Pyre: Progress Log #2 [QUIT]

[Click here to start from the first progress log]

Okay, I’m officially done bothering with Pyre’s nonsense. I’m not going to force myself to continue pushing into a game so singularly devoted to repetitive artsy pointlessness. Where exactly is the game here? The stupid minigames with awkward controls? Choosing one path over another, or one activity of three at stops for imperceptible stat gains that only appear to affect the comically easy e-sport stuff? Clicking over and over again to get through the dialogue that never shuts the hell up and rambles on about absolutely nothing for no obvious reason? As much as I enjoyed Bastion and loved Transistor, Pyre is a grating mess that only makes me hate it progressively more, and the fact that it’s already groan-inducingly repetitive just a few hours in is enough to destroy my interest in seeing the rest of the game. Read more →

Pyre: Progress Log #1

Don’t expect daily updates of Pyre as I play through it, because I honestly can’t bring myself to play through much of this thing in my free time. The way other critics are drooling over it is mystifying to me; so far this has basically been a stripped-down rendition of Oregon Trail with a lame e-sport tacked on that’ll ensure that the game ages much more poorly than previous Supergiant games Bastion and Transistor. I mean, the music and art is good, but I’m really not seeing what else it succeeds at. Transistor’s gameplay was awesome. Even Bastion’s was serviceable. These e-sport “rites” (because this is one of those games devoted to cramming in a ton of unnecessary terms for no obvious reason), though, are something I’ve only gotten far enough to do a small handful of times, and yet I’m already bored with them. Read more →

Shining in the Darkness Review

If it’s not immediately apparent, I chose the header image above mostly because the row of phallus-shaped enemies summarized my feelings on Shining in the Darkness pretty succinctly. That’s not to say that the game is completely devoid of entertainment value, of course, because it has the same kind of inexplicable charm many games of the time possessed, but that’s not enough to make up for its painfully repetitive gameplay and poor communication about how things actually work. There are a large number of games from around the same time period that still hold up—including developer Climax Entertainment’s Landstalker, which tormented me when I was a child—but this can’t hold a candle to those timeless titles. Read more →

Shining in the Darkness: Progress Log #13 [END]

[Click here to start from the first progress log]

This is it. The final slog before beating the game. The end of this grinding hell is so close I can taste it. I’m excited to finally be able to put this thing behind me and move on to something else (and hopefully it proves a better experience). Read more →

Shining in the Darkness: Progress Log #12

[Click here to start from the first progress log]

The princess is saved! All that remains now is to take the fight to Dark Souls and punch that scrawny little brat’s teeth in, though I doubt it’ll actually be that easy. Given the way this game seems to strive to make each section worse than the last, I dread whatever it has up its sleeve for this final Labyrinth crawl. Read more →

Shining in the Darkness: Progress Log #11

[Click here to start from the first progress log]

This game is seriously starting to wear on me. I find myself taking more and more time away from it, and it’s surprisingly fatiguing to play despite making fairly steady progress. Even that supposed progress is suspect; the trials were separated enough to always provide a sense of forward progression, whereas the Labyrinth’s upper levels are a mess of repeating sections and far too many annoying random battles. Read more →

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