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Cake day: July 4th, 2023

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  • That was in my OP though, that most games can be thought of as puzzle games with extra steps.

    I just don’t get where you’re getting “most games” from. If you would have phrased it like “many games can be viewed as puzzle games if you really think about it” you would have maybe had more people agree with you.

    I understand your reductive approach - it’s just that there are so many games it doesn’t apply to that I can never agree with “most games”.


  • If you have 2 minutes to solve a puzzle, is it no longer a puzzle game?

    Yes, clearly. It still behaves the way a puzzle - or puzzle game - would: knowledge of the solution trivialises the content. It’s just a puzzle game with a timer.

    If moving certain colored pieces requires a button combo or sequence, instead of a simple action, is this no longer a puzzle game?

    Depends on how the combo works. Is there an element of skill involved? If it’s like a rhythm game I would just call it a puzzle/rhythm game. Otherwise it’s just a puzzle game with extra steps.

    For me, if the main challenge of the game is figuring out the puzzle, then it’s mainly a puzzle game. If a measure of skill is required in the actual execution of beating the game it is no longer a pure puzzle game - but it can still contain puzzle elements of course.

    EDIT: I would agree that Tetris is not a puzzle game.

    Knowing the optimal thing to do can be seen as but a higher order puzzle.

    But knowing the right strategy and item build in DotA or LoL means fuck all if you can’t mechanically execute your hero properly, which - in my opinion - disqualifies them as “puzzle games”.


  • I’ve been mainlining Esports Godfather, which is the surprise hit of the year for me so far. The title is nonsensical and on the surface it looks like it can’t be good, but it’s been so much fun.

    It’s a MOBA-themed sort of deckbuilder/autobattler/management game - which sounds like a hot mess but plays so much better than you’d think. At least after you get over the initial information overload.

    I wish the AI was a little smarter, but even with the game being a touch too easy it’s incredible how much fun it is. Loads of cards and heroes to build synergies with and rotating version rulesets keeping things fresh even within a single run.

    At just €16 on Steam I’d easily recommend it to anyone with an interest in the genre, and there is even a free demo that covers the first couple hours of a run.


  • I think your definition of puzzle games is pretty flawed, to be honest. A puzzle does not provide additional difficulty once you’ve identified how the pieces go together, consequently a game should behave similarly to qualify as a puzzle game. The dichotomy is between conceptualisation versus execution.

    Puzzle games can be solved or “won” by identifying the solution. Not-puzzle games require execution.

    Guitar Hero and OSU! are not puzzle games. Games like RTSes and MOBAs can be argued to have puzzle elements in terms of strategy and meta, but knowing the optimal thing to do will still not give you victory which imo disqualifies them as outright puzzle games.



  • For sheer versatility you can’t beat PC, so that is going to have to be my choice. Having flexibility between KB+M and controller, having access to mods and tweaks and (typically) having a wider array of graphics/performance options to tailor to your preferences makes for an unbeatable package.

    That being said (and it pains me to say this given my distaste for Nintendo), I absolutely loved the 3DS. The dual screens were cool, it had good ergonomics for me and a nice weight in your hands and there was something very satisfying in the mechanics of flipping it open or listening to the click as you slam it shut. It’s just a really nice device to use.



  • I’m not sure if the above comment played on launch or after the Final Cut update, but there isn’t all that much reading in the game anymore. Almost all text is fully voice acted now. You still have to mentally absorb it of course, but I find it less taxing than reading, personally.

    The book-like nature of it is spot on though; it’s better to treat it like an interactive novel where you choose the order in which you read its pages than as a traditional RPG.

    Don’t be afraid to pick wild and weird dialogue options, and especially don’t be afraid to fail at things. The game pioneered a “fail-forward” design philosophy






  • Did you end up playing around anything further with the combat and the combos? I ended up really enjoying fighting in the game, I just wish the bosses were a little more refined maybe. The feeling of being in sync with the voices and dodging instinctively when they yell a warning is really cool, and unlike any other game I’ve played.

    The ending didn’t click for me immediately either, but I ended up replaying it and giving it some more thought and I think I get what they’re going for. Really looking forward to the sequel.

    And sorry again that I spoiled that trial! I hope you enjoyed it anyway, it’s still my favourite part I think.



  • Probably Civilization V (with the difficulty set below maximum so you’re not too restricted and don’t have to play so sweaty). I like just seeing whatever the Planet Simulator map spits out, putz around with half my brain turned off, trying out niche civs and basically just playing it like solitaire.

    I don’t play it even every week anymore, but when I need some distraction and relaxation that’s a comfort game go-to.



  • Yeah the game never even hints at any combo system, though to be fair they never explain any mechanics (I guess in pursuit of immersion).

    This video is not completely exhaustive, but goes through a fair amount of combos. In general, you can always interrupt a combo after the 1st, 2nd or 3rd attack with the melee button to punch/kick and follow up with a different two-attack combo. The finisher where Senua impales the enemy and pushes off with her foot can also be interrupted and extended by pressing light attack three times (which I don’t think the video covers).

    I didn’t completely hate the find-the-symbol puzzles but they were definitely not particularly interesting. I think moments like the >!blind trial!< were where the game really shone. >!Navigating purely off of sound and controller vibration and avoiding the monsters in the dark!< is an experience that will stay with me for a while.

    Completely agreed about the linear structure, I always thought it was the success of Witcher 3 that started an open-world craze, but regardless of where it came from it definitely ended up negatively impacting some games.

    In general I think Ninja Theory did an amazing job at hiding the budget constraints. Another great example is the use of superimposed footage of live action instead of attempting to render characters and doing it poorly. The overall length of the game is also a part of this; they didn’t attempt to stretch too far and spread too thin but instead just made something brief but with the best quality they could. The game is short, but it didn’t feel too short. It felt perfectly measured for the story they were trying to tell.


  • More RDR2 this week, still haven’t finished Chapter 2 as there is just an unbelievable amount of stuff to be distracted by. Apart from further fiddling with some mods I’ve just been enjoying my time hunting and fishing and completing challenges, events and side missions.

    I might need to lay off the pursuit of the challenges as they seem extremely grindy and I don’t want to burn out before I finish the story, but so far it’s not started to wear me down and I’ve been enjoying just playing poker with the boys and whatnot.


  • I played through Hellblade recently and mostly loved it. I do however, agree that the quality of the hidden object puzzles vary a lot and there are a few too many of them. Sometimes it feels more like padding than enjoyable content.

    I also wish the combat was slightly more demanding and involved. They have an amazing foundation with fantastic animations and a surprisingly robust combo system that just never actually demands you to explore its depths and nuances. The focus mechanic is also a little too powerful, which again doesn’t encourage you to utilise the combo system. More enemy/boss variety and more refined enemy movements would also be preferable, but they were working on a small budget so it’s understandable. It feels like they were so close to something amazing, and that makes me very hopeful for the sequel.