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    Sword of the Sea (PS5)    by   dkirschner       (Nov 6th, 2025 at 16:25:06)

    Easily beatable in 2-3 hours, Sword of the Sea is by the same folks who did Abzu. It shows. This is another movement-focused journey (also akin to Journey) where you bring the ocean back to a desert (hello Journey), befriend a dolphin and a shark (hello Abzu), and fight an evil fire serpent (hello God of W...wait, no). Where the swimming in Abzu could be frustrating, the "snowboarding" in Sword of the Sea feels excellent. The level design is also much improved, especially readability in terms of where you need to be going. I was NEVER lost, which is saying something! I remember swimming around rather aimlessly sometimes in Abzu, though there were always beautiful schools of fish and whales and things to watch and interact with. Those fish are actually here in Sword of the Sea too, plus the rideable whales, turtles, and so on. There are flags, paths, beams of light, collectibles, good camera work in cut scenes, etc. that direct your attention to the right place.

    The game is beautiful to look at, with stunning landscapes that dwarf your tiny figure. I don't know what else to say about it really. If you like the Journey/Abzu brand of chill, exploration-heavy, environmental indie games, this is a no-brainer. It just guided me along for its runtime, and it's like I was unaware of time passing, totally absorbed in it. Great experience!

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    Indika (PS5)    by   dkirschner       (Nov 6th, 2025 at 16:06:25)

    This one was a trip. I had no idea what to expect. Some kind of psychological horror, I thought. It's a little bit of that, but it's got more of an experimental flavor. It actually merges two genres, a 2d pixel-art platformer and a full 3d third-person exploration game with steampunk vibes (like Syberia). I certainly didn't expect the former. The intro hooked me with an unexplained retro sequence that morphed into a great-looking Unreal 5 scene. Whoa.

    You play as Indika, a Russian Orthodox nun, who is tasked with delivering a letter to a monastery. On her journey, she encounters and travels with an escaped convict who is trying to go see a holy relic that he hopes will catalyze a miracle and heal his gangrenous arm. Her being a nun and traveling to see a miracle is tough because she seems to have the devil inside her.

    The game alternates between themes related to religious philosophy, absurdism, and surrealism. I suppose I would have expected the religious themes, but the game is funnier than I thought (also very dark). The soldier who can't aim was a good laugh. There are these moments where you are like, "Wait, what is this?!" Giant cans of fish in a cannery. Warped staircases and rooms that turn sideways. A puzzle about rearranging a bridge that made me laugh out loud and go "Whaaaat, no waaay!" in the best, most surprised fashion.

    The game oozes creativity, though in terms of gameplay it is pretty basic. It's more or less a narrative adventure, but with more interaction (and excitement) than the recently played The Invincible (playing Indika makes me want to knock The Invincible's score down a peg). There are puzzles, several of which stumped me. The reason they stumped me is because (a) they were far simpler than I realized or (b) I had just never encountered a puzzle like that and so I wasn't thinking in the right way.

    I really liked this. It's short, too, so no reason not to try it out.

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    Prince of Persia: The Lost Crown (PS5)    by   dkirschner       (Nov 5th, 2025 at 16:44:13)

    I didn’t quite know what to expect going in, aside from this is a well-reviewed metroidvania. There are so many metroidvanias these days, and that is a genre that I get burned out on. My last one was [checks notes] Ender Lilies, back in May, so I’ve had a nice break.

    That said, I have good news. Prince of Persia: The Lost Crown is phenomenal (way better than Ender Lilies), easily one of the top in the genre that I’ve ever played. Everything about it is slick. Movement is perfectly responsive, combat is complex and challenging, platforming is tight. Puzzles will have you scratching your head. And the map is revolutionary. I’ll tackle some of these aspects of the game in order.

    The combat shines and is far more complex than a typical metroidvania. Your sword-based melee attack is your go-to. You also get a bow, useful for annoying flying enemies or if you want to chip away damage from afar. You can charge both melee and ranged attacks (and both aid in platforming), as well as add fire to arrows with an amulet that you can find. Small enemies can be popped up into the air by pressing up as you attack. Hold attack here and you follow them into the air. There is also a downward attack and charge attack. You can sprint and slide, which will result in you kicking enemies back or up into the air, depending. By stringing together melee attacks, launches, arrows, and so on, you can land huge combos. There is no combo meter or anything, but combos are encouraged and can lock enemies down. There is also a parry and dodge (enemies have parry-able attacks and unblockable ones), and parrying is important to learn. I have found amulets that do various things upon successful parry (heal me, fill power meter, create time bubble that slows enemies), so I’ve tried to get good at it to reap those benefits.

