This post was mostly written while watching an episode of Castle. It's really hard to write while watching Castle.
19. On Jan Berenstain
Here's a story I've never really told anyone before. I can't remember what semester it was, but I took Composition II, which was more like "Do a Bunch of Book Reports for a Grade 2202". We read Michael Pollan's In Defense of Food. Not a bad book, really. The first two-thirds of the book, talking about the science and culture of food, are a bit dry, but the latter third where he discusses the things one can do to one's diet sparked a few interesting discussions in class. After a really good chat one day in class, I walked out the door and thought to myself, "I really want to interview Jan Berenstain."
I have no idea why that thought popped in my mind, but it did. I mulled over the idea for a while, and I decided I would try interviewing her. I thought up a shortlist of other people I'd love to interview. I figured, set up Skype so that I could record the calls, then share the interviews here on this blog. Unfortunately, due to procrastination and technical incompetence, none of these interviews ever happened.
Tonight, I found out that Jan Berenstain has passed away. This is sad news on multiple levels. One, rather selfishly, I know I've blown my chance to get that interview I've always wanted. Two, more importantly, a huge part of my childhood has passed away. Our family has a huge stack of Berenstain Bears books sitting on a shelf somewhere, all of which I'm sure I've read at least a few dozen times each. I understand that Stan and Jan Berenstain's sons have gotten involved in the family business, but it'll still feel weird knowing that such a huge part of my childhood is gone. Thank you, Jan, for your hand in my upbringing, you will be missed.
20. Ped Xing Reboot
In case you missed it, I finally rebooted my personal portfolio website, Ped Xing Productions. The only thing I think I'm missing is the Contact page, as I'm still trying to figure out the best way to post contact information in a way that won't bring in tons of spam. If you have any suggestions, contact me via the Conta-- oh. Leave a comment here, a'ight?
21. 1000 Letters on 1000 Amps
1000 Amps is a puzzle platformer released last week on Steam in which you control a little robot bloke, trying to restore the light in a world of darkness. As you move around, the blocks you touch are revealed; hopefully you can stumble on the all-white light blocks that set the entire room aglow if all are found. Your ability to move around and fight off enemies relies on how many light blocks you've uncovered. As such, each room starts out as a guessing game, where you've got to deduce where it's safe to walk, or else you might fall through a hole to the next room below. This is a rather frustrating mechanic, considering you usually have to trek around five or more rooms just to get back to that point to try again, though if you can't remember how you screwed up six rooms ago, you're doomed to repeat the same mistake. Worse, the power-ups you get over the course of the game are really hard to anticipate, so you can't tell when you should just desert a room and come back to it when you're better prepared to handle it. On the whole, 1000 Amps is an okay game, but the incessant trial-and-error-ness of the game is irritating. I'd recommend grabbing this if it's on sale, but be prepared for some frustration.
22. The Assassin's Dilemma, Revisited
Assassin's Creed 3 will apparently be released on October 30th. Will I set aside the money now in an envelope and hang it on my bedroom wall until preorders are available? Eh... Well, I've posted more about the AC series on this blog than any other game franchise (unless if you count the dozens of subtle nods to Portal), but I think my love for the series is starting to dry up. Just as Ezio was young, fun, and playful in Assassin's Creed 2, which I consider the highlight of the series so far, Ezio feels old and cranky in Assassin's Creed: Revelations, which is where I'm stuck right now. I'm having a hard time forcing myself to finish the game, especially when the plot feels far disconnected from the rest of the franchise (and I say this knowing full well that the previous games very logically lead to this point). I don't have any hatred for the series as a whole, but I'm just having a hard time getting the motivation to move forward with it. So, sorry, Ezio... No envelope for you. I'll likely end up getting it, but I'm in no rush.
Monday, February 27, 2012
Tuesday, February 21, 2012
A Quick Review of Q.U.B.E.
Dear game makers, please make more games that start with the letter Q so I can keep recycling this title setup.
Q.U.B.E. (Quick Understanding of Block Extrusion) is a first-person puzzle game that borrows heavily from the Portal aesthetic of clean white walls and playing your way through tutorials disguised as spatial puzzles right until the end. Instead of the famous portal gun, you're now given fancy gloves that can manipulate blocks on the walls around you. These blocks are color-coded so you know exactly what they do. For example, red blocks can be pulled straight out of the walls (up to three units long), while yellow blocks come in clusters of three that must all be pulled out at once, but at different lengths (making a staircase shape). Using these blocks, you've got to move objects around the rooms and climb your way to the next level.
