Reading negative user reviews on metacritic for FTL is a blast
https://www.metacritic.com/game/pc/ftl-faster-than-light/user-reviews?sort-by=most-helpful&num_items=100&dist=negative I sometimes look up negative reviews for games/books/movies I like. I find it amusing that media I enjoy thoroughly can be despised by other people (of course with my nose in the air due to their obvious lack of good taste...). I thought I'd share some of FTL's negative user reviews, hopefully you'll find it as entertaining as I did. Each and every negative user review of FTL boils down to: it's not my fault that I lost, the game's unfair. This had me chuckling after reading that 90-something no-pause-hard-winstreak achievement that was recently posted here. Ctrl+F:ing "Luck", "Random" and "Frustr*" got a lot of hit, by the way. Some excerpts: "[...]your chances of winning a particular run are controlled very minimally by you. All you do is steer the ship and click on parts of enemy ships." "The game's set up is completely randomized, so much so to the point that it's completely unfair. It's quite possible to start a brand new game and die in a matter of moves, not because you are being stupid, not because you are a bad gamer, but simply because that's how the game generated." "This game sucks. Basically it's all about luck, no strategy nor skill is involved. Even on sale spare you this pain and use your money for something else... Anything else would be better, thrust [sic] me." "FTL can be perfectly summed up in two terms: Luck and RNG. That's it. 95% of this game is basically out of your control. Events are random. Outcomes are random. Upgrade materials and new items are random. Your weapon shots are random. It is all random. So all you can do is pray to the RNG gods for mercy throughout the game only for the final battle to completely destroy you because it is artificial difficulty in the highest magnitude. All that time wasted." "The single biggest factor in this game is luck. As every encounter is completely random it removes any real sort of skill or challenge from the game, or a sense of achievement to more accurate. When you do 'finish' it you realise it wasn't because you did anything in particular, but because you happened upon the right encounters" "Insanely overrated. Its basically a casino game where you get lucky and get the items you need or you simply dont and there isnt a thing you can do about it. " (Petition to add "Casino game" to Steam game tags please) We're probably not without fault, and I can sympathize -- I sometimes throw my hands in the air and yell "What!" when an early missile hits something it shouldn't hit, but I still find these emotional reviews a blast to read.
SEVERE SPOILERS AHEAD Ready? From 1953, this was Ian Fleming's first book, and it's been slightly overshadowed by later, more over-the-top entries in the series. Certainly Fort Knox isn't robbed and no nuclear warheads are stolen, but the lack of spectacle is more than compensated by the tight, cohesive storyline and deep after-effects of this story. This is basically the 'origin' of Jame Bond as we will know him, the events which break him down and allow him to start over in the direction of his life's work. At the start of CASINO ROYALE, Bond is a 00 agent but apparently hasn't been for too long (we're told he has killed two men in the line of duty) and he's very much filled with his own coolness. Smug and pretentious, doing his job with an exaggerated toughness, Bond is reminiscent of a boy playing cowboy, mentally swaggering into the saloon with his thumbs in his gunbelt. By the end of the novel, he's been thoroughly humbled. His opponents overwhelm him effortlessly, he's rescued not by his own efforts but by the intervention of a SMERSH assassin and the woman he has finally tumbled for is revealed to have been a double agent all along. The morning he finds she has committed suicide to escape the situation (while he was still hoping she would accept his marriage proposal), Bond has had his illusions destroyed and he resolves to start over. Compared to later books, the premise of CASINO ROYALE is relatively low-key. The villain is Le Chiffre, an undercover agent for the Russians who has gotten deeply in debt with their money and hopes to regain it by gambling at the French casino of the title. To prevent this, thereby ruining Le Chiffre and crippling the Communist labor union he heads, the British secret service sends its best gambler to do battle at the table, a man named Bond. Right from the first paragraph, all of Ian Fleming's special characteristics are in evidence, from the journalist's attention to detail to the melodramatic action of the pulp novels. The actual writing style is more straightforward and plainer than it will become, and the frequent use of French seems perhaps a bit much (but then both Fleming and Bond seem to enjoy showing off and being up one up on everyone). The gambling for high stakes (both in terms of money and in the life-or-death consequences for the two men) is described with a passionate intensity that makes it easy to follow, even if you've never heard of baccarat. There's sex and violence, both pretty lurid for 1953. Bond is tortured in a graphic sequence that is still pretty hard to take today, but there are no prolonged shoot-outs or duels. Although he does carry out his mission to take Le Chiffre's money, Bond makes a poor showing in the actual combat. He's saved only when a SMERSH hitman interrupts to execute Le Chiffre. Surprisingly, although the story seems to have reached its logical end, events then proceed to complete Bond's harsh lesson. The woman from his Service who has been sent to assist him, Vesper Lynd, reaches his repressed feelings. Bond has never thought a relationship could last, part of him has always held back, and even as he starts flirting, part of his mind is reflecting on how he will break it off. But he falls hard for Vesper, partly because after his experience, and he's thinking of leaving the service and travelling. He decides to propose to her and then the axe falls. She was in fact working for Russia all along, and torn between her genuine feelings for him and the certainty that SMERSH will come looking for her soon, she takes a bottle of sleeping pills and leaves him a heartbreaking note. Here is where the James Bond of the following books is born. Instead of resigning, he is grimly determined now to work against SMERSH, to do everything he can to smash it. It's the cause he never had in his years of playing secret agent, and the guilt and remorse he feels are channelled into new dedication. It's too bad this book was never made into a serious Bond film. If a new actor replaces Pierce Brosnan, this would be a perfect launching board to reintroduce Bond and explain him. [Heh, you can tell I wrote this a few years ago, can't you?] A few details are worth noting. When our hero meets Felix Leiter (who, like M and Moneypenny, is right there at the beginning of the stories) and gives his name, 007 replies, "Mine's Bond-- James Bond." So that classic phrase is imbedded from the start. And if Bond bought his Bentley in 1933, he has to be in his early forties in this story (unless he purchased a car like that as a teen-ager) It's described as his only personal hobby and in fact Bond has a very limited range of interests, mostly physical. And SMERSH is concerned with disciplining wayward Soviet agents, sort of like the Internal Affairs investigators of police departments. It's not a general espionage unit as it's sometimes depicted and when Bond sets himself to fighting it, he sees it as "the threat behind the spies, the threat that made them spy." Fleming never followed up on this too much, and after FROM RUSSIA WITH LOVE, he downplayed the Russians and introduced the more international SPECTRE. But I would have liked to see more of SMERSH, even a story where Bond defends reluctant Russian moles against a SMERSH assassin. And come to think of it, did Bond ever run into the SMERSH hitman who killed Le Chiffre and (even though he spared 007's life) carved the symbol for 'spy' on the back of the English agent's hand? There's an untold story there.
