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Oct 28th, 2025 at 15:53:42 - Returnal (PS5) |
I started this about a year ago on a PS Plus subscription and dove back into it for a while on this current subscription. If I recall, it was about 6 hours last time and another 12 or so this time, so I had some really in-depth sessions last week. My initial notes last time just read "hard, grindy, neat vibe." I can say after another 12 hours that these three descriptors are still accurate!
Returnal is a third-person shooter / roguelite / bullet-hell game made by Housemarque, who is known (to me) for shoot-em-up / bullet hell type games like Outland, Resogun, and Nex Machina. The move to a AAA third-person shooter somehow works and retains the insanity of a typical 2d bullet hell. You play as an astronaut named Selene who crash lands on an alien planet after following a mysterious signal, and then finds herself stuck in a time loop. There's the set-up for a roguelite then. When you die, you restart at the crash site, slightly better off than the time before thanks to a slow-and-steady drip of persistent unlocks and upgrades.
Selene explores various biomes, following objective markers. The biomes are pretty big and have randomly generated layouts, so every run is a bit different (though after 18 hours, biome 1 was getting really fucking repetitive). Layouts are also branching: there are main and optional paths. Following the main path will eventually get you to whatever objective marker you're following, the boss, and the way out. Optional paths feature all manner of special rooms, which can have everything between great loot to deadly minibosses. The randomness in the design makes runs ridiculously intense. You constantly have to make decisions where one outcome could help (from slightly better than neutral to overpowered boon) or hurt (from a slight annoyance to dooming the run). Such decisions can involve whether to open a chest, use an item, go into a room or not, switch weapons, acquire a parasite, pick up a health kit now or later, spend more time in the current biome or leave it for the next, and so on.
Here is the anatomy of my 18 hours so far:
0-6 - Learn the basics in biome 1, die die die. Not sure if I ever even made it to the boss.
6-12 - Re-learn the basics in biome 1 after not playing the game for the better part of a year, and feel like I'm starting to get a good grasp on mechanics, enemies, strategies. Make it to Phrike, the biome 1 boss, a few times.
12-16 - Have a godly run where I finally kill Phrike, and then proceed to one-shot biome 2 and nearly one-shot biome 3. I would have one-shot biome 3 except that I FORGOT TO USE A HEALTH KIT during the battle! Uggggggggh! The boss and I were both almost dead. Like 3 more seconds and I would have killed it. I was so engrossed in the battle that I forgot I had purchased a major health kit that would have restored me to full life. I cannot believe I did this. /cry
16-18 - Demoralization makes me suck at the game. Never make it back to biome 3. Cry some more over the unused health kit.
I learned that when you beat biome 3, then you forever after can start your run in biome 4. Since I failed to use a health kit, and therefore did not beat biome 3, I had to start back in biome 1 AGAIN. This was really demoralizing and after playing a couple more hours, I decided to start another game instead of beat my head against this one. Although, I know that I can best Returnal! I just need more time. The run where I did so well (and every run before that), I meticulously explored the maps, killing lots of enemies (and therefore leveling up my weapon proficiency, which makes you find stronger weapons), getting lots of good parasites and artifacts, and boosting my max HP. After the run where I forgot to use a health potion, I was just zipping to the next biome as soon as I found the teleporter, but as a consequence, my weapon proficiency was lower, my max health was lower, and I didn't have many good parasites or artifacts, which meant that everything was relatively harder. Although my skill had increased, it didn't make up for having like 25% less proficiency, health, etc. So, I need to (a) continue getting better at the game and/or (b) continue moving slowly and completely exploring biomes as I go so that I will be strong enough to tackle the challenges that the game springs on me. Since I'm on a PS Plus subscription, I have other games I want to play, so I don't want to spend too much on this one, as it could potentially take quite a long time to beat. If I have time left after finishing the others I want to play, then I'll come back. Or I might just buy this next time I see it on sale, or perhaps I'll just wait for its spiritual successor to come out next year.
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Oct 15th, 2025 at 16:25:14 - Crow Country (PS5) |
Bought a new TV (old one died two weeks after moving), ditched the aging surround sound system (waiting on a sound bar for replacement), and upgraded my HDMI cable so that the PS5 can output 4k at 120hz. So naturally, I subscribed to PS Plus to bask in my upgraded setup and promptly selected a PS1-style game that could probably run on a toaster.
