Spent all day Monday on an “actually play the games on my Steam wishlist” binge
BABBDI
A very French exploration game. Find a train ticket out of the forsaken brutalist city of BABBDI, population a few dozen weirdos who have lost all hope, so they while away their remaining days lying flat or dancing to Eurobeat.
Something about the visual aesthetic and the minimalist storytelling here really hits the spot for me. You can play it as a meditative walking simulator, a parkour speedrunning game or a secret-hunting collectathon, it is really up to your whim since nothing matters anymore anyway.
FlyKnight
This solo-dev Soulslike tries comically hard to deliver the full experience. There’s a character design screen where you can change your bug’s head and the color of his eyes, like a dozen different weapon movesets, co-op multiplayer (I didn’t try it but it sounds fun), charming NPCs with backstories, and carefully handcrafted levels full of traps, ambushes and shortcuts. It even adds fishing for good measure. It’s good.
FlyKnight compromises the formula mostly on length: it has 3 bosses total and winds up being only 2-4 hours long — at least for an experienced Souls player, i.e. 99% of the people playing this game in practice. There are many indications that the game was originally intended to be longer, like the specialized damage types that don’t really have matching enemies, but the solo creator probably-wisely opted not to spend an extra decade before shipping anything. Also, the current amount of content could’ve artificially eaten 3x more hours if the enemies were punishingly fast/lethal/tanky, but the game goes for a Demon’s-Souls-tier difficulty instead, and I respect that.
Northern Journey
Another solo dev 3d game like the two above, but this is one that didn’t end up hit the spot for me, personally. It’s a pretty-looking setting in the Norwegian fjords, but not interesting to traverse and everything looks like same (except for the stuff that clashes with the aesthetic). The opening animation with the protagonist’s canoe getting sunk was so janky and unfinished there was no sense of drama, and it didn’t amount to so-bad-its-good comedy either. I moved on 10 minutes in.
Tearscape
Several reviews called this “Bloodborne meets Zelda” and yeah that’s extremely precisely what this game is. It has Zelda-style lock-and-key dungeons and hidden staircases, a stamina meter, and long, demanding bosses. The protagonist is described as a “hunter” and he has the hat and everything.
Tearscape has solid level and enemy design, so I can actually comfortably recommend it for anybody who enjoys both Zelda and Bloodborne so much you will never not appreciate a competently-executed derivative (I’m not judging — I am that kind of guy when it comes to Metroidvanias). But yeah personally, I’ve had my lifetime fill of both Zelda dungeons and multi-phase bosses by now.
Baby Steps
After binging all those other games it was 11pm, and I should’ve really quit gamer-ing and started getting ready for bed. But I was on a roll so I figured I’d try Baby Steps real quick. My gut feeling was I’d probably hate this and quit after 10 minutes anyway. I wound up playing until 3:30am.
The minimalist visuals and slapstick comedy are impeccable, and this game is low-key a dopamine-generating monster that had me going “OK just one more step”. It has a core game loop cycling every single step you take, and a strategic loop of taking note of landmarks and planning how to route your way to one, at which point you see more landmarks. The 5 seconds to 5 minutes that get burned each time you pratfall gives every decision a feeling of stakes, and the punishments are in an intriguing superposition of “totally fair” and “totally unfair” that largely depends on perspective. But they can also feel like they’re padding the game’s length, and I can tell one of them will make me explode in frustration sooner or later.
Baby Steps is sort of very fresh and sort of “every aspect of this feels like other games I’ve played before”. One of those games that makes me feel conflicted about whether to continue playing it or not.