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Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts

August 6, 2026

Crash Bandicoot 4: It's About Time (Part 3)


Back where it all started... But it's not exactly gonna
go the same way.

Assorted Annoyances

This is the kind of game where, if you are not focusing
on getting Gems, you will have a hard time, but it will
be doable. My mistake was trying to go for the All Crates
Gems every time I entered a level.. and suffering a lot
because of it. In my defense, I thought it wouldn't be
that bad, after playing the previous games!
You know what, let’s get the annoyances out before the finale. So, this game is… Well, I have already brought up the difficulty. I think I haven’t made it clear yet. Dying 20 times per level? That was at the beginning. The closer to the end I got, the bigger that number got. It wasn’t rare to die upwards of 50 times in a level’s first go-through, as I discovered, one painful mistake after the other, all the ways in which Crash/Coco/Tawna/Dingodile/Cortex could die. It is, by no means, the only tough platformer I’ve played all year, but it is among the hardest I’ve ever played – and, honestly, I think it might be the hardest I’ve pushed through, all the way to the end credits.

I remember hating the "Run on walls" parts. If your momentum
is stopped, you fall and die. And these parts love to put crates
in your way, so you have to break them. Oh! And combine
that to the gravity shenanigans in later worlds, too! Ugh.
I know I said that the original three Crash games had cruel platforming moments; I found that out as I was discovering them through the N. Sane Trilogy (though, as has been mentioned, the remasters aren’t entirely identical to their originals, which I haven’t really played). In comparison to Crash 4, Crash 1 through Warped! feel like a goddamn walk in the park. And I think a part of that might be caused by Crash 4’s own excesses. The levels are too long, several levels have too many crates, every instance with a Quantum Mask throws something new at you…

A lot fo bonus stages are all about using your abilities at
very specific moments and slapping steel ! crates in
what order, and when, for a chance to destroy every crate.
I miss the simplicity of the average Crash 1-through-3
Bonus Stage.
Speaking of crates, Bonus levels make a return. They keep the system from the remasters: If you die in them, you don’t lose a life, and the Bonus level transporter counts as a free Checkpoint. But! In the remasters, they were generally easy. Well, no more. Bonus levels in It’s About Time decided, “you know what? The player doesn’t lose lives playing these, so fuck it, we’re gonna be insanely hard!” In an utterly brutal game, these manage to be even worse. They often require use of the Quantum Masks, and are designed like puzzle platformers. You must figure out the right path, often backtracking both ways, to break every crate, and in what order, as there is sometimes only one correct “answer” to catch everything. And! Let me remind you that these bonus levels are mandatory, because their crates still count within their level’s total! Can’t figure it out? Tough shit!

Making things phase in and out, including barriers that can
get in your way, while you are also running on walls and
carefully timing your jumps. It's... a little much.
After a while, Crash 4 starts to feel more like a puzzle platformer than just a platformer. In fact, I know I have seen or played games with the exact mechanics brought forth by the Quantum Masks – but usually they aren't all in the same product. Making things appear and disappear to progress? Seen it. Messing with time? Seen it. Gravity shenanigans? Seen it! Hell, even ‘Akano’s ability involves some degree of knowing when to turn the special spin on or off. At the end, you must often adapt to using the masks interchangeably within the same level… or, in the very final stretches, one after the other in quick succession. Crash 4 is basically 4 puzzle platformers in one Bandicoot-shaped trench coat.

August 3, 2026

Crash Bandicoot 4: It's About Time (Part 2)


A new ally? And more coming? Things are about to get interesting.

Super-Spinning, Magic Potions, and Funny Costumes

At the end of Salty Wharf, the group finds the second Quantum Mask, as confirmed by Lani-Loli. The new guy is named ‘Akano and he represents dark matter. Though he doesn’t say much, he packs quite a punch.

This is not flying, this is spinning with style!
The next dimension we visit is Tranquility Falls, which looks like a fantasy land. Spyro could live here! The enemy wanting a rematch with our heroes is N. Brio, whose chemical concoctions can do so much they might as well be magic. This world is our first use of ‘Akano. This mask’s ability is a powered-up spin, not unlike an ability gained in Warped!. Unlike the regular spin, it is triggered by pressing the X button (like all mask abilities), and will make the Bandicoot spin and as long as you haven’t pressed X again to cancel it. While spinning through this method, Crash and Coco’s jumps become very floaty, giving them extra reach, and they will instantly destroy any breakable crates they touch. This can be a double-edged sword since the heroes still get hurt if they spin into TNT and Nitro crates.

