STEAM 组
Completing the Backlog The CTBG
STEAM 组
Completing the Backlog The CTBG
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游戏中
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2013 年 10 月 6 日
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英语
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164
Jevnation's Personal Back(b)log
Writing Workout
Current games in the horizon:
  • Train Valley Origins
  • Age of Empires: Definitive Edition II (Three Kingdoms)
  • Dynasty Warriors: Origins
  • River City Saga: Three Kingdoms
  • Three Kingdoms Zhao Yun
  • Wo Long: Fallen Dynasty

I have made my informal disclaimer on that I am not passionate in writing but I do it anyway. Obviously, it comes down to reviewing games I pass in my backlog, which happens on irregular times. The affinity in doing creative stuff comes down to one's own habit, which I realized have affected my own process lately. While I was writing a report in my class, it took over half an hour to find my flow and get into the writing process. I was not excited at first, but it got easier wetting my feet again. That report earned a top grade, fortunately enough.

In the last couple of months, the Chronolog journaling was my self-determined homework/report in backlog gaming. I stated that I would not move on to the next part of backlog gaming until I finished it.

I wrote key notes for each chapter that indicated memorable experiences, but fleshing them out was the bigger work. The further I went on, though, I gave ChatGPT a run and let it generate a prompt that was made for cleaning up and making the drafts more engaging. If I didn't know how to expand on the keynote, that language model would make its version and I'll edit the draft to the way it actually describes my experiences.

After I finally finished the Chronolog journal for the Ancient era, something felt different...

I happily continued on my backlog and lost myself in the gaming progress. But while I'm not playing, it's like there is a void in my activities that beckons me to write or something. Apparently, the constant writing and the use of different tools has come to form a habit; my writing muscle has grown that I am not shying as much from seeing them done immediately. I don't think my passion has changed, but the experience in writing has made the work less daunting nonetheless. And I am proud of the whole process I went through in the recent months.

If you decide to take up new, uncomfortable activities and have a reason to continue on them, keep in mind that the first steps are usually the hardest before you find your flow and optimal methods.

Happy writing and gaming, my friends!
Note: This post was written without the help of ChatGPT.


Passed games: 973/1492 (65%)
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    https://psteamproxy.yuanyoumao.com/app/302510/Ryse_Son_of_Rome/
  • Crytek made this game for release in 2013 which, true to their brand, has it look promising with its cutting edge graphics at the time and some game design ideas. The cinematic setting puts you in the Roman legion sandals of Marius Titus, who retells his story of the falling and rise to vengeance in the face of conspiracy. Now, I am open for a good plot in a historical setting (Ryse is in an alternative timeline) but it's lacking in story impact to give more meaning than a subpar revenge story. If the Ryse franchise had been picked up again, accordingly to Crytek's prior intention, there might have been a chance to redeem the lore it's trying to present, including the reason why the gods were playing into story. The unlockables do lend into the lore with the journals and comic pages, which is a plus.

    The action gameplay is a mixed bag, for better or worse. Its fighting system has a bit more than a hack-and-slash methodology, incorporating sword and shield attacks, timing scores, focus mode etc. When you ambush or injure a foe enough, you can execute them in a quick-time event manner, where your performance grants you an amount of healing, xp, focus or extra damage, depending on your real-time choice. The choreography is solid and pleasing to the eye (especially at the final level), which sadly gets worn down by a narrow range of enemy fights queued up in the story progression. There are more than a few occasions I find the fighting repetitive and I wonder if a new sort of challenge will arrive soon.

    But when it does, it's some breath of fresh air to pick off enemies with javelins and arrows spat out of a scorpio (mounted ballista) and get backup from legion archers. The game had me progress levels by joining up and control a legion formation to shield, press forward and rain projectiles with. Even an element of choice is offered up on where I'd like my fellow soldiers to position at, influencing the flow of the battlefield I see fit.

