ZEE11W Posted August 16, 2023 Share Posted August 16, 2023 Deathloop, Chicory: A Colorful Tale, Tom Clancy's Ghost Recon Wildlands, Watch Dogs, Watch Dogs 2, Death end re;Quest 2, Nidhogg 2, Through the Darkest of Times will leave PlayStation Plus Extra and Premium on September 19 Source: PS Plus is Losing 8 Games in September 2023 3 Link to comment Share on other sites More sharing options...
princexedar Posted August 16, 2023 Share Posted August 16, 2023 only one that really upsets me is Deathloop. 4 Link to comment Share on other sites More sharing options...
kanzenchaos Posted August 16, 2023 Share Posted August 16, 2023 I was eyeing Chicory for a while, maybe I'll jump on it if I feel like playing that kind of game. 1 Link to comment Share on other sites More sharing options...
PIOTREK27-1982 Posted August 16, 2023 Share Posted August 16, 2023 Lot of good stuff is leaving but hey at least they will add even worse indies and terrible classics. If you check the latter their choice of classics recently is as bad as PSone Mini selection which was major put off for me buying one. 3 Link to comment Share on other sites More sharing options...
Jelly Soup Posted August 16, 2023 Share Posted August 16, 2023 I've been putting off Chicory. Good as time as any to play. 1 Link to comment Share on other sites More sharing options...
wackt1 Posted August 16, 2023 Share Posted August 16, 2023 If we add the game to my library, will I still be able to play it? Or when it leaves it is gone from library too? Link to comment Share on other sites More sharing options...
sk_lp_him Posted August 16, 2023 Share Posted August 16, 2023 17 minutes ago, wackt1 said: If we add the game to my library, will I still be able to play it? Or when it leaves it is gone from library too? You lose access to the game when it leaves. Link to comment Share on other sites More sharing options...
kkulifay Posted August 16, 2023 Share Posted August 16, 2023 Bummed about Deathloop leaving. Thought about making it a priority to play before it gets delisted, but my OCD side wants to play all the Dishonored games and Prey first Link to comment Share on other sites More sharing options...
RedDevil757 Posted August 16, 2023 Share Posted August 16, 2023 19 hours ago, kanzenchaos said: I was eyeing Chicory for a while, maybe I'll jump on it if I feel like playing that kind of game. 10 hours ago, Jelly Soup said: I've been putting off Chicory. Good as time as any to play. Good game if you like your games to force their own agendas on you. Has anyone played through the darkest of times? Is it worth a play? 1 minute ago, kkulifay said: Bummed about Deathloop leaving. Thought about making it a priority to play before it gets delisted, but my OCD side wants to play all the Dishonored games and Prey first Least it's not just me that does that lol 2 Link to comment Share on other sites More sharing options...
ShadyWARcotix Posted August 16, 2023 Share Posted August 16, 2023 9 minutes ago, RedDevil757 said: Has anyone played through the darkest of times? Is it worth a play? @DrBloodmoney played it and I think he can give you a short review 1 Link to comment Share on other sites More sharing options...
Mokujin Posted August 16, 2023 Share Posted August 16, 2023 20 hours ago, PIOTREK27-1982 said: Lot of good stuff is leaving but hey at least they will add even worse indies and terrible classics. If you check the latter their choice of classics recently is as bad as PSone Mini selection which was major put off for me buying one. Weird comment. “At least they will add even worse indies” because PS+ has had such terrible indies added each month like Stray, Tchia, etc. The Extra lineup each month has been impressive, I don’t know what you’re expecting if all they’re adding is “worse indies”. Not like they’re removing Deathloop and replacing it with The Jumping Spider P Journey 4 Link to comment Share on other sites More sharing options...
Popular Post Abby_TheLastofUs Posted August 16, 2023 Popular Post Share Posted August 16, 2023 1 hour ago, RedDevil757 said: Has anyone played through the darkest of times? Is it worth a play? Well, you see... 1 hour ago, RedDevil757 said: Good game if you like your games to force their own agendas on you. Yeah, I don't think Through the Darkest of Times is for you. Very agenda driven. ? I recommend both games to others though. Through the Darkest of Times is pretty rough, but still worth checking out in my opinion. And the next game from same devs looks very promising. 5 Link to comment Share on other sites More sharing options...
