TAPE: UNVEIL THE MEMORIES (2022)

Many student works shoehorn in far too many nods, riffs and homages to their influences, suffocating and overwhelming the original facets of their piece.

I speak from experience. Some of my early student films definitely could have used fewer hat-tips to Jean-Luc Godard.

I mention this because psychological horror game TAPE: UNVEIL THE MEMORIES started off as a Master’s Degree project for Madrid-based Black Chili Goat Studio before it was selected by Sony Interactive Entertainment Spain for release via PlayStation Talents program.

You play as Iria Vega Blanco, a misfit teen girl with chipped nail polish who lives with her mother. Iria’s father Alex Vega — a previously heralded horror filmmaker — has been out of the picture for years.

One day, Iria discovers a tape and is greeted by her father addressing her. Suddenly, she’s thrust into an a twisted walk through places of her past you’d expect from a horror game: childhood homes, hospital rooms and forbidden basements. She navigates these areas, her father’s 8mm camera in her hand to manipulate the temporal position of doors, vase fragments and the like.

Of course she has to do this while trying to evade a malevolent creature haunting her memories.

Given that Iria’s father was a famous director, this gives Black Chili Goat Studios the perfect excuse to litter TAPE with books, movie posters, horror magazines and videotapes. Alex’s THE GLEAMING stands-in for THE SHINING. In this world, JACOB’S LADDER is now JASON’S STAIRS.

The game is overstuffed with references and iconography and designs from other vaunted horror classics such as TWIN PEAKS, POSSESSION, THE HOWLING, the films of Hitchcock and Polanski, and many others. SILENT HILL prominently figures in, with shoehorned backstory about mining accidents as well as a shoutout to Akira Yamaoka in the game’s credits, which play over a very Yamaoka-esque song.

It can feel like a bit much, even if you’re a horror nerd. These references often eclipse Iria’s story and the family trauma she’s endured, especially since the narrative doesn’t exactly cohere. Additionally, the stealth facet — evading the monster — quickly becomes tiresome as it’s sluggish and slightly janky. Thankfully, you have the option to turn it off via a Story Mode, which I did because post-SILENT HILL: THE SHORT MESSAGE, I had no desire to endure more of the same sort of evasion.

While TAPE does frequently stumble paying tribute to their heroes, it does have a specific sort of ramshackle charm to it. I noted Iria’s chipped nails, a detail I always appreciate in a first-person game, but she also energetically reaches for items, as if about to swat them instead of clasp them. Small touches like these go a long way.

The game’s translation from Spanish to English is done via subtitles and the result is warmly clumsy, evoking the same sort of awkward dubbing often found in cult works.

The camera’s time powers — reminiscent of BRAID and the first LIFE IS STRANGE — feel underutilized, as many of the puzzles consist solely of ‘rewind/fast-forward a few items into their respective spots without bumping them together. Despite the ease, maneuvering the pieces into place is positively soothing.

TAPE is a labor of love that is sometimes blinded by trying to impart all that it cherishes. However, it is a labor of love and it is worth the handful of hours it requests from you, especially if you want to skip the chase and meander and brandish an 8mm camera through remnants of the past.

There’s a demo available! Otherwise, it’s available for PS4/PS5 and Switch.

STRAY GODS (2023)

Just to note…

I’ve only played STRAY GODS once, so I cannot discern between any differences between lyrics and/or outcomes apart from the linked videos that I did not capture.

The STRAY GODS story I experienced is solely the one I played, so it may not feature the same songs, inflections, intonations, or lyrics that you may have or might experience.


Due to timing and circumstance, I wasn’t able to play STRAY GODS the moment it was released, which is a shame because anything that has the words ‘The Roleplaying Musical’ in its title is catnip to me, and to have to punt on it was trying.

That said, it was worth the wait.

I do want to get one thing out of the way beforehand though: by ‘roleplaying’ they literally mean ‘roleplaying’. This is not an RPG. This is an interactive novel. You are ‘roleplaying’ as the title character, a wayward young adult. The only interactions are dialogue trees via a very BioWare-ish interface.

(I will note: this game was willed into existence by the lead writer of DRAGON AGE so … none of the above should be terribly shocking news.)