Ah yes, Legally Distinct Big Green Angry Smasher Guy.

At the end of this world, we square off against N. Brio, and this fight begins similarly to the one in Crash 1 and its N. Sane Trilogy version. In the second round, Brio drinks his own potion and becomes a hulking brute that attacks directly. To damage this form, we need ‘Akano, as the boosted spins are the only thing that can knock Hulkbrio off-stage and hurt him.

Gotta tough out the sonar-style chase sequence.
After N. Brio is defeated, we unlock the N. Verted Mode. It opens a new version of every level beaten so far; and for every subsequent level, an N. Verted version is unlocked after beating the original. A few things change in this new challenge; for starters, Wumpa fruits are replaced by… Grape-like Berries! Gasp! The second is that the stage is horizontally flipped; Bonus stages and 2D sections are crossed right to left, and all 3D areas are mirrored.

Oh, they still haven't learned to swim. They just don't
need to in the Sn@xx Dimension N. Verted.
Each N. Verted world has its own design twist that makes it trickier to navigate – as if they weren’t so goddamn hard already! As an example, on N. Sanity Island, the level will be made of silhouettes, and the place will go dark unless you periodically use the spin, lighting up the area like the ping of a submarine sonar. In Salty Wharf, the world starts in black and white, aside from crates and enemies; several actions will bring back the color, which will stick even if you die. The screwy design changes for the next world, and again in the next, and so on. One world ends up underwater, with all the screwy physics this implies!

Oh, and the Gems return, making for a possible total of 12 for every level; six normal, six N. Verted. Same requirements, too; the only difference is that the hidden Gem is moved to a different spot. Still, good luck getting them all  this takes the game's Gems total from 228 to 456! But hey, at least you can get some cool skins out of them.

July 31, 2026

Crash Bandicoot 4: It's About Time (Part 1)


4: It’s About Time (Part 1)(Part 2)(Part 3)

After its first three installments, the Crash Bandicoot franchise seemingly hit a lull. Plenty of games came out, with some following the Mario Spinoff formula: Make ‘em race! Make ‘em go around a board and play mini-games! Platformers still happened amidst all these new concepts, with varying levels of quality. However, fans felt like there was no true return to form until the N. Sane Trilogy came out. This renewed vigor eventually led to the making of a new, proper, “official” sequel to the OG trilogy.

We're starting on known ground.
Don't worry, that's gonna change real soon.
And yes, I played and talked about the N. Sane Trilogy these past three weeks exclusively so I could have the necessary background to talk about this one. Fans had to wait 22 years after Crash Bandicoot: Warped! for it to come out. But Crash 4 finally did, with a release for PS4 and Xbox One on October 2nd, 2020, then to Switch, PS5 and XSXS on March 12th, 2021, then two weeks later on PC. You’ve already seen this game’s title at the top of this article, and it’s very tongue-in-cheek, considering the long time between this entry and the one that precedes it in the strange chronology of the Crash series. For the needs of this story, it acts like no new games happened between the franchise's third and fourth installments; you can bet they will make a joke or two about that. Well then! It’s about time we cover the conclusion of this epic! (…Unless a Crash 5 comes out eventually.) For the record, I am playing this one on Switch.


They’re Back

N. Tropy is a surprisingly much darker villain in this game
than just about any other enemy Crash has ever faced.
Following their defeat in Crash 3, Neo Cortex, N. Tropy, Uka Uka, N. Gin, and for some reason, N. Brio as well, are stuck in a place out of time. They’ve been stuck there for what feels like decades. (I mean… at least two of ‘em). Cortex keeps self-pitying over his repeated failures, while Uka Uka attempts to open a portal to get them out of this place and back to the world they desperately want to take control of. In a stroke of luck, the evil mask finally makes a tear through the fabric of reality that will allow them to return, but the task is so exhausting that it falls unconscious. The scientists opt to escape while leaving the commanding, nasty mask behind. In its place, Nefarious Tropy, the time master, takes leadership of the group. He’s already seeing far beyond full control of the world…

July 24, 2026

Crash Bandicoot N. Sane Trilogy: Warped!


Finishing the trilogy today!

Crash Bandicoot 3: Warped!