Jelly Soup Posted August 17, 2023 Share Posted August 17, 2023 3 hours ago, RedDevil757 said: Good game if you like your games to force their own agendas on you. When I search 'Chicory agenda' on Google, the only solid result I get is this very thread. Could you elaborate? 1 Link to comment Share on other sites More sharing options...
SpaceIsDandy Posted August 17, 2023 Share Posted August 17, 2023 (edited) 10 minutes ago, Jelly Soup said: When I search 'Chicory agenda' on Google, the only solid result I get is this very thread. Could you elaborate? I think the "game with an agenda" is the darkest times not the cute colorful dog one..... i hope Edit: or the person claiming an agenda is unironically mad about things like the "cracker jill" snacks Edited August 17, 2023 by SpaceIsDandy 1 Link to comment Share on other sites More sharing options...
IcySeaSurfer Posted August 17, 2023 Share Posted August 17, 2023 (edited) I had a good time with Death end re;Quest 2 when it released Edited August 17, 2023 by IcySeaSurfer 2 Link to comment Share on other sites More sharing options...
Popular Post Xylobe Posted August 17, 2023 Popular Post Share Posted August 17, 2023 (edited) 7 minutes ago, Jelly Soup said: When I search 'Chicory agenda' on Google, the only solid result I get is this very thread. Could you elaborate? A few of the background characters are gay. As a rule of thumb, if you see someone complaining about an "agenda" without elaborating, that's what they mean. Outstanding game, though. Sad to see it leaving the collection. Edited August 17, 2023 by Xylobe 12 Link to comment Share on other sites More sharing options...
zulqarmessi Posted August 17, 2023 Share Posted August 17, 2023 STEEP also leaving on August 31 Link to comment Share on other sites More sharing options...
Dying-_-Light_1 Posted August 17, 2023 Share Posted August 17, 2023 Is there a difference when it say game add to Library and Game Purchase sometimes it shows Library on some games and other games purchase (the free game we get). You loose it as well when it says purchase because my Deathloop shows purchase and not Library ( I did not purchase it I got it free ) Link to comment Share on other sites More sharing options...
Popular Post DrBloodmoney Posted August 17, 2023 Popular Post Share Posted August 17, 2023 (edited) 18 hours ago, ShadyWARcotix said: @DrBloodmoney played it and I think he can give you a short review Yikes - thanks for tagging me into this tyre-fire 😂 To address the shite being mentioned, yes, both Chicory and Through the Darkest of Times do have "Agendas"... ...if you consider "Don't be cu.nts to one another" to be a political statement. Otherwise, I'd say most normal people will probably be safe from the big, scary, game developers washing their itty-bitty brains, and won't need grab their petticoats and cower in their safe spaces. As reviews go, though... ...why, yes I do! Here's my reviews of Through the Darkest of Times, and of Chicory: Through the Darkest of Times There are two things I can confidently state right at the top of this review. 1. It's most likely the first time you are reading one on this particular site, given that between the two stacks of this game, there are only 4 platinum achievers, and less than 130 total owners. This is not a widely played game. 2. You should wear a seatbelt while reading this one, because the quick snap between praise and condemnation are liable to cause whiplash! Set across 4 chapters, each taking place during a significant point in the rise and fall of the Nazi party and the Third Reich in Germany, Through the Darkest of Times is a game that does not approach history with any flights of fancy. The player is not going to have any opportunity to change or improve the course of history. They guide their small band of randomly generated resistance members through 1933, with the appointment of Hitler as Chancellor and the burning of the Reichstag, then 1936, through the German Olympic games and Hitlers (largely successful) masking of the true state of Germany to the outside world, then 1941, with the war in full effect, then through 1945, during the downfall of the Third Reich and the implementation of the final solution. The purpose of this game - it should be stated clearly - is not to have fun. It is to educate. In that regard, it succeeds, and does it in a way that is fairly stylish in its minimalistic, signature visuals, and deft in its use of overbearing odds and difficulty as both a gameplay and narrative mechanic. The game treats history as set in stone. The nuance of success and failure within the context of the game is, in the grand scheme, small. A wholly successful playthrough of the game is measured by the ability of the group to stay alive, out of prison, and without descending into abject despair and dissolution in the face of overwhelming odds. If they are able to help some people along the way, that is great, but even the most successful playthrough will likely do one of a few key things. Perhaps destroy a few weapons stashes. Maybe help smuggle a few people (10-15 maximum) across the border to some relative safety. Possibly even broadcast some information about the internal atrocities to the outside world - but never more than that. Even those modest successes are tricky to achieve, and fraught with potential disaster for the members of the group. Most likely, the first few playthroughs of the game will not even manage these outcomes. Either the group will simply manage to survive, achieving little else, or will end up disbanded, arrested, in a concentration camp, or dead. Where the game excels, is in these early