1000xRESIST

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Developer: Sunset Visitor | Released: 2024 | Genre: Adventure, Sci-Fi

It’s tempting to describe this game as a visual novel disguised as a walking simulator, but it wouldn’t quite make it justice. Although it did have some exploration and light puzzles, the distinct style and narrative really made it stand out from its peers.

A disease from an alien race, the Occupants, wiped out all humanity except one girl, Iris. She was immune, and she created a new society with clones of herself, known as the sisters. They were not immune and had to wear masks, and they worshiped Iris as the ALLMOTHER. They lived in an enormous underground bunker called the Orchard, hiding from the Occupants.

I was playing as the Watcher, a girl with the ability to relive and interpret the memories of the ALLMOTHER through a process known as Communion, made possible by Secretary, my floating AI companion. These Communion sequences were like virtual reality experiences in the past memories of Iris.

I could talk to a lot of NPC, sometimes jump forward or back in time, and there were tasks for finding specific NPC. Talking to these quest goal NPC typically shifted me into a surrealistic scenario zipping from node to node, trying to find the NPC in a cloud of floating objects. The time jumps were typically useful for bypassing blockades like closed doors or force fields.

This game had received top scores by most review sites and an overwhelming positive user rating on Steam. Especially the story and the dialog were praised as an amazing experience. Many claimed they were jealous of gamers experiencing it for the first time. Did I agree with the consensus?

Caravan: SandWitch

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Developer: Studio Plane Toast | Released: 2024 | Genre: Adventure, Third Person

This was an easy and relaxing third person adventure roaming a small open world with Sauge, a girl looking for her lost sister. It became a distant goal as she first had to disable various jamming devices in the area to populate a map. To help her out, an old lady lent her a van that even had upgrade options. The first upgrade was an antenna that made it possible to spot a jamming device in a structure.

The game reminded me of Sable, another free roaming open world exploration game that also featured a vehicle across deserts and random structures to climb. However, it was considerably easier on the puzzles and tasks. Sauge met a few NPC in a couple of outposts and did get quests for helping them out, but for the most part they were usually just fetch tasks. Most of the game was about exploring.

Short Sessions, Part 19

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I’ve decided to retroactively make this an entry in the Short Sessions series. I like the title a lot and it keeps things simpler. The series is no longer just about abandoned games, but also shorter games in general.

This is a series about the shorter PC games I’ve completed or abandoned recently.

The Last Campfire

Developer: Hello Games | Released: 2021 | Genre: Puzzle, Third Person

I’m going back to the game notes format for this one, only with a few tweaks. There is a short paragraph with my opinion, and the game notes are called musings instead. Also, there won’t be a rating in the bottom.

An isometric puzzle game where I had to revive fellow embers turned to statues. Touching one brought me to a secluded puzzle. When solved, the ember woke up and joined other embers at a campfire.

I was impressed how open world it was – previous campfires remained available – and the unique tasks I found on my way. However, the difficulty of the puzzles were inconsistent. Most puzzles were so easy, they could be solved by small kids – then once in a while, a surprisingly hardcore puzzle occurred. Because of how these felt like aberrations, it made me worried about what challenges I might face next.

Spoiler: Musings

Just reaching the ember statues could be a challenge in itself, blocked by puzzles or unique encounters with multi-step tasks. There was a big frog wanting food, a fisherman that could repair a butterfly net for me, luring a pig with a fruit so it could eat a carnivorous plant, raising platforms with treadmills, bringing orchid seeds to a cook, burning bushes with fire, connecting paths on a map, and much more.

At one point I acquired a lanthorn, which was a horn I could blow to invoke specific objects for moving them around like telekinesis, only while they were still touching the ground. I could move small islands I was standing on, or flipping blocks for closing gaps for me to walk past.

Everyone I met and exchanged dialog with, all notes I found in chests, even narrating while solving quests, was almost all voiced by just one girl. The voice acting itself was fine, but I was often wondering if the game would have been more enjoyable without all that chattering.

