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    Hello Neighbor: Hide & Seek (PS4)    by   jp       (Sep 27th, 2026 at 16:53:00)

    I knew this game hadn't reviewed well when I bought it, but it was cheap and I was curious.

    I think it's worse than what I expected. I may be a bit unfair hear, but I reacted really negatively to the game's onboarding experience - or what I would call a lack of onboarding. The game starts with a cut-scene showing your character (a young girl) playing with her brother. The game's hide and seek and you hide in a hallway cupboard, are quickly found and then...you're in control. Your brother is close by, his back turned and he's "counting" (like you do when playing hide and seek). Ok! I must run around and find a new place to hide. This makes sense with the game's title. There aren't many places to go, I run up the stairs, enter a room and somehow manage to make my way onto a shelf that's nailed to the wall a good height above the floor. This seems like a good place to "hide" - it's also, the only place I think other than just waiting in a corner? There's a bunch of looked doors but I can only peer through keyholes and none of the doors seem to open. I only "learn" this from poking into the game settings to see what the controls are.

    Ok. This is fine - I just need to wait for my brother to stop counting and start searching and we'll see what happens.

    Nothing happens. Oh. Am I supposed to hide in a special pre-determined hiding location? I jump off the shelf and start wandering around - maybe I missed something. I learn I can crouch - but there's a space that's too low for me to crouch under. I peer through the key holes of all the doors to see if I'm missed something. Nothing. I go back into the settings to remind myself of the "use button" (R1?). I go back to a door leading out of the room at the top of the stairs...and nothing. But then, it works and the door opens. Oh, I guess that door does open. I never go back to check the others because a cut-scene cues in and it's the girl just standing behind the door as her brother runs and in immediately finds her. The camera then pans to a clock on a dresser and control is now back in my hands.

    I realize a dresser drawer opens, I can use it to jump up..and somehow pick up a dunce cap of sorts (paper cone with flag on top) and a pillow? I can't seem to use them for anything..so uh, I jump back down and open the door to leave the room and...

    ..it opens into a different space. Now we're in "imaginary land" - a large space with household furniture that's too large and warped and so on. This reminds me of some of the Psychonauts levels - sort of wonky geometry that looks different. Still fine, it's like the kids are imagining they're someplace they're not but there's still references to real-world things - and they're large because you're a small kid. It's ok.

    I'm still holding the pillow (or the dunce cap?) and...dont' know what to do. So, I start wandering...there's a large bird creature...I see a stake under the water but can't pick it up. Oh. Then, suddenly my brother appears (in a sort of tiger costume)...and it's game over, go back to the start - I mean, a reset and I'm at the part where I entered this fantasy land space.

    I have no idea what I'm supposed to do. Hide again? Find the pre-designated hiding spot, find "the spot" which triggers the cut-scene? Leave the area?

    I start exploring and see a large lounge chair at the top of a rock mountain. Ok, lets go there. I make my way up (not easy, jumping is weak, you slide off things, etc.)...get to the chair - but it's more like a couch. There's a ovaloid rock...I pick it up. There's also a sort of plush animal. Pick that up also. Nothing happens.

    Uh. Maybe I'm supposed to go somewhere else? There are things that seem high up and out of reach... I end up throwing the rock and the plushie - sort of by mistake (R2)... I wander/fall down...get caught by my brother.

    Still no idea what to do. Time to consult a guide.

    Oh, it turns out you're supposed to find these plushies and put them in a basket. What? How was I supposed to figure that out? No idea.

    I do some wandering and find a door that serves as a ramp to the top of a large basket - which is where you're supposed to drop the plushies. There's a cardboard sign with...16 of them? Lots of them. I found one, but now have no idea where it is.

    I decide to restart, maybe there was a bug and a tutorial was supposed to fire but didn't? No, it's the same. Fine. I go back to the top of the rock mountain, get the plushie and drop it in the basket. There's a ding noise...and that's it. I have no idea how many are left. As far as I could tell the sign stayed the same, no checks or crossed-out plushies. I find another plushie inside a large, very large, bucket I was able to fall into after jumping higher thanks to a geyser. Nice. Oh, there's no way to get out of the bucket. I hit the menu and there's a "I'm stuck" option - this triggers a cutscene of a bird that swings down and takes you back to the start. Oh. Seems like a solution to a problem than shouldn't exist. I get it if you squirrelled your way behind some strange geometry and don't want to lose the game state. It's almost elegant in that context. Here it just feels lazy - put a required item inside an inescapable object to force you to use the bird. Ok, maybe that was on purposes (so you learn the bird thing. But, I had to poke around in the menus - instead of it triggering a tutorial text - "Hey, you're stuck inside the bucket, if that ever happens do this..".

    I gave up in frustration soon after that. I was able to pick up the raw steak at one point...but the general physics and navigation felt so poor that adding the pressure of your brother coming at you to reset your place in the level felt at odds with the experience. This wasn't hide and seek now, it was a scavenger hunt...and not a particularly interesting one at that either.

