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    Dishonored 2 (PS4)    by   jp       (Sep 8th, 2026 at 16:17:20)

    Finished playing this last night and I've been chewing on my overall impressions. First thing is, obviously, that I really enjoyed it and I thought it was something quite special how the different missions had their own unique "thing" while all being fully coherent with each other, the game's world, the story, etc. Ok, the time-travel mission might be a bit of a stretch - because you're only able to play around with the mechanic of flitting between past/present in that one mission and never again...but still.

    The other thing I really appreciated is how this also applies to enemies and what they do and so on. I vaguely recall from the first game that as new enemies were introduced, they were then THERE for the rest of the game (mostly) - so, the difficulty did sort of go up (even as things got easier because you had more/better powers/abilities). Here I was worried that the clockwork soldiers would then appear everywhere - but they didn't. Or that the witches would show up all the time after being introduced, and they didn't. They appeared when it made sense for them, and this helped keep things interesting and fresh rather than "incremental" if that makes sense.

    I did find myself leaning into the same modus operandi as I went about playing the game - lots of blinking around to takeout enemies and for the most part I was pretty cheap when it came to using ammo and equipment. Because the game explicitly encourages you to lean into its' two main flavors (violence vs non-violence) - I felt that I had to commit to one. Sure, I could play differently each mission and sort of flip flop, but then I think I'd be excluding myself from both of the end-game trophies? (I decided to do the non-killing option for the main targets on all the missions, but I assumed that the end trophy would be binary - if either killed them all or did not kill them all, kill some but not others would have NOT resulted in either trophy, but maybe I was wrong).

    I noticed a new menu option - for a New Game + and I now wonder if that's what I should experiment with next? I did spend about 30 hours just completing this one - and it's probable that the more violent mode is just faster. But, will I still have to scrounge around scavenging in new game+? That's what took a lot of time on the clock, and I don't think it even counts all the times I just let myself get killed because I inadvertently killed someone without meaning to.

    The game's help tips - that appear during loading screens and you can switch between - are encouraging of the player to experiment, try stuff out, and so on - but I always felt cautious about doing that (and I'm not going to try the "never spotted"/full stealth mode of play either) and I've been wondering how they could have encouraged repeat play while still preserving the "this was your campaign"? (while playing it, rather than as an after-you've-beat-it option. I think I can now go back and do any mission, but I would have liked to have tried some earlier ones in that way so long as they weren't "wasted time" for the purposes of end-game trophies.

    I guess this makes it all seem like end-game trophies can be a real bad idea for some types of games? (because they force your players to "pick a side" and commit to it, when you want them to experiment and mess around - even finding mixed-modes in between.) I never put points on lots of abilities simply because I knew they were "violent abilities" and so why bother if I would never use them. Similarly with the item upgrades - I spent so much money on the upgrades, for no good reason knowing that I wouldn't be doing any shooting...

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    Sorcery! Parts 1 & 2 (PC)    by   dkirschner       (Sep 3rd, 2026 at 15:47:16)

    I played Part 1 for about an hour. Apparently it's only 2 hours long, but I couldn't bother to get through it. It's an Inkle game, received in an Inkle Humble Bundle, and I had never heard of this early effort of theirs, so I was intrigued. I see the Inkle DNA in it, a branching storyline, minimal gameplay, roguelike-ish elements (this has a "rewind" button, so instead of starting a "run" over, you just rewind to a previous decision).

    The story is typical high fantasy stuff. You're an unnamed adventurer going to get a magical crown. Choose which way you go on the map, see little scenarios, make little choices, engage in half-baked combat, die a lot. The combat is kind of a guessing game. You have stamina (health), and you can select how powerful your attack is, from 0 (defend) to 10 (a massive slash). The enemy will also select an attack power, but only sometimes reveals its intention in text. So if it hunkers down, then you should also defend, and not waste attack power. If it readies itself for a big attack, you should do a bigger attack, which will overwhelm it. Sometimes, it doesn't say anything, and you can be safe and defend (take 1 stamina damage) or you can try to attack. You take damage based on the difference between the attack power of your attack and the enemy's attack, though I didn't quite work out the math. So if you attack for 5 and the enemy attacks for 7 (whether or not it gave a tell), you take damage. And then there are spells, which is a whole mechanic where you manually enter three-lettered spells (HOT shoots a fireball, WAL forms a protective barrier, etc.).

    That's it. I was yawning after half an hour. I mean, I found the style and setting kind of interesting, but the combat was frustrating, and it was just...reading high fantasy text. I have 10 better fantasy RPGs and fantasy books sitting around that I'd rather engage with. Pass. Sorry, Inkle! I'll try Overboard! and Expelled! soon.