playthroughs. The story of the rise and fall of the Third Reich is well known to virtually every person on the planet at this point. Indeed, it forms part a major part of high-school history curriculums in most European countries, however, what lends Through the Darkest of Times its potency is not in the retelling of historical fact writ large, but by telling, with extreme specificity and careful nuance, how these events felt to those in Germany at the time. The game's best parts are its narrative elements, and these are intercut throughout the strategic gameplay at a steady rate. Every turn (each chapter consists of 19-20 turns) has some form of minor conversation between the members of the residence group themselves, but every second or third turn is also broken up with motion comic images and textual, choice-based narrative storytelling, wherein friends, neighbours and ordinary Germans are interacted with. These sections do an excellent, often chilling job of showing different aspects of how a great country descended into fascism. The people who support the Nazi's are not presented as monsters - to do so would be to demean history, and to fail to learn from it. Instead, they are polite, nice people. They share cake. They break bread. They wave hello. They discuss politics and religion and socialism, but the creeping way in which a borderline messianic figure like Adolf Hitler has an effect on different people, and the slow justifications of peoples support of his policies, and the way such politics play into existing fears and biases is handled with care and consideration - making the entire narrative claustrophobic and sobering. Because we, as players, have the benefit of historical knowledge, the sometimes, naive, sometimes hopeless, sometimes desperate or misguided indications given by citizens we meet have a gnawing, gut-churning horror to them, and the game knows this. It is a testament to the writers and the game developers that they do not tend towards accenting these instances with overwrought effects or hanging narrative lanterns. That they are unaccented and unassuming is the most horrifying part of all. In terms of mechanics, Through the Darkest of Times states, right in the cover art, what it is - A Historical Resistance Strategy Game. That format - a title, and a wordy description - is unusual in the marketing of videogames, but is actually common to another genre - tabletop games. That is, I think, no accident. Through the Darkest of Times feels very, very much like a tabletop game, and if it were not for the deeply problematic element that would come from one player having to assume the role that the CPU takes in this case - that of the Nazi regime - I would imagine the game would completely work as a tabletop venture. The actual game elements, aside from the narrative, choice-based sections, is very much a resource management, dice-roll-based game of percentages. The players little band of resistance members use what little resources they have to complete missions - shown as simple icons on a still map of Berlin - in order to receive other resources in return, with a risk reward structure that works very much on a Dungeons and Dragons +1-style roll system. Each member has various stats (Secrecy / Strength / Empathy / Propaganda etc.) as well an affiliation (Social Democrat / Communist / Catholic Conservative etc,) a job, specific positive and negative traits, and of course, an age and gender - and each of these elements can make them more or less suited to specific tasks. If trying to raise funds from the Christian community, for example, the most efficient method may be to send a fellow Christian, however, a Social Conservative with a higher Propaganda and Empathy skill may be the better option. Those kind of decisions are common, however, there are other factors that are a constant source of issues too. Every task, from the most risky to the most benign, comes with the risk of being seen. Amass too much notoriety, and the gestapo may come calling - unless you are able to go into hiding, or make your records disappear. If arrested morale in the group will plummet. Some other members may be able to break you out, but that's taking them away from other things, and risks their own capture - and every day counts. With every new day, more atrocities happen, and the group is suffering a constant drip-drip-drip of declining morale, declining support, and declining funds, which can only be alleviated with constant, careful action. Simply holding things together is a task, in and of itself. This can lead the game to feel oppressively crushing and overwhelmingly bleak. And it is. It's meant to be. Living in Germany at that time was. The game does a fascinatingly good job of making simple survival, even without achieving anything else, difficult. It is incredibly easy for one poor decision, or bad roll to start a domino effect that means the group goes from planning a big mission, to simply fire-fighting and struggling to even make it to the end of a chapter. That may make the game sound less than fun, and... well... I can't help that. It's true. That isn't fun. It's desperate, crushing, difficult and not prone to any kind of fist pumping victory. Even if everything goes perfectly, and a mission is achieved, there is a good chance some members will be arrested or killed for their efforts. Actually managing to pull off one of the 'special' bigger missions without it tipping the group over the edge of ruin requires a huge amount of planning, luck and the right people, but the game does not treat that as some world-changing event. At best, the group survives