    I haven't delved deep beyond the story mode but there's more from the game that offers some replayability like arena modes for solo or multiplayer that rewards in-game booster packs. In the end, I wonder if Crytek would pick the Ryse IP up again and unlock some potential that it's been lacking. With more foe variety and improved combat dynamics, Ryse: Son of Rome would have risen (no pun intended) to a gem status within the gaming community.

    https://psteamproxy.yuanyoumao.com/app/682990/Drug_Dealer_Simulator/
  • I bought this one for a steep discount. I was still a bit in the sim mood, so it was out of curiosity that I went for the rags-to-riches sim game where the player gets in the shoes of a drug dealer that has ways to build his own drug empire. The gameplay loop starts out as: Order drug supplies, prepare the packages, deliver to customers, avoid the cops, upgrade and expand your territory. There are plentiful features that add some depth to the gameplay, although it's quite janky and will require patience with a grind routine to further the drug dealer career. After 2 hours, I feel I am not engaged enough to spend my time grinding to unlock new territories and new sorts of 'products' with a dash of character unraveling. Beyond that, it's not such a shabby sample I got offered.

    https://psteamproxy.yuanyoumao.com/app/601530/Darkarta_A_Broken_Hearts_Quest_Collectors_Edition/
  • This hidden object adventure charms with cultural depth and creativity, even if its polish doesn’t fully shine through.

    Developed by Tuttifrutti Interactive—a proudly awarded Indian indie team with a diverse crew—this game puts you in the shoes of a mother, who goes out of her way in a fantasy-ridden rescue mission for her daughter. The narrative begins with a kidnapping during a vacation and slowly unfolds into a richer story with twists, blending hindi folklores with light emotional weight.

    As a Hidden Object Adventure (HOG), it offers more than just scavenger hunts. The game mixes traditional item searches with inventive puzzles and interactive object sequences, keeping gameplay brisk and varied. While some mechanics feel familiar, the clever design choices keep the challenge engaging throughout.

    Visuals aim for a semi-realistic style, and while the character depiction can dip into uncanny valley territory (which may turn away some gamers), the overall art direction is solid. Even though I am personally not familiar with the HOG standards, I believe a higher-res remaster could elevate it further for the gaming market and community. Voice acting ranges from decent to slightly awkward, but the subdued soundtrack and ambient effects help build an immersive mood in its genre style. Replay rewards encourage speed and self-reliance, like achievements for solving puzzles without assistance or doing it fast enough.

    Tuttifrutti Interactive is a fresh indie dev team with only Darkarta to boot (with an elaborate description and numerous accolades to go for), so I approached with a slight scepticism and tried the demo. I am happy that my doubts were proven wrong, as they gifted me their game to play through and see for what it is. News are that they have a sequel at work, so I hope that their reputation and ambitions allow for even bolder future releases.

    https://psteamproxy.yuanyoumao.com/app/1206060/Happy_Game/
  • Amanita Design, the dev team behind games like Machinarium and Chuchel, delivers another creative snack for us to satiate with. Happy Game can be described as a psychedelic horror, feedbacking our progress through a play of figures in disturbing, trippy forms and dreamscapes. The story tells through visuals, much to Amanita's design philosophy, but don't expect clear answers behind the sceneries. I don't think a 3-hour playthrough justifies its full price but the sale price makes a trip down a joyish nightmare if you're looking for that kind of fix.

    https://psteamproxy.yuanyoumao.com/app/582010/Monster_Hunter_World/
  • I guess epic hunting simulation ain't my cup of tea.

    I had this one gather dust in the library until my close circle of friends decided to tackle this, so... It finally came down to see what made this game (and the franchise) stand on its own in the video game community.

    The game trumps on the David & Goliat-esque concept, the selling point being to hunt large monsters and craft new equipments out of loots as a means to level your character up stats-wise. Battles outcome depends primarily on the sum of your weapon choice (and it's respective moveset), the enemy's behavior and how well you adapt. There’s a Souls-like rhythm to combat that rewards patience and mastery—fight, slay, loot, craft, repeat for a higher tier. I get that the MH community are hooked on it enough to praise the franchise's concept.

    But for me? The payoff felt underwhelming. Combat is dynamic and engaging, but the constant grind wore thin. The story is barely there, and the characters failed to make an impact. That said, the game world looks fantastic, and there’s depth for those willing to climb the steep mechanical learning curve. Still, I couldn’t shake the feeling that I was just going through the motions.

