away. My kids loved it though, so when opportunity presented itself, I traded in my Nintendo Switch* for my own PSVR bundle. 
Apart from that, 2018 wasn’t as strong a year for my kind of games as 2017 was. Most of the AAA blockbusters of year didn’t quite land for me or weren’t appealing enough to make me want to try them at full price. 
That said, I still had to put some games I genuinely enjoyed outside of my top 10. We’ll start off with a couple of categories I’d like to call out before getting into the ones that didn’t quite make the cut, followed by my ordered top 10.
Old Game of the Year:  SUPERHOT VR
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2018 was the year of PSVR for me. SUPERHOT VR pulled off the triple header of making me feel like a total badass, making me feel like a clown, and reminding me of how wholly out of shape I am.
In the world of SUPERHOT time only moves when you move. The VR stages each take only a minute or two, and are played in batches of ~5. When you are killed, you start that batch over from the beginning. At first, I hated this. I don’t want to replay the same stuff again and again! But then I started getting familiar enough with these encounters to do them really fast, make no-look shots and the such. And it feels fucking awesome.
The game made me feel like a clown when, after finishing a stage where I was ducking behind a low wall for cover, I reached out to put my hand on the wall to help me stand up and promptly fell right on my ass. This happened more than once.
One time I was sweating profusely after a SUPERHOT VR session and my wife asked “You okay?’ the way you’d ask a child if they’re okay after picking up all of their toys. “Superhot is a workout!” was my response. She just looked at me with a smile that said “That’s stupid in an adorable way.” 
I amend my statement to “Superhot VR is a workout for people who don’t work out.”
Also very good old games: Persona 4, Transistor, American Truck Simulator, The Lion’s Song
Best Music: Donut County
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Sometimes it’s nearly impossible to separate a game from its music. One feels incomplete without the other. So it is with Donut County.
Also some fine music: Moonlighter, Pit People, Tetris Effect
Honorable mention:  Return of the Obra Dinn
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This game is such an impressive package. The visuals, the audio design, the entire concept is just cool and unique. I wish I was better at the game. There’s some combination of intelligence, patience, and focus that I lack for Obra Dinn. I have started over twice as of now. 
The game casts the player as a sort of insurance claims adjuster auditing a recently-discovered ship that had disappeared 5 years ago (in 1803). You are equipped with a magic pocket watch that lets you see and hear the last moment of each person’s life on the boat, you get to walk around a still scene like a diorama. You're tasked with figuring out each person’s name and how they died. It requires attention to detail, deductive reasoning, and a few minor suppositions along the way.
It is such a neat thing and it is so exhausting and difficult for me. If I could find a way to grapple with it in a satisfactory way, it would be very near the top of this list.
Honorable mention: Yoku’s Island Express
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Developer Villa Gorilla threw together Metroidvania gameplay, a light and breezy tropical setting, and pinball of all things and gave us Yoku’s Island Express. It’s a charming, well-made little game. I wasn’t sure it would come together as well as it did. It sounds like a gimmick, but it’s a quality game full of personality. I had it mentally penciled in on my top 10 until very late in the year. 
Honorable mention: Dead Cells
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Dead Cells is one of those games that appeals greatly to me on paper. The controls are tight, there are plenty of unlockables to work toward, and the game makes it easy to get into a good rhythm flowing from fight to fight. I put a lot of time into the game and, while I enjoy and admire it, Dead Cells never really hooked me the way I thought it would. I still had a great time with it, it just never quite reached my too-high expectations.
Honorable mention:  Florence
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It’s hard for me to know how to rank a game like Florence. It took me about 30 minutes to complete from start to finish and there isn’t much cause to replay it. I try to judge a game by how well it does what it sets out to do, and by that metric Florence was a huge success.
This largely dialogue-free mobile game beautifully captures the feeling of finding romance and tells a touching story that doesn’t play out in the way I expected. The music is gorgeous, and the game makes good use of the phone’s touch interface.
In this day and age, a short mobile game that you have to pay for ($3!?! *gasp*) is a hard sell for a lot of people, which is a shame because Florence is a work of art that deserves to be played.
