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WHAT IS VIDREV?
vidrev is a blog dedicated to reviewing and sharing video essays. originally started on cohost, the idea is to examine the interesting qualities and blindspots of essayists from across youtube while also shining a spotlight on underrated videos.
i'm a video essayist myself, so i invite readers to check my work and see if i really know what the hell i'm talking about. my main tumblr blog is here.
if you have an essay you think i might be interested in, no matter the age, viewcount, or length (and yes, including your own work!), i accept submissions here. just know that i make no commitment to reviewing/highlighting any submissions and that there's nothing personal about it, i'm only human.
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AUTISTIC PEOPLE REJOICE:
HE'S BACK
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I love you Jenny Nicholson I love you Sarah Z I love you Contrapoints I love you hbomberguy I love you Quinton Reviews I love you Quinn Curio I love you CJ the X
#can you tell I love video essays#I have watched so many of their videos so many times#I can basically mouth along to some of them#video essay#video essays#jenny nicholson#Sarah Z#contrapoints#hbomberguy#quinton reviews#Quinn curio#cj the x#mera speaks
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YouTubers be like this is a deep dive and then the video isn't even an hour long. brother this is a shallow dive at best. you are daintily touching the cold water with the tip of your toes while proclaiming to be an Olympic swimmer. when I hear deep dive I want to feel my lungs incased in ice and my brain filled with knowledge. I want you to live and breathe and become one with the topic. I want to watch you slowly lose your grip of reality in the course of multiple hours. I want you to go on twenty random unscripted vaguely related side tangents. like c'mon
#youtube#video essay#deep dive#to everyone who does like 8h videos about the most random shit#you are literally the backbone of our society#quinton reviews#<- special shoutout to that guy for the 8h video
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#honorable mention: Quinton Reviews#I will never be normal about certain Nickelodeon shows again#hbomberguy#defunctland#youtubers#content creators#meme#my meme#video essays
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BARBIE IS ASEXUAL THANK YOU FOR YOUR TIME
#barbie#barbie (2023)#barbie 2023#kenergy#i am kenough#margot robbie#greta gerwig#jessica rabbit#merilyn monroe#yasmin benoit#asexuality#ace#ace tag#my videos#video essay#barbie review#Youtube
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You ever just finish with something, like a really good book or movie or anything, and just sit there like
#I think I just watched one of the best video essays I've ever seen#What the fuck that was an experience more than a game review#sp-rambles
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It's nearly 5 hours and it's heeeereeeeeee!!!
Unwind was so many things. Not all those things are good, a lot of them are. (admittedly, that's the case with most everything)
#yewchube#youtube#video#book review#video essay#pls enjoy the thumbnail#it's a very hard series to thumbnail#Unwind#neal shusterman#shusterman#unwind dystology#unwind series#Youtube
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If you chose "literally all of the above", then I'd like to hear what does make you want to create video essays!
#video essays#hbomberguy#foldingideas#folding ideas#jack saint#video essay#defunctland#defunctTV#Jenny Nicholson#Sarah Z#Kaz Rowe#khadija mbowe#Quinton Reviews
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sorry to be a bit of a hater but i do wish youtubers weren't so scared of making their videos just like, "reviews", whys everything gotta be a "video essay" all the time. every day my recommendations are filled with 40 minute videos titled "_____: An Underrated Masterpiece" where the first like five minutes are reading the wikipedia definition of "masterpiece" in a somber voice with dramatic themed text on screen. please just tell me how good or bad you think something is and use the rest of the runtime to explain why. you dont need to put on all these airs
#i know the ahem. channel. of some awe....... that whole situation kind of scared people off from using the word review#but like we live in the future now. you can make a review. i believe in you#AND LIKE i like a good video essay!! but im picky. because i read academic shit for fun#when i see a capital E essay im expecting theses. im expecting sub headers. im expecting multiple examples AND footnotes with asides#(and i know this is a controversial topic but i do expect them to be long. because if you read aloud a 4 page journal article its gonna)#(take a bit of time LOL maybe i just read too much academia shit. but i dunno man. theres not a lot you can say about like a big huge)#(topic with multiple angles if you only have like 10 minutes. maybe i just talk too slow. i need to breath <3 )#theres other formats too. surveys. retrospectives. informative essays. persuasive essays. etc#and like i also read lots of reviews not just of like movies and books but of like gallery exhibitions and shit!! they can be extremely#interesting a lot of work and some really beautiful writing!! nothing wrong with a review!!! theyre important#but i do get annoyed with like. the odd air of pretention i see in a lot of video essays. especially cause its usually not backed up by#the content. i dont care for those airs in academia either. nor do i like it in documentaries#just talk naturally. you'll find your voice. there might be pretention in it in the end but it'll be yours#if im making sense. i hear a lot of people talking in a pretention that is not their own. something they put on because thats what they#think they should do. you need to find your own pretention. be pretentious in a way that feels natural to youuuuuu#hell im being pretentious. about this LOL but like its my own. it is a pretentiousness ive built over the past half decade#play around. write a blog. i dunno. find your voice dear youtubers. find your voice
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We need to start gatekeeping the phrase "video essay" just a little tiny bit. Or at least revive the lost valor of the rant review.
