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In-Depth Review: https://www.youtube.com/watch?v=Un7fkZQorbU

I covered both the collection and some of the surrounding details in my video review. Since I have limited space, here's my quick thoughts on each game, ranked from Most to Least Favorite.

-- Resver --
Easily the most memorable game from the entire collection. Very minimal gameplay, but an absolute feast in the audiovisual department. You're invited to a secret rave underneath a back-alley convenience store. The party is raging, until a hole opens up in the floor, dropping hundreds of clubbers in to the abyss. The following segment is so brutally well-done that even videos can't do it justice. It just keeps going and going - much longer than you'd expect - really burning that excruciating scene in to your mind. Running through hallways drags on a bit, but the visuals stay consistently good throughout. It pays off with some nice scenes at the tail end, but nothing beats the big scene from before. If you were only going to play one game in the collection, this is the one to pick.

-- Karao --
Regardless of the strange storytelling, this game probably has the most polished gameplay from the entire collection. The survival horror elements are limited, but they're all pretty well implemented. You spend most of your time blasting your way through various underground settings and solving a handful of number-code puzzles. But the recurring theme in this game is the karaoke. In this case, a handful of machines scattered around the world that start off little cinematic sequences. Each karaoke segment is pretty unique and definitely adds a lot to the overall experience. By the time you're done with this game it'll be repeating itself over and over in your head.

-- Hunsvotti --
A very nordic game about Finnish traditions and dark humor. You play as the local pariah, hated by most of the townsfolk for unknown reasons. You collect 7 flowers and the game takes a turn from there. There are some cool effects in that second half, but they get a little worn out after how many times you have to see them. You know how basically every game makes kids invincible to pass international regulations? Yeah, well about that...

-- Gallerie --
This game throws so much at you - crazy visuals, eye-bleeding colors, loud noises and a whole lot more. The last time I felt a game was this overloaded was "Agony". A little more acceptable in a bite-sized game like this, but I was still feeling a little bit fatigued by the end. Oh and the voiceover is done in an ASMR-like speaking voice. I know there's a lot of people that like ASMR, but I can't stand the sound of it. Anyways, the DDR puzzles were fine, but I never felt like I had enough time, leading to pretty much all my deaths in this game. The parts where you have to speak to a computer became annoying enough that I ended up just resorting to trial and error eventually. It's memorable, at least.

-- Vestige --
Actually two games wrapped up in one. There's the rather bland game walking around a house and getting jump-scared, and the excellent mini-game where you play as a radical skeleton pulling off tricks on a motorbike. I actually think it's a little unfortunate they devoted time to this outer storyline, when the Tony Hawk skeleton game was one of the most enjoyable parts of the collection. But even that mini-game gets interrupted by jump scares in the "real world".

-- We Never Left --
Perhaps the most cinematic of the bunch with some higher-quality graphics, which are then crunched down with a retro filter (which felt pretty unnecessary). I was shocked at the incredibly good voiceover in this game - way better than most indie horror titles. I thought the guy sounded like the main character from Dying Light 2 and Beastars, and I was right. I didn't recognize the girl's voice, but she was very obviously a professional too. Anyways, I think there's supposed to be a text-adventure portion to this game, but I never got to play it. The computer says "Insert Data Disk", and despite searching the house multiple times over, I never could find it. Maybe it needed a little more to lead the player along, or maybe I just missed something obvious.

-- Outpost 3000 --
Kind of like a spacey Chuck-E-Cheese. You visit a room, collect a page for a comic, solve a little puzzle, and then get a gift. You take these gifts back to the table and get to choose from the list of games to unlock one. The hub world holds the anthology together and gives you a nice little break in between some of the more hectic games in the collection. Nothing too revolutionary, but it gets the job done.