Personally? I am absolutely fine with that severe amount of restraint, especially since I played it while suffering from a broken tailbone because games and narratives distract from obtrusive pain and angling dialogue trees was about the best I could do at the time. (Don’t ask, and no it wasn’t because of any Chicago snow or ice.)

Alas, I’m getting ahead of myself.

STRAY GODS takes Greek gods and situates them in a quasi-modern Earth. While the bodies said gods inhabit are ephemeral, they find new hosts and live on, partially thanks to the belief of those around them, as well as the dark shadow cast by their prior history.

If you’re a comic book and/or gaming nerd, it evokes a lot of Kieron Gillen and Jamie McKelvie’s THE WICKED + THE DIVINE which essentially posits mythological gods as rock stars in the modern world who inhabit mortals for their own purposes and, yes, spectacle and hedonism.

It also reminds me somewhat of Don’t Nod’s HARMONY: THE FALL OF REVERIE with its emphasis on mythological stories and tone and high stakes.

To riff on a slightly more popular work, STRAY GODS swaps the fairy tales of DC/Telltale’s FABLES’ inspired THE WOLF AMONG US in both the thick inkworks and comic book visual stylization which — oddly reminds me of AEON FLUX — as well as noir-infused conflict. However, there are no quick-time events; just dialogue. Reams of dialogue with striking shot-reverse-shots of static images.

If you’re here to play because you’re hoping to quell some sort of power fixation, you will be sadly disappointed, because here? Here, you are the mortal, and — not unlike one of many TWILIGHT ZONE episodes — it’s your life at stake, and only you can wriggle out of the noose.

All of the above may sound like I’m damning STRAY GODS with faint praise, but I am not. STRAY GODS is a gaming anomaly. It’s rare that games like these, games that are all about heightened emotions and all emotive and intensely personal conflicts, those finding their way in the world. I am endlessly thankful that it exists and? I am looking forward to replaying it and possibly taking a different tact to it and to see where that takes me.

The voice casting here is pitch-perfect. The majority of the cast are well-known for TV/video game voice work — Laura Bailey as Grace who has been foisted upon her the role of Calliope, Troy Baker as Apollo, Mary Elizabeth McGlynn as Persephone, Abubakar Salim as Eros — Salim voiced Bayek in my favorite Assassin’s Creed game — but also features FOR ALL MANKIND’s multi-faceted Janina Gavankar as Grace’s best friend Frankie! Felicia Day! STAR TREK: DISCOVERY’s Anthony Rapp as Orpheus! (Apologies if I left out anyone’s favorites — there’s a wealth of talent here.)

This is a work all about bombast and elation and care and worry and wrung hands and fear for the future and … well, perfectly attuned to all of the necessities that form the best musicals. (I will note? They undersell that while this is a musical? It’s first-and-foremost a rock opera.)

You can write off the static nature of the visuals which are essentially merged versions of sequential visual storytelling as economical, but they’re also emblematic of emotional moments that are frozen in time. Moments where you feel your life has changed; pivot points.

Granted, not everyone can appreciate that — obviously, those who are more inclined towards theatrics and are more emotionally grandiose will glean more from this than others — so take this recommendation with a pinch of salt.

As is the way with gods and fates, this has all happened before and it’ll all happen again. The end is pre-ordained, and everyone knows it, but you have to jump through the hoops to get there.

Are the songs in the vein of modern Broadway staples? Yes, yes, they are, but there’s nothing wrong with that. It’s a ever-growing formula for a reason, folks.

‘Challenging a Queen’:

However, these sort of tales? Even if my engagement is simply pointing my directional stick at a quip or murmur or outburst and then hear the astounding belting of a grand duet? The journey is worth the effort.

If there was any doubt that this was a saccharine sweet musical, they put a pin in it at the end — at least with my tale — when Grace reunites with Calliope.

…and yes, I did try to romance Persephone but it didn’t quite work out. (For what it’s worth? I wrangled the second scene. So close, but yet so far.)


Addendum

Just one day before this post was scheduled to be published, it was announced that Summertime Studios will be releasing STRAY DOGS: ORPHEUS as DLC on June 27th! (Although, boo, as a console player I have to wait for some undefined time to play it.) Can’t wait to delve back into this world!