#If you're making a rant review just make a rant review#i genuinely love video essays as a format and craft and i hate seeing the opinion of them shift bc people use it to mean any long video
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VIDREV: "NO CGI is really just INVISIBLE CGI" by The Movie Rabbit Hole
[originally posted march 19th 2024]
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like a lot of folks, i've grown weary of the preponderance of CGI in Hollywood flicks these days. it's all but a cultural tradition at this point to watch John Carpenter's The Thing, sigh wistfully at the goopy silicone animatronics, and say "man, you couldn't make anything like this today." the Marvel/Disney machine has done a lot of heavy lifting to engender this perspective, particularly in the cape department where every aspect of the film is under intense and non-negotiable executive revision until quite literally days before theatrical release (as was the case with Marvel's The Marvels). it doesn't help that this shift has a lot less to do with what's best for any given movie, and a hell of a lot more to do with the lack of unionization in the visual effects industries making them a readily exploitable source of labor. in such an environment, films that nevertheless lean on practical effects are enticing (and, quite often, demonstrably better) enough that we'll sing their praises to the point of hyperbole.
enter Jonas of The Movie Rabbit Hole, here with a genuinely essential series of video essays to slap some sense into that hyperbole and bring us all back down to earth.
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one of the more important directors for the development of unobtrusive CGI is David Fincher. i have my fair share of issues with his films, but credit where it's due: they're constantly pushing technology in ways that you absolutely would not expect. there's a crane shot at the start of The Social Network that couldn't be shot with a crane for safety reasons, so instead it was stitched together in post from footage taken on multiple 4K cameras at once. a shocking majority of the blood you'll see in his movies is CGI. the praise i've portioned for his recent films, even as i find him sort of a fundamentally anti-human director, is that he understands that visual effects work best as a supplement to existing footage, rather than a pure replacement.
i share all this to underline my use of the word "essential" in describing this series. i worked in film for a few years, i went to film school, i try to understand the production process as pragmatically as possible. i am under no illusions that Christopher Nolan flicks or the John Wick movies are totally practical. i'm not an anti-CGI evangelist! and yet, even then, i had NO idea just how wrongheaded i still was on the subject until i watched these videos.
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Jonas brings 18 years of visual effects experience to bear on a series that feels very much like him trying to settle an argument he's been having for about as long. he has countless examples of films praised for their lack of CGI that relied heavily on their CGI, using the demo reels of effects houses as the smoking gun. Jonas speaks with a plain matter-of-fact-ness that's bolstered just so by an edge of smug frustration, the kind you only get after bearing a cross for years. but it's not just an "i'm right, you're wrong" affair by any stretch. Jonas does a fantastic job communicating a lot of complicated subjects in ways that are friendly to even the most casual of viewers, rarely blaming the audience for their ignorance when studios and market trends are the real culprit. and because he's a veteran of the industry, he's able to interview prominent figures that would otherwise be inaccessible for the average essayist, like Academy Award winning VFX supervisor Paul Franklin.
