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P3: pelagia14's Platinum Pilgrimage


pelagia14

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Platinum trophies below are listed alphabetically (though entries within a series are chronological).

 

11-11: Memories Retold [Plat #79, Review]

AER: Memories of Old [Plat #71, Review]

Apotheon [Plat #6]

Aspire: Ina's Journey [Plat #86, Review]

Assassin's Creed II [Plat #2]

Assassin's Creed: Revelations [Plat #11]

Assassin's Creed III [Plat #10]

Assassin's Creed IV: Black Flag [Plat #9]

Assassin's Creed: Rogue [Plat #8]

Assassin's Creed: Unity [Plat #4]

Assassin's Creed: Syndicate [Plat #13]

Assassin's Creed: Origins [Plat #19]

Assassin's Creed: Odyssey [Plat #25]

Assassin's Creed: Valhalla [Plat #51]

Assassin's Creed: Mirage [Plat #106, Review]

Astro's Playroom [Plat #31]

A Short Hike [Plat #94, Review]

Batman: The Telltale Series [Plat #20]

Call of the Sea [Plat #113, Review]

Chants of Sennaar [Plat #102, Review]

Chicory [Plat #82, Review]

Concrete Genie [Plat #78, Review]

Crisis Core: Final Fantasy VII - Reunion [Plat #63]

Dead Island [Plat #5]

Death Stranding [Plat #39]

Destiny 2 [Plat #26, PS5 Autopop #42]

Divination [Plat #64]

Donut County [Plat #73, Review]

Dragon Age: Inquisition [Plat #23]

Dragon Age: Origins [Plat #46]

Energy Cycle [Plat #65]

Ether One [Plat #43]

Everybody's Gone To The Rapture [Plat #18]

Final Fantasy I [Plat #87, Review]

Final Fantasy II [Plat #89, Review]

Final Fantasy III [Plat #91, Review]

Final Fantasy IV [Plat #93, Review]

Final Fantasy V [Plat #95, Review]

Final Fantasy VI [Plat #97, Review]

Final Fantasy VII [Plat #27]

Final Fantasy VII Remake [Plat #29, PS5 Autopop #40]

Final Fantasy XII: The Zodiac Age [Plat #15]

Final Fantasy XIII [Plat #45]

Final Fantasy XIII-2 [Plat #21]

Final Fantasy XIII, Lightning Returns: [Plat #22]

Final Fantasy XV [Plat #28]

Ghost of Tsushima [Plat #30, PS5 Autopop #38]

God of War [Plat #50]

God of War Ragnarök [Plat #55]

Gorogoa [Plat #81, Review]

Gris [Plat #33]

Hades [Plat #100, Review]

Heavy Rain [Plat #37]

Hogwarts Legacy [Plat #68]

Horizon Zero Dawn [Plat #17]

Horizon Forbidden West [Plat #44]

Humanity [Plat #120]

Hypnospace Outlaw [Plat #122]

Inscryption [Plat #85, Review]

It Takes Two [Plat #121]

Killer Frequency [Plat #112, Review]

L.A. Noire [Plat #34]

Life is Strange [Plat #12]

Life is Strange: True Colors [Plat #88, Review]

Lost Ember [Plat #83, Review]

Mass Effect [Plat #32, Review | Legendary Edition Plat #98, Review]

Mass Effect 2 [Plat #35, Review | Legendary Edition Plat #101, Review]

Mass Effect 3 [Plat #36, Review | Legendary Edition Plat #104, Review]

Marvel's Spider-Man [Plat #70, Review]

Marvel's Spider-Man: Miles Morales [Plat #75, Review]

Marvel's Spider-Man 2 [Plat #110, Review]

NieR: Automata [Plat #53]

Night in the Woods [Plat #77, Review]

No Man's Sky [Plat #57]

Ōkami [Plat #1]

Outer Wilds [Plat #114, Review: Part 1, Part 2 (Spoilers)]

OVIVO [Plat #76, Review]

Paradise Killer [Plat #108, Review]

PowerWash Simulator [PS5 Plat #67, PS4 Plat #123]

Rime [Plat #41]

Ratchet & Clank (2016) [Plat #92, Review]

Ratchet & Clank: Rift Apart [Plat #115, Review]

Resident Evil 6 [Plat #3]

Rise of the Tomb Raider [Plat #14]

Rocket League [Plat #56]

Sable [Plat #116]

Saltsea Chronicles [Plat #111, Review]

Seasons After Fall [Plat #62]

Serial Cleaner [Plat #105, Review]

Shadow of the Tomb Raider [Plat #24]

Shape of the World [Plat #90, Review]

Spyro the Dragon [Plat #59]

Spyro 2: Ripto's Rage! [Plat #60]

Spyro 3: Year of the Dragon [Plat #61]

Star Wars Jedi: Fallen Order [Plat #66]

Stray [Plat #49]

Superliminal [Plat #118]

Tacoma [Plat #52]

Tempus [Plat #72, Review]

The Banner Saga 1 [Plat #119]

The Dark Pictures Anthology: Man of Medan [Plat #107, Review]

The Dark Pictures Anthology: Little Hope [Plat #109, Review]

The Walking Dead [Plat #47]

The Mooseman [Plat #80, Review]

The Quarry [Plat #103, Review]

Theatrhythm [Plat #69]

Toem [Plat #74, Review]

Transistor [Plat #7]

Uncharted: The Lost Legacy [Plat #16]

Unpacking [PS5 Plat #58, PS4 Plat #117]

Until Dawn [Plat #54]

Untitled Goose Game [Plat #96, Review]

Virginia [Plat #48]

Wytchwood [Plat #84, Review]

Yoku's Island Express [Plat #99, Review]

 

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Abzû [100% #12]

Assassin's Creed Freedom Cry [PS3: 100% #4, PS4: 100% #5]

Dear Esther: Landmark Edition [100% #13]

Fez [100% #3]

Firewatch [100% #9]

Gone Home [100% #7]

Hue [100% #16]

Inside [100% #8]

Journey [100% #1]

Mass Effect: Legendary Edition [100% #16; Reviews: Part 1, Part 2, Part 3]

Never Alone [100% #6]

PlayStation Home [100% #2]

Rain [100% #10]

SOMA [100% #14]

The Unfinished Swan [100% #11]

The Vanishing of Ethan Carter [100% #15]

Edited by pelagia14
Updated to Platinum #123
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NEED TO FINISH:

 

S85d0a7.png Sa4b646.png S444771.png S15528a.png Sa5c9c7.png

 

NEED TO FINISH, TENTATIVELY SCORED:

10 - FAVORITES

L5e9b45.png L4a541a.png 

9 - AMAZING

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8 - FANTASTIC

L315182.png Lce5d69.png 

7 - Great!

6 - Tons of Fun!

Lc6ad0c.png L5e6b82.png

5 - Interesting!

4 - Decent

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3 - Neutral

2 - Disliked

1 - Regrets

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UNABLE TO CURRENTLY RANK:

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These are primarily PS3 games because: 

(A) most of their online servers are dead now, and/or

(B) I wasn't able to get certain achievements in 2022 when I did my final PS3 trophy cleanup before selling the console.

 

10 - FAVORITES

L2d3c07.png Lee2750.png nE85ska.png Le3b641.png 

 

9 - AMAZING

 

8 - FANTASTIC

Lf94e02.png

 

7 - Great!

 

6 - Tons of Fun!

L2f6692.png L3f3743.png 

 

5 - Interesting!

L7164f5.png uOUdOGZ.png Lb728bd.png

 

4 - Decent

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3 - Neutral

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2 - Disliked

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1 - Regrets

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NEED TO RANK:

Lca6af8.png Laafb6d.png Ld4844c.png Lc57b10.png Le31f85.png 

 

IMPOSSIBLE TO EARN PLATINUM TROPHIES:

  • Assassin's Creed Brotherhood (No online servers)
  • Fall Guys: Ultimate Knockout (OG Trophy List is now unavailable)
  • LittleBigPlanet 2 (No online servers)
  • Uncharted 2: Among Thieves (No online servers)
  • Uncharted 3: Drake's Deception (No online servers)
Edited by pelagia14
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I also want to highlight the incredibly inventive and fantastically fun Community Events and Project Platinums I have/am participating in.

 

They’ve helped me find fun ways to tackle my backlog, and even allowed me to discover some good game recommendations!

 

2023 CHALLENGES:

 

Trophies for Mental Health III

Spoiler

Event Badge (created by me):

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Chosen Game: Chicory

Event Post

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Bonus Game - Outdoors: Lost Ember

Event Post

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Gaming for the Animals 2: The Squeakquel

Spoiler

Personal Contenders for Animal Votes: Post + Facts

 

Event Badge (created by MissShake):

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Game #1: Ratchet & Clank | Post + Photos

Vote: Snow Leopard

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Game #2: A Short Hike | Post + Photos

Vote: Snow Leopard

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Game #3: Final Fantasy V | Post + Photos

Vote: Red Panda

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Game #4: Untitled Goose Game | Post + Trivia

Vote: Red Panda

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Game #5: Final Fantasy VI | Post

Vote: Red Panda

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Trophies And Relief Doctors Involving Struggle {TARDIS} 

Spoiler

Event Badge (created by DrBloodmoney):

LImZFun.jpg

 

6th Doctor | Detective/Mystery Games:

:platinum: Chants of Sennaar

 

11th Doctor | Games with Optional Romance:

:platinum: Mass Effect

:platinum: Hades

:platinum: Mass Effect 2

 

I Know What You Did Last 13 Plats of Halloween

Spoiler

Committed to:

  1. :platinum: Mass Effect 2
  2. :platinum: Mass Effect 3
  3. 💯 Mass Effect: Legendary Edition
  4. :platinum: The Quarry
  5. :platinum: Serial Cleaner
  6. :platinum: Man of Medan (DPA)
  7. :platinum: Little Hope (DPA)
  8. :platinum: Paradise Killer
  9. :platinum: Marvel's Spider-Man 2
  10. Alan Wake - 28% Progress
  11. Killer Frequency - 37% Progress
  12. House of Ashes (DPA) - 0%
  13. Outer Wilds - 0%

 

Final Post

 

International Hunting Day 2023

Spoiler

Event Badge (created by me):

Thk22LE.png

 

Trophy contribution

 

Trophies to Fight Cancer 2023

Spoiler

Event Badge (created by DrBloodmoney):

HSQz5wb.jpg

 

ORANGE GAMES:

  • Sc92075.png Saltsea Chronicles
  • S27dccb.png Call of the Sea
  • S8d4426.png Outer Wilds

 

PINK GAMES:

  • Sa60a9f.png Paradise Killer 
  • S652fd7.png Killer Frequency
  • S857192.png Ratchet & Clank: Rift Apart

 

PSNP Kaleidoscope Challenge! 2023 [IN PROGRESS]

Spoiler

 

PSNP-KE-Banner.jpg

 

Card #1 - Completed on 23 June 2023

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Night in the Woods

Chicory

The Vanishing of Ethan Carter 

Spyro: Year of the Dragon

Marvel's Spider-Man

Final Fantasy II

Inscryption

Life is Strange: True Colors

Spyro the Dragon

PowerWash Simulator

AER: Memories of Old

Gorogoa

Donut County

Concrete Genie

Toem 

Marvel's Spider-Man: Miles Morales

 