The above is a bit of an oversimplification of the puzzles in Q.U.B.E. Really, they're quite complex, in that Portal sort of way where you have the tools, but you have to figure out new ways to use them, particularly as new elements are introduced (balls that have to be filtered into different holes, cubes that have to be positioned correctly to redirect beams of light). The mix of puzzles is quite satisfying, save for one annoying section of puzzles done in the dark, as the darkness doesn't add anything but unnecessary difficulty.
The story, on the other hand, is far from Portalesque. In fact, as much as the game tries to gesture at a story being there, I just can't find it. You wake up in a room, just like Portal, but you don't have the benefit of GLaDOS to give you the basic instructions as you go. Perhaps the game assumes that everyone is familiar with Portal, and that the clean white walls instantly signals your goal is to escape from whatever facility you're in. This is, in this case, true, but even after having completed the game, I don't feel satisfied that I've accomplished anything more than solving the puzzles and getting to the next room umpteen times.
At this point, I should throw in that I'm a bit bitter about this game, as I worked my way through much of the game pretty quickly, but upon resuming one day, the game would only crash when I tried to load my save file. It took a while for the developers to fix this issue, and when the patch finally came, it turned out that I was stuck right before the final puzzle in the game. I lost a hearty chunk of love for this game right then, having to wait for an unsatisfying conclusion. It's taken me a couple of weeks since that patch to start writing this post.
Despite the lacking story and the glitch I had to deal with, the puzzles more than carry this game. Is it enough to justify a $15 price tag? Absolutely not, but considering it's an indie start-up title, it's forgiveable. I'd personally recommend waiting for a good enough sale to grab it, but whatever you do, please be sure to grab it at some point in time and play it if only for the puzzles alone. If you loved the progressing spacial puzzles of Portal, Q.U.B.E. will feel right at home for you.
Q.U.B.E. (Quick Understanding of Block Extrusion) is a first-person puzzle game that borrows heavily from the Portal aesthetic of clean white walls and playing your way through tutorials disguised as spatial puzzles right until the end. Instead of the famous portal gun, you're now given fancy gloves that can manipulate blocks on the walls around you. These blocks are color-coded so you know exactly what they do. For example, red blocks can be pulled straight out of the walls (up to three units long), while yellow blocks come in clusters of three that must all be pulled out at once, but at different lengths (making a staircase shape). Using these blocks, you've got to move objects around the rooms and climb your way to the next level.
The above is a bit of an oversimplification of the puzzles in Q.U.B.E. Really, they're quite complex, in that Portal sort of way where you have the tools, but you have to figure out new ways to use them, particularly as new elements are introduced (balls that have to be filtered into different holes, cubes that have to be positioned correctly to redirect beams of light). The mix of puzzles is quite satisfying, save for one annoying section of puzzles done in the dark, as the darkness doesn't add anything but unnecessary difficulty.
The story, on the other hand, is far from Portalesque. In fact, as much as the game tries to gesture at a story being there, I just can't find it. You wake up in a room, just like Portal, but you don't have the benefit of GLaDOS to give you the basic instructions as you go. Perhaps the game assumes that everyone is familiar with Portal, and that the clean white walls instantly signals your goal is to escape from whatever facility you're in. This is, in this case, true, but even after having completed the game, I don't feel satisfied that I've accomplished anything more than solving the puzzles and getting to the next room umpteen times.
At this point, I should throw in that I'm a bit bitter about this game, as I worked my way through much of the game pretty quickly, but upon resuming one day, the game would only crash when I tried to load my save file. It took a while for the developers to fix this issue, and when the patch finally came, it turned out that I was stuck right before the final puzzle in the game. I lost a hearty chunk of love for this game right then, having to wait for an unsatisfying conclusion. It's taken me a couple of weeks since that patch to start writing this post.
Despite the lacking story and the glitch I had to deal with, the puzzles more than carry this game. Is it enough to justify a $15 price tag? Absolutely not, but considering it's an indie start-up title, it's forgiveable. I'd personally recommend waiting for a good enough sale to grab it, but whatever you do, please be sure to grab it at some point in time and play it if only for the puzzles alone. If you loved the progressing spacial puzzles of Portal, Q.U.B.E. will feel right at home for you.