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    GRIP: Combat Racing (PC)    by   dkirschner       (Sep 3rd, 2026 at 15:34:09)

    Really poor "combat racing" game. I played for under an hour. Tracks are uninspired and were already repeating themselves. The tutorial immediately made me skeptical because it would progress quickly through tooltips before I could read what the information said. It also had one part where it wanted you to use an item with R1, but the tutorial said use L1. And it was really confusing with the controls, calling L1/R1 something else, and also giving keyboard controls, because the tutorial didn't change based on whatever input was detected.

    Anyway, it's a combat racing game. There are like 4 weapons only, a speed boost, a shield, and I guess a couple other things. In the campaign, you just race around the same boring tracks over and over through like 12 different tournaments, each of which (so far) has 3 different races. It's like the game has an hour of content and was like, "We'll just have the player do that 12 times," Difficulty seemed weirdly varied, like sometimes, I would be dead last forever after wrecking one time, whereas other times, I would wreck and no one would pass me. There's also a weird thing about manually resetting your car on the track if you crash/go off course. It doesn't just reset you like in any normal racing game. Instead, you have to reset yourself, and half the time I would reset myself backwards, like going the wrong way, and would waste like 15 seconds trying to orient myself. Totally unnecessary!

    Yeah, really poor experience...but, it was in some Humble Bundle, and I can't resist a racing game with missiles and stuff. No real time or money lost on this one.

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    Spelunky 2 (PC)    by   dkirschner       (Sep 2nd, 2026 at 16:31:29)

    Gonna go ahead and retire this one, too. I realize there's a reason that these two extremely difficult games (Baba and Spelunky) were sitting in my "playing" category for years. Any time I picked them up, I'd go, "Nah, not right now, I'll come back to it when I have more time to devote." And I'd pick it up later, it would be hard, and I'd postpone again.

    Spelunky 2 is like the first one. It's a hard as nails roguelike platformer. You die constantly. I made it to the first shortcut and I think last time I was playing (before this), I made it to the boss of one of the next levels. But today, no chance. I played for 20 minutes and don't think I lasted more than 2 minutes in a run. One thing I notice that's different about this one is that there are branching paths you can take. That is, once you get to the first checkpoint, you can go one of two ways, and sometimes those seem random? Or are they always a choice between the jungle and the volcano? Not sure.

    Anyway, I as with Baba Is You, I really do like Spelunky 2, but it's bested my patience and precision, and I don't want to play it anymore or look at it sitting, judging me, in my backlog. On to something else! I'm playing the lowest rated and oldest games in my backlog next, then clearing out all non-Steam/PS5 games (i.e., freebies on Epic and GoG).

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    Baba is You (PC)    by   dkirschner       (Sep 1st, 2026 at 17:19:17)

    Ooookay, I started this years ago, have come back to it a couple times, and always set it aside again because it breaks my brain. Last week, I decided I was going to tackle Baba Is You for real, and I beat the level I had been stuck on really quickly. "Great!" I thought, "I've got the hang of it!" A few levels later: "What in the world...?" And thus a pattern was born. Get stuck. Either figure it out or watch a video and copy it. Solve a few more levels. Get stuck. Figure it out or watch a video and copy it. Solve a few more levels. Get stuck. Etc. Decide I don't want to do continue this pattern for the duration of the game. Write GameLog. Close GameLog.

    I had reviewed a couple papers about Baba Is You, so I was really excited to get back to it, thinking that somehow reviewing papers on problem-solving strategies in a notoriously difficult puzzle game would give me an edge. It did not. Also, those reviews were a while ago.

    The game is brilliant though. It's so simple, but combines basic commands into complex strings. You start with two rules: "Baba is You" and "Flag is Win." You are Baba. Move to the Flag and Win. Each element--words and objects--can be moved around. You can reconfigure those first two rules to say "Baba is Flag," which turns Baba into a Flag and is game over (because "You" have to be something). But "Flag is You" works just fine. Suddenly, Baba becomes inert and you control the Flag. Move "Win" over to "Baba is..." (now Baba is Win), touch Baba with the Flag (which is now You), and You Win.

