Happy about: Everspace 2 (with DLCs)

Since I’m not a fan of roguelite or roguelike games, I did miss Everspace when it was originally released. It was a curious combination of action RPG, space sim (or more space shooter) with the FTL: Faster Than Light inspired structure, where you were jumping between different procedurally generated locations, while being chased by a powerful foe. It did have a story, but the main draw of the game was specifically in that die and repeat nature of the genre and the fact that the space dogfights were quite fun. And then in 2023 the developers released the sequel Everspace 2 (although it was in Early Access for a few years), and with this game they’ve changed a lot in the direction that got me interested. Instead of a purely roguelite structure, a proper handmade world with interesting exploration, story, quests and all of the cool stuff I tend to like, while still keeping the fun space battles intact. Knowing that the game will get updates and DLCs, I decided to postpone my own playthrough and now, when the game is, as developers claim, in the more or less completely final state, I’ve decided to finally give it a go. And while it is quite a bit messy, I enjoyed playing it a lot.

Read more“Happy about: Everspace 2 (with DLCs)”

Few notes on: Videogame music 2025

It’s that time of the year – the time to praise some really really good music in videogames. Music that you remember after playing it. Music that you want to buy and listen to outside of the game. The previous year (or just recent releases that I’ve finally got to play since the last year retrospective) has been quite exciting for music, with some new and unexpected wonderful soundtracks. But, as it often happens a bulk of this list is going to consist of older titles that got re-released or had all of their DLCs added last year.

The only game in the list this time that I didn’t review, and maybe never properly would because of what type of the game it is, is Megabonk. I did play it a fair bit and enjoy it, but it’s just not quite the game you complete and review and it also gets constantly updated, so… But I liked it and the soundtrack is very good, so it’s in this list. And as for honourable mentions, I will call out Assassin’s Creed Mirage, which has the music that is almost something you want to listen outside of the game, but it doesn’t quite go there fully. And also World of Goo 2, which is great, but also – it’s just the music for the original game in new arrangements, which aren’t necessarily better, just different. Another important notice is that while I really liked the OFF remastered soundtrack, it is not available anywhere, but the original game soundtrack is still free.

Either way, I’m leaving you with this list and hope you enjoy this music as much as I did.

Read more“Few notes on: Videogame music 2025”

Revisiting Assassin’s Creed Mirage with The Valley of Memory update

A year and a half ago I’ve enjoyed playing through Assassin’s Creed Mirage. It was a nice attempt by Ubisoft to remember what made the series what it was in the first place and while flawed, the attempt was a success and the game was easily among the best entries in the franchise. Heck, if you remember that the series are supposed to be a story-driven action stealth game in the urban environment, this might’ve been the best implementation of the idea yet, mechanically anyway.

And then, out of the blue, the studio has announced a free story expansion for the title called The Valley of Memory, that eventually released a few months ago. I wasn’t planning on revisiting the game so soon, if I’m honest, but I was in the middle of trying to force myself play through Assassin’s Creed Shadows, so I wanted to remind myself why do I even like these games. So I quickly played a few minutes of almost each title to remind myself of how they were, which culminated with me completing The Valley of Memory. Which renewed my opinion that Mirage is among the best entries. And that Assassin’s Creed really needs to figure out its own identity.

Read more“Revisiting Assassin’s Creed Mirage with The Valley of Memory update”

In love with: Clair Obscur: Expedition 33

So, I’m not the biggest fan of turn based RPGs, as I always say when I’m about to talk about one. Neither am I that huge of a “jRPG” fan. I’ve played all of the numbered Final Fantasy games and like most of them, Chrono Trigger is among my favorite games, Parasite Eve is fantastic and all that, don’t get me wrong. But back when the whole PS2 era of Japanese Role Playing Games was happening with dozens of games coming out, I have played almost none of them. Why am I talking about it? Well, Clair Obscur: Expedition 33 is a huge love letter to that whole era of RPGs.

Read more“In love with: Clair Obscur: Expedition 33”

In love with: Look Outside

Look Outside is a very unusual type of game. Horror theme in roleplaying games is quite common and some of the most famous examples of the genre and its many subgenres are horror themed. But going beyond just the theme, building mechanics to evoke fear and tension? That’s far less typical. Think of Sweet Home, a Capcom action adventure RPG that is also often considered to be the very first survival horror. A game that is far more of an action adventure than an RPG, basically. Not many games attempt that. From Software experimented with it a bit. There’s the Shadow Hearts precursor Koudelka, of course. Parasite Eve 1 and especially 2. Recently, there has been a resurgence of these types of games, often built with RPG Maker. But they often focus on things that are either too action adventure and barely RPG at all, or vice versa. And those that do focus on being role-playing games often take their main inspiration from titles like Lisa: The Painful or Fear & Hunger, focusing on delivering the brutally hard difficulty, rather than some fun experience.