Thursday, January 26, 2012
A Quick Review of Quarrel
Quarrel comes packed in a tremendously entertaining world, almost parodying itself with how seriously silly the game is (such as the over-the-top DUN-DUN-DAAAAAH music sting when a player's last territory is targeted). The subtle humor of the atmosphere of the game is played up perfectly between the tense "hope my word is good enough" moments. While the gameplay is certainly fun (at least for a word game freak like myself), I can't help but feel the strategic side of the game is a bit screwy. I don't know if comebacks are readily possible when each game is small enough to begin with (I think the standard formula is 4 territories per player); the somewhat linear shapes of the boards might not help this issue at all. That's not to say it's impossible to have upset moments, like a territory of 3 defending itself against an attacker of 8 (not that I'm bragging), but the winner sometimes becomes a little too obvious too early on.
Still, it's nice to have a strategy game like this that uses skill more than it does luck. I feel like when I lose a territory, it's actually my fault, rather than trying to pin the blame on bad dice. Close games can still be quite tense, especially when a tied round goes to whoever submitted their word first. The game knows when to tease you that little bit longer, just to make the reveal of the win/loss all the more amazing. Plus, the word list in this game is comfortably large, and the AI players have a pretty good range of difficulties between them. At a pleasantly low 400MSP ($5), I'd wholeheartedly recommend Quarrel.
Wednesday, January 4, 2012
Killing Two Birds with One Stone, Four Magic Stars, a Fire Gem, and a Partridge in a Pear Tree
Remember that console rundown I promised last time? It might actually happen soon! Or not! All I can really say is that when Steam sales happen, I tend to buy things. I'm human, you know. As part of my spoils, I ended up buying a couple of games that I've had my eye on for quite some time, but couldn't be bothered to get because they weren't on sale before. After a while, you'd think I'd spring for a banner for the top of this blog that says "cheapest reviewer on earth", but then again, I'd have to shop around first.
The first of these two games was Bejeweled 3. Yes, that Bejeweled. (And I suppose by extension, yes, that 3.) I probably don't need to go over the rules of how to play match-3 games, so I'll cut to the chase and say it's lacking something. You've got Classic mode, where you try to keep making matches until you can't make anymore (which is to say, let a random number generator decide when you stop playing), a Zen mode wherein one can play non-stop while being awkwardly pelted with subliminal messages and mind-altering sound waves, and about twenty different variations on the speed mode. The quest mode houses a number of these, and I've got to say, it's a really disappointing smattering of minigames. It's got only 40 levels to play through, compared to the 100 or so back in the days of Bejeweled Twist. Within about four hours of all playtime, I had already unlocked every mode available in the game, beaten the quest, and received half of the achievements, most of which simply stack on one another (clear 500 whatnots, clear 1000 of the same whatnots, etc.). All in all, it's a disappointing showing.
I do have to give thumbs up to the at least partially-entertaining Poker and Diamond Mine modes. The latter, shown here, is one of those speed levels where you have to clear gems adjacent to dirt to dig through them to go deeper. The Poker mode has you making five-gem "hands", by clearing gems in a certain order to put them on your cards. Both take a bit of strategy to play well, but they also make you realize how much the random number generator hates you. In every game mode (except for Classic), gems fall onto the board such that there's always at least one possible move. Sometimes, that's nowhere near where you want to go. Sometimes, it sets up a never-ending combo that keeps clearing over and over again. No joke, in the game pictured above, I nearly lost on the very first round because three gems of the same color kept falling into place on the right edge of the board, over and over again, while I was left with no move elsewhere and couldn't advance the game (what a time for crummy behavior, right when the blogger is writing about it!). It's instances like this that make the random number generator that chooses the gems for you seem really poorly-designed.
With very little added on to previous titles, and many things feeling broken, I just can't positively recommend Bejeweled 3. Then again, it's also somewhat unfair comparing it to semi-related titles like Twist, where the mechanics worked differently in so many ways. Then again, you're probably playing manly games like Skyrim instead of this, so what do you care anyway.
If you're still with me for some reason, the second game I wanted to share with you is Clickr. Rather than being a match-3 game, Clickr is best described as a match-4-plus-others game, if that makes any sense. You're given a grid with a colored squares, mostly red, blue, and green, plus stars which are wild and stones which aredomestica blockers. Clicking any colored square will remove it from the grid, and gravity will drop the pieces above it down. When you create a 2x2 square of any piece, you can click it to remove it from the board, along with similarly-colored pieces of the same color.
