Here we are again (again): the thread where we discuss the games we are playing in 2025

Played Indika over the weekend and wrapped it up last night. There’s a lot to love; the surrealism, the writing, the pacing, the music, the length! (at or under 5 hours)
The whole thing really forms into something pretty special and unique that we don’t get to see very often in gaming, especially with something going for a high fidelity graphical presentation.

It definitely has some shortcomings from a technical standpoint; mostly in regard to audio and closed captioning. For some reason, if the character was speaking during gameplay and was on screen, they we’re turned up so loud that they’d be clipping and blowing out speakers. However, if an off screen character spoke during gameplay, the levels would be incredibly low, resulting in a frustrating ping-pong match between SCREAMING and whispering.
The closed captioning stuff was weird too. A decent amount of the dialogue didn’t match, and often it would run way ahead of the scene or way behind.

I’ll put all my spoiler stuff below:

Story thoughts and spoilers

Indika does not pull any punches on how it feels in regard to organized religion, or religion as a whole. I felt as though Indika pulled a lot from the story of Jigoku Tayu; that moral rigidity of religion is often hypocritical and that the “morally just” code that these groups abide by are too rigid and constricting for anyone to truly adhere to. The game is absolutely packed with wonderfully witty one liners that got very real laughs out of me and drive this point home. When you encounter a mourning widow, Indika asks the wife if he was loved and she responds “No, not really”. Or how the nuns loved Indika… in Christ, but all of them really kind of hated her.
I chuckled at the fact that the only candle that you light that doesn’t give you “faith points” is the one in front of the portrait of Marx.
On the topic of the experience points, it was a kind of one two punch of satire. One, it’s of course poking at the absurdity of piety; of how measuring righteousness and sin is asinine. On the other hand, it’s a great commentary on how so much of gaming is about “number go up”. Every level upgrade you get is just a means to gather more points. You earn x1.4 points for every point you earn so that you can level up faster to unlock the ability to earn x1.6 per point!

If you have the means, it’s absolutely worth checking out!

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I’ve still barely played anything that’s really stuck with me, just absolutely in a games slump where nothing is appealing to me at all–to play solo at least

My very Not Gamer wife and I did finish the Diablo 4 campaign a couple weeks back and are now working through the xpack, which has been a ton of fun–it’s borderline effortless and we’re having a blast! Heartily, powerfully recommend couch co-op for Diablo 4 and just pressing buttons with your spouse.

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Got so excited I started mashing the next button only to end up hitting “retry” instead of “end” thus erasing all of my progress
:frowning: :frowning: :frowning:

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I picked up South of Midnight, and I’m super impressed so far!

I’ve been interested in this game since I saw it takes place in the Mississippi Delta and Louisiana bayous, and they did a very impressive job modeling what neighborhoods and towns are like down there. The main character, Hazel Flood, sees her trailer on stilts wash away during a hurricane with her mom in it, and has to go on an adventure to recover it. The environmental storytelling is actually very compelling, and the french-Canadian developers definitely did their homework. There’s also a great deal of folklore and mysticism weaved in in a cool way! A lot of mystique and suggestion of interesting things to come.

The game seems to make some bold choices when it comes to the family dynamic and it also seems to want to address the effects of slavery directly. So far I trust these devs to handle it tastefully. One warning though, they introduce some of the game’s magical elements with someone leading an underground railroad escape, which I don’t really know how I feel about yet. But again, I think the attention to detail has earned the devs an open mind.

The music really feels unique and sets the right tone. Visually it’s a little bit all over the place. The opening cinematic leans into puppetry with stop-motion animation graphics… but the rest of the game looks less stylized and still has stop motion but at a higher frame rate. It’s mostly just noticeable during cutscenes and can be a little disorienting at times, especially if there’s screen tearing or the occasional hitch. It was an ambitious decision, I don’t know if it totally works.

I think other visual flourishes such as the freaky looking character models serve the game’s ambitions a little bit better and give the game a unique flavor.

The scenery and attention to detail is really great.





The gameplay is fairly simple character action so far. I don’t think the combat is particularly noteworthy. You can push/pull things, tie up an enemy with magic, and use your crochet needles to attack. There’s a skill tree that promises some unlockable moves. There is a lot of wooden plank climbing exploration in the style of an Uncharted game, but even more interesting is there’s a Zelda: Echoes of Wisdom element to it too, where you can summon tables and bridges to get to parts of the map. The only secrets I’ve found so far are skill tree points but I like how the environments look so I’m happy to just spend more time poking around every corner. I think this is going to be a fun 7/10 gameplay system in a 10/10 atmosphere.

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I’m dying to get to this one! It’s easily one of the games I’m most interested in for this year. I’ll have to wait until I can comfortably hold a controller again, but hopefully it won’t be too long now

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I’ll probably play this one too, but I’m waiting for @Tradegood to finish it and let us know how much the lackluster combat hinders the overall experience.

