Category Archives: video game

Game review: Grow Home for Steam

Fair warning that there will be higher than average swearing in this week’s review. That’s because I didn’t play Grow Home so much as I endured as much of it as I could stand before throwing my aching hands up and declaring “fuck this.”  Part of this physical agony could be blamed on my first controller choice, which has triggers with a higher amount of tension than the standard PC gamepad. It’s great for shooters, helping me avoid accidental misfired shots. But here, the constant back and forth of “left shoulder, right shoulder” left me ending sessions with massive hand cramps.

But even setting that aside, this is the kind of half baked formula that could be good with more effort, and instead it got released as good enough in a damn near broken state. It fails to explain some of its most important mechanics, botches control schemes for both gamepad and mouse and keyboard gamers, and adds a list of busy work to drag out what is already a tiring slog.

I got to the point of the game where I had grown the central plant up to the little robot’s (BUD) mothership. (MOM) I collected a star seed and delivered it where I was instructed. Credits rolled, and the game was done, yes? FUCK NO. The game said, “Go fetch eight more seeds for us. Do you want to?” I selected NO, and the game went, “Thank you for your opinion. Now go get them seeds, biyatch.”

It was then that I said, “No. And not just no, but fuck no, and Grow Fuck yourself.” Continue reading


Game review: Unit 13 for PS Vita

Readers, I come to you a broken and defeated reviewer. In the last two weeks, I have tried and bounced from five games. Some, like Pillars of Eternity and Kao the Kangaroo, I knew were going to be iffy at the start. But then there was Party Hard 2, a game I wanted to love, until they kept tossing in new ingredients I never asked for. (Why was “Kill everyone” dubiously upgraded to “Follow a boring checklist” anyway?)

Running out of options, I decided to go back and play something I started ages ago, but never reviewed, Unit 13. Back when I first got my PS Vita, I bought the digital version of the game, only to discover that any attempt to play it in English caused it to revert to French. At the time, my Italian wasn’t strong enough for me to play that version, so I ended up getting a refund.

But it always stuck with me for reasons I couldn’t put into words. The simple premise for a third person shooter, a mercenary team taking out terrorists, had just enough meat on it to carry forward a set of missions of increasing difficulty within a limited number of locations. It’s kind of like if Counter-Strike had a single player version. Continue reading


Game review: Tiny Tina’s Wonderlands for Steam

When Tiny Tina’s Wonderlands got some meh reviews from folks I followed, I put it lower on my priority list, but not on the do not buy list. This is because the same folks gave Borderlands 3 a meh, and while I felt it could have wrapped up the plot faster, it was altogether a stronger story than the first two entries. I also really liked Tiny Tiny’s first BnB campaign when I played it with hubby, and I think that flavored my expectations going into it. So here’s Tiny Tina with another mega-session of Bunkers and Baddasses, offering stronger writing and a far shorter playtime than the planet spanning flagship.

Did it work? I’ll put it this way: I only beat the main game after intentionally holding off on the final boss to play a whole bunch of side quests. I’d already hit the level cap when I got there, but I was enjoying the side quests stories so much that I just wanted to see a few more before reaching the ending. And then not long after reaching the end, I started a new character so I could experiment with a different build.

Far from being a meh game, this might be closest to the perfect looter shooter for me. It’s not too long, the writing is cute and full of puns and dad jokes that make me smile even when they can’t quite get a laugh. (There’s also some pop culture and meme references so old they fart dust.) Buuuuuut, there was an early joke so funny that Hubby got mad at me for laughing too loud. So what I’m saying is, this really worked for me…most of the time.
Continue reading


Game review: Cursed To Golf for EGS

Cursed to Golf is one of those games where many folks know right away if they’re going to love it or hate it just by describing it in genre terms. It’s a rogue-like side scrolling platform golf game, and any of these terms could be a deal maker or breaker for you. For me, the one that’s a sticking point is rogue-like, as opposed to rogue-lite. The difference is, every new run, the whole world is reset, and nothing carries over.