10. Gris
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Seems like every year there’s one game that sneaks in right at the end of the year and complicates the top 10 list. This year that game was Gris. Gris may be the most artistically beautiful game I’ve ever played. The closest thing I can compare it to is Journey, though they aren’t similar enough to feel like one would make the other obsolete. Gris’ visuals are creative and inspired.  They frequently match the game’s melancholy tone, but they are also often vibrant, lush, and playful. It’s outstanding music walks hand in hand with the visuals, with mournful piano and strings.
Something impressed me about Gris is that it doesn’t feel like it’s trying too hard to be a video game, it is content with being a piece of art (something I wish I could say for 2017′s Hellblade, a near-miss for me that failed in this regard). There are no enemies to fight. No pits to fall in. And those elements gave me a freedom to explore with abandon. The game was never going to kill me or punish me for wandering off the track. The game’s puzzles never got complicated enough to fluster me, pulling me out of the experience. 
The game tells you very little in the way of story, leaving you to take from the imagery what you will. Because of that, it didn’t quite resonate with me the way Journey did. Gris isn’t a great video game, but it is a great experience that knows how to get out of its own way.
9. Tetris Effect
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Tetris is one of the best pure, easy to learn but tough to master video games ever made. The Tetris Effect added trippy visuals and terrific music along with the ability to play the game in VR. I’ve heard plenty of people say “I’m not paying $40 for Tetris.” While I can understand that approach maybe if you’ve bought a lot of the many versions of Tetris to have come out over years, the price tag is justified by how much the additional effects add to the experience
Tetris Effect bills itself as a trippy experience where you can, like just chill out and think about how we’re all connected and just, like, we’re all together, right? Get into a zen place with some Tetris and some chill music and, like, maybe you play Tetris in a dark room where every time you complete a line, the windows open momentarily letting some light in. Or maybe it’s snowy Tetris where each line is accompanied by the sound of snow crunching under winter boots. The game has dolphins, and birds, and windmills and just, like....space....man.
The crazy thing is, that all works. Especially in VR. A game where I’m Tetrissing against a backdrop of hot air balloons and hearing a song about how all of life is connected could have easily come off as tryhardy, hammy, and insincere. But Tetris Effect was a hopeful bright spot in a year that saw a lot of darkness.
8. The Red Strings Club
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This game’s themes of control and free will set in a dystopian future really resonated with me this year. The way you pour different drinks to put people in a specific mood during conversations is really inventive and just plain fun. Red Strings Club made me think about my world views and question them, which is rare for a game to pull off. It overstayed its welcome a little bit near the end, but it was still one of the most memorable experiences of the year.
7. Donut County
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When I finished Donut County, I was initially a little disappointed. I played the game from start to finish in about 2 hours, and I wanted more. I think that’s a normal reaction, I also believe that there’s value in a game that does what it does well and finishes before it overstays its welcome (see also: Moonlighter). On its surface, Donut County is a game about swallowing things up into an ever-widening hole in the ground. Looking a little deeper, it’s about gentrification and how those with privilege have no regard for those without.
BK is an awful little shit, but he’s also an adorable and well-written little shit. The game’s dialogue is smartly written and conveys conversations sent via text in a believable way. The soundtrack is a toe-tapping joy, and once again this game does not overstay its welcome.
6. Moonlighter
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A few years ago I played game called Recettear where you owned a shop dealing in fantasy RPG goods, and alternated between dungeon delving for stock and haggling over prices selling that stock in your shop. I never quite fell in love with that game, but I thought the concept showed a lot of potential. I’m surprised that we haven’t seen more of it. So when Moonlighter came along with its “get shit from the dungeons and sell it in your store” premise and and gorgeous pixel graphics, I was all in. When I heard the music, I knew this would be in my top 10 for the year. 2018′s game music pales in comparison to 2017 (as do most other years) but Moonlighter’s music was among the best of the year.
Everything about the town is peaceful and soothing, which is important in a game like this. Finding respite, and caring about home gives context to everything, and helps anchor me to the game. If the town is uninspired then there’s a voice in the back of my head while I’m fighting in the dungeons asking “Why do you care about any of this?” The dungeon runs have a lovely push your luck element where going deeper means more danger but also more wealth, and I am great/awful about convincing myself to push for one more floor.
