Underneath my yellow skin

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My 2025 game awards, part nine

I’ve been maundering on and on about the games I enjoyed playing this year for the better part of eight prior posts. I’ve played more games this year than in previous years (this is an estimation and me going by vibes), and I’ve enjoyed half of most of them. Here is the post from yesterday, in which I talk a whole lot about my evergreen favorite game, Elden Ring (FromSoft).

I’ve talked about it in previous posts that this was the year of me being deeply divided about games that I’ve played. That includes this, which is my last award. Let’s see what I want to call it. Hm.

*thinks for several seconds*

My favorite game this year that really charmed me with its whimsy and off-beat kookiness, not to mention the quirky NPCs

Promise Mascot Agency (Kaizen Game Works Limited)

From the moment I saw the announcement trailer for this game, I was really intrigued. I liked the style of it and the premise, and I was drawn in by the quirkiness. I saw an interview with Shuhei Yoshida, the former president of Sony in which he talked about his role in the game. SWERY (Swery 65), a well-known Japanese game developer was in it as well.

Kaizen Game Works first game was Paradise Killer–a slick, retro-feeling game that gave off neo-noir vibes. Also very quirky and offbeat. I tried to play it, but I got really bad nausea because it was first-person. I could only play in fifteen minute bursts, and I gave up after a few hours.

I did not try the demo for Promise Mascot Agency when it came out because I knew I was going to play the game, and I don’t usually play the demo when I’m going to actually play the game. Then, I forgot the game existed until the pre-release fanfare was blaring. Then, I got excited for it, but still held off. I ended up buying it a few weeks after release, I think, and I was immediately struck by how much I loved the characters.

One thing I did not realize as I played the game was that Michi, the main character, was voiced by the actor who plays Kiryu in the Yakuza series, Takaya Kuroda. Granted, I have not played anything more than an hour of one of the Yakuza games, but still. I had heard his voice often enough that I should have recognized it, but I didn’t. I put it down to how good his acting was in this game.

I loved his character form the start. He has honor, is hardworking, cares about others, and is jsut an upright man. I liked spending time with him, tooling around Kaso-Machi in his broken-down  truck. I did not like driving said truck, by the way, but it became tolerable once I could upgrade it.


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My 2025 game awards, part eight

I have one more post in me in which I lavish praise upon Elden Ring (FromSoft). I have to say that no matter where FromSoft goes from here (and I have a feeling I may not be along for the ride), I will always have Elden Ring. Before I get into it, here is the post from yesterday in which I just gush about Elden Ring and Shadow of the Erdtree.

I don’t believe in perfection, but this is as close as it gets for me. They got rid of several of the things that made previous games frustration such as excessive boss runs, elaborate upgrading systems*, and weirdly named stats. They added a guard counter in addition to the parry and a dedicated jump button. Plus, Torrent, the spirit speed, which makes traversal much easier. Horse combat isn’t great, but it’s passable.

I’m doing the DLC with my dex(ish) character, and I’m astounded at how much easier it is when I just attack endlessly. I love my incants, but I need to use them sparingly. I did not put all those points into dex and endurance just to fiddle around the edges with my spells. Though I do love my spells. So much.

It’s funny because I’m a big pyro person in From games. That’s not the funny part; the funny part is that  I don’t use that many fire spells in Elden Ring. I use some, but there are so many great sorceries and incantations in the game, I like to keep a wide spread. One thing I appreciate about Rory (the R in RKG) is that he will try something new just for shits and giggles. And he will drop things without thinking twice about it, even if he absolutely loved it for several episodes. In the previous games, he was mostly a sword and board guy. In this game, he had a lot of fun dabbling with the incantations.

It sparked so much joy when he showed love to the Lightning Spear, Rotten Breath/Ekzyke’s Decay, and Swarm of Flies. I never thought he would becomeso enamored with the dragon heads, but it was great to see.  He cycled through weapons every few episodes. Mostly because he got bored, but also because the lads insisted he change it up now and again.

His build was all over the place because Krupa let him put his points pretty much wherever he wanted, which meant he spread them all over the place. That’s what I do, even though I know it’s not optimal. i can’t help myself, so it was nice to see Rory do it as well. One of the guys affectionately nicknamed it the smorgasbuild, and the name stuck. Many people were frustrated with it and urged him to do a real build. There were plenty of people who had Very Strong Ideas as to what those builds should be.