The camera was often static or on rails, instead of the usual behind-the-character. I always prefer the latter. In my opinion it is far superior to the former, which often introduce corners that are hard to see.

I tried to reach the chests for the challenges themselves, not for the contents of the chests. Each chest just had a humdrum note that didn’t really feel like a nice reward. I think the most apt description is meh.

Most puzzles were really easy, except for the odd ones out that were quite the opposite.

By far the worst was the puzzle where I had to walk on plates depicting frogs and turtles. There was some sort of order to figure out, but it never made any sense to me. I just kept brute forcing it until I got it right. Unfortunately, this meant falling to my death many times.

The one with two flip blocks and two block buttons also had me stumped for the longest time. There was something about it that just didn’t feel intuitive.

I also think the snake puzzles, dragging strings of blocks through pathways, were quite difficult. I really had to experiment a lot to get those right.

My conclusion to these surprisingly difficult puzzles is that it made the game feel uncomfortable to me. I was always wary of the next hardcore puzzle to appear in the ocean of kids puzzles. I really think the developers should have balanced this differently. Easy puzzles in the beginning, then steadily getting more difficult towards the end. You know – the way most games usually work.

A different kind were the pipe rotating puzzles. It was the usual trope. Grab a straight pipe piece, a corner piece, or a tee piece. Place where needed and rotate to continue the flow of energy. These puzzles could be complicated but didn’t feel difficult in the same way. It was just a little bit of fiddling and replacing. They should have made more puzzles like that instead of the painful lanthorn puzzles.

I always smiled at the way my ember sometimes got slowed down by a spider’s web for a second or two, after which it snapped and the normal run speed was back. Such a cute little detail.

I wasn’t too fond of how the boat was controlled using mouse and keyboard. It felt like the controls for the arrow icon was upside down. Later, I found it easier to just click a spot somewhere in front of the boat.

LOL at the green duck boat that builder robot made for me. Totally ugly – I liked it!

Death Stranding: Director’s Cut

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Developer: Kojima Productions | Released: 2022 | Genre: 3PS, Adventure

This game was essentially Hideo Kojima discovering walking simulators and then saying:

Let’s make an AAA game out of that!

The human characters models and their facial animations were out of this world in this game. Probably the best I have seen so far. The pimples, the eye colors, the perfect lip sync. Really amazing work.

If anything, the camera was often too close to their faces.

Being late to the party as always, I actually didn’t want to play this for the longest time. It looked like it could be frustrating. While it was certainly not devoid of enemies and boss fights, it had enough interesting treks across Icelandic landscapes to warrant me spending some time with it.

Another reason I liked the game was how refreshingly different it was. In a world dominated by hackneyed tropes such as fantasy games with sword-wielding warriors and wizards with fireballs, first person shooters with reloading guns and bullet sponge enemies, and point-and-click adventures with object-combining inventories and dialog choices, this AAA game dared to try something entirely different.

A package delivery simulator. A more apt definition than walking simulator.

Eternal Threads

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8/10Developer: Cosmonaut Studios | Released: 2022 | Genre: Adventure, First Person

In this first person adventure game, I was an observing rubber suit guy manipulating time in a house with two floors, trying to save the lives of six young adults after a fire in a fuse box.

Using a tool held in my right hand, I could start an event somewhere in the house. It typically lasted a few minutes and showed some of the young adults talking together as ghostly figures that I could walk around. A bit like in Tacoma, but with much clearer character models – and I couldn’t fast forward an event.

The events themselves had a separate overview screen that scrolled far to the right. It was overwhelming at first, with hundreds of dots available on a timeline. Some dots could be selected immediately, and after watching it was no longer a question mark. Most events were solely observing some dialog, but sometimes I was given a opportunity to alter time by making a person change their mind and react differently.

This had a butterfly effect and could change what events were available after that point.