Artist:Joji Album:Nectar Label: 88Rising Release Date: September 25, 2020 Listen: Spotify Apple Music YouTube Music Deezer Soundcloud Background Not many artists have had a come-up as interesting and eccentric as George Kusunoki Miller, a former YouTube comedian/edgelord turned moody R&B singer. George first got his taste of internet fame as FilthyFrank, a character he described as everything a person should not be, he played the notorious persona on YouTube for over 6 years and eventually had to retire it due to him losing passion for it and suffering from stress induced seizures, which playing the character often caused. Throughout his time as FilthyFrank however he began experimenting with music, mostly of the satirical kind at the start, his first tracks were under the FilthyFrank persona, the first one being Who's The Sucker, a dumb track where he somehow manages to rhyme "nicer" with "vagina", go figure. A few years later, alongside the satirical rap, Joji began to make what he would consider as serious music, and this is where the timeline gets a bit messy, as he put out multiple tracks under multiple different aliases and the lines got blurred pretty fast, so I won't focus on aliases too much, but rather on the music he put out, around this era he released the therapeutical Medicine, the slow and melancholy We Fall Again, and Dumplings, which was Joji's best attempt at a trap banger. In 2015, he birthed the Joji alias, released two singles on Soundcloud under that name, and announced a project called Chloe Burbank Vol. 1, the project was later scrapped and is probably sitting on Joji's hard drive, unfinished, however, the two singles he put out, thom and you suck charlie, were the tracks that put him in the spotlight, not to mention that to this day, there are some of his fans that believe these 2 tracks are his best and will not be topped, but that's a discussion for another day. Following the overwhelmingly positive reception, Joji began to put out more tracks and singles, both under the aforementioned alias and Pink Guy, which was a character that blossomed into a satirical rap project, but I won't be covering that too much, and will focus on what he did as Joji instead, most tracks Joji put out were met with positive reception, some of the tracks, such as worldstar money, ended up on his debut EP as well. Sometime around early 2016, Joji ended up signing with 88rising, a label focused on building the bridge between east and west, he explained in an interview that he was initially a consultant for the duo behind the record label, however, once the duo noticed his music and how well it was received, they asked him to jump on board and he instantly took the chance, getting signed alongside the likes of Rich Brian and Higher Brothers. The label immediately undertook Joji and began distributing his catalog on their YouTube channel and helped him release more music, which was a couple of singles in the earlier half of 2017, and his debut EP in the latter half, the EP, known as "In Tongues", was met with mixed reception from fans and critics alike, with some describing it as his most concise body of work so far that is oozing potential, and others describing it as a bleak project that fails to set Joji apart from the sea of artists on the same wavelength as himself. Following the release of the EP, Joji began working on his debut album, known as BALLADS 1, the album's first single, YEAH RIGHT, was released on the 8th of May, the track was first believed to be a standalone loosie as it was released 5 months before the album itself, however it ended up being on the album and was confirmed as the one of the singles alongside SLOW DANCING IN THE DARK, CAN'T GET OVER YOU, which features a production credit from non other than Clams Casino, and TEST DRIVE. The album was well received, and was praised for containing a wider variety of sounds than its predecessor, it felt like a natural progression for Joji's sound and was a step forward towards a more mainstream approach whilst not sacrificing any of the rawness that Joji's older stuff had, which seemed to be what most fans were expecting from him. Moving forward Joji stayed mostly silent throughout 2019, appearing on the second 88Rising collaboration album, which was negatively received due to it's lack of creativity and sub-par performances from most label signees, he also appeared on Rich Brian's sophomore album, The Sailor, and released which is now known to be as the first single from Nectar, Sanctuary, a synth based poppy track that previewed a vocally improved and more confident version of Joji. What was assumed to be a loosie turned out to be the beginning of an album rollout, as half a year later Joji released Run, setting a new standard for himself both instrumentally and vocally, and a couple of months later he released Gimme Love, a double sided track with a fun, catchy beginning and a melancholy ballad driven ending, the last single, Daylight, was released on the 8th of August, the instrumental was produced by Diplo and the track itself sounded like Joji's attempt to break into the mainstream. Without warning, he also released two tracks that he classified as "NOT SONG", the first being Pretty Boy, which actually ended up on the album with a Lil Yachty feature, and the second being FTC, which sadly did not end up on the album, both tracks had videos and it seemed to me at first that the purpose of both tracks was to serve the lore that Joji has built around the album, which I will be touching up on in this write-up. A day before the album's release, he put out Gimme Cum, an enigmatic track with a mysterious message. Nectar itself was pushed back from it's original July release date due to the pandemic and Black Lives Matter protests, the album however was released on the 25th of September. Album Lore If there's one thing George is no stranger to, it would definitely be worldbuilding, as he has proven time and time again that he has a knack for it, especially with his FilthyFrank YouTube channel, where he managed to create characters, locations, and an entire universe out of a few satirical characters, his lore was adored by many and even though visually he never wrapped up the story he did release a book that served as closure for the FilthyFrank lore. This album's lore is not as straight forward however, and there are multiple theories doing the rounds on the internet, personally I will go by what sounded most convincing to me in terms of timeline and storyline, however do feel free to expand on what I've said or correct me, George has left multiple things left open to interpretation therefore I would not be surprised if there were multiple different meanings to the same thing. Our story begins in the music video for Gimme Love, where we see a young Joji who appears to be a small time engineer that is eager to climb through the ranks of the company he is working for, as he rises however he appears to become more stressed out and agitated at all times, lashing out at his coworkers and breaking down consistently, throughout the music video we can see that the more he progresses, the more roadblocks he runs into, which causes his behavior to become more psychotic and manic, as the shots move forward we see him accept awards, lead his very own research team, run failed experiments on his coworkers that causes them to bleed, and eventually receive military covert status, which did not come without sacrifices, as we see him smile less and less throughout the video. In the second half of the video, we see Joji steal the rocket he helped build by locking out his crew members, and launch himself into space, disappointing everyone he worked with and stabbing them in the back he appears to be quite happy however, eventually his mood flips as he is faced with two choices, engage or eject, the following shot does not allow us to see which one he picked as we are facing his back, all we see is Joji making the choice and gearing up for what's to come. The lines get blurred around this spot and many people have different theories as to which video is the right one chronologically, personally I believe Daylight comes next, and my theory is Joji is having some sort of fever dream featuring his previous coworkers, most notably the older people who went through layers of plastic surgery, who appear in the music video for FTC, where they are seen wearing badges that features the same organization Joji worked for, throughout the video they are seen rummaging through the wreckage caused by Joji, clearly looking for something specific, which ends up being the award Joji won. Back to Daylight, Joji appears to be some sort of intern working for the director and the actors, towards the end of the music video we can see Joji waking up from the aforementioned fever dream, clearly in a daze, as the shot widens we see that he is alone, in a barren wasteland, with nothing around him except for a tent and what appears to be a device used for communication, he plants a few seeds in the soil and sits by the device, hoping for a sign of life. Next comes Run, where we are once again met with Joji having a nightmare, the entire video symbolizes being trapped in a place you don't want to be in, as Joji appears to be in a never ending limousine with people he has no interest in whatsoever, towards the end of the nightmare we actually see Joji running across a massive wasteland, the same wasteland we saw him in at the end of the Daylight music video, throughout the video, we see Joji become consumed by the soil itself, which I would assume is a representation of his fears back then, seeing as he was alone and had little to no hope of being saved whatsoever. Joji wakes up from this nightmare and appears to be in some kind of spaceship, if the videos were released chronologically, we would be completely lost at this point, lucky for us, we already know what the spaceship is, as we see a picture of the Sanctuary crew in the final shots of the Run music video, I'm gonna go out on a limb here and say that the crew is the ones that saved him from death and picked him up from the mess that he placed himself in, hence the name Sanctuary, which means refuge or safety from pursuit, persecution, or other danger The crew itself is seen in action in the music video for Sanctuary, where Joji appears to be fighting and defeating some sort of one-eyed alien supervillain at the start, however, once he is defeated, both Joji and the crew themselves become aimless, as they are living monotonously without a goal, thankfully(???), one of the crew members sees this and decides to take matters into his own hands, by surgically removing his own eye, which portrays his transformation into the new supervillain, and following this up by killing a crewmember and escaping on his own, once again giving the spaceship it's own purpose. Unfortunately the music videos that were put out after the release of the album appear to be too subtle for me to think they are connected in any way, shape or form, there are many theories of course but I can't help but feel like that most of them are a reach. The most plausible explanation for this lore that I can think of is that the whole escaping from earth on his own, landing in a barren wasteland, trying to plant seeds in it, and eventually being picked up by a group(88Rising, wink wink) is a metaphor for his transition from FilthyFrank to Joji, the barren wasteland stands for how hopeless he felt at the time and the seeds symbolize the loosies he was slowly dropping before ditching his channel to become an R&B superstar, which if true, solidifies the idea that George was done with FilthyFrank long before he actually left the channel itself. Regardless, I thought the lore was very enjoyable and it was nice to see Joji back in one of his elements at least, most fans would have been disappointed in me if I had not touched up on it a bit seeing as it was a huge part of the albums release and they are intertwined in some sort of way. Review
When it's lovely I believe in anything What does love mean When the end is rolling in
Ew
It is important for me to preface this review with the fact that this Joji album is not like anything we've ever heard from him before, this is not the one man army, garageband using, sample meshing Joji that we knew in the past, this is Joji with an entire team behind his artistic vision, a whole group of people working with him to help him push his sound to the next level, and unfortunately, while the quality of the music has clearly went up, when so many people have their own input on something eventually the lines get blurred and the album loses its artistic direction and cohesion, which is one of my only complaints with this album, and I'm glad I got it out of the way first. Artistic direction and cohesion aside, this album contains some of Joji's highest highs to date, especially the singles, that's not to say that there aren't some deep cuts on here that shine as well, but once you listen to the album in it's entirety you quickly understand why the singles were chosen as singles, especially when you consider how sonically different they are from the non-singles. Sanctuary, the album's first single, is a sweet, poppy and synthy track that features a high pitched and melodic Joji, some of the track's lyrics are somewhat abstract but they are quite visually descriptive and that's always a plus in my book, the instrumental itself is quite spacey and has a nice retro vibe to it, already a huge step forward from what we've already heard from George, the track's climax reaches towards the end and gives us a beautiful bridge,with Joji crooning about wanting to be held by a significant other.