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My 2025 game awards, part seven

Let’s talk more about Elden Ring (FromSoft) just becaause I can. This is my FromSoft game of the year, and here is yesterday’s post why Nightreign is not the one. It feels weird to not give the award to a FromSoft game that released within the calendar year, but I just could not do it.

I’m doing a dex(ish) run in Elden Ring, and I am in the DLC. As with many FromSoft games, getting to the DLC is not as easy as firing it up. It’s not hard to access, per se, but you have to be pretty far into the game in order to do so. Well, technically, you can get there fairly early, but you have to be really good in order to do that. If you go along the normal path, then you probably won’t do the second thing you need to do until the last fourth of the game.

This was one of the reasons that people were not happy with Shadow of the Erdtree being nominated for Game of the Year last year–the fact that you have to play three quarters of the base game in order to access the DLC. I don’t quite get that as sequels are considered fair game to be game of the year as well.

I mean, I do understand that it’s asking a lot. FromSoft always asks a lot from the player in order to access the DLC. The first game is notorious for how elaborate it was to get into the DLC. You had to kill the hydra in the lake in Darkroot Basin. Then, you had to kill the golden golem in the lake to release Dusk of Ooolacile who was imprisioned within. Then, you had to go to the Duke’s Archives to kill a specific crystal golem to get a necklace. Then, you had to go back to  the lake to access a portal at the very end of it.

You can’t even get to the Duke’s Archives until the second half of the game. FromSoft had to tell reviewers how to get the DLC because no one figured it out. Dark Souls III isn’t so bad, and the entrance to the DLC is in the first fourth of the game.

With Shadow of the Erdtree, there are two bosses you have to kill. The first one makes sense, and it fell in line with what people speculated would happen. The second, though, was a complete mystery. There was a lot of speculation why that particular boss needed to be killed in order to access the DLC, but there was no good answer until the DLC was dropped.

I have to say, I really don’t understand the furor over the SotE nom for game of the year last year. In addition to the aforementioned complaint, another gripe I heard was that Elden Ring already got its recognition, so it should sit down and shut up (basically). This also didn’t make any sense to me because as I said, sequels can be nominated for game of the yaer, so why not DLC? Any other company could have called this game a sequel and gotten so much praise for it. It’s very meaty–it took me over seventy hours to finish it. And I fucked up all the NPC questlines, which probably shaved off an hour or two.

In comparison, I put in over 200 hours for my first playthrough of Elden Ring. So the DLC was roughly a third the size and cost under half the price. That’s way more than most companies would do. Miyazaki has jokes for days when it comes to the size of his games. Before the DLC dropped, he said it was about the size of Limgrave (the first area of the base game). Well, yes, if you don’t count how vertical the DLC  is. It may be the size of Limgrave horizontally, but boy, did it go deep. I have not heard/seen so many people say/write the word ‘vertical’ over one game.

It’s apt, though. Miyazaki is known for his exquisite level design. Any game in which he is the lead shows how immaculate he is in this area. Well, at least when he has the time to execute it properly. And he went over the top with the DLC for this game.


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My 2025 game awards, part six

Now we’ve come to the part of my awards giving where I’m the most conflicted I’ve ever been. Here is yesterday’s post on Hades II (Supergiant Games), a game that reall yhad me conflicted. I felt really weird that I wasn’t more enthusiastic about the game, but I can only be honest–I prefer the oreginal. The sequel is an excellent game, but there is nothing new in it that blew me away. And, I preferred much of the original to the sequel.

That was hard, but today is even harder. I have had an ongoing schtick in which I bestow an award to  FromSoft game every year, regardless of if they release a game that year or not. In a year in which they launch a game, it’s unheard of that I would not give that game the FromSoft award. Even if I could not play the game or it did not gel with me, it would automatically get the award.

Until this year.

Elden Ring Nightreign dropped this year. It used the assets from Elden Ring, but it was a standalone game. I knew from the trailer that it was not going to be my thing, but I hoped.

Why did I know it was not going to be my thing? Because it included everything I hate in a game. Multi-player, fast-paced, no time to  stop and think, very little story and lore, and RNG for each run (sort of).

What do I love about FromSoft games? The exploration; the slow, deliberate pace; the gorgeous level design; the NPCs; and the feeling of overcoming difficulties. I have no qualms over-leveling if I can and making the boss fights as easy as possible.

I’m split on the boss fights themselves. Yes, the bosses are incredible and memorable, but From has been making them harder and harder over the years. I have known for several games that I will one day be not able to play one of their trademark hard-as-nails action adventure games, and we’re almost there.