Card #2: - Completed on 02 October 2023

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Final Fantasy

Aspire: Ina's Journey

Wytchwood

A Short Hike

Mass Effect: Legendary Edition

Shape of the World

Final Fantasy VI

Final Fantasy V

Final Fantasy IV

Theatrhythm: Final Bar Line

Crisis Core: Final Fantasy VII Reunion

Final Fantasy III

Yoku's Island Express

Seasons After Fall

Star Wars Jedi: Fallen Order 

11-11: Memories Retold

 

Card #3 - Completed on 29 December 2023

lH0UuLi.png

 

OVIVO

Chants of Sennaar

Serial Cleaner

Mass Effect 3: Legendary Edition

Marvel's Spider-Man 2

Superliminal

Killer Frequency

Paradise Killer

HUMANITY

Mass Effect 1: Legendary Edition

Untitled Goose Game

Man of Medan (Dark Pictures Anthology)

Sable

Mass Effect 2: Legendary Edition

The Mooseman

Hades

 

Card #4 - Incomplete

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Tempus

Saltsea Chronicles

Little Hope

Outer Wilds

The Banner Saga

Unpacking

Divination

Spyro 3: Ripto's Rage

[TBD]

Assassin's Creed: Mirage

Ratchet & Clank (2016)

Ratchet & Clank: Rift Apart

[TBD]

Call of the Sea

[TBD]

The Quarry

 

Bingo Bonanza 2023

Spoiler

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[B1] With Online Features: :platinum: Serial Cleaner

[B2] That You Can Beat in One Sitting: :platinum: Tempus

[B3] Featuring a Romance Story/Romance Options: :platinum: Life is Strange
[B4] Strategy, Simulation, or Management:  :platinum: PowerWash Simulator 

[B5] Frightening/Horror: :platinum: The Quarry

[I1] With Gorgeous Vistas: :platinum: Lost Ember

[I2] Based on a Non-Gaming IP:  :platinum: Star Wars Jedi: Fallen Order

[I3] For Another PSNP Event:  :platinum: AER: Memories of Old 

[I4] In-Game Weather Effects:  :platinum: Hogwarts Legacy 

[I5] Last Game You Acquired: :platinum: Aspire: Ina's Tale 

[N1] No Jump Button:  :platinum: Crisis Core: Final Fantasy VII - Reunion

[N2] Has No Humans:  :platinum: Seasons After Fall

[N3] Player's Choice: :platinum: Mass Effect 2 - Legendary Edition

[N4] Cult Favorite: :platinum: Inscryption

[N5] That Takes 'Forever' to Beat: :platinum: Hades

[G1] Spawned an Extended Universe: :platinum: Ratchet & Clank

[G2] Starts With the First Letter of Your PSNID (P): :platinum: Paradise Killer 

[G3] Has Snacks: :platinum: Donut County

[G4] Developed in a Foreign Country: :platinum: Theatrhythm: Final Bar Line

[G5] Retro Re-release (Originally Without Trophies): :platinum: Spyro the Dragon

[O1] With an Isometric View: :platinum: Toem

[O1] Ultra Rare Plat: :platinum: The Banner Saga 1

[O3] That You Meant to Play Last Year: :platinum: Mass Effect 1 - Legendary Edition

[O4] That "Everyone" But You Has Played: :platinum: Marvel's Spider-Man

[O5] With Mystery or Detective Themes: :platinum: Man of Medan

 

EVERGREEN CHALLENGES:

 

Platinum Every Genre Challenge [IN PROGRESS] 

Spoiler

GENRES & THEMES:

274c.png 4X: (Sid Meier's Civilization 6?)
2705.png Action: Horizon Zero Dawn
2705.png Adventure: God of War Ragnarok

274c.png Arcade: (Rogue Legacy?)
2705.png Business: PowerWash Simulator
2705.png Card & Board Game: Inscryption
2705.png Comedy: Okami HD
2705.png Drama: Life is Strange

2705.png Educational: The Mooseman
2705.png Fantasy: Nier Automata
2705.png Fighting: Destiny 2
2705.png Hack and slash/Beat 'em up: Dead Island
2705.png Historical: Apotheon
2705.png Horror: Resident Evil 6
2705.png Indie: Gris

2705.png Kids: Toem
2705.png Music: Theatrhythm: Final Bar Line
2705.png Mystery: Tacoma
2705.png Non-fiction: Unpacking
2705.png Open world: Marvel's Spider-Man

2705.png Party: Gorogoa
2705.png Pinball: Yoku's Island Express
2705.png Platform: Astro's Playroom
2705.png Point-and-click: Batman: The Telltale Series
2705.png Puzzle: Rime
2754.pngQuiz/Trivia: 
TBD
2705.png Racing: Sable
274c.png Real-Time Strategy (RTS): (Grand Ages Medieval?) 
2705.png Role-playing (RPG): Mass Effect 2

2705.png  Romance: Life is Strange: True Colors
2705.png Sandbox: Assassin's Creed IV Black Flag
2705.png Science fiction: Death Stranding: Director's Cut
2705.png Shooter: Uncharted: The Lost Legacy
2705.png Simulator: No Man's Sky
2705.png Sport: Rocket League
2705.png Stealth: Ghost of Tsushima
2705.png Strategy: Transistor
2705.png Survival: Rise of the Tomb Raider 
2705.png Tactical: Dragon Age Inquisition
2705.png Thriller: Heavy Rain
2705.png Turn-based strategy (TBS): Final Fantasy VII 

2705.png Visual Novel: Paradise Killer
2705.png *Warfare: L.A. Noire

 

*The PS3 Version (that I have platinumed) does not list this theme, but the PS4 Version does.

 

Project Platinum: Final Fantasy [IN PROGRESS]

Spoiler

BADGES:

Pixel Enthusiast VII Enthusiast XIII Enthusiast

 

COMPLETED:

  • Final Fantasy I
  • Final Fantasy II
  • Final Fantasy III
  • Final Fantasy IV
  • Final Fantasy V
  • Final Fantasy VI
  • Final Fantasy VII (OG)
  • Final Fantasy VII Remake
  • Final Fantasy XII: The Zodiac Age
  • Final Fantasy XIII
  • Final Fantasy XIII-2
  • Lightning Returns: Final Fantasy XIII
  • Final Fantasy XV
  • Crisis Core: Final Fantasy VII - Reunion
  • Theatrhythm: Final Bar Line

 

IN PROGRESS: (hopefully)

  • Final Fantasy X
  • Final Fantasy X-2
  • Final Fantasy XV: Comrades 

 

TO-DO LIST:

  • Final Fantasy VI Remake: Intermission
  • Final Fantasy VIII
  • Final Fantasy IX
  • Final Fantasy XV: A King's Tale
  • Stranger of Paradise: Final Fantasy Origins
  • Final Fantasy XVI

 

A-Z Platinum Club [IN PROGRESS]

Spoiler
  A-Z GAME
# S7472b0.png  11-11: Memories Retold
A Sff1fd1.png  Assassin's Creed: Black Flag
B S64c88b.png  Batman: The Telltale Series
C Se04d1b.png  Crisis Core: Final Fantasy VII - Reunion  
D S61667b.png  Death Stranding: Director's Cut
E S0f0efa.png  Everybody's Gone to the Rapture
F S84a5f1.png  Final Fantasy XII: The Zodiac Age
G S625268.png  God of War Ragnarök 
H S0b6750.png  Horizon Zero Dawn
I S4a48f4.png  Inscryption
J    -
K S652fd7.png  Killer Frequency
L Sea41a6.png  LA Noire
M Sc8842c.png  Mass Effect 3 - Legendary Edition
N S5a61a4.png  Nier: Automata
O S3e4f6c.png  Okami HD
P S44711f.png  Powerwash Simulator
Q    -
R Sf7b91b.png  Resident Evil 6
S Sc97b6e.png  Shadow of the Tomb Raider
T S719386.png  Transistor
U S7f9235.png  Uncharted: The Lost Legacy
V S35493d.png  Virginia
W Sfd34ed.png  Wytchwood
X    -
Y Sab3c4c.png  Yoku's Island Express
Z    -
%    -

.

 

A-Z Platinum Title Trophy Club [IN PROGRESS]

Spoiler
     PLATINUM NAME  GAME
# 1S649b7f.png 100%  11-11: Memories Retold
A 1Sb9e3d0.png  A Symphony of Horror  Until Dawn
B 1S4485b4.png  Be Greater  Marvel's Spider-Man
C 1S18f799.png  Champion of Ivalice  FF12 The Zodiac Age
D 1S42c0c5.png  Don't Ruin the Moment  Uncharted: The Lost  Legacy
E 1Sbf0add.png  Earn Them All!  Assassin's Creed: Origins
F 1Sb6e8f1.png  Final Words  NieR: Automata
G 1S5a626d.png  God of Blood  Hades
H 1S980f07.png  Hey There Card Gamers  Inscryption
I 1S558b07.png  Investigation Freak  Paradise Killer
J    -  -
K    -  -
L 1Sffedfa.png  Living Legend  Ghost of Tsushima
M 1S362297.png  My Living Legacy  Crisis Core - FFVII Reunion
N 1Sbb5b52.png  N7 Elite  Mass Effect 2
O 1Seb8e3c.png  Omnipotence  Apotheon
P 1Sccc98a.png  Plat()  Transistor
Q    -  -
R 1Sddac22.png  Ride The Chariot  Night in the Woods
S 1S880b1f.png  Spotless  Serial Cleaner
T 1S0c2023.png  The Bear and the Wolf  God of War Ragnarök
U 1S9014c1.png  Ultimate Hero  Final Fantasy XIII
V 1Sad0c6a.png  Viking Legend  Assassin's Creed Valhalla
W 1S2bde02.png  What Doesn't Kill You...  The Quarry
X    -  - 
Y 1S7f21e2.png  You've Only Done Everything  Astro's Playroom
Z    -  -
%    -  -

 

 

A-Z Non Platinum Club [IN PROGRESS]

Spoiler
  A-Z GAME
#    -
A S5b04a1.png  Abzû
B    -
C    -
D L09e2e0.png  Dear Esther: Landmark Edition
E    -
F Sc850d1.png  Firewatch
G S24e39c.png  Gone Home
H    -
I S09a0ea.png  Inside
J Hpoz1qI.png  Journey
K    -
L    -
M S21753b.png  Mass Effect: Legendary Edition 
N S9a2f5f.png  Never Alone
O    -
P Q1HSmx8.png  PlayStation Home
Q    -
R ZpgdZvA.png  Rain
S S9c2c93.png  SOMA
T S83ea5d.png  The Vanishing of Ethan Carter
U    -
V    -
W    -
X    -
Y    -
Z    -

 

 

A-Z Protagonist Platinum Club [IN PROGRESS]

Spoiler

# - 2B | NieR Automata
A - Amaterasu  Ōkami
B - Mae Borowksi | Night in the Woods
C - Claire | A Short Hike
D - Lady Love Dies | Paradise Killer
E - Evie Frye | Assassin's Creed: Syndicate
F - Chloe Frazer | Uncharted: The Lost Legacy
G - Gris | Gris 
H
I - Ina 
| Aspire: Ina's Journey
J - Joel Miller | The Last of Us
K - Kassandra | Assassin's Creed: Odyssey
L - Lara Croft | Shadow of the Tomb Raider
M - Max Caulfield | Life is Strange
N - Norah | Call of the Sea
O
P - Pizza 
| Chicory
Q
R - Red 
| Transistor
S - Cmdr. Shepard | Mass Effect 2
T - Anne Tarver | Virginia
U
V - Eivor Varinsdottir | Assassin's Creed: Valhalla
W - Ada Wong | Resident Evil 6
X - Xian Mei | Dead Island
Y - Yoku | Yoku's Island
Z - Zagreus | Hades

No Name - Hearthian | Outer Wilds

.