This guy scares the biggest enemy we've had so far. That
usually means nothing good.
The game begins after the good ending of Crash 2 – the one you get by collecting all the Gems and beating Cortex again. The diminutive scientist’s space station explodes and crashes onto the planet, striking an old temple. Out of it comes an evil spirit known as Uka Uka; if you’ve played the rest of the N. Sane Trilogy, you may recognize this mask as the guy who threateningly says “Game Over” when you lose all your lives. Cortex has been working for Uka Uka this entire time, first by making the animals into smart but docile soldiers, and second by making Crash gather magical crystals. The evil mask was the one trying to enslave the entire planet all along. In an attempt to do it right this time, the mask summons a new, blue-skinned scientist with a clock theme…

Sounds important, I should listen to what Aku Aku is sayi-
Oh, the Bandicoots adopted Polar? Awwwwwwww!

And so we begin in the medieval era, with frogs that turn
into people if they kiss Crash, and lab assistants behaving
as if they were at the renaissance fair.
The wind turns on Wumpa Islands. Aku Aku immediately knows what’s up. The guardian mask of the islands (now voiced by Greg Eagles, whom you might know as Grim from The Grim Adventures of Billy and Mandy) tells the Bandicoots about the villainous Uka Uka. He teleports the two to the Time Twister. This floating base owned by Cortex’s new scientist ally will allow the villains to hunt down the Crystals across past eras, since we’ve already found them all in the modern day. It’s up to Crash and Coco to get the Crystals (and the Gems) first, beating out their enemies. Oh, that’s it? We’re doing a Time Heist? Let’s go! I can't wait to see the endgame of that!

July 17, 2026

Crash Bandicoot N. Sane Trilogy - 2: Cortex Strikes Back

Crash Bandicoot 12: Cortex Strikes BackWarped!

Welcome back to this year’s anniversary reviews! Today, we’re moving to the next game in the collection!

Crash Bandicoot 2: Cortex Strikes Back


Uh oh. He's got a lightbulb moment, and that means
nothing good.

This story begins immediately after Crash 1. Neo Cortex was tossed from his zeppelin and is falling to the islands below. He survives the crash (pun intended) and finds that he has landed in an underground cave where he finds a crystal glowing a faint purple. He gets a new idea…

Turtle armadillo, doesn't matter; you're in my way!
Cut to a year later. Crash Bandicoot and his brainy sister Coco are chilling on their island when Coco’s laptop runs out of juice. Just the usual problem for her, really. And even though she’s playable here, no way she’s going to get a new battery herself! Nah, bro’s gotta do it. Crash thus embarks on this quest. But midway through the first level, he steps on a teleporter and gets abducted. He appears on a space station owned by Cortex and his new assistant, Dr. N. Gin. He is greeted by a giant hologram of Cortex’s face.

"You better not pull out your yo-yo while I am expositing,
Crash! Are you... Hey! I said put that away!"

I see it over there! Yeah. That's the point.
They aren't hard to find. At all!
Cortex says that, although they have been enemies before, he and the Bandicoot need to team up against an even greater threat coming from space – soon the planets will align, and the resulting energy might destroy the Earth. Cortex has found the Master Crystal that can put a stop to this; however, it needs several more “slave” Crystals to have enough power to prevent the catastrophe. the diminutive scientist claims he will need the physically capable mammal to collect 25 Crystals scattered around the world. Cortex will provide the means of teleportation, and occasional commentary on our progress.

July 10, 2026

Crash Bandicoot N. Sane Trilogy - Crash Bandicoot 1


Crash Bandicoot 12: Cortex Strikes BackWarped!

Yeeaaahhhh... I was not a fan. In fact, after playing today's
games, I might like Crash Purple even less.
I don’t know if anyone else reading this knows what the first game ever reviewed on this blog was, way back on July 19th, 2013. Well, it was actually a duet of games for the Game Boy Advance: Crash Purple: Ripto's Revenge, and Spyro Orange: The Cortex Conspiracy. This not-very-ambitious crossover had Crash and Spyro square against each other due to the machinations of their respective villains. The games, developed by Vicarious Visions were… shall we say… not that great. At best, they were tolerable 2D platformers that put much bigger focus on playing mini-games, of all things. Anybody that’s accustomed to Crash’s usual extra-tough 2.5D platforming or Spyro’s 3D platforming likely didn’t get their money’s worth.