I tried to like Nightreign; I really did. I put dozens of hours into it, playing the Recluse (the witch). I lucked out in that the first run I had was with two incredible randos, and we beat the first Night Lord (the big boss at the end of three days that is incredible hard. I mean, this one is the first one, so not as hard, but still).

That gave me a false sense of hope, and I did not come close to victory again for dozens of hours. I was mostly playing with randos because the people in the Discord are all PlayStation people and because I suck so badly, I felt bad playing with–well, anyone beacuse I was the one dragging everyone down. It did not help that the Recluse is the hardest character to play, well, one of them, anyway. The other character I liked (the Revenant) was considered difficult, too. Plus, unlocking her was a pain in the ass as well.


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My 2025 game awards, part five

I’m back to talk more about my game awards for 2025. In the last post in which I wrote about this topic, I was musing about Hades II (Supergiant Games). I have written several posts about this game because it’s been the most frustrating game I’ve played this year by far. I know many people were blown away by it and think it’s unequivocably better than the first game in all aspects. Those people, not coincidentally, aren’t playing the game for the story or the relationships. I don’t understand that mentality when it comes to this game, but I accept it’s true.

For anyone who is into it for the latter reasons, though, there are plenty of reasons to be dissatisfied with the sequel. The relationships in the first game took time to develop (arguably, too much time) and I felt  I earned each deepening step. It felt organic (well, as organic as it can be in a video game), and by the end, I was truly touched by how close I felt to two of the NPCs.

The same writer wrote the dialogue for both games. Something must have happened to him between the two games because the way he wrote the women in the sequel was atrocious. I’m just going to put it in plain words. Or, something may not have happened, but he didn’t have the chops to write a female protag, and he relayed way too heavily on aping the charactars from the first game.

One of my favorite NPCS in the sequel (Moros) was very similar to one of my favorite characters in the first game (Thanatos). Except whereas Thanatos was pragmatic about being the god of death, Moros was more conflicted as to his role, especially in relation to his sisters (the Three Fates). He comes off very much as naive and earnest, which is not what you expect from Doom. I like him for it, but I would not have minded a streak of something darker in him.

On the other hand, *sigh* Nemesis. She’s based on Megaera, who is one of my top three favorite NPCs from the first game. Megaera was also the first boss, which made for an interesting dynamic. Plus, her fraught relationship with her two sisters made things complicated and interesting as well. I loved everything about her, and I would have done anything for her.

When we started an intimate relationship, it meant something. In this game, it happened so easily, I was astonished. I was able to give, ah, nectar? I think? And then aphrodisiac? Whatever it was, I was able to give the presents liberally and often. Then, I was able to bed a few NPCs before I even beat the last boss of the downward path.


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My 2025 game awards, part four

I have a few more awards to give out for the games I have played this year. In the last post, I wrote about an indie game that had a lot of heart and was made by what I presume to be is a small team. I quick-Googled, and, yup. They have 29 employees, and they are an indie Australian team. I mentioned in that post how I wanted indies to take a leap and throw everything into their game that they want to have there rather than have them play it safe.

In this post, I’m going to talk frankly about an indie team that also went big to varying success. Well, it’s more complicated than that, so I want to preface this award by saying the following is a great game. I believe I gave it a 7.5 when it was all said and done–nope. I gave it an 8 when it was all said and done, but it was quite the journey to get there. I have written endlessly about this game, but I will touch upon the issues briefly after I give the award. Which is now.

The sequel that was a great game, but more than anything, made me want to go back and play the original–which I enjoyed more in almost every respect

Hades II (Supergiant Games)

This was my mostanticipated game of the year. I watched the announcement trailer, and then I stridently ignored the game as it went through Early Access because I did not want to be spoiled going into the game. I did not play the first game until it was officially released, and I did the same for this game.

When it finally released, I was initially very impressed with the game. I didn’t love the protagonist because I found her a bit earnest, but she was fine. The combat was snappy, though I was not immediately drawn to any one weapon. There were tweaks that smoothed out the combat, but it wasn’t that much different than in the first game.

Let me put it this way. If you had played the first game, you would be right at home in the second game. There was a new cast of characters with several of the old favorites nerfed for this game. Two of the best Olympians from the first game were limited to the end game in this game, which I did not appreciate. Look. Yes, Athena was OP in the first game, but who the fuck cares? Let people get OP if they want. You did not have to take her most powerful boons if you didn’t want to, and you could always get rid of her boons later if you so wished.