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    Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW)    by   jp       (Sep 22nd, 2026 at 07:38:16)

    The night before last I played some more and beat the gauntlet! I felt very chuffed about that...kept on going, got to another boss (Parn!) beat that, and immediately after was ANOTHER boss...I lost really quickly and got really mad. In my mind it was boss gauntlet + Parn + final boss...with no saves in between and the thought of doing it all over was too much. So, I put the game down pretty confident that I'd just have to watch the ending on Youtube or something.

    Last night I picked it up for a "last attempt" of sorts - before that though I scoured the map and found a few secret areas I had missed! And one area that was now accessible I had forgotten about. Good thing I did, I got a new weapon (the Chakram?) with great range, for a little less damage, but just the sort of thing I'd need for the final boss fight. I then stocked up on potions, swapped my spell to one I thought might work better, and went back in.

    And success! (I think I had to try twice)

    And in the end, was it all a dream. Sure. With some more to it...but still. The epilogue was nice, though it was weird to going back to level 1 with none of the additional movement unlocked - not that there was any challenge.

    It feels strange to beat a game like this. I usually bail a lot earlier due to my lack of interest in practicing enough to improve enough so I can clear certain challenges. This game hit the sweet spot for me - it wasn't trivial, and I felt like I improved and learned the game's systems over time.

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    Please, Don't Touch Anything! (PC)    by   jp       (Sep 20th, 2026 at 13:12:20)

    It's weird for me to think/write that the most important "contribution" this game has had for me is how useful/intriguing it's been to show students in experimental games class. The game is strange and quirky and funny and genuinely interesting as a puzzle box style game, especially once you've peeled back a few of its layers and understand how the game's support to work.

    Over the years fewer students have heard of it, or played it, which is both good and bad. Good means there's more room for it to be genuinely surprising to them, bad means it's also increasingly more "strange" - I've found that students have a lot less to go on with this game since it is so exploratory in the beginning. Hmm. it would have also made a good addition to the "thinky games" cycle when we did the game design seminar...

    Now that I'm at a new place with a new group of students, I wonder how it would go with them?

    It's been a while since I've played it - and I don't recall which endings I got or anything like that, but it seems like I did make decent progress since I've only got 5 locked achievements. One if for every ending, the other for ending 25 without unnecesary buttons being pressed. 3 are hidden.

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    Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW)    by   jp       (Sep 20th, 2026 at 12:41:02)

    I'd been playing until I got stuck on a fight - it's a two-parter boss against a soldier guy. The second part is against a sort of zombie/ghoul version of this soldier guy who spews green venom and turns into toxic clouds.

    After scouring the map for missing things - found a few new upgrades (not interesting ones at this point) and filled in the map a bit more which was nice - I finally realized that I could buy more than one health potion (up to 10!) and I've come to better appreciate how the magic select menu works. So, I devised a new strategy for the boss fight. I'd get to the 2nd phase and swap out the spell with healing potions and try to use those to stay alive. And it worked! I was down to 3 or so...but still.

    Yay!

    I'm now in Stage 6. I think this might be the last chapter?

    So, I kept on moving through new areas...and went back to older areas too - found a few secret areas as well (null space on the map)...and then I hit what I hope does NOT become a new wall.

    Maybe this is the end/last battle? It's basically been - so far - a gauntlet of all the bosses (I think all?) in the game. And, while I don't think they've been scaled in difficulty (meaning some are way easier than when I fought them originally), it is quite tiring.. I did quite well until I got to the boss fight I'd just been stuck on earlier. My hands were cramping up and I just...couldn't.
    Thankfully after I forget which boss there are items between them to heal up and such...but still. I think I lost this one from nerves and cramps more than difficulty? Though, I dread to see what happens AFTER this one. Will there be another boss? Sigh. I hope not.

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    The Silver Case (PS4)    by   jp       (Sep 20th, 2026 at 12:26:42)

    As I was installing the game I wondered why I had picked it up in the first place. So, I flip the case over and read the back - nothing really stands out until I look down and see "Grasshopper Manufacture".

    Ah. Ok.

    Grasshopper's oeuvre is interesting in that it's always weird, and strange, and they somehow manage to stay in business which makes it also surprising to me. I think the last game of theirs that I played was "Sun Flower..something..something". A strange DS game that was strange and creepy and I don't think I ever finished. I won't open a separate tab to check my gamelog for that one...but whoever reads this might want to.

    Anyways. The game has a really striking visual style - and it's really "noisy" i the visual UI sense. Lots of text coming on, and pictures of the characters in different places on the screen (not always the same place), and words that sort of float around in the background...and little animated effects. It's all very busy, attention grabbing, and just - to me - visually noisy in a way that made me less interested.

    Apparently the version I have is a remaster of an older one, so I wonder if the low-res poly graphics (e.g. car driving down an embankment at night) and such are kept in smaller windows because it wouldn't look good today and all the rest of the decorative screen stuff is what's been updated?