The game isn’t without its faults, most glaringly the inventory system. You have to constantly move things around your backpack and throw stuff out, and there was no mouse support so a tedious task became mind-numbing. Which is a shame, because the game gives you good reason to be constantly shuffling things around your inventory. I also would have liked a few more options in the town for upgrades and new buildings, but the flip side of that coin is that Moonlighter took me about 20 hours to complete and never wore out its welcome. It left me wanting more, but I’m not sure that the gameplay loop would have held up for longer. It serves as a good reminder that not every game needs to be padded out to a 40+ hour experience.
5. Dragon Quest XI
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My very first RPG experience was Dragon Warrior on the NES. The experience of walking out of the starting village and fighting a smiling blue slime with a cypress stick is big part of my gamer DNA. Dragon Quest has never forgotten its roots - to a fault, some would say. It’s a valid complaint, but not one that I share.
One of my favorite games ever was Dragon Quest VIII on the PS2. I hadn’t played a Dragon Warrior Quest game since IV on the NES, and DQ8 recaptured those crusty old RPG’s that made me fall in love with the genre. Dragon Quest XI feels like more of Dragon Quest VIII, and that is no bad thing.
Give me more turn-based combat set in a colorful world full of the best worst puns, goofy monsters, where I am a mute hero who must save the world from the great evil. It’s tired old Japanese RPG tropes all the way, and I am along for every mile of this ride.
4. Moss
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Moss was not my first VR experience, but it was the game that really made me a believer in the medium. The game feels like being inside a diorama. You’re guiding your adorable little mouse heroine Quill on a journey to find her uncle. Much like with Astro Bot, making me fall in love with the character went a long way toward making me fall in love with the game.
The beauty of the forests broken up by moments in the library as the day turns to night and the candle burns lower and lower really made this feel like it was mine in a way that is rare for a game. I felt like a kid again for a few hours, something I never expected to feel again. The moment to moment gameplay is pretty by the book, and it isn’t impressive in screenshots or video. But that feeling of “Holy shit I’m inside this video game!” is something I won’t forget.
3 .Slay the Spire
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Slay the Spire is another game that reminds me how futile and silly it is to take these things seriously. How do I compare a card game to an RPG to a racing game to a game about rolling debris up into a giant ball?
If this list were ordered by time spent playing, Slay the Spire would be number one as I am nearing 300 hours. It’s a deckbuilding rogue like with 3 different classes, each with their own unique set of cards. You move from room to room through a map doing combat, buying cards, resting at campsites, and engaging in little story events. Each run has the controlled chaos of doing your best with the choices you are given. Most runs follow an arc where I come up with a plan for how to my deck effective, I feel unbeatable for a short time, then it all falls apart and I can’t believe I lost.
Don’t let the visuals put you off (I don’t think they’re bad but they’re not my style). Don’t be scared off by the term “rogue like”. Play Slay the Spire. It is perfect at what it does.
2. Monster Hunter World
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Like a lot of people, I’d never played a Monster Hunter game before and only knew of it as a weird, opaque Japanese game about fighting monsters. World was touted as a more welcoming game in the series, a Monster Hunter for the rest of us. And the fact that the game does a rotten job of onboarding new players to go along with the game’s awful implementation of (fun once you get it working) multiplayer were just enough to help me tip it down into my #2 slot.
Monster Hunter World scratched an itch I’ve had since I fell off PS2′s Demon Souls years ago after a dozen hours or so. It’s a game that made me work at it to appreciate the experience. The Barroth (the 5th monster you hunt) was the first monster to kill me, and it did so repeatedly. It was a point in the game that forced me to decide whether to work at improving or give up. I looked at the Barroth’s weaknesses in my journal, changed my gear accordingly, and loaded up on items before heading back out. This was the moment I fell in love with Monster Hunter World in a way that led to me putting over 100 hours into the game on my own, then more again with a friend playing on PC.