    If, like me, you're unsure whether the hype matches your taste, sample the gameplay before committing. It might just click—or not.
17
Jev’s Chronolog
Many thanks for reading through this, Ta_taa! It means a lot...
Jevnation's Chronolog - Reflection on the Ancient Era and the backlog Journey
With all the games and scenarios played through and the timeline reaching 0 CE, I’ve decided to mark this point as the end of the first arc of the Chronolog. Whether or not I continue writing about this unique backlog project, this moment feels like a natural milestone—one worth pausing to reflect on.

Since I am getting around with writing within a gaming community, I don't expect much readership or engagement since I approach this as a personal journey, and everyone's backlog journey differs more or less. If you have followed along my posts, you have my thanks!

And as teased back in the first post, here's a complete roadmap for the Chronolog:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3499233165

One amusing realization I’ve had during this journey is how much this chronological backlog resembles a concept album or, a coherent discography. This isn’t just a loose collection of games I’m picking up one by one. It’s an immersive, meta-experience—a structured path through time where each title contributes to a broader narrative. I’m not just gaming for entertainment anymore; I’m also learning—sometimes deeply in my own initiative—about the evolution of human civilization.

And frankly, I’ve come quite a way in terms of historical knowledge.

Before starting the Chronolog, my awareness of ancient history was limited. But now, I find myself more familiar with, for example:

The Greco-Persian and Peloponnesian Wars.
Historical figures like Sargon of Akkad, Pyrrhus of Epirus, and Trajan, thanks to the Return of Rome campaigns.
The political dynamics of the First Triumvirate in Rome.
The intense power plays involving Julius Caesar, Ptolemy XIII, and Cleopatra.

Of course, not all the historical storytelling should be taken at face value. Many of these games blend fact with fiction—especially the more sensationalized ones like Assassin’s Creed or Shadow of Rome. And even Age of Empires, while educational, has its own stylized interpretations. So I take these retellings with a bit grain of salt. But that doesn’t make them any less valuable as gateways into history.

One of the biggest benefits of the Chronolog approach is how it disciplines my gaming habits. With a structured backlog like this, I can predict with confidence which game comes next. This has helped me resist impulsive purchases—especially sequels or newer titles that I know are meant to come later in the timeline. Instead of chasing the hype, I let the Chronolog dictate the pace. When a wishlist game finally gets picked up, it’s not just because it was on sale… it’s because its time had come.

This concludes the Ancient Era. Whether you’re reading this as a fellow backlog adventurer, a history buff, or just a curious gamer—thank you once again for taking this journey with me.

Until the next era...
Chronolog: The Ancient Era, Part 4 - Battles For Greece
Interestingly, I took a bit of a detour with this one.

https://img-grouvee-com.b-cdn.net/upload/cache/eb/8c/eb8c168b312a0c2e59421612ed800245.jpg

Originally, I planned to play Assassin’s Creed: Odyssey in its proper timeline spot—around the 5th century BCE—but I ended up postponing it until after finishing Origins. That’s because Age of Empires II: Definitive Edition had just announced its most ambitious single-player DLC to date: Chronicles – Battle for Greece, which covered many of the same historical events as Odyssey, especially the Peloponnesian War. To make the most of the Assassin's Creed plotline, I decided to jump backward in time after Origins and approach Greece once again, in both Odyssey and Battle for Greece.

Worth it? I definitely think so.

Battle for Greece, the first entry in the AoE Chronicles series, covers some background and what leads into the conflicts in and around Classical Greece. The campaign lets you experience the unfolding of history through the eyes of different civilizations—the Persian Achaemenid Empire, Athens, and Sparta—each seen through the lives and decisions of pivotal historical figures like Darius I, Themistocles, Perikles, and Brasidas.

https://static.wikia.nocookie.net/ageofempires/images/1/1e/Ostracism_CBfG.png

AoE’s scenario design gives structure to this complex era, while Assassin’s Creed: Odyssey brings it to life in three dimensions. Much like Origins, Odyssey offered a ground-level (and sea-level) perspective—letting me run over the streets of Athens, climb the mountains of Sparta, and sail across the Aegean Sea. Even though the Assassin’s Creed version of events takes plenty of creative liberties, it still gave me an immersive sense of what Ancient Greece might have felt like.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3494186973

Both games overlap not only in their depiction of the Peloponnesian War, but also in their treatment of earlier events like the Greco-Persian conflicts. It was fascinating to compare how each game handles major figures and plot points. While AoE gives you the strategy and broad strokes, AC delivers the personalities, ideologies, and ground-level drama + action.