HITCHHIKER (2021)

Another Annapurna work! Similarly to OPEN ROADS, it takes place almost exclusively in cars which — yes, fitting for a game named HITCHHIKER.

However! This game? It’s a slow burn that becomes surreal as fuck. It’s one of the few games that feels justifiably and smartly inspired by TWIN PEAKS in that there’s a hell of a lot of symbolism, a shitton of folks talking in code, and a protagonist who has no idea what the fuck is going on and is literally just along for the ride. Most interactive TWIN PEAKS knockoffs? Not great! I’m looking at you, DEADLY PREMONITION. Not the case with HITCHHIKER.

HITCHHIKER is broken up into five chapters, five different drivers, and the bulk of the game simply consists of listening to them and looking around at items in the car and trying to piece together the life you can’t remember, as well as your meaning to exist.

I realize that sounds pretentious, but it’s engrossing enough that I had no problem running with it. Or riding shotgun, so to speak.

That’s it. That’s the game. Like OPEN ROADS, it’s primarily an interactive novel, but it’s so engrossing and weird and enthralling and I am absolutely here for it.

The voice acting is absolutely on-point. Visually, it’s fittingly stylized and off-kilter and far more colorful than you might think for the subject material. If I have one complaint it’s the extremely abrupt ending which? I’ll note? Not something I usually complain about.

It also features an abundance of crows, which I can never get enough of.

If you are into interactive narratives/novels, I can’t recommend it enough. If you aren’t? Steer clear. (No pun intended.)

OPEN ROADS (2024)

Annapurna has been one of the boosters of interactive novels over the past few years, publishing games such as SOUTH OF THE CIRCLE, TELLING LIES and WHAT REMAINS OF EDITH FINCH, just to list a few. The recently released OPEN ROADS is yet another quality narrative exploration addition to their library, one that focuses on the dynamics of mothers and daughters via a road trip to discover answers to family history questions.

OPEN ROADS has been in development for far longer than anyone expected. It was first revealed in 2020 at The Game Awards as as a project from GONE HOME development studio Fullbright, founded by Steve Gaynor who oversaw MINERVA’S DEN, DLC for the art deco intellectualism of BIOSHOCK.

If you keep up with gaming news, you may be aware that Fullbright as a development studio has essentially folded after practically everyone quit during the production of OPEN ROADS due to Gaynor’s toxic behavior.

Gaynor stepped down as CEO, but still, eventually everyone left except himself, and Annapurna allowed those that formed Open Roads Team to separately work on OPEN ROADS.

Sadly, this is a recurring theme within the gaming industry. Just a handful of days before penning this post, it was revealed that the narrative head and, later, CCO of Deck Nine — who developed of some of my favorite LIFE IS STRANGE games, games that mean so much to queer individuals — much like Fullbright’s GONE HOME — the creative environment was absolutely toxic.

My apologies for the severe digression. It’s awful that the working environment behind so many emotionally sensitive games that resonate for marginalized folks are still helmed by toxic assholes who take advantage of their position of power, but I feel the context is necessary.

Anyway! OPEN ROAD is a raw and unvarnished exploration of lives lived, but buried and hidden. It is definitely more of an interactive novel than a proper game — there are no fail conditions, there’s no risk; it’s a small interactive tale of a mother and daughter exploring their past and roots, mostly via car trips and the occasional abandoned abode. It’s simple, yes, but extremely effective if you’re into these sort of interpersonal stories that explore the nature of human behavior and emotions and coping and willful ignorance.

If there’s one facet I’d complain about, it’s that the character designs for the mother — Opal — and the daughter — Tess — is severely at odds with the 3D realism of the background surroundings. It’s especially jarring when they’re driving in the car as the environments are startling realistic, whereas the characters are very expressionistic. I will note that the design for the characters is very winsome and expressive, but the the game does have an undeniable visual dissonance.

I’m sure that approach was done by intent, and perhaps meant to be unnerving and evoke how fantastical this trip is — how it’s dreamlike — but from an aesthetic perspective? It did unmoor me.