Run! Ruuuuuuun!
I bring this up because I haven’t touched either franchise since. That review was 13 years ago. And even on Steam, when I got my hands on the Crash Bandicoot N. Sane Trilogy and the Spyro Reignited Trilogy, it took me forever to even think of playing them. Well! I’m crossing one of these two off the bucket list for this year’s anniversary review. Maybe the other one next year? Who knows.

I also have Crash Bandicoot 4: It’s About Time among the games I want to cover this year, and I have a little rule for myself: If I want to cover a game that isn’t the first in a series, but I own any that came before in that series, then I will want to cover those previous ones too if it matters. Might as well get this show on the road. I can call it a… Crash course across the franchise.

Also developed by Vicarious Visions, and published by Activision, the Crash Bandicoot N. Sane Trilogy was released first to PlayStation 4 on June 30th, 2017, and to Steam a year later. It is comprised of remastered/remade versions of the franchise’s first three games, all of which were PlayStation games originally developed by Naughty Dog:

  • Crash Bandicoot, released on September 9th, 1996;
  • Crash Bandicoot 2: Cortex Strikes Back, on November 6th, 1997;
  • And Crash Bandicoot: Warped, on November 3rd, 1998. This would be the last proper entry for these platformers for about 22 years.


One game per year? Crash is a regular! …Well, not to this blog he isn’t! But I’m looking forward to correcting that. We’re starting this collection of games NOW!

July 3, 2026

Garry's Mod


Hoo boy, where to begin. Where indeed. There’s just so damn much to say about Garry’s Mod. Well… for starters, it’s not so much a video game as it is a physics engine that allows for an insane level of creativity on the part of its users. …Yeah, that’s the short version. I don’t think I can properly review this as a video game, as it really is more like a tool to create games… or to have fun putting items together and seeing how they interact. Unless the games made by its users count as the game itself. Anyway!

Developed by Facepunch Studios and published by Valve, Garry’s Mod was released on… November 29th, 2006. Almost 20 years ago. That makes it one of the oldest products in my Steam library. When this game came out, my French-speaking ass was still learning English in high school!


Everybody has to start somewhere. Me? I got myself
crushed by that tower. That's how I found out that we
still have HP during sandbox/construction...
Officially, this software was created by Garry Newman, a developer from Valve who worked on Half-Life 2. The original, titular mod was just that game with a few additions; but then this expanded into a full sandbox game comprising not only H-L2’s physics engine and assets, but also the assets of other games made with the Source engine. Notable ones include Left 4 Dead and Counter-Strike, as well as possibly the biggest name out of all of them, Team Fortress 2. The only requirement is that you own the other base games in your Steam library in order to access the assets.

If you ask me, the funniest thing about this article is that I took so long to get around to talking about Garry’s Mod that Facepunch Studios released a sequel in the meantime; S&box came out last April, roughly 19 and a half years after its predecessor. But let’s focus on Garry’s Mod, or as it is also known, GMod.


I could decorate a cozy home with this stuff.
Too bad this field isn't much of a house!
Full disclaimer here, I did play a few hours of this game in preparation for this article, but not dozens, so I obviously won’t have the experience of others who've spent hundreds of hours on it. Heck, this article will be less like a review and more of an informative thing. Though, it will have some of my impressions based on what I’ve tested. I wasn’t even sure whether I could cover this product correctly, it’s just a sandbox after all; as a result, expect this to be less about the game itself and more about what others have made from it. Honestly, I’m coming in so late to this that it’s probably the best I can do; celebrate how this program was used and how it left a mark in gaming history.

March 20, 2026

Yu-Gi-Oh! Early Days Collection: Dungeon Dice Monsters


Most Yu-Gi-Oh! games are all about the franchise’s card game. Those began appearing early in the manga’s pages, and it only took a few books before the story shifted to focus on tournaments. However, before those, the manga had several tomes in which Yugi’s alter ego played various games, against many opponents. The early days were DARK; Yugi’s first Shadow Game had someone almost stab themselves for a game about picking up bills with a knife. In another, he burned a criminal to death.

As far as game tables go, I think those in the manga (for
Duelist Kingdom and Dungeon Dice Monsters) make more
sense than the giant arenas from the anime.
Then, there was Duel Kingdom. Shortly afterwards, there was Battle City, which ended up with rules much closer to the real card game. However, between the two, a short arc introduced another game of Kazuki Takahashi’s making: Dungeon Dice Monsters (shortened DDM). Created by Duke Devlin (Ryuji Otogi in the original Japanese), an aspiring game maker whose family sets up shop near Yugi’s home, the game features monsters appearing when dice are deployed on a field. I will explain much more in due time.