-- Rotten Stigma --
A very classically-styled Survival Horror game. You read notes, solve puzzles, collect supplies, and fight some deformed monsters along the way. It's obviously inspired by the older Resident Evil and Silent Hill entries, and it does manage to mimic their style pretty well. The main thing I felt like it was missing was sound design. Lots of dead air and minimal sound effects made it feel a bit flat. A deeper soundscape definitely could've amped up the horror. That, and it ends pretty abruptly out of nowhere.

-- Beyond the Curtain --
A vaguely backrooms-esque game with evil puppets. You spend a large amount of your time running through rather nondescript backstage environments. Despite the game telling you not to run unless necessary, you pretty much have to, unless you want to this one to take forever. There are occasionally enemies to avoid, but most of the time nothing is really happening. I made it to some gooey tunnels with an evil worm, but kept dying and having to repeat multi-minute walking segments each time. Atmosphere was nice, but not enough to keep me from dipping out.

-- The Book of Blood --
A mashup of most of the popular indie horror tropes all in one. A spooky carnival, restarting power boxes, windows to look for the bad guy, and a heaping ton of scripted jump scares. Despite it all being competently put together, I just felt like I'd played this game a thousand times before. There is a neat little book that provides lore and puzzles to solve, but other than that it was exactly what I expected. My main gripe is that the enemy doesn't physically exist in the world. Every now and then he pops out of thin air just to jump-scare you. You can crouch to be quieter, which I guess makes him take longer to show up, but then you'd have to suffer through the entire game moving at a snail's pace.

-- Interim --
A very opaque game about... Hollywood, I guess? It feels like it takes pieces from lots of meta-commentary movies - like Videodrome, Mulholland Drive, and the like. The gameplay itself was mostly just walking around, with a very janky physics climbing section later on (which was more frustrating than exciting). The live segments are delivered well, but the rest of it feels pretty disjointed.

-- Spirit Guardian --
Kind of like Amnesia for kids. It's got a million physics props, cabinets and drawers to search, lockers to hide in, and a roaming insta-death enemy. You solve some puzzles in a daycare while avoiding the patrolling ghost. After making it through a few rooms and getting caught a couple times, I just didn't have any desire to continue playing.

-- Ludomalica --
Sort of like an evil Jumanji or something. Not a bad concept, but the execution is kind of bland. You close some doors, flip some light switches, roll dice, and avoid a shadow man. It works, but I can't really say much more than that. More than anything else in the collection, this one felt like an amateur project. Not to say that's bad - everyone has to start somewhere. I played for a while, but it never really seemed to be going anywhere, so I eventually gave up.
Skrevet: 1. juni 2022. Sidst redigeret: 1. juni 2022.
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Detailed Video "Review": https://www.youtube.com/watch?v=oe8YEcAMxwg

Short Text Version:
Lorn's Lure is a pretty intriguing "parkour" game. I put that in quotes because it shares a lot of the same themes and gameplay that you'd expect from games like Mirror's Edge, but handles it in a different way. It's not complete, but the prologue gives an interesting look on where it's headed in the future.

Like other parkour games, Lorn's Lure is heavily focused on traversal. But unlike those other games, rock-climbing plays a huge role in the game. You're still working out optimal routes to platform across while trying not to fall to your death, but you also have two handy picks at your disposal, allowing you to climb up most walls. The game accounts for this with a stamina system, similar to the climbing in Breath of the Wild. You can't climb on every type of surface, but in the demo I'd say a good 90% of the walls were climbable.

I think this is a pretty neat mechanic that allows for much more inventive level design. My only complaint with the climbing is that the rest of the movement mechanics just feel too good in comparison. Running through the world while hopping across tiny platforms or sliding down slopes at high speeds feels great. That is, until you're faced with a gap or platform far beyond your reach, meaning your only option is to climb across. While the climbing isn't necessarily slow, it really breaks up the flow of speeding through the world you get from the rest of the game. I played the level a few times, and felt like I spent almost half my time climbing things.

But enough about my issues with the climbing. I think the game does have a ton of potential, and it's not like that one element feels bad or anything. Instead of focusing on what could be, I want to point out some stuff I liked so far.