Crow Country is better than it has any right to be, a totally adept and captivating survival horror game. You play as Mara, a woman investigating a derelict amusement park near Atlanta, Georgia. I was so surprised to see it set there that I thought the devs might have been from there, but no, they are British. I am still curious if they are familiar with the old (unfortunately named) Dixieland (now renamed "Fun Spot") in Fayetteville. Anyway, the park has been closed for a couple years and there are rumors of monsters. Mara discovers that, yes, there are monsters, and that there is quite the mystery to uncover.
None of this sets up Crow Country to be particularly great or anything, but every aspect of the game clicks just right. It's like a small-scale Resident Evil or Silent Hill. The story is interesting and leads you deeper and deeper into the park. The characters are intriguing, each with their own motives related to the story. The Crow Country amusement park itself is detailed, well laid out with several distinct areas, and creepy. The enemies are gross and dangerous. The puzzles are relatively simple yet clever (I got 8/15 secrets). The combat is very old-school-survival-horror, frustrating as that can be. Aiming can be a pain in the butt, but the thing I liked least about the combat was that enemies can corner you. I died probably 5 times, usually from getting cornered (though one time from ignoring a warning about pulling a book from a shelf that was titled something like "Sudden Death" and getting a spike to the face) and each time, you go back to your last save, which could have been a while ago, thanks to some old-school design.
I'm most impressed by just how tight everything felt. There are "staff memos" all over the park that give you clues as to how to acquire items or solve puzzles, and I was never truly stuck. If I thought I was, I'd go back to the collected staff memos and flip through them for a reference to something I hadn't done yet, then focus on that. A couple times, not knowing where to go after getting a new key, I stumbled on a room that needed that key. Locked doors are marked on the map, and unsolved puzzles are circled, but there is never any indication of what items are to be used where (i.e., all locked doors are red on the map; there is no differentiation between those that need a silver key or a gold key or whatever, even after you have discovered the doors). Luckily, the map isn't very big, and there is, if not a "fast travel" system, a "faster travel" system that you gain access to later on. So being stuck means there are only so many places you can look.
Definitely recommend for a short survival horror experience. It doesn't reinvent the genre or anything, but it's just so solid.
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Oct 15th, 2025 at 15:46:38 - A Highland Song (PC) |
I beat this a couple weeks ago and haven't sat down to write about it because I've been busy with the move. Long story short, it didn't really land with me. I like the premise. You play as a girl in the Scottish Highlands traversing the hills to meet her uncle. You have to reach her uncle in a lighthouse before Beltane (though I arrived one day late, and I don't know what would have been different had I arrived on time).
It's more or less a narrative exploration/platforming game. You run and climb through the hills, defying the rain, cold nights, and exhaustion. Occasionally, you discover objects or odd characters, and these piece together lore, a lot of tales of the mountains and the people who lived there. One reason the game didn't land with me is that these were small snippets of story, connected only through the fact that they relate to the Highlands. The narrator (the uncle) pipes up to speak for a few sentences to talk about whatever it is you've found, and then is gone again. These pieces of narrative feel disconnected.
The main reason the game didn't land for me though is the platforming and navigating, both of which I found frustrating, and are what you spend most of the game doing. Your character runs and climbs, but quickly loses stamina. You often have to stop and let her catch her breath. Running out of breath while climbing results in a fall and a hit to your health. Since you are racing the clock to arrive to your uncle in the lighthouse before Beltane, it is frustrating to have to stop all the time. But you do have to stop, at least to sleep, and it's often a good idea to wait out rain, especially if you are tired or it is dark. Pushing through exhaustion increases your chance of injury. If your health is depleted, you automatically rest and wake up the next day, which wastes time.
You have a map to navigate. You will find postcards and other things that mention various mountain peaks. You have some minimal zoom function to scan the surroundings to try and figure out where a particular peak from a postcard or whatever is. When you reach a peak, you can guess its name and have a wider view of the area to plan your next move. The goal here is basically to move from mountain range to mountain range, getting closer to the ocean (and the lighthouse) as you go. But you never quite know where you can move between mountain ranges. You are always looking for paths; sometimes, you'll think you see one, but you'll get there and there will be no path. Other times, you'll find a path but it takes you backward. I appreciate the exploration here, but again, doing this against the timer was frustrating, as was the fact that traversing the mountains can be so time consuming because there usually isn't a straight path left or right. You have to take higher or lower routes, winding through whatever mountain you are on, to try and get to where you are trying to go. You can see passable and unpassable routes on the map, so at least you can plan your route, though again, paths to the next range are something you have to discover.