to struggle the next chapter, back to square one. In some very real ways, the game put me in mind of This War of Mine. That game also was about normal people simply trying to survive abnormal events out of their control, and in its best moments, Through the Darkest of Times can actually outpace This War of Mine on the educational and narrative front. In both cases, there is a crushing sense of impending doom - indeed, in some sense, Through the Darkest of Times actually succeeds more in this regard also, as, unlike This War of Mine, is is much, much more difficult to ever get to a 'comfortable' place. A minor quibble I had with This War of Mine, was that after a certain number of days, it could become easy to survive, lessening the impact of the game's thesis statement. By 'resetting' the playing field each Chapter, Through the Darkest of Times avoids this. However - there is a catch. Actually three of them. Firstly, the actual gameplay of Through the Darkest of Times, as compared to This War of Mine, is lacking. Yes, there is a lot of nuance to it, and yes, it works in this context, but This War of Mine's gameplay was varied and interesting enough that I believe it would work, even without the Wartime setting and statement. I don't necessarily believe the same could be said of Through the Darkest of Times. The platinum required a large number of replays, and the gameplay did begin the drag a little by the end, in a way This War of Mine's didn't. Secondly, the narrative of This War of Mine was entirely born out of the specific playable characters. Because it was set in a less specific, more broad 'wartime' and did not reference specific historical events, it is lent a repeatability and universality that Through the Darkest of Times lacks. Now, that is not an issue from the educational side - indeed, there is real history to be learned here, and real lessons to be learned and parallels to be drawn, which is admirable - however, it means repeatability is an issue. The first time I played, those narrative sections had a genuinely profound, moving or horrifying effect on me. By my 10th playthrough, they had become an irritating distraction. That isn't casting shade on the content, just on the repetition. I had seen them too many times, and they do not change dramatically, so the impact was, unavoidably, lessened. Even Schindler's List would get you numb if you watched it 10 times in 4 days! Finally - and this is a big one, and the most sizeable caveat in a game that I do broadly recommend - the game has technical issues. Quite a few of them. There game is a port from PC, and it hasn't been ported perfectly. There are a few minor issues, such as grammatical inconsistencies or spelling errors in text, which are silly, but ultimately unimportant. There are some technical running issues, such as the game crashing around once for every two or three playthroughs which are less so. There is, notably, a mode called 'Resistance Mode' which is basically Iron Man, with no saves - which I never touched. I might have, but the game crashed consistently enough in Story Mode, that I didn't have any confidence in my ability to make it through a full run without saves. That is a bit of a shame. Then, there is the ones that are not at all acceptable - issues with UI not being corrected for controller. Inputs can be finicky and unresponsive at times. It can occasionally be difficult, when there are a lot of icons on the map, to select the desired one with the D-Pad, as it is designed for a mouse and keyboard. Some menus can have issues, where, for example, if data goes onto a second page, it is not possible to flip to the second page, and so you need to use icons from the first. The worst though, is in item management, and this issue actually cost me a full run. To explain: if you collect more items than you are able to store, an 'overburdened' items slot opens up, and requires you to move some items back and forth from your inventory, to 'trash' before you can continue. This menu simply DOES NOT WORK. There is a tutorial video attached, showing you that you need to drag items from one menu to the other to select which items to keep. However, this has never been modified to allow use of the controller. you cannot drag items back and forth. As such, whatever is the newest item, MUST be trashed. There is no other option. I cannot describe the annoyance of having done a full run, all the way to Chapter 4, doing the not inconsiderable work of setting up one of the big, final missions, sending all my agents to steal 3 pieces of necessary documentation, actually succeeding in all 3, which should be the final preparation needed... then having one of those items overburden me. I was forced to trash that mission critical item, in favour of keeping a bunch of useless coal in my inventory, thus destroying any hope of finishing the mission, and essentially wasting the entirety of a 2 hour run. While I fully accept this is a small game from a small dev, that is a serious oversight, and one the game should not have over a year after console release. Yes, I was likely simply the victim of bad fortune - indeed, it is relatively rare to ever get to the point of overburden - but the fact that it hit at such a critical moment was disastrous, and disheartening. Overall, despite the technical issues, it's hard not to have respect for Through the Darkest of Times. It's a simple game, and one that, given its minimalist graphics and niche-genre mechanics, are not going to appeal broadly, however, its overall aim - to show how insidious fascism gets it's hooks in ordinary people, and draws power from that