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My 2025 game awards, part three (b)

I want to write more about Wylde Flowers (Studio Drydock) because it’s emblemtic of my gaming year. I bestowed it with an award yesterday, but it is not without its flaws. I have written several posts in which I highlight the positives and the negatives.

It has a mystery baked into it, but it’s, if you’ll pardon the pun, half-baked at best. I figured out what was going on before the denouement, and I was disappointed when it was revealed that I was right. There was no way the mystery was going to be satisfying. I knew that from the start, so I wasn’t very disappointed when it turned out to be true.

One of the biggest issues with the game wsa that there was just too much thrown into the soup. They could have taken out the mystery, the breeding of the animals (to make magical, colorful animals), and several other additions, and the game would have been just as satisfying. There is a point of oversaturation, and I think this game passed it.

Here is a quick list of activities/events/things included in the game: planting, farming, and harvesting; selling items and buying them; nurturing silk worms in order to make silk for clothing (this takes f-o-r-e-v-e-r); making clothing and selling them to Violet; mining for gems, coal, and other minerals; making jewelry and selling it to Parker (and this does not show up, really, until the very end of the game; making hair dyes and otther hair stuff for Eury (also a late game addition); fishing, making several different spells; gathering resources; amassing an amount of items for various townfolk; finding recipes; cooking; meeting with the coven every night; romancing, dating, and getting married (and then divored); figuring out the mystery; and that’s not even everything.

Oh, I forgot to mention the animals. Feeding them, finding their favorite food, and then later down the road, breeding them. As to the last, it was not clear at all how that came about, and I didn’t fully realize I was missing out for dozens of hours. I was not happy with that. At all. That’s one of my small gripes about the game–the tutorializing isn’t great.

I never liked the art style, but I accepted it at some point. I can’t remember the music, and I’m pretty sure I turned it off because I don’t like to listen to constant music as I play. The voice acting was solid, but the dialogue was thin. I have mentioned that when I played the original Hades (Supergiant Games), I still got original dialogue well past the true ending (which meant beating game ten times).

With this game, the repeat started after the first date, which was very early on. I’m not asking that every game has hundreds of thousands of lines of dialogue, but I would like to get through at least a quarter of the game without hearing repeat dialogue on the regular.


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My 2025 game awards, part three

I have played several games this year–more than I usually play. Most of them were on Steam because that’s my main game client. There was a game I had heard about and seen the trailer for the sequel, which was actually a prequel, of the game I’m about to bestow an award upon. Give me a second to come up with a a weird name for the award. Here is the post from yesterday in which I talked about two detective games that I really enjoyed, more or less.

The cozy game that wasn’t very cozy until I discovered the Fish Fingers trick, and then it turned out to be easy street with surprising emotional heft and depth

Wylde Flowers (Studio Drydock)

This game was a mobile game first and the developers worked tirelessly to bring it to consoles and PC, and upgraded it endlessly to include things that the community wanted. I did not vibe with the art design because it was too cartoony for me, but I grew to find it low-key charming. It’s still not myy preferred art style, but I don’t hate it, either.

The basic premise is that the main character, Tara, loses her job and her betrothed at the same time. In order to lick her wounds, she rushes off to the farm of her grandmother, Hazel, who is ailing and needs help. The farm is in shambles, and Tara sets her mind to cleaning it up. Romance is a big thing in the game, too, and I really appreciated that there was a nonbinary character who was romanceable. Voiced by Erika Ishii, upon whom I have a huge crush and who is nonbinary in real life.

The big reveal (that is in the trailer) is that Hazel is a witch and part of a coven. They are tasked with turning the seasons and keeping things running smoothly in Fairhaven (the rural town in which they live). One of the early quests is for Tara to figure out who is in the coven and what their title is.

I appreciate that there are people of different ethnicities and nationalities. And sexual orientations. It’s not very realistic given the environment, but I am fine with that. I give the side-eye to people who whine about that not being realistic whereas they are fine wit the idea of mowing down enemies by the dozens.

I was frustrated with the game in the beginning because like lots of ‘cozy’ games (that really are misnamed), life is hard. Real hard. With shit stamina, vigor, and money, I could do like three things before I had to find sustenance.

This is the standard for life sim games, but it’s not fun. There is so much to do, but you can do so little. I was late in the game when I discovered the Fish Fingers trick, and once I did, I broke the game with it. I was never wanting for money after that, and it made the game so much more enjoyable.

