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Aug 29th, 2025 at 06:56:47 - The Cosmic Wheel Sisterhood (PC) |
Okay, this was REALLY good. It's from the people who made The Red Strings Club, which I also liked. Deconstructeam has a knack for thought-provoking philosophical narratives, strong writing, diverse characters, and novel mechanics for a point-and-click. I don't even know if I'd describe this as a point-and-click because most of it takes place in one two-story building and you don't really move your character anywhere in the sense of typical point-and-click adventures. It's more of an interactive visual novel with cards. But it's not a card game either. Let's back up...
In The Cosmic Wheel Sisterhood, you play as Fortuna, a witch with the power of divination. You've been exiled for reading in your Tarot deck that your coven will be destroyed. 200 years into your 1000-year exile, you summon a Behemoth (very illegal), who helps you reflect on your circumstances and regain power. Regaining your power involves learning to create your own (non-Tarot) deck of cards. As the story unfolds, you end up being allowed to get visitors whose futures you can read with your cards. So, depending on the cards you create, which are imbued with different elements that have different affinities (i.e., fire is fear, earth is power, water is emotion, etc.), your readings are flavored differently. For example, if you create a ton of fire-heavy cards, your readings will be related to fear, lust, violence, revenge, and so on.
Now, there is a huge and awesome narrative twist that I will not give away that makes the divination system so interesting and makes an already cool game even cooler. This is contextualized in the overarching story of your exile, regaining your powers, reconnecting with witches in your coven, meeting witches in other covens, and dealing with the political upheaval in your coven. Without discussing that twist, I really can't talk much more about the game, except just mechanics stuff. Suffice it to say, if you like playing politics, you'll be surprised.
The game does a lot of interesting things in its relatively short time and confined space. One interesting thing about this game is that it takes place wholly (except for some flashback sequences) in the place of Fortuna's exile, a two-story home in the middle of space. There are like four things you end up being able to click on in the house, so nearly all interaction happens via dialogue windows and the card creation and selection screens. Despite the simplicity, nothing ever got boring or repetitive. The game regularly changes up what you are doing and the story moves at a good pace.
At the end, I find myself curious about a second playthrough, or seeing if my girlfriend is interested in it so I can watch her play. It seems like your choices have massive impact on how the game unfolds, but sometimes this can be deceptive. I would like to see how much things change if you make different choices. HIGHLY recommend!
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Aug 22nd, 2025 at 15:46:42 - Phoenix Wright: Ace Attorney (PC) |
I'm most of the way through the third case and retiring this one. I played most of it (about 10 hours) while walking on the treadmill over the past 4 months or so. I do walk on the treadmill more often than that! The first thing that struck me about Ace Attorney is that it totally inspired Paradise Killer, which I really liked. I had never played anything quite like Paradise Killer, and now its pedigree is obvious. It even uses some of the same sound effects, like the chime noise when something is suspicious.
I liked the first two cases; they were a good introduction to the game and its characters. The detective work does get tedious, moving the magnifying glass around the screens to hear Phoenix's comments and to try and find clues. This gets worse as there are more places to explore. By the third case, which involves moving around a movie studio, the detective work was getting boring.
The trials were more fun, but even those were getting boring by the third case. I think the trials suffer from the problem of being too scripted. You listen to witness testimony, cross-examine the witness (wherein you hear the testimony again and yell "objection!" [always amusing] when you want to press the witness), successfully press the witness, listen to their revised testimony, cross-examine the revised testimony, and so on. If you mess up on any of these parts or want to hear something again, you have to click through all the dialogue from that part again. The third case is more complicated than the first two, so I have been listening to testimony over and over trying to figure out when and how witnesses are lying. If you accuse them too often by presenting incorrect evidence, you lose and have to start over, which is annoying. So, you can't just guess over and over, even though the game's logic is such that you'll have to guess sometimes.
Sometimes, you know when and how the witness is lying, but it's unclear what dialogue option is the correct one. For example, I have been cross-examining a child in the third case. He witnessed fight that ended in a murder, but didn't actually see the murder. He didn't see the murder because he was fiddling with his camera, which I had figured out. When you press him on this, there are three options. You can claim that he didn't see the murder because he couldn't see it, because he was looking at something else, or you can present evidence. Well, if he was looking through his camera, you could imagine that he couldn't see the murder because he had it pointed in the wrong direction or something. If he was messing with his camera, you could also say that he was looking at something else (the camera). Or, you can present the camera as evidence. These all seem reasonable to me, but the game is so scripted that you have to present the camera as evidence; the other two are wrong, even though the second one especially makes sense: he didn't see the murder because he was looking at something else, his camera.
Other times, you just have no clue what you are supposed to guess. Like, now this kid is talking about how he took photos but deleted them. I've pressed him on every part of his revised testimony, but don't know what I'm supposed to present as evidence when. I presented the camera a couple times because it seems to me the photos might still be on the camera. I presented the photo of the Steel Samurai because like somehow that might be his photo (even though it came from security footage, who knows?!). I presented the spear (murder weapon). I was wrong enough that I got a game over.