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Been playing a little Burden Of Command. It’s been kind of a remarkable experience and I’m not sure how to describe it without coming across as more negative than I really intend, but I think most people here will get where I’m coming from.

Overall big picture the game system stuff is nifty. It’s a turn based tactics game following Nickel Company 7th Infantry Regiment 3rd Infantry Division (didn’t catch the battalion assignment) during WWII. At the outset you play as a Lieutenant in command of 1st Platoon although there are hints of a battlefield promotion at some point. It’s basically Band Of Brothers the Game structurally and kinda sorta you can see what they were going for aesthetically. The guiding principle of the game is to put you in that command position and to give you limited time/resources/information to make critical decisions. To that end, the game does this cool thing with moves being contingent both on your individual squads’ action points, but also on a limited number of Orders you can give them each turn. So in effect you have a surplus of moves your soldiers can make vs the amount of orders your commander can disseminate. This works quite well in shaping decision making toward coherent planning, caution vs taking initiative, and being periods of being reactive to assertive enemy movements. Imagine if in Fire Emblem you could only move 4 of your 8 units each term, for example. The commander units (the various platoon commanders + company commander who is sort of a jack of all trades) move individually across the battlefield and can temporarily attach to squads, then use different Shin Megami Tensei type buffs in them. Think when Winters goes running around to different platoons and tells them what to do in Band of Brothers. This scarcity of moves/orders also helps give the experience of playing the battles something like real-time pressure while still being turn based. Overall all of this is cool I think. The rest of the battle stuff is pretty familiar to anyone familiar with Advanced Squad Leader - lots of emphasis on fire elements, maneuver elements, suppression, morale, etc etc.

Then in addition to that there’s a visual novel weighty decisions narrative that mostly takes place between battles, but is also woven through them to a lesser extent. The Band of Brothers worship seems a bit limiting in that I imagine the mold will not be broken as far as Greatest Generation stuff goes, but on the other hand that’s meant a high floor in terms of video game writing. It’s mostly inoffensive and pretty decent for basically an amateur designer. The map and unit art looks quite good in a colorful but not overdoing way, reminiscent of Civ II and III and the old Panzer General games.

That amateur designer sensibility though is what is making the game kind of remarkable as I mentioned. It’s been a while seen I’ve seen this much scotch tape on even an indie game. You all will understand that I describe what follows with affection rather than derision. 10 years of enthusiastic amateur development really shows. The tutorial is kind of hilarious in this respect. The game mechanics are a bit novel and deep, but they’re not that complex and certainly not beyond what you’d assume the target audience of Advanced Squad Leader mutants could grasp pretty quickly. But the developer seems to be shooting for the Fire Emblem “normies” as well, so the tutorial is really kind of long, and made longer because it’s broken up with the designer inserting video clips of himself re-explaining and sometimes contradicting the text tutorial (which is acknowledged but still not like corrected lol). He also openly talks about other games to explain things in this game “so this is kind of like Xcom…”. And he even inserts screenshots of these other games to make his points. Never seen that before. The visual presentation has issues with resolution and formatting. The developers lean heavily on public domain historical photos, some of which are just blurry and low res. That and also what appear to be images sourced from social media (but still credited). For example there’s a little moment when your troops are in North Africa and see stray dogs, then there’s an image of dogs standing around a dusty street and it’s credited to some guy, Tunisia, 2008. So it was important that we get a photo of actual Tunisian dogs and I’m guessing just someone gave permission for them to use an old photo of theirs. Then there’s the frequent application of Ted Turner style colorization on many of the vintage photos. You can turn this off in the options menu, but you get a tool tip asking you to leave it on because “lots of volunteers tried really hard on this :)”. The narrative also adds interstitial footage of old vets talking about their experiences again like Band of Brothers. Not sure about the sourcing here or what clips were selected or why, but I noticed that one of these clips had the poor old guy struggling with some memory issues and trying to remember the word “grenade” but having a hard time. Why was this included???

There’s also a little oddness conceptually where you get the impression that things made sense within the designer’s head, but don’t quite translate. There are weird numbers and abbreviations with underscores and stuff that seems like placeholders that snuck into the release. The commanders can have “Mindsets” and there are a lot to choose from. You can put points into 5 Mindsets and 3 can be active at one time. Another oddity is the use of actual war injury and death photos, like the graphic stuff that would never make it into a Time Life coffee table book. The game always gives you a “look away” option so you don’t see it, and I get that the developers were going for a Horror Of War effect, but still idk that’s something of a odd strategy imo.

