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#video essay review
vidreview · 6 days
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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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0sbrain · 1 year
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AUTISTIC PEOPLE REJOICE:
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HE'S BACK
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meraarts · 1 year
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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
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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
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amarithecat · 9 months
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talistheintrovert · 1 year
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youtube
BARBIE IS ASEXUAL THANK YOU FOR YOUR TIME
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crow-caller · 3 months
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youtube
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)
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videoessaypolls · 29 days
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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!
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bmpmp3 · 4 months
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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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emberisk · 2 years
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Can the trend of stupid long video essays about children shows of questionable quality never end please? I need them
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some-pers0n · 1 hour
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You ever just finish with something, like a really good book or movie or anything, and just sit there like
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vidreview · 6 days
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some thoughts on Action Button Reviews
[originally posted december 22nd 2023]
ANONYMOUS ASK: Not a recommendation because I know you've already seen it, but I remember you (this being like a year ago) calling Tim Rogers' action button reviews boku no natsuyasami something along the lines of "a triumphant demonstration of what's possible in the video essay medium". I was wondering if you could elaborate, provided it hasn't been too long. I recognise I'm blasting you from the past here lol. It was one of the few hours-long video essays that I didn't mind sitting through, though I'm still not sure it quite justifies its length. Tim's delivery helps significantly there, in a way that reminds me of Caleb Gamman's casual/improvised-feeling but thoroughly scripted shtick.
oh i still think Tim Rogers is hands down the best in the biz. i've watched the Action Button reviews multiple times, i've got a davinci resolve project with all his videos in, studied them under a microscope and taken lots of notes. i think his work absolutely does justify the length, because rather than trying to say Everything There Is To Say about a game, he instead focuses on digging into the game's relationship with his own hyperspecific subjectivity. i don't know how else to describe the Action Button reviews except as literary media criticism, using incredibly in-depth analysis as a jumping off point for discussing how these games shape us and the culture, the role they occupy at various stages of our life, and how who we are at any given moment is just as important to our opinion of a game as the game itself. sooner or later i want to do a full-on VIDREV on his stuff, probably in video essay form, but consider this a first draft overview of why i find his work so special.
there's little things. despite the length of his videos, he never fails to get to The Point (his term for the thesis statement) within five minutes of starting the essay proper. he is a talented and quick-witted tour guide, funny and clever and philosophically ponderous all at once. his work is clearly designed to reward multiple viewings, yet never fails to feel complete on a first watch. he writes with a precision of language that'll knock your socks off if you let it, especially if you're willing to go with him on his seemingly non sequitur tangents. but it goes a lot deeper than that.
i just don't think anyone else is putting nearly as much time, effort, and thought into the moment to moment particulate matter of his video essays than Tim Rogers. there are a ton of little mistakes that quite a few essayists make as a result of only doing one or two complete editing passes, or otherwise not sitting down and watching their video start to finish at multiple points in post-production. things like bad audio mixing, cut-off breaths and sounds that ought to be removed, stray frames from footage creating accidental jump cuts, flubbed line deliveries, misaligned overlay elements, sloppy compositing, the list goes on. it's no great sin to make these mistakes, mind-- no one's being commissioned, most essayists aren't professional editors, there's no quality control or review board or institutional best practices. it's the difference between giving the kitchen a quick once over with a rag and getting on your hands and knees to scrub every stain with a toothbrush. most people don't have the time it takes to do the latter, aren't getting paid enough, and the returns on putting the effort in are impossible to measure and therefore, practically speaking, nonexistent.