    As you land attacks, a power meter fills, with which you can unleash special attacks, different ones at different levels of the meter. These are equippable, and I think I have unlocked most of them by finding special battles with alternate versions of Sargon, your character. This is one of my only criticisms of the game, and I’m probably only noticing because I’m playing on normal (which isn’t that hard). I’ve found no need to change these special attacks. I used the first level 1 one and the first level 2 one that I unlocked for the entire game, and I never even equipped a level 3 one (kept forgetting). The level 1 one is fine and I can’t see how any of the other ones improve on it. The level 2 one I’ve been using is a heal, which has saved me in plenty of fights. Basically, I will use it instead of a potion, thus saving a potion for a pinch later, and by the time the power meter fills back up to level 2, the ability is off cooldown and I can fully heal again.

    You can also use some other platforming tricks and special abilities in combat. These other special abilities are cool. One allows you to create a time pocket and basically “hold” any item or enemy. At any time thereafter, you can press circle to throw it. I always try to have something that explodes in reserve so that if I find a glowing yellow wall (which requires an explosive), I am ready. If you trap enemies like this, and shoot them back out, they are confused and fight for you for a few seconds, handy for dealing with multiple enemies. Another move allows you to create a copy of yourself, which you can then warp back to. In combat, you can drop a copy, fight as usual, and then when the enemy moves such that the copy is behind it, warp back to the copy and get some back attacks in, very useful for bosses. This is a puzzle-focused ability during platforming segments that allows you to reach places you couldn’t before. Later on, you get a “pull” ability so that you can rush toward enemies or yank them toward you. There are some others, and there are also your standard air dash and double jump. There are so many moves that it feels like a fighting game. The animations for the special attacks, and the boss special attacks, give this feeling too.

    Some platforming sections and puzzles are devilish. The difficulty ramps up as you get more abilities. I found some special platforming challenges in the main hub, spent about 20 minutes working on the first one, another 20 on the second one, and then was like, “I have to actually play the story through, not spend all day on platforming challenges!” They give 100 time crystals, which was a lot earlier in the game, but not much later. I would like to come back and conquer all these challenges because they are so hard but so clever and fun. As I got later into the game, regular platforming parts (especially those hiding secrets) got tricky too. There is one type of platforming challenge where you try to get a coin (useful for buying and upgrading items). The coins are hovering in midair and the trick to these is that you don’t get the coin until you touch the ground. So, you usually have to platform while remaining in the air (or on walls), and figure out how to get to the coin and return safely to the ground before you actually “get” the coin. I found a side quest toward the end of the game that requires you to get THREE items in the air before setting foot back on the ground. I could get two and actually never found the third one. Since I was so close to the end, I didn’t bother. If I have time left on my PS Plus subscription, I will consider going back to this and getting closer to 100%. I got 88.09% completion.

    The coolest thing about the game though is the map, seriously. It’s a standard metroidvania map except for the fact that YOU CAN TAKE SCREENSHOTS and save them to the map. These are called “memories.” This is in addition to regular map markers you can drop to indicate treasure or a boss or whatever. So, if you come to an area with a challenging puzzle or a path you can’t cross yet, you can capture a memory, then look on the map and see the screenshot, so you know exactly what the obstacle is or whatever it is that you wanted to remember about that spot. Whenever I got a new ability, I went through my memories checking which paths were newly crossable. I understand that the same thing could be accomplished with map markers (e.g., a yellow marker or a bomb icon or something for every yellow wall that requires an explosive to break), but this is much more interactive and you have more control over what to screenshot. Every game with a map should include this feature. It’s amazing. Could you imagine this in an open-world game? Do other games have this?!

    So, this was a big surprise. I thought it would be good based on reviews, but it’s great. Like, one of the best metroidvanias I’ve ever played. It apes a lot from Hollow Knight, but it’s far more accessible with many quality of life features. There’s no Souls-like death or resource loss to worry about and checkpoints are more generously placed. If you die on a boss fight, you have the option to retry it right there. I didn’t have much trouble on normal difficulty. Given how much I explored, poked and prodded for secrets, my Sargon was a beast by the end with tons of health, 5 health potions, maxed out amulets and weapons, etc. This is a must-play metroidvania, especially if you bounced off Hollow Knight because of its high difficulty or amount of backtracking.

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    The Invincible (PS5)    by   dkirschner       (Nov 5th, 2025 at 16:18:07)

    I had never heard of this (the book or the game), but picked it up on PS Plus because it sounded interesting. Indeed, it is. It’s a walking simulator (sorry), aka narrative-heavy first-person exploration game. You play as an astronaut who wakes up near her camp and can’t remember what was going on. Explore around a bit and find out that your crew are dead or missing. Eventually, you make comms contact with the crew’s supervisor, whose title is “Astrogator,” which obviously would make anyone think of an alligator with a space helmet. Sadly, he is a regular person (although I haven’t actually SEEN him…).

    You follow clues to search for your crew, find out what happened to them, figure out what a rival nation was searching for on the planet and what happened to that crew, learn about the strange biology of the planet you’re on, solve the mystery of why you keep passing out, and try to get off the planet. The whole time you learn more about your mission, and things get worse.