I fell for your magic, I tasted your skin And though this is tragic, at least I found the end I witnessed your madness, you shed light on my sins And if we share in this sadness, then where have you been?
Run
Run is one of the more cinematic cuts on this album, the track is truly a double edged sword because although it's one of Joji's best, it has set an extremely high standard for both Joji and the album, leaving fans such as myself worried about whether or not he will ever reach a similar high, the production is clean, Joji's vocal lines are as dynamic as ever, the guitar melody is infectious, the lyrics are better than anything Joji has ever written and he is putting his heart and soul into every word, the electric guitar solo at the end is also something worth mentioning, which sits perfectly right in front of Joji's distant and wide vocals, ending the track on a strong note.
Look into your heart and let me know Do things turn black and gray as they go? When I'm far too gone, can you show me love? Give me love
Gimme Love
The lyrics above come from the album's third single, a 2 sided track that starts as a bouncy, percussive, fast paced, and catchy song, with Joji chanting and pleading to be given love, softly singing about being surrounded by apathetic people, after the second chorus the entire song comes to a halt in order to make room for a mellow guitar and Joji's harmonies, which are absolutely stunning if I may add, the track, much like many other tracks on here, ends on a cinematic strong note with a string section and a grandiose piano. The final single, Daylight, is no doubt unexplored territory for Joji, the instrumental, which was produced by Diplo, starts off slow and minimalistic, with a simple yet groovy bassline, and reaches its apex on the chorus, when it suddenly becomes extremely lush, heavy, and thick, the track is most definitely a solid attempt at modern day and mainstream pop music, clearly made with the intention of receiving radio play. All of the singles show up in the first leg of the album, which is absolutely phenomenal, the opener track, Ew, starts off light and easy, with a somber and distant arpeggiated piano backed with Joji's soft vocals, who's singing about heartbreak and the loss of many relationships, sounding as bitter as ever lyrically, the chorus includes a grand string section and a chord progression that is fully panned to the right and sitting all the way behind the mix, and surprise surprise, the track itself ends on a cinematic strong note, much like many of the other tracks on here.
I've got no aim, a million rounds, is nothing real? A hundred pounds of heavy steel, it feels so loud Tied to my chest, it feels so loud I'll take a peek to across the peaks This grass is neat and I'm quite unique But I'd like to be, but I'd like to be
MODUS
Up next comes MODUS, a moody track that has an intro similar to the opener track but later on has Joji melodic rapping to a murky trap instrumental, with Joji of course sounding better than ever, lyrically speaking, many of the themes on this album are similar, Joji is mostly singing about relationships, heartbreak, and the need for a significant other, the lyrics themselves give the album a nocturnal, bitter, hopeless vibe, which is what we've come to expect from Joji's music nowadays. The third track, Tick Tock, is a plucky banger of an instrumental that has Joji rapping over it with pitched up vocals on the chorus which is something that's a little bit reminiscent of his older, more amateur work, the vocal layering on the verse is also something worth mentioning, really showcases Joji's dynamic range and how much he improved as a whole, the track is nothing groundbreaking in terms of what we've heard so far and remains lowkey for the most part but is without a doubt one of my favorites on this project.
On Nectar, one of the yet-to-be-announced tracks was produced when the artist was only sixteen years old. “I’m excited to see if it sticks out or not to the listeners.” he reveals.
Joji Interview with Schön! Magazine.
While not officially announced by Joji himself, it is safe to say that Upgrade is the aforementioned track, a small interlude that seats itself in the earlier part of the album, the track starts with a grandiose piano, which is quite unnecessary if you ask me, because once we have it out of the way all we get is a very obviously barebones instrumental made from a different time, the telltale sign being non other than the ukulele that we have seen in George's earlier work. It upsets me that Joji has not made this fact much more known because this track has been consistently the subject of criticism by critics and fans alike, but at the same time I understand, because at the end of the day George left that track in there for the die hard fans, not the critics. Up until this point there is no doubt that Joji has played it safe, sure the album is much more grand and cinematic than its predecessor, but there's no denying that the signature sound is still there, we still get the hazy and moody slow bangers, if Nectar was only the first half then Joji might have had a strong album in his catalog, maybe even a classic, but I understand him wanting to expand and experiment with other sounds in order to grow as an artist. The midsection gets a little bit tricky, as Joji begins to get out of his comfort zone and the album features start appearing, to me it sounds like Joji did not know how he could keep the listener interested in the second half of this album and decided to opt in for a bunch of features as a quick fix, some work out fine, some better than others.
Handsome young man, never pull up on time Lookin' in the mirror, lookin' good should be a crime, crime All this pain I'll never let show (No) My real thoughts, you'll never know (No)
Lil Yachty on Pretty Boy
I never really listened to Lil Yachty that much aside from the obvious hits he had over the course of his career, but he clearly shined on this track as the feature, for starters, the track is very light-hearted, definitely one of the more lofi tracks on this album, the highlight for me without a doubt is the bridge, which sounds like something straight out of Pink Season, George was clearly having genuine fun with it, some even speculate that most of the bridge was made using samples from his earlier work as Pink Guy. High Hopes, which features Omar Apollo, is one of the more lowkey cuts in here as well, the percussion on the instrumental and the detuned guitar on here remind me of some of Joji's stuff from BALLADS 1, unfortunately however the track doesn't stand out much, at least not as much as Afterthought with BENEE, another track where Joji's melodies and vocals shine through once again, and BENEE's feature definitely adds some character to the track, at least enough to the point where the feature made some sense On Normal People, Joji recruits childhood friend rei brown, in an attempt to capture lightning again after their first collaboration, Once In A While. Unfortunately lightning didn't strike twice here for me and the track felt quite lackluster and uninteresting, especially for such an anticipated track and when compared to their first song, many of the tracks and collaborations on the second part of the album really felt like Joji just trying to recapture the magic of his earlier work, and while some of those attempts did work at the end of the day it does feel like a cheap cop out.
Oh, understand, girl, I'm out of sight To the other side, I don't want no stripes Got my insides loud like motorcycles Girl, don't notice it, I don't notice it
NITROUS
Another example of Joji attempting to recapture magic is NITROUS, which marks Joji's second time collaborating with Clams Casino, the track is very reminiscent of their first track together, both Joji and Clams Casino however killed it, the track's instrumental is very murky and nocturnal, much alike most of the album, but that doesn't stop Joji's delivery, which is very fun-loving and upbeat.
By the way you move, I know you want me to Tell you all the rules, I know I'm searching too Give me all your clues and things to guide me through The end of the world, the end of the world
Mr. Hollywood
Produced by the one and only Kenneth Instrumentals, Mr. Hollywood is one of the more heartfelt and personal tracks on this album, Joji is singing about his evergrowing popularity and how it will never affect what is important for him, which in this case is the girl he's singing about, like many other tracks on this album, you will often hear something that will remind you of Joji's older work, in this case it is the ad-libs on the chorus, which are very reminiscent of his ad-libs on BESIDJU, regardless the song has at least a bit of substance which makes it one of the more commendable tracks. The final run of this album is where Joji flips the script here, there are a few tracks that have questionable artistic decisions, such as Reanimator, with non other than Yves Tumor, the track serves as an instrumental interlude before the final two tracks, however with a feature such as Yves Tumor I honestly expected much more than what we got, and what we got is basically a 3 minute track, with the first minute and a half being nothing than a drone-y, synthy instrumental, and the second half being quite a lackluster performance by Joji and his guest, much like some of the other tracks on the album, it seems like it received a similar treatment, where the track was initially unfinished and still half-baked, and rather than attempting to finish the track they opted for an easy way out, which in this case was making more than half of the track an instrumental and then calling it an interlude just to be safe.
"that weeknd synthpop track sure is doing huge numbers, maybe i should also make a synthpop track as well"
Joji, probably.