(and here we come up against a question countenanced more than once on this blog-- where is the line between video essay and documentary? i think this readily qualifies as the former given the first-person direct address shot-in-his-living-room style, yet somehow i feel a bit uneasy with the classification. oh well, a topic for another day)
the most eye-opening section for me is also one of the first, where Jonas confronts the public image of Top Gun: Maverick. i haven't seen this film yet, but i have seen the endless and unqualified buzz about its practical effects. and to be sure, these deserve quite a lot of praise-- they put real actors in real fighter jets for crying out loud! yet in all that crowing, a very important fact totally fell by the wayside: nary a single shot in the film is without digital manipulation. and not just in the basic touch-up sense, removing safety anachronisms and the like. the jets, the cockpits, and the actors themselves were all extensively replaced with digital doubles! i felt like an utter fool when he pointed out that quite often films praised for their lack of CGI will have more VFX artists credited than any other department in production. like, holy shit, it's all right there on the screen? what job were those hundreds of people doing if it was "all practical effects"?
which is the crux of the series' title: "NO CGI is really just INVISIBLE CGI." we have --or perhaps it'd be more honest to say i have-- a tendency to address CGI in binaristic terms. either it's there, or it's not there, right? Fincher's team can put digital blood running down Daniel Craig's face in the shower after he gets shot in The Girl With The Dragon Tattoo, but it's Craig's physical presence that sells it. a film like Top Gun: Maverick makes its bones marketing the spectacle, and because there's such fatigue with CGI-heavy blockbusters any mention of intermediary visual effects carries with it a stain on the authenticity. but really, it does nothing to diminish the practical nature of the photography to also acknowledge how much of what makes it to cinemas is, essentially, an extremely realistic cartoon.
and this is what Jonas's series really exposes for me. a lot of what we're looking at here is rotoscoping, the longstanding tradition of animating over top of live footage a la Disney's Snow White in 1937, though the technique was truly mastered by Max Fleischer in the 1910s. is there some gradeschool nag whispering in the back of our head that a rotoscope is just elaborate tracing? that it's a cheat, because "real" animation is done without reference? (for anyone who has actually worked in animation, this is your cue to laugh derisively)
but the truth is that you do not get one without the other. it takes a lot of planning to film a scene with an eye towards being reanimated, just as it takes tremendous skill to make that animation look good. if Top Gun: Maverick feels viscerally real, it is because the visual effects artists had a real reference to work from. one is not inherently better than the other, more pure or authentic. this isn't the 80s anymore, man. i mean, to get real fucking technical, the instant we stopped shooting on film was the death of "true practicality" in cinema, because a digital sensor must by its nature interpret visual information as raw data and then translate it to something we'd recognize as an image. celluloid film is purely optical, but a digital sensor requires someone (or a team of someones) to write an algorithm to do that interpreting-- which is, inherently, subjective. different cameras have different image processing algorithms, different bitrates and dynamic ranges, to say nothing of custom LUTs and the extensive post-processing required to make RAW footage not look like complete ass. and even now, celluloid cannot be said to be truly pure, because any film shot on celluloid is then digitally scanned, subjected to the exact same post production processing as any other digital film, the final product re-scanned to celluloid to give it a true filmic look, and then yet again digitized for wide distribution (because most cinemas today only have digital projectors).
this is not A Bad Thing! it is simply the material reality of film production in the 21st century. it has many upstream and downstream effects, of course, many of which have negatively impacted the quality of films and television in various ways-- but these are not qualities inherent to digital technology! rather, they are the result of a profit-seeking industry eager to cut corners wherever possible. the existence of CGI is not to blame for the bad CGI in Marvel movies, it's the greedy executives exploiting non unionized labor, forcing crunch at every level with no regard for the human cost, endlessly meddling in the production with their indecisive market-analysis driven brand alterations. ah, the age of the executive auteur, when at last the soulless corporate mindset once commonly decried by artists and audiences alike has been fully naturalized and even embraced by people who call themselves fans, who would sooner throw a director under the bus than say a bad word about Kevin fucking Feige.
it's a pathetic state of affairs, and it can only be called a brilliant act of marketing that CGI burnout in the public has been leveraged to only further erase the essential labor of visual effects artists. Jonas here even points out, much to my slack-jawed amazement, that promotional behind the scenes footage today frequently removes green screens and other indicators of a digital-forward production as a way of unduly acquiring practical effects credibility. as someone who watches a lot of these BTS features, i feel lied to and manipulated, and ashamed of myself for not realizing that making-ofs are just as much marketing as they are educational, often moreso by a lot. it's all just an illusion! and it cannot be repeated often enough that this is an erasure of a historically under-unionized industry, one whose exploitation has been thoroughly documented for years. that this erasure is occurring at a moment when finally, finally, finally corners of the visual effects world have begun to shed the libertarian values inherited from the tech industry and actually unionize is pretty fucking conspicuous to say the least.