But let me set that aside and talk about what makes this a unique experience. After a tutorial explains how an almost legendary golfer end up in Golf Purgatory, players are tasked with battling eighteen holes of side scrolling golf to win a shot at returning to their body. In their arsenal are a driver, an iron, and a wedge. (I was annoyed by the lack of a putter until I realized the wedge can do the job by applying really low power to swings.) One button press activates a power meter. Pressing it again activates the angle selection. If you don’t like the look of a swing, it’s possible to back out of the swing, either to select a different club, or just to adjust the power level of the swing.

Each level starts with five swings as “par,” and falling to zero mean losing and returning to the clubhouse to start over. However, within levels are statues that can be broken to unlock more swings. Gold statues grant five swings, and silver statues give two. So really, even if the so-called par is five, most levels end with swing counts of ten to fifteen, and some go as high as twenty, and they’re still considered par. Riiiiiight. Continue reading


My top 5 games of 2023

Well, look at the time! Another year has passed, and I have to say, compared to the years before this one, it didn’t suck nearly as bad. Sure, it still had its share of downs to equal the ups, but looking back, I think this is the year I could say, “Yeah, I’d do that again if I could.” It was a combination of good food, good company, and good games.

I know this is new for me, as I’ve never been much for recapping what I played, but I decided this year that I want to give a spotlight to the games I think went beyond good and sailed into great, taking up so much of my time, but in a good way.

So join me after the cut as I look at my top 5 games of the year. (In order of lowest to highest ranking.) Continue reading


Game review: Turnip Boy Commits Tax Evasion for EGS

I originally got Turnip Boy Commits Tax Evasion (Hereafter shortened to Turnip Boy) on the Google play store because it sounded like everything I wanted in a mobile game. But it turned out that I was too much of a klutz to complete it using touch controls, so I wasn’t able to finish it, thus I could never review it, even though I liked what I played.

Fast forward a few months later, and I saw Turnip Boy on Epic Game Store, and I decided that even though I had to buy it again, I liked it enough on my phone that I wanted to see how it ends. As it turns out, I liked Turnip Boy enough that I don’t even mind buying it twice.

I think it helps that despite being a Metroidvania, one of the genres I’m not keen on, it does manage to make the formula work for me because the game isn’t that big. I get a new item, and it’s close enough to me hitting a roadblock in another area that I think, Oh, that’s right, I needed this to get into that other area. Continue reading


Versus series: Diablo Immortal VS Diablo IV

This installment of the versus series became inevitable pretty much right after I did the Diablo IV server slam. But that little weekend-thin slice wasn’t enough to build a solid idea of what the full game would offer. Since then, I’ve played a lot of Diablo Immortal, and I got Diablo IV around three weeks ago. You’d think I would play one character to the end of the story, but no, I played every class. My main, a Rogue named RhodaRargh, has just entered Act III at level forty, and all my other characters are around level thirty. At this point I can safely say I’ve seen the core loop even if I’m not yet ready to fire off a review.

What I am ready for is an in-depth examination of what Diablo Immortal offers in relation to Diablo IV, and I’ll say right up front, I am genuinely shocked at who is winning this contest with flying colors. I’m coming into this contest with years of bias against free mobile games and all their bullshit. So believe me when I say how shocking it is that I am endorsing Diablo Immortal as the winner by a freakin’ landslide.

Before I get to the apples to oranges fight, let me be clear to avoid drama with the die-hard fans. I’m not saying that Diablo IV sucks, okay? I’m just saying that Diablo Immortal manages to do a better job of getting me into the game while respecting my time and my budget. Continue reading


Game review: Divinity: Original Sin II for Steam

It’s rare for me to mention how much time I played a game before reviewing it, but I think saying upfront that I played five hundred and thirty nine hours of Divinity: Original Sin 2 can help back up some of what I’m going to say. This is because for as much as I loved a lot of the game, I also hated it in equal measure. In fact, I can’t think of a single game that challenged me more to wring enjoyment from it while it in turn tried to aggravate me to the point of wanting to break a controller.