Too complex? Try this: Just click until things happen. Unfortunately, for a game that finally takes a novel approach to matching and clearing tiles, the rewards for good play don't seem balanced enough. Clearing consecutive combos without stumbling seems to give bonuses on a curve so flat you'd be better off just playing clicking furiously rather than strategizing. Note that I said "furiously" rather than "randomly", because the game is still complex enough that it requires some thought, but too much and the game just bogs down.
Now that I've gotten my biggest complaint about Clickr out of the way up front, what of the rest of the game then? There are four modes to choose from, two puzzley clear-the-items-to-meet-a-certain-requirement modes, plus two clear-things-to-attack-your-opponent modes. (Actually, I guess there are five modes if you count the multiplayer mode, but I haven't tried that yet.) These modes all seem to be connected through a currency system that seems to be just as unforgiving as the combo system for good play. In playing the game, you can earn a handful (maybe five or so) of "cubes", but you get 100 every time you fulfill an in-game achievement, most of which are just things that you do while naturally playing, or worse, spending those same cubes to unlock new modes.
Despite a similar brokenness to the mechanics of Bejeweled 3, Clickr still seems to have some good entertainment value to it, even if only because of the chipper graphics and sound effects (think Yosumin, if you can remember that far back). Don't quote me on this, but I'd guess that I'll probably play more Clickr than Bejeweled 3 from this point in, though they'll both have to be wedged between the many awesome console games I'll be reviewing! Or not!
The first of these two games was Bejeweled 3. Yes, that Bejeweled. (And I suppose by extension, yes, that 3.) I probably don't need to go over the rules of how to play match-3 games, so I'll cut to the chase and say it's lacking something. You've got Classic mode, where you try to keep making matches until you can't make anymore (which is to say, let a random number generator decide when you stop playing), a Zen mode wherein one can play non-stop while being awkwardly pelted with subliminal messages and mind-altering sound waves, and about twenty different variations on the speed mode. The quest mode houses a number of these, and I've got to say, it's a really disappointing smattering of minigames. It's got only 40 levels to play through, compared to the 100 or so back in the days of Bejeweled Twist. Within about four hours of all playtime, I had already unlocked every mode available in the game, beaten the quest, and received half of the achievements, most of which simply stack on one another (clear 500 whatnots, clear 1000 of the same whatnots, etc.). All in all, it's a disappointing showing.
With very little added on to previous titles, and many things feeling broken, I just can't positively recommend Bejeweled 3. Then again, it's also somewhat unfair comparing it to semi-related titles like Twist, where the mechanics worked differently in so many ways. Then again, you're probably playing manly games like Skyrim instead of this, so what do you care anyway.
If you're still with me for some reason, the second game I wanted to share with you is Clickr. Rather than being a match-3 game, Clickr is best described as a match-4-plus-others game, if that makes any sense. You're given a grid with a colored squares, mostly red, blue, and green, plus stars which are wild and stones which are
Too complex? Try this: Just click until things happen. Unfortunately, for a game that finally takes a novel approach to matching and clearing tiles, the rewards for good play don't seem balanced enough. Clearing consecutive combos without stumbling seems to give bonuses on a curve so flat you'd be better off just playing clicking furiously rather than strategizing. Note that I said "furiously" rather than "randomly", because the game is still complex enough that it requires some thought, but too much and the game just bogs down.
Now that I've gotten my biggest complaint about Clickr out of the way up front, what of the rest of the game then? There are four modes to choose from, two puzzley clear-the-items-to-meet-a-certain-requirement modes, plus two clear-things-to-attack-your-opponent modes. (Actually, I guess there are five modes if you count the multiplayer mode, but I haven't tried that yet.) These modes all seem to be connected through a currency system that seems to be just as unforgiving as the combo system for good play. In playing the game, you can earn a handful (maybe five or so) of "cubes", but you get 100 every time you fulfill an in-game achievement, most of which are just things that you do while naturally playing, or worse, spending those same cubes to unlock new modes.
Despite a similar brokenness to the mechanics of Bejeweled 3, Clickr still seems to have some good entertainment value to it, even if only because of the chipper graphics and sound effects (think Yosumin, if you can remember that far back). Don't quote me on this, but I'd guess that I'll probably play more Clickr than Bejeweled 3 from this point in, though they'll both have to be wedged between the many awesome console games I'll be reviewing! Or not!
