All in Quick Thoughts

Quick Thoughts On: Bermuda

It’s just an immensely unenjoyable experience all around, and one that seems intentionally so but without anything interesting with which to fill the black hole that seems to have enveloped Bermuda to ensure nothing joyful or humorous finds its way in. And so Bermuda comes and goes, full of drama yet lacking any presence and leaving me grasping for even the tiniest justification of the hour I just lost.

Quick Thoughts On: Stories at the dawn

Stories at the dawn is only a few minutes long. It’s unclear to me right now if it’s finished or will potentially be something entirely different by the time you play it. The developer might have an entirely different vision for it than what I saw tonight, but that’s what I love about the space within art. With the absence of distinction what people see in it can take on a life of its own.

Quick Thoughts On: Go! Go! Nippon!

Go Go Nippon is a special kind of torture. Writing this, I’ve not quite gotten over the shock of the sheer abhorrency of its dialogue, the dryness with which random geographical trivia spills out of its characters mouths, and the painful lengths it goes to pander to its audience.

Quick Thoughts On: Job Lozenge

ob Lozenge feels like a digital replication of this perpetual working grind. Crates drop in from the sky, which are then to be dropped into the abyss on the other side of your small village. There to ensure your cooperation and ability to perform your task is a bossy observer, showering you with praise when you finally finish your job but always with the assurance that there will be more crates the following day.

Quick Thoughts On: Fragile Soft Machines

Fragile Soft Machines asks a lot from the player. It asks that they buy into the plight of a butterfly crippled by its broken wing, to guide it through the dangerous garden it’s fallen in and attempt to make it a better place. It asks for the player to fill in much of the plot themselves, through text boxes and choices for which the outcome is often difficult to discern. And it asks that they accept their fate with little in the way of closure.

Quick Thoughts On: Mussel

Mussel’s outrageous, self-destructive style is so in your face that I almost forgot I was even playing a game, which is fine as as a shooter Mussel is perfectly enjoyable if not especially deep. Every card has been played into the game’s digital rampage of flickering pixels, and in this case it’s a single trick well worth investigating, putting fellow would-be CRT replicants to shame with its unfiltered ode to image degradation.