Monster Hunter World is a game where I got more powerful over time not just because of getting better gear, but because I feel myself getting more skilled at the game. Improving mastery is an incredibly satisfying feeling in any game,  and this one had me sitting at the end of the bed playing into the small hours of the morning, continuously doing One More Hunt when I knew I should have gone to bed hours ago.
1. Astro Bot Rescue Mission 
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Monster Hunter World dropped early in 2018 and had me captivated for months. I loved it and, after looking at the 2018 release schedule, mentally penciled it in as my likely 2018 game of the year. That held true for most of the year, until the most unlikely hero of all came along: a corporate mascot in a character platformer. I mean, it’s a robot wearing a fucking PSVR helmet. 
The robot rescue portion of Sony’s tech demo-esque Playroom VR was the highlight of that experience, but by no means was the idea of an entire standalone game a slam dunk for me. Quite the opposite. In fact, I would have likely never given the game a second thought had the game not started receiving the kind of praise I couldn’t ignore. People were saying that it did for VR what Super Mario 64 did for 3d platformers. 
That elicited one of those “What?! Bullshit!....let me see that.” responses from me. As it turns out, that’s a pretty fair comparison.
Astro Bot isn’t just an excellent platformer that happens to be in VR; it feels more like a well-made character platformer elevated to greatness by way of VR. The world is vibrant and joyous, but it also does an incredible job of integrating the player into the game world. In Astro Bot the player’s perspective is behind the robot you are controlling. He is ever running forward and you are being pulled along with him. This isn’t terribly unusual, the player is the god controlling his tiny avatar and surveying the world before them. And it is so with Astro Bot, at least at first glance.
It doesn’t take long to realize that you are in the game world. You have a physical form. You cast a shadow. Your little Astro Bot buddy will occasionally look up at you and wave excitedly. I wanted to hate this. But couldn’t. He is goddamned adorable. The entire game is goddamned adorable.
The stages are colorful and inventive. And they involve the player in some pretty creative ways. Obstacles and enemies must be headbutted. Your controller will get different modifications from time to time, changing it into a water blaster, or an automatic gun (that feels like it is shooting tennis balls), or a hookshot. The game frequently rewards being inquisitive about its environment. Peeking down over an edge, or around a corner, or standing up from your seat to look around typically pays off with some coins, or a little robot to rescue. 
And the little robots are so ecstatic when you rescue them. They fly around the screen and land in the touch pad on your controller. They pop out and wave at you gleefully before disappearing until the end of the stage where all the bots you rescued do a little dance for you. Your Astro Bot does the Carlton Dance. I can’t not love this. I really did try.
*I love the Switch hardware. I really do. And the library of ports is getting more impressive every day. I just wish it had more exclusives I could get into.
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onychaos · 7 years ago
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Sonic World R8 review
Hello there. Sonik, here with a new post. I want to give my thoughts on Sonic World R8 but to do that, I will need to play some Sonic World R8 (SWR8) and give my honest opinion on the game.
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Going to play the game for about a good 30 mins to an hour and say what I feel about the game as a whole. And since the game has extra modes.... I will spend a few mins on those as well.
I will be starting fresh and using a new file to see what you can get or such.
Story?
From what I played of Sonic World R7 and now R8. I don't see a story here. It's your fan game. There is no story from what I can tell, you get into the action, once you boot the game up. But Sonic World Devs. If there is a story, let me know in the comments, if I am wrong. :P
My thoughts on the game
Sonic World R8 is made with the Blitz3D engine. And I must say it looks nice, but I will be playing some levels and get a better feel for the game.
And let's talk about elephants in the room that Sonic World R8 still has.
The timer bug still seems to be an issue that has not been fixed. There is a dead forum post on speedrun forum but, it does go into detail about the timer bug. Timer bug — Sonic World R7 and up.
And the most common issue is the game runs out of memory and crashes. These problems are mentioned in this video. I feel if the game still needed work. It would have been better to delay the release then to pump it out. (This is the video I mentioned)
Sonic World R8 levels
The worst cave.
It really did earn that name. It's not fun, maybe that was the point but wow. This is ugh. This level has bad enemy placement and some wonky hitboxes. If you can withstand this level's mach speed and get through, some fun “can” be had here.