These odds are looking good!
There was also a whole thing about a disfigured man in a clown mask, an intense desire for revenge, and arson, but that’s because the manga has always been ballsier than the anime.

Dungeon Dice Monsters was eventually adapted into a physical board game. It never quite caught on, probably due to the complexity of the system that demanded a full board to play as well as the associated dice – not quite as simple as just playing with cards! It also got an adaptation on the Game Boy Advance, released in North America on February 11th, 2003 (though it came out two years earlier in Japan), and a rerelease in the Early Days Collection.


What IS Dungeon Dice Monsters Anyway?

Try not to get yourself cornered.
I’ll open by explaining the game, its rules, and its mechanics. As the name indicates, this game trades cards for dice. The board is made of 13X19 squares, with players on opposite sides. Each player has a pool of 15 dice, which will be the ones they roll. Each player has a figurine named the Die Master in front of them; this figurine starts with three hit points.

Dice sides are called Crests. There are six different  types: Summon, Movement, Attack, Defense, Spell and Trap. Every die has a different selection of these Crests – as an example, a die may have one or two Attack Crests, or maybe none! The only Crest guaranteed to be on every die is the Summon type. Dice have levels ranging from 1 to 4, and the lower the level is, the more Summon Crests it will have.

March 13, 2026

Yu-Gi-Oh! Early Days Collection: Duel Monsters II: Dark Duel Stories


The first Yu-Gi-Oh! dueling simulator was a bit of a mess, but some of that could be excused from the game releasing while the manga’s first tournament arc wasn’t over, the mechanics weren’t set in stone and the card game as we know it now did not exist yet, and being on Game Boy meant much smaller data storage space.

Yu-Gi-Oh! Duel Monsters II: Dark Duel Stories (not to be confused with the next Yu-Gi-Oh! game, also titled Dark Duel Stories) was released on July 8th, 1999 in Japanese only. We get to play it freely and in English thanks to the Early Days Collection released in February 2025. With more space in the cartridge and a stronger system, surely this new installment improves on the first game, right?

...Hey, that box art is just reusing the
Volume 10 cover art!

The New Tournament

Ahhhh! Color!
Just like Duel Monsters I, this game is a dueling simulator split into stages containing multiple duelists. You must defeat every opponent in a stage 5 times to unlock the next. This makes some sense, since you are drip-fed cards to improve your deck; you only receive one card at each victory against a CPU opponent, dropped from that opponent’s pool of rewards. This justifies having to beat every opponent repeatedly, since you wouldn’t otherwise gather enough cards to stand a chance against better opponents.

The plot? Just a different tournament beyond Duelist Kingdom, again helmed by Pegasus. Who cares, really.

The Stage 1 opponents (Yugi, Joey, Bakura and Tristan) are laughable; I went through those 20 duels without editing my deck once. They’re basically a tutorial. None of them ever use monsters with ATK higher than 500. Enemy decks are once again randomized out of their personal card pools, with some cards having higher chances to appear than others. Opponents cannot fuse their own monsters, nor use Magic or Trap cards.

However, they can still destroy your monsters
if they get lucky with Alignments.

March 6, 2026

Yu-Gi-Oh! Early Days Collection: Duel Monsters I


Back with another themed month, and I return to the well of Yu-Gi-Oh! Except, this time, I’ll be focusing on older games. In February 2025, Konami released the Early Days Collection, which contains 14 (technically 16) games from the earliest of the Yu-Gi-Oh! franchise. I already covered one of these, The Sacred Cards, in the first year of Planned All Along, which leaves 13 games to cover (technically 15; you’ll understand why I say that, but not until next year).

This volume had the duel against PaniK,
also known as the Player Killer of
Darkness in the original Japanese,
because the manga was edgy like that.
I figured that I would start with the shortest games (according to How Long To Beat); but the four I’m planning to cover this month, I’ll do in chronological order. I’m opening today with the first game in the entire collection, the original Duel Monsters, released for the Game Boy on December 16th, 1998. Several of these classics had never been officially released in languages other than Japanese before, so it’s a chance to discover them and experience the start of a legacy.