Together, they form a compelling, if fictionalized, picture of a civilization torn by internal and external struggles—one that laid much of the philosophical, cultural, and military groundwork for Western history.

And that wraps up the last of the Ancient era journey through the video games. Final reflection will follow!

https://psteamproxy.yuanyoumao.com/app/812140/Assassins_Creed_Odyssey/
https://psteamproxy.yuanyoumao.com/app/2805520/Age_of_Empires_II_DE__Chronicles_Battle_for_Greece/
The Chronolog: The Ancient Era, Part 3b - Rome and Egypt

Through sharp military strategy and a knack for adapting the technologies and tactics of other civilizations, the Roman Republic positioned itself as a rising power in Europe—setting the stage for Western dominance in the centuries to come.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3494182971

Rome’s legacy gets plenty of screen time across various games, but it was Julius Caesar’s campaigns—as portrayed in both Empire Earth and Age of Empires—that laid the groundwork for the final stretch of the Chronolog before the dawn of the Common Era. These games track key turning points in Roman expansion, blending real events with classic RTS gameplay.

And then came a deeper, more immersive experience with Assassin’s Creed: Origins.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3494183731

What Origins did best was not just gameplay or story—it was the reconstruction of ancient Egypt under Roman influence. Walking through cities like Alexandria and Memphis, witnessing the political drama in Egypt unfold within the context of Assassin's Creed's overarching narrative—there’s a sense of “phantom familiarity” that makes the world feel alive.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3494183102

That said, while Origins is steeped in real historical names and locations, it’s also drenched in speculative fiction and mythological fantasy. From a historical education standpoint, it’s better viewed as inspired by history, rather than a trustworthy retelling. But when it comes to capturing the vibe, the culture, and the setting, few games do it better (especially with the game's Discovery Mode to boot).

Continuing from Caesar’s fate, we shift into the lesser-known yet compelling Shadow of Rome on PS2. This title offers a dramatic retelling of events following Caesar’s assassination, focusing on Octavianus (later known as Caesar Augustus) as he rises to power. The game, although heavily fictionalized, adds flavor to the historical narrative by blending stealth, arena combat, and political drama.

Back in Age of Empires, this period ends with Rome’s triumph over Antonius and Cleopatra, closing the curtain on the Roman Republic and ushering in the Empire. With that, the timeline of the Chronolog edges toward a massive cultural shift.

There is still one more entry to cover before closing off the Ancient era period and, for that, I'll have to jump back in time a bit...

https://psteamproxy.yuanyoumao.com/app/582160/Assassins_Creed_Origins/
Chronolog: The Ancient Era, Part 3a - Old World
Roadmap pt. 3[img-grouvee-com.b-cdn.net]

If there's one game franchise that truly shaped the concept of the Chronolog, it's Age of Empires. The way it brings historical conflicts, civilizations, and leaders to life through real-time strategy is something that’s stuck with me ever since childhood.

It all begins with Egypt—the perfect introductory civilization. In Age of Empires (the original), Egypt’s campaign served as both a tutorial and a deep dive into one of the earliest organized societies, stretching from ~8000 to 2500 BC. I progressed through it smoothly, taking my time to read every historical briefing that accompanied each scenario. It felt like watching the human story unfold—not just in terms of warfare, but also through the gradual introduction of farming, trade, and military innovation.

Even after all these years, I still find joy in watching civilizations evolve over time in AoE. And for the sake of Chronolog, I’ve made a point to collect every official campaign released—even when they revisit old material in new ways.

A great example is Age of Empires II: Definitive Edition and its “Return of Rome” DLC, which brought the original AoE campaigns into the AoE2 engine while adding entirely new content from the ancient period—like Sargon of Akkad, a powerful ruler of the Akkadian Empire. This campaign raises the difficulty a notch and might be tough for newcomers. My advice? Stick with Egypt until you’ve nailed the basics, then move back on to these heavier hitters.