Edited by pelagia14
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Full Backlog: Spreadsheet

 

PS+ Catalog Games:

Spoiler
  • Celeste
  • Dandara: Trials of Fear
  • Deliver Us the Moon
  • Detroit: Become Human
  • Erica
  • Far Cry 3: Blood Dragon Classic Edition
  • Far Cry 4
  • Far Cry 5
  • Far Cry New Dawn
  • Final Fantasy VIII Remastered
  • Final Fantasy IX Remastered
  • Haven (?)
  • Humanity
  • I Am Dead
  • Immortals Fenyx Rising (?)
  • inFamous First Light
  • inFamous Second Son
  • It Takes Two
  • Jett: The Far Shore
  • Kena: Bridge of Spirits (?)
  • Lake
  • Life is Strange 2
  • Life is Strange: Before the Storm
  • LittleBigPlanet 3
  • Maneater
  • Marvel's Guardians of the Galaxy
  • MINIT (?)
  • Omno
  • Prey
  • Rain World (?)
  • Ratchet & Clank: Rift Apart
  • Returnal
  • Sackboy: A Big Adventure (?)
  • Slay the Spire
  • Spiritfarer: Farewell Edition
  • Stellaris (?)
  • Surviving Mars (?)
  • Tchia (?)
  • Tetris Effect: Connected (?)
  • The Artful Escape
  • The Dark Pictures Anthology: Little Hope
  • The Dark Pictures Anthology: Man of Medan
  • The Forgotten City (?)
  • The Gardens Between
  • The Pedestrian
  • The Quarry
  • Yakuza 6: The Song of Life
  • Yakuza: Like a Dragon

 

 

Pe59vTp.png

 

S6f2d7f.png S4bb4dd.png S56347c.png S9a1787.png Sf2be6e.png

 

  • Final Fantasy VII Remake: INTERmission
  • Ghost of Tsushima: Legends
  • God of War Ragnarök: Valhalla
  • Horizon Forbidden West: Burning Shores
  • Outer Wilds: Echoes of the Eye

 

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Spoiler

Bold = Definite Wishlist

 

  • 2064: Read Only Memories
  • Age of Wonders 4
  • Alan Wake 2
  • ANNO: Mutationem
  • Armored Core 6 (8/26/2023)
  • Ash of Gods [Review]
  • Citizen Sleeper
  • Control
  • Coccoon 
  • Curious Expedition 2 [Review]
  • Dead Space Remake
  • Dead Island 2 [only when on sale]
  • Deliver Us Mars
  • Déraciné
  • Death's Door
  • Dredge
  • Final Fantasy XVI (6/22/2023)
  • Final Fantasy VII: Rebirth
  • Ghost Song
  • Hardspace: Shipbreaker
  • Hauntii
  • Heaven's Vault
  • Hyper Light Drifter
  • Invisible Inc. [Review]
  • Like a Dragon: Isshin
  • Marvel's Midnight Suns
  • Metal Gear Solid Delta: Snake Eater
  • Moonscars
  • Neva
  • Nobody Saves the World [Review]
  • Norco
  • Octopath Traveler 2
  • OneShot
  • Potion Permit
  • Psychonauts 2
  • Resident Evil 4 Remake
  • Rollerdrome
  • Season: A Letter to the Future [Review]
  • Signalis
  • Stray Gods (8/3/2023)
  • Sword of the Sea
  • Tales of Arise
  • The Last of Us: Part II
  • The Plucky Squire
  • The Swapper
  • Towers of Aghasba (2024)
  • Tunic
  • Unsighted
  • Ultros
  • Venba [Review]
  • Viewfinder
  • Yooka-Laylee and the Impossible Lair

.

Edited by pelagia14
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  • 3 weeks later...

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Platinum #71 | AER: Memories of Old

 

Developer: Forgotten Key, 2017

Country: Sweden

Time Played: 4h

Platinum Earned: 15 March 2023

Rating: 4/10

 

GAME THOUGHTS:

The developer's description for this game is, "Transform into a bird and fly to explore and experience a vibrant world of floating islands in the sky. Venture down into lost ancient ruins where each step leads you closer to the end of the world." Most of the reviews for this game are very positive, and compare it to games that I *did* enjoy like Abzu or Rime. Unfortunately, my experience was the opposite.

 

Exploration should have been a highlight of this game but to me, it was pretty dull for the most part. The story-related temples themselves sometimes had small "lore" pieces you could find - okay, cool. However, to find these little tidbits you have to run down long hallways after long hallways, and there weren't any interesting moments in the environmental design (or even gameplay mechanics like a combat system) to make travelling through the temples very engaging. Sure there are a few very simple "puzzles" in each temple, but I spent so much time being bored walking from point to point that it didn't improve things at all. The "puzzles" were also so simple and linear that it almost feels disingenuous to call them as such. I was frustrated that I wasn't able to fly around the temples in bird form. Yes, it would have made the rudimentary puzzles all the faster to solve, but I also would have spent a lot less time traveling through bland hallways. There wasn't even a vague bullshit explanation provided for why my character Auk was unable to transform inside the temples - not even something like "temple magic interferes with my magic shapeshifting"

 

The open world itself is fairly similar in terms of not really having much of interest to discover or pique my interest. There were a couple of non-story trophies that did let me discover a few unique details (and I love when trophy lists do this!), but I could count those moments on a single hand. Had the world contained stronger environmental storytelling that would have caused me to be curious about its history and culture, I would have been happy to roam around to try and understand the world better. But outside of the areas that contain narrative progression and the aforementioned handful of specific spots with a trophy-related detail, the world of AER was just large stretches of sky to fly through or trees and rocks to run by.

 

The story felt like it didn't have any stakes. At the very start of the game, Auk acquires a lamp and sees some sort of foreboding darkness. For the rest of the game you are constantly warned that The Void is approaching. Supposedly The Void is bad, what with the whole "all-consuming darkness" thing, but I never really felt a sense of looming danger or anything. To me it felt like they had a brainstorming sessions where they created the initial skeleton of a story... and then they never went back to flesh it out. The game also oddly ended immediately with the final conflict. Literally, there was no falling action and conclusion - not even 30 seconds of these fundamental components of story structure, so I was left feeling distinctly unsatisfied with the ending. 

 

CONTROLS

The flying traversal mechanic is highlighted in all the game's marketing, but I found the controls frustratingly cumbersome and difficult. Occasionally I don't immediately click with a game's controls, but I normally see a progression of my skill level until I finally get the hang of it. I've also played a variety of different flying controls, so I was surprised to have so many issues with it here. I understand that the flying controls in AER are meant to mimic a bird. Turns tend to be wide, banking motions instead of sharp, precision turns. Totally fine.

 

The real problem for me was that there was no way to bank your speed once you are flying fast (even though birds have a way to do this - a way that has been incorporated in many a videogame). My only solution to slow down was to land on the ground in human form, and then start a new flight and avoid increasing my momentum. However, the other issue is that if you start out flying too slowly, you don't have enough air current underneath your wings - so you essentially end up moving at the pace of a snail. I enjoyed transforming into Auk's bird form and flying across long stretches, but once I got to a general area and want to move and explore more precisely I felt hindered by the controls. 

 

POSITIVES

I always feel a little bad going into detail about the negatives of a non-AAA game (especially one that seems to have a generally positive reception like AER), so time to discuss the things I liked. I really appreciated that you can do the story's three temples in any order that you want. And if you aren't interested in exploring the vast emptiness, then the NPCs tell you where you should go next to progress your quest. I really liked the map's aesthetics and how clouds were represented in a geometric/runic style. The game had a beautiful color palette, and the developers found a good balance between fun, vibrant saturations and more calm, soothing hues. 

 

SUMMARY

This game felt half-finished to me, unfortunately. I did a small amount of searching online to see if maybe I just completely failed at finding the game's worldbuilding or little secrets, but that doesn't appear to be the case. I think Rime executed this type of game concept in a much better fashion. 

 

If you are looking for a super chill platinum that only takes 2-3 hours long, then this might be worth playing. I bought the game on sale for $1.49 USD, and was shocked to find out that it is $15 at full price. Given what the game offers, I think $5 would have been more appropriate. 

 

FAVORITE...

Trophy Image

8Sf70486.png Cartographer

Trophy Moment

12S0b7a4e.png An uninvited guest

Screenshots: None

Edited by pelagia14
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  • 2 weeks later...

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Platinum #72: Tempus

 

Developer: K148 Game Studio, 2022

Country: Spain
Time Played: 2h
Platinum Earned: 25 March 2023
Rating: 4/10

 

GAME THOUGHTS:

I first heard of Tempus when I came across it during a Playstation sale. The game's description in the store instantly had me hooked, particularly this excerpt: "TEMPUS is an adventure full of puzzles of varying difficulty, you will see how the scenery changes over thousands and thousands of years. You will witness the impact of time on your island. Throughout 6 levels, you will see how civilization changes over hundreds and hundreds of years."

 

CENTRAL CONCEIT

The idea of navigating puzzles in an environment plus how that location changes over the course of different eras is an incredible concept. I thought there would be instances where your knowledge of past "eras" of the location would come up as puzzle solutions in the future.

 

Most of the puzzles you solve are indoors. Okay, I thought that maybe you would see evidence of the building's expansion over time - new floors/wings being added on, the visual aesthetics changing but the floorplan staying consistent, stuff like that. Instead, it felt like in every century/era that you jumped to, people just bulldozed the previous building and built something completely new in its place.

 

The scenery also did not noticeably change with the passage of time - no sapling tree that grew into an ancient, mighty oak. No recognizable landmark that would be build around in various iterations by a supposed civilization. You have the island with trees and water and rocks. And then you have the island with a lot more rocks and some less trees, so maybe you are in a different area? Then apparently all the ice caps on the planet have melted. And then there is a volcano? Granted, the 6 levels span over many, many millenia - and a volcano can form in as little as 10,000 years. But this isn't done in a way that shows how a single spot of geography can change over time, instead more like disconnected pieces of geography.