    Anyways. There was lots of reading. Watching stuff, more reading and very little gameplay...and when the gameplay started it was "fine" (moving around a 3D environment in first-person view, but grid-based, like the old CRPGs Bard's Tale or the dungeons in Ultima and Wizardry). It didn't feel interesting - story least of all - so I finished the first chapter and called it quits.

    I just bounced off the writing, the story/context seemed strange but not intriguing...so, time to move on.

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    Random

    Alan Wake 2 (PS5)    by   dkirschner

    Playing like a detective / survival horror game. Tense, for sure. -------- Overstays its welcome, but it was a good ride.
    most recent entry:   Thursday 30 October, 2025
    If I had to offer one word for Alan Wake 2, it would be “ambitious.” The production on this monster is next-level. It integrated live action video and gameplay in ways I have never even imagined. There is a part where you, as Alan, have to navigate the backstage area of a talk show production while the talk show is ongoing and being displayed on screens throughout the backstage. Except you are also in the talk show, and except instead of talking, the show is being sung, to the backing of original heavy metal music complete with a band performing, choreographed dancers, and a light show. Add to this that sometimes the characters in the live action portion appear to be interacting with you through the screens, pointing you where to go, following you with their eyes, singing to you, and so on. And during this massive metal backstage area, enemies begin appearing and so you are fighting them with all of this going on around you. This was my favorite part of the whole game and one of the most mesmerizing parts of any video game I’ve ever seen.

    The ambition extends to the story, which I think is really interesting. It’s a direct sequel to the first game after Alan disappears into Cauldron Lake and the Dark Place. He spends this game trying to get out of the Dark Place, and in so doing, messes with some of his characters' lives, one of whom is the other playable main protagonist, an FBI agent named Saga Anderson. Saga and Alan's stories intersect time and again, and in the game you alternate between playing them. However, I wish the story was presented more concisely because this game can drag.

    There were so many neat ways that narrative was presented and ways that narrative moved forward, but this works to the game's detriment too because it beats you over the head reviewing plot details in so many different ways. For example, a key feature of the game is entering Saga's "mind place," a sort of supernatural room in her mind where she can think about cases. You might find a picture as you are exploring, or speak to an NPC, or whatever, and be prompted to go to the mind place. Go there and you are presented with a giant corkboard where Saga places pictures, notecards, and connects everything with string. You have to place clues/pictures/pieces of information on the corkboard in the correct spot. You read the description of the clue, then when you place it, some writing appears providing a little more information from Saga, and when you complete a string of clues, Saga chimes in with her thoughts. You may also have a manuscript page that says more or less the same thing you put on the board. Then you may need to profile someone in the mind place, and they may say basically the same thing you already found out. Then you go back to the game and Saga will comment again the same thing you already found out. Sometimes you have to go through all this to move things forward; other times placing all the clues on the corkboard (literally probably 200 throughout the game) seems optional. It's just like...SO slow, tedious, and repetitive. I love the mind place in theory, and I thought it was unique and engaging at first, but I became so tired of it by the end. Saga will say "So I need to go to the cabin in the woods to get the Clicker" (or something) and I am like "OMG I knew that 15 minutes ago, but I had to profile someone who told me the same thing, then go to the corkboard and pin clues that told me the same thing, and I already heard you Saga say that I need to go to the cabin in the woods in the mind place 3 times, and the person I profiled said it again, and Alan Wake narrated it because it was also in a manuscript page, AAAAAH!" The game wants you to "get into the heads" of the characters, and it certainly succeeds, but sometimes less is more.

    The other frustrating aspect of the game, unfortunately, was the combat. Alan and Saga control like tanks, while enemies can be much faster. I died probably 50 times. I have no problem dying in a survival horror game, don't get me wrong! But these deaths often felt unfair. I got backed into a corner and couldn't see to get out or couldn't dash past enemies. I didn't hold R2 down long enough to heal all the way and so the health kit failed. An enemy changed direction at the last second and there is just no way Alan or Saga could turn fast enough to shoot. I couldn't pick up what I needed during a fight from the ground because I would get killed while waiting for the "pick up item" animation, and even if I did pick it up, I can't equip it in the middle of combat because pulling up your inventory or map doesn't pause the action. Timing dodges, especially with fast enemies or thrown objects, is really hard to do. Etc. At some point, I realized I could run past a lot of the regular enemies, so I quit engaging except when necessary. Also, I definitely enjoy the flashlight mechanic less than I remember from the previous game.

    In the end, I was glad for this to be over. The story (while really interesting) and combat (while generally fine) just seemed to like bloat the game because of the repetition and slow speed. There's also Remedy's whole tie-in to the Federal Bureau of Control now, which, again, while interesting, adds a bunch of extra layers to a story that already has like 5 layers of reality going on. I'm impressed by the game. It's technically pretty amazing and the story is wonderfully complex. I liked the game. But I didn't love the game, and it went on for nearly 30 hours, which is really long for survival horror.

    [read this GameLog]

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