I would be down to argue that if Blinding Lights by The Weeknd had not existed, 777 wouldn't have existed either, Joji's constant attempts at breaking into the mainstream and commercializing his sound have always left a bad taste in my mouth as it felt like it came from a place where authenticity is lacking, nevertheless I find it bizarre to make a track that is very similar to one of the most successful tracks of the year and not attempt to push it at all, that's not to say that 777 on it's own is not a good track, however there's no denying that the sound selection on the instrumental, some of the flows, and the chorus itself hold blaring similarities to The Weeknd's track, I understand why he would make such a track however and find it admirable at the very least. Thankfully, the album ends on a strong note, the final two tracks are both beautiful even though they're worlds apart, Like You Do, is a quintessential love ballad from Joji, a stripped down instrumental with beautiful piano chords and a laid back vibe, Joji is singing about his current partner and how what they have might not work out, even though he feels like they're perfect for one another, the closing track, Your Man is a massive change in tempo, with an upbeat, electronic, deep house-esque instrumental, we hear a Joji that is optimistic, which is a nice change of pace, especially considering how bitter most of his albums and projects have been up to date.
Since I met you All the gloomy days just seem to shine a little more brightly Consider what we've got 'Cause I can never take you for granted
Like You Do
Conclusion There's no denying that some tracks on here sound like a bastardized version of Joji's signature sound. Joji is trying his best to commercialize his sound without sacrificing the rawer elements of it, which unfortunately results in a jumble of sounds. This album is not free of criticisms as there are many issues in here that need to be worked on, it's much less cohesive than its predecessor and at times sounds like a bunch of rough ideas put together in order to create the world's most average musical equivalent of a photo collage, but if we were to just set all of that aside and just look at this album for what it is, then there's definitely something in here for everyone. George might have not made a classic, and he certainly hasn't found his sound yet, but this album is an indicator that he's on to something, and once again I am already anxious to hear what he has in store next. Talking Points
What did you think of this album? Is it a good follow-up to BALLADS 1?
Do you think Joji works better alone or when he has a team behind him?
Do you think Joji will yet again set another high standard for himself next project?
What are your predictions for Joji's sound in the future?
Now that he's more keen on having features, who do you think would compliment Joji's sound the most?
But after the ruling, the plaintiffs identified documents - 55 so far - that should have been turned over to them but never were. Last month the court ordered the state to turn over the computers so the plaintiffs could forensically examine them because the judges found "some form of 'fraud, misrepresentation, or misconduct' likely occurred."
"With all due deference to separation of powers, last week the Supreme Court reversed a century of law that I believe will open the floodgates for special interests -- including foreign corporations -- to spend without limit in our elections," Obama told a packed House of Representatives chamber Wednesday night. "I don't think American elections should be bankrolled by America's most powerful interests, or worse, by foreign entities. They should be decided by the American people. And I'd urge Democrats and Republicans to pass a bill that helps to correct some of these problems."
You start out in 1954 by saying, “Nigger, nigger, nigger.” By 1968 you can’t say “nigger”—that hurts you, backfires. So you say stuff like, uh, forced busing, states’ rights, and all that stuff, and you’re getting so abstract. Now, you’re talking about cutting taxes, and all these things you’re talking about are totally economic things and a byproduct of them is, blacks get hurt worse than whites.… “We want to cut this,” is much more abstract than even the busing thing, uh, and a hell of a lot more abstract than “Nigger, nigger.”--Lee Atwater, former RNC Chairman, adviser to Reagan and HW Bush Administrations, close acquaintance to Karl Rove
"With all due deference to separation of powers, last week the Supreme Court reversed a century of law that I believe will open the floodgates for special interests -- including foreign corporations -- to spend without limit in our elections," Obama told a packed House of Representatives chamber Wednesday night. "I don't think American elections should be bankrolled by America's most powerful interests, or worse, by foreign entities. They should be decided by the American people. And I'd urge Democrats and Republicans to pass a bill that helps to correct some of these problems." Alito, part of the court's conservative majority, could be seen apparently frowning and quietly mouthing the words "not true."Via CNN, 2010
Just earlier in the week, Biden's campaign affirmed the candidate's support for the ban, setting off criticism from abortion rights supporters, who called on Biden to reverse his long-held position.
Long before Trump ran for the White House, Justice Kennedy’s son, Justin, worked as an investment banker at Deutsche. Enrich describes how he developed a relationship with Trump, his daughter Ivanka and son-in-law Jared Kushner, helping to finance real-estate deals no other bank would touch because of Trump’s record of failing to pay his debts to lenders, contractors and business partners. ... Justin Kennedy was part of the US branch of Deutsche Bank from 1998 to 2009. Drawn to Trump’s risk-taking and glamour, he became a Trump confidant, sitting with the real estate impresario at the US Open tennis or in Manhattan nightclubs, and chaperoning huge loans to finance Trump’s real estate spending sprees. Kennedy, who ran the bank’s commercial real-estate team, continued to lend to Trump even though Deutsche clients had suffered severe losses when Trump’s casino business collapsed and he declared bankruptcy.
“It may not be good for America, but it’s damn good for CBS,” Leslie Moonves, chairman of CBS, said of the Trump phenomenon in March, according to the Hollywood Reporter.
I must make two honest confessions to you, my Christian and Jewish brothers. First, I must confess that over the past few years I have been gravely disappointed with the white moderate. I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who prefers a negative peace which is the absence of tension to a positive peace which is the presence of justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season." Shallow understanding from people of good will is more frustrating than absolute misunderstanding from people of ill will. Lukewarm acceptance is much more bewildering than outright rejection. "Letter from a Birmingham Jail, MLK Jr."
In the transcript published by the Post, (Kevin) McCarthy speculates that the Russians hacked the Democratic National Committee’s computers and, in the process, discovered whatever opposition-research materials the Democrats had gathered on Trump. “There’s two people I think Putin pays: Rohrabacher and Trump,” (Kevin) McCarthy said, according to Entous, a superb reporter who heard a tape recording of the colloquy. “Swear to God.” In the Post piece, McCarthy’s remark is met with laughter, and Ryan cautions his colleagues, “This is an off the record . . . No leaks! . . . All right?”
How should one go from "I can't even spell CANSLIM" to successful investor? My recommendations for people who are just beginning are:
Of all the investment systems, why are you choosing CANSLIM? One place to get info on different systems is aaii.com. They are one of the unbiased places to get ratings of different systems. I don't think you should choose CANSLIM until you have considered a few systems.
How much time do you have to do this? If you honestly want to earn lots of money by getting hot tips from Reddit or from Twitter, then you would be just as likely to be successful going to a casino with your money and playing the slot machines. That's not REAL INVESTING and we all know it. REAL INVESTING is similar to exercise - you will get out of it what you put into it. No one expects to be in great physical shape for 10 minutes a week. But two hours a week will do nicely for most people. I think investing is similar. Personally, I'm probably doing two hours a week investing. If you honestly don't have the time or the inclination to read and study charts for two hours a week then choose a different system. But just like with exercise - for two hours a week you will be richly rewarded.
Read the books. Highlight them. Re-read them. Competency isn't achieved without effort.
Pay for a subscription to IBD at investors.com. For most of us, the cost is equal two restaurant meals per month. And your payback for this monthly cost - priceless.
Read all the stuff. William O'Neill has been incredibly gracious to teach and train people in the CANSLIM method. All of the info is laid out across their website. Read it. Consume it. Understand it. Then start executing it.
Don't jump in with both feet. Instead, begin by paper trading ONLY. Start with paper trading until you feel comfortable. Avoid using real money until you start to feel like you're a veteran. Probably at least 6 months, and at least 10 trades. I would recommend that you don't start using real money until you understand these basic concepts:
a. What's the IBD fifty? b. What are the major sectors? c. What sectors are doing well and which are not doing well right now? d. What's RSI? How do you read it to predict the future? e. What's an EMA? How do you read them to predict the future? f. Be able to use the IBD website to identify the top 3 sectors, and the top 5 stocks in those sectors. Then be able to pull up these 15 charts. Then on these charts, walk through the last 6 months pointing out bases, cups with handles, gap ups and gap downs. Put up RSI and translate it. And put up EMAs and translate them. g. How many stocks should a CANSLIM portfolio have? h. When should we enter? What are the basic entry points and reasons for CANSLIM stocks? i. When should we exit? What are the basic exit points and reasons for CANSLIM stocks? I think if you are comfortable with these 9 things then you are ready to move from paper trading to trading with real money.
Now take this basic knowledge and create a sustainable process that works for you. It is a process that will allow you to go from nothing to building a large portfolio. Use the IBD resources to create stock lists to research and keep and eye on. When the stocks on your lists hit buy points enter using CANSLIM rules. Then exit using CANSLIM rules. NOTE: exiting well is always more difficult than entering because you have multiple paths you can choose to follow.