 

Speaking of people, there isn't ever anyone besides yourself when you are exploring through the levels. Maybe you just happened to stop by at midnight when everyone is asleep, or in the afternoon on a weekend, something like that? Except the very first sentence of the game's description in the PS Store reads "You are the only citizen of TEMPUS, a small island far from civilisation where you live a quiet and carefree life." So, if the island is only inhabited by yourself, how does "civilization chang[e] over hundreds and hundreds of years"? Do aliens come by, wave their space magic technology every once in a while, and then hide away to watch what you do with curiosity? If a developer doesn't want to create a story for their mechanics-driven puzzle game, that's totally fine! Just don't have your game synopsis essentially state that there will be environmental storytelling and evidence of a civilization that is growing/changing over time, if you aren't actually going to deliver that in your game. 

 

GAMEPLAY

Okay, now that I've ranted enough about how misleading I feel the game's store description is, I actually don't have a ton to say about the game. 

 

As I already stated, puzzles in later levels don't ever seem to require knowledge from previous time periods. There were a few puzzles towards the end that I could not figure out, and I needed to look up their solutions after multiple unsuccessful attempts.

 

Not only did I get mentally stuck towards the end, but there were also a few times I became "physically" stuck as well and had to reload to escape it. Annoyingly, you seem to load to the start of the level you are in - there are no checkpoints upon finishing different puzzles within the level. Two specific times I recall having to reload:

1. I decided to take a shortcut and walk down a rocky hillside instead of taking the sloping path that wound around it. I got trapped by a small rock at the bottom of the hillside because there is no jump button, and the hill was too steep to reclimb. 

2. I needed to overlay a tablet onto a pedestal thingy for a second time at one point and the tablet glitched out because I guess I put it inside the "hit box" of the pedestal instead of on top of it? Maybe? I didn't do anything different from the first time, but the tablet was stuck inside the pedestal and it was how I was supposed to proceed further.

 

SUMMARY

It's possible that I overlooked some hints and clues that would have linked everything together in a cohesive manner. However, while I sometimes miss things that are incredibly obvious in hindsight, the key is that once I see the solution it makes sense in hindsight. That never happened to me here.

 

Overall, I feel like the developers came up with a really interesting premise, but then had no idea how to effectively execute it. Which is a shame, since the idea itself holds so much potential. The game description did not lead me to expect there to be a strong plot or story, but it did get me excited to see some neat environmental narration. Which I did not. I suppose if you see it on sale and want an easy 1-2 hour plat, that is the only circumstance in which I would recommend playing this game. Oh, also a shout-out to the developers creating unique trophy images, which is sadly more than can be said for some much bigger studios...

 

FAVORITE...

Trophy Image:

9S8da4ee.png Eureka!

Edited by pelagia14
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Platinum #73 | Donut County

 

Developer: Ben Esposito, 2018

Country: USA

Time Played: 2h

Platinum Earned: 27 March 2023

Rating: 6/10

 

GAME THOUGHTS:

Well, I probably should have started my Trophy Cabinet with a post like this one, to set expectations lower. 😅

 

I picked up this game for one main reason: it looked like a cheap, relatively quick-and-easy platinum to get that would meet the Light Green requirement for the PSNP Kaleidoscope Challenge. Instead of being the trash platinum I expected, I found this to be a cute and fun game! 

 

The story was completely ridiculous and silly (to a point that I would normally find grating), but it really worked for the game - after all, the premise itself is ridiculous and silly! What is the premise, you might ask? You control a hole in the ground that grows larger the more it 'consumes' - almost like an inverse Katamari Damacy. The raccoon BK's inability to understand for so long why his actions were a problem was a bit amusing - he is an animal, after all. 

 

I appreciated how there were a few instances where items could be combined in the hole to amusing effect - like creating popcorn by 'consuming' a cob of corn and then a bonfire, or 'consuming' two rabbits which then make many more rabbits. I wish more levels had incorporated fun little gags or creative combinations like these, and the game would have ranked a lot higher for me had it done so. Nevertheless, this is a lighthearted and relaxing platinum to earn on a chill afternoon. 

 

FAVORITE...

Trophy Image

3Sa118a6.png Donut County (not, surprisingly, the name of the Platinum!)

Trophy Moment

10S9dc92b.png Pyro

I would not have known that you could set Pepper's trailer on fire without this trophy! Always appreciate trophies that highlight little game moments that could otherwise be easily missed.

Screenshots: I totally forgot to take screenshots for most of the game 😅

hvRqy6N.jpg

Edited by pelagia14
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Platinum #74 | Toem

 

Developer: Something We Made, 2021

Country: Sweden

Time Played: 8h

Platinum Earned: 6 April 2023

Rating: 6/10

 

GAME THOUGHTS:

 

AESTHETICS

Color is hugely important for me when it comes to videogames. I'm not as fussy as some people when it comes to the fidelity of game graphics, or what kind of art style a game uses - so long as it is done well, of course. Pixel Art, Flat Art, Photorealistic, Cartoon Art, Cel Shading... while I like some of these art styles more than others, I don't think I've ever passed on playing a game due to its art style alone. A game doesn't necessarily need to have bright, vivid colors either (though woah that Marathon trailer at the recent PlayStation showcase, holy shit that was gorgeous). I've been really surprised at how well some games utilize more somber and muted color palettes to the point where I don't instinctually judge it when I come across it now. Embarrassingly, though, I almost passed on TOEM due to its color palette - or rather, lack thereof.

 

I saw that a lot of people were playing TOEM for the PSNP Kaleidoscope Challenge and it really is a fantastic image for the Grey slot. Looking through my backlog, there weren't really any better options for me at the time. Thus, I resigned myself to playing through a probably decent game but one with the agony of monochromatism. Instead, I was pleasantly surprised to find that my initial impression of the game was completely wrong!

 

GAME

The game's premise is that your character is leaving home, armed with a trusty camera, to learn first-hand what the mysterious TOEM phenomena is! In order to reach the phenomena you have to travel to a few locations along the way by bus, and the way to earn your "bus pass" for each destination is to do sidequests aka help people out. One thing I didn't realize at first was that each stamp you earn for a quest completion can be placed anywhere in the stamp area. I probably had 4-5 stamps in the exact same spot, starting to get annoyed at how they weren't spread out, before I realized I could pick where they go. 🙃 Thankfully there is a 'reset' option that let me replace all my previously-earned stamps so I could spread them all out across the container.

 

The 'puzzle' mechanic itself is kind of cute - figuring out which photo subject each person needs to see in order to 'help' them/complete their quests. There are also various wearable items to collect, and another 'collectible' by way of creating a Creature Compendium aka taking a photo of each new species of creature you come across. The different "Tato" creatures were amusing to come across. I also loved that the developers snuck their pets into the game and created a trophy for it!

 

Overall the game was a fun, relaxing experience - which is often what I look for in an indie title, when I'm taking a break from a big-budget or more demanding game. TOEM really rewards you for fully exploring the areas - I still remember the moment I discovered the Moose DJ and dancing bears. The game's DLC was also super fun! It is essentially one final location to explore, but I would guess that it is about as large as all the previous locations combined. I think the DLC was free, which is super cool if that is indeed the case. As for the TOEM phenomenon itself? I'm so glad that I went into the game completely blind because I loved the reveal moment. 

 

FAVORITE...

Trophy Image

1Sb72bf6.png And that completes the list!

Trophy Moment

32Se11b95.png Experience TOEM

Spoiler

OrwPmjB.jpg

 

Silly Trophy

33S3748a4.png Slow and steady

Screenshots:

a0H4MqG.jpg QdJPx7U.jpg VTuuBSd.jpg MV6CaaF.jpg v2kjR64.jpg 

Edited by pelagia14
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We've got a similar taste in games. I'm liking your reviews so far, please keep them coming and I'll be sure to read them... eventually. 😅

 

You've turned me off of Tempus (which is fine), and I also really liked that Spider-Man maintained Peter's character-defining inability to juggle his many great responsibilities.

 

Edited by Platinum_Vice
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10 hours ago, Platinum_Vice said:

We've got a similar taste in games. I'm liking your reviews so far, please keep them coming and I'll be sure to read them... eventually. 1f605.png

 

You've turned me off of Tempus (which is fine), and I also really liked that Spider-Man maintained Peter's character-defining inability to juggle his many great responsibilities.

 

 

Wow, thanks so much! After your Disco Elysium write-up in the Mental Health Awareness Event (which moved that game up much higher in my backlog), I started reading through your trophy cabinet as well! I really like your "Series" reviews, and that you include a lot of images in your posts! The fact that you've set up all your trophy milestones to be blue/silver/grey is really cool as well!

 

Insomniac Games really understood the character of Peter Parker and how to convert it into a videogame. One frustrating aspect of the MCU Spider-Man movies is that they focus a lot on the big stakes, and sometimes forget that the best Spider-Man stories don't normally involve world-ending stakes. I was going to write up my Miles Morales review yesterday Sunday but time is apparently a construct that exists, lol. I'm super excited for the new Spider-Man game to come out this fall, though! 

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Platinum #75 | Marvel's Spider-Man: Miles Morales

 

Developer: Insomniac Games, 2020

Country: USA

Time Played: 23h

Platinumed Earned: 7 May 2023
Rating: 7/10

 

GAME THOUGHTS:

I platinumed the first Marvel's Spider-Man (MS) game in 1 week and 6 days. The very next day I started Marvel's Spider-Man: Miles Morales (MS:MM), and got that platinum in under 7 days. I really recommend that people not follow my example, and at least give it a few days before jumping into the 'sequel'. 😂 By the time I 100% the map, including dozens more Street Crimes, the burnout felt real. Nevertheless, I still really enjoyed MS:MM!

 

I called it a sequel with air quotes because there was a lot of controversy over MS:MM's story campaign being "only" 20 hours compared to MS's 40 hours. I do think people were right to be frustrated with Sony giving MS:MM the same price tag as MS, but derisively labeling the game as DLC is unfair in a day and age when many DLC campaigns are 4-5 hours long. With the first game selling for $50, I think a fair asking price for the second installment would have been $20 or $25. 

 

MILES' POWERS & COMBAT

For those unaware, Miles is not a Spider-Man clone in terms of his abilities, even in the comic books. Miles is able to temporarily turn invisible Camouflage (I'm sure there's no societal commentary there...) and he can also use bioelectrogenesis attacks that he calls "venom powers" (because they sting). In MS:MM, Miles can unlock several different Venom attacks over the course of the story. They are pretty powerful, but they can also only be used once segments of his Venom bar charge up in combat. It's a nice balance, especially since you can unlock supporting abilities that help to charge Miles' Venom bar faster. Another fantastic addition to combat was the new system of increasing your combos to certain numbers to be able to use Finishers on enemies. This really helped separate the gameplay feel from my run with Peter.

 

The other big change to combat is that the amount of gadgets that Miles can use in a fight is essentially half of what Peter had available. It makes sense for the story - Miles is just starting out as a superhero and hasn't mastered all of the gadgets yet, plus Peter is out of town so perhaps those are the only ones he had time to give to Miles. As someone who just came off a 40+ hour playthrough where I had access to all of those gadgets, though, it took me hours to adapt to the more limited toolset. I was very frustrated at first, since I had grown to really like using certain gadgets in specific situations with Peter, and all of a sudden they were taken away from me! This problem disappeared as I unlocked more Venom abilities and the Finisher system with Miles. For stealth not only did I have to lean a lot more on Miles' Camouflage, I was forced to use some gadgets that I had largely ignored with Peter and I grew to appreciate how the smaller 'toolset' helped prevent Camouflage from making stealthing through a warehouse too much of a cakewalk. 