As I moved through the scenarios, I bounced between Greece, Hittite, and Babylon, which provided a fresh sense of variety while showcasing parallel cultural developments. Each civilization added its own flavor to the bigger picture of human progress.

Obviously though, AoE wasn’t the only RTS helping to fill out the ancient world.

Games like Empire Earth and Emperor: Rise of the Middle Kingdom also found a place in my Chronolog—though their roles were more temporary. In Empire Earth, I played through the Phoenician tutorial levels and a bit of the Greek content. I like the fact that the scenarios themselves were designed to resemble real-world maps—adding a nice educational touch. Unfortunately, the game's dated mechanics and technical instability held me back from wanting to finish it. Instead, I now rely on YouTube playthroughs for the rest.

With Emperor: Rise of the Middle Kingdom, I made it through the Xia Dynasty tutorial. The game had its charm, but the slow build-up and micromanagement bogged down the pacing. In the end, I chose to follow the campaign’s story through mission briefings online to keep my Chronolog moving forward.

Back on Age of Empires, speaking of skipping ahead, I must admit that not every mission was completed “organically.” The harder scenarios made my habit of checking community guides or dusting off old cheat codes (yes, photon man still echoes in the back of my mind).

Still, the experience has been fulfilling. From the Rise of Rome expansion campaigns (including Pyrrhus of Epirus in 2nd game's Return of Rome) to legendary figures like Alexander the Great in Empire Earth (and hopefully soon in AoE’s upcoming entries), this stretch of the Chronolog has been nothing short of epic.

The countdown to 0 CE continues, and so does the evolution of civilizations. The next post will cover games that are putting a closer focus within a few civilizations.

https://psteamproxy.yuanyoumao.com/app/1017900/Age_of_Empires_Definitive_Edition/
https://psteamproxy.yuanyoumao.com/app/2141580/Age_of_Empires_II_Definitive_Edition__Return_of_Rome/
Chronolog: The Ancient Era, part 2 – The Stone Age
Roadmap pt. 2[img-grouvee-com.b-cdn.net]
After spending millions of years evolving both physically and mentally, humanity finally began to leave a lasting imprint on the world. Enter Homo Sapiens, standing on the edge of the Stone Age—around 10,000 BC.

This is where the Chronolog leads to the next step, and the first fully human-centered game on the list appears.

In Far Cry Primal, we see early humans shifting from loose groups into organized tribes. Survival is still central, but it’s now coupled with cooperation and early culture. The in-game crafting system (lightweight, but effective) lets you shape basic tools and weapons—spears, arrows, clubs, wasp bombs (some gaming creativity had to be had), to name a few examples. It captures the essence of how humans started to gain dominance over nature, while also being at each other's throats for the dominance itself.

Beyond conflicts and survival, Primal also dips into the cultural evolution of early humans. The game introduces spiritual elements—rituals, idols, sacrificial rites—all hinting at the beginnings of religion and belief systems. While loosely grounded in anthropology, this is also where the Chronolog takes its first step into the mythical.

Because while Ancestors was a more grounded depiction of early hominid life, Far Cry: Primal marks the point where historical fiction and fantasy begin to blur. And honestly, that’s something you’ll see a lot more of as this journey through time continues.

The line between fact and fiction isn’t always clean—but that’s part of what makes gaming such a unique way to explore history.

https://psteamproxy.yuanyoumao.com/app/371660/Far_Cry_Primal/
The (2) folks have spoken; within the next week, I will post bit by bit reflecting on the backlog journey through the Ancient history, mainly before the Common Era. After the ancient era is wrapped up, I'll post the first roadmap for the backlog gaming, as teased here[img-grouvee-com.b-cdn.net].

But why this? Honestly, I am more passionate as a backlog gamer than I am as a writer, yet I want to leave some reflection on the gaming hobby for some lasting meaning. I appreciate any feedback of yours if it helps improve the future output overall.



The “Ancient” Era part 1 – Where It All Begins
Roadmap pt 1[img-grouvee-com.b-cdn.net]
This game doesn’t kick off with kings or pyramids—it starts millions of years ago, with your early hominid ancestors clawing their way up the evolutionary ladder. In Ancestors: The Humankind Odyssey, you don’t just play a character—you play a species evolving. You begin walking on all fours, slowly unlocking - strain by strain - the ability to stand, grip items with more control, and use tools. Every action, every bit of trial and error, contributes to the next evolutionary step.