You get rings at the start of the first section of the level, and you must get to the scripted spring which will take you to the second section. I made it to the fourth section before giving up. The enemy placement and breakable crystals, and the other crystals you can see become hazards, as you go further in the stage.
If you can have fun in this stage, well done. Not going to try again. I beat this nightmare, and this is not fun. It feels like trial and error is needed more than skill. Because you need or have to die a lot to know what is coming up and remember the layout, which is bad design.
This level has a ramp that will let the player run up them. If you are trying to dodge objects and bad enemy placement if you are unable to run up the ramp. You will clip through the ramp and die.
Kingdom Waterfall
A level based on sonic 06's Kingdom Valley. This too is a mach speed section. Is this better than the worst cave? Time to find out.
Kingdom Waterfall has better enemy "placement" that is, till you run into the "jack in the box" enemy that pops out of the ground when you are close to them. A bit cheap (If you ask me), when you are in a mach speed level. But this is their game.
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Again, you are met with more rings to give you a fighting chance, as for hazard placement... That is really up for debate, some seem like they are in good/questionable spots while others feel like they are just there.
It's only near the end of the stage that running on water is a bit wonky, but what happens but it's rare is when the player is running along the path, the player may bump something that will cause you to fall, but it's rare.
And at the end of the stage, you run uphill where the goal ring is. It seems the path of the center is not solid, as if you run in this area, you fall through the floor.
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You need a character that can double jump or fly over the area. If you are playing Sonic World R8 Solo as sonic or shadow, some stages may be unbeatable.
While playing Kingdom Waterfall, this bug tends to happen once in a while, soft locking the game, forcing the player to restart the stage.
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This stage is better than the last. Seems that the mach speed stages seem to be the ones with problems. If you play Kingdom Waterfall, have a character that can fly or double jump near the end.
Hydrocity
Hydrocity, a level from Sonic 3. It's not a mach speed stage. But is it good? Time to see.
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Hydrocity offers a nice platformer stage that gives you a few ways to play the stage but overall, it leads to only one main path that has the goal.
This is a fairly open level with a lot to do here and see. It does not overstay its welcome. It's pretty fun, a bit dull and linear in level design.
Starlight
Based off of Sonic 1's Starlight. It's pretty fun, although my first run of the stage was... Something special. This was due to me messing with some settings, and the results are funny, at best
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Ignoring what happened to me. Starlight is another good platformer stage, A bit too linear if I'm being honest. But it's a good stage.
Gonna look at two more stages then look at the special stages.
Windy Valley
Windy Valley is a 1 for 1 of Sonic Adventure Windy Valley. That is till you get to the second part of the stage that it starts to add its own spin to the level. It's not bad, but it's not good either, I feel this stage is pretty weak in level design, but that's my opinion
There is not much to really say. If you like to roam the level, you may have fun. It is a big level. And it does use bits from Windy Valley, which I thought was a nice touch.
Love Garden
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What can I say? Love Garden, is your standard linear platformer level. The level is short but sweet. There is a lot to find here. But not too much. If you like to platform, this may be your level. Granted, it is basic in design.
But it doesn't mean it is bad or anything. It's pretty good, but level design needs some work.
Special Stages
Special stages can be unlocked by getting 10 emblems in the game. A new way to get the chaos emeralds added just for Sonic World R8, I need to say this. The controls feel way too loose. Granted, after a while, you will get used to the player in the special stages
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Special stage one is your basic special stage, you have rings and bombs to avoid and 10 rings boxes. But as a neat spin. The stages are random. The stage will never be the same if you play it again.
As you play the next Special stage, there will be more hazards. The stage will ask the player to jump, and there will be pits on the track that will cause to fall off the stage and much more
They are fun until you have to do so much in the special stage.
You can't fly, double jump, glide, and use any powers. You are limited to a spin dash, homing attack, and a jump.
Overall, The special stages are fun but later on, feel questionable and sometimes, a bit cheap, but they can be done.
Marathon
It is what it sounds like. You go to stage to stage in a random order. Not much to say here. If you quit, you can pick up where you left off or start a new marathon.
A neat idea but it is a nice mode if you are bored. But try it out when you can.