This is another game in which I had such highs and such lows. I struggled so much in the beginning that I thought about quitting. It’s not fun to do three things then need to fuel up, do three things, then need to fuel up, etc. Part of the reason I play games is so that I can get away from reality! I have chores I have to do in real life; why would I want to do them in a game as well?

I admire the devs for adding so much content over time. I got the whole thing as one papckage, but I read up a bit about what came when. I think it plays better as a complete game, but who knows? I was not there every step along the way. I usually don’t play games in Early Access because I rather play a finished product.

The romances were interesting, in both a good way and a bad way. I appreciated the diversity of characters who you could romance, but I did not like that the trajectory of each relationship was basically the same. You had to give gifts to the person (which is common in video games) and then at a certain point, that person would ask you out. If you accept and confess your feelings, you’re off the market and dating that one person.

When the game first released, you could only marry one person per playthrough. By the time I played it, you could divorce and remarry as many times as you liked. There was a quaint divorce custom that was, well, cringeworthy, but as one of the achievemnets was to marry all the romanceable characters, I–oh.

Something I found out well after the point where I could do something about it was that there are two characters who, if you do not marry them both before the end of the first season, I want to say, then they hook up and stay together for the rest of the playthrough. Which means you cannot marry both within one playthrough. Which was as annoying as hell. One of them is the hardest character to romance, despite how flirty she is.

There’s a tension in games these days. If you want to even think about doing the plat, it’s best to look at the achievements beforehand. I don’t like to do that, though, because I’d rather my first playthrough be organic. I really regretted not knowing that about the two NPCS, though, because that meant I had to do a whole nother playthrough to get one achievement when I was already done with the game.

In adidtion, the relationships were pretty shallow. Some flirting led to the first date, and then yyou were a couple. A few more dates later, and you were pushed to propose. Then, marriage. Then, they lurked around your house when they weren’t at work.

In addition, when you dumped them, only one showed any real emotion over it. The rest shrugged their shoulders and said, “That’s life, isn’t it? We’ll stay friends” and moved on. In fact, the second I divorced one character, she was already in a relationship with the other character in the very next scene! Yes, I unwittingly chose one of the two characters who romance each other if they’re both single.

I will write more on this tomorrow. I’m done for now.

 

My 2025 game awards, part two

To continue with my game awards, today’s post is going to concentrate on detective games. I am a huge Poirot fan, and I have been hungering for a good detective game. There are a few Poirot games, but they all suck. There were two recent ones done by the same company that other people loved, but that I really could not stand. I played the demo for both.

Side note: I really wish that devs would use source material other than Death on the Nile and Murder on the Orient Express. I know that they are two of the most well-known Poirot novels and have big casts of characters, but my god, they have been done to death. Controversial opinion: they are not the best of the novels.

At any rate, the games reviewed very positively, which is unfathomable to me. Not only are they not very faithful to the source material, they aren’t good detective games. Or am I expecting too much from detective games? I don’t think I am. If you’re going to adapt the books into games, they should be recognizable as Poirot games.

In addition to those two demos, I have played several detective games this year. I gave an award to one in my last post, and I’m going to give awards to two in this post as well. I just reread what I wrote aobut them, and I stand by my assessment. Hm. What am I going to call the awards and which am I going to tackle first?

The game that taxed my brain a bit too much, but was ultimately very satisfying

The Roottrees are Dead (Evil Trout Inc.)

I did not get along with this game when I first tried it out. Basically, a candy mogul and his family died in a plane crash. A mysterious person visited me (a private investigator) and wanted me to piece together the very complicated family tree. It’s a thin premise, but there doesn’t really need to be more than that to send me off to the races.

The game is set in 1998, which means the earlier days of the internet. My tools for looking up all the Roottrees are limited. There is a Google-like search engine, yes, but I have to be very specific about what I’m looking up. It’s incredible that Evil Trout Inc. came up with their own search engine for this game.

This was one of my frustrations with the game, though (to continue my theme of frustrating flaws in games I otherwise really like)–the limitations of the search engine. One reason the game is set in 1998, I think, is specifically for the ability to limit the search engine. If it were set in the last five years, for example, they would have had to have a search engine that was nearly limitless.


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My 2025 game awards

Ok. I’ve been rambling about my year in gaming, so I’m going to jump right  into the game awards I’m giving this year. The main theme of this year has me being simultaneously disappointed and hyped about the same game. I mean,  most games have good and bad to them, but this year, there were several games that were elicited very split emotions in me.