 

Speaking of combat and narrative being in sync, one other slight annoyance for me was the Combat Challenges. They make sense for Miles' character and considering this game came out 2 years after the first one, having a refresher on the combat system was probably appreciated by a lot of gamers at the time - let alone for the handful of people that might have jumped into MS:MM without playing MS at all. However, as someone who had just completed a Peter Parker NG+ on Ultimate Difficulty, I chafed a bit at having my hand held in the opening hours of the game. This is another reason why taking at least a few days break between MS and MS:MM is highly advised, for anyone who would be playing the games back-to-back like I did. 

 

NON-COMBAT GAMEPLAY MECHANICS

Thus far it seems like I mostly have criticisms for this game, which is the farthest thing from the truth! However, structurally there is a lot of similarity between the two games (both games emphasize storytelling with cutscenes, having small moments in Peter's/Miles' civilian life that help inform us about who they are, fantastic traversal mechanics, etc.) that I've already covered in my review of MS. Combat is the area of the game that changed the most, and thus is probably what prospective gamers would want the most details on if they've played MS and haven't yet decided on MS:MM.

 

Speaking of traversal mechanics, Insomniac added a few little details that made it even better than it already was. With Peter, you could do a few little tricks when freefalling but the controls were awkward and I don't think it was advertised very well. When Peter jumped from a great height, you could tap and then hold :r2: to go into a dive which then allowed you to hold the :l3: stick to the left or right side and press :square: to do a little trick, depending on which direction you were pointing :l3: towards. With Miles they developed an Aerial Tricks system that had more moves and was a lot easier to pull off. When Miles is subjected to the physics of gravity between rope swings (or when he jumps off of something), all you need to do is hold :square: to "enter" Aerial Trick mode and then use one of the four cardinal directions of :l3: to pull off a trick.

 

Okay, so what? You can combine different movements to create special tricks - Cannonball is ⬆️⬆️, Turtle Spin is ⬆️↔️ (left or right), Dragon Roll is ⬅️⬅️, Roly Poly is ➡️, and those are just a few! More significantly, you get tiny bits of experience for every simple trick you do, and more experience for pulling off one or more special tricks in a single dive. Now I wasn't just swinging to Harlem to reach my next mission, I was also challenging myself to see what different tricks I could come up with, how many tricks could I pull off in a dive, and I was gaining experience! It is an absolutely clever solution to make traversal a much more engaging activity in the game, versus your Witcher 3's and Ghost of Tsushima's where it is essentially "point mount in direction and press run button", sometimes with a stamina meter mixed in to spice things up.

 

This also made me realize why I tend to take advantage of Fast Travel a lot in games that require it - I am all about admiring pretty scenery pixels, but the probably-ADHD part of my brain gets bored pretty quickly when I am forced to admire the same scenery over and over again. MS:MM has a traversal mechanic that feels fucking awesome (just like MS), and it pairs that to an experience points system that gets the competitive part of my brain really engaged. 

 

Photo Mode has several new features added in! You can add in a lot more stickers (which I was personally 'meh' about), but I loved being able to add in light sources when I wanted to take screenshots in darker areas. Plus, you can rotate through all of the costumes you've unlocked inside Photo Mode - even when you pause during a cutscene! - versus having to manually equip different ones outside of Photo Mode if you want a different costume. I also played MS:MM on the PS5 (compared to MS on PS4 via the PS+ Catalog), and I have to say the details on the lighting (and lightning) effects were incredible to see, both during gameplay and when messing around in Photo Mode.

 

COLLECTIBLES & STREET CRIMES

I talked a lot in my MS review about how Insomniac created collectibles that made sense for Peter Parker and let us see different sides of him. This philosophy was present, though to a lesser extent, in Miles' game. My first and only exposure to Miles Morales as a character prior to this game was through the phenomenal Spider-Man: Into the Spider-Verse movie, so I was a little disappointed that this aspect of gameplay was de-emphasized. I'm probably in the minority of gamers with this viewpoint though, since collectibles are usually just busywork and I seem to recall a lot of people being annoyed at the amount of Collectibles in the first MS game. (Sidenote - I saw the sequel, Across the Spider-Verse last weekend, and even with my high expectations it was fucking incredible.)

 

My favorite collectibles were the Sound Samples, of which I think there were just ten. I knew from the aforementioned movie that music was really important to Miles, as well as his relationship with his uncle. The Sound Samples threads these two aspects of Miles' character together, and they were also interesting 'puzzles'. When you arrive at the designated areas, you find a recording of a short sound effect. You need to then figure out what in the area is making that noise (is it the sound of birds squawking? a rusty gate swinging repetitively? something completely different?) and get close enough to the audio source to record it yourself. You have a helping hand in terms of a visual of the audio waveform in the corner of your screen that you can compare with the recording to figure out if you are 'hot' or 'cold' - which is actually incredibly useful, because even when you quickly identify the sound source sometimes it is a little tricky finding the precise area where you need to stand to record it. 

 

Street crimes are greatly reduced in this game, thank goodness. Especially after all the MS DLCs littered with street crime after street crime. Instead, Miles has the Friendly Neighborhood Spider-Man App. While there are still some random crimes that you can stumble across and thwart, if you are trying to 100% the map you just need to complete crimes/requests that are sent to the app. And the criminals are incredibly patient now, since you can activate the quests whenever you want instead of being at the mercy of RNG event spawning. 😂

 

SUMMARY

Overall, MS:MM is a great game. It may not have reached the narrative heights of MS (granted, it only had half the time), and I wish we got more of Miles' civilian life that wasn't directly related to the main plot, but it was still an absolute joy to play. Moreover, Insomniac took the time to evolve combat to suit Miles and even make small improvements to things like traversal, which could have easily just been copy+pasted from the first game instead. Anyone who has played the first Spider-Man game and enjoyed it should definitely check out this adventure at some point. Also, there is a Bodega Spider-Cat costume. 🥰

 

FAVORITE...

Trophy Image

41Sb4ce90.png Five Star Review

Trophy Moment

17S0328a2.png Pete's First Villain

Spoiler

The 'final test' that Peter left for Miles was to fight against a simulation he made of The Vulture. Peter narrates both sides of the fight, with such gems as:

 

"Always meddling, Spider-Man! Why won't you let me commit my senseless, overly-dramatic crimes in peace?!?!"

"I'm old! I'm old and I hate youth! Get off my lawn! Early bird specials! Casual racism that it's not worth it to challenge me on!"

Screenshots:

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Platinum #76 | OVIVO

 

Developer: IzHard, 2019

Country: Kazakhstan, Ukraine, & Russia

Time Played: 3h

Platinum Earned: 17 April 2023

Rating: 4/10

 

GAME THOUGHTS:

I purchased this game because I was intrigued by its art style and it was worth trying on sale for 60% off ($2.79 USD).

 

The concept: You control a dot/blob that can switch between black and white to navigate through the monochromatic levels to reach the end. At the end of each level, the camera pulls out and reveals that all the random shapes you navigated through actually come together in an intricate and beautiful piece of art. When your dot is white you can move through white areas, and when your dot is black you can move through black areas. Your dot can hop, and when you swap colors there is a sort of magnetic positive/negative attraction that comes into play - almost like swapping gravity from bottom to top and vice-versa.

 

After the first few levels, I found myself struggling with the controls a bit. There are sections where you need to quickly swap between the colors and you must keep momentum going in order to continue. Sometimes I would lose track of whether I'd pressed :cross: once or twice in a jump, and suddenly I would crash into the next object instead of going into it. You can almost always get back to the beginning of a momentum section (though I think once I needed to restart a level). Most of the time I was successful in figuring out how to use the game's physics to get my momentum within 5 tries or so, but I remember a few areas where it took me several minutes of trying the same 15 second segment over and over and over until I finally made it. One time I even pulled up a video guide to make sure I wasn't unintentionally trying to cheese a section. 

 

One of the final levels was a tree and it was really pretty throughout! I also really appreciated the art style of the completed levels in general. There are also some collectible symbols (and dots) scattered throughout the levels, and a lot of the symbols had neat designs. You can go back and replay completed levels. The 'level select' menu design was pretty cool, and it showed your collectible progress within each level which was fantastic for trophy cleanup.

 

Unfortunately, the gameplay itself was pretty meh for me. It was a really creative concept, and I might have rated the game a 5 if I didn't have some really aggravating moments with the controls. If you're looking to play something with a defined aesthetic that is short and unique between longer games, it might be worth checking out when it is on sale. You are so zoomed-in when you are traveling through the levels that it is kind of cool to reach the level reveal at the end, though.

 

FAVORITE...

Trophy Image:

26S3eafc4.pngNothing is Eternal

Screenshots:

Jz6cM22.jpg q7Grfhz.jpg I7zDvSG.jpg

The first two images above are two of the 9 levels to explore. The final image is the completed 'level select' menu (three rings each containing three of the levels, plus the intro level in the very center).

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Platinum #78 | Concrete Genie

 

Developer: Pixelopus, 2019
Country: USA
Time Played: 8h
Platinum Earned: 22 April 2023
Rating: 6/10

 

GAME THOUGHTS

Honestly, the reason I played this game was that I was looking for an entry for Brown in the PSNP Kaleidoscope Challenge, and I saw that this was a PS+ Catalog game that many people were using for Brown. All I knew going in was that it was about 8 hours to platinum, so even if I didn’t like the game very much it wouldn’t be a huge investment. The game’s art style for character models seemed to draw heavily from claymation, which is not often seen in videogames.

 

IMPORTANT NOTE FOR COMPLETIONISTS:
Apparently, the version I downloaded from the PS+ Catalog included the Virtual Reality DLC trophies. I don’t have a PS VR - so with the platinum trophy, I will forever be at 95% completion. I often don’t care about getting 100% on games with DLC, thanks to PS3 having some terrible DLC lists, but I know some people always go for the 100%. 

 

CONTROLS & MECHANICS
My first two minutes with the game did not go very well. The game starts with you as teenager Ash painting in some drawings he previously made in his notebook. The motion controls were an absolute nightmare for me. It’s a fantastic concept for a drawing mechanic, but I couldn’t figure out how to properly use it. Coupled with the fact that I am a bit of a perfectionist for fully “coloring” things in, and I was quickly reduced to just waving and shaking my controller everywhere trying to get the last 30% of the image done. I “colored” in 3 images fully before I put down my controller and googled if the whole game was going to be like this…  and thankfully you can turn off the motion controls.

 

The game has some collectibles to gather - some which unlock additional design elements you can use, and some which are just “missing pages” from Ash’s notebook that don’t change anything about the gameplay. You can track your progress with collectibles by opening your map, and there is always Chapter Select once you finish the story which lets you mop up any that you might have missed. I used PowerPyx’s guide and had no issue finding everything.