Tuesday, December 20, 2011
Print This Out and Put It Where A Loved One Might Find It - 2011 Edition
It's that time of year again... and yet I'm somehow no more prepared for it than any year in the past. In anticipation of Steam's end-of-year sale, I usually make a list of games I'd recommend buying or asking for. I've run into a bit of a problem this year though, as I've just recently discovered the joy of console gaming. (Two consoles, really... Black Friday was particularly good to me this year.) I do feel it's my duty to bring you a list of recommendations though (not that you haven't already bought half of these games). So, in no particular order, here are some things to look into:
The Binding of Isaac - Link
After the Thanksgiving Steam sale, I found myself with a handful of new games to try, but kept gravitating back to The Binding of Isaac. In this roguelike (a new word I learned through this game) from Edmund McMillen, creator of Super Meat Boy, you play as Isaac, a child who escapes his oppressive mother by traveling through an underground tunnel he discovers in his home. Of course, no underground tunnel would be complete without a ridiculous number of enemies waiting to kill you. That's why I'm writing this review from the roof. Man, it's cold outside.
As you travel from room to room looking for a way to escape the randomly-generated dungeons, you encounter a number of enemies to fight before you can move on, as well as tons of power-ups (or occasionally, power-downs!) It's this randomness that gives this game incredible replay value, as the maze you must traverse is never the same. Sometimes you get an easier run with all the right power-ups, sometimes you get 20 keys and no heart containers. If there's one drawback to this game, it's that the fantastic gameplay is surrounded by some potentially disturbing (well, slightly disgusting, thus offensive) aesthetics. Expect lots of blood, guts, urine, feces, etc. It's certainly not a family game, but there's still a lot to love about The Binding of Isaac.
Trauma - Link
Another item I picked up from that Thanksgiving sale was Trauma, an interesting escape-room-esque puzzler about a student who needs to recover her lost memories. Each of the four separate scenes in this game are made up of a series of photographs that overlap in a three-dimensional space, which really helps to suggest that you're trapped in this small space. Navigation and item manipulation are not just done by clicking, but also painting certain symbols with streaks of light.
Unfortunately, Trauma is rather short, with four worlds that can each be solved in under five minutes, but part of the fun in this game is really taking time to explore the different environments. Each world has nine tricky-to-find Polaroid photos scattered throughout the level. Some contain instructions for navigating and manipulating objects (unfortunately, they repeat through the levels), some contain more of the backstory of your character. While Trauma might not bring a tremendous amount of novelty to the escape genre, it does have a surprising amount of replayability as you piece together all of the parts of the story, one photograph at a time. This is a must-try game if you can get it on sale.
Fractal - Link
Fractal is a tile-sliding puzzle where your goal is to clear the board of tiles using an interesing pushing mechanic that's really hard to explain well. Basically, you can place a tile (or tiles) on the board by clicking in a space adjacent to a tile(s). In doing so, you don't put a tile there, but rather, you push the adjacent tile(s) outward from that point, and adding a new tile in place of the old location of any pushed tiles. When you make a bloom (a seven-hexagon honeycomb of one color), the outer six hexagons push outward before disappearing, potentially triggering chain reactions across the board.
Okay, fess up, who gave up reading that last paragraph? If you want a tl;dr version, here's the scoop: I previously reviewed Fractal for Jay is Games, and it's been rereleased for Steam, mostly only with some cosmetic changes. If you bought it before, you can go back to Cipher Prime's website and generate a Steam key. If you're new to the game, I'd strongly recommend giving it a go, as it's quite good mental gymnastics. And yes, the rules are much simpler than I can articulate them, you just have to try it for yourself.
The "Other Recommendations" Lighting Round
Sequence - Link
Definitely a favorite from this year, and one I still return to for the occasional button-mashing blitz. Previously reviewed here.
Portal 2 - Link
Dear Modern Warfare 3 and the VGA's: Piss off, this was my most anticipated game of the year, and it didn't suck as much as yours! Previously reviewed here.
Assassin's Creed 2 - Link
After playing through its prequel and its first sequel, I can confidently say this was my favorite of the series so far. Previously reviewed here.