Chao Garden
Not much to say here. If you loved chao and liked raising them, this may be for you. You can get chaos drives that will level up your chao, and it's a nice little mode. Give it a go. The chao is waiting.
My final thoughts
I won't claim I know anything about Blitz3D engine and Sonic World R series, cause I don't. Making a 2D game is hard, as I am a game dev, myself. And I'm sure that 3D games are harder to make as there is so much more that can go wrong.
But this is a fan game that has been released to all to play, and I want to be honest. Sonic World R8 I feel needs work. Most of the game is stable, and the game is fun. Although, it is a linear adventure that does get old overtime.
The game is anything but perfect, far from is. Sadly, there are some things that Blitz3D engine can't handle, or some things can't be fixed.
Trying to record an active game of Sonic World R8 will cause the game to bug out and destroy the hub objects which will lead to crash or something like this.
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Sonic World R8 has left me with a mixed adventure. It's not all bad, I had a lot of up's with this game and a lot of down's, but the good does outweigh the bad. There is a fun game here, but you have to find it.
Overall, Sonic World R8 is not a bad release, it does, however, need more work and a Quality assurance team to test everything with each character before releasing to make sure things are on the stable side. But with all that has happened when playing Sonic World R8, it is, for the most part, a solid game... When it wants to be.
If you like 3D fan games, give Sonic world R8 a try. You might have a better time than me.
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worldpackingcanuck · 8 years ago
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Colorful and full of life, the city of Salento is the perfect backpacker retreat for those looking to get away from the hustling and bustling of big cities like Medellin or Bogotá.
Salento is situated amidst the Eje Cafetero (coffee region) of Colombia. Its colorful streets and laid back attitude are only the beginning. The numerous coffee farms in the area and the hiking opportunities provided by the Cocora Valley make Salento a mandatory stop for anyone really wanting to see the real Colombia.
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Back in the day, the route between Cali and Bogotá used to pass by Salento, but this is no longer the case, and this in turn caused for Salento to not develop as quickly as neighboring cities in the region. Stepping into Salento is like stepping back in time. Somewhat “underdeveloped”, what Salento lacks in modern technology it more than makes up in charm.
Sometimes it pays off to wake up early to snap shots….not one soul in sight.
Getting In
Coming from the sleepy town of Tierradentro which had no internet, I had to pretty much guess how to get into Salento. Once at the Popayán bus station, I found out that the only ways to get into Salento are through:
Armenia (if coming from the south): which has buses running every 30 minutes up until 8PM
Pereira (if coming from the north): which has buses running every hour and a half to two hours up until 6:30PM
A Day in Salento
Salento is small…very small. I’m talking about 10 blocks X 9 blocks guys! But that doesn’t mean that there is not much to do inside the city.
The colorful streets are a photographer’s delight! I must have spent countless hours going around streets looking for that perfect shot! I still consider myself a beginner but the setting did help me get these beauts :)
Calle Real
This one street is what could be considered the main artery of Salento. Starting in the main plaza, Calle Real bursts countless bars, restaurants and souvenir shops which share the street with colorful houses to make one vibrant and lively “calle”.
Mirador(es)
Towards the end of Calle Real go up the numerous stairs (I lost count) to get to the Mirador Alto de la Cruz for a bird’s-eye view of Salento’s rooftops and its main artery.
Walk left and follow the path towards the Mirador del Cocora for an amazing view of the Cocora Valley.
Mirador Alto de la Cruz
Mirador del Cocora
View of Cocora Valley
Cocora Valley
Home to Colombia’s national symbol, the Colombian Wax Palm, the Cocora Valley is an excellent place to get your hiking fix. Less strenuous than its southern counterparts, the Cocora Valley hike is quite easy but yet filled with beautiful sceneries including lakes and bridges hanging by metal threads.
The wax palm trees, or giant-ass-trees like I called them, are well….enormous. Like a scene from a Jurassic Park movie, these trees are both eerie and magical at the same time, specially when seen through the clouds.
If walking is not your thing, horse rides are also available. These can be booked in town (there are people offering them, actually yelling “paseo a caballoooo!!!”), or at the entrance of the valley.