The game I would have unabashedlly adored  if it had ended one act earlier:

Kulebra and the Souls of Limbo (Galla)

Big sigh with this game. Every time I think of it, I get sad all over again. It’s such a charming, quirky, visually gorgeous game that engaged me and entertained me It’s bright and colorful, and you plpay as a dead snake who goes around helping souls in limbo release their hold on this world.

I played the generous demo and was immediately drawn into the game. You roll around as the dead snake, which is the only movement you can make. Then, you have to collect, uh, stars? Lights? Something bright and twinkly, don’t remember what, as your currency. You have to solve puzzles or mysteries, rather, and chat up several vivid, memorable NPCs. I think the demo was the whole first chapter, one out of five, which took me an hour or so to finish. And I know I missed some stuff, but I wasn’t  worried about that. I assumed I would be starting from scratch when I played the game for real.

I knew within minutes of playing the demo that I would want to play the full game. The story was simple, but engaging. A dead snake rolled his way around this world, helping stuck souls along the way. He met so many interesting characters along the way, hepling several of the along the way.

There were boss fights in the game, sort of. Instead of straight-up combat, you had to answer questions about what you had experienced so far, and each one you got right did damage to the boss. There was some bulllshit mechanic that allowed them to regain health/do damage to you/something else I can’t remember, but I was not a fan. In general, the combat was pedestrian to middling–at least until I got to the last chapter.

Man. I have not had more mixed emotions playing a game this year than when I was in the last act of this game. Er, chapter. If it had ended a chapter earlier, I would have been happy with the game. I would have said it was a great game, and that would have been that. In fact, I would have seriously considered it as my non-From game of the year without that last chapter.

Instead, I ended the game feeling unhappy, dissatisfied, and grumpy about the ending. For most of the game, the theme seems to be doing your best and helping out all the stuck souls along the way. It’s about grief, anger, and other big emotions that we tend to bottle up inside, ruminate over, and allow ourselves to become overwhelmed by them.

For the first four chapters, the game seemed to be saying that you had to work through that grief, trauma, anger, etc., in order to move on with your life. Then in the last chapter, *spoiler*, the game does a 180 and seems to be saying that you do more harm than good if you try to help people get over their grief/anger/trauma, and that perhaps you were the baddie along the way.

I do not mind a grim or dark ending. Hell, I usually prefer those over a happy ending. However, just as a happy ending can be uunearned, this felt as if the unhappy/scoldy ending was unearned. I felt like the ending was rushed and that the devs were pressed to get the game out, no matter what. I have no idea if that was true, but that’s how it felt.

The perfect bite-size puzzle game that made me feel impossibly smug when  I figured shit out

Is This Seat Taken? (Poti Poti Studio)

This is such a charming puzzle game. I love the art style as it’s minimalistic and the lines are clean. The simple premise is that there are different shapes that you need to seat in different situations. This was another game that had a generous demo, the whole first chapter, which got me hooked on the game.

In the demo, you have to seat the different shapes on a bus. You would think it would be simple to seat a dozen or so shapes, but each has one or several conditions, such as being stinky, not liking to sit next to stinky shapes, not liking noise, etc. The first level or two are fairly simple, and it’s pleasing to make them all fit properly.

As the game goes on, though, the conditions become trickier and more plentiful. Also, at some point, you can start messing with things in the environment–such as the heater/air conditioner, food (in a cafe) and seats (in a movie theater).

The puzzle solving gets increasingly trickier, yes, but it never gets too hard. It remains just a step or two above comfortable, which is how I like my puzzle games. It never broke my brain, though, which is just what I needed. It’s also fairly short in that I finished it in 8.5 hours, and I take longer than most people in finishing games. I also 100% it, but it wasn’t that hard to do.

I really like the art design, and there is a story of sorts. It’s a thin story, but a story, nonetheless. Plus, the game touches on the themes of fitting in and discriminating against those who are different.

This game just made me smile the whole time I was playing it. It wasn’t deep or that thought-provoking, but it was just what I wanted. A game does not need to be dozens of hours (or hundreds) in order for it to be worthwhile playing. It seems like we’ve moved in that direction in the last decade or so, but there is still room for the small game.

It’s funny. My first playthrough of Elden Ring was over 200 hours. Most of the my playthroughs of From games are long (in part because I take twice as long to play a game as most people do). The other games I played a lot of this year are meaty as well. Sometimes, I need a breath. A moment. Just an amuse bouche. That’s when a small indie game comes in, and I’m grateful for it.

That’s all for this post. I have two or three other awards to give. I’ll get to those in upcoming posts.