Re: Izzy's 2022
Posted: Fri Jan 20, 2023 11:22 am
51) Desert Mothers (PC)





Looking for the unusual, I picked up Desert Mothers from my itch.io backlog. You are greeted by a screen that informs you that you should play with a game pad, that most buttons do something, some do something in combination with other buttons, and that some objects can be acted upon/entered. You then find yourself in the first person as a being sitting in the middle of a vast desert with your hands visible in front of you. You are able to look down and see your body and scan your surroundings in 360 degrees. Via experimentation, I learned that your environment and changes in it are tied to your breath - which you control - in a sort of meditative, trippy experience. Your hand and arm motions also seemed to impact your surroundings as manipulated in concert with your breath, and you could sometimes view yourself from outside yourself in a very Zen Buddhist manner. I also found myself within some apparently man-made structures in which I could gather objects near to me, and those same objects I could either breathe within or push away from my center. The weather could change, and the colors were interesting and varied, and the overall environmental changes were numerous and interesting. It's surely not a traditional gaming experience, and not something with real longevity, but I found it to be engaging and worth my time, especially given its purely unusual nature as well as its suggestions towards Eastern philosophy which I have always found personally very resonant. 3/5.
50) Oceanwork (PC)






In the plain and descriptively titled Oceanwork, you play a criminal who has been exiled to a planet rich with ocean minerals and must labor retrieving the valuable resources from the ocean depths in order to pay off your bounty to regain your freedom and leave the planet. The more valuable minerals are located deeper in the sea and as you mine, you gain credits that will allow you better equipment for deeper diving, faster swimming, a quicker pickaxe, more air and so on. In the beginning, the credits earned from basic minerals and metals are paltry, but as you play and upgrade, you get to the sweet stuff in the depths. There is a whale which will search you out and “injure” you by lowering your air capacity quickly, and it was really annoying for a while as it would swim above you, preventing you from reaching the surface again. If you “die” you are charged what seemed to be roughly half of your credits and you dive back in again. Once you get the upgrade to swim faster, that nuisance was a non-issue, and with the best pickaxe, you could mine through mythril - the best material - in a single whack. The gameplay loop was actually pretty fun, and I enjoyed my time with it. I will say that it was fairly brief. I probably played for close to an hour to earn my freedom, and there wasn't even an option to save. It's surely not something I'll remember as a great game, but I honestly enjoyed it for what it was. If the developer fleshed it out a bit, the premise could expand into something worth investing significant time into. Nice idea, good low-poly visuals very reminiscent of PS1 graphics and a fun loop in a compact package, but lacking substance and a reason to keep playing. 3/5.
49) Firewatch (PC)







In Firewatch, you play as a man named Henry who has, for all practical purposes, lost his wife. She suffered early onset dementia (at 41, I believe), and while he attempted to care for her for a while, the erratic behavior and associated symptoms eventually became too much, and her parents took the reins. Seeking to escape his grief and just forget, he takes a job as a fire lookout in the remote regions of Wyoming. He's monitored by a supervisor named Delilah, who manages the crew on watch, and interpersonal interactions and the primary narrative thread revolves around an unfolding relationship between the two as they converse exclusively via walkie talkie. In the course of doing his duties, which centered on picking up camper trash and investigating recreational mischief in the region he is responsible for, some mysteries arise surrounding a missing person as well as some apparent clandestine surveillance that puts the two on edge and drives the need for exploration. The exploration is handled via referencing an in-game map and compass, which Henry can bring up to help him get a feel for his surrounding while navigating. The world on offer is of a decent size for an otherwise linear walking sim, and it looked quite attractive in its mildly cartoony imagery. It wasn't hard to navigate with the tools at your disposal as you climbed, repelled and wandered through caves, valleys and open areas. But there were some walls which could feel a bit artificial, despite their natural construction. In the beginning, the feel of the narrative was nice, as you felt like a man who was simply seeking seclusion and isolation as a means of coping and healing. Things felt pretty grounded and relatable. However, as things progressed, the narrative surrounding the mysteries felt a bit convoluted and contrived, and the voice acting went from passable to decent to feeling forced and unnatural much of the time. Despite the enjoyment of the natural setting and initial premise along with the fun navigation and exploration, I ultimately lost interest in the story Firewatch had to tell, and in a game such as this, that's not what you want to see. It surely had its high points, but in the end, I was a bit let down by how things unfolded. I suppose it was worth the four or so hours I spent, but only just. It was a game that had been very hyped, and I was honestly expecting better. It's a soft 3/5 for me.





