As a second part to my video game highlights post, here are some of the video games I played in the last few years that I wanted to love but just couldn't for various reasons. This is noticeably shorter, mostly because if I don't like a game, I bounce off way too fast to find them disappointing. It's the games I wanted to enjoy that sting the most.
- Balatro: An interesting play on poker, with all sorts of crazy jokers that give you insane combos to score points. It's very well done for what it is — a deck-building rogue-lite, through and through, where you keep fighting against (and manipulating if you can) RNG while getting the most out of every run. Rogue-lites are very much like gambling, so it makes sense that a poker game would be the epitome of this design philosophy, right? However, it is also the game that made me realise I'm actually not super fond of rogue-lites.
- Blood West: An atmospheric stealth shooter game set in the weird west. You are unnamed gunslinger brought back to life by local spirits and tasked with cleansing the land of the undead and their corrupting influence. The graphics are old-school, the music is nice, the grid-based inventory is fun to interact with, and you need to keep your eye out for precious loot. My main issue isn't really the largely empty landscape, but the lack of interactivity. I was under the impression that this was going to be an immersive sim, but it ended up being "just" a stealth shooter. Not necessarily a bad game, just not the game I was expecting.
- Chants of Sennaar: In this game you're supposed to decipher a number of languages (actually, only constructed writing systems as there are no spoken words in the game) to figure out what people and old tablets are saying to solve puzzles and ultimately reunite the peoples of the mysterious Tower. I generally liked the music and atmosphere. The way the camera didn't always follow the character immediately felt really annoying at times. The puzzles were okay but not too difficult. In fact, my main problem with this game is that the "languages" only have about 40 characters each and the "grammar" is very rudimentary in all cases. I loved how I could note my own interpretation of a word/character in my notebook, but then comes a point in the game when it checks whether you have figured out the meaning of a few words, and if so, it gives you the "proper" translation of them. If you haven't played this one, I suggest you first try it without using the illustrated journal; it'll be tougher but probably more immersive.
- Cloudpunk: I really wanted to like this game. The map is pretty big, the graphics are alright (if you're into voxel art), and it's got good cyberpunk vibes. However, walking about and driving the hovercar quickly lost its charm. All you can do is walk and sometimes talk to people (by which I mean listen to the dialogue). The cyberpunk themes the game touches on are okay, but they only scratch the surface. With more things to do and more options to influence the story, I could see myself play this game again. Basically, I think I wanted a more open sandbox set in the same hand-crafted world.
- Defender's Quest 2: Mists of Ruin: This one's a travesty. I really, really liked the original Defender's Quest (heck, I even replayed it a few times while waiting for the second instalment), and then this is what we get? The story is very simple (not that it was overly complicated in the first game), the characters are boring, the art is way too busy for not much gain, and the gameplay worst in almost all respects. I like how skill trees have been simplified (as they looked more complex in the first game than they really needed to be), but why do we only have one instance of each character? It's supposed to be a tower defence game, yet we only have like five "towers"...
- Shadows of Doubt: Another one I really enjoyed for a while. The premise is rather interesting: you're a private detective solving all sorts of crimes in a city with detailed inhabitants and establishments. Everything is procedurally generated, so the possibilities are limitless. You keep gathering clues and pin them on a clue board, manually discovering connections (and noting them using a cord) — it's all brilliant. But then, out of the blue, it was out of early access, and the game just feels... repetitive, buggy, and poorly optimised. Don't get me wrong, it's a great experience while it's fresh, but once you start to see the patterns, it becomes tedious to play. Which is a shame, because it was going to be my new favourite game at one point. As it stands now? It's a very expensive demo.