    There are a few tools you have with which to interact, such as a metal detector, some binoculars, a map/journal, and that’s about it. You’re really just following a trail of map markers the whole game. Doesn’t sound terribly exciting, but I dug the atmosphere and the story. It is a slow-paced game; I had trouble playing it at night because I would nod off as the characters talked. There is a lot of talking sometimes. The two main voice actors are great, but there is another guy introduced toward the end whose voice didn’t seem to fit, so I didn’t find him too believable. Apparently there are 11 endings, but I really would like to know what happens after! Maybe I’ll check out this book.

    And either I’m getting old or the default text is really small. Go accessibility features! But, there are bugs. My character, or the rover if I was driving, got stuck several times on the terrain. I had to reload once from getting permanently stuck. Other times, the “interact” icon would fail to appear until I walked around the object from all different angles and back. Interesting game, wouldn’t recommend though unless you really love a hard sci-fi story and don’t mind the slow pace. Later Astrogator (actual quote from the game).

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    Until Dawn (PS5)    by   dkirschner       (Nov 4th, 2025 at 12:28:38)

    I don’t think I would have played this if it weren’t on PS Plus, but it appeared for Halloween and I’ve been hearing about it for years. Seemed like a sort of generic jump scare horror game. I played one of the Dark Pictures games with Patrick, which was good dumb fun with lots of jump scares. I think this is one of that studio’s earlier games, and it feels similar. Same basic set-up and gameplay: you control a variety of characters (this one is about a group of friends who go to a remote cabin together and get stalked by a maniac), who walk around through spooky environments being hunted.

    You make basic narrative decisions, which purportedly affect each character’s “stats” (no idea what it matters if a character is more or less charitable or curious or romantic or whatever) and their relationships with other characters (again, no idea the implications of this). There are QTEs during action sequences (e.g., take the safe route or the quick route; press triangle to avoid falling in a ditch; etc.). Find clues to explain the story more. Find totems that give you premonitions of your friends dying and other actions. I’m unsure exactly the purpose of the totems. Like, what does it matter if I see a premonition? I think it’s just one outcome that you see, and potentially knowing that one outcome means you can change it? One time I saw a premonition of a man petting a wolf. Later on, one character encounters a wolf. I accidentally (I swear) kicked it, then tried to pet it and it growled at me. But I soon found a bone and gave it to it, then pet it successfully. Win.

    The first few chapters are campy horror movie stuff. The horny young adults are all trying to couple up and bone one another. There’s some inter-friend-group drama. You see many glimpses of a mysterious figure in the background, and the killer starts becoming more…active. The young adults are getting more and more scared, and then the action picks up and they start suffering. There’s a Saw vibe to the game. Then there are some twists, one of which I saw coming, another of which I didn’t (though one pausing to think about the plot could probably see it). More death. I think only three or four characters lived in my game (all the girls?).

    It's cool that later on you can start to see how decisions led to characters’ deaths. For example, one character died because I decided to open a hatch and there was something bad underneath it. Another guy died because I had (as his girlfriend) kept a gun, so when he needed it, he didn’t have it. I assume that if I had given the gun to him that his girlfriend would have died at some point because she didn’t have it. Another character died because (as him) I had made a tough call to shoot one of the girls instead of killing himself, and later when he needed help, the girl hesitated and he was killed.

    It was a fun and silly game, a good interactive B horror movie. Definitely not essential to play though. Also, it would have been two hours shorter if there was a RUN button! The characters spend 90% of their time walking very slowly. Annoying! No wonder they all died!

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    Empires and Allies (Other)    by   jinngonqui

    Interface of battle-units swapping, was not clear. It appeared as stock piling, not swapping. Many monetary and supply resources were wasted early on. Granted, maybe a more adept RM player might not have done as I did. It would seem a better idea to make the tablet game more friendly to new/non RM players.
    most recent entry:   Sunday 10 May, 2015
    Player Hat:
    The first couple of hours were well paced and fun, visually and interactively. As battle-units were needed in greater number and diversity, I found my self putting the tablet down, and waiting for time'd upgrades to be built. I have a principle-based problem with paying to speed-up, which might seem silly when talking about free-to-play games. The "defense", however, is that why spend real-money if I can just let real-time pass while I come here and post a log entry -- or grab a sandwich, or whatever. Alas, I can't just set it down and comeback in a half-hour, I have to keep interacting with the interface.

    Artist Hat:
    Decent visual contrast and hue balances. View framing is also good with consistent control of camera orientation. Unit upgrades are subtle, and could be a tad more elaborate in order to keep the visual progress perceptible.

    Designer Hat:
    I don't feel like I have kicked enough problems yet to have a well formulated opinion on design -- stay tuned.

    [read this GameLog]

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