but as someone who tries to put that kind of work in (not always successfully), i can always tell when another essayist has done the same. longform video essays in aggregate tend to be messy, under-structured, rambling; they often arise out of an essayist's desire to say everything they could possibly say on a subject. not only is this an impossible task, it makes for a pretty dull viewing experience to boot. what i find so impressive about Tim Rogers' work is that despite their length, his videos are relentlessly structured. the attention to fine details in the moment-to-moment edit across the whole runtime is astonishing; that the script itself is so internally integrated never fails to make me furious (with professional envy). he always has a lot to say, not all of which is strictly speaking essential to the analysis, but nothing ever feels so indulgent that it drags the rest of the essay down in my estimation. he often repeats information, but he does so very strategically and in a way that's meant to help the viewer follow a thread from start to finish. i also think his presentation style goes a long way towards hiding how much effort he puts in, how relentlessly curated these things actually are in spite of their length. he's talked extensively about how much he cuts from these videos (most prominently is story 5 from the Cyberpunk 2077 review, which went from over an hour in length at first draft to, eventually, just over a minute), how he watches them back over and over and constantly makes fine adjustments. that work won't be apparent to everyone watching, but it's exceedingly apparent to me.
and then there's the cherry on top of it all, which is the fact that the Action Button reviews are constructed as being part of "seasons" that have a planned thematic throughline. taken as a whole, season 1 is a completely unique work of literary metacritical nonfiction, a series of six reviews (Final Fantasy VII Remake -> The Last of Us -> DOOM -> Pac-Man -> Tokimeki Memorial -> Cyberpunk 2077) that use specific games to talk about trends in game design, trends in gamer culture, the history of games development, all through an astonishingly earnest and open autobiographical document of Tim Rogers' own professional and personal life, which is given particular weight by his astonishing capacity for near perfect recall from early childhood. they are the clear result of a life spent thinking about and writing about and talking about games in between all the rest of his life, neither of which was ever truly separate. i know i'm throwing around a lot of superlatives here, but i really do adore these essays. i think a lot of folks doing longform games reviews try to achieve a sort of technical objectivity, limiting the scope of their analysis to strictly what's in the game (and often only that which involves numbers, leaving any narrative or thematic components to a brief aside at the very end). the Action Button method should fall into that category, and yet Rogers himself uses its technical objectivity as an anchor around which flows an endless and unquantifiable ocean of subjectivity, where game mechanics and thematic elements mix forever. each subsequent review drops a new anchor, and thus begins to compose a map whose purpose is as much a matter of self-reflection as it is pure education or analysis.
but i really do think it's with the first (and so far only) episode of season 2, his review of Boku no Natsuyasumi, that you can really see the cunning of what he's been up to all along. i often find myself thinking about his reflections on returning to Kansas ("it took me back to a place i had never never been"), on why people rewatch movies and replay games ("our memory only records the cold parts"), on the futility of trying to recapture the past ("places don't remember us"), on the screaming terror of our own looming mortality ("meanwhile our shattering animals"). i just know those quotes off the top of my head, man, that's how deep in it i am. the Boku no Natsuyasumi review is a masterpiece, and the ways it breaks from the style and approach of season 1's reviews only strengthens the choices he made in season 1, because suddenly we realize that they were choices. that's the artfulness of this series, in my opinion: it starts as, seemingly, a relatively bog-standard "i'm going to review some video games and make some jokes and tell some stories along the way" type joint, but slowly reveals to you essay by essay just how little of this project was automatic, unconsidered, arbitrary, and that its aims were never so miniscule as "tell you why a video game is good". there are themes running throughout the entire series, repeated phrases and ideas, theories of mind and play that build in the subtext, accruing like memories, subtly building mass until you look back and realize that what seemed like a random selection of topics was, in truth, premeditated with a conspiracist's attention to detail.
and yet despite all this high-minded gobbledygook, these videos are relentlessly watchable and entertaining. i don't always agree with his takes (i was particularly frustrated that his exploration of "every cyberpunk game" omitted the flood of relevant titles that came the indie sphere over the last decade, like Cloudpunk and Read Only Memories), but they're not the kinds of disagreements that would make me sour on his work overall, and anyway the experience is so much more valuable than something as rote and immaterial as an opinion. there's so much more i could say (and inevitably will say, someday), but there you go, that's a rough gloss on what i like about the Action Button reviews.
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princesskuragina · 1 month
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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.
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that-one-disaster · 6 months
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This is the video essay final boss
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golden-redhead · 1 month
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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.
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acquired-stardust · 1 month
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Game Spotlight #15: Policenauts (1996)
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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.
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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.
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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.
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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.
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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.
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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
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