Eventually, your clan becomes Homo Sapiens, capable of doing things we now take for granted. It’s a fascinating look at our roots, told through interactive gameplay.

That said, as a backlog gamer, I have to be picky about time investment. Ancestors is immersive, but it also demands patience and repetition. The grind starts to outweigh the novelty, and at some point, I had to ask: is this fun enough to finish?

For me, it was a partial check-off. I made it through a big chunk of the game, appreciated the evolution arc, and then watched the final sequences on YouTube.

https://psteamproxy.yuanyoumao.com/app/536270/Ancestors_The_Humankind_Odyssey/
164
Jevnation's Personal Back(b)log
More reviews to add on after the 2nd previous post... This has been quite a review backlog...!

  • American McGee's Alice - I came upon Alice: Madness Returns before I even heard that there was this prequel that existed before that. My gf (who I'll refer to as Fox henceforth) wanted to play through this childhood gem, so imagine the convenience(?) that it's available as an abandonware and there's an HD mod to complement for today's standards.

    American McGee and his team made their own interpretation to follow up the story classic we all know of, where after a horrible fire incident, our eponymous heroine is brought into an asylum for mental treatment. The new adventure starts with her return to the Wonderland, which has been twisted into its state of disarray, where she's tasked to restore it in order to find a cure for her mental illness.

    Alice's trip through the Wonderland is guided (and sometimes hindered) by familiar characters and she takes upon lore-related quests to make her way through the deranged dreamscape. The dialogues are sparse and focused on moving the plot along yet it is delivered in an illustrious way, including metaphors and food for thoughts (for a lack of better terms).

    3D platforming and fighting were the main bulk of the challenge, left for you to manuever and figure out your fighting technique to overcome the deadly obstacles. The arsenal you discover bit by bit is wide and varies in functionality and power. The enemies grow formidable the further you go on, but the fun lies in your growing arsenal as well. My nitpick lies in the user interface with weapon selection, which is a bit redundant to go between your belongings. (I played with a game controller)

    American McGee's Alice would have earned a higher grade if the later levels got its fat trimmed down, as I find sections like water puzzles and clockworks an overkill in addition (as much as I commend the accomplished design in the latter). While it hasn't aged particularly well in game design, it still stands decently well in its engaging writing, the grim style applied, level variety and the weapon arsenal. I will see to the continuation through in the sequel Madness Returns along with Fox when she is ready for new challenges. :summer2019hare:

    https://psteamproxy.yuanyoumao.com/app/2318070/Little_Big_Adventure__Twinsens_Quest/
  • Having waited for news for over 23 years, it tells by itself that I have been a loyal fan of the Little Big Adventure franchise since childhood. Over time, glimpses of endearment appear as the original creators revisit their old works from the 90's and flicker out (even as remasters came out). But as much as I accepted that this is all there was that the Adeline Software crew had to deliver, I still remained hopeful...

    Then, news broke out that a dev team joined up with the core creators to carry on the Twinsunian torch for real. The fanbase had hopes that we would finally see a long-awaited sequel that has been rumoured ever since. Well, the thing is... They made a mutual decision to do remakes on the two existing games; more like, modernized indie-style games.

    The first impression was made with the art style, which can be considered divisive for its indie style by warm pastel visuals. The graphic render is a solid improvement and makes the world of Twinsun even prettier. The game's world system allows it to seamlessly stitch together sections into larger regions and areas, most notably in the outdoor environment. This feature helps the world look livelier with the NPC's doing their little routines in cohesive connections.