i call these videos essential because they reveal a tremendous blind spot in our media literacy, even among those like myself who've studied media extensively. we are, generally, pretty good at identifying the weaknesses in a finished film, but our lack of experience and our credulity towards marketing that doesn't feel like marketing leads us to utterly fail when we attempt to diagnose their cause. when our analysis lacks an understanding of the material conditions of production, as informed by firsthand accounts of those who actually do the work, we cannot help but embarrass ourselves and in so doing blatantly misinform our audiences.
it didn't used to be like this. i remember the late 90s and early aughts, when joints like ILM were praised for their innovations. how often do you hear about VFX houses today? probably only when they go bankrupt. it's such a shame, because what Jonas does in these videos most of all is reveal just how astonishing the work of visual effects artists actually is. these are the perils of an industry whose job is to be invisible, which is why it's so important that their labor be made visible after the fact, celebrated rather than papered over, analyzed extensively rather than mentioned offhand. the truth is that quite a lot of us have been boldly, profoundly wrong about CGI in movies for a long time, and we're well past due for a correction of the record.
all of which is to say that these are some really great videos and you should absolutely go watch them right now
NOTE FROM THE FUTURE: episode 4 came out and it's also great.
#vidrev#video essay#video essay review#video recommendation#the movie rabbit hole#no cgi is just invisible cgi#practical effects#special effects#cgi#Youtube
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This is the video essay final boss
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THE UMBRELLA ACADEMY Season 4 RANT Review
This is for all of you girlies whose favorite character is Five. Today, we mourn together. Feel free to share your pain in the comments section here or on YouTube.
#tua spoilers#the umbrella academy#tua season 4#tua s4#umbrella academy#five hargreeves#diego hargreeves#lila pitts#lila hargreeves#number five#number two#number 5#tua Five#tua Lila#tua Diego#review#video essay#Youtube
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Game Spotlight #15: Policenauts (1996)
Ash finds herself firmly back in the Kojimaverse as she talks about the 1996 Sega Saturn version of Policenauts for Acquired-Stardust's first spotlight of our second year. Disappointing followup or misunderstood masterpiece? And just what is a "sexy adventure" anyway? Come read along as we answer all these questions and more!
Oh, Hideo Kojima. When last we covered his work in written form on the blog it was almost a year ago in the form of a spotlight on 1994's Sega CD port of Snatcher (which you can read by clicking here). If it wasn't already abundantly clear let me state the obvious: I'm a huge fan of the man and his work. I think he's one of gaming's top creative geniuses alongside the likes of Yasumi Matsuno, Fumito Ueda and Yoko Taro. But you could be forgiven for not sharing that feeling when looking at Policenauts on a surface level or by taking common talking points about it at face value.
Policenauts is something of a black sheep in the Kojima portfolio that is often maligned by people for being 'Snatcher but worse'. It has a similar fish out of water setup taking place in a near-future science fiction world. Its lead character, the womanizing Jonathan Ingram, has a similar relationship with a former lover to Snatcher's Gillian Seed and even looks a bit like him, a point that is alluded to in the game itself as part of a meta cameo (one of several callbacks and references to Snatcher). The sexuality and its use for attempts at comedy can be obnoxious and over the top. Some of the themes of Policenauts are also retreads of themes Snatcher deals with, which can certainly dip into feeling like they were less effective this time around. What's more, the game is far more linear and on-rails than Snatcher, presenting far fewer opportunities to tinker with it and discover much in the way of hidden easter eggs or cleverly placed extras. Some of its later developments feel a little bit like 'a hat on a hat' and not entirely necessary. Its featured romance is very forced and odd (though ultimately executed extremely well). These things are all true.
Be that as it may, make no mistake about it: Policenauts is a fantastic experience that is, like its lead character, a fascinating time capsule from a long gone era. Following a similar blueprint to Snatcher's usage of various sci-fi media (most notably Blade Runner), Policenauts is heavily patterned after the Lethal Weapon franchise, and uses the familiarity one may have with its buddy cop formula to get its foot in the door before subverting your expectations as it deviates into its own original work rather quickly.