The game reminded me of another climbing game I played last year, Jusant. I remember feeling in a flow state playing Jusant, focusing on the motions of climbing. There is one type of sequence in A Highland Song that did something similar, and I wish there was more of it. Those were the musical rhythm sections when you come upon a deer. The deer will run and you chase it. Rousing folk music starts playing as you chase the deer, and you time button presses to make the character jump. These sequences were engrossing. Honestly, I had thought that there would be more music in A Highland Song. I would have liked more of these sequences! Perhaps they could have been worked into navigation to make finding paths or reading the map clearer. Anyway, this is a short game, so I don't feel like I wasted my time. My least favorite inkle game, but still with its charm.
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Sep 8th, 2025 at 20:20:21 - Not for Broadcast (PC) |
Funny FMV game about working in a TV news editing room over nearly a decade during a period of political change. First off, I read somewhere that this game has the most recorded video of any game (at least at its release). It's impressive how much video content is here to watch. Well, to edit. You WANT to watch the videos, but your job is to edit. It sometimes takes away from the watching that you would rather be doing.
The game reminds me of something like a cross between Don't Feed the Monkeys, Orwell, and Papers, Please. You watch people on the TV screens (like Don't Feed the Monkeys) but in doing so can influence the political direction of the country (like Orwell). And since cutting the TV footage is your job, and you have to earn a wage, there's a little Papers, Please in here too because your decisions at work affect your family, finances, and home life. That home life part is more of a simple textual narrative and serves to pass time, connect you to family, and add additional social context to the news broadcasts.
So you work at this TV station manning an editing board. The various buttons and things on the control board engage you while the TV show is being filmed. You can switch between four cameras, play commercials, cue sound effects (laugh track, clapping, etc.), adjust volume, and you have to deal with various other distractions or problems (a political group trying to hack the station, power outages, wiring issues, maniacal dolls [in a bizarre dream sequence], etc.). The goal is to effectively edit the live feed to increase viewership. You do this by switching to the correct camera (general rule: focus on who is talking), by changing cameras (general rule: don't linger too long on one shot), by minimizing interference, by cuing appropriate audio (e.g., don't cue the laugh track when something serious is happening), and so on. Doing well increases viewership; doing poorly decreases it. If enough viewers leave the channel, you lose and start the broadcast over.
The live news TV show that you'll be editing is so well done. The writing and acting are excellent, the stars of the game. It's so creative. There are news anchors, special guests, recurring segments, and more. The devs have really created a whole universe here, a parody of real-world news, celebrities, and politicians. My favorite actors were the first news anchor and the guy in the first DLC (which was my favorite chunk of the playthrough). In that DLC, the network is airing an old telethon from the mid-20th century. Your job is to edit the broadcast live. The telethon host is this horrible man who is inappropriate with the women answering the phones. They don’t play along with him. When he makes sexist remarks, they roll their eyes, don’t laugh at his jokes, and seem to revel in the fact that his telethon isn’t raising any money. All the guests for the telethon are stuck on a bus in traffic, and so guests are improvised from the telethon staff on hand, including a deadpan Indian performer, a Chinese worker, and a little person. A lot of the jokes rely on the fact that this is race- or body-based humor that we would find offensive today, but was totally normal for the 1950s. So you have fun with the censor button and watching the minorities, man with a disability, and women completely undermine the white male host.
Anyway, that is a DLC…the main game is set over like 8 years and has a political story; it’s not a single event like a telethon (which is, for the record, related to the political story, in a way that I guessed about 5 seconds before it was revealed!). Because of that difference, after the main game the DLC felt cohesive and concise. Broadcasts in the main game will regularly occur a year after the previous broadcast. I’d definitely be curious to buy more DLC when it goes on sale. Broadcasts were usually like 30-45 minutes long, so it’d be a couple bucks for a long episode of funny, interactive TV basically.
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