    The overhauled combat swaps the old stance‑swapping clunk for snappier real‑time strikes and dodges, making scraps with clones and adversaries feel fresher. It's not without moments where combat needs smoother manuevering, especially when fighting ranged enemies in a tight spot (but at least more forgiving than the original). The inventory system feels clunky which, despite the added categorization,

    Building upon the faithful remake path, Twinsen's Quest gets its save-the-world concept an added depth by adding onto existing and introducing new character roles. Twinsen's personal development has been touched up by introducing him as a civilian type, being compliant (Funfrock's) authority to avoid trouble for him, his girlfriend Zoé and his little sister Luna. Yes, he now has a headstrong little sister, whose abduction by government turns to a driving force for Twinsen's opposition to being a pushover and follow a guardian role that was passed down the family tree (the mention of the ancestor Hégésippe is a neat touch, having appeared in an old fan prequel project). Zoé's ideology is highlighted in the remake as well and takes a different role in the plot's development, too. Such alteration rears some divided opinions among the older fans but I find there's more depth in the character cast found in the remake, under director Fred Raynal's supervision. (I find the vocal DEI accusations hyperbole)

    Overall, this remake captures the heart of LittleBigAdventure while modernizing enough to lure newcomers. Story remains intact, yet subtle role tweaks freshen familiar moments. The minor flaws in combat remain and the UI could be re-optimized better, yet the remake holds the same quirky charm true to the old games. And what better treat than hearing Philippe Vachey’s old whimsical score breathing new life again. :lunalba:

    https://psteamproxy.yuanyoumao.com/app/3340810/Hero_of_the_Kingdom_The_Lost_Tales_3/
  • Continuation of The Lost Tales spin-off saga, highlighting another character as the main protagonist. I replayed the previous parts to refresh my memory on games' overarching connections and plot. The simple yet unique point n' click adventure/rpg hybrid carries out the same formula that the series is built upon, yet it's always fresh to make progress and explore new areas to solve. It could have made better off with less backtracking for buying items to fulfill quests needed, but the good factors outweigh the bad ones. Worth getting for those who liked the previous parts, which each take 3-4 hours in average to finish. :thewarrior:

    https://psteamproxy.yuanyoumao.com/app/711660/CHUCHEL/
  • A fun 2 hour treat for an interactive cherry chase. Totally whimsical, unpredictable array of puzzles and an abundance of creative showcase, if you've ever enjoyed progress and setbacks in likes of Scrat from Ice Age. Beware of the dense rain of dopamine in this one! :orangeoctopus:

    https://psteamproxy.yuanyoumao.com/app/1509650/I_Am_Jesus_Christ_Prologue/
  • Next in the simulator series on the Playway platform, some dev has conceived the idea to retell the Bible's story through this format. It's hard to say if the full game will come to light (no pun intended) eventually but it's also hard to look forward to it when the game's optimization leaves a lot to desire.

    What's more, the fact that some chapters are broken up between loading sessions makes it feel less immersive and weirdly directed. The game may have a bearing for education's purpose if done correctly, including fighting Satan and doing remote virus cleansing (no, really)!

    If the full game is made with a tighter narrative and more seamless flow in the story. It's a PlayWay title, after all, so this is to be taken with quite a grain of salt. :barrygib:

    https://psteamproxy.yuanyoumao.com/app/552590/The_Sexy_Brutale/
  • Aside from only seeing the trailer, I went in blindly out of appreciation for games that apply the time-loop concept fundamentally. Due to its fair share of its own gameplay mechanics, I felt it took quite a while for the game to get its momentum going. But when I got to the 'main stage' of the game's premise (a mansion), there's more freedom to discover and see what's mostly going on in the game's 12-hour frame. The Sexy Brutale sets the player in a groundhog day playfield, tasked to stop murders of the guests through observation and exploration. The game gives hints but doesn't give away too much, in order for me to figure out solutions by myself.

    Slow start and janky movement issues aside, it was a decent game for its style, music and time-loop concept, with a grim twist to the story near the end. :TheMarquisPocketWatch:

    https://psteamproxy.yuanyoumao.com/app/837470/Untitled_Goose_Game/
  • Fox (gf) and I picked this up on our agreement to give it a run on co-op mode. We had an easy learning curve but it took us learning to figure out and coordinate our birds-of-a-feather shenanigans in an idyllic neighborhood, which the game manages to make lively enough to interact with.

    The result was over 3 hours of improvisations, trials-and-errors and high-fives at hard task accomplishments. No story here, it makes as much as sense we try to make out of geese in general; the satisfying point comes in watching the human npc reactions to our disaster attempts.

    The game's intuitiveness has its fluctuating moments and left me stumped for just a couple of times. The game rides on the silliness as a selling point, and that's a fine break to take (especially if done with a friend, optionally). :notleft:
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