ensorcelled proletariat - is handled extremely well. It has genuine educational value - I could absolutely envision school children being encouraged to play a few games of Through the Darkest of Times as an educational tool in history class, in the vein of something like Oregon Trail. For the rest of us, education is key too. Education should not stop at graduation, and if one can learn new things while playing in a hobby, all the better. On that front, you could do a lot worse than Through the Darkest of Times. Chicory An Indie Adventure RPG / Metroidvania from developer Greg Lobanov (of Wandersong heritage) Chicory: A Colourful Tale was a Kickstarted labour of love, (and one that reached its Kickstarter target in less than 24 hours) developed over 3 years to release on all platforms in 2021. The player takes the role of a sweet, somewhat naive anthropomorphic dog (who's name is determined by the player in answer to the question "What is your favourite food?" - and will therefore be referred to in this review by my chose name - Burrito!) Burrito works as a Janitor in the "Wielder's Tower" - home of the latest in a long line of "Wielders of the Brush" - Chicory the rabbit. In the land of Picnic, (wherein all locations and people are known by food-related monikers,) all colour is provided via the magic Brush - passed from Wielder to Wielder throughout the ages, via an arcane ritual, and a series of testing trials. When, at the outset of the game, some calamity happens, draining all colour from the world, and Burrito finds the Brush, but cannot find Chicory, he takes it and goes looking for her. Upon finding her, the game gives its first hints that the narrative is not one as childish as it might seem on the surface. Chicory - his hero - is not herself. In fact, she seems utterly broken, and lashing out. It is relatively clear to any adult player that she is in the throws of a full depressive episode... and the fractious conversation becomes quickly combative - culminating in her abandoning her duty, and passing the Brush to Burrito. Burrito then embarks on a light adventure across the land of Picnic, talking to its denizens, solving their problems, clearing the black, colourless rot that has infected the land... and painting the world as he/she sees fit! Narratively, Chicory has all the hallmarks of more simple SNES RPGs (think The Legend of Zelda: A Link to the Past, or Earthbound,) - with the exception of non-boss enemies - however, what sets Chicory apart from most games taking cues from that era is how tied into adult issues of mental health the mechanically simple narrative is. Chicory herself is, very clearly, obsessive compulsive, suffers from acute anxiety, and the pressure she felt as the Wielder only exhascerbated those feelings. With no one around her for comfort, and huge responsibility on her shoulders, her mental health has suffered immensely. Burrito suffers from low self-esteem and mild anxiety too - however, he has the embrace of supportive and loving parents, and the difference between those two situations is made very clear in terms of coping mechanisms. More than simply those main characters though, what's remarkable about Chicory is how virtually every character in the game seems to have some sort of rich internal emotional life, their own strengths and weaknesses, and thier own fears and anxieties. Even characters who are only given a few lines, are coloured in shades of grey... ironic, considering the world, prior to the input of Burrito of course, is black and white! There are far too many strands of these issues to mention, but what I'll simply say is that not once during the 20-odd hours I spent with the game, talking to what must be around 50 unique characters, did I ever feel like any were simply one-dimensional - and I never once bumped against any real mishandling or misappropriation of the emotional issues the game approaches. There are so many different strands of life lessons - about imposter syndrome, depression, anxiety, fear of failure, fear of success, and simply the affirmation of putting ones artistic or creative endeavours out there for the world to see and judge, that the overall message should, by rights, collapse under the wight of it all. One would think that they should begin to cancel each other out - but they don't. Because the actual language use to discuss these complex emotional issues is simple enough, and child-friendly enough, that surprising nuance can be conveyed in relatively short exchanges, it makes the game able to contain a lot more emotional content than it might be expected to. That idea of child-friendliness, in fact, is something that needs to be applauded. Make no mistake - the emotional content of Chicory, and the issues it deals with are grown-up, complex and universal - and in some ways, not issues likely to be fully grasped by the younger players in any full, mature sense - however, children are remarkably adept at picking up emotion without the contextual baggage. Chicory understands this, and deals in that arena. It doesn't address the complexity of the emotions directly - it acknowledges that they exist, but moves past them - to address the most fundamental emotional core of them, without ladening its messages with undue complication. It is not a game directed at children necesarily however - or at least, not solely. While it might be compared to the very best of children's fare (Sesame Street, Mr.Rogersetc,) and that feels broadly correct in some sense, it is actually closer in tone to the best of family fare (Pixar / Aardman etc.) Chicory is able to approach genuine adult issues with the