The checkpoints are pretty well done. You never lose much time by missing a jump or dying, and you can always revert to your checkpoint instantly at the press of a button.

The UI is crisp and animates pretty nicely. I like that it moves and jostles around with you, feeling a lot more like a heads-up-display instead of just some elements pasted on the screen.

The audio, while minimal, is suitingly foreboding and even a little ominous. I think there's also a lot of potential for more ambient noise - things like electrical humming, metallic groaning, and the like to add even more flavor to everything.

And last but not least, the world itself is very mysterious and intriguing. Endless, labyrinthine tunnels and massive underground structures of hard stone and metal. Right up my alley. It even reminds me of a level I designed for Heliophobia a few years back, where you have to parkour through massive structures underneath the city while trying not to fall in to the abyss. Clearly we have some similar tastes, so I'm definitely excited to see more.

I think if you're in to parkour games, traversal puzzles, and speedrunning, this is definitely going to be one to keep an eye on. I'm glad that someone's making more games like this, because they're way too few and far between right now. Lorn's Lure is a very promising title with a couple rough edges here and there. Nothing out-of-the-ordinary for an early demo version.
Skrevet: 22. marts 2022. Sidst redigeret: 22. marts 2022.
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Detailed Video Review (no spoilers): https://www.youtube.com/watch?v=UQBEJVq1onU

Short Text Version:
Despite being under an hour long with just a few paragraphs of story, Iron Lung manages to create an excellently unnerving atmosphere that will undoubtedly stick with you. I'm going to keep this spoiler-free, because it works at it's absolute best when you don't know what's coming.

As you can tell from the visuals, you're locked in to a low-rez, low-poly submarine at the bottom of a blood ocean. All the hatches are closed, so you can't see anything outside without using a rudimentary camera. This camera takes a few seconds to process an image, so it can't really be used for navigation. Instead, you have to rely entirely on the instruments at the helm, closely watching your coordinates, the map, and your current heading to determine where to go next. Your job is to visit all of the marked points on the map and take pictures in each location. This sounds simple at first, but consider that you're maneuvering through this world basically blind, and suddenly everything is a lot more ominous.

It's a very unique gameplay mechanic that takes a while to get used to, but it did eventually click for me. I do think some people will find this to be unplayable, because not everyone can visualize spaces in their head from numbers alone. But for those who get a handle on it, everything comes together surprisingly well.

Given the horror roots, you can only assume that there's something very wrong in this alien blood ocean. I don't think it's a necessarily a spoiler to say that - I mean even the store page shows massive skeletons littering the sea floor. What exactly you'll find is up to you to discover. But I can say that the game does a great job of ramping up the tension to a nerve-wracking final act. There are a bunch of great little tricks done within the limited scope and mechanics that I would mention, but they really need to be experienced blind.

You'll hear countless unfamiliar, creepy noises scattered across the sea floor, with hints at things much greater than you beyond those iron walls. Overall, the sound design is excellent. The soundtrack is also quite well done, setting a nicely unnerving atmosphere to amplify everything else happening.

If I had to compare this to anything, I'd say it feels like a love-letter to Subnautica, with the horror ramped up to 11. It gave me similar vibes to piloting the Cyclops through the darkest depths of the world, using the available systems to avoid collisions and the invisible dangers outside.

But despite being super-indie, low budget and everything, I think it delivers a very memorable experience. My only complaint would probably be that it felt just slightly too long. I think the sub moved just a little too slow or the map could've used a point or two less. Around 30 minutes instead of the 45 I took would still sell the whole experience while removing a bit of dead air.