Technically, it isn’t the first Yu-Gi-Oh! game ever released (the actual first was based on a lesser game from the manga’s history, Monster Capsule), but it is the first to feature the card game that would then take over the anime and be the sole focus of every following series. When it came out, the manga itself was at its tenth volume, in the middle of the Dueling Kingdom tournament arc. Barely halfway in, not even in the finals. The duel against Pegasus is still far. The timeframe in which this game was made explains a lot about it. For starters, the characters we meet and duel are only the ones we have seen in the manga pages up to that point.

However, it’s most notable in gameplay, with duels obeying the, um… elastic rules of Duelist Kingdom. I’ll get there soon enough.


The OG Duel Simulator

Choose your fighter Duelist!
Before the game starts, Yami Yugi tells the player to input their duelist name. It’s not important in the Story Mode, but it is a screen name for dueling and trading with other players using a Link Cable (remember, this was the Game Boy era).

Story? What’s that? When the game begins, your first screen shows the mugs of Yugi Muto, Joey Wheeler, Tristan Taylor and Bakura Ryo. We can surmise, based on the background showing a large boat, that we’re on the ship taking our characters to Duelist Kingdom. Each of these four will say the same thing: If you want to proceed, you’ll have to beat them all five times. Why five? Shouldn’t one be enough? Nah, not here.

Okay, back to that pin about gameplay. The card game as we know it didn’t even exist yet. The cards at the time were the Bandai OCG, a short-lived version that ended in 1999, when the actual Konami card game began and overtook the former in popularity. As a result, early Duel Monsters video games had the bare minimum to base themselves on, gameplay-wise. All they had was the Duelist Kingdom rules (which would later be streamlined for the second tournament arc, Battle City). Also, take into account the hardware limitations: A Game Boy cartridge could only contain a maximum of 4 megabits of data, and the game had to be designed to account for the tiny screen.

December 26, 2025

Year Plans 2025: What I've Missed


Boy, this has been… a year. Please ignore my twitchy eye. Or the emotional exhaustion. Let’s just… talk about video games today, alright?

For the newcomers: I started setting up Year Plans in 2023, as a way to force myself to check out games selected somewhat at random through my collection. The idea was that if I only ever chose on my own what I wanted to play, there are games I own that I’d never touch! So why not leave it to luck? Of course, as I realized at the end of that year, I can always misjudge and overshoot. After all, I take direct inspiration from HowLongToBeat lengths to make these random picks, and I can never know how long a game will truly take me, versus how long that website says it takes on average. That said, I’m a very thorough player and I often go beyond just finishing a game's main story, so it often takes me longer than those indicated lengths to finish games.

Every year so far, I ended up with plenty of games I was hoping to cover in those 12 months, that I ultimately ran out of time for. 14 in 2023, and 17 in 2024. This year, however, I am proud to announce that I don’t have a lot of leftovers… only 8. I call that a win! But still, I wanted to operate the same way as before, by playing just an hour of each game and report on it for the last article of the year. Hell, there were so few this time around, I juggled with the idea of playing two hours of each instead! But nah. One hour will be enough. I’ll just write more for each.

The estimated duration of the eight games today ranges between 11 and 67 hours (…don’t start), and would have taken me an extra 250 hours to get done. I don’t think I would have had enough time.

Well then! With so few, I guess I won’t split these into categories!

Team Sonic Racing


Out of my way, Amy! I'm gonna steal the third place from
you!
There are many Sonic racing games out there, though for a while they existed under the “Sonic & All-Stars” umbrella that allowed characters from other properties to join the roster. This doesn’t quite work for Team Sonic Racing's concept, where characters play in their classic teams (with a few changes) and have to rely on each other to win each race. Each team has a Speed character (Sonic, Amy, Shadow, etc.), with a race car that has faster speed than average; a Technical character (Tails, Omochao, Rouge, etc.) with better handling and the ability to pick up rings more easily; and a Power character (Knuckles, Big, E-123 Omega, etc.) that is slower, but unaffected by most road hazards.

Five teams, 15 characters total, and the entire game is built around teamwork. The car of your teammate closest to first place leaves a trail behind, and the other two can drive along that trail to gain a speed boost. It feels a little like teamwork rubberbanding. Racers can pick up Wisps as power-ups – many of which feels directly inspired by similar items in Mario Kart.