soft, careful and disarming touch appropriate for a child, but without pandering to them, and without losing its adult audience along the way. It conveys complex issues with simple, uncluttered dialogue, and therefore makes it perfectly acceptable and approachable for a child, but it loses none of its impact when addressing the adults in the room. In fact, that softness probably adds to that impact - in much the same way that a child might frame a solution to a complex emotional problem as a simple, unfettered statement, cutting right through the nuance, and get to the core of the issue with simple non-judgement, Chicory eschews flowery language, without losing raw intent - or astute insight. Mechanically, the game operates as a Metroidvania - and a very clever one. While there is nothing really original about any of the traversal mechanics or abilities that gate exploration in the game on their face, the fact that they are all tied in to the one really original concept - the painting of the black and white "canvas" world, makes them feel much fresher than they technically are. As in most Metroidvanias, some areas are obviously inaccessible and gated by ability (for example, it is clear that a "jump" will be gained at some point, due to level layout,) however, Chicory manages to hide abilities in plain sight too. I has walked past hundreds of areas with a specific texture painted on them, and though it was nothing more than decoration... before finally receiving the ability to traverse them - opening up a wealth of new exploration, in places I hadn't even considered as potentially accessible before. That painting mechanic is both fun and engaging, and serves as a marker of progress (by colouring in areas you have visited), an aid to collecting ("fill-colouring an area the first time colours items, then fill colouring in another colour only does the floor, making items of interest stand out,) and a traversal mechanic. For example, later in the game, once the ability to "Swim" in paint means colouring areas is a means to traversing specific pathways. The painting is used in a variety of ways elsewhere too - boss fights, against the darkness that has crept into the world (and which manifest in these instances as the darkest, most self-loathing or hateful thoughts of both Chicory and Burrito) are done using the painting mechanic - each one becomes a sort of unusual mash-up of bullet-hell and Mario Paint! I'll mention trophies for a brief moment (sorry)... but not for the usual reason! Generally I only mention trophies when they are a particular detriment, but actually, I feel like in Chicory's case, they are a particular benefit. There are a lot of collectibles in Chicory, and collecting them actually forms a good 50-60% of the time spend in the game. Indeed, of the 100-odd single "screen" areas in the game, virtually all have some sort of collectible in some hard-to-reach spot that the player must puzzle through, or use one of their acquired abilities to collect, and these are a source of much fun in the game. The fact is, the actual play-time for the game, if the player is not looking to collect these items, is most likely in the 4-5 hour range. However, the playtime for a full platinum is probably closer to 20-odd, and that is not (as it feels in some games,) padding. The collectible hunt is a major part of the game, and doing so is where the care and attention that has been paid to crafting the world really shines. It's remarkable how many little nooks and crannies have been made that hide secret shortcuts back to out-of-reach spots in previous screens, for example - and because of this attention to detail, each and every new ability that is gained (by "strengthening Burrito's bond with the Brush" after each boss fight), opens up a wealth of new shortcuts and accessible areas. Visually Chicory is, of course, somewhat dependent on the player themselves (I found it rather charming, that in the end credits, the "Lead Artist" credited is "You!") but of course, creating a world that works as both a canvas for creativity, and a legitimately fun explorational Metroidvania is no mean feat. It is done here with aplomb - the simple visual design of the world and characters allows for the player to feel agency in the colouring, but still looks great in black and white, and the dark, think outlines do nothing to dampen the artists ability to create stylish and distinct characters, with a range of emotive expressions. Audio is good - I don't think it is spectacular, in the sense that I never found myself humming tunes from the game when way from it, and wouldn't necessarily add the album to my Spotify rotation, but in game, I never found any of it grating, and enjoyed quite a lot of it. In fact, the boss fight music is particularly rousing and fun. Overall, Chicory is a game that delivers on all fronts - it is a solid, well crafted Metroidvania, and a fun, engaging RPG. It is a game about creativity, and it absolutely nails that aspect - both in terms of allowing the player sufficient latitude to be creative themselves, and in discussing the many good and bad aspects of being creative - and of putting ones own creative output into the world. More than that though, Chicory is a game that looks at many different aspects of mental health, treats them all with respect, understanding and nuance and insight... and does it in a way that is accessible to everyone and judgemental towards no one. It teaches fundamental and good lessons in understanding, without feeling like a lesson at all. Edited August 17, 2023 by DrBloodmoney 10 Link to comment Share on other sites More sharing options...