Anyways, if you like small indie horror games or the cyclops portions of Subnautica, I think this would be right up your alley. If math, coordinates, and lots of imagination aren't what you want from a game, maybe give it a pass. Either way, I don't regret playing it, and I think it all came together in a great way at the end.
Skrevet: 13. marts 2022. Sidst redigeret: 14. marts 2022.
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Mundaun is, obviously, a lovingly hand-drawn horror experience. The amount of work going in to the visuals is immediately apparent from any screenshots or videos you've probably already seen. This style (and workflow) is so unique, I put together a video analyzing the techniques used to create it: https://www.youtube.com/watch?v=W2u4qeuN3Qw

So, instead of dwelling on the visuals - which are already covered in that video, plus the hundreds of other reviews - I'll speak on other aspects of the game.

Despite being firmly rooted in horror, and having a handful of spooky moments, I often felt like I was playing an adventure/puzzle game of old. Something along the lines of Myst or Obduction. Much of the game involves carefully exploring environments, collecting items, and solving puzzles to progress on to the next area. The "levels" are somewhat open-world, giving the player a bit of freedom to explore at their leisure. But there is always one linear path forward that you must eventually come to.

The exploration was always a driving factor, finding new scenic sites and curiosities along the mountainside kept me constantly inching forward. The story and characters were also pretty well done. Although I was able to figure out where the story was headed very early on, I still enjoyed the ride, and came in to a few unexpected events along the way.

The puzzles worked well for me, a little easy at times, but nothing I lingered on for too long. The enemies were generally not threatening - mainly just to be avoided. I tried stealth and combat for a little bit, but both felt like a waste of time when you can run away from threats or give them a wide berth. You do get a gun at one point, which added a bit to the combat, but I still think the game would've been fine without it.

The horror themes paired well with the story, even if they may not be as overstated as most games. I wouldn't say I ever felt scared, but I don't think horror games have to limit themselves to scaring the player in the first place. Resident Evil 4 is a great horror game, but it definitely isn't scary. But I digress. There was a jump-scare or two, but the majority of the game has more of a "quiet horror" ambiance. Nothing outright spooky, just some creepy themes.

Overall I'd recommend Mundaun. It's got a great world, story, and of course some excellent hand-drawn visuals. Despite the more "gamey" elements feeling a bit understated, I had fun with it. I'd gladly play more work by the developer in the future, so here's to hoping we see that!

P.S. The Swiss countryside is quite beautiful, and Mundaun just gets me itching to go back again. Maybe it'll inspire you to visit too. I don't think you'd regret it.
Skrevet: 26. april 2021. Sidst redigeret: 26. april 2021.
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https://www.youtube.com/watch?v=3M9Ehv1dv7A

I was granted a key pre-release, and I was quite looking forward to the game at that point. However, in it's current state I just cannot recommend it. We all know an indie take on "Zelda + Dark Souls" would never be as highly polished as it's inspiration. That much was a given. The inspiration is clear but it doesn't really do anything unique beyond those inspirations. The gameplay and mechanics are pretty much as expected, but much more barebones. The main issue definitely lies in the wealth of bugs and lack of polish. Here's a few thoughts (good and bad) that I had while playing:

- The game is quite buggy. Despite only playing for a short time, I ran in to quite a few bugs. One was even so bad that I lost all inventory and could no longer attack (even with fists), which effectively broke the game. Hitboxes are very wonky, the camera can clip out of bounds easily, the elk was nearly unusable in it's old state, and I've seen numerous crash reports all over the forums. However, credit to the devs, my inventory issue as well as some of the elk problems have since been fixed. They seem to have taken all the reports to heart - which is great for the future, but really should have been looked at before release.

- The world is intended to be "open" and encourage exploration, but it still often comes down to linear sections with high cliffs on every side. I don't really mind this limitation given the small team, but you should definitely be aware it's not like any open world you'd expect in modern games.

- The art is clean and consistent. The environments look nice, although the backgrounds and far-off areas are pretty sparse. The animations and characters are quite good for a small team, even if some may feel a little weird in combat. I'd say the art is probably the best part of this game. Props to the art team, I think they'll move on to even bigger, better things in time.

