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Last month, I played through Planet of Lana.

This one was essentially a side-scroller puzzler with a story. Humans are living semi-modern and semi-primitive, when robots show up and kidnap everyone. Your hero, a girl named Lana, then begins her journey to save her sister, puzzling her way through situations and avoiding robots.

I generally enjoyed most of the puzzles, and all the visual storytelling about how the people got to such a strange world. For 80% of the game, I found it absolutely charming.

Part of the charm is your companion, a black little void creature, like a cat. You rescue it along the way, and it becomes your companion, working with you to solve the puzzles.

The un-charming part were the robot puzzles. If you got them wrong, they shot you and. you died. I don't know what the game was thinking by making you die. I hated, possibly even despised, all puzzles involving robots.

In all, I did the whole thing in a week. It wasn't very long, but it was just enough to be tasty.
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What Remains of Edith Finch was a curious game, more novel than game. The game mechanics are minimal, and most of the stories are experiential.

The whole episode takes place on the lonely Oregon coast, inside a strange house. The physical design work is just gorgeous, as the house is stuffed with clutter, photos, and flaws.

From beginning to end, it's about two hours.

In summary, a pregnant 17 year old woman returns to the strange house of her upbringing, following where a key takes her, learning the stories of her family. The house is filled with sealed off rooms, with each room being a memorial to the person who once lived there, each preserved as they were left.

Each of those people died.

Each of those stories is told by an unreliable narrator.

Overall, the feel is Lovecraftian, which hints of horror, but never really shows it. Even the story of the cursed family emphasizes that.

However, this is not the story of horror. On sitting with it, from beginning to end, this is a story that invites you to believe in the Lovecraftian horror, but you are the one who brings that into the story. You are the one who imposes the supernatural.

As I said, all narrators are unreliable.

The house itself is a shrine to itself, so much so that each generation has to build more and more areas to live in. In the most literal sense, the house is story upon story of its generations.

This is a tale of grief, and how, by holding onto the past, by holding onto grief, the family cannot thrive. Death is a part of life, and death is not a curse.

In a normal house, in a normal family, rooms would get emptied out and re-used. They''d repaint the walls and redo the furniture. The dead would give way to the living. That doesn't happen here. The rooms are literally sealed shut with foam insulation, with peephole drilled into the doors so that you can see the rooms. It's only by comparing normalcy to this place that the real villain appears.

The ending is indicative here. The protagonist passes away, and it's the protagonist's son who concludes the tale, laying flowers on her grave. This is the only mourning that we see. He wasn't there for the house, or the shrines, or the stories, or the family, he was there to mourn his mother and lay flowers on her grave.

Nowhere else, in the entire story, do we see mourning.

By this simple act, he broke the family curse. 

Journey

Apr. 1st, 2025 05:46 am
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I've been playing Journey recently. It's a very short game with a few interesting premises.

The main body of the game consists of taking a journey, jump-flying about, and generally having a pleasant time of it. Mostly, there's not danger. You find these special points where you can lengthen your scarf, and thus, also give yourself more jump-fly.

The main character is sexually ambiguous, by design, so can be read either way.

Much of what you encounter is cloth, so you run into flying cloth slips, kites, cloth trees, and other such flexible designs. 

What makes the game interesting is that you can encounter other people playing the game. You can't talk, except for single musical notes, and you can help each other jump-fly. In general, it's easier to stick together. Also, the more experienced people know where to find all the scarf motes and any other special places.

On my first playthrough, I thought this was an NPC, but it turned out, was a real person who generously stuck with me through the last four sections.

At the very end, there's a place where you can walk designs into the snow. On my most recently playthrough, a companion stuck with me, then wrote a heart.

I think that this game filters for certain types of gamers, the folks who are less competitive and more cooperative.

When streaming, I almost always get somebody watching. Those folks who like this game really really like this game. 

GRIS

Mar. 5th, 2025 05:35 am
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I didn't know that I needed this game, but I needed this game.

Back in December, I bought a bunch of games that I normally wouldn't buy. GRIS was one of them.

Thematically, GRIS is a game that begin with downfall, hopelessness, grief, depression, and sorrow. The rest of the game is climbing out of that sorrow. That's amazing for a platformer and a puzzle solver.

This game is so beautiful, so stylized, so serene that my wife just stayed with me for a while and watched me play. She never watches such games, but she watches this one. She sucked through her teeth every time she saw Gris fall.

Falling is okay. It's among the first things that you learn. You fall and you get back up. There is no judgement.

There are some platforms that only appear once you jump. They're like trust falls. You leap into that trust. You trust that the sequence will lead you someone.

The world itself begins as monochrome, but as you reach points of intense grief, a single color returns to the world, adding to the pallet.

Every mechanic seems to lend itself to these emotional and social concepts. 

And there are no words. The game just trusts you. It trusts you to figure out what to do and where to go. Sometimes it introduces a concept, but it does so in such context that you're barely aware of the introduction.

While some parts of the game depend on speed and timing, most don't. In many places, you simply travel, through all these amazing scenes, resting between puzzles. You get to rest. 

The soundtrack is low key, understated, and intense as required. Its always saying that the game continues, as it will, at your own pace, with your own requirements. 

I don't think that I've written a game review after just one day before, but this was noteworthy. In these troubled days, I feel grief, sorrow, anger, and a host of other emotions. I need the time to be with them.
varidog: (Default)
I haven't played a Dragon Quest in a very long time, so coming back to the franchise felt both familiar and new. I enjoyed the honest and earnest part of the game, where you're the hero, and it's not even close. In other words, it's a straight forward YA adventure, more or less. There were twists and turns to the story, sometimes feeling like too many, but you never stopped being the hero through all of it.

What I didn't expect was that the game would take several months, with me getting bored of pieces here and there. However, I persevered, then clawed through the end, until finally, I took down the big bad and ended it all. The characters weren't even perfect and I succeeded, so yay for that. 

I lived for costumes, which says something about me, but I'm not sure what.

For me, the game lasted too long, as I like my RPGs less lengthy and a bit more digestible. If the game had ended after the first big boss, and then had a shorter but fun adventure, I would have liked it better. As it was, the third act introduced yet another boss, and even with quests, the game got too grindy for me.

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