To get to the valley head to Salento’s main plaza where the jeeps are parked (in front BanColombia and the supermercado). The first jeep leaves at 7:30AM or as soon as it gets filled with 8 people, for a cost of about 4200 COP. Other jeeps also leave every couple of minutes all depending on whether there are enough passengers to fill them or not.
Go See a Coffee Plantation Farm
There are SEVERAL of these, all within a few kilometers from Salento. From Calle 5, cross the yellow bridge and keep walking…all fincas are on that road.
The road to the fincas is a little hike in itself, as some farms are about a 1 hour walking distance from the city. Downhill to go, uphill to come back.
I went to Finca Don Elias, a small organic coffee farm which does not use any chemicals or pesticides. We were shown the coffee plantations and the different methods to grow and preserve coffee, as well as how coffee is made, from the beans to the cup.
A bit of knowledge…did you know that coarse coffee is NOT stronger than mild coffee??? I know right??? It seems that coarse coffee only smells stronger due to the coffee beans spending more time on the fire, but that this process actually burns the caffeine off them. Mild coffee seems to be the one to drink if you want a good dose of caffeine. Expresso lovers??? They’re getting screwed!!!
This has turned my professional live upside down, no wonder I wasn’t productive in my old 9-to-5 ;)
Visit Filandia
Smaller than Salento, the sleepy town of Filandia is definitely deservant of a day trip. Filandia looks and feels like Salento but on a smaller scale. The main plaza is charming, surrounded by coffee shops and restaurants. Prices are lower than those in Salento which makes it an affordable day trip.
The town has 2 “miradores” (viewpoints), the Mirador de los Angeles which is at the end of Calle 7, and the better known La Colina Iluminada viewpoint. To get to the second “mirador”, follow Carrera 4 as if walking towards the cemetery (the viewpoint is right in front).
To get to Filandia from Salento, take the bus going to Armenia and ask the driver to drop you off at Las Flores (the stop is called this way as there is a flower shop on the road). Cross the highway towards the flower shop and wait for the bus that goes to Filandia (directions are on the front window of the bus).
Overstay Your Welcome
When I came into Salento, I only had the intention of staying for 4 days…it has now been 8 days with no end in sight. Salento is really what I, and many other travellers, have needed to recharge our batteries.
But that doesn’t mean we stay in, there are still plenty of activities to do within the city:
Play Tejo: The game consists of throwing a puck made out of metal or stone onto a board covered with clay. In the center of the clay there is a ring, and on top of the ring there are small cubes with gunpowder. The weight of the puck and the friction it causes on the metal ring makes the gunpowder explode. There is a point system to this game, so find yourself a partner to play with.
Air-gun shooting: Specially on weekends, it is not strange to see these guys in the middle of the road advertising air-gun dart shooting. The bulls-eye consists of many prices, from cookies to chocolates to price money.
Visit Bar Danubio: This little bar fills with locals during the day. Try your hand at a game of pool, or sit down for a cup of coffee or a beer while chitchatting with locals.
I have fallen in love with Salento, and I might never leave!!! The laid back attitude of this city combined with its beautiful corners have made this my favorite Colombian city so far. Have you ever visited a place which you found so hard to leave? Leave it in the comments :)
Why Salento Is A Must-See in Colombia Colorful and full of life, the city of Salento is the perfect backpacker retreat for those looking to get away from the hustling and bustling of big cities like Medellin or Bogotá.
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aion-rsa · 3 years ago
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Psychonauts 2’s Short Length is One of Its Best Features
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In an age of live service games and open-world epics that practically give you new universes to explore, it’s hardly surprising that some gamers are already wondering how long it takes to beat Psychonauts 2. However, it is a little concerning that’s the first question a lot of people seem to have about this game.
To answer that question as thoroughly as possible without diving into Psychonauts 2 spoilers, it’s going to take you about 10-12 hours to beat the game on standard settings and closer to 25 hours to 100% the game. I’ve heard people stretch those runtimes to 15 hours and 30+ hours respectively, but I’d say that it’s safer to lean towards the shorter side of the estimates if you’re trying to figure out how much time you’ll be spending with this one. Of course, you could just enable Psychonauts 2‘s invincibility settings and shave quite a few hours off of both of those time estimates.