 

PAINTING
Thankfully, once I had the paint motion controls turned off, I didn’t encounter any other control issues with the game. I quickly progressed through the opening hour of the story, where you learn that Ash is being bullied by the other kids his age and he turns to art as a way of expressing himself. Ash quickly meets Luna, a magical “genie” somehow brought to life from his art, and he learns how to paint “animated pictures”. You have a LittleBigPlanet-esque menu that pops up and lets you select different images to ‘paint’. For the most part, you are just controlling how large an element like a flame or tree is, or how long something like a vine or aurora might be. Once you exit “paint mode”, it’s almost like you’ve created aesthetic gifs - the flame will flicker, the colors of the aurora will shimmer, etc. (Also, having the aurora unlocked right away is a win in my book 🥰).

 

There are also creatures the game calls “genies”. When you come across one you get to customize it with different body parts and features, and the genie then ‘comes to life’. The genies are elemental, and so you might use an electric genie to power up a lift control, a fire genie to burn away a wood obstacle in your path, etc. 

 

I had a lot of fun brightening up the drab environments of Denska with bright and colorful moving creations. You don’t have to do a ton of painting if you don’t want to, but I felt compelled to decorate each wall surface of the environment - even if it was just by splashing a wide brushstroke of shining stars or throwing up a single enormous cherry tree. The use of color in a game is really important to me, and it was really cool getting to add my own personal touch to the environments I wandered through. I had noted that around 5 hours into the game, I had probably spent a good 30-40 minutes just painting large empty areas and making them vibrant. 

 

STORY
The game’s story is the one aspect that I did not enjoy quite as much. First of all, the story pacing was really bizarre. After the opening cinematic, the main story arc related to bullying takes a backseat until Chapters 4 & 5. And there are only 5 chapters! It is also definitely targeted to more of a preteen and teenager audience, whereas I am in my early 30s. That isn’t to say that I automatically dislike things aimed at kids, or that writing for that audience automatically means that a story will be without nuance or complexity. I think Avatar: The Last Airbender is a phenomenal TV series for people of all ages, and it deals with mature topics like genocide, abuse, sexism, ableism, and toxic masculinity with depth and nuance despite being a “kid’s show”. My issue with Concrete Genie was more the game’s general message and the complete lack of nuance that it offered.

 

SPOILERS---
As previously mentioned, Ash is bullied by the other kids of Denska. They tear apart his notebook, beat him up, and mock him at the beginning of the game. Ash then spends a couple of chapters learning about the magical paint ability, becoming friends with Luna, and getting an increase in his self-esteem. During all of this, we get a “flashback” scene with a few of the bullies showing how they have less-than-ideal childhoods. Whether they lived in a household with two toxic parents always fighting or had to deal with child neglect, the flashbacks are supposed to make you feel sympathetic for the bullies.

 

The frustrating aspect for me is that by Chapter 5, Ash is blatantly becoming friends with all of the bullies. He has saved them from the nightmare-version of the genies that started appearing in Chapter 4, and they have helped him with rescuing each other. Some of the kids mention towards the end that they feel bad about how they bullied Ash before, and I recall him essentially waving it off because now they are all friends.

 

I really didn’t like how the game presented an incredibly shallow “bully redemption” story. The kids don’t really face any accountability for their actions - which included one of them literally kicking Ash in the abdomen a few times. A few hours later they are all just magically best friends through the power of friendship. The game also seems to imply (without probably intending to) that the kids became bullies only because of their terrible childhoods, and those childhoods thus absolve them from their actions. 

 

I would have much preferred a story where the bullies now *want* to become friends with Ash (because he saved their lives and now has this cool magic painting power), but he doesn’t instantly forgive them. Instead, Ash would perhaps call out the shallowness of their behavior (as a way of putting into words for the preteen audience why they don't need to feel obligated to befriend a former bully), and make it clear that if their attitude change was real and lasted heck, even a few days, then friendship could be reconsidered. To me that seems a lot more realistic, holds bullies accountable for their actions while allowing for the possibility of character growth, and still stays PG. 
---END SPOILERS 

 

Anyways, I didn’t play Concrete Genie for the narrative, I played it for the magic paint mechanics. Had the story done more than just instantly absolve the bullies, I would have given this game a 7 instead of a 6. It’s definitely worth experiencing though, especially while it is still on the PS+ Catalog!

 

FAVORITE…
Trophy Image:

4S97d599.png Just Like Old Times
Trophy Moment:

40S688f28.png Pyromaniac (which I earned before realizing it was a trophy 😂)
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Platinum #79 | 11-11: Memories Retold

 

Developer: DigixArt & Aardman Animations, 2018
Country: France
Time Played: 8h
Platinum Earned: 28 April 2023
Rating: 5/10

 

So I thought this was going to be a really short write-up, and then I went on a tangent about art… 😅.

Please also note the GLITCH WARNING that I discuss. 

 

GAME THOUGHTS:

11-11: Memories Retold (11-11:MR) follows the intertwining stories of Canadian photographer Harry and German technician Kurt in the final months of World War I. The game has you alternating between playing as Harry and Kurt - and a few moments where you control one of two ‘pets’ that are important to their interconnected story. Harry joins the war hoping that his photography of the front lines will bring him glory and make his crush fall in love with him, whereas Kurt signs on in a desperate attempt to find his son, part of a missing unit. To be clear upfront, while you sometimes control Harry and Kurt during moments of chaotic combat, you never kill or even attack anyone. 

 

One of the game’s strengths is showing both the monotony and adrenaline that comes with trench warfare, along with humanizing both sides of the conflict. Another detail I loved was that much of the German dialogue is actually spoken in German and has English subtitles (since Kurt would of course understand what is being said) - the use of German language really helped with immersion. Kurt does have a lot of internal dialogue that is in English, despite not actually being bilingual, though I know that many people don’t have the patience to deal with too many subtitles for whatever reason.

 

IMPRESSIONISM
The first thing you’ll notice when you watch any footage of the game is its Impressionist art style. It definitely took some adjusting to, but the use of Impressionism is fantastic from both a historical and artistic perspective. I hope you’ll indulge me in a small exploration of the symbolism the developers used by making this choice in art style.

 

Before Impressionism, we had the Romantic Era of art, which was a Counter-Enlightenment viewpoint that emphasized nature and the artist’s emotions (a reaction to the Enlightenment’s focus on rationality and science). Romanticism did not seek to capture reality as it was, but instead often utilized symbolism and aimed to capture sentiments and evoke feelings. Probably the most famous piece of Romantic art is Liberty Leading the People by Eugène Delacroix.

 

The Impressionist art movement began in the late 19th century, only a few decades before the start of World War I, and includes famous artists like Edgar Degas and Claude Monet. Impressionism wanted to put to canvas the ephemeral - fleeting moments such as the light of a sunset reflected from a pond or smoke billowing out from a steamboat. In contrast to Romanticism’s emphasis on symbolism and idealism, Impressionism wanted to capture more authentic snippets of real life. Even the subject matter of a piece of art was changed - instead of painting military generals or personified forms of ideals like liberty, Impressionists painted average citizens and workers doing average things in their daily life. 

 

Returning to 11-11:MR, we can now discuss how the use of an Impressionist art style heightens certain themes of the game. 11-11:MR is about the subjective experience of two soldiers on opposite sides of a war, just like how Impressionism aims to depict a perception of an experience versus a more “objective”, neutral reality. 11-11:MR does not seek to idealize war or white-wash it into something more palatable, just as Impressionism seeks to capture life as it is without any artistic grandeur. Finally, 11-11:MR tells the story of two low-ranking soldiers - often in more mundane moments, just like how Impressionism typically depicted ordinary moments of ‘common men’. 

 

The one downside to the art style is that many of the game’s Collectibles blend in with the environment and many are *extremely* difficult to locate if you are not using a guide. I would have greatly appreciated a feature that allowed collectibles to ‘shine’ or have an outline in a contrasting color - perhaps during Chapter Select, once you have already experienced the gameplay as 'intended'. 

 

COLLECTIBLES
Speaking of collectibles, it was neat that they were educational in nature! It is very evident that the developers did their research by consulting with academics and historians - there are even three 10-ish minute videos you can unlock by finding all of the collectibles in a section, and the videos show some aspects of how the game was developed. 

 

GLITCH WARNING: The collectibles of 11-11:MR are frustratingly glitchy, unfortunately. There were a few spots that I still remember, months later, where I would be repeatedly trying to walk over a collectible to pick it up. Sometimes it required dozens upon dozens of attempts - perhaps minutely changing the angle of my approach to a collectible in a corner, or walking into a wall over and over again until I found the nanoscopically-precise magical spot required by the game’s code for it to register the collection.

 

I also remember [Sniper and watcher - Part 1 of 2] from Kurt’s Path in Above and Below not spawning at all, which worried me. After I completed the game, I read on various forums that I needed to first get the [Trench Sign - Part 1 of 2] collectible during Harry’s Path (when he takes the photo of the cat about to jump down the well) - which I had done!! Anyways, I reloaded Above and Below with Harry’s Path, got to the part where I could take a photo of the cat for [Trench Sign - Part 1 of 2], then played the few minutes to reach Kurt’s section, and this time [Sniper and watcher - Part 1 of 2] spawned for me.

 

LUDONARRATIVE-NESS
Don’t worry, I’m not going to be discussing ludonarrative dissonance here. It’s actually the opposite - I wanted to share a moment of ludonarrative harmony, aka when a videogame’s gameplay elements and narrative play off each other’s strengths in fantastic ways. Considering that this is a game about World War I, the very brief scene I am about to discuss is not a spoiler in terms of story.

 

At one point during a combat zone, I was in control of Harry and moving from cover to cover when the enemy was pausing their barrage of artillery to reload their weapons. Most of the NPCs were also moving through cover, but a couple of NPCs were holding their positions at certain spots of cover. I moved next to a soldier and pressed the interact button to speak with him. He was sniped in the head immediately after I pressed ‘interact’ - before he could utter a single sound. I really appreciated how the developer’s chose to *not* have this be a cutscene and *not* have any dramatic music or foreshadowing of the moment, so it really took me as a player a bit by surprise. Death on the battlefield can be so sudden, coming out of seemingly nowhere even when you think you are in a safe spot. This tiny moment from the game was a fantastic example of how there are some things videogames can do that other mediums like books and movies are not able to match. 

 

SUMMARY
Despite everything I’ve written above, outside of that one moment of ludonarrative harmony this game didn’t seem to be able to get its hooks into me. I know a lot more minutiae about WWII compared to WWI, so I found reading the educational collectibles to be really interesting. I guess my struggle with the game was that I couldn’t find a way to get invested in it. After Harry and Kurt’s journeys first cross paths, while the story seemed to be well-told I was also able to predict almost all of the larger story beats. Even the “multiple endings” felt somewhat empty to me, since they are only the result of a few choices and dialogue selections at the very end of the game. 

 

However, I still think this game is worth checking out if you have an appreciation for history, educational games, or games focused on the interpersonal aspects of war without having to aim and shoot weapons. With how many videogames utilize violence and combat in their mechanics, I think it’s important to have a few experiences that examine the real human cost of war and brutality. 
 

FAVORITE...

