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Cake day: June 9th, 2023

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  • Started and finished TR-49. Gameplay-wise you’ll probably enjoy it if you’re a compulsive researcher like me who can’t help pulling on threads. Unfortunately I went AFK and missed a timed event that I had no idea existed. This left me incredibly stuck and I had to resort to a walkthrough so I can’t really comment on the majority of it. Plot and theme wise it feels very much like a commentary on AI, given that

    spoiler

    The central premise is a machine that eats books, and enables the rich to maintain control of society by rewriting reality via people’s perceptions.

    Recommended if you like puzzlers, but stay in your seat.

    Also been doing a replay of Dustborn, now that it’s had all the content updates and QOL fixes that I’ve been seeing in my Steam feed. So far, I haven’t noticed massive changes, although I think most of the content is towards the end. It’s definitely a middle finger to the “is it woke” crowd. For that reason alone I’m glad it exists, and I’m glad I paid for it, but it still kinda falls flat and I’m honestly running out of motivation to even reach that extra content. The game tries to be too many things at once; it’s a rhythm game, it’s a 3rd-person beat-em-up, it’s a telltale-style adventure game. Props to the dev team for trying something a bit different in that respect, but you can absolutely tell they didn’t have the resources to pull it off. Rather than excel at any one thing, which I think they totally could have done, it’s just kinda mid at everything. The rhythm sections are … fine. The combat is … okay. The character-based adventure bit is … whoa boy do I have some thoughts about that.

    rant

    It could have been a really interesting exploration of the “bad powers, good people” trope (CW: tvtropes link), because the player character’s abilities are all … kinda icky at best. And while it’s fun as hell to use them to fuck with fascist cops, there are sections where you are railroaded into treating your friends like crap just to move the plot along. It feels absolutely gross. Which, credit to the writers for making me feel empathy for pixels, I guess. But there’s a couple of specific sections where it feels like you should be able to just … not do that. Which is where it becomes clear that they didn’t have the resources to do that style of “choices matter” gameplay properly. Because your choices -don’t- matter if you don’t have them, and it -really- feels like you should.

    The whole thing is so frustratingly -almost- brilliant. Like with a bigger team, more time and money, it could have been amazing. There’s the bones of a good game there, it just needs … more.









  • Probably about the same, '97-'98. We’d gotten a PC in maybe '92 or '93, a 486SX-33 with a whopping 4MB of RAM. My primary school was still stuck on BBC micros, and our C64 had long been given away, so my parents shelled out for a new machine for me for high school and of course I instantly started trading games with all the other nerds, spending my allowance on gaming magazines, playing coverdisk demos, buying shareware disks from the local newsagent. We started hearing about this “internet” thing in about '96, so my father eventually took me to this “intro to the internet” seminar, and at the end there was a single PC hooked up via dialup that we could fool around on. When it was my turn I went to the only website I could remember off the top of my head, the local gaming magazine, Hyper.

    Preserved on archive.org, and magazine scans here.