Now, Look Outside isn’t easy either and I could see influences of Lisa or Fear & Hunger in it. In fact I have played the game on the easier difficulty after attempting to complete it on the normal one first, but I’ll delve into it later. But that’s not the focus nor the selling point of the game. Instead, this game brings the experience that a lot of immersive sims and open world RPGs strive to have – building a personal story in a strange world. And it does it with a lot of style, variety, surreal creativity and fantastic tunes.

Read more“In love with: Look Outside”

Happy about: CULTIC (both chapters)

I am very happy about the rebirth of classic FPS popularity. That said, not many games that attempt to recapture the simplicity and excitement of that pre-Quake/Quake era of titles end up being worth playing. To the point, where I sometimes start to wonder – with how few actual classics there were that passed the test of time and are still beloved, perhaps the “dungeon crawling with guns” approach to FPS is too limiting?.. But then countless imaginative WADs for Doom appear and I come around something like Cultic and my doubts dissipate – no, there’s still a lot of fun and creative stuff that can be done withing the classic limitations. And while I didn’t love Cultic as much as many people seem to, especially the recently released closing Chapter Two, this is a really cool FPS.

Read more“Happy about: CULTIC (both chapters)”

O tempora: Sweet Home

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

I’ve talked about movie tie-in titles that became instrumental in shaping the future of gaming when I was exploring The Chronicles of Riddick: Escape from Butcher Bay. But this time, we are going even further back in time to 1989, to a horror themed action adventure turn based party based RPG Sweet Home, developed by Capcom as a tie-in to the movie of the same name. It was released on Famicom exclusively in Japan and has never been officially localized or re-released. Yet, this game and its unique blend of game mechanics are incredibly unique and have never been recreated to this day. And it is also the reason Resident Evil exists.

Read more“O tempora: Sweet Home”

In love with: Sword of the Sea

Journey by thatgamecompany has been rightfully considered a classic for over a decade now, a perfect culmination of ideas the team has played with up until that point. But when several team members left and created their own studio Giant Squid, their first project Abzû was highly liked, but never reached the same cult status. Which is a real shame, because it is one of the most beautiful and medidative games I’ve ever played with really fun movement. A few years later, the team followed it up with The Pathless, another game with really cool movement, but that one I did not finish. It felt like a very odd mix of open world-ish design with the meditative pace of Abzû (that had linear levels), so the end result to me felt very boring. Several years later still, the team decided to mix the best ideas they’ve had in all projects since Journey into Sword of the Sea and it’s really fun.

Read more“In love with: Sword of the Sea”

In love with: Tokyo Xtreme Racer (2025)

It’s very odd to attempt to review a game like Tokyo Xtreme Racer, released in 2025 after a year in early access, as it feels both too simple and too complicated to explain in modern day game market. Because, it’s a game about street racing, where you battle other cars on a section of the Shuto Expressway to see who’s fastest and… that’s really it. The mechanics are simple and they don’t really change across the entirety of the game that can easily take over 20 hours or more. The rule of the “battles” are also dead simple. And most of it has not been changed drastically, it seems, since the original Shutokō Battle on Dreamcast came out in 1999 that was localized in United States as Tokyo Xtreme Racer. In a way, it’s a game from a bygone era. And yet, that’s the best thing possible.

Read more“In love with: Tokyo Xtreme Racer (2025)”

Happy about: The Rise of the Golden Idol (with DLCs)

A few years ago The Case of the Golden Idol really impressed me. It was a solid investigation game that drew a lot of ideas from Return of the Obra Dinn, where the gameplay revolved around investigating a scene frozen in time to get certain key words, and then putting those key words in specific forms to explain what happened. It had a unique visual style, really fun plot that gradually revealed itself through your investigations and even the later DLCs were a great addition to the game, providing a solid prequel to the invents in the main game.

But the developers decided to go even further and develop a sequel and then also plan a year worth of DLCs for it. Which is the main reason I have not reviewed the game up until now – I don’t like playing “unfinished” story-heavy games. But now that it is finished, I have to say that the sequel is considerably less fun than the original game, but is still really good.

Read more“Happy about: The Rise of the Golden Idol (with DLCs)”