Videogames from the Void
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vgfromthevoid.bsky.social
Videogames from the Void
@vgfromthevoid.bsky.social
the void in this case is my backlog ///
videogame microreviews/design ravings by @lndfrr.bsky.social ///
obscure indies, old pc and console stuff, the eventual triple A from a decade ago ///
https://linktr.ee/gamesfromthevoidzvgfromthevoid
July 22, 2025 at 8:42 PM
June 1, 2025 at 6:55 PM
May 21, 2025 at 5:05 PM
April 14, 2025 at 2:55 PM
Blood might have the funniest end level screen ever
March 26, 2025 at 4:24 PM
[picture unrelated to current events]
January 23, 2025 at 3:44 PM
(also this page is not dead btw)
April 20, 2024 at 11:26 PM
despite all the funny there are also some surprisingly dark, anti-humor bits that adds to the idiosyncratic tone; apparently a reflection of the exhausting, fruitless work that went into it.
April 20, 2024 at 11:25 PM
the actual game part is surprisingly solid too; a slightly heavier top down shooter that shower you with loot, those being gun's with all sorts of strange affixes; almost like a comedy version of borderlands (you heard me). you can even 𝘣𝘳𝘦𝘦𝘥 your gun's into new ones.
April 20, 2024 at 11:25 PM
like you can talk to almost everyone and the dialogue is both insightful and funny; that are piles of hidden stuff, like a message board and a chatroulette simulator, and the opening character creation section is just a beautiful exercise in shaggy-dog excess
April 20, 2024 at 11:24 PM
like at a cursory glance you can see the jodorowsky-dune levels of overambition and scope creep that eventually would doom the project; but the comedy is centered exactly on those ridiculous riffs on videogame obtuse self-seriousness, and it totally commits to bit
April 20, 2024 at 11:23 PM
still shocks me that Barkley Shut Up and Jam 2 will never be finished and still manages to be the funniest video game ever made
April 20, 2024 at 11:23 PM
incidental dialogue makes parallels to the religious practice of accounting for virtue and sin as abstract variables. Also some cool environmental puzzles and the scariest fucking dog you will ever see. Not only the best demo, but probably the best thing I played in quite a while.
February 23, 2024 at 11:39 PM
Wizard of Legend is undeniably cool. But you will have to put in the hours to make it work for you, despite its inviting exterior (it reminded me of Dustforce, in how unapologetically demanding it is). Its core is solid, hinting just so in how it could shine to true brilliance.
January 26, 2024 at 10:22 PM
But alas, the frustration the roguelike tourniquets around the player, coupled with its oscillating, slot-machine-esque distribution of prizes, makes it a more sticky, thus, more lucrative, genre to explore than a more traditional one. And so it goes.
January 26, 2024 at 10:22 PM
I could see myself sinking even more hours than I already have in WoL if it were a linear series of combat arenas with constant spell unlocks and combo-labbing my way though handmade challenges. And bosses could be reworked into true tests of build creativity and combat rhythm.
January 26, 2024 at 10:21 PM
The constant shift of loadouts does not allow you to build muscle memory around a set of inputs; and the high-risk of losing a long run lessens the incentive to experiment with unorthodox spells and builds, and play in safe and familiar ways.
January 26, 2024 at 10:21 PM
And there lies the question of "roguelikefication" I mentioned; the issues I had with WoL are similar to the ones I had with similar games, like the glowingly-reviewed Dead Cells, in which their systems and ideas seem to be at odds with the experience of roguelike format.
January 26, 2024 at 10:21 PM
Finally, bosses all have a rough rhythm in which you first try to avoid their savage attacks and wait for them to go into a vulnerable state, so you can stun them and wail with your spells. It feels a bit inelegant, in a way that disregards your choice of strategy.
January 26, 2024 at 10:20 PM
All spells fall into elemental categories, and there is type advantage here; though committing to a single element is of limited utility, as the element types of dungeons you face are randomized every run. It feels more of a vestigial system then something you can strategize around.
January 26, 2024 at 10:20 PM
You also have a large selection of relics that all push your run in more specific ways (like focusing on criticals, melee or projectiles). Cursed relics add some much needed risk-and reward spice too, so assembling a good build is one of the most compelling aspects of the game
January 26, 2024 at 10:19 PM
The enemies are tough because you are meant to devise (or stumble into) and then engulf them into the longest combo possible. Which feels undoubtedly satisfying to find, and even more to pull off, even if some enemies lack hitstun and can stop your combo in ways that feel sudden and unfair.
January 26, 2024 at 10:19 PM
But here is the thing; it takes a while to click, but eventually, it *clicks*. This is all about correctly combo-ing your spells into lenghty hurt-sequences; this is about not giving your enemies even a second to breathe; this is all rushdown, all the time.
January 26, 2024 at 10:18 PM
And those spells, ooh boy; you get a basic attack, a dash effect and four distinct spells to combo your enemies into submission. There is a truly staggering number of spells, all richly animated in sakuga-gif glory, but getting to know them all is a lengthy process.
January 26, 2024 at 10:17 PM
Due to the lack of invincibility frames and the combat quick pace, even regular enemies can kick your ass *hard* if you make a split-second mistake. You need to be aware of positioning, your spells cooldowns and enemy aggro; sudden brain fog here can be ruin your run.
January 26, 2024 at 10:17 PM