It’s a wonder that this game was released to the world, despite everything. It’s so heartfelt and feels so personal and I can’t help but love and revel in it. It’s perfect for a Sunday afternoon play, especially if you aren’t afraid to shed a few tears.

THIRSTY SUITORS (2023)

“BATTLE YOUR EXES

DISAPPOINT YOUR PARENTS

FIND YOURSELF”

Such is the mantra of THIRSTY SUITORS.

It is so, so, so very tempting to describe THIRSTY SUITORS as the queer SCOTT PILGRIM everyone should have had, even though the former is a videogame and I’m referring to the SCOTT PILGRIM graphic novels. However? No, no, no, it is a very different beast.

THIRSTY SUITORS features Jaja. Jaja is a first-generation American-India transplant. She also goes through romances like toilet paper, leaving emotional turmoil in her wake.

After receiving her comeuppance via a garbage girlfriend miles away, she cycles back home to face the sexy daemons of her past.

To briefly note: I’m a white male (he/they) New Englander so I haven’t dealt with the very specific sort of parental passive-aggressive and negging portrayed here by a first-generation American-Indian woman, but I am married to a Greek woman so I’ve definitely witnessed something similar first-hand.

I will fully admit that I bought THIRSTY SUITORS because it looked like a spiritual sequel to one of my favorite games: JET SET/GRIND RADIO, all rollerblades and culture-jamming. Hell, when I was running club nights, we’d routinely use those JET SET RADIO gaming avatars to promote ourselves. SEGA was way ahead of the curve with that game. (That’s a story for another time.)

While THIRSTY SUITORS delivered on the JGR facet in that it was fun as hell — you can effortlessly skate around your neighborhood and the surrounding areas without facing much in the way of penalties — and it features the same exuberance and a similarly boppy soundtrack.

However, while it does incorporate the JGR mechanics to get around, THIRSTY SUITORS is first-and-foremost about one fuckup of a human being who has made so many bad decisions as a teen — someone who was innately alluring to others — someone who used people close to them like toilet paper, and is reckoning with that and trying to put matters, if not right, then not wrong.

Despite the name, despite what it says on its tin, while everyone here is horny as fuck, it’s about facing the night after as opposed to focusing on hookups.

This game is a fucking exhaustive emotional rollercoaster.

Like the best works, it’s framed as a daily structure. (Hey, don’t believe me? Watch DEADWOOD, which is strictly bound by sunrise and sunset.)

While the game mechanics are thrilling, really, the game is more about the narrative, and what a story. THIRSTY SUITORS is a breath of fresh air, detailing an immigrant story and 20-something angst. While playing it, I was totally gobsmacked that it existed because? Tales like these simply don’t exist in the interactive space, much less look as gorgeous and be so aurally hooky as this.

One of the things I absolutely love, love, love about this game is how physical Jala is. Jala isn’t the sort of person to just walk into a scene; they bounce into the action. Jala loves to flip around, and while part of it is a call to attention, it’s also just innately them. That sort of physical effusiveness is, oddly, no more on display than when Jala is cooking.

The first step to cooking is always: wash your fucking hands. This is the first game I’ve ever seen to prioritize it. (Also? If that’s not your first step in cooking? Uh, fucking learn it! Repeatedly wash your hands, you filthmongers!)

But I digress. Jala? Jala flips herself over and performs a number of acrobatics — and you have to perform a few quicktime events — to do so.

It’s a small note, but upon washing her hands? She flips on back to the stovetop! Everything is sliced and diced and served with over-exercised verve and I fucking love it!

As someone similar, as someone who can’t help but bop around in the kitchen, who can’t stand still, who is a weird ball of energy that always wants to be in motion, I couldn’t help but love her grace.

THIRSTY SUITORS is a game I wish continued forever. I loved every moment of it. (That said, I did skip every optional skating opportunity because I’m not in the mood for twitch-based gaming at the moment!) Did it have a satisfying conclusion? Most certainly. I still want more. I want a 7-UP of this game. 14-UP. 21-UP! (If you aren’t familiar with the reference? There’s an array of documentaries that follow folks every seven years of their lives. Highly recommended!)