This has happened enough times that I'm just going to call it quits on Phoenix Wright. I like the game. It's funny. The character animations especially are great. I love watching the witnesses get all bent out of shape. I like the absurd narratives. But that does make it hard to impose logic to solve a case! The game has its own logic and I'm tired of trying to follow it. I did look up rankings for cases, and it seems that cases 4 and 5 in this game are among the best ones. Of course I got tired of it during the 3rd case! I can't imagine another 10 hours of this though, even if the next two are supposed to be really good. I've got other "treadmill games" lined up to try.
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Aug 13th, 2025 at 09:58:13 - Bramble: The Mountain King (XBX X/S) |
This was a good indie with some strong points, though a little rough around the edges. It's like a Grimm Brothers fairy tale, the original dark version. There's suicide, ritual sacrifice, baby murder and other disturbing things in this story about a boy trying to rescue his sister from the titular Mountain King. Patrick kept saying, "Aaah, why are they showing us this?!" Then he made a joke, something to the effect that Germans tell horrifying children's stories. Like, a little boy was wandering through the woods and came upon an owl. "Hello!" the owl said. "Hello!" the boy said. "What are you doing in the woods?" And the owl swooped down and ripped the boy's face off. Germans tell horrifying children's stories.
The game has moments of great camera work that show off some beautiful environments. It also does well with scale, especially when you are foregrounded against a big enemy or stuff happening in the background. I’m thinking of one time where in the background there is a big troll pushing a handle around in circles to work a smelter or something. It occasionally causes a great thunder and sparking of electricity. You are in the foreground platforming right to left, hiding behind objects to avoid the electricity. In this, Bramble definitely reminded me of Little Nightmares, itself a legacy of Limbo. Bramble has more 3d sections though.
The platforming could be a little frustrating. The character sometimes doesn’t like to jump very effectively or grab on to where you are trying to go. There were a handful of sections that we did over and over trying to get the finnicky platforming right. Annoying, but overall not all that frustrating. So, fun little indie, not too long. It’d be great if a sequel had a bigger budget!
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Jul 30th, 2025 at 06:57:30 - The Last of Us Part II (PS5) |
I beat this like a week or 10 days ago or something. I wish I remembered when! But I've been too busy to sit down and write about it, though I have given it some thought. Most of my thoughts relate to the story, tied as it is for me with the HBO show. I played the first game alongside watching the first season of the TV show, which was a fascinating way to experience both and heightened my appreciation for both. I tried the same thing this time, but wasn't able to keep my playing up to speed with our watching the second season (I think we were watching around the end of the semester and my Game Pass month, the former of which meant minimal gaming and the latter of which meant bingeing Game Pass games). Therefore, instead of experiencing them together, they were more sequential.
I did go back and forth with the show until Ellie and Dina arrive in the TV station in Seattle. Then I finished the show, and a month or two later finished the game. It turns out that this is a decent way through the show, but only the earlier hours of the game. This is because the second season of the show stops a little more than halfway through the second game. This was frustrating (a) because the season alone felt unfinished even before I knew that the game kept going and (b) now I have to wait however many years to see how the show compares to the second half of the game, and there's a decent chance I won't care by then.
Anyway, I won't spoil anything related to the story, but will note that the show and game continue to be really similar; I had expected more differences, as typically the longer an adaptation continues, the farther it strays from its source material. Granted, there were a couple large parts of the show that were created for TV, such as the entire first chunk in the town or introducing the Scars early to develop them (early) as an antagonist, but most of the differences simply involved a character in the show doing something that a different character did in the game. I think the biggest of these "character swaps" happened toward the end of the show/game (and you'll know that the same character can't do the same thing at the end of the show and the game once you get there). These swaps were generally to expand Ellie's character or her relationship with Dina, which was fine, but I worry that it will diminish Abby's characterization in season three. I preferred the game's characterization better. It's hard for a six-episode TV show to create the same depth of character as a 25-30-hour game. And given how the second season of the show pulled material from the second half of the game, the third season of the show might have less punch; they'll have to create more content not currently in the game to fill space. This is fine if they write some excellent new material, but the old material was great where it was in the game, and after playing and looking back on the show, the absence of that great game content could really be felt in season three.
Story, story, story. How did it feel to play? Great. It's got a nice rhythm back and forth between combat-heavy parts and exploration parts, and these weave together seamlessly. I liked and actually used all the guns, though I didn't bother with all the tools (bombs and traps went ignored). Enemies are tough and there are multiple ways to approach many encounters. I used both stealth and guns-a-blazing. There are lots of buildings and places to explore off the main path; this game definitely had a bit of an open world vibe compared to the first one, especially when you first arrive in Seattle and are exploring the city on horseback. The crafting system returns and is really useful. I was always crafting new shivs, silencers, health kits, deadly melee weapons, and so on. I know that a game is doing something right when I engage with the crafting system and "optional" tools (even though I ignored the bombs and traps)! The only gripe that I have about the entire game is that (but yay useful crafting system!) there are so many crafting materials to pick up. Exploring a building became me methodically running up and down aisles, scouring bookshelves and cabinets, going in every corner, looking for a little highlighted thing to pick up. I didn't look at the environment, just head down, scanning the shelves for crafting materials. I would have to pull myself away from scrounging around to actually take in the building! This is partly a "me problem" but when there are items all over the place, it's hard for me not to become very instrumental in my exploration; I don't like being so instrumental, but am compelled to do it.
So, A+ for The Last of Us II. Now I can give it to my friend to play, hooray!
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