- Combat just doesn't feel very fun. Dark Souls is clearly the inspiration for the "slow" combat, but in Dark Souls everything feels methodical and responsive. The combat here feels sluggish and somehow weightless at the same time. The stamina drains incredibly fast and dodging is often useless. I don't believe there are i-frames either, so even if you manage to get a dodge off in time you usually still get hit.

- Some of the game design decisions are questionable at best. Having no indication of your experience or progress and just randomly receiving levels feels very unrewarding. The inventory, instead of being a straightforward list or grid like most games, is nearly incomprehensible. Sometimes you can pick up extra items, sometimes you can't. Sometimes an item goes in the elk inventory and other times it doesn't. While this is probably solved as you gain more experience with the systems, a new player will have no grasp on this very odd implementation.

- Lastly, the death mechanic is exceedingly punishing. As you die, you lose stats down to 50% of your maximum. Naturally, this just leads to more dying in a terrible stat-loss death spiral. To fix it, you have to walk (sometimes very far) to a camp and sleep. Often, you are ambushed at night and forced to fight large groups of monsters with these reduced stats. If you die to them, you are forced to sleep again and again until you can finally get through a night. I understand that building a compelling death system is necessary for not making death feel insignificant. However, this idea just feels half-baked. Even in it's ideal state it's an absolute pain to find camps, sleep, then be forced to fight ambushes just to continue the game as normal. It's a great disservice to the player's time.

So many of this game's problems just come down to what feels like a rushed product. If given another 6-12 months on the project would it come out polished and critically acclaimed? Or would it have even more questionable systems tacked on top? Can they redeem the project by fixing up issues in future updates? Unfortunately, with the way games today only get a small blip of publicity around release, I guess we'll never know. Maybe their next game will be the one that takes off.
Skrevet: 16. september 2019.
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https://www.youtube.com/watch?v=CR_BPLjAs1A
For some context, "Adam - Lost Memories" is a very serious game with a serious message. I don't make serious videos, but I still respect the developer for putting himself out there in this way. I still take a look at various parts of the game regardless.

First of all, the game looks incredibly high-quality for a solo(?) production. The art and environment design is leagues beyond most indies, and should definitely be commended. There are a few jump scares, but it's not overdone like a lot of recent titles. More often you'll catch glimpses of spooky stuff off in the distance, like the occasional G-Man spotting in Half-Life 2.

The "puzzles" are very loose definitions of the term. While I didn't complete the game (eventually got stuck), most of the puzzles were just about finding the right item somewhere and taking it somewhere else. I never really felt like I was "solving" anything, just collecting items and trying them all when given the option. Getting stuck meant just being unable to find the next item to progress onwards. Of course there could be some actual puzzles later on, but that's what I experienced in the first hour and a half or so.

The monsters are sufficiently spooky and there seemed to be warnings about getting caught, but I never ran in to a situation where I could be killed (it might not even be possible to die). I never actually saw a monster pursue me or had to hide from one, despite the game suggesting it in some hint text. Maybe I just got lucky, but the only monsters I ran in to were off in the distance or in short cinematics.

Overall I think it has some promise. There were some minor bugs like the inventory getting stuck open and some walls you could look through, but nothing game-breaking. Perhaps hints or some way to point people in the right direction would be helpful. As it is, getting stuck is pretty much aimless wandering unless you go look up a walkthrough. Again, the art is incredible for the work of one guy and I commend the developer telling a very personal story (albeit in an abstract manner). I would personally hold out for the final release and then experience this game in it's fully completed state. Because, after all, it's the story that matters, and you probably want to experience that in the best way possible.
Skrevet: 19. august 2019.
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https://www.youtube.com/watch?v=eQ2Tm0j7M_U

English review, Japanese auto-translated below.
英語のレビュー、日本語の下の自動翻訳。

Kageroh: Shadow Corridor is a very impressive indie horror for a lone dev to pull off. It was originally posted as a demo on a Japanese indie game site, with English subtitles included. Even back then, it won site-wide awards for best Horror game and had numerous videos, comments, and accolades from the small audience. Now, many months later, the game has improved dramatically in almost all aspects. Given the relatively small time frame, it's very impressive that so much new content was added or improved since the demo.