Looking for the unusual, I picked up Desert Mothers from my itch.io backlog. You are greeted by a screen that informs you that you should play with a game pad, that most buttons do something, some do something in combination with other buttons, and that some objects can be acted upon/entered. You then find yourself in the first person as a being sitting in the middle of a vast desert with your hands visible in front of you. You are able to look down and see your body and scan your surroundings in 360 degrees. Via experimentation, I learned that your environment and changes in it are tied to your breath - which you control - in a sort of meditative, trippy experience. Your hand and arm motions also seemed to impact your surroundings as manipulated in concert with your breath, and you could sometimes view yourself from outside yourself in a very Zen Buddhist manner. I also found myself within some apparently man-made structures in which I could gather objects near to me, and those same objects I could either breathe within or push away from my center. The weather could change, and the colors were interesting and varied, and the overall environmental changes were numerous and interesting. It's surely not a traditional gaming experience, and not something with real longevity, but I found it to be engaging and worth my time, especially given its purely unusual nature as well as its suggestions towards Eastern philosophy which I have always found personally very resonant. 3/5.
50) Oceanwork (PC)






In the plain and descriptively titled Oceanwork, you play a criminal who has been exiled to a planet rich with ocean minerals and must labor retrieving the valuable resources from the ocean depths in order to pay off your bounty to regain your freedom and leave the planet. The more valuable minerals are located deeper in the sea and as you mine, you gain credits that will allow you better equipment for deeper diving, faster swimming, a quicker pickaxe, more air and so on. In the beginning, the credits earned from basic minerals and metals are paltry, but as you play and upgrade, you get to the sweet stuff in the depths. There is a whale which will search you out and “injure” you by lowering your air capacity quickly, and it was really annoying for a while as it would swim above you, preventing you from reaching the surface again. If you “die” you are charged what seemed to be roughly half of your credits and you dive back in again. Once you get the upgrade to swim faster, that nuisance was a non-issue, and with the best pickaxe, you could mine through mythril - the best material - in a single whack. The gameplay loop was actually pretty fun, and I enjoyed my time with it. I will say that it was fairly brief. I probably played for close to an hour to earn my freedom, and there wasn't even an option to save. It's surely not something I'll remember as a great game, but I honestly enjoyed it for what it was. If the developer fleshed it out a bit, the premise could expand into something worth investing significant time into. Nice idea, good low-poly visuals very reminiscent of PS1 graphics and a fun loop in a compact package, but lacking substance and a reason to keep playing. 3/5.
49) Firewatch (PC)







In Firewatch, you play as a man named Henry who has, for all practical purposes, lost his wife. She suffered early onset dementia (at 41, I believe), and while he attempted to care for her for a while, the erratic behavior and associated symptoms eventually became too much, and her parents took the reins. Seeking to escape his grief and just forget, he takes a job as a fire lookout in the remote regions of Wyoming. He's monitored by a supervisor named Delilah, who manages the crew on watch, and interpersonal interactions and the primary narrative thread revolves around an unfolding relationship between the two as they converse exclusively via walkie talkie. In the course of doing his duties, which centered on picking up camper trash and investigating recreational mischief in the region he is responsible for, some mysteries arise surrounding a missing person as well as some apparent clandestine surveillance that puts the two on edge and drives the need for exploration. The exploration is handled via referencing an in-game map and compass, which Henry can bring up to help him get a feel for his surrounding while navigating. The world on offer is of a decent size for an otherwise linear walking sim, and it looked quite attractive in its mildly cartoony imagery. It wasn't hard to navigate with the tools at your disposal as you climbed, repelled and wandered through caves, valleys and open areas. But there were some walls which could feel a bit artificial, despite their natural construction. In the beginning, the feel of the narrative was nice, as you felt like a man who was simply seeking seclusion and isolation as a means of coping and healing. Things felt pretty grounded and relatable. However, as things progressed, the narrative surrounding the mysteries felt a bit convoluted and contrived, and the voice acting went from passable to decent to feeling forced and unnatural much of the time. Despite the enjoyment of the natural setting and initial premise along with the fun navigation and exploration, I ultimately lost interest in the story Firewatch had to tell, and in a game such as this, that's not what you want to see. It surely had its high points, but in the end, I was a bit let down by how things unfolded. I suppose it was worth the four or so hours I spent, but only just. It was a game that had been very hyped, and I was honestly expecting better. It's a soft 3/5 for me.