At this level, your education doesn't stop. Sit in on IBD workshops. Review the books. Read the IBD website resources. Progress down this lengthy path from amateur to professional. How long it takes depends upon you. Your knowledge, your work ethic, your effort.
I'm sure there are people here who are smarter than me. What would you add to this?
The Pretty Idiot's Guide to Human Space: Rugen (part 1)
The salvo of coilgun shells smashes into the complex of bunkers on the opposite riverbank, sending a spray of charred dirt, sandbags, and timber flying into the air. A sloped bastion caves in, burying the rifle pits at its base. One leg of a watchtower is blasted away and the whole thing sways drunkenly before twisting and collapsing across the trenches, the flagpole on its roof somehow landing upright and leaving the enemy's blue-and-gold standard waving in the debris-laden breeze. The Human artillerymen beside me let out a cheer and jump up and down, slapping each other's outstretched hands. The army of Humans watching from beyond the battery all jump around and cheer, too, their yells loud even compared to a half-dozen high explosive shells. And... so do the Human gunners on the hillside across the river, and the army behind them. They all cheer and applaud. Even though they are, in fact, the enemy whose defenses are getting blasted into pieces the size of a poet's paycheck by the aforementioned coilguns. So... I cheer my lovely green head off right along with them, because things are exploding and stuff is burning and apparently the Humans on this planet just generally approve of that sort of thing. My name is Solontha reValthinna, and I'm the Felra who goes to the places nobody else wants to and learns about them the hard way so you can learn about them the easy way. That's my angle as an author, and that's why I'm the Pretty Idiot. ---- "Solontha, darling, I've got just the destination for your next Pretty Idiot's Guide!" My business agent only sounds that chirpy when she's found some new way to try to get me killed. I'd like to think it's because the more trouble I get into, the better the resulting books turn out. That, or she still hasn't forgiven me for that topless dance I did at the Publishers' Guild dinner party she took me to. In my defense, they provided the liquor. I just happened to drink a lot of it. Also in my defense, my topless dancing is godlike. "Not back to the Tarq Imperium, I hope? They said they'd shoot me if they ever caught me inside their borders again." My agent clucked at me. "They said no such thing. They just heavily implied it. And that was only because you wrote that they were a bunch of pointlessly brutal totalitarian fuckwads." I snorted. "That's right. And it was the 'fuckwad' part that they objected to." "Nobody likes being called a fuckwad, Solontha. Fuckwads least of all. But, no, I'm thinking we send you to write about a Human planet this time." Humans? Interesting... The few I've known, I've mostly liked. Well, I don't hate them, anyway. And they look kind of like us Felra, at least a little bit. If you took a Felra and eliminated everything behind her forelegs -- and kept her from dying from lack of some important organs, obviously -- you would have something that still doesn't look particularly like a Human. So, dye her green skin an earthier color, replace her beautiful tresses of feathery-branching tvan with coarser, single-stranded hair, remove one pair of breasts, and take a digit from each hand. She still doesn't look quite Human. Make her face a bit rounder and flatter, thicken her bone structure, and Congratulations! You've surgically converted a Felra into something that could possibly maybe pass for a Human in really poor lighting. Also, you're a sick fuck for doing such a thing. Point being, Humans are sufficiently similar enough to us that they can be cute, in a goofy bipedal sort of way. And immersing yourself in an alien culture can be more rewarding if you can also immerse yourself in some attractive alien nookie along the way. Any aspiring travel writers who are reading this can consider that a pro-tip from the Pretty Idiot. "So, any particular Human world? Somewhere with casinos, maybe? Or some place run by the Church of Giving Money, Liquor, and Carnal Pleasure to Sexy Alien Visitors?" That last bit caught my agent off-guard. "Is that an actual religion?" "If it was, do you think I'd still be working?" "Of course you would. You love travel, trouble, and remunerated smart-assery too much to just quit." Ah, I'm such a lucky Felra. Most agents charge extra for that kind of quality banter. "The place I've got in mind for you is Rugen, a frontier-level colony world well off the outer fringe of the Arm." "The tail-tip of nowhere, in other words. And what's the attraction for a Pretty Idiot to play tourist there? Societal collapse? Rampaging Felra-eating predators? Pandemic-level clown outbreak?" "How about the longest-running ongoing war in the Known Galaxy? Two hundred eighty-seven common years and no end in sight." Yow. I'm passingly familiar with war, having wandered through five or six of varying size and awfulness while sightseeing -- and writing about said sightseeing -- and three centuries is a lot of war, especially confined to one planet. I could only imagine how that could twist and scar a world and its people. The devastation. The tragedy of wasted lives and resources. The sheer dysfunctionality of societies raised for generation after generation on bitter vengeance and the never-ending march towards victory and a peace they can no longer even properly conceptualize. A world of bloodlust, paranoia, and the threat of sudden brutal death staining every moment of every day. Why, the possibilities for misery were endless. It sounded perfect for a vacation getaway. ---- I took regular commercial liners as far as Thielbarra, but had to buy passage from there to Rugen on an independent freighter that was slightly more reputable than a spaceport prostitute, just not as hygienic. There were only three other passengers headed to my destination, including a Kreevin botanical researcher who ignored everybody and a not-very-sober Zharg who worked for one of the big interstellar communications providers and who must have fucked up his job just badly enough to get sent to an isolated hole-in-the-void posting, but not quite badly enough to be fired. I ended up sharing a cabin with the only other quadruped, an adorably optimistic Iraitrian missionary who was going to Rugen to set up a temple to the Harmonious Gods and try to get a congregation going. Being the cynical agnostic wretch that I am, I just had to ask how much demand she thought there would be for a doctrine of cooperative religious pacifism in the middle of a war zone. "You offer food to the starving, not to those with bellies already full," she told me. "Our beliefs are meant to be applied in the world, not just agreed with in the temple." And did she expect to end the war all by herself? "I hope to make a difference to someone. Whether it's by teaching the Way, by being an example, or just by offering a person who needs it a roof, a meal, and a sympathetic ear. If even one person considers their life to be better for having known me, my mission will be worthwhile." Damn. I had been entertaining myself with the idea of flirting mercilessly with her for the whole trip, but all that earnestness. All that simple, undeniable goodness. Even my cynicism and libido combined couldn't look that in the face. So I flirted with the ship's captain, instead. Not that there was any real challenge in it, as despite Felra not being four-armed lizard people, Jixavan males are completely enamored of our tails, which are both more voluptuous and generally more exposed than those of their own females. Pro-tip from the Pretty Idiot: if you're a Felra and need to manipulate a Jixavan guy, buy one of those tail-stockings their women wear. Even the biggest ones will be too tight and short for you, so cut a bunch of slashes in it and pull it as far up your tail as it will go. Then wear a skirt short enough to expose the top hem of the tail-stocking and enjoy your newfound powers of persuasion. I ended up getting twenty percent off my fare and three marriage proposals. Captain Akothin had made a few runs to Rugen before, so I was able to ask him some questions about the place. If you've never read one of my Pretty Idiot's Guides before, part of my schtick, if you will, is lack of prior research regarding the places I go. My self-imposed limitation is that I can only obtain information by seeing for myself or asking someone with firsthand experience. No encyclopedias or hyperweb research. That media stuff is, at best, quarter-truths and agenda-driven grazershit, anyway. By going into a place without 'knowledge' of it, I go with fewer preconceptions. That's the 'Idiot' part of the title. The 'Pretty' part is because I am. And if you have to face life as an idiot, it really does help to be a pretty one. The good captain had never actually made planetfall on Rugen, always conducting business from orbit. Sensible. Boring, but sensible. I therefore confined my inquiries to spacers' matters. Like, were we going to have any issues with pirates or paramilitaries on our way in-system? "No pirates. Not enough shipping in or out for those guys to