Trophy Image:

37Sd847c3.png Puurrfect

Trophy Moment:

2S6302f8.png Historian

Screenshots:

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Platinum #80 | The Mooseman

 

Developer: Morteshka, 2018
Country: Russia
Time Played: 2h
Platinum Earned: 29 April 2023
Rating: 4/10

 

GAME THOUGHTS:
I always like to support games that help preserve a part of a shrinking or disappearing culture, which is what made me pick up The Mooseman. Before you reach the main menu of the game, you get a screen that reads:

 

“This game is an artistic reconstruction of the myths that form the foundation of the artifacts of the Permian animal style. The myths and lore of the Komi Permians, Komi Zyrians, Mansi, and Saami people were the main basis for the reconstruction. The artifacts represented in the game are stored in the regional museums of Perm Krai.”

 

If that seems needlessly convoluted, a more simplified (though less accurate) version is:

“This game is an interpretation of cultural myths based on Permian artifacts. The myths are mainly based on the lore of the Komi peoples, with elements of Sámi and Mansi myths from the region incorporated. All the artifacts in the game are from a real museum.”

 

The game has lore text initially appearing in the ancient Permic alphabet called Anbur that then turn into Latin characters (or whichever language you have chosen to play in). The dialogue in the game’s sparse cutscenes is apparently performed in Komi-Permyak (with translated text on screen). 

 

CULTURE
The Komi people are a Finno-Ugric people who live in the northeastern parts of European Russia. Sadly, documentation of their folklore and myths prior to their 15th-century conversion to Christianity only began being recorded about 150 years ago, and thus much has already been lost.  

 

The Komi had a creator god named Yen who had seven demigod sons, including the titular Mooseman. According to Komi tales, Yen tasked his sons with traveling daily from the Middle World (our realm) to the Lower World (underworld) to get a piece of Shondi’s eternal flame and bring it to the Upper World (heavens) which becomes the Sun. 

 

GAMEPLAY
The game mechanics are very simple - you control the Mooseman and move across the screen. You need to switch between the physical plane of existence and the spiritual plane to get through various obstacles/simple puzzles. You can discover various artifacts - some easy to find, some that can only be discovered by deciphering carved or painted hints in the background. Besides swapping between the physical and spiritual planes, you also unlock an ability to light the Mooseman’s staff to create a shield to defend against evil spirits. There are a few “boss” deities in the game, but for the most part, they are just slightly-longer puzzle encounters. 

 

Unfortunately, the 'puzzle' mechanics are incredibly simplistic. Oh, there's a huge chasm you can't walk across? Swap to spiritual mode and there is a spiritual bridge. Is there a cliff too tall to climb? Then you probably have a nearby rock that turns into a moveable rock spirit when you swap to spiritual mode and once it is in position, you can climb over it in physical mode. Etc. When factoring in the somewhat-buggy collectibles, it feels like this project would have been better served as a short animated movie than a videogame. 

 

GAME LORE & COLLECTIBLES

There is a “Myths” option when you pause the game that lets you see the snippets of folklore that you have unlocked. For anyone who might be getting super excited hearing this, please know that there are just 9 snippets (including the game’s intro) and they are each no longer than a couple of sentences in length. It definitely helps provide context and cultural immersion in the game, but they are not complete, self-contained tales or detailed segments of mythological narrative arcs. 

 

Pg4Sype.jpg

The best of which is the "Intro" Myth

 

I liked the idea of hidden collectibles that require deciphering hints to unlock. Unfortunately, even when I knew the solution (and checked a video guide to make sure I wasn’t missing something), it could take me 20-30 tries of rapidly entering the inputs on my controller for my timing and speed to register with whatever the game required. Many of the hidden collectibles require you to just move in a specific pattern - such as the example below, where the solution indicated on the cave wall is to be in spiritual (moose) form and move :right: :left::right: :left: :right: :right: :right: :


78248-10.jpg

[Image from threetimes’ Guide & Walkthrough on GameFAQs]

 

However, sometimes the solution requires you to also swap between spiritual and physical forms among the movement patterns and those tended to be the more finicky ones to unlock. 

 

Bqwszs7.jpg aIuC99r.jpg 

Example Collectibles

 

For anyone considering playing The Mooseman, I have to give a huge shoutout to Maka91Productions’ video walkthrough. It allowed me to see exactly where I needed to start the movement patterns. While I normally dislike guides that have narration, in this case it was very helpful as some ‘solutions’ require you to enter the combinations so fast you are essentially button-mashing. (The one starting at 10:57 and getting unlocked at 11:34 was probably the WORST.)

 

SUMMARY

The Mooseman is a game that aims to preserve aspects of the indigenous culture of Russia's Perm region. As a mythological reconstruction, it is clearly evident by the academic citations included in collectible descriptions and the game's credits that the developers really respected the cultures they drew from. As a videogame, it uses a hand-drawn art style and great music to create a fantastic atmosphere and mood for the myths and cultures at hand. However, faithful adherence to what little we know of the mythology leads to a short experience that feels incomplete. For those who are interested in exploring other cultures and/or getting a platinum in 2 hours or less, the game at full price is $6.99 USD and can go on sale for as low as $2.79.

 

FAVORITE…
Trophy Image:
16Sd442fa.png Archaeologist
Trophy Moment:
15Se2c4ab.png Sunset
Screenshots:

iCHwpVa.jpg mWOZ3Pi.jpg Kzyt7np.jpg

 

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11 hours ago, pelagia14 said:

SUMMARY
Despite everything I’ve written above, outside of that one moment of ludonarrative harmony this game didn’t seem to be able to get its hooks into me. I know a lot more minutiae about WWII compared to WWI, so I found reading the educational collectibles to be really interesting. I guess my struggle with the game was that I couldn’t find a way to get invested in it. After Harry and Kurt’s journeys first cross paths, while the story seemed to be well-told I was also able to predict almost all of the larger story beats. Even the “multiple endings” felt somewhat empty to me, since they are only the result of a few choices and dialogue selections at the very end of the game. 

 

However, I still think this game is worth checking out if you have an appreciation for history, educational games, or games focused on the interpersonal aspects of war without having to aim and shoot weapons. With how many video games utilize violence and combat in their mechanics, I think it’s important to have a few experiences that examine the real human cost of war and brutality. 

 

Very good write-up! I've read a lot of trophy cabinets in my day and I think you're the first one to cover 11-11M as in-depth as you did. As for the game itself, sounds pretty interesting! I'd always seen it on sale but for whatever reason it never captured me enough to make the leap towards making a purchase. The fascinating thing is, the developers, DigixArt, have released more games since with one of them being Road 96, a game I HAVE played! I REALLY enjoyed it. The game's not perfect, and I'm curious if some of the issues with "the not seeming to hook you" would still make manifest with their 2nd but for a story-focused, narrative game (largely about cultivating relationships with individuals) it puts you in a lot of INTERESTING scenarios and asks you to act and be ready for them. It can be incredibly cheesy and goofy too, but hey. Your review helped me realize the studio has a knack putting players in unique settings (at war, not actually fighting) and I think they deserve some credit for that. 

 

Consider checking it out! 

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On 6/27/2023 at 7:04 AM, realm722 said:

 

Very good write-up! I've read a lot of trophy cabinets in my day and I think you're the first one to cover 11-11M as in-depth as you did. As for the game itself, sounds pretty interesting! I'd always seen it on sale but for whatever reason it never captured me enough to make the leap towards making a purchase. The fascinating thing is, the developers, DigixArt, have released more games since with one of them being Road 96, a game I HAVE played! I REALLY enjoyed it. The game's not perfect, and I'm curious if some of the issues with "the not seeming to hook you" would still make manifest with their 2nd but for a story-focused, narrative game (largely about cultivating relationships with individuals) it puts you in a lot of INTERESTING scenarios and asks you to act and be ready for them. It can be incredibly cheesy and goofy too, but hey. Your review helped me realize the studio has a knack putting players in unique settings (at war, not actually fighting) and I think they deserve some credit for that. 

 

Consider checking it out! 

 

Wow, I really appreciate your comment! I realized afterward posting that I got so distracted by my detours into art movements and ludonarrative harmony that I hadn't focused on important things like *story*, hence it really only being brought up in the summary. I'm still finding my rhythm and style, so I'm very interested to see how my writing quality and discipline/focus improve over the next few months. (It will probably help to be reviewing games immediately after finishing them as well. 😅 I only had a few bullet points written down for this game, versus the dozens of thoughts I typically have to reference from.)

 

I honestly had no idea that Road 96 was made by the same people! I've only recently begun paying attention to a wider range of developers outside of the Triple-As or ones that I have a strong attachment to. I put Road 96 on my PS Store Wishlist a few weeks back, so whenever it next goes on sale I'm now super excited to try it out! Thanks so much for the recommendation~!

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Platinum #81 | Gorogoa

 

Developer: Jason Roberts, 2018
Country: Canada
Time Played: 3h
Platinum Earned: 30 April 2023
Rating: 5/10

 

PREMISE:
Gorogoa is a unique puzzle game. You have a grid made of 4 square “viewports”, and to start only one contains an image. You can often zoom in (and sometimes zoom out) from an image, and occasionally move your ‘viewport’ of the scene to the left or right. The core puzzle conceit is being able to take the “top layer” of what you see from a viewport and drag it over to a different viewport, to various effect. This allows you to change things about your environment, allowing a boy to go through a fantastical journey to the game’s end.

 

To attempt to explain the “viewport” dragging mechanic, you get to a point where a watch face fills one of the view ports. If you drag the watch’s outer cover to a different viewport, you can then go back to the first viewport and “zoom out” from the watch hands to see that it is now actually a watch tower as viewed from a distance. 

 

GAME THOUGHTS:
The primary puzzle mechanic I attempted to describe is actually a lot more engaging than it sounds, primarily from how creative the developer takes thing. Then again, I think that is true for almost any puzzle game. You could be looking at a bookshelf - zoom in to a section of books - zoom in to a desert illustration on the spine of one of the fantasy books - zoom in and suddenly you are in a desert world - zoom in and oh hey there’s a castle! 

 

Beyond interacting within a single viewport to arrive to different ‘areas’, the viewports occasionally interact with each other and ‘merge’ together, allowing the boy or certain items to move into different viewports. There was a decent amount of creativity in this regard as well. The game is rather short (you can speedrun it in 30 minutes), but for a puzzle game I definitely prefer something that shows you all its ideas and the iterations of those ideas, stopping just short of filling it with bloat to extend the game time. This doesn’t mean that the game itself has to be short (to my shame I haven’t finished the Witness yet), just that puzzle games should only be so long as the developers are able to do interesting things with their concept. Plus every once in a while it’s nice to know you can platinum a game in just a couple of hours. 

 

TROPHIES
There were only two trophies that I did not get in my first playthrough. Ironically, the <30 minute speed run (“But Why?”) wasn’t too bad. The game is short enough that I still had most of the puzzle solutions fresh in my mind, and I had a video up for the few spots that I knew I would find a bit tricky. I still had one trophy left after that - “Dexterity”, aka complete the game in less than 500 moves. Should be simple enough to do in a third run, right? 