I will note that, yes, I was disappointed that I couldn’t really romance anyone, but that’s not the point of the game or its narrative. Despite the flirting options, there’s really no wooing; it’s all about self-examination and self-scrutiny.

There aren’t many games that I feel the need to replay, but this game has been calling to me to revisit. It’s that good, and I feel like so much effort and thought and feeling went into it, but also seems like it was overlooked and under-appreciated. Please rectify that.

LAKE: SEASON’S GREETING (2023)

I’ve previously penned about Whitethorn Games and Gamious’ cozy mailperson game LAKE and, just in time for the holidays, they’ve released the substantial expansion (to use the parlance of the 90s) LAKE: SEASON’S GREETINGS to further the adventures of the Weiss family and their letter-carrying duties.

To quickly summarize LAKE: it’s the late 80s and you play as Meredith Weiss, returning to her hometown of Providence Oaks, Oregon. Her father is the town mailman, but unable to tend to his duties so Meredith takes up his route while trying to suss out what she wants in life.

Interactively it’s very low-stakes, but emotionally it’s high-stakes. Catnip to me.

It’s structured around days that often open and close around phone calls or just winding down, the intermediate time spent running mail-centric errands. Dropping off packages or letters while musing over the future of her life. That’s it. That’s the game. Cozy as fuck, but still supremely narratively substantial.

LAKE: SEASON’S GREETINGS follows the same structure, but instead of playing as Meredith, you’re playing as the original mailman: her father Thomas.

Meredith was supposed to come home for Christmas but she gets stuck debugging the video game she’s working on. Her parents are frustrated but understanding, and they go about their lives.

Similarly, you’re delivering mail to all of the same townfolk as Meredith did — the queer movie nerd, the grouchy general store shopkeep, the wistful bookstore owner while interacting with your slightly sketchy gambling addict co-worker. It just takes place a bit later in life, right around Christmas.

What results is the same gameplay loop as before, but doesn’t feel quite as substantial. While LAKE was a cozy game, there was a sense of tension, of ennui with Meredith. Thomas, on the other hand, is perfectly comfortable just doing the same thing, day after day, letters in mailboxes, packages dropped off, coming home to his loving wife and reading on the couch until he has to wake up and do the same again.

The sole sort of narrative friction is that of folks in the town questioning whether they should stay in Providence Oaks or move along to another phase of life. I admit: few games would even think of considering broaching that subject! (NIGHT IN THE WOODS is one, though.)

This feels more like an afterthought, though. While Thomas’s wife Emily mentions moving elsewhere, it is very much ‘what if?’ speculation. Yes, that fits with the game’s non-confrontational vibe, it lacks the dramatic undercurrent of Meredith’s internal conflict. Thomas is feeling action from others, rather than born from any sort of personal agency.

DLC and expansions are often used as a way to push the boundaries of the pre-existing game — THE ELDER SCROLLS IV: SHIVERING ISLES is a perfect example of this, where it goes from being a relatively grounded medieval fantasy, then dives directly into surrealism — whereas SEASON’S GREETINGS hedges back instead of pushing forward.

I realize I’m grousing a lot and that’s because I loved LAKE so much, and SEASON’S GREETINGS is a very substantial add-on as opposed to just, say, two more hours of mail delivery. It could very well be a separate game and no one would notice if they hadn’t played classic LAKE.

Emotionally, it doesn’t hit me as hard as classic LAKE did.

That’s fine! I loved playing SEASON’S GREETINGS! Right now, all I want to do is play cozy games, and this hits the spot. I loved reuniting with the folks of Providence Oaks. I loved playing matchmaker. I loved caring about how I drove around because I adored the town and the mail van.

As usual, given the fact that it takes place in Oregon, the environment, the locale, and those who inhabit it reminds me of LIFE IS STRANGE and also my home state of Vermont, it — well — it took me back to a younger me. That’s not nothin’.

LAKE: SEASON’S GREETING gives you more of the same, albeit slightly watered down, but that’s perhaps by intent; it’s Christmas, and many of us don’t want more melodrama foisted upon us. Grab a cup of cocoa and tuck in.