B.U.T.T.O.N. - Link
Have I raved about this game on this blog yet? This hilarious physical party game has you wrestling your friends for button-mashing dominance. Quite good, but I'd recommend using a junker keyboard just in case.
That's all the recommendations I have for now. Feel free to peruse all of my posts from this year for more good games (and ones to avoid). Hopefully, I'll be posting again within a couple of days with more thoughts on the console world, but if I don't before then, have a very Merry Christmas!
The Binding of Isaac - Link
After the Thanksgiving Steam sale, I found myself with a handful of new games to try, but kept gravitating back to The Binding of Isaac. In this roguelike (a new word I learned through this game) from Edmund McMillen, creator of Super Meat Boy, you play as Isaac, a child who escapes his oppressive mother by traveling through an underground tunnel he discovers in his home. Of course, no underground tunnel would be complete without a ridiculous number of enemies waiting to kill you. That's why I'm writing this review from the roof. Man, it's cold outside.
As you travel from room to room looking for a way to escape the randomly-generated dungeons, you encounter a number of enemies to fight before you can move on, as well as tons of power-ups (or occasionally, power-downs!) It's this randomness that gives this game incredible replay value, as the maze you must traverse is never the same. Sometimes you get an easier run with all the right power-ups, sometimes you get 20 keys and no heart containers. If there's one drawback to this game, it's that the fantastic gameplay is surrounded by some potentially disturbing (well, slightly disgusting, thus offensive) aesthetics. Expect lots of blood, guts, urine, feces, etc. It's certainly not a family game, but there's still a lot to love about The Binding of Isaac.
Trauma - Link
Another item I picked up from that Thanksgiving sale was Trauma, an interesting escape-room-esque puzzler about a student who needs to recover her lost memories. Each of the four separate scenes in this game are made up of a series of photographs that overlap in a three-dimensional space, which really helps to suggest that you're trapped in this small space. Navigation and item manipulation are not just done by clicking, but also painting certain symbols with streaks of light.
Unfortunately, Trauma is rather short, with four worlds that can each be solved in under five minutes, but part of the fun in this game is really taking time to explore the different environments. Each world has nine tricky-to-find Polaroid photos scattered throughout the level. Some contain instructions for navigating and manipulating objects (unfortunately, they repeat through the levels), some contain more of the backstory of your character. While Trauma might not bring a tremendous amount of novelty to the escape genre, it does have a surprising amount of replayability as you piece together all of the parts of the story, one photograph at a time. This is a must-try game if you can get it on sale.
Fractal - Link
Fractal is a tile-sliding puzzle where your goal is to clear the board of tiles using an interesing pushing mechanic that's really hard to explain well. Basically, you can place a tile (or tiles) on the board by clicking in a space adjacent to a tile(s). In doing so, you don't put a tile there, but rather, you push the adjacent tile(s) outward from that point, and adding a new tile in place of the old location of any pushed tiles. When you make a bloom (a seven-hexagon honeycomb of one color), the outer six hexagons push outward before disappearing, potentially triggering chain reactions across the board.
Okay, fess up, who gave up reading that last paragraph? If you want a tl;dr version, here's the scoop: I previously reviewed Fractal for Jay is Games, and it's been rereleased for Steam, mostly only with some cosmetic changes. If you bought it before, you can go back to Cipher Prime's website and generate a Steam key. If you're new to the game, I'd strongly recommend giving it a go, as it's quite good mental gymnastics. And yes, the rules are much simpler than I can articulate them, you just have to try it for yourself.
The "Other Recommendations" Lighting Round
Sequence - Link
Definitely a favorite from this year, and one I still return to for the occasional button-mashing blitz. Previously reviewed here.
Portal 2 - Link
Dear Modern Warfare 3 and the VGA's: Piss off, this was my most anticipated game of the year, and it didn't suck as much as yours! Previously reviewed here.
Assassin's Creed 2 - Link
After playing through its prequel and its first sequel, I can confidently say this was my favorite of the series so far. Previously reviewed here.
B.U.T.T.O.N. - Link
Have I raved about this game on this blog yet? This hilarious physical party game has you wrestling your friends for button-mashing dominance. Quite good, but I'd recommend using a junker keyboard just in case.
That's all the recommendations I have for now. Feel free to peruse all of my posts from this year for more good games (and ones to avoid). Hopefully, I'll be posting again within a couple of days with more thoughts on the console world, but if I don't before then, have a very Merry Christmas!
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