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Joined 3 years ago
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Cake day: July 4th, 2023

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  • I’m not a huge fan of the excessive use of exclamation points in the writing, and there is also something about the entire thing that strikes me as off. I don’t think this author actually likes video games. Especially as the cited illustrious examples of video game excellence at the end are more art pieces than games, and while there is absolutely nothing wrong with that (I also like that genre) I think there is more to gaming than simply making slightly interactive movies.

    A good example is the discussion of Celeste compared to Getting Over It. The author acknowledges that repeatedly performing the gameplay loop in Celeste feels good and is fun, but then immediately dismisses it out of hand as having “no meaning”. Again I think this author is too firmly stuck in purely narrative and artistic media. The operative verb in gaming is “play”. It is closer to dancing in that sense. Why do people dance? It has no meaning either. But it feels good. We enjoy exercising our hand-eye coordination, we enjoy moving to a rhythm, we enjoy learning and executing patterns. These are all elements of gaming too.

    There is space in gaming for art, and I think there is something to the suggestion that a game that is purely narrative and/or artistic does not need a gameplay loop. But I think it’s also important to not lose track of the fact that games can exist in a pure “medium is the message” state akin to sports or dancing or whatever else - playing an instrument. We don’t play a pickup game of basketball with our buddies because it has a higher meaning, and we don’t denigrate it for lacking that meaning either.

    Gaming is just something we do with our free time. It can have a “higher meaning”, or it can just be the pure dopamine of clicking heads and watching them explode in Doom. Both types of games are valid. Either way we’ll die eventually and that time will have meant just as little whether we played another hour of Doom or spent it reading Dostoevsky.






  • CDPR gambled for the masses and won with Witcher 3. I agree with you and would prefer the combat to be more methodical, require more preparation and be more visceral. I wish you’d have to actually manually brew the correct potions and oils in preparation, and then see those have a huge impact on whether you win or lose the fight.

    At the same time, the super lightweight combat they went with allowed the game to be so approachable by the causal market that it sold millions and millions of copies and singlehandedly catapulted CDPR into a AAA studio. So it’s hard to argue they made a mistake not catering to players like us.



  • I finished Withering Rooms a few days ago, having done both a full first playthrough and a quick run through NG+ to get the ending exclusive to NG+. Since then I’ve been in that odd spot where I’m kind of having trouble moving on to the next game. I just keep thinking about Withering Rooms.

    This game was so amazingly good, it is seriously unbelievable it is the work of a solo dev. Especially since he also composed pretty much all the music - and the music is as phenomenal as the game. I don’t think I’ve been this impressed with a solo dev since Lucas Pope and Obra Dinn.

    If you vibe in any way with what you see on the Steam page, I heavily encourage you giving it a shot. It is one of the most unique games I’ve ever played, which is funny because it simultaneously wears its inspirations on its sleeves. But the influences never end up leading to derivative end product, instead they are just the foundation for the very distinctive artistic vision of an auteur developer that is doubtlessly doing his own thing.

    And it’s not just about the story and world building and art direction and atmosphere, but the gameplay and build variety is also really good. All the gameplay systems are so well designed, the puzzles are intuitive and the game has so many thoughtful little touches you wouldn’t expect from the first game of a solo dev, especially on the QOL front.

    The combat itself is a little clunky, but you do get used to it and there are several ways to build both melee and spellcasting, there is a ranged weapon build that leans more into consumables, you can sneak around and place traps, you can be a summoner… Probably more that I didn’t think of yet. And using all these different tools is a lot of fun.

    Having played this I am unbelievably excited for the sequel, which enters Early Access this year.