AFTERPARTY (2019) [REDUX]

Stumbled a bit and have to repost a prior horror entry, the very dark horror/comedy videogame AFTERPARTY. Two besties die and go to Hell and attempt to escape via a number of drinking contests.

It’s a lot of fun, but for perhaps for its content it was overlooked, even though the studio’s prior effort — OXENFREE — was a critical and commercial success.

If you’re looking for something spooky with laughs and lots of booze, you can’t do better than this.

SAINTS ROW 3 / SAINTS ROW 4 (2011 / 2013)

Shortly after Rockstar Games’ open-world crime spree GRAND THEFT AUTO 3 took the world by storm, there were a lot of copycats. Volition Studio’s SAINTS ROW 1 & SAINTS ROW 2 certainly were two of them. The two games were grim and gritty crime-centric open-world games and I personally had no interest in playing them.

SAINTS ROW 3 changed all of that. While it retained the open-world driving-and-shooting staples, it dispensed with the grime and replaced it with levity and silliness and genuine camaraderie between characters. Additionally, it injected brightness and vivd colors, including the Saint’s signature purple.

It took me a while to get around to playing it simply because, well, it looked juvenile. I didn’t believe I wanted anything to do with a game that allowed you to bash thugs with giant dildos.

I admit: I was wrong. SAINTS ROW 3 was a genuine joy to play. It’s centered around a gang of misbehaving misfits as they try to make their mark on the world while having fun doing so, and each member has their own very distinct and expressive, vivid personalities. (They also swear a lot, which I can’t help but fucking relate to.)

There’s nothing more emblematic of this oddly heartfelt approach than — I shit you not — a sing-a-long to SUBLIME’s What I Got between yourself and Saint member Pierce as they drive towards a mission.

They’re terrible singers! (I’ll note: I imagine those behind the game directed them to do so because all of the voice actors here are amazing.) However they laugh and riff and are clearly having fun and it’s one of the few extremely joyful moments I’ve experienced in a video game. It is an effortless depiction of friendship, which is so goddamn rare in video games, and it comes out of left field, deep into the game and you do not expect it. It’s worth playing solely for that moment.

“I don’t get angry when my mom smokes pot
Hits the bottle and goes right to the rock
Fucking and fighting; it’s all the same
Living with Louie Dog’s the only way to stay sane
Let the lovin’, let the lovin’ come back to me.”


SAINTS ROW 4 takes the irreverence and bonding to a whole other level. The opening is one of the greatest in gaming history. It’s a gigantic silly spectacle that heavily leans on Michael Bay’s ARMAGEDDON, even down to weaving in AEROSMITHS’s I Don’t Want to Miss a Thing. Oh, and then you become the President of the United States and motherfucking Keith David is your VP.

It is absolutely bonkers and I love it.

“More fun. Less mercy killing.”

The entire sequence is worth watching, but if you want to skip to the extravagance, jump to 9:50.

If you’re wondering why you don’t see your character’s face or hear them speak in that scene, it’s because Volition wanted to launch you into the game without having to create your character first. It is worth noting that the SAINTS ROW games are exceptional about character creation, and still are one of the few games that allow you to define practically every representation you can think of, including trans and non-binary characters.

(Also, I love how svelte the undefined character is.)

It helps that at this point, SAINTS ROW 4 felt quite polished, instead of the somewhat rickety gameplay nature of the prior games. (Again, I’ll note: I did not play the first two and I have absolutely no interest in doing so, but they did have a reputation of feeling rather slapdash.)

Unfortunately, those two are the peak of the series. There was a SAINTS ROW 4 expansion — GAT OUT OF HELL — that took the NIGHTMARE ON ELM STREET and FRIDAY THE 13TH sequel approach of throwing everyone into Hell, which felt like a bridge too far but it is still entertaining and if you enjoyed SAINTS ROW 4, well, why the fuck not.

What followed was a hard reboot of the franchise with SAINTS ROW (2022), which sadly was not well-accepted by fans or critics and resulted in Volition being dissolved after 30 years of game development.

Despite Volition’s dissolution, SAINTS ROW 3 & 4 exemplifies the fucking sort of trashfire of a person I am, and I absolutely embrace that and love them for those experiences.