History aside, it's certainly something you haven't seen from any English-language indie horrors lately. The game is very uniquely Japanese, from environments, to props, lore, visuals, design, and much more. Those familiar with Japanese traditions and ghost stories will definitely notice a few similarities, while others can just appreciate it as a truly foreign experience.

The bulk of the game takes place in the titular "Shadow Corridor", an ancient, labyrinthine bamboo-and-tatami mansion. Inside, you must scour the halls for "Magatama" - glowing stones that unlock the door to escape the maze. Meanwhile there are a variety of ghosts and demons roaming the halls out to get you. Each enemy has their own patterns and must be dealt with or avoided in unique ways. There are also numerous items scattered about, from active items (fire crackers, teleportation mirror, etc.) to passive items (stamina leaf, water-running boots, etc.) and secret collectibles.

All of this is just in the first "real" stage of the game. There are more levels beyond the initial "Shadow Corridor" that take you to new locations and slowly reveal pieces of the plot as you go along. That said, even I haven't seen all this game has to offer. There are multiple (very hard) difficulties, tons of secrets, and a bonus area that you need to complete an ironman-esque challenge to unlock.

All that aside; if you're looking for a very foreign take on indie horror while still being playable in English, this is definitely one to pick up. Major props to the lone developer for pulling off this huge v2 release in such a short time frame.

--------------------------------

Kageroh:Shadow Corridorは、孤独な開発者がやってのけるのに非常に印象的なインディーホラーです。もともとは英語字幕付きで、日本のインディーゲームサイトでデモとして投稿されました。当時でさえ、それは最高のホラーゲームのためにサイト全体の賞を獲得し、そして小さな聴衆から多数のビデオ、コメント、そして称賛を得ました。今、数ヶ月後、ゲームはほぼすべての面で劇的に向上しました。比較的短い時間枠を考えれば、デモ以来、非常に多くの新しいコンテンツが追加または改善されたことは非常に印象的です。

歴史は別として、それは確かにあなたが最近英語のインディーズの恐怖から見たことがない何かです。このゲームは、環境から小道具、伝承、ビジュアル、デザインなど、非常にユニークな日本語です。日本の伝統や幽霊の話に精通している人は、確かにいくつかの類似点に気付くでしょう。

ゲームの大部分は、古代の迷路のような竹と畳の邸宅である「Shadow Corridor」というタイトルで行われます。内部では、「Magatama」のためにホールを洗う必要があります - 迷路を脱出するためにドアのロックを解除する輝く石。一方、あなたを取得するためにホールをローミングローミングしている幽霊や悪魔の様々なものがあります。各敵はそれぞれ独自のパターンを持っており、独自の方法で対処または回避しなければなりません。活動的なアイテム(火のクラッカー、テレポーテーションミラーなど)から受動的なアイテム(スタミナの葉、走っているブーツなど)や秘密のグッズまで、散在するアイテムも数多くあります。

これはすべて、ゲームの最初の「実際の」段階にあります。最初の "Shadow Corridor"以外にも、新しい場所に移動していくにつれて、プロットの一部をゆっくりと見せるレベルがあります。とは言っても、私がこのゲームのすべてを提供しなければならないのを見たことはありません。あなたがロックを解除するためにアイアンマン風の挑戦を完了するために必要な複数の(非常に難しい)困難、たくさんの秘密、そしてボーナスエリアがあります。