Opening after an accident in combination policeman-astronaut (the titular Policenauts) Jonathan Ingram's testing of a high tech mech suit during a spacewalk outside of the space colony Beyond Coast that sends him adrift in space for 25 years while cryogenically frozen, Jonathan picks up where he left off by becoming a private investigator of meager success in Earth's Old LA. Finding himself a stranger in a world he is 25 years removed from and stricken with severe cosmophobia from his ordeal. Jonathan's former wife has moved on and remarried. His four fellow policenauts have settled into comfortable lives on space colony Beyond Coast as something of heroes and celebrities. Forced to overcome his cosmophobia when a very personal case sends him once more to Beyond Coast, Jonathan reunites with his best friend and former fellow policenaut Ed Brown (himself still a cop on the aforementioned space colony) to unravel a conspiracy.
It's often said that Jonathan is a very unlikable character, but I find the opposite to be true. There is a solemness, sadness and resilience to him that comes across very well, being inherently at odds with a time that did not stop and life that moved on without him. Much is also made, as previously noted, of his womanizing, and I'd like to address that talking point by first pointing out that much like Snatcher, the vast majority (in fact all but one or two instances) of the sexuality of the game is entirely optional and serves as a bit of meta humor. Jonathan's inability to control himself is a direct result of his literal inability to control himself as he is at the complete mercy of the player, who can decide to pester multiple female characters to with zero benefit. Just as well, Policenauts lands firmly in the genre of something I like to call 'Sexy Adventure', a term borrowed from a song featured in the iconic Lupin III franchise that contains works you might be familiar with such as Space Dandy, City Hunter, Dirty Pair and indeed Lupin III.
Several tropes of the genre include a strong sense of Japanese sensuality and horniness, action sequences involving guns and cars, romance, large scale conspiracies and characters who are masters of their particular fields to an absurd degree. Jonathan's womanizing, something almost exclusively indulged in as optional behavior by the player, is certainly less than Arsene Lupin III for example, but coming to terms with the horniness of this micro-genre is imperative if you hope to enjoy anything it has to offer. Just as well, Policenauts' original release platform before being ported to the Sega Saturn was the PC98 which (along with the earlier PC88) was known for a frankly overwhelming amount of pornographic hentai games. To a large extent this was very much the norm for games on the platform and the time, and while nothing in Policenauts borders on pornographic, the sexuality of it is to be expected.
Policenauts doubles down on a distinguishing feature of Snatcher in its thorough worldbuilding, and is perhaps the key area that the game shines in most especially when compared to Snatcher. Containing an in-game encyclopedia that is always accessible at the touch of a button, it is dauntingly dense and features countless clickable entries detailing many aspects of life, culture and science in the Policenauts universe, often dipping into heavy doses of hard science with surprisingly detailed explanations behind even mundane parts of everyday life on Beyond Coast, such as biodegradable plastics, a problem which Kojima envisioned solved by 2040. I was a bit taken aback by given the foresight of the plastics issue given our own real-world news cycles being dominated by topics like microplastics in recent years.
The level of real science involved in the encyclopedia is rewarding for those of us who like to devour every bit of information we can get our hands on and can pick out the real from the fictional and it helps make Beyond Coast feel all the more real. The sci-fi Japanifornia that is Beyond Coast is almost a character unto itself to an even further extent than Snatcher's setting of Neo Kobe and remains in my book one of the most fleshed out and believable settings in all of gaming. Furthermore the knowledge Hideo Kojima has in a time before the level of availability and access to information we have in the current internet age is hugely impressive.
Overwhelming density is a recurring aspect of the game which may make or break your enjoyment of it. For a game that is less interactive than Snatcher it is somehow more dense, intimidatingly so if you are willing to indulge in its encyclopedia and really study the universe that Kojima created. The player is also able to examine a shocking number of elements of backgrounds and get multiple optional lines of dialogue about them, although as previously noted Policenauts offers much less in the way of diversion and distraction, and is significantly more linear.
Some of the core themes and strengths of Policenauts are similar to Snatcher, and while not all of them are as well executed this time around, a number of them exceed Snatcher. The importance of family, as well as different utilizations of it, is highlighted through the game. For Jonathan it is a trauma. A source of obligation and a constant reminder of not belonging in the world. Fellow former policenauts Ed Brown and Joseph Sadaoki Tokugawa are also used to explore these themes, with Ed's family keeping him grounded after personal and professional tragedy leaves him similarly traumatized and Tokugawa's lineage is a guiding beacon, instilling in him an ambition that sees his rise to the head of the Tokugawa Corporation, which has become large enough in the 25 years Jonathan spent in cryo sleep that it's said to quite literally own outer space. Ed's scenes with his family are perhaps the emotional core of the game and are shockingly well done for a game that features slapping a woman's breasts in an attempt to swat a mosquito.