If you only have modern consoles, it’s pretty difficult to play SAINTS ROW 3, but SAINTS ROW 4 is readily available. If you can seek either of them out, they are worth your time.

SOUTH OF THE CIRCLE (2020)

(iOS/PC/PS4/PS5/Switch/Xbox) I previously castigated games that want to be films and, by the standards I set in that write-up, SOUTH OF THE CIRCLE hits every note. Sure, you can navigate your character around, explore a bit from here and there, choose an emotional response to someone’s remark, but it’s first-and-foremost a linear experience to tell a single story, to imbue a specific sort of emotional hurt.

However, I did note that — if done correctly — those grievances could be forgiven, and SOUTH OF THE CIRCLE is one of those works.

SOUTH OF THE CIRCLE opens with a pilot (Floyd) and a British climatologist (Peter) in the cockpit of a plane that’s crashed in the middle of nowhere Antartica. Floyd is immobile, as one of his legs were crushed in the crash. Peter sets out to find help at one of the few neighboring research stations, following a pulsing beacon that pierces through the snow. As he goes from station to station, he intermittently recalls the events that brought him here: his initial struggles with his research, in finding a like-minded fellow scientist who helps inspire him with his work that is meant to help Britain which is in the midst of the Cold War, in falling in love with said fellow scientist, then faced with the dilemma that the school overseeing his research doesn’t want to give the fellow scientists co-credit for the research because she’s a woman.

Notably, said partner is not onboard the crashed plane.

While SOUTH OF THE CIRCLE dabbles with thriller and espionage elements — Peter’s higher-ups are constantly fretting about the Soviet menace — it’s first and foremost about two people bonding over their scientific curiosity, how they inspire each other, how they trust each other, and how institutions can cause someone to betray a loved one.

It’s an extremely potent and effective tale, bolstered by the sparse but simplistically dazzling presentation. While the game consists of flat colors and simple shapes, it all comes together in a brilliantly evocative way. It’s a series of gorgeously austere set pieces that alone make it worth playing.

As previously noted, the game does feature some emotion-based interactivity. Occasionally, when Peter has to contribute to a conversation, you get an ‘emotion prompt’ that allegedly can affect how the game progresses. (I’ll note that they do often mirror the beacon that is clearly visible in the opening of the game.)

As I’ve only played it once, I can’t attest to the efficacy of that, but I do have a hard time imagining that the game significantly plays out much differently in the end, regardless of your emotional choices and that’s fine by me! It is telling the story it wants to tell. As with most stories, it’s not about the conclusion, but the journey.

CARTO (2020)

(PC/PS4/PS5/Switch/Xbox) There’s a thin line between cozy, fun puzzle games and cozy, frustrating puzzle games. Some video games look cute, swear that they’re a breezy affair, but then a few hours in you’re searching for walkthroughs and then shouting out to no one: “How the hell was I supposed to know to do that?!”

CARTO is from Taiwan developers Sunhead Games, and the central conceit is basically: “What if we had a Zelda game with no combat, and you could move and rotate the tiles that make up world maps?”

It’s a fantastic idea that they endless exploit, and it has more than a few other facets going for it: the art design is cartoonishly spectacular; it has a great score that I have accidentally fallen asleep to more than once; and the writing is an appropriate amount of whimsy and melancholy for all ages.

You play as Carto, a young girl who gets lost during a storm and is thrust onto islands where, when someone comes of age, they are forced to leave their family behind. Carto helps heal a lot of these people as she pushes forward to be reunited with her grandmother.

Like I said: whimsical, but also melancholy.

However, some of the puzzle design felt lacking to me. I rarely try to lean on walkthroughs and while I love logic and lateral thinking puzzles, I found some of the puzzles simply maddening and, when I found out the solution, I knew I would have never have solved them on my own.

(It doesn’t help that every fucking site that features walkthroughs now is just an endless array of modals, pop-ups, auto-refreshing and ads.)

That said, I do not regret my time with it, or my cheating. If you use walkthroughs when you realize you need them, it’s a very cozy and very cute experience. At first blush, you might think that it’s an adorable mobile game ported to consoles, but no — it’s far more substantive than that.