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Four write-ups from the last month
Each one carries the same three closing notes rather than a score: what the game is actually asking of you, who we think will get on with it, and the one thing we would warn a friend about before they start.
Tactics strandPosted 30 JulyLogged 34 hoursBy Aoife Brennan
A skirmish game that finally lets you refuse the fight
Most turn-based games treat withdrawal as a punishment. This one builds an entire campaign layer around it: the map remembers the bridges you never crossed, and the third act reads differently depending on which fights you talked your way out of. The tutorial buries this so thoroughly that our first ten hours were spent playing the wrong game entirely.
Once the pattern clicks it becomes hard to go back to anything more obedient. It also becomes clear how much the interface is fighting its own best idea, which is the part of the write-up that took longest to be fair about.
Narrative strandPosted 23 JulyLogged 19 hoursBy Dev Raichura
Set in a coastal town that behaves like a real one
The setting is a decaying pier town out of season, and the writing has the good sense to let most of it stay boring. Conversations circle. People repeat themselves. A shop shuts and stays shut. It is the first game in a while that felt like it had been observed rather than researched.
Where it strains is the final hour, which reaches for a revelation the preceding twelve hours had already made unnecessary. We spent two rounds of edits arguing about whether that ruins the whole thing. It does not, but the argument is in the piece.