make a living raiding it and too far from any active lanes to make a useful base. Pirates operating across star systems have to really watch their fuel expenditures." Captain Akothin then proceeded to give a suspiciously well-considered dissertation on how to turn a profit in space piracy, which I will not share here but have filed away for future reference should too many of my books bomb on the market. And as for paramilitary ships affiliated with the warring factions? "I've never seen any." What about orbital defenses? Would there be minefields to be tensely navigated? Would we be subject to stop-and-search by military patrol craft? "Rugen's a frontier-level system." The captain looked at me like I was a moron, albeit a moron with an incredibly sexy and distracting tail. "There ain't even a transshipment station, just a few cheapo weather and comm satellites. I just put the ship in a parking orbit and they send shuttles up. But it's not like the shipments are ever so big you'd need an orbital dock anyway, and shuttles are fine for passengers. Of course, that also means no orbital repair yard and no fuel depot, but that's not much worry since Rugen is just a long detour off our Thielbarra-to-Rialto route and I always do a refuel and refit at Thielbarra for safety's sake and, um, will you marry me?" ---- The shuttle ride down was as uneventful as such things generally are and afforded a chance to take in the view of Rugen from medium-high orbit. It was not a particularly exciting planet seen from 18,000 miles above its equator -- under the sparse clouds, some smallish seas, broad smears of iron-red in the right places to be deserts, accented by patches and streamers of an odd green that was almost an indecisive blue, and some blink-and-you'd-miss-them polar caps. But the thing is, it doesn't make a damn bit of difference how many planets you've seen out the porthole, or how much of an undifferentiated dirtball the one below you is. There is no such thing as 'ordinary' when it comes to the sight of a whole damn world suspended in space right in front of you. It's a moment of magic, every single time, and anybody who says otherwise is lying, or is a soulless shithead. Or, since those aren't mutually exclusive, they could be both, like a corporate journalist or a Rybathi. I used the flight time to mentally review what firsthand knowledge of Humans I possessed. Pro-tip-slash-caveat: members of a species often behave very differently in their own polities than they do in foreign or more cosmopolitan settings. Expatriates or visitors to your world are typically trying to get along in your society and tend to adjust their behavior accordingly. Their behavior when they are in the majority and they get to decide what's normal may be radically different. That said, there were a few truths I felt comfortable in ascribing to Humans in general based on experience. For starters, sexual dimorphism. Humans born biologically male or female remain that sex, unless medically altered. Females are usually smaller and are the ones with slightly inadequate breasts. Males tend to be bigger, stronger, and coarser-looking and, like most mammaloid males, have completely inadequate breasts. This dimorphism leads to the most basic social structures being built around male-female pairings and their offspring -- family -- rather than the looser pack-based structure of Felra. These family structures appear to have a relationship similar to, though vastly more complicated than, the Felra mother-daughter bond. Basically, if you wrong a Human, you may face retribution not just from her, but from her entire bloodline. Except sometimes you won't, because, like I said, complicated. Second, though many Galactics tend to use the terms 'Human' and 'Terran' as synonyms, Humans emphatically do not. Among Humans, the word 'Terran' refers specifically to an inhabitant of the Terran Commonwealth, the oldest, largest, and apparently most detested Human stellar nation. Humans who are not Commonwealth natives tend to have negative reactions to being called 'Terrans'. In this context, the term 'negative reactions' seems to cover a range from 'cold and profane verbal correction' to 'assault with a power-nailer'. Maybe this trip would offer a chance to find out why that might be? I'd also been told that actual Terrans react poorly to being called 'Human', though I've never met any Commonwealth Terrans and can't say for sure if that's true. Third, Humans tend to be territorial, and therefore possessive. They have a strong impulse to guard things they have laid claim to. Don't try to make use of anything a Human regards as their own without asking permission first, even if you intend to give it right back. This impulse extends quite strongly to their romantic or sexual partners as well and attempting to bed, or even flirt with, a Human who has been claimed by another will tend to be met with hostility. You could try asking for permission, I guess, but that just seems to lead to socially awkward hostility. And if you don't know why socially awkward hostility is worse than the regular kind, then obviously you've never been in a fistfight with a drunken Dahu who was sporting a clingy wet kilt and a massive erection. next **** More Known Galaxy stories
Here’s a link to the first post with 10 other overlooked indie games. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: This is a quirky carnival-themed 2D platformer. The premise of the game is of a young boy overcoming obstacles and traps for the amusement of a sadistic circus crowd. The whole game operates on a single screen and utilizes only a double jump and movement. Jump to the edge of one side and you pop out on the other. You're tasked with dodging hazards and overcoming obstacles while smashing barrels around the stage or executing some other task, like staying in a spotlight that moves around and shines in different spots. There are three cut-scenes in the game that total less than two minutes and about 10 minutes of dialogue. Even though the story is very brief, I still felt the ending was a satisfying conclusion and offered more than I expected.
Completion Time: ~2.5 Hours
Extra Content: There is an arcade mode where you can see how many barrels you can smash in a set amount of time. The achievements are pretty difficult but offer some fun challenges. There is also a competitive/versus local multiplayer mode for two players, but it's nothing special and probably won't entertain long.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, getting all the achievements only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun 100% achievement goal. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Daggerhood, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
Huge destash! Some new items and lowered prices! Tarte x Aspyn, Glossier, Charlotte Tilbury, Fenty, Huda, Pat McGrath, Melt, Nudestix, Nars, Colourpop, Urban Decay, Nabla, Too Faced, RMS, Tom Ford, Benefit, Jouer, YSL, Ilia, Milk, KKW, KL Polish, & more! Come take a look 👀
Hi, I am selling new & lightly swatched or used items from a non-smoking home. If you want more pictures of specific items, let me know. Everything is full sized unless marked as ds. Feel free to make reasonable offers especially for multiple items. $5.00 minimum purchase preferably. Shipping is $4.00 unless they are heavier items. I accept PayPal G&S (I cover fees). I will send tracking info as soon as I have it and will ship packages within 2-3 days. If you would like some reviews from people I have sold to on previous posts, let me know. If you change your mind, please let me know. I will move to next person in line after 2 hours. If you need more time than that, just let me know and we can work something out. Thank you for looking 😃 FOR SALE!! EYESHADOW PALETTES: Verification • Tarte Aspyn Ovard palette (Used a few times/endless summer has been repressed)- Limited edition, Asking $35 • Urban Decay Naked 2 palette (Only used 1x)-Retails for $54, Asking $20 • Dominique Cosmetics Berries & Cream palette (Used 5-6x)- Retails for $44, Asking $13 • (SOLD) Huda Beauty Desert Dusk palette (Only used 1x)- Retails for $65, Asking $21 • Too Faced Natural Love palette (Used 2-3x)- Retails for $59, Asking $18 • Kylie Cosmetics bronze palette (Only swatched)- Retails for $29.40, Asking $6 • (SOLD) Nars Atomic Blonde eye and cheek palette (Used/the 2 left shades are pressed togetheprice will reflect condition)- Retails for $59, Asking $15 • (SOLD) Nabla Cutie palette (Nude) (Used 2-3x)- Retails for $24, Asking $10 • Dose of Colors Marvelous Mauves palette (Only swatched)- Retails for $32, Asking $10 • Elf x Jkissa palette (first one) (All shades only swatched except bottom left blue shade is used 1x)- Cant find retail price because it’s limited edition, Asking $8 • Colourpop Give it to Me Straight palette (Some shades never used/some used 1x)- Retails for $18, Asking $7 • Colourpop Fem Rosa palette (Used 4-5x)- Retails for $16, Asking $7 • BH Cosmetics Weekend Festival palette (Used 2x)- Retails for $18, Asking $7 • BH Cosmetics Take Me Back to Brazil palette (Used 2x/some shades never used)- Retails for $20, Asking $8 • Milani Bold Obsessions eyeshadow palette (Used 1-2x)- Retails for $10.99, Asking $4 • Alamar Reina Del Caribe 1 palette (Used 5-6x)- I can’t find retail price because it’s limited