    The level I am stopping at has the following rules at the beginning:

    Water is Sink (anything that touches Water Sinks)
    Baba has Rock (if Baba goes away, there is a Rock in his place)
    Wall is Stop (can't pass through Walls)
    Baba is Move (Baba moves when You do [note that You are not Baba here])
    Rock is Push (You [whoever You are] can Push Rocks)
    Flag is Win
    Keke is You

    Some commands are behind Walls, so You won't be able to touch those. Others are in the open, so those are the ones You figure out how to manipulate. In this level, Rock is Push and a combination of Baba has Rock and Baba is Move (where one "Baba" is used in both commands) are in the open. There is a Flag in the a space in the middle of a bunch of Water. Baba and Keke are in the open, too. So, the question is how to get You (currently Keke) to the Flag without Sinking in the Water. I actually figured it out. I have to move the words so that Rock has Rock, which means that after Baba Sinks in the Water, the Rock he leaves behind will also have a Rock. Keke can Push that Rock, Sink it, which produces another Rock, which Keke Pushes, Sinks, and produces another Rock...continue until a path is cleared through the Water so that Keke can get the Flag. Easy enough.

    Often, levels build on each other. Not just new words ("has" is new in this level), but iterations on the same level. So, once I beat this level, it might give me some variation where, I don't know, the Water is Sink and Float, or something. Then you have to deal with that new property. It's going to get harder and I'm going to get stuck and the pattern will repeat.

    So, in the end, I appreciate Baba is You, but I don't want to play it anymore!

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    1 : jp's Bridge Constructor Portal (PS4)
    2 : dkirschner's Event[0] (PC)
    3 : dkirschner's Sorcery! Parts 1 & 2 (PC)
    4 : dkirschner's GRIP: Combat Racing (PC)
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    1 : jp at 2026-09-08 15:59:20
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    7 : Oliverqinhao at 2020-01-23 05:11:59
    8 : dkirschner at 2019-10-15 06:47:26
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    10 : dkirschner at 2019-02-28 19:14:00
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    Gears 5 (PC)    by   dkirschner

    A more detailed Gears world with some additional combat options. -------------- Beautiful game, but not as charming or tight as Gears 4. Worth a play!
    most recent entry:   Thursday 28 May, 2020
    Aside from the luscious visuals and superbly detailed environments (that hid its many collectibles), Gears 5 didn't wow me as much as Gears of War 4. The game is less cohesive overall both in narrative and pacing. Half the game is about Kait and the COG's secrets, and the other half is about assembling the Hammer of Dawn to...to...destroy a hive? I was never quite sure until the end and I don't think the characters were either. The AI is worse and it had more technical issues. There is a "choice" at the end that has no impact on the game's outcome and probably required a few extra lines of dialogue, though I wonder which choice will be canon. The main new enemy type is a swarm (appropriate) of leeches that flies through the air. These are very easy to deal with though. You also get some new Juvies that sprout explosives and are fun to blow up. There are some new mega bosses, which were all spectacles to fight. I particularly liked the Matriarch fight (and the whole secret laboratory chapters). There weren't any new weapons of note, just some variations on lancers, and I was sad there were no giant mechs to control this time around. Thankfully, The Coalition did away with the glorified Horde mode in the campaign. Those were the only parts of Gears of War 4 I didn't like, and I must not have been alone.

    There are two main things that Gears 5 adds that made it feel unique in the series (but not at all to the genre): the skiff and Jack. The skiff is the means by which you traverse the new open-ish world environments in the ice and desert levels. The ice parts are stunning with huge looming crags in the distance and shining icicles always threatening to drop on your head. The desert, unfortunately, is basically a re-skin of the ice levels that makes Sera look like Mars. But the skiff! It's kind of like parasailing and waterskiing. You use the sails to catch the wind and skim along the ground's surface. Ride it around to explore and find and complete secondary missions (a series first?). You'll help Outsiders secure their water source, investigate downed Condors, and through the few secondary missions you'll find items that upgrade Jack...

    ...Jack is a cute drone that is, well, a jack-of-all-trades. He's with you the whole game and has a handful of useful active and passive abilities that you can deploy. Often, you have to use one to get past an environmental hazard (Stim) or power a generator (Shock). The more "components" you find, the more you can level up his abilities. By the end of the game, Jack can give you invisibility, shield you, freeze enemies, mind control enemies, set traps, and more. He's fun to use and nice to have around. Your crew isn't nearly as chatty or funny as in Gears of War 4, so Jack's beeps and blips helped make up for some of the missing charm.

    I left unexplored the myriad options for online play, customization, account leveling, and microtransactions. One could play these newer Gears of War games for ages and never unlock everything. Campaign and done! It sets up for a Gears 6, so I'm sure we'll see that roll out right on schedule. In another couple years, I'm sure it'll be as enjoyable as these games always are.

    [read this GameLog]

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