それ以外のすべて。それでも英語で遊ぶことができる一方で、非常に外国人のインディーズホラーへの挑戦を探しているなら、これは間違いなく拾うべきものです。このような短期間でこの巨大なv2リリースをやめさせたことに対する孤独な開発者への主な小道具。
Skrevet: 18. marts 2019. Sidst redigeret: 18. marts 2019.
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https://www.youtube.com/watch?v=p2oCdCkA_Po
Game Soup is a wacky collection of minigames. You can probably already tell that from looking at the page though. There's a lot of single-action games and a few that are much more involved. The difficulty varies, but it never felt unfair or too easy. A lot of the games are a jokey take on some existing stuff (sonic, mario, undertale, etc). There's also the obvious WarioWare parallels to be drawn. I think it does it's job of serving up some fresh (and sometimes funny) microgames pretty well. It's unfortunate that these big game mashups aren't really a thing anymore, but at least we have indies to keep 'em alive.
Skrevet: 11. februar 2019.
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https://www.youtube.com/watch?v=nV2am-wnMJo
Kenshi is an amazing accomplishment of a game. It's the realization of a grand vision by (mostly) a single dev over 12 years. If you think it looks dated or features some dated mechanics, the long timeline is obviously a big factor. That does not mean it is worth passing up though.
First: the visuals. Yes, it looks like an old game and a lot of things will come across as ugly to the modern player. However, throughout the massive world there are some truly striking landscapes, environments, and structures that will surely leave an impression. Individual elements may look dated, but sprawling deserts, vast beaches, industrial wastelands, murky swamps, and countless alien landscapes will surprise you nonetheless.
Now for what really matters here: the gameplay. It's extremely difficult to describe or pinpoint as any one thing. You are dropped in to the world, picking from one of the starting points (a lone wanderer, a slave, a band of travelers, a merchant, etc.) and given no clear direction. The world is your oyster. You can play the game as one of many genres, or experience all it has to offer and try a little of everything. There is no storyline, no objectives, no quests, and no remorse. If you die, the world simply continues on without you. You do not matter. Any purpose you obtain from this is your own.
You can play the game as a squad-based RPG, a single-hero adventure, a RTS, a city builder, an economy sim, and numerous other things. You can be a bounty hunter, farmer, slave, warlord, mayor, smuggler, explorer, settler, and many many other things only limited by your imagination. Instead of simply enumerating every last thing in this massive game, I compiled a small video above to show what the first few hours may look like for some people. Of course, your experience could be completely different.
More important than anything else, you must have an open mind. If you come in to Kenshi expecting an epic story-based RPG you will be sorely disappointed. If open-world sandboxes are "boring" to you, then this might not be your thing. I wouldn't say you must be creative to enjoy Kenshi, but anyone who can't make their own fun within a fantasy world is not the target audience. If you want mindless on-rails entertainment (nothing wrong with that), then hold off. Otherwise I wholeheartedly recommend Kenshi. It's an experience unlike anything else released nowadays. It brings back an element of nostalgia for older RPGs: far less polished than modern games, but undeniably unique.
Skrevet: 25. januar 2019.
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https://www.youtube.com/watch?v=YuDFWIZBKGM
The Devil Haunts Me, sitting at the unbeatable price of "free", is definitely worth your time. The presentation is simple and easy to get in to, but the game is surprisingly engaging.

The general gameplay can easily be likened to Don't Starve. You're in a spooky-themed 2d world, collecting resources and exploring in hopes of finding answers. This game is a little more mature and surreal in it's themes, and it's obviously a much slimmer, focused experience given the technical limitations. As far as I'm aware, there is no written text in the game world, so anything you find will be up to your own interpretation. There's certainly a lot to interpret from a small game, which is cool. If you're looking for a more concrete story, this probably won't appeal to you, but I dig it.

There also appears to be quite a lot of extra content. The extents of which I don't fully know, but I certainly saw glimpses of it while playing. I played for probably around three hours total (including the itch.io version), completed the game, and didn't even fully explore the second biome. Who knows how much more is beyond that, but the idea is intriguing.

After playing the game back on itch.io last year, I was pleased to see it released on Steam with a bunch of new updates. If this is any indication, I'd recommend keeping an eye out for more neat little games by lum in the future.
Skrevet: 14. januar 2019.
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