Oh, fair warnings are in order. This will likely be a long post, and there will be spoilers. So if you wanted the short and sweet, spoiler free version: great combat systems cannot balance out terrible enemy AI, nor can it absolve the schism between Pratchett-like humor and grimdark world building, and it cannot overcome not one, but two terrible control schemes.

So, spoilers and long-windedness after the cut m’kay? Continue reading


Game review: Lara Croft Go for Android

Ages ago, back when I was using a Windows Phone because of the Zune music service (another great idea Microsoft abandoned even though they had the better service over Spotify AND Apple Music) one of the first mobile games I paid to play was Hitman Go, and I very much loved it. It was set up like a board game on a diorama with little plastic figurines, and while there was some light puzzling to it, I didn’t have too much trouble breezing through its levels. Even so I came away feeling pretty positive about it aside from some finicky control issues.

When Lara Croft Go came out, I put it in my Want To Play list, but as so often happens, I forgot it existed until it recently got pulled off the market. When it got put back up for sale a few months later, I said, “No, this time, I’m going to buy it.” So I did, and I’ll say right upfront, this could have been a 5 star game. It loses a star for stupid greedy reasons, but I’ll get to that in due time.

The first thing to know about Lara Croft Go is, the designers altered the formula to be less of a board game, and more of a puzzle game. And let me tell you, some of those puzzles are real brain ticklers. I played several levels where I had to put the phone down and come back to it with fresh eyes the next day. One level near the very end had me so perplexed I surrendered and went to watch a YouTuber try it, and seeing them fail the same way I did actually made me realize what I was missing, so I closed the video, went back to the game, and nailed the solution on the first (twenty-first, is more accurate) try. So when I say this game is a joy for puzzle lovers, I mean, this is going to really test whether you are paying attention or not. Continue reading


A Vampire Survivors: Whiteout update

Before we get into the  reviewy stuff, I should apologize for missing updates and explain. I was rushing to get reviews together from a book I’ve been loving, a mobile game I have mixed feelings on, and an RPG that’s damn near broke me. All of them were close to the finish line when my dog Toffi died. It’s been close to two weeks since then, and I’m still waking up and looking around for her. The husband is still calling for her when it’s time to take the other furbabies out for walkies. So, yeah, we both needed time to process, and we’re not really done with that.

On top of that, I’m using November’s NaNoWriMo as the kick in the ass I needed to get back into writing books like I used to. I’m making steady progress there, but that means I might be a little light on reviews because I was too busy trying to plan crimes most heinous for my characters to solve. So if I miss a few posts, just bear with me, and I promise the new book is going to make up for my lack of reviews.

With all that out of the way, I’m sure I’ve mentioned before that it’s rare for a review to be the final word on most games these days. There’s constant tweaking and balance changes for some that can drastically alter a game for better or worse. Otherwise there can be added content, either as paid DLC or as free updates.

The vast majority of the professional review sites rarely revisit games to offer new reviews in light of these changes, but to be fair, most have been struck from the lists for early review copies for daring to call game publishers like EA, Activision-Blizzard, and Ubisoft out for their shitty policies. I respect them for that, but it means they have to buy games on release day, and then play them as fast as possible. It’s a race to see who can put out the first proper reviews, so they don’t have a lot of free time to pick an old game back up and try out the shiny new toys that got added after their review.

I however, have lots of free time, and given that Vampire Survivors remains high on my list of favorite games to chill out with, a recently released winter-themed update boasting a new character, weapon, relic, bonus level, and character morph sounded like the perfect excuse to get back into the senseless slaughter of thousands of rampaging monsters. Continue reading