So overall I’m engaged with it, and I wouldn’t say don’t buy it. In fact I think the designers game up with genuinely cool stuff and I hope they find success. The amateur stuff is more amusing than damaging, though it does take you out of the experience a little because the mood/atmosphere isnt always sustained for very long before you run to a huh? kind of moment. A very strange combination of hardcore WWII company level tactics (intended), weighty visual novel melodrama (intended), and then sort of forensic meta-game interrogation of independent game development (unintended)

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Sounds a lot like they were afraid to commit to certain aspects whole-ass, like trusting the player in the tutorial, or maintaining a certain tone with historical references. Still, it’s hard not to root for someone who’s really passionate about something and these devs clearly give a shit. Good for them!

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The mandatory tutorial is a real grind, while being much better than I expected it to be.

yeah I agree. Was trying to avoid sounding negative while also describing the experience of playing a WWII tactics game then being shown a screenshot of Baldur’s Gate 3 while the developer tries to explain what Action Points are. That’s not good or bad so much as unusual lol

The system really starting to click for me by the Morocco coastal gun assault mission. It’s good! It would be great if this game could serve as a framework for more campaigns though it may be too idiosyncratically put together as a piece of software for that, idk

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You’re good. You talked about rough points without being derogatory about it. That’s just healthy discussion/criticism.

I think something that drew me to this forum was that folks here like to like things and that includes good faith discourse.

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I got distracted from Resident Evil 0 because I’ve been stressed out and it’s too slow for me to get into right now. I need stimulus to protect me from my bad brain.

I just… keep playing EDF 4.1 lmao. I tried out the Wing Diver and it’s so much fun to fly around! Why did I waste all that time with generic soldier man when I could have been a cyber valkyrie?

I have started to appreciate EDF as more than just wantonly shooting bugs and robots, although it can totally be that on easy and sometimes normal. But on hard and above, it feels like there’s a little more tactical depth because you have to give attention to managing friendly fire. When the ants run out of people to throw around and soldiers to harass, that’s really bad for you.

I also jumped back into Spin Rhythm XD after getting sidetracked from that… I think last year when I got covid for the first time? It was very easy to pick it back up after just a couple hours. I played a song on easy to see if I remembered how to play, then graduated to hard, and then settled back into grinding XD difficulty songs, which is where I left off. I beat that one song from Celeste today!

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In my completely unbiased opinion, video games would be much better if more of them replaced their generic soldier men with cyber valkyries

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This is crazy to me.
I’ve only played EDF 2017 and think of it as a game that’s almost made just for me.
This has me pretty excited to play the other ones.

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Playing legend of dragoon. I’m perhaps 2 hours in and while I like the game and the quick time events for attacks, the writing/translation is abysmal. The load time to fade into a battle or open the main menu is taxing my adhd.

I played this around the time it came out and I remember being disappointed with the overall story I do remember liking some of the settings and the combat. In don’t think I’m going to come out of this playthrough with differing opinions. Also no real, exploitable world map is always a disappointment for me.

What are some deep cut, RPGs from this era that have fully exploitable world maps with secrets comparable to FFVII and the like. I don’t have a ton of rpg experience so once I’m outside of games like the final fantasy, dragon quest, persona, or grandia series I probably haven’t played it.

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I don’t know how much of a deep cut it is, really, but if I really think about it, Star Ocean: The Second Story might actually be in the running for my favorite PSX-era JRPG. In some ways I think I like it better than all three of the Final Fantasies and Chrono Cross

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You are speaking my language with Star Ocean. I still have it on psp. I was pet sitting for a friend while he was studying abroad for a summer. I was kind of out of games since the nes but he had a PlayStation and Star ocean and I played it front to back. I even printed out a a full secrets walkthrough at the UIUC computer lab. This is so long ago they didn’t require logins to use their computers.

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Bought a steam deck, played a game: Aperture Desk Job

I spent 30 minutes with it and it’s a fun time! I haven’t played the original Astrobot or Astro’s Playroom or what it was called but the concept of a free (Nintendo take notes!) little game that teaches you how the hardware works is great.

I also missed the Portal games’ universe. I really loved portal 1 and 2 back in the day. Though I never understood why out of all the stuff that’s going on those games The cake is a lie became the universal phrase everybody remembered and recognized. I personally always was a big fan of If at first you don’t succeed, you fail. Nonetheless Portal reminds me of simpler times and I’m glad Valve brought the series back with this little fun experience.

I was pleasantly surprised to find 111 games of my steam library to be steam deck certified! I installed a whole bunch of them. Between those games and what I plan to do with emulation I wouldn’t need to buy any games for a long while. Though, let’s be honest, I probably will.

But there is a whole swath of games from my library that now actually have a realistic chance of being played on my steam deck, that I probably would never play much on my desktop.

I also installed some games that are not deck verified but marked as playable just to get an idea for how much that actually dampens the experience. I’ll report back!

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I find anything with controller support works pretty well.

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Check out proton.db! Steamdeck verified doesn’t mean a lot other than supporting resolution, controllers, and booting into gameplay. This will tell you if it runs like ass.

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