Further themes explored are the way that the past becomes the future, and how easily it is manipulated by bad actors with agendas when few people who lived through it are around to contradict those agendas and narratives. Policenauts also plays into real history in its utilization of time as a story theme with its character names, often referencing real Sengoku-era Japanese family clans.
It is a fascinating predictor for some of the subjects explored through some of Kojima's later works. The toll that time takes on individuals is is also a constant fixture of the story. Pioneering heroes become broken down and traumatized. Corruption will slowly trickle in if you allow it to in ways that a past self would've stood against. One's life can always change in the future for both better and worse in ways that the present self could never have foreseen.
Jonathan contrasts Snatcher's Gillian Seed masterfully in this particular regard as a man who is a literal manifestation of the past, confronting his former comrades and the state of the world head-on as a reminder of the bright ideals that guided mankind to space to begin with. Also of particular note, without delving too much into spoiler territory, is the remarkable way that Jonathan trusts the corrupting factor of time to help Ed's son Marc given all the damage Jon has seen it do to those around him as well as the world itself.
Although there is a genuine tension to the game as well as a real feeling of both being and interacting with important in-universe figures, the conclusion of the game is a bit lackluster and sudden. Policenauts' plot is largely intentionally predictable, only containing a few twists you might not expect. The game's romance, previously noted as being a bit inexplicable, is ultimately resolved very satisfyingly and in a way that reinforces some prominent themes of the game.
Just as well the game takes criticism of Snatcher (and adventure games as well as visual novels as a whole) a little unevenly. It is far more linear than Snatcher, but features significantly more combat sections that see the player shoot an ungodly number of bullets and drop a frankly impossibly comedic amount of enemies by the end of the game. They are unnecessary and detract from the experience a bit, but understandable over-correctons to criticism of the traditional Japanese adventure game genre as well as Snatcher in particular.
As an aside, Policenauts features one of the most clever inclusions of a sound test mode that allows you to listen to various tracks from the game including its haunting opening theme "End of the Dark" as well as the fantastic "One Night in Neo Kobe" that was featured in the opening of Snatcher.
Policenauts is an uneven experience that in some ways reflects common trappings of its time while also looking forward to humanity's future. It asks some very pertinent questions about humanity's ability to conquer big issues if we are so unable to conquer the worst aspects of ourselves. Its usage of time and the trauma it can inflict on even the best of us can be rather sobering to see, and Jonathan's hope for Ed's son in the face of that is rather inspiring.
In some ways it reacts too strongly to criticism of adventure games as whole as well as Snatcher in particular by creating a lighter, more predictable and linear experience with more lightgun gameplay segments that detract from the overall package. Its sexuality and hamfisted comedy that comes part and parcel with the sexy adventure micro-genre can be a pain point, and it can be off putting in its density if you allow it to be. In some ways it is inferior to Snatcher, which makes an incredible case for the necessity of actually playing a good adventure game rather than just watching it that Policenauts sadly does not live up to.
But despite it all Policenauts is every bit as clever as Snatcher and in some ways it is just as strong, if not even stronger, a predictor of Hideo Kojima's future runaway success with Metal Gear Solid. Its highs may often not reach the peaks that Snatcher does, but even its valleys remain far higher than most games you could spend your time on and it remains a constant influence on some of the most popular indie game standouts like VA-11 Hall-A, 2064: Read Only Memories and Mullet Mad Jack.
If you have an interest in the works of Hideo Kojima, traditional Japanese style adventure games or the sexy adventure micro-genre, a vacation to Beyond Coast might be just the thing for you.
A gem hidden among the stones, Policenauts is undoubtedly stardust.
-- Ash
#gaming#retro gaming#video games#90s#1990s#adventure games#visual novel#point and click#kojima#hideo kojima#policenauts#games writing#written posts#game spotlights#games blogging#long reads#video games writing#essay#acquiredstardust#1996#writing about games#games journalism#ash#konami#game review#game recommendations#obscure games
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I swear to god if I click one more 50+ minute video essay that's just a plot summary and a brief testimonial of how popular the movie was the year it came out, I'm gonna flip.
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