LastMinuteSavior Posted August 17, 2023 Share Posted August 17, 2023 31 minutes ago, DrBloodmoney said: To address the shite being mentioned, yes, both Chicory and Through the Darkest of Times do have a"Agendas"... ...if you consider "Don't be cu.nts to one another" to be a political statement. Otherwise, I'd say most normal people will probably be safe from the big, scary, game developers washing their itty-bitty brains, and won't need grab their petticoats and cower in their safe spaces. This man has at least 3 PhDs in politics, psychology and kickassery. Keep using your powers for good, Doc. (We're screwed if he turns evil) 2 Link to comment Share on other sites More sharing options...
DrBloodmoney Posted August 17, 2023 Share Posted August 17, 2023 14 minutes ago, LastMinuteSavior said: This man has at least 3 PhDs in politics, psychology and kickassery. Keep using your powers for good, Doc. (We're screwed if he turns evil) Lol - if any educational institution ever gave the likes of my dumb-ass a doctorate, they'd lose their accreditation faster than a Jumping Taco Platinum... ...but I appreciate the sentiment ? Link to comment Share on other sites More sharing options...
JPtheNeurotic Posted August 17, 2023 Share Posted August 17, 2023 Damn idk if I’ll hav eenogh time to finish death Loop and chicory before they leave . Guess the pressure is on. Link to comment Share on other sites More sharing options...
PIOTREK27-1982 Posted August 17, 2023 Share Posted August 17, 2023 (edited) 9 hours ago, Keidah said: Weird comment. “At least they will add even worse indies” because PS+ has had such terrible indies added each month like Stray, Tchia, etc. The Extra lineup each month has been impressive, I don’t know what you’re expecting if all they’re adding is “worse indies”. Not like they’re removing Deathloop and replacing it with The Jumping Spider P Journey In last two months PS Plus will loose 3 Yakuza games, Deathloop and two Watch Dogs games. Did they add 6 big games to balance it? No. Also i would love to see an indie that would steal my heart like Yakuza 0. Stray is so 2022 and Tchia is definitely not better than Chicory. It's doesn't even have an agenda ? To tell you the truth nothing that Sony has put this month impresses me since i'm playing Quake II via Gamepass atm. Is there anything better than Quake II? Of course there is and that's two Quake II's ? But that's not important here. We could talk around here about what is good or what is bad till the end of the world. I'm just glad OP posted this thread and now i know i need to make haste before some of mentioned games will leave Plus. Edited August 17, 2023 by PIOTREK27-1982 Link to comment Share on other sites More sharing options...
Neo_Zord Posted August 17, 2023 Share Posted August 17, 2023 5 hours ago, JPtheNeurotic said: Damn idk if I’ll hav eenogh time to finish death Loop and chicory before they leave . Guess the pressure is on. Chicory doesn't take too long to 100% if you spare it a couple of days. Played it back when it was supposed to leave (they just removed the PS4 version do add PS4/PS5) and it was an enjoyable experience. 1 Link to comment Share on other sites More sharing options...
GT__Jedi Posted August 18, 2023 Share Posted August 18, 2023 For those of you who are on the fence about playing Chicory - it is an excellent game. Sure, I ranted when I couldn't find the last kid or clothing item or had a problem with a few jumps, but it was quite a masterpiece of a game. No agenda with this game, just play it and enjoy it before it leaves. 1 Link to comment Share on other sites More sharing options...
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