played some more sephonie… at this point it feels like every videogame has done the thing of like “level where you wander around some prefab assets placed in an abstract void to represent the protagonists fragmented memories”, even megaman has one now probably, i did like it here tho bc
(a) the whole section is a very earnest paean to the city of bloomington, indiana, which i think is a very funny thing to make a videogame level about
(b) it’s also just one huge contained platforming showcase that works specifically bc the manmade level shapes sit so oddly with both the rest of the game’s style and the basic controls, and bc the real life imagery gets to feel really strange and vertiginous at places in this new context… like theres a part where you have to wallrun and jump around on a suburban neighbourhood lot tilted 90’ and the backing and forthing of orientation was made that bit more disorienting by this readymade iconography of “floor” and “wall”
i also played a couple of domino club games… trying to catch up… i liked dream tube, joey wamone’s normal bedtime routine and ziptie choker, there were some other ones i bounced off a bit more… i think i’ve sort of got to accept i’m not a visual novel guy, like words in vgames work for me bc the habit of prose is undercut by game parts that tend to be strongly disinterested in what makes up “good writing” on its own, like lyrics in pop music, VNs feel more like spoken word or instrumental music… dream tube is a great showcase for some of the interesting effects you can get from VNs specifically but whenever i play one i find myself waiting for, idk, some kind of lyrical break which will complement and change the text parts, leap outwards into the vast spaces of a videogame skybox, and thats not really what they’re trying to do.