 

….Apparently not. I had made only one or two mistakes and still no trophy, what the hell?! Some quick internet research told me my problem - the trophy description should really be that you have to complete the game in less than 500 button presses. What’s the difference, you might ask? Sometimes the area on an object where you can click to do the thing you need to do is quick small. If you are still ini a speed-run mindset, you might be like me and ‘throw’ your cursor over to that area and press on the X button… only to realize that you were off by a half inch, so you just “tapped” on a non-interactive part of the viewport instead. Turns out those count as “moves!”. So it took me a *fourth* playthrough to get my final trophy (and paranoid referencing of a guide), but thankfully that took me maybe 45 minutes at the most. 


FAVORITE…
Trophy Image/Moment:
9S0dbe9b.png Devotion
Screenshots:
9x6VSOz.jpg RQyuLUb.jpg HM6tesb.jpg u98j7p6.jpg

 

Edited by pelagia14
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Platinum #82 | Chicory

 

Developer: Greg Lobanov, 2021
Country: USA 
Time Played: 26h
Platinum Earned: 20 May 2023
Rating: 8/10

 

PREMISE:
The premise of Chicory is simple: Your character Pizza (or a chosen name) was the janitor for Chicory, the land's current Wielder (aka person with the magical Brush that has the ability to bring color to everything). At the beginning of the game, all of the color has been drained out of the world and Chicory has gone missing! Pizza finds her magic brush and travels around the region bringing color back to the area, helping people, and trying to figure out what caused the colors to disappear in the first place.

 

GAME THOUGHTS:

I went into this game knowing only the following:

  • It was highly recommended as a great game for the 2023 Trophies for Mental Health Event III
  • It was available on PS+ Catalog
  • Apparently art and/or color was part of the game’s narrative, considering the image on the game’s title card.

I am also honestly shocked that this game had slipped past my radar, for the following reasons:

  • It has a fantastic narrative that deals with mental health topics without being dark and dreary.
  • You get to color in it - practically the whole time! I’m one of those people who will occasionally do the ‘adult coloring book’ thing for fun (or as self-care when my anxiety is being a bit much). 
  • The publisher for Chicory, Finji Studios, is based out of Grand Rapids, MI. I didn’t know that Michigan had any indie videogame publishers, let alone one that was a [value less than 1 hour] drive from where I currently live!

INITIAL THOUGHTS
The very first controllable scene of the game has you, janitor Pizza, cleaning up Chicory’s tower. When you are about 75% done with the task, the screen goes black for a moment - something has happened. Moments later you can see again, but now the once-colorful world is now in a grayscale palette! 

 

Chicory: “Oh, NO!!! A-All of… Chicory’s colors! I must have cleaned too hard! I’ve got to go tell her right away!”
Me: //ignores Chicory’s dialogue, and continues to clean the room to 100% because perfectionism work ethic. 😂

 

Ladies and Gentlemen, this is me. I am like this whenever I replay Super Mario Sunshine. Same for PowerWash Simulator - which got a new DLC(!) yesterday but I digress. You’d think I would enjoy chores like doing the dishes and cleaning, alas those require actual physical effort and do not have lovely color palettes. And yes, as I continued to play this game I made it my mission to not leave a single pixel uncolored.

 

Anyways, after I received the Wielder’s Brush and was able to start coloring, I literally wrote in my notes “Is this Coloring Book: The Game?!”. Except I came to discover that it is way better than that simplistic concept because it has a fantastic plot, characters, items to collect, and little secrets to discover. 

 

THEMES
I’ve already written about the mental health themes of Chicory over at Trophies for Mental Health III. (And yes, I reused my "Premise" from it.)

 

COLORS
I was pretty annoyed at first that I only had 4 colors in each region, but I grew to appreciate how the restriction in quantity of colors results in more creativity. I also loved how each region had its own color palette, and how all your color choices (and even stamping choices!) are reflected in the game’s map. Whoever made the “paintbucket”/”paint fill” control is my hero. It made it so much easier to fill the entire map with color.

 

After a little while I developed the following process: I’d first “paint fill” in the neutral color that I wanted for the floor, since that often bled into a lot of objects in the environment like trees and shrubs, for whatever reason. Next, I would swap to the two colors that I used for most environmental objects and “paint fill” all those objects. If I was in a region with lots of cliff walls, one of those two colors became cliffs instead of objects. Then, with my remaining color, I usually fill in the few key objects that I wanted to be highlighted. On rare occasions, I would add in one last step where I would do some pattern stamping on a huge blank cliff wall or open area of ground. 

 

kty9sIA.jpg

My final map

 

GAMEPLAY
It took me a stupidly long amount of time to realize that I could push the paint bombs to a specific location before detonating them. When I reached the point where I needed to travel to Elevenses (and I loved all the meal-themed location names!), I probably spent close to an hour running around everywhere I had already explored because I couldn’t figure out how to proceed. //facepalm.

 

I’m so thankful there was an ‘invincibility’ mode in this game. The only time you do ‘combat’ is during the boss fights, and brush-fighting was not something I did enough in the game to ever feel really competent at. I probably turned on the ‘invincibility mode’ halfway through the game, since I was here for the story and not for the boss combat. The music during encounters was absolutely fantastic, though!

 

ART

I was not able to make very nice painting replicas, to my dismay. I’m a southpaw, so I tried the left-handed controls at one point, but they were even worse for me than the default right-handed controls. I’m used to drawing from the wrist, not from my thumb. 😂 I was curious to see how other gamers made their painting replicas and what they did to their blank canvas paintings, but not very many people online seem to have posted images of their results - at least from what I tried to find.

 

Some of my creations are documented here for posterity (but also spoiled so that this post isn't insanely long):

Spoiler

Art Museum:

X718ihk.jpg

 

Two close-ups:

ClMU4Pb.jpg SdaoP57.jpg

 

Paintings I am actually happy with, considering the game controls:

kuv68WO.jpg BYMYmge.jpg

 

My painting of Chicory, and playing around with light and shadows on random shapes:

oUFivYm.jpg JZLlIkd.jpg
 

"Art":

JdXdv8C.jpg xleDGna.jpg

An owl, and then something that was meant to be a scary face in the darkness but turned out more like a kindergartener's attempt at drawing Gastly.

 

Some of Pizza's "commissions":

vlI2P2F.jpg QuR7ZcJ.jpg

hk7Qtaa.jpg ME5bO5H.jpg

 

RANDOM THOUGHTS
Speaking of music, Chicory’s song with Pizza on top of the Mountain was a beautiful moment. Not only was the song adorable, it was also a pivotal moment in their friendship together. 

 

I loved how there were messages with ‘hidden text’ inside the Wielder Temple. You see a phrase written in black text and then either "paint fill" the area or manually paint it to reveal the hidden white text underneath it. This is by no means an inventive puzzle mechanic or anything, but it was still pretty cool.

 

The following dialogues:

Spoiler

 

One of my favorite dialogue moments was shortly before the second Brush final boss fight:
Pizza: “So you resented that legacy. Did you ‘choose’ me BECAUSE I was a bad choice? Is that all I mean to you?”
Chicory: “When I said you could take the brush, you were already holding it. You had already taken it, and colored, and faced a corruption, and made it back. You were a living example that you don’t have to be chosen to be capable."

 

“Chosen One” stories are fun escapism that I absolutely enjoy, but this is also a fantastic message that more stories should center around.

 

Other quotes:

  • Pizza: “I care too much about what everyone thinks.”
  • Clementine [Pizza’s sister]: “It’s okay to say no sometimes, too.”
  • Pizza [to Chicory]: “I want to WANT things, for MYSELF, like you do.”

 

 

FAVORITE…

Trophy Image:
1Sb2b065.png The Whole Picture
Trophy MomentTIE:

8S8cc302.png Standing on the Mountain Top & 12Safd85e.png Something New
Screenshots:

K1vz9Rb.jpg 257008p.jpg 5EArLLI.jpg GsOUXOu.jpg

 

Story-related ones (not huge spoilers in my opinion, but still narrative-focused):

Spoiler

pa6rbFN.jpg 0UtXNT2.jpg 3UlKBwa.jpg

 

Edited by pelagia14
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Platinum #83 | Lost Ember

 

Developer: Mooneye Studios, 2019
Country: Germany
Time Played: 9h
Platinum Earned: 26 May 2023
Rating: 3/10

 

PREMISE:

In a world where, upon death, spirits of the faithful get access to the heavenly City of Light and unfaithful spirits are “thrown back into [the] world as wild beasts”, you play as the wolf Kalani. At the beginning of the game you meet a pink orb spirit (who I will call Pink!Navi) who has been unable to reach the City of Light due to magical barriers that you both quickly learn can be destroyed by Kalani. The game follows Pink!Navi and Kalani as they try to reach the City of Light and along the way learn a lot about Kalani’s former human life through memories.   
 

GAME THOUGHTS:

I unfortunately found this game to be pretty lackluster. The graphic artstyle was decent for an indie studio, and the mechanic of “possessing” other animals was an interesting gimmick. I only started to find the story interesting at the very end, and the collectible trophies were frustrating to earn. 

 

When starting a new game file, you are asked if you want the “Commentary” settings turned on or off. At first I wasn’t sure if it would be a Director’s Commentary, but I ended up playing the game with “Commentary” turned on. I think it is asking if you want Pink!Navi to have its explanatory dialogues, or if you want to play the game with no narration so that you create your own interpretation of the memory flashbacks and the story. 

 

As I already mentioned, Collectibles were very frustrating. You collect memories and mushrooms. There are over 140 mushrooms to collect, but there are only 4 or 5 different graphic assets used for them. Chapter Select will tell you how many mushrooms you’ve collected/still need in a level, but even following a collectible guide can be a bit frustrating since there isn’t a visual change to denote which ones you have already collected.

 

It’s never quite explained why Kalani can possess other animals. Is it because she was a human, and since she supposedly was unfaithful to Yanren culture her ‘punishment’ of being a wild beast lets her possess other wild beasts? Her wolf form vanishes/transforms into the other animals, so it’s not like her default is possessing a random wolf. Anyways, some of the animals were fun to control. The hummingbird was fantastic for getting collectibles in hard-to-reach areas with its speed and precise movement controls. I also actually liked the Buffalo Stampede scene - but probably because I had the stampede song from The Lion King playing in my head. 🎶 You can possess wombats to go through narrow tunnels, moles to dig underneath large obstacles, ducks and later macaws to fly, and at one point even mountain goats to jump up rocky cliff faces. 

 

SPOILERS---
The story was fairly average for most of the game. I did find the “twist” to be a bit interesting - how Pink!Navi actually turned out to be Kalani’s empire-loyalist father who ended up killing her but becoming very remorseful over what he had done in the name of the empire. The game seems to imply that he could not enter the City of Light before because of the immense guilt that he felt from killing his daughter. 
---END SPOILERS

 

The game was mostly monotonous experience for me. The graphics were decent but most of the environments were fairly simple. You navigate Kalani around the open areas, and the gameplay never gets more complicated than “there is a spot of dirt at this dead end and some moles wandering around here, I should possess a mole to dig underneath the dead end”, “oh look a tunnel, and also some wombats”, etc.
 

FAVORITE...

Trophy Meme:
1S020e38.png You're Breathtaking!
Screenshots:
7mcLLyp.jpg Dztk2CJ.jpg 

fy5HHkA.jpg 0oNO6j1.jpg

Edited by pelagia14
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