There are already some who are expressing concern over the idea of spending $59.99 on a game that can be beaten in a relatively short amount of time (at least by modern standards), and I absolutely get that. It certainly helps that Psychonauts 2 is available via Game Pass (which I imagine is how many people will end up playing it), but $60 is a lot of money to a lot of people, and you can’t really judge someone too harshly for wanting to get the most out of that money as they can.
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At the same time, it’s a little sad to think that many conversations about Psychonauts 2 may begin and end with “How long does it take to beat it?” Honestly, many of the reasons why Psychonauts 2 is as brilliant as it is can be traced back to the fact that it’s a relatively “short” game.
It really comes down to pacing. Again, I really want to avoid spoilers as much as possible given that the vague idea here is to encourage people to check out Psychonauts 2 however they’re able to do so, but the thing that jumped out at me most while playing it is how nice it is to play a modern Triple-A game that feels so…deliberate. You’re afforded a degree of freedom when it comes to how you choose to explore Psychonauts 2‘s story and levels, but for the most part, you’re experiencing the game roughly how its creators intended for you to experience it.
Granted, that’s pretty much the point of most works in most creative fields, but this is where Psychonauts 2‘s length compared to other games really becomes an attribute. We recently talked about how the length of modern Assassin’s Creed games makes it incredibly difficult for their creators to tell the stories they want to tell in a way that doesn’t ask players to wade through a ton of gameplay padding in order to experience them. As you can imagine, Psychonauts 2 is pretty much the antithesis of that experience.
It’s not just open-world games, though. Even when you compare Psychonauts 2 to Ratchet and Clank: Rift Apart (another recent example of a shorter 3D platformer), you really start to see how Psychonauts 2 is carefully paced so that you never feel like the game is dragging out a particular section solely for the purposes of making the experience feel longer than it actually is. I loved Rift Apart, but the game sometimes emphasized variety (or the perception of variety) over maturing the core gameplay experience and trusting in the appeal of those mechanics as well as the game’s story and characters. Psychonauts 2 feels much more confident that it’s never going to lose you, partially because the game doesn’t really try to overstay its welcome at any point.
However, the biggest argument for Psychonauts 2‘s shorter length may just be the quality of its level design. I’m continuously impressed with how open-world game developers find new ways to make every corner of their massive creations feel distinct, but if I’m being very honest, I miss the creative brilliance of “smaller” video game levels. In the same way that Stephen King’s short stories are often his best simply because they afford him less room to derail the plot, there’s something about a traditional video game level that you just can’t replicate in an open-world environment. Even the best open-world missions sometimes struggle to recreate the narrative brilliance of a more structured video game level. It’s just a little more difficult to take a player on a guided tour through a creative vision when you’re also trying to resist making them feel obligated to experience this one aspect of the game in the way you hope they’ll experience it.
Psychonauts 2‘s best levels make it clear that the thrill of discovery isn’t always about putting as many options as possible in front of someone and asking them to try a little bit of everything. It’s sometimes about offering a kind and knowledgeable tour through an experience that they otherwise may have never thought to enjoy. There’s a reason why not every restaurant in the world is a buffet. While the idea of being able to choose between nearly every conceivable food option feels like the kind of thing you never want to go back from after you’ve experienced it, many of us quickly discover that we at least occasionally miss a place that just does a few things really well. Shorter video games inherently let creators focus on those things that they do incredibly well or at least feel more passionate about.
At a time when streaming options often leave us endlessly scrolling through infinite options and even summer blockbuster movies tend to be at least two-and-a-half hours long, there is something incredibly comforting about experiencing a tightly constructed video game that may be shorter than the biggest open-world and live service titles but still offers you 10-15 hours of memories that will last much longer than that.
I completely understand why the prospect of paying $60 for a game that won’t last you nearly as long as other games is an instant consumer red flag, but I just worry that gaming is on an unstoppable course towards a future where offering 10-15 worthwhile hours of entertainment is seen as a drawback rather than an accomplishment.
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