One hour wasn’t enough to go too far into it, so I haven’t seen yet whether having to rely on your two CPU allies to get ahead leads to issues down the line (you never know how well the AI will play, after all), so… guess I’ll see when I get around to it.

December 19, 2025

The Most Obscure Games I've Ever Covered - The List



After writing so many Top 12 lists, I decided I wanted to get creative with them. My two lists of worst marketing campaigns required a ton of research, and I loved that aspect; so I felt like digging into a different type of research, this time data collection. The results could be… interesting, after all. So hey, why not make a list of the least known games I’ve tried?

Just the first 8 questions... of 473.
For this article, I created a Google Form cataloguing every single game I reviewed on this blog (all 473 of them), and for each one, gave four options:
-I’ve played it (does not necessarily mean its player owns the game);
-I own / have owned it (considering how many gamers I know with massive backlogs of games they’ve never touched, I felt something would be missing if this wasn’t included);
-I heard of it (saw someone else play it on a livestream, or know of it through word-of-mouth, advertising, or reputation);
-Or I've never heard of it (the element that matters today).

I knew most games covered on this blog were likely to be in that last category, especially since I pivoted to playing and covering a lot of indie games after joining Steam in 2016. Yet, there are still plenty of surprises to be found.

At the time of writing, I had received 42 answers to this survey, but it was enough to cut down the list to… 34 titles. That’s a long way from 12; so expect me to lump together titles for which I have the same comments to make. Had I received 50 or 100 responses, maybe this would be different; maybe I would have ended up with much fewer unknown games, maybe even fewer than 12! Thus, you can take today’s article with a grain of salt, I know my sample isn’t as representative as it could have been. That said, I think the results are interesting! In fact, tune in this coming Monday for more data I’ve picked up from studying the survey results. By the way, you’ll notice that there isn’t a single console game on this list – it’s all PC, indie games. Oh, and if games are no longer available for purchase but their Steam page is still up, I’ll include a link to the page anyway.

Alright, let’s start this list! We open with…

12. Free stuff


Oh, I remember thinking this one was so cute.
When I joined Steam, my first order of business was to find as many games as possible to add to my new collection, in a short time and on a small budget. The solution? Go down the list of Free games, and pick among those. Now, I’ll differentiate between Free-to-play (which can make its budget back through players’ in-game purchases), and full-on Free. Generally small stuff that a developer could easily give away without feeling a blow to their finances. I’d imagine that such games are often released without much fanfare, with their studios either banking on their pre-existing reputation (like Studio Pixel, which released the Pink duology but is better known for Cave Story+), or a freebie that ties well with the remainder of their output (like the Elisa prequel, which ties into games with a price tag). You have to seek these out, basically. With that said, offering free games is a winning strategy; it seems to have worked well for Epic Games’ own platform...

November 21, 2025

Hylics 2


I’ve covered many bizarre games, yet few caught my interest as much as Hylics. It’s not that complicated; it’s a turn-based RPG made on RPG Maker, nothing special there. What sets it apart is that it was entirely designed in Claymation – there’s been a lot of hand-drawn games, but ones created with clay characters and worlds are rarer (Wikipedia's likely incomplete list of Claymation games has 25 entries).

Even the Wayne bedroom is weird.
The art style you could get used to; but then, there was the bizarre plot, and how it was presented. Most unimportant NPCs’ text bubbles were randomly generated, Mad Libs style, and made no sense. And when something plot-relevant was said, it made sense, but used archaic or uncommon words to convey the message, leading to a whole other kind of confusion. That game is an experience, I swear.

And if the first game is an experience, then Hylics 2, also developed by Mason Lindroth and released on June 22nd, 2020, must surpass it… while also being a good game on its own, a tough tightrope to walk with absurdism. Can it pull it off? We’ll see.

When even the title screen sets the tone...

An interval of renovelled tempestuousness

(…Yes. I’m gonna indulge in that silliness.)

Good boy. I bet you can't wait to have legs.
In the first Hylics, our main character was Wayne, a crescent-headed guy. This game keeps it ambiguous whether we’re following the same Wayne, or one from a new generation of Waynes. In this one, we’re introduced to an Old Wayne, a wise mentor (maybe the previous protagonist?), and to baby-Waynes that are slugs on the ground, which our Wayne can pet like they’re dogs. “Wayne” is just a species in this world, that starts and ends as slugs, and is human-shaped in the middle.

It's only gonna get weirder from here.