edition, Asking $4 FACE PALETTES: Verification • Benefit cheekleaders bronze (some shades only swatched/some used 1x)- Retails for $60, Asking $23 • Kevyn Aucoin contour book volume 3 (Used 2-3x)- Retails for $59, Asking $22 • Tom Ford Shade & Illuminate with box in shade 1 and Tom Ford bag the compact comes in (cream bronzer and highlighter) (Only swatched lightly)- Retails for $88, Asking $37 • Nars Exposed palette (Some shades only used 1x/some used 3-4x)- Retails for $59, Asking $22 • RMS Signature Set palette (Pop collection)(Comes with Buriti bronzer, Magic luminizer, Demure lip2cheek, Beloved lip2cheek, & Simply vanilla lip and skin balm) (Used 1x)- Retails for $44, Asking $14 • Jouer bronzer duo in Sunlight/Suntan (Used 1-2x)- Retails for $32, Asking $13 • Juvia’s The Saharan blush palette (2)- Retails for $18, Asking $7 HIGHLIGHTERS- Verification • (SOLD) Benefit Tickle highlighter (swatched only)- Retails for $30, Asking $13 • (SOLD) YSL Lumiere Divine highlighting finishing powder- Retails for $47, Asking $12 • Perricone No Makeup highlighter (Used 5-6x)- Retails for $35, Asking $10 • Charlotte Tilbury highlighter wand in Spotlight (Used 3-4x/took sponge off of applicator because I thought it dispensed better)- Retails for $38, Asking $13 • Urban Decay highlighter in Sin (Used 4-5x)- Retails for $26, Asking $5 • Kaja Mochi Glow in Prizm (Used 1-2x)- Retails for $19, Asking $3 • Kaja Mochi Glow in Toy Alien (ds) (Used 1x)- Asking $2 • Ofra Pillowtalk highlighter (ds)(Only used 1x)- Retails for $18, Asking $4 • (SOLD) Becca Shimmering Skin Perfecter Slimlight in Pearl (Used 1x)- Asking $3 • Maybelline Master Strobing Stick in Medium (Swatched only)- Retails for $9.99, Asking $2 • Ulta Beauty Illuminator in Brilliant Diamond (Swatched only)- Retails for $10, Asking $2 • Wet n Wild rainbow highlighter in bronze over the rainbow- new still sealed- Asking $1 BLUSH: Verification • Nudestix Nudies matte blush stick in Bareback (Used 3-4x)- Retails for $32, Asking $13 • Ilia multistick in A Fine Romance (Used 2-3x)- Retails for $34. Asking $13 • Stila convertible color cream blush in Peony (Swatched only)- Retails for $25, Asking $8 • Tarte Amazonian Clay blush in Paaarty (ds .05 oz)(Swatched only)- Asking $2 • Ulta mineral blush in Sweet Pea (Swatched only)- Retails for $12, Asking $2 • Stila aqua glow watercolor blush in shimmering lotus (Swatched only)- Retails for $3 • Milani baked blush in Delizioso Pink (Swatched only)- Retails for $9.49, Asking $2 • Milani baked blush in Bella Rosa (Swatched only)- Retails for $ 9.49, Asking for $2 • Elf blush in Shy (Used 2-3x)- Asking $.50 BRONZER\CONTOUR: Verification • Milk Makeup bronzer stick in Baked (Used 1-2x)- Retails for $28, Asking $13 • Kylie Cosmetics bronzer in Khaki (Swatched only)-Retails for $18, Asking $6 • Bare Minerals Endless Summer bronzer in Faux Tan (Used 2x)- Retails for $29, Asking $11 • Benefit Hoola (ds) (Used 2x)- Asking $2 • NYX Micro Contour duo pencil in Light (Swatched only)- Asking $2 • Milani baked bronzer in 04 Glow (Swatched only)- Retails for $8.99, Asking $1 POWDERS: Verification • (SOLD) KKW brightening powder in 1 (Vanilla) (Used a few times)- Retails for $18, Asking $9 • Laura Gellar Baked Balance N Brighten powder foundation in Porcelain (Used 10x)- Retails for $34, Asking $6 • JCat Aquasurance powder foundation in Ivory (Used 3-4x)- Retails for $13.99, Asking $3 • Urban Decay Velvetizer mix in medium (ds .14 oz)- (Can use as regular powder) (Used 1x)- Retails for $17, Asking $3 • Ilia Fade Into You soft focus finishing powder (ds .05 oz) (Used 1x)- Asking $2 • (SOLD) Rimmel Stay Matte pressed powder in Creamy Natural (Used 6x)- Retails for $4.69, Asking $1 FOUNDATIONS: Verification • (SOLD) Fenty Pro Filt’r Matte longwear foundation in 120 (only used once)- Retails for $35, Asking $12 • Smashbox Studio Skin 15 hour wear foundation in .2 (Used 3-4x, bottle is about 7/8 full)- Retails for $38, Asking $12 • Laura Mercier Flawless Fusion Ultra-Longwear foundation in 1C1 Shell (Used a few times, bottle is almost full)- Retails for $48, Asking $13 • (SOLD) Laura Mercier tinted moisturizer in Porcelain (Used 2-3x, almost full)- Retails for $46, Asking $13 • Too Faced born this way foundation in sand (new in box, got sent wrong shade)- Asking $16 • RMS Uncover Up foundation/concealer pot in 000 (Used 5-6x, a little over 3/4 full)- Retails for $36, Asking $12 • (SOLD) Estée Lauder Double Wear foundation in 1C0 Shell (Used 2-3x)- Retails for $43, Asking $13 • Makeup Forever Ultra HD foundation stick in Y225 (About 40-45% remaining)- Retails for $43, Asking $7 • Makeup Forever Ultra HD foundation stick in Y225 (About 20% remaining)- Retails for $43, Asking $4 • It Cosmetics Bye Bye Redness Neutralizing Correcting cream (About half full)- Retails for $34, Asking $6 CONCEALERS- Verification • Dose of Colors Meet Your Hue concealer in 01 (used a few times)- Retails for $24, Asking $8 • It Cosmetics Bye Bye Undereye full coverage concealer in Light (used a few times)- Retails for $27, Asking $8 PRIMERS- Verification • First Aid Beauty Hello Fab coconut skin smoothie priming moisturizer- Retails for $29, Asking $11 • First Aid Beauty Hello Fab Pores Be Gone matte primer- Retails for $29, Asking $11 • Milk Makeup Hydrogrip gripping primer (ds) (used 1x, mostly full)- Retails for $15, Asking $5 • Laura Mercier radiance primer (ds .5 oz) (Used 1x, mostly full)- Asking $2 • (SOLD) Becca First Light priming filter (ds .5 oz) (Used 1-2x)- Asking $2 • Maybelline Master blur stick primer in universal transparent (Used 1-2x)- Retails for $7.99, Asking $1 EYES/BROWS/LASHES: Verification • Pat McGrath Dark Matter pigment- Part of the dark star labs set which was $95, Asking $13 • Melt Cosmetics single eyeshadow in Rubbish (Swatched only)- Retails for $17, Asking $8 • Glossier Boy Brow in Blonde (Used 1x)- Retails for $16, Asking $7 • Nudestix Magnetic Luminous eye color stick in Copper Foil (swatched only)- Retails for $26, Asking $7 • Nudestix Magnetic eye color stick in Twilight (swatched only)- Retails for $26, Asking $7 • Nudestix Magnetic eye color in Lilith (used 1x lightly)- Retails for $26, Asking $7 • Nudestix Magnetic matte eye color stick in Putty (swatched only)- Retails for $26, Asking $7 • Nudestix Magnetic matte eye color stick in Taupe (used 1x lightly)- Retails for $26, Asking $7 • Tarte Chrome Paint shadow pot in Top Yacht (swatched only)- Retails for $22, Asking $7 • Nars Velvet Shadow Stick in Hollywoodland (used 2x)- Retails for $20, Asking $5 • Stila Glitter & Glow in Sunset Fire (ds) (new never used)- Came in set, Asking $3 • Stila Magnificent Metals foil finish eyeshadow in Metallic Gilded Gold (swatched lightly)(comes with box and mixing medium)- Can’t find retail because it’s discontinued, Asking $4 • Colourpop Zodiac loose pigment in The Crab (used 1-2x)- Retails for $6, Asking $2 • Colourpop single eyeshadow in Checkmate (comes in compact) (swatched only)- Retails for $4.50, Asking $2 • Colourpop SSS in Bandit (used 2x)- Retails for $6, Asking $1.00 • Colourpop SSS in Cornelious (Broken/price will reflect condition)- Retails for $6, Asking $.50 • Colourpop SSS in Brady (Broken/price will reflect condition)- Retails for $6, Asking $.50 • Colourpop pencil eyeliner in Mr. Bing (new)- Retails for $6, Asking $1.00 • Colourpop pencil eyeliner in Besto (used 5-6x)- Retails for $6, Asking $.50 • CoverGirl x Katy Perry Katy Kat Wink lashes in Kat Whiskers (New in box)- Asking $1.50 • Revlon brow mousse in Soft Brown (new)- Retails for $10.99, Asking $.75 • Revlon brow mousse in blonde (used 1x)- Retails for $10.99, Asking $.50 • Revlon Colorstay Bold creme eyeshadow in Cognac (swatched)- Retails for $8.49, Asking $.75 • Revlon Colorstay Bold creme eyeshadow in Merlot (swatched)- Retails for $8.49, Asking $.75 Lips: Verification •Glossier generation g in jam- (older version) Never used, swatched 1x lightly on back of hand- Retails for $18, Asking $8 • Kylie Cosmetics lip kit in Koko K (no box) (new)- Retails for $27, Asking $10 • Nars Tonka lipstick (new with box but I just got it in the mail recently and it was broken on the bottom so it can fall out of tube and also the top is a little smashed so price will reflect condition)- Retails for $26, Asking $5 • Mac Lustre lipstick on See Sheer (More of a lip tint) (swatched 1x lightly on back of hand)- Retails for $19, Asking $7 • Mac cremesheen lipstick in Creme D’ Nude- never used, swatched 1x lightly on back of hand- Retails for $19, Asking $7 •Mac amplified lipstick in Saint Germain- never used, swatched 1x lightly on back of hand- Retails for $19, Asking $7 • Urban Decay cream lipstick in Wired- Retails for $22, Asking $7 • Rodin luxury lipstick in Dahlia- never used, lightly swatched once on back of hand- Retails for $38, Asking $9 • Nars Velvet Matte lip pencil in Do Me Baby (ds .06 oz)- Asking $3 • Ofra liquid lipstick in Nude Potion (new)- Retails for $20, Asking $5 • Ofra liquid lipstick in Verona (new)- Retails for $20, Asking $5 • • Kat Von D liquid lipstick in Crucifx (used 2-3x)- Retails for $21, Asking $3 • Kat Von D liquid lipstick in Hawkwind (new)- Retails for $21, Asking $4 • Dose of Colors liquid lipstick in Flirty (new)- Retails for $18, Asking $4 • Jeffrey Star liquid lipstick in Christmas Cookie (ds) Asking $3 • Colourpop lippie stix in Little Tings (swatched)- Retails for $7, Asking $2 • Maybelline shine lipstick in Baddest Beige (swatched)- Retails for $7.99, Asking $1.50 • Bite matte cream lip crayon in Glacé (ds) (swatched)- Asking $1 • Ella & Mila glossy liquid lipstick (New in box)- Retails for $14, Asking $1 •Loreal lipstick in Doutzen’s nude- Used 1x lightly, sanitized- Retails for $8.95, Asking $.50 •Covergirl x Katy Perry Katy kat matte lipstick in cosmo kitty- Used 1x lightly, sanitized- Asking $ $.50 • Nyx matte lipstick in pale pink (Used 2 times)- Retails for $6, Asking .50 NAIL POLISH: Verification • (SOLD) KL Polish in Wishbone- Retails for $8.50, Asking $5 • (SOLD) KL Polish in Casino Night- Asking $5 • (SOLD) KL Polish in Winter is Coming- Asking $5
Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Includes a Separate 2 Player Local Competitive/Versus Multiplayer Mode
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of achievements. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. If you do achieve the good ending on your first playthrough, the completion time is probably closer to six hours. As far as achievements are concerned, 100% completion is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Valfaris acts as a continuation of Slain - the developer's previous work - but it’s not necessary to play Slain first to understand the story of Valfaris. While Slain was mostly just a slightly above average action platformer, Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry.
Description Continued: There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. There are also some achievements that test your skills further, like finishing the game in two hours or beating the game with 10 or less deaths.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level.
Description Continued: There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. Bosses are dynamic and have a number of different phases to fight through. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the achievements give fun challenges to extend the life of the game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. You have to get all five endings and do some other miscellaneous stuff to get all achievements, but it has a relatively high completion rate.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. I only got 4 out of 21 of the achievements on my first playthrough. There are a number of different routes to take with the game.
10. Unbox: Newbie’s Adventure
Includes a Separate 4 Player Local Competitive/Versus Multiplayer Mode
Description: Unbox takes heavy inspiration from Banjo Kazooie and other collectathons of the fifth generation but has levels far larger than any Nintendo 64 platformer. Fortunately your customizable character can cover huge amounts of ground very quickly via the unbox mechanic, which is basically a super jump you can use up to six times before you need replenishment via item pickups or checkpoints. Both the jump and unbox mechanic are tied to the shoulder buttons, which takes some getting used to but is ultimately one I’m in favor of, as it allows for camera control without removing your thumb from the jump or unbox buttons. The high speeds you can travel make for some great exploration, but the game is still able to disable your ability to unbox by giving you a “fragile” item, allowing for more carefully considered platforming sections.
Description Continued: Each of the three major worlds have four major collectibles: 200 gold tape, 10 caged zippies, 18 stamps, and 1 super stamp rewarded upon defeating the boss of the world. There is also a hub world that has just 200 gold tape to collect. The 18 stamps are the jiggies or stars of the game, and they’re primarily what you’re after to advance the game. 9 of them are hidden across the world, while the other 9 are given by NPCs upon the completion of a task: Digi will ask you to take an item from point A to point B with some platforming in between, Dash will ask you to complete three races around different areas of the map, Superbox will ask you to destroy 20 enemies in X amount of time, etc. The other collectibles simply unlock more cosmetic options for your character.
Completion Time: ~7 Hours
Extra Content: The game only requires you collect 2/3 of the stamps to beat the game. If you want to collect all the stamps, zippies, and gold tape, this could more than double your playtime, as the worlds are massive and finding all the gold tape is a daunting task, though they do make a distinct noise when you are near them once you’ve collected half of them in a level. Your friendly companion Bounce will also give you visual clues on where to find whatever collectible you might be stuck on. I was able to find all the collectibles in the first world but three gold tape with next to no issues, though Bounce helped me with the remaining three. I really have to commend the developers for their inclusion of both audio cues and visual guides built within the game to guide you to collectibles – it makes collecting every last thing a lot less tedious. The high speeds of your character allow you great traversal of the world, which also helps with collecting everything. The achievements require you to collect everything. In addition to the single player campaign, there are quite a few local multiplayer modes for up to four players – these include Boxing, Collect, Thief, Oddbox, and Delivery. The developers go into more detail on each mode here.
Description: This is the sequel to the original 2D PC exclusive from 2017, with another 3D sequel currently in production. If you care at all for the story, it’s recommended you play or at least read about what happened in the first game. Spark 2 actually follows Fark, another jester. Spark 2 emulates many of the high speed moments found in 3D Sonic games, but brings a few ideas of its own. In particular, action is a bigger focus in this game, though platforming is still the priority. Enemies are easy enough to run past with a few exceptions for mini bosses at the end of some levels and the nine main bosses. In addition, enemies can also add to your score.
Description Continued: In addition to Fark’s expanded move-set in combat, he also has the ability to double jump, dash, and wall jump. The jumps give you a lot of air time, lending more leniency to the platforming, and the dash is great for building momentum. There’s quite a bit to explore in each level too – jumping off ramps in the middle of loopdeloops will sometimes result in you finding the game’s main collectible, floppy disks. Fark can also acquire four additional costumes found within the levels that offer some variation in abilities. The game offers five difficulties at the start, with it recommending the second easiest option, Normal, as the default way to play your first time through. Bosses on this difficulty are fairly easy provided you’re competent with timing when to use your shield, though I did lose once or two against a few of them.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy. The second one - Remothered: Broken Porcelain just released last month, but I've heard it's pretty buggy at the moment and not recommended in its current state.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. You’ll probably get most of the achievements – if not all, except the collectibles one - on your first playthrough.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's an achievement for completing New Game+ and some other fun achievements.
Description: SINNER is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting all achievement is extremely difficult.
Description: Warlock’s Tower’s puzzles are built around the movement of the player. There are numbers on the ground for the player to pick up – either 3 or 5 – and this gives the player a set number of steps before they die. Your goal in every level is to make it to an exit, and you’ll have to acquire the numbers in an order that gets you there. It is a bit easy in the beginning but eventually works up to be a challenge in the later levels as more elements are introduced: enemies, teleporters, conveyors, and even controlling two characters at once that share movement usage. The game has a very believable GameBoy aesthetic and sound effects to accompany it, and it works for this slower paced tile-based game.
Completion Time: ~6 Hours
Extra Content: This is published by Ratalaika Games, but surprisingly enough, you actually have to beat the game and find a few NPCs hidden in certain levels to get all achievements. There are optional levels in each world that don’t have any achievements attached to them, and this should add a few hours to the game.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I’ve played a ton of 2D platformers, and this is one of my favorites.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your achievement completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observational skills and take a little more digging to finish. Attaining all achievements is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Warlock’s Tower, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack. Have you played any of these games? What are some other overlooked single player indie games? See my post below for some upcoming indie games to look out for.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
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